Ranger build

Mango Midget

Mango Midget

Lion's Arch Merchant

Join Date: Apr 2005

Under a hippo.

TC

Me/W

Can someone tell me if my ranger build is good here it is:
+3 to Expertise
+1 to Beast Mastery
+1 to Marksmanship
+3 to Wilderness Survival

[Attributes]
Expertise: 9 + 3 (48)
Beast Mastery: 3 + 1 (6)
Marksmanship: 9 + 1 (48)
Wilderness Survival: 12 + 3 (97)

Total Points Used: 199

[Skills]
1) Charm Animal (10/0/10e): Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
2) Comfort Animal (1/1/10e): You heal your animal companion for 42 health. If your companion is dead, it is resurrected with 23% health and all your skills are disabled for 8 seconds.
3) Pin Down (0/10/10e): If Pin Down hits, your target is crippled for 11 seconds.
4) Power Shot (0/3/15e): If Power Shot hits, you strike for +30 damage (before armor).
5) Hunter's Shot (0/8/10e): If Hunter's Shot hits, you strike for +9 damage. If this attack hits a moving foe, that foe begins bleeding for 18 seconds.
6) Incendiary Arrows* (2/24/5e): For 8 seconds, targets struck by your arrows are interrupted and set on fire for 4 seconds. This is an elite skill.
7) Apply Poison (2/12/15e): For 12 seconds, enemies struck by your attacks become poisoned for 16 seconds.
8) Troll Unguent (3/10/5e): For 10 seconds, you gain health regeneration of 11.

Taranis

Lion's Arch Merchant

Join Date: Mar 2005

I dunno about the skills but I by myself would't make a pure ranger generally, on PvP it's going to be too....well there's no surprise, I said that already in a different thread some time ago but if people see a L20 Ranger they'll know Ranger => Bow plus I'd rather get 3 attibutes a little higher than having 4 at all...charmed animals are only "good" for PvE and with the low LvL they shouldn't be too strong anyways so keep this away and well, you should be ways stronger if you got your marksmanship higher, I'd go this for a pure ranger:

12 Marksmanship
10 Wilderness Survival
8 Expertise

I'm not a pro yet but if you really want to go Ranger-Only do something like that (if you wanna PvP 2) or add a second profession like Mesmer/Necro/Elementalist or if you wanna be able to support your friends a bit the monk. There's also the option of going Ranger/Warrior but I think you wanna use bows mainly don't ya?

~Taranis

EDIT: Skills are up to you..

Mango Midget

Mango Midget

Lion's Arch Merchant

Join Date: Apr 2005

Under a hippo.

TC

Me/W

k thanks ill think about it.

Taranis

Lion's Arch Merchant

Join Date: Mar 2005

Yeah atleast THINk about it, it's your build not mine, just telling you how I'd do it, not saying my ideas are better than yours hehe

Kha

Kha

Sins FTW!

Join Date: Mar 2005

USA

Angel Sharks [AS]

Quote:
Originally Posted by Mango Midget
Can someone tell me if my ranger build is good here it is:
+3 to Expertise
+1 to Beast Mastery
+1 to Marksmanship
+3 to Wilderness Survival
Even if the attribute on the mask is for Expertise or Wilderness Survival, making one of them a +2 rune, that's a lot of lost life. -150 with two superiors and -125 with a major and superior. Might need to reconsider this.

Quote: Originally Posted by Mango Midget [Attributes]
Expertise: 9 + 3 (48)
Beast Mastery: 3 + 1 (6)
Marksmanship: 9 + 1 (48)
Wilderness Survival: 12 + 3 (97)

Total Points Used: 199 I agree with Taranis. I don't think there is anything wrong with going pure any profession, but you should at least have a secondary for backup and to confuse the opponent a bit. If anything, monk might be nice for a Res spell or warrior to bring a stance to increase attack speed. Should just go with 1 in Beast Mastery to have a pet so you can go, say, 10 Expertise, 10 Marksmanship, and 11 Wilderness Survival, adding up to 200 between all four.

Quote: Originally Posted by Mango Midget [Skills]
1) Charm Animal (10/0/10e): Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
2) Comfort Animal (1/1/10e): You heal your animal companion for 42 health. If your companion is dead, it is resurrected with 23% health and all your skills are disabled for 8 seconds. Again agreeing with Taranis that pets are useless in PvP. Also, Comfort Animal is useless period. Bring Revive Animal if anything. This way you can res your pet and other pets if needed. Plus, monks can easily heal pets. There is no need for your to waste energy to heal the pet and disable your skills while doing so.

Quote:
Originally Posted by Mango Midget
3) Pin Down (0/10/10e): If Pin Down hits, your target is crippled for 11 seconds.
4) Power Shot (0/3/15e): If Power Shot hits, you strike for +30 damage (before armor).
5) Hunter's Shot (0/8/10e): If Hunter's Shot hits, you strike for +9 damage. If this attack hits a moving foe, that foe begins bleeding for 18 seconds. Your skills are outdated. Get rid of Power Shot. It's not that good. It only does max of 25 (without attribute boosts), and Hunter's Shot is almost just as good with damage, and is even better with the bleeding and energy cost. Pin Down is practically a must in PvP. In PvE it is useless. Penetrating Attack, Dual Shot, and Distracting Shot are good alternatives.

Quote: Powershot used to be much better, and if it worked for you that's great. But for me I found I did far more damage with Dual Shot and Penetrating Attack (though with the changes to the latter I don't know if it is still as good.) So can only give advice on what I know, hence my suggestion for not using it.

Quote:
Originally Posted by Mango Midget
6) Incendiary Arrows* (2/24/5e): For 8 seconds, targets struck by your arrows are interrupted and set on fire for 4 seconds. This is an elite skill.
7) Apply Poison (2/12/15e): For 12 seconds, enemies struck by your attacks become poisoned for 16 seconds.
8) Troll Unguent (3/10/5e): For 10 seconds, you gain health regeneration of 11. Two preps that both have the same goal (damage with condition) is a bit pointless. Marksman's Wager would be a good replacement for Incendiary Arrows and will help get back your energy when needed. Or Read the Wind and Poison Arrow might be a good combination. Troll Unguent is good for PvE, but if you go in PvP it isn't necessary. I tend to keep it cause I like self heals just in case, but might be better to add some kind of defense skill in PvP, like Dodge or Lightning Reflexes (which you should have no matter if you have a self heal or not).

Hope that helps you out a bit

Mango Midget

Mango Midget

Lion's Arch Merchant

Join Date: Apr 2005

Under a hippo.

TC

Me/W

i had the 12+3 for a reason on widerness survival because it made incend. arrows set peeps on fire for 4 secs

Didymus C. Corax

Didymus C. Corax

Ascalonian Squire

Join Date: Mar 2005

Yo, Tropical Fruit Flavored Litlle Person...before taking advice from anyone, consider the purpose of your chacacter (been said before by others and again here and now by me...). Your character's purpose has EVERYTHING to do with how you build him/her.

I've played a full-on Ranger with no secondary and a Ranger/Monk...My main goal has been exploration in the PvE areas and not so much in the PvP...I added the monk as a secondary so I could res and do a little extra damage on the undead. In both cases I started dropping the beast mastery as I raised levels because my pet became a pain in the toosh (always fighting the wildlife and such)...

I found that as a support character (keeping a distance to keep from taking damage while helping my comrads), I kept most of my points in marksmanship and wilderness survival (can't recall the specifics) and loved using the ignite arrows, dual shot, powershot, pointblank shot (in a pinch) combos...I know powershot seems like a waste of energy to some, but with a good bow and armor for energy recovery, I did ok...I like standing back and observing the battle from a distance and picking out the primary targets while being able to assist anyone on the team if they get into trouble...serve some damage, help a friend...that's me, standing on the high ground, pulling fire from casters so the monk can do his/her job...monks dies...I'm there to res...

Decide what you want to do and pick the characteristics of your class that will help you do it...if you go between PvE and PvP...switch it up a little. Nothing can replace experience, so play, play, play...see what works for you...In the long run, you'll be wiser for it.

Kha

Kha

Sins FTW!

Join Date: Mar 2005

USA

Angel Sharks [AS]

Quote:
Originally Posted by Didymus C. Corax
I know powershot seems like a waste of energy to some, but with a good bow and armor for energy recovery, I did ok.
Yo, Tropical Fruit Flavored Litlle Person...before taking advice from anyone, consider the purpose of your chacacter. Agreed. I compared the build to my general knowledge of being in PvE and PvP, hence my suggestions. Considering it is all damage focused, I am assuming that's the goal here. If you really don't care about your secondary, I'd say monk for a rez would come in handy, but try out different Ranger/? combinations for the fun of it

Mango Midget

Mango Midget

Lion's Arch Merchant

Join Date: Apr 2005

Under a hippo.

TC

Me/W

i did a little fixing and now it looks like this tell me how it is(my guy I want to be able to kill people in pvp fast) :

Expertise: 9 + 2 (48)
Beast Mastery: 2 + 1 (3)
Marksmanship: 11 + 3 (77)
Wilderness Survival: 9 + 1 (48)
Healing Prayers: 6 + 0 (21)

Total Points Used: 197

[Skills]
1) Healing Breeze (1/2/10e): For 10 seconds, target ally gains health regeneration of 5.
2) Restore Life (8/0/10e): Touch the body of a fallen party member. Target party member is returned to life with 36% health and 61% energy.
3) Hunter's Shot (0/8/10e): If Hunter's Shot hits, you strike for +13 damage. If this attack hits a moving foe, that foe begins bleeding for 24 seconds.
4) Pin Down (0/10/10e): If Pin Down hits, your target is crippled for 15 seconds.
5) Charm Animal (10/0/10e): Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
6) Comfort Animal (1/1/10e): You heal your animal companion for 37 health. If your companion is dead, it is resurrected with 20% health and all your skills are disabled for 8 seconds.
7) Apply Poison (2/12/15e): For 12 seconds, enemies struck by your attacks become poisoned for 11 seconds.
8) Punishing Shot* (0/5/10e): If Punishing Shot hits, you strike for +38 damage and your target is interrupted. This is an elite skill.
PS I willl also have sup. vigor rune so i will lose 50 health with runes.

tell me how to fix it and with wat spells

Kha

Kha

Sins FTW!

Join Date: Mar 2005

USA

Angel Sharks [AS]

Quote:
Originally Posted by Mango Midget
[Skills]
1) Healing Breeze (1/2/10e): For 10 seconds, target ally gains health regeneration of 5.
I'm iffy on this skill. It's nice to have a little extra healing here and there when needed, but 5 regen for 10e seems like a waste for a Ranger to be using. You might be better off letting the real healers focus on this.

Quote:
Originally Posted by Mango Midget
5) Charm Animal (10/0/10e): Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
6) Comfort Animal (1/1/10e): You heal your animal companion for 37 health. If your companion is dead, it is resurrected with 20% health and all your skills are disabled for 8 seconds. Pets are useless in PvP right now. First, they provide such trivial damage and are barely a distraction or concern. Without any buffs to help them interrupt spells and what not, they're usually ignored. Second, currently when they die you get a DP which is not something you want to be adding to any current DP you might get in PvP. Comfort Animal is horrible in PvP cause your skills will be disabled. Revive Animal is always a better choice as long as you or another member can heal your pet.

Overall, you might want something to increase your arrow speed (Read the Wind, Favorable Winds). I suggest some defense/speed stance to help you if you need to get away from a warrior or something (Lightning Reflexes, Dodge, Storm Chaser). Also, Barbed Trap could come in handy to help protect the monks/casters/you from any charging warriors.

Mango Midget

Mango Midget

Lion's Arch Merchant

Join Date: Apr 2005

Under a hippo.

TC

Me/W

Im fine with the animal spells and all rangers in my guild to be will have to have a pet because they own in masses.I like the speed up idea.I might get someting to speed up my arrows.Can you combine two arrows like penetrating attack + power attack to have a 50% armor penetrating power shot?

SnS.Veneli

SnS.Veneli

Academy Page

Join Date: Mar 2005

Saints and Sinners

W/

Quote:
Originally Posted by Mango Midget
i did a little fixing and now it looks like this tell me how it is(my guy I want to be able to kill people in pvp fast) :
1) Healing Breeze (1/2/10e): For 10 seconds, target ally gains health regeneration of 5. If you're only going to use this on yourself (which I presume since you'll propably have real monks in your group), then use the Troll Unguent instead.

And for pets, please drop them, they're pointless in PvP without any additional spells for interruption or something.

Mango Midget

Mango Midget

Lion's Arch Merchant

Join Date: Apr 2005

Under a hippo.

TC

Me/W

Once again I have recreated my guy and I will not make another one unless someone tells me something important.
+1 to Expertise
+1 to Beast Mastery
+4 to Marksmanship
+1 to Wilderness Survival

[Attributes]
Expertise: 9 + 1 (48)
Beast Mastery: 5 + 1 (15)
Marksmanship: 12 + 4 (97)
Wilderness Survival: 8 + 1 (37)

Total Points Used: 197

[Skills]
1) Charm Animal (10/0/10e): Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
2) Comfort Animal (1/1/10e): You heal your animal companion for 54 health. If your companion is dead, it is resurrected with 29% health and all your skills are disabled for 8 seconds.
3) Dodge (0/30/5e): For 5 seconds, you move 33% faster than normal and have a 59% chance to evade incoming arrows. Dodge ends if you attack.
4) Pin Down (0/10/10e): If Pin Down hits, your target is crippled for 16 seconds.
5) Hunter's Shot (0/8/10e): If Hunter's Shot hits, you strike for +14 damage. If this attack hits a moving foe, that foe begins bleeding for 27 seconds.
6) Favorable Winds (5/0/5e): Suffer 5% death penalty. For 158 seconds, arrows move twice as fast as normal and strike for +3 damage (before armor).
7) Incendiary Arrows* (2/24/5e): For 8 seconds, targets struck by your arrows are interrupted and set on fire for 3 seconds. This is an elite skill.
8) Resurrect (8/0/10e): Resurrect target party member.

Kha

Kha

Sins FTW!

Join Date: Mar 2005

USA

Angel Sharks [AS]

Quote:
Originally Posted by Mango Midget
Im fine with the animal spells and all rangers in my guild to be will have to have a pet because they own in masses.I like the speed up idea.I might get someting to speed up my arrows.Can you combine two arrows like penetrating attack + power attack to have a 50% armor penetrating power shot? I've seen four pets in a group and they still didn't "own in masses". How many do you plan to have in your team? Plus the Death Penalty makes them very worthless if you or your team is not able to keep them alive.

You can not combine two arrow attacks. Each one is a different attack. Just like you can not combine two sword attacks, two axe attacks, etc. You CAN make a combo out of 2 or more attacks, but they are seperate attacks.

I still say get rid of Comfort Animal. Sure it has quicker cast and recharge, but the fact that it disables your skills for 8 seconds makes it worthless in PvP. And if you are just planning on keeping your pet dead until you have a break where you can afford to have your skills disabled for 8 seconds, what is the point of having a pet? Revive Animal owns Comfort Animal.

As I've said before, your skills are outdated. Other than that the build looks good for what you are wanting to do.

Mango Midget

Mango Midget

Lion's Arch Merchant

Join Date: Apr 2005

Under a hippo.

TC

Me/W

ill get revive animal then and ill post a new build in a few minutes with some updates

SnS.Veneli

SnS.Veneli

Academy Page

Join Date: Mar 2005

Saints and Sinners

W/

If this is a PvP build my teams setup will really rip these kind of characters apart like it's nobodies business.
It'd be slightly better if you'd get rid of that pet and changed dodge for something more useful.

Mango Midget

Mango Midget

Lion's Arch Merchant

Join Date: Apr 2005

Under a hippo.

TC

Me/W

here it is:

+2 to Expertise
+1 to Beast Mastery
+3 to Marksmanship
+1 to Wilderness Survival

[Attributes]
Expertise: 9 + 2 (48)
Beast Mastery: 5 + 1 (15)
Marksmanship: 12 + 3 (97)
Wilderness Survival: 8 + 1 (37)

Total Points Used: 197

[Skills]
1) Hunter's Shot (0/8/10e): If Hunter's Shot hits, you strike for +14 damage. If this attack hits a moving foe, that foe begins bleeding for 26 seconds.
2) Pin Down (0/10/10e): If Pin Down hits, your target is crippled for 16 seconds.
3) Read the Wind (2/12/5e): For 12 seconds, your arrows move faster than normal and deal 18 extra damage.
4) Apply Poison (2/12/15e): For 12 seconds, enemies struck by your attacks become poisoned for 11 seconds.
5) Charm Animal (10/0/10e): Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
6) Revive Animal (4/20/5e): Resurrect all nearby allied animal companions, they come back to life with 62 health.
7) Dodge (0/30/5e): For 5 seconds, you move 33% faster than normal and have a 62% chance to evade incoming arrows. Dodge ends if you attack.
8) Resurrect (8/0/10e): Resurrect target party member.
Kha if u dont like this build can u write one up so i can get some ideas thx.

Mango Midget

Mango Midget

Lion's Arch Merchant

Join Date: Apr 2005

Under a hippo.

TC

Me/W

here is another build i like:
+2 to Expertise
+1 to Beast Mastery
+3 to Marksmanship
+1 to Wilderness Survival

[Attributes]
Expertise: 9 + 2 (48)
Beast Mastery: 5 + 1 (15)
Marksmanship: 12 + 3 (97)
Wilderness Survival: 8 + 1 (37)

Total Points Used: 197

[Skills]
1) Charm Animal (10/0/10e): Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
2) Revive Animal (4/20/5e): Resurrect all nearby allied animal companions, they come back to life with 62 health.
3) Dodge (0/30/5e): For 5 seconds, you move 33% faster than normal and have a 62% chance to evade incoming arrows. Dodge ends if you attack.
4) Hunter's Shot (0/8/10e): If Hunter's Shot hits, you strike for +14 damage. If this attack hits a moving foe, that foe begins bleeding for 26 seconds.
5) Pin Down (0/10/10e): If Pin Down hits, your target is crippled for 16 seconds.
6) Read the Wind (2/12/5e): For 12 seconds, your arrows move faster than normal and deal 18 extra damage.
7) Apply Poison (2/12/15e): For 12 seconds, enemies struck by your attacks become poisoned for 11 seconds.
8) Frenzy (0/4/5e): For 8 seconds, you attack 33% faster, but all hits against you are critical hits.
I might switch frenzy with flurry but they both speed up attack rate.

The_Communist

The_Communist

Ascalonian Squire

Join Date: Apr 2005

In your mind!

I like animals and zombies because they are funny. GO MANGO YA! YA SSI!

Mango Midget

Mango Midget

Lion's Arch Merchant

Join Date: Apr 2005

Under a hippo.

TC

Me/W

Go Communist!

Mango Midget

Mango Midget

Lion's Arch Merchant

Join Date: Apr 2005

Under a hippo.

TC

Me/W

Here we go again with somthin I enjoy ran/mes:

Primary Profession: Ranger
Secondary Profession: Mesmer

[Items]
+1 to Expertise
+1 to Beast Mastery
+4 to Marksmanship
+1 to Wilderness Survival

[Attributes]
Expertise: 9 + 1 (48)
Beast Mastery: 6 + 1 (21)
Marksmanship: 12 + 4 (97)
Wilderness Survival: 7 + 1 (28)
Illusion Magic: 3 + 0 (6)

Total Points Used: 200

[Skills]
1) Hunter's Shot (0/8/10e): If Hunter's Shot hits, you strike for +14 damage. If this attack hits a moving foe, that foe begins bleeding for 27 seconds.
2) Pin Down (0/10/10e): If Pin Down hits, your target is crippled for 16 seconds.
3) Punishing Shot* (0/5/10e): If Punishing Shot hits, you strike for +43 damage and your target is interrupted. This is an elite skill.
4) Apply Poison (2/12/15e): For 12 seconds, enemies struck by your attacks become poisoned for 10 seconds.
5) Charm Animal (10/0/10e): Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
6) Tiger's Fury (0/5/10e): All your non-attack skills are disabled for 5 seconds. For 8 seconds, you attack 33% faster than normal.
7) Conjure Phantasm (1/5/10e): For 5 seconds, target foe experiences health degeneration of 5.
8) Arcane Echo (2/30/15e): If you cast a spell in the next 14 seconds, Arcane Echo is replaced with that spell for 20 seconds. Arcane Echo ends prematurely if you use a non-spell skill.

How do you like it?

SnS.Veneli

SnS.Veneli

Academy Page

Join Date: Mar 2005

Saints and Sinners

W/

Quote:
Originally Posted by Mango Midget
Here we go again with somthin I enjoy ran/mes:
[Skills]
1) Hunter's Shot (0/8/10e): If Hunter's Shot hits, you strike for +14 damage. If this attack hits a moving foe, that foe begins bleeding for 27 seconds.
2) Pin Down (0/10/10e): If Pin Down hits, your target is crippled for 16 seconds.
3) Punishing Shot* (0/5/10e): If Punishing Shot hits, you strike for +43 damage and your target is interrupted. This is an elite skill.
4) Apply Poison (2/12/15e): For 12 seconds, enemies struck by your attacks become poisoned for 10 seconds.
5) Charm Animal (10/0/10e): Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
6) Tiger's Fury (0/5/10e): All your non-attack skills are disabled for 5 seconds. For 8 seconds, you attack 33% faster than normal.
7) Conjure Phantasm (1/5/10e): For 5 seconds, target foe experiences health degeneration of 5.
8) Arcane Echo (2/30/15e): If you cast a spell in the next 14 seconds, Arcane Echo is replaced with that spell for 20 seconds. Arcane Echo ends prematurely if you use a non-spell skill.

How do you like it? What are you planning to use Arcane Echo for? Anything here with a slow recharge?? Charm Animal without Revival capacities is just lol, it's like offering a free 5% death penalty on you.
Tiger's Fury is good, punishing shot is propably not a very great elite, just OK.

Mango Midget

Mango Midget

Lion's Arch Merchant

Join Date: Apr 2005

Under a hippo.

TC

Me/W

i guess your right about echo but what is wrong with punishing shot? and what is a better elite arrow attack?

Kha

Kha

Sins FTW!

Join Date: Mar 2005

USA

Angel Sharks [AS]

Quote:
Originally Posted by SnS.Veneli
What are you planning to use Arcane Echo for? Anything here with a slow recharge?? Charm Animal without Revival capacities is just lol, it's like offering a free 5% death penalty on you.
Tiger's Fury is good, punishing shot is propably not a very great elite, just OK. If the pet is killed off easily, why would you want to revive it anyways? Just is going to add up the DP even more quicker. I don't think it's that stupid to not have revive animal especially if you don't plan on supporting your pet to actually make it stronger.

Acan Vishnu

Acan Vishnu

Lion's Arch Merchant

Join Date: Apr 2005

Mo/N

Hmm, heres a good a place as any to ask for conformation on something:

I was told by someone who plays ranger that the death affects incurred by a pet dying were removed if the pet was revived quickly enough... Is this true?

Davion

Davion

Krytan Explorer

Join Date: Feb 2005

wherever the winds take me

R/Mo

Acan? no. You bring it...you incur the penalty. It does go away over time though. The same way when you die, and it goes away with killing things.


EDIT : Mango? (your question below my post here)

There is no "best" elite.... if you do want an alternative though.... could try distracting shot/ barrage .... those could replace echo and punishing shot.
Barrage being your elite swapout...and distracting shot making up for the punishing bonus..while removing echo that you don't need. Not a recommendation..offering you an alternative.

Mango Midget

Mango Midget

Lion's Arch Merchant

Join Date: Apr 2005

Under a hippo.

TC

Me/W

hello can sum 1 answer my question on what is the best elite bow attack and what should i replace echo with??????????????

Kha

Kha

Sins FTW!

Join Date: Mar 2005

USA

Angel Sharks [AS]

Quote:
Originally Posted by Mango Midget
hello can sum 1 answer my question on what is the best elite bow attack and what should i replace echo with?????????????? Davion said it perfectly. There is no best elite bow attack. There is no best any elite or skill in this game. It's all about what fits with your build.

Barrage is good for a nice spam shot with multi-target capablities, but it will get rid of your apply poison. But your skills are very energy heavy, even with Expertise. Marksman's Wager might be a good idea. You may want to look into the Inpsiration Magic line and go with Power Drain, Energy Tap and/or Energy Drain for some interrupts and/or energy stealing.

It might be nice to have some defense skill to help protect you if needed. Dodge, Lightning Reflexes and Whirling Defense are good.

Your build just seems spread too much on what you want to do. You seem to want to be a strong damage dealer. You might have more success with another secondary, like elementalist for example, then sticking with Mesmer. Or just sticking with pure ranger skills like you originally had.

The_Communist

The_Communist

Ascalonian Squire

Join Date: Apr 2005

In your mind!

I will eat your spleen and many other vital organs with the help of my Yak from India. Then I will run over your corpse with my gold plated SUV. Then Every where in America there will be a great famine and many shall die. Because Opera is the AntiChrist!!!!!!! (jk)

Mango Midget

Mango Midget

Lion's Arch Merchant

Join Date: Apr 2005

Under a hippo.

TC

Me/W

I love u too JK

Mango Midget

Mango Midget

Lion's Arch Merchant

Join Date: Apr 2005

Under a hippo.

TC

Me/W

Modification I like:

Expertise: 9 + 1 (48)
Beast Mastery: 6 + 1 (21)
Marksmanship: 12 + 4 (97)
Wilderness Survival: 7 + 1 (28)
Illusion Magic: 3 + 0 (6)

Total Points Used: 200

[Skills]
1) Hunter's Shot (0/8/10e): If Hunter's Shot hits, you strike for +14 damage. If this attack hits a moving foe, that foe begins bleeding for 27 seconds.
2) Pin Down (0/10/10e): If Pin Down hits, your target is crippled for 16 seconds.
3) Read the Wind (2/12/5e): For 12 seconds, your arrows move faster than normal and deal 19 extra damage.
4) Marksman's Wager (2/24/5e): For 12 seconds, you gain 8 energy whenever your arrows hit, but lose 10 energy whenever your arrows fail to strike.
5) Charm Animal (10/0/10e): Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
6) Tiger's Fury (0/5/10e): All your non-attack skills are disabled for 5 seconds. For 8 seconds, you attack 33% faster than normal.
7) Apply Poison (2/12/15e): For 12 seconds, enemies struck by your attacks become poisoned for 10 seconds.
8) Conjure Phantasm (1/5/10e): For 5 seconds, target foe experiences health degeneration of 5.
Tell me how ya feel about it.

Davion

Davion

Krytan Explorer

Join Date: Feb 2005

wherever the winds take me

R/Mo

With that modification.......you have nolonger become energy dependant.

One suggestion then...keep the 2 preps.(apply poison/ read wind) for different instances...might be useful..but you could switch out marksman's wager for say distracting shot. You have a cripple(pindown)....and a damage/condition ( hunter's shot)..... distracting shot would also give you a interrupt.
Being that you are nolonger energy dependant the marksman's wager ends up as a side track for you. Might still be a decent choice....just you could add an interrupt in there where something else nolonger becomes desperately needed.

EDIT : Kha also has a point....could easily switch your illusion for inspiration and take an energy leech skill if you really wanted a quick energy steal for more shot ability rather than looking for a slight damage boost from phantasm.

Kha

Kha

Sins FTW!

Join Date: Mar 2005

USA

Angel Sharks [AS]

Quote:
Originally Posted by Mango Midget
3) Read the Wind (2/12/5e): For 12 seconds, your arrows move faster than normal and deal 19 extra damage.
4) Marksman's Wager (2/24/5e): For 12 seconds, you gain 8 energy whenever your arrows hit, but lose 10 energy whenever your arrows fail to strike.
7) Apply Poison (2/12/15e): For 12 seconds, enemies struck by your attacks become poisoned for 10 seconds. You have three preparations. Only one can be running at a time. It's a waste of one skill slot, possibly two. You need one less preparation and one more attack skill. Dual Shot would work great with Read the Wind.

I still think Inspiration Magic will be more useful than Illusion Magic, considering you are just using Conjure Phantasm. A well timed interrupt spell (really not that hard to do) on a monk casting is just as powerful as doing more damage if you think about it. Using Power Drain with a good inspiration would mean it could replace Marksman's Wager, leaving you a spot for a better elite.

Only problem with this would be Tiger's Fury (which is not one of my favorite skills.) I suggest sticking with just using Read the Wind and dropping Tiger's Fury. Then your points in Beast Mastery can drop to 1 and the extras can go to Illusion (or Inspiration if you choose it) or maybe something else. You may even replace Tiger's Fury with a pet call or attack that interrupts casters (meaning you would want to keep the points in Beast Mastery).

Mango Midget

Mango Midget

Lion's Arch Merchant

Join Date: Apr 2005

Under a hippo.

TC

Me/W

tada:

+2 to Expertise
+1 to Beast Mastery
+3 to Marksmanship
+1 to Wilderness Survival

[Attributes]
Expertise: 10 + 2 (61)
Beast Mastery: 3 + 1 (6)
Marksmanship: 12 + 3 (97)
Wilderness Survival: 7 + 1 (28)
Inspiration Magic: 3 + 0 (6)

Total Points Used: 198

[Skills]
1) Hunter's Shot (0/8/10e): If Hunter's Shot hits, you strike for +14 damage. If this attack hits a moving foe, that foe begins bleeding for 26 seconds.
2) Pin Down (0/10/10e): If Pin Down hits, your target is crippled for 16 seconds.
3) Read the Wind (2/12/5e): For 12 seconds, your arrows move faster than normal and deal 18 extra damage.
4) Poison Arrow* (0/10/5e): If Poison Arrow hits, your target becomes poisoned for 10 seconds. This is an elite skill.
5) Charm Animal (10/0/10e): Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
6) Tiger's Fury (0/5/10e): All your non-attack skills are disabled for 5 seconds. For 7 seconds, you attack 33% faster than normal.
7) Dual Shot (0/5/10e): Shoot two arrows simultaneously at target foe. These arrows deal 25% less damage than normal.
8) Energy Tap (3/20/5e): Steal 9 energy from target foe.

Davion

Davion

Krytan Explorer

Join Date: Feb 2005

wherever the winds take me

R/Mo

You will find energy tap early in the game, it does work nice. However you may want to later switch it out for energy drain(an elite) or power drain. Those two will give a higher net energy theft for the same cost and recharge time. Use power drain if you don't want to use up your elite spot.

Reason being, you are only netting 4 energy with tap,..it costs 5 to cast and you get 9 back... the others cost 5 too, more gain. Still nice, it just depends on where you are in the game to grab those skills.

The_Communist

The_Communist

Ascalonian Squire

Join Date: Apr 2005

In your mind!

dont make me come over to your house and eat u mango i no where u live muhahahaha!! (jk)

Mango Midget

Mango Midget

Lion's Arch Merchant

Join Date: Apr 2005

Under a hippo.

TC

Me/W

Quote:
Originally Posted by Davion
You will find energy tap early in the game, it does work nice. However you may want to later switch it out for energy drain(an elite) or power drain. Those two will give a higher net energy theft for the same cost and recharge time. Use power drain if you don't want to use up your elite spot.

Reason being, you are only netting 4 energy with tap,..it costs 5 to cast and you get 9 back... the others cost 5 too, more gain. Still nice, it just depends on where you are in the game to grab those skills. I will take it in for thought

Mango Midget

Mango Midget

Lion's Arch Merchant

Join Date: Apr 2005

Under a hippo.

TC

Me/W

I got another one that I feel is going to be the build:



Primary Profession: Ranger
Secondary Profession: Necromancer


The 7-Shot Sniper


[Items]
+1 to Expertise
+1 to Beast Mastery
+4 to Marksmanship

[Attributes]
Expertise: 9 + 1 (48)
Beast Mastery: 3 + 1 (6)
Marksmanship: 12 + 4 (97)
Curses: 9 + 0 (48)

Total Points Used: 199

[Skills]
1) Hunter's Shot (0/8/10e): If Hunter's Shot hits, you strike for +14 damage. If this attack hits a moving foe, that foe begins bleeding for 27 seconds.
2) Pin Down (0/10/10e): If Pin Down hits, your target is crippled for 16 seconds.
3) Read the Wind (2/12/5e): For 12 seconds, your arrows move faster than normal and deal 19 extra damage.
4) Fertile Season (5/0/5e): Suffer 5% death penalty. For 46 seconds, every creature's maximum health is increased by 191.
5) Tiger's Fury (0/5/10e): All your non-attack skills are disabled for 5 seconds. For 7 seconds, you attack 33% faster than normal.
6) Charm Animal (10/0/10e): Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
7) Mark of Pain (2/30/10e): For 30 seconds, whenever target foe takes physical damage, Mark of Pain deals 28 shadow damage to adjacent enemies.
8) Insidious Parasite (2/10/15e): For 16 seconds, whenever target foe hits with an attack, you steal 22 health from that foe.