Okay, I was board, yet intrigued by some of the newer beast mastery skills, so I threw this together. Comments? Suggestions? Criticisms? Fire away..
Attributes:
Marksmanship: 11+1
Expertise: 10
Beast Mastery : 10
Call of Ferocity - (10,0,55) For 60 seconds, attacks by your animal companions have a base 5%-50% armor penetration, and your animal companions attack 25% faster than normal.
Charm Animal - (10,10,0)Description: Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
Comfort Animal - (10,1,1) You heal your animal companion for 20-87 health. If your companion is dead, it is resurrected with 10%-48% health and all your skills are disabled for 8 seconds.
Ferocious Strike - (5,0,8) Your animal companion attempts a Ferocious Strike that deals +5-20 damage. If that attack hits, you gain adrenaline and 1-8 energy.
Read the Wind - (5,2,12) For 12 seconds, your arrows move faster than normal, and deal 5-18 extra damage.
Hunter's Shot - (5,0,5) If Hunter's Shot hits, you strike for +5-17 damage. If this attack hits a moving foe, that foe begins bleeding for 3-21 seconds.
Tiger's Fury - (5,0,5) For 5 seconds, all of your non-attack skills are disabled, and you attack 33% faster for 5-10 seconds
Punishing Shot (elite) - (10,0,5) This attack deas 13-28 damage and interrupts targets action
The idea is too spam punishing and hunter's, and using punishing to interrupt if possible, while have tiger's fury and read the wind going.
Also, use ferocious strike to do some extra damage and get energy. Call of Ferocity is used to boost my pets damage output.
Ranger Pet Build
Bad_Monkey6186
Kha
Quote:
Marksmanship: 12
Expertise: 6
Beast Mastery : 11+1 I don't think that's good distribution. I'd say
11 Marksmanship (+2)
10 Expertise (+1)
10 Beast Mastery (+2)
Tiger's Fury disables non-attack skills, not attack skills.
I'm assuming this is a PvE build since you are using a pet. You'll be pretty useless in PvP with a pet currently. If PvP, forget about boosting your pet a lot and just focus on your own output. The only good pet boost for PvP is interrupts.
If PvE, you may want to change a few things. Call of Feeding works wonders with Call of Ferocity to keep your pet alive longer. Hunter's Shot and Punishing Shot are a waste. Barrage is the king shot in PvE. You may want to get rid of Comfort Animal and go with a monk secondary, then get Revive Animal and a heal for your pet AND you.
Bad_Monkey6186
Okay, here's a switched up one
Attributes:
Marksmanship: 11+1
Expertise: 10
Beast Mastery : 10
Call of Ferocity - (10,0,55) For 60 seconds, attacks by your animal companions have a base 5%-50% armor penetration, and your animal companions attack 25% faster than normal.
Charm Animal - (10,10,0)Description: Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
Comfort Animal - (10,1,1) You heal your animal companion for 20-87 health. If your companion is dead, it is resurrected with 10%-48% health and all your skills are disabled for 8 seconds.
Ferocious Strike - (5,0,8) Your animal companion attempts a Ferocious Strike that deals +5-17 damage. If that attack hits, you gain adrenaline and 1-8 energy.
Call of Feeding - (10,0,55) For 60 seconds, your animal companions have 1-11 base damage reduction, and your animal companions gain 5-17 health when they hit.
Tiger's Fury - (5,0,5) For 5 seconds, all of your non-attack skills are disabled, and you attack 33% faster for 5-10 seconds
Favorable Winds - (5,5,60) Create a level 1-8 Spirit. For creatures within its range, arrows move twice as fast as normal and strike for +3 damage. This Spirit dies after 30-126 seconds.
Barrage (elite) - (5,0,1) All your Preparations are removed. Shoot arrows at up to 5 enemies near your target. These arrows strike for +1-13 damage if they hit.
Attributes:
Marksmanship: 11+1
Expertise: 10
Beast Mastery : 10
Call of Ferocity - (10,0,55) For 60 seconds, attacks by your animal companions have a base 5%-50% armor penetration, and your animal companions attack 25% faster than normal.
Charm Animal - (10,10,0)Description: Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
Comfort Animal - (10,1,1) You heal your animal companion for 20-87 health. If your companion is dead, it is resurrected with 10%-48% health and all your skills are disabled for 8 seconds.
Ferocious Strike - (5,0,8) Your animal companion attempts a Ferocious Strike that deals +5-17 damage. If that attack hits, you gain adrenaline and 1-8 energy.
Call of Feeding - (10,0,55) For 60 seconds, your animal companions have 1-11 base damage reduction, and your animal companions gain 5-17 health when they hit.
Tiger's Fury - (5,0,5) For 5 seconds, all of your non-attack skills are disabled, and you attack 33% faster for 5-10 seconds
Favorable Winds - (5,5,60) Create a level 1-8 Spirit. For creatures within its range, arrows move twice as fast as normal and strike for +3 damage. This Spirit dies after 30-126 seconds.
Barrage (elite) - (5,0,1) All your Preparations are removed. Shoot arrows at up to 5 enemies near your target. These arrows strike for +1-13 damage if they hit.
Kha
I'd stick with Ferocious Strike over Brutal Strike. Will manage your energy better and you'll be needing a lot to keep spamming Barrage as much as you can plus keep Tiger's Fury up. And you should put your build through a program to get exact damage/numbers. Check out this thread for some links: build thingie
Davion
Another thing you may want to consider once you settle here is what runes to use. You can get a +1 (like you have on your Marksmanship) just from the ranger's mask..... so once you figure what you like on design..decide which runes you would want to add (you can have one of each).
Marksmanship - 11 +1 (+1-2)
Experstise - 10 (+1-2)
Beast Mastery (+1-2)
One could be a +3 if you wanted too but any more than one +3 is going to hurt your health a bit more than you'd like. Those runes would change some of your calculations for management as well.
The setup Kha gave would be a prime one....
Marksmanship (additional +1) for 13 total
Expertise ( additional +1) for 11 total
Beast (additional +2) for 12 total
Marksmanship - 11 +1 (+1-2)
Experstise - 10 (+1-2)
Beast Mastery (+1-2)
One could be a +3 if you wanted too but any more than one +3 is going to hurt your health a bit more than you'd like. Those runes would change some of your calculations for management as well.
The setup Kha gave would be a prime one....
Marksmanship (additional +1) for 13 total
Expertise ( additional +1) for 11 total
Beast (additional +2) for 12 total