Hi everybody. First of all, i have to tell you that i'm french so my english is far from perfect. So, why posting here and not in a french forum? Because it's nice place to post ! I think, here, many interesting comments could be done by YOU gentle reader.
So the idea of my build is a support ranger being some kind of control tower watching at all the battle field and then acting.
Expertise 13
Marksmanship 12
Healing prayers 10
Pin down
Hunter's shot
Barrage {E}
Whirling defense
Throw dirt
Healing Breeze
Heal Other
Any ressurect spell
Defensive side:
I can survive quite easily with Whirling defense (and throw dirt) and with Healing breeze so i do not need one more healing speel for myself. That's why i can take Heal Other to help my team mates.
Since i am not in the melee, i'm most of the time close to our monks and i can protect the with throw dirt and pin down blinding and crippling the ennemy warriors trying to kill them.
I can also resurect.
Offensive side:
My character can support a warrior due to is ability of Healing and due to Pind down and Hunter's shot. Pin down cripple the target of the warrior and Hunter's shot make him bleed: killing the target is easier fo the warrior.
What's more i have Barrage dealing nice damage. As i keep looking at all the battle fiel i can easily find a group of targets for Barrage
R/M what do you think about it?
Kilua Dang
Rajamic
Looks to me like you are trying to do too many things. Damage, protect, and heal all in one. This game doesn't work well for that.
First, Healing Breeze and Heal Other are each 10 mana spells. Expertise has no effect on spells, so they will be very expensive. You will have to use them cautiously, even if you have Druid's Armor for more energy.
Your defense is solid. Maybe too solid. Whirling or Throw Dirt will usually buy enough time for a heal from somewhere. I feel this might be too much having them both.
Your offense will be rather bad. Hunter's Shot really isn't that powerful. Barrage is a good skill, but by itself, it won't do much, particularly after the enemy spreads out. It need something like Favorable Winds or a damage-increasing enchantment to really look good.
Rangers are typically ignored, and I see no reason this character would make anyone sit up and take notice of you.
From what you are describing, you aren't looking for real big damage. Perhaps go with Poison Arrow instead of Barrage as your elite. I recommend for any Ranger that isn't going pure trapper to bump Beastmastery to 4 and bring Tiger's Fury. It will let you get off your skills much faster, and speed can be a key.
Throw Dirt is a touch skill. If you plan on watching the fight from a distance, it will be useless.
Maybe Dibilitating Shot, to mess with the opponent's mana supply?
I don't know. You need to narrow down exactly what your one or maybe two jobs on the team are.
First, Healing Breeze and Heal Other are each 10 mana spells. Expertise has no effect on spells, so they will be very expensive. You will have to use them cautiously, even if you have Druid's Armor for more energy.
Your defense is solid. Maybe too solid. Whirling or Throw Dirt will usually buy enough time for a heal from somewhere. I feel this might be too much having them both.
Your offense will be rather bad. Hunter's Shot really isn't that powerful. Barrage is a good skill, but by itself, it won't do much, particularly after the enemy spreads out. It need something like Favorable Winds or a damage-increasing enchantment to really look good.
Rangers are typically ignored, and I see no reason this character would make anyone sit up and take notice of you.
From what you are describing, you aren't looking for real big damage. Perhaps go with Poison Arrow instead of Barrage as your elite. I recommend for any Ranger that isn't going pure trapper to bump Beastmastery to 4 and bring Tiger's Fury. It will let you get off your skills much faster, and speed can be a key.
Throw Dirt is a touch skill. If you plan on watching the fight from a distance, it will be useless.
Maybe Dibilitating Shot, to mess with the opponent's mana supply?
I don't know. You need to narrow down exactly what your one or maybe two jobs on the team are.
Myodato
R/Mo simply doesn't have enough energy to be an effective healer. You may be able to heal well, but you won't be able to heal enough. Also, spend your energy on healing, and you're left using basic bow attacks rather than skills, which will severely limit your damage output.
There are two ways you can make R/Mo work.
1) Go 'pure' Ranger and just use non-attributed Monk skills such as Ressurect and Remove Hex. This is good if you want to focus on your Ranger abilities but don't want a useless secondary.
2) Put points in Smiting and use Judge's Insight to significantly raise your bow damage, especially against heavily armoured targets. You could consider taking Scourge Healing aswell, but should still focus mainly on your Ranger abilities.
Whichever way you go, you definitely want to take more than 3 offensive skills.
There are two ways you can make R/Mo work.
1) Go 'pure' Ranger and just use non-attributed Monk skills such as Ressurect and Remove Hex. This is good if you want to focus on your Ranger abilities but don't want a useless secondary.
2) Put points in Smiting and use Judge's Insight to significantly raise your bow damage, especially against heavily armoured targets. You could consider taking Scourge Healing aswell, but should still focus mainly on your Ranger abilities.
Whichever way you go, you definitely want to take more than 3 offensive skills.
Kilua Dang
I think i will put Favorable wind and throw away Hunter's shot.
I will also change Throw dirt but i don't know for what...
But i want to keep Healing prayers, it was many time really useful in our PvP and GVG team... but i will try your ideas.
I will also change Throw dirt but i don't know for what...
But i want to keep Healing prayers, it was many time really useful in our PvP and GVG team... but i will try your ideas.
Kilua Dang
I need more comments please... Anyone else?
funkenstein
A ranger can never be a great healer because of the energy costs. You can have at most 37 energy. Expertise doesn't affect the cost of spells. So that's not much energy to work with, especially with your heals not as effective as a normal monk.
The best bet would be to go protection to keep something like mending up, or smiting for judge's insight/bane signet/aura.
The best bet would be to go protection to keep something like mending up, or smiting for judge's insight/bane signet/aura.