My ranger, Props to Vanquisher of Idiot Savants for the help.

Beoulve

Frost Gate Guardian

Join Date: May 2005

:O

None atm

W/Mo

http://img132.imageshack.us/img132/2534/gw0031ry.jpg | sup expertise major vig minor wilds/marks

Any suggestions?

my only concern is that wards would > me, in that case I would just focus on Debilling monks and distracting them.

Enigmatics

Enigmatics

Jungle Guide

Join Date: Jun 2005

Tenafly, NJ

Defenders of Rillanon

W/Mo

If you want, go mesmer secondary and echo debilitating shot. It helps alot.

Beoulve

Frost Gate Guardian

Join Date: May 2005

:O

None atm

W/Mo

Then I would have to take off quick shot, no thanks =/

Enigmatics

Enigmatics

Jungle Guide

Join Date: Jun 2005

Tenafly, NJ

Defenders of Rillanon

W/Mo

Why does everyone want quick shot... You can just use read the wind and energizing winds.

Beoulve

Frost Gate Guardian

Join Date: May 2005

:O

None atm

W/Mo

Read the wind = no Kindle and favor winds > read the wind.

and Energizing wind = mess up monks.

Neo-LD

Neo-LD

Desert Nomad

Join Date: May 2005

USA

[GSS][SoF][DIII]

First of all, it seems to be very good, better than 90% of rangers that try to arena. If a member of Idiot Savants helped you out, then thats great, but doesnt mean that this build is perfect (after all, people cant share ALL their tricks, right?) Ill offer my opinion on some improement opportunites, just dont overreact and get defensive- I already said its a good build. Anyways:

Why Quick Shot? What so great about it? Wouldnt punishing shot hurt more? Also, your marksmanship is a little low (in my opinion) only 9. Check the new GWGuru calculator for how much damage you are actually getting out of that max damage bow. And no tigers fury? I repeat

Personally I was never was a fan of Favorable Winds. Its damage bonus isnt that great, only ~3 per shot. You could fire ~3 arrows within the 5 second casting time instead. You could cast it before the battle starts, but even then Id rather have whirling defense (your build needs some self defense anyways)

btw if you want conjure flame to actually work, you might want to switch to a fiery bow string. Just a tip.

Beoulve

Frost Gate Guardian

Join Date: May 2005

:O

None atm

W/Mo

Yea I noticed I needed a fire bow string =[

And I use QS just because I can spam it and does some damage.

9 marks is really all I need, with that build right there I am doing 80 dmg per shot to mesmers.

I don't know what to lower for Tiger fury, Belive me ive been working that out for over 3 hours now.

I was thinking of just dropping Conjure flame as I am buying a 5/1 vampiric soon, and then I can raise a few beast mastery and a little more marks

Edit: Quick shot, Dual shot, Distracting shot, Debilitating shot, Tiger's fury, Kindle arrows, Favorable winds, res signet | 9 Beasts, 14 Expertise, 10 wilderness, and 10 marks This is what I'm going to try with the above bow.

Edit #2: Seems the first build was doing more dmg =/

ComMan

Krytan Explorer

Join Date: Jun 2005

Quick Shot is actually just what it says: a quick shot. It doesn't make the arrow move faster.

It seems a little odd that your Marksmanship and Wilderness Survival are both that low when they're so important to damage. Doesn't Confure Fire, even with max Fire Magic, only give like +13? Kindle is more powerful (even though it's shorter lasting), it just seems a little odd to me. Care to explain why so much emphasis on Conjure?

I don't think you need a firey bow string if Kindle Arrows is on.

Beoulve

Frost Gate Guardian

Join Date: May 2005

:O

None atm

W/Mo

No, I just tested it. Kindel + conjure works.

I dunno, I like that skill, I seemed to be doing enough DMG as it was...

I changed it around ALOT though =/ Still testing quite a few things

ComMan

Krytan Explorer

Join Date: Jun 2005

Good luck on your tests, I'd like to hear back on what you come up with.

Venom

Wilds Pathfinder

Join Date: May 2005

Calgary, Canada

Idiot Savants

Kindle + Conjure works if you do not have a fiery string.

I would drop Conjure and pump wilderness to 12. That way, you're losing 11 damage per arrow (if you leave fire magic at 0), but getting about +5 for kindle. You have 3 buffs there, which is too much imo. First, conjure is an enchantment, Kindle is not. Second, FW can benefit the other team, sometimes more than yours, so you're actually putting yourself at a disadvantage.
If you're determined to keep quickshot in there, you simply MUST run tiger's fury AND a zealous string. This would be getting the most out of quickshot. If you have a team that can work around QZ, then QZ + TF + quickshot. You can click it as much as you want
Expertise at 14 = quickshot costs 2 to cast. Zealous makes it cost 1 to cast. I would not switch to the vampiric.

Anyway, since you seem to be focusing on Ranger skills and only use conjure from the fire line, I would drop it, and redistribute your fire magic points to wilderness+marksmenship. You'll lose damage per arrow from conjure, but you'll gain damage per arrow from kindle, and you'll gain a skill slot [if this skill slot is TF, even though you dmg per arrow is lower, your dps will be *higher*]. Than you can get a rune of Beast Mastery and have it at 2 for 6 seconds (if you can't get BM to 4). So dropping conjure and fire magic would result in an extra skill slot (potentially TF), and a faster quickshot build.

PieXags

PieXags

Forge Runner

Join Date: May 2005

The Infinite Representation Of Pie And Its Many Brilliances

I kinda run a similar build, but I don't see why you'd need 14 expertise. It will hardly affect skills that use 5 or 10 energy. It will only change it to using 2 instead of 3 energy for the fives, and then I think...4 instead of 6. That's not that big of a deal considering that the skills there aren'te even affected by it really other than their energy.

Seems to me like by having expertise so high you're not using the build to it's full potential if you're going for damage. Marksmanship and wilderness surivival are also important. More important in fact.

My attributes right now are at...

fire-9
marksmanship-12
wilderness-11
expertise-9

And I'm missing 15 attribute points so I could level up something another point or two.

I personally don't see the point in really having quick shot...it's just...a quick shot. Not to special for an elite if you ask me. Why not use poison arrow for some DoT, or maybe barrage for some extra damage 'eh?

Other than that I'd say it's pretty good, I personally don't like spirits that much, but it's not bad. Mark of rodgort might be a nice skill to use if you're going to have fire magic that high. With a fiery bow string, keeping people set on fire for about 15 seconds is definately a good thing. Only problem is a high energy cost, but it's not that bad because with that conjure flame and kindle up your normal arrows have enough power to deal some fine damage while your energy recharges.

Neo-LD

Neo-LD

Desert Nomad

Join Date: May 2005

USA

[GSS][SoF][DIII]

You kidding? 14 is the break point for 10 mana skills -> 4 mana. 10 mana skills include Penetrating Shot, Punishing Shot, Debilitating Shot, Tigers Fury, and Dual Shot. Gotta have 14. I think he should take points out of fire, not expertise.

PieXags

PieXags

Forge Runner

Join Date: May 2005

The Infinite Representation Of Pie And Its Many Brilliances

My point is that, in my opinion at least, using only 4 mana instead of say, you had it at 11. That'd give you more attribute points to dump into marksmanship and wilderness survival---both of which will add more damage, not only with kindle arrows, but in your over all bow damage and in skills like penetrating shot, punishing shot, hunters shot and more. And if he's going to be using conjure flame + kindle arrows for damage, why not have a better base damage to go along with that?

Also, the only reason having 14 expertise would be great is to be able to spam all your 10 energy skills and get 'em off really quickly as they'll not take up energy, but if he's going to be using quick shot as his elite disabling those skills temporarily that defeats the purpose a little bit.

I'd say he needs his fire to be at least 8 or 9, otherwise conjure flame isn't worth much. So I wouldn't remove a lot of that if he still wants to then use that.

If he's going for damage, which is my guess, then marksmanship is a must, and if he had wilderness survival at about 11, his kindle arrows + conjure flame would do something like an +27 or 28 to each arrow he fires. I'd rather have a better overall damage than 2 extra mana whenever I fire off a shot. I think he could add more skills that only required five energy, like hunters shot for example.

Also, what does he have when it comes to protecting himself? With that skill set he's not going to be able to take down a warrior that comes his way without taking a fair bit of damage in the process.

I'd suggest adding something like whirling defense to keep you alive in a tough spot. And what about healing?

Where's healing spring or troll unguent? Depending on monks to keep you alive with no means of personal healing isn't a good idea, IMO.

I can't really pinpoint what he's going for with this build, is it high damage output? That's about the only reason for conjure flame and kindle arrows, but without marksmanship and wilderness survival up there you're not going to be doing as much damage as you really could be doing with them at 11 or 12. And I don't see many skills simply for damage, there's his spirit but that seems a little out of place.

And then there's debillitating shot in there as well, just wiping out some energy of the foe. Useful, sure, but how does it fit into the build? Is this going for a just all around sort of ranger?

Flame Skyborn

Ascalonian Squire

Join Date: May 2005

R/

I'd switch out Quick Shot and put in Melandru's Arrows, and since that would override Kindle Arrows, I'd put in Whirling Defense, Troll Unguent, or Serpent's Quickness. Dual Shot with the Conjure damage, Melandru Damage, and Bleeding would work quite well. Serpent's Quickness would make Dual Shot better for spamming, and Whirling and Troll are purely for defensive purposes.

And if it wasn't for that nasty little res sig, you could have so much more fun with that build. =) However, everyone does expect you to have one, and they are quite useful I guess.

Also, I might be tempted to switch Debilitating Shot with Penetrating Shot.

Edit: If you are going to take Conjure Fire out, I'd probably put in Tiger's Fury in it's place, and throw some points into Beast Mastery, and spend the rest on Marksmanship that you get from taking out Fire Magic, which you wouldn't be using anymore.

Beoulve

Frost Gate Guardian

Join Date: May 2005

:O

None atm

W/Mo

I dropped conjure as it was not worth the damage for the attrib points.

Quick shot, Distracting shot, Debilitating shot, Kindle Arrows, Serpents quickness, Favor winds, Pin down, Res signet

This is what I'm testing atm, I was using TF instead of Serpents and Dual instead of Res, All it seemed to be doing was wasting mana.

I had 8 +1 into Beast Mastery (lasted 9 seconds)

Eet GnomeSmasher

Banned

Join Date: Apr 2005

In my head

He has no healing because of The Idiots' misguided notion that no one should have self healing of any sort and rely on their monks instead. Very flawed philosophy I'd say. Also their notion of pumping an attribute way up into the teens is also one of their philosophies of specialization. Again not very smart unless you have a specific team you're trying to mesh into.

PieXags

PieXags

Forge Runner

Join Date: May 2005

The Infinite Representation Of Pie And Its Many Brilliances

True enough. Monks have enough trouble as it is, and dropping a skill for something like troll unguent or whirling defense is by no means hurting the build. Having a superior rune for your expertise while you've got marksmanship and wilderness survival so low is what's hurting the build. We like 75 health.

I mean look, his total health is 446. Not very healthy, IMO. I like to have at least 480.

Whatever works for you though mate, testing out your ideas is the best way to figure out what works and what doesn't.

Beoulve

Frost Gate Guardian

Join Date: May 2005

:O

None atm

W/Mo

I have said around 3-4 builds, and the one with Tigers fury seemed to kill the fastest. But then after that I have no mana and get owned by a warrior.

The first one I posted takes a little while longer to kill but is more Energy efficient, I cant choose

Nash

Nash

Wilds Pathfinder

Join Date: Mar 2005

Sweden

The Cornerstone

How about you stop listening to the people showing off their blatant lack of understanding about the game, and do a nice 14/12/11 Quick Shot build without scrubby self-healing?

ComMan

Krytan Explorer

Join Date: Jun 2005

Quote:
Originally Posted by Flame Skyborn
I'd switch out Quick Shot and put in Melandru's Arrows, and since that would override Kindle Arrows, I'd put in Whirling Defense, Troll Unguent, or Serpent's Quickness. Dual Shot with the Conjure damage, Melandru Damage, and Bleeding would work quite well. Serpent's Quickness would make Dual Shot better for spamming, and Whirling and Troll are purely for defensive purposes.

And if it wasn't for that nasty little res sig, you could have so much more fun with that build. =) However, everyone does expect you to have one, and they are quite useful I guess.

Also, I might be tempted to switch Debilitating Shot with Penetrating Shot.

Edit: If you are going to take Conjure Fire out, I'd probably put in Tiger's Fury in it's place, and throw some points into Beast Mastery, and spend the rest on Marksmanship that you get from taking out Fire Magic, which you wouldn't be using anymore. Do you understand how his build works?

He puts Kindle on his arrows, making them do about +20 damage with each shot (this is fire damage). His Marksmanship is fairly low, meaning that he doesn't do much bow damage directly.

He can use Quick Shot or Dual Shot for every shot and get an absurd ROF. The idea is to put as many of those arrows on target as possible. Melandru's Arrows does a bit more damage, but it's elite, so he would lose Quick Shot.

Addationally, Melandru's Arrows (which is still my favorite elite), only works on enchanted targets.

PS. why no Quickening Zephyr? You could drop Dual Shot and just Quick Shot every 1/2 second if you used it.

Kriegar

Cowbell Boy

Join Date: Apr 2005

Great Lakes, IL

Treacherous Empire

Quote:
Originally Posted by Eet GnomeSmasher
He has no healing because of The Idiots' misguided notion that no one should have self healing of any sort and rely on their monks instead. Very flawed philosophy I'd say. Also their notion of pumping an attribute way up into the teens is also one of their philosophies of specialization. Again not very smart unless you have a specific team you're trying to mesh into.
hahahahhaa
Yes, it's a terrible idea to have monks heal! Everyone use self heals ftw!

PieXags

PieXags

Forge Runner

Join Date: May 2005

The Infinite Representation Of Pie And Its Many Brilliances

Quote:
Originally Posted by Nash
How about you stop listening to the people showing off their blatant lack of understanding about the game, and do a nice 14/12/11 Quick Shot build without scrubby self-healing? Because then when the opposing team finds out what he's doing he'll be royally screwed.

Beoulve

Frost Gate Guardian

Join Date: May 2005

:O

None atm

W/Mo

I don't want to use QZ Because it messes up Ele's =[

Hurts the monks, I would rather do a little less damage to help keep my team alive.

Beoulve

Frost Gate Guardian

Join Date: May 2005

:O

None atm

W/Mo

http://img132.imageshack.us/img132/2534/gw0031ry.jpg

TF instead of Conjure flame is what I am going to try next.

14 Expertise 10 marks and something like 8+1 BM

ComMan

Krytan Explorer

Join Date: Jun 2005

Quote:
Originally Posted by PieXags
Because then when the opposing team finds out what he's doing he'll be royally screwed. You'd be surprised how few people pay attention to Rangers.

I've gone through a good many Tombs matches, which often play out just the way the IQ guys always say they will. Monks drop first, then other casters, then Rangers and Warriors. If the enemy comes after me first, that usually means they're not all on the called target, in which case my team's not in great danger of losing.

I've been on a lot of teams that run QZ, and monks usually survive. Elementalists aren't so fortunate more often than not.

PieXags

PieXags

Forge Runner

Join Date: May 2005

The Infinite Representation Of Pie And Its Many Brilliances

You're right, rangers aren't often the primary target, they're usually down there near the bottom of the "getting attacked" chain.

However, during the battle, you will take some damage. Either from another ranger or a few casters who notice you, and you will need to keep yourself out of trouble. Which is why a "shoddy" healing spell, like troll unguent, is sufficient for most all situations.

Eet GnomeSmasher

Banned

Join Date: Apr 2005

In my head

Quote:
Originally Posted by Kriegar
hahahahhaa
Yes, it's a terrible idea to have monks heal! Everyone use self heals ftw! Meh, sarcasm. *shrug*

I don't see how one self heal can hurt a build. It's not like eight attack skills will make you an "uber" damage machine as opposed to 6 or 7. If all you did in GW was do damage then there's not much strategy is there?

EDIT: And PieXag is correct. Just because you're a ranger and not a priority target doesnt mean you won't take damage at all until everyone else is dead. There's always collaterol damage as well as someone throwing a DOT on you and then leaving you alone to die slowly while they go back to their main target.

ComMan

Krytan Explorer

Join Date: Jun 2005

Quote:
Originally Posted by Eet GnomeSmasher

I don't see how one self heal can hurt a build. It's not like eight attack skills will make you an "uber" damage machine as opposed to 6 or 7. If all you did in GW was do damage then there's not much strategy is there? It won't, but if you're like me then you have more skills that you want than you have skill slots. Troll Ungent just won't help me as much as other skills in most situations.

Anarkii

Anarkii

Jungle Guide

Join Date: May 2005

-None-

R/Me

Quote:
Originally Posted by PieXags
You're right, rangers aren't often the primary target, they're usually down there near the bottom of the "getting attacked" chain.

However, during the battle, you will take some damage. Either from another ranger or a few casters who notice you, and you will need to keep yourself out of trouble. Which is why a "shoddy" healing spell, like troll unguent, is sufficient for most all situations.
I agree with you. A ranger without troll unguent(or any other healing skill) is downright irresponsible. Monks have enough trouble as it is keeping alive themselves and all their casters.

This is a good build, but due to lack of self-healing, is rendered ineffective against DoT skills/spells.

If I were to face this build in an arena(I am an R/Me), Poison Arrow+Conjure Phantasm+Spirit Shackles will finish it.

Neo-LD

Neo-LD

Desert Nomad

Join Date: May 2005

USA

[GSS][SoF][DIII]

Quote:
Originally Posted by Anarkii
I agree with you. A ranger without troll unguent(or any other healing skill) is downright irresponsible. Monks have enough trouble as it is keeping alive themselves and all their casters.

This is a good build, but due to lack of self-healing, is rendered ineffective against DoT skills/spells.

If I were to face this build in an arena(I am an R/Me), Poison Arrow+Conjure Phantasm+Spirit Shackles will finish it. Congratulations on bringing the perfect skills needed to kill this specific build. Id like to see those skills kill anything else lol.

Self heals are good, but only if they fit with the build. A ranger with no wilderness in the first place should go get some just for Unguent. I use Whirling D instead, comes from Expertise.

To the OP, Tigers Fury is effective for me at 4 BMastery, lasts 7 seconds. You could then go with 14/12/10/4 Expert/Marks/Wild/Beast (after runes). Uber attack speed with Kindle and Punishing and Penetrating Shots hurts ALOT.

ComMan

Krytan Explorer

Join Date: Jun 2005

Rangers are usually built on spamming attack skills, so Spirit Shackles by itself will dominate most Rangers. Luckily, very few people use Energy Denial on Rangers, instead focusing on caster shutdown.

That's not a build-specific flaw, it's just what happens because of the way Rangers are implemented. They're energy intensive, have low mana, and use expertise to counter their low mana. If you drain that low mana, then they're done.

Of course, your Mesmer skills aren't affected by Expertise, and you're an R primary. That means that Energy Denial is more effective against you than pretty much any other class combination, since you need energy but don't have much to spare. His Debilitating Shot by itself reduces you to about 20 mana (if you've spent none), Casting those 2 hexes leaves with with 1 mana. You're shut down too.

Side note: I still think Debilitating Shot is pretty sub-par against devoted casters, since they have so much more mana to spare. This is a rare example where it provides a quick and effective shutdown with only 1 ranger using it.

Tigris Of Gaul

Wilds Pathfinder

Join Date: Apr 2005

Quote:
Originally Posted by Anarkii
I agree with you. A ranger without troll unguent(or any other healing skill) is downright irresponsible. Monks have enough trouble as it is keeping alive themselves and all their casters.

This is a good build, but due to lack of self-healing, is rendered ineffective against DoT skills/spells.

If I were to face this build in an arena(I am an R/Me), Poison Arrow+Conjure Phantasm+Spirit Shackles will finish it. Why not let the monk heal?

Beoulve

Frost Gate Guardian

Join Date: May 2005

:O

None atm

W/Mo

Sometimes its hard, and I would rather keep and Ele alive rather than me, the ranger.

This is what I'm trying to do atm: http://img224.imageshack.us/img224/5189/gw0019ep.jpg

Seems to be working quite well, Some times it hurts the mana though =[

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

Quote:
Originally Posted by Neo-LD
Why Quick Shot? What so great about it?
It's fast, letting you pack more arrows and thus more damage into a small timeframe. That is, shall we say, a good thing.


Quote: Originally Posted by Neo-LD Wouldnt punishing shot hurt more? Punishing Shot is a glorified Savage Shot. Or a glorified Power Shot. Either way, a glorified version of a mediocre skill is not good, and certainly not worth an elite slot.


Quote: Originally Posted by Neo-LD Personally I was never was a fan of Favorable Winds. Its damage bonus isnt that great, only ~3 per shot. You could fire ~3 arrows within the 5 second casting time instead. You could cast it before the battle starts, but even then Id rather have whirling defense (your build needs some self defense anyways) Well you just want to use Favorable Winds before a battle starts, where the time lost really doesn't matter since you wouldn't have engaged anyway. I don't think the skill does enough in general, though, and I certainly wouldn't be running rituals blindly - that is, they have no place in individual builds, not team builds.

I don't think that Rangers need any real self defense in PvP, unless you're playing arena. Their armor and a bit of smart gameplay is more than enough given their targeting priority. I can see running WD on an offensive trapper or the like, but otherwise leave that skill for your arena/PvE builds.


Quote:
Originally Posted by Beoulve
I was thinking of just dropping Conjure flame as I am buying a 5/1 vampiric soon, and then I can raise a few beast mastery and a little more marks My experience with Conjure Flame is that it divides your attribute points way too much to really be effective - you want to have four high attributes in that build, plus some BM for Tiger's Fury, and you aren't going to be able to swing that without a lot of corner cutting and compromises. I think you're much better off dropping the Conjure and pumping your Survival and Marksmanship through the roof - the damage is comparable and everything outside of the combo works better as well.

Dropping the Zealous string should be done with caution - the energy you get from that upgrade will far outstrip the +5 damage you'll stack on top of your attacks in the long run. What's another +5 on a hit that's already doing 70 damage? It's useful for very short term spikes, but Zealous wins out long term every time. I'd naturally carry both.


Quote:
Originally Posted by Beoulve
I don't know what to lower for Tiger fury, Belive me ive been working that out for over 3 hours now. In my experience you want Beastmastery at 7 for casual use of Tiger's Fury - that'll give you 8 seconds out of every 10, meaning just one normal speed attack every ten seconds. You're going to end up with those normal shots fairly regularly with a 9 second Fury, making the two negligible - you're only going to see a real jump in effectiveness if you pump all the way to 12 for the 10 second Fury.

So realistically, given all the demands of this build, you're going to want 7 BM, or 6+1. The rest of your points can go into maxing out Survival + Marksmanship to the best of your ability. You can skimp a bit more if you just want very quick spikes, but if you want any degree of sustainability on Tiger's Fury 7 is probably ideal.

Peace,
-CxE

Beoulve

Frost Gate Guardian

Join Date: May 2005

:O

None atm

W/Mo

K, TF sucks. end.

ComMan

Krytan Explorer

Join Date: Jun 2005

Quote:
Originally Posted by Beoulve
K, TF sucks. end. Ummm..no? It's no as fast as Quick Shot, but it's also not as energy-intensive and it's not elite. Also, you only need about 4 Beast Mastery to use it, taking those points out of BM won't do much except give you 1 more Wilderness Survival.

Tiger's Fury with Quick Shot is probably a waste though. You'll get enough ROF out of Quick Shot that you'll never even notice Tiger's Fury. However, if you're like me and you want to carry a different elite (like Melandru's Arrows), then Tiger's Fury is almost necessary.

Beoulve

Frost Gate Guardian

Join Date: May 2005

:O

None atm

W/Mo

Yea, I am using Serpents instead of Tigers now =/

ComMan

Krytan Explorer

Join Date: Jun 2005

Quote:
Originally Posted by Beoulve
Yea, I am using Serpents instead of Tigers now =/ Again, you're using Quick Shot. With Serpent's Quickness you increase your already absurd rate of fire. However, a lot of people don't carry Quick Shot (or even have it capped) so they need Tiger's Fury for the rate of fire boost.