I've been working on my icey Power dmg Ranger but now that my teammate who's supposed to synergize with my skills has quit GW, I was wondering if perhaps going the trapper route would be effective. I still am going to use my max dmg Stormbow [with only 8 marksmanship thank goodness] This is a MacGyver style dude who works behind both the team and the enemy lines. Heavy on traps and can defend against disruptors. Chasers get punished...
Here we go: R/W
Expertise: 9+1
Marksmanship: 7+1
Wilderness Survival: 10+2
Tactics: 10
Hunter's Shot
Pin Down
Barbed Trap
Flame Trap
Serpent's Quickness
Whirling Defense
Gladiator's Defense {E}
Res Signet [I hate bringing this thing but are there any suggestions?]
As you can see, this isn't about direct massive damage like me R/E used to be but more of the 'can't get to my Guild Lord' variety. My guild loves GvG more than any other form of combat mostly and since we got our Hall, we no longer do HoH so GvG is the idea behind this build.
Will this build hold out in terms of snaring and disrupting the enemy team? Just need an idea on how to improve this. I'm not changing stats so what skills would you recommend? [to replace Res Sig especially]
From R/E to R/W
Yukito Kunisaki
rii
in gvg, leave ressing to the ressers.... dont worry about it. Usually wa/mo who can work in peace. maybe vengeace for secondaries who need to get on with things, but just dont bother with this guy.
expertise at 14 perhaps? i mean, why not.....
firstly, you have 2 stances, all good ones. One, two max if your expecting aggro is enough, since even in the middle of the battle you might accidentally cancel one. Serpents would be especially crappy due to cooldown. in fact all three would be crappy if you accidentally get rid of one.
"chasers get punished"
you might want a speed buff in there then, storm chaser? if your going in and out of enemy lines then you want to PELT it in and out of enemy lines. Thats another stance though. As for the other ones, which one really meets your needs? I think if you put experties to 14 whirling would be enough, i.e. your trapping by their healers, some warrior comes to teach you a lesson, whirling to finish what your doing, then storm to get out of there.
Traps got nerfed, they really dont do that much damage, i was using the ivex last week and its just not that hot. especially if someone was whacking me. However, without gladiators (or any points in tactics really) you could get spike trap and dust trap. Stacking around their monks and other contextual characters could give a condition headache, but i maintain its not worth it personally.
With all 4 traps at level 13 wilderness survival you could get about 240 damage and several useful conditions. That doesnt take into account bleeding and so on.
Without tactics, moving back to ra/el and take frozen burst would make you a pbaoe nuker, capable of stringing for about 300 damage aoe combined with condition stacking and hex snare. You are able to move fast and tank for resonable periods, with some possible energy management to boot. Your bow damage would suck though, but thats the price of specialisation :S
Ranger/Ele
Expertise: 11+3
Wilderness Survival: 11+2
Water: 8
Spike Trap [E]
Barbed Trap
Flame Trap
Dust Trap
Storm Chaser
Whirling Defense
Serpents Quickness
Frozen Burst
expertise at 14 perhaps? i mean, why not.....
firstly, you have 2 stances, all good ones. One, two max if your expecting aggro is enough, since even in the middle of the battle you might accidentally cancel one. Serpents would be especially crappy due to cooldown. in fact all three would be crappy if you accidentally get rid of one.
"chasers get punished"
you might want a speed buff in there then, storm chaser? if your going in and out of enemy lines then you want to PELT it in and out of enemy lines. Thats another stance though. As for the other ones, which one really meets your needs? I think if you put experties to 14 whirling would be enough, i.e. your trapping by their healers, some warrior comes to teach you a lesson, whirling to finish what your doing, then storm to get out of there.
Traps got nerfed, they really dont do that much damage, i was using the ivex last week and its just not that hot. especially if someone was whacking me. However, without gladiators (or any points in tactics really) you could get spike trap and dust trap. Stacking around their monks and other contextual characters could give a condition headache, but i maintain its not worth it personally.
With all 4 traps at level 13 wilderness survival you could get about 240 damage and several useful conditions. That doesnt take into account bleeding and so on.
Without tactics, moving back to ra/el and take frozen burst would make you a pbaoe nuker, capable of stringing for about 300 damage aoe combined with condition stacking and hex snare. You are able to move fast and tank for resonable periods, with some possible energy management to boot. Your bow damage would suck though, but thats the price of specialisation :S
Ranger/Ele
Expertise: 11+3
Wilderness Survival: 11+2
Water: 8
Spike Trap [E]
Barbed Trap
Flame Trap
Dust Trap
Storm Chaser
Whirling Defense
Serpents Quickness
Frozen Burst