Hello,
This is my first build so I'm looking for a little help.
The goal of this build is to be able to destroy groups of mobs quickly and solo. This is what I came up with:
Build #1
Attributes:
Expertise: 10+2
Marksmanship: 11+1
Curses: 10
Hunters shot 5/0/5
Lightning reflexes 10/0/60
Whirling defense 10/0/60
Pin down 15/0/15
Dual shot 10/0/5
Marksman's Wager 5/2/24 (E)
Mark of Pain 10/2/30
Barbs 10/2/30
I assume the damage from whirling defense will trigger MoP, just in case the mobs get a little too close.
Was thinking of another way to trigger MoP a bit more and came up with this:
Build #2
Attributes:
Expertise: 10+2
Marksmanship: 11+1
Curses: 10
Charm Animal 10/10
Call of Haste 10/0/25
Lightning reflexes 10/0/60
Pin Down 15/0/15
Dual shot 10/0/5
Marksman's Wager 5/2/24
Mark of Pain 10/2/30
Barbs 10/2/30
I figure the addition of a pet will increase the MoP rate quite a bit. Then again, the pet will be weak with NO points into BM but as long as he connects it'll trigger the hex.
Go easy on me. I don't have much experience and this is my first crack at a build. I'd like to know what works, what won't and why. Comments?
Help with a R/N build...
urbeingwatched
Kishin
Not really a bad attempt, for a first try. I'd recommend not bothering with a pet, though. Yes it may help to trigger MoP, but a pet with no beastmastery behind it is going to get taken out very easily, and since it will be on the front lines, there's a high chance a mob might take a swat at it. Also, bear in mind, MoP has a relatively small AoE.
Next, I'd drop Lightning Reflexes for Tiger's Fury, since TF recharges a lot quicker, and can be spammed. Because of this, I'd drop Curses down one and put 3-4 points in BM, plus a minor rune. I'd also recommend 14 Expertise.
So the statline would like something like this:
Expertise: 10+4
Marksmanship: 11+1
Beast Mastery: 4+1
Curses: 9
Barbs is not a bad idea to continue stacking damage, but the 10 energy of that + 10 energy from MoP is going to be very costly for a Ranger with a maximum of 32 energy. Marksman's Wager isn't a bad way to alleviate that, but I'd rather use a different elite, were it me. Personally, I'd recommend Barrage for spamming on the MoPed target (the Barrage will also strike the adjacent targets effected by MoP as well). I'd probably drop Barbs as well. If you get a Zealous string on your bow, that will help you manage energy.
Pin down is not that useful in PvP. If you want a skill for damage, substitute Penetrating Attack. Dual Shot is generally better when you stack buffs on it, but I believe the two arrows will trigger MoP twice, so its probably worth keeping. (I tend to only use Barrage in conjunction with it, what with the fact that it almost instantly recharges)
You probably toss Rez signet in there as well. Also, if you want to play around a bit more with Necro curses as a utility/asset to your team, you could pack either Shadow of Fear (for attack slowdown) or Enfeebling Blood (for Weakness). I give full credit to Shrapnel of the Idiot Savants for either of those two ideas, as he posted a very standard but quite effective R/N build awhile back which contained both of them.
Hope that was helpful.
Next, I'd drop Lightning Reflexes for Tiger's Fury, since TF recharges a lot quicker, and can be spammed. Because of this, I'd drop Curses down one and put 3-4 points in BM, plus a minor rune. I'd also recommend 14 Expertise.
So the statline would like something like this:
Expertise: 10+4
Marksmanship: 11+1
Beast Mastery: 4+1
Curses: 9
Barbs is not a bad idea to continue stacking damage, but the 10 energy of that + 10 energy from MoP is going to be very costly for a Ranger with a maximum of 32 energy. Marksman's Wager isn't a bad way to alleviate that, but I'd rather use a different elite, were it me. Personally, I'd recommend Barrage for spamming on the MoPed target (the Barrage will also strike the adjacent targets effected by MoP as well). I'd probably drop Barbs as well. If you get a Zealous string on your bow, that will help you manage energy.
Pin down is not that useful in PvP. If you want a skill for damage, substitute Penetrating Attack. Dual Shot is generally better when you stack buffs on it, but I believe the two arrows will trigger MoP twice, so its probably worth keeping. (I tend to only use Barrage in conjunction with it, what with the fact that it almost instantly recharges)
You probably toss Rez signet in there as well. Also, if you want to play around a bit more with Necro curses as a utility/asset to your team, you could pack either Shadow of Fear (for attack slowdown) or Enfeebling Blood (for Weakness). I give full credit to Shrapnel of the Idiot Savants for either of those two ideas, as he posted a very standard but quite effective R/N build awhile back which contained both of them.
Hope that was helpful.