Thunderhead Ranger Skills

TimeBomb

Pre-Searing Cadet

Join Date: Feb 2006

hey there,

i'm looking for a good build which i can use in the thunderhead mission and the other last missions, except a pure trapper build.
i've tried the search-function, but got no results.

thx in advance

TimeBomb

Caged Fury

Caged Fury

Krytan Explorer

Join Date: Dec 2005

Hearts Of Fury [HoF]

When I did THK with my ranger, I just took a Barrage ranger for it. I also used this build for Ring of Fire mission and currently at Abaddon's Mouth.

Expertise = 11 + 1
Marksman = 11 + 3 + 1
Wilderness = 8 + 1

Troll Unguent
Distracting Shot
Barrage (E)
Savage Shot
Storm Chaser
Throw Dirt
Favorable Winds
Rebirth


IMO, having a good individual build (especially for THK) helps but it's more important to have a good team and game plan. Even if all the team members have a super build, you can easily fail if everyone goes off to do their own thing. Almost any build will work if the party members know what to do and what their role is.

When I did THK, I was with another ranger with a similar build. We capped Barrage from the previous mission and decided to give it a try. Getting to the fort was easy and defending the king was easy because we stuck to the plan of camping him at the top of the stairs. When the enemies came, the warriors met them on the stairs and we barrage from a distance. Once they were killed, everyone returned to the top of the stairs and waited for the next group to come. We had one target caller and no one ventured off on their own to do their own stuff.

ArianeB

Academy Page

Join Date: Mar 2006

Arthur

E/Mo

I did THK just yesterday and used a pseudo "spike" build. Similar to above, only replace Barrage with Punishing Shot.

(I also use Healing Breeze instead of TU and Read the Wind instead of Favorable winds, that way I can move my wilderness survival points to healing prayers.)

With 3 interrupting arrows, I could shut down the mersaat casters, or on non-casters, I can fire 3 high damage arrows in quick succession every few seconds, relaunching Read the Wind when needed.

Rangers (and mesmers) are perfect for the role of catapult maintainers (launch when you see red dots in or near the grey craters, each cat has its own crater, so you only need one person on each pair) as we can fight from above if any get past the cats.

Elurian

Elurian

Academy Page

Join Date: May 2005

Infection X [HacK]

Mo/

I carried an almost pure spike build through the mission.

Dual
Punish
Savage
RtW
FW
Sig
Distortion
Troll

I just focused on keeping the casters from casting with the off interrupt and spiked everything I could. Just put FW down in the middle of the keep and rove from door to door using the raised ground in the middle of the keep to your advantage. Did the bonus along with the mission wasn't too hard.

rezabm

rezabm

Frost Gate Guardian

Join Date: Jan 2006

Nightshift Resurrection

R/

When I was doing missions featuring mursaat caster bosses I had good time using Practiced Stance and Choking Gas. THK, RoF and Abaddon's...all bosses who usually take long time to take down were much easier with one choking ranger in the group.

kaldak

Frost Gate Guardian

Join Date: Jan 2006

::sorry, wrong post::

DFrost

DFrost

Krytan Explorer

Join Date: Jul 2005

Ultima Thule

Legacy of Echovald [Echo]

P/

I think I brought barbed/dust trap, healing spring, troll unguent, res signet and interrupts. Using healing spring as often as possible keeps some pressure off the monks, especially if you're camping the king and most of the team stays put.

Going 100% trapper isn't necessarily needed, but when there's time to put a barbed trap (cripples) or a dust trap (blinds) on the stairs, by all means do so. It gives the group a bit more time and again takes some pressure off the monks.

Interrupts are pretty self-explanatory. Very handy against the bosses, especially if there isn't a mesmer in the team.

Inureface

Inureface

Banned

Join Date: Nov 2005

Asian in Lousiana

The Endbringers

R/Me

I interupted and oathshot + throw dirt for the jade armors who won't go away from the casters.