Build Name: Hunter Of Balthazarr(sp?)
Proffesions: R/Mo
Attirbut Points:
Marksmenship:12+3=15
Expertise: 7+3=11
Wilderness Survival: 7+1=8
Smite Prayer: 8
Skills
Judge's Insight
Barrage
Troll Ungeant
Rebirth
Savage Shot
Distracting Shot
Balthazarr's Spirit(sp?)
Dodge
I wanted to make a good damage drilling character that could deal a nice amount of damage without elemental damage. So Ji plus barrage was a natural choice with it's 20% AP and holy damage which is helpfull vs. undead, scarabs, and dyrders of all kinds. Plus the ability to interrupt enemies is always great. The point of Balthazarr's Spirit is to gain back energy when I hit an enemy(enemies) sence Ranger's have a mid-low enerrgy pool. Even though the enchantment has a -1 energy regen the energy gain plus barrage will make it non-existance. Rebirth was a good choice to combine with dodge just incase the monk dies and we need a quick rezzer with escaping abilites. Far as troll well rangers never leave home without it. I'd like to hear your comments and ideas to help inmprove this build set.
Comment and Tips on R/Mo Build
Leon_Ux-ixen
Nivryx
Quote:
Expertise 7+3=11
Did you forget to include your mask?Balthazar's Spirit
"While you maintain this "Enchantment", target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.)"
Balthazar's Spirit is more used for invicibuild's, where you are always going to be taking damage.
Essence Bond
"While you maintain this "Enchantment", whenever target ally takes physical damage, you gain 1 energy."
This is a popular enchantment used by monks to gain energy by casting it on a tank. The best part of it is that it doesn't have an attribute, so you can easily take out Balthazzar's Spirit for Essence Bond, and use your attribute points elsewhere.
Another thing to do is to do the +15 attribute quests, I've done both of them and either I haven't set my attributes right, or haven't done them. If its the latter, do them, then you'll be able to put another point into Expertise for a total of 12
Savage Shot, and Judge's Insight, and Essence Bond all are 10 energy, 12 (mainly for Savage Shot, and Judge's Insight) expertise is the breaking point from 6 to 5, which could very well be useful.
After adding 1 expertise and draining your smiting prayers (since protective bond is no attribute), I now have 38 attribute points to spend. I myself chose to put two more into wilderness survival for a total of 10, which gives Troll Unguent +8 energy, rather than 7, I also spent the remaining into another Expertise, this is the breaking point for 5 energy skills, which will now cost 2 energy. Very worth it imo, especially for barrage which you'll be spamming like crazy.
Leaves 7 attribute points left, put into protection prayers to reduce rebirth's downside (Target not being able to use skills for X seconds).
Attributet Points:
Marksmenship:12+3=15
Expertise: 9+4=13
Wilderness Survival: 9+1=10
Protection Prayers: 3
Skills
Judge's Insight
Barrage
Troll Ungeant
Rebirth
Savage Shot
Distracting Shot
Protective Bond
Dodge
You may also want to change the Build's Name due to no longer using Balthazar's Spirit.
>edit< forgot judges insight was smiting, too lazy to go over what i've said, probably just keep smiting the same and switch protective bond in and youd be set
Leon_Ux-ixen
No I included the mask aswell I have Sup Marks and a Major Expertise. I'll take out Batlhazarr's Spirit for Essence Bond. It be helpful aswell with soloing or working with henchs by my self. Thanks for the tip I'll keep my point set the way it is. Thanks for the help. The anme of the build will be one of the fallowing.
Bow Of The Justicar
Ranger Of The Light
Holy Hunter
Rightous Archer/Hunter/Archer(one of them)
Forest Guardain/Protector
Bow Of The Justicar
Ranger Of The Light
Holy Hunter
Rightous Archer/Hunter/Archer(one of them)
Forest Guardain/Protector
R A C
Quote:
Originally Posted by Nivryx
Savage Shot, and Judge's Insight, and Essence Bond all are 10 energy, 12 (mainly for Savage Shot, and Judge's Insight) expertise is the breaking point from 6 to 5, which could very well be useful.
It sounds like you are saying that expertise lowers the cost of JI and Essence Bond. They are both SPELLS and expertise affects anything but spells.
Leon_Ux-ixen
I think he meant Distracing Shot and not JI. Some people think faster than type and tend to make small typo errors. Like putting a letter where it shouldn't be, or a they type a word they were reading instead of the one they meant to type. I tedn to have that problem so I try to slow my typing when I'm expalning something in detail. Ofcoruse my bad happen of not proif reading plays a big part in my typos aswell as others. Just shows the thinking capacitiy of the mind and the slow reflexes of the body lol. If one can control both of those two things they are one deadly person.
Nivryx
Well....obviously by looking at my little '>edit<' you can realize I was out of it as it was...had a meet for track till 11 pm last night and woke up pretty early....was kind of out of it...
Evilsod
Where exactly would this build be used...
And as its Holy damage its technically useful against everything as nothing has +AL to Holy but they do to ele/phy. Either way i only use JI if i actually have undead to kill, otherwise its just an energy drain.
Off the top of my head i may be wrong, but Expertise = 12 does absolutely nothing, Expertise 10 makes 10 energy skills cost 6, 13 = 5. And 13 makes 5 = 2. Its really not worth it just for that tiny boost to Dodge.
P.S. Barrage really isn't as useful everywhere as you think... Punishing Shot ftw.
And as its Holy damage its technically useful against everything as nothing has +AL to Holy but they do to ele/phy. Either way i only use JI if i actually have undead to kill, otherwise its just an energy drain.
Off the top of my head i may be wrong, but Expertise = 12 does absolutely nothing, Expertise 10 makes 10 energy skills cost 6, 13 = 5. And 13 makes 5 = 2. Its really not worth it just for that tiny boost to Dodge.
P.S. Barrage really isn't as useful everywhere as you think... Punishing Shot ftw.
Leon_Ux-ixen
I have tested Barrage, Pentarting shot, and Punishing Shot with JI. To honest a Judge's Insight+Penetrating Attack will do more damage then Barrage and Punishing Shot. I choice to use Barrage so I can hit more enemies at once thus increasing my usefulnes to the party and all around damage. So in the long run Barrage will be of more help not just with ability to hit up to 6enemies at once but the low energy cost and recharge time.
Punishing Shot has a half second cast time and a slow recharge time which isn't very useful unless your a flat out interrupt. Penetrating Shot mixed with JI has a 40%AP add that with a Prefect Sundering string or Dragos and thats 60%. You'll notice AP increases the amount of damage you do, not very much mind you but it will do more then Punishing.
This build can be useful in any all issue from PvE,PvP, or minor soloing. This is very effective in Fow. Trust me the other members will be happy when a Ranger can do 80-125damage to the undead and Dryders. Interrupts help anywhere specially when a ranger and fighting a warrior and they go to use Heal Signet. Essence Bond will allow great energy regen which all rangers nkows can kill them if they lack it or are using spells. Ofcourses theres the question of "What if your enchantments are broken?" Easy you can just interrupt it or keep pelting the enemy, worse comes to worse dodge your out of thiere and go back in. Rebith and dodge make a ranger helpful in groups or when soloing with henchs. So all in all this is an all around save and solid build I think that can make Ranger something to be feared out in PvE or PvP.
Punishing Shot has a half second cast time and a slow recharge time which isn't very useful unless your a flat out interrupt. Penetrating Shot mixed with JI has a 40%AP add that with a Prefect Sundering string or Dragos and thats 60%. You'll notice AP increases the amount of damage you do, not very much mind you but it will do more then Punishing.
This build can be useful in any all issue from PvE,PvP, or minor soloing. This is very effective in Fow. Trust me the other members will be happy when a Ranger can do 80-125damage to the undead and Dryders. Interrupts help anywhere specially when a ranger and fighting a warrior and they go to use Heal Signet. Essence Bond will allow great energy regen which all rangers nkows can kill them if they lack it or are using spells. Ofcourses theres the question of "What if your enchantments are broken?" Easy you can just interrupt it or keep pelting the enemy, worse comes to worse dodge your out of thiere and go back in. Rebith and dodge make a ranger helpful in groups or when soloing with henchs. So all in all this is an all around save and solid build I think that can make Ranger something to be feared out in PvE or PvP.