Machine Gun ranger

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

Been playing around with this build, let me know your thoughts/how to improve

R/mo

skills:
dual shot
quick shot
needling shot
smite
kindle arrows
troll unguent
whirling D
rez sig

Atts:
8 smiting prayers
14 expertise
11 WS
10 Marksmanship

Equipment: Vamp horn bow of whatever

Fire up kindle arrows, find a target, Hit dual shot, QS, needling shot, QS, smite, QS, needling shot, QS. By this point, hopefully the target is below 50% and you'll get instant recharge of needling and just spawm those back and forth. Since all skills have 1 sec cast time you'll be firing them off like no tomorrow, and it has nice small packet size to screw up prot spirit. Any thoughts? I toyed with adding in an interrupt, but it ruins the attack chain.

Kurow

Kurow

Krytan Explorer

Join Date: Jun 2005

Seattle

Faces of Death [Tye]

R/W

Quick shot builds can be done much better with Double Shot, Savage Shot, Distracting Shot, and Quick Shot. The real bulk of the damage is on the double shots, and the other shots are just fillers really.

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

True, I've seen those. The weakness of using the interrupts is that it forces the chain to stop, meaning a mandatory 2.7 second refire. With this, you're getting a shot off every second, faster than any other attack. To top it off, quickshot and smite deal halfway decent damage while still retaining the bonuses from kindle and the vamp bow. In the time it takes to do dual, qs and savage then recharge for a new shot (2.7+1+.5+2.7= 6.9 seconds) this fires an extra 2 shots, while still continuing with the chain with a managable amount of energy. (2.7+1+1+1+1). Also, with an interrupt build, you're stuck with some annoying recharges. You can't start refiring that dual shot immediately after you finish (the combo only took 4.2 seconds) leaving you with 2.8 seconds of downtime.

I've played around with working concussion shot into the mix to aggravate enemy monks, but opted for the defensive skills. The real strength is the infinite chain - 8 shots in quick succession is more than enough to get someone under that magical 50% barrier.

Plus, to be honest, it's fun as heck to turn into a human machine gun.

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

Is there any reason why you took SMITE in there? waste of attributes and a skill slot for sure... get 16 marksmanship, 0 WS, RTW, more interrupts...now you're looking at a real killer

*EDIT* You need 8 ( EIGHT ! ) shots to get someone under 50%hp? I think you're doing something wrong >.>

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

Smite is there because it was the only other attack skill I could find with a 1 second activation that wasn't an interrupt, i.e. didn't force the 2.7 second recharge. I don't *need* 8 shots to get them under 50%, but if they're not under 50% by 8 shots then it slows down. More likely they're under in 3 or 4 and dead by 8. Keep in mind, if you use the interrupts, it breaks the chain and you're stuck doing nothing for a bit.

Kindle arrows at 11 provides significantly more damage than RTW at 16 marks.

I began by running this without smite, but it serves to fill in the gaps between the 4 sec recharge on needling and the 1 sec recharge on QS.

The last big bonus of this is that the slow refire rate of the horn bow doesn't matter, so you can take advantage of the armor penetration without paying the price.

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

But putting Smite in there isn't really effective, it puts a huge strain on your attributes... and why exactly don't you want interrupts? Savage only does little damage when it interrupts, but it's good to get another arrow out of your bow..


But RTW will let your arrows fly twice as fast, especially with a horn bow...they're so easy to dodge...

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

Interrupts force the chain to stop meaning a 2.7 sec recharge, meaing 2.7 secs to sit around doing nothing. Smite is a strain in every way, I agree, but it's better than sitting and waiting for a couple seconds. Realistically, the att points in smiting could be lower since the damage isn't that stellar, but 8 seems to be a reasonable compromise.
As for easy to dodge, horn bows move at average speed, and QS and needling shot are both moving at double speed already, so it wouldn't make that big a difference.

I just tested this on the target dummies- 8 shots to kill the 60 AL target, 10 to kill 80 AL target, 14 shots to kill the 100 AL target. That equals an equivalent number of seconds which isn't too shabby.

Dr. Fire

Dr. Fire

Frost Gate Guardian

Join Date: May 2005

Ohio, U.S.A.

Bane of Darkness [BoD]

Me/

To bad DS was nerfed.

aelyn

Ascalonian Squire

Join Date: Mar 2006

R/Mo

not a bad pressure build, i like it...

I've been thinking about trying to find something in place of smite though, just because the attributes are being a little too stretched. (Are you using a major rune and a superior rune in there for the attributes, or am I missing something?)

I was thinking maybe using serpeants quickness in place of smite, but it would really only be useful in reducing the time where needling recharges, because all of the other spaces have a 1 second cast time spell in between them in the progression anyways, so a .66 second recharge doesnt really matter...

However, it might be helpful to throw something in like seeking arrows or something else? Still, smites not bad for some extra damage, I'll have to try it out and post later....

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by Dr Strangelove
Kindle arrows at 11 provides significantly more damage than RTW at 16 marks. Yes, but your arrows deal significantly more damage at 16 marks than at 10 marks.

I've a sneaky suspicion that you'll do more damage if you dropped WS altogether. But I'll try it out to be sure.

Amarth d'Arc

Amarth d'Arc

Academy Page

Join Date: Nov 2005

The Seven Sisters

R/

It seems to me that the damage with Marks 16 is better than with Marks 12 or 13. That´s why I dropped the R/E - Conjure Flame combo for a pure Marks 16 Ranger Plus the better benefits from FW ect. and you hit moving targets much better. ...