Quote:
Originally Posted by Pyro Master
Why hasnt this been stickied yet?!
Because there are too many inaccuracies riddled throughout it for it to be used as a definitive guide at this point in time. It needs some refining first. With that in mind...
*cracks knuckles*
Quote:
Originally Posted by Sha Noran
NEVER put points into an attribute just to use ONE skill out of that attribute. Find another skill in a different attribute to use, then consolidate your points. A classic example of this is Tiger's Fury. People put points into beast mastery for this skill when they could easily replace it with Lightning Reflexes and consolidate their points.
Excellent advice as far as attribute points are concerned, not the best of examples. I'd point out the people who use WS for Troll Unguent alone, but that's a personal pet peeve. The reason I think Tiger's Fury is a poor example is because Tiger's Fury operates decently well at rather low attribute points, and so spare points which wouldn't meaningfully increase your focus attributes can actually give Tiger's Fury some use. Unfortunately, Lightning Reflexes is a horrible replacement for Tiger's Fury. When I first played ranger I thought it was the other way around, that Lightning Reflexes was vastly superior. After all, they both give added attack speed and Lightning Reflexes gives defenses as well. This, however, was before I understood the concept of downtime. With as little as 4 points spent, Tiger's Fury has a downtime of 3 seconds or 30%. With as much as 13 points spent supporting it, Lightning Reflexes still has a 35 second or 78% downtime. It's a huge difference and one that shouldn't be overlooked.
Quote:
NEVER have more than one preparation. They don't stack and recharge fast enough that you don't need/can’t use two.
Again, excellent advice.
Quote:
Edge of Extinction: I can't believe I actually have to list this, but I see people use it all the time. Think! You're more likely to kill your own group with it than anything else.
The only way Edge should be a threat to your party is when you're facing human enemies, and so when you are facing human enemies it's an obvious don't use Edge. However, it is an incredibly frequent thing in PvE that you will come up against enemies that vastly outnumber you and that are not human. In these cases Edge is the saving grace of God himself. The most extreme case of this is Vizunah Square. If you've never played Vizunah Square with a good team both with and without Edge, then I encourage you go see what you're missing, because it's absolutely amazing.
Aside from having human enemies, the biggest case against Edge is one against spirits in general. That would be, if you're in a mission/area that requires constant movement spirits can become a wasted skill slot. You will need to be fighting in one area for some amount of time for spirits to be worthwhile.
Quote:
Fertile Season: This spirit looks cool, but because it gives everyone the health bonus, it only drags battles out without changing the outcome.
Amen. *sigh*
Quote:
Otyugh's Cry: This shout might be nice if ALL the wild animals in the game weren't level FIVE. Completely worthless.
You've unfortunately completely missed the point of this skill... which isn't difficult considering the wording of the blasted thing's description. The true power of Otyugh's Cry is that when used it will give all pets within its range a nice armor boost. This means that teams which have several beast masters will benefit incredibly from this. When combined with Call of Protection, you're looking at pets with 100 AL against everything and 15 (assuming high beast of course) damage absorption. Any warrior would kill to have those kinds of stats while tanking.
Quote:
Primal Echoes: Besides the fact that you'll mess up your own Monks with this, PVE enemies never seem to run out of energy anyway. Waste of time that could be better spent interrupting those naughty little signets.
You're right in that this probably doesn't have too much use outside of PvP. It could be nice in a ranger-stacked team that was lacking in monks (hey, odd team make-ups do exist), but it's not something that would be commonly used for sure.
Quote:
Revive Animal: Again, looks cool, but... how many Beast Masters that even want their pet alive are you going to play with anyway? And if they want them alive, won't they bring a pet-res with them themselves? Waste of time, especially when you have to have Comfort Animal along anyway to heal your own pet…
I'd agree that Revive Animal is an awful skill, though I've got slightly different reasoning. Comfort Animal casts in 1/6 of the time of Revive Animal, and it has no recharge whereas Revive Animal has a 20 second one. Add on top of this the fact that Revive Animal has a very small radius of effect, and all the skill is really good for is resing the group's pets when those pets all decide to die on the exact same spot at the exact same time. ...so yeah, pretty useless.
Quote:
Tiger's Fury: I mentioned this above, but I'll repeat it here. This skill IS decent in certain builds that use Ranger as a secondary (i.e. W/R), but as a primary Ranger, you shouldn't ever have this. It's a Beast Mastery skill that doesn't have anything to do with your pet. Worthless.
It's not worthless because it operates well at extremely low attribute point investments. Once you've pumped all your attribute points as high as you can, those three spares that don't fit anywhere can up Tiger's Fury (with a rune) to a 70% time coverage for faster attack rate. That's more than worthwhile enough to use with or without a pet.
Quote:
Marksman's Wager: Way, way too many of your arrows are going to get blocked, evaded or dodged (not to mention obstructed) for this skill to be one you can depend upon. Most of the time you'll lose more than you gain.
Even if you consistently gain enough, I think one of this skill's biggest problems is that rangers have one of the best energy situations of any class. Rangers aren't too desperate for energy-management elites, and thus can get much better use out of others.
Quote:
Oath Shot: Possibly the worst Ranger PvE skill in the game, definitely the worst Ranger PvE Elite. As I stated with Marksman's Wager, far too many of your arrows are blocked, evaded or dodged for this to be dependable. If the skill read "The next shot you fire blah blah blah" you could use this with Called Shot to up your chances of it working. Unfortunately, Oath Shot is the shot you have to hit with, and your chances of this helping you at all are nil.
Here you are very wrong. As a ranger you should know which targets you will and will not be able to hit and when. Thus, if Oath Shot required you use it on whatever target you happened to be attacking before hand, then yes. It would suck. However, a little battlefield awareness means that Oath Shot will hit, and it will hit nearly every single time. Why? Because you're not using it unless you know you're going to hit with it.
When you use that bit of common sense and have Oath Shot hitting every single time, then it effectively cuts down all of your skills recharge times to Oath Shot's own recharge time of 20 seconds. When you take into account the huge number of ranger skills which have recharge times much higher than 20 seconds, you get one very powerful elite skill. Here's a short list of skills which get an incredible efficiency boost:
Skill - Before - After (all skills based off of 12 attribute points)
Throw Dirt - 33 second, 72% downtime - 8 second, 3% downtime
Whirling Defense - 42 second, 70% downtime - 2 second, 10% downtime
Dryder's Defenses - 50 second, 83% downtime - 10 second, 50% downtime
Traps don't necessarily have a downtime as much as just a recharge time, so they have to be looked at a bit differently. Let's take Barbed Trap for instance. It wouldn't appear to benefit from Oath Shot since they both have a recharge of 20 seconds. However, the timing of the actual use of Oath Shot can pretty much double the efficiency of it. When Barbed Trap is used and immediately followed by Oath Shot, a second Barbed Trap can be used again right away. Then Barbed Trap and Oath Shot recharge side-by-side so that around 20 seconds later the process can be repeated all over again. Oath Shot allows for a very fast cycling of all traps on your bar.
It's a similar case with spirits. When you do decide to bring a spirit along, the main downfall of them is that they die quickly and have an incredibly long recharge time. Oath Shot negates this weakness and becomes one of the only reliable ways to keep a needed spirit in effect.
Quote:
Practiced Stance: This might be an ok skill if it weren't an Elite, but because it is you should never use it. Of course, people tend to bring up its effectiveness when combined with Choking Gas, but honestly… just bring Broad Head Arrow if you’re that desperate.
Never say never. /cliche
Broad Head Arrow can't act as a mobile Maelstrom which doesn't trigger AOE flight. Choking Gas can, and Practiced Stance allows you to pretty much wipe out Choking Gas's considerable downtime. When your party is in need of an AOE interrupt, Choking Gas + Practiced Stance is the only way to go.
Quote:
Barrage: Ugh, I'm gonna take some crap for this because I know there are a lot of Barrage fans out there, but I'm gonna lay it out there for you. Barrage is a crappy Elite. Maybe if it were a normal skill that cost a bit extra, it would be ok. But it strips your preparations, and for what? 6 arrows. Sounds great.... until you begin to try to remember when the last time there were 6 PVE enemies close enough together to take the hits. You're much better off with Poison Arrow or Melandru's Arrows.
Play in Cantha much? If there's one trait of Cantha that strikingly separates it from Tyria it's the number of enemy bodies packed into small places. Barrage can easily and consistently hit 3 enemies in Cantha and often hits many more. Here are some numbers (though I wouldn't include them in a guide itself, as they were rounded a bit and thus could be more accurate, however for simple illustrative purposes they're fine)
Skill - DPS - DPS with RTW - DPS with Kindle - pips of energy consumed (considered with 12 Marks, 10 WS, and 13 expertise; pips of energy is before preparations are used; DPS calculated is in addition to the normal bow damage)
Barrage (1 hit) - 6.5 DPS - 3 pips
Barrage (2 hit) - 18.4 DPS - 3 pips
Barrage (3 hit) - 30.2 DPS - 3 pips
Barrage (4 hit) - 42.1 DPS - 3 pips
Barrage (5 hit) - 54 DPS - 3 pips
Barrage (6 hit) - 65.8 DPS - 3 pips
Barrage (7 hit) - 77.7 DPS - 3 pips
Poison Arrow - 8 DPS - 12.5 DPS - 16.5 DPS - 1 pip**
Melandru's Arrows - 6 DPS - 16.5 DPS against enchanted foes - .4 pips
Determined Shot - 1.7 DPS - 6.2 DPS - 10.2 DPS - .6 pips
Focused Shot - 11 DPS - 15.5 DPS - 19.5 DPS - 3 pips
Hunter's Shot - 8.6 DPS - 13.1 DPS - 17.1 DPS - 1.2 pips
Marauder's Shot - 5 DPS - 9.5 DPS - 13.5 DPS - 2.5 pips
Needling Shot - 4.2 DPS - 8.7 DPS - 12.7 DPS - 1.5 pips
Melandru's Shot - 4.2 DPS - 8.7 DPS - 12.7 DPS - 2.14 pips
Penetrating Attack - 5 DPS* - 9.5 DPS - 13.5 DPS - 5 pips
Power Shot - 3.6 DPS - 8.1 DPS - 12.1 - 2.5 pips
Precision Shot - 3.6 DPS - 8.1 DPS - 12.1 DPS - 2.5 pips
Splinter Shot - 2.6 DPS - 7.1 DPS - 11.1 DPS - 3 pips
Sundering Attack - 5 DPS* - 9.5 DPS - 13.5 DPS - 5 pips
Uh, yeah. So it's quite clear that while Barrage isn't the be-all end-all elite for rangers, it most certainly isn't the worst one either. In areas where enemies are all too plentiful, which a good portion of Cantha qualifies for, Barrage can quickly becomes a power-house attack skill.
*I didn't take into account the armor penetration, which means these values will be quite low. However, calculating it with AP was more effort than I felt like putting into this reply.
**If the team is doing well and enemies are dying quickly, the energy costs of Poison Arrow sky-rocket
Quote:
Concussion Shot: Was there a typo when making this or what? 25 energy for an interrupt, some damage, and maybe Dazed? This skill might be ok for 10 energy... maybe even 15. But for 25 energy you might as well strip your skill bar and just bring Concussion Shot, Troll Unguent, and Marksman's Wager (oo... maybe a staff with an energy bonus too... could I be on to a new build?!?![/sarcasm]) because your out of energy right off the bat.
At 9 expertise the 25 energy cost drops to 16. At 13 expertise it drops down to 12. So while this is one of the most expensive ranger skills in the game, saying that it's going to wipe out your energy instantly is quite the exaggeration. Concussion Shot has the cost it does because it is an incredibly powerful skill. It's the only non-elite ranger skill which causes dazed, and when used properly can be a great asset. No, you're not going to use it to try and catch Orison like you might with Savage Shot, but it is absolutely fantastic when faced with enemies that have one or two long-cast spells on their bar. All it takes is one guaranteed interrupt to completely shut down a caster for a good period of time, and thus this skill is fantastic against nearly all eles, a good portion of the game's bosses, and that annoying corrupted Kuunavang.
Concussion Shot may require a more specific scenario to shine than do other ranger interrupts. However, PvE allows you to tailor yourself to each and every enemy you will face and thus makes Concussion Shot a great skill.
Quote:
Hunter's Shot: Now this skill is, admittedly, good in PVP because everyone is always running around. Unfortunately, trying to catch a moving enemy to cause bleeding in PvE just isn't worth it. There is a damage bonus, but you're much better off with Penetrating Attack.
Agreed 100%. Hunter's Shot is nice for it's low energy cost, but rarely will give the bleeding outside of specific cases (such as soloing with Ignite Arrows or having a Fire Storm ele around).
Quote:
Precision Shot: A lot of people use this because, "Hey, its just like Power Shot, but better!" If only this were true. Note in the fine print that this skill tells you that it's "easily interrupted". This translates to "if you're taking fire, this skill WILL NOT WORK". You would think that you would be able to get the arrow off without being interrupted... but you can't.
It's an unfortunate truth, to be sure.
Quote:
Choking Gas: This skill would be really nice if it lasted just a little bit longer. As it is, you can't interrupt enough skills with it to make it worth it. You could, feasibly, use this combined with Practiced Stance... but you're much better off with Punishing Shot or even BHA.
As I mentioned earlier, Choking Gas is the only AoE interrupt in the game aside from Maelstrom and it doesn't trigger AoE flight like Maelstrom does (unless you're trying to be a machine gunner, which isn't usually the case). With Practiced Stance, Choking Gas's downtime is reduced to the time it takes you to squat down and cast the preparation. When you're in an area with numerous enemy nukers then a good Choking Gas ranger is the difference between light and day. The first area which springs to mind is the Fire Island Chain where there's at least one area swarming with Meteor-Shower-packing fire imps.
Quote:
Frozen Soil: Yet another PVP favorite that is useless in PVE. Trust me, you'll only stop yourself or others on your team from getting rezed.
This will remain true until ANet starts putting a res sig on each and every enemy. If that day ever arrives I do believe I will cry like a baby.
Quote:
Healing Spring: This is actually usable in PVP, but I would strongly recommend you leave it behind for PVE. Healing your allies isn't your job. The easily interrupted part in particular finishes it off as worthless. Bring Troll Unguent and be happy you did when it saves your ass.
Healing Spring isn't the greatest most of the time, but it could be beneficial if there's a minion master around. Still, it requires the same protections any trap would, and I can't say I've seen too many groups that combine a minion master and a trapper. If you ever find yourself in that set-up though, it'd be something to consider.
Quote:
Muddy Terrain: Monsters can, I suppose, feasibly stop you from running away or by them with this. As far as real people using it.... why bother?
I've never figured it out myself.
Quote:
Nature's Renewal: Talk about suicide. This will destroy your own Monk's (not to mention Mesmer and Necro…) build long before effecting the enemy.
Unless you're using a team composed entirely of rangers and warriors, in which case you've probably got some other problems to be worrying about.
Quote:
Debilitating Shot: As I've stated before, PVE enemies have ridiculous amounts of energy anyway, and they mysteriously never seem to run out. Maybe if this skill had a variable... but 10? Get out of here. Even energy starved Warriors and Rangers laugh at the loss of 10 energy. Worthless.
Having played both PvP and PvE I can say that I'm really not convinced that PvE enemies have more energy than PvP ones do. The problem is that baby-sitting any single enemy to keep them at 0 energy and thus useless makes you just as useless as they are. In PvE you're better off just killing the foe than trying to keep them at 0 energy.
Quote:
Fur Lined: This is an interesting set of armor indeed. It gives bonus armor vs. elemental attacks as well as an even better bonus when faced with Cold Damage. Not bad, but not particularly great... until you start to think strategically. I have seen Ranger's successfully use this armor set combined with the spirit Winter to effectively reduce their elemental damage to nil. A pretty neat idea, but in my opinion it's not worth carrying the spirit around for. This set might also be for you if you find yourself only using your Ranger in the Shiverpeak areas, i.e. Sorrow's Furnace.
It's nifty to use with Greater Conflagration, Winter, and Mantra of Frost for soloing as a ranger. I used it to great effect when doing the Meguuma Jungle Titan quest with a 2-man party. Like you said though, it's probably not something to be doing all the time.
Quote:
Drakeskale: This armor also has its advantages, but their numbers are less than that of the Fur Lined. Giving bonus armor vs. elemental attacks and a further bonus vs. Fire Damage, it might be used effectively in the Fire Island area. Unfortunately, very little of the game is played there. It should be noted that Greater Conflagration could be used in combination with this armor to limit damage... but it's not worth dragging the spirit around and it's definitely not worth blowing your Elite on.
I'd agree that this one isn't worth it. If you're going to be bringing Greater Conflag for damage reduction purposes, you might as well go all out and bring Winter, Mantra of Frost and a Frostbound set instead.
Quote:
Druid's: Finally, we arrive at the best armor choice for most Rangers. This armor gives the standard non-Leather bonus against Elemental damage, and also provides your energy-starved Ranger with bonus energy. The advantage of this armor over the others is hardly worth getting into; the difference should be clear. I would strongly recommend that you use this armor as opposed to the others. Sha's main set of armor is a 15k set of Marhan’s Grotto Druid's dyed pink. It looks good, it keeps me alive, and it gives me the energy to take out my opponents.
As far as Prophecies is concerned, you're right. This is really the only set to consider for normal play.
Quote:
Explorer’s: Explorer’s is a really odd armor set to me. It gives you a small amount of additional bonus health, but that’s it. If you need more health, get a rune, or a mod for your bow, not this armor. Energy is what Ranger’s are starved for, so Druid’s is still a better route.
I really disagree that rangers are energy starved. Elementalists are energy starved (hence why they get Energy Storage). Monks can be energy starved. Mesmers can be energy starved. With decent to high Expertise, however, a ranger should rarely have energy problems.
The interesting thing which the Explorer's set offers is the ability for rangers to confidently use a Superior-Major rune combo. Being a hard target in the back-lines always made the Sup-Major combo a possibility. However, there was always the off chance that you'd come under heavy fire and go down rather quickly. This armor set can negate some of that, especially once DP starts coming into the mix.
Quote:
Sentry’s: This armor’s bonus offers an additional 10 armor while your Ranger is in a stance. That’s decent I suppose… but if you’re in a stance, you’re generally already evading a good percentage of damage anyway. There are better options, particularly if you’d like additional armor, such as…
The only time I can think of when this would be nice is when you're using Tiger's Fury. With its tiny downtime and its IAS, it's a rather nice stance to have up continuously. It's not for everyone all the time, but it definitely is a common scenario that would benefit from the Sentry's armor.
Quote:
Scout’s: Now this armor is actually decent. If Druid’s wasn’t so incredibly just what a Ranger needs, this would be the armor of choice. If you’re doing anything reasonable with your Ranger (i.e. NOT Barrage) you’ll be under the effect of a Preparation all the time, meaning you’ll have bonus armor all the time. That’s a big thumbs up from me… but Druid’s is still better. :-P
No need to imply that Barrage usage is being unreasonable. There are definitely times when Barrage is an excellent skill.
That point aside, this armor's usefulness comes down to the fortitude vs. defense mod argument. Is it better to have extra health or extra armor? How much extra health is equivalent to how much extra armor? It really depends on what the enemies you're facing at the moment are doing, and I'm not sure you can make a definitive statement one way or the other. Sometimes one will be better and sometimes the other will.
Quote:
In summary, I would suggest the Druid's above all else. If you find a reason to use one of the others instead, please tell me. I honestly can't think of any that are strategically sound.
I'd suggest Druid's first as well, since it will be the most versatile armor. If you were going to only invest in one armor set for your ranger, you'd probably be best off with Druids. However, there are definitely good reasons to use the Sentry's, the Scout's, or the Frostbound armor.
Quote:
All the different types of bows and bow mods in the game have a purpose and place. The difficult thing is to choose a set of four that you can keep with you on your quick-switch keys that will take care of you in most situations.
Golden advice right there. I'd just like to state plainly what was implied in there but might be missed by some: you'll probably need a collection of bows far larger than 4 and will change which four are on your quick-switch keys as you switch builds or in town between areas.
Quote:
Longbow: We'll start with my favorite type of bow: the Longbow. As it's name implies, it has a long range; in fact, the longest in the game. There is no trick to this. Longbows have the longest range of any weapon in the game. It's commonly thought that your range with one of these fine weapons is about an aggro bubble and a half, but if you have the height advantage you can shoot much further than that. I personally have shot foes up to two aggro bubbles away from me. For pulling, there is no other option. Period.
I'd triple X-out that "Period." since for pulling there is absolutely no difference between a Flatbow and a Longbow. The rest here is good though, especially the bit about height advantage. Hitting an enemy from 2 aggro circles away is priceless.
Quote:
Now that I've made that clear and highlighted the best part of the bow, we'll go through it's defects. It's long range forces each of your arrows into a high arc, giving enemies an unfortunately long time to dodge your attacks. The time between arrows has been generally agreed to be about 2.4 seconds, which seems bad, but you have to understand that with a Ranger, your rate of fire is going to be slow no matter what, and will be strongly affected by what skills you’re using. The fastest of the bows (the short bow) only fires arrows every 2 seconds. In my opinion, the extra range is worth the wait.
At times it may be worth the wait, at others it simply isn't. After all, that wait equals out to roughly a 20% damage increase which is quite a lot. People would laugh a damaging ranger into the ground if they didn't customize their bow for that extra 20%, so why would you limit yourself from an extra 20% by not weapon-swapping when possible? There are definitely times to avoid a Longbow.
Quote:
Oftentimes, people make the unfortunate mistake in assuming that the Flatbow is somehow like the short bow; not so. It fires much faster than a longbow, but sacrifices accuracy to achieve this. The arc of your shots is much, much higher, which means that your arrows will not compensate for enemy movement nearly as well as they would with a longbow.
With moving enemies at aggro bubble ranger or further, the Flatbow will almost never hit. However, keeping a Vampiric Flatbow on hand for when your target is stationary is an excellent idea. With the fastest possible rate of attack and the longest range, the Flatbow can be a very powerful weapon when used properly.
Quote:
Horn Bow: The horn bow's range hovers somewhere in-between short and medium. It fires arrows rather slowly, but it’s unique attribute makes up for this in spades. Unlike any other type of bow, the Horn Bow has 10% armor penetration even when completely un-modded. It is often used for Ranger Spike (in PVP) for this reason, but in PVE the lack of range still leaves this bow under the Longbow as far as usefulness.
This bow's limited usefulness isn't necessarily it's range, but rather it's horrendous rate of attack. Unless you're using skills which ignore refire rate, then the Hornbow outperforms all other bows. When you are using such skills, however, it's absolutely fantastic. These cases include: PvP spiker (as was mentioned), Quick Shot/machine gunner ranger, and a Tiger's Fury Barrager.
I also thought I should note that the Hornbow has the exact same range as the Composite Bow and weighs in at a little over 1 1/4 aggro bubbles on even terrain.
Quote:
Other Horn Bows: Ivory Bow, Half Moon Bow, Shadow Bow
Scratch that. The Halfmoon is actually a Short Bow, not a Hornbow.
Quote:
Recurve Bow: The recurve bow is a decent bow for normal combat, but has only medium range and medium firing rate. To be honest, if you’re not using a longbow, you might as well get the fastest firing rate you can, and the recurve bow isn’t going to give that to you.
The Recurve bow has one case in which it is the only bow to consider. Interrupting. The Recurve has the fastest arrow flight, making it the optimal bow for interrupters. After all, interrupts ignore the normal refire of a bow and thus make flight-time and position the only factors determining your interrupt's speed of delivery. Since an interrupter can function better the closer they are to a target anyway, the lack of range on an interrupter's bow is of little consequence.
Quote:
Short Bow: Short bows have, as the name implies, a very short range. The enemy you are shooting has to be within your aggro bubble or closer, depending on the elevation difference. Their range alone makes me despise them, simply because a Ranger's biggest advantage comes from the fact that he or she has the ranged advantage. There are, however, some benefits to using a short bow.
They possess one of the quickest refire rates in the game, and at such a close range, there is nearly no arrow fly time. Arc is also nearly nil because at such close range, your arrow doesn't have time to go up. This bow is often the backup bow for Rangers, used in case of close-quarters combat.
You're absolutely right here in that short bows are a prime bow for close-quarters combat but not what you'd want to make your primary weapon. I would say that hating them is a bit severe, though you're entitled to your opinion there. If I don't have a Flatbow ready in a quick-swap spot, then I always have at least one shortbow at the ready. There really is no replacement for that 20% damage bonus from the fastest refire rate, especially when that 20% is a boost across all damage, preps and vamp mods included.
Quote:
Ascalon Bow: Ascalon Bows are dangerous because they technically don't fall under any category per se. The only way to obtain an Ascalon Bow is either from a trader, collector, or weapon-smith. There is one very pressing reason to never use them: you don't know what kind of bow it really is. Some Ascalon Bows are short bows, others are longbows. You would have to experiment to decide, and it really isn't worth it when you can get much better bows without too much effort.
There are plenty of resources to be found now which cut out the guess work as to which Ascalon bows are which bow-types. The easiest is GuildWiki, where you can find out what type of Ascalon bow each collector is offering. After all, the only time people really use Ascalon bows is when they're looking for a cheap max bow and thus turn to collectors.
Quote:
Candy Cane Bow: This bow was available exclusively during the “Wintersday” event of 2005. With a set damage of 15-15 and no req., it actually does have some usability, for both interrupting and for use in a trap group. However, it is a Short Bow in type, and should not be used for pulling.
This bow is really usable any time your bow damage doesn't particularly matter, though there may be better bows to be had for such cases. There are always the odd ball drops or Prophecies quest rewards (that if you're like me, you never kept and later hated yourself for) which offer damage reduction and the like. Depending on your situation, one of those might or might not be preferable.
I wouldn't suggest the Candy Cane Bow for interrupting, however, as a recurve is much nicer than a shortbow.
Quote:
Note that base damage mods that are unconditional are extremely, extremely rare. They were removed from the game as a drop, but the existing ones remain. Don’t expect to ever even see one.
I think you've got a bit too much generalization here. Some base mods were removed from the game, and it might be beneficial to separate between those that have and those that haven't.
Quote:
My personal opinion on base mods is that it really doesn’t matter which one you have, as long as you have one. 15^50% is nice and all, but 20% while hexed is just as viable, considering how much you’re hexed in late game areas.
I completely disagree here. If anything, the base mods are the most important aspect to consider when getting a new bow, as they will be the only ones you can't change. When it comes to deciding which base mod is better than which others, the thing to consider is controllability. Can you control whether or not the condition is met and how easily can you do so? The harder to control mods do get a higher benefit to compensate, and thus might be nice to have on hand. However, if you're looking to streamline your bow collection and keep it to a minimum number of useful bows, you'll want the versatility of things like 15^50, 15 while in stance, or 15 while enchanted. This way you're in control of when you get your bonus and thus can press to be constantly operating at maximum power.
Quote:
-The Elemental Bow Strings are nice as they give you an advantage over enemies in generally every area of the game if you have an assortment. It is true that the Conjure series of Elementalist skills (i.e. Conjure Flame, Conjure Frost, etc.) does work with bows using these mods, but the damage bonus isn't worth the skill slot in my opinion.
There are some enemies which have a certain elemental weaknesses, but I find a more common use of an elemental string for me is for use against warriors who have the possibility of extra armor vs. physical damage types.
Quote:
-Vampiric is only worth it under certain circumstances and using certain skills (i.e. Barrage), but you almost have to have 5/-1 and a bow that shoots fast to be making up for the health you lose due to it being there in the first place.
Vampiric definitely is one of those strings that must be max to be worthwhile, however the strength of Vampiric string is really quite impressive. It's like having a permanent preparation up that adds 5 armor-ignoring damage to all of your attacks, except that it can stack with your normal preparations. 
No matter what you're doing, if you're interested in pumping out the numbers then be sure to have a Vampiric weapon around.
Quote:
-Sundering is popular, and for good reason; Ranger's have trouble against foes with serious armor, and an automatic penetration is nice. Honestly, if you don’t take the elemental route, there aren’t many other choices.
I don't know how else to say this. Sundering is crap.
+20% armor penetration against a 60AL target will increase your bow damage (assuming 12 Marks) by 3.4 to 6.4 damage per attack. Against a 100AL target you'll get 3.1 to 5.7 extra damage per attack. Assuming 16 Marks against a 60AL target you'll get an extra 4.9 to 9.2 damage, and against a 100AL target you'll get 5 to 8.3 extra damage.
So at best, we can expect a Sundering mod to give us a +9.2 attack 10% of the time. Under more normal circumstance, we can be expecting somewhere around a +5 damage 10% of the time. Now compare that to a Vampiric mod which gives a +5 damage per attack 100% of the time, and there is absolutely no question as to which mod is better for dealing damage.
Quote:
-Zealous is never worth it. Ranger's have enough trouble with Energy as it is to be sacrificing another Regen (leaving you at only two!) to try and gain it back with your arrows. You don't fire fast enough to make up for it.
Er... you do know you can do the math for this right?
1 pip regen = 1 energy / 3 seconds
The Hornbow, with the slowest refire would give you 1 energy every 2.6 seconds. The Longbow or Recurve would give you 1 energy every 2.4 seconds, and the Shortbow or Flatbow would give you 1 energy every 2 seconds.
So how exactly are you not firing fast enough to make up for it, if even the slowest bow mathematically comes out ahead energy-wise?
Quote:
-The strings the prolong condition duration have obvious uses; if you’re build uses that condition predominately, then one of these may be for you.
These definitely have a place on a degen ranger's bar. The interesting thing to note is that any time you pass on a condition these trigger, so even skills like Signet of Agony and Plague touch can benefit from having a bow equipped (yes, if you have a Barbed bow on when you inflict bleeding on yourself with Signet of Agony, the bleeding duration is increased. Then the duration gets increased again when you pass it on to an enemy via Plague Touch).
Quote:
-The Marksmanship bonus is decent, but there are better options. Note that this is not an "all the time" and therefore will not boost your stats or help you meet the req. on a bow you are one attribute level short of.
No, it's not decent. It even out does the Sundering String as far as worthlessness goes. The Marksmanship grip does not increase the bow's base damage or chance of critical hit when it triggers, and there isn't a single bow attack which gains more than a +1 damage from a 1 point increase in Marksmanship. That means that at best you're getting +.2 damage per skill you use.... utter crap.
Quote:
-Fortitude is one of those all-time favorites. The extra health is nice no matter what, though anything less that 25 only gives you about one extra hit's worth of survival. An interesting note on Fortitude bonuses is that they are not effected by DP, and therefore as your DP increases, the help that these provide increases greatly.
The point about DP is a particularly nice one.
Quote:
-The three that give you bonus armor are not my personal favorite as there are plenty of points in the game where armor doesn't seem to help anyway. The only one I would ever use is Defensive, as the other two are too situational to be consistantly effective.
I personally would suggest Defensive over Shelter or Warding as well. Whether Defensive or Fortitude is a better mod, however, could be the subject of its own guide and I won't touch it here.
Quote:
-The Enchanting bow grip is an enigma to me because Ranger's have no enchantment spells. Your secondary may provide you with some to use occasionally, but really it’s not worth using your bow grip slot of this mod.
The only use for this thing is with Conjure builds or Judge's Insight builds... however, the real weakness of those is stripping, since you obviously can't cover your enchantment, and this grip does little to help with that problem.
Quote:
-All of the "slaying" mods are pretty much a joke for any average Ranger or any Ranger who has not beaten the game thoroughly. I use them, but I would strongly suggest that only the expert Ranger with a thirst for further adventure even attempt to use them.
I agree that these mods are pretty much a joke. Unless you plan on extensive farming against a particular enemy type, I'd just ignore the slaying mods. To create a collection large enough to make efficient use of these mods simply isn't worth the investment when there are already so many other mod combinations that are important to have on hand.
Quote:
I am frequently asked, when someone is making a Ranger, what type of bow I use. The answer is complicated, as I have a set of around fifteen bows at the moment (and growing). Since my Ranger is my main and favorite character, it is worth it to me to invest in the –slaying mod series, but for most Rangers, this is a bit over the top.
As far as the base bows I use, nearly everything is a longbow. Longbows, in PvE, are simply the best choice. A Ranger’s best friend, as I have stated, is his RANGE. My only other types of bows are Hornbows, as they are truly best for a Ranger spike in PvP (that’s another discussion altogether, this remains a PvE thread).
My own collection is similar in size, though I recently trimmed the fat and brought it down to 10 bows. I think it's interesting to note that I have not a single slaying mod and still managed to find more than 10 different bow combinations that I absolutely need.
I'd also like to comment that it is never a good idea to make your entire bow collection out of one kind of bow. The different bow types all have different strengths, and thus its a very good idea to have different bow types catering to different situations you may encounter.
Quote:
Bow grip is slightly debatable, as some prefer the +5 armor over the +30 health (not to say theses are the only good options, as the Marksmanship and other mods are viable, but these are the two people get stuck between choosing). I will continue to argue that the +30 health is far superior in late game PvE, particularly when one has acquired DP. The extra health gives you and your monks a big help against Degen, which will give you more trouble than direct damage in many cases.
This paragraph would be pure gold if you simply deleted what was inside those parenthesis. As said above, the Marksmanship grip is utter crap.
Quote:
As for bow string, it too is debatable. Many contend that Sundering is worthless (particularly self-proclaimed “pro” players) and on a Warrior, I would agree it is not the best choice. However, in the world of Rangers, we are left with few other options.
*coughvampiriccough* Many contend that Sundering is crap because it can mathematically be proven to be so. I already went over that somewhere above though.
Quote:
If your favorite build is one involving a particular condition, I would strongly recommend using the corresponding bow string (I have both a Silencing and a Poisonous bow).
Good advice.
Quote:
If you are not a fan of conditions, then you are left with only two options (for your general purpose bow). You could go elemental, and use a set of two (preferably three) different elemental bows, or you could go with Sundering.
I'd say you're left with 3 choices. An elemental, a zealous, or a vampiric.
Quote:
As a Ranger you will have trouble dealing damage vs. heavily armored monsters (i.e. Dwarves), but even with a perfect Sundering bow, you will not see a noticeable change in damage dealt. However, nearly every monster in the game does have a weakness and a resistance to some element or another, therefore using a fiery bowstring will increase your damage considerably against a Dwarf, as they are weak to fire. An icy bowstring would be a poor choice, as they are strong against cold damage. The opposite is true against Titans, who are strong against fire, and weak to cold. Having both a fiery and an icy bow gives you a considerable advantage against most foes in the game (I also keep an earth damage bow around, for those times when its difficult to tell whether icy or fiery would be better).
Using an enemy's elemental weaknesses to your advantage is very nice indeed, as you can get anywhere between 150% damage to 200% damage increases depending on the enemy and the element. However, if you don't want to invest the time and money into making a complete set that spans all elements and needed bow-types, then the Vampiric mod acts as a fantastic way to cut through the armor of high-armored foes. This is why it's so popular in PvP, after all.
After all of that, I'd like to say that I hope this begins to shed some light for you as to why people are saying what they're saying in this thread. You have a lot of good info in your guide, Sha Noran, and that's why I made a point to reply to everything within the chunk I replied to whether or not there was anything to add. We're not here to make personal attacks against you; however, there are some rather serious flaws in this guide which need to be fixed before it can become a good resource. I want to thank you for the time you spent collecting this information together for new players, and I hope that this post will help you begin refining it into the great guide it has the potential to become. | | | | | | | | | | | | | | | | | | | | | | | | | |