Heres a little something i've been working on. It incorparates Spirits, interrupts, and defense.
Suggested armor:
1.5 Druids for added energy, or, Drakescales, for extra defense against fire (In this build, you will need it)
Skill Layout (Pure Ranger)
-Greater Conglageration
-Ignite arrow
-Dryders Defense
-Storm Caller
-Choking Gas
-Savage Shot
-Quickening Zephyr
-Signet Of Reserection.
Attributs
Marksmanship: 12
Expertise: 10
Wilderness Survival: 10
(Plus Runes, armor, weapons.. etc)
Battle Plan:
Go out, Cast Greater Conflageration to turn all melee damage, into fire Damage damage.AfterWards, Cast Quickening Zephyr to make all your spells recharge twice as fast. Then, Turn Ignite arrow on, and start hitting the called target. If you see him casting a spell, slap on choking gas, or savage shot, and interrupt him as much as you can. If someone gets near you, and starts hitting you, Turn on Dryders defense, and storm caller. Seeing as all damage has been turned to fire damage, and how Dryders defense and Storm caller both give bonuses from getting hit by elemental attacks, it should work in your favor. Dryders will allow you to evade attacks (75% chance) and, give you almost 50 extra defense against elemental damage. Storm caller will enable you to move faster, if you need to escape to cast a spell, as well, if you get hit, you gain 3-4 energy.
This is mainly focused around Defense, and interrupting others. It also incorparates spirits, which can help you, and others as well.
Im sure theres a bunch of flaws... But, i've used it, and it has worked in my favor.
MM
Pure PVP Ranger Build.
Chyra Deathblade
ComMan
Defenses and Storm Chaser won't stack, they're both stances. Also, Rangers don't need to tank.
Greater Conflag and QZ can eff up your team if you're not careful, they're only used for TEAM builds, not for you as an individual.
Choking Gas without Practiced Stance is borederline worthless IMO. Cap that and drop your other stances. Pin Down is the only "keep myself alive" skill I carry, and more often than not that's used to keep other people from running away.
Have you considered playing an Me/Mo?
Greater Conflag and QZ can eff up your team if you're not careful, they're only used for TEAM builds, not for you as an individual.
Choking Gas without Practiced Stance is borederline worthless IMO. Cap that and drop your other stances. Pin Down is the only "keep myself alive" skill I carry, and more often than not that's used to keep other people from running away.
Have you considered playing an Me/Mo?
Chyra Deathblade
Quote:
Originally Posted by ComMan
Have you considered playing an Me/Mo?
Thanks for the critique.
And, yes, i've actually got one up to lvl 15 right now.
MM
And, yes, i've actually got one up to lvl 15 right now.
MM
pagansaint
Wouldn't this work a bit better as a PvP team setup?
R/E:
Greater Conflaguration
Winter
Ignite or Kindle Arrows or even Apply Poison
Conjure Frost
Serpent's Quickness
Dual Shot
Dryder's Defense
Res Signet
Wearing the Frost Protected armor + dryder defense you'd only be killable by degen and other hexes that don't do elemental damage.
High Expertise and High Wilderness with moderate Water Magic and low marksmanship due to no need for it other than to use a bow.
R/E:
Greater Conflaguration
Winter
Ignite or Kindle Arrows or even Apply Poison
Conjure Frost
Serpent's Quickness
Dual Shot
Dryder's Defense
Res Signet
Wearing the Frost Protected armor + dryder defense you'd only be killable by degen and other hexes that don't do elemental damage.
High Expertise and High Wilderness with moderate Water Magic and low marksmanship due to no need for it other than to use a bow.
ComMan
Me/Mo just seems better suited to what you're trying to do than a pure Ranger does. Sorry.
Personally, I setup my build arrows Bow attacks and leave at least 2 open slots for whatever spirits my team needs. If your team can't work under the spirits as well as you can then you are working against your own team by planting them.
Personally, I setup my build arrows Bow attacks and leave at least 2 open slots for whatever spirits my team needs. If your team can't work under the spirits as well as you can then you are working against your own team by planting them.
ShadowWrath
I personally like these two builds, and would welcome any help for them:
Ranger/Mesmer
Expertise 10 + 1 (Hat) + 3 (Sup Rune) = 14 **This cuts down all ranger skills cost, which saves needed energy for Mesmer Spells**
Marksmanship 10 + 1 (Minor Rune) = 11 **For an interrupter, you don't have to deal high damage, so you don't need to max out Marksmanship.
Domination Magic 11 **With Domination Magic you can use some good anti spells like Power Spike and Backfire**
Skills:Pin Down This helps keep warriors from bashing you in, and it also stops anyone trying to flee for regen. Savage Shot This is obviously used to keep casters from casting spells. It has a quick recharge rate, and only costs 4 mana with 14 Expertise. Distracting Shot This is used for the spells with a lower casting time because the ranger quickly spit it out and it has 10 second recharge rate. Power Spike This is used to stop the spells and deals 80 damage with Domination Magic 11. Backfire This is very useful for temporarily shutting down a caster, as it will deal 112 damage everytime they cast a spell for 10 seconds. Be careful with it, it costs 15 mana, which is about 1/2 of your mana reserve. Power Leak Use this spell in the same way you would for Power Spike, but your enemy loses mana instead of health. Marksmans Wager{E} TUse this preperation to quickly regain mana used up from Backfire, Power Spike and Power Leak. With 14 Expertise, you get 10 mana per hit, verey useful. Resurection Signet You probably shouldnt be without it unless you team is extremely confident that they won't die.
Ranger/Monk
Expertise 10 + 1 (Hat) + 3 (Sup Rune) = 14 **This cuts down all ranger skills cost, which makes it very hard to run out of energy**
Marksmanship 11 + 1 (Minor Rune) = 11 **You still don't need max Marksmanship, you need the Attribute Points in Expertises so you can fire off skills more, rather than using a normal attack**
Wilderness Survival 10 + 1 (Minor Rune) = 11 **You can use Apply Poison or Ignite Arrows to greatly increase damage**
Skills:Barrage{E} Extremely useful when faced with larger groups. With an almost instant recharge time and a nice damage boost, coupled with hitting multiple enemies at once, you can give out a nice damage output. Hunters Shot Also very useful with a quick recharge and low mana cost (2 with 14 Expertise), you can cause enemies running at you to bleed and do extra damage. Penetrating Shot Its 10 mana cost is reduced to 4 with 14 Expertise, so it won't drain your mana too much either. This is much better than Power Shot and Determined Shot especially later in the game as the enemies armor increases and you need to have the penetration. Distracting Shot Use this against the Monk monsters and bosses to shut down healing and other nasty spells that the bosses have. Throw Dirt Use throw dirt on enemies surrounding you, or enemies surrounding anyone in your party. The long period of blinding is very useful for keeping damage done to your party minimal. Apply Poison Use this to bring a large amount of DoT (Damage over Time). Couple it with Hunters Shot on Moving Targets for a -8 degen. Just don't forgot that barrage will remove this, so when using Apply Poison, avoid using Barrage. Whirling Defence This stance causes you to have a 75% chance to avoid an incoming attack. It then does some damage to all enemies around you. This is very helpful when running away or being mobbed. Restore Life/Rebirth You should swap these depending on where you are going. Rebirth is much better when there are large amounts of enemies that swarm so if a teammate dies with a pile of monsters on them, you can drag them away from it. Restore Life is better where you don't expect to be destroyed by loads of swarms, and you can have at least one person live through the attack to restore everyone else.
The italicized text is just saying my reasoning for that.
Ranger/Mesmer
Expertise 10 + 1 (Hat) + 3 (Sup Rune) = 14 **This cuts down all ranger skills cost, which saves needed energy for Mesmer Spells**
Marksmanship 10 + 1 (Minor Rune) = 11 **For an interrupter, you don't have to deal high damage, so you don't need to max out Marksmanship.
Domination Magic 11 **With Domination Magic you can use some good anti spells like Power Spike and Backfire**
Skills:Pin Down This helps keep warriors from bashing you in, and it also stops anyone trying to flee for regen. Savage Shot This is obviously used to keep casters from casting spells. It has a quick recharge rate, and only costs 4 mana with 14 Expertise. Distracting Shot This is used for the spells with a lower casting time because the ranger quickly spit it out and it has 10 second recharge rate. Power Spike This is used to stop the spells and deals 80 damage with Domination Magic 11. Backfire This is very useful for temporarily shutting down a caster, as it will deal 112 damage everytime they cast a spell for 10 seconds. Be careful with it, it costs 15 mana, which is about 1/2 of your mana reserve. Power Leak Use this spell in the same way you would for Power Spike, but your enemy loses mana instead of health. Marksmans Wager{E} TUse this preperation to quickly regain mana used up from Backfire, Power Spike and Power Leak. With 14 Expertise, you get 10 mana per hit, verey useful. Resurection Signet You probably shouldnt be without it unless you team is extremely confident that they won't die.
Ranger/Monk
Expertise 10 + 1 (Hat) + 3 (Sup Rune) = 14 **This cuts down all ranger skills cost, which makes it very hard to run out of energy**
Marksmanship 11 + 1 (Minor Rune) = 11 **You still don't need max Marksmanship, you need the Attribute Points in Expertises so you can fire off skills more, rather than using a normal attack**
Wilderness Survival 10 + 1 (Minor Rune) = 11 **You can use Apply Poison or Ignite Arrows to greatly increase damage**
Skills:Barrage{E} Extremely useful when faced with larger groups. With an almost instant recharge time and a nice damage boost, coupled with hitting multiple enemies at once, you can give out a nice damage output. Hunters Shot Also very useful with a quick recharge and low mana cost (2 with 14 Expertise), you can cause enemies running at you to bleed and do extra damage. Penetrating Shot Its 10 mana cost is reduced to 4 with 14 Expertise, so it won't drain your mana too much either. This is much better than Power Shot and Determined Shot especially later in the game as the enemies armor increases and you need to have the penetration. Distracting Shot Use this against the Monk monsters and bosses to shut down healing and other nasty spells that the bosses have. Throw Dirt Use throw dirt on enemies surrounding you, or enemies surrounding anyone in your party. The long period of blinding is very useful for keeping damage done to your party minimal. Apply Poison Use this to bring a large amount of DoT (Damage over Time). Couple it with Hunters Shot on Moving Targets for a -8 degen. Just don't forgot that barrage will remove this, so when using Apply Poison, avoid using Barrage. Whirling Defence This stance causes you to have a 75% chance to avoid an incoming attack. It then does some damage to all enemies around you. This is very helpful when running away or being mobbed. Restore Life/Rebirth You should swap these depending on where you are going. Rebirth is much better when there are large amounts of enemies that swarm so if a teammate dies with a pile of monsters on them, you can drag them away from it. Restore Life is better where you don't expect to be destroyed by loads of swarms, and you can have at least one person live through the attack to restore everyone else.
The italicized text is just saying my reasoning for that.
ComMan
You have Savage Shot and Distracting Shot backwards. Savage is 5s recharge spam interrupt, Distracting is slow recharge but disables skills for 20 seconds. Just for the record.
In any event, the poster above has the right idea IMO. His focus is on doing his job (staight interrupt with the first build, fairly staight bow damage with the second) and he doesn't drop spirits that could be harmful to his teammates.
In any event, the poster above has the right idea IMO. His focus is on doing his job (staight interrupt with the first build, fairly staight bow damage with the second) and he doesn't drop spirits that could be harmful to his teammates.
ShadowWrath
Ooops. Heh, fixed. Thx.
Enigmatics
Since you aren't often targeted, you might want to get some more offensive skills.
ShadowWrath
Quote:
Originally Posted by Enigmatics
Since you aren't often targeted, you might want to get some more offensive skills.
Thats not true for my build. I find that about 20 seconds in, they're all swarming me because their caster can't get off many spells. I probably should put in Whirling Defence or Throw Dirt.
Enigmatics
If you want the greater conflag+winter+dryars combo, you need to make sure your teammates approve, because if it doesn't benefit them, you can easily replace 3 skills with whirling def and troll unguent. If you like choking gas, you can use practiced stance with it.