R/E build augmentation...

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

I've been reading up on various people's posts on R/E snipers.

A majority of which I've noticed don't use any ele skill outside Conjure Element.

On that note, I was wondering if it's viable to actually use Conjure and one more elementalist skill to give the build more strength.

If not, then I suppose it really doesn't matter what elementalist magic the R/E picks because all Conjure Elemental R/E behave the same. Save for different armor weaknesses.

I was thinking of using Ice or Air skills: Ice Spikes [for snare at a distance] or Lightning Orb [for a massive strike on an enemy that's busy attacking].

Marksman's Wager will keep my energy high so I don't care about energy concerns.

Are R/E varied or are they all Conjure X but do the same thing? [which I find rather unacceptable...]

Tellani Artini

Tellani Artini

Krytan Explorer

Join Date: Jun 2005

America

The Kansas City Hotsteppers [KCHS]

R/

Ice spikes takes longer to cast, snares for a shorter amount of time, and costs more than pin down.

Lightning orb will probably do less damage per energy spent than a penetrating shot with conjure, unless you've got 12 in air (which is silly).

I'd say look for ele spells that do things you can't do with ranger skills, or else you're missing the whole point of expertise.

Thanato

Thanato

Lion's Arch Merchant

Join Date: Mar 2005

Quebec, Canada

Followers of the Faith

R/Me

well when i went R/E for a bit. i didnt even use conjure

i went along the lines of a trapper/earth ele

click here

it was quite fun getting into melee range and being completely ignore until i started to hurt alot of people :3

not to mention i was using a collector's earth staff

Scaphism

Scaphism

Elite Guru

Join Date: Jan 2005

Idiot Savants [iQ]

Long ago(it seems) Rex and I had a talk about various Ranger builds using Conjure.

Eventually it led to the short-lived series ofAlpha Roundtable discussions.

This one in particular goes into detail about the various R/E builds and what's available to them.

Rex and I were fans of Water for the additional snares- Pin down is nice, but we found that too many teams had abundant condition removal, but were often lacking in hex removal. Additionally, it worked well to keep a group of targets clumped together for barrage, and water can provide some nice cover hexes as well.

After Water, I like Air for Gale. Gale is wonderful for when you *need* an interrupt or a snare, and you can't afford to have it dodged, blocked, or evaded. If it's just one skill you're looking for to compliment your skillbar, it's hard to argue against Gale.

Of course, this was all before Nature's Renewal became a predominant strategy in Tombs. NR really hoses Conjure because of the long recharge, and it hoses Water Magic very hard as well. Stacking buffs has also been toned down a bit, so Rangers aren't as fearsome as they were during say, the January BWE.

I don't think R/E is very playable in PvP right now, but hopefully it will be again in the near future.

*Edit*
It's worth noting that at the time that article was written, Greater Conflagration was not Elite (Winter was, for some puzzling reason, there's a good fix that's been made), and Superior Runes were called Legendary, and they cost -100 HP, not -75, so it made more sense to look for majors rather than superiors at the time.

Enjoy.

FeuerFrei

FeuerFrei

Lion's Arch Merchant

Join Date: Jul 2005

In the middle of WWIII

Airreon Grievers[AG]

R/Mo

Quote:
Originally Posted by Scaphism
Long ago(it seems) Rex and I had a talk about various Ranger builds using Conjure.

Eventually it led to the short-lived series of
Alpha Roundtable discussions.

This one in particular goes into detail about the various R/E builds and what's available to them.

Rex and I were fans of Water for the additional snares- Pin down is nice, but we found that too many teams had abundant condition removal, but were often lacking in hex removal. Additionally, it worked well to keep a group of targets clumped together for barrage, and water can provide some nice cover hexes as well.

After Water, I like Air for Gale. Gale is wonderful for when you *need* an interrupt or a snare, and you can't afford to have it dodged, blocked, or evaded. If it's just one skill you're looking for to compliment your skillbar, it's hard to argue against Gale.

Of course, this was all before Nature's Renewal became a predominant strategy in Tombs. NR really hoses Conjure because of the long recharge, and it hoses Water Magic very hard as well. Stacking buffs has also been toned down a bit, so Rangers aren't as fearsome as they were during say, the January BWE.

I don't think R/E is very playable in PvP right now, but hopefully it will be again in the near future.

*Edit*
It's worth noting that at the time that article was written, Greater Conflagration was not Elite (Winter was, for some puzzling reason, there's a good fix that's been made), and Superior Runes were called Legendary, and they cost -100 HP, not -75, so it made more sense to look for majors rather than superiors at the time.

Enjoy.
so your saying that the builds there dont work anymore? or less effective??? i really fancy the Furious Ranger ..

Tuna

Krytan Explorer

Join Date: Jun 2005

Dark Horizons

Quote:
Originally Posted by FeuerFrei
so your saying that the builds there dont work anymore? or less effective??? i really fancy the Furious Ranger .. Less effective since your conjure element will be stripped everytime a NR goes down. The rest of the skills still function well, you're just out a bit o dmg. Really a pity that everytime a build with that is centered around an enchantment or that carries 3 or more hexs/enchantments comes around it has to be thrown in the trash because of 1 skill. If NR is being spammed a conjure build will have a problem, if they just put it up w/o buffs (serpents/oath) the build won't take a huge hit.

I was trying to make an 8 man build the other day and I realized how much necro curses get hosed by NR. Not even funny I tell you.

Thanato

Thanato

Lion's Arch Merchant

Join Date: Mar 2005

Quebec, Canada

Followers of the Faith

R/Me

Quote:
Originally Posted by Ende
i'm working on a similar build these days (i have to admit i thought i was the only one thinking of the spike+aftershock idea until i saw your post), my questions are: did you take it to pve? how does it fare in the underworld with all the trapping going on down there? do you still play this build or have you ditched it for some reason?

thanks. well this build of mine was predominately used in pvp (random arena, no team or HoH) and i had quite some fun with it (this was my build when i had my 29 win streak ). as for its usefulness in the UW, i never tried it there. i run a more traditional trap setup for those, dont wanna risk runing in between 2 aatxes and have myself beat down in a second (and its happened, they were blinded and still got 2 hits off on me)

i was running this build just before they introduced faction i believe (cant remember exactly). although i switched between that, my "machine-gun" build, melandru's arrow build and one more i think.

i dont use it anymore, since i've completed the game and now have my ranger in a permanent trapper build for UW

it works rather well, especially if they start to clump together (i remember nailing 3 people with spike + aftershock, was a beautiful sight )

anything else?

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Gale huh? Wow thanks for the input Scaphism... Hmmm... ^_^