Ranger/Elementalist - Any tips/critics ?
Gh0sT
Ok i strongly have the feeling i scare most people away with this threat, just tell me what you think of my build a few posts down
Jia Xu
its going to be a bit hit and miss for you to hit a monk with concussion shot at the right time - their spells are generally short casting time spells, however it works a treat on elementalists.
Gh0sT
mmm ok... well i could settle for taht as well
Gh0sT
MMM no more suggestions ??? ...
I guess i made the post a bit too long
I guess i made the post a bit too long
Ander Deathblade
leave concussion shot, daze is no option at the moment unless you lack an elite in your build (skull crack) or you just have too much energy to go around (concussion shot). Looks like you will be hard pressed for energy with this build, it's a bit "utility", and will be doing its best strikes in pve. if you want to interrupt, it would be better to go with choking gas and quick shot, for example. All in all, daze is highly overestimated. nice effect, but extremely hard to inflict, especially on faster casters, so you have to have people's casting slowed down before you go for that... so concussion shot, okay, in combination with arcane conundrum and migraine perhaps. If you plan to interrupt a monk without help, good luck with that. It's also completely useless in pve.
everything else, decent utility ranger build. you'll have fun playing.
everything else, decent utility ranger build. you'll have fun playing.
Gh0sT
Ok tnx, i'll replace it with something like distracting shot so the enemy cant use his spell for 20 seconds or so.
I'll have another good look at the energy, so i dont run out too soon...
The problem is just that i dont have any live experiance, so i dont know how much it will be a problem, and how fast energy regenerate and such.
I'll have another good look at the energy, so i dont run out too soon...
The problem is just that i dont have any live experiance, so i dont know how much it will be a problem, and how fast energy regenerate and such.
Gh0sT
I made this new build, how is this ???
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Class: Ranger / Elementalist
Attributes: (cost) '+' indicates Rune attributes
Expertise: 11+2 (77)
Marksmanship: 10+2 (61)
Wilderness Survival: 4+1 (10)
Air Magic: 9 (48)
Total attribute points used: 196/200
Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Barrage [Marksmanship] (5,0,1) Bow Attack: All your preparations are removed. Shoot arrows at up to 5 enemies near your target. These arrows strike for +13 damage if they hit. This is an elite skill.
2) Hunter's Shot [Marksmanship] (5,0,5) Bow Attack: If Hunter's Shot hits, you strike for +13 damage. If this attack hits a foe that is moving or knocked down, that foe begins bleeding for 21 seconds.
3) Pin Down [Marksmanship] (15,0,15) Bow Attack: If Pin Down hits, your target is crippled for 13 seconds.
4) Favorable Winds [Marksmanship] (5,5,60) Nature Ritual: Create a level 8 Spirit. For creatures within its range, arrows move twice as fast as normal and strike for +3 damage. This Spirit dies after 126 seconds.
5) Troll Unguent [Wilderness Survival] (5,3,10) Skill: For 10 seconds, you gain health regeneration +6.
6) Throw Dirt [Expertise] (5,1,45) Skill: Target touched foe and foes adjacent to your target become blinded for 14 seconds.
7) Distracting Shot [Expertise] (5,1,10) Bow Attack: If Distracting Shot hits, it interrupts target foe's action but deals only 14 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
8) Conjure Lightning [Air Magic] (10,1,60) Enchantment: Lose all enchantments. For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 10 lightning damage.
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Im not sure about Troll Unguent though, maybe i should switch it with for example Tigers Fury... maybe someone with live experiance (Alpha/BWE/etc) could tell me....
---
Class: Ranger / Elementalist
Attributes: (cost) '+' indicates Rune attributes
Expertise: 11+2 (77)
Marksmanship: 10+2 (61)
Wilderness Survival: 4+1 (10)
Air Magic: 9 (48)
Total attribute points used: 196/200
Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Barrage [Marksmanship] (5,0,1) Bow Attack: All your preparations are removed. Shoot arrows at up to 5 enemies near your target. These arrows strike for +13 damage if they hit. This is an elite skill.
2) Hunter's Shot [Marksmanship] (5,0,5) Bow Attack: If Hunter's Shot hits, you strike for +13 damage. If this attack hits a foe that is moving or knocked down, that foe begins bleeding for 21 seconds.
3) Pin Down [Marksmanship] (15,0,15) Bow Attack: If Pin Down hits, your target is crippled for 13 seconds.
4) Favorable Winds [Marksmanship] (5,5,60) Nature Ritual: Create a level 8 Spirit. For creatures within its range, arrows move twice as fast as normal and strike for +3 damage. This Spirit dies after 126 seconds.
5) Troll Unguent [Wilderness Survival] (5,3,10) Skill: For 10 seconds, you gain health regeneration +6.
6) Throw Dirt [Expertise] (5,1,45) Skill: Target touched foe and foes adjacent to your target become blinded for 14 seconds.
7) Distracting Shot [Expertise] (5,1,10) Bow Attack: If Distracting Shot hits, it interrupts target foe's action but deals only 14 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
8) Conjure Lightning [Air Magic] (10,1,60) Enchantment: Lose all enchantments. For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 10 lightning damage.
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Im not sure about Troll Unguent though, maybe i should switch it with for example Tigers Fury... maybe someone with live experiance (Alpha/BWE/etc) could tell me....
Gh0sT
Bump ... no one ?
I was planning on using the Conjure together with Fav. Winds and Barrage for spamming in some damage... it wont be nuking damage, but i think it could provide some damage over time right ?
Though i keep hearing that Conjure is nerfed, and that i would miss out on the Zealous Bowstring, etc....
My main plan was just to support a party with some backup...
Attacking some casters, helping warriors if the enemy JUST wont die...
Disrupting a caster when i see it, that sort of things...
Ow and i was planning for both a PvE as a PvP build... but i need some experts who can tell me if im valueable ...
In PvE they can always use another guy, but in PvP they really want someone who can help out...
I was planning on using the Conjure together with Fav. Winds and Barrage for spamming in some damage... it wont be nuking damage, but i think it could provide some damage over time right ?
Though i keep hearing that Conjure is nerfed, and that i would miss out on the Zealous Bowstring, etc....
My main plan was just to support a party with some backup...
Attacking some casters, helping warriors if the enemy JUST wont die...
Disrupting a caster when i see it, that sort of things...
Ow and i was planning for both a PvE as a PvP build... but i need some experts who can tell me if im valueable ...
In PvE they can always use another guy, but in PvP they really want someone who can help out...
Davion
A smart enemy will try to take advantage of your favorable spirit in PvP...or kill it. Could substitute Read the Wind in with it as well..also cheap costs but not stealable by enemy. I realize it isn't usable with barrage.....in which case if you could stand to do without throw dirt (you're not a caster in PvP hence usually last on the list of primary targets...and any time spent trying to run up and use throw dirt is time spent not shooting) you could substitute it there instead and use it to bonus your other bow skills when you don't use barrage.
Barrage is very hot if and when they cluster for you,..but otherwise throwing in some other attacks on the side when everybody splits up to avoid it could prove useful, and having Read the Wind in there to boost those other attacks would tip the scale for them in that event.
As far as being helpful to your team? You a solid damage dealer support, always welcome.
Barrage is very hot if and when they cluster for you,..but otherwise throwing in some other attacks on the side when everybody splits up to avoid it could prove useful, and having Read the Wind in there to boost those other attacks would tip the scale for them in that event.
As far as being helpful to your team? You a solid damage dealer support, always welcome.
Gh0sT
Tnx for your reaction...
mmm i see about Favorable winds... maybe i should just switch it for read the wind.... i could use that in combination with hunters shot, which also does some nice damage... or even add Dual Shot or Penetrating Attack in the place of Throw Dirt...
EDIT: maybe i shouldnt use a airtime buff at all, since im primarily a damage dealer, i dont really need them (unlike disruptors). Maybe i should use something to speed my attacks instead...
But what, since if i would take Tigers Fury i'd have to spread my attributes even thinner ... maybe Lightning Reflexes (they speed up too), but it has this HUGE cooldown time :\ :\ :\
mmm i see about Favorable winds... maybe i should just switch it for read the wind.... i could use that in combination with hunters shot, which also does some nice damage... or even add Dual Shot or Penetrating Attack in the place of Throw Dirt...
EDIT: maybe i shouldnt use a airtime buff at all, since im primarily a damage dealer, i dont really need them (unlike disruptors). Maybe i should use something to speed my attacks instead...
But what, since if i would take Tigers Fury i'd have to spread my attributes even thinner ... maybe Lightning Reflexes (they speed up too), but it has this HUGE cooldown time :\ :\ :\
Davion
Maybe not, but you also want to increase your DPS. So it still has uses. Air buff or not,..a little extra damage to boost your DPS can provide you with a needed edge in situations, especially being a primary damage dealer.
Just keep them in mind as you go and give them a trial each,..can never hurt you, and you may find a way that they will be useful in long run in your combinations. If not, then at least you tried them out in game and made that choice on your own experience.
Just keep them in mind as you go and give them a trial each,..can never hurt you, and you may find a way that they will be useful in long run in your combinations. If not, then at least you tried them out in game and made that choice on your own experience.
Gh0sT
Ok tnx a lot Davion... i'll just try them out as soon as i get the game ... (cant play yet )
Kodoku
Lightning seems to be the way to go for elemental rangers, but fire can do so much better, at least on single targets. Three words: Mark of Rodgort.
Gh0sT
Well i switched to R/Me already... i like the DoT you can inflict on someone...
Way better then fire... and cheaper as well
Way better then fire... and cheaper as well
kitono
Personally in PvP I like Rangers for their traps and elementalists for their wards.
So if you want your monks to LOVE you in group pvp then you will be a total monk support class by using full use of all traps (wilderness survival) + All the Earth Wards.
Your monks will be almost impossible to kill if you keep these up around them and they'll love you for it. As long as your monks are alive then you will never lose a battle. because monks are always the first target.
Let me tell you if you were a pure trapper/warder then you would be the most popular guy ranger in the game.
So if you want your monks to LOVE you in group pvp then you will be a total monk support class by using full use of all traps (wilderness survival) + All the Earth Wards.
Your monks will be almost impossible to kill if you keep these up around them and they'll love you for it. As long as your monks are alive then you will never lose a battle. because monks are always the first target.
Let me tell you if you were a pure trapper/warder then you would be the most popular guy ranger in the game.