LMM's quickshot build
Lil Miss Muffet
I have been working on this build for roughly a week or two now and ive been tweaking the build around with everything class possible, and ive found out what i believe is the most effective quickshot class which is - ranger/warrior. I will explain problems other builds face when using quickshot.
R/E - okay, great build damage wise but very costly in mana when you are using QZ, QS, TF and conjure... it simply costs too much mana to sustain through anymore then one fight. also having to dump some skills in fire magic isnt always that good
R/Mes - this build works great against monks if you plan on using blackout or backfire, but against anything else it seems somewhat weak. Also, spending skills into domination magic to render a monk useless for 5 or 10 seconds doesnt even seem worth it to me.
R/Mo - Judges insight... now this skill is tough.. It adds the armor penetration and holy dmg, but when you think about it, while using quickshot, shooting a warrior is the least of your worries, you should be focusing on the necros, rangers monks and mesmers.
R/W - Some may just skip past being a warrior as a secondary because it looks like it may have no benefit whatsoever, although the use of frenzy instead of TF can help your mana a lot in the long run. From experimenting all sorts of different quickshot builds i have found that warrior is the best secondary to use for many reasons - you dont need to split your points 4 ways, you can spam quickshot more and without wasting as much mana, spending your points 3 ways (WS, expertise and marksmanship) enables you to put a few more into wilderness survival and marksmanship, beefing up your arrows damage a little bit more.
so here is exactly what i use on my ranger
1. kindle arrow
2. frenzy
3. quickshot
4. distracting shot
5. storm chaser
6. quickening zephyr
7. troll unguent
8. res signet
expertise - 10 + hat + major = 13
wilderness survival - 11 + major = 13
marksmanship - 10 + major = 12
armor - full druids - add a sup vigor
weapon - recurve bow with 15% over 50 with zealous and +30 health
Done. Have fun with the build, and dont complain if u cant kill a warrior so good, you can kill everything else just fine and if worse comes to worse you can sup in storm chaser for penetrating shot.
R/E - okay, great build damage wise but very costly in mana when you are using QZ, QS, TF and conjure... it simply costs too much mana to sustain through anymore then one fight. also having to dump some skills in fire magic isnt always that good
R/Mes - this build works great against monks if you plan on using blackout or backfire, but against anything else it seems somewhat weak. Also, spending skills into domination magic to render a monk useless for 5 or 10 seconds doesnt even seem worth it to me.
R/Mo - Judges insight... now this skill is tough.. It adds the armor penetration and holy dmg, but when you think about it, while using quickshot, shooting a warrior is the least of your worries, you should be focusing on the necros, rangers monks and mesmers.
R/W - Some may just skip past being a warrior as a secondary because it looks like it may have no benefit whatsoever, although the use of frenzy instead of TF can help your mana a lot in the long run. From experimenting all sorts of different quickshot builds i have found that warrior is the best secondary to use for many reasons - you dont need to split your points 4 ways, you can spam quickshot more and without wasting as much mana, spending your points 3 ways (WS, expertise and marksmanship) enables you to put a few more into wilderness survival and marksmanship, beefing up your arrows damage a little bit more.
so here is exactly what i use on my ranger
1. kindle arrow
2. frenzy
3. quickshot
4. distracting shot
5. storm chaser
6. quickening zephyr
7. troll unguent
8. res signet
expertise - 10 + hat + major = 13
wilderness survival - 11 + major = 13
marksmanship - 10 + major = 12
armor - full druids - add a sup vigor
weapon - recurve bow with 15% over 50 with zealous and +30 health
Done. Have fun with the build, and dont complain if u cant kill a warrior so good, you can kill everything else just fine and if worse comes to worse you can sup in storm chaser for penetrating shot.
White Designs
Tiger's Fury only needs 3+1 to be effective, which is hardly spreading your attributes out. It costs 1 less energy than Frenzy with or without Zephyr, and lasts one second less. With Frenzy also doubling your damage, Tiger's Fury is still better. A Quickshot Ranger can easily just go with pure ranger skills.
cdepue79
Even with Zealous String don't run out of energy after your first fight? I would use Whirl def instead of storm chaser so that you don't take that double damage from frenzy and to help you vs warriors.
ZD_kusanagi
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Originally Posted by Lil Miss Muffet
R/Mo - Judges insight... now this skill is tough.. It adds the armor penetration and holy dmg, but when you think about it, while using quickshot, shooting a warrior is the least of your worries, you should be focusing on the necros, rangers monks and mesmers.
I don't understand why you dismissed this so easily. Do you only think armor penetration is effective against warriors? sure they have more armor, but armor penetration is universal in adding more damage... unless the guy is naked...you can do alot more damage with this on all the time. especially if your using a sundering bow string.
Ender Ward
Warrior secondary means only half way buff stacked arrows (unlike Monk or Elementalist secondary). So you're giving up atleast 33% more damage for ... saving attribute points?
Using runes you can get Tiger's Fury to 9 seconds easily enough, while stil maxing out Marksmanship (16) and keeping Expertise at 13.
And if you become a target, you're either going to be attacking bloody slowly, or taking double damage (and lately Rangers *are* becoming targets).
Judge's Insight is instrumental if you wish to be able to kill other Rangers and Warriors almost as well as casters. JI turns your damage into holy damage. This means the your target Ranger's armor class is 70, and your target Warrior's is 80. Instead of 100 if you were using an elemental weapon with conjure, and 100 if you were using a physical weapon, respectively.
Using runes you can get Tiger's Fury to 9 seconds easily enough, while stil maxing out Marksmanship (16) and keeping Expertise at 13.
And if you become a target, you're either going to be attacking bloody slowly, or taking double damage (and lately Rangers *are* becoming targets).
Judge's Insight is instrumental if you wish to be able to kill other Rangers and Warriors almost as well as casters. JI turns your damage into holy damage. This means the your target Ranger's armor class is 70, and your target Warrior's is 80. Instead of 100 if you were using an elemental weapon with conjure, and 100 if you were using a physical weapon, respectively.
Liquidus
I believe that if you use a elemental weapon with conjure, a warriors armor class will still be 80. They have +20 against physical.
Ender Ward
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Originally Posted by Liquidus
I believe that if you use a elemental weapon with conjure, a warriors armor class will still be 80. They have +20 against physical.
Yes, this is correct. But when firing at Rangers, the armor type vs your elemental weapon becomes 100 instead of 70.
Judges Insight, on the other hand, is effective against both Rangers and Warriors, more so even, because of the armor penetration.
Judges Insight, on the other hand, is effective against both Rangers and Warriors, more so even, because of the armor penetration.
cdepue79
Indeed the damage using Judges Insight is very nice, but with you having to cast it every 10-18 seconds along with kindle arrow, that's a lot of energy used not to mention the fact that using Quickshot alone, rapidly will drain your energy.
AtomicMew
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Originally Posted by Ender Ward
Using runes you can get Tiger's Fury to 9 seconds easily enough, while stil maxing out Marksmanship (16) and keeping Expertise at 13.
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And if you become a target, you're either going to be attacking bloody slowly, or taking double damage (and lately Rangers *are* becoming targets).
You won't be doing EITHER. You'll be running and casting defensive buffs. Which brings up another point to taking W as secondary - adrenal based defensive buffs, which in general are better than the ranger counterparts. Overall, W secondary is the way to go. Neo-LD
TF > Frenzy, even if it costs you a few attribute points. QS rangers usually dont use their secondary. QZ lets you fire QS more often - until you run dry on energy.
I myself play a QS ranger in arena (I consider myself a kind of expert) and I get ANNOYED when a random teammate puts QZ down. I actually go out of my way to KILL it if the enemy puts it down! You can get way more damage over time by just going normal/quick/normal/quick forever instead of going QS/QS/QS/QS until you're out of energy. Favorable WInds will grant nearly as much damage bonus as conjure element without haveing to spend 10 in fire or get an elemental bowstring. Winnowing is almost as good. Putting both down is kinda funny, though usually infeasable due to 10 second combined cast time. Id put at least one of those in there, though. Horn Bows are the usually the best type of weapon for QS builds since QS makes all bows fire about the same, and Horn Bows have passive 10% armor penetration. QS makes up for the Horn's usually atrocious firing rate. Liquidus
Are you sure that using a horn bow would be better than a short bow? I imagine that would be very hard to test..
Neo-LD
The difference is fairly minute, it wouldnt hurt or help alot either way. If someone WOULD like to test to know for sure, go ahead. I was repeating what had been told to me, and it made sense so I didnt argue
Ender Ward
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Originally Posted by traversc
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I'm getting the feeling that like the original poster of the thread, you run the Quickening Zephyr version of the QS Ranger. Frankly, in my not so humble opinion, the QZ builds are crap. So you killed one target fast. Congratulations, you've just blown all of your energy (even with zealous). How much time will it take you to be able to repeat that performance?
A good QS Ranger build, on the other hand, does not rely on QZ for insanely fast and insanely inefficient rate of fire with weak individual arrows.
A good QS build outputs a very respectable 2 arrows every 1.5 seconds, each packing a wallop (~80 damage an arrow on a caster, ~45 an arrow on a Warrior). Is able to kill target after target with little downtime. With no points wasted on Wilderness Survival.
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I've played a QS Ranger for about two months, and I abandoned the use of Conjure a while ago (also in part due to Nature's Renewal prevalence).
Speaking of Nature's Renewal, it's easier to take 4 seconds to recast Judge's Insight under it, than to wait some 30-50 seconds to be able to use Conjure again. With a zealous bow, energy is not a concern.
As for spreading points, the QS Ranger I've settled on about a month ago has:
16 Marksmanship (12 + 1 + 3)
13 Expertise (10 + 3)
09 Beast Mastery (8 + 1)
02 Smiting Prayers.
And uses a Zealous Flatbow with a 20% longer enchantment duration bow grip.
I'm not wasting 12 ranks into Wilderness Survival to use a preparation that:
1) Doesn't help me hit moving/running targets any better.
2) Only adds 10 more damage over my choice of a preparation (assuming 12 in WS).
3) Requires a huge investment into a 4th attribute.
4) Is particularly crappy vs armor buffs (and the less imporant ranger and warrior armors).
The only good thing about Kindle/Ignite Arrows, is the 24 second duration and ability to hit through a stance, blindness, Aegis and Guardian. But that stil doesn't justify the attribute point investment.
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You won't be doing EITHER. You'll be running and casting defensive buffs. Which brings up another point to taking W as secondary - adrenal based defensive buffs, which in general are better than the ranger counterparts.
Huh? What defensive buffs? If you're wasting skill slots on defensive skills as a Ranger, you're making as much of a mistake as doing same on a Warrior. Let your monk heal you, ignore the damage you're taking, and kill your bloody target. And under Tiger's Fury, as opposed to Frenzy, I can do that without taking double damage. And as for running, if you do that, you concede the fight to the enemy, as you are no longer doing your character's primary purpose (damage). Quote:
Aha. This man sees the light .
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Favorable WInds will grant nearly as much damage bonus as conjure element without haveing to spend 10 in fire or get an elemental bowstring. Winnowing is almost as good. Putting both down is kinda funny, though usually infeasable due to 10 second combined cast time. Id put at least one of those in there, though.
I'll agree on Favourable Winds, as its always present on my skill bar. Most people also only look at the damage added, and forget how much more accurate it makes your arrows, so you're not losing damage to misses on moving targets. I strongly disagree on Winnowing, though. Using a skil slot on a 4 damage boost, that does nothing to improve accuracy? It's horribly inefficient IMO. Not to mention that it helps all physical damage, instead of only helping arrows. Enemy Warriors will be thankful. Quote:
If you've ever used QS under Quickening Zephyr and Tiger's Fury, you'd immidiately notice how you're outputting one arrow right after another. No aftercast. Quote:
No, there is no difference in speed between bows either with or without QZ when using Quick Shot. Normal attacks and Bow Attacks without a cast time are affected by bow speed, though, so if you're interspersing QS with other attacks a short/halfmoon is probably best.
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I'm just using the normal + quickshot sequence.
And either I'm deluding myself, or there is a difference in the bow types. I can see the Longbow firing noticeably slower than the Flatbow under that sequence. The drawing animation on the bow types differs. Quickshot does not make it universal, it merely speeds it up. Quote:
Well I just recorded myself doing the normal->Quick Shot sequence with both a short bow and a horn bow and there is no difference in how fast the Quick Shot comes out, using the start of the glimmering animation (when you cast a skill) and the start of the recharge timer as endpoints.
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Kindle doesn't benefit from Judge's Insight conversion to holy damage, nor does it benefit from the armor penetration. RtW does. Kindle does nothing to improve arrow accuracy, which you want to be as accurate as possible, to never miss moving targets (and you want them moving, for the criticals). Kindle requires massive investment into Wilderness Survival, while Read The Wind already is maxed simply because you brought Marksmanship to 14 or higher. Quote:
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