LMM's quickshot build
Esrever
What about a R/N that uses Weaken Armor with Melandru's Arrows? Since -20 armor is more armor penetration than 20% percent in most cases, it should do more damage than an R/Mo using Judge's Insight. It probably couldn't be used well in Tombs or GvG, but since I have not seen Nature's Renewal in Arena yet, it could be quite effective there.
Neo-LD
probably you will get more damage, but then you cant switch targets if he gets protected by something (shielding hands, guardian, etc) Im not sure but I dont think you can maintain Weaken Armor all the time due to recharge. Anyways, both JI and Weaken Armor would be better if casted externally.
Ender Ward
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Originally Posted by Blackace
Quote: Originally Posted by Blackace You leave marks at 9 if your using a 9 requirement bow and very little amount of marksmanship linked skills so you have more room. It's not like you'll gain a lot for pumping it higher anyway. Well you're losing 23% damage on every hit just by keeping it below 12 Marksmanship. Or 30% by not getting Marksmanship to 14, for example (I try to keep it there on my builds).
Where are the 'saved' attribute points going, that they help overcome that damage loss?
Are you maxing out Wilderness Survival instead? That doesn't seem like it would be worth it. The difference between Melandru's Arrows at 12 WS and 16 WS is a mere 5 damage and 7 seconds longer bleed time. Additionally, that would make the character's ability to do damage even that much more reliant on an enchantement.
When ever I play the Melandru's Arrows build I have my attributes like this:
14 Marksmanship
12 Wilderness Survival
09 Expertise
09 Beast Mastery
05 Smiting Prayers
I prefer this so I can stil do good damage to non-enchanted targets, and I'm not giving up much at all from not pumping WS to 16, IMO.
Quote: Originally Posted by UberRusty Don't know what games you've been playing but enchants are always used. Maybe not the -1 enchants but Healing Breeze, Protective Spirit, etc etc etc. Not seing too much Healing Breeze under Nature's Renewal myself. Seing more direct healing (Word, Orison, Touch, Heal Other, etc) and protection stuff.
I am stil seing Healing Seed, even with that 4 second cast time under NR, simply because it's so good. But the thing about seed is that it negates any damage increase you get from Melandru's Arrows, while healing everyone around the target if you keep on hitting it.
Speaking of Protection in general ... you mentioned Protective Spirit. Don't you realise that firing at a target under PS your damage will be capped around 48 (assuming around 480 health)? The extra damage from Melandru's Arrows is irrelevant, in this case. It might as well not even be there. So I'm not really sure why you brought up Protective Spirit.
Another favourite under Nature's Renewal is Reversal of Fortune. Sure, as an enchantment, it will trigger MA as well, but for one arrow only (which ofcourse can stil be benefitial if the target is spamming RoF). However, unless your character is exceeding 67-84 damage with every arrow (happens, though not too often with the latter value in my experience), you'll end up healing the target instead of damaging it. At best, assuming your MA hits for 100 (critical), you're stil doing little damage to a RoF spammer.
This is why I'm not a fan of the Melandru's Build in the current environment. Before NR became a fact of life, I used to run it often.
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I just cannot agree with this, as I don't see where the saved points are going, that would result in greater damage dealt. Ofcourse it's worth it to invest 14 into Marksmanship as compared to 9. Your base damage (before buffs) is 30% stronger at 14 than at 9 Marksmanship.
Originally Posted by Neo-LD
At least in arena, there is usually at least 1 enemy who is enchanted.
Right, but come on, it's the random Arena ... You meet NR there perhaps one in ten games. And people stil bring/use all kinds of builds not designed to function under it. So ofcourse they bring Elementalists with stacked attunements, stil use Life Bonds and enchantment heals like Breeze or Vigorous Spirit. And all those Mending/Breeze using W/Mo n00bs running around. Etc. It's not exactly the proving grounds for GvG, Tombs or even team arena builds. So sure, if you're just sticking to ramdom arenas, a Melandru's Arrows ranger is stil a very powerful build. You'll probably do well in team arenas as well. Quote:
The problem I usually find with this is that whenever I give this build yet another try, Protective Spirit just gets slapped on my target and Melandru's is doing nothing for me (aside from the pitiful DPS increase via bleeding). I find myself wishing I brought Quickshot instead, at that point.
We can rend/linger/nature's renewal the Protective Spirit away, but it's back on seconds later, while our ability to strip it, is not. So this is why I usually prefer the less powerful per arrow (against targets under an enchant) QS builds but with much higher rate of fire. Since I can stil hurt the target quite well, even when my arrows are capped at 48 damage. Quote: |
Assuming a 'perfect 35% bow' that any PvP character has access to, the difference between 9 and 14 Marksmanship is the difference between doing 29 and 40 damage per shot.
So you are giving up 11 damage per every hit you make throughout the fight. Where are those attribute points being used, that they provide a bigger benefit than this? I don't see how not using attack skills is a justification to (seemingly) without purpose, gimping one's character in damage potential.
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On a Melandru's Build, outside of Pin Down, no attack skills directly benefit from higher Marksmanship.
Also, MA damage ignores Prot Spirit sometimes due to it hitting under the 48hp mark at odd times, and the fact that the damage can come in small but rapid amounts. To beat MA damage and most Ranger damage you want Shielding Hands.
So sometimes Protective Spirit does nothing because the damage is below it's threshold anyway ... well that's obvious. Same can be said of any normal or buffed QS attack. Just normal attacks buffed by Read the Wind or Kindle Arrows under Tiger's Fury will have the same (nay, better, since Kindle would come in a seperate damage "packet") effect as Melandru's Arrows, when firing on a target under Protective Spirit. The fact that sometimes your character makes a hit that rolls under 48 damage, really doesn't excuse MA's utter irrelevance when shooting a target under Protective Spirit. You may as well not even have MA on your skill bar, for all the good it's doing you (well, aside from the totally awesome bleeding). If the damage is capped under a certain value, wouldn't the character with the higher rate of fire result in higher overall damage? That's why I think QS is better under the NR metagame. Many (though not all) of the enchantments Melandru's Arrows relies upon for extra damage, are no longer in play. And QS is better against the enchants that are stil used (RoF, Prot Spirit, etc), simply because it deals the same damage, but faster. Ender Ward
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Originally Posted by Blackace
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Indirectly, though, every single hit you're going to make for the duration of combat is going to benefit from higher than 9 marksmanship. By 30% more damage to be exact (before buffs). It is the difference between doing 29 damage + Kindle (example prep) and doing 40 damage + Kindle.
You seem to keep dodging the question, though. What are you doing with those attribute points that you 'save' by dropping Marksmanship to 9? Surely (no Shirly jokes please!) upping Wilderness Survival from 12 to 14 and gaining a mere 2 point increase in damage cannot possibly justify giving up 11 points of damage on every hit that build is ever going to make.
It doesn't matter that you use no attack skills reliant on Marksmanship (outside of Pin Down). Every single arrow you shoot is reliant on Marksmanship ...
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Quote: The reason I said you dont worry about PS is because it doesn't cap MA efficiently. a 480 HP character getting pegged for 48 damage/per bow shot ignoring 15%>stance and TF is still going to be in trouble. Well that's precisely what I said ... that just normal shots under Tiger's Fury would be as effective as Melandru's Arrows buffed shots when attacking a target under Protective Spirit. Even better with Kindle, as the damage from the preparation would not be capped at all by PS.
However something's wrong with your statement that PS doesn't cap MA efficiently. When firing on a target not covered by Protective Spirit (but under an enchant), I often hit as high as 70-90 damage (sometimes 100 on a critical) per arrow. That is most definitely capped quite harshly by Protective Spirit.
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Your more worried about something like Shielding Hands which directly breaks MA apart since it's applied to every individual hit as far as I've seen.
I actually worry not at all about Shielding Hands with an MA build. What is 18 out of every 70-90 damage? It's a band aid on a gashing wound ... Quote:
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