Ranger Shutdown
Jeb Bush
Got to thinking about what builds I want to play for release, and made this guy.
Professions:
(P) Ranger
(S) Mesmer
Attributes:
(P) Expertise: 10 + 1
(P) Marksmanship: 9 + 1
(S) Domination Magic: 8
(S) Inspiration Magic: 9
Skills:
1. Echo (Elite) (Mesmer) (Illusion Magic) (Enchantment) (15/2/30) - For 10 seconds, Echo is replaced with the next skill you use. Echo acts as this skill for 20 seconds. This is an elite skill.
2. Debilitating Shot (Ranger) (Unlinked) (Bow Attack) (10/0/5) - If Debilitating Shot hits, your target loses 10 energy.
3. Mind Wrack (Mesmer) (Domination Magic) (Hex) (5/1/5) - For 20 seconds, if target foe's energy is zero, that foe takes 69 damage and Mind Wrack ends.
4. Drain Enchantment (Mesmer) (Inspiration Magic) (Spell) (15/1/25) - Remove an enchantment from target foe. If an enchantment is removed, you gain 18 energy.
5. Throw Dirt (Ranger) (Expertise) (Skill) (5/1/45) - Target touched foe and foes adjacent to your target become blinded for 12 seconds.
6. Hunter's Shot (Ranger) (Marksmanship) (Bow Attack) (5/0/5) - If Hunter's Shot hits, you strike for +15 damage. If this attack hits a foe that is moving or knocked down, that foe begins bleeding for 18 seconds.
7. Pin Down (Ranger) (Marksmanship) (Bow Attack) (15/0/15) - If Pin Down hits, your target is crippled for 11 seconds.
8. Energy Tap (Mesmer) (Inspiration Magic) (Spell) (5/3/20) - Steal 12 energy from target foe.
Main idea is to cast mind wrack,echo,debilitating shot,debilitating shot,then energy tap. Can also echo e taps if low on energy.
Any suggestions?
Edit: Just realized echo cost 15 energy, thought it was 5 :\. I'll post a updated build later.
Professions:
(P) Ranger
(S) Mesmer
Attributes:
(P) Expertise: 10 + 1
(P) Marksmanship: 9 + 1
(S) Domination Magic: 8
(S) Inspiration Magic: 9
Skills:
1. Echo (Elite) (Mesmer) (Illusion Magic) (Enchantment) (15/2/30) - For 10 seconds, Echo is replaced with the next skill you use. Echo acts as this skill for 20 seconds. This is an elite skill.
2. Debilitating Shot (Ranger) (Unlinked) (Bow Attack) (10/0/5) - If Debilitating Shot hits, your target loses 10 energy.
3. Mind Wrack (Mesmer) (Domination Magic) (Hex) (5/1/5) - For 20 seconds, if target foe's energy is zero, that foe takes 69 damage and Mind Wrack ends.
4. Drain Enchantment (Mesmer) (Inspiration Magic) (Spell) (15/1/25) - Remove an enchantment from target foe. If an enchantment is removed, you gain 18 energy.
5. Throw Dirt (Ranger) (Expertise) (Skill) (5/1/45) - Target touched foe and foes adjacent to your target become blinded for 12 seconds.
6. Hunter's Shot (Ranger) (Marksmanship) (Bow Attack) (5/0/5) - If Hunter's Shot hits, you strike for +15 damage. If this attack hits a foe that is moving or knocked down, that foe begins bleeding for 18 seconds.
7. Pin Down (Ranger) (Marksmanship) (Bow Attack) (15/0/15) - If Pin Down hits, your target is crippled for 11 seconds.
8. Energy Tap (Mesmer) (Inspiration Magic) (Spell) (5/3/20) - Steal 12 energy from target foe.
Main idea is to cast mind wrack,echo,debilitating shot,debilitating shot,then energy tap. Can also echo e taps if low on energy.
Any suggestions?
Edit: Just realized echo cost 15 energy, thought it was 5 :\. I'll post a updated build later.
Ensign
Echo does indeed cost 5. Echo / Debilitating Shot is a pretty solid idea for energy denial now, and I like some of the things you did here.
First off, please don't destroy your attributes for Mind Wrack. The whole point of Echo/Debilitating Shot is being able to keep multiple targets drained of energy - Mind Wrack just encourages you to play like an idiot and keep throwing Debilitating Shots at targets with 3 energy. That's no way to win.
I'd really max out the caster hate aspect of the build - pile on some interrupts as well. Distracting Shot is a must have on most Ranger builds, and Savage Shot is similarly cheap and fast.
I like the splash of Inspiration for energy and more disruption, but I don't think Energy Tap fits - it just takes too long to cast for a build like this. I'd definitely run Inspired Enchantment, though, for a bit more energy management and even more incidental enchantment hate.
Pin Down and Hunter's Shot are solid. Consider Penetrating Attack if you want higher damage - you might not have time to use it, though, with echoed Debil. Shot. I'm not sure what Throw Dirt is doing in here, as you're not likely to have a Warrior train on your in PvP and running around to Throw Dirt is counterproductive.
Crank up that Expertise. You want to be spamming attack skills and nothing makes that easier than making all of them dirt cheap.
Peace,
-CxE
First off, please don't destroy your attributes for Mind Wrack. The whole point of Echo/Debilitating Shot is being able to keep multiple targets drained of energy - Mind Wrack just encourages you to play like an idiot and keep throwing Debilitating Shots at targets with 3 energy. That's no way to win.
I'd really max out the caster hate aspect of the build - pile on some interrupts as well. Distracting Shot is a must have on most Ranger builds, and Savage Shot is similarly cheap and fast.
I like the splash of Inspiration for energy and more disruption, but I don't think Energy Tap fits - it just takes too long to cast for a build like this. I'd definitely run Inspired Enchantment, though, for a bit more energy management and even more incidental enchantment hate.
Pin Down and Hunter's Shot are solid. Consider Penetrating Attack if you want higher damage - you might not have time to use it, though, with echoed Debil. Shot. I'm not sure what Throw Dirt is doing in here, as you're not likely to have a Warrior train on your in PvP and running around to Throw Dirt is counterproductive.
Crank up that Expertise. You want to be spamming attack skills and nothing makes that easier than making all of them dirt cheap.
Peace,
-CxE
walder
I would also make sure to get your Marksmanship to at least 12 so that you get full damage from you bow. If you decide to drop Mind Wrack that shouldn't be a problem though.
Edit* From your build and Ensign's remarks this is what I came up with:
R/Mes
Exp 14 (10+3+1)
Marks 12 (11+1)
Inspiration 10
Echo-E
Debilitating Shot
Concussion Shot
Savage Shot
Distracting Shot
Inspired Enchantment
Power Drain
Hunter's Shot//Pin Down//Fav. Winds or Read the Wind
Its pretty much all interrupt and your Echo+Debilitating combo. The last slot could be for extra damage (Hunter's), snare (Pin), or if your arrows aren't hitting (Fav. or Read). If your team needs a snare then Pin Down is your skill. But if you can't land your interrupts then you are pretty worthless so Fav. or Read is a must. Concussion is a quality caster hate skill, the energy cost can be made up for with Power Drain which is also an interrupt so you aren't really sacrificing a skill just for energy which I like. Tell me what you think.
Edit* From your build and Ensign's remarks this is what I came up with:
R/Mes
Exp 14 (10+3+1)
Marks 12 (11+1)
Inspiration 10
Echo-E
Debilitating Shot
Concussion Shot
Savage Shot
Distracting Shot
Inspired Enchantment
Power Drain
Hunter's Shot//Pin Down//Fav. Winds or Read the Wind
Its pretty much all interrupt and your Echo+Debilitating combo. The last slot could be for extra damage (Hunter's), snare (Pin), or if your arrows aren't hitting (Fav. or Read). If your team needs a snare then Pin Down is your skill. But if you can't land your interrupts then you are pretty worthless so Fav. or Read is a must. Concussion is a quality caster hate skill, the energy cost can be made up for with Power Drain which is also an interrupt so you aren't really sacrificing a skill just for energy which I like. Tell me what you think.
Jeb Bush
Thanks for the comments, heres the build i've come up with.
Professions:
(P) Ranger
(S) Mesmer
Attributes:
(P) Expertise: 11 + 1
(P) Marksmanship: 11 + 1
(S) Inspiration Magic: 8
Skills:
1. Echo (Elite) (Mesmer) (Illusion Magic) (Enchantment) (15/2/30) - For 10 seconds, Echo is replaced with the next skill you use. Echo acts as this skill for 20 seconds. This is an elite skill.
2. Debilitating Shot (Ranger) (Unlinked) (Bow Attack) (10/0/5) - If Debilitating Shot hits, your target loses 10 energy.
3. Favorable Winds (Ranger) (Marksmanship) (Nature Ritual) (5/5/60) - 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.
4. Inspired Enchantment (Mesmer) (Inspiration Magic) (Spell) (10/1/0) - Remove an enchantment from target foe and gain 10 energy. For 20 seconds, Inspired Enchantment is replaced with the enchantment removed from target foe.
5. Pin Down (Ranger) (Marksmanship) (Bow Attack) (15/0/15) - If Pin Down hits, your target is crippled for 13 seconds.
6. Hunter's Shot (Ranger) (Marksmanship) (Bow Attack) (5/0/5) - If Hunter's Shot hits, you strike for +17 damage. If this attack hits a foe that is moving or knocked down, that foe begins bleeding for 21 seconds.
7. Savage Shot (Ranger) (Marksmanship) (Bow Attack) (10/0/5) - If Savage Shot hits, your target's action is interrupted. If that action was a spell, you strike for 34 damage.
8. Power Drain (Mesmer) (Inspiration Magic) (Spell) (5/1/25) - If target foe is casting a spell, the spell is interrupted and you gain 17 energy.
I also think 2 interrupts may be enough, considering the 5 second recharge on savage. Thanks for the suggestion on favorable winds, will help out alot.
Professions:
(P) Ranger
(S) Mesmer
Attributes:
(P) Expertise: 11 + 1
(P) Marksmanship: 11 + 1
(S) Inspiration Magic: 8
Skills:
1. Echo (Elite) (Mesmer) (Illusion Magic) (Enchantment) (15/2/30) - For 10 seconds, Echo is replaced with the next skill you use. Echo acts as this skill for 20 seconds. This is an elite skill.
2. Debilitating Shot (Ranger) (Unlinked) (Bow Attack) (10/0/5) - If Debilitating Shot hits, your target loses 10 energy.
3. Favorable Winds (Ranger) (Marksmanship) (Nature Ritual) (5/5/60) - 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.
4. Inspired Enchantment (Mesmer) (Inspiration Magic) (Spell) (10/1/0) - Remove an enchantment from target foe and gain 10 energy. For 20 seconds, Inspired Enchantment is replaced with the enchantment removed from target foe.
5. Pin Down (Ranger) (Marksmanship) (Bow Attack) (15/0/15) - If Pin Down hits, your target is crippled for 13 seconds.
6. Hunter's Shot (Ranger) (Marksmanship) (Bow Attack) (5/0/5) - If Hunter's Shot hits, you strike for +17 damage. If this attack hits a foe that is moving or knocked down, that foe begins bleeding for 21 seconds.
7. Savage Shot (Ranger) (Marksmanship) (Bow Attack) (10/0/5) - If Savage Shot hits, your target's action is interrupted. If that action was a spell, you strike for 34 damage.
8. Power Drain (Mesmer) (Inspiration Magic) (Spell) (5/1/25) - If target foe is casting a spell, the spell is interrupted and you gain 17 energy.
I also think 2 interrupts may be enough, considering the 5 second recharge on savage. Thanks for the suggestion on favorable winds, will help out alot.
Ensign
I'd seriously consider Read the Wind over Favorable Winds if you're not on a team with a ton of Rangers. Favorable Winds, as a ritual, affects everyone, and if they have Rangers on their team you have a truly symmetrical skill that doesn't help anyone.
Peace,
-CxE
Peace,
-CxE
Jeb Bush
Yea, this build is designed to work with a warrior heavy team. So i'll replace favorable with read.
walder
I think with Concussion shot, Savage and Power Drain might be enough interrupt, but the long recharge on Drain really means your using only one interrupt. Suddenly 8 skills seems like way too few. I think I will have to try this out so to see how the interrupts work.
Also, does Distracting Shot work as a regular attack, so it will take 2.0 bow speed + .75 skill + .75 aftercast to get the interrupt off or will it be faster? If it works as a regular attack then it will be almost impossible to land it.
Also, does Distracting Shot work as a regular attack, so it will take 2.0 bow speed + .75 skill + .75 aftercast to get the interrupt off or will it be faster? If it works as a regular attack then it will be almost impossible to land it.
Nyte
Why do you you have only 8 skills? This is where I am blank on this part. This is just a quick question.
Davion
the idea behind listing only 8 skills is the limit on what you can bring with you into any situation. Max you can use at once. It doesn't mean that is all you have,..just means that is what you will mostly use.
Gh0sT
You can only have 8 skills available for you ... thats what makes Guild War so special from most MMORPG where you have a counter for every possible attack.
You can have more skills then 8, but you can only have 8 available for use at a time... if you want other skills you have to go to a city to swap them...
You can have more skills then 8, but you can only have 8 available for use at a time... if you want other skills you have to go to a city to swap them...
Nyte
So you get 8 and those are your attacks. No more.. Just those.. But if you wanted to change them you could?
JeshterDaggerfury
You get 8 at a time. You have to pick 8 before you go into a mission, and then you are stuck with those 8 for the whole mission.
In between missions or PvP fights, you can change them around as much as you want, but once you enter the mission you can only use those 8 that you picked.
In between missions or PvP fights, you can change them around as much as you want, but once you enter the mission you can only use those 8 that you picked.
Davion
Nyte? I think this may answer a lot of your questions for you. Check this link out. ok? New Player Center
Nyte
Quote:
Originally Posted by JeshterDaggerfury
You get 8 at a time. You have to pick 8 before you go into a mission, and then you are stuck with those 8 for the whole mission.
In between missions or PvP fights, you can change them around as much as you want, but once you enter the mission you can only use those 8 that you picked. Sweet action dude.. sweet action. Lol thats for the info. And thanks for the link ^^ I am currently going through that and havn't finished reading so lol yeah should prolly do that first.
In between missions or PvP fights, you can change them around as much as you want, but once you enter the mission you can only use those 8 that you picked. Sweet action dude.. sweet action. Lol thats for the info. And thanks for the link ^^ I am currently going through that and havn't finished reading so lol yeah should prolly do that first.
Xelthus
I'm running a similar build for my PvP character
Echo
Debilitating Shot
Arcane Conundrum
Concussion Shot
Penetrating Attack
Savage Shot
Read the Wind
Pin Down
Echo/Debilitating for mana drain
Arcane Conundrum makes it easier to land concussion shot/other interrupts
Only thing I'm not sure about is my energy.....
Should I switch nething out for more NRG spells?
Echo
Debilitating Shot
Arcane Conundrum
Concussion Shot
Penetrating Attack
Savage Shot
Read the Wind
Pin Down
Echo/Debilitating for mana drain
Arcane Conundrum makes it easier to land concussion shot/other interrupts
Only thing I'm not sure about is my energy.....
Should I switch nething out for more NRG spells?
Goonter
Id use oath shot to replace echo. it does the same thing plus recharges your other ranger skills plus recharges faster.
Aurixis
That's a personal preference. I personally wouldn't want to rely on my arrow hitting when I could just have two of the same skill and chain them (rather than having to oath shot between).
Sneak
http://www.guildwarsguru.com/forum/s...ad.php?t=16118