Melandru's ranger (r/mo)

Shelann

Ascalonian Squire

Join Date: Jun 2005

Minas Ithil

R/E

Here's a more of a classic ranger build, focusing on spike dmg with good self healing capabilities. I'd appreciate your comments and suggestions for making it better.

Stats:

Expertise: 10 + 3
Marksmanship: 9 + 3
Wilderness Survival: 10 + 1
Beast Mastery: 3+1
Protection prayers: 6

Skills:
Melandru's Arrows {E}
Penetrating Attack
Dual Shot
Tiger's Fury
Throw Dirt
Troll Unguent
Reversal of Fortune
Ressurection Signet

Equipment: Druid's armor, zealous halfmoon of fortitude

This build is primary for the random arenas. RoF is quite useful in a pinch (at prot 6 it heals for 41) when there arent any healing monks in your team. When I get pounded on, I use throw dirt, cast1 or 2 RoF and then troll unguent, which works well enough. Melandru's arrows doesn't get a whole lot better after WS 11. Some might say that 5 attributes is stretching too thin, but BM is only 4 and prot prayers is 6 (and they both serve a crucial purpose in this build). Melandru's arrows "only" works on enchanted targets... and basically everybody (except rangers ) have an enchantment on them. This build does well over 100 dmg to monks, necros and eles with penetrating attack or dual shot, and a fair ammount of damage to everyone else.

However, energy consumption is a big issue in this build, so if anyone has suggestions... please suggest .

Esrever

Esrever

Frost Gate Guardian

Join Date: Jun 2005

Looking For Guild

If you want to save energy, drop Protection Prayers. You're only using one skill from that line, which is unusable half of the time because of Tiger's Fury, and has to be cast repeatedly the other half, putting a drain on your mana.I would use the points from the Protection Prayers to put into Marksmanship so you can drop that second Superior. Since you're mainly using ten energy skills, I would buy a Expertise hat so your Expertise is now fourteen. This makes all ten energy skills cost 4 instead of 5, keeping you in the match longer.