R/Me Fragility build

Aggro Monkey

Pre-Searing Cadet

Join Date: Sep 2005

Hi Tech Rednecks [HTR]

I have been running this build for about a week or so and fine tuning it along the way. I think it may be fine the way it is, yet i would like to get some help with this to make it the best that i can make it.

Attributes

Illusion - 12
Beast Mastery - 9
Expertise - 9
Marksmanship - 9

Skills

Fragility
Incendiary arrows
Tiger's Fury
Distracting Shot
Pin Down
Conjure Phantasm
Arcane Conundrum
Rez Sig


Weapons

PvP Vampiric Short Bow (Life stealing 5 Life Regen -1)
PvP Sundering Short Bow ( AP 10% Chance 10%)
both damage +15% while in a stance

Any advice i can get for tweaks to make this build much more efficient would be very much appreciated.

I was also thinking a Fragility with Apply Poison, Hunters Shot, Pin Down (to load on the conditions) and an ele with Crystal Wave to help out the killing process.

John Waffletord

Frost Gate Guardian

Join Date: Jul 2005

Baltimore, MD, USA

Hmm.. say you dropped some traps infront of you, and hit a warrior with fragility as he was running to get to attack you.. could be devestating.

galkraft

Frost Gate Guardian

Join Date: Sep 2005

Followers Of Master Jack

R/Me

Your current setup does little for Fragility, IMO. You have two conditioners. Ahhhh.. but i noticed something. Your Wilderness is 0, meaning that Incendiary only causes 1s burns. Nice. So long as Tiger's Fury doesn't make you TOO fast, you got a lot of ON/OFF burns going. Am i right?

Nonetheless, I wouldn't call it a Fragility build unless you had at least one other condition. Lose Arcane and add Hunter's, for a more pure fragger. Don't use Apply Poison, because it will cancel out Incendiary.

Since Wilderness is low, you don't have much heal options. Predatory Season would greatly enhance your Vampiric Bow. I have not verified this, but the word is, archers get double the health per hit. Just ok it with your party first, as heals will reduce by 20%

Also, I notice you using strictly Short Bow. Realize that after casting Fragility, you will have to run a couple more steps before firing the first arrow. If you really want that fast refire rate, go with Flat Bow. Once you Pin Down the target, you're not gonna miss. And when in close range, Flat Bow is still hard to dodge. The only drawback is a slightly slower interrupt.

galkraft

Frost Gate Guardian

Join Date: Sep 2005

Followers Of Master Jack

R/Me

doh. I also noticed you have a few expensive hexes for a Ranger, and no energy management. If you're going for fragging, armor penetration shouldn't be your biggest concern. Use Zealous Short/Flat Bow. And I only recommend Zealous because you are using Tiger's Fury, which is what makes it the -1 regen worthwhile.

If you insist on using Sundering, why not go all the way with Horn Bow? I haven't done the math on which dps is better: Sundering Horn or Sundering Short (factoring in Tiger's), but Horn sounds more logical to me.

zehly

zehly

Sunshine

Join Date: Jul 2005

The Wired

Daughters of Ananke

Mo/E

Would poison be good here as well? The idea with the traps is good, too.

Silmor

Silmor

Wilds Pathfinder

Join Date: Mar 2005

The Fragility/unpowered Incendiary Arrows setup is pretty old, but nice to see it's still effective. Apply Poison or Poison Arrow last too long for this kind of work, since the basis of the build is the on/off nature of the 'on fire' triggering Fragility twice for each arrow. Poison would simply be refreshed over and over again, which triggers Fragility once initially, and never after that.

Sundering short bow will win from sundering horn bow damage-wise, but if you're interested in optimal damage you'd be using vampiric short bow for 5 added damage onto every arrow.

tigernz

tigernz

Frost Gate Guardian

Join Date: Jun 2005

Alberta, Canada

Servants of Fortuna

N/Me

I'd lose the phantasm for Phantom Pain - not as much degen, but you'll get an extra condition from the deep wound (and ~100 dmg)

Also consider barbed trap - costs the same as pindown, but gives the benefits of both pindown and hunters, and with 0 wilderness it'll be off again in 3 secs, causing fragility to trigger quicker.

galkraft

Frost Gate Guardian

Join Date: Sep 2005

Followers Of Master Jack

R/Me

Quote:
Originally Posted by tigernz
I'd lose the phantasm for Phantom Pain - not as much degen, but you'll get an extra condition from the deep wound (and ~100 dmg)
True. however, the extra 2 degen from Conjure over 10 seconds comes to 40 damage, right? which is more than what fragility+Deep Wound would yield. I believe fraggers use phantom pain when they also have conjure phantasm, not over against. I think A.Monkey's biggest concern is using a hex to "cover up" Fragility. On that note, A.Monkey, you should place your second hex right after Fragility on your skillbar, as that will be your typical combo order, right?

Quote:
Also consider barbed trap - costs the same as pindown, but gives the benefits of both pindown and hunters, and with 0 wilderness it'll be off again in 3 secs, causing fragility to trigger quicker. Agreed. Basically a tradeoff, though. Depends on two things: one, is the actual crippling effect important to you? then a 3-second cripple is not a worthy tradeoff. two, is range important to you? because traps require you to close the distance. Damage vs Range basically.

I have not tried this build, and you better believe I'm going to (haha, thanks for the inspiration), but perhaps traps would hinder the whole frag+incendiary idea? (by that i mean preparation+firing as many arrows as possible during the Fragility time frame)

Alright, I'm done butting in. Sorry.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

no the 40 isn't right

each arrow of hp regen or degen is 2 hp per second. PP is much better.

the life double life from season works on my w/r too so i'm not sure if it gives double for physical dmg or why its doing it but i love it. drop it and watch the monks struggle wondering what happened

btw i'd use illusionary burden instead of pin down. the affect last longer and allows you to use barbed trap with a 3 sec duration. most people don't bring hex removal like the heavy condition removal.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

ok used it and don't see this as threatning.

they have to be too dumb to walk into the traps first off. 2nd you can't use the traps while you are getting hit which makes 2 dead skills after battle begins. 3rd quick shot + conjure + kindle does about 3x as much dmg and faster.

the traps do drop them fast but that's too dependant on them being dumb

KuTeBaka

Wilds Pathfinder

Join Date: May 2005

one fragility will drain your energy completely. go me/r for more damage and energy.

Ollj

Ollj

Jungle Guide

Join Date: May 2005

"on fire" is the only condition that really counts for fragility.
Others just leave plenty of time for hex removing OR condition removing (with healing) . while "on fire" is at least imune against condition removing.

All other conditions are just extra conditions but dont combile as good with it.
Its cute how many mesmers waste a necromancer elite just for 3 more conditions instead of just burning the foe to the ground.
just look at the time factors of skills and conditions.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

fragility doesn't care about removal in fact it welcomes it with open arms.

a frag mes can deal 400+ dmg in 6 sec. haven't seen anything that can deal that much dmg that fast

galkraft

Frost Gate Guardian

Join Date: Sep 2005

Followers Of Master Jack

R/Me

Quote:
Originally Posted by twicky_kid
no the 40 isn't right

each arrow of hp regen or degen is 2 hp per second. PP is much better.
I didn't say it right. I'll rephrase. Conjure Phantasm (-5) over 10 seconds does 100 damage. Phantom Pain at best (-3) over 10 seconds does 60 damage + 28-ish once Deep Wound triggers.[/quote]

Quote:
the life double life from season works on my w/r too so i'm not sure if it gives double for physical dmg or why its doing it but i love it. drop it and watch the monks struggle wondering what happened hmm. were you using melee or bow? I thought it was for bows, but that's interesting if it's melee too.

Quote: After all my posts about dropping Arcane, I realized that yeah, it could help slow down target foe's spells in between your Incendiary interrupts, and for your stated purpose as well. I was just concerned about energy...
Quote:
most people don't bring hex removal like the heavy condition removal. True. Still, Conjure Phantasm ain't so bad to keep with the high Illusioin and all. Maybe forget about Illusionary Burden

galkraft

Frost Gate Guardian

Join Date: Sep 2005

Followers Of Master Jack

R/Me

Quote:
Originally Posted by KuTeBaka
one fragility will drain your energy completely. go me/r for more damage and energy. If you do that, then Tiger's Fury becomes 10 energy. Tiger's Fury=more Incendiaries=more base+frag damage. I say go with Zealous Bow, lose Arcane, replace with Power Drain i guess. Bring Illusion down to 10 and bump up Inspiration. (Keep in mind Fragility only needs to last long enough for the Incendiary Arrows to finish)

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Quote:
Originally Posted by galkraft
Phantom Pain at best (-3) over 10 seconds does 60 damage + 28-ish once Deep Wound triggers. [/QUOTE]

once again wrong

deep wound does 20% of max life but doesn't change the amout on dmg you have already taken. most have 500+ life which 20% is 100+ dmg.

so pp accually does 160 dmg by the time it ends

galkraft

Frost Gate Guardian

Join Date: Sep 2005

Followers Of Master Jack

R/Me

doh. and all this time i thought everyone else was misunderstanding. my bad. PP not CP. settled. good?

Aggro Monkey

Pre-Searing Cadet

Join Date: Sep 2005

Hi Tech Rednecks [HTR]

The main reason i chose this kind of build instead of Me/R is because, well i hate being a target at the beginning. So i sit to the side, target a monk, mesmer, ele and pound away. I use AC mostly to stop mesmers and eles even if it is for a few seconds, and pin down if a warrior is abusing the hell out of a monk.

Thanks for all the advice, I will have to try it out with some of the tweaks, minus the traps idea, if they run into the traps like that, they are stupid and deserve to get killed in quarter of a second.

One more thing, about the idea of incendiary arrows, along with hunters and pindown for 2 more conditions then an Ele with crystal wave. Would that be worth trying or not?

galkraft

Frost Gate Guardian

Join Date: Sep 2005

Followers Of Master Jack

R/Me

Quote:
Originally Posted by Aggro Monkey
The main reason i chose this kind of build instead of Me/R is because, well i hate being a target at the beginning. So i sit to the side, target a monk, mesmer, ele and pound away. I use AC mostly to stop mesmers and eles even if it is for a few seconds, and pin down if a warrior is abusing the hell out of a monk.
One more thing, about the idea of incendiary arrows, along with hunters and pindown for 2 more conditions then an Ele with crystal wave. Would that be worth trying or not? Throw in Throw Dirt for a winning combination. You gotta get close for CW, so Throw Dirt helps you close that distance. That skill will add to the abusive warriors even more too. Looking awfully expensive though (30 energy from Frag and CW), so i couldn't tell ya. With all that goin on, Tiger's might lose you too much. And without Tiger's, lose the zealous bow idea. Let me know how that turns out.

EDIT: I'm an idiot. You obviously weren't talking about a R/Me/E build, which is impossible, which was what I thought I was talking about. Gonna stop now.

Odd Sock

Elite Guru

Join Date: Feb 2005

Ottawa, the super awesome capital of Canada

iQ

Quote:
Originally Posted by Aggro Monkey
I have been running this build for about a week or so and fine tuning it along the way. I think it may be fine the way it is, yet i would like to get some help with this to make it the best that i can make it.

Attributes

Illusion - 12
Beast Mastery - 9
Expertise - 9
Marksmanship - 9

Skills

Fragility
Incendiary arrows
Tiger's Fury
Distracting Shot
Pin Down
Conjure Phantasm
Arcane Conundrum
Rez Sig


Weapons

PvP Vampiric Short Bow (Life stealing 5 Life Regen -1)
PvP Sundering Short Bow ( AP 10% Chance 10%)
both damage +15% while in a stance

Any advice i can get for tweaks to make this build much more efficient would be very much appreciated.

I was also thinking a Fragility with Apply Poison, Hunters Shot, Pin Down (to load on the conditions) and an ele with Crystal Wave to help out the killing process. Ive been using similar builds for a while. Personally I like the Mes/R version better but the R/Me offers more interrupts which is just gold. For Arena I find it easier to play as Ranger primary simply because people pay less attention to you. This is the setup I use:

Fragility
Incendiary
Tiger's
Pin Down
Throw Dirt
Savage Shot
Distracting Shot
Res Sig

12 Illusions
4 Beast Mastery
13 Expertise
12 Marks

Weapon Slot 1: Short Bow, Zealous, Armor/Health mod
Weapon Slot 2: Short Bow, Vampiric, Armor/Health mod

Strategy: get in close to your target (melee range). Slap on Fragility, he'll try to remove it... Distracting or Savage, I like Distracting since it's disabled for a while. Then Throw Dirt, Incendiary, Tiger's, Pin Down. If your team mates are any smart and focus fire, the monk will die. The rest of the other classes are never a problem. I usually go for anyhting that has DOT damage since it's brutal for you if you don't have a monk on your team (and you can't kite DOT damage).

Once I played with a Frag/Virulence mesmer. We'd focus fire and the target would just die almost instanteneously. Quite funny to watch.

bobeep

Pre-Searing Cadet

Join Date: Jul 2005

After using fragility I came to one conclusion you need max damage for it to be useful. For example, you need at least 16 in marksmenship. Also, you should add hunters shot in there, which is a nice plus damage (low energy) skill that can add another condition.

I can't remember my exact setup but it could kill any caster in two shots, and a war in about four, and didn't have any energy problems (unless the game was going pretty long).

R/ME

16 marksmen ship
12 illusion
4 expertise (just using left over points) +1 from rune of minor

Weapon - Bow with armour penetration and +1 to marksmenship
** Make sure to take a flatbow (ive tried short ones and they suck, with force of nature you can smoke that at longer distances, because your arrows travel faster so less change of missing).
Armour - Anything with lightning resist

1. Incendiary
2. hunters shot
3. fragility
4. whirling defense
5. (can't remeber, might be storm chaser)
6. trolls unguent/pin down
7. force of nature
8. res sig

Like I said I can't remeber skill for skill what it was, but this should get you started. Cast force of nature close to the battle area. Just run up to some caster cast frag, and use incendiary and the use hunters shot (they always run around anyway).

In my opinon for a frag ranger to be successful he/she has got to do mega damage with or without frag, so when you use frag on top of it all it will hurt even more. You can't afford to skimp on marksmenship and illusion.

Odd Sock

Elite Guru

Join Date: Feb 2005

Ottawa, the super awesome capital of Canada

iQ

I find it hard to believe that skill setup can do anything useful in a fight. You have a slow refire-rate meaning you trigger fragility less often which in return means you deal less damage. Second, what the hell is Force of Nature ? Third, you're running Troll Unguent on 0 Wilderness, you're basically waiting 3 seconds to start healing on 4 pips. Finally, killing casters in 2 shots is the biggest load of **** I've ever heard. GG 200+ damage per shot, I want pics of that.

EDIT: you're running 4 experise and say you have no energy problems ? Yea so your energy management is sitting around doing nothing waiting for the pips to regen your blue bar ? I could see that working but it doesn't mean it's any good.

bobeep

Pre-Searing Cadet

Join Date: Jul 2005

Calm down... (*its only a game*) The build works, though there are a few skills I can't remember exactly, which are slots 5,6,7. The rest I remeber. This build works, and I had enough success with it to state that. Do a hunters shot with frag and incendiary on a caster. A regular shot (40-60+) + 2 conditions (60) + the condition ending (30) + 15-19 extra damage with hunters, + running target which = critical hit + the second of fire and bleeding, which is a bit more damage + 6 from force of nautre (if its in there). It is pretty close to 200 damage a shot and most casters overstock on sup ruins so it's not hard to believe they may have around 380 health which = two hit kill.

I know it blows your mind that there could be a variation of a classic build, but sometimes people can come with something half decent, I suggest you go try it yourself.

** Im almost certain I used force of nature, it seems to popup in allmy ranger primary builds except an IW r/me. I think unguent was replaced by pin-down.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

its called favorable winds not force of nature

i would like to see a force of nature skill though even though MtG may have it copyrighted. it would be cool to summon some ents or plant creatures.

KuTeBaka

Wilds Pathfinder

Join Date: May 2005

Quote:
Originally Posted by bobeep
Calm down... (*its only a game*) The build works, though there are a few skills I can't remember exactly, which are slots 5,6,7. The rest I remeber. This build works, and I had enough success with it to state that. Do a hunters shot with frag and incendiary on a caster. A regular shot (40-60+) + 2 conditions (60) + the condition ending (30) + 15-19 extra damage with hunters, + running target which = critical hit + the second of fire and bleeding, which is a bit more damage + 6 from force of nautre (if its in there). It is pretty close to 200 damage a shot and most casters overstock on sup ruins so it's not hard to believe they may have around 380 health which = two hit kill.

I know it blows your mind that there could be a variation of a classic build, but sometimes people can come with something half decent, I suggest you go try it yourself.

** Im almost certain I used force of nature, it seems to popup in allmy ranger primary builds except an IW r/me. I think unguent was replaced by pin-down. okay... fragility=15 energy. incentary = 5, hunters= 5. you now have 5 energy left, and a regular shot is not 40-60 damage. It is around 20 something. If the caster is not moving then there is no bleeding, then you will only have +60 from the burning. 15 damage bonus from hunters shot, that makes a little less than 100. You wasted all the energy you have for a 100 shot spike. Just go with chain lightning or something.

audioaxes

Jungle Guide

Join Date: May 2005

you have way too many energy heavy spells in that build that you couldnt really utilize

Six String Samurai

Six String Samurai

Site Contributor

Join Date: Jan 2005

Seattle Wa

The Lotus Alliance

you'd probably be better off going mesmer/ranger and bringing a snare with you into random arena.

Odd Sock

Elite Guru

Join Date: Feb 2005

Ottawa, the super awesome capital of Canada

iQ

Quote:
Originally Posted by bobeep
I know it blows your mind that there could be a variation of a classic build, but sometimes people can come with something half decent, I suggest you go try it yourself Just from the energy stand-point your build can't work. I'm very open to new ideas and builds but when it's outright obvious it can't work I won't stand there and listen to you claiming that the specified build is glorious.

Look at the energy in the build you posted consiering you have 4 expertise
Incendiary Arrows - 5 energy, becomes 4 energy
Hunter's Shot - idem
Fragility - 15 energy
Whirling - who cares, you probably won't be using it
Pin Down - 15 energy, becomes 13 energy

So the evolution of your setup goes as following during a fight
Fragility 15 energy
Incendiary 19 energy
Hunter's Shot 23 energy
Pin Down 36 energy
Energy left: 0, Now what are you supposed to do ?

My question isn't can you swing it once ? cause with the pips you should be able to. My question is your effectiveness after the first encounter and what are you supposed to do if the hex is removed ? The build I posted has 2 interrupts so at least when you're not on incendiary you're contributing to both damage and interruption, it also has very little energy problems since expertise costs were factored in

Knido

Knido

Wilds Pathfinder

Join Date: Jul 2005

in exile

W/

if you did team areana and had a necro with virulence, itd be awesome

chudak

Ascalonian Squire

Join Date: Aug 2005

IFL

R/Me

This is what I use atm and it works fine for me :

1. Hunter's shot
2. Savage shot
3. Pin Down
4. Throw Dirt
5. Rez Signet
6. Tigers Fury
7. Inc. Arrows [E]
8. Fragility

Stats are around this, i might gave or aded 1 to something but I think i didn't :
illusion 10
wild. survival 0
expertise 12
marksmanship 11

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

ever since frag mesmers have been running around, in TA i go full prot with restore conditions as the elit. if someones fragged i use restore condition, bring them to full hp and then inspired hex. owns.

if somethings rechraging just use shielding hands. it gimps the damage from frags.

UberRusty

Banned

Join Date: Jun 2005

amsterdam, where male prostitution is legal

[GGG] Gay Guild Gals

W/R

Frag Rangers suck.

Odd Sock

Elite Guru

Join Date: Feb 2005

Ottawa, the super awesome capital of Canada

iQ

Quote:
Originally Posted by UberRusty
Frag Rangers suck. That's not very constructive. You claim they suck yet offer no facts to back up your claim. If your goal was to look like an negative ignorant then you sure did point that across.

Cheers

smedge

Ascalonian Squire

Join Date: Jun 2005

Quote:
Originally Posted by KuTeBaka
one fragility will drain your energy completely. go me/r for more damage and energy. Have you ever played a ranger before. They have quite a bit more than 15 Energy. Running expertise hi makes everything else cost a negligible amount too.

I like to also run apply poison. The instant my inc arrows runs out I charge up apply poison and start degenning the target. If you time it right you also get anothe rfrag trigger. This helps fill the gap nicely where you are waiting for inc arrows to cooldown.

UberRusty

Banned

Join Date: Jun 2005

amsterdam, where male prostitution is legal

[GGG] Gay Guild Gals

W/R

Quote:
That's not very constructive. You claim they suck yet offer no facts to back up your claim. If your goal was to look like an negative ignorant then you sure did point that across. That was the point.

Cheers.

But, just for arguement's sake and flaming's sake.

Why do Frag Rangers suck?

1. 8 second time period to do damage, followed by a long recharge.

2. Arrows can miss.

3. Damage based on one hex. Unless you use a cover hex. See below:

4. Unless you're running Me/R, you do not have mucho energy after you Frag one target, and much less if you use a cover hex.

5. To sum it all up, too situational.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Not only is it too situational, but having interrupts as a meager backup just doesn't justify that a warrior running frenzy and then spiking you with Eviscerate + Exe Strike will pretty much chop you in half...

Being too easy to counter also doesn't help...

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

Quote:
Originally Posted by UberRusty
That was the point.

Cheers.

But, just for arguement's sake and flaming's sake.

Why do Frag Rangers suck?

1. 8 second time period to do damage, followed by a long recharge.

2. Arrows can miss.

3. Damage based on one hex. Unless you use a cover hex. See below:

4. Unless you're running Me/R, you do not have mucho energy after you Frag one target, and much less if you use a cover hex.

5. To sum it all up, too situational. in 4-4 this works wonders since almost no one has hex removal, or guardian/aegis equivalents. running? heck most nooby squishies run to you under the impression that they can just own you 1-1. and while you wait you arent exactly useless... i mean savage shot/distracting shot anyone? that frag takes up like 3 places in your skill bar. get creative with the other 5.

smedge

Ascalonian Squire

Join Date: Jun 2005

Quote:
Originally Posted by Yukito Kunisaki
but having interrupts as a meager backup... Thats why i use apply poison during the 16 second gap where inc arrows is recharging. It applys good degen to a very badly wounded target (assuming they survived the frag spike which isnt often) and triggers another frag hit. Once the target drops I like to spread the poison around to multiple foes if my inc arrows isnt recharged yet.

People who say frag rangers suck haven't played one or at least haven't played one well. They are the most damaging fragility build hands down. During that 8 seconds you are taking nearly 100dps and getting interrupted every 1.3 seconds. Not much survives that.

Arguing that fragility is useless because of hex remove isn't valid either. There are ways around hex remove. There isnt a single build in guild wars without it's achilles heel.

Odd Sock

Elite Guru

Join Date: Feb 2005

Ottawa, the super awesome capital of Canada

iQ

Quote:
Originally Posted by UberRusty
1. 8 second time period to do damage, followed by a long recharge.
In arena, if you get the first kill early it's often the turning point in the fight. All you need is 8 seconds to down pretty much anything.

Quote:
Originally Posted by UberRusty
2. Arrows can miss. Look at the build I posted, you're already in melee range. You won't miss unless he uses something like Aegis or Guardian. Arena monks are too bad to use any of those skills, so basically you own them. Then theres rangers and warriors with stances, but honestly who cares. Once the casters are dead it's pretty much game over.

Quote: Originally Posted by UberRusty 3. Damage based on one hex. Unless you use a cover hex. See below: You don't, you interrupt his hex removal. That's why you have 2 interrupt skills.

Quote:
Originally Posted by UberRusty
4. Unless you're running Me/R, you do not have mucho energy after you Frag one target, and much less if you use a cover hex. See above. You also have expertise to reduce all the other costs. I run that build almost every night in arena when we're idling, you don't run out of energy... especially not with a zealous component

Quote:
Originally Posted by UberRusty
5. To sum it all up, too situational. Not in random arena. This build is utter trash in tombs or GvG, I totally agree with you. But for an environment where there are no evades or hex removals it's t3h pwz0r (or however 13 year olds spell it). You always get your kill and one person down means it's a 3v4. You're also very useful for that downtime, you have two interrupts to destroy elementalists and necros with.

GG

UberRusty

Banned

Join Date: Jun 2005

amsterdam, where male prostitution is legal

[GGG] Gay Guild Gals

W/R

I didn't read it was for Comp Arena because I was a

Quote:
"negative ignorant"
You forgot to add idiot. :O

EDIT: I thought this build was aimed at 4v4 Teams Arena. In Comp Arena... I really wouldn't know, sorry for the missassumption.

Now for other replies:

@ smurfhunter + OddSock:

Quote:
in 4-4 this works wonders since almost no one has hex removal, or guardian/aegis equivalents. running? heck most nooby squishies run to you under the impression that they can just own you 1-1. and while you wait you arent exactly useless... i mean savage shot/distracting shot anyone? that frag takes up like 3 places in your skill bar. get creative with the other 5.
+

Quote:
You don't, you interrupt his hex removal. That's why you have 2 interrupt skills. I'm assuming this statement is based on Comp Arena and not 4v4? Because switching targets to interrupt another guy casting hex removal = difficult to time and unless you're this uber l337 ranger with high battle awareness, you will probably misstime it.

@ Sledge:

Quote:
People who say frag rangers suck haven't played one or at least haven't played one well. Well in that case it seems I haven't met a good Frag Ranger yet in 4v4.

Quote:
Arguing that fragility is useless because of hex remove isn't valid either. There are ways around hex remove. There isnt a single build in guild wars without it's achilles heel. Exactly. But if you can't argue that blah blah is useless because of blah blah, even though I stated more than Hex Removal, why bother arguing? Except in this build, Achilles has a pretty big foot.