Hiya, i am going to waste all my skillpoints/faction points on my first ranger build... here come the skills for a R/W
Kindle Arrows
Ignite Arrows
Incendiary Arrows (e)
Apply Poison
Dual Shot
Healing signet
Bonetti's Defense
Res Signet
Would like some comments, supportive and unsupportive :P
tell me what skills i should change
Ranger preparation
Dualinity
Hiryu
From what I can tell right now, you have:
Kindle for high single target dmg.
Ignite for moderate splash damage.
Poison for degen damage.
Incendiary for interrupt (slight degen damage)
Dual shot for 2x trigger prep damage
Healing Sig for healing (I'm assuming 4v4 where this is actually useful)
Bonetti's for Defense/Opportunistic Energy Management
Res Sig
Instead of using all 4 preparations, I would suggest choosing only 1-2 preparations.
The problem with Preparations here is that they don't stack so you can't have both Kindle and Ignite's effects on your arrows at the same time for instance.
Because of this, I don't think that spreading out between 4 different preparations is a good idea. Although you can switch preparations to fight different types of targets for slight advantages in damage (poison is slightly better against a heavily armored warrior; kindle is better against a softer target like an elementalist for example), while you're using 1 preparation, you more or less have the other 3 just sitting in your skill bar doing nothing --- especially when the recharge times for 3/4 preparations are as long as their durations. The build spreads itself too thin, and can't do either degen damage, direct damage, or interrupting very effectively.
My suggestions are:
If you want to focus on direct damage, I would suggest removing either Kindle or Ignite, and removing apply poison. Then subbing in any +dmg skills of your choice (for example, Hunter's Shot + Determined Shot --- low energy, moderate recharge time).
If you want to focus on degen damage, I would suggest removing Kindle and Ignite, and add in Hunter's Shot and any other skill of your choice.
If you want to focus on interrupting, I would suggest removing Kindle, Ignite, and Apply Poison. Sub in: Choking gas, Savage Shot, and Distracting Shot. With a high enough wilderness survival attribute, you'll be able to almost constantly keep your target disabled by rotating Incendiary Arrows and Choking Gas when their durations are up. Savage shot ("almost" instant-speed at 1/2s "casting time") will serve as a good panic-button for interrupting a skill that your normal arrows can't reach to in time, and Distracting shot is even better at this role as it will lock-out your enemy's skill for an additional 20s (commonly use to bust enemy Res Sigs) --- although distracting shot has a longer recharge time of 10s.
hope that was helpful
Kindle for high single target dmg.
Ignite for moderate splash damage.
Poison for degen damage.
Incendiary for interrupt (slight degen damage)
Dual shot for 2x trigger prep damage
Healing Sig for healing (I'm assuming 4v4 where this is actually useful)
Bonetti's for Defense/Opportunistic Energy Management
Res Sig
Instead of using all 4 preparations, I would suggest choosing only 1-2 preparations.
The problem with Preparations here is that they don't stack so you can't have both Kindle and Ignite's effects on your arrows at the same time for instance.
Because of this, I don't think that spreading out between 4 different preparations is a good idea. Although you can switch preparations to fight different types of targets for slight advantages in damage (poison is slightly better against a heavily armored warrior; kindle is better against a softer target like an elementalist for example), while you're using 1 preparation, you more or less have the other 3 just sitting in your skill bar doing nothing --- especially when the recharge times for 3/4 preparations are as long as their durations. The build spreads itself too thin, and can't do either degen damage, direct damage, or interrupting very effectively.
My suggestions are:
If you want to focus on direct damage, I would suggest removing either Kindle or Ignite, and removing apply poison. Then subbing in any +dmg skills of your choice (for example, Hunter's Shot + Determined Shot --- low energy, moderate recharge time).
If you want to focus on degen damage, I would suggest removing Kindle and Ignite, and add in Hunter's Shot and any other skill of your choice.
If you want to focus on interrupting, I would suggest removing Kindle, Ignite, and Apply Poison. Sub in: Choking gas, Savage Shot, and Distracting Shot. With a high enough wilderness survival attribute, you'll be able to almost constantly keep your target disabled by rotating Incendiary Arrows and Choking Gas when their durations are up. Savage shot ("almost" instant-speed at 1/2s "casting time") will serve as a good panic-button for interrupting a skill that your normal arrows can't reach to in time, and Distracting shot is even better at this role as it will lock-out your enemy's skill for an additional 20s (commonly use to bust enemy Res Sigs) --- although distracting shot has a longer recharge time of 10s.
hope that was helpful
Dualinity
thx, but if i am right, i heard preparations stacked ?:S
and yes, i am a noob with ranger
and yes, i am a noob with ranger
Bast
You can have only one preparation active at a time. Having two or more is kinda ridiculous and not really worth the effort. Pick one that fits with a team build and go from there.
Dualinity
what about:
*Serpent Quickness
*PREP Incendiary Arrows
*Penetrating attack x2
Shoot normal arrows…
*PREP Kindle or Ignite Arrows or Apply Poison (help me on this one)
*Savage Shot
*Distracting shot
*Healing signet
*Rez signet
*Serpent Quickness
*PREP Incendiary Arrows
*Penetrating attack x2
Shoot normal arrows…
*PREP Kindle or Ignite Arrows or Apply Poison (help me on this one)
*Savage Shot
*Distracting shot
*Healing signet
*Rez signet
Yukito Kunisaki
Since it's impossible to run preparations past their recycle time [except in rare cases], I think it's perfectly plausible to bring at least 1 and at MOST 2. One Prep can make up for the cool down of another.
2 preps I think that are great compliments would be Kindle Arrow with Marksman's Wager. Both add a chunk of bonus damage and both last within each other's recycle time.
Another 2 would be Apply Poison and Choking Gas. Both share the same atb line and both can be used as a switchblade of sorts. If you're not interrupting like a madman, you're poisoning the entire enemy team. There is no downtime with 2 preps and that's the advantage.
The problem? Opportunity cost. [yay for economics] You lose out on a potential damage adding skill using two preps. I for one thing 2 preps works IF you've got the right mindet.
I think the Incendiary Arrows + Choking Gas makes the PERFECT anti-caster ranger using Tiger's Fury as the shutout. Only real downtime is just activating both preps.
2 preps I think that are great compliments would be Kindle Arrow with Marksman's Wager. Both add a chunk of bonus damage and both last within each other's recycle time.
Another 2 would be Apply Poison and Choking Gas. Both share the same atb line and both can be used as a switchblade of sorts. If you're not interrupting like a madman, you're poisoning the entire enemy team. There is no downtime with 2 preps and that's the advantage.
The problem? Opportunity cost. [yay for economics] You lose out on a potential damage adding skill using two preps. I for one thing 2 preps works IF you've got the right mindet.
I think the Incendiary Arrows + Choking Gas makes the PERFECT anti-caster ranger using Tiger's Fury as the shutout. Only real downtime is just activating both preps.
Hiryu
hahah I was so tempted to use "opportunity cost" too
Yea, choking gas + incendiary is a pretty standard and easy to use combo for interrupt. Tiger's fury may cause you to run out of energy too fast however, and tends to make you spread your attribute points a bit thin (expertise, wilderness, marksmanship, beastmastery). I'd suggest probably running Favorable Winds too if you're going for interrupt. Cutting the arrow's flight time by 1/2 makes a significant difference in interrupting.
If you're playing PvP, you generally shouldn't have to worry about other teams taking advantage of the spirit either because if it'll benefit them enough, they'd have already brought the spirit along themselves. (Namely Ranger Spike --- if you go after their spirit, you'll already be behind on the fight.)
Yea, choking gas + incendiary is a pretty standard and easy to use combo for interrupt. Tiger's fury may cause you to run out of energy too fast however, and tends to make you spread your attribute points a bit thin (expertise, wilderness, marksmanship, beastmastery). I'd suggest probably running Favorable Winds too if you're going for interrupt. Cutting the arrow's flight time by 1/2 makes a significant difference in interrupting.
If you're playing PvP, you generally shouldn't have to worry about other teams taking advantage of the spirit either because if it'll benefit them enough, they'd have already brought the spirit along themselves. (Namely Ranger Spike --- if you go after their spirit, you'll already be behind on the fight.)