R/E Energy Archer build... improvements?

Tripsala

Pre-Searing Cadet

Join Date: Oct 2005

R/E

Came up with the idea for this build, though there likely could be some good improvements made. Suggestions are more than welcome.

Attributes:
Expertise: 12 (+2 Rune, +1 mask)
Marksmanship: 12 (+2 Rune)
Water Magic: 6
Fire Magic: 6

Points spent: 198
Points unspent: 2

Runes:
Major rune of expertise
Major rune of marksmanship
Superior rune of Vigor

Gear:
Hunters Mask (+1 expertise)
Druids Set
Flatbow, + damage modifier

Determined Shot
Hunters Shot
Flare/Phoenix
-
Kindle Arrows
Lightning Reflexes
Marksmans Wager {E}
Armor of Mist
-
Ressurect Signet/Troll Unageant (or however you spell it)

The idea I had would be keeping a lot of energy available, boosting damage with KA/LR en keeping energy up with MW, Armor of Mist would be used if needed to flee.

With expertise energy costs would be low enough to be able to use skill after skill, inflicting quite a good amount of damage.

Any suggestions?

dry

Academy Page

Join Date: Oct 2005

R/

i don't see that much pro's of LR, due to its narrow time you'll probably use it 2-3times. also, if your way of keeping energy is just Marksman's then you could just go full ranger. I don't see much advantage of the 6/6 in ele skills since couple shots of 6/6 won't be doing that much damage compared to 1 shot of lvl 12/12. You could possibly drop marksman to minimum and go full magic, and drop LR and mist for more offensive.

Eonwe

Jungle Guide

Join Date: May 2005

New Jersey

Idiot Savants

First of all, don't use major runes, ever. Either use a superior rune, or a minor rune. Major runes are a waste.

I'm looking at this from a tombs/gvg standpoint. An improvement would be to go back to the drawing board, and scrap the entire build. Why do you have 6 wasted points in both fire and water magic? For flare and armor of mist? Am I missing the point or something? Why would I use flare when I can just shoot the enemy with my bow for more damage? If you want something to help you get away from the enemy, which is why you're using armor of mist I'm assuming, there are plenty of ranger skills that help you do that, and you don't have to spend attribute points in other lines to get it.

Carrying Markman's Wager when there a plethora of better ranger elites makes me wonder a bit. I'd suggest trying something like quick shot, or punishing shot. Also, if you're using a flatbow you seriously need Read the Wind. If you're using a prep like kindle arrows, go ahead and bring something like a shortbow instead, because you're not going to hit anyone that's kiting with a flatbow and kindle. Read the Wind is also another skill I'm very fond of, so look into running that.

Some other things to consider. You have no attack speed buff. For god's sake bring tiger's fury. 7 in beast mastery should be just fine if you're strapped for attribute points. Also, a nice spike if you're assisting on the called target would be Dual Shot > Quick Shot > Savage Shot. I would take a look at what you really want to be doing with your character, and base your skills and attributes around that. Skills like Read the Wind, dual shot, tiger's fury, and distracting shot are just too good to pass up in my opinion.

Tripsala

Pre-Searing Cadet

Join Date: Oct 2005

R/E

thanks for the criticism, seems to me there is something more to practice for me in builds creating... haha

NatalieD

NatalieD

Desert Nomad

Join Date: Aug 2005

Eonwe is right, as usual. This build doesn't really have any direction to it. Try to pick one thing to do and do it well, and try to stay in as few attributes as possible.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

R/E types almost always focus on just one skill from their E line. Their Conjure Element.

Maximum damage builds I've seen with ranger setups are as follows...

12+1+3 Marksmanship [you do want damage out of your bow right?]
8+1 Expertise [9 is a good breaking point for 10e. skills I think]
7+1 Beast Mastery [yay for Tiger's Fury]
10 Fire Magic
Wilderness Survival takes the rest +1

Quick Shot {E}
Tiger's Fury
Kindle Arrows
Conjure Flame

Kindle makes your arrows fire type so it synergizes with Conjure Flame and what's more, that allows room for a zealous bowstring. Great since Quick Shot will cost 3e. and you're cutting it down to two with it.

Manfred

Manfred

Krytan Explorer

Join Date: Oct 2005

Well, but that's for ranger spike...I might go for the 10e dmg/snare (yknow, the one that just hits one person and isn't ice prison...) from water, and do conjure frost, ignoring fire and wilderness survival altoghether, maybe even go distracting, not because I think that it's necessarily a better build,
but because r/e QSers are overplayed in my opinion.