R/W melee damage build

VGJustice

VGJustice

Desert Nomad

Join Date: Jul 2005

Tyria, cappin' ur bosses

Boston Guild [BG]

R/W

Ok, before the flames begin about a Ranger with a sword, let me assure you that A) I'm not high (and I have been accused of this in game), and B) I'm not using any status ailments. Ok, now that that's out of the way, here's my still experimental 3 Att melee ranger with a sword:

Attributes:
Swordsmanship: 12
Tactics: 10
Expertice: 5 + 1 + 3

Skills:
Whirling Defense
Disiplined Stance
Dodge
Final Thrust
Thrill of Victory
Hundred Blades {E}
Savage Slash
Res Sig

Standard weaknesses for a melee type characters apply, you should fear blindness and Shield of Judgement, which is a give, and the Ranger is in no way as tough as a Warrior, so you don't want to get a bunch of guys wailing on you, and a R/W is (or should be) a prime target for Wild Blow. On the other hand, while I was using this build in CA and in TA I noticed something pretty odd: I was getting ignored as I charged in. Which was incredibly funny as I plinked with Hundred Blades then slapped them hard with Thrill of Victory. Usually after that, I had their attention. The build is capable of some happily suprising damage, even to the ultra tough Warriors with Sup Abs and Knights (I could spike at about 60-80 damage on the classic Wa/Mo's I encountered). Once I get their health down below half is when this build really shines, because the combined attacks of Thrill and Final is devistating.

Ok.... anyone see any points that could be improved upon?

DeanBB

DeanBB

Forge Runner

Join Date: Jul 2005

Arizona

Wizardry Players Guild, http://4guildwars.7.forumer.com

Why not use Apply Poison in place of one of the stances? Hundred Blades potentially allows you to spread it around to multiple opponents.

How 'bout Lightning Reflexes instead of Disciplined for the faster attacks?

[edit] Oh and attributes would be 12-10-8, so expertise should be 12 with mask + rune.

carnivore

Wilds Pathfinder

Join Date: Jul 2005

W/

just a question? why?

1)your build is not that energy intensive

2)you dont take advantage of any key ranger skills used in melee builds

3)you might as well be a warrior


if you want to make some better use of energy you should put in apply poison(0 wilderness is fine) and tigers fury(4 points in BM)

ermm try takin 1 point out of tactics and placin it in expertise and BM

Hot Dead

Hot Dead

Krytan Explorer

Join Date: Jul 2005

Better hope you have a good monk, you have no healing skill, the only skill that will heal you a lot is heal sig.
switch it with one one of the stances

VGJustice

VGJustice

Desert Nomad

Join Date: Jul 2005

Tyria, cappin' ur bosses

Boston Guild [BG]

R/W

I originally use Apply Poison with my Melee ranger, and I found out that it's just a seriously bad idea for TA. One halfway decent Boon Prot and you're just giving them ammo.

Lightning Reflexes may be an option, however. I'll have to try that. Disciplined end if you use Final at the wrong time, but that +24 armor and the 75% block are dang handy once the other team realizes what you're about.

As for the Attributes, I know it seems a little funky, but I wanted a higher Swords and Tactics to maximize my damge. A total of 9 Expertise is just dandy for this build, as many of the skills are only 5 base cost, which gets reduced to 3. That, and my Zealous sword picks up for whatever energy needs I may have.

Healing Signet is a very bad idea for this build. That -40 armor may not do anything important to a Warrior, but to a 70AL Ranger.... badbadbad..... That, and I'm developing it for TA, where I'll have a good reliable monk.

I'll consider Tiger's Fury, but it really really loses a lot at only 4 BM.

pagansaint

Krytan Explorer

Join Date: Jun 2005

I would say try and fit in Pure Strike and either Seeking Blade or Wildblow for Dodge and Disciplined Stance, You will either be one of the last targeted or you will be taking degen/armor ignoring/spell damage not melee/ranged attacks.

Yes poison is easily remedied, but it is also a drain on their energy if you are only using Poison as your condition, it is just being removed, the only healing they are getting is from boon and favor, and they will have to spam Mend Ailment out every chance they can to keep the poison off.

Which means they use 7 energy every 2 seconds (5 from Mend, 2 from Boon). If that is your only condition it ISN'T giving them ammo, it is just allowing a poor energy manager to run out of energy. Or the poison stays on and you do some decent DPS.

Also the -40 armor from Heal Sig isn't that bad on a ranger considering you have the BEST elemental defense in the game short of buff stacking. Alot of the damage you will take, especially as a melee char is elemental, so you actually edge ahead of a warrior when using it with your AL vs elemental.

BBoy_Manchild

BBoy_Manchild

Banned

Join Date: Aug 2005

dayton ohio

N/Mo

that build is seriously lacking in damage, too many stances and rangers dont get str, if this is pvp, any war with wild blow will destroy you, and with no removers just about everything else will destroy you too

VGJustice

VGJustice

Desert Nomad

Join Date: Jul 2005

Tyria, cappin' ur bosses

Boston Guild [BG]

R/W

Quote:
Originally Posted by pagansaint
I would say try and fit in Pure Strike and either Seeking Blade or Wildblow for Dodge and Disciplined Stance, You will either be one of the last targeted or you will be taking degen/armor ignoring/spell damage not melee/ranged attacks.
Oddly, this is not my experience. Whenever I'm using a melee ranger in PvP, I'm usually one of the first targets of Warriors. Good players not withstanding (as they choose wiser targets) it seems to me that many warriors seem to think that Rangers are extremely soft targets, and that makes them easy kills. Yes, yes, silly wammos. Pure Strike would be an idea, but it doesn't do anything if you're using a stance, so that would either be tricky to use or would be counter productive in my experience. On the other hand, Wild Blow would be a good idea. Seeking Blade is nice, but rather conditional. Too much so for my taste is all.

Quote: Originally Posted by pagansaint Yes poison is easily remedied, but it is also a drain on their energy if you are only using Poison as your condition, it is just being removed, the only healing they are getting is from boon and favor, and they will have to spam Mend Ailment out every chance they can to keep the poison off.

Which means they use 7 energy every 2 seconds (5 from Mend, 2 from Boon). If that is your only condition it ISN'T giving them ammo, it is just allowing a poor energy manager to run out of energy. Or the poison stays on and you do some decent DPS. In my experience, it's a poor strategy to plan for bad opponents. But, I guess I should take my own advice on that for your fist paragraph, huh? A good Boon Prot, which is rather common in TA, won't heal poison right away, but will wait until either another condition is placed on the target or will use something like RoF to heal the damage instead of countering the poison, which is only 3 pips degen. I'm no slouch at putting up poison on a whole team, but I've found that there are better ways to do things. Unless your team is set up for that, in which case Apply Poison is a very good thing.

Quote: Originally Posted by pagansaint
Also the -40 armor from Heal Sig isn't that bad on a ranger considering you have the BEST elemental defense in the game short of buff stacking. Alot of the damage you will take, especially as a melee char is elemental, so you actually edge ahead of a warrior when using it with your AL vs elemental. Mostly true, but Warriors have another edge over the Ranger in Damage Resistance. Any warrior (even bad players) will take at least one peice of Knight's armor, and some will have Sup Abs, which gives them an unconditional -5 damage taken. Doesn't do much against Spike IMO, but then they also have higher base armor. True, if I'm being pelted with Fire Storm or the like, I'm gonna be doing ok, but usually it's Meteor Storm or armor penetrating Lightning attacks that I'm going to have to deal with. But, like I said before, I'm more used to being pummeled by phisical attackers for some reason. That, and I have the best defence of all against AoE spells: the letters Q, W, and E. Besides, I do know some good healers, so I almost never have to worry about self heals, allowing me to concentrate on attacking.

Quote:
Originally Posted by BBoy_Manchild
that build is seriously lacking in damage, too many stances and rangers dont get str, if this is pvp, any war with wild blow will destroy you, and with no removers just about everything else will destroy you too I'd like to say that you're probably wrong, but I don't know what a "remover" is, so I'm gonna go check out guildwikki first.(EDIT: Just checked guildwikki, and found no listing. Hmmm.) Also, Strength only gives armor penetration, which is only really usefull against targets with higher AL IMO. Also, in what way am I lacking damage? Like I said, I can top out at around 60-80 damage in a single hit, which is nothing to sneeze at.

JR

JR

Re:tired

Join Date: Nov 2005

W/

Quote:
Originally Posted by Hot Dead
Better hope you have a good monk, you have no healing skill, the only skill that will heal you a lot is heal sig.
switch it with one one of the stances Way to give him the worst advice ever.

BBoy_Manchild

BBoy_Manchild

Banned

Join Date: Aug 2005

dayton ohio

N/Mo

removers = condition and hex removers
and armor penetrations makes you do that much more damage to softies too
in pvp melee fighters need to do as much damage as possible while keeping themselves from being shut down

pagansaint

Krytan Explorer

Join Date: Jun 2005

Or instead of using strength spamming out energy based attack skills can net you a GREAT damage boost.

Even without points in Strength using Power Attack in your energy attacks chain adds 10 damage, so something like: Power Attack, Pure Strike, Seeking Blade chained as fast as they recharge, even faster if you use Serpent's Quickness, can add up to ALOT of damage quickly.

Thats 10+16+24 at 12 Sword on TOP of whatever you are hitting for normally. Not too bad. 50 extra damage rather quickly, That can be continously chained out, not great spike damage unless you just chain them out then add Final Thrust in at the end when they dip below 50%

Adding Hundred Blades in adds even better DPS, basically you get 50 extra damage with 5 attacks in 5.32 seconds. That can be near continous with a Zealous Hilt and Serpent's Quickness up. And a Warrior primary using an IAS and normal attacks because they cannot spam the energy attacks only gets 5 normal attacks, albiet for slightly higher damage, in less than half a second quicker than you get your 5 and bonus damage.

None too shabby.

EDIT: would look something like...

Hundred Blades{E}
Pure Strike
Seeking Blade
Power Attack
Serpent's Quickness
Whirling Defense
Dryder's Defense/Troll Unguent/Antidote Signet
Res Signet

jesh

jesh

Forge Runner

Join Date: May 2005

San Diego, CA

Penguin Village

Mo/

That's the idea with R/W builds most of the time.. make up for the lack of Strength by spamming energy skills. I just went on my R/W, and you can have 8+3+1 for your expertise. There's no reason not to. You don't have to lower anything else.

BBoy_Manchild

BBoy_Manchild

Banned

Join Date: Aug 2005

dayton ohio

N/Mo

enjoy the conditions and hexes people will be throwing on you, im sure the other team will appreciate you being useless the whole fight

pagansaint

Krytan Explorer

Join Date: Jun 2005

BBoy, from your posts here and just about any other post I've seen you make, I can tell you don't have a full grasp of what a "team" is. It is not one person.

Do you take evasion/support stances self healing, hex and condition removal all on your warriors? If so you aren't even a target for the opposing team, the most damage you do is to your own team.

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Why would a Warrior get targeted first?

Anyone with half a brain wouldn't do that. Of course, if you play weird counter-warrior strategies, I can't really say anything, but if you trying really hard to counter Warriors as a whole, you are doomed. Just my opinion.

Sum Gai

Sum Gai

Frost Gate Guardian

Join Date: Sep 2005

Toronto

Me/

I think this build wasn't meant for high level GvG or HoH, I think it was meant for CA/TA where W/Mo self mendingers attack whoever the see first, be it Warrior or Monk.

VGJustice

VGJustice

Desert Nomad

Join Date: Jul 2005

Tyria, cappin' ur bosses

Boston Guild [BG]

R/W

Quote:
Originally Posted by Sum Gai
I think this build wasn't meant for high level GvG or HoH, I think it was meant for CA/TA where W/Mo self mendingers attack whoever the see first, be it Warrior or Monk. This is correct. But, I really appreciate the help. I really want this melee R/W to work. It's how I started playing, so I've got a real soft spot for it

Warskull

Site Contributor

Join Date: Jul 2005

[out]

Drop the stances, if you have a real issue with warriors in CA take hamstring and then outrun them.

Most weapon skills are 5 energy. Go with either 8 or 13 expertise (breakpoints for 3 and 2 energy respectively.)

Hundred blades is a poor elite choice. It mainly builds adrenaline and you only have a single adrenaline skill (plus adrenaline skills are against the whole concept of an expertise warrior.)

Dodge ends as soon as you attack, it is a bad running skill.

As a ranger/warrior using a sword the following skills work well with your concept.

Pure Strike
Seeking Blade
Savage Slash
Hamstring
Thrill of Victory
Distracting Blow
Wild Blow

A R/W should attempt to push the energy based warrior attacks to their utmost limit. Although most often you simply cannot match the damage output of a good warrior.

BBoy_Manchild

BBoy_Manchild

Banned

Join Date: Aug 2005

dayton ohio

N/Mo

Quote:
Originally Posted by pagansaint
BBoy, from your posts here and just about any other post I've seen you make, I can tell you don't have a full grasp of what a "team" is. It is not one person.

Do you take evasion/support stances self healing, hex and condition removal all on your warriors? If so you aren't even a target for the opposing team, the most damage you do is to your own team. anyone who brings a melee r/w into a 8 v 8 fight is just stupid, so im assuming this is for 4 on 4 arena, where you need to be able to keep yourself from being useless. depending on a monk to remove conditions is just gonna make that monk less effective at healing if they have to be worried about you being shutdown constantly. and no, i never bring evasion stances or self healing into arena, thats newb, people in TA bring wild blow all the time
the warrior i run in CA is a hammer war W/N with plague touch, and the only stance i bring is berserker stance to get my knockdown chain as soon as i possibly can to take out the monk or mesmer before they can be annoying
and you jumping to conclusions assuming i bring evasion stances and self healing when i never said i did just shows how stupid you are pagansaint, keep your comments to yourself

judge1121

judge1121

Lion's Arch Merchant

Join Date: Aug 2005

Outlaws Of Ascalon

Mo/

Quote:
Originally Posted by VGJustice
This is correct. But, I really appreciate the help. I really want this melee R/W to work. It's how I started playing, so I've got a real soft spot for it im guessing u used this in beta since most things worked back then.
first of all if u bringing that into TA or CA plz take out dodge. is not sportman like to run away from, and if not run away keep it but dont run when ur party is dead.
and if u want ur build to work take out all tactics and put it in expertise and wilderness. expertise will cut down energy on skills so energy will be managed and u use tactics for wat disciplined and a shield. dryders is a better shield .
just u shouldnt try to go into 2 fields of another porffesion else go and become wa/ra with same attribute except for expertise u use beast mastery.
Oh and Tigers Fury will help.
ppl who go swd use the advantage of it wich is bleeding wich i see u dont have. else take a hammer and u can probably run same build just replace 3 skills with hammer skills. the stances will just annoy warriors to tell u the truth.

pagansaint

Krytan Explorer

Join Date: Jun 2005

Personal attacks? LoL. Atleast go after my grasp of strategy...

I will stand by my arguement that Hex removal and Condition removal BOTH on a warrior are detrimental to your team. At most, MOST you can take Condition Removal, and Plague Touch is the be all end all for that you are correct. But having a monk take Condition and Hex removal does NOT hurt the team. Boon Prot monk anyone? You know, the most efficient/popular monk in TA?

And keep after me please, especially when you say you use a 9s duration 30s recharge IAS to build adrenaline for your Hammer warrior. Please. Come after me saying you use inefficient and/or situational use skills for your main attack support skills. Good Job.

Back to the OP and Topic...

Yeah, Tactics is not a very good line for a R/W unless you are running a Victory is Mine! Trapper build.
But going with high Expertise to drop those energy attacks/traps down to spammable levels and a good bit of Wilderness to keep Serpent's running as much as possible to really spam out the energy attacks works well.

Also, as has been mentioned a couple times Tiger's Fury is the best IAS for a R/W due to the use of runes and Expertise.

Another R/W Melee that I've found works very well in Tombs...

Serpent's Quickness
Distracting Blow
Savage Slash
Spike Trap
Pure Strike
Seeking Blade/Apply Poison/Hamstring
Troll Unguent/Antidote Signet
Res Signet/Dryder's Defense/Antidote Signet

VGJustice

VGJustice

Desert Nomad

Join Date: Jul 2005

Tyria, cappin' ur bosses

Boston Guild [BG]

R/W

pagansaint, Warskull, thank you for your continued support and comments. Yours are especially helpful. I've got a better grasp on what a melee R/W's role is in PvP, so I'm making better judgements about my skill selections. Here's what I'm using now (roughly, because I'm not online right now, and I've only got a few minutes):

Attributes:
Swordsmanship: 12
Expertice: 9 + 3 + 1
Wilderness Survival: 7 + 1 (I think, don't quote me)

Skills:
Hundred Blades {E}
Pure Strike
Seeking Blade
Wild Blow
Serpent's Quickness
Whirling Defense
Troll Unguent
Res Signet

I basicly took your build, pagansaint, and found out that I didn't like the way Power Attack was working, so I swapped it with Wild Blow. Very effective, but my damage became more even, I'll have to add up the damage and figure out a dps or dpm value. That, and I really need to stop laughing when I see 2 Wa/Mo's casting mending in unison in CA (funniest thing ever). Hamstring would probably be a good idea on this build, so I'm gonna find a way to work it in with Savage Slash, which I'm fairly proficient with.

On a side note, my original build gave me an idea for a W/R build, using Swords, Tactics and a little bit of Strength. I'll play around with it a bit and post it up in a different topic.

Vindexus

Vindexus

Wilds Pathfinder

Join Date: Mar 2005

www.talkingtonoobs.com

Final Dynasty

Quote:
Originally Posted by VGJustice
Ok, before the flames begin about a Ranger with a sword, let me assure you that A) I'm not high (and I have been accused of this in game), and B) I'm not using any status ailments. Ok, now that that's out of the way, here's my still experimental 3 Att melee ranger with a sword:

Attributes:
Swordsmanship: 12
Tactics: 10
Expertice: 5 + 1 + 3

Skills:
Whirling Defense
Disiplined Stance
Dodge
Final Thrust
Thrill of Victory
Hundred Blades {E}
Savage Slash
Res Sig

Standard weaknesses for a melee type characters apply, you should fear blindness and Shield of Judgement, which is a give, and the Ranger is in no way as tough as a Warrior, so you don't want to get a bunch of guys wailing on you, and a R/W is (or should be) a prime target for Wild Blow. On the other hand, while I was using this build in CA and in TA I noticed something pretty odd: I was getting ignored as I charged in. Which was incredibly funny as I plinked with Hundred Blades then slapped them hard with Thrill of Victory. Usually after that, I had their attention. The build is capable of some happily suprising damage, even to the ultra tough Warriors with Sup Abs and Knights (I could spike at about 60-80 damage on the classic Wa/Mo's I encountered). Once I get their health down below half is when this build really shines, because the combined attacks of Thrill and Final is devistating.

Ok.... anyone see any points that could be improved upon?

You have no snares in there at all, so people can just kite you all day long.

Man With No Name

Man With No Name

Frost Gate Guardian

Join Date: May 2005

Manchester, UK

W/

I'll be brief...

Where's the damage part..??

The damage is minimal

I could easily mitigate the laughable amount of damage it does, using the Boon Prot -- without even kiting, using only a Signet of Devotion. Hell, why don't we add ANOTHER defensive stance for a total of 4 -- that alone is just seriously wrong.

You can't counter enchantments, stances or even people running away -- these are all basic things that Melee types face and should have covered. Instead you've brought 3 defensive stances of your own :S

I'd completely scrap the first one -- even the pre-made paladin hits harder with few adjustments. The second build is better but it's still not a threat.



I don't see what R/W offers compared to a W/R for melee. You automatically hit softer since your missing out on Strength and a higher Weapon Mastery than 12.

The only benefits..??

Cheaper costs on energy skills ( which can be made up for with a Zealous Weapon anyways... ) and higher AL vs. Elemental.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Mentioning obvious counters is a given since the OP didn't mention them himself... dur dur...

Even regular warriors will have trouble dealing with hex after condition piled on top of them, so let's just let the monk worry about that k? ^_^

As far as I can see, the idea is ok... Using Expertise to pump out warrior energy attacks is probably a good way to go...

My idea would be this however... [for all the smartass counter remarks]

12 Swordsmanship
9+3+1 Expertise
Rest to Wilderness Survival +1

Seeking Blade
Savage Slash
Hamstring
Final Thrust
Frenzy
Storm Chaser
Melandru's Resilience {E}
Antidote / Res Sig

Except for Final Thrust, all of your sword attacks are pretty much energy. The Antidote sig may counter your Mel's Resilience, but the idea for Mel's is to stay alive under nasty hex conditions. Using Antidote Sig saves you from condition based degen if your monk is not there or asleep...

Not efficient, but then again, R/W or W/R were never meant to be efficient...

VGJustice

VGJustice

Desert Nomad

Join Date: Jul 2005

Tyria, cappin' ur bosses

Boston Guild [BG]

R/W

Ok, after a lot of work and some Deep Thought (tm), I've come to better understand the role of the R/W in PvP. I'm not there for damage, but rather to aid the other Warriors. Make their life a bit easier. So, I've basicly scrapped my original build and I've gone in a very different direction: Warrior Aid.

Attributes:
Swordsmanship: 12
Expertise: 9 + 3 + 1
Wilderness Survival: 9 + 1

Skills:
Savage Slash
Hamstring
Seeking Blade
Throw Dirt
Wild Blow
Lightning Reflexes
Melandru's Resilience {E}
Res Sig

Ok, new plan! Become a pest to everyone! Basic idea is to spam Seeking Blade, Wild Blow, and Lightning Reflexes as fast as they pop up. This *should* keep any stance down, and it counter's evasion fairly well (had a couple of Ele's using Ward, and I managed to take them down even through that). I save Hamstring and Savage Slash for fleeing casters (as we all know, they must eventually stop to cast a spell :P ). If I get the chance, I can use Throw Dirt to at least slow down any melee types that get on my case, or sling it in passing so they don't give my casters too much trouble (barring a Monk with Mend who's on the ball). At suggestion from Yukito, I tried Melandru's Resilience, and I really like how much it helped. I was the eventual target of a gang condition/hex spamming, and I was still gaining health, so I'd say that was a success. Basicly, I just make a soft target a little softer or easier to hit so that the real damage dealers can actually deal damage. I'm pretty happy with it now. Thanks a lot for all the help. But, please, keep the suggestions rolling.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Glad to see my idea helped.

Don't forget to tell your teammates to leave the hexes on ya... More energy for more skill spam...

VGJustice

VGJustice

Desert Nomad

Join Date: Jul 2005

Tyria, cappin' ur bosses

Boston Guild [BG]

R/W

@ Yukito: lol, good call :P

I tested this for a few hours tonight in CA, and I managed to farm some good faction for my trouble. Seems to work pretty well. Blindness is just flat out doom for this build, but not much else it. Spirit Shackles doesn't do much if you use Resilience. Spamming Wild Blow and Seeking Blade cuts through not only stance users, but also Warders. If I put Hamstring on a Caster, and I've got a Warrior beside me, that's a dead caster.

A good trick (to me at least) is to use a stance type set of weapons. If nothing is going on, you can just slap on Resiliance for no good reason and boost your attack for a bit. And, I think a Crippling Sword Hilt seems to work. You just have to be ready with that Savage Slash.

C2K

Krytan Explorer

Join Date: May 2005

How often are you successful with Seeking Blade? If your causing alot of bleeding, perhaps try to fit Gash in there. Deep Wound is very nice to have in PvP.

BerryRacer

Ascalonian Squire

Join Date: Sep 2005

Hi just read over your build and as with all ranger/warrior builds...i liked it

The build my ranger usually uses, when mele fighting is quite similar, though its heavy conditions .. however i use an axe, i use, to use a sword with similar skills but the axe seemed a better fit with me. This was due to the fact that i did not have to spend my elite on hundred blades to spread posion round, reason been cyclone axe

For Pvp i use
11 axe
9 tactics
10 wild
9 expertise

Cyclone axe
Swift Chop
Desperate Blow
Apply Posion
Balance stance
Res sig
Victory is Mine{E}
Watch yourself

With Watch yourself being the only adren skill i can always keep it running, therefore have 90 armor vs physical (Very close to what a normal warriors is with all his reduction added) 120 armor vs all elemental and another 15 if you choose drake, studded or fur's vs a certain type. As you can see i mainly rely on victory, too well, start a' new at full health and energy because with balance stance going i can use desperate blow every 7 seconds which is often a new condition and the time the conditions under desperate blow last is...well quite long , let alone what Cyclone and apply poison get up too. So really in short you nearly make up for the normal damage through spamming the energy skills which you would get from a higher attribute and strength when fighting another warrior and maybe do more vs a "squishy" Also you can change things around by throwing throw dirt in there, for the extra area condition and such.

Also i use this build to solo afew places in the pve side of things, like sand worms for shells. And perdition rock for well...stuff. I also do, and sometimes with alittle difficulty Racthoh's great Fow Spider run(found here http://www.guildwarsguru.com/forum/s...ad.php?t=77852 thanks very much Racthoh...(limit on smiley's ) With The spider run i replace balance stance with shields up and swift chop for storm chaser although sometimes i have trouble against their condition counter and you often have to use the wall's for cover.
( and with all solo runs switch trolls for res sig )


So yes keep the sons and daughter's of Aragorn coming

BBoy_Manchild

BBoy_Manchild

Banned

Join Date: Aug 2005

dayton ohio

N/Mo

see now this person knows how to make a melee R/W
ill post up my melee R/W when i get a few decent SS

Zazoo

Zazoo

Academy Page

Join Date: May 2005

Johannesburg

Boere Mag

W/Mo

I play a R/W that uses a hammer, and I have a to agree that he is a support character.

He does not do as much damage as a warrior, but makes targets that much easier to kill, distract etc
And No a warrior cannot do what a R/W does.

Garumn

Garumn

Academy Page

Join Date: Sep 2005

Bern,Switzerland

Centuria Europe Nova(CEN)

R/

PPl just wait for the Assasin class, the warrior is anyway better with melle weapons...

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

People create R/W to play toward the secondary at times. I don't think playing toward the secondary is efficient despite what others say due to one obvious explanation...

Runes...

They are the reason why playing toward beefing your primary makes playing toward the primary 10x better...

But, if rangers want to go melee, I say no problem... ^_^

But one thing is for damn certain, no R/W can beat my W/N in a point blank fight... I've tested it and the armor level and strength factor is just too powerful for a melee ranger to deal with... Warriors always hit harder than rangers in melee...

But, if the ranger is doing something other than maximum damage, I'm not gonna complain. At least some rangers are honest enough to accept the fact that they can't do warrior style damage...

judge1121

judge1121

Lion's Arch Merchant

Join Date: Aug 2005

Outlaws Of Ascalon

Mo/

rangers arent suppose to do warrior like dmg but their speed is suppose to make them either equal to the dmg or more. Rangers usually take hammer for the reason that is a 2 handed weapon meaning they dont need a shield. with them, the hammer is weaker than warriors using them, since they cant raise it to 16 and dont have strength.
Ranger got expertise to make warrior skills using energy become easily spamable. also rangers have Tigers fury wich doesnt have any hurtful draw backs like frenzy, and is much more spamable compared to berserker stance. any real draw back from it is not being able to use some skills. this boost in speed then helps the ranger speed up in attks. with a combination of these, a ranger can quickly spam "OK" dmg to the person they fight, by both charging up adrenaline faster and by using skills the require energy more often.

BerryRacer

Ascalonian Squire

Join Date: Sep 2005

Quote:
Originally Posted by Yukito Kunisaki
But, if the ranger is doing something other than maximum damage, I'm not gonna complain. At least some rangers are honest enough to accept the fact that they can't do warrior style damage... Yeah sorry i think that you are directing that at what i said
See i don't think i wrote what i mean't clearly, see when i said up to warrior's amount in damage i was meaning without the warrior using a skill, seen i'm spamming mine as much as i'm hitting really, so yeah i was putting it next to a warrior not using skills to boast his attacks, and yes i did not make that very clear..hehe if you understand that
So yeah sorry for the confusion.
(P.s i know your W/n could easily win, i have looked at some of your good builds and ...this build i said before would lose to plauge touch alone )

judge1121

judge1121

Lion's Arch Merchant

Join Date: Aug 2005

Outlaws Of Ascalon

Mo/

berry ur build also requires the ppl to have a condition on them. i aslo see u wasting ur time trying to put apply poison on ur self and use healing signet. a distracting shot to either of those and u would lose ur way to heal and energy manage, thus making victory is mine useless(unlesss u got ppl in ur team that spam conditions) then also victory is mine is very dependant on the cyclone axe and apply poison. ur build seems more of a farm build than a pvp build.
u dont really need balance stance in pvp rather a dryders or whirling would do better since hammer warriors spam knockdowns. ur build just seems mostly for endurance build. through a long battle u would win but pvp is usually not a long battle (unless u got a damn runner)

qwe4rty

Krytan Explorer

Join Date: Oct 2005

Texas

Brewed to Perfection [BtP]

Quote:
Originally Posted by Hot Dead
Better hope you have a good monk, you have no healing skill, the only skill that will heal you a lot is heal sig.
switch it with one one of the stances I hardly ever bring self healing. You don't really need it. Sure, if your on a team w/o a monk, and your fighting a team w/ a monk, chances are, your going to lose, even if you have a bit of self healing. Just focus completely on your fire power (unless of course, your healing falls into an attribute line you are already using E.G. Ether Feast if you are using inspiration and mana draining)

VGJustice

VGJustice

Desert Nomad

Join Date: Jul 2005

Tyria, cappin' ur bosses

Boston Guild [BG]

R/W

Berry, I notice one problem with your build that makes it not very effective for PvP. I'll grant you that if you use Apply Poison, then get surrounded by a mob and use Cyclone Axe + "Victory is Mine!", then yeah, you're gonna get a huge chunk of health and energy. The trouble is, you will almost never encounter that condition in PvP. If the mass wall of melee characters is going to surround anyone, it'll be either an interuptor or a healer/protectionist. Your build is probably very effective for PvE, but I'd personally drop Tactics from just about any R/W for PvP now. Tactics doesn't help as much as Wilderness or Expertise. But, I noticed you took Balanced Stance and Desperation Blow. Does Balanced cancel out the ill side-effect of Desperation?

If I were using an axe, I'd personally take along a bunch of adrenal skills, and in that case, it's better to be Warrior primary.

[EDIT] A note on Seeking Blade: it does not activate very often at all. You need a guy using dodging stances, which get killed by Wild Blow, or you need a Warder. So, basicly, the only time that Gash would be effective on this build is when you're fighting a Warder. That's it. Anything else that let's them evade is just a stance, and that'll get knocked off right quick by Wild Blow.

BBoy_Manchild

BBoy_Manchild

Banned

Join Date: Aug 2005

dayton ohio

N/Mo

i never saw anything in berryracer's post about using that build in pvp