Profession: R/*
Name: Melandru's Favored Archer
Type: Consistent Damage over Time, intended for PvP
Attributes:
14 Expertise (10+3+1)
12 Marksmanship (11+1)
11 Wilderness Survival (10+1)
Skills:
1. Melandru's Arrows {Elite} (Wilderness Survival)
2. Lightning Reflexes
3. Dual Shot
4. Distracting Shot
5. Penetrating Attack
6. Pin Down
7. Throw Dirt
8. Resurrection Signet
Recommended gear:
Druid's armor set
Zealous Shortbow of [whatever you like]
Summary:
This build excels at dealing damage to enchanted targets, as many targets in PvP tend to be. Every caster-type class has enchantments that players love to use and take advantage of, and the Melandru's Favored Archer is adept at using their enchanted nature to his or her advantage. Melandru's Arrows combines the damage-adding power of a preparation like Kindle Arrows (from the +damage vs enchanted foes) with the damage over time power of a preparation like Apply Poison (from the -3 health degeneration from the bleeding inflicted) to afford a ranger with an all-in-one preparation, justifying its elite status. The Melandru's Favored Archer picks a target at the beginning of a PvP match that is enchanted, prepares his arrows, and then starts to alternate Dual Shot and Penetrating Attack, dealing a large amount of damage. If the archer is using a Zealous Shortbow and the recommended 14 Expertise, as long as his arrows hit their mark he will almost never run out of energy, allowing his assault to continue uninterrupted.
If the Melandru's Favored Archer comes under attack from a warrior, he should Throw Dirt at the warrior, use Pin Down, and distance himself from the warrior. Pin Down can also be used offensively, keeping enchanted targets from running away. If coming under heavy fire from rangers, or the archer needs to increase his damage output for a short time, activating Lightning Reflexes will do the trick. Distracting Shot is also a tool of the archer - it should be used at opportune times to either turn the tide of battle or lock in a victory. Prime targets for a Distracting Shot are any sort of resurrection attempt or any spell that takes longer than 1 second to cast.
Notes and Concerns:
The Melandru's Favored Archer, much like most any ranger or warrior that relies on his or her weapon to deal damage, is very vulnerable to the blind condition, as being blind prevents the archer's arrows from connecting with their target. Block/evasion stance users are also poor targets for this ranger build to attack, but substituting Called Shot for Penetrating Attack would mitigate that problem, albeit decreasing the damage output. Mesmers and necromancers can spoil a ranger's day with hexes like Empathy, Spirit Shackles, Faintheartedness, and Shadow of Fear, so be wary of them.
Elementalists tend to make the juiciest targets for this build, as most any elementalist you could encounter will be running at least one enchantment (an attunement or Aura of Restoration, at least).
Credits:
Chris_nin00 deserves note for starting conversation about a similar build (http://www.guildwarsguru.com/forum/s...d.php?t=81124). I formed a version of this build after reading a thread about favorite ranger elites on the GWOnline forums. Many thanks to the teammates who accompanied me in testing this build. To all those teammates (and enemies) who scoffed when they saw me prep Melandru's Arrows:
Melandru's Favored Archer
Shwitz
Dead Panda
I use a melandru's build. Cept I configured mine for interruption and counter at at the cost of self healing, and overall survival. Since most targets that enchant themselves use spells, why not?
10 + 3 Expertise
11 + 1 + 3 Wilderness
10 + 3 Marksmanship
Melandru's Arrow
Duel Shot
Savage Shot
Distract Shot
Favorable Winds
Winnowing / Dryder's Defense
Antidote Signet
Ressurection Signet
Zealous Bow of Shelter
Vampiric Bow of Shelter / Sundering Bow of Marksmanship
Sure I can't heal myself, but at least I'm pretty sure to kill at least someone before I go down. If Dryder's goes down, I start interrupting his attacks, for about... 2 or 3 more seconds to live?
10 + 3 Expertise
11 + 1 + 3 Wilderness
10 + 3 Marksmanship
Melandru's Arrow
Duel Shot
Savage Shot
Distract Shot
Favorable Winds
Winnowing / Dryder's Defense
Antidote Signet
Ressurection Signet
Zealous Bow of Shelter
Vampiric Bow of Shelter / Sundering Bow of Marksmanship
Sure I can't heal myself, but at least I'm pretty sure to kill at least someone before I go down. If Dryder's goes down, I start interrupting his attacks, for about... 2 or 3 more seconds to live?
chris_nin00
Great build Shwitz!
This build can distract, cripple, and blind! Way more prepared for any situation.
The only thing that keeps bothering me about this build I lack of healing. Unless you have a monk of course.
But otherwise, outstanding job.
Just noticed the Credits!
Dead Panda,
I now know the meaning of your name .
3 superior runes(-150 if you include superior rune of vigor -225 if not) + no healing(Unless a monk is present; That monk is gonna have a hard time + Vampiric Bow of Shelter(Icing on the cake. -1 health regen= You know the answer.
Dryder's defense doesn't last that long. 10 seconds at the most, Whirling or throw dirt would be better.
This build can distract, cripple, and blind! Way more prepared for any situation.
The only thing that keeps bothering me about this build I lack of healing. Unless you have a monk of course.
But otherwise, outstanding job.
Just noticed the Credits!
Dead Panda,
I now know the meaning of your name .
3 superior runes(-150 if you include superior rune of vigor -225 if not) + no healing(Unless a monk is present; That monk is gonna have a hard time + Vampiric Bow of Shelter(Icing on the cake. -1 health regen= You know the answer.
Dryder's defense doesn't last that long. 10 seconds at the most, Whirling or throw dirt would be better.
Shwitz
Lack of healing is an issue, but I have a strong dislike of Troll Unguent. The 3 second activation time is like *begging* to be interrupted. I'd much rather use Lightning Reflexes or Throw Dirt to stop further damage and then start kiting using Pin Down than nail myself down for 3 seconds while activating Unguent, hoping I don't get interrupted in the process. It's pretty hard to interrupt Throw Dirt or Lightning Reflexes But Unguent has its place - it's hard to argue with 8-9 pips of health regeneration. It just doesn't have a place in most any PvP build I make. MAYBE a PvE build for me, but in PvP I find it less useful than other skills. If you like, replace Throw Dirt with Unguent, but don't say I didn't warn you
EDIT: Yes, Dead Panda, Chris_nin00 points out the same thing that troubles me about what you're doing with your build - 3 superior runes really puts you in a bad spot HP-wise. I'm always wary of using 2 superiors, or even a superior and a major, let alone 3 superiors. Even if rangers are the last ones targetted (which isn't always true), having so little health would be a very big worry of mine.
EDIT: Yes, Dead Panda, Chris_nin00 points out the same thing that troubles me about what you're doing with your build - 3 superior runes really puts you in a bad spot HP-wise. I'm always wary of using 2 superiors, or even a superior and a major, let alone 3 superiors. Even if rangers are the last ones targetted (which isn't always true), having so little health would be a very big worry of mine.
mr_boo
I've always preferred any MA build with TF. Lightening Reflexes is a nice skill, but it's recharge time is too much for me to bear.
Shwitz
TF is better for consistent IAS, I agree. It can be kept up a much greater percentage of the time than Lightning Reflexes. However, in my experience, I have found that my personal preference is for Lightning Reflexes in many instances. The drawbacks to TF keep nagging at me -
-It is Beast Mastery based, and even though it only requires a minimum of 4 points to be effective, it requires spreading my attributes into a 4th attribute, something which I am loathe to do.
-It locks my non-attack skills for 5 seconds. It doesn't sound like much, but the difference between a Throw Dirt now and a Throw Dirt 3 seconds from now when a frenzied, blood-lusting warrior is slicing up my nice Druid's armor is sometimes the difference between life and death.
-It is a drain on my energy. It needs to be refreshed very often, which starts to eat at my energy pool. It would probably be manageable in this setup, but I still prefer to restrain my energy usage on other things so that I can continue to spam energy attacks.
-It takes a slot away from defensive skills. Since this was being posted with the intent of putting in the Build Templates thread, I felt compelled to use 2 defensive skills so that the player could survive in the Competition Arenas or another 4v4 setting without a monk for a short while.
That being said, in an 8v8 setting, a ranger could probably get away with tweaking the attributes some and using TF in place of LR. It's just not for me, though. I have found my damage output pretty hefty even without a constant IAS boost.
-It is Beast Mastery based, and even though it only requires a minimum of 4 points to be effective, it requires spreading my attributes into a 4th attribute, something which I am loathe to do.
-It locks my non-attack skills for 5 seconds. It doesn't sound like much, but the difference between a Throw Dirt now and a Throw Dirt 3 seconds from now when a frenzied, blood-lusting warrior is slicing up my nice Druid's armor is sometimes the difference between life and death.
-It is a drain on my energy. It needs to be refreshed very often, which starts to eat at my energy pool. It would probably be manageable in this setup, but I still prefer to restrain my energy usage on other things so that I can continue to spam energy attacks.
-It takes a slot away from defensive skills. Since this was being posted with the intent of putting in the Build Templates thread, I felt compelled to use 2 defensive skills so that the player could survive in the Competition Arenas or another 4v4 setting without a monk for a short while.
That being said, in an 8v8 setting, a ranger could probably get away with tweaking the attributes some and using TF in place of LR. It's just not for me, though. I have found my damage output pretty hefty even without a constant IAS boost.
Hendorr
Since I got melandru's arrows, It's my favourite elite.
I use a build that looks like yours, but is a lil' bit different.
I always use the sup rune on wilderness for more dmg and I don't use druids armor, cause I don't need the energy (I use frostbound).
This is my build:
Beastmastery:7+1
Expertise:10+1
Wilderness:9+3+1
Markmansh:10+1
Bow: Short bow (15% dmg while in a stance) vamperic, fortitude
Bow: Long bow (15% dmg while hp is above) Ebon, fortitude
Skills
1 - Melandru's arrows
2 - Dual Shot
3 - Point Black Shot
4 - Tiger's Fury
5 - Lightning Reflexes
6 - Whirling Defense
7 - Troll unguent
8 - Rez signet
This build is hard to hit, that makes it a good build, when your targeted just use lightning and when it ends Whirling. When your not targeted use Tiger's Fury. You'll deal much dmg cause of the high attack speed.
This Build is good agains W/Mo (mending), and Ele (any attunement).
I use a build that looks like yours, but is a lil' bit different.
I always use the sup rune on wilderness for more dmg and I don't use druids armor, cause I don't need the energy (I use frostbound).
This is my build:
Beastmastery:7+1
Expertise:10+1
Wilderness:9+3+1
Markmansh:10+1
Bow: Short bow (15% dmg while in a stance) vamperic, fortitude
Bow: Long bow (15% dmg while hp is above) Ebon, fortitude
Skills
1 - Melandru's arrows
2 - Dual Shot
3 - Point Black Shot
4 - Tiger's Fury
5 - Lightning Reflexes
6 - Whirling Defense
7 - Troll unguent
8 - Rez signet
This build is hard to hit, that makes it a good build, when your targeted just use lightning and when it ends Whirling. When your not targeted use Tiger's Fury. You'll deal much dmg cause of the high attack speed.
This Build is good agains W/Mo (mending), and Ele (any attunement).
mr_boo
Quote:
Originally Posted by Shwitz
TF is better for consistent IAS, I agree. It can be kept up a much greater percentage of the time than Lightning Reflexes. However, in my experience, I have found that my personal preference is for Lightning Reflexes in many instances. The drawbacks to TF keep nagging at me -
-It is Beast Mastery based, and even though it only requires a minimum of 4 points to be effective, it requires spreading my attributes into a 4th attribute, something which I am loathe to do.
-It locks my non-attack skills for 5 seconds. It doesn't sound like much, but the difference between a Throw Dirt now and a Throw Dirt 3 seconds from now when a frenzied, blood-lusting warrior is slicing up my nice Druid's armor is sometimes the difference between life and death.
-It is a drain on my energy. It needs to be refreshed very often, which starts to eat at my energy pool. It would probably be manageable in this setup, but I still prefer to restrain my energy usage on other things so that I can continue to spam energy attacks.
-It takes a slot away from defensive skills. Since this was being posted with the intent of putting in the Build Templates thread, I felt compelled to use 2 defensive skills so that the player could survive in the Competition Arenas or another 4v4 setting without a monk for a short while.
That being said, in an 8v8 setting, a ranger could probably get away with tweaking the attributes some and using TF in place of LR. It's just not for me, though. I have found my damage output pretty hefty even without a constant IAS boost. That's fine and all Shwitz...whatever works for you works for you. Personally, for me...when I'm running MA, I have one intent in mind and that's pure damage output (which is why I run with Savage Shot over Distracting Shot and I don't bring Throw Dirt), and that's why I run TF with my Zealous Shortbow...I want the higher DPS...I want more and more damage
But dont' get me wrong, I do understand that in a CA environment where everything is up for grabs, having defensive stances and being able to self-perserve is pretty important in there....
-It is Beast Mastery based, and even though it only requires a minimum of 4 points to be effective, it requires spreading my attributes into a 4th attribute, something which I am loathe to do.
-It locks my non-attack skills for 5 seconds. It doesn't sound like much, but the difference between a Throw Dirt now and a Throw Dirt 3 seconds from now when a frenzied, blood-lusting warrior is slicing up my nice Druid's armor is sometimes the difference between life and death.
-It is a drain on my energy. It needs to be refreshed very often, which starts to eat at my energy pool. It would probably be manageable in this setup, but I still prefer to restrain my energy usage on other things so that I can continue to spam energy attacks.
-It takes a slot away from defensive skills. Since this was being posted with the intent of putting in the Build Templates thread, I felt compelled to use 2 defensive skills so that the player could survive in the Competition Arenas or another 4v4 setting without a monk for a short while.
That being said, in an 8v8 setting, a ranger could probably get away with tweaking the attributes some and using TF in place of LR. It's just not for me, though. I have found my damage output pretty hefty even without a constant IAS boost. That's fine and all Shwitz...whatever works for you works for you. Personally, for me...when I'm running MA, I have one intent in mind and that's pure damage output (which is why I run with Savage Shot over Distracting Shot and I don't bring Throw Dirt), and that's why I run TF with my Zealous Shortbow...I want the higher DPS...I want more and more damage
But dont' get me wrong, I do understand that in a CA environment where everything is up for grabs, having defensive stances and being able to self-perserve is pretty important in there....