T R A P S T R Godly Interupt build
wat my name is
I use this build for pvp or pve and it works wonders
I perfer to use a bow that has really fast speed like a half moon for interupt or ill use drago's for the hell of it.
Marksmanship 8 + 1 = 9 (minor)
Beast Mastery 7+ 1 = 8 ( minor)
Wilderness Survival 6 + 3 + 1 = 10 (superior) (mask)
rest goes in expertise with a minor rune
Armor: Full Druids
Runes needed: Minor Marksmanship, Minor Beast Mastory, Superior Wilderness Survival, Minor Expertise
Ok now on to the skills
1. Savage shot
2. Troll Unguet
3. Punishing shot
4. Distracting shot
5. Favorible Winds/ Antidote Signet
6. Tigers Fury
7. Read The Wind
8. Resserect of some kind
This build can shot fast do good damage and still be very good at interupting.
In Competion Arena I bring Favorible Winds so if i forget read the wind or it gets interupted i still get the speed and damage. Or antidote signet becuase lots of blind and poison people in Competion arena. For pve I bring extra damage skill like Hunters Shot or Power Shot.
Please comment on my build and if you can try and make it better.
I perfer to use a bow that has really fast speed like a half moon for interupt or ill use drago's for the hell of it.
Marksmanship 8 + 1 = 9 (minor)
Beast Mastery 7+ 1 = 8 ( minor)
Wilderness Survival 6 + 3 + 1 = 10 (superior) (mask)
rest goes in expertise with a minor rune
Armor: Full Druids
Runes needed: Minor Marksmanship, Minor Beast Mastory, Superior Wilderness Survival, Minor Expertise
Ok now on to the skills
1. Savage shot
2. Troll Unguet
3. Punishing shot
4. Distracting shot
5. Favorible Winds/ Antidote Signet
6. Tigers Fury
7. Read The Wind
8. Resserect of some kind
This build can shot fast do good damage and still be very good at interupting.
In Competion Arena I bring Favorible Winds so if i forget read the wind or it gets interupted i still get the speed and damage. Or antidote signet becuase lots of blind and poison people in Competion arena. For pve I bring extra damage skill like Hunters Shot or Power Shot.
Please comment on my build and if you can try and make it better.
Katari
Dual Shot works very well with damage buffs, and helps make a nice damage spike. Penatrating Shot is in almost every way better than Power Shot.
Tiger's Furry is nice for speeding up normal attacks, but I doubt it has much effect on your interupts.
14 expertse is the most you'd need, so get a little more marksmenship. Oh, and your sup should be boosting you higest atribute, which shouldn't be wilderness in this case.
Tiger's Furry is nice for speeding up normal attacks, but I doubt it has much effect on your interupts.
14 expertse is the most you'd need, so get a little more marksmenship. Oh, and your sup should be boosting you higest atribute, which shouldn't be wilderness in this case.
Hendorr
I would take Incendairy instead of punishing, Incandairy arrows and tiger's fury is a lethal combination.
LaserLight
That would require the loss of Punishing Shot, which I don't really think is a good trade. Incendiary Arrows is a nasty piece of work, but it just doesn't last long enough to really do its job. Activation percentage of 33%, if I remember, which is dismally low for someone hoping to do more than somewhat peev a target.
Read the Wind and Favorable Wind do the same job, pitch one or the other. My Spirit-hating self would purge Favorable and put something defense-y in its place. People may say that a Ranger's near-bottom position in the Target Priority List and decent armor is all the protection a Ranger needs, but those are the people what end up dead on the ground :-P. Typical Expertise toy Whirling Defense would work some, but TF builds might get better use out of Throw Dirt and screaming for help.
Read the Wind and Favorable Wind do the same job, pitch one or the other. My Spirit-hating self would purge Favorable and put something defense-y in its place. People may say that a Ranger's near-bottom position in the Target Priority List and decent armor is all the protection a Ranger needs, but those are the people what end up dead on the ground :-P. Typical Expertise toy Whirling Defense would work some, but TF builds might get better use out of Throw Dirt and screaming for help.
pagansaint
Take choking gas AND inciendiery arrows, full time interruption on normal attacks.
Read the Wind and Favorable Winds only stack if you use RtW BEFORE you use FW.
Going Mesmer secondary would be good, pack Diversion along to hit a monk or an Elementalist during the middle of a fight to knock their whole world out of alignment.
Read the Wind and Favorable Winds only stack if you use RtW BEFORE you use FW.
Going Mesmer secondary would be good, pack Diversion along to hit a monk or an Elementalist during the middle of a fight to knock their whole world out of alignment.
wat my name is
well i only put favorible winds in if i forget to use RtW. Which in pvp i kinda do sense you have monks and if u let go for like 2 secs they can completly reheal and its a bitch getting them down again. 2nd of all punishing shot pwns.Incidary arrows only last a few secs so not really even worth having. Also i have teh superior so i can get 10 troll unguet so i can get 8 health regen because its my only skill that heals me.
arrowlord
Quote:
Originally Posted by pagansaint
Take choking gas AND inciendiery arrows, full time interruption on normal attacks.
Bad idea. Without active interrupting by skills its passive and useless.
Anyway you should read Ranger Basics before posting builds, its old and exploited.
Anyway you should read Ranger Basics before posting builds, its old and exploited.
4runner
Try this!
1.distracting
2.savage
3.punishing
4.dual/hunters/kindle kindle extra damage but wont stack with RTW!
5.rtw/winnowing
6.fw
7.whiriling/lighting reflexes/strom chaser
8.troll/rez
16 marks(sup)
12 exp (major)
10 wilderness (minor)
I think that adds up correctly, im at work not so sure!!
This really rocks!!!
1.distracting
2.savage
3.punishing
4.dual/hunters/kindle kindle extra damage but wont stack with RTW!
5.rtw/winnowing
6.fw
7.whiriling/lighting reflexes/strom chaser
8.troll/rez
16 marks(sup)
12 exp (major)
10 wilderness (minor)
I think that adds up correctly, im at work not so sure!!
This really rocks!!!
wat my name is
there istn really any speed to your hits.
I mean RtW and FW dont stack unless RtW is first so i mean you barely even attack. RtW and FW with tigers fury is pwnage. And it makes your bows go even faster so you can add up damage more quickly
I mean RtW and FW dont stack unless RtW is first so i mean you barely even attack. RtW and FW with tigers fury is pwnage. And it makes your bows go even faster so you can add up damage more quickly
Guillaume De Sonoma
Quote:
Originally Posted by pagansaint
Take choking gas AND inciendiery arrows, full time interruption on normal attacks.
I do not believe this to work as my experence shows that preperations won't stack.
Bigb04202
I don’t think he is talking about stacking them just when one ends you use the other. By the time the other one ends the other preparation has recharged.
Sereng Amaranth
er, no elite? what about practiced stance and serpents? with that combo, choking is around 90% up
pagansaint
Sorry, you're right, interrupting full time with every attack is bad. Wait, no, no its not. Now you can take low energy spammable damage adding attacks and still interrupt for more damage.
Now how does that sound like a bad idea? because its not the FoTM Ranger Interrupt Spike build? Which by the way was nerfed and interrupts now have an after cast. No fast chaining.
And you can still take Distracting Shot for spell lockdown. And/or you can fit Diversion, or another anti spell caster Mesmer or Necro hex in.
Now how does that sound like a bad idea? because its not the FoTM Ranger Interrupt Spike build? Which by the way was nerfed and interrupts now have an after cast. No fast chaining.
And you can still take Distracting Shot for spell lockdown. And/or you can fit Diversion, or another anti spell caster Mesmer or Necro hex in.
LaserLight
Please avoid getting snippy. It helps no one.
Interruptor builds come in many a flavor these days, from the ones packing four different interrupting arrow attacks to elaborate Choking Gas builds. The first are best for experienced Interruptors who can use those multiple interrupts to smack around multiple enemy skills, but I can say from experience that doing such is really freakin' hard.
A preparation interruptor like Choking Gas is easier to use once you get your skill ordering down, but is essentially a babysitter build - you basically negate yourself in order to negate the actions of another player. In this case, a spellcaster. Now don't get me wrong, a Choking Gasser can still be devastating in the right Guild team. A team fully prepared for the fact that one of its guys is going to be doing little but shutting down...oh, say the enemy's primary Monk or target-calling Elementalist is going to be worlds better off than a team suddenly bereft of a key component of its strategy. Still, once you start lobbing smelly arrows at people, you will find yourself the source of much hate.
Which route you want to go is up to you. Personally, I think Gassers are more effective in the pure Interruption role, but a build relying on individual attacks can also bring an attack skill or two and revert to a damage-dealer of sorts at need, whereas the average Gasser can't. You'll have to decide for yourself, man.
Interruptor builds come in many a flavor these days, from the ones packing four different interrupting arrow attacks to elaborate Choking Gas builds. The first are best for experienced Interruptors who can use those multiple interrupts to smack around multiple enemy skills, but I can say from experience that doing such is really freakin' hard.
A preparation interruptor like Choking Gas is easier to use once you get your skill ordering down, but is essentially a babysitter build - you basically negate yourself in order to negate the actions of another player. In this case, a spellcaster. Now don't get me wrong, a Choking Gasser can still be devastating in the right Guild team. A team fully prepared for the fact that one of its guys is going to be doing little but shutting down...oh, say the enemy's primary Monk or target-calling Elementalist is going to be worlds better off than a team suddenly bereft of a key component of its strategy. Still, once you start lobbing smelly arrows at people, you will find yourself the source of much hate.
Which route you want to go is up to you. Personally, I think Gassers are more effective in the pure Interruption role, but a build relying on individual attacks can also bring an attack skill or two and revert to a damage-dealer of sorts at need, whereas the average Gasser can't. You'll have to decide for yourself, man.
Kabale
Dual Shot
Punishing Shot {E}
Savage Shot
Read the Wind
Whirling Defense
Drain Enchantment/Power Drain
Winnowing
Res Sig
Now you can spike and interrupt! Have phun!!! Just don't use winnowing when there's 3/4 warriors on the opposing team -.-
Punishing Shot {E}
Savage Shot
Read the Wind
Whirling Defense
Drain Enchantment/Power Drain
Winnowing
Res Sig
Now you can spike and interrupt! Have phun!!! Just don't use winnowing when there's 3/4 warriors on the opposing team -.-
LaserLight
Hm hm, or dump Winnowing altogether and bring Ditracting Shot for annoying crap like HealSiggy or various Monk spamming spells :-P
pagansaint
And who said anything about negating yourself to interrupt the other team? Switching targets "randomly" or so it appears to the other team, keeps them from throwing gaurdian/shields up around around oen character only. With preparation interrupts you can just swap targets and start hitting someone else or swap back and forth and interrupt every other to every third spell a caster casts. Rather easy once you get the hang of it, but yes, you do sacrifice your damage output to stop their mitigation and/or damage output. much more than fair trade to me.