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Andovar
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Registered: 04-2005
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Gank Ranger


Here's the build I was using during some test scrimmages in our lovely new Guild Hall.

Basic idea is cast Recall on the Thief, and then leave him at their back door.
Take out as many NPC's as possible with massive degen, then shadow-step back to the Thief when the enemy returns to deal with the gank. Unless they only send one back, which you might be able to solo.


Ranger/Assassin
Level: 20

Expertise: 12 (10+2)
Marksmanship: 14 (12+2)
Wilderness Survival: 9 (8+1)

- Apply Poison (Wilderness Survival)
For 24 seconds, foes struck by your physical attacks become Poisoned for 10 seconds.
Energy:7.8 Cast:2 Recharge:12

- Burning Arrow [Elite] (Marksmanship)
If this attack hits, you strike for +29 damage and cause Burning for 5 seconds.
Energy:5.2 Cast:0 Recharge:5

- Screaming Shot (Marksmanship)
If this attack hits, you deal +24 damage. If your target is within earshot, that foe begins Bleeding for 19 seconds.
Energy:5.2 Cast:0 Recharge:8

- Distracting Shot (Expertise)
If Distracting Shot hits, it interrupts target foe's action but deals only 13 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Energy:2.6 Cast:0.5 Recharge:10

- Whirling Defense (Expertise)
For 18 seconds, you have 75% chance to "block" attacks. Whenever you block a projectile in this way, adjacent foes take 10 piercing damage.
Energy:5.2 Cast:0 Recharge:60

- Troll Unguent (Wilderness Survival)
For 10 seconds, you gain Health regeneration +7.
Energy:2.6 Cast:3 Recharge:10

- Recall (Assassin None)
While you maintain Recall on target ally, nothing happens. When Recall ends, you Shadow Step to that ally's location.
Energy:15 Cast:1 Recharge:10

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0


A +33% bleeding bowstring is recommended. Might make the difference if you have to port away just before a kill.

Not sure if rez sig would be needed, as I'm not sure how much time would ultimately be spent with the party or away.
If it doesn't make sense to have it there, a speed buff would work really well in that spot.

Also, I realize this isn't something that would work with our current build. Just something to keep in mind for future reference.
 
4/5/2007, 1:04 pm Send Email to Andovar   Send PM to Andovar
 
DamonIsa
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Registered: 08-2005
Posts: 1266
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Re: Gank Ranger


Neat build. GOod twist ont he basic ranger ganker...

But, if I may suggest... use a Poisonous Bowstring instead of a Barbed one. emoticon It's more likely you'll have Poison on someone than Bleeding. Or that's what I'd think. I mean, sure, poison just makes it a 13 second degen, vs. the barbed which would give you 25 seconds of bleeding. But if you're dealing with people they send back, they'll probably have some form of Condition Removal anyway, right? Just a question of the Bodyguards.

Don't know how you Gank them, but I usually do it from Flatbow/Longbow range, where I can usually hit them without them tryin got hit back. ^^;;

---
Niva Reikan: Warrior/Monk, Kurzick Champion
Arcturus Highwind: Paragon/Ranger
Pet: ROUS
Walker Tam: Warrior, Defender of Ascalon in Training
Nikolia Vasburg: Ritualist/Necromancer
4/5/2007, 1:08 pm Send Email to DamonIsa   Send PM to DamonIsa
 
Andovar
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Re: Gank Ranger


I actually started with a poisonous string, but determined that barbed actually works out better.
Since you're constantly re-applying the poison with every hit, you don't really need it extended. The bleeding usually only goes on once per target.
Plus 6 extra seconds of bleeding is more damage than 3 extra seconds of poison.

I was using a longbow for range too, but found out that it seems the archers have longbows too! Go figure.
So I would just run into shortbow range for the quicker kill. The longbow is still needed for pulling the knights and hitting the GL from range though.
 
4/5/2007, 1:42 pm Send Email to Andovar   Send PM to Andovar
 
Andovar
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Re: Gank Ranger


Thinking Natural Stride might be better in place of Whirling Defense.

Natural Stride
For 1...7 seconds, you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become Hexed or Enchanted.
Energy:2.6 Cast:0 Recharge:10

Granted it would only last 5 seconds with 9 in wilderness, but you really only need it to last long enough to take out a single NPC.
It's the short 10 second recharge that makes it really attractive.
Plus a little speed boost if ever needed.
 

Last edited by Andovar, 4/6/2007, 1:49 pm
4/6/2007, 1:44 pm Send Email to Andovar   Send PM to Andovar
 


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