From GuildWiki
test
|
On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe.
|
This build is meant only for PvE and is used to take full advantage of the conditions
a ranger is known to have access to through the use of the Mesmer
hex Fevered Dreams with minimal
attribute points invested in it. By adding conditions to the hexed fleshy target (like poisoned, bleeding, crippled, and more) will then
spread the conditions to an area of enemies if not the entire enemy
mob severely hindering them at the least.
[edit] Attributes and Skills
[edit] Equipment
- Druid's
Armor or it's equivalent in function.
- A Recurve
Bow is best for hitting your target if moving though a Shortbow is recommended if
you use Screaming Shot and are having difficulty determining the
effective distance for the skill to work properly. Any bow used
should have a Poisonous, Crippling, or Silencing bow string depending on what condition
you would like to last longer.
-
- Start by using Apply Poison before battle but do not attack
until the next step is completed.
- Quickly pick a centrally located or grouped up target
(preferably one that isn't about to die or that may have some
staying power) for the most effect (while at a safe distance to
avoid interruption) and cast Fevered Dreams on it (it is very
important to cast this on the target before any conditions
are applied from yourself or allies as Fevered Dreams will only
spread conditions that are not already on the target). Also, if you
trust your team, calling out the specific target you are hexing may
be a good idea so that that creature is not killed before you can
apply all conditions/before Fevered Dreams can recharge.
- Fire off the appropriate follow up attack that coincides with
the target profession to Poison and add another condition to them
and others in the
area (i.e.: interrupt a caster with Concussion Shot to spread
dazed, Pin Down a melee
class to add crippled, Screaming Shot/Hunter's Shot any target
for additional damage and health degeneration through bleeding and to act as another cover condition, etc.).
- Continue with your next condition adding attack to stack more
pressure on the enemy mob.
- If properly executed you should be able to add poison (-4
degeneration), bleeding (-3 degeneration), dazed, and crippled to
the entire opposing mob within ~3 shots as Fevered Dreams spreads
conditions to all of your foes in the area of the target though
only if not experiencing those conditions when first hexed.
- Once your condition spreading job is completed you can continue
using Screaming Shot/Hunter's Shot to add some minor add on damage
to help finish any remaining enemies or target any stragglers to
add poison or other conditions if they were out of the effected
area.
- Concussion Shot should be used sparingly as it's energy cost is
still high even with the Expertise cost reduction and how large a
cost many of your other skills are. If there is a lack of enemy
casters in the enemy mob it's best to not use it and spread other
conditions instead until you find a mob with more casters in it
(unless they are key targets and need to be stopped).
- If a condition is about to wear off the current hexed target
it's best to wait for it to expire before reapplying it so that
Fevered Dreams can spread it again. With the low attribute points
in Illusion, Fevered Dreams will wear off about the same time as
many of your conditions, thus allowing you to either choose another
target, or re-apply to the same target, the entire process
again.
[edit] Counters
- Non-fleshy targets
(though some conditions can still be applied - like crippled or blindness)
- Blindness (See below
variants to counter this)
- Hex removal (See below variants
to counter this)
- Evasion/Blocking (it's best to avoid
targets that use this ability often or are expected to and instead
spread the conditions to them through Fevered Dreams on another
easier to hit target)
[edit] Variants
- If entering a zone that has a lot of hex removal then bringing
a long lasting, quick recharging, yet inexpensive cover hex like Mind Wrack may help even if it has no other use
than to cover Fevered Dreams.
- Consider bringing Phantom Pain for Deep Wound. Just be sure to use this
before you use Fevered Dreams so that Phantom Pains ends
first and the Deep Wound is spread. However, when using this skill
be careful about energy management since Expertise will not reduce
its cost.
- Consider bringing Serpent's Quickness to help negate the
rather long recharge on most of the skills which is nice
considering most PvE battles don't last very long. And, if your
target hexed by Fevered Dreams dies too early, this helps ensure
that in longer battles you are able to switch targets more
effectively.
[edit] Beast Master Variant
This is an interesting twist on condition spreading concept. It
sacrifices some survivability for more damage and more degeneration
but loses Blind and Daze in the process. The game mechanics
sometimes make this awkward to use, but it is a viable variant
nonetheless.
[edit]
Two "Optional" Slots
- Slot 1: Preferred: Screaming Shot
-
Hunter's Shot or
Screaming Shot for a cover
condition and/or added degeneration through bleeding (if both
skills are available Screaming Shot is preferred for ease of
application and more damage to the target but Hunter's Shot is
preferred if having trouble with managing energy or if the player
does not have access to Nightfall skills).
- Slot 2: Preferred: Throw Dirt
-
Throw Dirt to blind though you should not be at
melee range. Good default emergency defense skill and can be used
almost anywhere for your own defense or others.
Pestilence can help further the
theme of spreading conditions because, since the conditions are
re-applied their timer is restarted. Especially good if fighting
foes that attack in large numbers (ie: minions, scarabs, afflicted,
etc.). However, please note that this will also spread conditions
to fellow party members so be very cautious if you choose to use it
and make sure to warn teammates. Not recommended for most
areas.
Antidote Signet primarily to
remove Blindness first and foremost (removing Poison or Disease as a distant second use) but only if
expecting it to happen. Not recommended for most areas.
Epidemic in case Fevered Dreams is removed prematurely or
interrupted which will spread conditions to a smaller area but at
least allow you to still spread the conditions at your disposal
until Fevered Dreams is available again (though Fevered Dreams does
have a relatively fast recharge time). Or this can be used to
spread conditions after you are ensured they are applied first.
Not recommended for most areas.
- Condition removal from the enemy isn't a big problem as most
conditions can be reapplied with little to no difficulty.
- Teaming up with allies that add more conditions (like Deep Wound, Blindness, Weakness, Disease, or Burning) or a Fragility caster can make this build much more
effective, especially if they follow your target calls to attack
the hexed target.