Build:Team - Portable Swamp

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Contents

Portable swamp is a build designed to use the generally less used Ranger Nature Rituals.

[edit] Ground Ranger

RangerRanger / Any Attribute Rank
Expertise 12 + 1 + 3
Wilderness Survival 12 + 1
Quicksand

Quicksand

Frozen Soil

Frozen Soil

Roaring Winds

Roaring Winds

Nature's Renewal

Nature's Renewal

Tranquility

Tranquility

Healing Spring

Healing Spring

Whirling Defense

Whirling Defense

Resurrection Signet

Resurrection Signet


Equipment:

  • Full Druid's Armor set for maximum energy.
  • Any weapon that gives extra energy, and +5 armor


[edit] Energy Ranger

RangerRanger / Any Attribute Rank
Expertise 12 + 1 + 3
Wilderness Survival 12 + 1
Beast Mastery 3
Famine

Famine

Primal Echoes

Primal Echoes

Quickening Zephyr

Quickening Zephyr

Toxicity

Toxicity

Apply Poison

Apply Poison

Barbed Trap

Barbed Trap

Tripwire

Tripwire

Whirling Defense

Whirling Defense


Equipment:


[edit] Debilitating Ranger

RangerRanger / Any Attribute Rank
Expertise 12 + 3
Marksmanship 10
Wilderness Survival 8 + 1 +1
Greater Conflagration

Greater Conflagration

Barbed Trap

Barbed Trap

Tripwire

Tripwire

Dust Trap

Dust Trap

Apply Poison

Apply Poison

Debilitating Shot

Debilitating Shot

Whirling Defense

Whirling Defense

Resurrection Signet

Resurrection Signet


Equipment:

  • Full Druid's Armor set for maximum energy.
  • Any weapon that gives extra energy, and +5 armor
  • A Recurve bow when spamming poison. Preferably a Poisonous Recurve Bow of Fortitude with a Strength and Honor inscription.


[edit] Haunting Presence

NecromancerRitualistNecromancer / Ritualist Attribute Rank
Soul Reaping 8 + 1 + 3
Communing 10
Restoration Magic 12
Spirit Light Weapon

Spirit Light Weapon

Pain

Pain

Shadowsong

Shadowsong

Shelter

Shelter

Dissonance

Dissonance

Displacement

Displacement

Spirit Transfer

Spirit Transfer

Lively Was Naomei

Lively Was Naomei


Equipment:


[edit] Usage

  • This build is based on energy denial and Famine, with a small amount of degen and spike. When the battle begins stay by the base and have the rangers start spamming spirits. Try to spam the spirits before the battle begins while the countdown timer is on for extra time. You should start with Muddy Terrain so you have more time to place spirits if the other team rushes you. You should also place the skills that can hurt the team (such as Quicksand and Quickening Zephyr) near the end when the opposing team starts closing in. When a ranger finishes placing his spirits, he should start trapping, with Whirling Defense as a cover. When Whirling Defense ends, be sure to fall back and wait for it to recharge. With Quickening Zephyr, Whirling Defense should recharge in 30 seconds, allowing you to use it more often in battle. When a spirit that a Ranger is responsible for dies, the Ranger should stop trapping and replace the spirit. If possible, the rangers should only use their rezes on the Ritualist.
  • The Ritualist should go about his business spamming spirits. Of the utmost importance, the Ritualist should keep Spirit Light Weapon up on anyone being attacked. As a weapon spell, it is not affected by any of the enchantment affecting spirits, and since this team is extremely spirit heavy, it's very unlikely anyone would NOT be within the aggro circle of a spirit.
  • The Ground Ranger, when not spamming spirits, should act like a healer, placing Healing Spring near teammates when needed.
  • Be careful, the ranger spirits effect your team as well. Be sure never to hit 0 energy.

[edit] Counters

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