Build:Team - Portable Swamp
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Portable swamp is a build designed to use the generally less
used Ranger Nature Rituals.
[edit] Ground Ranger
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Attribute Rank |
---|---|
Expertise | 12 + 1 + 3 |
Wilderness Survival | 12 + 1 |
Equipment:
- Full Druid's Armor set for maximum energy.
- Any weapon that gives extra energy, and +5 armor
[edit] Energy Ranger
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Attribute Rank |
---|---|
Expertise | 12 + 1 + 3 |
Wilderness Survival | 12 + 1 |
Beast Mastery | 3 |
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] Debilitating Ranger
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Attribute Rank |
---|---|
Expertise | 12 + 3 |
Marksmanship | 10 |
Wilderness Survival | 8 + 1 +1 |
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
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Attribute Rank |
---|---|
Soul Reaping | 8 + 1 + 3 |
Communing | 10 |
Restoration Magic | 12 |
Equipment:
- Full Undertaker's Armor set for the extra Armor.
- A Restoration Magic based staff. Preferably an Insightful staff of Defense with a Hale and Hearty inscription
[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
- Interrupts
- Energy Denial Mesmer
- The Skill Spiritual Pain