Build:Team - Ranger Spike
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The general consensus among users of GuildWiki is that this build is not viable. |
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Ranger Spike is the general name given to a class of team builds used both in the Global Tournament as well as in Guild vs Guild matches. The uniting feature of these builds is the use of quick firing ranger attacks, usually aided by damage enhancing enchantments such as Order of Pain and Order of the Vampire, to spike individual targets. Like all spike builds, close coordination is important; these teams generally always use a voice chat program.
[edit] Example Build
This is one instance of the general build idea. No claims are made as to its supremacy, and there are many viable variants. This build consists of:
- Four spiking rangers.
- One fast-casting "orders" mesmer/necromancer.
- Two healing monks.
- One bonding monk.
[edit] Spiking Rangers
The spiking rangers all carry Dual Shot and Savage Shot. Read the Wind is used in preparation for a spike. When called, the spike order is:
- Dual Shot
- Punishing Shot (if available)
- Savage Shot
In King of the Hill maps, the enemy Ghostly Hero should be interrupted.
[edit] Marksman
One ranger/mesmer specializing in Marksmanship, with the following build.
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Attribute Rank |
---|---|
Expertise | 12 + 3 |
Marksmanship | 12 + 1 + 3 |
Inspiration Magic | 3 |
[edit] Frozen Ranger
One ranger/mesmer having a bit in Wilderness Survival to bring Frozen Soil.
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Attribute Rank |
---|---|
Expertise | 12 + 1 + 1 |
Marksmanship | 12 + 3 |
Wilderness Survival | 3 + 1 |
[edit] Spirit Spammer
A ranger/any having a high Beast Mastery rank and bearing spirits which are spammed using Oath Shot.
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Attribute Rank |
---|---|
Expertise | 11 + 3 |
Marksmanship | 11 + 3 |
Beast Mastery | 10 + 1 |
In King of the Hill maps such as Broken Tower or the Hall of Heroes, once the team has captured the altar, this ranger begins spamming spirits in order to boost the health of the party and the Ghostly Hero. Symbiosis synergizes well with the enchantments Life Bond and Vital Blessing that may be used on the Hero.
[edit] Support Ranger
A common build is ranger/elementalist bringing Gale for interrupting key skills.
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Attribute Rank |
---|---|
Expertise | 11 + 3 |
Marksmanship | 12 + 1 + 3 |
Air Magic | 5 |
This character can also be replaced with a ranger/warrior bringing "Shields Up!" to protect against opponent ranger spike teams.
[edit] "Orders"
This mesmer/necromancer has a high Fast Casting rank, and brings the "order" skill.
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Attribute Rank |
---|---|
Fast Casting | 10 + 1 + 3 |
Blood Magic | 12 |
Inspiration Magic | 8 + 1 |
A spiking round begins with Drain Enchantment or Rend Enchantments to soften up the called spike target. Order of Pain is used right as the spike begins to greatly enhance the damage. Use Mantra of Resolve to avoid being interrupted. Consume Corpse is used for corpse denial.
[edit] 3-Monk Backline
Two healers and one life bond protector monks is the usual composition of the backline. These builds are generally pretty standard; see, for instance,
As the rangers deal weapon damage, it is important that they not be blind or weak. Bringing Martyr and/or Restore Condition is a good idea.
The primary healing target is the "orders" mesmer, but the monks should try to keep everyone alive. If the spike works, the healing task should get easier every 10 seconds.
[edit] Note
In this basic version, the Mesmer/Necromancers are very essential to the team, while having many different tasks. This is an obvious weakness. Therefore more refined Ranger Spike builds usually take more than one Necromancer character, for example by making one monk a split Monk/Necro, or making one of the Rangers a Ranger/Necro.
[edit] Equipment
- Druid's armor
- Archer's Mask (+1 Marksmanship)
- Horn Bow. Vampiric Life stealing: 1-5 life per hit Health regeneration: -1 and +30 Fortitude and another bow so you don’t have degen when you're not spiking.
[edit] Counters
- Kill the necro to prevent him from enhancing the Ranger attacks with orders.
- Use stances/enchantments that make you evade or block attacks.
- "Shields Up!".
- Hide behind physical obstacles.
- Interrupt one or more rangers to prevent them from spiking.
- Use Fertile Season to make the spike harder to succeed.
- Bring a Ritualist with Union, Shelter, and especially Displacement. Good spike teams generally have to waste time killing these spirits before a spike.
- Geoffer's Bulwark and the sword from Charr at the Gate with of Shelter grip gives 30 armor versus piercing damage, with zero tactics. All casters would do well to get hold of a set of these just in case you are against r-spike.