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Guild Wars Best Ranger PVP Builds

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NameBest Ranger PVP Builds
CategoryPVP
This article covers in-depth 5 of the best Ranger PvP builds.



Contents:



1) Conjure Glass Spiker Ranger - Ranger / Elementalist

2) Magebane Shot Ranger - Ranger / Monk

3) Smoke Trap Ranger - Ranger / Ritualist

4) Nature’s Renewal Tranquility Trapping Ranger – Ranger / Any Profession

5) Crippling Shot Ranger - Ranger / Monk





1) Conjure Glass Spiker Ranger - Ranger / Elementalist - (Random Arenas, Team Arenas, Guild vs Guild, Heroes' Ascent)





Attributes:



Expertise - 11 + 1 + 2



Marksmanship - 11 + 1



Fire Magic - 8





Skills:



- Glass Arrows (Elite) - For 10...30...35 seconds, your arrows strike for +5...17...20 damage if they hit and cause Bleeding for 10...18...20 seconds if they are Blocked. Cast Time: 2 Second, Recharge Time: 12 Seconds, Energy Cost: 5



- Distracting Shot - If Distracting Shot hits, it interrupts target foe's action but deals only 1 ... 13 ... 16 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Cast Time: ½ Second, Recharge Time: 10 Seconds, Energy Cost: 5



- Savage Shot - If Savage Shot hits, your target's action is interrupted. If that action was a spell, you strike for + 13 ... 25 ... 28 damage. Cast Time: ½ Second, Recharge Time: 5 Seconds, Energy Cost: 10



- Dual Shot - Shoot two arrows simultaneously at target foe. These arrows deal 25% less damage. Cast Time: Instant, Recharge Time: 10 Seconds, Energy Cost: 10



- Conjure Flame - For 60 seconds, if you're wielding a fire weapon, your attacks strike for an additional 5...17...20 fire damage. Cast Time: 1 Second, Recharge Time: 45 Seconds, Energy Cost: 10



- Lightning Reflexes - For 5...10...11 seconds, you have a 75% chance to block melee and projectile attacks, and you attack 33% faster. Cast Time: Instant (stance), Recharge Time: 30 Seconds, Energy Cost: 10



- Favorable Winds - Create a level 1...8...10 Spirit. For non-Spirit creatures within its range, arrows move twice as fast and strike for +6 damage. This Spirit dies after 30...126...150 seconds. Cast Time: 5 Second, Recharge Time: 60 Seconds, Energy Cost: 5



- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)





Equipment:



- Bring along a Fiery Hornbow for spiking .

- Also bring a Fiery Recurve bow for when your not spiking.

- What ever armor you want to use will work with this build.





How to use efficiently:



- Be sure to always maintain Favorable Winds, Glass Arrows, and Conjure Flame to strengthen your spikes.

- Your best plan for spiking is going to be using Dual Shot followed by Savage Shot.

- When someone gets on you or starts attacking from range use Lightning Reflexes to get away or block through the assault.

- Distracting Shot and Savage Shot are there for interupts, whether it be on healers or other casters.





2) Magebane Shot Ranger - Ranger / Monk - (Alliance Battles, Guild vs Guild, Random Areanas or Team Areanas)



Attributes:



Marksmanship - 10 + 1

Expertise - 11 + 1 + 1

Wilderness Survival - 10 + 1

Protection Prayers - 1



Skills:



- Magebane Shot (Elite) - If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for an additional 10 seconds. This attack cannot be blocked. Cast Time: ½ Second, Recharge Time: 5 Seconds, Energy Cost: 5



- Distracting Shot - If Distracting Shot hits, it interrupts target foe's action but deals only 1 ... 13 ... 16 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Cast Time: ½ Second, Recharge Time: 10 Seconds, Energy Cost: 5



- Optional Skill*



- Apply Poison - For 24 seconds, foes struck by your physical attacks become Poisoned for 3 ... 13 ... 15 seconds. Cast Time: 2 Seconds, Recharge Time: 12 Seconds, Energy Cost: 15



- Natural Stride - For 1 ... 7 ... 8 seconds, you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become Hexed or Enchanted. Cast Time: Instant (stance), Recharge Time: 12 Seconds, Energy Cost: 15



- Mending Touch - Touched ally loses two Conditions and is healed for 15 ... 51... 60 Health for each Condition removed in this way. Cast Time: 3/4 Second, Recharge Time: 6 Seconds, Energy Cost: 5



- Troll Unguent - For 10 seconds, you gain + 3 ... 9 ... 10 Health regeneration. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 5



- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)





*Optional Skills:



- Sloth Hunter's Shot - If this attack hits, target foe takes + 10 ... 22 damage. If that foe is not using a Skill, Sloth Hunter's Shot does an additional + 10 ... 30 damage. Cast Time: Instant, Recharge Time: 8 Seconds, Energy Cost: 10 - Useful for huge extra damage.



- Screaming Shot - If this attack hits, you deal + 10 ... 22 damage. If your target is within earshot, that foe begins Bleeding for 5 ... 17 seconds. Cast Time: Instant, Recharge Time: 8 Seconds, Energy Cost: 10 - Great extra damage plus a Bleeding effect.



- Debilitating Shot - If Debilitating Shot hits, your target loses 1...8 Energy. Cast Time: Instant, Recharge Time: 10 Seconds, Energy Cost: 10 – Useful for Energy denial.



- Pin Down - If Pin Down hits, your target is "Crippled" for 3...13 seconds. Cast Time: Instant, Recharge Time: 15 Seconds, Energy Cost: 15 – Works well if you need a root.





Equipment:



- What ever armor that you prefer so long as you have the attributes needed.

- A Poisonous Recurve Bow of Fortitude with "Strength and Honor" inscription.



How to use efficiently:



- Make sure to maintain Apply Poison to constantly Poison your targets, as well as to cover any other conditions you or your allies may apply.

- Target caster, primarily those that have the long cast time skills or will be the biggest danger to your success. Then unload your attack skills on your desired target.

- Your job is to actually interrupt skills, so don't waste your interrupt shots with random spam attacks. Wait until a target is using a skill before interrupting them, otherwise you might be stuck on a cooldown when the need arises.

- Use Mending Touch as needed to remove conditions from yourself or if an ally is nearby.

- Natural Stride is used for either protecting yourself from interruptions while using Troll Unguent or to chase down any runners.





3) Smoke Trap Ranger - Ranger / Ritualist - (Guild vs Guild)





Attributes:



Wilderness Survival - 12 + 1 + 1



Expertise - 12 + 2



Restoration Magic - 3





Skills:



- Smoke Trap (Elite) - When Smoke Trap is triggered, nearby foes are Blinded and Dazed for 5 ... 9 ... 10 seconds. Smoke Trap ends after 90 seconds. While activating this Skill, you are easily interrupted. Cast Time: 2 Seconds, Recharge Time: 20 Seconds, Energy Cost: 10



- Barbed Trap - When Barbed Trap is triggered, all nearby foes are struck for 7 ... 20 ... 23 piercing damage, become Crippled, and begin Bleeding for 3 ... 21 ... 25 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted. Cast Time: 2 Seconds, Recharge Time: 20 Seconds, Energy Cost: 15



- Dust Trap - When Dust Trap is triggered, every second (for 5 seconds total), all nearby foes are Blinded for 3 ... 7 ... 8 seconds and take 10 ... 22 ... 25 damage. While activating this skill, you are easily interrupted. Dust Trap ends after 90 seconds. Cast Time: 2 Seconds, Recharge Time: 30 Seconds, Energy Cost: 25



- Flame Trap - When Flame Trap is triggered, every second (for 3 seconds total), all nearby foes are struck for 5 ... 17 ... 20 fire damage and set on fire for 1 ... 3 ... 3 seconds. Flame Trap ends after 90 seconds. While activating this skill, you are easily interrupted. Cast Time: 2 Seconds, Recharge Time: 20 Seconds, Energy Cost: 10



- Distracting Shot - If Distracting Shot hits, it interrupts target foe's action but deals only 1 ... 13 ... 16 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Cast Time: ½ Second, Recharge Time: 10 Seconds, Energy Cost: 5



- Lightning Reflexes - For 5...10...11 seconds, you have a 75% chance to block melee and projectile attacks, and you attack 33% faster. Cast Time: Instant (stance), Recharge Time: 30 Seconds, Energy Cost: 10



- Natural Stride - For 1 ... 7 ... 8 seconds, you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become Hexed or Enchanted. Cast Time: Instant (stance), Recharge Time: 12 Seconds, Energy Cost: 15



- Flesh of My Flesh - Lose half your Health. Resurrect target ally with your current Health and 5 ... 17 ... 21% Energy. Cast Time: 4 Seconds, Recharge Time: Instant, Energy Cost: 5





Equipment:



- A full set of Surviofr Insignias.

- 1 each of a Silencing, Crippling, and Barbed Recurve bow.

- A + 20 Energy Staff of any kind.





How to use efficiently:



- Use Smoke Trap to daze casters and to blind physical attackers.

- Use Barbed Trap to snare and to make your other traps more effective.

- Use Dust Trap to blind physical attackers.

- Use Flame Trap for just pure damage.

- Use Natural Stride and Lightning Reflexes to avoid damage and interrupts on your traps.

- Interrupt key skills with Distracting Shot such as Aegis.

- Resurrect dead party members with Flesh of My Flesh.







4) Nature’s Renewal Tranquility Trapping Ranger – Ranger / Any Profession - (Guild vs Guild)





Attributes:



Expertise - 12 + 1 + 1



Wilderness Survival - 12 + 1





Skills:



- Whirling Defense - For 8 ... 18 ... 20 seconds, you have 75% chance to block attacks. Whenever you block a projectile in this way, adjacent foes take 5 ... 10 ... 11 damage. Cast Time: Instant, Recharge Time: 60 Seconds, Energy Cost: 10





- Oath Shot (Elite) - If Oath Shot hits, all of your skills except Oath Shot are recharged. If it misses, all of your skills are disabled for 10 seconds. (50% miss chance with Expertise 7 or less.) Cast Time: Instant, Recharge Time: 10 Seconds, Energy Cost: 25





- Barbed Trap - When Barbed Trap is triggered, all nearby foes are struck for 7 ... 20 ... 23 piercing damage, become Crippled, and begin Bleeding for 3 ... 21 ... 25 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted. Cast Time: 2 Seconds, Recharge Time: 20 Seconds, Energy Cost: 15



- Dust Trap - When Dust Trap is triggered, every second (for 5 seconds total), all nearby foes are Blinded for 3 ... 7 ... 8 seconds and take 10 ... 22 ... 25 damage. While activating this skill, you are easily interrupted. Dust Trap ends after 90 seconds. Cast Time: 2 Seconds, Recharge Time: 30 Seconds, Energy Cost: 25



- Distracting Shot - If Distracting Shot hits, it interrupts target foe's action but deals only 1 ... 13 ... 16 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Cast Time: ½ Second, Recharge Time: 10 Seconds, Energy Cost: 5



- Nature's Renewal - Create a level 1 ... 8 ... 10 Spirit. For 30 ... 126 ... 150 seconds, Enchantments and Hexes cast by non-Spirit creatures take twice as long to cast, and it costs twice as much Energy to maintain Enchantments. This Spirit dies after 30 ... 126 ... 150 seconds. Cast Time: 5 Seconds, Recharge Time: 60 Seconds, Energy Cost: 5





- Tranquility - Create a level 1 ... 8 ... 10 Spirit. Enchantments cast by non-Spirit creatures within its range expire 20 ... 44 ... 50% faster. This Spirit dies after 15 ... 51 ... 60 seconds. Cast Time: 5 Seconds, Recharge Time: 60 Seconds, Energy Cost: 15



- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)





Equipment:



- Bring along a Recurve Bow of Fortitude with "I Have the Power!" inscription.

- Full set of Survivor Armor.

- Any staff with a +5 energy Insightful Staff Head, a perfect Hale and Hearty inscription, a +30 health Fortitude Staff Wrapping, and +10 base energy.





How to use efficiently:



- Make sure to place spirits in suitable locations - within range of combat, but in places where they cannot be attacked easily, such as behind map obstructions.

- Use Dust Trap at the spirits' location to prevent opposing melee characters from killing them.

- Place traps in and around the backline if defense is needed, or in opposing lines for offensive purposes.

- Use Oath Shot to recharge spirits and traps as needed.

- Activate Whirling Defense when trapping and when placing spirits with interrupting attackers nearby.





5) Crippling Shot Ranger - Ranger / Monk - (Guild vs Guild, Competitive Missions, Alliance Battles)





Attributes:



Expertise - 12 + 1 + 1



Wilderness Survival - 9 + 1



Marksmanship - 9 + 1



Protection Prayers - 3





Skills:



- Crippling Shot (Elite) - If Crippling Shot hits, your target becomes Crippled for 1 ... 7 ... 8 seconds. This attack cannot be blocked. Cast Time: Instant, Recharge Time: 1 Second, Energy Cost: 10



- Distracting Shot - If Distracting Shot hits, it interrupts target foe's action but deals only 1 ... 13 ... 16 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Cast Time: ½ Second, Recharge Time: 10 Seconds, Energy Cost: 5



- Savage Shot - If Savage Shot hits, your target's action is interrupted. If that action was a spell, you strike for + 13 ... 25 ... 28 damage. Cast Time: ½ Second, Recharge Time: 5 Seconds, Energy Cost: 10



- Apply Poison - For 24 seconds, foes struck by your physical attacks become Poisoned for 3 ... 13 ... 15 seconds. Cast Time: 2 Seconds, Recharge Time: 12 Seconds, Energy Cost: 15



- Mending Touch - Touched ally loses two Conditions and is healed for 15 ... 51... 60 Health for each Condition removed in this way. Cast Time: 3/4 Second, Recharge Time: 6 Seconds, Energy Cost: 5



- Natural Stride - For 1 ... 7 ... 8 seconds, you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become Hexed or Enchanted. Cast Time: Instant (stance), Recharge Time: 12 Seconds, Energy Cost: 15



- Troll Unguent - For 10 seconds, you gain + 3 ... 9 ... 10 Health regeneration. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 5



- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)





Equipment:



- A full set of either Radiant or Survivor Insignias, they both work well for this build.

- Preferred bow combinations (although really, any bow can be used): Crippling Recurve Bow, Poisonous Recurve Bow, Crippling Longbow, Vampiric Flatbow.

- A Recurve Bow is usually preferred, for maximum accuracy and minimum flight time. The Flatbow is for speeding up NPC kills.

- An Expertise headpiece, and Runes of Minor Wilderness Survival, Minor Expertise, Minor Marksmanship, and Superior Vigor.

- You may wish to take a +5 Energy main hand and a -20% Cripple duration Shield for Flagging and/or escaping from enemies.





How to use efficiently:



- Keep Apply Poison active when you're attacking to spread Poison with each arrow fired.

- Snare enemies using Crippling Shot. Remember that this can be used both for offensive purposes (slowing down fleeing targets) and defensive purposes (slowing down foes chasing you or your team).

- Remove harmful Conditions with Mending Touch.

- Use Natural Stride for a general-purpose speed boost. It's also useful when under attack from melee opponents.

- Heal yourself and counter health degeneration with Troll Unguent.


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