| Name | Best Ranger PVP Builds |
| Category | PVP |
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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