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Author: donkey223
8,458 Views
6 Comments
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I use this build for tombs. It gets the job done. Teamspeak or Ventrilo is usually required for a spike team. Spikers have to be organized and teamwork is a must.
I use a Mesmer as a second profession. This can be changed but most spikers go with this secondary.
Armor:
All Druids armor with an Archer's Mask.
Runes:
1. Superior Marksmanship
2. Superior Vigor
3. Minor Expertise
4. Minor Wilderness Survival
5. Minor Beast Mastery
You can go Superior on the Expertise but the health is really nice to have too.
Attributes:
16 - Marsmanship
10 - Wilderness Survival
10 - Expertise
3 - Inspiration Magic
Marksmanship is the important one here. It should be at 16. You can spread the other atts between the other 3 as you like or as needed. But for this particular build I use this att set.
Weapons:
I have 2 bows. A vamp bow and a sundering bow. The kind of bow you use is not really relevant. Some people like the speed others like the speed. I use:
Sundering Longbow of Fortitude:
15>50, 10/10 Sundering and +30 Fortitude.
Vampiric Longbow of Fortitude:
15>50, 5/1 and +30 Fortitude
Again, your bow preference is up to you. Some teams want you to have a Vamp bow as secondary but most will let it slide. Also, if you plan on using a PvE character and plan on making PvP a Usual thing, customize your bow for the extra damage.
Skills:
1. Dual Shot - Shoot 2 arrows simultaneously at target foe. These arrows deal 25% less damage.
2. Punishing Shot - Elite Skill. If Punishing shot hits, you strike for +xx damage and you target is interrepted.
3. Savage Shot - If Savage Shot hits, your target's action is interrupted. If that action was a spell, you strike for xx damage.
4. Read the Wind - For 24 seconds, your arrows move twice as fast and deal xx extra damage.
5. Drain Enchantment - Remove an Enchantment from target foe. if an enchantment is removed, you gain xx energy.
6. Whirling Defense - For xx seconds, you have a 75% to "block" attacks. Whenever you block a projectile in this way, adjacent foes take xx piercing damage.
7. Frozen Soil - Create a level xx spirit. For creatures within its range, dead creatures cannot be resurrected. This spirit dies after xx seconds.
8. Resurrection Signet - Resurrect target party member. This party member is returned to life with 100% health and 25% energy. You may use this signet once per mission.
Those are 8 starting skills to go by. A generic set if you will. here are other skills you might want to have on hand to be versitile to your team:
1. Distracting Shot
2. Lightning Reflexes
3. Favorable Winds
4. Healing Spring
5. Kindle Arrows
From my experience, Lightning Reflexes and Favorable Winds and interchangable with Whirling Defense and Read the Wind, respectively. Again, it's going to be the preference of your team on what they want to bring.
Preparations:
Usually, you will be on a Teamspeak or Ventrilo server and are ready to battle. You will have 1 main caller that will give the commands and targets.
Some kind of test is usually done to check the timing on everyone's computer to see if anyone is not in sync with the caller. A ping test or a jump test are usual tests. This is done to make sure everyone hears the caller at the same time. Then adjustments will be made to the players that are lagging.
Battle:
Now you are ready for battle. All the tests and preps are done and after all the waiting to get a team and prepping and what not, you are anxious to finally hear your caller give that command - 3-2-1 Spike.
If you are not the caller be ready to target what the caller targets. When you hear or see a new target called be quick about it. Being on the same page as the caller will determine if you win or lose. If you give the other team a clue on who the target is you give them time to react. It should take no more than 2 seconds to kill a target. A good opposing team will react to the spike if you take longer than that.
What usually happens during a spike is this. Before the initial attack you use Read the Wind. The caller will target and then countdown. Usually it's 3-2-1 Spike. You then use Dual Shot and Punishing Shot back to back. If necessary, Savage Shot. Most enemies die after Dual Shot.
Every caller will have their special way of calling. A good caller is very key and impearative to winning. He should know what to target and be detailed in his calling. Here is what a good caller will say in battle:
Read the Wind.....New Target.....Drain enchantments......3-2-1 Spike.......New Target.....3-2-1 Spike.
A good caller will tell you what to use and when. He will tell you when to switch bows and when to use every skill.
Be prepared to be versitile. The Ranger Spiker can be varied in many ways. This is one of the most common ones I have seen and it is what I use. But most will use the skills mentioned above.
Please feel free to add something I might have missed. Constructive critisism is always welcome. So, go have fun.
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