I’ve just finished leveling my Ranger to 80, and I’m looking to do something with him that I haven’t done with any of my other characters: “Zerg” Supporter. Could anyone offer some critique on this build I’ve (probably horribly) theorycrafted?
Here’s my thought process:
Weapons:
Offhands will be Warhorn (for the Blast Finisher and Fury/Might/Swiftness) and Torch (for the Might stacking from the Fire Field). Mainhands will be axes for the 3 hits and it’s a ranged attack so I can still help with things like cannons, oil, etc. Plus, I have trouble with the Sword so I won’t be using it.
Skills:
6: Healing Skill is Healing Spring for the water Combo Field and the regeneration.
7: Fire trap for another fire field (but is this too redundant?) Perhaps signet of the hunt for the increased movement speed?
8: Signet of Stone (for the survivability from the toughness)
9: Signet of the Wild (regeneration for a bit of self-preservation)
0: Rampage As One (mostly as my only source of stability and more self-preservation)
Pets:
Fern Hound (F2 = Regeneration to nearby allies)
Red Moa (F2 = 15s fury to nearby allies)
Why I didn’t pick Drake for the tail blast finisher: Too unpredicatable and I’m not sure if it can be used outside of combat. (I.E. no prebuffing might, etc)
Skills: 5/0/20/20/25
Marksmanship: 5 (because I had 5 leftovers and thought the extra power would be helpful)
Skirmishing: 0
Wilderness Survival: 20 I (Soften the Fall because Cliff is OP), VII (Recharge my offhand blast finisher and fire field faster)
Nature Magic: 20 II (Regeneration and Fury from pets F2 will last longer on allies), III (Regeneration I apply from my Healing Spring will last 33% longer)
Beastmastery: 25 V (Recharge my pets regen and fury F2 skills faster), I (Recharge all my pet skills, including the F2, even faster), Then I went to 25 because the 10% healing = power was better than just putting the 5 into Marksmanship for 50 power.
Buffs:
No clue really, but I selected Lemongrass Poultry soup for reduced condition time since I have no condition removal. (Does Healing Spring cure conditions on me or just allies?) I also selected Sharpening Stones since I have a decent amount of Toughness and Vitality. Would I need to worry much about conditions if I am in the midst of a zerg? In other words, would the skills of others cleanse me enough?
Armor:
Cleric’s head, chest, and legs (for healing, power, toughness)
Invader’s shoulders, hands, feet (for power, toughness, vitality)
Runes are 2 Water (healing power and 15% boon duration), 2 Monk (healing power and 15% boon duration), and 2 Dwayna (healing power and 20% regen duration)
Trinkets:
Cleric’s (for healing, power, toughness)
Cavalier’s back (for lack of something better)
3x Exquisite Sapphire Jewels (for Healing, power, toughness)
3x Exquisite Azurite Jewels (for Vitality, Power, toughness)
Weapon Sigils:
Sigil of Intelligence on axes (next attack is 100% chance of crit) in order to take advantage of my Power. Would I need two axes to effectively “switch” to take advantage of this? Or could I use one axe and two offhands?
Sigil of Superior Water (30% chance to heal allies on a critical hit) would take advantage of that first hit and my higher heal stat.
Overall stats (a few of them) according to the calculator:
Health: 20532 Armor: 3064 Attack: 3004 Boon Duration: +50% Healing Power: 949
Is this just completely horrible or might it work? Could anyone please offer any suggestions on how to make this more effective? If it’s at least so-so, I’d like to give it a try as easly as tonight for reset.
Thanks in advance!
(edited by Shademehr.1397)