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CHAPTERS
- 0. Introduction
- 1. Why?
- 2. Pro and Cons!
- 3. Soon(TM)
- 4. Conclussions
Introduction
This is my build that I will most likely be leaning towards on launch however with 1.0 changes coming up I'll update it accordingly to fit towards that. With that in mind the whole idea of this build is focused on small skirmishes however that doesn't mean it isn't good in group play on larger scales it just wont be something that shown to your fellow members you'll just be seen as a fellow dps, unlike those wombo combo skull knights who make or break a fight.
Why?
Now then lets break down the type of play style you'll see that comes with this build and why I decided on these spell choices. So Shadowplay currently is obvious due to Rapid Shot being such a core filler along with Toxic Shot the stealth and disengage and with a nice passive choice to ramp up your damage along with that CD which helps with kiting, I also find Plunge to be great for disengage on melees into a free casted Arrow Bomb or hell even Hellfire Bow(I can't remember its correct name but its the honor bow) which has a nice ability to it =D.
However this won't always be able to help with that so Auramancy is another cutie patootie that helps with this which can lead into stronger bursts with free hard casts along with another disengage and some defensives! Yipee!!! My 4 choices on the tree are Blink for well obvious reasons along with Strong Will, Unbeatable, and Theft which may be self explainable to some might not for others. So why Theft specifically? Well currently I find it very strong because the shear number of people with Auramancy. People cant break that sleep and it allows the ranger to get off two abilities if they position themselves appropriately. These abilities are Arrow Bomb and the Hellfire Bow from the honor rewards. Now I know not everyone will have this weapon but I find it to be a very fun tool for my rotation and it does a great job and chunking people along side a free casted Arrow Bomb.
Pro and Cons!
Pros!
Mobility and disengaging is something this build presents for you as I've mentioned a lot. This mobility allows you to achieve some positive things for you such as building up stacks of Deathwish up to 20 at a good rate due to picking up that passive. Another pro is the disengage you can do into a safe combo after building these stacks of Deathwish which allows you to have predictable damage, you know when you are going for their throat and you can succeed at this quite easily with this moveset.
Cons...
Off the back is physical damage while this is weird I'll explain in the situation that a tank shows up you almost cant deal damage to him he will eat your arrows and then your quiver... lets just say your body isn't ready. Another con you are a selfish bastard you bring nothing but self sufficient survival and only serve yourself and not a team which is what ArcheAge is all about, teamplay!
Soon(TM)
As more testing is done along with the revealing of 1.0 changes I'll add more until then this is what I have currently.Conclussions
If you are looking for a fun mobile safe to play set up I think this is what you'll like the main focus of this build is to stay at a safe distance and landing abilities in situations that allow it instead of a consistent hard hitting damage on your target, Which luckily I'll be making a build for team fights/naval fighting soon for what I think will be perfect in the situation! Now then I hope you've liked what I have presented and approve on some of my points comments below are welcome and I'll look into each and every thing if I haven't tested them out already. Also I'm lacking on 1.0 changes I do know some but not a lot sadly heh so some input on that information would be great!
This is exactly what I was looking for 10/10 thank you.
Again any recommendations are welcome of course this is the internet so be as mean as you want, I expect you to butcher this build and point out all the flaws.