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Build Monk/Ranger 1

Da Corno Wiki.

Indice

[modifica] Attributes and skills

[1] [2]Monk / Ranger

12 + 1 + 1

Healing Prayers

12

Marksmanship

3

Wilderness Survival

[3]

Barrage

Core

Ranger. Marksmanship 12

Barrage

Elite Bow Attack

All your Preparations are removed. Shoot arrows at up to 6 foes adjacent to your target. These arrows strike for +13 damage if they hit.

http://images.pvxbuilds.com/img_thmb/395.jpg 1

5

[4]

Storm Chaser

Core

Ranger. Wilderness Survival 3

Storm Chaser

Stance

For 10 seconds, you move 25% faster, and you gain 2 Energy whenever you take elemental damage.

http://images.pvxbuilds.com/img_thmb/455.jpg 20

10

[5]

Savage Shot

Core

Ranger. Marksmanship 12

Savage Shot

Bow Attack

If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for +25 damage.

http://images.pvxbuilds.com/img_thmb/426.jpg 5

½

10

[6]

Heal Area

Prophecies

Monk. Healing Prayers 14

Heal Area

Spell

Heal yourself and all adjacent creatures for 170 points.

http://images.pvxbuilds.com/img_thmb/280.jpg 5

1

10

[7]

Vigorous Spirit

Prophecies

Monk. Healing Prayers 14

Vigorous Spirit

Enchantment Spell

For 30 seconds, each time target ally attacks or casts a Spell, that ally is healed for 19 Health.

http://images.pvxbuilds.com/img_thmb/254.jpg 4

1

5

[8]

Conflagration

Factions

Ranger. Wilderness Survival 3

Conflagration

Nature Ritual

Create a level 3 Spirit with 110 Health and 21 armor. For non-Spirit creatures within its range, all arrows that hit strike for fire damage. This Spirit dies after 54 seconds.

http://images.pvxbuilds.com/img_thmb/466.jpg 60

5

5

[9]

Dodge

Prophecies

Ranger. Expertise 0

Dodge

Stance

For 5 seconds, you move 33% faster and have a 27% chance to block incoming projectiles. Dodge ends if you attack.

http://images.pvxbuilds.com/img_thmb/425.jpg 30

5

[10]

Balthazar's Spirit

Prophecies

Monk. Smiting Prayers

Balthazar's Spirit

Enchantment Spell

While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.)

http://images.pvxbuilds.com/img_thmb/242.jpg 2

10

-1

Template code

[11]||

[modifica] Equipment

[modifica] Running To The Forest

Copied from http://www.pvxwiki.com/wiki/Build:R/Me_Fissure_Forest_Farmer


In order to get to the forest in Fissure of Woe, you'll need to do a couple things. First off, when you first enter FoW, back up to the wall. This will (almost) ensure that you don't aggro the Shadow Army and get Rastigan the Eternal killed, thus kicking you back to your port of entry. Now, you'll need to run to the right, staying along the back wall. You will more than likely aggro the shadow army closest to you on the right - make sure to cast storm chaser. This will help you get past them and if you keep going along the wall, you will just barely miss aggro'ing another group of 3 from the shadow army. After this you'll need to leave the wall and run to the left, behind the 3 shadows and towards what looks like an open spot. Be careful as many patrols are close by, and it is advised not to aggro them.


After you have run a little ways, you will be on a plateau in between 2 valleys. Stay on the plateau all the way until it ends. Near the end, a Shadow Beast will appear. This is a good time to hit Dodge/ Storm Chaser because this Shadow Beast and other nearby patrols will pursue you longer then you may expect if you don't get out of aggro range quickly. Continue running straight until you hit a large cliff wall. Stop here (as long as no monsters are following you) and heal. After you get here, turn right and run along the wall until it bears off to the left. There is a little straight here that you will want to take. You will most likely aggro another group here, but hitting a running skill should cause them to lose interest quickly. Run along the wall again until it juts out to the right. Rest here again, letting your running skill recharge as well. Now comes the tricky part. The 3 shadows up ahead aren't as big a deal as the skeletons at the bottom of the hill to your right. If these two groups are far apart, you may be able to run through the shadows and by keeping left, reach a very tiny ledge that will allow you to rest before taking on the skeletons. If not, you will need to try and aggro the skeletons into the shadows, as they will fight each other, letting you get away. To do this, run towards the skeletons at normal speed. Shoot one of them with an arrow, in order to aggro them, then draw them up the hill, running with your run skill activated. This is crucial because if you stay within range of the spell caster in their group, you could be hit with Deep Freeze, and not being able to move in this part of the run equals a long walk off a short pier. Once they start fighting or you have run around the skeletons, stay left, hugging the wall at the bottom of the hill. Here you can rest again, letting everything recharge and waiting for a patrol of skeletons to separate from the larger group ahead of you. You can either try and stay on the wall, sneaking past the larger group; or you can wait for the patrol to leave, and run around the skeletons. It really depends on how they spawn. Either way, once you are past that group, you are effectively in the forest.

[modifica] Farming The Forest

Now you are at the forest. You'll see a group of three Spirit Shepherds patrolling. Before aggro'ing anyone, cast Conflagration then Vigorous Spirit. After this just spam Barrage from a safe distance. Using a Longbow or Flatbow you can successfully hit the Spirit Shepherds without them casting on you with their spells. After that patrol, you'll encounter two groups of three Rock Borer Worms. They have just as long as a distance as you do. If Conflagration dies while fighting don't worry about it. You must keep Vigorous Spirit up the whole time fighting, so recast it if it's getting low. After you've re casted it, you'll probably have a chunk of health missing, so use heal area, then continue to barrage. Energy will never be an issue due to Zealous bow string. If Energy does become an issue, use gw:Storm Chaser while having Conflagration up, you'll get 4 energy every time hit. Spiders are a lot more difficult, if you find them too hard, simply run by them to a safe spot. Take only one spider at a time. Start the fight the same way you would for a Spirit Shepherd. You can interrupt his apply poison to help you stay alive, if you don't, it's not a huge deal. Keep hitting him to make sure you interrupt his healing springs when he casts them. After he casts healing spring, its safe for you to use heal area. Heal area will be your main heal for spiders since Vigorous Spirit isn't enough health since you are only hitting one person. When fighting a Spirit Wood always be sure to interrupt his heal: troll unguent. Otherwise, keep up the heals with heal area and you'll be fine. Take only two at a time due to their high damage and leave once you killed one then come back for him after rested up. When fighting the Spirit Woods, it safer to just not cast barrage at all, but just constantly hit one of them with your normal bow attack with Vigorous Spirit on you. After interrupting his Troll, its safe to spend some energy using heal area. the reason its safe then is because you don't have to worry about the cast time of heal area + cast time of interrupt while hes casting troll because you just interrupted it. The same concept is used for spiders. You don't have to use Barrage on them, its just a waste of energy, but it does do more dmg. Save that energy for heal areas, but don't cast them until you see the spider use called shot, so he wont have time to interrupt you with savage shot.

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