View Full Version : Ranger woes.
bsquishwizzy
11-10-2014, 11:23 AM
So, I’ve finally come around to TR-ing my Ranger (AA) toon. I haven’t played him regularly since the enhancement pass, and parked him around 18. Well, I needed a toon to TR with my normal group, so I got him to 20, and TR-ed him. I gotta say, despite a few imbues, the AA tree seems really underwhelming. However, since he was parked at 18 BEFORE the Enhancement Pass, and now that I’ve TR-ed post Enhancement Pass, I’ve getting a good feel for the AA tree altogether…and it’s a lot like the onset of the flu.
On their own, the Ranger trees look mightily mediocre.
Being the pew-pew guy in the back of the pack, I’m somewhat content to do less damage from much further away. But recent aggro changes have made that pointless – you hit one, you aggro them all. I kinda understand that to a point, however, I am basically defenseless at close range unless I switch to melee weapons, which in itself is not really a cure-all. I mean, I can adapt my playstyle, but I’m almost not seeing any real bump in damage ability – especially if I stay pure AA.
I would MORE than happy to do less damage and have some nice CC options. But I’m a little limited THERE as well. The best CC – paralyzing imbue – is out of my range at low levels. I’m able to maybe invest in the fear imbue, but what I find really debilitating about the tree is that there are ZERO CC options for levels 1 – 8 as far as enhancements go. If I were a wizzy or sorc, cleric, even fighter I’d have a few options: sonic blast, command, stunning blow, etc. But with a bow? Nada. Even with a small investment in Deepwood sniper, the hamstring effect appears to be melee-only.
My thoughts are that a “stunning” or “slow” imbue would be HUGE for an AA at low levels.
Likewise, the nicer imbues? I love how they work, but the problem is that the reason equipment scaling still remains in the old DDO style using two tiers (like Vorpal and Improved Vorpal). So, if I want to be Mr. Crowd Control, I can use paralyzing imbues on a paralyzing bow because paralyzing on a bow is still pretty rare, there is no scaling like the elemental damage types, and the current DCs SUCK when you finally do get a bow – a DC of 17 is pretty much pointless when your average paralyzer as a ML of 16. It lasts you maybe 2 levels, and then you’re basically done. Likewise, I have yet to stumble across a random look improves paralyzing bow in heroic. So, what’s the point of having this as an attribute at all?
(On a secondary now: will you devs PLEASE fix frickin random loot. It still sucks.)
And the summons? Let’s be honest here: in heroic levels, they suck. At level 7, summoning a wolf companion is a nice way to distract mobs, but forget about damage per se’.
So, enough of my whining – I guess the question I have is: what can I do to boost my AA? Aside from splashing monk, are there feats that maybe I should consider? I’ve been mulling over splashing maybe rogue or even wizard for buffs and trapping, and maybe working in rogue with SA damage with a few select items from the Deepwood Sniper tree.
Or, am I way off-base, and that I’m possibly missing stuff that I should be taking while leveling. I’m an Elf AA that had max DEX, and my secondary stats are STR and CON. I have a minimum WIS of 10 and an INT of 14 (leaving open possibility for rogue / wizzy option). I have a lesser hear laying around, so I can LR. My thoughts are I’d like to remain an AA – I really would like a full-blown archer toon – but I’m, not opposed to splashing a level or two. I am thinking maybe 12 Ranger (AA) and 8 wizzy, but not all that sure what that will net me aside from some low-level buffs. Plus, I think I’d take a serious hit on self-healing.
Anyhow…suggestions?
Monkey-Boy
11-10-2014, 11:46 AM
What level are you now?
Low-level pew-pew is simply awful (unless you've packed on a zillion PLs +12 damage and the double-shot from EPLs probably rocks in the harbor) even on the monky-splash builds. Manyshot isn't hot until you get the 3 arrows once your BAB gets higher.
Paralyzer bows/imbues to the job for CC but if running elites won't hold up past the Vale. Once you get into epic Pin and Otto's whistler are good for controlling mobs.
Kawai
11-10-2014, 01:11 PM
Squishy, i know u r not n00bie, but start here:
https://www.ddo.com/forums/showthread.php/425097-Arcane-Archer-How-an-eternally-ranged-player-sees-the-PrE-%28now-post-U19!%29
next:
for low level pure Ranger:
if u can, search/ask/browse everywhere until u can find lowlevel ML 1-4 OldSchool bow like Acid of Pure Good, etc (just an example, they used 2b everywhere, now very rare) that is upgraded with Festival Icy Burst.
these weaps varied with ML through updates/changes, but r still around.
IF u have that toon @Thelanis, look meh up, i have more than a few banked for TRing and lowbee new toons specifically for that useage.
practice learning to Circle-Strafe, rather than kiting.
ALWAYS let the meatwagons draw aggro unless u have a forementioned bow
alacrity is everything, even simple hastepots.
as soon as u have points enough 4 tierI-III Paralyze -do it.
Silver Longbow (from 6 on, 8 with the new, slotted version. again, search/browse/ask until u can find one)
Greensteel/Unwavering Ardency very helpful, but not for n00bs obviously
Shattermantle is x3[W], and the lowest of spellpoint costs. use it. not to mention the casters will luv u for it.
Dispelling Shot is also x3, but b aware of casters that use DoTs. this can screw them.
at higher levels, invest hardily into ur DoubleShot. it rocks. prolly the best kept secret/overlooked perk. I have a Pure RangerDanger who only uses Manyshot for Bosses. DoubleShot truly rocks at higher stackings.
if u stick with Ranger and truly invest time/effort/equipment into it, u will rock it.
if u give up early, u will only become one of those old schoolers advising everyone to pull out dual scimmies etc etc.
gl :)
Hazelnut
11-10-2014, 01:29 PM
With the way aggro works now, I found that an AA ranger is strongest as a team player. Wait for the melees to grab agro and the support them. You already figured out that paralyzing is good CC (especially when in a team).
When I solo my ranger, I find that a split between AA and Tempest works well. Using sneak and bluff you can get close enough to draw the monsters away from a group one at a time and wack them to bits with dual swords. Once the group is thinned out a bit, step back and switch to bow to take out the others as they come to you. The trick here is to either kite (or circle kite) or to know when to switch to dual weapons to finish off the stragglers.
I guess what I'm really saying is that the old trick of drawing monsters one at a time by shooting them with an arrow has been replaced by use of the bluff or intimidate skills combined with sneaking.
bsquishwizzy
11-10-2014, 01:30 PM
What level are you now?
Low-level pew-pew is simply awful (unless you've packed on a zillion PLs +12 damage and the double-shot from EPLs probably rocks in the harbor) even on the monky-splash builds. Manyshot isn't hot until you get the 3 arrows once your BAB gets higher.
Paralyzer bows/imbues to the job for CC but if running elites won't hold up past the Vale. Once you get into epic Pin and Otto's whistler are good for controlling mobs.
I just hit 8 yesterday.
And you're 100% correct, paralyzers won't last much past vale. That's half of my problem. And it really sorta annoys me. If they dropped the ML on them to maybe 10 or 12, they'd have SOME use in heroic. But right now they are for use mainly in one pack, and done. Pathetic.
bsquishwizzy
11-10-2014, 01:34 PM
With the way aggro works now, I found that an AA ranger is strongest as a team player. Wait for the melees to grab agro and the support them. You already figured out that paralyzing is good CC (especially when in a team).
When I solo my ranger, I find that a split between AA and Tempest works well. Using sneak and bluff you can get close enough to draw the monsters away from a group one at a time and wack them to bits with dual swords. Once the group is thinned out a bit, step back and switch to bow to take out the others as they come to you. The trick here is to either kite (or circle kite) or to know when to switch to dual weapons to finish off the stragglers.
I guess what I'm really saying is that the old trick of drawing monsters one at a time by shooting them with an arrow has been replaced by use of the bluff or intimidate skills combined with sneaking.
Yeah, I'm catching that one.
And honestly, if I wanted those kinds of tactics, I'd go rogue. Don't get me wrong, last life the sneak tactics worked great with an AA. But, if you have to pile bluff on top of it, then I might as well splash rogue for the benefits as I think bluff is not a class-skill (I'd have to check).
bsquishwizzy
11-10-2014, 01:52 PM
Squishy, i know u r not n00bie, but start here:
https://www.ddo.com/forums/showthread.php/425097-Arcane-Archer-How-an-eternally-ranged-player-sees-the-PrE-%28now-post-U19!%29
next:
for low level pure Ranger:
if u can, search/ask/browse everywhere until u can find lowlevel ML 1-4 OldSchool bow like Acid of Pure Good, etc (just an example, they used 2b everywhere, now very rare) that is upgraded with Festival Icy Burst.
these weaps varied with ML through updates/changes, but r still around.
IF u have that toon @Thelanis, look meh up, i have more than a few banked for TRing and lowbee new toons specifically for that useage.
practice learning to Circle-Strafe, rather than kiting.
ALWAYS let the meatwagons draw aggro unless u have a forementioned bow
alacrity is everything, even simple hastepots.
as soon as u have points enough 4 tierI-III Paralyze -do it.
Silver Longbow (from 6 on, 8 with the new, slotted version. again, search/browse/ask until u can find one)
Greensteel/Unwavering Ardency very helpful, but not for n00bs obviously
Shattermantle is x3[W], and the lowest of spellpoint costs. use it. not to mention the casters will luv u for it.
Dispelling Shot is also x3, but b aware of casters that use DoTs. this can screw them.
at higher levels, invest hardily into ur DoubleShot. it rocks. prolly the best kept secret/overlooked perk. I have a Pure RangerDanger who only uses Manyshot for Bosses. DoubleShot truly rocks at higher stackings.
if u stick with Ranger and truly invest time/effort/equipment into it, u will rock it.
if u give up early, u will only become one of those old schoolers advising everyone to pull out dual scimmies etc etc.
gl :)
Thanks.
I took a look at the link. and I got a few ideas:
1) I'm an Elven AA. So, if I shoot for Grace (and I am definitely running up the Racial tree on this toon), I might be able to respect, dump strength, put points into INT, and maybe splash rogue for added skills and trapping.
2) Maybe I'll check out the Silver Bow. I've got a good collection of bows past lvl 10, and many of them are from the old loot system (especially a NICE Sun's Fury bow with a ML of 12 whose crits are outstanding). I'm betting my group will help me farm for that.
3) It is becoming clear to me that with an AA doubleshot / seeker / dodge is going to be my main stats that I need to max out. I'd love to somehow fit a deception item / weapon in there as with being ranged that also acts as a form of CC as well (as well as opening up the mob to SA damage). However - and this is kind of an important point - I"VE YET TO COME ACORSS A DECPTION BOW IN ANY OF THE LOOT I'VE EVER PULLED. I think that's criminal (please see "random loot sucks" comments earlier).
gwonbush
11-10-2014, 02:03 PM
Another bow worth mentioning (and significantly easier to get than Greensteel or Unwavering Ardency) is the Bow of Sinew from the Missing chain (ML 14, BTA).
bsquishwizzy
11-10-2014, 03:47 PM
Another bow worth mentioning (and significantly easier to get than Greensteel or Unwavering Ardency) is the Bow of Sinew from the Missing chain (ML 14, BTA).
Got it already. Thanks for mentioning it though.
Monkey-Boy
11-10-2014, 04:44 PM
I just hit 8 yesterday.
And you're 100% correct, paralyzers won't last much past vale. That's half of my problem. And it really sorta annoys me. If they dropped the ML on them to maybe 10 or 12, they'd have SOME use in heroic. But right now they are for use mainly in one pack, and done. Pathetic.
I'm not sure if they drop anymore on random loot but I did have a min-level 10 paralyzer bow and a min level 12 pralyzer of PG.
LuKaSu
11-11-2014, 01:44 PM
I'm not sure if they drop anymore on random loot but I did have a min-level 10 paralyzer bow and a min level 12 pralyzer of PG.
I'm not sure if they still drop, but they still come through the AH every once in a while. I search for paralyzers about every night, and maybe once every few weeks, a level 10 something will show up. Bows are very rare, though, but they do happen. I've only picked up maybe two of them over the whole time I've played, but I sold my extra, sorry. They're still worth keeping an eye out for, though.
Kawai
11-11-2014, 02:16 PM
1)...I'm an Elven AA. So, if I shoot for Grace (and I am definitely running up the Racial tree on this toon), I might be able to respect, dump strength, put points into INT, and maybe splash rogue for added skills and trapping...
woot
Elven Tree/Grace Rox. Displacement luvz u longtime.
but i do sincerely wish they would drop APs needed 2 get all.
also, personal tip... if splashing Rogue, then u might as well go full blown MultiClass for a life or three & test it out ur'self.
its honestly about finding ur own Strengths & Weakness's vs. Playstyle.
Rogue/Ranger/Monk is very synergystic. as is merely Rogue/Ranger.
losing DS% for 10k & MS & SA is fun way2go, but another discussion in its own right.
have fun & good luck :)
schelsullivan
11-11-2014, 04:20 PM
I agree with the op concerning better CC for rangers. I dont expect that being an ranged ranger should necessarily have DPS equal to caster or melee, but expanding on their CC abilities would make the at least more interesting to play. This from someone whos played for 6 years and whos 1st and favorite toon has always been a pure ranger.
How bout an arrow with a trip line attached? Shoot arrow into a wall that creates a tripline that has a chance of tripping mobs that cross it.
How bout an web arrow that shoots a net like web?
How bout a arrow that you shoot into the ceiling of cave like environments that cause rocks to fall on mobs?
How bout flash bang arrows?
Theres a lot of room for creativity here.
Saekee
11-11-2014, 04:37 PM
Have you tried the Deepwood line? You can always swap it out later. The sniper shot is devastating, especially if you have seeker gear (common now). It will stop a charging mob in its tracks and make it flip around too.
walkin_dude
11-14-2014, 08:11 AM
Last time I TR into AA, I had paralyzing shot by level 6. Everything seemed pretty easy, to be honest. Paralyzing shot is very effective through level 16 or so, and still pretty useful for the rest of heroics. Once I hit 20, I generally re-spec those 12 AP (you only need to keep 1 rank of force arrows, terror arrows, and paralyzing arrows for arrow of slaying) into something else. You'll still get the occasional proc in epics, and I see people using it, but generally my preference is to find something more useful for those AP, and getting back the use of EDs more than makes up for it, anyway.
For bows, like some others have mentioned, the silver longbow from house P is my go-to from level 8-13 (anything will do before level 8), then bow of sinew from 14-22, then pinion. There are probably some even better options, but I haven't found them yet (though if we'd gotten to keep the MotU loot table, there were some interesting combinations to be had). TF comes after pinion, but my most recent AA (Egyll of Argonessen) only got his up to tier 1 so far, and he's a paladin at the moment. ;)
Anyway, I like rangers a lot. One of my favorite classes. My first toon ever was a ranger (Aramzim of Sarlona, who is currently an artificer, and who was going to be called Astaldo after my pnp ranger character from 30+ years ago, but someone had already used that name).
bsquishwizzy
11-14-2014, 11:46 AM
Last time I TR into AA, I had paralyzing shot by level 6. Everything seemed pretty easy, to be honest. Paralyzing shot is very effective through level 16 or so, and still pretty useful for the rest of heroics. Once I hit 20, I generally re-spec those 12 AP (you only need to keep 1 rank of force arrows, terror arrows, and paralyzing arrows for arrow of slaying) into something else. You'll still get the occasional proc in epics, and I see people using it, but generally my preference is to find something more useful for those AP, and getting back the use of EDs more than makes up for it, anyway.
For bows, like some others have mentioned, the silver longbow from house P is my go-to from level 8-13 (anything will do before level 8), then bow of sinew from 14-22, then pinion. There are probably some even better options, but I haven't found them yet (though if we'd gotten to keep the MotU loot table, there were some interesting combinations to be had). TF comes after pinion, but my most recent AA (Egyll of Argonessen) only got his up to tier 1 so far, and he's a paladin at the moment. ;)
Anyway, I like rangers a lot. One of my favorite classes. My first toon ever was a ranger (Aramzim of Sarlona, who is currently an artificer, and who was going to be called Astaldo after my pnp ranger character from 30+ years ago, but someone had already used that name).
Well I think part of the problem is that, aside from the Silver Bow, there is next-to-nothing as far as named longbows go before lvl 12.
The pre-MotU random loot (U19?) stuff was FANTASTIC! I’ve got at least three bows from that time, waiting for me in the bank (one of them being a Sun’s Fury bow). I was really doing well in Sands with them.
As a follow-up: I used one of my lesser hearts, respec-ed, and added 2 levels of rogue. I’m pushing forward with getting Grace early, as well as investing in trapping skills. Plus, I’ve since updated him with Cannith crafted gear, so as to cover some of the holes. It is a marginal improvement, but he still kinda takes a beating when the mobs get into melee range. There just isn’t enough ranged stopping power to whittle them down, and not enough melee DPS to drop them quickly.
As a coincidence, one of the people I run with had an extra Silver Bow and they gave it to me. I slotted it with a Marbar Augment (the one that neg-levels on a vorpal), and am using that. Even with that, I’m kinda still underwhelmed by the results.
As for DWS – the biggest problem with that PrE is that it is a tad schizophrenic. The cool-down on the one nice feature is too long given the current aggro mechanic, and the fact that most mobs you encounter are clustered in such a way that hitting one will aggro the others. In fact, it has such a profoundly wide radius, that it makes it seem unrealistic. I try to use the terrain and tactics as much as I can, but there are very few accessible safe spots, so the only tactic I have is kiting – which I think is rather dumb. But things are what they are…
What really gets to me is that there is a semi-solution to my problem: Bane and Slaying arrows. They are all over the place. I tried to collect from all of my other toons in my last life, but arrow management is such a HUGE pain; it’s basically unusable in its current form. There are few if any quivers deep and wide enough to store them. Even if I did keep several quivers with everything sorted out, I have yet to find a way to select my ammo of choice from the hot bar.
If I could Cannith Craft these things, my life would be so much easier. One of my wizzies uses a bow as a backup, and I’ll craft maybe 400- 1000 +1 Holy arrows as ammunition. Then I just have them in my backpack space until they are expended. If I could do the same with slaying and bane arrows, that would fix a lot of my problems – craft the lowest enhacement I have for a bunch of typical varieties of mobs that I’ll encounter in a level range, and keep larger stacks on hand. But because your drops are so inconsistent, it makes accumulating and storing this stuff a real nightmare. So you just don’t bother.
I’m sure Arties have the same EXACT issue.
I really wish they’d fix this.
Kawai
11-14-2014, 04:08 PM
dont b afraid to play around a lot at earlier levels with different trees.
mix & match here & there.
ie. let Elf Tree wait until later.
go straight up AA tree early on. Get ParaIII and Slayer...
etc
then, when u get enough points, redo the enhancies.
its cheap enough, every 3 dayz or so.
Arrows: had those same issues for long time.
finally gave up as de weight alone from quivers full of arrows was mind boggling & detrimental to anything dumping Str -or w/ Ki-Balance issues. (which prolly doesn't apply here anywayz)
u can still go that aggravating route, or, u can simply get rid of them all and go with the simple Tier I 1pt Conjured AA Arrows.
-picking & choosing from the different trees is fun way to custom ur faves.
Enoach
11-14-2014, 05:43 PM
As a ranger you also have other options available to you and at lower levels such as 1 to 8 even with a non-caster Casting stat you can get a DC that will allow these spells to make a difference starting at level 4
Level 1 - Entangle - 90% movement 50% attack speed penalty - weaknesses are similar to the arcane Web Spell.
Level 2 - Snare - Single target
Level 2 - Spiked growth - Save is for the Slow effect but kiting mobs through it is 1d4 damage every 2 seconds, while that may not seem like a lot, keeping mobs in a tight area makes it easier for other party members to peal off a mob or two while the rest are hit with bow and spikes.
All of these spells are Transmutation school so any gear that could help with a +1 to DC is valuable
Transmutation Focus I is ML 3 and Transmutation Focus II is ML 7 - Both are ML -2 with a Master applied and can be crafted on Ring, Bracers, Trinket, Main Hand Weapon, or Off Hand Weapon/Shield. Trinkets make great swappable slots as most of the good Trinkets that people tend to always wear and not switch out are higher level.
If a wisdom item is difficult to slot utilizing Owls potions is a good way to give up to two DC boost to the spell.
Other options are the Nature's ally I & II - these are meant as distractions, a line between the mob and you. At lower levels even on elite these summons can usually distract a group long enough to gain the upper hand.
Additionally these are useful to all Rangers be they melee, or ranged focus as the whole goal of CC is to minimize incoming damage be removing hits against yourself and/or party members.
-------------------------
As a note I have been working on a none ranger AA build and for me I solved this with taking 1 Wizard level and spending 1 AP in the EK tree and arming myself with a Great Axe and Masters touch. This allowed me to pull the groups to me, switch and get a cleave attack - cleave attack don't underestimate the power of cleave.
Kawai
11-15-2014, 01:22 PM
As a ranger you also have other options available to you and at lower levels such as 1 to 8 even with a non-caster Casting stat you can get a DC that will allow these spells to make a difference starting at level 4
Level 1 - Entangle - 90% movement 50% attack speed penalty - weaknesses are similar to the arcane Web Spell.
Level 2 - Snare - Single target
Level 2 - Spiked growth - Save is for the Slow effect but kiting mobs through it is 1d4 damage every 2 seconds, while that may not seem like a lot, keeping mobs in a tight area makes it easier for other party members to peal off a mob or two while the rest are hit with bow and spikes.
All of these spells are Transmutation school so any gear that could help with a +1 to DC is valuable
Transmutation Focus I is ML 3 and Transmutation Focus II is ML 7 - Both are ML -2 with a Master applied and can be crafted on Ring, Bracers, Trinket, Main Hand Weapon, or Off Hand Weapon/Shield. Trinkets make great swappable slots as most of the good Trinkets that people tend to always wear and not switch out are higher level.
If a wisdom item is difficult to slot utilizing Owls potions is a good way to give up to two DC boost to the spell.
Other options are the Nature's ally I & II - these are meant as distractions, a line between the mob and you. At lower levels even on elite these summons can usually distract a group long enough to gain the upper hand.
Additionally these are useful to all Rangers be they melee, or ranged focus as the whole goal of CC is to minimize incoming damage be removing hits against yourself and/or party members.
-------------------------
As a note I have been working on a none ranger AA build and for me I solved this with taking 1 Wizard level and spending 1 AP in the EK tree and arming myself with a Great Axe and Masters touch. This allowed me to pull the groups to me, switch and get a cleave attack - cleave attack don't underestimate the power of cleave.
+1
luv entangle for circle-strafing
sidebar: something i have actually never thot of... which school effects de Capturing of Animals (deepwood tree) is it simply positive spell power as implied? or does something else effect that?
Tilomere
11-15-2014, 01:51 PM
So, enough of my whining – My thoughts are I’d like to remain an AA –
Anyhow…suggestions?
Play what you like? Grab the relevant gear suggestions here (https://www.ddo.com/forums/showthread.php/444046-Work-in-progress-Critzilla).
Archangel666
11-18-2014, 11:59 PM
+1
luv entangle for circle-strafing
sidebar: something i have actually never thot of... which school effects de Capturing of Animals (deepwood tree) is it simply positive spell power as implied? or does something else effect that?
The ranger's improved wild empathy check result is equal to 1d20 + ranger level + Charisma bonus.
...Yeah...for all those Charisma based Rangers out there.
I used to play around with it on my Ranger back in the days before MotU. Worked ok up until about Reaver's Refuge ish.
Biggest problem with it though comes down to one simple thing.
The Dev's forgot to give Rangers:
http://ddowiki.com/images/Icon_Feat_Dismiss_Charm.pngDismiss Charm
Cooldown: 1 seconds
Usage: Active
Prerequisite: Bard, Sorcerer, Wizard
It can be problematic if you actually manage to charm a mob, then find that you need to kill it to progress.
At that point, you may as well go put the kettle on, because you have a five minute wait on your hands and there's nothing you can do.
barecm
11-25-2014, 03:06 PM
Bow Progression:
1-3 - Crafted. Acid of bleeding or something that will do for levels 1-3
4-6 - Greatbow of the Scrag (heroic 3BC open area drop) 2(1d8) +2 bludgeon
6-12 Sliverbow and/or Greatbow of the Scrag depending (situational)
12-14 Greensteel Lite II
14-20 Unwavering Ardency (if you cannot get, then Bow of Sinew and Lite II)
20-23 Alchemical (can be a grind, but I see groups for it on my server) *** Really worth the grind for TR
23-28 Pinion
28 Thunderforged (1st degree Burns, paralyzing fear, Mortal Fear)
bsquishwizzy
12-05-2014, 11:22 AM
Bow Progression:
1-3 - Crafted. Acid of bleeding or something that will do for levels 1-3
4-6 - Greatbow of the Scrag (heroic 3BC open area drop) 2(1d8) +2 bludgeon
6-12 Sliverbow and/or Greatbow of the Scrag depending (situational)
12-14 Greensteel Lite II
14-20 Unwavering Ardency (if you cannot get, then Bow of Sinew and Lite II)
20-23 Alchemical (can be a grind, but I see groups for it on my server) *** Really worth the grind for TR
23-28 Pinion
28 Thunderforged (1st degree Burns, paralyzing fear, Mortal Fear)
Thanks. That helps a lot, actually.
Kawai
12-05-2014, 11:59 AM
Bow Progression:
1-3 - Crafted. Acid of bleeding or something that will do for levels 1-3
4-6 - Greatbow of the Scrag (heroic 3BC open area drop) 2(1d8) +2 bludgeon
6-12 Sliverbow and/or Greatbow of the Scrag depending (situational)
12-14 Greensteel Lite II
14-20 Unwavering Ardency (if you cannot get, then Bow of Sinew and Lite II)
20-23 Alchemical (can be a grind, but I see groups for it on my server) *** Really worth the grind for TR
23-28 Pinion
28 Thunderforged (1st degree Burns, paralyzing fear, Mortal Fear)
Great listing...
hwvr...
since Motu & the addition of procures @20-25 (now 28) they totally nerfed Procurement of LitII.
-used 2b beez-kneez. (despite what was written @ %, which was totally off)
go w/MinII now, through ta BoS/UA/ & Pinny, unless u can actually get alchemical.
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