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Okay...

1. Savage Shot instead of Hunter's Shot. Bleeding isn't that useful. You are a ranger, rupt' things.

2. Natural Stride instead of Dodge. You're using 12 Wilderness Survival, 7 seconds blocking and IAS buff seems pretty unbeatable.

3. Mending Touch instead of Antidote Signet. Why? Because you can remove conditions off your allies.

4. 2 Superior runes? No. 11+1 for Wilderness Survival, 8+1 for Marksmanship, and the rest in Expertise (with a minor rune on the headpiece, of course).

The true damage of Incendiary arrows is from the burning and Poison mass degeneration, not from the arrow's pitiful damage. Right now, this build has alot to be desired.

1.I'll Take your advice with Savage shot it seems valid even though the bleeding provides extra degen during the 2 seconds burning cant be up kept.
2.But as for Natrial slide A) it gives move speed not attack speed B) it gives 19% less block chance and lasts 3 less secondsC) it has a VERY good chance of being being ended at a critical moment by a hex/enchantment either by ally or enemy.
3.Antidote Signet I enjoy its short cooldown and the fact that its not effect by anti-spell hexes, sure mending touch can cure ANY TWO but antidote can cure like 3 specific conditions all at once plus one additional (any)one. Also in jade quarry and fort apenwood a rangers job isnt to heal/remove conditions from allies.
4.Superior Runes Yes I put trial and error the skills really work well without them 9 marksman ship would mess up Pin Down (10 duration 8 CD) meaning if i miss they get away since i wont have bleeding to speed things up. From my Experience 500 health is fine.
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