The Dagger Ranger

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Btah wrote:
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el_puno wrote:

it seems a very long way from the witch starting point to iron reflexes :D. maybe its also possible to play that build with very high ES.
I was down there anyways for the Frenzy Charges and imho it's more effective to go there from Witch than going for the "Power Charge on melee crit"-node as Ranger...u wouldn't need that Keystone too fast anyways at the first difficulties beeing a glasscannon was absolutely fine

and ES in combination with Flicker Strike won't work at all I guess...ES is only useful when u take like no dmg normally, but with Flicker u definitely WILL take dmg and will need flasks in some situations and then dmg reduction is a must have


cool thanks for the insights. tbh i didnt even think about going for power charge on melee crit. i didnt even know it exists :D but i guess its not worth it because u allready have close to 50% crit chance with critical weakness..

i thought maybe with dual wield its possible to go ES. more dmg = faster kills = less damage taken = more leech. but i guess u right on that.

let me know the outcome of your witch. i'm interested in that..
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el_puno wrote:

cool thanks for the insights. tbh i didnt even think about going for power charge on melee crit. i didnt even know it exists :D but i guess its not worth it because u allready have close to 50% crit chance with critical weakness..
of course u would miss some crit nodes, but doing more crits can't be too bad anyway I guess...even going from ~50% to ~85% should be quite benefical :D
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Btah wrote:
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el_puno wrote:

cool thanks for the insights. tbh i didnt even think about going for power charge on melee crit. i didnt even know it exists :D but i guess its not worth it because u allready have close to 50% crit chance with critical weakness..
of course u would miss some crit nodes, but doing more crits can't be too bad anyway I guess...even going from ~50% to ~85% should be quite benefical :D


interesting how others go for it :) i think your ideas are definitly worth investigating. tbh i never considered going up more in the 6th class part or even witch part of the tree..

also now i'll definitly skip 3x 6% dagger dmg passives for that frenzy charge cluster next to iron reflexes. i would lose 18% dagger dmg but gain 17% more IAS and 30% dmg and some charge duration with 5 charges up wich looks like a great tradeoff to me...

edit: the above mentioned re allocating of the 3 passiv points gave me 2k dps more in total so i can recomend that. i'll update the starting post soon..
Last edited by el_puno#5835 on Dec 31, 2011, 8:55:20 AM
This looks like a great build. Would you be willing to post a level by level guide? Or at least tell us the order to complete the passive skill tree?
IGN: Robin_Hudd
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beowuulf1 wrote:
This looks like a great build. Would you be willing to post a level by level guide? Or at least tell us the order to complete the passive skill tree?


i would start in the dex part of the tree. at the 6% attack speed node. grab some dmg/speed/accuracy there and then u go up in the INT part of the tree to the starting location of the 6th class. u should also aim for iron reflexes passives somewhere in merciless. u also have to put some points in shield passivs and life. althou this build has a good dps output u could die in seconds without resis(cold) and good def and block in chaos.
I have done a lot of ranger experiments recently and this is what I've found:

*The most important aspect of DPS is still Frenzy with any weapon on a ranger, specifically the +6% damage per charge clusters.

*Block Chance in the dex tree is horribly unsynergistic with attempting to deal damage. Although once higher level content gets placed it'll be the go to for additional survivability as a one handed ranger with iron reflexes

*When taking iron reflexes stack as much +dex gear as possible for the evade boosts, and attempt to get an amulet/belt that boosts armor globally, it'll work like this: ((evade x dex bonus) x armor increase) which equals more armor than a marauder should technically be able to achieve.

*Life passives are in short supply but very good when taken

*If you choose daggers, it is a very good idea to attempt to hit the center of the sphere grid (passive skill tree) for that, gives you more than enough int for any gems/daggers and a nice mana boost for minimal passives spent. May change in 0.9.6
-Meteoric Destiny!
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MDragoon wrote:

*Block Chance in the dex tree is horribly unsynergistic with attempting to deal damage. Although once higher level content gets placed it'll be the go to for additional survivability as a one handed ranger with iron reflexes

shield passives are 'on the way'. 1 close to a 1 hand damge cluster. 1 next to iron reflexes. at least for dagger ranger they are easy to pick. and should be picked.

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MDragoon wrote:

*When taking iron reflexes stack as much +dex gear as possible for the evade boosts, and attempt to get an amulet/belt that boosts armor globally, it'll work like this: ((evade x dex bonus) x armor increase) which equals more armor than a marauder should technically be able to achieve.

thats correct in principal. but i would recomend pure armour or STR/DEX boots and gloves. the potential evasion lost is small compared to chest, helm and shield but they can also spawn STR. and thats potential 14% increased melee phys dmg + 35life

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MDragoon wrote:

*Life passives are in short supply but very good when taken

at least the 2x 8% life passives next to the starting location should be taken anyways.

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MDragoon wrote:

*If you choose daggers, it is a very good idea to attempt to hit the center of the sphere grid (passive skill tree) for that, gives you more than enough int for any gems/daggers and a nice mana boost for minimal passives spent. May change in 0.9.6

i would consider this a waste of points. u get some INT from the crit part of the tree anyways. this + a 20AA onyx amulett and 2 times 30+ INT from gear is a way better solution to wear the lvl60 dagger (121INT)
Is this build viable in HC?
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Kendroxide wrote:
Is this build viable in HC?


its a quite stable build. but u also valunerable in bigger groups. u can get stunlocked or frozen and the uncontrolled movement of flicker strike attracts a lot of mobs. the build here is more dps orientated but i guess with more life, high resis and good nerfes u could give it a shot in HC. but definetly not the first build to start a HC career..
Last edited by el_puno#5835 on Jan 26, 2012, 5:18:04 PM
I'm interested by the 9.6 version of this build, if there is any available :)

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