Dual Physical Wand Ranger (6/14/13)
EVERYTHING BELOW THE WHITE LINE IS HEAVILY OUTDATED. This was a Closed Beta build. Here's how to build this character nowadays as a Duelist (because it's better). I may reform this first post soon.
Dual Physical Wand Ranger Этот гайд был переведен на русский. Можете ознакомиться здесь. (A Russian translation by zhandarm can be found here.) Passive Tree Armor
Evasion
Main Focuses
1) With the 23% block chance of the build (Dervish's 8% and the inherent 15%) and a good amount of life and armor, that the character's defense isn't problematic enough to need to stay far away from enemies. 2) Point Blank synergizes extremely well with Chain because of the way its bouncing projectile damage is calculated, as stated earlier in the thread. vankeris explained this further here. 3) With practice, one can make so that the character is almost always close enough to make benefit of the damage increase, but just far enough to manually avoid attacks by enemies. Over time Point Blank's downside doesn't even show its face enough to be significant.[/spoiler] Build Information This is a build I've been working on for awhile, trying to make a truly unique build that is still very viable. The reason I decided to dual wield wands is because:
The main problems I face with this build are:
Equipment Closed Beta links no longer work, so I will explain the required equipment. You will want items that give you intelligence so that you can wield the highest level wands. For the wands themselves, you will want high physical damage, attack speed, and critical strike chance. Any type of mana leech is also important, as Frenzy will require a good amount of it always be available. Slitherpinch unique gloves will give a significant boost if you can't find enough on other gloves. Meginord's Girdle, the unique belt, is also helpful with its added physical damage and increased maximum life. Bandit Rewards
Skill and Support Gems
With Frenzy unlinked at level 17, and all Frenzy and Power (maximum of 4) charges up:
With Power Siphon unlinked at level 17, with all Frenzy and Power (maximum of 4) charges up:
From this you can see that the edge Power Siphon has over Frenzy is its damage output and Culling Strike. However, the damage increase really isn't all that much, and I get almost double the hits with Frenzy per second, so DPS actually hangs in Frenzy's favor. Also, when facing something with enough health, I just switch to the already-socketed Power Siphon for the Culling Strike and Power Charge if I can kill with the shot or if the enemy's health is at 10% or lower.[/spoiler] Strategy Offensive
Defensive
Miscellaneous
same name in-game Last edited by iao#2860 on Jun 14, 2013, 3:52:04 AM
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Uh... Please standby as I try to cure my post of any disease it's giving the forum's BBCode parser. Sorry about this.
same name in-game
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Interesting. I like the idea of taking advantage of DW block passives for wands. But you're missing 10% block that's pretty easy to get :)
I don't think you need to go to the center of the tree, Iron Grip isn't THAT much DPS and you already have enough HP (I know you're using point blank, but you have the option of standing back a little vs extremely dangerous stuff). So I think taking those points and getting all those juicy crit passives that you are so near to is better. It's a very big DPS increase. http://tinyurl.com/d39xtsb is what I imagine a crit version would look like. Last edited by aimlessgun#1443 on Dec 3, 2012, 3:17:10 PM
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I was looking at Iron Grip in an odd way, now that I look back at that choice. I was aiming for 200% Increased Maximum Life but your change to ~150% in exchange for the Increased Critical Chance/Strikes passives absolutely makes up for it. I'll update the first post with your version and credits, if you don't mind.
same name in-game
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I've updated the first post and fixed the BBCode problem.
PROTIP: Don't use [*] when making lists, use [li][/li] !same name in-game Last edited by iao#2860 on Dec 5, 2012, 6:14:08 AM
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Pretty interesting. I am doing a similar dual wand build but with elemental damage.
My take on you build would be this. Result is -0,5% life regen, -4% increased life, -40% increased crit chance but 4% additional block and 1 level less required. Instead of the 2 20% crit nodes in the shadow area I would go for 8% increased projectile damage in the same area. In my opinion that would net more damage. As for power siphon, why not have it linked only with attack speed and use it just for power charges every 10s? I try to keep 3 frenzy charges on my ranger or 3 endurance charges and I can do both if I try hard enough. Feels like almost free benefit to me. |
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Ah, cool. I'd definitely like to hear what you think of it.
For your build variation, in my opinion, giving those nodes up for the 4% Block Chance isn't worth it, but that's mostly because of the following update I made. The current version does need a bit more damage, so I removed the 6% Increased Attack Speed node from the beginning of the Ranger area and the same two 20% Increased Critical Strike Chance nodes you mentioned to make room for the cluster of dual wielding nodes between Diamond Skin and Golem's Blood. It includes a 15% and a 6% Increased Physical Damage node and a 4% Increased Attack Speed node. When it comes to Power Siphon, I suppose its Power Charges may be worth the time. Perhaps with it linked to Chain/Fork and Lesser/Greater Multiple Projectiles, its Culling Strike could be put to good use against a dying mob. That should usually take the Power Charges right away. If it works well, I may even be convinced to grab the +1 Maximum Power Charges node in the Shadow Area for a higher level version of the build. By the way, I'm making a list of ideal skill tree by character level much like others have done in their build guides. I just need to do a bit of leveling up and testing to know exactly what works best. The current version, including the changes detailed early in this post, are now in the first post, as it needed to be updated anyway because of the new patch. same name in-game
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Well the 0.3 link does not work sadly.
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Odd... It was working before. I suppose they updated the passive skill tree code for URLs again.
I've updated it with more changes. I chose to grab the +1 Maximum Power Charge from the Shadow area and remove the Dual Wield Block nodes from the Dual Wielding cluster in exchange for the Increased Attack Speed, Increased Accuracy, and Increased Projectile Damage nodes at the start of the Ranger tree. I started testing the Power Siphon idea as per your suggestion, and it worked very well. I use it with just Fork at the moment but I would like to go with Greater Multiple Projectiles and Chain when I get them. Of course, this is the reason for getting the +1 Maximum Power Charge node. I also found that the Dual Wielding Block nodes other than Dervish simply weren't worth it. Although it seems they would synergize with Point Blank well, they doesn't. The simple fact is that even though you are very close to the enemies because of Point Blank, with enough practice you just won't be hit enough to make the nodes worthwhile. It's an argument of either killing the enemies faster or being prepared for what you can avoid. same name in-game
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Great idea on projectile damage I think. A few % accuracy nodes also works wonders when you have lots of dex.
As for block nodes don't forget how Point Blank interacts with Chain - PB uses targets location when calculating distance for chained projectiles damage. That means for larger groups of enemies you can shoot from far and only 1 target will get lower damage. As long as you have enough life to buffer few unlucky hits you should do fine with good flasks. I'm curious what crit chance you reach with 3 power charges and without them? In my opinion biggest weakness of this build is the int requirement. As long as it's not your first character and you have some more choice in equipment that seems to be fine but it still limits choices a bit. I have been looking for a while but just can't get good int amulet with lots of life for myself. |
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