[HC] 2.0 MartinCreek's Immortal Ranger Build (8 March patch update)

Take this build with a pinch of salt, since it is my first build for a ranger. Be gentle



Build information
I have very low experience of the closed beta, and started playing a few days before open beta hit. This is my first build and the goal for it was to make a close to immortal ranger by the time I hit 70. So far everything is going good, and I am not having any issues up to Act3 merciless.
The build focuses alot of defensive nodes, but I have also thrown in some offensive ones along the path.
Depending on how you feel your health/dps balance is, you can freely choose to get defensive or offensive throughout the build. Personally I went defensive just to see how much health was "too much".
I hope you enjoy the build, any feedback is appreciated. Don't forget to look in every now and then for any changes in the thread.


Gear
Spoiler




Flask setup
Spoiler


Gem guide

Early Game
Poison Arrow
Rain of Arrows(Conc Area/Faster projectiles/faster attacks) / Lightning Arrow(Fork)
Bear Trap
Frenzy


This is what im currently using.
Lightning Arrow ( LMP, Chain, Life on Hit, Weapon Elemental Damage)
Frenzy (Faster Attacks, Added fire damage)
Elemental Hit (Weapon Elemental Damage, Faster attacks, Life on hit)
Bear trap (Added Fire Damage, item quantity)
Grace (Aura) <
Wrath (Aura) < Reduce Mana for these gems if possible.
Anger (Aura) <
Raise Spectre (GMP)
Decoy Totem (Faster Casting)


Bandits
Normal: Help Oak (40+ health)

Cruel: Kill everyone (1 skill point)

Merciless: Help Kraityn (1 extra frenzy charge)

Point per point guide
I decided to make a video tutorial on how I built during lvling. Quality is meh, but hopefully it's helpful.



I am still working on support gems for these abilities, I will keep updating the post with information.





If you want to see how it works out, I am currently running this build at http://twitch.tv/MartinCreek at a lvl 90+ ranger.


Did some changes to the build again, going back to defensive but adding Shock chance and some other small features.

As people asked for what went through my head on this one, it's from a chat with nugiyen and blearghmaster at mumble. We talked endgame and agreed that landing upon 4.500 health and then staying there (from passives) could be abit weak, considering the high damage you already take in 70-72 maps. You can always mitigate damage with armor, but with health you always know what you get.
The sacrifice for this was 30% elemental damage/ 1 extra frenzy charge (9% AS) / berserking (15%). Take in mind that these are not fully fixed percentages, but they calculate in a much smaller proportion then you might think.

The damage from shock is extreme, it is 40% (up to 3 times) extra damage each shock, and is definitely worth the points to get there.

As far as the Resolute Techniques (from here on RT) goes: As we are not getting a lot of accuracy from the build, you will probably land around 70% chance to hit around level 65 (with decent gear and weak accuracy). By the time you pick RT, you will notice your dps going up by a few hundred. And if you feel like getting a bunch of accuracy on your gear later on, do it. You can always refund the few points and spend them somewhere else if you like.


I hope this is enough of a summary, if you have any questions dont hesitate to ask.


2.0 (0.10.2 patch)
http://bit.ly/ZyJib9
*Rearranged the pathing for Berserking, still picking it up but different pathing.
*Picked up the 3 armor nodes at marauder start to make up for the lost armor.
*3x 10% Weapon elemental damage nodes picked up at the ranger tree.



1.5.1
Spoiler

http://bit.ly/XNV5k5
*Added perfect aim, meant to go here LAST.
*Removed int node and str nodes that wasn't doing no good.



1.5
Spoiler
http://bit.ly/15DvhM2
*Removed health nodes near Iron grip (28% Health)
*Removed 2str nodes (20str total) near iron grip.
*Placed those 5 points into 8% Nodes (40% Total health)
*Removed 30str node since no more iron grip and placed it into another 8% life node.
*Removed the points up to iron grip, leaving us at 103 points


1.4
Spoiler
http://bit.ly/12SNN3k
*Removed Iron Grip and str nodes leading up there.
*Added inner force nodes
*Removed armor master & unwavering stance for now, making them optional nodes.
*Removed 30 int node + 10str node on the way since we are overcapped with int at this point
*+2 Points saved in the build, leaving it at 105 points.


1.3
Spoiler
http://bit.ly/Y6shQT
*Removed 3x 8% Health nodes, added 2x 12% and 10str instead.
*Added armor mastery, and removed a failed 10str point near marauder start.



1.2
Spoiler


1.1
Spoiler


1.01
Spoiler
More offensive ISP version
Credits to Pifona for pointers.


1.0
Spoiler
MartinCreek's ISP Build
Credit to Devilsdan and Nugiyen for coming with some input for the build.


Credit:
Credit goes to people who have been helping me finetune the build to it's excellence!
Nugiyen
Pifona
Devilsdan
Pastromy

Many thanks to you guys.
http://twitch.tv/MartinCreek
Last edited by MartinCreek on Apr 6, 2013, 5:21:17 AM
Shameless self bump, will change the build today probably. Just about 3 points but still a noticeable change.
http://twitch.tv/MartinCreek
I found that the movespeed nodes and celerity were incredibly useful, something I saw nugi pick up early on I believe.

Personally have some 38% movespeed without Quicksilver. Perhaps a little overkill, but its saved my life more times than I can count.
Last edited by Lyralei on Jan 29, 2013, 6:24:33 AM
I did think of this, but having movement speed on boots +2-3 quicksilver potions - I feel that my movement speed is above normal right now.

Edit: As you edited yours, i'm at 25% right now. Celerity is just 1 point, as im already next to it. Definitely worth consideration :)
http://twitch.tv/MartinCreek
Last edited by MartinCreek on Jan 29, 2013, 6:27:27 AM
Fair point. I noticed some flaws in my own build too so I took some pointers from yours, especially regarding moving down the Lava Lash path which, retrospectively, was a waste of a few points which could've gone into Life nodes.

Have to make amendments now, since I'm running Explosive Arrow paired with Quill Rain. Very intensive on the health since it costs 56 life (currently) per cast..at 3.45 APS and the additional regen node picked up goes a long long way haha.

Much thanks for the share! You've saved me some regrets ;D
Last edited by Lyralei on Jan 29, 2013, 6:30:46 AM
Glad it could come to use!

I find that the regeneration my build provides makes up for all of the life spent by blood magic :)
http://twitch.tv/MartinCreek
It definitely does! I'm hoping to push my regen up to sustain at least 3 shots of Explosive Arrow. The quadratic scaling of its damage in packs is simply..fabulous.
Updated main post with updated build.


Changed health nodes for more armor and elemental damage.
http://twitch.tv/MartinCreek
Another theorycrafting day! Keep an eye out on the post, will possibly change/add some information.

http://twitch.tv/MartinCreek
Okay updated the main post with information etcetc. :)
http://twitch.tv/MartinCreek

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