(Outdated) FSX90's IR Life Tank Ranger (work in progress) (Ranger)

Submitted by FSX90 on March 3, 2014 - 3:58PM CST
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Description

Tanky, Great AOE with Lightning Arrow (work in progress/advice appreciated)

Suggested Leagues: Standard, Hardcore

Passive Skills

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Gems

LA Shotgun

Lightning Arrow

Fires a charged arrow at the target, causing them to be struck by a bolt of lightning which damages nearby enemies.


Lightning Arrow
Lesser Multiple Projectiles

Causes 2 additional projectiles to be fired by projectile skills.


Lesser Multiple Projectiles
Chain

Projectiles chain to nearby enemies as they hit their targets.


Chain
Mana Leech

Restores players mana based on damage dealt to enemies.


Mana Leech
Reduced Mana

Reduces the mana cost of the skill.


Reduced Mana
Weapon Elemental Damage

Increases elemental damage dealt by weapons.


Weapon Elemental Damage


Single Target Frenzy

Frenzy

Performs an attack that gives the character a frenzy charge if it hits. Frenzy charges increase your attack speed.


Frenzy
Physical Projectile Attack Damage

Increases physical projectile attack damage while reducing projectile attack speed.


Physical Projectile Attack Damage
Faster Attacks

Increases the attack speed of physical skills.


Faster Attacks
Reduced Mana

Reduces the mana cost of the skill.


Reduced Mana


Defensive Utility

Enduring Cry

Performs a warcry, adding endurance charges proportional to the number of surrounding enemies. Taunts all nearby enemies to attack the caster.


Enduring Cry
Rejuvenation Totem

Summons a totem that has an aura which regenerates life for you and your nearby allies.


Rejuvenation Totem
Molten Shell

Summons fiery elemental shields providing additional armour for a short duration. If cumulative physical damage prevented by your blocking or armour reaches a threshold, the shields explode outwards, dealing fire damage to surrounding enemies.


Molten Shell
Cast When Damage Taken

Supported skills have a chance to cast supported spells when you take damage. You cannot cast supported spells directly. Also reduces damage taken.


Cast When Damage Taken


Escape+Aura

Smoke Mine

Places a mine that will teleport you to it when detonated. It covers both your escape and arrival with a cloud of smoke that blinds enemies, and gives you a temporary buff to movement speed.


Smoke Mine
Clarity

Casts an aura that grants mana regeneration to you and your allies.


Clarity
Blood Magic

This skill is cast using life rather than mana.


Blood Magic


Flasks

Flask Set 1

Life Flask

Restores 960 Life over 8 seconds.

Consumes 10 out of 30 charges on use.

Each percentage of quality adds 1% Life restored.


Life Flask
Mana Flask

Restores 550 Mana over 7 seconds.

Consumes 20 out of 40 charges on use.

Each percentage of quality adds 1% Mana restored.


Mana Flask
Mana Flask

Restores 550 Mana over 7 seconds.

Consumes 20 out of 40 charges on use.

Each percentage of quality adds 1% Mana restored.


Mana Flask
Jade Flask

Increases your Evasion Rating by 3,000 for 5 seconds.

Consumes 40 out of 60 charges on use.

Each percentage of quality adds .04 seconds to the duration.


Jade Flask
Quicksilver Flask

Increases Movement Speed by 40% for 5 seconds.

Consumes 20 out of 50 charges on use.

Each percentage of quality adds .05 seconds to the duration.


Quicksilver Flask


Bandits

Help Oak in Normal Difficulty - Rewards +40 to Maximum Life
Help Oak in Cruel Difficulty - Rewards +12% to Physical Damage
Kill all the bandits in Merciless Difficulty - Rewards 1 Passive Skill Point

Gear

Before Iron Reflexes, you want to use armor/evasion hybrid equips.
After IR, stack PURE evasion.

The mods that you want to focus on are... +Evasion, %Evasion, +Life, %Resists, and +/%Physical Damage.

With IR and all those Evasion+Life nodes taken, Evasion>Armor.

Guide

The focus of this build is to not die. You'll have a ton of armor, a ton of life, and you'll use ranged attacks to keep enemies away from you.

So you start off the game with the Evasion+Life nodes. Then work your way down to Iron Reflexes, picking up a few life nodes along the way. During this time, you should focus mostly on getting armor/evasion equips with +Life modifiers. Rush 2 Coral Rings. You'll probably have to use +Strength amulets in order to equip some of the gear. You won't have any Life Regen until you reach Golem's blood, so if you absolutely need Life Regen, you can invest in the Heart of Oak passive, but it's easy enough to make do without. You can use whatever weapon you want at this point, but if you want to use a bow, take only up to Aspect of the Eagle in the passives tree.

After you hit Iron Reflexes, you're now a god. You can run into the middle of enemies, cast Enduring Cry+Rejuvenation Totem, and their foolish attempts to hurt you will tickle (I'm not recommending you do this, but it can be done). Instead of going for Armor/Evasion gear now, you can stack evasion only, and the passive evasion nodes will give you more defenses than with actual armor. Work your way over to Iron Grip and Unwavering Stance, taking more health nodes along the way. Iron Grip will give you a fairly large boost to your damage output, and Unwavering Stance will help you if you somehow do find yourself in melee range.

From here, you can invest a few points deeper into the Duelist tree, but it's entirely feasible to skip those for things like Heavy Draw, Point Blank, Talons of Murder, Revenge of the Hunted, Gymnastics.

If you have any comments/advice please let me know. This is a work in progress after all.

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