Talents and rubies who haven't found their way to the ranged dps build
- even though I haven't included them in my PVE build, that doesn't mean these aren't useful in, for example, a melee build :
- Lunge/Reflex action
. Basic damage dealer with a melee weapon. Usable in melee builds and since you get rank 1 of lunge anyway, usable at starting levels too. Ranks increase damage dealt.
- Speed attack/blink attack
. Teleports you to the target's back, dealing damage. This is like a warrior or palladin charge, only better - it can't be interrupted. Higher ranks increase damage delt, decrease cooldown, and increase thedistance from with you can teleport.
- Crippling blow
. Melee skill, it damages the target and applies a bleed ( DOT ) on it with damages the target every second for 10 seconds. Higher rank increases damage delt.
- Flury of blades
. Another melee skill and the counterpart of Rapid fire. Channeled ability ( can be interrupted ). Deals damage to the target and prolongs any knockdowns the target had on for the duration of the effect.
. Melee skill and the second that utilises dragon tears to be cast. Teleports you a X number of times to a random enemy, inflicting damage. While this skill is active, you are immune to negative spells and control effects. Useful for PVP purposes. Using Dragon tears of higher quality increases the damage dealt.
Rank 1 : cast time 2 seconds, teleports you 5 times.
Rank 2 : cast time 3 seconds, teleports you 7 times.
Rank 3 : cast time 3,5 seconds, teleports you 8 times."Convenience" and other rubies not used in the above build.
- Enlarged quiver
. Lets you store an additional 2 arrows of each magical arrows type in your quiver. Getting both rubies means you'll end up with 7 arrows of each type. Personally I find 5 enough, but if you're into it, go for the 7 arrow quiver.
- Quick recharge
. Automatically creates 2 magical arrows of each type. Useful when you're in dire need of arrows.
- Will to live
. Each ruby gives a 5% increase to stamina and a 5% increase to healing recieved. Because scouts have no self-heal, this is more a party/raid ruby. I'd take these over the armor rubies if you want more survivability since 15% in heal increase + 15% extra stamina means more than just 17% increase in armor against melee attacks.
Still preference, pick the one you deem fit to use.
- Battle hardening
. Increases your base armor by 5%/11%/17% for each rank.
- Blinding flash
. PVP only skill, usable by both melee and ranged builds. Has a huge radius, very useful in uncovering invisible targets like scouts/mages/bards.
- Cat's swiftness
. Nice PVP ruby, each rank reducing the duration of stuns, knockdowns and movement impairing effects by 17%/34%/50% per rank.
- Smoke cloud
. PVP skill, renders everyone inside the cloud invisible to the outsiders. Lasts for 12 seconds with an 80 seconds cooldown.
. Each ruby gives a 5% increase in rage to a total of 15% increase at rank 3. Reccomended for PVP.
- Mental resistence
. My personal favorite in defensive rubies, increases willpower by 3%/6%/9% depending on rank and decreases duration of blinding, fear and panic effects by 17%/34%/50%.
- Killer instinct
. Increases your endurance by 3% and finese by 1% for each ruby, to a total of 9% increase in endurance and 3% increase in finese.
- Lightning reflexes
. Decreases damage of AOE's inflicted on you dependent on number of allies you have in sight. Not a ruby woth investing into.
- Last laugh
. PVP skill, after you recieve a fatal blow your health goes to 100%, movement speed increased by 60%, energy cost of all your skills decreased by 100% and you are imune to any kind of damage of control effect. Lasts for 6 seconds. After that, well, you die.
- Quick march
. Using the skill you'll get arround level 37 from Htt instance, you will get a speed boost increase by 80% for 5 seconds.
- Quickened reflexes
- Increases your chance to dodge by 33% per ruby and reduces the energy cost on speed attack/blink attack & recoil/sommersault by 17%, to a maximum of 100% increase in dodge rate and 50% energy reduction of the skills mentioned above with all 3 rubies.
- Fear of death
. This skill will give you the option to teleport once your HP drops below a set ammount ( depending on the rank taken ), allowing you to teleport to teleport to a random direction in a 10/20/30 yard radius. Useless for PVE, barely usable for PVP.
. Decreases your threat level by 7%/14%/20% depending on rank. Useless in PVP, would have it's use in PVE if you were generating WAY more agrro, but this mostly isn't the case, since both warriors and paladins generate enough agrro to keep anything you throw at bay. Do not recommend taking this.
- Master of survival
. Increases your elemental, nature and divine resistances by 4%/8%, depending on rank. Self-explanatory, use one ruby only as a bridge to get armor/dodge rubies along with blinding flash if you're melee/PVP spec, but taking 2nd ruby of this would be a waste, rubies could go somewhere else.
- Sharpshooter rubies
. Increases the effects of the precision shot arrows by 20/40%. Not worth taking in PVE, though very useful in a PVP build, especially if you have rank 3 precision shot.
- Merciless shot
. Damages the target, knocking it down for 4 seconds. With a 5 second cast time outside of combat and a 10 second cast time inside the combat, this isn't a very practical skill. Though it's always fun to pick this up while leveling and one-shot mobs with it if you don't have anything better to do. Respec out of it at endgame.
- Set of antidotes
Your Escape artist skill also disables one poison and one disease effect from you. Useful in both PVP and PVE.
- Aura of Ferocity
. Increases physical damage dealt by the whole party by 5%/10%/15% ( including you ) but reduces your armor by 30%. Not recommended in PVP, usable in PVE as an alternative to Aura of Regeneration. Keep in mind though, you can only use one aura at a time, never both at the same time. This however doesn't mean that someone else from your party can't use the other aura.
For example you can use Aura of Regeneration and a warrior aura of ferocity, the whole party will recieve both effects.
- Fencing master
. Each ruby taken will increase your parry chance by 25% and your overall melee damage by 1%. With all 4 rubies taken, you will have a 100% increase in parry chances and 4% melee damage increase. Recommended for melee builds.
- Extensive wounds
. Each ruby taken will increase the bleeding damage of Crippling blow by 13%/27%/40%, depending on the number of rubies taken. Very useful in melee builds.
- Deep wounds
. These will increase the duration of the bleed effect caused by Crippling blow by 2/4/6 seconds, depending on the number of rubies taken. Again, a melee skill, though not very useful in my opinion. Scouts are not meant to focus multiple targets ( switch from one target to another ) and that would be the only reason why you shouldn't take these rubies.
Crippling blow is spammable and frequently used in a melee rotation, so adding extra seconds to it's duration is just overkill. Rubies could be spent elsewhere.
- Razer rush
. AOE melee skill. Inflicts damage to all enemies in front of you. Taking more rubies of this will increase it's damage. Useful for interrupting flag capping.
- Coup de Grace
. Another melee ruby. This ruby will produce aditional damage if your Flury of Blades talent goes uninterrupted. Each ruby will increase the extra damage. Keep in mind Flury of Blades is a an ability that can be interrupted, so take this ruby at your own risk.
- Extra speed
. Two rubies that decrease cooldown of Speed attack/Blink attack by 10% each and increase their range by 10%. Taking both will give you a 20% decrease in cooldown and 20% increase in range, duh.
. A must have for melee builds, take this to rank 3. Each ruby taken will give you 1 stack of Suddeness
effect after you perform a Quick/Blink attack
. Suddeness effect reduces damage you take by 25%.
Taking all 3 rubies will grant you 3 stacks of Suddeness effect. Besides Suddeness, you will also recieve 1 stack of Sudden Strike
with increases the damage of your next Lunge/Reflex Action by a certain ammount, depending on the number of rubies taken.
- Lucky Blade
. Just a damage increase ruby for Lunge/Reflex Action. Good for melee builds.
. In the past this ruby used to make scout be able to hit targets who were positioned behind you in melee range. Now that everyone can do this, this ruby has been altered. Now every hit of your Flury of Blades will damage another enemy within 7 yard radius from your current target.
- Mean tricks
. Each ruby gives a flat 15% damage increase to your Sambo roll
& Quick/Speed attack
skills. Taking all 3 rubies will give you a 45% damage increase.
. Decreases the cooldown and your movement penalty of your Vanish
skill, also increasing it's duration. These effects will increase with each ruby taken.
This ruby should only be taken if you have at least rank 2 Vanish
in order to maximize it's potential. Keep in mind however that if you take even one of these rubies, after you get visible again, you will be unable to use Steady/Solid shot & Double Shot
skills, the number of seconds in with you're unable to cast them depending on the number of rubies taken in this skill.Reincarnation skills
Once you own a reincarnation and level it to level 45, you can choose one of these following skills and use it on your scout. Make sure to choose what better suits your playstyle.
Also, these are the two skills you can transfer from your scout to your reincarnations :Bow vs X-bow
In the weapon choice category, oppinions are biased. Some say bow, some say x-bow. Myself I've always preffered x-bow over bow in PVE and PVP ( especially PVP ). With the latest talents added - and here I'm reffering to Onslaught - along with Aura of regeneration and Rapid heartbeat rubies, you have enough energy regeneration to use a x-bow to it's full capacity with minor energy problems.Leveling tips :
There isn't much, if anything, to add to this category with wasn't said already in previous guides.
While leveling, if you complete all the quests available in one zone, chances are you'll be one or two levels ahead the starting mobbs from the next area, so don't bother yourself with concerns over your stats not being good enough for them.
Use Recruiter's chest only after completing a quest with rewards a better piece of equipment - in order to save a gear spot for recruiter's chest - and balance your stats from there. Usually the chest is going to give you a piece of equipment containing the stat with you lack most, so it should be easy.
Once you've unlocked rubies at level 10, head straight for the crit rubies on the tranquil arrow ruby grid. Once you have those, go for the damage boosters in the steady shot ruby grid and you're good to go.
Some leveling builds - you don't have to follow these builds 100% as everyone has different play styles - Build 1Build 2
Also, keep your stats as close to this while leveling :
luck : somewhere arround 30%-40% ish
finese : anything higher than 0% is good.
expertise - somewhere arround 9-10%
strength - whatever you have left.Single target PVE rotation:
Rotations are something different. Single target always open with branding shot followed by double shot + incendiary arrow/crippling arrow. Next try solid shot x2 to bait double shot cooldown. If DS reset doesn't come, rapid fire is there for you as a filler. Once rapid fire is done, double shot should be off cooldown and with enough energy to cast it.
Remember to always keep incendiary arrow and branding shot on your target. Also, you can craft arrows while in combat between waiting times too, don't forget that. It's better to start crafting early in the fight if you know it's a long one to save you the trouble later, especialy if you have a smaller quiver. Don't overdo it though, enchancing arrows in the middle of the fight without putting any DPS on the table isn't cool.