User:Bluemilkman/buildarchive/Any-Team Portable Swamp

Portable swamp is a build designed to use the generally less used Ranger Nature Rituals.

Ground Ranger
Equipment:
 * Full Druid's Armor set for maximum energy. With a +1 Expertise mask.
 * Any weapon that gives extra energy, and +5 armor

Energy Ranger
Equipment:
 * Full Druid's Armor set for maximum energy. With a +1 Expertise mask.
 * Any weapon that gives extra energy, and +5 armor
 * A recurve bow when spamming poison. Preferably a Poisonous Recurve Bow of Fortitude  with a Strength and Honor inscription.

Debilitating Ranger
Equipment:
 * Full Druid's Armor set for maximum energy. With a +1 Wilderness Survival mask.
 * Any weapon that gives extra energy, and +5 armor
 * A recurve bow when spamming poison. Preferably a Poisonous Recurve Bow of Fortitude  with a Strength and Honor inscription.

Haunting Presence
Equipment:
 * Full Shaman's Armor set for the extra Armor. With a +1 Communer's Headwrap.
 * A Ritualistic Ghostly Staff or equivelent.

Usage

 * This build is based on energy denial and Famine, with a small amount of degen and spike. When the battle begins stay by the base and have the rangers start spamming spirits.  You should start with Muddy Terrain so you have more time to place spirits if the other team rushes you. You should also place the skills that can hurt the team (such as Quicksand and Quickening Zephyr) near the end when the opposing team starts closing in.  When a ranger finishes placing his spirits, he should start trapping, with Whirling Defense as a cover.  When Whirling Defense ends, be sure to fall back and wait for it to recharge.  With Quickening Zephyr, Whirling Defense should recharge in 30 seconds, allowing you to use it more often in battle.  When a spirit that a Ranger is responsible for dies, the Ranger should stop trapping and replace the spirit.  If possible, the rangers should only use their reSes on the Ritualist.


 * The Ritualist should go about his business spamming spirits. When someone needs to be Resurrected one should place Restoration on the corpse, and then use Spirit to Flesh, for nice nearly full rezes, if one can't get to the body due to the mob, get within the aggro circle of the body, and place the spirit there. The rez will not be as good, so be sure to warn the ranger when you are rezing that way.  Of the utmost importance, the Ritualist should keep Spirit Light Weapon up on anyone being attacked.  As a weapon spell, it is not affected by any of the spirits, and since this team is extremely spirit heavy, it's very unlikely anyone would NOT be within the aggro circle of a spirit. That, plus Whirling Defense as cover, should suffice for the healing.


 * Be careful, remember the ranger spirits effect your team as well. Be sure never to hit 0 energy.

Counters

 * Interrupts
 * Energy Denial Mesmer
 * The Skill Spiritual Pain

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