User:Llorf

This build is designed to farm the Underworld as a solo ranger trapper. The build uses the skill recharge bonus and energy given by the Nature Rituals and Serpent's Quickness to spam as many Dust Traps as much as possible.

Equipment

 * Full Druid's Armor or equivalent in function
 * Two Runes of Attunement
 * The best Rune of Vigor you can afford (but at least a major)
 * Any staff with 15 or 20 energy bonus with + 7 armor against physical damage
 * For extra protection when pulling you could take a replacement armor piece for one of those with a superior rune in it and a staff with +60hp. This will allow you to survive two hits from a Bladed Aatxe.

Usage
This build is for experienced trappers who want more challenge and get all the loot for themselves. It is hard at first but with practice, becomes pretty easy to handle. The idea of the build is to keep the mobs on the Dust Traps for their full activation time. This is difficult as AoE damage causes the enemy mobs to flee.
 * First, choose your trapping spot near an angle or any small confined space (e.g. in the Chamber, just under the stairs, close to the walls). You will want the mobs to be blocked by the walls when they try to flee the AoE damages. Once you've got the trapping spot, put down Energizing Wind and Quickening Zephyr just around the corner/angle, not too close to the wall (about the distance of activation of a trap).
 * Start Arcane Echo and during its activation use Serpent's Quickness so that you have the stance before the casting of Arcane Echo finishes. Then use Echo, Dust Trap, Echo (copied with Arcane Echo), Dust Trap (copied with Echo), and Dust Trap (copied with Echo copied with Arcane Echo).
 * Walk backwards a couple of steps, keeping clear from the wall(always about the distance of activation of a trap) and put down Barbed Trap. As soon as the Dust Traps have recharged, lay them down and keep SQ up (usually wears off at the end of the 5th Dust Trap, so recast) and spam Barbed Trap when possible.
 * After the 7th Dust Trap, the spirits will end. Wait a couple of seconds for EW to recharge, put down EW and renew SQ. Then use Echo, Dust Trap, and the echoed Dust Trap. Keep the Barbed Trap that has recharged unused for your own safety.
 * Now you can go pull the mobs. Hit Whirling Defense during aggro and run towards the spirit and stay put behind it. Usually Aaxtes will focus on it instead of you. Meanwhile they will take all the damage waves from the 9 Dust Traps as they try to flee through the walls.
 * The usage of the build can be summed up with the following sequences (skills numbered from 1 to 8 from left to right):
 * Laying down the spirits, the 3 Dust Traps and 1 Barbed Trap: 1, 2, 7, 4 + 3, 5, 6, 4, 5, 4 (3 is to be cast during activation time of 4)
 * Laying down 4 other Dust Traps and 2 Barbed Traps: 7, 6, 5, 4 + 3, 7, 6 (with good timing you can renew SQ when 4 starts)
 * Laying down a spirit and 2 Dust Traps and Barbed before pulling: 1 + 3, 7, 5, 6, 5

Counters

 * The main flaw of the build is lack of self healing. Surviving in emergency situations and during pulling is possible with Whirling Defense, Barbed Trap, and clever movement.
 * Whirling Defense will prevent most of the hits from foes. However Aatxes hit hard, so don't try to pull them from too far away or you'll have a greater risk to get hit and the traps set might start to go off on their own.
 * When the enemy mob survives the initial traps, run away, put down Barbed Trap, lure the surviving enemies into it, and run far away from them. They should lose aggro.
 * When Smites or Coldfire Nights survive, just run away from them until they break aggro.
 * Coldfire Nights are the hardest mob to kill with this build. Avoiding them is the best tactic. If you can't, lay down your spirits far behind the trapping spot, and trap in multiple spots. 3 Dust Traps, step back a bit, Barbed Trap, step back, Dust Traps, etc... This is to ensure that when the Coldfires run after you they will activate all the traps on the way. To keep them in the traps, you can hit Whirling Defense and come into aggro distance so that the survivors focus on you and stay in the traps.

Variants

 * You could replace Serpent's Quickness with Trapper's Speed. However, it seems that the benefit of SQ is much better as it can also be maintained during the whole trapping process.
 * Replacing Whirling Defense with Flame Trap allows for quicker takedowns, and results in health degeneration on the Aatxes. The only drawback is its harder to pull, so use this variant at your own risk.

Templates
Originally based off of the W/R Melandru's Resilience Totem Axe Farmer, the Melandru's Jungle runner was first devised so I could run the Totem Axe farming route (with variations for fighting). It eventually evolved into a way to map all around the Maguuma Jungle effectively for me. Later, with even more variations, I started running the Sanctum Cay/ToA route from LA for greater profit. Eventually I was able to run most places (except for the Beacon's/Drok's route) quickly and easily.

Equipment

 * Armor - Druid's armor, for the extra energy.
 * Weapons - A Stalwart Carapace Shield from Yorik Warblade and a Axe or Sword with +5 Energy, and +30 Health.

Usage

 * Cycle through Dodge and Zojun's Haste as speed boosts. Storm Chaser is a cover stance, for the gap in stance time.
 * When approaching areas heavily guarded by enemies with Hexes and/or Conditions, switch into Dodge or Zojun's Haste. Use "I Will Survive!" as a cover shout for now, so you do not cancel out the effects of the running stance for Melandru's Resilience.
 * Once Dodge, Zojun's Haste, and "I Will Survive!" have both expired, switch into Storm Chaser.
 * If your health starts to drop below 50%hp, abandon your running stance for Melandru's Resilience.
 * If "I Will Survive!" has recharged, use it.
 * Typically, Your health will return to a safer amount.
 * If this does not work, stop briefly, use "Shields Up!", Dodge, Zojun's Haste, (only if Melandru's Resilience has expired), and Troll Unguent for a heal. If you feel safe enough, use Healing Signet.
 * Continue in this way to a secluded spot, regenerate health, and start out good as new again.

Counters

 * Massive degeneration.
 * Slowed movement such as Crippled.
 * Body blocking by mobs in narrow passages.

Variants

 * I usually do not feel the need for Healing Signet since I have Troll Unguent, But it is fully up to the user.
 * Sprint instead of Storm Chaser. Storm Chaser is statistically better though. It costs 5 more Energy, but your attribute level in Expertise pretty much neutralizes it. Plus, It gives you energy upon Elemental damage.
 * "Watch Yourself!" instead of "Shields Up!" or Healing Signet.

Attributes and Skills

 * Optional: Sprint for Storm's Embrace.

Equipment

 * Preferred bow combinations (although really, any bow can be used):
 * Crippling Recurve Bow
 * Poisonous Recurve Bow
 * Crippling Longbow
 * Vampiric Flatbow
 * A Recurve Bow is usually preferred, for maximum accuracy and minimum flight time. The Flatbow is for speeding up NPC kills.
 * Runes of Minor Wilderness Survival, Minor Expertise, Minor Marksmanship, Superior Vigor.
 * You may wish to take a +5 Energy main hand and a Shield for Flagging or for escaping from enemies.

Usage

 * Keep Apply Poison active when you're attacking to spread Poison with each arrow fired.
 * Snare enemies using Crippling Shot. Remember that this can be used both for offensive purposes (slowing down fleeing targets) and defensive purposes (slowing down foes chasing you or your team).
 * Interrupt enemies with Distracting Shot and Savage Shot. Note each skill's inherent effects besides just the interrupt.
 * Remove harmful Conditions with Mending Touch.
 * Use Natural Stride for a general-purpose speed boost.
 * Heal yourself and counter health degeneration with Troll Unguent.
 * Revive fallen party members with Resurrection Signet.

Counters

 * Illusion Mesmer's fast cast and hexes make them them the natural bane of Cripshots. Depending on your skill, the safest solution lays usually in either interrupt Crippling Anguish and then staying out of range, or using height advantage as leverage for the first shot, and, again, keeping the foe out of range at all times.
 * With little to counter enemy attacks, it is often best to Cripple the enemy and flee when targetted.
 * Because of the slower degen compared to a Burning Arrow ranger, it may become very difficult to take out opposing gankers using Feigned Neutrality.

Variants

 * Natural Stride can be replaced with other speed boosts such as Storm Chaser, Zojun's Haste, or Dodge.
 * For Alliance Battle or Competitive Mission usage of this build, consider taking an evasive or blocking stance such as Whirling Defense, Dryder's Defenses or Lightning Reflexes.
 * Screaming Shot, or, less reliably but more affordably, Hunter's Shot, can provide more Degen and a cover condition.

Templates
The Lightning Hammer PvP build focuses on the stance renewing ability of "On Your Knees!" combined with a powerful ranger stance that increases attack speed and evades attacks. With high elemental armor and near constant physical evasion, this build is highly resistant to most damage.

Variants

 * For the Optional Slot:
 * Dryder's Defenses can give you an additional 10 seconds of evasion, as well as very strong armor increase versus elemental damage. Whirling Defense is also useful and long lasting. Remember that you have +10 armor and possibly +15% damage while in a stance.
 * Storm Chaser is useful to chase down fleeing foes, to quickly engage in melee range, to regain energy, and to escape if necessary.
 * Antidote Signet can remove blindness.
 * Distracting Blow can be a useful interrupt.
 * Nature's Renewal is useful if your team uses few enchantments and hexes.
 * For Alliance Battles, Storm Chaser is a must, but the res signet can be replaced with any of the above option skills, Dodge for running to capture control points, or Healing Spring for large, concentrated battles.

Equipment
Armor: Weapons: Suggested Weapon Mods: Similar Green/Unique Hammers:
 * Sentry's Armor for additional armor while in a stance.
 * Any max damage customized hammer with either +15% damage while in a stance or +15% damage always, energy -5. Energy will likely never be a problem with either build unless you encounter very heavy energy denial.
 * Sundering Hammer of Fortitude for the Lightning Hammer build.
 * Furious Hammer of Fortitude for the Crazed Carpenter/Shakey Tanker builds.
 * It's often beneficial to bring along an extra hammer with an elemental damage mod such as an icy hammer haft to help damage Warriors.
 * Kanaxai's Mallet
 * Vera
 * Victo's Maul

Usage

 * Open with Lightning Reflexes only after you are in melee range, as its duration is short.
 * Spam Irresistible Blow whenever it's recharged. With 13 expertise you can easily manage your energy and deal consistent extra damage.
 * If your attacks are not interfered with, you should be able to use Devastating Hammer before Lightning Reflexes ends.
 * Immediately use Crushing Blow to cause deep wound and extra damage.
 * Immediately use "On Your Knees!" to recharge Lightning Reflexes. Then reactivate it as soon as it times out.
 * Use Troll Unguent only as necessary, as the 3 second delay will cause your stance to end before you can renew it.

Counters

 * On hit hexes such as Empathy or Spiteful Spirit work, but are less useful than they seem. The high damage and slow attack speed of hammers allow the Lightning Hammer build to out damage any individual hex of that type though this may have a greater impact on the Crazed Carpenter build as it tends to hit multiple enemies with Crude Swing.
 * Blindness and Weakness
 * Heavy life degeneration.
 * Adrenaline drain or prevention.
 * Defensive stances, though Irresistible Blow can cause damage through them for the Lightning Hammer build and the AoE damage from Earth Shaker and Yeti Smash will still connect with adjacent targets for the Crazed Carpenter.
 * Damage reducing hexes such as Faintheartedness or Spirit of Failure
 * Anti-evasion skills such as Rigor Mortis, Griffon's Sweep, Warrior's Cunning, or Unseen Fury.

The Choking Gas Ranger utilizes the combination of Practiced Stance and Choking Gas to indefinitely interrupt spells with your arrows. It's specifically aimed at shutting down targets that cast spells. It also uses Seeking Arrows to ensure interruptions on the Ghostly Hero in the Hall of Heroes.

Attributes and Skills

 * Optional slot can be Debilitating Shot, Concussion Shot, Whirling Defense, or Frozen Soil, depending on the team build.

Equipment

 * Your armor of preference, Druid's Armor is nice for the Energy bonus.
 * Best vigor rune possible. All minor runes to conserve health.
 * A good Bow, preferably a Recurve Bow and a Shortbow since you need fast recharge and/or fast arrow travel times.
 * A Recurve bow should be used when interrupting the Ghostly Hero, a Shortbow should be used with Choking Gas.

Usage

 * When only little time is left until start, use Practiced Stance.
 * Make out your target.
 * Once you're almost in range and the battles are starting, cast Choking Gas.
 * Use Flurry whenever possible after Choking Gas is applied. - Practiced Stance lengthens Choking Gas when applied, the stance doesn't need to be kept up all the time.
 * Use Practiced Stance as a cover.
 * Use Distracting Shot on enemies that use Resurrection Signet, Healing Signet, or Troll Unguent.
 * Use Savage Shot on regular basis whenever you can interrupt something and your energy allows you to do so.
 * When attacked by warriors, activate Whirling Defense or Lightning Reflexes (if you have either) or run away.
 * When in Heroes' Ascent on an Altar match or in the Hall of Heroes, use Seeking Arrows and Distracting Shot/Savage Shot to guarantee interrupts on the enemy Ghostly Hero.

Counters

 * Interrupt choking gas.
 * No defense makes it dependent on being healed by someone else.
 * Empathy, Spiteful Spirit or any other anti-attacking hex.
 * Aegis, Guardian, or similar skills (assuming you can't interrupt them).
 * Note: If an arrow is blocked it can still interrupt due to Choking Gas.
 * Blindness and Crippled.
 * You can time 1 sec cast time spells through arrow hits even when they have Flurry up.

Variants

 * For PvE-Content, switch Seeking Arrows with Favorable Winds and use Troll Unguent as the optional.
 * Switch Practiced Stance and Choking Gas with Broad Head Arrow and Apply Poison for a cover condition for single target Dazed effect.
 * Flurry can be replaced by Heket's Rampage. Then the secondary class can be changed (e.g. to Paragon with Song of Concentration).
 * Using Dual Shot as the optional, one can replace Flurry with Flail for extra damage.