User:XT-8147/R/Mo Quick Shot Gunner

Armor
Armor is Grotto 15k druid's, mask undyed, coat and gloves dyed silver, leggings and boots dyed blue.

1.5k Druid's is acceptable, but doesn't look nearly as cool ;)

Weapon
I use Drago's Flatbow, the 10/10 version because I haven't gotten around to farming SF for the 20/20 one.

For the optional slot
Other spirits as necessary to synergize with your party. Or stick a Signet of Capture there.
 * Favorable Winds - speed up your non-Quick Shot arrows, and speed up the Quick Shot ones even more. Try to imagine how fast your Quick Shot arrows would be with Read The Wind as your preparation.
 * Winter - against things that take more damage from cold than from fire
 * Viper's Nest or any other Trap - Useful in tight areas, like in Cantha between Kaineng Center and Maatu Keep.
 * Succor - make a monk love you.

Usage
Once you find the first mob in an area, hit Kindle Arrows, then press spacebar. Once Kindle Arrows finishes (important!) hit Tiger's Fury to speed up your attacks. After the first normal attack, hit Quick Shot, again and again. If you forget and hit Tiger's Fury during Kindle Arrows' activation time, Kindle Arrows will fail at the end of its activation time. Not what you want. These attributes place Tiger's Fury at a 10 second duration, meaning that when it finishes recharging, it deactivates. So hit it when it finishes recharging.

Favorable Winds, though nice for the arrow speed-up and the small amount of damage it adds, isn't all that necessary. With the arc that Drago's Flat Bow has, a properly timed Quick Shot will hit the enemy almost simultaneously as the first arrow fired, though it works better if you're up higher in elevation than the enemy is. Aim for this timing, as it essentially allows you to blast much larger chunks out of the enemy's health at once, creating the equivalent of hitting them with Dual Shot but without the 25% damage reduction per arrow penalty.

Correct timing: Hit Quick Shot when you see the flaming arrow (courtesy of Kindle Arrows) begin to fire from the bow, at this point it will force Quick Shot to queue as the next attack as opposed to making it override the current attack in startup.

You'll spend most of your time hitting Quick Shot. If you find yourself blind, poisoned, or diseased, hit Antidote Signet. Use Troll Unguent as necessary and then get back to killing things.

Viper's Nest works especially well with this build because you'll have 12 in Beast Mastery, which it's linked to. If you don't like just laying it and standing in the center of its area of effect waiting for the inevitable warrior or assassin running past all the other party members just to target you (aww, they like you!), you can use it a bit more actively by laying it and pulling enemies across it. Running in and trying to offensively trap is risky, especially without an evade stance, but I've done it plenty of times. And for all the times I've done it, I've gotten whacked out of it a fair amount of the time, but not quite enough to make it non-advantageous. It also might help that we had a minion master in the party at the time, so there were plenty of warm bodies out there...

Read The Wind + Favorable Winds + Quick Shot
I've been wondering, when you use these three in combination, exactly how much faster do your Quick Shots travel? I want to say that it would be 8 times faster (Read The Wind doubles arrow speed (2x), Favorable Winds doubles that (4x), Quick Shot doubles that (8x)), but I think these skills operate on base arrow speed instead, so it would be 6 times faster ((base_arrow_speed*2)*3). From using my mobile disruption sniper and JI sniper builds, I do know that arrows do move faster under the influence of both Read The Wind and Favorable Winds than under the influence of just one or the other.