User:Elvenarrow/Builds:R/Mo Burning Arrow Ranger

This build focuses on pressure through spreading heavy degeneration with the elite Ranger skill, Burning Arrow. In combination with Apply Poison, this build is able to spread conditions rapidly, putting pressure on enemy monks, while interrupting enemies in their skill usage. In combination with the Monk's Protection Prayers line, the user is also able to cope with enemy pressure through condition removal.

Equipment

 * Poisonous Recurve Bow
 * Poisonous Longbow
 * Rotwing Recurve Bow

Usage

 * Maintain Apply Poison as much as possible to spread conditions through your attacks.
 * Deal damage and apply heavy degeneration through Burning and Poison through the use of Burning Arrow.
 * Interrupt enemies with Distracting Shot and Savage Shot. Note each interrupt's side bonuses.
 * Use Troll Unguent to counter degeneration and for a self-heal.
 * Remove conditions with Mending Touch.
 * Natural Stride can be used when running flags or simply for a speed boost.
 * Resurrect fallen allies with Resurrection Signet.

Counters

 * Slow hexes that decrease movement speed or attack speed can seriously hamper the amount of pressure you output.
 * Diversion can disable your attack skills for long durations, but you will still be able to spread poison if Apply Poison remains active.

Variants

 * One popular variant of the Solo Ranger/Mesmer FoW build here is to swap Burning Arrow for Poison Arrow, and Apply Poison for Kindle Arrows. This is useful as poison has a much longer duration. You may also bring Dual Shot for extra damage with Kindle Arrows.
 * Pin Down and Screaming Shot can be subsituted for Resurrection Signet for a snare and additional degen.


 * In Alliance Battles and Competitive Missions, swap Resurrection Signet for Pin Down. The former is useless in a game mode with near-instant resurrection, while the latter can be of great use in stopping flag/amber runners


 * Replace Natural Stride with Dodge (or its Factions equivalent, Zojun's Haste) for better running at the expense of being unable to attack. This is useful for amber/flag runners in CM/AB as they will not be attacking but may be the target of hexes (which end Natural Stride).