Forum Link Code:[url=]E-R Thunderbow[/url]
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This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

Thunderbow is an elementalist/ranger intended for use by Kurzicks in Fort Aspenwood. It makes use of the skill Thunderclap to trap groups of enemies in a pattern of repeated knockdowns. This serves to:

Attributes and Skills

ElementalistRangerElementalist / Ranger Attribute Rank
Air Magic 12 + 1 + 3
Energy Storage 8 + 1
Marksmanship 9
Wilderness Survival 5
Thunderclap

Thunderclap

Lightning Orb

Lightning Orb

Lightning Strike

Lightning Strike

Gale

Gale

Troll Unguent

Troll Unguent

Apply Poison

Apply Poison

Brambles

Brambles

Natural Stride

Natural Stride

Equipment

Usage

The lockdown is achieved with Thunderclap and a steady, uninterrupted stream of attacks from the Shortbow. The gap between the time it takes your enemy to stand up and the time it takes the next shot to hit is a fraction of a second, meaning the enemy will not have a chance to use a skill longer than 1/4 cast time or move before being knocked down again. To add sustained damage, have Brambles deal 5 damage + bleeding on each hit, and use Apply Poison to add an additional 4 pips of degeneration.

As battle begins, move with the rest of your team to claim a mine. If there is no major enemy group approaching, clear the Luxon Longbows with Lightning Orb and Lightning Strike. If you do see a large mob approaching, set up Brambles and lock down the threats - this should enable your allies to break away and get amber safely to the Gatekeepers.

Do not be afraid to die. When you are resurrected, you will have full energy. Dying is energy management. If you resurrect and your base is under attack, set yourself on the cliff overlooking the purple or orange gates, and target any convenient foes with the lockdown. Since these areas are often filled with enemies, you can often lock down 4 or more Luxon Warriors, Rangers with Pets, Minion Masters with their minions or foolhardy W/Mos and 'sins.

If your base is well under control, you can attempt to solo the Command Points. Take out the priests first, then the commanders. It is hard but not impossible to solo the Green Amber Mine.

If enemies get past your gates, then you can take three actions.

Counters

Variants

Notes

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