Make sure to keep your Vitality at maximum when using this, or you will gain no benefit.Įlemental Ranger – Very few Rangers use this Talent because it only affects basic attacks, which rarely deal a Magic Damage type when playing a Ranger. Hothead – This Talent will increase your Critical Chance, which will further boost your Poison Damage (when you Crit). Once Geomancer is maxed, you can place points into Huntsman or Scoundrel in order to gain increased damage from elevation or when Critically Striking.Īs far as Talents go I’d recommend the following: From this point forward you will pump Geomancer in order to maximize your Poison Damage. Then boost Huntsman to 2 in order to gain Tactical Retreat, Barrage and Marksman’s Fang. Next you will place 1 point into Scoundrel in order to gain Adrenaline and Venom Coating.
Venomous Sentries will begin the game with 1 point in Huntsman and 1 in Geomancer. This is a pretty poor Bow, but it does have Poison Damage and Set Poisoned. Do not forget to add further Poison Damage to your weapon via Poison sources like Barrel of Ooze! Venomous Sentry Abilities and Talents Set Poisoned, Set Burning, Set Suffocating, or Set Bleeding are also all great choices as well, because we’ll be using the Torturer Talent, and that makes these Statuses apply 100% of the time when on a weapon. Besides these 2 things, Critical Chance is the single most important thing you can add. You’ll want to make sure that it has a Rune Slot so you can further increase the Bow’s Poison Damage with a Venom Rune. Weapon-wise, you’ll want to look for a Bow or Crossbow that deals Physical and Poison Damage if possible. This is a very focused Build, and these things will help to increase your Poison Damage the most, forsaking anything that boosts Warfare. You want to look for Armour with Geomancer, Huntsman, Wits and Critical Chance. I would recommend doing this later in the game, when your Critical Chance is already around 20% from equipment alone.Īrmour-wise you can really use whatever you wish, but Finesse probably makes the most sense, particularly early on when the Build will be played more like a traditional Ranger. Or, you can increase Wits instead of Finesse, to increasing your Critical Chance, improving your average Poison Damage. This is probably the best option early on, before you gain more of the Skills you need for this Build, and before your Geomancer is very high.
You can place points into Finesse, increasing your Physical Damage dealt, as well as increasing the Poison Damage that your weapon has on it. All work well for this Build, making it quite flexible.Īs far as Attributes go, you have 2 options. You can use Human for the Crit Chance/Damage, Elf for Flesh Sacrifice or even Undead for the Poison Immunity if you wish. The best way to start this Build is by picking the Wayfarer Class, placing all points into Finesse, and selecting Elemental Arrowheads, Ricochet, and Contamination. Of these types, Poison, Fire and Electricity are ideal, because they will provoke the enemy to move, triggering Reactive Shot. Because the attacks done with it are basic attacks, the Venomous Sentry will deal increased damage by using the Elemental Ranger Talent, if the enemy is standing in Poison, Fire, Water, Oil or Electricity. This problem is rectified by using the skill Reactive Shot, which allows you to attack up to 3x for 2 AP.
These two things make up the core of the Build.īecause the Venomous Sentry uses a lot of AP to buff its damage, it doesn’t have a lot of AP left over to attack, which is the main issue with using the above Skills.