6 sec Immobilize & Perma Cripple
Spider is only good for control, its damage is crappy also kind squishy. Yes you can root/cripple , but then what? I would rather to use drakehound, it can give you almost same result but it can give some real damage afterwards.
They can also provide a permanent heal debuff because of the nature of the 3 application poison on I think it’s the jungle spider and then there is the 2 application weakness of the cave spiders f2. The multi application nature is also beneficial for bypassing removal .
They are good control debuff pets. Overall damage not so much.
OoS
A whittling ranger becomes viable by forcing his opponent to whittle
(edited by Arrys.7145)
I also generally prefer to just use Canines for the knockdown (better than immobilize) and cripple, plus immobilize on Drakehound, Fear on Wolf, and Chill on Arctic Wolf if you want it (and these are AoE).
Immobilize and cripple aren’t particularly special on a ranger either. Without pets we have:
- Spike Trap: Immobilize and Cripple. (Immobilize isn’t on the tooltip but it happens)
- Muddy Terrain: Immobilize and Cripple.
- Entangle: Immoblize for varying amounts of time (stupid people get it for a long time)
- Crippling Shot: Cripple
- Crippling Talon: More cripple
- Crippling Throw: Yup, cripple
- Kick (sword 1): Still more cripple
Also worth mentioning is Chill since it is superior to Cripple in every way:
- Winter’s Bite
- Frost Trap
If you like 2 spiders though and it works for you, then just roll with it. It seems most rangers are all about bears, bows and Rampage as One. I run Greatsword and axe/horn with traps specced 0/25/30/0/15 and Arctic Wolf and Wolf as pets and I use Entangle for an elite. Works great for me in PvE and WvW and my opponents almost never move full speed.
- Entangle: Immoblize for varying amounts of time (stupid people get it for a long time)
Not only “stupid people”, roots can’t be damage by the foe’s ranged weapons. So if you don’t have a “melee” weapon, or AOE, you’re not able to break it.
- Entangle: Immoblize for varying amounts of time (stupid people get it for a long time)
Not only “stupid people”, roots can’t be damage by the foe’s ranged weapons. So if you don’t have a “melee” weapon, or AOE, you’re not able to break it.
You can actually walk/dodge out of it a lot of the time because there’s about a 0.1 second gap in the immobilize applications. Condition duration might solve this I’m not sure, but by default you can just walk out a little bit at a time. (This seriously needs to be fixed but it has been this way since beta)
posion chance on basic attack.
Spiders don’t get poison chance on their basic. Devourers do. Spiders can still poison via their poison volley or (for certain ones) F2 ability though.
posion chance on basic attack.
Spiders don’t get poison chance on their basic. Devourers do. Spiders can still poison via their poison volley or (for certain ones) F2 ability though.
TY edited that out was thinking of devourers basic.
I actually like the poison volley vs bunker builds. It applying over 3 attacks vs a single keeps it on over a decent period of time.
OoS
A whittling ranger becomes viable by forcing his opponent to whittle
posion chance on basic attack.
Spiders don’t get poison chance on their basic. Devourers do. Spiders can still poison via their poison volley or (for certain ones) F2 ability though.
Devourers poison on their basic? Holy kitten, did not know that. Must test…
Jungle Spider and Black Widow have stuns on their F2 as well.
I’ve found Jungle Spider and Krytan Drakehound to be very good combo. One is ranged one is melee combat. When I’m picking my pets I always try to think what pets are great for starting a fight and what’s best for finishing a fight.
I like to use spider as my opener, and sometimes if I really want to rail the guy I’m facing I’ll take the Jaguar as my closer.
You really need to think what’s going to effect your build the best. Combo the skills the pet offers off your own skills.
Twitch – Aussie Streamer
I The trait adds a cripple to canine and spider f2, that is a large amount of pets folks, so sure you can pick what you want. Mobilize won’t help much against ranged player but I seem to have found a nice rhythm with them but at a somewhat steep price of drop in damage. I love the fact that as soon as Spider 1 immobilizes your target, count to 3 and switch pets as you flank/drop trap and you get another 3 sec all the while maintaining perma healing debuff -poison- as well as perma cripple.
Been messing around with:
http://intothemists.com/calc/?build=-FV-F-0-wEFu-r2gDV-0;9k4N;2JT-J;119-59A;158-S-k0S;1LNW4LNW46BB
0/20/30/0/20 Healing Spring / SoR / QZ / SotH / Ramp Spider+Spider
SB / S+WH
When I want more burst I swap out SoR and get Flame Trap and I some times I use canines/Lynx when I want to setup Rampage+QZ+Sword burst!
(edited by Cempa.5619)
Do spiders actually manage to hit moving targets now?
Do spiders actually manage to hit moving targets now?
With their F2? nope.
With their basic attacks? sometimes, unless the target makes a double take :/
What two pets is OP talking about?
Do spiders actually manage to hit moving targets now?
With their F2? nope.
With their basic attacks? sometimes, unless the target makes a double take :/
Spiders’ F2 is a buff to their basic ability. If they can hit with their basic, they should hit the ability as well, as long as they hit right after using F2 (I assume the buff is “used up” even if they miss).
Electro you are correct that their F2 is a buff that applies conditions to their basic ability so it hits as reliably as normal. However, the buff is not “used up” if they miss. For example….Forrest spider F2 says it applies poison on your next 3 attacks. What it really does is apply poison on your spiders next 3 “spit” attacks that hit. If it misses, no biggie it will still apply on the next hit. Application is on “spit” only, not on poison gas. I’ve tested this thoroughly.
If you go 20 BM with Intimidation training not only does the Forrest spider apply poison on it’s next 3 hits it also applies cripple each time. Yes, 3x for like 15 total seconds of cripple and even longer duration poison. Cave spider is also excellent with this by applying weakness, vulnerability and cripple on its next 2 hits after using F2. These two spiders + Intimidation training provide unbelievable lockdown and condition application on any class you may come up against.
None of this even takes into consideration Malicous Training which would increase all these condition durations by 50%.
This is severely overlooked and I hate to even clarify this for fear of nerf but since the OP brought it up I couldn’t help but clarify.
Tarnished Coast
Ranger (main) Warrior and Ele (alts)
You can dodge spider attacks just by moving, without ever having to use your actual dodge.
lol.
80 Thief – 80 Warrior – 80 Guardian – 80 Ranger
80 Mesmer – 80 Necromancer
@ darb Thanks great insight!
@ jkctmc One of the best parts of GW2 to me unlike other games is exactly what you described, players need to think about ‘how am I going to land the ability’ I LOVE THAT!
Its not perfect but a starting point for a discussion:
http://intothemists.com/calc/?build=-FV-Fk;1FFu-a2gDV-0;9k4N;19JJ-J1;009-49;228-S-V8S;1jwmAjwmA6gG
10/20/20/0/20 Spider+Spider / SB & S+Torch
(edited by Cempa.5619)
Electro you are correct that their F2 is a buff that applies conditions to their basic ability so it hits as reliably as normal. However, the buff is not “used up” if they miss. For example….Forrest spider F2 says it applies poison on your next 3 attacks. What it really does is apply poison on your spiders next 3 “spit” attacks that hit. If it misses, no biggie it will still apply on the next hit. Application is on “spit” only, not on poison gas. I’ve tested this thoroughly.
If you go 20 BM with Intimidation training not only does the Forrest spider apply poison on it’s next 3 hits it also applies cripple each time. Yes, 3x for like 15 total seconds of cripple and even longer duration poison. Cave spider is also excellent with this by applying weakness, vulnerability and cripple on its next 2 hits after using F2. These two spiders + Intimidation training provide unbelievable lockdown and condition application on any class you may come up against.
None of this even takes into consideration Malicous Training which would increase all these condition durations by 50%.
This is severely overlooked and I hate to even clarify this for fear of nerf but since the OP brought it up I couldn’t help but clarify.
Shh I love my cave spider lockdown when going sniper mode. With 20 in BM I think both cave and forrest become superior to jungle blackwidow. DO I want multiple snares plus debuffs or 1, 2 sec stun.
OoS
A whittling ranger becomes viable by forcing his opponent to whittle