80 Human Thief – 80 Human Guardian
80 Norn Ranger – 80 Norn Warrior
I am working on a new Ranger Build here, and my goal is to reserve a fair amount of control while still cranking out Condition/Bleed damage. My control in my own head is to come from the snares, roots, etc that are tied into my abilities in this build, and here it is in detail. I AM LOOKING FOR CONSTRUCTIVE CRITICISM
Role – Roamer
Weapons – SB – S/WH or SB – LB (Situation Dependent)
Pets – Canine, Spider
Optionals – Swapping Out Snake Trap for Frost Trap / Lightening Reflexes
0/30/20/0/20 Breakdown:
By running this route, if you pay attention you will see that I am gaining on single targets consistent Bleed Damage, Condition Damage, and Snare effects, as well as one Immobilizing Effect. I am working my combat strategy, but I am seeing that I am capable of keeping situational control in single target combat for almost the complete duration of the fight.
I am aware that I am loosing a lot by not speccing to get Piercing Arrows, but again, this is for Roaming, and Single Target Dominated Combat.
I revised this a little bit. I realized speccing so heavy into BM to get the F2 snare was pointless when using a my pets because one gives a Paralyze, and one gives a Fear. So I went back into WS to gain the extra condition damage.
I will try to tell you the shortcomings on your spec as I currently see them, firstly on your spec you are not taking a jewel with carrion amulet so I assume you just missed it and it it supposed to be carrions as well. First off your rune choice, currently nightmare 4 piece is bugged and will give double the condition duration it is labelled as, meaning the 4 piece gives 16% duration to all conditions, this is good, however you have overdone your condition duration overall. to attain 4 second crossfire bleeds you are required to give a + 34% increase in base bleeding duration which you currently have 16 + 15 +10 which is vastly overdone. I would suggest to remove agony from the bow and take out 5 of the 10 in beastmastery (which should never really be used as the trait you chose gets refreshed on pet swap anyway, and your pets abilities are not shorter than 20 seconds with the change in f2 recharge rate) and place 5 in marksmanship. This gives you the base amount of condi duration to increase your bleeds while making the overhead as minor as possibly (also increasing all condition durations by 21% instead of 16%).
The next change you should be aware of is weapon sigils, on weapon swap sigils are not allowed to trigger together, and they share the CD w/ on crit proc weapons. So you have to get rid of energy or hydromancy to have it work properly, for the replacement sigil I recommend minor corruption as it will actually assist your spec.
Your choice to wield a warhorn in a condition build is also a poor one. Of course this could be just for movement or something along those lines but you get movement speed in combat and while travelling you can still make good time using sword jumps for speed. I would suggest you try to use either Torch or Dagger for the offhand instead as they both scale incredibly well for condition damage.
Pets dealing additional condition damage is probably a poor choice as well, I am assuming you are using spider pet for the immobilize with the wolf for fear as stated in the previous post. Using this will only really give + poison dmg (which does not do much compared to ther condis already) a slight boost, and the wolf gains nothing. This is a waste of points, Vigorous renewal (+ vigor on every pulse of your chosen heal), Hide in plain sight (30s stealth when disabled) or martial mastery (-20% cd on sword abilities) would probably server you better.
Anyway, I hope that helps you out a bit. Have fun making the build.
I can’t offer much help, but I will say, I tried a spider in sPvP and was quickly disappointed at how frequently it’s arching-projectile type attacks missed and gave up on it.
to meet the criteria u mentioned in first paragraph, in my opinion,i would use
Axe+Torch & Shortbow
Battle sigil+Agony sigil & Battle sigil
Dwayna runes +Carrion amulet
Deadly venom spider + wolf
Troll unguent
Quickening zephyr + Renewal & Stone Signet
Entangle
30/0/20/10/10
Sharpening stone+20%SIgnet CD+ SIgnet of beastmaster
20%Survival CD + 5s regen when burned
regen u applied last 33% longer
20%f2 pet skill CD
IMO,i get good synergy for ranger and pet combo/regen/good cond dmg with average physical dmg/stacking various conditions to put pressure on enemy to remove them/ability to really roam since traps ranger are more for cap point battles
try it out,my fav build for pvp so far
trait IX in BM has bad synergy with wolf imho as it means feared enemies don’t move as far – so you’ll have a harder time getting people off points etc to cap. But don’t know which canine you’re planning to use.
On your runes 90% of the time i’d say it’s best to go with a full set rather than mixing. In this case i think you’d bennefit more from +100 condition damage than you would from + 15% bleed duration (especially since often conditions don’t tick for their full time before being cleansed) so i’d suggest 5 of the first set and 1 of the second.
Might be worth taking offhand training for the extra swiftness uptime if you wanna be a roamer.
I wish I could understand where all the information comes from regarding caps on various aspects. Is that information readily available somewhere of is it found through just massive trial and error ? I am really try to learn as much about the class as I can so that I can become better at it. I appreciate the time put in on the replies btw!
I wish I could understand where all the information comes from regarding caps on various aspects. Is that information readily available somewhere of is it found through just massive trial and error ? I am really try to learn as much about the class as I can so that I can become better at it. I appreciate the time put in on the replies btw!
There is not “really” a cap per say on how much condition duration, with that being said however there is a point where it becomes too much. Bleeds unlike most other conditions ticks on full second changeovers (meaning 1-2-3-4) and its duration does not increase when adding another bleed. What this means is that when you take a bleed and add 3.96s from 3.0s, you have not increased the damage at all and have wasted all the bonus. the same can be said about 4.05s as compared to 4.15s there is no reason to take that additional 10% as it does not increase the bleed dmg overall. Seeing as crossfire was your only choice for bleed damage on your entire original spec (have not looked at your newest revision) there was no reason to bypass the “bare minimum”. Condition duration for poison, burn, cripple, chill, etc all stacks in duration so any tiny bit of condition duration can (not will as poison + burn still tick per second) improve its ability.
For Nightmare being bugged all you really have to test is 2 pc centaur 2pc krait with 5 in marksman and notice that you get 4s crossfire bleeds, then if you change out 2 pc centaur for 4 pc nightmare it will work and give 4s crossfire bleeds when it should not. This means the 2pc (4% condi dur) added to its 4pc (6% condi dur) somehow adds to at least 14% condition duration. You can test the exact amount by inching up marksmanship until marksmanship contribution + nightmare makes the bleeds increase by a tick (from my tests it is 16%).
Most of the numbers are from logic and math, not trial and error.
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