Hey Guys,
my Guild-Mate Balduran recently came up with a, to me, new type of Ranger-Build which I would like to share with you and get your feedback about!
I am not a native speaker, merely trying to translate what Balduran shared on our forums. So please excuse me any lapses, I promise I am trying hard
I. Introduction and Purpose
We are running a guild team of 20-25 Members for GvG fights and Zerg-busting on Kodash. For our certain style of play it is essential to restrict the enemies movement on the battlefield as much as possible in order to deal the maximum amount of damage. Of course the Hammer/Staff Guardian is predestined for such a role, with his Circle on Hammer #5 and the Wall on Staff #5. Yet we were looking for someone to provide an additional, more consistent way to control the movement of the enemy group that cannot be countered by stunbreakers and stability.
The answer was: CHILL
and hence he came up with the Ranger build I will try to line out to you below.
This comes from me now:
For me, chill is one of the most awesome CC conditions in the game. Not only does it slow your enemies movement by 66%, rather than the 50% Cripple can achieve. It also increases the recharge time of ALL the targets abilites by 66%, which is great!
In the current situations, if groups of 20+ players clash most people just dish out all that they have and will be stuck with very long cooldowns. Also Chill is a rather unique condition. As far as I know, apart from the rangers Frost Trap only the Staff Ele is able to set an Ice Combo Field, which can provide Ice Armor (10% Damage Reduction) to you (leap) or 5 Targets (Blast).
Be aware, that his is not meant to be a damage or burst build so don’t expect too much on these terms
2. The Build
here you can find the entire Build written out.
Utilities:
Healing Spring
Muddy Terrain
Frost Trap
Spike Trap
Entangle
Quick word about the trait choices:
The main CC is supposed to come from the traps, hence reducing their Cooldown, increasing their Radius and the duration of the effect applied by them appeared mandatory.
Apart from that we agreed that the traits could be spent more or less arbitrary. He here focused on survivabilty and mobility.
Here he focused on preserving the rangers ability to get out of the way quickly if things turned ugly. This builds focus is to put the enemy on ice and hence CC him as much as possible. Survivability is key.
Concerning the utilities, one might think about switching some traits around and add the Frost Spirit for it also has an AoE Chill field (Not a Combo-Field though) which can (through a trait) also be applied when the Spirit is being killed.
I personally am no big fan of Entangle since the roots tend to be torn apart by AoE damage pretty quickly and am running with Rampage as One instead. ~20 sec Stability is just too great in a GvG situation.
Another interesting choice might be the Grenth racial of the humans since it also has an AoE Chill!
3. Gear
In the setup posted above he used Axe/Axe – Sword/Horn, but really this build can propably be played with a lot of weapon sets.
It is important though to use Axe in at least one Weapon-Set for the #3 singe target chill and the #2 5-times-Combo finisher.
Also, if you look at the sigils, he is using Sigil of Chilling and Sigil of Hydromacy on either weapon set. Chilling will increase chill duration by 10% (with 6x Rune of Ice and the Rare Veggie Pizza Buffod adding up to 70% increased chill duration) and hydromacy will give AoE Chill for base 3 seconds to 5 targets around you on weapon swap. Hence, you will want to run 2 one handed weapons, rather than a two-handed one.
I personally run Greatsword with Sigil of Hydromacy and Axe/Warhorn with Chill/hydromacy and am still fine. Really I guess this will to some extend be up to the users choice.
On the armor you will run 6x Rune of ice. Giving you + 20% Chill duration, a 5% Chance to proc AoE Chill when being hit and +5% Damage against chilled foes.
I go into the stat choice in the theorycrafting section below.
(edited by Gorath.5076)