Tarnished Coast Server
Chill Ranger.
Tarnished Coast Server
Hiya. I’ve decided for my own sake to split up my two rangers. I am making one pure power based builds, and the other more for condi/pressure builds.
I’ve also always liked the idea of condi rangers that were geared for soft controls like Crippled and Chill. I feel like it could be a pretty valuable addition to any havok team.
So, this is my preliminary build concept. I’m looking to steamline it a bit more, possibly. Any advice or critique is welcome.
I tweeked a few things for more swiftness up time , and changed a pet to make use of the frost trap , a bird with leaps in its auto attack chain , using the frost trap for pet granted>frost aura any cleave or Aoe direct attacks that hit your pet will cause chill too and it gives the pet a 10% damage reduction.
I moved the 30% chance on hit to chill to the Shortbow when you get pressured , its normal to evade with daggers then throw a few attacks then move onto kiting your target, the chill on the shortbow makes it easier with the added Cripple it gives so you can get into the flanks, using the higher uptime of swiftness through the pet and weapon swaps.
shortbows 20% cooldown reduction will give you more poison volly up time and skill 3 swiftness/evade too.
this should allow you to kite all day while applying condis.
since there is no Empathic bond, you might want to try it with a -40% condi reduction and test if it does enough without the 40% or a simple mango pietroll ugent for soild healing while you kite around.
then see if the poison master trait is needed as the poison uptime is near perm, it might be worth putting Empathic bond in but swap the Wolf for a Black Bear for Aoe Weakness that will let you boost your healing effectiveness through less damage taken/ evades , that bear can used to soak heavy condi pressure while weakening targets.
there slowed Endurance+chill+cripple and your new swiftness uptime works perfectly in favour for flanking with shortbow+30% on hit for chill+bleeds in double stacks.
I hope these examples help
Probably just want to go all in on traps and take flame trap over sun spirit. I dont see any real gain in taking one trap and one spirit and ending up with insufficient traits for both of them.
Rune of Grenth is probably better than Rune of Ice for condition builds.
Theres no need or gain from taking apothecary trinkets. You have no regen or any other healing besides TU, which scales pretty poorly with Healing Power. You’d be better off taking dire or rabid trinkets, or at least swapping your healing skill for HS.
Gunnar’s Hold
I run a dps chill ranger atm, and it works great. I agree about just moving to full traps, good synergy there already. I had used chill type runes before but travellers is nicer since it frees up your bar for traps.
So many things… firstly you need around 100% condition duration to deal with warriors, they will laugh at you otherwise. Trap potency is a trait you should aim for, you’ll get upwards of 20sec aoe chill on the trap. At this point I wouldnt worry about your pets chill but wtever. Mainhand axe has a really nice chill, I use it instead of short bow. Are we talking wvw or pvp? Because for wvw axe/axe is very cool, but you’ll need more evasion in pvp like axe/dagger.
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
Warrior and Elementalist can easily become immune to chill, cripple and immobilize in WvW, so beware of that.
Not “immune”, the condition duration modifiers are additive, so they subtract their reduction directly, then it gets calculated. If you have 100% duration modifier they will still eat full duration in spite of all their reductions. Aim for at least 80%.
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
Warrior and Elementalist can easily become immune to chill, cripple and immobilize in WvW, so beware of that.
Not “immune”, the condition duration modifiers are additive, so they subtract their reduction directly, then it gets calculated. If you have 100% duration modifier they will still eat full duration in spite of all their reductions. Aim for at least 80%.
Did that change? because I remember hearing that condition duration reduction gets applied at the end, so after the increases. Which would mean immune.
Always been this way, mostly tests done to show the -40% food wasnt overpowered. Modifiers cancel eachother out. Probably not common knowledge though.
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
ok that’s really good to know. I’ll delete my post then.
I’ve been running a chill ranger since the April 15th patch, and had theorycrafted one using Grenth Runes for when the runeset got buffed (it did).
Granted that I play primarily PvP, but: http://gw2skills.net/editor/?fNAQRAnY8fjMq0savK+rQ0aAAhaZAUAtnhmNGcuEPRBPqA-TJhHwACOJAh2fAwTAwYZAA
Also, that’s just the spirit version (spirits are still unfortunately considered the “meta” build). My preferred build is dual Birds with 0/2/6/0/6 Celestial with the same runes/weapons and SoR, SotH, and SotW, with the pet crit damage trait in Skirmishing, same WS traits, and Might/Vigor on Pet Swap with the new Healing F2 trait.
Anyhow, yeah, those are PvP based though. I particularly love chill ranger because it’s the closest thing we have to Magebane Interrupt Ranger from GW1 where we could punish opponent cooldowns.
I’ve been working on a bow version but can’t tweak the traits just right and figure out which utilities I want. Right now my theorycrafted version has me at this: http://gw2skills.net/editor/?fNAQNAV8fjMq0savK+rQ0aAAhaZAUAtnhmNGcuEPRBPqA-TJxFwAJuIAo2fAwTAoZZAA
Which essentially allows each weaponswap the possibility of applying 6s total chill with weapon swap, and then 3 every 10s after that, but ideally you’d be swapping more often than that, and only sticking primarily in shortbow for teamfights where you don’t want to be in the fray if you don’t have to be.
I prefer the Axe/Dagger Sword/Torch when I can afford to run it though. It just doesn’t necessarily always “carry” as hard in PvP, not to mention the rage inducing factor that the shortbow has being that it is an autoattack centric weapon.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
Testing these, and hybrids thereof. Who knows, maybe i’ll find the right amount of control im looking for somewhere in the middle. These are good suggestions, and I hope to get some mileage out of it.
Many thanks!
Tarnished Coast Server
Hi OP,
You have too many points vested in Nature Magic/Vitality—and the last two traits in that tree do not serve your purpose—put those two points into Marksmanship/Power, and take Malicious Training giving your pets 50% condition duration increase.
Take Bowl of Garlic Kale Sautee food for +40% condition duration—you do not want to ‘waste’ all the effort you took in making a chill build for your enemies to suffer only a small duration.
Hi,
When I think in ‘soft condition’, I think in a ‘bonus condition’.
So… why not use Power on Child Ranger?
http://gw2skills.net/editor/?fNAQNBHhFakRlOWLZxlFuWDkHULDgCu5RsDu/ilIuL4xE-TJhBwAAOFA82fIyTAwbZAA
The Copper Ram @ Jade Quarry
I really like the idea of a chill ranger as its different (and we have lots of pets that apply the condition for some nice variety away from the “meta”) but what exact benefits would I have? I feel like going into chill or taking chill traits takes away from my effectiveness of just power burst or just condi, so what benefits would I have from my enemy having perm chill for example? Thanks for the feedback in advance
It benifit is simply that it screws with your opponents entire playstyle and rotation and can really throw them off. It can be hard to see the impact it makes because there are no shiny numbers to look at on our end, but its like poison and weakness.. it just sits there in the background completely ruining your opponent, possibly without them even realising it, by slowing their CDs and more obviously stopping them moving more or less at all.
Perma chill is obviously the dream but it will never go down like that, but even a 50% chill uptime will mean melee opponents cant get to you, they cant effectively run away, they cant kite you if they are ranged, their skills will be taking 33% longer to come off CD which will hit their DPS and defence, it just all round messes them up.
Also as far as condition builds go, its surprisingly easy to incorpation lots of chill into builds without changing much or reducing your effectiveness elsewhere. Power builds are a little more fiddly just because they rarely use traps, and the MH axe is not as good, but you can still get it in there a bit with something like this which is just a general CC build rather than only chill.
The only real downside to it is against warriors and sword thieves (or more specifically Acrobatics thieves, which is almost always done with S/D) then chill and other soft CC really doesnt stick so your plan is somewhat out the window on that one.
Gunnar’s Hold
(edited by Cufufalating.8479)
It benifit is simply that it screws with your opponents entire playstyle and rotation and can really throw them off. It can be hard to see the impact it makes because there are no shiny numbers to look at on our end, but its like poison and weakness.. it just sits there in the background completely ruining your opponent, possibly without them even realising it, by slowing their CDs and more obviously stopping them moving more or less at all.
Perma chill is obviously the dream but it will never go down like that, but even a 50% chill uptime will mean melee opponents cant get to you, they cant effectively run away, they cant kite you if they are ranged, their skills will be taking 33% longer to come off CD which will hit their DPS and defence, it just all round messes them up.
I see. Thanks for the insight Now would it be possible for someone to have a video showcasing the potency of a chill oriented ranger? Or a chill build in general from any class?
Ignoring pets for the moment, at the end of the day, you’re only going to get 30% chance to chill someone. If you use food—and it only works at night—you can get an additional 40% chance, but factoring in the chance overlap;
30% + 40% = 70% / 2 = Average chance to chill (at night) 35%
So basically, a large majority of the time your opponents will not be in a chilled state, which is sad, given that one is built and traited entirely for the purpose of chilling enemies.
Unless my calculations are wrong (specifically concerning the chance overlap) a Chill build is going to detract from your overall effectiveness, it’s untenable.
@Pure Heart
I’m curious what it is you’re looking at there? Are you looking at just using Sigil of Ice and the food? Because obviously you’re not going to get very far with just that :s
Gunnar’s Hold
Hi OP,
You have too many points vested in Nature Magic/Vitality—and the last two traits in that tree do not serve your purpose—put those two points into Marksmanship/Power, and take Malicious Training giving your pets 50% condition duration increase.
I looked into this and I cannot seem to find the trait you mentioned. It’s on the Wiki, but its not on my hero panel, nor is it in the config tool.
Tarnished Coast Server
Op, its II on marksmanship
@OP,
Take a look at this tweaked version of your build.
50%—60% condition duration, 1345 condition damage
Fully utilized spirits, with an additional chill opportunity + 10% damage on hit chance
http://gw2skills.net/editor/?fNAQNAnYVjEqUvarKGsQ1iAAhaVA0sGa2Xjh7l4JSiK2bC-TViBABAcCAKUPQzHCgEVCGmyPe2fYU1fi4JA8nmASBAxaA-w
@Cufufalating
You’re right, just relying on the sigil and food your chances are limited. (approx. 35%)
However, I feel that even with all your other sources of chill, namely;
Icy Screech (pet), Frost Trap, Cold Snap (Spirit), landing them is highly circumstantial.
The end result is that the build, while indeed well-specced for chill, completely lacks in condition removal, and has very low dps, the damage it does deal from conditions is spread out over time, which naturally, many enemies will have healed or removed those conditions.
At best, a chill build can serve merely as support in a group battle—which is what the OP is after apparently—wanting to be a “valuable addition to any havok team”
(edited by Pure Heart.1456)
I really like the idea of a chill ranger as its different (and we have lots of pets that apply the condition for some nice variety away from the “meta”) but what exact benefits would I have? I feel like going into chill or taking chill traits takes away from my effectiveness of just power burst or just condi, so what benefits would I have from my enemy having perm chill for example? Thanks for the feedback in advance
Well, there’s a lot of different things that Chill accomplishes that helps not just you, but your team too. The up front advantage is the movement speed reduction. Being able to help you and your teammates escape a melee opponents damage is crucial, and with certain builds offering up perma/near perma chill, it greatly increases the overall kiting potential you have against a chilled opponent.
The other side to that is that pets become more reliable damage sources against chilled opponents. Some people may call it “compensating” for the AI, but melee pets become inescapable regardless to a person who is constantly chilled.
Moving beyond that, Chill also impacts opponents cooldowns by 66% as they use skill while chilled, which isn’t visibly noticeable at all, but is exactly extremely important. This means that potentially, an opponent has to wait 66% longer for their heal or utility or damage skills before using them again.
It’s essentially offense, defense, and utility, all packaged into one condition, and, assuming that you would be using Axe for a chill build, you can also maintain perma-weakness, while having one of the most consistently re-applicable chill sources in the game.
@Thread;
I see that there is a duration debate going on for chill. I think it would be valuable to discuss sources vs duration, and what a good ratio would be. For instance, at what point would running Hydromancy Sigil by better/worse than the chill duration sigil? Is it more important to have more sources of chill, or more duration, or should both be maxed out to their full potential? Is there a point of over investment? (like when using a runeset/sigil only gives a minor benefit to chill where another runeset/sigil could be more efficient).
Just things that ran through my mind to discuss.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
I think sources are a priority foremost because even you have a high duration but with only limited sources for it, it will get cleansed leaving you with limited options to re apply it
I think sources are a priority foremost because even you have a high duration but with only limited sources for it, it will get cleansed leaving you with limited options to re apply it
The best chill output I’ve found per duration is just going all in on chill. Axe/Dagger and Sword Torch, Sigils of Ice and Hydromancy, with Grenth Runes and 4 in Marksmanship (also, Malicious Training and an Owl).
That hits 50% duration (no, I didn’t calculate for food, somebody else that WvWs more can do that) which turns all of the 2s chills to 3s, meaning than on any given weapon swap, with sigils alone, you have 6/9 (2/3) chill uptime.
Axe now has kitten of chill, healing skills also do and AoE kitten chill, and an unlucky person is going to hit you and get kitten of chill. Oh, and the double hit of the owls F2 with Malicious Training should be 9 seconds of chill.
So, lots of chill lol.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
I think sources are a priority foremost because even you have a high duration but with only limited sources for it, it will get cleansed leaving you with limited options to re apply it
The best chill output I’ve found per duration is just going all in on chill. Axe/Dagger and Sword Torch, Sigils of Ice and Hydromancy, with Grenth Runes and 4 in Marksmanship (also, Malicious Training and an Owl).
That hits 50% duration (no, I didn’t calculate for food, somebody else that WvWs more can do that) which turns all of the 2s chills to 3s, meaning than on any given weapon swap, with sigils alone, you have 6/9 (2/3) chill uptime.
Axe now has kitten of chill, healing skills also do and AoE kitten chill, and an unlucky person is going to hit you and get kitten of chill. Oh, and the double hit of the owls F2 with Malicious Training should be 9 seconds of chill.
So, lots of chill lol.
But even with near permanent chill or a good uptime of chill and constant applications, will you do enough damage compared to your opponents? In a pvp setting its one thing to keep your foe chilled all the time to drag them down, but you’re still not too helpful of a player if you do no damage. How would you suggest we can still be effective? I’ve tried this kind of full chill build and I didn’t find myself as useful as other ranger builds
I think sources are a priority foremost because even you have a high duration but with only limited sources for it, it will get cleansed leaving you with limited options to re apply it
The best chill output I’ve found per duration is just going all in on chill. Axe/Dagger and Sword Torch, Sigils of Ice and Hydromancy, with Grenth Runes and 4 in Marksmanship (also, Malicious Training and an Owl).
That hits 50% duration (no, I didn’t calculate for food, somebody else that WvWs more can do that) which turns all of the 2s chills to 3s, meaning than on any given weapon swap, with sigils alone, you have 6/9 (2/3) chill uptime.
Axe now has kitten of chill, healing skills also do and AoE kitten chill, and an unlucky person is going to hit you and get kitten of chill. Oh, and the double hit of the owls F2 with Malicious Training should be 9 seconds of chill.
So, lots of chill lol.
But even with near permanent chill or a good uptime of chill and constant applications, will you do enough damage compared to your opponents? In a pvp setting its one thing to keep your foe chilled all the time to drag them down, but you’re still not too helpful of a player if you do no damage. How would you suggest we can still be effective? I’ve tried this kind of full chill build and I didn’t find myself as useful as other ranger builds
This is exactly how I am feeling, chill is a good concept but for PvP (IMO), it is hard to utilize since you will get focused on and given the fact that the space on PvP to fight on is pretty small. I most often get wrecked, yeah I chill-lock them but I cant do enough to kill them.
I’ve been talking to other 2 rangers to theorycraft with the chill concept and hopefully we get something that will prove really viable. I tried the concept of chill and interrupts on my mesmer ( I main lockdown mes btw) and interrupts were abundant but the chill application is not so I decided to try other classes.
I think sources are a priority foremost because even you have a high duration but with only limited sources for it, it will get cleansed leaving you with limited options to re apply it
The best chill output I’ve found per duration is just going all in on chill. Axe/Dagger and Sword Torch, Sigils of Ice and Hydromancy, with Grenth Runes and 4 in Marksmanship (also, Malicious Training and an Owl).
That hits 50% duration (no, I didn’t calculate for food, somebody else that WvWs more can do that) which turns all of the 2s chills to 3s, meaning than on any given weapon swap, with sigils alone, you have 6/9 (2/3) chill uptime.
Axe now has kitten of chill, healing skills also do and AoE kitten chill, and an unlucky person is going to hit you and get kitten of chill. Oh, and the double hit of the owls F2 with Malicious Training should be 9 seconds of chill.
So, lots of chill lol.
But even with near permanent chill or a good uptime of chill and constant applications, will you do enough damage compared to your opponents? In a pvp setting its one thing to keep your foe chilled all the time to drag them down, but you’re still not too helpful of a player if you do no damage. How would you suggest we can still be effective? I’ve tried this kind of full chill build and I didn’t find myself as useful as other ranger builds
This is exactly how I am feeling, chill is a good concept but for PvP (IMO), it is hard to utilize since you will get focused on and given the fact that the space on PvP to fight on is pretty small. I most often get wrecked, yeah I chill-lock them but I cant do enough to kill them.
I’ve been talking to other 2 rangers to theorycraft with the chill concept and hopefully we get something that will prove really viable. I tried the concept of chill and interrupts on my mesmer ( I main lockdown mes btw) and interrupts were abundant but the chill application is not so I decided to try other classes.
This, I think, http://gw2skills.net/editor/?fNAQNBHhFakRlOWLZxlFuWDAIULDg7tZO0CujieYsL4xE-TJxFwAJOFAr2fAwTAoZZAA can spwam chill and can be effective doing damage.
Axe+ Warhorn / Greatsword [prime]
The Copper Ram @ Jade Quarry
As far as the damage goes, you absolutely most run, at least in PvP, Axe/Dagger and Sword/Torch with and be fairly comfortable at dueling with that playstyle.
The builds I run for chill builds are:
BM: http://gw2skills.net/editor/?fNAQRAnY8fjMq0vaBLWsQ0agDhqdJ8rjArA4dxusXdBPqA-TJhHwACOJAh2fAwTAwYZAA
Traps: http://gw2skills.net/editor/?fNAQRAnY8fjMq0ua3K+rQ0aABhaVA0+FS2Wgd9mBbQBPqA-TJhHwACOJAh2fAwTAwYZAA
Spirits: This: http://gw2skills.net/editor/?fNAQRAnY8fjMq0savK+rQ0iABhaVA0+FS2WgV968IWiCeUB-TJhHwACOJAh2fAwTAwYZAA or http://gw2skills.net/editor/?fNAQRAnY8fjMq0savKeqQ0aABhaVA0+FS2Ww9RsEFRBPqA-TJhHwACOJAh2fAwTAwYZAA
Compared to a typical build from any of the previous PvP metas, these builds are by far higher damage (except for before the pet nerf where we could do some crazy things with pet damage, but the pets did have worse AI then too).
These builds are played mostly within 600 range, mind you. You have power/precision/ferocity and conditions all backing your offensive power, and the loss from a typical condition build in about 300 condition damage is more than made up for in the direct damage stats gained, not to mention that it makes your damage output far less linear, especially in a metagame where condition cleanses are so prevalent on half the popular classes to play in PvP right now.
Another option, for 10% more chill duration, is one that I run with spirits as well, which is this: http://gw2skills.net/editor/?fNAQRAnY8fjMq0savKeqQ0aAAhaZBEAtnhmNGcuEPRBPqA-TJhHwACOJAh2fAwTAwYZAA
Now, the thing to note is that none of these builds are truly perma-chill, BUT, you do have enough sources, reapplication, and up-time, along with cripple sources as far as additional soft CC goes, to hurt opponent cooldowns and in general, be the best “chill trainer” in the current PvP metagame (chill-trainer: you train them down with chill and other conditions, essentially removing them from a fight).
Also, I have been playing around with my chill builds versus other classes, and they are no as effective on some classes as others. Engineers can manage to remove chill quite frequently for instance, with their healing turret, and it is on a low enough cooldown that without the proper amount of pressure on the engi, if the are lucky enough to keep getting the chill cleansed, than they don’t feel as pressured as some other classes.
Necros will cleanse you once with their healing, and their other two typical cleanses should be dodged (staff 4, dagger 4), and other than that, they eat chill full force. With warriors, it’s all about not wasting chill while they have zerker stance active, and not standing in their LB F1 fire field to provide them cleansing for it (even if you know when to dodge, your pet still gets hit by the F1 and gives them cleansing, and against warriors, you want to chill as a defensive option to kite, but make sure to keep the condi pressure going, especially poison to counter heal sig).
Elementalists will cleanse it if and not be affected too much by chill if they are running Ether Renewal, but that is a long channel, so be sure to interrupt it with your wolfs fear, because most eles that get their heal interrupted melt soon afterwards, especially if they are using it after being out of all of their other healing sources as they cooldown.
Lastly, and the hardest counter to our chill build, is other rangers with Empathic Bond. Ranger chill duels last forever, because EB just keeps cleansing the chill off, and a lot of the time, the chill doesn’t stick long enough to even affect cooldowns.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
Cont.d:
The classes I didn’t mention are very affected by Chill. Guardians can cleanse it, for instance, but their cooldowns are their lifeline, both bunker and damage variants, and slowing them so they take damage and are more able to be focused on top of increasing the time it takes to get their survival options back hurts their survival about as hard as it can possibly hurt a class in GW2, except:
Mesmers. Mesmers will hate you. Typical mesmer builds lack a way of cleansing at all, and rely on mobility and cooldowns for defense, meaning you are hitting them about as hard as a class can be hit by these builds. Poor mesmers, the meta hates right now lol.
Thieves are a mixed bag. Chill doesn’t affect initiative, but a thief that is hit by chill is such an easy target, and they don’t typically have cleanses either, that it does hurt thieves overall ability to survive and stay in a fight, and it definitely makes it so that there are less situations where they can safely jump into a fight, burst, and get out without taking massive damage, or just outright dying.
Overall, even though there are a few classes that deal with it better than others, the fact is that chill right now is something we are the BEST at, and rangers don’t get to be the best at things that often. A lot of it does come from gear options that are available to other classes, but it is the unique playstyle of Axe/Dagger and Sword/Torch that essentially has us weapon swapping on cooldown and puts us in range of Hydromancy always being able to be landed that makes it so powerful, and Axe 3 is easily the best single target chill in the game (utility too, as it is also a perma weakness skill).
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
As far as the damage goes, you absolutely most run, at least in PvP, Axe/Dagger and Sword/Torch with and be fairly comfortable at dueling with that playstyle.
The builds I run for chill builds are:
BM: http://gw2skills.net/editor/?fNAQRAnY8fjMq0vaBLWsQ0agDhqdJ8rjArA4dxusXdBPqA-TJhHwACOJAh2fAwTAwYZAA
Hi! I’d just like to let you know I’ve been using your chill BM Build for the past day with amazing results Both 1v1 and in a team setting (although I only play hotjoins atm) I’ve had great success and often end up top player on the team. Will definitely try out your other variations soon. Thanks!
As far as the damage goes, you absolutely most run, at least in PvP, Axe/Dagger and Sword/Torch with and be fairly comfortable at dueling with that playstyle.
The builds I run for chill builds are:
BM: http://gw2skills.net/editor/?fNAQRAnY8fjMq0vaBLWsQ0agDhqdJ8rjArA4dxusXdBPqA-TJhHwACOJAh2fAwTAwYZAA
Hi! I’d just like to let you know I’ve been using your chill BM Build for the past day with amazing results
Both 1v1 and in a team setting (although I only play hotjoins atm) I’ve had great success and often end up top player on the team. Will definitely try out your other variations soon. Thanks!
No problem! I’m glad you enjoy it
I don’t want to take all of the credit, I actually took the idea from Kanscout. He played on the team with Super that won the first PAX tournament, and would even back then run with the old, not buffed grenth runes with Axe/Dagger Sword/Torch Spirits.
All I did was take that idea, translate it onto our other condi builds, and I’ve been running grenth runes with Axe since PAX. But when they buffed them April 15th, it made the chill output so crazy strong since we can also run Hydromancy runes with other swap runes, that a lightbulb went off in my head going “we’re going to be an even more amazing class at soft CC now, and nobody is going to chill more than us.”
But no, I’m glad people are enjoying it! I hope it gets more popular, because it’s an amazing build, and I found out first hand that it can be very frustrating to play against hahaha.
@Thread;
If anybody is feeling like trying the shortbow version out, I think I’m sticking with this:
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat