(edited by nerva.7940)
Condition Assassin (Bleed Stacking BM Build)
this build is old bro
also that 33% regen trait is bad and I would not take it.
(edited by NaturalPortman.9562)
it’s better now as SB and cats can reliably apply bleeds. SoH is new. dagger instead of torch is new. improved pet condition damage is also new i believe. anyway, nothing too mindblowing, it just works much better now.
anyway, nature’s bounty is quite good with Healing Spring. best tier 1 in Nature’s Protection, unless youre going for power or spirit builds.
(edited by nerva.7940)
I don’t like cond builds much, but anyway i would defo use 1h sword instead of the axe just for the evasive skills, that weapon is really that amazing.
The 33% regen can be decent but is still not worth it imo.
(edited by Fjandi.2516)
I don’t like cond builds much, but anyway i would defo use 1h sword instead of the axe just for the evasive skills, that weapon is really that amazing.
The 33% regen can be decent but is still not worth it imo.
If you’re using Healing Spring Nature’s Bounty is best, if not Nature’s Protection is better.
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos
yea. lots and lots of tank with this build too.
If you’re using Healing Spring Nature’s Bounty is best, if not Nature’s Protection is better.
Troll unguent>H spring imo
troll unguent has its place, it’s trash as an emergency heal as you will die anyways. But against people who just do sustained damage it’s great.
Healing Spring any day for reliable condition removal. with the amount of +healing u get from this build, regen ticks are substantial. with HS and Empathic Bond u dont really need to worry about conditions, unless youre getting focused by 3 necros or something.
With a bunker spec if i need an emergency heal usually that means i have 3 or more ppl on me. In this case i would prefer running away instead of staying in the same place with healing spring cos the second option won’t save my life anyway. Ye ofc if you have to hold a point healing spring is the best choice.
Move points out of Nature Magic to Skirmishing and get Trap Potency! 20 Points in Natural Magic are truly wasted.
Yes and no. Youre giving up a lot of hp and boon buffs just so u can throw one trap. Thought about it, prefer the survivability
You play only WvW Nerva? I’m looking for a build WvW only….
I use a condition damage build aswell, the only changes from your build to mine is that I don’t use traps, because they only properly justify the investment if you use more than 1 and you need to heavily invest in the Skirmishing trait line which is a waste of potential for a condition build.
For that matter I run Muddy Terrain (with the 20% CD from WS) along with condition duration from food will turn that initial immobilize to 3 seconds and turn the battlefield into your advantage for a good 20 seconds, making any profession with lack of range options into sitting ducks for you to snipe as you can even kite better with the new changes to SoH and their perma-cripple.
To couple that, when I run with my guild, usually a 5 man group, I slot Entangle as elite, this skill shines in group encounters due AoE root and bleed which in the middle of a group fight will make difficult to spot those vines immediately and destroy them, which will give you and your group the opportunity to effectively nuke down the enemy group. You also use Muddy Terrain to back up Entangle if there’s a lot of AoE going on which destroys the vines quickly and turn the battlefield in your group’s advantage.
This Crowd Control the ranger provides with these two skills in a group is just invaluable, while traps have some viability in this area, their effect is too ephemeral and pale down compared to the lengthy and wide Muddy Terrain.
The other utility is usually Lightning Reflexes, I grew on this skill because of the short cooldown (36s traited) and the 12s of Vigor (20% boon duration from NH) which along with prot on dodge will make you extremely mobile and damage mitigate a lot easier, and also the need of a stun breaker in WvW is very important.
- Proudly not going to go DH -
I’m looking at you, Rev..
Thanks for the suggestion. Trap may not be needed as I already have 2 cripples and a ton of bleeds. Badly needed an immobilize! Will consider swapping Protect me for LR. SOH is just too good.
(edited by nerva.7940)
We actually have quite a few options for an immobilize. Muddy Terrain is our first and arguably the best option. Un-traited, it gives us a 2.5 second immobilize, with a large area and the added affect of crippling. If you don’t want to give up the utility slot, then I recommend switching your Jaguar pet out for a spider. Spiders have an immobilize in their usable abilities, and the Jungle Spider even has an immobilize as its F2 ability. It does sacrifice your back-up feline, but if you open a fight with spider, use its immobilize, and then switch to your Lynx, then you can also get the 2 seconds of swiftness from Zephyr’s Speed, and then unload your shortbow into your immobilized target with quickness, as well as your Lynx’s F2 to stack bleeds nice and quick.
At any rate, it’s a really interesting build and I intend to try it out. I love playing different condition builds, but all the ones I’ve tried are reliant on either traps or having a torch offhand, so it should be fun. :)