Looking for trapper/surviver build
Well here is what I posted today on my guilds forum:
Ok per request I have my build here; make sure you check out every tab to see how it all synergizes together (like the consumables)
http://gw2buildcraft.com/calculator/ranger/?6.1|5.1o.h17|7.1h.h5.f.1h.hz|1n.719.1n.719.1n.719.1n.719.1n.719.1n.719|411.d1g.211.0.1n.64.211.0.1n.64.1b.67|k18.u28b.a3.a6.0|54.d|4i.50.53.52.54|e
Now in wvw I use Drake pets in the zerg as they have decent survivability and cone aoe condition damage with their F2 ability. It takes a while for it to channel though so good luck with it. Their tail swipe (http://wiki.guildwars2.com/wiki/Tail_Swipe) is a blast finisher that is an aoe which is nice as well. If you want more dps go with felines/birds. If you want more cc go with canines. If you want more ranged go with devourers/spiders. If you are horrible at watching pets health/wanna give them best chance to stay alive go with bears. http://www.guildwars2-pets.com/ Lists all but I think the Red Drake or whatever it’s called f/ Southsun Cove.
Ok I will sometimes swap spike trap out for muddy terrain when in an obvious choke/preventive measure such as by watergate garrison. Or sometimes I’ll use frost trap instead. Those 2 are more cc oriented. It all depends on how I’m feeling ie. more dps vs more cc. http://wiki.guildwars2.com/wiki/Spike_Trap is kinda goofy as you see in that link at the bottom with its quirks so obviously it’s the one I always swap out 1st.
I primarily use an axe/warhorn to build up either condition or power stacks; so add 250 power or condition damage to my build with full stacks (lately been going primarily condition damage though). Then I swap my warhorn in and out nonstop w/ the torch as needed and use the sb and axe/torch combo when engaging the zerg (at least I try to; sometimes I still have the warhorn on which is no biggie). The fury from my warhorn (20% crit) really is nice; especially if I’m fast enough to pop that/swap to torch asap before engaging the zerg with the consumables and sigils I have on my weapons.
Now I don’t “stay on the commander” nonstop because duh I’m playing ranged, not melee. I stay close and try and anticipate enemy movements to place my traps. Plus also I’ll try and line up my arrows to take advantage of piercing arrows and flanking bleeds/damage I get with the sb. But bouncing the axe 1 skill works sometimes just fine as it will hit 3 targets.
Now I realize a lot of this can be changed to do this, that, or the other better. But like I said in my title; this is meant as a trap build for wvw zerging. It has the abilty to tag the most amount of enemies and some cc in there if you want it. Good survivability and decent crit/condition damage. This is not a pve/dungeon build. With a few tweaks this build performs well in spvp from what I have read on the main forums but I don’t spvp personally.
Now before anyone says anything about the longbow understand that lb vs sb loses in dps no matter what build you go (trust me I have read/seen the math hundreds of times on the forums). If you do wanna use the LB (I keep one in the bag and will use on occasion) use the 2-5 skills only then weapon swap to your alt set. When 2-5 LB skills cool downs are are up swap back to the LB; rinse and repeat. On occasion when we are attacking a structure I’ll swap a trait into the 1500 range for LB and pull it out to try and kill enemy siege etc. It only takes me a few seconds to swap traits/weapons.
Finally I will sometimes swap my elite to Rampage As One (the only way we gain stability so it helps offensively) or Spirit of Nature to cast the Nature’s Renewal skill which will rez npc’s and downed allies (great to use on the Lord/Supervisor) just like warrior’s banner rez.
Great thanks for the answer. I’ll look into and tweak things here and there. I would also use the axe/torch and shortbow combo, switching out to warhorn for mobility.
If you prefer melee:
I personally love melee and I love 1h sword. My only complaint is it’s inherent quirkiness. Getting used to breaking the chain so you aren’t always mindlessly flailing in one direction can be frustrating, but once you find the trick you’re ready to brawl. For offhand condition builds, torch is the way to go. Dagger may be prettier and flashier, but burning damage is far more potent than poison. It ticks harder and is more compressed, which makes shedding the condition less efficient. My build also allows for lightning reflexes to give you a stun break for solo/small group warfare.
Healing spring will break all of your immobilizes. You can sub in muddy terrain for massive zerg scale fights.
The trap ranger is incredibly versatile, as far as ranger builds go. He can fight solo by kiting, evading, and outmaneuvering. He can fight small scale by loading up multiple targets with conditions and helping lock down the focus. He can zerg surf by throwing out a wide area of CC to lock down enemies with so area nukers can finish them, or cover your groups retreat from an unfavorable position or circumstance. He can also take a hit.