My ranger build
I think your condi duration is messed up. You need to hit the next full second tick for it to do anything. You could get (over) 100% bleed duration by switching to krait runes and using a sigil of agony. (Or go for burning, whatever works out the best once you factor in what you want to do with equipment.)
Do you get swiftness from your buddies?
(edited by Fluffball.8307)
yup, when running with friends and roaming swiftness is not a problem. Thinking of upping burning over bleeding.
Hi Vesus! Just a few idea:
The Pizza with the 2 points in MM is enough for +50% condi duration. If you cannot hit the 100% the rest of the condi duration runes/sigils are wasted.
Sigil of Doom is good if you want more poison uptime but you have a lot of access to poison anyways. I think it’s “overkill”, check out the sigil of Torment on the Axe. Sigil of Venom is the same… you have permapoison on your Dagger offhand + your petswap.
If I were you I would swap the dagger with the torch. So you have a cripple and poison+evade with your ranged weapon and in the same time you have fire field and a ranged attack with your Sword. Also you can leap into your Fire Field with Sword for Fire Shield. You cannot do this with the Axe.
Utilities: You have enough Survival skill to get rid of the conditions already. I wouldn’t suggest using the pretty weak Sharpening Stone Utility. You have it in the MM line anyways (and it procs the SotF grandmaster trait!). You can try Muddy Terrain instead. Or you cannot go wrong with any trap skill (untraited, only for the utility) or any Spirit (you have a free adept tier place since Evasive Purity is not a must-have in this build I think….).
Happy hunting!
Thanks, I would do those changes and test it soon… if I still have money, I will change some sigils and runes. Maybe something like this:
If frost doesn’t work, will think of going with sun or stone for extra survival during skirmishes (aoe protection is a nice thing to have)
If you’re going to take a spirit, you might consider dropping entangle and the trait strength of spirit for spirits unbound and spirit of nature. Having a spirit that doesn’t move in the vast openess of WvW roaming I think will be disappointment.
On the other hand, I’d probably take muddy terrain and call it a day. That’s an incredibly strong skill, especially when you have friends, and it’s a survival skill to boot.
Then Muddy Terrain and switch nature 4 for dunno, 6-8-10…
Out of those 3 I would definitely take VI. As you said, protection is never a bad thing. That trait has saved my booty so many times (it triggers before the damage happens.)