(edited by No Walking.6349)
New SPvP Ranger Build Discussion
Why do you have shortbow equipped?
Why do you have shortbow equipped?
Meant for it to be LB, just changed it.
Talk to Eurantien.4632 who I believe ran a LB in the last ToL.
I think the SotF build is way more useful for conquest, and I think the SotF build is not very useful for conquest.
Team arena regulars tend to be pretty decent, and they will just annihilate a build like that which has basically no strengths other than an initial damage burst.
For power your probably want:
Pack is like the best. You have like perma swiftness coming out of combat. It’s great. Since you mentioned meta, I have to say. I do not think power ranger will be in the meta (for top tier anyway) for awhile. Reason being that good players know how to LoS well and cover each other and certain team comps just don’t favor the power ranger (ATM I believe power ranger should be the teams only full glass DPS (unless paired with an ele or a mes).
Since this is a discussion of what could be meta I will drop off what I think is meta. Homepoint:
http://gw2skills.net/editor/?fNAQRAnY8fjEq0wa/KusQ1aADhq9JEsVNrAw9O8CX9FbUVF-TJhHwAAeIAILDE4MAAa/BA
Though to be completely honest. Power and Condi ranger on a team would be killer. However, depending on future trials, full zerker homepoint ranger could become a thing…TBD
Am I good?… I’m good.
(edited by Eurantien.4632)
I think the SotF build is way more useful for conquest, and I think the SotF build is not very useful for conquest.
Huh?
(edited by No Walking.6349)
Thanks for the build. Do you think the survivability you lose by putting that last 10 into skirmishing rather than wilderness survival is worth it? That extra vigor on heals and protection on dodge rolls is a massive help when melee gets in close.
Also, why runes of the Pack?
Thanks for the build. Do you think the survivability you lose by putting that last 10 into skirmishing rather than wilderness survival is worth it? That extra vigor on heals and protection on dodge rolls is a massive help when melee gets in close.
Also, why runes of the Pack?
Pack runes boost power and precision. They also give fury and swiftness which are both things you lack while camping in longbow. I personally find Moment of Clarity to be amazing and don’t like giving it up.
I have heard the best runes for DPS are ogre followed by pack. For what pack gives, I would go with pack.
Am I good?… I’m good.
Thanks for the build. Do you think the survivability you lose by putting that last 10 into skirmishing rather than wilderness survival is worth it? That extra vigor on heals and protection on dodge rolls is a massive help when melee gets in close.
Also, why runes of the Pack?
Pack runes boost power and precision. They also give fury and swiftness which are both things you lack while camping in longbow. I personally find Moment of Clarity to be amazing and don’t like giving it up.
I have heard the best runes for DPS are ogre followed by pack. For what pack gives, I would go with pack.
Been trying it out for a couple matches now, liking the damage a lot. I may have to stick with it this way. I’m still using signet of the hunt though for that opening strike on maul. The speed is nice too.
I think the SotF build is way more useful for conquest, and I think the SotF build is not very useful for conquest.
Huh?
Exactly that. SotF is the best LB build, or one of the best. I don’t think LB is good for conquest.
Exactly that. SotF is the best LB build, or one of the best. I don’t think LB is good for conquest.
I wouldn’t say that. A viable long ranged burst does open new doors in terms of tactics a team could use, like sniping at a bunker to force it to either leave point to engage or die, then have a teammate slip in behind the bunker to de-cap it.
It’d be a good counter against turret engineers I feel. Mainly because a turret engineer is the only bunker that has to leave 90% of their build behind if they want to leave the point.
Only time will tell, but there’s at least a chance the new longbow could make it into the meta.
After the last patch before summer I created this build as I expected it to work extremely well, granted I used a berserkers amulet but after much discussion with another ranger we both stuck to using this rabid variation. This build is viable at home/far point play. People who disagree don’t understand how the meta works, even in a coordinated team this could work well, but spirits would play off better. The main feature of this build is that you can and will win 90% of every 1v1 fight you have. It struggles against sustained condition damage and phantasm mesmers but other than that it is really simple to play, and when you get good you will recieve daily qq
You can find me in PvP | I normally answer PMs
Talk to Eurantien.4632 who I believe ran a LB in the last ToL.
I think the SotF build is way more useful for conquest, and I think the SotF build is not very useful for conquest.
Team arena regulars tend to be pretty decent, and they will just annihilate a build like that which has basically no strengths other than an initial damage burst.
Many wrongs in this post.
I played quite a number of Team Q and Solo Q as power ranger these 3 days.
My conclusion is power ranger works much better in Team Q because there’re more decent bunkers and less roaming scrubs that’re just pew pewing from far and ignore all nodes and let them freely be decaped. TBH power ranger has quite a few skills to help them stay on a node for some duration, as well as many CC that can stop people from standing inside the node. GS 4, GS 5, SotS, LB4, wolf f2, dogs f2 are all some good examples.
I’m still convinced a little bit more to 6/0/2/6/0 and way more sustained approach with Traveler’s, Sigil of Ice on LB and LR/X/SoS Entangle.
I’m thinking about dropping Traveler’s in favour on Pack too, but I’m just so used to steady mobility increase.
Still Hunter at heart and treating kiting as a Holy Grail .
[SALT]Natchniony – Necromancer, EU.
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