Project 875

Project 875

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Posted by: misterdevious.6482

misterdevious.6482

25 Stacks of Might * 35 = 875.

The Goal: Help design a practical build ( by ranger forum standards ) for PvP, WvW, or Dungeons that puts +875 Power and +875 Condition Damage on the pet as quickly as possible and maintains it as long as possible, generated entirely by one ranger player without using Rampage as One, while having enough survivability to keep both Ranger and Pet alive. Or find a lower number that is actually practical.

Technical Note: I play with my Pet Management window open, shoved off the left side of the screen so that only the pet’s numbers are visible. When Condition Damage reaches 875, I know it has 25 stacks of Might.

This is how the fight starts:

  1. Equip 2 drakes, Greatsword/Sword/Torch/Flame Trap.
  2. Approach the target, get close.
  3. Ignite the enemy and yourself (Flame Trap + Swoop).
  4. Tell your pet to attack while swapping to Sword/Torch. The pet may Tail Swipe in the short duration fire trap, but sometimes it will do a couple other attacks first if it is actually touching the enemy.
  5. Immediately after swap, burninate them (Off-Hand Training makes the torch radius larger and easier for the pet to combo in).
  6. Attack until Drake #1 grants AoE Might (3 stacks for 20-30 seconds depending on whether Concentration Training worked). Tail Swipe also inflicts 5s of Weakness (not on the tooltip).
  7. Immediately afterwards… Mighty Swap pets and tell Drake #2 to attack as you leap backwards.
  8. Leap forwards to refresh/restart the 5s fire shield, landing just in time to receive AoE might from Drake #2 as the enemy gets more Weakness.
  9. Your allies now have 6 stacks of Might, your Drake will have at least 9, and you will have at least 6.

You and your pet will have more Might:

  • Depending on how many times you have been hit by enemies while you have Fire Aura up.
  • Depending on how many times your Sigil of Strength has procced.
  • Depending on whether your Sigil of Battle has triggered or not (people complain about buggy cooldown on it.)
  • Depending on whether you chose food that gives +20% boon duration, 10s of Might on Kill, 5s of Might on Dodge, or 40% chance of 5s Might on crit during the daytime.
  • Depending on whether you took runes that have a chance of granting 20s of Might on hit, extra boon duration, extra Might duration, or something else like granting Fury for more crits or Protection/Regen for more survivability.
  • Every Pounce you do with the Sword can grant up to 3 stacks of 5s Might to the pet (if it hits 3 targets).
  • Every crit you land can grant 1s of Might to the pet if you take Companion’s Might (though Pet’s Prowess usually better choice).
  • Might duration can go over +100% depending on your choices.

I’ve been experimenting with combinations of gear and traits, and the results so far are fine for farming Orr, and usually hover been +400 and +875 to the pet’s power and condition damage from Might, but I hope to improve on this (and that was without master maintenance oil.. I always forget to buy that.)

What I haven’t really nailed down yet is finding a good balance between:

  • More ways to gain Might versus longer Might duration.
  • Precision (to proc more Might) versus Survivability (to melee while getting hit with Fire Shield on).
  • Generating enough aggro so that things will want to hit you (not your pet) and give you Might, without killing you.
  • Including Fury or not (for more Might crit procs).
  • Pet Survivability while its fighting right next to you against really hard hitting foes.
  • Whether to replace the Flame Trap with a Frost Trap for some Frost Aura survivability and less Might. (You can have both Flame and Frost Shields up at the same time if you are careful where you combo.)

In open world the technique described above is pretty straightforward… the mobs are predictable… positioning the drakes is easy… not much Pet Survivability is required… and Might on Kill food builds pretty fast. It is in the other areas where it gets tricky where there are fewer enemies, and each one hits much, much harder and the human players tend to move so you may need more control…

What I’m asking:
Any suggestions on how to make Might stacking on you and your pet practical anywhere outside of open world content? It seems to require turning yourself into a proccing pin-cushion of doom, and outside of open world I have not been able to find a nice balance between tankiness and Might generation that gives my pet 25 stacks of Might most of the time. It may be impossible. It may be impractical. Need input.

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Project 875

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Posted by: kokiman.2364

kokiman.2364

Your character looks like a centaur. Are you a centaur?

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GuildWars 2

Currently playing Heart of Thorns.

Project 875

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Posted by: haxi.9038

haxi.9038

Your character looks like a centaur. Are you a centaur?

Guess his character is the grawl trapper with a pet centuar?

Project 875

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Posted by: misterdevious.6482

misterdevious.6482

I chose that shot because it showed without Rampage as One the pet had 25 stacks of Might and me 17, and it also clearly showed the Weakness caused by Tail Swipe that isn’t listed on the tooltip.

I did like kokiman’s drawing though.

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Posted by: Psymon.4750

Psymon.4750

Another way is to have 15 in nature magic and at least 10 in beast mastery to grab mighty swap as well as 20 in marksmanship and 10 in skirmishing. pet would be jungle stalker and any other of your choice. the traits are as follows Marksmanship- activating a signet gives might, in skirmishing- critical hits grant might to your pet, in beast mastery- pets gain 3 stacks of might when activated in battle. Weapons are sword warhorn/ what ever else ya like. utilities are 3 signets or 2 and qz, and any heal personally i would pick heal as one or healing spring to use armor runes to grant might when using a healing skill. weapon sigils are battle on each weapon set also add precision to stack crit chance.

now with 15 in nature magic what ever boon u get ya pet gets as well with usually a way shorter duration so when we get might we give it to the pet the way we use the build i said is simple. enter combat with other pet out and non sword/horn set out. once in combat pet swap and then weapon swap as u weapon swap use the f2 of the pet while quickness is activated followed by warhorn 5 skill . that should be 18 stacks so far . next activate 2 signets such as hunt and renewal cause they recharge faster and instant cast. now we up to 20 next auto attack with qz for fast might stacking on auto attack with sword 1, and bam 25 stacks of might on a high critting pet. if using crit gear u should also have added a few more crits in if taken the pet gets might when critting trait also can use warhorn 4 if your picked them traits seeing as it has a good change of critting.

also other weapon set can be sword torch for extra fire field for help with gaining might as well

(edited by Psymon.4750)

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Posted by: misterdevious.6482

misterdevious.6482

Jungle Stalker vs Drake

  • Stalker can grant 5 stacks of Might for 10-15s to allies.
  • Drake can grant 3 stacks of Might for 20-30s to allies if you can get it to combo (harder to perform if target is moving or other fields are down.)
  • Stalker has nice single target damage.
  • Drake has ok cleaving damage.
  • Stalker applies Bleeding naturally and can be traited for more.
  • Drake needs to land a difficult F2 or be traited to bleed to use its bonus condition damage.
  • Stalker has higher crit rate.
  • Drake has higher power, toughness, vitality and a self-heal chomp.
  • Stalker inflicts Vulnerability.
  • Drake inflicts Weakness.
  • Stalker uses its F2 to gain Might.
  • Drake has powerful (hard to land) F2 skills that can benefit from Might.

Having one Stalker and one Drake might be a good way to go, but it would probably require more investment in pet survivability.