Range Spike Damage

Range Spike Damage

in Ranger

Posted by: Bombsaway.7198

Bombsaway.7198

Looking to improve my ranged spike damage when I “jump” a loner in wvw. Too often I just can’t kill them before they get away or I don’t get enough damage to make it a fair fight given I’m a glass cannon. I have both full zerker and full rampager/rapid gear.

By spike I am looking at the original melt as well as the ability to dump a large number of conditions potentially on the target. In short, winning the fight early (or putting myself in a good position to win). Typically, you are catching the enemy a bit off guard too.

I tend not to be too interested in melee simply because. I don’t mind swooping in to finish though.

Looking for clever tips and advice.

For example, I have found that high crit chance and sigils of fire help. But I wonder if other sigils add more sizzle on a single target.

I use Ranger runes because that 5% damage seems better than other runes. Not seeing much difference when I pick up the ogre (rock dog one). It might be better when you actually can take a few more hits than my glass cannon!

I find birds can be too slow on the jump getting their initial hits in because of the animation. So I tend to use dogs.

Longbow is sort of made for the “jump em at range” mentality.
My backup tends to be the horn (Hunter’s Call does quite a bit of damage especially if they add bleeds even without going condition) with the axe simply because I hate the sword. Would it be better to use the torch?

I typically run a 30,20,20 build and vary my traits a lot during the course of an evening to match what I think will be the fight. I sometimes also use 20/25/25 to get the maximum +damage modifiers. Just how strong is it to stack the bonuses?

My standards traits tend to be +10% damage when full endurance, eagle eye and then if I go 30 in marksmanship either piercing arrows or spotter.
In Skirmishing, I take quick draw obviously but tend to also take sharpened edges even in a full zerker suit. Is that maxing the initial punch or would companion might or pet prowness be better? I just don’t get a lot of hits early in the fight with the pet so these seem lackluster to me.
Finally, in wilderness survival it is about offhand and survival training.

Style is kill or drop them down so far that by the time they react, the fight is in my favor. Any help with that initial few seconds would be greatly appreciated.

As for utilities, I tend to use Zepher (speeds up the initial attacks) and sharpening stone (adds a lot with hunter’s call and rapid fire even if non-condition build).

Frost spirit never really worked for me without unbound. By the time you cast it, the guy you spotted is far gone.

Signet of the Hunt just to move around a bit faster. Pop it right before I send the pet in too.

Any ideas on pets, gear, traits or rotation changes I should make? Will this work? Looking for a bit of initial burst down BUT I have to be able to actually drop the enemy which is my current struggle.

Range Spike Damage

in Ranger

Posted by: Cufufalating.8479

Cufufalating.8479

No ranger build will be able to drop a half tanky target before they can react, but that said..

You best bet is probably to take 30/30/0/0/10 (for Mighty Swap). Take maybe a wolf on your openning pet for a hopeful knockdown, with a cat on swap.

Then try the rotation

rapid fire > point blank shot > hunters shot >swap to GS > swoop > pet swap (will give you are your pet 3 might and make sure your cat is in range to burst) > SoW (if using SoB trait) > hilt bash >maul

I’d stick with Fire sigil and be tempted to use pet prowness. I mean if you are really going for full burst then drop quickdraw and take companions might/sharpenned edges as well.

I think thats our best burst.. it never goes to plan and even that wont take down tanky target but… Thats all I got

Cufufalating – Ranger / Part-Time Mesmer
Gunnar’s Hold

(edited by Cufufalating.8479)

Range Spike Damage

in Ranger

Posted by: Bombsaway.7198

Bombsaway.7198

Great stuff!

?s

1. With a GS would you bother with Moment of Clarity? Timed right you get a big old maul or swoop? I think it costs too much.

2. The idea of 20/25/25 is that it stacks the initial 2 grandmaster minors both are +10%. Is this worth it versus say a mighty swap (pre Dec 10th when it completely changes)? Which yields more damage?

Ok, make it even simpler. How do you roam in WvW if you are not a defensive spec ranger and love range? (I need to accumulate a lot more gold and laurels before getting yet another set of gear to be tanky) How do you roam if you just have full zerker and full rabid/rampager gear?

Best I have (on a server that gets pretty much dominated) is taken out straggles, folks engaged, and then the traditional scouting for the zerg/taking camps/runes etc.

(edited by Bombsaway.7198)

Range Spike Damage

in Ranger

Posted by: Rym.1469

Rym.1469

^Defensive ranged ranger… It won’t really work. You can have some sustain with Sword/Dagger+Longbow but you won’t kill anything. Stick to balanced power builds, all I can advice. Soldier’s Armor, Berserker Weapons, Berserker/maybe one or two Valkyrie accessory.

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