TJ's Ranger Guide

TJ's Ranger Guide

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Posted by: TJV.6239

TJV.6239

I thought doing a guide for PvE Ranger would be a good idea. For context, Ranger and Engineer are my two mains and I have been playing the Guild Wars take on Ranger/Hunter classes since Guild Wars 1. I love the class, the pet mechanic, their weapons (although I’m still holding out for access to a staff) and the “survivalist adventurer” and “natural magic” archetypes. In Guild Wars 1 my favourite builds tended to focus on combat, generally playing Ranger/Warrior or Ranger/Dervish or Ranger/Assassin. I played all of the classes during Beta but “fell in love” with the Ranger.

So let’s get onto the important things.

What the Ranger is like:
If you have ever played tabletop RPGs like Dungeons and Dragons or Pathfinder, you’ll notice many similarities between the Guild Wars Ranger and the pet-focussed ones from those games. Really, the Guild Wars 1 and Guild Wars 2 Ranger takes a lot from D&D 3.5 and Pathfinder, being a pet-focussed character, typically associated with communion and domination over nature, survival, dexterity, and natural magics. They are also the closest class representation of the Rangers from Tolkein’s Middle Earth universe. Gary Gygax and his team drew direct inspiration from Aragorn and Boromir in their development of the Ranger class, thus the Guild Wars interpretation is itself a direct descendant of those characters and their relatives.

What Ranger means:
Many believe the term “Ranger” refers to someone who uses a ranged weapon. The term is actually more closely related to Middle Earth rangers and real-world military rangers. The actual meaning of the term is “one who ranges,” ranging referring to someone who travels long distances. They are, essentially, long-distance scouts. The Arena Net introduction to their ranger mentions the ranger’s pet holding up enemies while the ranger themself picks off targets from range. The emphasis here is mostly on the pet rather than the bow.

Why you should play a Ranger:
I play this class because I enjoy the Pet Mechanic most of all. I like the idea of adventuring through Tyria with a loyal companion. That might appeal to some. Others relate to the lightly armoured, claymore totting ranger more like Aragorn (I know he didn’t “tot” around with a greatsword, but you get my point). Some people want to play a druid, at which the ranger is your closest representation of that in Guild Wars 2. Others want to be a hunter with their hounds chasing down prey. Want to play an axe throwing skirmisher? We got that. What about a master trapsmith? Yup, we can even throw them (although I am still trying to work out how this works). If you learn to play this class well, you’ll enjoy it in all aspects of the game.

Learning curve
The Ranger has an interesting learning curve. There are a lot of players who consider the class to be for newbies, something akin to a warrior, but to play a ranger well is actually very hard. In the early levels of the game you’ll find the animal companion to be a massive help. Playing as a longbow and bear ranger is very easy. It will get you to the later parts of the game very easily, but eventually you’ll have to grow up.

The Pet Mechanic makes the ranger much harder to plan than people will believe. To become a good player you must learn to use your pet well, and you’ll have to learn what kind of pets are the best for any given situation. Observe how aggro effects your pet, learn to use F3 when your pet is targeted by AOE, and make sure you use their F2 skills at useful times. Using the Drake Hound’s F2 (AOE Immobilise) when they are only close to 1 target, despite another 5 being just out of range, is not a good tactic. Similarly, using the Fern Hound’s F2 (AOE heal) when it is on full health and only near 1 ally is also a bad idea (unless they really really need it of course). Consider prioritising a target in the crowd for the hound to attack, or pull F3 the fern hound back to the group before activating their skill. You have limited control over your companion but if you exercise it well you will become an amazing player. Always watch your pet’s health. When they reach 15% health (or 20% for the lower vitality ones) consider swapping it out for your next one. A 15/20 second cool-down is much better than a 40+ second one.

Shalom
Tyler Joe

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Posted by: TJV.6239

TJV.6239

Depending on what your bring, your pet can account for 20-60% of your damage. Bears and Boars, for example, have high health but low damage while Birds and Felines do a ridiculous amount of damage but are squishy. Here is a simple guide to pets.

Birds – Exceptional damage, low health. Epitome of a Glass Cannon. They typically also have low cooldowns on their activated skill F2 which means you may spam them more. Require exceptional micromanagement skill. F2 skills are either control or condition oriented, although they also all do decent damage.
Feline – High damage, good for stacking vulnerability (and bleed when traited), although still fairly squishy. Require high micromanagement skill. F2 skills are varied between control, support, stealth, and conditions.
Drake – High damage, cleave (skills that attack multiple targets), good health. Not a lot of micromanagement required for drakes. I dislike most of their F2 skills. This is the only pet that does decent area damage.
Moa – This is the one pet I dislike using, mostly because I don’t like running around with the Tyrian equivalent of an Emu. They do low damage (even worse than bears), but have an area heal and deal some vulnerability. They have high health but low toughness, thus they are sort of survivable depending on circumstance. The Moa is a utility pet with F2 skills that buff allies with protection or fury, or that stun or freeze grouped enemies. Mid level micromanagement skills.
Canine – Low-ish damage, knockdown, control, decent health and toughness. The canines are my favourite pets and are focussed almost exclusively on controlling enemies. Their activated skills can group immobilise, fear, chill, and will cripple enemies if traited. Otherwise, with fern hound, you get an activated group heal, and with hyena you get another hyena ally. What makes the hounds great are their survivability and their knockdown. Mid-low level micromanagement skills
Bear – Almost all new ranger players obsess over bears. You’d assume they go great damage, but besides the Murellow and its F2 skill, this is not the case. They have high health, high toughness, brief invulnerability, and steal health. F2 skills are the most varied of all the classes, but generally the Murellow’s is the best. Very low level micromangement skills.
Warning: Do not bring bear pets into dungeons, unless you are bringing a murellow. I have no issues with other players kicking rangers who do not comply by this rule.
Boars – Boar pets are some of my favourites. Their skills are varied though. What makes them great is their cleave knockdown. That’s a knockdown that hits 3 targets. It has a long recharge, but being able to knockdown 3 enemies for 3 seconds is amazing, although it has a very long (40s) cooldown. F2 skills are purely support oriented, providing an environmental weapon depending on which porcine pet is selected. Porcine pets are almost as survivable as bears. Mid-low level micromanagement because of their F2 skills.

What makes Rangers great
1. Survivability – almost all trait lines add survivability, and the pet just adds extra health. Really, Rangers can be the best battletanks of Guild Wars 2, purely because of their pets and superb signets.
2. Consistent Damage – You’ll hear a lot about the poor damage potential of Rangers. Like Necromancers, who deal AMAZING area damage, the Ranger cannot be compared to other classes. Rangers have consistent damage, not spike damage, which means enemy health wears away rather than just disappears. If we observe the damage from a ranger compared to any other class, we’ll both do the same amount of damage over a 10-20 second duration. Burst damage, however, is not a Ranger’s job.
3. Pets – Obviously this must go up here. If you like minions, but not hordes of them, then try playing a ranger.
4. Control – Rangers are amazing at controlling enemies. They have a large number of skills that cripple and immobilize. What makes it great though is that almost all of these focus on area control.
5. Vulnerability – Next to Engineers with grenades, Rangers stack an amazing amount of vulnerabilty. Bring a longbow and the “Remorseless” trait and you can keep any enemy at 25 stack of vulnerability for an entire fight.
6. Self Combos – No other class has access to as many self-combos as Rangers. You can get water, ice, fire and poison all in the same build, plus you have access to many leaps and ranged attacks. Pets, specifically canines and felines, also benefit from combo fields.
7. Versatility – Rangers can fulfil a large variety of roles, sometimes many at once. Healer, buffer, tank, control, physical damage, AOE damage dealer, condition damage, minion master, etc. You can do pretty much anything you want as a ranger, from playing sniper with a longbow to minion master with Hyena and Hounds of Balthazar (or other race equivalent).

Shalom
Tyler Joe

(edited by TJV.6239)

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Posted by: TJV.6239

TJV.6239

Traits
Marksmanship: Power and Condition duration. Focusses on stacking vulnerability, signets, and bows.
Skirmishing: Precision and Ferocity. Focusses on traps (for some reason) and weapon-swapping.
Wilderness Survival: Toughness and Condition Damage. Focusses on survival skills, melee, and survivability.
Nature Magic: Vitality and Boon Duration. Focusses on Nature Spirits, melee, shouting, and survivability.
Beastmastery: Healing Power and Companion Attributes. Focusses solely on boosting companions.

Skills
Survival: These skills typically improve survivability and condition damage. They have a number of stun breaks, a control, and a conditional bleed, plus the elite skill is my favourite for group control and bleed damage.
Spirits: These are a lot like Warrior banners, except that they are condition dependant, the condition being hitting an enemy. They do a variety of things, from improving survivability, improving damage, adding a control effect, or even reviving allies.
Shouts: Untraited these boost only your pet. Traited, these work a lot like Warrior shouts, adding whole party effects. They allow more control over your pet, improve spike damage, improve your survivability, or provide a very useful revive skill.
Traps: These focus purely on area damage and control. They add 3 Combo Fields, fire, poison, and ice, and have rather quick recharges. When traited, they work a lot like Engineer grenade skills, just poorer quality.
Signets: Signets are signets! Ranger ones focus on survivability, mostly. Traited, these are amazing. Untraited they only effect your pet, but traited they are amazing. Even a ranger without Toughness or Vitality becomes a battle tank with Signet of Stone’s activated ability, which adds 6s of invulnerability.

Weapons
Ranged
Longbow: Exceptional at long range and does the most single target damage of any ranger weapon. Has an AOE cripple (5) and stacks vulnerability (2). With Remorseless you can keep any boss on 25 stacks of vulnerability until it is downed when using the Stealth Skill (3) Hunter’s shot.
Shortbow: Stacks bleed. Good with skirmishing and wilderness survival to get repeated crits and to stack bleed. Mostly single target based though, but comes with a poison spread and a single target stun too.
Axe (main hand): Has a “bounce” attack (1), a bleed spread (2), and a single target control effect (3). This weapon works best with traps. It is a better idea to bring another ranged weapon for any other build as the axe does relatively low damage and only syncs well with the Torch.

Melee
Sword: This is probably the best ranger weapon for damage. It has poor mechanics though and players go through a constant cycle of love and hate. While it has a cleave attack, the sword is much better for single-target fights because of its multiple dodges and cripples. I found a rather entertaining use for the basic attack, which is to repeatably press “Tab” to change targets mid fight. The ranger will leap around between opponents and get out of their ranges while dealing a lot of damage. Remember, I said entertaining, not good.
Greatsword: This is really the best melee weapon for the ranger. It has a long-range leap (3), dodges on its basic attack, has a block/cripple/knockdown (4), a stun (5), and stacks vulnerability with cleave (2). It can also be used to resemble the sword somewhat if you are looking for a retreat. Consider bringing Lightning Reflexes and Swoop (3) together for hit and run attacks.

Offhand
Axe (Offhand): Excellent for stacking invulnerability and pulling enemies to you. This is mostly an offensive weapon, used for pulling an enemy (4), and then stacking invulnerability on them (5) after crippling them (?). Obviously most useful with a sword for the pull.
Dagger: Good for manouverability. Provides an extra dodge (4) and a ranger cripple (5). Probably best used with a sword.
Warhorn: Provides a rather annoying consistent damage attack (4) that can be used to stack bleeding with Sharpening Stone. The other skill (5) provides an area buff and is a blast finisher. I like to stack the number 5 skill with Healing Spring for boosted healing. Typically used with sword but probably more useful with an axe. Best use is to stack boons with 5th skill, hit boss with 4th skill, then swap to your main weapon. Cooldown on skills is high, thus using it with your main weapon set is a poor plan.
Torch: Provides a fire combo field (5) and a ranged burning condition at 900 (1200 when traited) range. Cooldowns are rather swift, thus quite useful in a main weapon set.

Shalom
Tyler Joe

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Posted by: TJV.6239

TJV.6239

Builds
I am not sure how to really do a build section. I believe players should experiment with all aspects of a class before settling on their favourite builds. That said, I have some recommendations.

Ranger signets are amazing and Ranger signet builds are incredibly powerful. Signet builds are entirely viable if you bring Signet Mastery (20% faster cooldown), Beastmaster’s Might (3 stacks might when you use a signet), and Signet of the Beastmaster (Signet activated effects also affect you). Bring Signet of the Hunt for 30/24s cooldown to stack might and spam it during a fight whenever it finishes cooldown.

With traps, go all or nothing, unless you have a lot of Wilderness Survival and are looking to get at least one combo field.

Always bring Healing Spring in dungeons. The group heal is the best thing ever. As I mentioned before, if you want to focus on heal and buff, bring a warhorn to add extra healing.

Always bring at least 1 Stun Break. This should be a no-brainer yet so many people get permalocked by not bringing any. This doesn’t need to be a skill necessarily as Shared Anguish works in a pinch.

If you are bringing a low-heath companion, always put at least 3 trait points into Beastmastery. The added health and toughness, and the faster cooldown on Pet swapping will save your life.

You don’t have to bring a melee weapon. I always feel bound to bring a combat weapon and a ranged weapon, yet it is not absolutely necessary.

You shouldn’t have to bring 2 pets of the same type. It is usually a good idea to bring a high-health pet, such as Bear, canine, drake, or boar, and also to have a bird or feline for damage. In WvW and PvP (I know this is a PvE build) it is a good idea to bring at least 1 canine pet to help hunt down pesky thieves and mesmers.

For fun, try stacking healing power and bring Signet of the Wild, Natural Healing, and Superior Runes of the Dolyak.

It is possible to stack Quickness for 12 seconds with skills and traits alone. Zephyr’s Speed, and Quickening Zephyr provide 12 seconds of quickness. Try pet Swap builds which utilize Zephyr’s Speed, Quickening Zephyr, Mighty Swap and Vigourous Training.

It is possible to stack conditions and physical damage on a ranger. Like I said before, Rangers have poor spike damage, but we can combine physical power and conditions to make very powerful builds. Entangle and Sharpening Stone are particularly helpful in this regard. You may also focus your pet on physical damage while doing condition damage yourself, or the other way around.

Conclusion
I hope you enjoy this guide. I have seen many new Ranger players lately and I thought providing a basic guide to the Ranger would help them. Add your own suggestions and build ideas below.

Shalom
TJ

Shalom
Tyler Joe

(edited by TJV.6239)

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Posted by: kiwituatara.6053

kiwituatara.6053

Felines have more DPS than Birds.
Canines and Drakes have around the same DPS (assuming target is not moving and no F2 skill is pressed)

Signets aren’t amazing. The fact we have to trait 30pts for it to affect the ranger… but I guess you’re entitled to your own opinion on this one.

Best single target DPS is actually sword.

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Posted by: TJV.6239

TJV.6239

Bird makes two attacks = higher chance of crit. More damage potential.

Drakes have cleave which hits three targets, therefore much better damage than canines.

Signets = cry some more. Remember, there are two targets for signet. Are you forgetting that Ranger is a pet oriented class?

Longbow has best single target DPS, especially considering the vulnerability caused by (2) attack, which boosts damage from both you and your pet. Sword attacks faster. Situational weapons.

Shalom
Tyler Joe

(edited by TJV.6239)

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Posted by: TJV.6239

TJV.6239

Here is reference.
Bird Attack = 2 attacks from slash.
http://wiki.guildwars2.com/wiki/Slash_

Feline Attack = 1 attack from slash.
http://wiki.guildwars2.com/wiki/Slash_

Shalom
Tyler Joe

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Posted by: Sigmoid.7082

Sigmoid.7082

Felines attack faster than birds and don’t have the swiftness cry that sucks damage hence why they do more DPS. They also stack vulnerability and their bite skill hits hard with only an 8s cool down. In addition on anything that moves birds often miss the second hit.

Sword will out DPS longbow for days. Longbow you have to be at Max range to even come close but then you miss out on party buffs. Also at above 1000 range auto it better DPS than #2.

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Posted by: kiwituatara.6053

kiwituatara.6053

Stop referencing wiki. tooltips and wiki aren’t always accurate.

Feline DPS> Bird DPS (what sigmoid said about swiftness).
Sword DPS> Longbow DPS
Go to HOTM and test it out on the golem yourself. These are common facts most rangers should know by now. Just so you know. DPS = damage/time and =/= damage.

Crunch your own numbers and do your own tests

And wth is “zephyr’s training”? And “stack 12 seconds of quickness”? Zephyr’s Speed + Quickening Zephyr is 6 + 3 = 9s.

Telling me to cry some more about ranger signets? Me? Forget how signet works?
“For fun, try stacking healing power and bring Signet of the Wild, Natural Healing, and Signet of the Dolyak.” <=LOL

(edited by kiwituatara.6053)

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Posted by: Fluffball.8307

Fluffball.8307

I like what you’re doing, but you have a lot of inaccuracies and way too much personal opinion. I think you should rewrite it with the opinions taken out and double check your facts.

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Posted by: Jim Hunter.6821

Jim Hunter.6821

In my experience birds hit more often against other players. Cats have to position themselves to attack but birds have a greater attack range and stick to the players like glue. I’m betting initially the cats do more damage but in a prolonged fight on a moving target the birds end up doing more.

Also known as Puck when my account isn’t suspended
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Posted by: Sigmoid.7082

Sigmoid.7082

Someone did tests on a moving golem in the mists and unless it’s changed cats did more than birds iirc but they both lost out to canines.

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Posted by: Jim Hunter.6821

Jim Hunter.6821

The moving golem runs in a pretty easy to follow path, it’s not constantly dodging, strafing, and repositioning itself the way a player does.

Also known as Puck when my account isn’t suspended
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Posted by: kiwituatara.6053

kiwituatara.6053

The moving golem runs in a pretty easy to follow path, it’s not constantly dodging, strafing, and repositioning itself the way a player does.

Thats like saying, I could trait for CCs and traps so my pet can hit the target (hence swiftness from birds is not needed). Its better to find out potential DPS imo. Stationary and moving golems are perfect for this. Also, if its PvE, your targets not going to be moving a lot.

https://forum-en.gw2archive.eu/forum/professions/ranger/Agility-Training-Better-than-it-seems/first
^This is the link Sigmoid is referring to I think. But its way outdated.

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Posted by: Sigmoid.7082

Sigmoid.7082

I don’t think pet tracking has been changed much so the data should still hold. In any case I do use cats and birds depending on who I am fighting. Suppose its all pve so it doesn’t matter much.

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Posted by: Jim Hunter.6821

Jim Hunter.6821

The moving golem runs in a pretty easy to follow path, it’s not constantly dodging, strafing, and repositioning itself the way a player does.

Thats like saying, I could trait for CCs and traps so my pet can hit the target (hence swiftness from birds is not needed). Its better to find out potential DPS imo. Stationary and moving golems are perfect for this. Also, if its PvE, your targets not going to be moving a lot.

https://forum-en.gw2archive.eu/forum/professions/ranger/Agility-Training-Better-than-it-seems/first
^This is the link Sigmoid is referring to I think. But its way outdated.

I almost never PvE. My main concern is how effective a pet is against other roamers in WvW where they are constantly shedding conditions like cripple, chill, stun, and are dodging, evading, stealthing, and teleporting around.

I like the felines for flipping a camp, they do great damage against the stationary npc’s and they let me stack might. But for roamers I go with wolf and raven. Wolf for control, raven for dps.

Also known as Puck when my account isn’t suspended
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Posted by: Forzani.2584

Forzani.2584

The moving golem runs in a pretty easy to follow path, it’s not constantly dodging, strafing, and repositioning itself the way a player does.

Thats like saying, I could trait for CCs and traps so my pet can hit the target (hence swiftness from birds is not needed). Its better to find out potential DPS imo. Stationary and moving golems are perfect for this. Also, if its PvE, your targets not going to be moving a lot.

https://forum-en.gw2archive.eu/forum/professions/ranger/Agility-Training-Better-than-it-seems/first
^This is the link Sigmoid is referring to I think. But its way outdated.

I almost never PvE. My main concern is how effective a pet is against other roamers in WvW where they are constantly shedding conditions like cripple, chill, stun, and are dodging, evading, stealthing, and teleporting around.

I like the felines for flipping a camp, they do great damage against the stationary npc’s and they let me stack might. But for roamers I go with wolf and raven. Wolf for control, raven for dps.

I don’t think a Ranger can flip a camp any faster than when he is a condi/trap build with Drakes.

When someone uses the word ‘Meta’, a kitten dies. Don’t do it.

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Posted by: Jim Hunter.6821

Jim Hunter.6821

I don’t think pet tracking has been changed much so the data should still hold. In any case I do use cats and birds depending on who I am fighting. Suppose its all pve so it doesn’t matter much.

And I absolutely believe that the cats would outshine the birds in PvE, they are very different game modes. Plus I find the raven’s blind to be extremely useful when fighting.

Also known as Puck when my account isn’t suspended
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Posted by: Jim Hunter.6821

Jim Hunter.6821

The moving golem runs in a pretty easy to follow path, it’s not constantly dodging, strafing, and repositioning itself the way a player does.

Thats like saying, I could trait for CCs and traps so my pet can hit the target (hence swiftness from birds is not needed). Its better to find out potential DPS imo. Stationary and moving golems are perfect for this. Also, if its PvE, your targets not going to be moving a lot.

https://forum-en.gw2archive.eu/forum/professions/ranger/Agility-Training-Better-than-it-seems/first
^This is the link Sigmoid is referring to I think. But its way outdated.

I almost never PvE. My main concern is how effective a pet is against other roamers in WvW where they are constantly shedding conditions like cripple, chill, stun, and are dodging, evading, stealthing, and teleporting around.

I like the felines for flipping a camp, they do great damage against the stationary npc’s and they let me stack might. But for roamers I go with wolf and raven. Wolf for control, raven for dps.

I don’t think a Ranger can flip a camp any faster than when he is a condi/trap build with Drakes.

That’s possible. How fast do you flip them? I know my condition engi and necro can flip a camp faster than my power ranger but I needed a break from the passive play. My power ranger can still flip a camp in under a minute and he can move around the map faster.

Also known as Puck when my account isn’t suspended
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Posted by: kiwituatara.6053

kiwituatara.6053

I’ve done the tests myself, but never made a proper spreadsheet. Probably gonna make one later

So far this is what I have on stationary Heavy Golems, 0BM, no traits:
Feline: 32.0s
Bird: 46.3s
Canines: 57.7s
Drake: 59.0s
Spider: 61.6s
Porcine: 62.0s
Moa: 62.3s
Devourer:78.0s
Bear: 91.3s

Will release more once everything’s done. The testings can be boring and long :/
But if you’re doing dungeons, you’ll probably be stacking, thus hitting non-mobile targets. Also, if I remember correctly 30BM will increase your pet DPS by about 20%. This will need to be tested again as well.

(edited by kiwituatara.6053)

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Posted by: Forzani.2584

Forzani.2584

The moving golem runs in a pretty easy to follow path, it’s not constantly dodging, strafing, and repositioning itself the way a player does.

Thats like saying, I could trait for CCs and traps so my pet can hit the target (hence swiftness from birds is not needed). Its better to find out potential DPS imo. Stationary and moving golems are perfect for this. Also, if its PvE, your targets not going to be moving a lot.

https://forum-en.gw2archive.eu/forum/professions/ranger/Agility-Training-Better-than-it-seems/first
^This is the link Sigmoid is referring to I think. But its way outdated.

I almost never PvE. My main concern is how effective a pet is against other roamers in WvW where they are constantly shedding conditions like cripple, chill, stun, and are dodging, evading, stealthing, and teleporting around.

I like the felines for flipping a camp, they do great damage against the stationary npc’s and they let me stack might. But for roamers I go with wolf and raven. Wolf for control, raven for dps.

I don’t think a Ranger can flip a camp any faster than when he is a condi/trap build with Drakes.

That’s possible. How fast do you flip them? I know my condition engi and necro can flip a camp faster than my power ranger but I needed a break from the passive play. My power ranger can still flip a camp in under a minute and he can move around the map faster.

Under a minute is kitten ed fast. I don’t think the condi/trap is any faster. Obviously I am doing something wrong when I play power on my Ranger. It can be a slow process for me clearing camps with that type of build.

When someone uses the word ‘Meta’, a kitten dies. Don’t do it.

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Posted by: Sigmoid.7082

Sigmoid.7082

Trap ranger when I played it could kill the NPCs before entangle ended so under 20s. My power ranger current camp flip strategy is los ,entangle, flame trap (with the 15 or more might stacks i can get still ticks around 650 ) , call my birds, drake swipe with 25 might and signet,lightning breath, swap, holy bash, second drake swipe and posion breath then just auto down. At best its quick and we’ll under a minute.

On topic. You did a good job at hitting some points but others are wildly wrong or are too generic

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Posted by: Jim Hunter.6821

Jim Hunter.6821

Trap ranger when I played it could kill the NPCs before entangle ended so under 20s. My power ranger current camp flip strategy is los ,entangle, flame trap (with the 15 or more might stacks i can get still ticks around 650 ) , call my birds, drake swipe with 25 might and signet,lightning breath, swap, holy bash, second drake swipe and posion breath then just auto down. At best its quick and we’ll under a minute.

On topic. You did a good job at hitting some points but others are wildly wrong or are too generic

I limit myself by not switching my pets for camps as often anymore because I hate having to rename them every time. Plus it will probably take longer now because of the bug making people lose their bloodlust/corruption stacks by entering and exiting the water. I’ll sure be glad when they finish beta testing this game.

Also known as Puck when my account isn’t suspended
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Posted by: Fluffball.8307

Fluffball.8307

holy bash

Your camp clearing strategy sounds almost identical to mine. But what the heck is holy bash? Do you mean you hilt bash the supervisor to interrupt the heal?

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Posted by: Ryuujin.8236

Ryuujin.8236

There’s quite a few errors in the guide, or odd wording that is likely to mislead.

Two notable example are the pet descriptions. Cats are higher DPS than birds – this is partially due to the exact arrangement of skills, cats have slightly more damaging skills on lower cooldowns, and partially due to the skills available, notably jaguars, which get additional crit chance while stealthed. Main difference with birds is they have an AoE that grants swiftness, and have a leap combo, plus I believe they also have a longer reach, making it harder to avoid their attacks.

And also the wording on longbow, which states “Longbows have the highest single target DPS of any weapon”; if I was a newbie reading that, I’d understand that to mean “when facing single targets, longbow is the way to go”. This is of course completely wrong, for single target DPS, sword is still the way to go, it just happens the sword is also the best cleaving weapon too.

In fact, there are only 2 single target weapons available to rangers, and both of those are ranged weapons (Longbow and Shortbow). Even then it’s arguable which is “higher DPS single target weapon”, obviously if you’re condition specced, shortbow will out-dps Longbow and vice versa.

Also, the only reason murellow users arn’t kicked from dungeon parties is because most people don’t realise murellow is a class of bear. This doesn’t mean you should run murellow in a dungeon any more than you should run a bear

The Ashwalker – Ranger
Garnished Toast

(edited by Ryuujin.8236)

TJ's Ranger Guide

in Ranger

Posted by: Sigmoid.7082

Sigmoid.7082

holy bash

Your camp clearing strategy sounds almost identical to mine. But what the heck is holy bash? Do you mean you hilt bash the supervisor to interrupt the heal?

*hilt
15 chars

TJ's Ranger Guide

in Ranger

Posted by: TurtleDragon.3108

TurtleDragon.3108

I’ll try to say this as nice as possible: I would not recommend your guide to anyone because it is full of inaccuracies, needless fluff and bad advice. Your build does not offer any advantages to the current Spotter/Frost Spirit meta build for PvE and you appear to have little to no speed running experience based on your build and trait choice. I also feel the guide is a bit too vague.