(edited by Soilder.3607)
The Power Build That Works (Immob Master)
I’m curious about this build. Any chance you can put up a video of it in action?
The Never Ending Repertoire of Ranger Builds
Salt of the Earth {SALT} Crystal Desert© ~~Dragon Rank~~
I’ve never tried full power without crit. How much damage does maul and path of scars do?
I wonder how it compares to a clerics build, if the regen is better than the HP from soldiers…
what’s with the crit damage rune and spotter? They seem like a total waste.
Space Marine Z [GLTY]
I’ve never tried full power without crit. How much damage does maul and path of scars do?
Compared to a same power, 60% crit chance, 100% crit damage power build, this one will do
(1 + .04 * .5) / (1 + .6 *1.5) = 53.7% the damage.
Can you kill people with that though? Can you kill a guardian?
Space Marine Z [GLTY]
You say you use it in zerging. What kind? Organized guild or pug groups? I ask, because I don’t see the ability to keep up in an organized group. You have zero access to stability but you are melee on both weapon swaps, and you have the vit/tough to take a hit.
Also, if you run front line, how often are the pets dying?
It’s an interesting build and I tried something similar to it before. But I was unimpressed when compared to heavy class frontliners and decided to stick with max range backline on my ranger.
Kal Snow – Norn Guardian
It’s an interesting build and I tried something similar to it before. But I was unimpressed when compared to heavy class frontliners and decided to stick with max range backline on my ranger.
What was disappointing, the damage or the survivability, or both?
Space Marine Z [GLTY]
Can you kill people with that though? Can you kill a guardian?
Bunker or zerk I sure can.
I’ve never tried full power without crit. How much damage does maul and path of scars do?
I wonder how it compares to a clerics build, if the regen is better than the HP from soldiers…
what’s with the crit damage rune and spotter? They seem like a total waste.
Runes of the orge are for the +4% damage bonus, spotter because there really isn’t another trait worth taking.
Depending on your target, maul does around 2-2.5k and PoS around 1.5-2k.
(edited by Soilder.3607)
You say you use it in zerging. What kind? Organized guild or pug groups? I ask, because I don’t see the ability to keep up in an organized group. You have zero access to stability but you are melee on both weapon swaps, and you have the vit/tough to take a hit.
Also, if you run front line, how often are the pets dying?
It’s an interesting build and I tried something similar to it before. But I was unimpressed when compared to heavy class frontliners and decided to stick with max range backline on my ranger.
No guild zerging, just regular zerging with a commander. And the pet will die pretty often in full zergs but that’s pretty much unavoidable no matter the build. And while you’re right about zero stability, I’ve never really had a problem with it.
Then again, I can’t remember the last time someone wanted a ranger in an organized zerg.
I’m curious about this build. Any chance you can put up a video of it in action?
I’m not really going to have time to this week but I’ll see if I can today
(edited by Soilder.3607)
Can you kill people with that though? Can you kill a guardian?
Bunker or zerk I sure can.
I would like to see how you kill a competent bunker guardian with this build.
Runes of the ranger are better. They are bugged 6th bonus is always active. With pet or without, in gruops or solo it doesn´t matter.
Soldier gear is too defensive (even in zerg´s full soldier is a big waste), and the fractal/dungeon builds is rly bad.
(edited by Norjena.5172)
I don’t think that it’s that viable. When I love Web by myself, running double spider is kind of tricky. Spiders are probably our best pvp pets, but none of them has “hard” CC which I like to have sometimes. For instance, your build fails by idea with many warriors running WvW with their -98% cripple/chill/immobilize duration. And mind me, they do run it often because of new immobilize change. Classes like guardian will cleanse your immobilizes pretty quickly and going toe2toe without having burst or well, considerable damage is suicide. Sword thief cleanses your long immobilizes on go, without thinking, just by spamming. By that I mean: Immobilize is good, but not everything. You immobilize for something. Kiting, getting range, locking down for burst. Your build requires none of above, as it’s pretty defensive. I do like it, but still I can’t say it’s really viable.
[SALT]Natchniony – Necromancer, EU.
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It’s an interesting build and I tried something similar to it before. But I was unimpressed when compared to heavy class frontliners and decided to stick with max range backline on my ranger.
What was disappointing, the damage or the survivability, or both?
Little bit of both. But more so the survivability. I ran signets with sig of beastmaster, so solely for the activated stability and damage on sig of the wild. If you ran sword axe, you could get a solid bomb in on a trapped group with axe 5. But it required muddy terrain to trap them, so you only have 1 more utility open, which I took sig of stone for invulnerability ish.
The build had little ability to cope with damage after it was applied. You could avoid most of it, but retail was a pain and you can’t dodge everything.
In terms of damage, longbow piercing arrows does more damage with less risk. And your pet gets to survive since you’re backline. (Taking ranged pets)
Kal Snow – Norn Guardian
It’s an interesting build and I tried something similar to it before. But I was unimpressed when compared to heavy class frontliners and decided to stick with max range backline on my ranger.
What was disappointing, the damage or the survivability, or both?
The damage. Survival is fine.
Basically, you do half the damage of other melee, and only the drake cleaves (but up to 3 targets only). And in the zerg scenario your drake is dead in a couple of seconds.
I dont want to pile on with others being all negative, since I havent tried the build, but it does seem strange to focus on immobilize when you can neither burst nor kite (since you dont have range).
Immobilizing is usually use for either of those purposes, but it doesnt seem to serve much purpose in your build other than for running away.
Gunnar’s Hold
I run two spiders and I don’t have a problem with -98% warriors at all; I have my interrupts and dazes alongside that and the ability to kite however, I use a condition and power hybrid. I don’t think 2 spiders will work well at all in a power build, Drake Hound and Wolf would be a better combo, you have 2 knockdowns, a fear and an immobilise if you so please.
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pretty similar to what i came up with too. Warden build for december patch, dolyak runes could be replace with the coming up runes: The Rune of Resistance 1.)grants bonus toughness 2.) a reduction in condition duration, 3.) and aegis upon using a signet.
1.) Toughness cause you need it.
2.) Reduction in condition duration I find better in strategy zergs, since most of your team at the back would have regeneration to keep you up at the front, plus light combo field from Guard and water combo field from Ele or Ranger to cleanse any conditions you might have plus heals (cleansing bolts, healing bolts from whirl combos plus blast finisher from warriors)
3.) Aegis per signet use, lesser type of Guardian you can be with this. Good for mitigating damages means extra survival per signet use.
30 deep in nature for that regeneration, or you could make it 30 deep in wilderness survival and 10 in nature. regeneration is always good at the front so i went 30 deep in nature.
Can you kill people with that though? Can you kill a guardian?
Bunker or zerk I sure can.
I would like to see how you kill a competent bunker guardian with this build.
You’re actually right about that I cannot kill a full bunker guardian, but they can neither kill me. I typed those responses while on the bus this morning and I don’t know why I put that.
I dont want to pile on with others being all negative, since I havent tried the build, but it does seem strange to focus on immobilize when you can neither burst nor kite (since you dont have range).
Immobilizing is usually use for either of those purposes, but it doesnt seem to serve much purpose in your build other than for running away.
The problem with running a full melee build with ranger is that your opponent can easily kite you. Easily. Try running a full melee build without any immobile and you’ll see what I mean. And I do have slight burst, PoS into maul works fairly often since I have lots of immobile to ensure PoS hits twice.
I run two spiders and I don’t have a problem with -98% warriors at all; I have my interrupts and dazes alongside that and the ability to kite however, I use a condition and power hybrid. I don’t think 2 spiders will work well at all in a power build, Drake Hound and Wolf would be a better combo, you have 2 knockdowns, a fear and an immobilise if you so please.
While running a full melee build, you simply cannot use any melee pets. In such a situation, you and your pet will always be within melee range of each other and therefore any non single target attacks focused on you will hit your pet as well. This is why I run dual spiders, and both of them have fairly strong f2’s (6 sec immob, 2×10 sec weakness..)
(edited by Soilder.3607)
Can you kill people with that though? Can you kill a guardian?
Bunker or zerk I sure can.
I’ve never tried full power without crit. How much damage does maul and path of scars do?
I wonder how it compares to a clerics build, if the regen is better than the HP from soldiers…
what’s with the crit damage rune and spotter? They seem like a total waste.
Runes of the orge are for the +4% damage bonus, spotter because there really isn’t another trait worth taking.
Depending on your target, maul does around 2-2.5k and PoS around 1.5-2k.
Well that +4% damage is taking your maul from about 2400 to 2500, so not really worth it imo. I would probably take runes of the fighter instead.
And spotter is taking your crit chance from 4% to 11%, so still totally worthless. I would take signet of the beastmaster for the SotH active which will give you some sort of burst, and put your immobs to use. The trick would be getting your spiders to immob first before you attack, so that you can stack SotH and your opening strike for guaranteed crit. That is the best burst you will have with this build.
I still don’t know if those numbers are worth it but I think I will give it a go. Condition builds are just so boring.
Space Marine Z [GLTY]
Can you kill people with that though? Can you kill a guardian?
Bunker or zerk I sure can.
I’ve never tried full power without crit. How much damage does maul and path of scars do?
I wonder how it compares to a clerics build, if the regen is better than the HP from soldiers…
what’s with the crit damage rune and spotter? They seem like a total waste.
Runes of the orge are for the +4% damage bonus, spotter because there really isn’t another trait worth taking.
Depending on your target, maul does around 2-2.5k and PoS around 1.5-2k.
Well that +4% damage is taking your maul from about 2400 to 2500, so not really worth it imo. I would probably take runes of the fighter instead.
And spotter is taking your crit chance from 4% to 11%, so still totally worthless. I would take signet of the beastmaster for the SotH active which will give you some sort of burst, and put your immobs to use. The trick would be getting your spiders to immob first before you attack, so that you can stack SotH and your opening strike for guaranteed crit. That is the best burst you will have with this build.
I still don’t know if those numbers are worth it but I think I will give it a go. Condition builds are just so boring.
Signet of the beastmaster really isn’t worth it. Every 30 sec pop really isn’t good imo and I dont want to be without the speed buff for that long.
Runes of the fighter are just bad. Extra toughness which I totally don’t need and one perma stack of might? Ogre runes give me much better damage and since I have so much immobile the rock dog it summons can actually hit my target.
+25% movement is very important for mobility and my ability to stay on my target. Since I have no way to gain swiftness, losing it for even 30 seconds is pretty bad. Not only that but the slight damage buff I’d gain from having higher hitting mauls probably would drop my overall dps as my target gains an increased ability to kite me from my speed boost loss.
Can you kill people with that though? Can you kill a guardian?
Bunker or zerk I sure can.
I’ve never tried full power without crit. How much damage does maul and path of scars do?
I wonder how it compares to a clerics build, if the regen is better than the HP from soldiers…
what’s with the crit damage rune and spotter? They seem like a total waste.
Runes of the orge are for the +4% damage bonus, spotter because there really isn’t another trait worth taking.
Depending on your target, maul does around 2-2.5k and PoS around 1.5-2k.
Well that +4% damage is taking your maul from about 2400 to 2500, so not really worth it imo. I would probably take runes of the fighter instead.
And spotter is taking your crit chance from 4% to 11%, so still totally worthless. I would take signet of the beastmaster for the SotH active which will give you some sort of burst, and put your immobs to use. The trick would be getting your spiders to immob first before you attack, so that you can stack SotH and your opening strike for guaranteed crit. That is the best burst you will have with this build.
I still don’t know if those numbers are worth it but I think I will give it a go. Condition builds are just so boring.
Signet of the beastmaster really isn’t worth it. Every 30 sec pop really isn’t good imo and I dont want to be without the speed buff for that long.
Runes of the fighter are just bad. Extra toughness which I totally don’t need and one perma stack of might? Ogre runes give me much better damage and since I have so much immobile the rock dog it summons can actually hit my target.
+25% movement is very important for mobility and my ability to stay on my target. Since I have no way to gain swiftness, losing it for even 30 seconds is pretty bad. Not only that but the slight damage buff I’d gain from having higher hitting mauls probably would drop my overall dps as my target gains an increased ability to kite me from my speed boost loss.
Runes of the Traveler. Great all around runes whose 6th bonus is basically a free signet of the hunt.
I got traveler runes on my mesmer and haven’t regreted it ever since.
Can you kill people with that though? Can you kill a guardian?
Bunker or zerk I sure can.
I’ve never tried full power without crit. How much damage does maul and path of scars do?
I wonder how it compares to a clerics build, if the regen is better than the HP from soldiers…
what’s with the crit damage rune and spotter? They seem like a total waste.
Runes of the orge are for the +4% damage bonus, spotter because there really isn’t another trait worth taking.
Depending on your target, maul does around 2-2.5k and PoS around 1.5-2k.
Well that +4% damage is taking your maul from about 2400 to 2500, so not really worth it imo. I would probably take runes of the fighter instead.
And spotter is taking your crit chance from 4% to 11%, so still totally worthless. I would take signet of the beastmaster for the SotH active which will give you some sort of burst, and put your immobs to use. The trick would be getting your spiders to immob first before you attack, so that you can stack SotH and your opening strike for guaranteed crit. That is the best burst you will have with this build.
I still don’t know if those numbers are worth it but I think I will give it a go. Condition builds are just so boring.
Signet of the beastmaster really isn’t worth it. Every 30 sec pop really isn’t good imo and I dont want to be without the speed buff for that long.
Runes of the fighter are just bad. Extra toughness which I totally don’t need and one perma stack of might? Ogre runes give me much better damage and since I have so much immobile the rock dog it summons can actually hit my target.
+25% movement is very important for mobility and my ability to stay on my target. Since I have no way to gain swiftness, losing it for even 30 seconds is pretty bad. Not only that but the slight damage buff I’d gain from having higher hitting mauls probably would drop my overall dps as my target gains an increased ability to kite me from my speed boost loss.
Runes of the Traveler. Great all around runes whose 6th bonus is basically a free signet of the hunt.
I got traveler runes on my mesmer and haven’t regreted it ever since.
THIS…. I invested in traveller runes recently , they were the best rune ever for a ranger. Freeing up a signet space that was doing little more than a speed boost meant I could have a condition/ stun break in my trap build or changing the build for a bit more free range damage ( quick zepher etc) . Ok, so they don’t have the benefits of on hit runes – I do miss not having a bit more condition help either. otherwise travellers offer some nice features, that not investing in them as a ranger is a crime in itself. The pity is they are so kitten expensive but well worth it. Now if Anet could only make Rangers use pistols with decent damage instead of that constantly nerfed shortbow, it would make life complete
(edited by mzt.3270)
The speed from those runs is such a big life server especially for disengaging in WvW.
I can tell you my PU mesmer would have died a lot at the hand of 6+ people chasing me all over if I didn’t have the traveler runes.
If you play a greatsword+sword/axe build, with those runes you’ll be really good at disengaging when things go south.