The Power Build That Works (Immob Master)

The Power Build That Works (Immob Master)

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Posted by: Soilder.3607

Soilder.3607

(sPvP/WvW) http://gw2skills.net/editor/?fMAQNAR8XjAVV2BWOWo2Bi1j9Ao93ewJLhJXBUVymiC-jAyAoLioZCUgpCKaZvioxWILiGreBTXSEV7xLiWtQACGDA-e

( Dungeons/Fractals Variant) http://gw2skills.net/editor/?fMAQNAR8XjEVB2VVeVs2Bi1j9on93eoJLdeXhSlxRf8KC-jAyAoLioZCUgpCKaZvioxWILiGreBTXSEV7xLiWtQACGDA-e

Why this build?

Well, I’ve been using this build for a long time but never really bothered to share it with anyone. However, after constantly hearing negativity on these forums about Ranger power builds, I decided it was time to reveal it. Additionally, the recent immobilize stacking update has increased it’s viability more than ever.

Simply put, this build is very efficient. You have extreme amounts of immobile, insane survivability (soldier’s gear), mobility rivaling that of a thief and warrior (not a joke), a decent amount of cc, and a fairly good dps output. Superior sigils of hydromancy only add to your ability to pin down and damage your foe as well.

Where can I use it?

I mostly play sPvP and WvW (roaming and zering) and designed the build mostly for those purposes, but it honestly works very well in pretty much all forms of gameplay. I do use a separate version for dungeons and fractals, however.

Pets

Dual spiders are essential to this build for their immobilization. If you really think you have to swap a pet, then swap the Cave Spider. The Jungle Spider’s f2 is too good to let go. And do not swap to a melee pet unless they are very tanky because having both you and your pet in melee range means that your pet will take any attacks focused on you. When running the Dungeons/Fractals variant, you can pretty much bring any pet you please but I prefer the drakes due to their tankiness and wondrous f2 abilities.

Weapons

I honestly love to run bows, however, all melee I find has a better overall dps, good synergy with hydromancy sigils (you’re constantly near your target to proc their effects), and an extreme amount of mobility, something especially invaluable in WvW.
Not only that, but since I have so much immobilize, Path of Scars is very reliable and it’s damage + cc is really too good to let go of. And lastly, Whirling Defense and Counterattack give me a fairly high uptime on projectile block time.

Weaknesses

As with most Ranger builds, heavy condition specs can be a problem. Generally, with good game play these can be overcome (I’ve beaten PU mesmers, 3 kit cd bunker engi’s, P/D thieves, BM Rangers, SS/LB Wars etc…) However, the only class I really have trouble with is CD burst necros. If I get hit by one, I try and fight but If I realize I can’t win, I just run away because I’ve got the skills to do so and he/she can’t chase me. If you come across any perplexity rune users in WvW, don’t bother to fight them because those sigils are unbelievably OP.

Well that’s it mates, good luck and have fun.

Stormbluff Isle

(edited by Soilder.3607)

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Posted by: ItIsFinished.9462

ItIsFinished.9462

I’m curious about this build. Any chance you can put up a video of it in action?

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Posted by: Sube Dai.8496

Sube Dai.8496

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.

John Snowman [GLTY]
Space Marine Z [GLTY]

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Posted by: Solandri.9640

Solandri.9640

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.

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Posted by: Sube Dai.8496

Sube Dai.8496

Can you kill people with that though? Can you kill a guardian?

John Snowman [GLTY]
Space Marine Z [GLTY]

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Posted by: Fomby.4295

Fomby.4295

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.

Maguuma [PYRO]
Kal Snow – Norn Guardian

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Posted by: Sube Dai.8496

Sube Dai.8496

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?

John Snowman [GLTY]
Space Marine Z [GLTY]

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Posted by: Soilder.3607

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.

Stormbluff Isle

(edited by Soilder.3607)

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Posted by: Soilder.3607

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

Stormbluff Isle

(edited by Soilder.3607)

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Posted by: Dhunis.9072

Dhunis.9072

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.

Ranked Arenas a.k.a. the New Hotjoin

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Posted by: Norjena.5172

Norjena.5172

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)

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Posted by: Rym.1469

Rym.1469

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.

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Posted by: Fomby.4295

Fomby.4295

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)

Maguuma [PYRO]
Kal Snow – Norn Guardian

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Posted by: Zenith.7301

Zenith.7301

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.

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Posted by: Cufufalating.8479

Cufufalating.8479

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.

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

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Posted by: Benjamin.8237

Benjamin.8237

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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Posted by: AEFA.9035

AEFA.9035

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.

http://gw2skills.net/editor/?fMUQNAsXRnEV0FcfFGWwaZAZ9gQ8jBpVITcPQF/LEP5NVRF-jkyAorAh2AziFRjtsVENWlNmONyK1kqeBcJJ1pEZA-w

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.

Success is my only option, failure is not.

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Posted by: Soilder.3607

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.

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.

Stormbluff Isle

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Posted by: Soilder.3607

Soilder.3607

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..)

Stormbluff Isle

(edited by Soilder.3607)

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Posted by: Sube Dai.8496

Sube Dai.8496

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.

John Snowman [GLTY]
Space Marine Z [GLTY]

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Posted by: Soilder.3607

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.

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.

Stormbluff Isle

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Posted by: Zenith.7301

Zenith.7301

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.

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Posted by: mzt.3270

mzt.3270

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

Happiness is finding an Omnomberry in your Grumble Cake

(edited by mzt.3270)

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Posted by: Zenith.7301

Zenith.7301

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.