www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
(edited by jcbroe.4329)
http://gw2skills.net/editor/?fMAQNAV8fjEV11xVKWo2Bg2jMlET2DDd8RXhRLYTF;TsAg2CsosyYlwKrVOrkWt8YUxeBA
This build is and has only been used by me in a pvp environment, so that is where my talking point are going to stem from.
The goal of this build was to take some of the survival of a bunker style build and combine it with the damage of traps (I’m referencing a triple trap pvp build, like the one posted by Java on team pz, or run by gasmask on his stream).
Personally, I think that having 28% (says 29, must be ceiling’d) crit chance, with 35% crit damage outputs its fair share of consistent damage while still critting often enough to proc bleed on crits. The condition damage isn’t the highest to begin with (bleeds only proc around 91-92) but the strength of the build comes from burning, which still hits for 572 per tick. Any additional condition damage needed is gained through stacks of corruption. Gaining 25 stacks in tpvp may be considered harder than in hotjoins to some, but it is still a potential increase of 250 condition damage, and when added to this build, only makes it that much stronger/more versatile.
People may immediately notice their are no stun breakers and consider the build not efficient. However, as with a triple trap build, the stuns are dealt with through evades and Shared Anguish/Hide in Plain Sight.
The heal is always a controversial topic (some people prefer troll unguent) however, the strength of a trap build in spvp is that it can bring something to a team fight, and healing spring is the best water combo field in the game, so even if people are comboing through it, you are still using an AoE condition remover with regen procs.
The loss of the poison trap is noticeable at times, but rangers have more than enough poison options on weapon skills to compensate for that, and the 100 regen per second on a trap build isn’t anything to scoff at.
So basically, try this out if you haven’t. I’m not saying it is better than any other build out there, as I am testing it myself, but this setup seemed to be a good way to combine the strengths of two of our most viable builds (in pvp).
Edit: Forgot to mention, the tooltip in the builder doesn’t update, but the regen is exactly 100 from Signet.
Updated: http://gw2skills.net/editor/?fMAQNAV8fjEV11xVKWo2Bg2jMlET2DDd8RXhRLYTF;TsAg2CsoKyUkoIbRuikFtEYUxeBA
(edited by jcbroe.4329)
http://gw2skills.net/editor/?fMAQNAV8fjEV11xVKWo2Bg2jMlET2DDd8RXhRLYTF;TsAg2CsosyYlwKrVOrkWt8YUxeBA
This build is and has only been used by me in a pvp environment, so that is where my talking point are going to stem from.
The goal of this build was to take some of the survival of a bunker style build and combine it with the damage of traps (I’m referencing a triple trap pvp build, like the one posted by Java on team pz, or run by gasmask on his stream).
Personally, I think that having 28% (says 29, must be ceiling’d) crit chance, with 35% crit damage outputs its fair share of consistent damage while still critting often enough to proc bleed on crits. The condition damage isn’t the highest to begin with (bleeds only proc around 91-92) but the strength of the build comes from burning, which still hits for 572 per tick. Any additional condition damage needed is gained through stacks of corruption. Gaining 25 stacks in tpvp may be considered harder than in hotjoins to some, but it is still a potential increase of 250 condition damage, and when added to this build, only makes it that much stronger/more versatile.
People may immediately notice their are no stun breakers and consider the build not efficient. However, as with a triple trap build, the stuns are dealt with through evades and Shared Anguish/Hide in Plain Sight.
The heal is always a controversial topic (some people prefer troll unguent) however, the strength of a trap build in spvp is that it can bring something to a team fight, and healing spring is the best water combo field in the game, so even if people are comboing through it, you are still using an AoE condition remover with regen procs.
The loss of the poison trap is noticeable at times, but rangers have more than enough poison options on weapon skills to compensate for that, and the 100 regen per second on a trap build isn’t anything to scoff at.
So basically, try this out if you haven’t. I’m not saying it is better than any other build out there, as I am testing it myself, but this setup seemed to be a good way to combine the strengths of two of our most viable builds (in pvp).
Edit: Forgot to mention, the tooltip in the builder doesn’t update, but the regen is exactly 100 from Signet.
Just want to say that I have been testing your build and I like it so far. I’ve only been playing it for an hour or so and in hot joins only. I will probably tweak it slightly to fit my play style then get back to you with feedback. Thanks for the share.
Yeah, I found it to work in hotjoins better than tournys. In general, triple traps works better in tournaments (in my opinion/experience) because most classes are building defensively with bunker tactics and the poison trap applies a very long lasting poison while adding to the overall damage output, and when using the setup that used to be accessible on team PZ’s site (0/30/30/5/5, however after quickness nerf I run 0/30/30/10/0, with a rabid amulet and undead runes) it is a very large amount of condition damage from multiple sources that are hard to cleanse and keep cleansed.
That being said, in hotjoins, there are A LOT of people running glass with barely any defensive options against conditions, and because of that I feel the setup I posted in the OP brings a lot of the staying power of a bunker style ranger setup to the trap build, which really allows you to take much more abuse than a pure Trap DPS type setup.
It’s just something to have fun with and run, because until certain skills (cough backstab cough) no longer hit for 5k damage with a chance to proc sigil of air/fire for an additional 1-2k on top of it, I feel that survival is definitely the way to spec in hotjoins where there are lots of glass cannons and not a lot of team play.
Imho sigil of earth and sigil of geomancy don’t work together well, as all sigils share a cooldown. What this means is that if you get a bleed on crit with your sigil of earth set, adn then weapon swap within 5 seconds, the aoe bleed from geomancy won’t trigger, so it will effectively do nothing the entire 9 seconds you’re in that set. This will happen often.
Nice build, I used to run something very much the same with few minor changes mainly the runes and jewel and 2 traits.
I run something different now, found it far more effective.
I run different sigil combo it has higher chance of getting the weapon swap to work. I run horn for the speed boost, I found it more effective then torch/dagger. I sometime’s change my bow, as I run 2 different sigils all depends on my mood.
I run Orrian runes, so I can keep up really good amount of poison, it makes up for loss of poison trap. Lets me take a solid stun breaker + I trait so my entangle recharges faster so LR+Entangle.
(edited by Sol.4310)
Imho sigil of earth and sigil of geomancy don’t work together well, as all sigils share a cooldown. What this means is that if you get a bleed on crit with your sigil of earth set, adn then weapon swap within 5 seconds, the aoe bleed from geomancy won’t trigger, so it will effectively do nothing the entire 9 seconds you’re in that set. This will happen often.
Yeah I actually noticed that, but I haven’t found an optimal choice to replace it yet. None of the condition duration sigils really affect any of the amount of time the would add up to another proc. I would love to be wrong about that though.
I’m sure there is a hidden gem in there I just haven’t figured out yet.
Nice build, I used to run something very much the same with few minor changes mainly the runes and jewel and 2 traits.
I run something different now, found it far more effective.
I run different sigil combo it has higher chance of getting the weapon swap to work. I run horn for the speed boost, I found it more effective then torch/dagger. I sometime’s change my bow, as I run 2 different sigils all depends on my mood.
I run Orrian runes, so I can keep up really good amount of poison, it makes up for loss of poison trap. Lets me take a solid stun breaker + I trait so my entangle recharges faster so LR+Entangle.
I like this a lot as well. Do you mind me asking a estimate on how much sigil of fire procs for? I can test it the next time I’m on, but right now I’m 15 hours away from that point, and anxious to make the damage comparison lol.
Basically, I’m asking if sigil of fire matches/beats the damage of sigil of earth.
Also, if I’m doing my math right (I hope I am, it’s late though): Sigil of Earth, with 50% crit chance, procs at .0.5*(6/10)=0.3 while sigil of fire procs at 0.5*(3/10)=0.15. Basically, that the possibility of occurrence is twice as high with sigil of earth as it is with sigil of fire.
So then there’s the benefits of sigil of fire being direct damage and therefore not in danger of being cleansed like a bleed and having its damage reduced, as well as sigil of fires proc being 1 hit, and not a DoT.
So depending on what the damage is on it, it may prove to be a stronger choice than sigil of earth.
I’m very curious, and wish I could be on right now lol.
Imho sigil of earth and sigil of geomancy don’t work together well, as all sigils share a cooldown. What this means is that if you get a bleed on crit with your sigil of earth set, adn then weapon swap within 5 seconds, the aoe bleed from geomancy won’t trigger, so it will effectively do nothing the entire 9 seconds you’re in that set. This will happen often.
Yeah I actually noticed that, but I haven’t found an optimal choice to replace it yet. None of the condition duration sigils really affect any of the amount of time the would add up to another proc. I would love to be wrong about that though.
I’m sure there is a hidden gem in there I just haven’t figured out yet.
I think using both Torch and Flame trap is counter productive, as burning stacks in duration. Grab the poison trap, and keep torch. That way it’ll be easier to kill bunkers.
Imho sigil of earth and sigil of geomancy don’t work together well, as all sigils share a cooldown. What this means is that if you get a bleed on crit with your sigil of earth set, adn then weapon swap within 5 seconds, the aoe bleed from geomancy won’t trigger, so it will effectively do nothing the entire 9 seconds you’re in that set. This will happen often.
Yeah I actually noticed that, but I haven’t found an optimal choice to replace it yet. None of the condition duration sigils really affect any of the amount of time the would add up to another proc. I would love to be wrong about that though.
I’m sure there is a hidden gem in there I just haven’t figured out yet.
Nice catch on the CD, my mistake, But effectively it doesn’t make too much difference – shorter CD means more procs in a given time, means more likely there will be a proc < 2 seconds before a weapons swap.
As for other sigil options, i totally agree there isn’t a huge number of options, maybe another sigil of earth? Depends how much geomancy procs as well in your experience.
Sigil of earth will do significantly more damage than sigil of fire on a condition spec, fire does less than 500 per proc on a low power spec like this I just tested it and the maximum proc I could get was 494 on the light armor golem that’s with slightly more power than this spec would have cause I was too lazy to drop my traits but regardless a single bleed would outdamage that and you should get minimum 2bleeds from earth alone, over time it would be even more noticable as fire has a longer internal cd so earth should do 2-3 times as much damage as fire on a condition spec even if it’s being cleansed cause it’s constantly reapplied.
Imho sigil of earth and sigil of geomancy don’t work together well, as all sigils share a cooldown. What this means is that if you get a bleed on crit with your sigil of earth set, adn then weapon swap within 5 seconds, the aoe bleed from geomancy won’t trigger, so it will effectively do nothing the entire 9 seconds you’re in that set. This will happen often.
Yeah I actually noticed that, but I haven’t found an optimal choice to replace it yet. None of the condition duration sigils really affect any of the amount of time the would add up to another proc. I would love to be wrong about that though.
I’m sure there is a hidden gem in there I just haven’t figured out yet.
Nice catch on the CD, my mistake, But effectively it doesn’t make too much difference – shorter CD means more procs in a given time, means more likely there will be a proc < 2 seconds before a weapons swap.
As for other sigil options, i totally agree there isn’t a huge number of options, maybe another sigil of earth? Depends how much geomancy procs as well in your experience.
Well with the way I play the shortbow could be considered the damage weapon, while the offset is a defensive/trap cooldown set. Basically, DPS them with bow while you hit them with traps, then switch to the sword/torch, hit them with some more burning, and kite/evade until the traps are back up, the weapon swap back and repeat.
Two sigils of geomancy could do the job, and I could drop sigil of earth altogether. But then that would basically make trying to aim for more crit a moot point, which then opens up the options a bit more, but shifts the build more towards a healing build then a damage build.
Not to say the damage output is TREMENDOUSLY higher, but any crit is a good crit lol.
Sigil of earth will do significantly more damage than sigil of fire on a condition spec, fire does less than 500 per proc on a low power spec like this I just tested it and the maximum proc I could get was 494 on the light armor golem that’s with slightly more power than this spec would have cause I was too lazy to drop my traits but regardless a single bleed would outdamage that and you should get minimum 2bleeds from earth alone, over time it would be even more noticable as fire has a longer internal cd so earth should do 2-3 times as much damage as fire on a condition spec even if it’s being cleansed cause it’s constantly reapplied.
That’s what I thought, and that’s basically what I’m getting too. I never realized how power dependent sigil of fire was on power (air either). It would be interesting to see numbers comparing the ratios of attribute investment to the return in proc sigils at some point, but I’m not going to be the one that does that test, I already do too much math in my life away from GW2 lol.
(edited by jcbroe.4329)
I think using both Torch and Flame trap is counter productive, as burning stacks in duration. Grab the poison trap, and keep torch. That way it’ll be easier to kill bunkers.
I don’t tend to use them in conjunction with each other. If the thread appears the way I think it will after I submit this response, then if you read the last post made by me before this one, it explains the playstyle and a little of the thought process behind the weapon choices.
Basically, the idea is that flame trap and shortbow is the damage, or I suppose “burst.” When flame trap goes on cooldown (in fight), I weapon swap, and then hit them with torch.
There are a few reasons why I like this setup. One, because I feel the more burning you can have, the better, because it is definitely the builds highest single hit damage when it ticks. But additionally, they each bring different things (the torch and trap) to the build. Flame Trap is unblockable, so it is guaranteed damage (basically) but is short duration. Torch is longer range with a longer duration, but a fairly slow moving projectile (in my opinion) and dodge-able. So they each have there pluses and minuses, but the idea is to have the highest upkeep of burning possible.
Not to say I don’t agree and support the suggestion. Its basically just choosing which condition you want to be able to guarantee on a target (poison or burning). My preference is burning because it does more damage, and the shortbows poison is on a shorter cooldown than torch 4, so there are more chances to apply poison without the trap. That’s my reasoning behind it.
I think the leeching sigil would be good for this (I forgot it’s name) I assume you swap weapons anyway fairly often to apply conditions why not make it heal you (with their life) it’s a pretty decent heal/damage too 900+ anyway.
Also just personal anecdote when I use torch I have to drop no5 bonfire on downed players everytime, cause I’m a sadist
Posted in wrong thread, but I should try it in pvp.
(edited by Verloren Stilte.9623)
I think the leeching sigil would be good for this (I forgot it’s name) I assume you swap weapons anyway fairly often to apply conditions why not make it heal you (with their life
) it’s a pretty decent heal/damage too 900+ anyway.
I like this, this is a good choice and fits the playstyle well. My only gripe is that it isn’t pbAoE (meaning because it is on next attack, you have to pay a bit more attention to what you use to make sure you get full use out of the sigils).
I find that if I am swapping often, the healing is noticeable and I feel like I’m gaining the healing potential I have on my thief build (it’s a Shadow’s Rejuvenation stealth/heal D/P build if anybody wants to ask about that, I don’t play thief enough to say it is good because I don’t primarily care for thief play).
I don’t think anything beats the DPS of sigil of earth though, which is disappointing because it really gimps the stronger options available on the offhand set.
Alright, I figured it out, and I’ll post a link for the changes I made (another copy and paste link).
In text: Runes changed to 6x runes of Lyssa and sigil on sword changed to Smoldering. This allows the crit chance to remain the same, drops a slight bit of condition damage, and exchanges it for adding 1s of burning to the torch offhand, which is a higher damage output over time. Also, the boon on heal is always welcome.
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