In wvwvw 1v1 situations, the chance I down…
(lvl 80 and highly skilled)
Warriors: 80% (They are usually easy 1v1, but become a problem in groups)
Necros: 10% (You will likely never beat a good Necro. They are hard counter to all cnd specs)
Thieves: 25% (Just watch out for P/D. They usually have 17000 hp or more. Their steal gives them cnd cleanse. You’re almost always blinded so applying cnd is tough. They could try for as long as they want, but they can’t kill this spec)
Engis: 50% (Don’t run into their bombs and turrets. Don’t be scared by grenades, just run through it. Engis are scared little things and will go defensive from just a little threat. Disengage when you see a big stack of confusion on yourself)
Mesmers: 0% (Just run)
Rangers, Eles, Gaurds: 90% (overload cnd on them, you will eventually win)
My cnd spec:
S/D, A/T 20/15/30/5/0
apoth armor & trinket
rabid weapon
This is hard and fast rules to help you play ranger my friends:
1) Be sure you have a full stack of corruption and guard leech. (put corruption sigil on each weapon set)
2) This set up allows you to “test the water” before you decide to engage. I want to make it clear; No class on any build can burst a ranger with my spec down by itself. The 9k eviscerate are scary but a warrior with axe MH is rare. The highest BS a thief got on me was 7.3k. Remember, their high dmg weapon sets affords them no Efficient CC to finish the job.
3) Water is our element. We have an OP AoE, range bleed that is super fast on our spear gun. This thing’s dmg scares people. Run into water, pop spear #2, then #3 to escape anyone.
4) Escaping on land requires adjusting two things about your game. First, auto-target off. Second, high speed camera rotation. Sword #2, turn 180, run forward, #2 again to leap forward. After this maneuver, you’re out of opponent’s 900 range skills. If people are still on your tail, dagger #4 face opponent while serpent strike is playing then do hornet&monarch leap again. Perfectly executed, this is equivalent to doing swoop from GS #3 but the benefit is you can change direction at mid-distance.
5) Rangers have a pseudo cnd burst at very close range. Can stack 14-15 bleeds in as fast as 2 seconds (~1600 dmg per second). Require geomancy sigil. Start with dagger #5, proc sigil, axe #2. Set them on fire and stay close. They will dodge lol, they always do when their life is ticking away at that rate. After the second dodge, pop entangle.
6) Learn to accept disappointment when playing ranger. Entangle barely works, but when it does, it’s a beautiful thing. Our pet is a non-factor in fights with skilled people. Our superior disengage skill is not unique to our class, when a warrior decides he had enough, he will leave. When a thief fails many attempts to assassinate you, he will get bored and leave. Bunker D/D eles roll out of fights in style. Rangers get punished the most for player mistakes. Pop heal too early? Have to disengage and start over. Warriors have passive heal so healing isn’t even on their mind. Over extended? Better hope your SoR is off CD. Warriors, Mesmers escape very well and they have dmg mitigation unlike the cnd spec ranger.
Enjoy this build while it lasts guys. Might get nerfed soon.
(edited by gawker.8340)