Theorycrafting a Bandit

Theorycrafting a Bandit

in Ranger

Posted by: Tuluum.9638

Tuluum.9638

To sum up the idea, this is a condition based evasion “tank.”

First, the current build:

http://gw2buildcraft.com/calculator/ranger/?6.1|1.1b.h1e|c.1b.h1.8.1b.h1j|1b.7j.1b.7j.1b.7j.1b.7j.1b.7j.1b.7j|1b.61.1b.61.1b.61.1b.61.1b.61.1b.61|0.k14.u49c.k36.0|0.0|4i.1.4t.4r.55|e

The idea was, as the title states, to theorycraft a “bandit.” A very quick and mobile character that deals damage through poison, bleeding, and crits. I also wanted to get as much control as possible, so that I can do those things unimpeded. In actually making the build though, I ended up with quite a bit more defense than I expected so I catered to it a little. The buffs I focused on are protection and vigor. Vigor to keep the evades going, and protection for when they arent. I didnt worry about condition duration at all, simply because they tend to get cleansed before duration buffs start to kick in (I mostly play WvW).

I have found myself changing the utility skills around quite a bit. When I am traveling in WvW, I use the speed signet. I was initially using muddy ground for AoE control, but have found that the spirit has the same utility (even if its okitten0% longer CD) but also provides protection (which is extended due to increased boon duration). The only one that doesnt change is Pain Inverter because of my inordinate love for the skill. The skills I use in-combat the most are: Guard, Protect Me, Signet of the Wild, Stone Spirit, Lightning Reflexes, Quickening Zephyr, and Pain Inverter. It all depends on how I intend to approach any given fight, allowing for quite a bit of unpredictability.

Originally, I focused solely on condition damage. However, I found that I could give up ~20% cond damage in return for 50% crit rate and 50% crit damage. I thought the trade off was fair, so have been playing it.

I use my auto skills/AoE to damage groups, and focus on poisoning and bleeding specific characters. To avoid damage, I mainly focus on evades like sword 2, 3, and dagger 4. However, when I do get hit (inevitably), the build has a decent amount of armor and gets the protection boon constantly.

The biggest difference on this build is that it is done with the idea of only using an active target in specific situations. 90% of the time is spent with NO active target. For me, this took a lot of practice to break some pretty old habits. However, once done, the bandit plays very much like a character in a fighting game. I basically get in, do some damage with melee and lay down as much conditions as possible, then get out (usually right back to the protection spirit).

Learning to use the skills of the sword main hand and greatsword alt weapon is the lynchpin of this build. Using the last attack in the auto sword attack chain can allow for very, very quick movement both in and out of the milieu of combat. I have found it more useful to change position quickly than actual damage. Of course, it can also be used to stick to someone trying to get away if they are targeted. Both part 2 and part 3 of the attack chain can be activated twice if you dont hit anyone the first time and hit the skill during the current animation. With pounce, this can allow for quite a large amount of distance covered and if used with monarchs leap and swoop.. You can either get to safety very quickly, or dive into combat before anyone knows you are there.

I tried to create this type of gameplay with the thief, but was sorely dissapointed. There just wasnt much room for skill or creativity. I recently deleted the thief to roll this ranger, without knowing that I would be able to create exactly what I was looking for in the thief. Once I started to use my weapons and skills without using a target (except to call them for the group), I was sold. I also found that my pet will attack who I am attacking (generally), without having them actively targeted. Still trying to figure out the best way to incorporate pets into the overall build. For now, they are just icing on the cake.

I have been very happy with it so far, though undoubtedly, I will constantly make changes like with all of my characters.

I feel the sword skill set for the ranger is easily one of the most engaging and fun I have ever played in an MMO. If you havent tried it yet, because it felt clunky and you hate being constantly rooted, give it some time without an active target! Eventually, I hope they make it so that activating skills does not reset the auto attack chain. If/when this is done, it will create one of the most thrilling and difficult to play styles I have encountered in an MMO.

Thanks for reading! And sorry if this has been posted before!

Henosis [ONE]
06-04-13
NEVER FORGET

(edited by Tuluum.9638)

Theorycrafting a Bandit

in Ranger

Posted by: Tuluum.9638

Tuluum.9638

Alright, I have been trying to edit this into the OP, but it isnt working (buggy forums…).

Just wanted to add that this is not a “relaxing” weapon set or build. It takes quite a large amount of effort to get results. If I am extremely tired, I will only tend to play this if I want to get frustrated as you NEED to be on the ball about every evade. Well, maybe not EVERY one, but each one you successfully make puts you that much closer to victory and your enemy that much closer to defeat!

Henosis [ONE]
06-04-13
NEVER FORGET