Chronicles of Tyria (CoT)
Tarnished Coast (TC)
(edited by Greyskies.2815)
So I am working on a Ranger build, and so far I have had some pretty good success. Now I have only really tested it in sPVP where I test most of my builds prior to using them, but will hopefully take it out to the battlefield sometime soon.
This build is a trap/condition dmg build. I also use a sword main hand and war horn off hand.
Sword: I use the sword for both Serpent Sting and Hornet Sting/Monarch’s Leap to maneuver around the enemy and keep them off balance.
Warn horn: I use for Call of the wild to give me that extra speed boost and Hunter’s Call to distract an enemy target.
For my Pet I switch between a polar bear and white moa which both have an ability to chill an enemy; Chilled (3 ½ s) -66% Movement Speed, -66% Skill recharge rate.
Traits: Marksmanship 20 pts, Skirmishing 30 pts, Wilderness Survival 20 pts
Marksmanship:
Malicious Training (II): Increase duration for conditions applied by your pets.
Keen Edge (III): Use Sharpening Stone when your health reaches 75%.
Skirmishing:
Sharpened Edges (II): Chance to cause bleeding on critical hits.
Trapper’s Expertise (VIII): Trap skills use ground targeting and are 50% larger.
Trap Potency (XI): Conditions caused by traps last twice as long and traps recharge 20% faster.
Wilderness Survival:
Shared Anguish (III): Incoming disables (stun, daze, knockback, knockdown, sink, float, fear, and launch) are transferred to your pet. This effect can only trigger once every 90 secs.
Martial Mastery (X): Sword, greatsword, and spear skills recharge 20% faster.
I have also switched Martial Mastery with Hide in Plain Sight (IX): Apply camouflage when you are dazed, knocked down, launched, pushed back, or stunned. This effect cannot trigger more than once every 30 secs.
Skills:
Spike Trap: Set a trap that bleeds and cripples foes. Pulses three times when triggered. Cripple (2 ½ s) -50% Movement Speed. Bleeding (7s) 1,390 Damage.
Viper’s Nest: Set a trap that poisons foes. Poison Per pulse (3 ½ s): 394 Damage, -33% Heal Effectiveness.
Frost Trap: Set a trap that chills foes. Chill per second (1 ¼ s) -66% Movement speed, -66% Skill recharge rate.
Elite Skill:
Entangle: Entangle your foe. They are immobile until the vines are destroyed. Bleeding (11 ¼ s) 14,553 Damage. Immobilize (1 ¼ s) Unable to move.
Runes:
6X Superior Rune of the Undead. Adds Toughness and Condition Dmg. Last ability is 5% of toughness becomes condition dmg.
Any suggestions are welcome.
Buleye
The War Room
(Tarnished Coast)
(edited by Greyskies.2815)
Personally I wouldnt use entangle but thats just me. For your other skills it seems your trying to focus on a cripple/slow build I will try it out and give my feed back. I use to run a flame trap, Spike, Protect me, and renewal/stone which was situational and stacked a lot of bleeding effects maybe that would be better in terms of killing in pvp unless your more supportive. But remember its all preference.
I find that I do great 1v1 and 2v1. Even 3v1 depending on whom and what I am fighting. I am not saying I win that fight but can keep them occupied for awhile. For the most part it is defensive/supportive and I seem to be able to hold out for long periods of time until help arrives. I use it mostly in PvP for holding positions. I will drop my traps inside the capture ring and wait for an enemy to attack. I like the cripple and chill abilities because it keeps the enemy slow while I’m jumping around with my sword attacks and throwing my traps on the ground in front of them.
Again this is still a work in progress.
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