Hands down, rangers have the best sustained DPS in the game, especially if you let them free cast. They’re like the arcane mages of GW2, if you let them sit back and choose targets during a fight, they will totally tear your team up in no time if you’re running a glass cannon build.
THE BUILD:
Critique as you will!
WEAPONS
- Long Bow – Most people don’t like this weapon because of the poor auto attack, but the auto attack is the only bad thing about it! Rapid fire is very high damage especially with quickness, 10% more damage from vulnerability in 1 shot is amazing, knock back/stun is great for nodes or people focusing you, and the AoE is an AMAZING damage dealer to groups, not to mention the crippling effect which greatly helps your team clean up.
- Short Bow – taken for obvious reasons, auto attack has very high damage with this build and will be your main damage dealer, cone poison is great to lower healing, gives another evade, has a cripple which helps your melee team mates, as well as you to focus, and the daze/stun is also great.
- Sword and great sword are good, but frankly just do what other classes can do MUCH better (thief and warrior). Axe is a good weapon for group combat, but has VERY little flexibility, especially when compared to the Long Bow. Stick with the bows for sure.
PETS
- Wolf – obvious reasons, the fear and knock down are amazing
- Hyena – considered a dog pet so still has a knock down, and the f2 ability summons another hyena as well. MY theory on this is that the more nameplates that appear on an enemy screen, the more worried they get (see mesmers). And having 2 pets on your target can cause them to make some mistakes which let you sit back and blast away at them.
BUILD REASONING:
- Hydromancy sigil – is good in tight spots, and goes well if you follow up with a knock back from LB #4.
- The earth sigil – for more bleeds, but with such a high crit chance could be swapped for strength on the SB.
- Healing spring – must for team work, condition removal is a godsend.
- Quickening Zephyr – obvious reason, use when entering combat and target is at long range
- Traps – The bread and butter. Combo field, slow, bleed, and burn all with 2 abilities. Get into a tight spot with your group and these can mean the difference between life and death, especially with blast finishers. I choose spike over frost because laying 2 combo fields over each other cancels out one of the fields and makes it useless. Stick with spike and fire for high damage and the slow.
- Steady Focus – amazing ability for those moments when you run up to a fight in progress and nobody is targeting you, or if you’re camping a node from afar and get a big jump on an enemy from 1200.
- Beastmasters Bond – pets go down a lot, might as well get up to 70% crit chance when it happens
- Piercing arrows – ABSOLUTELY NECESSARY for tournaments. Too many players clumped together/pets/illusions getting in the way not to have it. Take it, or lose a ton of DPS
- Agility Training – I can’t live without this trait. It helps pets do a significantly higher amount of damage just because they can stay closer to the target more easily.
- Trappers expertise/potency – buff your traps, you’ll need them
- Mighty Swap – either this or commanding voice are great, I like this for the greater damage on pets, especially when the swap gives you quickness.
- Amulet/runes – self explanatory
- Elite – RAO is great for the crit buff, gets you up to 70%. Entangle should be switched to if you see that the opposing team is melee heavy though.
(edited by No Walking.6349)