Wvw. Zerk vs Cond, Traps, Shouts, Or Spirit?
For wvw zergs, you can go power based and try to frontline with moderate effectiveness, or trap condi and stick near frontline but play as a caster because you lack stability and stunbreakers. Either way, when it comes to zerg fights, you won’t be very effective against competent foes. If you want to roam, go condi and pick either spirits or traps.
For wvw zergs, you can go power based and try to frontline with moderate effectiveness, or trap condi and stick near frontline but play as a caster because you lack stability and stunbreakers. Either way, when it comes to zerg fights, you won’t be very effective against competent foes. If you want to roam, go condi and pick either spirits or traps.
Wouldn’t spirits be more useful in zergs vs roaming?
No, and here is why. First, you would be forced to play as caster in the zerg (not frontline) so that your spirits don’t get instantly cleaved to death rendering all your non weapon/heal skills gone. And while they do cast their effects when they die, they won’t blind, immob, cripple, and burst damage an entire zerg, more like 3-5 people, so it isn’t worth it. You also have a severe lack of aoe outside of spirit actives, which are on somewhat long cooldowns. Without any of your spirits, (of which you traited heavily for) you’re just a weak condi ranger. Traps on the other hand, can be thrown fairly often to decent effect against groups of players, hitting typically a minimum of 5, up to a possible maximum of 25 (frost trap pulses 5 times). The only problem here is that these conditions are fairly easily cleansed in most zerg fights. Also, you can bring entangle or rampage as one instead of the nature spirit, which can both provide you or your team some much needed utility.
No, and here is why. First, you would be forced to play as caster in the zerg (not frontline) so that your spirits don’t get instantly cleaved to death rendering all your non weapon/heal skills gone. And while they do cast their effects when they die, they won’t blind, immob, cripple, and burst damage an entire zerg, more like 3-5 people, so it isn’t worth it. You also have a severe lack of aoe outside of spirit actives, which are on somewhat long cooldowns. Without any of your spirits, (of which you traited heavily for) you’re just a weak condi ranger. Traps on the other hand, can be thrown fairly often to decent effect against groups of players, hitting typically a minimum of 5, up to a possible maximum of 25 (frost trap pulses 5 times). The only problem here is that these conditions are fairly easily cleansed in most zerg fights. Also, you can bring entangle or rampage as one instead of the nature spirit, which can both provide you or your team some much needed utility.
So basically what I’m hearing is, for zerg fights go zerk, for roaming go condition?
Doesn’t seem like much has changed in the meta.
No, and here is why. First, you would be forced to play as caster in the zerg (not frontline) so that your spirits don’t get instantly cleaved to death rendering all your non weapon/heal skills gone. And while they do cast their effects when they die, they won’t blind, immob, cripple, and burst damage an entire zerg, more like 3-5 people, so it isn’t worth it. You also have a severe lack of aoe outside of spirit actives, which are on somewhat long cooldowns. Without any of your spirits, (of which you traited heavily for) you’re just a weak condi ranger. Traps on the other hand, can be thrown fairly often to decent effect against groups of players, hitting typically a minimum of 5, up to a possible maximum of 25 (frost trap pulses 5 times). The only problem here is that these conditions are fairly easily cleansed in most zerg fights. Also, you can bring entangle or rampage as one instead of the nature spirit, which can both provide you or your team some much needed utility.
So basically what I’m hearing is, for zerg fights go zerk, for roaming go condition?
Doesn’t seem like much has changed in the meta.
The meta for wvw? No, much hasn’t changed at all. It’s the pvp meta that has changed (for better or worse).
wvw solo roamer: spirit ranger
other: power
Just the WvW
R3200+
wvw solo roamer: spirit ranger
other: power
When you say power do you which utilities and gear choice do you mean specifically?
This is what I’m currently looking at.
wvw solo roamer: spirit ranger
other: powerWhen you say power do you which utilities and gear choice do you mean specifically?
This is what I’m currently looking at.
God no. First, I hate sb/lb ranger. Second, you are about as glassy as you can get (you will be giving free rezzes). A fairly well known power ranger zerging build atm is axe/axe & gs for the high burst damage and defense. You usually build with a mix of valk and knights or go all pvt. Your main goal in zvz combat should be surviving. Your secondary goal is damage output.
I have a crowd sourced theorycrafting thread on this very topic. I’m calling it “Hydralisk”. Here’s v1.1, please, help work on it:
Berserker gear isn’t a good option for this class because you’ll die quickly. If you want to run berserker gear, longbow is a better option than shortbow imo. Greatsword is also a given as you’ll need all the survivability options longbow doesn’t offer.
You’ll be better off just going condition based regardless of your playstyle though imo. You can go with a 20/20/30/0/0 build (which I run currently). You can also go with a 30/10/30/0/0 build (which I ran before my celestial finished and when I was in apothecary gear). If you go power, the 30/20/20 build is good. If you don’t need the signets, then the first build mentioned is also good with a power build.
I find I need empathic bond to survive though because I’m more of a backline pusher than a front line area denial class like others typically suggest. With me in the back I tend to not be near enough to other classes to get conditions removed. When roaming, conditions are a nightmare as well since everyone and their brother is running a condi build.
You won’t beat guardians, warriors, or engineers with these builds though. Not enough interrupts. Shortbow daze is very valuable when fighting these classes.
Good luck.