sPvP/WvW cd/tank build (Post June nerf)

sPvP/WvW cd/tank build (Post June nerf)

in Ranger

Posted by: Soilder.3607

Soilder.3607

http://gw2skills.net/editor/?fMAQRAnf8YjEVV2BWKWo2Bi1DAJI90ewp+beXhRdxVpVB-T0AgyCuIuRdj7GzNybs3MCYdwOgpAvAA

Hi, I’ve been using this build for awhile now and I think it’s absolutely fantastic. In short, it has some excellent condition damage, lots of regeneration, lots of health, and a lot of survivability. Please keep in mind however that this build is intended for small group play and roaming/1v1s.

Weapons:
Axe/torch- I use these because of the insane amount of cd damage they offer. The axe #2, splitblade, is simply great and spammable. Unfortunately, it isn’t so effective from a distance but that isn’t a problem since the playstyle revolves around being close to your target. #3 winter’s chill is decent for control. Torch #4 is simply fantastic and adds once again lots of cd. #5 is situational as it requires your target to remain inside the AoE yet nonetheless very useful against any targets which need to be within melee distance of you. Also provides a firefield for combo effect.

Sword/Dagger- These weapons will grant you cd as well and LOTS of evasion, something that can be essential to countering burst classes. #2 is a good evade and good for triggering combo fields that you create, #3 and #4 are very good for stacking poison and reducing your enemies heal and evading burst classes or just for evasion in general. #5 is simply a great cd and control skill as it stacks three bleeds and has a seven second cripple.

Utilities:

Healing Spring- Ok, healing spring is an absolute must for cd removal and for regeneration stacking. Staying within its AoE will grant you 22 seconds of regeneration once the effect ends (the effect lasts for 15 seconds.) You’ll also find it to be useful as a waterfield if swapping to the sword in which case you can hit #2 twice to leap into it and gain 1300 health. It is also a great skill for running with a group because of the AoE effect it provides.

Lightning reflexes- A standard stun break and evasion, necessary for any build if you ask me. Also grants vigor which is great for even more evades.

Signet of the Hunt- I find this useful simply for the extra movement speed but if you find another skill more important feel free to change it.

Signet of the Wild- Great for additional regeneration. I never trait for signet use because SoW has a long recharge but short duration. Not only that but the benefit it provides is only an increase on direct damage, something that this build doesn’t really do much of.

Entangle- A ridiculously good elite skill, with a possible 20 seconds of immobile and massive condition damage, what’s not to like? Just make sure to use this after you’ve witnessed your target evading to ensure it hits.

Traits:

Marksmanship- I’ve added 30 points into this trait line for mostly the extension of cd duration it provides. There were only two traits I found to be really effective, which were Malicious training to increase cd of pets, and keen edge to grant sharpening stone. I use beastmasters bond for the three stacks of might, however it’s not really necessary and you can change it if you wish. I recommend swapping it to spotter if running with a group in WvW. In addition, I’ve considered removing 20 points from this line and adding it into nature magic for the extra survivability. However, this has some cons as I’ll lose 20% cd duration and sharpening stone. This detriment could be lessened by the use of rare veggie pizzas, but this consumable is only usable outside of spvp and would also result in me losing the extra regeneration and vitality granted by mango pies (which I will get to in a bit).

Wilderness Survival- First off, the 50% endurance is essential for evasion. I don’t know anyone who wouldn’t want it. Anyway, the toughness and cd damage it provides is great for this build. Wilderness knowledge is the first trait which I found useful for reducing recharge on lightning reflexes and entangle. Oakheart Salve is great for stacking regeneration. And Off-hand training is a must to reduce the recharge on those offhand skills. Not only that, but it makes dagger #4 a useful skill to “catch up” to your opponent if they’ve fallen slightly out of melee range.

Nature Magic- The 10 points into nature magic is for the extra vitality, the rejuvenation minor trait which helps stack regeneration, and Nature’s bounty which extends regeneration duration by 33%.

Stormbluff Isle

(edited by Soilder.3607)

sPvP/WvW cd/tank build (Post June nerf)

in Ranger

Posted by: Soilder.3607

Soilder.3607

Armor:

I chose carrion because of the vitality and cd it provides. I don’t really care much for the power since I’m not trying to do much direct damage, but in the end it helps. I’ve added six superior sigils of dwayna for the extra regeneration duration, the 5% chance to gain it on hit, which is great for stacking, and for the fact that using a healing skill grants regeneration. The healing power boost is nice. With these sigils and trait setup, you will find that you’ll pretty much have perma regen while in a fight. And that stacks on top of SoW.

Consumables:

The only one that I find to be very important is mango pies. Simply because they add a third stack of regeneration to me and extend my vitality as well. I would not recommend changing these because when you are in a fight the extra 80 hp they give every second is necessary for your tankiness. In the end, you’ll have 300hp being regenerated per second when all three stacks of regeneration are on.

Pet:

The Juvenile Lynx should be your first pet out. Felines deal the most dps and cd damage, and the lynx’s f2 skill adds two stacks of bleed. Not only that but it’s maul attack adds another four. If he dies, swap to the Juvenile Snow Leopard. His f2 skills is great for control as it adds six seconds of chill if it hits. His f2 skill make not deal bleeds but atleast he still has maul. If you find a pet canine to be more important and you want more control, you can swap out the snow leopard but I really don’t recommend you take out the lynx, he simply deals too much damage.

Summary:

That about covers my build. I’m telling you, after having run this for a long time, it’s very effective and as you get used to it you’ll win most duels you encounter. Of course, when you first start and know very little of your opponents, you won’t do so well. But as you gradually gain skill and learn how other’s playstyles work, you can become very good on the field. For example, if you see a thief coming and see hes wielding a sword, pop torch #5 and wait for him to teleport to you. Then as he immobilizes you, swap to s/d and hit your evades to dodge his attacks and apply some nice poison. Or if an ele is coming, (they’re almost always d/d, and if not, then don’t worry) check to see what element he is attuned to. Chances are they’ll start out with air, and in that case prepare for him to “ride” the lightning to you and dodge that kitten. Then as he swaps to fire or stone, switch to the s/d and evade his aoe attacks. If he starts trying to heal just lay out as much cd as you can then try to cover your bleeds or burning with cripple or chill to make sure they aren’t removed.

Well that’s about it mates, good luck and have fun.

Stormbluff Isle

(edited by Soilder.3607)