what you think about my build for wvw
- How do you handle conditions?
- Which jewels are you using in your accessories?
- Which consumables do you use?
- Why use Ranger Runes if you’re calling pets a liability and complaining about how fast they die?
Honestly? Without any condition removal you are a free bag.
LGN
i don’t know, i don’t suffer much with condis. i have around 18000 hit points, and with troll unguent i can get the life lost. in Pve and dungeons i do feel the condis that i can survive with the healing but i could see any poblem with them in wvw.
Jewels i cant remember now, but probably somethng with assasin stats.
No food, lately foods to increasy magic find, but i quite new about foods, i recently discover its ultility so i don’t use them much.
I use ranger runes because of the precision bump, better crits, and because while i have an alive pet i get + 10% damage. I don’t know about any other rune that do that.
Pets are useless for combat an if i don’t get within an enemy zerg usually they survive. Indeed as soon as i get inside an AOE the pet is gone.
I have trouble to survive zergs AOE because its like raining fire all around, also thiefs beause i’m not good enough. With this build i’m be able to get down some guards (i guess not very good players), ele, engi and necros are easy. Thiefs as long as they dont get close, all the invisibility that they use its a kill for me yet.
i can get swapped by a zerg but 65% of times that happened i could survive enough to get out. other 10% i would survive if it wasnt because trying to use LB#3 (invisibility) with a dead pet (that follows you with no cloack so every body knows where you are).
This build in numbers is around 71% crit, 1000 – 2000 damage LB#1, 8000 -18000 LB#2 thanks to high crit.
Rune of air hits almost every 2 seconds.
With silvary hound once i could survive a canon in WvW 1v1.
I dont know what else to say, the build is solid for me, however i know it lacks in some areas. As i said any advise would be very welcome.
Jim, what skills should choose for improve condi removal?
(edited by anduriell.6280)
If you don’t want to trait for condi removal I would suggest healing spring and signet of renewal.
If you aren’t managing your pets then runes of the pack are probably better for you. Or you could equip a mini, unless they recently changed it ranger runes still get the bonus when you have a mini out.
LGN
This is my wvw build:
http://gw2skills.net/editor/?fNUQNAT8XjMqUxaLLOsQ1igABZ5hANvNi5iLuemyr+ybrA-TxCFABFcBAY4IAUiGklUWZnugJVLBgHCASKVSTjQiqaIoSQCBUeMA-e
Note that you can swap out Survival 4 for Offhand Training or Martial Mastery although I’ve found HiPS to be extremely valuable against CC/disable classes, and I’ll typically alternate between sw+axe and sw+wh for my secondary set. For condi clears I’m using brown bear as my secondary pet (Special clears 2 condis) and Healing Spring. And yes, ditching Signet of the Hunt because I would rather make a smaller sacrifice through Rune of the Traveler than an entire utility skill.
I’m also not really exclusively a pewpew/LB ranger. The LB is a great weapon, but I wanted to find a balance where I could do substantial enough damage from range and then not be a sitting duck at melee. I’ve only had a Ranger for 2 weeks, coming off of 2+ years exclusively running melee War and Guard, so being able to be a solid melee fighter was a big deal to me.
Also, I will primarily run sw+axe unless I’m in a group, then it’s sw+wh and offhand training (with sw+wh I can blast my own waters and heal myself to full every 30 seconds). With traveler runes plus extra boon duration it’s near perma swiftness/fury, especially if you’re changing weapons in combat often to gain the extra fury from Skirmishing 4 (I am). The reason for OH axe? Axe 4 is a fantastic interrupt and does substantial damage, and if you ever come up against another ranged class, you can pop axe 5 and watch them kill themselves. It’s amazing how many other Rangers will allow their full RF channel to go off while I’m in Whirling Defense before they realize what I just did to them. Not only that, you’re getting retal out of it at the same time, which is nice to have if you interrupt WD against non-ranged attacks (the smart ones).
Hydromancy is great for a semi-root when swapping to melee, and Air has incredibly great burst potential while Strength sigils on my LB allow me to build up enough might before swapping to melee.
And if I really, really feel the need to have more survivability, I’ll run Nature’s Bounty in NM 2, especially if I’m around other people who are able to apply group regen.
(edited by Ark Bladesteele.2943)
You’ll never win a 1v1 but sounds like its a zerg build. Specifically a backline zerg build. Meaning you are at the back taking advantage of your range.
IMO:
1. Power is too low
2. Toughness is so low you might as well go full glass
3. SoS is not going to keep you alive when your frontline breaks
4. Not much fury
I think you are sacrificing a lot of power and survivability for that high crit rate. You really have to utilise fury to get the most out of any wvw power build, which also means using SOTF.
I build my power build like this:
Which gives me more power, more crit damage, more toughness, more vitality, and heaps of Fury (which means the crit chance gets up over 50% with food).
It also has two stunbreaks, heaps of condition removal, and some soft cc via muddy terrain.
I also think you should go fire/air sigils on longbow. I haven’t done the math but I would bet that fire sigil adds more damage than 7% precision over time.
Also when fire and air double proc it can be a huge burst.
Space Marine Z [GLTY]
My build or the OP’s? I’m guessing you mean the OP’s since my survivability is extremely high and I’m already using might+fury+air procs for huge bursts. I don’t rely to heavily on stun breaks due to HiPS, although LR is pretty much a necessity. Running SoW grants me a decent amount of stability on active and while the passive regen is fairly negligible, the +25% dmg on active is also a huge boost. The +50% movement speed also keeps you locked to 33% even when in combat, whereas standard swiftness will drop you 8% to 25%.
(edited by Ark Bladesteele.2943)
Guild Leader of Favorable Winds [Wind]
I find with world v world for a ranger that there is not one build for all situations. I change my build depending on the fight sizes that i am in. so for small group stuff (10 or less) i will spec almost a roaming build, so i have slightly more glassier gear and more person condition removal and healing, where as in larger group fights (20+) ill spec PVT, condition reduction (not so much removal plenty AOE removal with that) and get most of my healing from stacking and blasting water fields.
The builds provided here look solid, but they use all ascended. I don’t have ascended gear, only a long bow.
There is one, but the crits are about 26%. The good thing about my build is that you can get consistent high damage with medium armour and hit points.
So it’s not like you die at first blow. If you handle with the GS you can give some fight before go down.
I would say this build is for long, medium range with support for melee when fighting engies, eles, necros, mesmers and thiefs. Warriors are a no go, and guards if you can kitten them hard before get too close.
Although i’ve been thinking about change troll unguent for healing spring to have something to clean condis.
Any advise for breaking stun and impeding conditions? the skill lightning reflexes is very unreliable, some times simply takes me in the oposite direction i wanted and push me futher inside of the enemy zerg.
Also, any advise to fighting thiefs that abuse cloak/invisibility?
(edited by anduriell.6280)
If you’re having trouble with Lightning Reflexes it sounds like you just have to pay better attention to where you’re facing when you hit it because you will evade backwards. If you have you’re back to a zerg and hit LR you’ll evade right into them like you described.
For conditions you have any combination of Healing Spring, SoR, Evasive Purity, Empathic Bond, and SotF. There are also Sigils of Generosity, Purity, and Cleansing.
As for fighting stealthed targets you have Sick ‘Em and Rapid Fire. Also try and time a Counterattack for when a Thief should be coming out of stealth, or use Barrage on their Shadow Refuge to try and force them out of it. If you’re having trouble with timing just add as much distance as you can.
Edit: Forgot to mention condition reduction Runes and Food.
(edited by Sagramor.7395)
Your sugestions are great, thank you.
But with LR the problem is not where my character is facing is that i use that skill to avoid to stay when i’m hit with inmobilize or stun, because siting docks when i’m in the middle of an enemy zerg is not a good idea.
Protect me would work as well for inmobilized?
I try to swap some trait for shared anguist that would take the impeding conditions from me, but im not sure would work for that. Usually when i die is because i get in the middle of a zerg and i get inmobilized.
Don’t. Shared Anguish is on a prohibitively long cooldown, and it won’t save you in just about any situation ever. Scroll up and check my build. If you’re really worried about movement-impeding conditions, swap SotW for SoR, which is a stun breaker. Whatever you choose to run as your primary pet is totally up to you (I’ve been leaning heavily on Cave Spider due to the fact that it can inflict 4 different conditions, at range, making the one I care about most — poison — harder to clear), but always run Brown Bear as your secondary pet. Its F2 shout will clear 2 condis on you. If you really need more condi removal than 1 every 10 seconds, 2 every 25 seconds, and one every 30 seconds from Healing Spring, trait for it. There’s nothing wrong with traiting for survival in a zerg; I do it all the time on my War by sacrificing everything in my pow/prec lines for condi clear and healing.
Learn, experiment, adapt. You’ll get there.