Hm yes I now come to understand what you mean. And tbh, I’m not that advanced into traitlines knowledge. So I don’t have an oppinion here, but by understanding what you’re saying and looking at the druid trait line, you are right. There is none.
But I still think the druid is great at support.
Damage wise there is none or little when talking about druid I think. On the top of my head: 1 glyph that gives conditions to enemies, and astral avatar #5. But I don’t think the druid was designed for that purpose.
Last point: you are right. But this game has never been able to target heal, so why say it’s bad for the druid now? I still think druids are very good at healing/support.
Target healing is another discussion I think, so is the holy trinity
Good to discuss, yes. It’s just my humble oppinion.
Lack of synergy with ranger traits and pets: The synergy with ranger druid traits are good I think, for support, that’s healing and cleansing in this case. You can spec into BM and spec for more healing support via BM traits and synergy with your pet. I’ve been playing this way for a week now and I find that only bears and devourers can hold their own in zergfights, you have more pet families to choose from in small scale fights / roaming. Synergy with other traitlines are the same as before the launch of HoT. I’m not saying anything about pet AI in general, that’s the same as it has been from GW2 launch.
Little AoE: Being a celestial avatar, casting #4 Rejuvenating Tides, you have a waterfield that’s moving with you, and it’s not small. You can cast it twice under normal circumstances before the celestial avatar is back in cooldown. That’s a lot of blasts and healing. You can’t blast it yourself with your staff skills though. You have healing spring as another waterfield. Other AoE fields rely on your pets, fire wyvern for might for example, but isn’t ideal in gvg/zerg fights. You could use torch for another firefield if you’d like, but I prefer staff / axe warhorn.
Indeed you don’t have targetable healing. But did we ever had that? That’s nothing new right? As long as your party members are relatively closeby, your blasts and healing will heal them. In celestial avatar form, #1 cosmic ray is pretty targetable, as is normal staff skill #3.
I think it’s very good.
Been playing it since HoT launch, got it fully unlocked pretty fast, and am really loving it.
Saw a lot of posts about how bad druid is in general. I can say I don’t agree for WvW as a support character. Didn’t want to be too fast to state this, but I think it’s really good.
Because they’re less defansive then Crusader and healing power is not that important really. With 900-1000 healing power you can heal like crazy.
Wouldn’t you want as much healing power as possible? To get the biggest green numbers? If not, why not?
You can easily sustain enough heal with -+1000 healing power. Druid is a burst healer. We hava too little regen skills. So you don’t need enormous amount of healing power. You just need the certain number of healing power so you can sustain the proper healing at fights. Sure you can go with a pure healing build and pick the right skills and traits for it but as I said you will be missing a lot with this. You can go with pure cleric and magi and increase your healing power but with this you will lose a lot from other stats. At the and you will lack some survivabilty and a lot of damage. On top of that you can go with the nature magic for a little more healing but you will lose spotter -which is one of the most important ranger traits in my opinion- and quick draw. Support is not all about healing. And in my opinion Druid is by far the best support class for WvW right now.
Thanks for your view on this. I’ll take it in account
Some suggestions to the OP’s builds.
I think that you have to much interaction with your pet, for me I found that I wasable to keep my pets (duel drakes) alive a lot more then before druid possibly due to the fact that I’m no running healing power, but they are still dying a lot in larger/longer fights.
As far a gear goes I’m still not sure either, so far I like Staff/A-W staff for the majority of the fight and Axe for when your side start getting ahead (just to get tags). I’m using Nomads because Clerics does not have enough vitality, magi does not have enough toughness and mix them does not have enough of either, and ministerial is to expensive (last night it was going to cost 80g in fresh water pearls for 6 exotic insignia’s) so i might put off switching to that for a while.
I’m already running this build, only don’t have the right armor yet.
To get the most support I specced for BM, to have a lot of support via synergy with my pet. But in big fights, just like you, my pets don’t last long enough, even with the BM traits that give your pet more survivability. So already switched to bears (losing a blast with the drake for healing spring, but that’s ok). Still not sure if I stay with the BM trait, maybe I’ll switch it for something else.
About armor: Would you want Minstrel’s if you had the gold for it?
Because they’re less defansive then Crusader and healing power is not that important really. With 900-1000 healing power you can heal like crazy.
Wouldn’t you want as much healing power as possible? To get the biggest green numbers? If not, why not?
That’s a good option! Thanks.
Any more tips?
What about armor? I have Magi and Cleric’s mixed. Should Minstrel’s be better as a druid healer?
I’m saving to get ascended gear. Before I’m buying anything I was hoping fellow rangers with WvW experience could give me some advice about this build:
Mix of cleric’s and magi’s. But maybe minstrel’s will be even better?
I think the build is self explanatory.
Advice/tips are very welcome.
Thanks for the reactions.
Not so good idea after all, good points made.
Then maybe something else: Why do I feel like having to be in LA all the time to get the feeling to be everywhere the fastest, meaning PvE, PvP and WvW – wise. LA feels like the centre of everything, while I want my homecity to feel like that.
Just an idea, not sure in what section to post this:
Travelling as a
- human to divinity’s reach
- charr to the black citadel
- norn to hoelbrak
- sylvari to the grove
- asura to rata sum
from anywhere, no charge. Costless.
Since it’s your “home town”.
All other travel fee’s remain the same.
Thanks LughLongArm
. Yes I realise that stability is a new struggle now.
Thanks for the alternative build setup.
I see other sigils. I don’t understand why use entangle instead of RaO though? We just talked about the stability struggle :P.
I like to use carrion devourer instead of murrelow, also has poison field, but also a knockback and it seems to get more out of harms way since it’s ranged attack.
@ Jim Hunter too: I use signet of the wild and signet of stone, I don’t use renewal. I’m trying to get away with cleansing with only healing spring and -40% food buff. Which probably isn’t enough, but with this health pool I’m fairing pretty well.
@Jim Hunter I ran with Bark skin last night but since it kicks in around 6k health it loses its effectiveness in larger fights.
bark skin is awesome, use this build to maximise the value.With this build you have like 31k life pool(with the gurds buff), so almost 8k with bark skin+enlargment for stability, damage and movement(you can save SoS for the last -5%-10% hp, re-position, range with axe, heal to max and go back in).
Axe 5 is a great way to split zerg, one of our best firstliner tools. you can swap muddy terrain/LR with SOTW and RAO with entangle for a more “controlled rotation cycle”.
Finally got the gold to get this going, since it really looked nice. And it is! Fellow wvw (zerg)rangers should really check this out. Finally a very competent frontline ranger zerg build. I’ve been trying to put something together for ages. Played for an hour tonight, really works well. Healthpool (with guard buffs) is amazing, as is toughness, and with these runes and this food you still get more then enough damage output. I only find myself having not enough stability at times when I’m running without party members giving me stability, even though you have RaO and the trait.
fun to read, nice thread!
used it too, and liked it too. A build pretty similar to yours, double bows. But never thought to use it with full skirmishing and traps, which seems nice and adds up nicely with longbow’s power oriented style. I used it with survival skills I believe, including elite. Also had dire armour, but different sigils and runes.
I’m pretty lost without stability though against those hammer smashing ones. That one trait we have at 25% isn’t enough and too “random” to my feels, so you’re bound to the elite or signet.. and that messes up my build often
.
I also like to try out unorthodox builds and get them to work
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Nice topic, build and video, thanks.
interesting! hope u get some feedback from others
It’s on metabattle though, I mean, it isn’t exactly a secret at that point lol. I’d actually assume metabattle has more visibility than here on the ranger forums, especially after the official twitter brought light to its existence.
Thank you for reminding me that metabattle existed. Forgot, not very active on forums as it shows.
Nooooo…..
Just wanted to make the information largely available to help the meta develop.
but ok….
- Europe, Netherlands
- Everytime I log in, morning, afternoon and evening. GMT +1 Timezone
- I believe it’s only WvW, Gunnars Hold server
- Lagspikes. Mostly I dc, sometimes I get lucky and I don’t, but then I’m often dead if I was fighting enemies.
You guys are way too demanding. It takes a lot of effort to focus exclusively on tool tips.
You ever looked at other mmorpg’s or games and see how much effort they put in balancing?
Well at least we see skill fact updates every month…. sigh lol
Who cares bout skill update facts, especially compared to some balancing.
Could those ppl not be working on balancing instead? I know it doesn’t work that simple but it should be rather obvious people are in dire need of balancing updates instead of everything else, including new content.
Considering you’re already using 2 survival skills, why not drop 5 points in Skirmishing and get Survival of the Fittest? It’ll give you more condition removals and also gives fury-on-demand. I personally find Furious Grip (Fury on weapon swap) one of our more useless traits. I only get it because I want Quick Draw, but you don’t do that.
That looks very promising, thank you, going to try that out. Now because of the condition reduction and removal from runes, traits/survival skills and food, I’m thinking to swap SoR out for an offensive skill, like quickening zephyr. What do you think?
So that will make: http://gw2skills.net/editor/?fNAQJATRjEq0yaHLmsw1ag9gadAUANArB29WcEtdKv4KrlC-TFCEwA22fwpyPuKBJ8IAYp+TbdBHuAAAOCABAQAu5OTn7MgbuzduzduzSBwkwI-w
btw I recognize your accountname, if it’s the same as your character’s name, are you on gunnar’s hold?
(edited by Bast Bow.2958)
currently using condi-builds for roaming.
For zergs I try to avoid using Beastmastery traitline since pets are almost useless in zergs. Nature magic is ok for hp + boon extra %. WS ok for toughness, condi dmg nah because zerg-fighting so condi’s almost useless. Markmanship + Skirmishing is good for raw dmg.
So for zergs I come to use: http://gw2skills.net/editor/?fNAQJATRjEq0yaHL+rw1ag9gadAUANAvB27WcEp8irsWK-TFCEwA22fwpyPuKBJ8IAYp+TbdBHuAAAOCABAQAu5OTn7MgbuzduzduzSBwkwI-w
Use Troll + RaO just before u enter the zerg-fight. Slice through zerg with greatsword. If u get low on health or sticky situation, get out of zerg-fight with #3 GS or LR and some dodges, then snipe with longbow, chill-sigil to annoy even more. Muddy terrain for more CC. Brown bear for cleanse, Carrion Devourer for the poison(field). These 2 pets caus bears + devourers can hold out a lil time with no points in BM in zerg-fights.
With this build u won’t provide much boons/support for ur allies, ur more dealing damage and CC-ing.
Rest of the build speaks for itself I think.
If others could point out things I missed that would be fine too. Feedback always welcome
(edited by Bast Bow.2958)
like some already posted: it misses when you’re blinded.
Watch out for this when solo-ing camps too, since those pesky scouts blind you pretty often.
ranger
Make it able to disregard/permanently stow pets, which means the rangers gets a 10% overall stat bonus.
Rangers are ok for roaming, solo-ing camps for example.
There seem to be a few nice builds for PvP.
But looks like other professions do it better.
I’d rather have them admit/tell us that they are not going to fix the pet, never if that is the case, or not for the next couple of months. That seems to be the case last year.
Ppl tried politely and unpolitely, nothings happening, silence… Silence silence. Then I’d rather have them say out loud they can’t fix it or don’t know how to so all rangers stop hoping and be disappointed all the time again and again.
ranger is good for solo/roaming wvw. There’s some nice bunker/condi/trapper builds for it
It’s possible to be of service to your team in dungeons, or in wvw. But it’s a bigger challenge with a ranger compared to other professions.
Anyone remembers when GW 2 still was in beta, and ppl that played beta could add feedback to certain features?
Anet also stated some features they weren’t sure about or were especially open to those features. Ranger pets were one of those. I remember they were open to a complete overhaul or any kind of feedback for ranger pets. I could empower this with those anet-posts but don’t know how to.
That fact alone says a lot.
(edited by Bast Bow.2958)
Heya, I wanted to make a ranger because I just love archer type classes. I have played the game since release but never played ranger before (don’t know why lol). I was just asking if you would be able to leave any tips down below about the class eg, what weapons are best for pve and maybe what the best pets are.
I know some of you may think “oh there is no best at anything it’s how you play” but these questions are mainly for getting form like 1-40 then I should of learnt the class a bit more by then and would be able to make my own choices.Thanks in advance, Jack :P
PvE: Longbow. Not really sure about other weapons. I think greatsword is nice too for PvE.
PvE pets: canines, spiders. With 15 or more points in beastmastery: birds. Remember to switch them in time before they die, really important!
He doesn’t really need more regen if he already has perma-regen, does he?
xD
Indeed he does not, lol. Replied too quickly I guekitten
hen another dog or drake would be good I think
I like your build.
Tbh I don’t see any flaws or things I would definitely change.
My first thoughts were positive and nice build, since you wanted feedback I thought a lil longer and my first doubts were:
- Is there enough damage in this build?
- Pets. Bear specifically. Your utilities, shouts and traits are kinda leaning towards pets, and then you put a bear in there, which isn’t really a dmg/control pet. It has a cleanse but I think you can get more out of it. Maybe sylvan hound since you like regen? I wouldn’t go any squishier then drakes and canines since you traited 10 points in BM. Felines and Birds are, imo, too squishy for 10 points in BM. So that leaves you Ursines, Devourers, Drakes, Canines, Porcines (no experience) and maybe Spiders and Moa’s but they may die too fast, especially in WvW, spiders are ranged so that’s a lil +. I only use devourers and ursines when traited 0 in BM. With 10 I like drakes and canines, they provide more dmg and/or cc then ursines and devourers, but aren’t so squishy like felines, birds, spiders and moa’s, though spiders have an edge here since they’re ranged.
Sigils: In WvW maybe sigil of bloodlust for + power. Wouldn’t go for bloodlust in PvP. Maybe stick to force in PvP.
(edited by Bast Bow.2958)
for roaming I like a condi-bunker-trapper build with entangle. Dire/rabid/carrion kinda stats. healing spring. x/30/20 or 30/x/x skirmishing trait line speaks for itself what traits —> trapper traits. Wilderness survival to add in condi dmg.
Weapons… I use axe/warhorn and sword/torch, but there are other good weaps too, shortbow for example. Used to run axe/warhorn shortbow before.
my feels about the ranger
Ranger is my main since head-start.
I’ll make it short.
pve Good
dungeons Average
pvp Not very experienced, but I think it’s average.
wvw roaming Good
wvw zerging Below average or bad
You could replace words like bad with ‘a big challenge to come up with good, working build and provide something for your team’ and good with ‘easy to come up with a good, working build and provide something for your team’ if you like. Just the way you look at it
.
(edited by Bast Bow.2958)
A pet that applies Torment.
Yes!
Confusion we couldn’t apply either, then came the Reef Drake with southsun-cove. The only pet that was added since release if I’m correct?
Time for a new one, with torment, yes!
Can’t get it to work. Played them yesterday in dungeons and WvW but F2 skill kept missing, every single time. Haven’t tested owl or black raven yet.
Others also having this problem?
Upgrading camps, towers, keeps, SM etc costs supply and gold, which comes from the player that orders the upgrade. There is no personal benefit at all to, for example, buy tier 3 (fortify) SM. It costs you 2 gold though. It doesn’t really encourage players to spend that much amount of gold for a server while there is no personal reward for it.
Luckily there are enough people that do it anyway, including me, but would it be an improvement to grant a personal reward when someone buys upgrades in WvW?
Would it be a good idea to grant a personal reward when upgrades are bought?
I’m not sure in what way: Karma? Luck? Laurels? BoH? Loot? (tier 7) materials? Or a combination of these?
What do others think of this?
http://gw2skills.net/editor/?fMAQRBHhx+0IRVldXlVFodgopQTm/pIWs39YUl6UVc3D-TQAjGWgs/YKC
1. If by choosing the trait for 20% reduced off-hand cooldown, considering that and my boon duration runes, etc. wouldn’t the warhorn alone be enough for fury upkeep? If so would running another moa like the one that dazes be better suited as it provides some CC and still benefits the moa trait in beast mastery?
The warhorn alone would not be enough for fury upkeep, even with the 20% reduced. If I recall correctly, with the trait you have a 27 cooldown instead of 35, while the might fury and swiftness lasts about 12 secs or so when you cast it. So that’s a 15 sec gap. So you could keep the Moa. Feel free to try out other pets though. I wouldn’t go for birds or felines with this build-setup, especially not in WvW. You need more (25+) points in Beastmastery to keep them alive.
On a sidenote as a tip, switch your pets in time! If you don’t it’ll cost you much more cooldown, thus less damage output or support, depending which pet you have. I got my switch-pet button as mouse nr 5 button. A lot of rangers forget or don’t bother to switch in time, which costs them greatly, especially when they’re build also has a lot of points in BM. Pet AI isn’t too swell, but we’re bound to it.
2. The 20% cooldown trait for off-hands is VERY tempting considering I’m running two of them however I seem to be rather fond of the 25 minor trait in beast mastery (10% of healing is added as power [which would help a little bit with my damage If I’m running clerics]) as well as the 30 point trait to give me quickness (which would also help my damage) every time I swap pets. (Which would seem to also help as I’m using the pets for the boons mostly so I’d be swapping often.)
I don’t see a question here ;P. If you put more points in Beast Mastery you will have more points in Healing Power so that’s not too shabby. In that case I would change weapon sets into axe/warhorn (same as above) and longbow. Why longbow? Because I find longbow ideal when using spirits. They give you the oppertunity to stay in the backlines in a fight since longbow have a big range, so the spirits won’t get targetted by AOE too much and your allies will be the meatshields instead of you and/or your spirits.
3.If i do wind up going 0/0/20/30/20 would be better for me to use shortbow/ axe+hammer and shamans gear for condition damage instead? (mostly boils down to the 20 in wilderness or 30 in beast mastery, from what I’ve tested against golems in the mists with the cleric’s amulet, the quickness gives me some very nice spike with the sword. (Then again however that was with the jungle stalker’s buff and the pets dps added to it.)
I agree on shaman’s. Not sure if shortbow is better per se, it’s different. I also thought of shortbow, but then I found the offhand -20% less usefull because you only have warhorn in that case. Then again shortbow is condition-based, sword/axe is less condition-based. Both has it’s ups and downs. Your choice, your preference, try it out what fits you best, no bad or good.
4. I am attracted to the jungle stalkers AoE might stacks and it’s dps which helps me a lot when I need to do damage. If I do take 20 points in wilderness I will change it to the moa as the jungle stalker is really powerful with 30 in beast master with the quickness buff we both get. So personally I am leaning toward the 0/0/10/30/30. :x If you don’t mind would you list the pros and cons of going 0/0/20/30/20 or 0/0/10/30/30? I know the 20/30/20 gives some better group support while 10/30/30 gives me a much needed boost in personal DPS. I’m just having a little trouble visualizing how large the gap is between the two.
I would only take felines with 25 or 30 points in BM, though I’m talking in a WvW perspective now. So I agree with you.
Stay leaned to 0/0/10/30/30, no problem!
It’ll be a very long list with pro’s and con’s to sum up. But taking all of them in account, I really think you’ll do fine with 0/0/10/30/30 which you like.
Also thank you for reminding me about Warhorn’s 5 is a blast finisher! _ Combining that with the fern hounds regen (does the fern hounds regen scale off of my healing stat?) I’m more than happy to change Nature’s Voice to Spirits Unbound, in which case I can change Guard to Lighting Reflexes enabling me to have at least 1 stun breaker (not to mention another mobility tool and free vigor <3) You’re welcome
Thank you very much for the help and advice! ^^
(edited by Bast Bow.2958)
http://gw2skills.net/editor/?fMAQRBHhx+0IRVldXlVFodgopQTm/pIWs39YUl6UVc3D-TQAjGWgs/YKC
With either,
Rune of the pack: to grant nearby allies more might, fury, swiftness and bit more dmg output for yourself (which you certainly lack with this build, but you asked for healing/support so….)
Rune of earth: for longer protection and more survivability for yourself
Rune of altruism: more might, fury and boon duration + for allies.
Last one is best I think.
Pets: fern hound and red moa: more healing and fury
Utility-skills are self explanatory
I’d stay in axe warhorn most of the time, other weapon set to get away in difficult situations, toggling your spirit-skills when doing that (maybe best to put sword skills on disable auto-attack, right mouse click first skill). Sigils help you with that.
Traits.
Wilderness Survival: IV for more vigor. VII because you have 2 offhands, but especially for warhorn, get that might, fury, swiftness pumping
, and now it’s also a blast finisher for your healing spring which is nice too, more healing!
Nature Magic: No need to explain and I saw you had similar trait-setup with your build.
Beast Mastery: V for frequent healing (fernhound) and fury (red moa). X because AOE vigor when you have moa up for your allies.
So all together that’s a lot of support.
800 hrs played. 2 exotic drops, both WvW which I spend most time in.
Some fractal account bound exotic things but those are lame imo and not really exotics.
http://gw2skills.net/editor/?fMAQNBjODbkoqvOyyyC1SAsUoXg9DayeYYhM+FkyLuyaNA-TkAirUX5uycl8K7VDIWfszA with a mix of berserker and knight’s armor as you see fit. Really have trouble staying alive? More, or full, knights armor
enough dmg output via traits and bers armor and some sigils. Some knight armor and runes for a bit of survivability. Sigils, utility’s, a trait (and a -1 sec weap-swap from rune combined with sigil) give you a pretty big amount of dodging a lot when ur in trouble. Utility’s have stunbreakers and help with condi-removal.
Tanky pets for more condi removal and a blast field (you want tanky pets because almost no points in BM and ur in wvw)
Haven’t tested it myself (yet) but think it’ll do good
(edited by Bast Bow.2958)
Anyway according to dev comments and leaked patched notes necromancer should be getting quite a few buffs next patch(June 25) including a new Death Shroud ability which sounds a bit OP vs crowds but we’ll have to see it first.
I agree on this.
I think you can stick with necromancer because of the comming updates, it also fits your gaming-experiences and preferences with other mmo’s. It’s true they didn’t have much attention from devs last months so I can relate to all the necro’s complaining, but I hope and think that should be over or less, soon.
He clearly listed 3 professions and said he didn’t had much time to play, let’s really help as player to player and not suggest our own fav profession which should make him reroll, no?
Allthough I’m a huge ranger fanboy, I suggest you stick with guardian, like meglobob said, everyone is happy to see a guardian in their group. I’m not sure about it’s dmg output and whether that makes it less fun in pve when playing alone. But taking account every other aspect in the game I can think off, guardian for sure.
bought some at gem store, can’t find them anywhere.. no mail, not in my inventory, not in other character’s inventory..
am I forgetting something or did something go wrong?
Hi all.
If a ranger puts down healing spring, and another profession uses a blast finisher at my healing spring, does the ranger’s healing power from the healing spring gets used or the healing power from the other profession blasting it?
Thanks
few answers for you
Just as for my engineer solo im now looking for a good ranger build to solo lupicus.
SI will need:-small amounts of swiftness >>> 0/10/0/0/0 Adept trait Primal Reflexes for more vigor AND swiftness because of small adept trait.
-aoe damage for phase 1, not really interested in bothering with locusts in phase 2 >>> Longbow Barrage (does more dmg with full distance, not standing next to Lupi)
-(if possible permanent) vigor >>> 0/0/10/0/0 Adept trait Vigorous Renewal for heal as one OR Wilderess Knowlegde for lightning reflexes. Should work both, but don’t know which one would be better.
-one evade to get out of bubbles (stability/invuln) would be great. >>> 30/0/0/0/0 Grandmaster traits signet of the beastmaster 6 secs of invulnerable with signet of stone + lightning reflexes
-maximum damage possible for rangers >>> 30/0/0/0/0
-a pet that hopefully will stay passive all time and not draw any aggro (will letting it die work?) >>> Set it on passive
-direct heal, nothing like troll thingy >>> heal as one
Thanks for advice!
All together this makes: http://gw2skills.net/editor/?fMAQFAziI1FWW2Bi1DAAgB1KoJ2D+DAAA
Start from there. You could drop longbow for other weapons and choose traps for AOE dmg. Then you’ll need to crank wilderness survival up with traits that go along with traps, you’ll get that.
(edited by Bast Bow.2958)
Snakes! Of course. Constrictors and Venomous Ones.
Swarm of bees
Bull
Alligator/Crocodile
Confusion. Confusion. Confusion. To both the pet and the ranger.
This
Hey folks, this should be a talk about spirits and boons, not about Anet communication. If you feel strongly about it, please start a new thread concerning it. Otherwise please stay on topic. I’ll have a forum mod come in here and try to clean this place up a bit – maybe start a new thread or something where the discussion can be moved there.
Hey peeps seems like our feedback about spirits and boons is being read and considered (and what so many complain about that, devs not reading our feedback), so let’s take full advantadge of that instead of talking bout Anet communication.
On topic:
Playing spirit builds since headstart, adding my 2 cents.
WvW Spirits are only usefull in WvW when taking:
Traits
Vigorous Spirits IV Because when you enter a battle with more then approximately 3 enemies that target you, there is too much aoe which will kill your squishy spirits very very fast. With Vigorous Spirits they last a little longer.
Spirits Unbound XI Since you’re so much on the move in WvW, you really need this trait. If you somehow come into a situation where it’s group vs group or zerg vs zerg without much movement, maybe with excellent spirit-placement you won’t need this trait. But that situation occurs almost never to not bring this trait.
side-note In dungeons Spirits Unbound XI is not always a must because you and your team are often fighting in the same room/space.
Ranged
Going in with melee is in most situations not an option when having spirits equipped. Once you go in melee with spirits in WvW when in a battle with more then +- 3 enemies you’re spirits will die quickly because of aoe-attack from enemies. You could enter quickly and toggle their skills to add some conditions to them, but you’ll lose the buffs added to yourself and allies if they’re dead and you’ll have to wait for their CD to be over.
Longbow offers you the option to snipe from a distance while adding boons to yourself and allies (stated you are with allies, more info about this later). This, imo, is best. Shortbow and other ranged weapons are also nice, but I, myself, find myself to be in red circles still too often with shortbow and axe.
Team/Tactic
A full spirit-build is really team-based and not for solo-ing.
Some ppl like tanky builds and hold up against 3, 4, 5 or a lot more players. Spirits are useless for that.
I like it best when I’m in a team with other players that are tanky and get aggro or melee in front of me. This way I can snipe behind my allies while adding buffs to allies and myself and not be in aoe/aggro/red circles. This way I get full advantadge of my spirits and they’re not going down because I’m safely behind my allies whilst still doing damage (fyi, I do use trait Eagle Eye X from markmanship, to increase the distance between me and enemies even more).
In big zergs I run from side to side in a half cirlcle, or straight line, depending on how the enemy positioned itself, to get my spirit buffs on all my allies. This is not nescessary when you’re with a few allies. While doing this I snipe with longbow from the biggest range I can manage to avoid damage to my spirits.
Solo / 1 v 1 situation
Of course sometimes there is some thief that slips through, you find yourself in a 1 v 1 situation or somehow you got yourself surrounded by enemies. That’s when the spirit-toggle skills come in. I just drop them all at once (frost, sun and stone >> chill, blind, immobilize) to get out of the situation, dodging and healing my way out if you want to. Unless it’s a 1 v 1, then you just kill your enemy
. It’s not the best 1 v 1 build, but it’s not that bad. I ran 1 v 1 builds a lot worse with other utilities.
Boons
In WvW I always use Stone Frost and Sun spirit and sometimes Spirit of Nature (not too fond of this one because of animation/reaction time of it’s toggle skill and it’s range, this is not cool in zerg vs zerg). Most other people have speed-buffs along with them, that’s why I don’t bring along Storm spirit. Also, people will only get Storm spirit speedbuff when they are attacking… While you actually want the speedbuff when you’re not attacking and moving from one place to another in WvW.
Spiritual Knowledge XIII Is my second trait, with the others mentioned above, I always use in WvW. No explanation needed, just the 15% extra chance for spirit-buffs to get the buffs on me and allies more often.
Conclusion
In my oppinion, spirits in WvW can be usefull and fun, but you’re really bound to certain traits, weapon, role and way of positioning yourself on the battlefield. There is no room for other traits, weapons, roles or position like I mentioned above. That makes it less fun.
I’m hoping with some future spirit-improvements we can get less bound to some of those aspects and make spirits more viable and versatile.
(edited by Bast Bow.2958)