nice video!
But why are you using the Bear again?
And I would ask myself weather Signet of the hunt might not be filled with a better option, maybe?
I really like it! dont get me wrong, but as an active I think it is not that great in large fights: for me it is essentially a nice burst for 1 hit by you and your pet. on a 24sec cooldown.
Maybe it might be more rewarding to bring a CC trap/muddy terrain or a stunbreaker instead?
I am looking for a high DPS Build for PvE.
Could anyone help me out?
somehow I cant edit my own post. please excuse my double-posting.
this is a CC oriented build I came up with inspired by Umies video:
nice vid!
Umie already pointed it out to me inGame!
I think its a great Idea to use canines for great extra CC.
But are they a viable option in lage scale fights? they seem to do fine in his footage but i am seeing my drake go down in heavy aoe pretty fast and am concerned the dogs wont last ..
Hey Jester! Nice to see you on the Ranger forums! Was a big fan of your Mesmer builds
Concerning Short Bow: People consider it great for several reasons:
- #1 causes Bleeding while flanking and in combination with the 25 Skirmishing Minor Trait ‘Hunters Tactics’ and decent Power + Crit you hit quite fast, since the auto attack speed is pretty high. also synergises well with the Crit Sigils Fire and Lightning.
- SB #3, 4 and 5 are 100% projectile finishers. with the Ranger being the class that easily has access to the greatest variety of combo fields, this creates nice synergies especially in condition focused builds.
- SB grants great mobility with the #3 jump-back (comparable to Staff #2 on Mesmer, but not a Leap-Finisher)
- decent CC with #4 Snare + Pet buff and #5 stun.
- all in all a well rounded range weapon.
if your gf wants to stick with longbow, I as a Greatsword fan can only shed a few tears of sorrw: Greatsword is really awesome in PvE!!!
anyway, Longbow:
I personally find that Longbow synergises well with a Signet build. I am using something like this:
http://gw2skills.net/editor/?fMAQNBjODbkoKyOxywC1OQsesHCNomCN1fmCDxoU2xXezB-TIAg0CnA
I left gear mostly blank cause I think its really up to you in PvE. For most endgame content I would say the same is true for any class: Berserker > all. Especially in high level fractals boss mobkitten so hard that either with 26k life and 2200 toughness or full berserker gear you’ re going to drop in 1 hit. So might just as well do massive damage in the meantime.
If you are looking more for a heavy survial build you could always use the already mentioned: 0/0/30/10/30 build. with right gear you can reach up to 600hp/sec without using a healing skill with that, making it almost impossible for normal mobs to kill you. you will have to go conditions or your damage wont be great though. (e.g. Build: http://gw2skills.net/editor/?fMAQNAT3fjEVR2JWGWo2Bi2DNZeM9eke13eXhRlyO+ybOA-jAyAIOBZSAM5JQ5xioxW2KiGremIqWZjZxLiWtMAmjB-e)
Generally I would recommend to you to listen to the 3 episodes of the Arrow to the Knee Podcast. They give out nice infos.
Concluding:
General rules for PvE that I consider to be true:
- DONT use bears. it is true, the litteraly dont die but they suck on any other aspect. Drakes are almost as beefy but are a LOT better ( AoE auto attack, Blast finisher every 30 seconds, F2 Abilitiekitten like a truck)
- Conditions are ALWAYS worse than Direct Damage in PvE due to their mechanic:
A condition that stacks either duration or intensity will always use the condition damage used by the person applying the last stack. And since almost every class has some skill that applies either bleeding or burning as a side effect, you seldomy are going to be able to use our conditions to their full damage potential. - Greatsword is a great defensive weapon and always worth it to have with you. the #1 Chain has a 1 second evade, #2 hits like a truck, #3 is a 1200 range leap-> great mobility on 8 sec cd if traited, #4 3 second block + knock back, #5 120 range stun. like the Shortbow a very balanced and well rounded weapon (though many including myself think that #2 should also be a black finisher since we really lack those).
- If using a Longbow I would recommend using the 2 sources of quickness that ranger has access to: Quickening Zephyr and Zephyr’s Speed (5 point Beastmaster Minor trait). They synergizer very well with LB #2 and #5, which are both channeled and have a high damage potential. Quickness is especially nice with #5 Barrage, since the skill will ‘go on’ for several seconds after you have finished channeling it. and the sooner you stop channeling, the sooner you will be able to move again. Also make sure you have signet of stone ready when using Barrage in a PvP scenario cause most Burst classes consider a LB ranger using it free loot.
Alrite, wall of text
I hope this helps you a bit and I hope you will enjoy your Ranger just as much as we do!
thanks again for the feedback.
@ Ayden: so I am evidently not the only weirdo considering clerics as a viable Zerg set up. Your build looks very similar to what I posted above and it looks like I could easily pitch in around 500 Healing Power without sacrificing too much elsewhere.
The inherent question then would be: Is it worth it to stack healing Power if you are not using the 2 passive sources of Healing the ranger uses: Natural Healing and Signet of the Wild?
@Som, your Build sounds interesting too!
I am surprised you are complaining about damage, though. When running with soldier gear and with 10 points into Nature Magic I found my Power to be well beyond 2k and hence my attacks, eventhough non crit, to be hitting like a truck. No one likes to be struck by a 1500 non crit Maul
@Roe
Valroth’s Build actually made me choose Ranger as my main (over Mesmer and Guardian)! awesome build!
But I think his build is definetly lacking on the defensive side. 15k HP simply isn’t enough for my taste and the heavy Pet focus is not gonna work to my benefit in large scale fights.
Plus he is using a lot of passive healing while having little healing power, which bugged me too
it’s been bugging me for a while but it finally struck me:
Jindrake totally sounds like Steve Buscemi!
No. You’re not going to be able to stand in the middle of zerg and tank damage indefinitely. Despite what someone else said, smaller, well-organized zergs regularly take down larger ones (at least in T2) – but they do so by charging in to burst, then quickly retreating, regrouping, and repeating. In other words, a cleric bunker build is precisely the wrong build to run for tactical zerg-busting. You want a build with decent to high burst, but also with enough survivability to endure a few moments in the heart of an enemy zerg.
I’ve been using a trap build lately, but I’m about to switch back to a signet build full-time. With SoS, SotH, and SotW actives, a ranger can swoop into a zerg, provide good burst, and retreat to do it all over again. A trap build is also effective, though, since no one has enough condition removal for all the crap flying around in zergs. The trick is to throw your traps where the bulk of the zerg will be – not where they are. In most cases, this means just planting traps at your feet, since competent zergs will push through to your back lines.
thats exactly what we are playing in T2 EU, too.
And exactly the core of my question:
We charge in, hit hard, retreat, repeat. But: I found that with 26k HP and 2100 Toughness i am well surviving a push but wont be healed back up once we push back in.
So I thought it might be more effective to settle with around 17k health and 1200 healing power with a good bit of self heal to be able to live through those fights.
Because the one big problem with 26k health and no healing power is: Once you eat a big it: you are dead. with decent healing power you jump out, wait 10 seconds and are at almost 50% live again without even having to waste your water field.
Cempa.5619:Cleric Power Bow Regeneration is one of -if not the- strongest WvW builds the class has. Just keep in mind you might get board really fast from being so OP.
I d also love to see the build you are talking of! Would you care to share it?
(edited by Gorath.5076)
Thanks for the feedback!
you all are most definetly right about Zerg fights. I hate them for the same reason. I am well aware that AoE is all that matters to be successful in a ZvZ situation.
but let me rephrase:
Will Clecrics with a bunker specc provide me with sufficent survivability in large scale fights?
Or can the regeneration not negate the incoming damage and will will I die in the middle of the battle if standing in the front line with my greatsword?
I am thinking more of a Guild vs Guild Scenario, where individual damage also doesnt matter that much but staying alive and granting support to your team is crucial. For everytime you drop, 5 enemies will get back up.
EDIT: @Xsorus: I completly understand your concerncs and share them, too. for the reason alone how conditions work your apothecary build wont do great in Zergs: They will be overwritten by conditions of the same type applied by other players using their Condition Damage as basis to calculate the damage and hence reducing your outgoing dps greatly. Plus your conditions simply arent AoE. Apart from Bonfire and Splitblate. The Sword/Dagger set doesnt have a single AoE skill.
(edited by Gorath.5076)
Hi guys.
With the latest episode of SOAC’s Arrow to the Knee Podcast and especially with the post AydenStar left in the thread:
I ve been reconsidering stacking healingpower and toughness for large scale, Zerg WvW/GvG scenarios as well as thinking about using Signets actively.
My two questions now are:
Is it viable to stack Healing Power through clerics gear with the 3 Sources of passive Regeneration Rangers get from Natural Healing, Signet of the Wild and Regeneration? Or is it better to stack defensive stats and let others to the healing (blastfinishing Water Fields, AoE regen by Staff Ele, etc)?
Secondly,
Is there any way to combine a self heal reliant bunker build with the Grandmaster Marksmanship ‘Signet of the Bestmaster’ trait and hence use Signets more actively?
I am currently running a Chill focused Trapper/CC build:
http://gw2buildcraft.com/calculator/ranger/?6.4|1.1n.h1l|7.1n.h1l.g.1n.ha|1n.713.1n.713.1n.713.1n.713.1n.713.1n.713|1c.9c.1c.9c.1c.9c.1c.9c.1c.9c.1c.9c|0.u68b.k68.k56.0|30.1|4i.4x.51.52.54|e
with Ice Drake/Polar Bear.
When i see a ranger as ele i would RTL away.
Are you guys kidding me here? It’s a freaking ranger! No matter what gimmick bunker build they’re running, it’s still a freaking ranger and therefore a free kill.
Rofl, ahh I use to love Elementalist before PI nerf, Was so funny watching them die in seconds.
Now it takes a little longer, but it still ends the same
thanks Xsorus, I tried to put it a bit more diplomatic up there
with Xsorus you have a real pro talking. Taking him and his build as a parameter I am convinced that a Ranger can beat an evenly well played D/D Ele anytime. It will be a hard fight but he will win.
I use the same build at not the same skill level but still never felt ‘free loot’ for any d/d Ele that jumped me 1 vs 1. never.
to back up my xsorus endearing
one of his latest videos:
And if you go to their forums they talk about how broken they are……like, what more do you want? Like do you want the pet to actually eat the other player in one bite and then sh——- a picture of the player’s decomposed body on the player’s class forums?
ranger certainly is one of the strongest classes to duel atm.
But apart from that we lack a lot:
- No real reliable AoE.
- No Blast finisher.
- No stability apart from our 120 sec CD Elite, ok which lasts 22 seconds

- No real burst (there are burst builds out there but they arent the most optimal style of play in my eyes.
- Really bad group support. Our Spirits just die way to quickly
- (at least in my eyes) Useless shouts
- Propably the worst: Anything a Ranger can provide, another class can do better and makes us second choice in almost any scenario.
but what we certainly can do very very good is crack eles wide open in 1vs1
If a ranger runs a condition build with Axe/Torch/Sword/dagger, their weak spot certainly is either Condition over, since their only active condition remove is on a 40 sec cooldown or their heal skill,
Or: high damage burst.
The way the BM bunker ranger works is that he can regen about 500 hp/sec (+-50 depending on gear.) with ~ 17.000 HP. Which means they can get their health back up in 34 second if taking no damage, without using a heal-skill.
Thats what you have to counter. For me in sPvP I found that mesmers that get a full burst of on me are my greatest enemy.
Plus, apart from monarcs leap on sword #3 the bunker ranger is pretty immobile, too. which you might wanna use to your advantage.
Also keep in mind not to burst, when the Ranger is on his Sword/Dagger equip for there he has 4 evades + 2 normal dodges and can pretty much negate any burst if not knocked down or stunned otherwise.
I dont know much about eles. but maybe this will help
AoE trumps both ranged and melee by a mile in this game. The ranger is seriously lacking in AoE which is one reason it is generally poorly regarded in WvW.
totaly agree with you here. the ranger certainly lacks decent AoE. Traps as they are now just dont do the trick. The GS and offhand Axe are decent AoE and so are the Drakes but they are both melee.
Barrage your position? I will happily trade a couple k of damage to hundred blades, backstab or shatter that ranger down. Barrage roots a player and doesn’t do that much damage. Might as well hang a sign out saying kill me please.
there are a few problems I ahve with this though:
i dont feel that you are totally lacking defensive utility if you go longbow.
Most people using it will go 30 into Marksmanship and hence take the signet trait, granting the effect to you. so in your described situation a ranger would just pop signet of stone. which is instant cast. And if its not up you simply dont use barrage.
Plus Barrage might not deal that much damage but:
It also cripples and it keeps on firing even after you finished channeling it.
apart from that: The Longbow by itself doesnt have mich defense, true.
But if you trait signets you have:
- Signet of Stone: 10 sec invulnerability every 48 sec,
- Signet of the Wild: 8 sec stability every 48 sec,
- Signet of Renewal: 2 point (Pet and you) AoE Condition remove every 24 secs.
and: even if you went full offensive, speccing 30 mms, 30 skrimishing you would still have left the 10 points for – 20% survival skills cooldown, giving you Lightning reflexes stunbreaker every 32 (?) seconds.
Pets in groups are worthless beyond their skill. Best put them on passive and use them sparingly less they come back dead.
I disagree again: Pets are awesome! If you use them correctly they jsut dont die that easily: if traited you can safe their life by switching them every 15 second, plus eg. bears have ~5000 Vitality, which does not make them an easy kill. Drakes are sturdy, too and to much more damage, even birds can live through a fight if you give them some attention. been there done that.
Its hard in zerg situations, i admit that. I guess nothing apart from bears and maybe drakes can survive that kind of aoe damage.
thats good advice right there.
didn’t mean to be destructive …
I play a ranger in GvG myself and am struggeling to find my spot.
with your quoted statement I was merely trying to point our misery that most support we can give can propably be done better by another class. Escpecially when it comes to spirits.
Or at least thats what ‘they’ keep telling me …
i’ve been trying something like this in GvG lately:
http://gw2buildcraft.com/calculator/ranger/?6.4|7.1g.h1l.g.0.h1a|c.1g.h1l.8.0.h1a|1n.b13.1n.b13.1n.b13.1n.b13.1n.7r.1n.7r|21j.d1c.21j.0.2u.0.2u.0.31k.0.2u.0|0.u46b.u68c.a3.0|30.8|4i.51.4p.4r.54|e
not sure about all the gear yet.
the build is meant to chill the hell out of the enemy,
by applying chill frequently and with a pretty long duration, limiting the enemies possibilities.
as much I’d love for this to work, perma Swiftness, perma protection, how awesome!!
your spirits are going to be dead within the first 20 seconds into the fight and you will be stuck with 3 utilities on a 60 sec cooldown randomly shooting into the enemy group. Ofc dealing some damage but contributing little more. It would be better to fill that GvG slot with a Guardian/Warrior/Ele/Necro …
~~Saved for further use~~
4. Pets
To suplement our role as a CC-Master, 3 pets really shine:
- Polar Bear
- Ice Drake
- Pigs
Polar Bear and Ice Drake both are very sturdy and provide AoE Chill. There are other Pets that can chill but are rather likely to die in AoE, like the Snow Owl and Alpine Wolf. The White Moa might be an intresting alternative though, due to his AoE healing at still realtively high defensive stats. If this can outshine the 5000 Vitality (!) of the Bear or the Blast finisher of the Drake is yet questionable.
Pigs are an odd choice but provide knock-down while being sturdier than canines.
5. Playstyle
There are two parameteres which are to be served:
Crowd Control
Survive
You wont be pumping out hughe numbers with this build. Your task will be to restrict the enemies ability to move on the battle field and hence keep them from positioning for a counter attack as well as forcing them to use their Condition-removes to counter your heavy cc, which then wont be ready to get rid of the more frequently applied burning and bleed effects.
Traps are to be placed in the enemies movement direction. Afterwards you try to flank and pump out as much damage as you can, making use of the Skirmishing 25 Minor Trait, send in your pet and throw in more traps as they come off cooldown.
Yet, it is recommended to wait with your Utilities until the second attack of the enemy team. Most skills on their side will then be on cooldown and the chill will be even more devestating.
Also again keep in mind that most people don’t expect to be chilled for up to 15 seconds and will be struck on the wrong foot.
Generaly zerg-movement is ofc a given and try not to focus on certain targets but to spread your CC around as much as possible.
6. Theorycrafting
Having said this, it was the question whether Condition Damage (CD) or Direct Damage (DD) was the way to go for this build an chose the equipment accordingly.
Balduran put quite some research into this and created several simulations, using the above Gear set-up with Axe/Axe and a Carrion/Rabid Set-up with Axe/Axe and Axe/Torch.
Point of reference for the simulation was the Effective Health, which was at about 31.000 at 2850 Armor.
[img]http://img4.fotos-hochladen.net/uploads/simulationwaldh0r5ba67od.png[/img]
According to the Simulation, the CD build appears supperior.
But it is important to keep in mind that:
Axe/Torch deal about 13k Damage over 20 seconds according to the Graph posted above.
But since we want to force the enemy to use its Condition Remove to get rid of our CC, most damaging conditions will be purged in the process. Most Condition Removes have a cooldown inbetween 20-30 seconds.
Hence for a condition build all conditions will be removed once every 20 seconds in a worst case scenario.
The main portion of the condition damage will be coming from the torch, with a relatively high cooldown. As a matter of fact, since torch CD and Condi Removes behave in a similar way, one might say that about 50% of the damage output will actually reach the target. This can be seen as the green curve jumps upward, this is where the high burnind damage kicks in.
According to the simulation the CD build will be inferior to the DD build by 32% and hence giving the DD build the edge.
Thats it from my side so far.
Again: All credit goes to my guild mate Ba(a)lduran, who put quite some work into putting those numbers together and came up with the idea of a Chill focused CC build.
I think chill is great and the Ranger just the right person to throw it at an enemy zerg.
Winter is Coming!
I will be looking forward to your criticism
(PS: Baalduran is also our dedicated streamer
maybe you wanna check some time on http://de.twitch.tv/baalduran )
Hey Guys,
my Guild-Mate Balduran recently came up with a, to me, new type of Ranger-Build which I would like to share with you and get your feedback about!
I am not a native speaker, merely trying to translate what Balduran shared on our forums. So please excuse me any lapses, I promise I am trying hard
I. Introduction and Purpose
We are running a guild team of 20-25 Members for GvG fights and Zerg-busting on Kodash. For our certain style of play it is essential to restrict the enemies movement on the battlefield as much as possible in order to deal the maximum amount of damage. Of course the Hammer/Staff Guardian is predestined for such a role, with his Circle on Hammer #5 and the Wall on Staff #5. Yet we were looking for someone to provide an additional, more consistent way to control the movement of the enemy group that cannot be countered by stunbreakers and stability.
The answer was: CHILL
and hence he came up with the Ranger build I will try to line out to you below.
This comes from me now:
For me, chill is one of the most awesome CC conditions in the game. Not only does it slow your enemies movement by 66%, rather than the 50% Cripple can achieve. It also increases the recharge time of ALL the targets abilites by 66%, which is great!
In the current situations, if groups of 20+ players clash most people just dish out all that they have and will be stuck with very long cooldowns. Also Chill is a rather unique condition. As far as I know, apart from the rangers Frost Trap only the Staff Ele is able to set an Ice Combo Field, which can provide Ice Armor (10% Damage Reduction) to you (leap) or 5 Targets (Blast).
Be aware, that his is not meant to be a damage or burst build so don’t expect too much on these terms
2. The Build
here you can find the entire Build written out.
Utilities:
Healing Spring
Muddy Terrain
Frost Trap
Spike Trap
Entangle
Quick word about the trait choices:
The main CC is supposed to come from the traps, hence reducing their Cooldown, increasing their Radius and the duration of the effect applied by them appeared mandatory.
Apart from that we agreed that the traits could be spent more or less arbitrary. He here focused on survivabilty and mobility.
Here he focused on preserving the rangers ability to get out of the way quickly if things turned ugly. This builds focus is to put the enemy on ice and hence CC him as much as possible. Survivability is key.
Concerning the utilities, one might think about switching some traits around and add the Frost Spirit for it also has an AoE Chill field (Not a Combo-Field though) which can (through a trait) also be applied when the Spirit is being killed.
I personally am no big fan of Entangle since the roots tend to be torn apart by AoE damage pretty quickly and am running with Rampage as One instead. ~20 sec Stability is just too great in a GvG situation.
Another interesting choice might be the Grenth racial of the humans since it also has an AoE Chill!
3. Gear
In the setup posted above he used Axe/Axe – Sword/Horn, but really this build can propably be played with a lot of weapon sets.
It is important though to use Axe in at least one Weapon-Set for the #3 singe target chill and the #2 5-times-Combo finisher.
Also, if you look at the sigils, he is using Sigil of Chilling and Sigil of Hydromacy on either weapon set. Chilling will increase chill duration by 10% (with 6x Rune of Ice and the Rare Veggie Pizza Buffod adding up to 70% increased chill duration) and hydromacy will give AoE Chill for base 3 seconds to 5 targets around you on weapon swap. Hence, you will want to run 2 one handed weapons, rather than a two-handed one.
I personally run Greatsword with Sigil of Hydromacy and Axe/Warhorn with Chill/hydromacy and am still fine. Really I guess this will to some extend be up to the users choice.
On the armor you will run 6x Rune of ice. Giving you + 20% Chill duration, a 5% Chance to proc AoE Chill when being hit and +5% Damage against chilled foes.
I go into the stat choice in the theorycrafting section below.
(edited by Gorath.5076)
Activating Signet of Renewal without Signet of the Beastmaster: Your pet will suffer and potentially die (unless you ‘Swap Pet’).
Activating Signet of Renewal with Signet of the Beastmaster: You and your pet will suffer and potentially die (sadly you can’t ‘Swap Ranger’).
no offence mate but this is just polemic and simply untrue.
sure if you use a bird or cat they will die pretty quickly.
the way I see it, this is meant to be used with:
- An ursine pet (typically the Brown Bear with its (traited) 25sec ‘Shake it of’)
- Natural Healing Beastmastery 30 trait
- Signet of the wild
- Healing spring
- (maybe) increased Regeneration
- ~ 1000 Healing power:
Giving you: 443 Healing/sec, your Pet slightly less.
with a setup like that you can, with the 20% cd reduction trait:
Pull 1 condition from ‘all’ (propably only 5) nearby allies every 48 secs.
your pet wont die of that, since:
- Not all conditons deal damage, only Burning, Bleeding, poison and confusion do
- with ~ 400 healing per sec and a pretty large health pool (4422 Vitaliy!) you would have to be very unlucky to inherit 25 stacks of bleeding and a burn of a condition specced class to actually get into danger.
- Conditon Damage contribution is overwritten when you get another stack of the same condition: so when you cause a bleed with 1000 Condition damage and another guy gives the same target another bleed with 500 Condition Damage, the Target is going to bleed for the ConDmg of the last applicant, as far as I know ( its the other ways around with boons, I think)
- if you fear your Bear will die: swap it! (with 30 Beastmastery you can do that every 15 seconds) and the condition will be gone with it.
on topic:
The way I understand it:
Singet of Renewal pulls the conditons to your pet. As the OP stated, it will with the Signet of the Beastmaster trait not start pulling them to you, too. I tested that and can approve of his observation.
what i think the actual effect to be is:
that the conditions are not only going to be drawn from a radius around your pet but also from a radius around the Ranger itself but still be transfered to the pet.
(edited by Gorath.5076)
Evening everybody.
Does anybody have a decent Blog or something concerned with gw2 Rangers?
Or do you know of a Ranger playing Streamer doing sPvP or WvWvW?
I would really like to improve my game using some good examples
(edited by Gorath.5076)
Liking your build and tested it in sPvP.
You are right, that the high base damage + bird pets works just fine. I have not yet been able to burst down any Ele or Regen Bunkre Ranger, but then this is not the builds purpose after all.
2 questions:
Would you mind to fully expand the build, with utilies etc? Or is it really up to the user what he prefers to play with?
Secondly, How do you feel about Knight armor with this build? sacrificing HP + Power for Crit / Crit damage? Propably not a valid option since you would also have to replace the Melandru runes with e.g. Ruby Orbs to get some crit damage?
Anyway it is nice to see, that so many people are so enthusiastic about GS builds!
Greatsword rocks!
Looks like you guys are reexplaining my class to me oO.
From what I have heard from KensaiZen and somsom I will have to try a longbow, eventhough I have to admit I do share the common prejudices against it (=no skill noob weapon).
Dont get me wrong this is not about tagging targets for me but about finding a useful role in an organized Zerg, the way somsom descibes it. But maybe this is the wrong place and I should start a new thread on the topic.
Maybe we will have to meet up on the borders one day and you have to show me. Cause what you say sounds romantic and awesome but is quite far from what I have experienced..
In my case it was more like: If I went in straight with my tanky build + gs and aoe pets:
I stood just as long or even longer as any first grade tank but didnt even come close to makeing as much damage/BAGS (!)
as others.
In another scenario I used a shortbow/piercing arrows/damage build and found myself senselessly firering my autoattack into the crowd, feeling very useless and finding that if two or three skirmishers decided to turn around, I was eating mudd quite often …
I came to accept that my damage wasnt going to be exceptional and hence stuck to crowd control …
I am giving you a quite bitter image here
but I have to admit that I sometimes am quite frustrated with my beloved Ranger in our Guild Zergs …
I have played my share in zerg vs zerg situations and am experiencing the exact same thing my predecessors have said.
First, what makes Necros, Guardians and Warriors so ‘good’ at tagging Enemies is their very strong AoE capabilities. For the Necro its their Plague Elite, for Guardians its their GS #2 + symbols + Staff #1, for Warriors its their Whirling Axe on off-hand Axe #5. (just to give a non concluding list)
What these have in common is: They deal AoE Damage per second and the caster can move through the Zerg while channeling it.
So far I have failed to find anything comparable in the Ranger repertory. Sure we have traps, but those are stational and have a cast time.
Further we have Barrage on LB #5, which is stational, too.
We have Bonfire on Torch #5, stational as well.
We have Binding Roots: Great AoE! One of my favortite Ranger Utilities, but: stationary! and a comparably long cast time which makes it exceedingly unpracticabale in large fights, since I in any case tend to have enormous lag issues there.
That leaves only two things: Ricochet on Axe #1 and the Trait ‘Piercing Arrows’.
Ricochet in my eyes is what comes closest to that I have described above: It can be cast while moving, once cast, it kind of ‘ticks’ for damage and it is not stationary. But it’s a bouncing attack, that only bounces 3 times and as with the Mesmers bouncing attacks cannot be considered en par with the AoE Skills over Classes provide.
Leaves: Piercing arrows: A trait which makes all your Long- and Shortbow skills pierce their targets. What this means is: Every Attack by those weapons will not only hit the primary target but every other standing in a straight line behind it. ( I am not sure but there might be a small cone dmg as well)
Especially with the Short bow , in my opinion this is the only solid AoE we have got and as explained above you do get considerably more bags, while using it but not even close to what a Necro, Guardian or Warrior gets.
Hence, I think this question is non of ‘how many can I tag’, but rather:
What is the Role of a Ranger ikittenerg vs Zerg combat! And here is what I really am struggeling to give an answer to. I love my ranger but am playing in a Guild team for 20 vs X fights and am getting increasingly into trouble, explaining which role exactly I am trying to fulfill.
(Post already is long enough, so I didnt go into the Greatsword, my favorite ranger weapon. Only a short word so:
Eventhough its #1 and #2 skill hit 5 targets, they in my eyes are way to slow and deal way to little damage, to be considered ‘AoE-Attacks’)
Thx Skady,
Is Balthazar open any EU-Sever, too?
Where is that kitten ‘LIKE’ button when it would once be usefull …
Great infos guys! You just made my day by giving me a ton of new input to think about for my glamour build
One question though:
How much condition damage do I have to stack to be effective with this? Cause full Carrion + Berserker leaves you with almost no passive defines …
And is it compulsory to go into Duelling rather than Inspiration for the cd reduction?
@playandchill you said you would loose too much crit + crit damage. But Confusion cant Crit anyway, right?
Hi everyone.
I am looking for advice concerning a Support Mesmer Build in WvV in a 20 player fixed set up raid.
There has already been a thread concerining a supportive mesmer build a few days ago ( here )
which I read with great interest but felt was going into a different direction of what I am looking for for several reasons:
- I will have at least 2 Shout warriors with Hammer + 2 Shout Guardians with Hammer around me so the pure boon application wont be so much of an issue (maybe?)
- the thread was always aimed at a PvE setting, rather than ‘large group WvW’ (I dont know how to name this properly ..)
What I was considering is the following:
http://tinyurl.com/cv2zxdf
What do I want to do with this build:
- provide the, in my eyes, immense benefits of feedback and full field during a fight and Veil while charging
- provide 4 ethereal combo-fields for my team to use burst combo finishers onto
- reduce cooldowns of these and prolong their duration
- give them some extra utility by blinding + confusing targets as well as passers through.
- provide speed for the zerg (Mesmer focus speed being the only one to apply to an infinite number of targets)
- My healing skill choice: I simply like the reflection effect and low cd + I dont feel like I have many illusions up at any given time during a fight anyway.
Why I turned into this direction:
I am well aware that the mesmers strength certainly lies with confusion the enemy (the actual player on the other side, as Seven Mirrors so aptly described)
and support through his general mechanics of: ‘harms you, benefits me and my mates’ mechanic.
In my opinion this however is mainly achieved through the smart use of illusions and phantasms.
Yet, in a 20 vs 20 man Zerg fight I felt that so much AoE damage is randomly being thrown at you that the rather squishy phantasms do not come to their full potential and that any support build based around them would be very easy to counter, without even having to put to much thought to it.
My Fear is: I cast phantasms, use my leaps + focus #4 for retaliation + spread around some love using Sig of Insp. will all puff to null due to the quick movement of such a big fight and the heavy AoE damage. Maybe those fears are without reason and I simply missinterpret the situation?
Anyway thats why I turned to Glamours for support instead and picked my traits accordingly.
What my problem is with this: it feels like a very one-dimensional way to play the mesmer and is in no way comparable with the complexity and versatility of this class and I hence feel like I have to be able to do more than that!
Maybe you guys can help me?
A quick word on gear: I run full soldier gear since damage is not my main task and for any time I die I can be certain for 5 enemies to stand up instead. When it comes to Runes and sigils I cannot decide which to take and I hope that we can work out something here as well.
I am looking forward to your feedback!
Gorath
Thanks for the comprehensive Answer CRabbit
I am now playing around with all the Info you guys gave me and will hopefully be able to give you some feedback soon.
Total states:
Attack: 2,561
Crit Chance: 33%
Armor: 2,754
Health: 17,842 (810 Healing Power)
u sure you got those stats right? here is what according to the calculator I should get with the build I posted earlier (if the link doesn’t wrk try try copy + paste):
Attack3469
Crit. chance35%
Armor2849
Health24022 (300 Healing)
I dont have all the gear inGame yet, but thats what I should turn out with. Rabbit already pointed out that my healing is too low and my HP too high. Still those stats are considerably higher than yours, only lacking the 550 healing you got, how is that possible?
Something else:
Would you mind sharing some of your combat experiences with your survival ranger? As in how you behave in combat? I am coming from playing a AH/Hammer/GS Guardian and havent found my sweet spot yet on how to behave in battle. Most of the time I find myself spamming GS #1, putting my CC + pet abilites down and use Quickness on cool down.
EDIT: Could you also point out why exactly you use Healing Spring, what benefits you see in it?
(edited by Gorath.5076)
I still feel that 0/0/30/25/15 is hard to beat.
I agree for this is what I have been using before changing to the more CC oriented approach in order to be more valuable in group play.
Yet I believe Healing Spring is a bit overrated in WvW. You simply move to much. I find it hard to put a spring at a strategic position where I can either stand in it or shoot through it comfortably … But maybe thats just me.
What Rabbit said concerning pets I totally agree. A good deal of Damage comes from the pet and the Weapon skills which further enhance their offence (sword 1) are grossly underrated. I will definitely try to turn of auto targeting and also started weaving in a bit of healing power.
Your point that an ‘effective health’ pool is worth much more than just pushing health is very right and is what I did with my guardian, too. High Health only helps with countering high burst damage. After that it is much more important to be able to reduce the steady incoming damage through toughness and provide some decent healing.
PS: I replaced muddy ground with Spike trap. CD is 5 secs higher but has lower casttime and no ground target, meaning less to worry about in stressfull melee struggles.
(edited by Gorath.5076)
Hey, thanks for the Quick reply.
1, what kind of item would you recommend? I chose Power/Vit/Thoughness as my Gear set and Berserkers for jewellery, since the Build really lacks Crit …
3, concerning the range Muddy Terrain you are abselutely right. Thats actually why I figured that the only way a CC build could be played properly was with a tanky melee setup. Entangle is even worse, since its centred around you.
4, my second weapon choice was a bit trial and error:
I used Sword + horn before but the root of the auto attack really got to my nerves. LB I chose over SB since for me it had the most synergies with the rest of my build: Rapid Fire and Barrage both greatly benefit from Quickness. Plus Barrage is also a nice CC ability.
Evening Guys,
I was just about to make a new Threat with a Survival build I plan to be using in WvW. Maybe this is the right spot to ask your opinions, though.
Here is the build:
What I plan to be doing with it:
I run in a 20 man Guild Zerg most of the time. So Damage is not a primary goal of this build. It is much more about: Jumping into the thick of battle, drop the Muddy Terrain and my pets F2 abilities for CC and stay alive long enough to pick up the downstaters with quickness.
I use the drake hound for its shackle and the Wolf for its 2 sec Fear (alternatively the Wolf can be replaced with the Alpine Wolf for the Chill). Some people argue, that the F2 Abilities of especially the canine pets have a way too long cast time to be used effectively in WvW. In combination with the 2 sec Quickness from the first Minor Beastmastery trait and the low swap cooldown from the 15 point Minor Beastmastery trait I found them to be quite effective, though.
As a Ranger to be able to Jump right into a melee Battle and cast what ever CC I explained above I put a lot of emphasise on survivability. So my first weapon choice is GS with Longbow as second.
They both profit most from the 2 sources of quickness you gain in this build, being Quickening Zephyr and Pet-swapping.
Further I went for Barkskin and the Beastmastery trait granting your pet regeneration which also applies to you, even though it doesn’t say so in the tool-tip (I think its about 320 hp/3 sec).
Concerning the other choices I made:
I chose Healing Spring over Troll Unguent for the Combofield ‘Water’ which is quite nice to have on a battlefield even though I’d personally prefer the Troll Unguent for its synergy with Barkskin in any other situation.
Quickeing Zephyr I already mentioned briefly: Quickness. Very good with the third step of the GS auto-attack which grants evade and off course with the Longbow #2 and #5 abilities.
Second utility had to be Muddy Terrain for the CC.
Third was tricky now. Since this is mainly a melee build I had no trouble taking Spike Traps in even though its not traited. A cripple+bleed on my location at a 25 sec cool down seemed to go well with the general set up. The Build however lacks a stun breaker and generally abilities to deal with CC. Hence I chose Lightning reflexes instead.
The Ultimate is really up to you: I chose Rampage as one for the extra pet Buff + Stability, you could just as well pick Entangle though for extra CC. Cooldowns are the same and each one has its benefits.
I’d be glad to get some feedback from you guys, since most people consider me and my love for tanky Rangers in WvW a lost cause
Best,
Gorath.