I would simply LOVE it if a new form of guild mission were implemented that allowed guilds/players to reenact content previously launched. Re-do the Lost Shore’s event with your guild in a Guild Instance. Or perhaps create guild dungeons that let players relive key points from Tyria’s past; I’m not talking about porting content from the Original Guildwars to the new game, but perhaps some missions that explain in detail the rise of the dragons, the fall of humanity/human reaction to the departure of their Gods, the Norn’s exodus to the south, the Rise of Palowa Joko and how Elona/cantha were separated from the continent of Tyria. You have a rich, colourful world; I think its a waste to not display the true depth that the Dev’s have put into their world.
I realize that the game is not even a year old yet, and perhaps some of this is already on your minds — this game is amazing by any definition I could use; but I really would like more indepth content to do with a guild., Bounties are nice but most of the guild oriented content can be boiled down to jumpinpuzzles or running around with your friends, and not enhancing the story or depth of the world.
World vs World is an amazing concept, and one that isn’t present in many other successful MMO’s (or at least not as thoroughly as in GW2), but I think the dev’s are forgetting something important, something that is a strength of GW2 already and could make WvW something truly epic.
Dynamic Events in WvW.
I know there are ‘some’ dynamic events (woo…. Quaggan thunderstorm or Centaur raiders…) but there just isn’t really enough reason to get these. Yes they will attack supply points and can either weaken them or distract the enemy team from what you are doing, but there is no realistic chance of these ‘npc allies’ of accomplishing their goal: taking the supply camp for your Server.
What I would like to see is if a particular server holds a neutral tribe’s allegiance for a set amount of time (4hrs or so?) then an event chain similar to the breakout event can be activated. Now I’m not saying they have to take an objective, but the event chain should do something of strategic importance for your team. Perhaps the Ogre’s begin collecting wood for an ‘ogre’ siege tower that players can send to chosen target, and will travel to that point and hit the tower; it would move slowly (i’d imagine slower than the siege golem) and if you kill the ogre’s moving it, it would become stationary, but players could jump up it and over onto walls if it gets close enough. Or perhaps if you ally with the dredge they will attempt to tunnel under a keep/castle walls. This could of course be stopped by killing the dredge as they are digging. Taking a reinforced target that is not in your borderlands is just too hard for smaller sized guilds/zergs. Stonemist would actually require vigilance to keep in your server’s possession instead of being locked in one server’s grasp the entire matchup, same with certain towers. I think, while obviously there would need to be a steady hand to keep it balanced, that this idea could bring a lot of life back into the WvWvW setting.
On the topic of taking towers in Borderlands, I think something needs to be done with the use of Trebuchet’s within the garrison to bombard almost ANY other point on the map. There is no point trying to keep the bottom right tower as the treb will take it down even if you reinforce it, with little to no difficulty on the part of the trebuchet player..
I don’t think anything a ranger can do hits for 10k. I might be mistaken, I’ve simply never seen it.
Ranger longbow hits 10k on two different skills if you build either glass or Valkyrie with ~30%critchance before fury. Rapidfire is a reliable 10k and barrage is 13k per person (provided they sit in there).
Highest personal maul I’ve gotten (that I can clearly remember) was around 5.9k, but I don’t roll Glass so I don’t always crit on maul.
I don’t see any actual combat in that.
Looks like hes building a build that tries to kill someone before they can kill him, Aka that just proves my point that we have no sustain.
Isn’t that the whole point when fighting someone ?
This.
Warrior has access to some pretty solid sustain mechanics. You get a shield block that can become op as heck if you trait it (gain might per block, reflection over the duration), your healing signet gives you perma regeneration (on top of any you come across; in no way am I suggesting it is the best heal, just saying its there) and you have access to a ‘take no damage’ skill via Endure pain, which there is a trait to use automatically (even if the first utility is on cooldown) at low hp. Oh and another signet that increases your endurance gain, with the active of wiping ALL conditions. There is plenty of staying power on a warrior if you actually use it. And I didn’t even mention all the interrupts you have access to between weaponsets and utilities.
Oh, and just messing around theory crafting, warriors can achieve the highest effective health that I’ve found at 52k effective health. OHHHH right and you can also hit 4k armor (min-maxing, dont expect much damage if you go that route, though Sword/Board with 4k armor and a MasterTuningCrystal/condition dmg food in WvW/PvE could use a test ride).
Did Guard and Sick’em! get some stealth buffs i didn’t read or are you just talking about the lower CDs?
Guard has always stealthed the pet while it runs to the target location and until it attacks from that location. I never understood why people didn’t use it in that ‘cattination’ build as you can move your jag into position in stealth and not waste time on its F2 on travel. Perhaps people just forgot about it :/
First off, Rapid Fire is absolutely worthless. Don’t use it – I would even take it off of my tool bar if I could.
Why? Math.
I’m supplying the actual numbers from my ranger in-game as well, I can get screen shots later if need be to prove.Rapid Fire is a 5 second channel, doing 3,400 damage.
Auto attack has an animation time of 0.75 seconds, and with latency factored in fires once every 0.8 seconds for me and does 817 per shot at 1000+ range, 590 at 500-1000, and 454 at sub 500.
In the amount of time it takes to channel one Rapid Fire for 3,400 damage, you would have fired 6 shots from auto attack. (This is factoring in lag as well)
That equates to a total of 4,902 at 1000+, 3540 at 500-1000, and 2724 at sub 500.
That means auto attack is doing 142.5%, 104% and 80% of the damage of a Rapid Fire at the respective ranges.The only time you’re going to be doing more damage with Rapid Fire will be in the point that you should have either changed weapons, used your Point Blank Shot for its knockback, or turned and run from your target.
Don’t say that you use Quickening Zephyr to make your Rapid Fire shoot faster than your auto attack, either. The 50% increase affects everything, so your Long Range Shot would be getting the 50% increase as well.
Between the Power and crit of this particular build, Rapid fire is dealing 10k damage over its duration, and it does it at any range. This build does not use quickening zephyr. Please read the related posts before you make a comment. I can understand that much of that math carries over no matter the crit/damage of a build, but that just makes it a matter of starting with Barrage/Huntershot and auto attacks at max range then swapping to Rapid fire as they begin to close, in order to optimize damage.
Using Rapid Fire doesn’t optimize damage, period. If something is within the range that your damage with auto attack reaches the point of being lesser than Rapid Fire, you need to change weapons; trying to fight at <500 range with a long bow isn’t a very smart idea.
If using it in-lieu of your auto attack grants more damage, that is optimizing damage. There is no penalty to using Rapidfire in closequarters. And yes you can swap weapons. As I have stated numerous times in this thread, I do not use longbow exclusively.
In all honesty I’m getting tired of defending myself, when I really shouldn’t have to. This is my build, it works for me, and I am happy with it; I will continue to use it. I posted this set-up because I do get decent direct damage and I am sick and tired of people complaining that rangers are underpowered. If you like the sound of the build, give it a try. If you are so strongly opposed to this build, or the Longbow in general, I do not expect you to change your mind just because I say it works.
I really do not think that there is anything left to debate with the longbow or this build. I will not respond to non-constructive criticism any further as I am not interested in hearing your complaints of the weaponset or ranger class in general nor your assertions of “____” class doing X much more damage. From half the comments left on this thread I am lead to believe that a solid portion of you haven’t even read the posts in here. If you have a question or concern about the build that has not been addressed, I will respond. If you want to spew more vitriol, however, you are wasting your time; there are certain of you who are clearly not listening to what I have to say and I see no point in paying any attention to you.
First off, Rapid Fire is absolutely worthless. Don’t use it – I would even take it off of my tool bar if I could.
Why? Math.
I’m supplying the actual numbers from my ranger in-game as well, I can get screen shots later if need be to prove.Rapid Fire is a 5 second channel, doing 3,400 damage.
Auto attack has an animation time of 0.75 seconds, and with latency factored in fires once every 0.8 seconds for me and does 817 per shot at 1000+ range, 590 at 500-1000, and 454 at sub 500.
In the amount of time it takes to channel one Rapid Fire for 3,400 damage, you would have fired 6 shots from auto attack. (This is factoring in lag as well)
That equates to a total of 4,902 at 1000+, 3540 at 500-1000, and 2724 at sub 500.
That means auto attack is doing 142.5%, 104% and 80% of the damage of a Rapid Fire at the respective ranges.The only time you’re going to be doing more damage with Rapid Fire will be in the point that you should have either changed weapons, used your Point Blank Shot for its knockback, or turned and run from your target.
Don’t say that you use Quickening Zephyr to make your Rapid Fire shoot faster than your auto attack, either. The 50% increase affects everything, so your Long Range Shot would be getting the 50% increase as well.
Between the Power and crit of this particular build, Rapid fire is dealing 10k damage over its duration, and it does it at any range. This build does not use quickening zephyr. Please read the related posts before you make a comment. I can understand that much of that math carries over no matter the crit/damage of a build, but that just makes it a matter of starting with Barrage/Huntershot and auto attacks at max range then swapping to Rapid fire as they begin to close, in order to optimize damage.
@ Bailey:
I uhhh… estimated 40 min in a fractal. They can be done quite quickly depending on scenario and group, but I thought I’d be conservative with my assumption on player skill. In either case that’s still less than one hour a day for fractal running :/
Also: I can’t say I’ve ever really had an issue with the pet. At least not game-breaking difficulties. What I would like to see, is just give the pet an auto attack that it does by itself, make F1 a toggle “attack my target/return” and replace the F3/F4 with the other two attacks the pet has access to (the pet class ones). They could easily just make another hotkey for swapping pet. I would even take just having the control attack the pet has access to (knockdown/cripple/condition removal, most pets have some form of control that they use independantly) being on a hotkey so that its on demand, if not both of them. That and make the active skill F2 actually interupt the other skills the pet does… just to make it more responsive…
@Stale:
This entire thread/build is about how the longbow isn’t as broken as everyone keeps moaning about.
@stale: I agree that it may be unrealistic to expect someone to grind it out just to try it. But if you are looking on forums for builds, you are really going to have to take the poster at his/her word about the effectiveness of the build. Some builds (like the kittenasination one) dont require specific gear, but others (like the condition-trapper) would require certain gear to grind out to even try. Most people choose a particular playstyle (direct damage vs Condi vs support etc) and would look for a build in that vein. Also: every damage output I have personally posted is in no way inflated unless the only ‘inflation’ comes from ascended gear.
EDIT: why did it ‘kitten’ when i typed kittenination?
EDIT2: oookay apparently the act of killing someone for money is a censored word as well
(edited by Oberon Vex.1389)
@ Manekk: Nice modification. To be honest I normally run Signet of the Hunt in-lieu of SoS; and yes it would make sense to swap remorseless for Beastmaster’s signets when running SoS.
@Guanlai Kangyi:
You are also making the mistake of comparing a 1500range skill versus a melee range skill. To everyone in general: if you read how I use the build (in a post previous) you would know that I very rarely try to auto attack with the longbow. I burn LB3->2->5 perhaps then auto attack once or twice while still at range, then swap to greatsword while barrage and rapidfire are on cooldown and the enemy closes on me. I would appreciate it if people would stop assuming I never swap weapon sets (imo anyone that doesn’t utilize both weapons is missing out on half their skills…)
@Stale:
It really doesn’t take that long to get ascended gear in this game, and as it is the highest stat you can achieve I think its only logical to assume people will at least TRY to get it. Once you get to fractal lvl10 it is a maximum of 20days (less if you luck out and get the ascended ring as a drop) to get your two ascended rings. You can get your ascended amulet within a month, and provided you are in a decently equipped guild you can get both your earrings in 2 months (getting 3 guild commendations a week). In the scheme of things that really isn’t that long, considering it would take ~40min a day (on those 20days) to run your daily fractal, you get laurels by playing the game anyway, and perhaps another 20-40min a week for the guild activities to get the commendation.
If someone has 2000 power, against 2000 armor, with a 50% bonus crit damage and 50% crit chance then the “expected” damage would be 2000*4.8/2 – 0.5 * 2000 * 4.8 / 2 + 2000 * 4.8 / 2. You can not just expect damage because the difference between 2k and 3k armor is a thousand.
To me it just seems you are throwing out numbers that are just “magical” and tell you something.
You are saying it takes crit chance and crit damage, two variables that varies from build to build, to calculate the power. My question was asking for what crit chance and crit damage was used.
Sure we can compare AC and Barrage:
Ac Pros:
-Fire and forget
-100% sustained damage
-Anyone can use it
-Does not need line of sight to be fired
-Longer range
-Constant damage
Ac cons:
-Takes time to set up
-Can not be movedBarrage pros:
-High damage (thanks to critical)
-Does not need setup
-Mobile
Barrage cons:
-Channeled
-Needs line of sight (Thus endangering the player)
-1/8 of players can use Barrage, granted they all have longbowsI am not saying I dislike Barrage, I always use it when I can, even if I am sitting on arrow cart.
Arrow cart is superior though because anyone can use it while the Barrage can only be used by the rangers every 25 seconds and is most likely to fail dealing full damage because it is easily avoided. The arrow cart can deal the same damage but on different areas. E.g. infront of a retreating enemy group to cripple (the ranger lacks the range for this)
Solrik, I don’t think I can make this any clearer than I have. The crit-chance and crit damage, and the power, used in my calculation are in my build. The effective power I used is in my build. They are not random figures I made up to prove a point. I can expect 69k damage from barrage on average (meaning sometimes it WILL hit lower and sometimes it WILL hit harder). I used the same math that you provided against the same armor target; I really can’t see how you can think I am manipulating the numbers.
Barrage is superior to an Arrow Cart because it deals the same damage over its cooldown, but in the first four seconds. That’s burst vs sustain.
Also, Arrow carts still need line of site to place the target, its just less buggy than the barrage LoS.
Additionally you can hardly call ‘requiring a longbow’ or ‘requires being ranger’ a con for a skill that is on the ranger’s longbow; you cant use Barrage without a longbow. It is a benefit that other classes can use the arrowcart while the Ranger uses barrage, it lets a player not set up to deal decent ranged damage use the arrowcart and still output the damage and be useful in the keep/castle/whatever defense.
@Solrik:
It seems I was not clear enough in that post. That site calculates the %critchance and crit damage into an ‘effective’ power to show you how much damage you can expect, on average, to come out of skill usage. This build has 5377 effective power, thus on average I can expect 69k dmg to come out of barrage in total. I really dont see anything wrong with stating other ways in which barrage is superior to an arrow cart in this particular ‘argument’.
@Manekk:
I really dont have an issue with survivability. The instances I die in I am usually either outnumbered or I personally make a poor decision in skill usage/positioning.
Oberon Vex
You do know that at 1500 range, you don’t need to dodge arrows, and can still outrun them with 25% run speed, right?
In fact, you can still outrun the longbow down to 1100, with 25% runspeed.
Even after changes.
Ok. I give up trying to convince you. You are obviously too closed-minded to even consider the build’s merits. You don’t agree with me? That’s just fine. You run what you want to run, I’ll run this. Because it works extremely well for me.
Hilariously, the only attraction I have to the bows is for the skill that’s an homage to the only skill I would use with my bow in my A/R build (yay splintered weapon spam).
At least it was. More recently I’ve felt like experimenting with the longbow and being able to start a fight with 20 vulnerability stacks on my victim to follow up with a quick crippling barrage, swoop, hilt-bash and maul is pretty devastating, even without me building for burst damage. Hunter’s shot has made me feel much more useful when I’m in a group now.
THIS.
Practice Golems will stay at 1500 range to eat all of LB2.
Other classes, especially melees or organised zerg groups would charge/rush/teleport in and by then, LB dps will get weaker and weaker while their dps will remain at 100%.
The only skill that the Ranger has on Longbow that decreases damage based on range is its Auto-attack ‘Long range shot’. Rapidfire (indeed LB2-5 skills as well) does its full damage no matter the range of the target. You can use it in melee range and it will still do its full damage.
Furthermore, at least with the power provided in this build, Long range shot still hits comparatively (base figure) to other weapon’s singular strike auto attacks on other classes at minimum range. The minimum figure (0-500 range) is 567 per attack, with the maximum base damage being 1020 at +1000range.
Oberon, I agree with you that in theory the longbow does good (not great, 10k chained is not great) damage, but the problem is that even the lowliest noobs can easily evade rapid fire and barrage. Other classes do superior direct damage that is much harder to avoid. Most of the complaints you’ll see about longbow are relative to its -actual- damage, due to obstructs / strafing / evades, not its -potential- damage. That’s the whole root of the problem.
Thats just the catch of it. Between Rapidfire and Barrage at max/nearmax range you are almost certain to blow both dodgerolls at the outset of the fight, before they can hit you back in most cases; if they dont dodgeroll or pop a defensive utility/skill then they end up taking LOTS of damage before the fight is truly joined. While longbow is the crux of this build, the damage coming off the greatsword is nothing to scoff at either.
Also, for anyone confused: this spec is not glass cannon, please stop referring to it as such :/
@ Bailey:
this build is doing 10k rapidfires and 13k (on a single target) barrages in addition to whatever your pet is doing. In my opinion, any damage your pet does in addition is just gravy.
@PsionicDingo:
The reason for Greatsword in this build is that you cannot realistically expect to never close to melee range and both bows are inferior to melee weapons in general while in melee range. Greatsword has an evade on auto attack, a block and a stun as well as a 1100 unit leap which you can use to either enter melee combat yourself, jump to safety or catch fleeing enemies. In addition maul does quite good damage with a power setup before you even factor the bleeds in. And yes I use Greatsword much as you use Sword/dagger: generally I will open with hunters/rapidfire then barrage. If the enemy is still at range I’ll poke away with auto’s but more often than not I’ll swap to Greatsword and close with swoop. Burn most of my 2-5 skills on Greatsword then swap back to LB, Point-Blank-Shot them away and start all over again with hunters/rapid.
Solrik, you did not use my power for that calculation, I fail to see how you can chide me for ‘not doing the math’ when you don’t do it properly yourself. My build has 2693 power before bloodlust stacking, which brings it to 2943 power. 4.8 *2943 * 1080/ 2000 = 7628 per target. 7628 × 5targets = 38141 total damage. The link provided in my initial post does not account for bloodlust stacks so the Power rating there is 250 lower. By modifying it up to what it is in game (2943) via might stacks (which I also get in game via RaO, on top of the 4k attack in the build) you can see the Effective Power (which accounts for crit chance and damage, if the coding on this site can be fully trusted) is 5377.
4.8*5377*1080/2000=13937 damage on target. Times that by 5 and you get 69 685 damage that is expected on skill use.
This is almost 10k higher than an arrow cart for the same time duration and it costs you no supply, no set up, no unmovable positioning. And its not ’zerker gear. And its in addition to whatever arrow carts your team has defending a position
Man, I’m so happy this guy pointed out how amazing our damage is, We can now drop our Bunker and Trap builds and spec Longbow with Glass Cannon for extreme pwnage.
If you don’t like it, don’t use it. I’m just tired of people saying how underpowered rangers are. We have specs to deal damage in every way possible in this game that are competitive. We have specs that are incredibly survivable.
Engineer Grenade Kit Builds
[/quote]
interesting. One other class can attack at 1500 range, this I did not know. Although they are ground-targeted skills instead of a selected target, you win, my understanding was that no one else had that range. I would still put forward that Rapidfire at 1500 range is much more reliable than spamming ground-targeted grenades at 1500 range.
@ Solrik:
Rapid fire does 10k to a single target. Barrage does roughly 10k dmg to 5 people in aoe. Yes people can and do move out of barrage, but that is still a maximum of 10k PER PERSON on 5 people in that area. And yes it suffers the same drawbacks of all AoE skills, capping at 5 targets and not guaranteed to be the same 5 targets. It still puts out 10k damage, just not necessarily on the same target. That does get people moving. Half-healthing people every 8s (rapidfire) often gets zergs to back off as well in a keep defense setting.
EDIT: Also, while this spec does not focus on the pet, the pet still does damage. It still has its own interupts and unique skills. This build alone does more damage collectively with barrage than a single arrow cart, though Barrage obviously has a much higher CD.
@Bailey:
Name one offensive skill that is not on a Ranger that has a range of 1500 units and I’ll concede the point. If a target pops a retaliation buff then it is a simple matter of cancelling the skill -> you are still 1500 units away and by the time you/they close the distance their retaliation will be gone.
@Manekk:
RaO gives 20s of Fury in a solo setting, which is enough time to get an opponent to burn most if not all of his defensive CD’s in a 1v1 setting. In group settings I leave it to my warrior buddies to give fury and bring entangle.
@Yamato:
Theives are NOT that big a problem for a ranger with a longbow. Unless they are opening from cover (aka you have no idea they are coming) you can just pop ‘Protect Me’ and take no damage from their backstab. Once out of stealth just huntershot and rapidfire. Rapidfire tracks targets in stealth, you WILL NOT lost direction and can keep pressure damage on them. Blind only blocks ONE arrow out of rapidfire. They are forced to dodgeroll. Even if all this occurs and they are able to reposition in stealth, just swap to GS and use Counterattack to block the backstab. Its not that big of a problem.
Many of you seem to be under the impression that this build is meant to combat zergs by itself. This is ONE player bringing significantly higher damage to the table than it can with many other specs.
(edited by Oberon Vex.1389)
I like how you use a ranger there
To all the negative nancies who apparently play other classes:
1. Why are you in the ranger forum randomly trash talking.
2. This build has 4k attack before might, and can get an easy 8-10 stacks of might from pet auto’s in Rampage as One.
3. I say reliably hitting 10k as in almost every time, on an 8 second cooldown. I have hit higher than that.
4. I never said that Rangers have the highest damage output, only that they can achieve the highest attack stat.
5. The survivability of this build is above average for a direct damage ranger build
6. Come at me broNot being negative showing you relaity, as for not mentioning the ranger well that was obvious, was showing you good damage with out the need to rely on shoddy programing and sub par AI. And the damage is nearly instant, rarely if ever obstructed by wind and does not force you take multiple utilitys to achive it.
Ranger is my main, it is my favorite class to play and yet even I can admit it sucks more than a two dollar who er well you get the point. By comparisson in WvW we are subpar.
None of my damage comes from ANY of the utility skills I have and this build has absolutely NO focus on the pet, so neither of your points are particularly valid. I’ll admit that sometimes you will get an obstructed when there is a clear path, but it doesn’t take a genius to not use a channeled ranged skill where the enemy can duck behind cover, so that really isn’t an issue either. This skill is hitting for 10k at 1500 range, beyond any other classes ability to even retaliate. Barrage hits for much the same damage if you can hit the same target/they stay in it. This makes it incredibly powerful for taking keeps/taking out people on siege. Most classes/players run with 20k hp or less -> therefore hitting 10k takes out half their health on skill use. Yes some targets have high armor and take less damage. Yes some targets have higher health and don’t get taken to half health. The same issues happen with Thieves and Warriors with high burst capability.
I’m not going to respond to any more posts saying “_” class does this much more damage in output; this is the highest direct damage output I have seen or heard of on a Ranger. That was my point from the beginning. This is a Ranger hitting comparable damage to other classes known for damage.
EDIT: I do not currently have Fraps or other recording software on my computer, but I will try to get some video in the future (no promises on it being soon though)
(edited by Oberon Vex.1389)
To all the negative nancies who apparently play other classes:
1. Why are you in the ranger forum randomly trash talking.
2. This build has 4k attack before might, and can get an easy 8-10 stacks of might from pet auto’s in Rampage as One.
3. I say reliably hitting 10k as in almost every time, on an 8 second cooldown. I have hit higher than that.
4. I never said that Rangers have the highest damage output, only that they can achieve the highest attack stat.
5. The survivability of this build is above average for a direct damage ranger build
6. Come at me bro
Soooo many people disillusioned with the Ranger… So very depressing. But you know what? Still my favorite class. No one likes longbow, its a ‘utility weapon’…
Dev’s say the Longbow is a good damage dealing weapon and you know what? They are right. Good lord are they right. I reliably hit 10k DAMAGE on my Rapidfire against all but those with either protection or are built full bunker. My auto attacks land for between 900 on a non crit to 2.5k on a crit. Thats not the tool-tip, that is the number popping up on the screen. Did you know Rangers are the class that can reach the highest amount of Attack in the game? My ranger has 4k attack BEFORE MIGHT, 47% crit (with fury on) 77%crit damage 2.2k armor and 20k HP. And I don’t have full set ascended trinkets yet.
Please stop crying about how underpowered the ranger is. It would be nice to get some updates or buffs on the pet, and the utility skills, but we are NOT lacking for damage. Have some candy and suck it up butterball: 4k Attack Longbow Ranger
14 to 20k with kill shot
7k with mug
0 relying on shoddy ai
I like how you use a ranger there
I would also say I personally value a higher crit chance over +crit% because the latter does zip unless you have the former.
The build has 47% crit chance, thats plenty
Interesting… what stats on armor and trinkets would best max power?
The link has all the details, but basically I run Valkyrie gear which gives a major boost to Power then minor Vitality and Crit damage. I run it over ‘zerker because more hp = more survivability (at least marginally) and the added vitality adds to my power via the Nature magic V trait and the Sharpening Stone, though I do sprinkle in some ’zerker Trinkets to keep 27% crit chance without fury (so that it brings it up to 47% crit chance with fury). Having over 50% crit isn’t worth it in my opinion, not when u can get other stats that will have more of an impact.
Soooo many people disillusioned with the Ranger… So very depressing. But you know what? Still my favorite class. No one likes longbow, its a ‘utility weapon’…
Dev’s say the Longbow is a good damage dealing weapon and you know what? They are right. Good lord are they right. I reliably hit 10k DAMAGE on my Rapidfire against all but those with either protection or are built full bunker. My auto attacks land for between 900 on a non crit to 2.5k on a crit. Thats not the tool-tip, that is the number popping up on the screen. Did you know Rangers are the class that can reach the highest amount of Attack in the game? My ranger has 4k attack BEFORE MIGHT, 47% crit (with fury on) 77%crit damage 2.2k armor and 20k HP. And I don’t have full set ascended trinkets yet.
Please stop crying about how underpowered the ranger is. It would be nice to get some updates or buffs on the pet, and the utility skills, but we are NOT lacking for damage. Have some candy and suck it up butterball: 4k Attack Longbow Ranger
How so?
Rangers can reach the highest attack stat as there are TWO traits you can use to boost your power via another attribute, Nature Magic V (Strength of Spirit) turns 5% of your vitality to power and the Beastmastery 25 minor trait turns 10% of your healing power into power. The gear and runes I have put into this build maximize the power gained via gear, and the food I use gives +100 power +70Vit, and the sharpening stone turns toughness and vitality into power (6% and 4% respectively). As no other class has turn 5% XXX into power (to my knowledge there is no other trait that does this, and certainly not TWO % traits that function this way) rangers can attain the highest attack stat using this build and 2h weapons. And please keep in mind that this is BEFORE applying ANY stacks of might.
EDITED
(edited by Oberon Vex.1389)
yes in game i do have full set ogres, the site doesn’t seem to want to let me have a full set T_T. I tried manually putting it to ogres but it reset to the first two bonuses instead of the +90Power and +4%Damage
Mind the relationship between Sigil of Geomancy and Sigil of Earth, as activated effect Sigils share a cooldown. So, if you swap Geomancy, you’ll have to wait before Earth will proc.
Why do they share a cooldown? Can you explain?
I think he means the Sigil of Energy and Sigil of Geomancy, you can only get ONE effect per swap. To my knowledge On-Crit sigil cooldowns don’t interfer with On-Swap ones, but it IS possible, you certainly wont get both the 50% energy and the AoE bleed though.
Soooo many people disillusioned with the Ranger… So very depressing. But you know what? Still my favorite class. No one likes longbow, its a ‘utility weapon’…
Dev’s say the Longbow is a good damage dealing weapon and you know what? They are right. Good lord are they right. I reliably hit 10k DAMAGE on my Rapidfire against all but those with either protection or are built full bunker. My auto attacks land for between 900 on a non crit to 2.5k on a crit. Thats not the tool-tip, that is the number popping up on the screen. Did you know Rangers are the class that can reach the highest amount of Attack in the game? My ranger has 4k attack BEFORE MIGHT, 47% crit (with fury on) 77%crit damage 2.2k armor and 20k HP. And I don’t have full set ascended trinkets yet.
Please stop crying about how underpowered the ranger is. It would be nice to get some updates or buffs on the pet, and the utility skills, but we are NOT lacking for damage. Have some candy and suck it up butterball: 4k Attack Longbow Ranger
Yes and no Naro. In sPvP which is the standardized form of PvP in the game, Rangers aren’t very good with bows, as most teams/setups like more of a ‘beastmaster’ ranger for that, but for WvW (which is better imo) and PvE it is viable to run a Power/crit bow-using ranger. But I would caution against full ‘zerker’ as you are very much a glass cannon and it can be frustrating to learn the when, where and whys to use certain skills as if you go full ’zerker you WILL be learning the hard way (aka death). Valkyrie is a good set to run, as it gives you at least some added health while giving you much less crit chance but the same amount of crit damage as ’zerker. Mix and match and find your playstyle. Here is how I run my Ranger (which is my main) and it IS a Longbow Damage/crit spec → 4k Attack Longbow Ranger
My current set-up is missing the back piece and earring but i’m still hitting ~4090 attack before might. Build also features ~20k hp with 2.2k armor and 47% crit (with fury from Elite) and 86% crit dmg.
This is a versatile PvE/WvW Direct Damage Build build.
Choices/thought processes:
Why Longbow?
Longbow is the highest direct damage dealing weapon the ranger has and has the longest attack range in the game when traited. As this build focuses on Attack, this is my ranged weapon of choice. Rapid fire is reliably hitting for 10k dmg on most targets and is on an 8s CD with the trait; barrage hits for roughly the same amount but having someone stand in it for the full duration is rare (and being hit for every tick since aoe can only hit 5 targets). Auto attack crits hit for roughly 2.3k dmg (range from 2k to 2.5k dmg). Also: the 10stax of vulnerability from hunter’s shot increases damage BEYOND what is linked.
Greatsword?
Because greatsword is awesome and is the Rangers best melee weapon in my opinion. The main hand sword lets you use a warhorn or perhaps torch (for on demand fiery shield = more might) but you CANT MOVE WHILE AUTO ATTACKING. This didn’t used to be a deal breaker for me in other games, but i cant stand it now. Also, swoop is a 1100unit leap on a 12 second cooldown (you can keep up to a target running with swiftness by using this skill alone) and allows you to position yourself however you want in battle, including keeping yourself at max range or for closing for the kill. In addition you have the evade on auto attack, a block and an interupt. Maul does less damage than it might with another build, but it still hits for roughly 4.5-5k dmg before the bleed factors in.
Why not Bow/Bow, Bow/Axe+XXX?
Because the main benefit of a ranged weapon cannot be utilised in close-quarters combat, and the damage and skillset of ranged weapons reflects this: Melee weapons are limited by their range and thus have higher values to compensate. Also: REFLECTION. Too many times do I see rangers RAPID FIRING into a thief using DAGGER STORM; all that damage you are putting out is coming straight back to you, a Melee alternative is almost a necessity to combat skills that either reflect or absorb projectiles.
Protect Me?
This build doesn’t focus on pet usage so this is really just a 6s invulnerability. Can always swap pet if its about to die, and get that extra quickness goodness in there too. Alternately you could take Signet of Stone and exchange “Remorseless” (Marksmanship XII) for “Signets of the Beastmaster” (Marksmanship XI). Personally I prefer Remorseless as it lets you achieve 20stax of Vulnerability when starting in on a new foe.
Signet of the Hunt?
I personally dont use the active portion, and just use this as my speed boost modifier in-lieu of swiftness most of the time. Alternate skill would probably be Frost spirit.
Lightning Reflexes?
Stunbreaker that jumps me back, deals damage and gives me vigor? Yes please.
Rampage as One Vs Entangle
If i have a party member that gives out reliable fury, I swap to Entangle for the overpowered snare, but otherwise the extra damage from Rampage is hard to pass up.
Usage:
Open up with Huntershot and a Rapidfire at max range. It takes some getting used to but since your range is so far with the trait, the arrow takes a good long time to get there, you can use your skills BEFORE the range if you are still closing on your target and have them hit (therefore your effective range is slightly larger than the 1500units stated. Most players will Dodgeroll at least SOME of your rapidfire, so follow up with a Barrage. Many people will also dodgeroll out of this circle. Now that your burst is on cooldown, swap to Greatsword, Swoop in and auto-attack/hiltbash, burning your defensive utilities as needed. By the time your weapon swap is ready, all your Longbow skills have recharged, so swap right away, Point-Blank-Shot them away and follow up with another Huntershot/Rapidfire combo. Rinse/repeat, though many players will be looking to escape (if in a 1v1 encounter) at this point so you can just Longbow Auto-attack them down.
Closing Comments:
Just so everyone knows, Rangers are the profession that can reach the highest Attack stat (due to Nature Magic V: ‘Strength of Spirit’), so I’m tired of people calling them under-powered.
Sunk a couple hours into fighting mobs that left no drops and one in ten gave experience for no reward. Went afk for a few minutes during what was apparently the second last stage, and got no reward. Apparently the last stage takes 1/10th the time of all other stages before it. I missed the end boss, my fault, but I sunk a couple HOURS into this event chain and all i have to show for it is the xp from the completed stages. No loot whatsoever. While I’m disappointed that I missed the final stage and what apparently is ALL the reward you get from the event, that was my fault. What is NOT my fault is the fact that all the rewards for the event were lumped into the final stage. I contributed throughout the event and got nothing, while someone who showed up for just the last stage would have gotten full credit. Anet: in the future please allow mobs throughout the event chains to drop loot.