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Advice on theory build please

in Ranger

Posted by: Sigmoid.7082

Sigmoid.7082

See I’m trying to work with anets philosophy that the player and the pet must work as one so hence why the might stack split. I can only imagine with a full 25stacks a burst combo you can pull on point is drake lightning breath for 15k+ between 3 targets, then use signet on tailswipe for between 3 and 5k non crit, swap to reef drake, build stacks as it uses breath then hilt bash its tail swipe. In under 10s wouldn’t that be around…say somewhere around 50-70k aoe between 5 targets under perfect conditions? That’s not counting your own hits.

My build was working on what i already had gear wise so with cash and fine tuning I feel it would be a powerful contender.

I forgot to explain my sigil choices. Fire and strength since the great sword doesn’t stack might on your pet like sword auto does. Coupled with fire so every maul has the chance to hit for around 6k on a single target. Battle and bloodlust on sword. Can change bloodlust to something else after stacks but I don’t know what. But sword builds enough might with horn #5 then #4.

Also wondering why note people done take bark skin? In theory its amazing? With guard stacks and high base HP as soon as you reach about 6k you take half damage and can provide yourself with so much protection. Its like a 66% HP boost brining you to Like an effective full health again against direct damage right? Or am I missing something?

Also can this build zerg surf with the right pets ( ranged ) and an axe with a potential 3 might to your pet every auto.

Advice on theory build please

in Ranger

Posted by: Sigmoid.7082

Sigmoid.7082

snip

The second build keeps the trait sets is the one I am quoting. The gear choice while losing some stats makes room for a utility so I guess that’s good. Wouldn’t protect me be bad seeing as your pet is the labour damage source? Also its roaming and isn’t the move speed signet needed for mobility around the map? How would the alteration deal with condition bombing without then signet? Also with pets that have single hard hitting skills like dogs and drakes wouldn’t the active be awesome since you are trying to bring people down with the lack of sustain ?

Just want to iron this out to something solid before I run it.

Also pet choices is another thing? What are people thinking? Jungle stalker for 5 might on you and 10 on itself resting at 19stacks after mighty swap and weapon swap? Drake for burts? Bear for condi removal? Moas for more heals and daze/protection? Spiders for lock down? Bird/cat burst?

Feel like this build has potential and want to replace my condi set with it since I’m not a fan of condi damage anymore so I’m trying to get this to work.

Thanks for the help everyone. Appreciate it. Also if it’s effective and decent I’ll make a video of how it runs when I am happy with it.

Advice on theory build please

in Ranger

Posted by: Sigmoid.7082

Sigmoid.7082

Been playing my ranger again after the patch and loving it. Trying to be a power ranger since i did the condi thing for a while. Tried the long bow survival of the fittest build and its great!! Anyways looking for something new I have been messing around with the idea of a full melee build while messing with the pet in a WvW small skirmish/ roaming setting.

I ended up theory crafting this build and just wanted some thoughts on it.

The idea behind it was might stacking. So the pet will have between 10~25stacks at all times and the player maybe 7~15. Fortifying bond is great. This means pets will hit hard. Spider will auto over 1k birds and cats will hit hard, dogs will do huge leap damage and even pets that sucks won’t be as bad damage wise so you can use them for more utility. Lightning drake will hit for huge amounts potentially hitting a target for around 10k and signet of the hunt on the tail swipe for huge aoe.

For defense there is the around 2.8k armour, protection on dodge, natural protection and bark skin. Under 25% health that’s up to a 66% damage reduction (assuming they are not addative ) so a boost to effective health against direct damage. Evades on sword #2 and #3 on lower cooldowns and GS auto evade. 2 stun breakers in shared anguish and the signet.

Healing I have healing spring with a potential 3 leaps and 1 blast.

Elite skill I have no idea on…just put RoA as a filler.

Only problem I see is conditions and sustain. with only healing spring and the signet to rely on. Unless I throw in a brown bear for its pretty OK f2 skill. Have the innate -20% duration and can run lemmon grass if need be.

Any thought on a build like this?

Reality check: War LB vs Ranger LB

in Profession Balance

Posted by: Sigmoid.7082

Sigmoid.7082

snip.

Forgot to mention longbow shots by nature arc meaning they travel further than their stated distance. You can nail someone at 1500 range without eagle eye and near on 1800 with it. SO potentially 1.5x the range.

Also the reason it has no burst is according to ANET rangers are a sustained damage class :/ But with certain setups of gear you can hit people for 6k+ with it which isnt bad at all for a 1800 range auto attack.

[PvX] Ranger traps should be visible

in Profession Balance

Posted by: Sigmoid.7082

Sigmoid.7082

Not sure if serious?

6/0/2/6/0 - RTW Discussion

in Ranger

Posted by: Sigmoid.7082

Sigmoid.7082

I have been running this build in WvW:
http://gw2skills.net/editor/?fNAQJATRjEqUyaLLGsQ1ag+ga9CEAjdrfw9VMwpNA-T1SDwA9Ui94IAMTVlDXAgnKPS8AAlgvUrg3+Dg0FAwEnkDBApAeaZE-w

and during the night time i change to a bow with air and ice, use a ghosp pepper popper for chill on crit and use oil instead of a sharpening stone.
Personally i am loving it as people can no longer run away from me like they used to nor side step.

Because opening strike always crits and with the two sigils you have like a 36% chance for your first long range shot to hot for between 5 and 6k which usually causes people to go on the defesive. If people close in i’ll either use point black and lightning reflexes followed by rapid fire for a bit more damage before i stealth and swoop away.

Pets are a difficult choice and i havent found anything which sits very well yet so any ideas anyone?

The only downside is theives since they can close extremely quickly!

The best part about this build is the amount of QQ and whispers i get from people when they die from me at that range or people getting upset they left me on the edge of a team fight pewpewing away.

[PvP]Runes of Strength, The cookie cutter

in Profession Balance

Posted by: Sigmoid.7082

Sigmoid.7082

Until something is done about conditions i see nothing wrong with the rune at all. Besides people have to sack their sigils and runes in order to put out as much power damage as possible. Loss of a lot of potential due to 100% commitment.

Guardian Grandmaster traits

in Guardian

Posted by: Sigmoid.7082

Sigmoid.7082

I can see some sort of synergy between communal defense ,shattered agis, and pure of heart. Also if it extends the burn on block procs to your allies i can see a lot of aoe burning.

If it uses your condition damage then i suppose you would negate the hit for your allies and yourself while dealing maybe around 2k damage from the shatter and the burn tick per person.

Wouldnt that be a lot spread mitigation, damage and burning in small fights? Or is my thinking wrong?

nerf pet in damage?(

in Ranger

Posted by: Sigmoid.7082

Sigmoid.7082

Pets do the same damage for me, just the tool-tip is wrong cause its reading from the players stats not the pets.

Upcoming Skill/Trait Changes

in Ranger

Posted by: Sigmoid.7082

Sigmoid.7082

Looking forward to some nature magic/skirmishing builds. Or builds that use BM and skirmishing for high might stacking on the pet since if can have so much might.

Companions might and using a sword…wouldn’t you grant 6 stacks oh 5s might on your pet if you crit on 3 targets? That is huge.

axe/axe serker build awesome KO spec? (wvw!)

in Ranger

Posted by: Sigmoid.7082

Sigmoid.7082

@Bryzy
I am interested in this since i like the set-up and feel of axes. just a few questions
I am guessing its a pure zerker build with that damage on PoS?
What sort of traits are you using?
how do you deal with the lower mobility from no swoop/ how do you disengage?

30 seconds of revealed for 500 Karma. [merged]

in Thief

Posted by: Sigmoid.7082

Sigmoid.7082

  • When placed, traps last for one hour.
  • Players may only have one of a given trap type deployed at a time.
  • Traps will disappear when a player leaves the map.
  • Traps are sold by the vendor for 15 badges and 525 karma; they will stack to 250 and are account-bound.
  • It takes a 4-second channel to place at feet.
  • Placing a trap uses very short-range ground targeting to assist in orientation.
  • Placed traps have a 600×90 rectangular trigger area; only enemies can trigger them.
  • Once triggered, traps affect up to 20 enemies within a range of 1200.
  • Traps cost 10 supply to place.

30 seconds of revealed for 500 Karma. [merged]

in Thief

Posted by: Sigmoid.7082

Sigmoid.7082

so 15 badges and 525 karma to buy a trap that takes 4s to place costing 10 supply to do so that will reveal 20 targets for 30s…
I thought it was going to be worse. It doesn’t seem to usable on a small scale unless you spend a while waiting to ambush someone.

OMG the new patch!

in Elementalist

Posted by: Sigmoid.7082

Sigmoid.7082

I thought they had clear ideas of what they wanted the classes to do and elementalists having such high mobility was not one of them. Im not to sure how they will compensate for this but until the patch comes out and i can see all the notes ,besides the changes that were talk about, i will hold my breath.