Showing Posts For Soilder.3607:

BM Ranger (Boon Master)

in Ranger

Posted by: Soilder.3607

Soilder.3607

http://gw2skills.net/editor/?fMAQRBHhd+1JRFdBnFkVQsWGQaK0Ez7pYWiF3DRZUCxLeavJ-jQyAIuBRTBCEJAmCBmHLiGbdrIasqIM1KRUtXpIa1A-e

Hi, this is a build I designed solely for dungeons. It’s basically about spamming as many boons as possible. With this build you’ll be able to grant yourself and allies perma regen, perma swiftness, and near perma fury amongst other boosts.

Swiftness, regen and a bit of fury… nice of course… but are you sure swiftness is a good boon for dungeons? everyone is capable to stack swiftness if needed and regen stacks duration not intensity so basically if you give perma regen every other party member’s regen skill become useless… basically the only good boon you can give is fury; correct me if i’m wrong.

Full apothecary armor is preferred because any regeneration you receive and give is affected by it. This means that you’ll be giving your allies nearly 300hp/sec of perma regen.

Are you sure that regen on allies stacks with user’s healing power? I heard the contrary… i’ll check tomorrow

So I start off using bonfire, hit f2 on my red moa, then swap to my horn and hit #5 for might, fury, swiftness and additional might from the blast finisher. I then use all my shouts for regeneration and swiftness (make sure to spam f3 so your pet doesn’t run away) Then I swap to my jungle stalker and hit his f2 for even more might. This gives me and my allies over 30 seconds of fury, 40 seconds regeneration, 40 seconds swiftness, and over 20 seconds of 9 stacks of might. Like I said earlier, the regeneration and swiftness will be permanent, and fury will be almost permanent as long as you keep the red moa alive.

not bad… but it’s not the best support a team can get; 30 sec fury (19.5 + 30% = 30sec?) is the only really good one because 40 sec regen is too many (not too many because of the great heal but because of the too long duration… quite useless), 40 sec swiftness is good… but there is something better and 20 sec of 9 might stack (which are 8 stacks; 5+3) are good but everyone must be near you and you must be near fight and this mean that your pet is already dead…

Healing spring also functions as an extra regeneration field, cd removal, and a vigor field since I have it traited. If you feel you’re team needs some extra health, use healing spring before call of the wild for the AoE healing effect.

extra regen does not mean more heals… but in this situation less other boons (and focus on an excessive regen)

Also of note is the fact that the red moa has an AoE healing skill as well which heals for 3,510.

yes, actually moa’s skill is the only one which is increasing you hp per sec (to you and ally) and is on a 40 sec cd… not bad… but not so good at the same time…

The main purpose of the build is for the boons. If you feel the need to change any armor or weapons or runes, you can go ahead and do so. Well, have fun mates.

Yes this build gets boon… but are you considering to get better boons? like protection? like 10% more damage? and aoe heal (not regen)? or simply: swiftness + aoe blind + immobilize + chill (last 3 aren’t boons but every malus on enemies is a boon for you)?

you get 2 perma boons but you lose all your utilities (which are pretty useless) and you can do very few damage do you still think that this “swiftness + regen” boon spam is worth it?
maybe…

The most protection I can give is 4 seconds every 10 seconds. That’s good but I don’t see the point in running a stone spirit if I’m not fully traited for spirits. He’ll just die too easily and won’t follow me. And it’s not just perma swiftness + regen, it’s also near permanent fury.

How does healing spring mean less other boons? It gives vigor and an additional, albeit unneeded, source of regen as well as cd removal and a water field. It’s our only healing skill that even helps the team.

No, my pets stay alive most of the time. He has near perma protection from guard as well as all the boons I receive.

I’m fairly certain regen you give is affected by your healing power. I see 300 appear on me and my allies, so I don’t see how it isn’t working.

Er, this is the best the ranger can do imo. Running spirits is also good but 10% every 10 seconds is pretty much useless. Anyone who isn’t power spec’d wont benefit from it and even if they are, it still doesnt help much. Lets say someone hits for 2000, well congratulations, I’ve given you an extra 200 damage. But the amount they’ll hit varies a lot. Stone and Sun spirit are good, and so are there active effect, but you have to bring them in range of a target for the active to hit, which might cause them to die in the process.

Stormbluff Isle

(edited by Soilder.3607)

BM Ranger (Boon Master)

in Ranger

Posted by: Soilder.3607

Soilder.3607

reserved for future use

Stormbluff Isle

BM Ranger (Boon Master)

in Ranger

Posted by: Soilder.3607

Soilder.3607

http://gw2skills.net/editor/?fMAQRBHhd+1JRFdBXFkXFoWGQaK0Ez7pYWiF3jSRUCxLeavJ-jQCBIODimCIQkAwUIg5RFRjtIsIasqIYqVER1eFFRrGA-e

Hi, this is a build I designed solely for dungeons. It’s basically about spamming as many boons as possible. With this build you’ll be able to grant yourself and allies perma regen, perma swiftness, and perma fury amongst other boosts.

Full apothecary armor is preferred because any regeneration you receive and give is affected by it. This means that you’ll be giving your allies nearly 300hp/sec of perma regen.

So I start off using bonfire, hit f2 on my red moa, then swap to my horn and hit #5 for might, fury, swiftness and additional might from the blast finisher. I then use all my shouts for regeneration and swiftness (make sure to spam f3 so your pet doesn’t run away) Then I swap to my jungle stalker and hit his f2 for even more might. And lastly I drop healing spring. This gives me and my allies over 40 seconds of fury, 40 seconds regeneration, 40 seconds swiftness, and over 20 seconds of 12 stacks of might. Like I said earlier, the regeneration and swiftness will be permanent, and fury will be permanent as long as you keep the red moa alive.

Healing spring also functions as an extra regeneration field, cd removal, three stacks of might and fury due to runes of altruism, and a vigor field since I have it traited. If you feel you’re team needs some extra health, use healing spring before call of the wild for the AoE healing effect.

Also of note is the fact that the red moa has an AoE healing skill as well which heals for 3,510.

The main purpose of the build is for the boons. If you feel the need to change any armor or weapons or runes, you can go ahead and do so. Well, have fun mates.

Edit: After serious consideration, I’ve decided to add a stone spirit. I figured, if placed well during a long boss fight, he’ll give some good uptime on protection. Because of this, I’ve changed the trait Nature’s Bounty to Vigorous Spirits. So now I’ve got perma regen, perma swiftness, perma fury, vigor on heal, might, and almost 40% uptime on protection if spirit is up.

Stormbluff Isle

(edited by Soilder.3607)

rangers+rifles

in Ranger

Posted by: Soilder.3607

Soilder.3607

This game really isn’t a traditional MMO. I don’t see what the problem is with the rifle given that we already have wizards using daggers as a meta and a Mesmer class using a ranged great sword. Anet doesn’t have to follow the lore set by other games. The only reason I can see people complaining about such a weapon is because at first glance it seems like it would be single target only. But I’m sure with a bit of creativity it could easily be made an AoE weapon.

Stormbluff Isle

Why stealth on longbow?

in Ranger

Posted by: Soilder.3607

Soilder.3607

I would’ve liked for the longbow to have gotten another AoE function. It already has #5 but even then I would never use the weapon in dungeons. Maybe they could’ve made hunters shot ground targetable and increased the damage by a good amount that way we could apply AoE vulnerability.

Stormbluff Isle

Why everyone wants dmg?

in Ranger

Posted by: Soilder.3607

Soilder.3607

Don’t feed the trolls. Everyone with half a brain is loving this change.

Sorry to disappoint you, but I have more than just half a brain and I’m very disappointed by this change. I don’t do pvp on my ranger and don’t care about pvp. I’ve been running LB/SB for a long time, and have always accepted that it isn’t a build for everyone and that many folk on these forums would disagree with my love for the combination of these two weapons and the way in which I can adapt them to different fights.

This new change has really hurt my rotation, but I’ll adjust to that. I always do. Until then, though, I’m going to be saddened by yet another sign that my love for rangers with actual bows in a pve setting isn’t shared by the developers, despite them doing nice things with longbows in other classes.

You might disagree with me, but I do have the full right to express my opinion about the game without that making me a troll. If anything, you adding that post with only that statement in it makes you far more of a troll than persons with ‘less than half a brain’ who don’t love this change.

He’s got a point. The longbow change doesn’t really help much in a pve setting. But, warhorn #5 did become a blast finisher and I can see that being put to good use.

Stormbluff Isle

Moas worst pet NA?

in Ranger

Posted by: Soilder.3607

Soilder.3607

Moa’s are absolute trash. And you’re right, anet nerfing their damage was literally so stupid. I mean I can’t even comprehend why they would nerf a pet who is NEVER used aside from their f2. The only time I swap out a moa is for the fury buff when I’m running some dungeons, but aside from that, I don’t use them and anyone who does is missing out on a lot of dps potential.

Stormbluff Isle

are rangers really unuseful in end game?

in Ranger

Posted by: Soilder.3607

Soilder.3607

Meh. Pretty much everyone one this forum is a QQ omg ranger sucks cry baby. Yea, any role we can do is pretty much covered better by other classes. But it doesn’t really matter cause the only groups that won’t take you are hardcore speed runners. I get into dungeons just fine and its very easy to find groups. (Gw2lfg)

Stormbluff Isle

New Ranger Skills? What do you want to see?

in Ranger

Posted by: Soilder.3607

Soilder.3607

Throw Dirt (survival) – Blinds your foe and all nearby foes for 10 seconds. 20 second cool down.

Stalk (survival) – Breaks stun. You and your pet Stalk your foe, gaining stealth for 3 seconds. For 60 seconds. Your next attack stuns your foe and your pets next attack inflicts terror (two second stun, two stacks terror for 10 seconds. 30 second recharge.)

We gain access to a main hand dagger.
Stab (chain) range 130. 1/2 stab your foe. 1/4 Stab your foe again and gain vigor for 5 seconds. 1/2 (Deals 25% more damage) Stab your foe a third time and inflict vulnerability 5% for 10 seconds. Your pet gains fury for 5 seconds.

Melandrus strike – 1/2 stab your foe and apply weakness for 10 seconds. If your foe is under the effects of a condition, this attack deals 50% more damage. (8 second cd)

Melandrus riposte – 3/4 Evade and slice your foe, blinding them (6 seconds). Your next attack inflicts bleeding (3 stacks, 8 seconds. 10 second cd)

Nightmare Spirit – Summons a nightmare spirit that grants nearby allies a chance to inflict terror 35% chance (Lasts 10 seconds, only 5 second internal cool down. Invoke Fear – Your nightmare spirit smashes the ground, fearing nearby foes for two seconds.

Elite skill – Merciless trap – Set a trap that, when triggered, knocks down nearby foes for two seconds and inflicts weakness and vulnerability (15%) for 15 seconds. Hidden effect (only active with trappers expertise enabled), your foe loses two boons. (60 second cd)

Spirits Unbound new effect – Your spirits are able to move and follow you. Damage dealt to spirits reduced by 25%.

Stormbluff Isle

(edited by Soilder.3607)

sPvP/WvW cd/tank build (Post June nerf)

in Ranger

Posted by: Soilder.3607

Soilder.3607

Armor:

I chose carrion because of the vitality and cd it provides. I don’t really care much for the power since I’m not trying to do much direct damage, but in the end it helps. I’ve added six superior sigils of dwayna for the extra regeneration duration, the 5% chance to gain it on hit, which is great for stacking, and for the fact that using a healing skill grants regeneration. The healing power boost is nice. With these sigils and trait setup, you will find that you’ll pretty much have perma regen while in a fight. And that stacks on top of SoW.

Consumables:

The only one that I find to be very important is mango pies. Simply because they add a third stack of regeneration to me and extend my vitality as well. I would not recommend changing these because when you are in a fight the extra 80 hp they give every second is necessary for your tankiness. In the end, you’ll have 300hp being regenerated per second when all three stacks of regeneration are on.

Pet:

The Juvenile Lynx should be your first pet out. Felines deal the most dps and cd damage, and the lynx’s f2 skill adds two stacks of bleed. Not only that but it’s maul attack adds another four. If he dies, swap to the Juvenile Snow Leopard. His f2 skills is great for control as it adds six seconds of chill if it hits. His f2 skill make not deal bleeds but atleast he still has maul. If you find a pet canine to be more important and you want more control, you can swap out the snow leopard but I really don’t recommend you take out the lynx, he simply deals too much damage.

Summary:

That about covers my build. I’m telling you, after having run this for a long time, it’s very effective and as you get used to it you’ll win most duels you encounter. Of course, when you first start and know very little of your opponents, you won’t do so well. But as you gradually gain skill and learn how other’s playstyles work, you can become very good on the field. For example, if you see a thief coming and see hes wielding a sword, pop torch #5 and wait for him to teleport to you. Then as he immobilizes you, swap to s/d and hit your evades to dodge his attacks and apply some nice poison. Or if an ele is coming, (they’re almost always d/d, and if not, then don’t worry) check to see what element he is attuned to. Chances are they’ll start out with air, and in that case prepare for him to “ride” the lightning to you and dodge that kitten. Then as he swaps to fire or stone, switch to the s/d and evade his aoe attacks. If he starts trying to heal just lay out as much cd as you can then try to cover your bleeds or burning with cripple or chill to make sure they aren’t removed.

Well that’s about it mates, good luck and have fun.

Stormbluff Isle

(edited by Soilder.3607)

sPvP/WvW cd/tank build (Post June nerf)

in Ranger

Posted by: Soilder.3607

Soilder.3607

http://gw2skills.net/editor/?fMAQRAnf8YjEVV2BWKWo2Bi1DAJI90ewp+beXhRdxVpVB-T0AgyCuIuRdj7GzNybs3MCYdwOgpAvAA

Hi, I’ve been using this build for awhile now and I think it’s absolutely fantastic. In short, it has some excellent condition damage, lots of regeneration, lots of health, and a lot of survivability. Please keep in mind however that this build is intended for small group play and roaming/1v1s.

Weapons:
Axe/torch- I use these because of the insane amount of cd damage they offer. The axe #2, splitblade, is simply great and spammable. Unfortunately, it isn’t so effective from a distance but that isn’t a problem since the playstyle revolves around being close to your target. #3 winter’s chill is decent for control. Torch #4 is simply fantastic and adds once again lots of cd. #5 is situational as it requires your target to remain inside the AoE yet nonetheless very useful against any targets which need to be within melee distance of you. Also provides a firefield for combo effect.

Sword/Dagger- These weapons will grant you cd as well and LOTS of evasion, something that can be essential to countering burst classes. #2 is a good evade and good for triggering combo fields that you create, #3 and #4 are very good for stacking poison and reducing your enemies heal and evading burst classes or just for evasion in general. #5 is simply a great cd and control skill as it stacks three bleeds and has a seven second cripple.

Utilities:

Healing Spring- Ok, healing spring is an absolute must for cd removal and for regeneration stacking. Staying within its AoE will grant you 22 seconds of regeneration once the effect ends (the effect lasts for 15 seconds.) You’ll also find it to be useful as a waterfield if swapping to the sword in which case you can hit #2 twice to leap into it and gain 1300 health. It is also a great skill for running with a group because of the AoE effect it provides.

Lightning reflexes- A standard stun break and evasion, necessary for any build if you ask me. Also grants vigor which is great for even more evades.

Signet of the Hunt- I find this useful simply for the extra movement speed but if you find another skill more important feel free to change it.

Signet of the Wild- Great for additional regeneration. I never trait for signet use because SoW has a long recharge but short duration. Not only that but the benefit it provides is only an increase on direct damage, something that this build doesn’t really do much of.

Entangle- A ridiculously good elite skill, with a possible 20 seconds of immobile and massive condition damage, what’s not to like? Just make sure to use this after you’ve witnessed your target evading to ensure it hits.

Traits:

Marksmanship- I’ve added 30 points into this trait line for mostly the extension of cd duration it provides. There were only two traits I found to be really effective, which were Malicious training to increase cd of pets, and keen edge to grant sharpening stone. I use beastmasters bond for the three stacks of might, however it’s not really necessary and you can change it if you wish. I recommend swapping it to spotter if running with a group in WvW. In addition, I’ve considered removing 20 points from this line and adding it into nature magic for the extra survivability. However, this has some cons as I’ll lose 20% cd duration and sharpening stone. This detriment could be lessened by the use of rare veggie pizzas, but this consumable is only usable outside of spvp and would also result in me losing the extra regeneration and vitality granted by mango pies (which I will get to in a bit).

Wilderness Survival- First off, the 50% endurance is essential for evasion. I don’t know anyone who wouldn’t want it. Anyway, the toughness and cd damage it provides is great for this build. Wilderness knowledge is the first trait which I found useful for reducing recharge on lightning reflexes and entangle. Oakheart Salve is great for stacking regeneration. And Off-hand training is a must to reduce the recharge on those offhand skills. Not only that, but it makes dagger #4 a useful skill to “catch up” to your opponent if they’ve fallen slightly out of melee range.

Nature Magic- The 10 points into nature magic is for the extra vitality, the rejuvenation minor trait which helps stack regeneration, and Nature’s bounty which extends regeneration duration by 33%.

Stormbluff Isle

(edited by Soilder.3607)

Removing armor/weapon skins?

in Guild Wars 2 Discussion

Posted by: Soilder.3607

Soilder.3607

Is it possible to remove a skin after you’ve added it to armor or a weapon?

Stormbluff Isle

Rangers wanted, pets optional

in Ranger

Posted by: Soilder.3607

Soilder.3607

I PvP mainly and I haven’t found any problems with the ranger in 1v1s, except thiefs of course. Yea, maybe I can’t use greatsword whirlwind and whip out 10k damage, but after playing for so long and understanding how every single class works, I find that the ranger can easily kill every class (except thief). I don’t get where all this negative talk about the ranger is coming from. If it’s about PvE, then I wouldn’t know cause I don’t do any dungeons.

Stormbluff Isle

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Soilder.3607

Soilder.3607

Thief class needs an entire redesign. Without stealth, they’re useless. Without bursts, they’re useless.

This isn’t impossible to fix a-net, you did it years back with dervishes in the first Guild Wars.

Stormbluff Isle