Guild Leader of Favorable Winds [Wind]
Guild Leader of Favorable Winds [Wind]
im thinking of riding a Charr Cat, if u know what I mean
(jk) im not about that lyfe
Guild Leader of Favorable Winds [Wind]
I don’t understand why they don’t have an option to trade in the first place, mailing opens up a window for scamming
Guild Leader of Favorable Winds [Wind]
BlackThorn was being sarcastic… lol
Guild Leader of Favorable Winds [Wind]
wrong forum, this is the ranger one
Guild Leader of Favorable Winds [Wind]
first off, I absolutely LOVE fighting mesmers, good ones are extremely fun to fight against as they can be quite a challenge
longbow is an amazing weapons against mesmers, rapid fire can track in stealth, barrage in the general area takes care of their clones, your own stealth helps them lose their target, and the knockback is great to keep them out the range of their weapons (this means, they can’t summon their clones and phantasms against you!)
piercing arrows is a must.
have a good amount of condi clear
sic em prevents them from going into stealth, use it when they start channeling Mass Invisibility, a ton of mesmers use this to get away as a last resort and sic em rlly screws it up for them :P
lightning reflexes is a must when fighting sword mesmers
and sword is always a good idea to have as well
Guild Leader of Favorable Winds [Wind]
(edited by shadowpass.4236)
UTILITIES
Shouts
“Protect Me”
– Add: Pet takes 65% less damage for the duration of this skill (10000 damage taken, pet takes 3500 damage)
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“Search and Rescue”
– Reduce cooldown to 60 seconds
– Pet revives 1 ally to 50% health and endurance, teleports ally to yourself (pet drags ally to safety)
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“Sic ’Em”
– The effect does not end prematurely if the pet is given an order
– Either change the reveal duration to 10 seconds, or allow the pet to hit the target in stealth… there’s no point in popping “Sic ’Em” if the target just goes into stealth 4 seconds later, the shout ends, and we’re left with the cooldown…
– Adds an additional 120 range to pet skills
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Survival Skills
Muddy Terrain
– Instant cast
– Applies Revealed debuff (1s) on enemies that walk through it
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NEW UTILITIES
Traps
Dust Trap
– 30 second cd
– Applies blind every second for 1 second
– 5 second duration
– Smoke field
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Survival Skills
Foggy Day
– 60 second cd
– Applies blind every second for 1 second
– Absorbs projectiles
– 10 second duration
– Smoke field
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Familiar Terrain
– 50 second cooldown (40 if traited, like a warrior’s)
– Applies 8 seconds of stability and swiftness
– Breaks stun
Guild Leader of Favorable Winds [Wind]
(edited by shadowpass.4236)
TRAITS
Marksmanship
– Change Eagle Eye to double projectile speed instead of increased range
– Replace Eagle Eye’s 5% damage increase with: Gain might (7s) on a critical hit with a longbow
– Replace Piercing Arrows with Skillful: 20% chance to fire 2 arrows instead of 1 for every arrow fired
– Replace Read the Wind with Heavy Arrows: 15% chance to knockdown OR immobilize (1s) on hit with longbow, no internal cooldown, this would help us bring added group support with Barrage
– Add to Remorseless: Opening Strike now applies 5 stacks of Vulnerability (5s) AoE to 5 foes around your target (600 range)
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Skirmishing
– Merge Trap Potency and Trap Expertise
– Change Trapper’s Defense to: Drop a Dust Trap (pulses Blind (2s) every second, 5 second duration, smoke field) when disabled
– Change Companion’s Might to: Grant 1 stack of Might (20s) to yourself and allies on a critical hit (5s cooldown)
– Replace Strider’s Defense with Strider’s Speed: Move the same speed strafing, moving left/right/backwards, as you do when running forwards
– Change Strider’s Defense to: 50% chance to blind enemies (3s) when struck, 120 range, AoE blind on whoever hit you, 10s cooldown
– Add to Honed Axes: 20% cooldown reduction on axes
– Merge Tail Wind and Furious Grip together into the minor trait for the Adept Traitline
– Replace Furious Grip with Fast Hands
– Fast Hands: Weapon-swapping recharges faster (5 seconds)
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Wilderness Survival
– Change Healer’s Celerity to: Your pet revives the same person you are reviving, this essentially doubles the revive speed you have when you take this trait
– Reduce the cooldown on Shared Anguish to 30 seconds
– Change Hide in Plain Sight to: Applies stealth (3s) when you are dazed, knocked down, launched, pushed back, or stunned
– Change Martial Mastery to increase damage on sword skills by 10% as well as keeping the reduced cooldown (like guardian’s)
– Add to Wilderness Knowledge: Increase duration of Survival skills (changes Sharpening Stone to apply bleed on the next 6 attacks instead of 5 and Lightning Reflexes to evade for a full second)
– Change Oakheart Salve to: -33% duration on movement impairing conditions (cripple, chill, immobilize), gain 3 seconds of regeneration when affected by one of these conditions
– Move Oakheart Salve to the Adept Traitline
– Swap Oakheart Salve for Healer’s Celerity
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Nature Magic
– Change Circle of Life to: Drop a Healing Spring when you reach 25% health
– Increase the health threshold Enlargement procs at to 50%
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Beastmastery
– Swap Zephyr’s Speed with Stability Training
– Change Stability Training to: Gain 3 seconds of stability on (f2) abilities for ursine, porcine, and armor fish pets
– Change Speed Training to: +25% movement speed while wielding ranged weapons
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What do you think of these changes?
Leave feedback below please!
Guild Leader of Favorable Winds [Wind]
(edited by shadowpass.4236)
Hey everyone,
Before we get started, I just want to say that I am fine with the way the Ranger is now, but these changes are aimed towards making us stronger and fluid overall. These help make the Ranger class easier to use and understand for new players.
imo, dagger and torch are fine the way they are so I did not include them
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WEAPONS
Longbow
– 1500 range naturally
1. Long Range Shot
– Changed to a channeled skill that shoots 3 arrows over 2 seconds
– No damage restriction depending on range, each arrow hits for max range’s damage
2. Rapid Fire
– Reduce cooldown to 2 seconds, this would give us the opportunity to act as a sort of “machine gun”, constantly releasing a stream of arrows
– Gain 1 second of swiftness for each arrow successfully hit, this will give us mobility on a long channel skill and help us keep our distance more easily than we used to
– Apply .5 seconds of cripple instead of vulnerability for each arrow successfully hit, this will, again, give us a reason to be feared at range, this would make it a lot harder for classes to close distance on us, finally making us more “archer-y” as we can pew-pew with less chance of being caught
3. Hunter’s Shot
– Change to a 2-part skill
– 1st part: No arrow, automatically gain stealth and swiftness (5s, pet as well)
– 2nd part: Shoot an arrow that immobilizes target for 2 seconds
4. Point Blank Shot
– I’m fine with the way it is now
5. Barrage
– Change to Barrage from Guild Wars 1 (Barrage from Guild Wars 1 is similar to one of Eir’s attacks in Guild Wars 2 if I remember correctly)
– Shoots 8 arrows AoE (ground targeting in a line, not a circle)
– Each arrow cripples for 2 seconds and deals around 400 base damage
– 2 second cooldown
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Greatsword
1. AutoAttack
– 180 degree frontal cleave
– Bring the damage up to match a warrior’s Greatsword
2. Maul
– 180 degree frontal cleave
– Blast finisher
– Increase cooldown to 8 seconds
– 50% increase in damage
3. Swoop
– 1200 range naturally (is affected by swiftness like a warrior’s Rush)
– Change to a 2-part skill
– 1st part: Swoop (the gap closer and leap remains the same as it is now)
– Knockback target 300 range on successful hit
– 2nd part: Savage Strike
– Leap towards target and knockdown (2s) on successful hit
4. Counterattack
– Change to a 2 second block
– Knocks down target when thrown
5. Hilt Bash
– Change to be able to be used while moving
– Change to function similarly to Warrior’s Pommel Bash (instant daze)
– Daze target for 2 seconds, stun for 2 seconds if you hit them from behind
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Sword
1. AutoAttack
– Gain 1 stack of Might (10s) on the first 2 attacks
– Apply Cripple for 2 seconds on the 3rd attack
2. Hornet Sting
– Change Monarch’s Leap to: Knockdown (2s) on successful hit
3. Serpent’s Strike
– I’m fine with the way it is now
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Axe
1. Ricochet
– 15% increase in damage
2. Splitblade
– Change to: Serrated Axe
– Throw 1 axe that applies 5 stacks of torment on successful hit (matches a mesmer’s scepter)
– Increase cooldown to 8 seconds
3. Winter’s Bite
– I’m fine with the way it is now
4. Path of Scars
– Change it so that it is able to go up and down walls without disappearing (when this happens, the axe does not return, which means no pull)
5. Whirling Defense
– I’m fine with the way it is now
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Shortbow
1. Crossfire
– Bleed from any direction (2s) if you hit from the front, (3s) when flanking
2. Poison Volley
– I’m fine with the way it is now
3. Quick Shot
– Apply Cripple (3s) on successful hit
– Change to leap backwards 600 range (same as warrior’s sword but reversed)
4. Crippling Shot
– Increase Cripple duration to 4 seconds
2. Concussion Shot
– Daze target for 2 seconds, stun for 2 seconds if you hit them from behind
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Warhorn
4. Hunter’s Call
– Call Hawks to swarm 5 foes AoE around your target (5s)
– Apply blind (1s) every second
– 600 range (900 if traited)
– Reduce cooldown to 20 seconds
5. Call of the Wild
– Reduce cooldown to 20 seconds
– Blast finisher
– 900 radius (1200 if traited)
– This skill applies to yourself and 9 allies (like a warrior’s Charge)
– Removes Cripple, Immobilize, and Chill
Guild Leader of Favorable Winds [Wind]
(edited by shadowpass.4236)
I use that spec. lol, there’s no link or anything to ur video tho…. how are we supposed to find it? you didn’t give us a title or anything…
Guild Leader of Favorable Winds [Wind]
so no stealth tracking any more? this is easy to evade btw…
and where would it blast? lol, on your target?
Guild Leader of Favorable Winds [Wind]
hehe, yeah, idk, I don’t think anyone has actually posted it yet, u might be the first, but all I know is that ive seen this build around for awhile, and it was one of the first builds I made post-patch
regardless, thanks for telling me about the sigils and jewels, I chose the wrong ones by mistake, haha
btw, if u do swap out the rabid for dire pieces, u don’t need perception lol, corruption is still better, since u have fury from survival skills, ur basically sitting at around 50% crit chance… imo, its more than enough
and 2k health isn’t much either, I mean, w/e works for u but I don’t rlly need the extra health, its like 1 tick if a necro unloads condis on u, 1 aa from a warrior, it won’t even matter if u fight a thief, ele’s can drop that in 1 aa as well, etc. etc.
Guild Leader of Favorable Winds [Wind]
(edited by shadowpass.4236)
this build has been around for awhile… lol, since the patch came out, ive been using this in wvw:
personally, I open with sb aa with sharpening stone, that usually stacks around 10 bleeds right in the first few seconds, then I stun to stop their opening move, aa some more, 3, then 4 if they get close and swap…
if ur fighting more than one person, a good combo to do is try to get them bunched up, have drakehound immobilize, entangle, and drop bonfire right on top of them, this kills very fast lol
Edit: I fixed the build link, I misclicked the bloodlust sigil and the jewels, my bad
Guild Leader of Favorable Winds [Wind]
(edited by shadowpass.4236)
thieves have enough blind as it is lol, I don’t see any reason to buff it
Guild Leader of Favorable Winds [Wind]
u can never go wrong with celestial… lol
Guild Leader of Favorable Winds [Wind]
I don’t understand why it’s not still like that/changed back to the way it used to be, it would actually make us a bit more balanced…
Guild Leader of Favorable Winds [Wind]
dodge gives you nearly 3 seconds of protection, and the high vigor uptime allows for permanent protection, unless ur afraid of being ganked by thieves, u don’t need that trait, which they will probably strip anyways… but yeah, this should work better for u
Guild Leader of Favorable Winds [Wind]
>.> u were 20/0/20/0/30 when I last fought u, u said u were testing the build out, and wanted to 1v1, so we 1v1’d for over an hour on a few of my characters lol
Guild Leader of Favorable Winds [Wind]
and no I don’t own the guild, but I know Anna the guild leader and am in the guild myself
Guild Leader of Favorable Winds [Wind]
I’ve beaten u over spring break on thief too haha, we each won and lost on thief, and yeah, u were testing this over spring break, I saw ur build.
so u srsly don’t remember Elsa? I was the one who used a LoS build on u lol before I respecced to my normal build
Guild Leader of Favorable Winds [Wind]
I posted the second build.
im not posting a full zerk build… there’s no point. lol
Guild Leader of Favorable Winds [Wind]
(edited by shadowpass.4236)
whoooooo it worked
Guild Leader of Favorable Winds [Wind]
whoooooooooo thanks
Guild Leader of Favorable Winds [Wind]
welp, I hope this fixes the blank thread glitch.
Guild Leader of Favorable Winds [Wind]
the endless ocean is incredible
Guild Leader of Favorable Winds [Wind]
yeah, elsa is my character :]
Guild Leader of Favorable Winds [Wind]
ohh, I was actually talking to aik hehe, im S H A D O W F A L L, Poof Goes Ur Health, and Elsa The Snow Queen is my ele (it has accents in the name), remember? I was messing around with my build between every duel? Remember the LoSing behind elementals and rock dogs, svanir runes, etc. etc. :P
but then I respec’d and beat u so hard that u wanted me to join ur guild and transfer to SoS with u (jk), but I did transfer to SoS for my other guilds if u remember…
if it helps, u ran away because I was respeccing too much… xD I got bored so I kept trying new things. this was over spring break, I haven’t been on in like a week and a half cuz I’ve had a lot of exams so… yeah
Guild Leader of Favorable Winds [Wind]
I opened up a thread I made that had around 50 responses on it, and I’ve been on it plenty of times before without a problem, but when I bring it up now, its just blank. anything I can do to fix it?
Guild Leader of Favorable Winds [Wind]
keep this character, feel special :]
Guild Leader of Favorable Winds [Wind]
added a second build for those of u who wanted a more damaging version of the soldiers build, not as many damage modifiers, and a loss of around 5k health, but still, rapid fire deals 2-4k more damage than the soldiers version
Guild Leader of Favorable Winds [Wind]
hah, I beat u on my ele like over 9000-0, Elsa The Snow Queen ftwwwwwww whooooo
jk, but I still beat u so that means ur build is bad and u should /uninstall lyfe bro
Guild Leader of Favorable Winds [Wind]
I think u linked the wrong build. you have 1 venom.
Guild Leader of Favorable Winds [Wind]
So having a disucssion on how to get the best possible defensive setup while in full zerker would be a waste too, because zerker gear is for full DPS and defense is irrelevant when using it? No.
Actually yes, it would be a waste.
I would consider a waste read a topic about a build to be a WvW bunker wearing full zerker set, like a 0/0/4/4/6 build with full zerker or something.EDIT: The OP is showing a burst damage (SotW + behind + full HP + full endurance + night time + RF) and still that is a kinda low burst and after that the raw power wouldn’t make it a good DPS.
He is suggesting a power focused build in a defensive set and not a bunker build with power damage, those are 2 different things.
From your analogy, a bunker build with zerker gear is a waste, a power zerker build with defensive options would be a good idea.
:] nailed it. haha
Guild Leader of Favorable Winds [Wind]
pretty much what I do ^, I turn with the mouse so…
although some people keybind about face (idk if that’s the exact name for it), which turns ur character around, I like to stick with my mouse
just make sure that when u do this, u don’t have a target selected
Guild Leader of Favorable Winds [Wind]
I wanted to see how much damage I could pump out from full soldiers gear, ive been playing this game since release so you guys don’t have to tell me that zerker gear deals more damage… lol. I know that already, and I also know you can reach crazy numbers if you swapped the gear out and had 100% crit chance, 200+ crit damage, etc. etc.
I keep saying, I know zerker deals more damage, i’m just trying to max the damage you can put out in full soldiers
Guild Leader of Favorable Winds [Wind]
no one rlly uses swords in zergs, and bows are for zerk backline lol.
ive used this before:
http://gw2skills.net/editor/?fNAQNBhODbkRlWW7XxjFuWEoHULDgBuZRktML4LwVXcwvaP-TlCBABmqyiRK/Ea/hV0Esg5PJOCgSQAeIAtoTghLAgOqTQKAmUGB-w
works fine for me.
Guild Leader of Favorable Winds [Wind]
maybe 50%, it’d make us unique compared to other classes
Guild Leader of Favorable Winds [Wind]
Guild Leader of Favorable Winds [Wind]
>.> I keep saying, im not planning on using this, im just trying to max the damage I can put out in full soldiers… this was just to show that you can deal a good amount of damage in full soldiers on a ranger…
Guild Leader of Favorable Winds [Wind]
rym, I sense the sarcasm, so I will explain lol, im just trying to put on a ton of damage modifiers on soldiers gear to max the damage I can get while still being fairly tanky… I already understand sigil of night is better for dungeons because of the perma nighttime, but wvw also has day/night cycles and if its day, I can swap night out for a sigil of peril or something like that
anyways, what I said about opening with maul and switching to rapid fire, the rotations, etc. etc., I already know its unrealistic to land maul the first thing in a fight, and get the entire rapid fire channel off, I was just trying to show the damage you could do if everything hit
Guild Leader of Favorable Winds [Wind]
2000 members? lol.
Guild Leader of Favorable Winds [Wind]
@amethyst
heh, its a fun playstyle to have, imo, regen rangers are too easy to play, you will never lose a 1v1 if you have the slightest idea of what ur doing, glass cannon really isn’t my thing on ranger, haha, you can get like 1 shotted by a gc thief if fire and air sigils both proc when he mugs you… and yeah, power rangers and these types of builds are my favorite type to play
Guild Leader of Favorable Winds [Wind]
well, I wasn’t actually planning on using this, and what arrow storm said was partially correct, I wanted to see how much damage I could pump out from full soldiers gear, ive been playing this game since release so you guys don’t have to tell me that zerker gear deals more damage… lol. I know that already, and I also know you can reach crazy numbers if you swapped the gear out and had 100% crit chance, 200+ crit damage, etc. etc.
anyways, I wasn’t going for glass in this. I was just trying to show that you can still hit big numbers while still being tanky
so, you can still kill without being 1 shotted when another gc thief uses mug on you… lol… even in full soldiers
and yeah, idk, it what kind of confusing at first because I didn’t know what the first few posters were saying when they said I had zero damage, I spent a bit of time doing all of the calculations and didn’t realize I would be trolled on the first response
aaaand, this is for wvw btw, not pve
Guild Leader of Favorable Winds [Wind]
(edited by shadowpass.4236)
lol. that’s what damage modifiers are for
Guild Leader of Favorable Winds [Wind]
still not understanding…
where are u getting 0 from?
Guild Leader of Favorable Winds [Wind]
hm? can you explain
Guild Leader of Favorable Winds [Wind]
All of the math and explanations below ONLY pertain to the Soldiers Version of the build
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link to the build:
Full Soldiers Version
http://gw2skills.net/editor/?fNAQJATRjEq0yaFLGsw1ag9AZdgCRaP82OXbLZRBB-TVSBwAGV+hT9nr7PkSXjElgLOgC5vEAsN/B4JFQKgBWGB-w
Damaging Version (Mixed Stats)
http://gw2skills.net/editor/?fNAQJATRjEq0yaFLGsw1ag9AZdgCRaP82OXbLZRBB-T1CBwAQ3fIn6PLVqcTXAgHBwUlVq0wQRJ4DzfMugCBOSBkCYUhRA-w
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so basically, these are 2 builds that take advantage of numerous damage modifiers.
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damage modifiers:
25% from signet of the wild active
10% from scholars
10% from food
10% at night
10% from steady focus
10% from peak strength (25 point minor in wilderness survival)
5% from eagle eye
5% from force
5% from opening strike’s vulnerability
and an additional 5-15% from vulnerability later in fight (from maul/full channel of rapid fire)
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the math:
in total, this adds up to 90-105% increased damage if everything lines up (nighttime, used signet of wild, moving, etc. etc.)
with 25 stacks of bloodlust, the damage from rapid fire reads (10x) 4590 damage. basically, in total, all 10 shots = 4590
however, the build editor only takes into account the additional damage from eagle eye
so divide 4590 by 10… (459)
multiply that by 1.9 (base from start of the fight, added damage from vulnerability from rapid fire while channeling (rapid fire is not what you would be opening with btw, ill explain at the bottom)
and multiply that by 10 again to get the full damage you will be hitting from rapid fire and you get 8721 damage, with any stacks of might, this would go up further
also, keep in mind this is without the added vulnerability damage during the channel of rapid fire, so this would probably end up hitting for 8800-9000 (I don’t know the exact numbers) on rapid fire alone
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the final goodies =D:
now, 25 minor trait in marksmanship says that opening strike always critical hits. you have 157% critical damage, now to take advantage of this, preferably you want to open with long range shot (longbow auto attack) at max range which deals 1102 damage. so, 1.9 damage modifier + 1.57 from crit, you get 3.47 total increase in damage on the first hit.
3.47 times 1102 = 3823 damage
now… take this, and add it to the damage from rapid fire (let’s just say 8800), you hit for about 12623 damage by the time you auto attack once and finish the rapid fire channel…
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just a side note:
if you’re feeling cool, you can open with maul instead of long range shot, this hits for 1961 base damage.
with opening strike and the 1.9 damage modifier, you get, again, a 3.47 total increase
so… 3.47 times 1961… and you gettttt… a whopping 6804 damage! =D
so if you open with maul, then rapid fire (8800 damage), you hit for a total of 15604 damage
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loool, this just keeps going on and on…:
-sigh- I forgot to take into account the 1.5% damage modifier you get from signet of the hunt active…
so 3.47 + 1.5 = 5.2 total increase
if you open with long range shot (1102 damage), this would hit for 5730 damage
if you open with maul (1961 damage), this would hit for 10197 damage…
so again, 10197 + 8800, and you hit for 18997 damage in total
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TLDR:
super tanky, super hard hitting ranger :]
Guild Leader of Favorable Winds [Wind]
(edited by shadowpass.4236)
SE? What is that?
Guild Leader of Favorable Winds [Wind]
anyone have a video of a zerker sb ranger roaming in wvw? preferably not full glass, but w/e
Guild Leader of Favorable Winds [Wind]
minor fixes, added the scary version :]
Guild Leader of Favorable Winds [Wind]