Avoidance/Crit +condition application/condition removal build
http://gw2skills.net/editor/en/?fMIQNBHhVakoqyOzyvC0OQ0ewp+jJOjDZI/hRdyt...
Please critique
Avoidance/Crit +condition application/condition removal build
http://gw2skills.net/editor/en/?fMIQNBHhVakoqyOzyvC0OQ0ewp+jJOjDZI/hRdyt...
Please critique
While I'm not 100% sure they don't function together, I didn't notice any increase in bleed procs when I tried double Earth sigils.
Both of your pets have ~1300 precision (compared to ~2200 on a lynx or eagle), so they won't benefit much from Pet's Prowess.
If you want a lot of regeneration, have you considered Signet of the Wild? It's not the actual Regeneration buff, but it's an always-on source of healing that will heal for just as much and would stack with Regeneration buffs.
A Fern Hound could grant Regeneration too, in addition to providing more DPS (higher power attribute) and a second set of CC so both your pets could knockdown and cripple. The bear's just not likely to do a whole lot since people don't often DPS your pet. Swapping pets is a much better way to keep them alive than relying on the pet's innate tanking abilities.
I'm fairly sure the sigil only affects skills given by that weapon, for example if you had an axe and a dagger with Earth sigil on axe, you would cause bleeds with skills 1-3 but not with 4 and 5
Are you a guardian? Let me introduce you to my Flesh Golem, he's getting a bit hungry.
Ahh okay, so there are some things I need to fix. I was assuming that the procs were independent of the weapon. I'll look this over and see what I can do.
How is this?
http://gw2skills.net/editor/en/?fMIQNBHhVakoKxOzyvC0OQ0ewp+jJOjDZI/hRlxH...
my main concern is the low vitality. However I have a the ability to dodge more and decent condition removal. I switched out the warhorn earth rune for an energy rune and switched the armor runes from thief to Lyssa for the condition duration and the bonus that pairs with using my elite. I had looked at the signet that removes conditions and decided I'd switch to that and get rid of lightning reflexes, as my other rune had a stun breaker on it.
I switched to lynx for extra bleeds and the fern hound for regen. My thoughts with the bear were its high health, and I like having a clicky chill ability when trying to interrupt heals etc., but overall I thougnt you guys had better suggestions on the pets, so I switched em out.
The Shaman's jewel probably won't do much for you. For regen buffs, only 12.5% of your healing attribute is used per tick (source) meaning you'll get 9 extra health per tick from that jewel. If I'm not mistaken 100% of your healing attribute is applied for direct heals, so every 40 seconds Healing Spring will only grant 75 extra HP (+27 from the regen).
Yeah I figured you wanted the bear so you'd have a beefy pet to draw conditions to itself. It just seems overall like it's more of a PVE pet. Having the lynx for offense & the fern hound for defense should work out really well.
On the off chance that sPVP is up tomorrow/later today, happy hunting!
Really? I hadn't tested anything, I just thought that would be how it works. Good to know.
Are you a guardian? Let me introduce you to my Flesh Golem, he's getting a bit hungry.
Well my big worry was my low health pool, so I wanted mobility (hence the traits and weapon rune for dodging) and conditions removal. The more ways I could get conditions off the better. On the other hand I need to be able to beat a condition build person at their own game. The shaman jewel was for toughness to help out when some warrior with flurry beats on me. As an alternative i did this:
http://gw2skills.net/editor/en/?fMIQNBHhVakoKxOzyvC0OQ0ewp+jJOjDZI/hRlxH...
I have to give this build a
I was surprised at the survivability. One thing I would change would be to put the energy sigil on the bow and put the 'chance to remove condition on critical' sigil to the warhorn.
The massive bleed from Hunters call, splitblade, and the Lynx pet are outstanding. My favorite use for it is to finish off thieves and their OP down skills that literally tie you up for minutes if you try to finish them. The shortbow is great for hopping back out of range, and the regen from the fern hound does come in handy. I was actually able to get 4 ranks in an hour and a half I think it was.
Some of the aspects of this made their way into my short-med range ranger with his traps, thanks for the thoughts :)
@aerdred,
Glad some of it spurred some ideas. I actually was thinking of dropping the signet of renewal and picking up the spike trap when I made this build. I tried it last stress test with the spike trap switched in and I found that my survivability went up interestingly enough. I think having that extra cripple bleed helped stave off eager plate-wearers just long enough to let my other escapes get off cooldown. And I wouldn't be caught dead without my shortbow in sPvP. The quickshot is great for getting a jump start on tactical retreats while the crippling shot and concussion shot are great for slowing down people fleeing.
Updated Build:
http://gw2skills.net/editor/en/?fMIQNBHhVakoKxOzyvC0OQ0ewp+jJOjDZI/hRlxHpIDC;T0AAzCpoKyUkoIbRuikFtKZUxpiXFzPA
I put the sigil of energy on the shortbow, and I put a hydromancy sigil on the warhorn (AE chill when switching to the weapon). The combination of the hydromancy, and energy rune are invaluable. More than once I frosted at least 3 enemies and either escaped or was able to pick the weakest and combo them down. I thought taking some condition removal off would be a problem, but so far it has not. Having the enlarge for the pet is terrific for running down goats you've cut from the herd as well - the lynx is an absolute savage on people running with low health - combined with the stun and cripple from shortbow and you've got a winner.
@sylvinstar: I really can't see giving up the earth sigil on the shortbow with its bleeds contribution for more corruptions removal. It's a matter of going further into being impossible to kill for sure, but you're losing so much offense contribution it doesn't seem a good bang-for-your-buck trade. Especially with the cooldown on the condition removal and not on the bleed proc. I figure you're over 60% crit chance on mean (average) and 60% chance to apply, so 36% chance per attack for either to proc and for earth gain a 5sec bleed vs the same chance to remove a condition limited to at least 10secs, which means only 36% chance for each time after that cooldown wears off and could be 1-3 seconds longer each time (on average).
I used sword and dagger less and less last night, so the shortbow might make an appearence for me ;)
I was having some trouble with spike melee damage last night, from being immobilised to sit in big warrior/ele attacks, and thieves making shadowstep-like moves and backstabbing in the blink of an eye and it dealing a hefty amount regardless of having the high toughness, it was these points that not having a stun or daze, and not having an escape for immobilise, was starting to hurt me, and I think the thieves were using weapon swap auto-crits so I may need to learn the buff icon that they must get when they switch for it, so I can get a dodge in at that point. For both I guess the shortbow comes in better than the evade-based mitigation of sword+dagger.
I still think I'd recommend the swapping to torch instead of horn where you can going into combat for all the people using the build you guys are talking about. You lose the hawks (which I think depend on power instead of condition damage, despite being bleed-like?) and the constant use of the horn, but gain a 6sec burn for a burst-like (for a conditions build, burning is roughly 6 bleeds in power, but stacks duration only) ~3.5k damage over 6 seconds and bonfire for placing a deceptive (the graphic isn't too obvious as to what it is) and decent sized fire field around you for 8secs to burn incoming attackers and allow for self and group combos which will apply burning also if they proc (20% for most ranged, including each bounce of an axe throw I think, but shortbow 3, 4 and 5 are all 100%). When out of combat you can open the hero tab and very conveniently swap to horn for use for either swiftness getting from A to B, or the other buffs right before combat. The cooldown for which will tick behind the scenes when you switch away from the horn and if you switch back before it's back up it'll still be ticking, but never prevent you swapping.
As for spike trap (or any other trap for that matter) without being built into traits for traps; well I'm not sure I'd recommend it. It makes it viable that you can target them and they're larger (the pulsing nature of them limits how many pulses an enemy will take whilst moving around unless they're big areas) and the effects last twice as long when traited to it, but without those trait effects it's mostly for the additional cripple I guess. Muddy terrain might work better even though it's an active use (need to put it down whilst fighting). It's survival (shorter cd trait possibly in the build, because sharpening stone is also) and has the huge benefits of an immobilise aspect and 900m range whilst still providing the cripple, for the cost of the lacking bleedx3 and untraited it's a 5sec longer cd (traited it's shorter by 1sec).
I can't see giving up warhorn. 15 seconds of swiftness, Fury (+20% crit chance), and Might (which also buffs condition damage) for me and any allies around me is just too valuable. On Foe fire and Nifel especially, the ability to get to a point quickly is a factor that doesn't show up in the number crunching part of the build. The Hunter's Call is amazing. It is 16 attacks in short succession (think of all the crits in those 16 hits that are procc'ing bleeds), if it is up I also hit sharpening stone to add another 5 bleeds on top of whatever procs). Also, with the warhorn's call of the wild up I am gaining even more crit chance. The warhorn is pretty much the keystone of my build. I'll give the torch a go though, just to see how the damage from the burning works. 3.5k is a lot of damage. With my setup on a dummy, I've easily gotten 24 - 25 (the max) stacks of bleeds in two or three button presses though. The lynx pet and bow add bleeds even if my initial burst of bleeds is cleared + the bleeds from the trap if they get in my face. If the torch gives me quicker conditions kills it will definitely make choosing more difficult; it's just hard to give up the mobility/survivability/ and the crit buff. It will have to significantly reduce kill times to make it worth it to me.
On the shortbow: I dropped the rune of purity a while ago. I'll check my latest link to see if it came out right; it shouldn't be showing the rune of purity on the shortbow. I could switch to an earth rune on that, and I probably will to see how it goes verses the energy rune..going to be hard giving up that extra dodge though. It really is about finding that balance between survivability and killing power. This will vary from player to player. If I was more skilled, I probably would lean towards more damage vs. survivability. I love having 50% instant energy when I swap. The shortbow gives you time to back off and take a second to check who is chasing you and come up with a strategy. Sometimes I'd actually dive back into a group of three if I saw someone that was low HP, switch back to axe and chill them all, and then hit my sharpened blades + hunters call on the weak target, and then run as they bled-out. Last night again, I ran down or helped run down a LOT of people by hitting crippling shot or concussive shot. I'd often follow this up with enlarge pet from the signet and F2 pounce on the lynx and watch him drop my target to a downed state and begin mawling the crap out of them..never got old.
Muddy terrain is something I'll try switching in. As you've pointed out, with the trait it has a 1 second advantage over the spike trap and I like the immobilize + cripple. However I am giving up 3 bleed stacks from the trap, which according to the build calculator is 638 damage over 5 seconds. I'd definitely like to see how large an area the muddy terrain covers vs. the trap. I haven't had much trouble from ranged players and less and less from melee lately with this build. Getting fury and swiftness when I swap is amazing, add the 2 secs of protection when I dodge makes that rune of energy on the shortbow that much more valuable too.
As for having trouble with immobilization..there may be runes or traits that help with that (I haven't looked that deeply into it), but I honestly found myself rarely hurt by immobilization unless there were 3 + people focussing me. It just wasn't enough to take me out with my protection/dodging/mobility combined with the trap + a well timed weapon swap for the AE chill, and then bow for creating more distance with quick shot and crippling shot. Of course with warhorn, if I got the chill off I could easily escape melee 9/10 times. I would think lightening reflexes would pair well with the sword/dagger giving you stun break and distance all at once, along with energy for more dodging (100% energy regen for 10 secs is awesome considering that means you could be dodging more attempts to CC you). Another thing that doesn't fit into number crunching is that if you hold up 2 or possibly three people and still escape, you have denied them 5 pts and they have lost valuable firepower somewhere else on the map. The biggest problem I ran into were forced global cooldowns combined with stuns etc., because they took away all my toys
The horn part: The hawks attack proc'ing bleeds I hadn't considered at all and puts it in a whole other world to how I was writing it off. 16 attacks timed after getting fury+might; at 77% chance to crit; then 60% to apply; giving 46.2% chance per attack to bleed. ~7.4 average number of bleed stacks. That's close to the torch throw burn, with shorter duration bleeds but more damage per second and of course the attacks in the first place. The torch throw is a shorter cd at 15secs vs 25secs though, so the difference sums up as:
The immobilisation and focusing drops from the picture as you shift from short-mid range to just mid-long at a guess, traps and a melee weapon set were condusive to the short-range play and point control (I could feel the large impact I was making), but I just couldn't hang at times, even with near-max toughness. I was pursuing more damage and point control/aoe instead of sustainability of build.
So I'll at the least try the shortbow and regen components of the build you're using, and keep the traps build I was playing in my back pocket for if I ever need to play a point control role for my team (including torch at times maybe), but I'll almost definitely use the mud instead of spike trap for when I use the shortbow, as the 900m range and additional immobilise make more sense to me than an 'at your feet' bleed addition.
Bleeding according to gw2wiki (http://wiki.guildwars2.com/wiki/Bleeding) : 2.5 + 0.5 * Level + 0.05 * Condition Damage per stack per second ... need to ignore what the tooltips of the builders say as all of them are I think taken from tooltip screenshots and, other than the timers mod on the one we're using, they don't actually seem to take into account your stats and level, much like the damage components... I 'think'. So: 2.5 + 0.5 * 80 + 0.05 * 1223 = 2.5 + 40 + 61.15 = 103.65 per bleed stack per second from you, and your pet is different. Might raises condition damage by 35 per stack and so 1.75 to each bleed stack and for each bleed pulse per stack of might. That raises the question as to whether conditions use the condition damage of the toon at application or at the time of the pulse?.. And even what crit chance is used if you use a sustained attack like hawks and change your crit chance (fury or weapon/sigil swap) after?
Dropping the traps from a build makes so many more options interesting: muddy terrain at 24secs (traited) with 20sec duration and I think a nice big radius at 900m range; lightning reflexes for a big increase to ability to move away from melee (the skill's own fallback move, it breaks stun! and the long vigour to boot) that benefits from survival traiting; and rampage as one for an elite skill on short cd (Lysa runes meaning it removes all corruptions and gives all boons even using it, which is part of what is useful about nature spirit) so you end up with all boons for 5secs (Lysa runes again), fury and swiftness for an additional 20 and might stacking on both you and your pet as you each attack.
@Aerdred,
Yeah, see I was playiing a skirmishing role, which is why our builds were different of course. I really like the Lyssa Runes it makes pulling out your elite so much more epic. I've popped the spirit at mid in Foe-Fire and turned the tide of full on fights every time.
I am definitely going to run my ranger with muddy terrain today and I'll try torch as well, although I think with my playstyle it doesn't make much sense. And yeah, the point blank spike trap took some guts (insanity?) to use, but sometimes when a tank was in my face it was all I had. I like the additional range from muddy terrain, and I'll probably stick to it as I don't think the three bleed stacks on spike trap make enough difference to warrant the extra danger.
Build Update:
http://gw2skills.net/editor/en/?fMIQNBHhVakoqxOzSxC0OQ0ewp+jJOjDZI/hRlxH...
Conditions damage is applied individually per stack as far as I understand it. I am thinking with Hawks that once you hit the button, whatever modifiers are present trigger for the length of that series of attacks but who knows. I have hit my sharpening stone after starting Hawks, but I need to try it on a dummy to really see if it applies it's bleeds during an attack like that. I did a lot of reading on the wiki last night on "damage", but who knows how accurate the wiki is either. I think after launch people will have more time to solidify some of the fuzzy math involved. This was a helpful thread that Haelyn linked me; it covers stats on gear/rarity/runes/ attributes etc. and cleared up some things for me such as the weapon rating system - I highly recommend it:
http://www.guildwars2guru.com/topic/46603-faq-equipment-attributes-and-y...
Greatsword Ranger Help
I tried making a Greatsword ranger with 2 traps and either lightning reflexes or quickening zephyr last night, but I just couldn't seem to find anything that felt complete with traits etc. I couldn't get the numbers to add up the way I wanted with runes and amulet either. I need to work more on that. If you've done Greatsword Ranger I'd appreciate some tips there.
As an afterthought. Adding quickening zehypr and the trait for it when swapping pets might be interesting to combine with "Rampage as One" as it would stack might on you and your pet very quickly. Way too much cooldown on both of these to make it worth it, but I can imagine a power/crit build absolutely destroying people with this every 120 seconds
I am going to try it out on a training dummy for kicks.
Muddy terrain is definitely worth swapping in for spike trap. I seemed to have a lot of issues this time with abilities getting canceled out though (as in not firing off). I could tell my glory went up, as the fighting was tougher. I was able to hold my own once I got used to the new 'difficulty curve'
There are a LOT of people starting to used forced cooldowns and it definitely hurts. My only complaint with ranger at this point is that there is no active removal for conditions. It would help of course if i was on a regular team with people who had condition removal
Ran into a couple well played mesmers and it was tough - I need to read up on their abilities and get a look at what some of their spell effects look like etc.
Conditions removal is a bit of a pain, that the ranger class specifically only has the means to remove them passively here and there, and largely out of the players control for timing, makes me question whether trying to is playing too far away from it's strengths. The strengths of the build are in using a large proportion of condition damage to make kills on anyone equally (particularly useful on targets with high armour/toughness), whilst being a pita to kill because of distance, mobility and having sufficient control to put them off. It works best in grouping, so I figure it might be time to make a friend who looks after your conditions for you if you get too many. I'm just trying to figure out how I can bring in meaningful poison use, as the impact it has on healing is one of the aspects that attracted me to ranger (one of 3? classes that use it) and the duration of 2 on shortbow isn't great.
The quickening options don't really seem to pack enough benefit unless you're bringing control down on someone and want to land as much as you can whilst they're out of action, possibly popping it just before, otherwise the loss of being able to receive healing (including regeneration) is nasty on the ranger variation.
Figured as much for muddy terrain, how big is the area? I didn't get into the hour today else I'd probably have been checking it myself.
And regarding rampage as one, my favourite thought was the possibility of using it to stack up might for both self and pet and then near the end; use the hawks, sharpening stone and f2 lynx bleeds at once on a person. The stacks of might would each be adding 1.75 damage per pulse to each bleed stack for both yours and your pets bleeds and of course adding much-lacking power to the build and making the high crit rate more valuable. The issue is timing it all, but I have theories as to how it could all be timed especially coming out of base at the start of a game. Just wont put them in words without a chance to test.
I see your point about condition removal. My thoughts after yesterday pretty much were the same. The removal is passive and they put it in places in the trait lines that make it difficult to build in. I may readjust some things and see how it goes. What I found yesterday was that I just had to be smarter about my targets and use line of sight more. Currently, my build has survivability, but it is getting harder as my glory rank goes up. There are many more people obviously doing 8 V 8's that are coordinating as a team. Even so, I was able to see "Sa Feign is on a rampage" at least 3 times during my last couple matches
I got one triple stomp in right near the end during a full on 8 V 8 brawl. I didn't get training dummy time as I wanted to at least prove out the muddy terrain in actual combat. An hour just was waaay too short
The area on the muddy terrain area was not as big as a trap traited for extra size, but it was larger than a standard trap. The immobilize allowed me to escape a few times, and those couple seconds of immobilize are often at least good enough to duck out of line-of-sight. It's also nice to stick someone with it at range while they are caught in someone else's trap or AE. I had a couple opportunities to use it to stick people in place that were running in to interrupt stomps as well. The big benefit I noted right away (as you pointed out) was the range - it added the benefit of actually using it as a kiting tool vs. the trap which was much to short range for that.
I like the idea of quickening + the rampage etc. but the cooldowns are long. The better competition gets however, the more I see using quickening for finishing or rezzing though - that seems to be what a lot of even fights come down to. I don't intend to play thief but they have some great utility in that area.
The range, the radius and it's duration for muddy. It has 20sec duration vs trap having ... well, I don't know exactly how long it lasts once triggered :D but it's more time that spike I'm sure.
I'm actually wondering about sigil of superior strength for the 2nd sigil in the axe+warhorn pair because, whilst it's another offensive tweak and the defense in my thinking is dwindling, it makes for a an average of 20% chance pet hit (thinking axe bouncing building up stacks of it, average considers 67% crit because fury is up half the time) to give the 10sec might that seemingly stacks without cd. Might seems to me to be the answer to fleshing-out both the power and condition damage, of which the power is very low in the build and so limits the direct damage that the crits would bring in by quite a bit, and also of course boosting condition damage.
Where I'm at:
http://gw2skills.net/editor/en/?fMIQNBHhVakoqyuxSzi1OQ0ZwJzzecIDVI/hRlxG...
The way your build is set up seems to be even more of a hit and run playstyle than mine. Definitely will need to be situationally aware. I would love to hear how much might you get with that setup. I just am not sure if it will give enough to make a big difference vs. the other rune options on the warhorn. If the axes are adding might quite a bit it would probably be worth it, because your pet is getting that boon as well. A weakness of this approach is that in a 1 v 1 you are not getting near the benefit, or if people are spread way out.
I have been leaning towards trying to even out power and condition damage on my necro as well (for some builds). It is not easy.
It isn't :( but ranger faces the issue that it's not inclined toward full condition builds without some direct damage. We're working a build area that makes the most of that tbh already with the crit+bleeds synergy, but still it's hard to make it entirely simple.
And as for single-target diminishing the might stacking; it'll be lower indeed, but I'm really interested in group situation anyway because in 1v1 situations it'll be down to a burst of bleeds (hit) and run play. In group situations it makes it harder to retain the target and so I want to be ramping up more to pack more of a punch and hopefully burst or help to burst a target down.
The math of it for facing 1 player looks like:
With fury: crit chance*chance to apply on crit*duration of the might when it applies = 0.77*0.3*11.5 = 2.66 stacks sustained on average : assuming 1 attack per second (disregarding splitblade maybe hitting up to 5 times at point blank).
Without fury: crit chance*chance to apply on crit*duration of the might when it applies = 0.57*0.3*11.5 = 1.97 stacks sustained on average : assuming 1 attack per second (disregarding splitblade maybe hitting up to 5 times at point blank).
In aoe situations of course it rises, up to 3x as many if hitting 3 targets on the bounces. And actually, 1v1 doesn't always mean 1 target thankfully; mesmer illusions, necro minions, engineer turrets, ranger pet+spirits, guardian spirit weapons and the occassional elite skill summon.
Rampage as one does give a bit of a better result of course ^.^ as you end up with as many stacks as the duration is (with the +15% boon duration) on top of how many you'd have anyway, and far more on your pet.
You know, having read all this in-depth analysis on ranger you people have here, I'm really starting to feel like playing one.
I have to play thief and necro as soon as I can, it would be a crime not to have several copies of me running around, so I'll need a mesmer and with all the mobility and flashy things eles have I'll have to make one of them too. Now once I make a ranger as well I'll be out of slots. If this keeps up I'll end up buying more character slots at launch
Are you a guardian? Let me introduce you to my Flesh Golem, he's getting a bit hungry.
@Yski,
It was hard coming up with a launch roster for me as well, but after 3 BWE's I finally figured it out. The pet pathing in sPvP is vastly improved now and I really enjoy the class in all areas of the game. I think it is going to knock necro off the top spot for me and I never expected that.
@aerdred,
That is often how I use splitblade with sharpening stone because you get all the bleeds from sharpening stone in one instant. IMO you have to go for lots of conditions quickly vs. longer duration because of conditions removal. Last stress test was so challenging and so fun. I am enjoying the sPvP before too many well organized 8 v 8's start ruining it for me
Yep on the fast condition ramping, though critically I'm actually looking at 1 smaller burst of them going into fights (use of sharpening stone possibly occuring prior to the combat) and then a bigger one often further in when possibly their active corruption removal options have gone and I've ramped up a little might to assist. I'm still torn on the might-giving sigil as the magnitude of the benefit from the buff varies so much and with high dodge rate I'm already angling toward group vs group fights. Whilst most higher level matches (all conquest for now of course) will turn into mass pushes by the team with only 1 capture point and the defending team attempting to anticipate and control that push; lacking the flexibility to fight 1v1 doesn't sit 'too' well. I think whatever I 'do' choose will be an offensive sigil option and maybe even just +5% crit.
And for Yski: actually this is really only one angle on ranger, and not really the normal one :) this is the ranger as a ranged conditions build, though I did touch upon conditions in the melee with traps talk. The norm for ranger would really be direct damage with vit packed instead of toughness (the stats go hand in hand that way).
I am assuming spirits affect you as well as allies, but I am not sure due to the description. Can anyone confirm this?
I can, I fought a spirit ranger during BWE1 and his spirits gave him so much regen he actually out-healed my damage. They could've changed it ofc, but all the other skills that affect nearby allies work the same way, so I doubt it.
Are you a guardian? Let me introduce you to my Flesh Golem, he's getting a bit hungry.
Spirits aren't what out-healed your dps sorry, the only healing spirit is the elite.
But anyway; yes they work for allies, but they're stationary unless you trait hard into a non-dps trait line. So a point buffing tool until you go to the extreme and become a 5-companion profession (4 most of the time, but 5 with the elite up). Possibly the most valid multi-companion build now I think about it, though through buffing instead of dealing direct damage.
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