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Support Ranger Guide

Support Ranger Shaman Druid Warden Wanderer Healing Tanking

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#1 Dimglow

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Posted 24 June 2012 - 02:38 AM

Welcome to my guide on Ranger Support. I will be going into detail on how to use 4 different builds which individually maximize different Ranger Support aspects. I hope that this guide will give other players insight as to how support is currently functioning in GW2 as well as enlighten players about the more subtle and sophisticated mechanics beyond the common “glass cannon” or “wall of bricks” builds that cropped up in BWE1/BWE2.

I'm going to introduce my builds by giving them codenames. I will be referring to them by this codename throughout the build. You don't need to use my codename, and I am not claiming these builds as mine. This is simply my way of organizing discussion.

The four builds are as follows:
The Shaman (Link): A full support build that attempts to maximize the group buffing and healing potential of the class. This build emphasizes stacking the odds in your favor through the use of boons, the backbone of support ranger play.

The Druid (Link): A support oriented build which utilizes pets to tank and deal high levels of DPS. This build is capable of providing strong support along with a very powerful pet which can act as a solid ablative tank or good sustained DPS.

The Warden (Link): A melee ranger who focuses on tanking and controlling enemies while providing well-rounded defensive support for allies. This build has one of the highest potentials for tanking in the entire game.

The Wanderer (Link): A support ranger who is capable of stepping into multiple roles by sacrificing some potential from each area in order to achieve a well rounded and highly versatile package.

Shared Aspects:
For all four builds I will be assuming that the player is utilizing some common set-ups, which I feel are optimal for support rangers.

Equipment Wise:

One weapon set is always Axe and Warhorn (the only exclusion being a Druid variant), as shown in the builds. It is assumed that the player will intelligently use Call of the Wild and Winter's Bite. Winter's Bite causes the companion's next attack to cause 10s of Weakness. Blunting enemy damage is very important as the longer your allies live the more effective your support will be. Use it often, you can keep it up near 100% of the time. This is a big deal against powerful single targets!
The 6 armor runes the builds are using are:
2 Superior Water (25 Healing, 15% Boon Duration)
2 Superior Monk (25 Healing, 15% Boon Duration)
2 Major Monk (15 Healing, 10% Boon Duration)

Please note that I will be listing two sigils, even for two-handed weapons. Developers have already said 2h weapons will have two sigils.

Healing Spring is in every support ranger build for good reason. This is arguably the single best healing skill in all of Guild Wars 2, and It forms the cornerstone of many advanced support ranger mechanics. The skill is simply a 30s recast 15s duration medium sized AoE water field which pulses a 3s duration regeneration 5 times and removes conditions during pulses. When activated the ranger and pet will also receive a heal for 5500-7000 depending on compassion. The water field and regeneration boons will be the focus of many combinations as many ranger attacks will combo with this field, allowing the ranger to spread healing through regeneration or direct heals. Additionally by maximizing boon duration the ranger is able to turn Healing Spring into a veritable neverending fountain of life. It will be asummed that for all builds between water field combos and boon duration Regeneration will always be up, and that at level 80 with high compassion this skill will regenerate 300 hp/s.

Signet of the Wild is also part of every build. Signet of the Wild grants another form of Regeneration to the ranger, healing an equal amount to Regeneration. The Ranger's companion will regenerate 1.5 times this This will represent another 300 hp/s to all builds for the ranger and 450 hp/s to all companions.

Now on to the builds.

Build Codename: Shaman
Playstyle: Ranged Buffer/Healer
Build Link: http://www.gw2tools....UZXf;ceba;bXWdb
Stat Priority: Healing/Vitality/Power
Primary Weapon: Axe
Primary Offhand: Warhorn
Secondary Weapon: Longbow
Primary Sigil 1: Superior Water
Primary Sigil 2: Superior Life
Secondary Sigil 1: Superior Water
Secondary Sigil 2: Superior Battle
Pet 1: Blue Moa (AOE Protection)
Pet 2: Red Moa (AOE Fury)

Summary:
Your goals with the Shaman build are simply to heal and buff allies. You will accomplish this by using Healing Spring, Moa calls, Spirit buffs and limiting yourself to a single weapon set in order to reap the benefits of the sigil of Superior Life. You will spend most of your time as a Shaman managing your Moas, your spirits and your many cooldowns.

The Shaman chooses to sacrifice the tankiness of a bear pet or the DPS of a feline pet in exchange for keeping a pair of Moas as companions. You will want to swap between these two often in order to keep them alive, and in order to maximize the uptime of the F2 skills Protecting Screech (10s of Protection, 40s cooldown) and Furious Screech (15s of Fury, 30s cooldown,) as well as use both of their Harmonic Cries (3250 healing, 40s cooldown) to generate healing. In a pinch the Moas will be able to take a bit of damage and act as an off-tank, but your main goal is to swap them often, granting yourself and allies boons and tapping into their rather large AoE heals to maximize the sustainability of your group. Signet of the Wild will also greatly enhance pet survivability, a dead pet triggers a lengthy cooldown on swapping and will disrupt the flow of the Shaman.

Playstyle:
Your goal will be to place Healing Spring in a place where as many allies will stand in it or combo with it as possible. Due to the high compassion of the build you will be healing for roughly 300 hp/s from regeneration with any combinations set off using your compassion and generating thousands of additional healing. Throwing axes through the water field is a great way to bounce around additional healing as well. If the fight looks bad use your elite skill Spirit of Nature to further pump healing, granting an additional 480 hp/s to nearby allies. Done correctly you should be able to sustain over 1000 hp/s on all of your allies for an entire minute at a time. This level of sustained healing is unapproachable by any other class.

Now on the other half of the Shaman, buffing allies. Warhorn's Call of the Wild will be your top priority, with 170% boon duration Call of the Wild will last 25.5s, with your 20% reduced offhand cooldown from Wilderness Survival trait Offhand Mastery you will be able to recast this every 28s, approaching near 100% uptime for Fury, Swiftness and Might. Using your Moa calls will also help bolster your team. Between Call of the Wild and Furious Screech you will have no problem keeping Fury up on your entire group 100% of the time!

If that wasn't enough though you also get to use Spirits. Frost Spirit will grant nearby allies another 10% damage. Stone Spirit however is a bit more complex. Each hit landed on an enemy has a 35% chance (thanks to Spiritual Knowledge trait) to trigger the protection, and the protection boon granted gains fully from your boon duration, meaning instead of 1s you'll get 1.7s. When fighting in AoE situations you will frequently find yourself building multiple seconds of protection, especially for multi-hit moves like Splitblade, Ricochet, Barrage and Rapidfire. In order to ensure your allies are well protected I recommend using your Moa's protection early in a pull, this will give your allies time to start building their own protection stacks and help keep the fight stable.

When the going gets tough the Shaman or Moa companions are also fully capable of stepping in and taking a few hits. Just make sure to keep protection up, keep weakness up through Winter's Bite, and use your large HP pool along with rapid health regen to soak damage where necessary. Don't forget that your spirits can also be used to draw the attention of enemies! Tanking is part of support.

Additionally remain situationally aware. While it may be painful to sacrifice your compassion stack from Sigil of Life you should not hesitate to swap to Longbow and use Point Blank Shot to push an enemy off of an ailing ally. This is especially true in PVP where you can prevent an execution and use your healing prowess to rapidly revive them.

When it comes to DPS the Shaman is decidedly average to below average. However it is no slouch. By maximizing Beast Mastery and providing so many buffs the Shaman's Moa companions are capable of contributing some pain. Additionally by converting 10% of healing into power the Shaman helps make up statistic gap. While under the influence of permanent Fury and Frost Spirit the Shaman is capable of producing about 60% of the DPS of a full DPS class. Don't forget that the buffs you give allies more than make up for any slack you have in the killing department.

The Shaman offers a lot to groups and scales well with number of allies. It is highly flexible and mobile thanks to high boon uptimes, mobile spirits and constant pet swapping. The healing and buffing potential of the Shaman is unmatched between all support rangers, though it tends to be middle of the road in healing and somewhat weak at DPS compared to other support builds.

Build Codename: Druid
Playstyle: Ranged Petmaster
Build Link: http://www.gw2tools....UbZa;ceba;bXWdZ
Elite Skill: Rampage as One OR Spirit of Nature
Stat Priority: Healing/Power/Vitality
Primary Weapon: Axe OR Sword
Primary Offhand: Warhorn
Secondary Weapon: Longbow
Primary Sigil 1: Superior Water
Primary Sigil 2: Superior Battle
Secondary Sigil 1: Superior Water
Secondary Sigil 2: Superior Battle
Pet 1: Lynx (Leaping Attack)
Pet 2: Brown Bear (AOE Cure)

Summary:
Your goal with the Druid build is to influence the battlefield through the power of your animal companions. Capable of playing a DPS and Tanking role while providing well rounded support the Druid is a flexible build that rewards situational awareness. You will spend most of your time playing a Druid micromanaging your companion and maintaining boons by providing support for your companion and other allies. The Druid has some flexibility in weapon and elite skill choice which offer it new playstyles.

Playstyle:
The Druid will follow many of the tenets of the Shaman, they will endeavor to use Healing Spring as often as possible and maintain spirits. However they will generally tend to keep one companion out at a time depending on the role that they're filling. This pet will be the focus of much of their gameplay, and like the Sigil of Life for Shamans will grow with kills due to the trait Master's Bond. However while the Shaman constantly swapped companions the Druid will constantly swap weapons in order to utilize their Skirmishing traits Tail Wind and Furious Grip. The Druid's playstyle will depend a lot on which of the two companions is currently active, which coincidentally will give the Druid two focuses, a “Bear Druid” or “Cat Druid.” Which to at least my chagrin does somewhat smack of one specific other game.

The Brown Bear will act as the tanking pet, with the Druid adopting a mostly ranged playstyle utilizing Axe/Warhorn (Call of the Wild is still 25.5s duration but now 35s cooldown) and Longbow. This playstyle will use the Bear's natural toughness alongside the high healing potential of a support ranger along with damage boosting support abilities. Because boons are shared between pet and master it will be very easy to maintain 100% Fury uptime on the companion, and in many cases it will be rather easy to keep Protection up 100% of the time as well. Because the Druid will be swapping weapons consistently the quantity of attacks will be much higher. Rapid Fire and Barrage from the longbow are both exceptional at triggering multiple instances of Protection. Additionally these multi-hit moves are also devastating with the elite skill Rampage as One, quickly resulting in up to 25 stacks of might on your rather angry pet.

On top of these many boons the bear will also be healing for quite a bit, almost 450 hp/s from Signet of the Wild and 300 hp/s from Regeneration. In addition every time the pet crits (which will be close to 65-70% of the time with full Beastmastery, full Master's Bond and permanent Fury) the bear will heal itself for another 1400-1500 hp thanks to the Carnivorous Appetite trait. This will give the bear enough longevity to act as a main tank in many groups. This comes out to being a good 1000 or so hp/s on average, and if you select Spirit of Nature you can further enhance the health regeneration of your Bear, creating an enormous wall of meat with over 45,000 hp, 1,500 hp/s health regen, very high toughness and 33% damage reduction with the ability to go invulnerable for a few seconds every 40s. You can also keep weakness up nearly 100% of the time by using it as the first skill when entering axe and then reusing it before returning to longbow, further protecting your bear.

The Lynx will act as the DPS pet, with the Druid choosing to either fight beside the Lynx in order to help it stay alive, or choosing to support it from the rear. All of the same healing and buffing tactics from the bear also apply to the lynx, however a new combo will be available in that the lynx F2 skill can be used to combo with Healing Spring for a splash of healing. The lynx will additionally crit much more often, in the realm of 85% with full Master's Bond. This will greatly enhance the cat's ability to survive in order to do DPS.

Capable of landing attacks for nearly 3000 damage thanks to the 30% critical damage bonus from Pet's Prowess the lynx is a highly aggressive beast which can be further protected and enhanced through the use of the one-handed Sword weapon over Axe. By choosing to fight alongside the Lynx the Ranger can stack Might on the cat, increasing damage and also drawing the attention of some enemies. By no means is the druid squishy, with much of the same longevity of the Shaman the same defensive and reactionary options are available to Druids. Additionally be aware of the potential of an Druid utilizing Rampage as One with multi-hit attacks such as Ricochet, Splitblade, Rapidfire or Barrage. This can quickly result in a lynx with 25 stacks of might becoming an uncontrollable wrecking ball as it tears apart targets.

All this comes at some price though as the Druid is individually the weakest variant of support ranger in terms of personal DPS. With few options to convert stats into power it may be necessary to sacrifice some toughness or vitality for power to help cover up the gap. The stats gained from investing into Skirmishing are also somewhat lackluster as a fairly low personal crit chance and power will mean little gain from additional critical bonus.

The Druid offers solid support to allies while utilizing their companion to fill out the rest of their role in the party. There is some ramp-up time between swapping pets and maxmizing their stats, however the reward for maximizing Master's Bond is very substantial (your pet gains almost 12% crit from a maxed bond, which is important with Carnivorous Appetite.) The Druid acts as a mastermind support, increasing ally potential, responding to changes in battle flow and gaining momentum as they maintain their companions.

Build Codename: Warden
Playstyle: Melee Tank
Build Link: http://www.gw2tools....gbZa;Zace;bXWYb
Stat Priority: Toughness/Healing/Vitality
Primary Weapon: Greatsword
Primary Offhand:
Secondary Weapon: Axe
Secondary Offhand: Warhorn
Primary Sigil 1: Superior Leeching
Primary Sigil 2: Superior Battle
Pet 1: Brown Bear (AOE Cure)
Pet 2: Blue Moa (AOE Protection)

Summary:
This support ranger build isn't afraid to get into melee and get dirty. In fact it rolls in the dirt. The Warden is an evasive melee tank which uses the healing potential of support ranger along with the toughness provided by the Greatsword to outlast enemies. Your goals while playing the Warden are to draw the attention of enemies onto yourself or your bear companion, reduce or evade enemy attacks, and rapidly regenerate any sustained damage.

Playstyle:
The Warden utilizes similar healing tactics to the Shaman, focusing on maximizing healing spring. The Warden will however have their own leap in Swoop, allowing for a healing splash. Additionally the Warden will also grant equal duration Vigor as Regeneration thanks to the Vigorous Renewal Trait. With 100% additional endurance from Vigor and 50% additional from the Natural Vigor trait the Warden is capable of rolling every 3-4s. This combines with the traits Companion's Defense and Evasive Purity to cause every dodge roll to provide 3.4s of Protection to yourself (6.8 to your companion) and also remove a condition. Combine this with your bear's ability to remove a condition every 20s and you should be able to keep yourself and your allies sparkling clean when it comes to conditions. Who ever thought the old saying “rub some dirt on it” worked?

The buffing functions of a Warden are markedly different than that of a Shaman or Druid. Because the Warden wants to be in melee most if not all of the time it is inevitable that any spirits brought into melee would end up falling. Because of this the Warden's spirits are not mobile, instead the Warden will plant them at a distance and when renewal is necessary the Warden's bear companion should be used to occupy the enemies while the Warden quickly rolls out of combat and summons spirits safely aside. With the high duration of Protection granted and the high frequency of dodge rolling the Warden should have little difficulty maintaining strong Protection uptime, especially with the assistance of Stone Spirit.

Much like the Druid the Warden will want to be constantly swapping weapons, however this will be to maximize Sigils of Leeching, which will provide a 1200-1400 point heal every swap. This will also give the Warden a chance to use their Axe/Warhorn to give Weakness to the enemy and provide Call of the Wild to allies. Fortunately this behavior tends to work fairly well for the Warden, as buddy-tanking with a bear companion maximizes everyone's survivability. By stepping out to recover with the axe and then leaping back in to draw attention with the great sword the bear and ranger will take turns rapidly regenerating.

While using the Greatsword the ranger will easily be one of the most defensive characters in the game. By manually completing the Greatsword 1 Chain the ranger can carefully time evasions with the third swing. Using Counterattack to block attacks and Hilt Bash to stop telegraphed attacks or spell casts the ranger can easily frustrate enemy offense. When using all of these options with the ability to roll every 3-4s and a natural regeneration of nearly 600 hp/s thanks to Signet of the Wild and Regeneration from Healing Spring the Warden would have no problem standing alone with the most dangerous enemies in Tyria. Fortunately that isn't necessary as much like the Bear Druid the Warden's bear companion is also very tough and fully capable of tanking. While not quite as bloodthirsty or capable of self-healing through critical hits it is still extremely tough thanks to Companion's Defense.

The Warden is also quite dangerous in terms of damage. Thanks to gaining three stacks of might on every weapon swap due to Sigil of Battle, as well as dealing bonus damage and healing for 1200-1400 with Sigil of Leeching, the traits Strength of Spirit converting 10% of vitality into power and Nature's Wrath converting 10% of compassion into power, as well as generally high damage attacks on Great Sword the Warden has rather high personal DPS potential for a support class, including the pet the Warden deals around 80% of a pure DPS.

Very few enemies can overcome the combination of extreme defense, high healing and decent damage that the Warden has. However the Warden is weaker than the builds listed above when it comes to support. Stationary spirits with less chance to provide buffs and the companion filling the same role as the Warden somewhat limit the flexibility of the build. However the Warden does control enemies well and cleanses conditions at an extraordinary rate, rendering himself and allies highly resistant to control and debuffing.

Build Codename: Wanderer
Playstyle: Maximum Flexibility
Build Link: http://www.gw2tools....gbZa;ceZa;bXWdb
Stat Priority: Healing/Toughness/Vitality
Primary Weapon: Axe
Primary Offhand: Warhorn
Secondary Weapon: Longbow OR Greatsword
Secondary Offhand:
Healing: Healing Spring
Primary Sigil 1: Superior Bloodlust
Primary Sigil 2: Superior Life
Secondary Sigil 1: Superior Leeching
Secondary Sigil 2: Superior Battle
Pet 1: Brown Bear (AOE Cure)
Pet 2: Hyena (Call Hyena Ally)

Summary:
While the three builds discussed above were focused on individual aspects of ranger support the Wanderer is a generalist. Taking aspects of each of the above builds it tries to find the sweet spot between all three which maximizes as many aspects of them as possible and attempts to achieve ultimate flexibility. The Wanderer makes up for being only above average in many areas by utilizing Master's Bond and growing Sigils to bolster stats.

Much like the Shaman the Wanderer will typically stick with a single weaponset, the Axe and Warhorn. Choosing to gain Compassion and Power with every fallen enemy through Sigils the Wanderer will typically only keep a longbow or greatsword in reserve for use as reactionary control or tanking situations. Much like the Druid the Wanderer will also tend to stick to one pet, in this case the Bear, utilizing it as a tank. Much like the Warden the Wanderer will be rather tanky and evasive, by actively skirmishing the Wanderer will use their own toughness and recovery along with Companion's defense to help their bear control enemies. Should the Wanderer's companion go down the Hyena acts as good stopgap due to multiple leaps(for water combos,)a knockdown, decent tankability and the ability to summon another Hyena which also knockdown and leap multiple times.

Due to the increased compassion from Sigil of Life the Wanderer will be an above average healer as a support ranger, helping keep allies and their pet companion alive. With full condition removal capabilities it will be very difficult to control or debuff a Wanderer's party as well. And while immobile and lower chance Spirits will continue to provide support to the group.

The Wanderer's playstyle will be to dance in and out of the front lines, placing Healing Spring in the middle of combat and absorbing some damage before evading out of the mix, ensuring spirits are active and out of range of enemies, throwing axes and buffing allies as they regenerate and then returning to melee combat to absorb and evade more damage before repeating the process.

Thanks to Wrath of Nature and Strength of Spirit the Wanderer will also have competent personal DPS, which combined with their pet will bring it to 70-75% of a full DPS. While axes may not be outstanding in any one DPS category the generalist nature of the weaponset suits the Wanderer's jack-of-all trades approach to combat.

And that is what the Wanderer is, a jack-of-all trades, master of none. While capable of filling any roll and operating at 80-90% capacity it may lack the charm of one of the Shaman, Druid or Warden but it does well represent the myriad roles a support ranger can fill.


I encourage others to design their own support rangers, feel free to use any ideas of mine, and please share any of your own. The more ideas the better. I hope you enjoyed this post.

#2 Ljiona

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Posted 24 June 2012 - 04:55 AM

Very nice.  I was thinking shaman myself

#3 Agualera

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Posted 24 June 2012 - 08:16 AM

Extremely well-made guide. However, I have a few questions;

Ranger, who is made for damage, wouldn't it be such a waste to spec into full support builds?
Take, for example, the Necromancer or Engineer, who both have significantly better support builds.

Edited by Agualera, 24 June 2012 - 08:17 AM.


#4 Korra

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Posted 24 June 2012 - 08:28 AM

Ranger is not made only for damage. This is guild wars 2.

Anyway, awesome guide OP, do you mind if i share it in m Ranger Facebook page?

http://www.facebook....239351359492584

#5 jonasklk

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Posted 24 June 2012 - 08:33 AM

Really well done! :D

#6 umbraticus

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Posted 24 June 2012 - 08:58 AM

wow! this guide is amazing! you did a great job there.
i tried making some support builds myself, but all were ridiculously inferior to what i read here :). that shaman build looks sexy.


(great, now i'll have to start doubting again if i will play guardian or ranger....)

#7 Jijimuge

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Posted 24 June 2012 - 12:33 PM

Really nice guide!  Of the 3, the shaman setup is the one that most appeals to me personally.  Just one question, though - what role does the Signet of the Wild play for the shaman (I can see what role it plays for the others)?  Would another spirit or...heck...even a Frost Trap or Search and Rescue or the like be more useful for the shaman?

#8 Dimglow

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Posted 24 June 2012 - 02:22 PM

View PostAgualera, on 24 June 2012 - 08:16 AM, said:

Extremely well-made guide. However, I have a few questions;

Ranger, who is made for damage, wouldn't it be such a waste to spec into full support builds?
Take, for example, the Necromancer or Engineer, who both have significantly better support builds.

Ranger actually isn't that good at DPS, I'd estimate it is currently 4th or 5th place in single-target DPS behind Warrior, Thief, Elementalist and is somewhat even with Mesmer, but I think Mesmer does DPS more fluidly with fewer requirements. Ranger is also fairly weak in AoE DPS, and is absolutely dead last or next to it in condition DPS and crowd control. On the flipside Ranger is top 3 in most support categories, something which is inexplicably ignored, hence my guide.

View PostJunSeba, on 24 June 2012 - 08:28 AM, said:

Ranger is not made only for damage. This is guild wars 2.

Anyway, awesome guide OP, do you mind if i share it in m Ranger Facebook page?

http://www.facebook....239351359492584

I encourage people to share this. However I don't use Facebook. I'd appreciate it if you linked back here rather than copy pasted. I just want to see people's responses.

View PostJijimuge, on 24 June 2012 - 12:33 PM, said:

Really nice guide!  Of the 3, the shaman setup is the one that most appeals to me personally.  Just one question, though - what role does the Signet of the Wild play for the shaman (I can see what role it plays for the others)?  Would another spirit or...heck...even a Frost Trap or Search and Rescue or the like be more useful for the shaman?

It lets you take hits and lets your pet survive. Moas aren't the toughest companions. But the main thing is that being able to step in and take some hits is going to be a big part of support in this game.

That being said I encourage people to customize the builds further. These builds were just demonstrations of what I consider to be maximizations of specific goals, mostly constructed to demonstrate support ranger's potentials in different areas (healing/buffing/tanking/control.)

#9 Korra

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Posted 24 June 2012 - 02:26 PM

View PostDimglow, on 24 June 2012 - 02:22 PM, said:




I encourage people to share this. However I don't use Facebook. I'd appreciate it if you linked back here rather than copy pasted. I just want to see people's responses.




Don't worry i'll link it and give you all the credit :P

#10 Jacked

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Posted 24 June 2012 - 03:51 PM

Great guide, quick question, We have any "real" number of how much HP you regen / second with the signet ?

Edit: Im to tired, you allready wrote it down :P sorry :P

Edited by Jacked, 24 June 2012 - 03:55 PM.


#11 Segraine

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Posted 24 June 2012 - 05:23 PM

Your Shaman build is almost identical to the route I am taking. I found the ranger's ability to support is more effective than the elementalist's in practice.  I was leaning on packing 4 spirits depending on the situation.

#12 Rune100

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Posted 24 June 2012 - 05:55 PM

Wow, can Signet of the Wild actually heal 300 HPS? The highest I got during the BWE2 was 170, but I didn't equip any runes that gave +healing. Didn't know runes could affect it that much.

300 HPS is insane.

#13 Dimglow

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Posted 24 June 2012 - 06:12 PM

View PostSegraine, on 24 June 2012 - 05:23 PM, said:

Your Shaman build is almost identical to the route I am taking. I found the ranger's ability to support is more effective than the elementalist's in practice.  I was leaning on packing 4 spirits depending on the situation.

EDIT: I also started as a Staff Elementalist. But as nice as Water Blast is the rest of Elementalist is a terrible mess for playing support. It simply can not compete at buffing others, though it has some very interesting healing abilities. If they were to buff up the AoE range on many of the attunement related buffs, etc then I might reconsider it again. But I doubt it. Tank pet is too much utility. /EDIT

From my experiments I didn't find much use for a fourth spirit. Which one were you considering? I found that swiftness offered too little, especially with Call of the Wild being used so often with the enormous uptime.

And Sun Spirit suffered from the proc being a condition which stacked in duration. With a whole party involved it quickly reaches 25 stacks but it only ticks once a second. Not to mention in a full party you will frequently have allies applying burning, meaning you just end up with a very large stack. At only 300-500 dps (in a situation where no allies cause burning) it just seems weak.

The other two spirits need some work.

View PostRune100, on 24 June 2012 - 05:55 PM, said:

Wow, can Signet of the Wild actually heal 300 HPS? The highest I got during the BWE2 was 170, but I didn't equip any runes that gave +healing. Didn't know runes could affect it that much.

300 HPS is insane.

That is with 1300+ compassion, which does come at a direct tradeoff from another stat. It takes using compassion gear, compassion runes and fully speccing into the compassion trait tree. And not only do you get 300 hp/s from Signet of the Wild but by properly using Regeneration you can keep up another 300 hp/s all the time as well. A good support Ranger will be very tough to kill.


All that being said Ranger was marked by Devs for a utility skill balance as well as introducing three more utility skills. There's a good chance more skills will be viable for support rangers very soon.

Edited by Dimglow, 24 June 2012 - 06:16 PM.


#14 razor39999

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Posted 24 June 2012 - 06:46 PM

Btw how large is the area of effect for the spirits? Because if it's as big as the spirit radius in GW1, that frees up all of the builds from taking the mobile spirits trait.

EDIT:
And even though it's a nice trait for fast paced combat, it also puts the spirits into most danger.

Edited by razor39999, 24 June 2012 - 06:47 PM.


#15 Fatalplus

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Posted 24 June 2012 - 07:19 PM

This is really good theory building.  I'm not a huge fan of support oriented builds, but if/when i do decide to try one I'll def. come back here to check it out.  This is some really nice building with well thought out essays.  I like how you don't try to shoehorn the ranger into a strict support role either and aknowledge that the ranger will still be required to get into the fight and do damage and harass in order to be effective.  Good stuff and I hope to read more from you.

Will you, in BWE 3, have video guides as well to show these builds in action?

#16 Dirame

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Posted 24 June 2012 - 07:46 PM

Would it be cynical of me to say that these are all the same build but all you need to do is change pets for each of them?

#17 Dimglow

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Posted 24 June 2012 - 09:10 PM

View PostFatalplus, on 24 June 2012 - 07:19 PM, said:

This is really good theory building.  I'm not a huge fan of support oriented builds, but if/when i do decide to try one I'll def. come back here to check it out.  This is some really nice building with well thought out essays.  I like how you don't try to shoehorn the ranger into a strict support role either and aknowledge that the ranger will still be required to get into the fight and do damage and harass in order to be effective.  Good stuff and I hope to read more from you.

Will you, in BWE 3, have video guides as well to show these builds in action?

Thanks.
I had no plans of recording gameplay. I don't really have the software for it and wouldn't know where to start.

View PostDirame, on 24 June 2012 - 07:46 PM, said:

Would it be cynical of me to say that these are all the same build but all you need to do is change pets for each of them?

They are all very similar as the backbone of each build is the same, so yes that is somewhat correct. However the traits chosen do affect which aspects of support you are best at.

#18 Streighnt

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Posted 25 June 2012 - 01:23 AM

My compliments to your guide! Thank you for your hard work!

#19 Nyth

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Posted 25 June 2012 - 08:01 PM

The guide got some really good points.

But as far as builds go, you could probably make a dozen of support builds and still not be done.
Did notice all of your builds are very/somewhat defensive oriented; I don't see any sun spirit for example.
I agree with Dirame that all these builds are extremely similar with a few minor differences. It might be better to steamline support builds into like 3-4 bigger categories and then work with possible alternatives from there on out.

And with bigger categories I mean support builds designed around:
- Offense (making your group do the maximum damage);
- Defense (which include a lot of your current ones with group heals and prot buffs);
- Control (for example by using Muddy Terrain / Storm Spirit / Entangle you can make sure your allies can always get in and out of combat fast, which is important for aggro management).
- etc


I do have to say though that ever since I saw a few of the support builds in the last BWE videos, it has peaked my interest (even though previously I dismissed it as being non-ranger like and boring).

Edited by Nyth, 25 June 2012 - 08:10 PM.


#20 Segraine

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Posted 25 June 2012 - 10:13 PM

The ele is fun, but I agree that from a support standpoint they are a mess. Support felt tacked on last minute while the ranger seems to be designed for party support.

I haven't ran the numbers on the spirits. I didn't realize the Sun Spirit was so lackluster. I can see swiftness being useful for melee allies in some situations, however.

I may play with Search and Rescue if they fix that skill. Signet of the Wild does look best for most situations.

#21 Angelus359

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Posted 25 June 2012 - 10:29 PM

Now here is a bit of an odd question. Since burn damage fluctuates, depending on player, and duration stacks, how does that work?

Would boosting condition damage help there?

I actually was thinking about using sunspirit in WVW defense :P

#22 Dimglow

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Posted 25 June 2012 - 11:53 PM

View PostNyth, on 25 June 2012 - 08:01 PM, said:

Did notice all of your builds are very/somewhat defensive oriented; I don't see any sun spirit for example.
I agree with Dirame that all these builds are extremely similar with a few minor differences. It might be better to steamline support builds into like 3-4 bigger categories and then work with possible alternatives from there on out.

And with bigger categories I mean support builds designed around:
- Offense (making your group do the maximum damage);
- Defense (which include a lot of your current ones with group heals and prot buffs);
- Control (for example by using Muddy Terrain / Storm Spirit / Entangle you can make sure your allies can always get in and out of combat fast, which is important for aggro management).

Sun Spirit is mathematically a poor choice from what I can tell. I may be wrong as I didn't test this with many player allies but it didn't seem to improve time to kill much at all. I will have to test it more thoroughly since it keeps getting attention, but from what I saw it used the support ranger's condition stats (which are terrible) and stacked in duration, meaning little net DPS.

There isn't much you can offer on a ranger that isn't taken for boosting offense. It's not like the class can vulnerability stack. As for control, Ranger is pretty close to bottom of the barrel in control. We have almost no hard crowd control. Snares do very little against ranged enemies, and ranged enemies seem very common in dungeons.

View PostSegraine, on 25 June 2012 - 10:13 PM, said:

The ele is fun, but I agree that from a support standpoint they are a mess. Support felt tacked on last minute while the ranger seems to be designed for party support.

I'd actually say Ranger isn't designed for party support but due to the (perhaps unintended) healing power of Rangers they become very good at it. It also doesn't help that support ranger gameplay is much less complex than other supports. We may see that as player skills develop the Ranger is surpassed by more  sophisticated playstyles in other clases.

View PostAngelus359, on 25 June 2012 - 10:29 PM, said:

Now here is a bit of an odd question. Since burn damage fluctuates, depending on player, and duration stacks, how does that work?

Would boosting condition damage help there?

I actually was thinking about using sunspirit in WVW defense :P

From what I could tell it used the ranger's damage/duration, which in all cases should be terrible. There is nowhere to budget points for condition damage, and really there are no good condition damage builds available to Ranger as far as I know. They are either the worst or next to worst in the game at it.

#23 misterdevious

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Posted 26 June 2012 - 12:00 AM

My ranger reflects projectiles while flinging Healing Bolts.  Off-Hand Axe + Healing Spring = 2 nice support combo's.  Sad to not see it mentioned.

  The build I've been tweaking through the betas and stress tests has many of the same elements (Healing Spring, Stone Spirit, Signet of the Wild, Very Long Boon Duration, and an Axe in every build), but I differ from there, and continually experimenting and tweaking.




In my opinion, the OP is greatly overstating the damage potential of these builds.  If your amulet gives you lots of Healing, that's nice for Nature's Wrath, but it also means you can't get Vitality on your amulet, which makes Strength of Spirit weak.  When in a group, Frost Spirit contributes more damage because all the bonus damage doesn't have to wait in line (and can't be removed easily), but when you are on your own, you would do better with the little 320+ Sun Spirit burns because you're not going to often be hitting for over 3,200.


Quote

Warden deals around 80% of a pure DPS.
I don't see any way that any of these support builds would do 75-80% of a pure damage build.
A pure damage build would have...
More Power or Condition Damage (at least twice as much)
More Crits
Larger Crit-Multiplier
Access to on-crit Sigils which (with Precision) can do much, much more than the on-swap Sigils can (and without being forced to swap to do it).
Other +5% or +10% damage bonuses
Abilities to use weapons faster, hit more targets at once, or trigger additional damage.
Guaranteed vulnerability and crits from Opening Strikes.

#24 Dimglow

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Posted 26 June 2012 - 01:18 AM

View Postmisterdevious, on 26 June 2012 - 12:00 AM, said:

My ranger reflects projectiles while flinging Healing Bolts.  Off-Hand Axe + Healing Spring = 2 nice support combo's.  Sad to not see it mentioned.

  The build I've been tweaking through the betas and stress tests has many of the same elements (Healing Spring, Stone Spirit, Signet of the Wild, Very Long Boon Duration, and an Axe in every build), but I differ from there, and continually experimenting and tweaking.




In my opinion, the OP is greatly overstating the damage potential of these builds.  If your amulet gives you lots of Healing, that's nice for Nature's Wrath, but it also means you can't get Vitality on your amulet, which makes Strength of Spirit weak.  When in a group, Frost Spirit contributes more damage because all the bonus damage doesn't have to wait in line (and can't be removed easily), but when you are on your own, you would do better with the little 320+ Sun Spirit burns because you're not going to often be hitting for over 3,200.



I don't see any way that any of these support builds would do 75-80% of a pure damage build.
A pure damage build would have...
More Power or Condition Damage (at least twice as much)
More Crits
Larger Crit-Multiplier
Access to on-crit Sigils which (with Precision) can do much, much more than the on-swap Sigils can (and without being forced to swap to do it).
Other +5% or +10% damage bonuses
Abilities to use weapons faster, hit more targets at once, or trigger additional damage.
Guaranteed vulnerability and crits from Opening Strikes.

You're getting hung up on amulets as the only stat provider. In full PVE you will have complete control over your stats. Setting that aside:

In PVP you will use a Cleric's Amulet and Jewel which will leave you at 1700 power and 18,000 hp. You will convert another 120 power from your vitality and convert another 130 power from your compassion. That puts you at 1950 power. Every time you swap weapons you'll get 3 stacks of might which last 34s. If you keep swapping you will work up to 9 stacks, 10 with warhorn buff. That's another 300-350 power. Now you're at 2250-2300 power. Your crit chance will be low, 24% with fury up, 4% without. Fury is up 2/3 of the time, so roughly 17% crit chance at 1.5x for 9.5% total damage from crit.
You will receive the following damage modifier bonuses:
10% from Frost Spirit
5% from Bountiful Hunter
2250 power * 1.095 (crit bonus) * 1.1 (Frost Spirit) 1.05 (Bountiful Hunter) = 2845 effective power

A full DPS Ranger build will use a Berserker's Amulet and jewel which will leave you at 2300 power with a full Marksmanship and Skirmishing tree. They will convert 10% of 1350 vitality (assuming 10 nature magic as is common for DPS builds,) giving them another 135 power leaving them at 2435. They will have a crit chance of around 50% and deal around 100% bonus damage with crits, giving them a crit modifier of 50%.
They will receive the following damage modifier bonuses:
10% from Steady Focus (When Edurance is full)
5% from Long Range Power
10% from Hunter's Tactics (When flanking)
Giving them the benefit of full endurance and flanking:
2435 * 1.5 (Crit Bonus) 1.1 (Steady Focus) * 1.05 (Long Range Power) * 1.1 (Hunter's Tactics) = 4640 Effective Power

2845/4640 = 61.3%. DPS ranger blows away support ranger.

However pets also deal DPS, and a support ranger is going to have substantially stronger pets.

Pet attacks tend to have base damage in the range of 40-70% of a Ranger's. We however will use the bear, among the lowest DPS and assume that the bear only does 30% of the Ranger's DPS (which is about accurate thanks mostly to the stupid AI.)

The expected stat difference between a support ranger's pet and a DPS ranger's pet will be:
DPS Ranger's Bear has baseline stats and no multipliers or mods:
1374 Power
1374 Precision (crit chance of 21.8% with 50% bonus damage)
No Damage Modifiers
1374 * 1.109 (Crit Modifier) * .3 (The pet modifier due to lower base skill damage and stupid AI) = 457 effective power

Support Ranger's Bear:
1874 Power (250 from 25 points Beastmastery, 250 from Master's Bond)
1874 Precision (same as above, equal to 45.6% crit chance, additional 20% crit chance with perma fury)
Permanent uptime fury due to double buff time from sharing bonds
10 stacks of Might from their master
10% Frost Spirit
5% Bountiful Hunter

1874 + 350 = 2224 power after Might
2224 * 1.33 (Crit chance of 65.6 * 50% bonus damage) * 1.1 (Frost Spirit) * 1.05 (Bountiful Hunter * .3 (The pet modifier due to lower base skill damage and stupid AI) = 1024 effective power

DPS Ranger: 4640 Effective Power
DPS Ranger Pet: 457 effective power
Total DPS Ranger effective power: 5097

Support Ranger: 2845 effective power
Support Ranger's Pet: 1024 effective power
Total Support Ranger effective Power: 3869

3869/5097 = 75.9%

Bears are as low as it gets. Lynx pets come in close to 70% of what axe/1h sword skills come in as.

A support ranger's pet is going to do more than well over twice what a DPS ranger's pet deals in DPS and is going to survive almost incalculably longer.

Pets are not accessories, do not discount them in your calculations. Additionally the above doesn't even count how much additional damage nearby allies are dealing.

#25 Velron

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Posted 26 June 2012 - 03:34 AM

Lol @ saying ranger are one of the worst at condition damage. Completely false.

#26 misterdevious

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Posted 26 June 2012 - 05:33 AM

Quote

Pets are not accessories, do not discount them in your calculations.
I don't. My highest recorded pet hit on a player was 8,498, and that was without using my elite, or any skills that increased the damage of the pet's next attack.  I know of at least 5 things I could have done to improve on that damage, but most of those would require sacrificing durability.  Pets are a very important part of my damage, but damage isn't the only thing I'm concerned about.

My thoughts are geared towards sPvP because that's where I have spent the majority of my time, and it is the one area where you and your opponents get access to everything on an equal footing.  I reached Rank 9 playing Ranger in BWE2.  I don't say that to suggest a level of skill, but merely a level of experience against other likewise experienced players.  I didn't play a DPS.  I didn't play pure support.  I didn't use a Warhorn or Greatsword.  I didn't use Beastmaster's Bond.  I played something else; something unique.

Your damage estimate includes...
  • Incorrect values for Strength of Spirit.  With 1864 Vitality, my Power went from 1510 to 1603 (recorded on video).  It appears to be 10% of Vitality above the baseline of 916.  (Was actually slightly less than that.)
  • Swapping between Ranged and Melee every 10s, regardless of whether it is a good idea.  This may look good on paper, but it is not practical.  If your DPS drops to zero because you can't reach your opponent with melee, swapping would really hurt your damage output.
  • Never swapping pets, and having already defeated 25 enemies, and not planning to swap your pet.  Impossible in sPvP?
  • Giving the support character a Utility skill bonus that the damage ranger could just as easily have (Warden has no Spirit Traits).  The DPS ranger could have other utility skills that deal, or improve damage, and these are completely ignored.
  • Giving the support character the benefit of on-swap Sigils, but not giving the DPS the benefit of on-crit Sigils which can be more effective.  Not only giving support the benefit of Sigils, but a Sigil after it has been built up over 30s of earlier combat.
  • Giving the support ranger the benefit of Runes, but not giving them to DPS.
  • Assuming the DPS ranger ignores his pet's damage.  His Skirmishing skills could grant Might on Crit, increase crit-damage 30%, add appetite for durability, or add agility so that it hits earlier and chases better, which greatly improves damage output against human players.  (Boosted pet DPS is worthless if human players simply avoid it.)
  • Ignores the possibility of guaranteed crits and Vulnerability on the damage Ranger and Pet, usable on their most powerful attacks.  We all know that guaranteed crits and boosted damage can be very powerful (see Sigil of Intelligence + Sigil of Doom debate.)
  • Ignores the value of using a pet's most powerful attacks, then swapping pets to use additional powerful attacks.  Swapping pets on your warden would lose the pet fury, 10 stacks of Might, and the Bond, significantly reducing its damage for a long period of time.
  • Assuming that Fortifying Bond works like you'd expect.  Currently it does not.  Something causes boons to be shared with hyper-short durations at times.  (bug reported)
  • Assumes 10 points go into Strength of Spirit, when more damage may be achieved by Commanding Voice and high damage F2 skills boosted by the Skirmishing Line.
  • Ignores the damage available from Rampage as One.  Used with an AoE pet, it can rapidly stack Might on you.  With AoE, you can rapidly stack Might on your pet.
  • Ignores the possibility of the DPS ranger using Warhorn to improve crit-chance of himself and his pet (I never use it, but it seems like EVERYBODY else uses it in PvP.)
  • Ignores the possibility that a Mesmer will turn you into a Chicken (which puts your pet away, ruining its precious buffs).




I used to make calculations.  Then I played BWE1.  After that, I decided to make toolboxes instead.  I strive to learn how useful things are, how often, and what they work well with.  Then I decide whether I keep them in my build.  Your builds share a lot with my builds, and it is nice to see this aspect of the ranger being discussed, but I think your estimation of damage is not reflective of actual damage that will be done in actual combat against anything other than npcs.  I've had builds that were able to stack 25 stacks of Might on the pet without using the elite, and it only took about 10 seconds of fighting... not the huge build-up you require.

#27 Gawain

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Posted 26 June 2012 - 06:40 AM

I love this thread.

Can't wait for the game to drop so I can join in on these discussions properly.

#28 Dimglow

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Posted 26 June 2012 - 12:15 PM

View Postmisterdevious, on 26 June 2012 - 05:33 AM, said:


I used to make calculations.  Then I played BWE1.  After that, I decided to make toolboxes instead.  I strive to learn how useful things are, how often, and what they work well with.  Then I decide whether I keep them in my build.  Your builds share a lot with my builds, and it is nice to see this aspect of the ranger being discussed, but I think your estimation of damage is not reflective of actual damage that will be done in actual combat against anything other than npcs.  I've had builds that were able to stack 25 stacks of Might on the pet without using the elite, and it only took about 10 seconds of fighting... not the huge build-up you require.

1. I personally never saw this issue, and assuming a bug will remain is grasping at straws.
2. You can opt to carry two ranged weaponsets if you don't anticipate being able to stay in melee. In a point defense situation, where rangers excel, enemies will need to come to you.
3. Granted this would be difficult if not impossible.
4. Granted, but beside Frost Spirit how many utility skills add real damage? They're almost all focused on soft control and conditions, which both pure dps and support are terrible at due to weak condition build synergy in trees/stats for Ranger.
5. Due to RNG they don't model well. That being said you could just add 250 power/precision (which would give a MUCH better return in a pure math setting) from stacking Sigils. You are right that I skipped these. I think most DPS will be using on swap next hit effects rather than on-crit procs due to RNG and ICD.
6. I included power runes in the damage calculations, as power is the best return for DPS. You could add a 5-10% modifier depending on taste/more limitations you want to place on the character (like using Scholar.)
7. The difference in pet quality isn't even going to come close to being covered by this, nevermind the survivability gap. Also very long cooldowns to swap without Beastmastery.
8. Ranger has few if any big single-hit attacks. These combinations are not as effective for rangers as other classes.
9. The whole point is not to swap.
10. The UI bugs, the duration does not. The effect remains, repeatedly recycling a short/fading icon animation. Again, you're grasping at bugs.
11. So then we can take 135 base power from a DPS ranger, almost 260 effective power. There is no way some pet abilities can make this up, especially compared to the damage modifiers of a support ranger pet.
12. It is also available to every build, a decently long cooldown, and go figure, the effects are more potent on a support ranger due to boon duration. I used RaO frequently on Druid and Warden builds for DPS and CC immunity.
13. Yes, because any pure DPS ranger is likely trying to do pure DPS. There is no weaponset configuration with warhorn (which comes in at 15s duration baseline, remember the weak boon duration) that warrants being in that weaponset for 10s compared to longbow or greatsword. It is almost always a net DPS loss.
14. Seriously? How about I start some counterpoints with this.

1. Turned into a bird? Counterpoint: You ignore the possibility that at 750 less toughness and 1/5th to 1/6th of the self HPS that you will get turned to mulch and do zero DPS where a Warden build is flat unkillable by any single enemy in spvp. No single class can do the DPS to a protected evading target with 800-1000 hp/s to kill it.
2. I give the pure DPS the assumption that it is always flanking, always getting Long Range Power, and always at full endurance. These assumptions are equally as generous if not more so than some of the assumptions I made for support ranger. Do not be selectively biased.

#29 Sephiroth

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Posted 26 June 2012 - 04:58 PM

You guys make valid points, but I must agree with misterdevious that pet swap is invaluable to the ranger.

Here's why:

1. Swapping pet clears all bugs and brings the pet to your side.  You will lose sight of your pet in the battle after you set it onto a target, so when you want to switch target it is much better to snap it right next to you instead of having to move it from the original target, which may very likely be delayed by various obstacles.

2. All pet skills are recharged on swap.  Example: canine - wolf causes 2 second fear + 2 sec knock down (both 45 sec recharge) > switch to hyena > summon extra hyena + (x2) knock downs and greatly increase damage output.  The cool thing is the pet swap is on a 20 sec recharge, so those 45 sec recharge skills are pretty much halved.  Even if you don't swap pet, these CC/snares are far stronger than anything a single bear can produce.

3. Pet swap restores the pet's HP.  This is absolutely necessary for all damage pets.  The only exception is probably the bear because it's durable, but it's weak.  Such a weak pet achieving +250 stats from Master's Bond is near impossible.  Half of that is near impossible.  Not even 1/4th sounds achievable.  Even IF the bear manages to acquire these stats, it's lack of CC and reliable snares greatly reduces those stats' effectiveness.  So what it all means is: low hp pets with high damage benefits a lot more than tanky pets.

As for the argument itself, by using the bear as an example, you are being biased toward your build/play-style by neglecting all the benefits that pet swap provides.  On the other hand, even when using pet swap a regular ranger can easily upkeep fury/swiftness on his pets.

#30 misterdevious

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Posted 26 June 2012 - 08:42 PM

Again, I don't dislike your builds, but as someone who has played a Healing Spring + Immobile Spirit Ranger thoroughly, you don't always get the full advantage of either.  Sometimes you have to heal on the run, then Spring becomes instantly subpar.  Sometimes the fight moves rapidly and your spirits get left behind because you didn't bring a long range weapon.  Sometimes the enemy moves just enough to prevent your pet from landing the majority of its hits.  Sometimes you get immobilized and you can't trigger those on-dodge effects.  In PvE, these may all be non-issues, but in PvP, they occur all too often.

Your comment about the warhorn being "unwarranted" in a damage build is a glaring example of how theory and reality butt-heads.  If a guy has high damage, precision, crit-chance, and very little defense... what is he good for?  Killing someone fast.  What is he bad at?  Surviving a long fight.  It is important for him to be able to pick and choose his fights.  He needs to be able to hunt for and find those winnable fights.  He needs to be able to keep up with the people he's trying to kill, and he needs to be able to get away from the fights he can't win.  Assassins and Hunter-Killers need mobility to perform those playstyles.  On top of that, Mobility is key to sPvP tactics, and very nice to have in the open terrain of WvW.  And on top of even that, Mobility is itself a method of defense that requires very little investment.  The Fury and Might help the high-crit damage significantly.  On paper, taking a warhorn might be a net damage loss, but for some damage playstyles, it sounds essential.

Oh yeah, you listed Frost Spirit as adding 10% damage...  It only has a 20% chance to do that.


Bugs exist, and they may still exist when people get to play tomorrow.  People should be aware.  Also, some things that people consider bugs may be changes to what is intended.   Anyone who uses Strength of Spirit should stop and check to see just how much Power it gives.  I personally think that Nature's Wrath and Strength of Spirit should give the same amount of Power based on the amount you invest into either Healing or Vitality.

  I have video of the fortifying bond bug from BWE2.  The icons disappeared way too early.  They disappeared completely (they didn't recycle as you suggested), and the visual indicators of the boons (protection rings, swiftness lines) disappeared at the same time as the icons.  The buffs were gone.  If people are attempting to buff their pets, I suggest actually checking to see how well it is working.  You can't just assume things work, and need to report when they don't.

I gave myself:
~14s of Protection, Fury, Swiftness, Vigor, Aegis
~16s of Might
~17s of Regen

My pet got:
~2.5s of Protection
~3s of Fury, Swiftness, Vigor
~7s of Aegis
~8s of Regen
~16s of Might

For my builds, that is a significant bug and it does affect performance.





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