Link to my Build: http://gw2skills.net...G5NrNGbc2YDybDA
Premise of the build is to laugh as your pet chews the face off of everything around you. Your primary job is to keep the pet up, and if the enemy is kiting too much, lock it down. Since you are wading into battle melee style anyways, your enemies won't be moving as much either.
With as many points as you have in Beast Master and the constant regen from runes, signets, and springs (huge regen up time through traits and runes), it takes a huge hit or complete dog pile to take a pet out before you get the chance to switch (which you can do fairly often if you have to; that said, I rarely have too, usually only on champ fights). Another boost is it takes just as long to take you out with your free evades, high endurance regen for dodges, stun, and block/knock back.
Great Sword: great all around fun weapon, when they buff soon, the only thing I hope they change are numbers, if they touch the skill bar itself I will freak. It is by far my favorite weapon (save the swoop for when you lay down healing spring for extra healing). Primarily have sigil of water for extra heals for all allies around to keep everyone up, my builds primary purpose.
Sword and Horn: yeah it has a root but it keeps you in melee range with some great attacks and further buffs pet with might on sword auto. Also the horn has already been praised as an all around epic weapon, spread the fun buffs around. Using rampage as one, Horn #4 and auto attack you can quickly buff your pets with 25 stacks of might. The sword also has the sigil of water for extra heals to pop for allies. I attached to the Horn Sigil of Hydromancy for better CC to benefit pet. For more tricks with 1h sword and actually using the #1 skill to best effect I suggest this post here: https://forum-en.gui...irst#post877910
Long Bow: Rarely take it out, Sits in the inventory most times. its there for those few fights that melee absolutely gets ground into the dirt in or for its utility. Attached is the sigil of speed because typically when I have it out I am kiting like hell anyways.
Armor: Soldier's, super tanky with some base dps with vitality tough and power. Jewelry is Clerics to buff healing up and make it even more tanky while boosting base dps. Runes of Dwayna to boost healing even more.
Possible Alterations Suggested:
A: Switch up Sigil of Water on GS for Sigil of Hydromancy if you want to alter the build for more CC support. Also swap up one of your utilities for the ice trap. Even more CC and since you are in melee anyways, you can use it to maximum effect without even having to trait into it (as far as positional precision anyways). ~ Courtesy of Enillion
B: On Dungeons runs, with all your healing you might also want to consider rocking the Ultra Spirit. This will switch your play to even more to support, which is fine... because again, your pet is rocking all your damage anyway as you keep all the silly glassy kitties alive.~ courtesy of Eenskolde
B2.0: With same Ultra Spirit you can actually lay this down to prep for when you get downed and to take advantage of the rez functionality of it. This is makes for an awesome get out of jail free card when played right. With its long cooldown be sure you time it right. ~ courtesy of Safhy Chama
1) This build doesn't ignore the pet and hate on the pet as our profession mechanic. Instead it utilizes it and fairly well. It does require paying attention to the pet and calling it back when it gets too hot to fast if you need to wait for swap.
2) Pet rarely gets one shotted except to uber leet bosses, those instances I should have either waited for back up and swapped to a ranged pet (we have 20 pets, bring the one that fits the job, it is okay to switch).
3) You rarely get one shotted with all the armor, healing, and regen... except facing those gimicky builds that one shot anything, nothing will survive those if you don't prep to evade.
3) huge party support, you are the only class that can rez all the silly glass cannons AND do dps all at the same time via your super buffed up pet. Also all your healing doesn't hurt either.
4) feel like yoda as you swoop from victim to victim in your spinning whirl of doom/evasion.
1) requires you to focus on two health bars to stay optimal, with pet buffed up as is he won't hurt as much when hit but you WILL suffer if you let your pet go down (even more so if it happens twice before the pet down penalty expires)
2) You will not see crazy numbers! but... ranger never sees those numbers anyways, so what the hell do you care for. Pet sees some nice ones though.
3) lack of stun break, countered best by saving your block to counter it and knowing your enemies. Your free evade is also awesome at randomly dodging the bullet from time to time. You will also with all the vigor and base endurance regen be able to dodge roll more anyway over your standard build. It is more pre-emptive thinking (can be more free with dodges since you get them back alot) versus re-active.
Fun Tips I've picked up While Playing this Build:
1) one of the big complaints is that pets get chewed up by AoE and Bosses, and that they should have a doge. The pet does have a dodge, or at least as close as we can get. Companions defense is 2 secs of protection 33% damage mitigation. Time your rolls both to save your kitten as well as your pet's. Traiting in this line already grants you boosted endurance regen. Use it to your advantage. Helps pets last a little longer if you are waiting on swap.
2) When you drop healing spring you gain vigor on every pulse. You can more or less semi permanently keep protection up on yourself and the pet for the duration. Great if you find yourself swamped with mobs. Your pet becomes a beastly tank for the duration combined with three sources of regen that will be going on. The key is to space out your dodge rolls, and use maul and GS auto inbetween to continue thinning while your pet picks off targets one by one.
3) As mentioned earlier you can quickly rack up 25 stacks of might on your pet with RaO, horn 4, and 1hSword auto. At 25 (roughly end of bird assault) engage sick'em for (boosted another 30% damage), swap to GS #5 and your pets attack in its Super Sayan status will do another 50% damage boost on top of that. Best if used after commanding a pets f2 (my wolves lack here) but drakes will hit like a truck as will ravens jags etc. (pets f2 are easiest to control, the hilt bash only works on pets next attack, why using it while pet is channeling works best).
Edited by Daisy Rogers, 28 November 2012 - 09:00 PM.