If you miss the old auto attack spam build...
#1
Posted 28 December 2012 - 08:40 AM
Hopefully this helps rangers who have the same love/desire for using a bow and doing player damage (versus doing pet damage) that I have.
#2
Posted 29 December 2012 - 03:07 AM
This is the 30/30/5/0/5 build with LB in bag. Pets I use would be Jungle Spider+Dog as they provide 11 sec of Immobilize and near perma Cripple.
#3
Posted 29 December 2012 - 10:38 AM
how about runes of thief with accuracy sigil for a decent amount of extra crit?
#4
Posted 29 December 2012 - 10:32 PM
#5
Posted 30 December 2012 - 12:15 PM
#6
Posted 31 December 2012 - 06:29 AM
The heal is a preference (I prefer the shorter cooldown for more heal spam potential). The build itself severely lacks condition removal, but I went with the mindset that I can't have everything, and unfortunately rangers best condition removal comes from a fairly long cooldown heal and 30 points into wilderness survival. So I decided I couldn't have everything.
My favorite part about the build and the way I play it in general is that I play it similarly to the way I played ranger in guild wars 1. In team fights I tab select different targets until I find one that looks like it needs to have its healing suppressed and I poison it, I quickness spike low health enemies, I warhorn buff team mates, and I interrupt my opponents on what seems to me to be key skills and moments with wolf fear and shortbow 5.
Also, do not underestimate the swords burst with quickness. I can do 8-10k in the 4s of QZ if all the hits land on average armored enemies (not high toughness, but not glass, kind of like this build). Obviously its one of those things you want to time, because I don't feel the build has enough armor to be in constant melee range unless it's against another caster character that isn't a glass mesmer or D/D ele.
#7
Posted 31 December 2012 - 03:22 PM
#8
Posted 10 January 2013 - 06:46 PM
#9
Posted 10 January 2013 - 10:26 PM
I prefer that change over adding the 10 points into marksmanship, because if I did that I'd have to choose another trait, and to me they're all so not desirable. At least with the 10 points into nature magic you get 1000 more hp AND around 90 more power. It seemed a better investment of trait points.
#10
Posted 11 January 2013 - 08:50 PM
#11
Posted 12 January 2013 - 07:10 AM
The elite is actually optional as well, I've been running Rampage as One much more exclusively for the stability alone, especially with the prevalence of D/D eles and control based warrior and guardian builds. If you can take away their ability to control you, then half the time you are taking away their ability to kill you.
#12
Posted 14 January 2013 - 04:03 PM
#13
Posted 14 January 2013 - 04:21 PM
If you want 10 points in NM for 100 power that's up to you, I would have taken shorter QZ -BURST!- since PvP is about burst and LR so I can role many more times to keep Protection up.
#14
Posted 14 January 2013 - 06:52 PM
That being said, there is always playstyle preferences. Personally, I have never found 15 wilderness survival to be a big lifesaver, for instance. Most of the build I made was based on raw damage numbers though and not necessarily trait functionality (since most traits in this game for all professions need some tweaking to either work or to be viable). I was looking to hit a certain amount of damage with a personal minimum of how much crit chance and crit damage I would accept (since shortbow is the fastest refiring weapon in the game, it has the potential to proc lots of crits).
It all boils down to playstyle preference the numbers you can be happy with yourself doing. My word is NOT gospel, the point of sharing builds is definitely for feedback, criticism, and changes. The moment I am able to test any changes, I will be on here changing things appropriately.
#15
Posted 15 January 2013 - 09:07 AM
Moment of Clarity lads.
Yes? No? Thoughts?
Been thinking about trying it out, just never gotten round to it. Would really like some feedback and opinions there.
I should also mention that I mainly WvWvW - almost exclusively.
At the moment i'm running a BM (dogs)-evasion-shortbow-bastard-hybrid hehe. GS secondary, for the sole purpose of Swoop. We have shite gap closer/gainers, so thats the only reason. It's working quite well for duelling/roaming. I've stacked some vitality too, so 2v1s tends to go ok-ish, if not, swoop away.
Slight derail there, apologies.
Now, lets see if I get this right, (as the kids does);
tl;dr. Moment of Clarity. Good? Bad? Meh? Thoughts please.
#16
Posted 15 January 2013 - 03:39 PM
#17
Posted 15 January 2013 - 07:48 PM
avoidconfusion, on 15 January 2013 - 03:39 PM, said:
It is built and tested specifically for sPvP at this point, so yes, definitely.
Mortec, on 15 January 2013 - 09:07 AM, said:
Moment of Clarity lads.
Yes? No? Thoughts?
Been thinking about trying it out, just never gotten round to it. Would really like some feedback and opinions there.
I should also mention that I mainly WvWvW - almost exclusively.
At the moment i'm running a BM (dogs)-evasion-shortbow-bastard-hybrid hehe. GS secondary, for the sole purpose of Swoop. We have shite gap closer/gainers, so thats the only reason. It's working quite well for duelling/roaming. I've stacked some vitality too, so 2v1s tends to go ok-ish, if not, swoop away.
Slight derail there, apologies.
Now, lets see if I get this right, (as the kids does);
tl;dr. Moment of Clarity. Good? Bad? Meh? Thoughts please.
The only reason I ran it, and still try it off and on, is the increased duration of stun/daze. People could argue that our stun/daze skills are on too long of a cooldown, but being able to stack condition duration to I believe a total of 2 seconds if trying can be a boon in spvp where skirmishes are tight nit and usually fairly short. Moment of clarity should increase the daze/stun on the shortbow to 1.5s seconds, and sigil of paralyzation would increase it to 1.75s (stun and daze go by quarter seconds only and round up unless that mechanic has been altered).
It isn't the type of thing I am able to time exactly for myself unfortunately :/ however, as I said, it has it's uses, along with the extra 5% crit chance and crit damage those 5 points in skirmishing add.
#18
Posted 15 January 2013 - 11:12 PM
JROH, on 31 December 2012 - 06:29 AM, said:
The heal is a preference (I prefer the shorter cooldown for more heal spam potential). The build itself severely lacks condition removal, but I went with the mindset that I can't have everything, and unfortunately rangers best condition removal comes from a fairly long cooldown heal and 30 points into wilderness survival. So I decided I couldn't have everything.
My favorite part about the build and the way I play it in general is that I play it similarly to the way I played ranger in guild wars 1. In team fights I tab select different targets until I find one that looks like it needs to have its healing suppressed and I poison it, I quickness spike low health enemies, I warhorn buff team mates, and I interrupt my opponents on what seems to me to be key skills and moments with wolf fear and shortbow 5.
Also, do not underestimate the swords burst with quickness. I can do 8-10k in the 4s of QZ if all the hits land on average armored enemies (not high toughness, but not glass, kind of like this build). Obviously its one of those things you want to time, because I don't feel the build has enough armor to be in constant melee range unless it's against another caster character that isn't a glass mesmer or D/D ele.
#19
Posted 16 January 2013 - 02:30 AM
Dahk, on 15 January 2013 - 11:12 PM, said:
That's a good point, and I honestly hadn't really thought of the effectiveness of the trait choice as much as the additional precision and crit damage. Actually, the choice comes mostly from the +crit damage, since it effectively adds a minimum of 40 additional damage to each crit (at least, I was critting in the 800 range, so it can put the damage up into the 900s, and in games I was capping around 1020 damage on crits).
The 10 points for reduced cooldown in Wildy Survival definitely has a much more active and efficient appearance. It was just a playstyle preference that I was going for maximized damage. Also, and it is more likely a personal thing than anything else, but I haven't ever really found myself using my choice of utility skills on cooldown, elite included. I would have to say there aren't that many times when I have gone to use one of them but couldn't because it was on cooldown, with the exception of the elite. But I have that issue with every elite skill on every class except for the warrior signet...
Anyhow I am more than willing to concede that the build is just as useful like this: http://gw2skills.net...KLVOqkUtKYUw DA
and that my playstyle doesn't necessarily mean efficiency.
It's also worth noting, and credit where credit is due:
jeddahwe, on 14 January 2013 - 04:21 PM, said:
If you want 10 points in NM for 100 power that's up to you, I would have taken shorter QZ -BURST!- since PvP is about burst and LR so I can role many more times to keep Protection up.
That I enjoy this variant of it: http://gw2skills.net...KLVOqkUtKYUw DA
Two things to note: I changed out signet of the hunt for signet of renewal, as it can be a real boon at times, even though nobody would argue that a shorter time between removal would hurt. I play more hotjoin and WvW than tournies, and so still have the habit of switching utilities mid game, so I switch to SotH for running between points, and switch in SoR against condition based enemies.
Also, and I've been meaning to change it so I finally did, I am loving Rampage as One a lot more than Entangle, for the stability. It helps so much I feel in fights, and lots of high burst opponents right now require their CC to work to the point where you can basically win fights from the stability boon alone against common high burst CC classes like warrior, thief, and DD eles.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users









