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Ranger Build

Laoch de na Aracos Corcra
JayRF
Laoch de na Aracos Corcra
  • GW2: Jay RF.8407
Posted On: 10/19/2014 at 12:17 PM
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So guys I made a new buld for my ranger and took it out for a testrun in WvW and took out to camps solo. Still I would like some nudges and hints from you guys and see what you think or do different/better :)

 

Here it is:

http://gw2skills.net/editor/?fNMQJATRjEq0ya/KOsw1ag9gadAUAnN7LYESbXLRJfoL-TljAABIp04GNNdpEqAXCAAOQBSUCKwDAQH1fWSJiN7PIoOg5UGMwRA4NzXkCYJdVA-w

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Response:

Ridire de na Iomproidh
SilasGray
Ridire de na Iomproidh
  • GW2: Skallagrim.4071
Replied On: 10/21/2014 at 06:29 AM PDT
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Mine is somewhat similar with traits although I chose different abilities and secondary weapon set. Mobility is important for me in WvW so my build keeps me running at a decent speed at all times and then also lets me spike some heavy damage when needed. Upleveled people in poor armor or paper canon types melt before rapid fire when everything is powered up. I didn't put in my armor and runes so it still shows yours because I don't recall what I am using right now and can't log in at the moment. I know it is a more balanced approach between dps and survivability. I know I have around 18,500 health unbuffed. Been playing my engineer lately so it is a bit fuzzy in the old memory. I also use the spider to root people in place and the cat for the power boost.

http://gw2skills.net/editor/?fNMQNBjYDbkSlKWLYxkFuWEsHUrDgC4sb1DcvgRwzJPJaTA-TVjAABIp04GNMdpEqAXAAAOQBSUCKwDAQH1fWSJiN7PIoOg5UG8m5LSBskuK-w

» Edited on: 2014-10-21 06:33:44

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Curadh de na Faolchu
Olmech
Curadh de na Faolchu
Replied On: 12/23/2014 at 07:14 AM PST

Its very glassy. I would just go full zerker gear and all with this build and run near back of a zerg picking people off quickly that are engaged at front. For solo work I prefer a tankier condi build with axe/torch/warhorn and dire or carrion gear.

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Laoch de na Iolair Dearg
Lakshmi
Laoch de na Iolair Dearg
  • GW2: Lakshmi.5941
Replied On: 12/23/2014 at 04:39 PM PST
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I run full glass gear (Zerker everything) with my ranger in WvW.  Spec-wise I might be a little off the beaten path but it's been working really well for me.  I can solo any T3 camp and some non-upgraded towers.  

In zerg combat I'm definitely not stuck at the back.  For example, I fell down a level in Edge of the Mists yesterday and landed right at the edge of the enemy zerg.   I had 10 on me right away and stayed alive (at least 15 seconds) until the rest of my zerg arrived.  I was downed a few times but never died!

Weapons: Longbow, main.  SHORTBOW, swap.  Yes, shortbow.  The conditions are ok, but I what I really want is the utility: swiftness/jump back/evade (#3), cripple (#4), and daze/stun (#5).  Sooooo useful to catch runners or create space when I get caught at short range.

Pet: Southsun Drake, and one of the cripple pets (jungle spider, krytan drakehound, alpine wolf).   The thing about the Southsun Drake: it's both tanky -and- high DPS.   You just have to time it's F2 when he's in a good spot to catch baddies with his cone blast of 5 stacks of confusion.   Great on lords and especially wonderful on those twirling thieves! :)  /speedmelt  If you don't use the confusion then bear is a better tank for lords.

BTW I do use the Might buffin' cat (jungle stalker) in PVE instead of the cripple pet.

Slot skils:  Troll Unguent, Signet of the Wild (stability, DPS, swiftness), Signet of Stone (toughness/ pet invul), Lightning Reflexes (stun break, drop back, vigor), Rampage as One (stability, DPS, swiftness).  I swap Signet of the Wild > Signet of the Hunt for runspeed as needed for travel.  

Traits:  I swap these around a fair bit but there are a few I try for when in WvW.  Always full marksmanship, after that any of the other lines can be emphasized IMO (although I don't personally go Beastmastery)

1 : ? / X /XIII -- I always go for Read the Wind.  For the first slot almost all of the tier 1 traits are good, situationally.

2 : good line if you flank or swap a lot.  I often go at least as far as X (Quick Draw).  In tier 1 I take IV (Primal Reflexes)

3 : Some nice survivability goodies here, esp. III (Shared Anguish) and IX (Hide in Plain Sight)

4 : If you like greatsword consider investing here instead of Skirmishing.  V (Strength of Spirit), IX (Two Handed Training) and X (Enlargement) are good.

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Ridire de na Capall Gorm
Lothien
Ridire de na Capall Gorm
Replied On: 01/23/2015 at 02:36 AM PST
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Since i'm the eternal newbie around here, i can only thank you all for the spec suggestions.

I'm gonna check them at my ranger and if I have something to add, i'll post here.

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Laoch de na Iolair Dearg
Lakshmi
Laoch de na Iolair Dearg
  • GW2: Lakshmi.5941
Replied On: 01/23/2015 at 07:17 AM PST
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Recently I switch stuff up to use a Read  the Wind + Survival of the Fittest Build.  Really, really liking it -- so much that I'm having a hard time switching it back.   This one has great DPS, with lots of Health (around 20k unbuffed with good gear) and condi removal.

 

Build

6 -- I  (Steady Focus), X (Eagle Eye), XIII (Read the Wind)

0

2 -- VI (Wilderness Knowledge)

6 -- V (Strength of Spirit), VIII (Evasive Purity), XIII (Survival of the Fittest)

0

My slot skills are Troll Unguent, Signet of the Hunt, Quickening Zephyr (QZ), Lightning Reflexes (LR), Rampage as One.  (When soloing camps, I swap QZ out for Signet of Stone.)

Clearing condis is simple and frequent.  To clear blindness or poison, just dodge.  To clear everything else, use QZ or LR.  

 

Other stuff

Pets: Usually Wolf and Southsun Drake.  The wolf's F2 (Fear) is pretty useful to fear off opponents trying to spike you.

Stats: Zerker, zerker, and more zerker.  I'm wearing Ascended armor, so my extra defensive infusions are split between Vit / Tough.

Runes:  I run Superior Runes of the Ranger, but anything with power is fine.

Sigils:  Fire/Ice on LB, Energy/Intelligence on the off hand.   My offhand is still Shortbow -- it's just so hard to give up the runner-stopping utility, especially in the zerg. 

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Saighdiuir de na Capall
Celestian
Saighdiuir de na Capall
Replied On: 10/14/2015 at 02:21 PM PDT

Has anyone had much experience with the Druid specs during betas? I'm looking to try that out (I enjoy healer role) but wondering if there has been any shake down from anyone.

 

 

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Caomhnoir de na Aracos
PuaHone
Caomhnoir de na Aracos
  • GW2: monk seal.8079
Replied On: 10/14/2015 at 03:57 PM PDT
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I played Druid a little in the last beta.  The specialization is focused on healing.  Changes to the Druid will be coming based on comments and feedback from players.  Post in the official GW2 forums by ArenaNet staffer Irenio CalmonHuang

 

Hey all,

Since the third beta weekend there’s been a lot of great feedback – thanks!

Below are some of the more solid changes to the Druid since the beta weekend that were made to address some concerns regarding net damage loss in a raid, celestial avatar form feeling gated by staff and glyph reward scaling.

  • Grace of the Land: This trait has been re-worked. Instead of its former behavior, allies affected by your celestial avatar abilities gain 3% damage and condition damage increase for 8 seconds. This buff stacks 5 times.
  • Lingering Light: This trait has been re-worked. Instead of its former behavior, when you heal an ally their next outgoing attack will heal them (based upon your healing) and blind their target.
  • Glyph of Unity: This skill now has a 400 initial effect radius and a 600 radius leash.
  • Glyph of Empowerment: The radius for this skill has been increased to 600.
  • Glyph of Alignment: Increased the weakness and cripple duration on this skill from 3s to 5s. Reduced the cast damage by 66%. This skill now applies 3 stacks of poison.
  • Ancestral Grace: Is now an evade and will immediately end upon reaching your destination.
  • Celestial Avatar Form: Entering this form now has a 10s CD. Charging of Astral force by healing has been reduced by 40%. Charging of Astral force by outgoing strikes has been increased by 200%. You now retain half your current astral force if you decide to break form early.
  • Celestial Avatar Form: Skills that heal have had their base heals reduced by 15-25% and increased their healing coefficients from 100-145%. This should leave base heals solid while really rewarding players who elect to use healing power stats.
  • (Celestial Avatar) Lunar Impact: Reduced the daze on this skill from 3s to 2s. This skill is now ground targeted and will blast finish correctly.

Well wishes,
~Irenio

Bonus: Bristleback Pet F2 is no longer the Sharpen Spines ability. The F2 is now Spike Barrage to give you more rewarding control.

 

 

From the last beta, this the feedback post from the official forum:

https://forum-en.guildwars2.com/forum/professions/ranger/Beta-Weekend-Druid-Feedback-Thread/first



» Edited on: 2015-10-14 16:14:25



» Edited on: 2015-10-14 17:05:25

E lawe i ka manawa e hanu i na pua loke. Take the time to smell the roses.
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