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Ranger Beat-Em Thread


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#21 CoolCoolCool

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Posted 25 February 2013 - 01:47 PM

Ah yes the F2 and the runes, I'm such a dope sometimes lol.

I definitely think I'll have to try my hand at this, or at least something similar.

Thanks for the great post.
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#22 Erianx

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Posted 25 February 2013 - 06:30 PM

Hmmm, I'll try this build tonight. The SB/LB is getting stale for me.

#23 Unholy

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Posted 26 February 2013 - 07:58 AM

Sword/torch? Ok. Axe/dagger? Watt? Why?

Aside from that, I have been wanting to try out a bunker ranger. I've heard a good thing or two about them. I'll have to duel you someday. ;)

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#24 Menorah

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Posted 26 February 2013 - 01:00 PM

View PostUnholy, on 26 February 2013 - 07:58 AM, said:

Sword/torch? Ok. Axe/dagger? Watt? Why?

Aside from that, I have been wanting to try out a bunker ranger. I've heard a good thing or two about them. I'll have to duel you someday. ;)

Axe/Dagger allows the sheer condition damage of the axe while complementing the freezing/bleeding with a nice poison and lasting cripple with the dagger. Dagger 4 also gives a nice evade skill which you will thank me for when you've got that axe in hand and a warrior decides to drop 100B or a mesmer uses Mind Wrack on you while you are stunned. Dodges won't work but you can still use the evade skill just fine.

As someone who has played ranger since beta, I've come to really appreciate dodges and evades. Without our mobility, we really wouldn't stand much of a chance against other classes. Plus having an evade available at just about all times really pisses off burst builds and by now the cues for when you need to dodge are pretty easy to see. These builds are so overplayed that the people playing them are exposing themselves like an open book for everyone to read. Simple simple simple. It's real fun to see that little dagger make those builds seem like nothing.
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#25 Unholy

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Posted 26 February 2013 - 02:38 PM

I get the dagger evasion, just wondering why it's combo'd with the axe and not the sword as is usually the case. Then again, you did say it was an unconventional combo and I haven't actually looked at the link yet so I'm probs missing some sigil whatever combo that would make the axe/dag more reasonable.

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Yep, those are underwater legendaries. Both of them.

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Legendary Spear - Kamohoali'i Kotaki


#26 Menorah

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Posted 26 February 2013 - 02:44 PM

View PostUnholy, on 26 February 2013 - 02:38 PM, said:

I get the dagger evasion, just wondering why it's combo'd with the axe and not the sword as is usually the case. Then again, you did say it was an unconventional combo and I haven't actually looked at the link yet so I'm probs missing some sigil whatever combo that would make the axe/dag more reasonable.

Same sigils as the sword/torch combo, bleeds: Geomancy and whatever that +10% bleed duration was. The durations also apply to pets which is nice as well. The sigils are more related to Axe skill 2 and the weapon swap than anything. Swapping weapons does 2400+ damage regardless of armor rating. Each and every time.

Again though, the dagger is specifically with the axe in order to allow for an evade that would otherwise not be there. The alternatives are torch or warhorn, and neither really cut it for me and this build tbh. My playstyle is very partial towards crowd control over dps. I prefer tanking people and outsurviving them. Just my preference is all. You're more than welcome to try the build with different skill/weapon combinations. The survivability will not change with a change in weapons. Just keep the traits, trait skills, runes, and amulet the same if you want the build to work as designed.
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#27 Icer Xx

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Posted 27 February 2013 - 11:22 PM

confirming i destroy people with this build :D

#28 Menorah

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Posted 28 February 2013 - 02:20 PM

Edit to the last build posted:

If you want to make it in PvE/WvW, you want to buy Apothecary's armour. Exotic accessories of this type only exist as Passiflora ________ of the Apothecary and are incredibly expensive. The Ascended gear of this type does exist though.

If you use Mango Pie (~40 copper each), I've calculated out that you can have a maximum of 517 health regenerated each second (1324 healthing power from ascended/apothecary gear translates to 438 regenerated per second, +89 from mango pie). Pets heal closer to 1k hp/second.

You can also apply some pretty constant regen by swapping with mostly any other runeset, but this one is the only one I've see guaranteed aside from Rune of the Monk and Rune of Water. In fact, it might be worth looking into a condition-based rune such as Rune of the Nightmare/Orrian/Undead (Nightmare gives occasional fear + 10% condition duration, Orrian increases poisons (which also decrease healing) and an awesome 5s haste when you get low hp that ties in very well in with the 30% reduced damage you also get at that point from traits. The Rune of the Undead will give +50 toughness (always welcome) and about an extra 50-60 condition damage from the (6) attribute of +CD = 0.05*toughness.

Basically, after all is said and done, you will have ~950 condition damage and ~1350 healing power giving 517 passive regen. You can still apply a mostly constant ~470 passive regen if you use different runes such the Orrian/Nightmare. In that case, if you were to use Maintenance Oil and Mango pie foods, you could keep your 470 passive regen as well as raising condition damage to ~1250. Needless to say, these are very competitive numbers regardless of how you look at it.
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#29 Heylo

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Posted 28 February 2013 - 02:34 PM

View PostMenorah, on 28 February 2013 - 02:20 PM, said:

Edit to the last build posted:

If you want to make it in PvE/WvW, you want to buy Apothecary's armour. Exotic accessories of this type only exist as Passiflora ________ of the Apothecary and are incredibly expensive. The Ascended gear of this type does exist though.

If you use Mango Pie (~40 copper each), I've calculated out that you can have a maximum of 527 health regenerated each second (1324 healthing power from ascended/apothecary gear translates to 438 regenerated per second, +89 from mango pie). Pets heal closer to 1k hp/second.

Sounds beautiful. I might have to redo my ranger. I'm really bored of her. As much as I want to play as a bow ranger, it's just not feasible at this time.

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#30 Menorah

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Posted 28 February 2013 - 03:04 PM

View PostHeylo, on 28 February 2013 - 02:34 PM, said:

Sounds beautiful. I might have to redo my ranger. I'm really bored of her. As much as I want to play as a bow ranger, it's just not feasible at this time.

Lol I was actually updating it as you typed that. I forgot to even mention another thing which could even further increase healing/condition damage and that is by equipping a separate weapon with Superior Sigil of Life/Corruption and getting the 25 stacks before switching to a main weapon set. In which case that would give a maximum of 564 hp/second. Or you could go the other path and get the maximum condition damage of ~1500 which will have conditions apply the following damage each second:

Bleeds - (Base + 75)/s per stack
Poisons - (Base + 150)/s
Burns - (Base + 375)/s
Duration + 10%-30% based on sigils/runes

I may be just a tad off with these though. The wiki gives conditions bleeds/poisons/burns as 0.05/0.10/0.25 of condition damage per pulse, respectively. However, I've seen myself getting ticks of 117 before on my old trap ranger build with far less condition damage being stacked than what I have here.

Lastly, I just want to point out that with the maximum healing power (1539), Troll Unguent will heal 10410 HP every 25 seconds. Over the course of those 25 seconds, with the constant regen applied, you will heal 24510 hp. Counting Troll Unguent's casting time, the best case scenario basically gives you an average healing ability of 943 hp/sec.

All I can say with numbers like those are "Bring it."
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#31 Unholy

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Posted 28 February 2013 - 03:27 PM

View PostHeylo, on 28 February 2013 - 02:34 PM, said:

As much as I want to play as a bow ranger, it's just not feasible at this time.

I once ran into a d/d ele while using short/longbow. 8 minutes later I won. Your argument is invalid.
I once ran into 2 d/d eles. I died in seconds. Your argument may hold some validity.

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Yep, those are underwater legendaries. Both of them.

Legendary Harpoon Gun - Frenzy

Legendary Spear - Kamohoali'i Kotaki


#32 Heylo

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Posted 28 February 2013 - 03:46 PM

View PostUnholy, on 28 February 2013 - 03:27 PM, said:

I once ran into a d/d ele while using short/longbow. 8 minutes later I won. Your argument is invalid.
I once ran into 2 d/d eles. I died in seconds. Your argument may hold some validity.

Probably doesn't help that I never play her except for ori runs and dungeon token farming. My bleeds tick for a really nice amount, since I'm full rabid, but that's only nice if I'm not with other condition chars.

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#33 Jinks

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Posted 07 March 2013 - 06:28 PM

Didn't read whole thread but y'all post that GS constant vigor/regeneration build?

Shit is fucking annoying to kill....permanent boofs

#34 Menorah

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Posted 07 March 2013 - 10:12 PM

View PostJinks, on 07 March 2013 - 06:28 PM, said:

Didn't read whole thread but y'all post that GS constant vigor/regeneration build?

Shit is fucking annoying to kill....permanent boofs

No GS... all the vigor/regen comes from runes and traits. The high boon duration doesn't hurt either. It's axe/dagger and sword/torch.
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#35 Menorah

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Posted 02 April 2013 - 03:10 PM

Ignore this post.

The build originally posted here got nerf'd and doesn't work. I made it ages ago, but apparently might stacking isn't as viable anymore now that I tried it again.

Edited by Menorah, 09 April 2013 - 02:06 PM.

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#36 Sebrent

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Posted 09 April 2013 - 07:33 AM

Dophuz mentioned to me the idea of chill builds for his ele/necro. I took it a step further and applied the idea to Ranger:

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  • Superior Sigil of Ice – 30% chance to inflict 2 (4 w/ gear?) seconds of chill on critical hit
  • Superior Sigil of Hydromancy – Freeze nearby foes for 3 (6 w/ gear?) seconds when you swap to this weapon while in combat
  • Winter’s Bite (MH Axe #3) – 3 (6 w/ gear) second chill, 10 second cooldown
  • Frost Trap (Utility) – 5 second trap that chills for 1 second per pulse (2 w/ trait) (3 or 4 w/ trait and gear?) … max 10 (15? 20?) seconds of chill, 24 second cooldown (traited)
  • Chilling Slash (Owl Pet F2) – wiki says the tooltip is wrong and that it’s a 6 second chill. Malicious training gives +50% pet condition duration so that’d make it a 9 second chill. It’s a 16 sec cooldown with the trait in beastmastery.
  • Icy Pounce (Snow Leopard F2) – wiki says it applies two 4 second chills, so with Malicious Training that’s two 6 second chills for a total of 12 seconds. 24 second cooldown with the trait in beastmastery.


#37 Menorah

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Posted 09 April 2013 - 02:03 PM

I love this build already. Used it to kill a d/d ele with ease. Turns out their weakness is longer cooldowns. They just can't heal as much. I switched the weaponset a little to make it sword/torch and axe/dagger, but that's just a personal preference.

Also, it might be worth using 2 superior runes of Ice, Grenth, and Svanir. Each rune 2) slot adds 20% chill duration for a total of +60% chill duration from runes rather than +27% if you want to go for pure freezing ability.

Thanks for sharing!
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#38 S H A D O W F A L L

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Posted 09 April 2013 - 08:11 PM

Haha, I don't post much on the forums but I look at this thread every once and awhile to see if anything new is going on.  Anyways, I actually made a perma-chill build a while ago but I never really stuck to it because I felt it was more useful in pve.  Try using the Alpine Wolf instead of the owl though, its an aoe chill and knockdown right off the bat and while your opponent is on the ground, switch to Snow Leopard for the pounce.  By that time, you're already at an advantage.  Just a side note, use a shortbow or longbow with sigil of hydromancy to interrupt when they try to heal which they should in the first 10 seconds, Hope this helped :D

#39 Sebrent

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Posted 10 April 2013 - 01:37 PM

View PostMenorah, on 09 April 2013 - 02:03 PM, said:

I love this build already. Used it to kill a d/d ele with ease. Turns out their weakness is longer cooldowns. They just can't heal as much. I switched the weaponset a little to make it sword/torch and axe/dagger, but that's just a personal preference.

Also, it might be worth using 2 superior runes of Ice, Grenth, and Svanir. Each rune 2) slot adds 20% chill duration for a total of +60% chill duration from runes rather than +27% if you want to go for pure freezing ability.

Thanks for sharing!
I'm very happy to hear you like it :-)

I was thinking of sticking with the other runes for +condition duration as with those and a rare veggie pizza you get +100% condition duration for all conditions ... which is really nice when you're applying bleeding, burning, chilled, crippled, and poison to your enemy.

The +50% on pet condition duration is also nice for making the weakness from Winter's Bite last 15 seconds instead of 10. This is extremely nice since the cooldown is 10 seconds. 100% up-time on weakness on your foe ... and the pet can land it more reliably with you keeping your target chilled/crippled.

So let's run down the list of conditions:
  • Bleeding : damage per second per stack (max 25)
  • Burning: damage per second
  • Chilled: 66% movespeed reduction and cooldowns recharge 66% slower
  • Crippled: 50% movespeed reduction
  • Poison: damage per second and reduce healing by 33%
  • Weakness: 50% chance to fumble attacks and reduced endurance regen by 50%
Taking damage, mobility is gone, can't use skills as often, heals aren't doing as much, direct damage is reduced, and you can't dodge roll as much.

Yep, I like using it too :-)

-----

I'm debating whether I should remove 20 points from skirmishing and put them in Wilderness Survival for more toughness and Condition Damage.

I'd obviously be moving away from using traps, but I don't see that as too big of an issue.

The idea is that since your opponent is already having trouble harming you, might as well make it even worse with more toughness.

Additionally, why not get another +200 condition damage on a condition build.

Finally, the traits in Wilderness Survival are excellent.

-----

I may also swap out the sword and one of the offhands to fit in greatsword. This would allow for being able to better escape from enemy zergs

-----

@ SHADOWFALL:
THe alpine wolf's howl only inflicts 2 seconds of chilled. Even traited that's only 3 seconds.

#40 Menorah

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Posted 10 April 2013 - 09:53 PM

I would definitely suggest removing them from skirmishing. Cut the condition duration a bit for the massive boost to condition damage and  toughness. Additionally it's nice to have the defensive traits that come from wilderness survival, and the two grandmaster traits are beautiful. Imagine this build with slightly less damage (you really won't do quite as much with the lower condition durations), but with massively increased survivability. You can potentially stack regens that heal for ~200 hp/s (WS passives are good at this), and get the massive condition removal from WS grandmaster (3 conditions/10 seconds) all the while keeping overall great damage and only slightly reduced chill durations.

Still, this is called a chill build, not a bunker build. In that regard, I think this build is doing really well for what it set out to do.
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