I've been running a regen/condi ranger build for a few months, and I absolutely love it. It's very survivable - it has a lot of healing and condition removal, and it does a fair amount of damage (mostly conditions).
Here's the build I'm currently running:
http://gw2skills.net/editor/...
It's mostly based off this guide, with a few differences:
http://intothemists....rd_regen_ranger
TL;DR:
- armor / weapons: Apothecary’s
- runes: Melandru
- weapons: axe/dagger and sword/torch
- sigils: corruption/geomancy and hydromancy/smoldering
- traits: 0 / 0 / 6 (VI,VII,XI) / 6 (III,VIII,XII) / 2 (III)
- skills: Healing Spring / Lightning Reflexes / "Guard" / Signet of Renewal / Entangle
- pets: Wolf / Krytan Drakehound
- food: Super (/Rare) Veggie Pizza
- spam "Guard", stay alive
The build uses Apothecary’s stats to give a lot of healing power and condition damage, while using "Guard" and traits to maintain constant regen. Most of the damage comes from conditions.
Armor / Weapons:
Apothecary’s armor and weapons give a ton of healing power, and a lot of condition damage / toughness.
All my armor is exotic apothecary’s, and all my trinkets are ascended apothecary’s except my backpiece (I made Sights Be True (Infused) a while ago, and that shit was expensive).
My weapons should be all apothecary's, but I already happened to have an ascended soldier's sword.
Runes:
Melandru. I had a spare set from a long time ago, and the increased toughness + reduced condition and stun duration works wonders with this build.
Weapons:
Weapons are axe/dagger and sword/torch. Weapon dodge on each set, check the Into the Mists guide for a better breakdown.
Axe / Dagger:
1: might, 2: bleeding, 3: chill, 4: poison, 5: cripple
Sword / Torch:
1: cripple / might (chain 2 and 3), 2: cripple (chain 2), 3: poison, 4: burning, 5: moar burning (so much burning)
Sigils:
Corruption:
+250 condition damage helps a lot.
Geomancy:10 seconds of bleeding on every swap to Axe / Dagger. With Axe 2, this adds up to a lot of damage.
Hydromancy:2 seconds of chill on every swap to Sword / Torch. Makes targets easier to hit with the first sword whack, after which you're locked on. Also, chill is just awesome.
Smoldering:+20% burning duration. So. Much. Burning.
Traits:
Wilderness Survival:
Wilderness Knowledge:
This reduces the recharge on survival skills (Lightning Reflexes and Entangle) by 20%. It's mostly good for Entangle, so you can land that 12 seconds more often.
Off-hand Training:
Reduces recharge and increases range of off-hand skills (dagger / torch). Incredibly useful in general, but especially for the torch's Bonfire skill, as its radius is increased significantly.
Empathic Bond:
Your pets periodically take conditions from you (every 10 seconds). Your pets have more health than you, and you can swap them every 20 seconds to reset conditions and health, so you might as well give them your conditions.
Nature Magic:
Nature's Bounty:
Increases your regen duration by 33%. Simple, but helpful.
Evasive Purity:
Dodging removes Blinded and Poisoned (10 second recharge). This is a lifesaver. Basically, always dodge before you heal, just in case.
Nature's Voice:
Shouts apply regeneration and swiftness to allies. This is where "Guard" comes in. Regen lasts 16.25 seconds, swiftness lasts 13 seconds. This, plus Shout Mastery (below), is the backbone of the build.
Beastmastery:
Shout Mastery:
Reduces recharge on shouts by 20%, bringing "Guard" down to 12 seconds. With this, you can maintain constant regeneration and swiftness on yourself and any allies around you. The other half of the backbone of the build.
Skills:
Healing Spring:
Almost 6000 burst healing (over a quarter of your health), another 7000 in regen. I've tried troll unguent briefly, it just doesn't compare (wayyyyy too slow). Also, longest water field in the game.
Lightning Reflexes:Handy to get of stun / immobilize, or just get the hell out of the way of something. Watch yourself around cliffs, though.
"Guard":Most important skill of the build, applies constant regeneration and almost-constant swiftness (swap to a warhorn for a sec to get constant swiftness). Spam this on recharge like your life depends on it - because it does. Regen heals for about 300 per tick, so it'll greatly mitigate condition damage you take.
Signet of Renewal:Active:
Cures a condition every ten seconds. Handy for staying alive.
Passive:
Pet-bound AOE condition removal for allies within a 600 unit radius. Warning: if your pet is low, this will probably kill it soon, so be prepared to swap pets right after you pop the signet.
Entangle:AOE Immobilize (1 second, 5 stacks = 5 seconds*), bleeding (8 seconds, 5 stacks). Handy for keeping enemies in one place to wail on them, or keeping them trapped in your bonfire - if you can pull that off successfully, you'll drain between 1/4 and 1/2 of their health in 8 seconds.
* kind of, they can blink out of it and get away from the roots so the rest isn't applied.
Pets:
Both pets are canine, which have an AI-controlled knockdown skill on a 40 second recharge.
Wolf:
AOE fear, handy for: reviving allies, being downed, stomping enemies (scares away revivers), knocking enemies off cliffs and laughing, etc.
Krytan Drakehound:AOE immobilize - see Entangle.
Food:
Super Veggie Pizza (or Rare if you're rich): +condition duration, + condition damage.
Gameplay:
See Videos (next post) and Into the Mists write-up (above).
Perks:
