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Oahkahmewolf.6210

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Everything posted by Oahkahmewolf.6210

  1. Yep thats pretty much a similar build I have going, if you're looking for more movement speed, I honestly reccomend Cavalier runes, they give movement speed at the 6th rune similarly to travelers runes.
  2. I'll link a discord for you, been slowly making a Ranger's community Discord for people to get together with like mind idea to theory-craft and eventually train newer players in how to play ranger. My build will be posted there shortly, maybe some time in the next few days, its rather fun its decent as a roamer but it excels well in Spvp. But for short, it uses druid along side with Hammer and x/warhorn. X being it can be any mainhand weapon but I pefer the longsword as it has 2 leap finishers. Pair it up with an electric wyvern or shock chak, you kinda just become a daze machine. Life siphon from Carnivore is considered true damage, true damage being damage that ignores toughness which the irony, its the only way to deal with high toughness fighters in some sense. CC applies roughly around 500-700 dmg depending on the amount of power you put in. Currently sitting at 600 but it essentially add pseudo-damage to your CC skills. This is essentially amazing on weapons like MH mace, Warhorn or Hammer. Ontop of that you can additional sigils that do that, like draining is a popular one too. It's also an remoreless opening strike build so if you find a good way to generate fury reliability, you hardly need any precision in the stating phases when you come to theory-craft the build. So your armor of options are Crusader/Valkyire/Cavalier and can toss in draogn for the extra oomph in ferocity. As long as the build has Power and ferocity as the main stat you can essentially take hits and dish hits out. Weakness to the build is just alot of Stab/blocks can counter it, and intense mobility, so if people try to kite you, you sorta have to rely on a range based pet. Pets also get opening strike, so essentially you can make your turtle therotically hit 10k from heavy shot. Chance of that happen thou is ether max stack of might and other modifiers or you run core ranger NM or WS /SKRM/MKMAN/, you can also bomb really hard with storm spirit this way too, probably hits beyond 20k in theory. Sigils I recommend is any of the interrupts, I personally like severance and Draining. Absorb is another decent one, but stab sucks and makes it sorta kinda useless so the other alternative is nullification but you have to get into a flanking position so imagine cone of 45 degrees looking at you, as long as you hit outside of that cone around a circle, you'll essentially activate the sigil.
  3. Fair enough, It more less a curiosity that peaked my interest. Some EU players occasionally transfer to NA and just fight people in Spvp and WvW so thats as much info I got from them about EU. My apologies if If the question wasn't direct or concise, despite having an okayish vocabulary, unironically english is not my primary language. More n Less asides from LB Soulbeast Rangers, how often do you see a ranger roaming around by itself or in a small group of people opposed to a competitive group? In NA most range roamers I come across fashion ether Staff and Sword/Warhorn or Soulbeast with 2 sets of condition based weapons, but they're kinda surprisingly rare compared to Harbenginers, Willbenders, warriors and engineers ... atleast for WvW. If you ever do one day come over to NA, we should duels some time. I'd be interested to see in person how far that build can with a skillful person in mind.
  4. Actually believe it or not, statically from information gathered. EU pop plays more Rangers then NA, though this is coming from people who Spvp and WvW down to the core (as in super competitive). You can take this information as it is, but when taking this info you'd think people have ways to properly deal with rangers in EU @Zyreva.1078, I'm more asking for based on experience on what's EU server like, not trying to come off rude with the comment but rather more interested if that information is accurate. NA ranger population community isn't relativity huge in NA side but again this is what I was told personally from multiple people. People can correct me if I am wrong with this info.
  5. Sorry, I should of noticed. I usually default to SA unironically but yeah my guess would of been refined toxin or the condi trait. I'll make the changes real quick for those who want to understand the setup/playstyle.
  6. Nature Magic/Wilderness Survival/Druid is still pretty strong setup for Celestial Druid. I still think its going to be strong after the nerfs to healing spring and glyph. I'm a Sword enjoyer myself so its glad to see people are try to convince sword isn't a bad weapon as an option. Especially when its synergies is potent with druids kit. To explain to the causal or people who don't main ranger or druid. He's using: Nature's Magic 2/1/3 - offer's alots of sustain, %power to healing power, the ability to distribute boons not only to yourself but to your pet more reliably. Also Evasive purity is a good condi cleanse removing 1 damage and non-damaging condition. He's also using invigorating bond for the extra boons and healing. Taking Nature magic also increases regeneration strength by 20% which is nice. Wilderness Survival 1/2/2 - With way he set this up, he has Condi clears on survival skill while providing fury to himself and his pet, on top of that every time he heals he doubles up on the boons for his pet through Nature's magic. When he heals, lesser muddy terrain activates which not only applies non-damaging conditions, but also clears 2 condi's for himself since its counts for a survival skill. Passive traits give him more Durability through rolling (protection up time) & higher endurance rate, along with protection healing him over time.... essentially a second regeneration boon with Damage reduction. He also took refined toxin which applies poison every 5s, its consistent anti healing on the enemies he's fighting and it does add up if you really look at its functionality. Druid 3/1/3 - Give you avatar mode, but the biggest thing is all that regen and healing he's applying to himself and his pet activates Live vicariously, which is a another form of healing application, when you heal someone it also heals you... this includes the pet! Finally, typical druid shenanigans, Celestial shadow (invis) & Blood moon (a daze when entering druid form) with the last touches of Eclipse which augments your druid abilities to apply condition. (this spec has more condi cleanse through blasting light field 3>2 or 2>3 if you are fast enough. ) The only weakness this build technically has is that it's vulnerable to extreme CC, especially when stealth and CC breaks are not available. A good baby cage or that one specter well that pulse Daze can really keep a mobile ranger like this in place, the other thing is that even though it has stab on druid 5 ability, it doesn't warren the fact that it can be CC spammed to get rid of it. Do not take this comment or analysis the wrong way, Celestial druid is very powerful in the right hands and even normal druids as well can be deadly in the right hands. All of the druid playstyle do share one weakness in common, it is the fact you can get CC chain to oblivion and not that it is impossible to escape that chain, but you would have your work cut out for it to get out that. Hope this explanation helps for those who don't play druid. His weapon choice in the video Sword - Great mobility, can leap combo into fire field from torch to gain a fire Aura if desired, can also leap into smoke field from smoke scale for invisibility. Sword 3 has ½ Evades which can also apply immobilization on any CC or movement impaired foes. Sword 2 does extra damage and sword one is a chain attack that can apply cripple and might to your pet. Sword has some very interesting synergy with their off-hand options from gaining fire aura or setting up Axe 5 multi-hit strike and being an evade monster with Off - Hand Dagger. Reworked sword still is an under-estimated weapon and even thou it lost some of its defensive capability it makes up for its offensive capabilities. Mobility is the key to get in and get out of fights, and that what sword does in a nutshell. Torch - Although not a desirable weapon in first sight, its fire damage is still pretty potent and provides a fire field, generally this is a pretty nice weapon for smaller scale fights. It still helps in solo fighting or roaming depending how you kit the play-style of your ranger. It mostly provides offensive capabilities with Aoe attacks. Fire field can provide burning applications through fire aura or projectile/whirl finishers. Blasting in a fire field generates might. That is where this weapon functionality falls where its only a offensive based off-hand with little to zero utilities. With the right setup you can exploit /take advantage with its damage capabilities with its burning applications from 4 and 5, but generally speaking it hard to pull of with opponents that have tons of cleanses or high resistance up time. (Warrior or Guardians are one of the few examples) Mobility creep, lack of utility and fact its hard to keep people still make this weapon hard to use. Main hand Axe - A decent range weapons choices, can be focus on condi, power or hybrid builds. In this case he's making the most of it with Celestial as its a very hybrid weapon similarly to Main-Hand Dagger, its 3 hits the hardest out of all the abilities and provides the most debilitating conditions. Weakness reducing damage by 50% and shutting down crits and reducing Endurance regeneration, Chill which extends the cool down duration and slows you for 66% and to top that off lots of Bleeding. 2 is multi-strike projectile okayish power damage but shines mostly in the bleeding application... finally Axe 1 provides simple might generation to you and your pet when nature magic is traited. If a fire Aura is down, you're main hand axe has a 20% to apply burning on your foes this is where torch kinda has a synergy with axe, Pre-Heart of thorns and during heart of thorns, condi trapper rangers were pretty popular and this was a common set to use together. Off-hand Dagger - Mix of Offensive and Defensive weapon, can also be technically considered hybrid if you take account to stalker Strike 100% damage increase on poison targets, otherwise its mostly a Condi based weapon. 5 is a long range throw, applies damaging condis and cripple, this setup well along side Axe 3 for sword to activate its secondary effects on 2 and 3. 4 is a strong 1¼ evade that strikes harder if the opponent is poisoned. Some people occasionally pair this with sword as it has that synergy that works off of each other, pushing the evade to total of 1¾ and having dagger 5 set up his 2 and 3. Combo finishers that available with this weapon set Smoke Field Leaping & Blasting gives you Invisibility, its the bread and butter to Ranger survivability when you are not over reliant on stab. Its pretty necessary in a lot of ranger builds. Benefits of having stealth allows you to stall for your CD to come back up, otherwise without this you need to rely on mobility mostly to stall for your cool downs to be up. It also allows you kite and mind game your opponent, as long as they don't reveal you. Projectile finishers apply blindness,... its okay but not a priority to do this. Fire Field Projectile finishers applies burning from from Axe 1 and dagger 5 and axe 3 its just some extra damage Leaping activates a Fire Aura, allowing you to generate might and applies burning on enemies that hit you. (Its nice but not crucial to the play style) Blasting gives you 3 stacks of might, in this case his druid 3 ability can do this but its not a priority.
  7. Well, I'm alittle abit confused, there is a visual clarity for maces ambush coming out, its a big cascading green line popping out. What is you're graphics setting and the level of detail atm maybe perhaps the visual ques are harder to see at a lower level detail similar to Harbingers float CC?
  8. I don't think its bad, people seem to avoid it when it is coming and sometimes its difficult to aim it properly on a moving target. What are you really applying this to? Wvw? Spvp? Or PVE?
  9. I think Ranger mace is pretty nice, it feels like the reset ability on willbender... just they have to hit things. But, PvP I wouldn't know since I toyed with them in WvW. I most play Hammer druid in Spvp, and it works out for me.
  10. I think Soft CC like Blind/Weakness should be considered a redesign IMO. Stability is fine considering there are classes that can boon strip or convert them into conditions. Realistically sense of game design, they should revisit the combo field and finishers and see what they can fix about it, lot of the combo finisher are ether lack luster or overpower depending on the situation. This should be also considered in the case of WvW and Pve.
  11. What mellz said, I litterally was about to post this. ^ Just to add Quickdraw on top of that and you can just barrage consistently.
  12. That is true and agree with the statement, but you do get decent sustain and survivability while merged. Depending on the stat combo you can solo alot of hard content with SB alone. Reason why I recommend it being the easiet as it teaches you the basic fundamentals for rangers weapons which then, later on transitions well towards other spec. Especially when untamed pet mechanics and having the pet out requires more attention and little more key input to control. Worse case scenario, if they did pick Soulbeast and turns out they don't like it there's always option to just switch the spec. I just think soul beast is a good stepping stone to those specs later on.
  13. Soul beast is easiest as you don't have to worry about your pet. both condi and power are very straight forward, some cases it can be hybrid which is the best in both worlds.
  14. I find Mace Mace can essentially wipe small scale fights, and in Zergs can down people pretty quickly. I've been mostly using Untamed for Zerg fight as you can keep MH mace on both bars and have OH mace on one set and Horn/Torch on another. You're catch potential with immobilization is pretty strong if you take the Ambush on swap trait. With soulbeast, I've been mostly Roaming with maces 100 to zeroing people as sic em and OWP seems to be extremely powerful..... not to mention a certain relic.
  15. You're honestly not wrong here, but I manage to fight Harbs 1 to 1. It kinda comes down to who makes the mistake or who backs off from the fight. If you kitten up your condi cleanse, you lose the fight, if the Harb doesn't find an out to stall his CD you win the fight as the druid. Both speaking in experience and as one who plays power druid in a fight.
  16. Personally this is overdue for a rework in my eyes. Agreed 100% but there's something things I like to point out here. I honestly hate majority of the heals we have, I stop caring about Toll ugent because one single application of poison really kills the strength of tolls... its even worse with Demon Queen relic. I honestly started relying more of Turtle bubble and healing spring because of wilderness survival, there's too much synergies with the traits. ----------- For those who are not familiar with healing spring "strengths" At first glance it may be if not the lowest healing skill in your arsenal, however 3 things that make this healing ability really strong! It has condition cleansing, Regeneration and the biggest one a water field. You can combo water fields with a leap or blast to get decent 1,300-1320 which you have plethora of finishers! Leap finisher Coefficient healing power is at 0.5 base value of 1,300 Blasts finishers coefficient healing power at 0.2 while targeting up to 5 players within 240 range with base healing of 1320 Anything like swords which come with 2 leaps, horn's blast and MH mace 1 blast. you can get a pretty 5280 healing on top of the 4920. Now if you take Soul beast, Untamed or Druid you're looking probably total of 12k to 16k give or take what spec you are rolling with + not to consider healing power in the equation can push it extra 2k. Alot of the weapons you listed, Like MH mace, Swords, even Dagger can utilize this in more ...I guess healing perspective.... would you even consider this defensive at this point? Regardless, majority of the weapons that have those finishers are very valuable with the kit ranger has and having a water field increases Ranger's survival significantly or at-least with my experience I had better results using Healing spring vs other. Moving on to spec --------- Soul-beast wolf family has 2 leaps built into its merge... not to mention if your running ferocious pet you can get a 3rd leap on top of that. There's a list of pets that have blast or leaps finishers but Canines come to mind to having the most. Druid you have CA which lunar impact is a blast finisher and heals you are within the vacinity + CA is nothing but decent sustain for ranger. Glyph of the starts is a bigger version of Healing spring so you can really just sit and blast and leap in the fight Untamed - F2 Pet unleash is a blast finisher Lizard family tail swipe is a blast finisher (it difficult to pull off because of timing but it is possible, I've toyed around with it occasionally as an experiment but I always preferred other pets) ------- Traits - Clarion call is a blast, I've seen ranger's use this sometimes to get a huge burst of heal and some cases stealth. Utilities - Stone and Frost spirit ... they blast and surprisingly come out faster ... this is generally good for GvG in my experiences... i started getting into Druid for GvG .... I've been liking it alot. Anyways thought I share this with you guys, I know some people have fought me previously in WvW or dueled me or came across me in Spvp, people who have fought me can tell you how much I abuse the crap of healing spring... its also because most of my builds are pure melee which tend to have a lot of leaps and blasts, so Ranged Rangers might not necessarily see the value of it.
  17. I hate this weapon, Please be something more than a fire damaging skill and aura/might generator.
  18. I personally like the burst potential in maces and I use them a lot. Though I go full glass and 100 - 0 people, call me brave but I've been liking Marksman + skirmisher with quick draw combo, the off chance of getting 3 stuns if pretty insane if you get it right. CC chaining people death is fun. You can make the mobility strong on Untamed or Druid, if you're willing to take quick draw.... its what I've been using and its been tricky for some people to catch me. But I'm also using back bar set like sword/GS or Staff for that extra mobility.
  19. make resistance like stability. Stackable, soft CC removes a stack. (Immobization/blind/chill/cripple/ect)
  20. Both! but its best suited for PVP imo, Wvw is still pretty good for small-scale fights and Roaming
  21. I love hammer, and I wreck people with it. Would you like me to show you the way of the hammer? I promise you you wont regret it.
  22. There's a way to indefinitely stealth but it requires tons of effort to accomplish it not even worth doing in a combat situation. The timing window is very small making it useless.
  23. Look with Harbenginer 1200 free stats and being able to mow you down with every condi + every boon + 100% more damage in condition and strike if they are above the blight threshold...... Not to mention Willbender shenangians I think this is very tamed for a ranger compared to other specs in the game. Agreed
  24. it still help them to get out of a situation when it calls for it, especially if they see a stun coming. Not necessarily, not every weapon has a block or evade to negate a CC, but in some extent you are correct that the game has some other way to solve its issue. It just means gotta use that one relic for stability on heal if I ever want to use a weapon they don't have a way to mitigate or avoid the CC. It still quite annoying they're getting rid of the stab that core has, or they could of thrown it somewhere else is what I was trying to point into. Like man, Imagine having stability on lightning reflex so I wouldn't get stunned by a shock aura? I'd Love that so I don't get screwed from an evade., wouldn't you?
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