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Post by isquen on Apr 1, 2013 2:44:27 GMT -5
I know my class sucks, but I've been with it since Day 1, so... let's make this a cohesive thread for those others of us too stubborn to swap to the ubiqutious mesmerguardithiefementarriors.
(And shout outs to my fellow engies and necros, who are pretty rare in comparison.)
Part 1 (more to be added later: Know thy combo field potential! Support may leave a bad taste in your mouth, but let's look at the following sources of providing fields and finishers, both on demand and otherwise, for throwing up buffs, stacking burning/poisons/confusions, setting up (or triggering) AoE healings, etc. etc. etc. You can't be the Rambo Ranger ALL the time. And while Elementalists win the day with comboing, we can hold our own in a heartbeat without switching any namby-pamby attunements. Uphill, in the snow, both ways, etc.
Fire: On-demand with Bonfire (Torch 5). Only if an enemy triggers through Flame Trap. Water: Healing Spring. Bonus points for providing regeneration en masse (while removing a condition) and possibly ranger's only saving grace at the moment. Ice: Not a heavily used field, but can be handy for AoE Frost Armors. Can only be triggered through Frost Trap on an enemy. Poison: Asuras can do it on demand through Radiation Field. Non-master-races can only manage it via passive attacks as spiders and devourers (it's okay though, it's not one of the more useful fields for party-combat.) Ethereal: Random-factor, but it's on demand on a small area from throwing Gunk dug up by a pet Warthog. Also can be provided underwater via Reef Drake pet, in a sphere. Physical Projectile finisher: Axe 1/2/3, Speargun 1/2/4 and Longbow 1/2 (possibly 3/4, can't be arsed to check right now have it on a low proc chance. Most shortbow abilities and offhand Axe 4 have it available as well on a higher chance. (I forget about Dagger - I haven't used one since I was in the single-digit levels.) This isn't very helpful for the team unless you're shooting into Ethereal or Fire Fields to stack up Confusion/Burning duration. Whirl finisher: Excellent for supporting, chucking out Healing/Burning/Confusion bolts, but rare to come across for a ranger - aboveground, you can use offhand Axe 5, and underwater you can use Spear 2. Something to consider (offhand Axe 5 is a nice defensive ability in a group, but it might leave a sour taste in your mouth if used to keeping your axe mainhanded.) Leap finisher: Our pets have lots of access to them. Porcine, Canines, and I believe Felines will all use them as their opening attack on switch. As for rangers ourselves, we have access to Sword 2 (followup hit, not the initial launchback,) Greatsword 3, and Spear 3 (underwater.) Handy for throwing on a Chaos/Flame armor or diving through a water field for a burst of healing! Blast finisher: We finally have access to one after a somewhat-recent patch, but it requires holding a Drake pet in reserve - their Tail Swipe is the only blast finisher available to rangers. Unfortunately, it is the "best" finisher - you're going to need to stay near an Engineer or an Elementalist to make better use of them (they have them in spades.) Honorably mentioned "field" Do not neglect Muddy Terrain. It is a wonderful, low cooldown, large AoE ability that, unlike Barrage, can be used ON THE MOVE. Popping this (or Stone Spirit's secondary ability on the off chance you're carrying spirits around, but why would you when Warrior banners are twenty times better etc) will provide a long duration Crippling field/area denial... not to mention immobilizing a huge portion of the zerg that's standing in it as it erupts.
Okay I'm bored typing. Think I'm going to log in. Anyway, fellow rangers (if you're still out there) give yourself some publicity and contribute!
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Post by eriond on Apr 1, 2013 12:13:55 GMT -5
Poison actually can be very wonderful for a party field if utilized properly. With a blast finisher it is an aoe weakness on the enemy if you hit the field in the middle of a fight. This makes them have a 50% chance to miss, and 50% slower endurance regeneration. So it allows less dodging, and less hits from getting through to hit you. So you basically take out 5 people per poison field for the duration of the weakness.
It is a bit dicey, but with whirling defense (offhand #5) you can have some fun whirling finishers: -Etheral: I love using this combo on my mesmer: i throw down Feedback+illusionary warden for the whirling defense that creates a nice confusion bolts that can help melt your enemy -poison: nice heal debuff if you hit, -water: nice healing, when im in a dungeon or bored in WvW i will run a S/A for the leap heal and healing bolts. -smoke: if you can get someone to throw down this nice field, you can cause blinding bolts,which could mean the difference between life and death for some people. Could prevent a nasty spike if it hits the right people. -frost: nice chilling bolts: a good enemy debuff, 66% increased skill recharge, and 66% movement debuff. Gives your allies an edge that can help mow over your enemy. -light: cleansing bolts, good for removing conditions on those it hits. (this field can be pretty effective, get a ranger and a mesmers illusionary warden on one light field and you can have massive condition removal) -If you can aim it correctly: you can actually destroy a catapult/treb shot with this skill. It takes perfect positioning though, if you miss it you get knocked back. Longbow: love the weapon, nice aoe cripple/damage. Pointblank shot is hilarious to, this can save your allies more than you think (but knocking back those pesky rushers, or knocking back an enemy trying to complete a finisher) also can be used on those enemies trying to resurrect their allies.
I hear people saying that rangers do not have enough evasion, that we are not as good as the rest. -With the S/D setup, you have a nice three evasions. Good for keeping those enemies on their toes as they can not hit you.
Yes we may not be able to pull out those huge spikes like the other massively played professions. But i will take a tanky ranger who can mess you up in the long haul, and still support the team for the long term instead of dying like any other glass when we get into a brawl.
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Rytlock
(Otto Von Bismark X/King Canute X)
Posts: 75
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Post by Rytlock on Apr 1, 2013 12:27:09 GMT -5
Follow a necro around. Ranger necro is a deadly combination
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Post by kaamau on Apr 1, 2013 14:23:53 GMT -5
I actually hate rangers in zerg battles, they just spam hellish arrows at me, I ether have to leave back out or the group to avoid the arrows from hell (and die from leaving the group) or find a way to try to deal with the damage.
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Post by pod on Apr 1, 2013 20:29:08 GMT -5
Rangers have their place in group play and honestly if you prefer playing a ranger over other classes then who gives a rats what anyone else says. Ultimately it's a game for your personal enjoyment not somebody else.
Healing Spring is awesome! Water field. Horn for group might, fury, swiftness buff great or a Torch for a flame field. Sword for a leap finisher, or a axe for multi-target harrassment. (I wish spirits were invulnerable because that would make the Ranger absolutely cherry in zerg play)
Unfortunately, I'm not on my ranger much for WvW right now. I have this weird obsession with getting all profs to 80.
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Post by alaric on Apr 1, 2013 21:23:07 GMT -5
Stawker (Co-leader of VK) is a ranger. has been since the start. He also has a necro.
Might want to talk to him about rangers in WvW.
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Post by agricola on Apr 1, 2013 21:58:56 GMT -5
I play a Ranger and I honestly don't see whats so bad about it in WvW. I run short bow and axe/torch and am able to beat most classes fairly handily. I struggle with mesmers abit but that's life. Also, I've found the ranger to be the absolute king of underwater combat, I can take on any class underwater with a very good chance of winning. The speargun skills when used correctly provide hellacious DPS, with feeding frenzy basically murdering anyone it hits.
I honestly don't run much large group action since I usually duo, so your mileage may vary, but I do have alot of fun on my ranger. Its a great skirmishing class.
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Post by isquen on Apr 2, 2013 10:18:31 GMT -5
WvW isn't one of our weak areas, but most classes tend to do everything better. We're more a jack of all trades in the WvW sense. Anyways...
Part 2 - what do your traits bring to the table? - One of the biggest complaints about Rangers (next to pet A.I.) is that their traits and utilities they coincide with are bonkers - namely, trap-boosting abilities being placed in the line without Condition Damage or Duration, a huge Condition Removal trait on the thirty-point line without healing or boon duration, etc. However, no matter whether you're a toughness build, a healing build, a trap build, a catsassin, or a field-bot, you can still bring a bit more knowing your way around what and what not to pack.
Of these (http://wiki.guildwars2.com/wiki/List_of_ranger_traits) I will be putting down the notable traits by cost (for instance, I'll be skipping Tail Wind in the precision line, since while swapping to obtain boons is nice, swapping to obtain Swiftness in a fight is a bit anticlimactic.) Later, in a future post, I will go over each utility/elite unless I get bored. I am, after all, at work right now (though I'd like not to be.
5-pointer traits Opening Strike - Applies five stacks of vulnerability to the first target you hit when entering combat. A nice bonus for any build, decenet for longbows who can buff it up to fifteen stacks instantly by opening with Longbow 3. Natural Vigor - Exactly what it says on the tin... and it stacks with the actual Vigor buff! Play your cards right with a bit of Toughness and you should rarely, if ever, run out of dodges. Eat your heart out, Thieves. Rejuvenation - The whole reason I've seen other rangers throw five points into this line. Regeneration at 75% is a nice fallback for those who don't pack Healing Spring. Zephyr's Speed - Unfortunately ate a rather large nerf recently, but Quickness is still Quickness, and is used decently with holding a Hyena pet to get two knockdown pets out in a hurry, or a Jungle Stalker to get five stacks of Might in an area out quicker if we're not near the fireblasters, etc.
10-pointer traits Steady Focus (Marksmanship I) - Damage builds only. Good if you know you're going to be holding a defensive position, but I wouldn't recommend it otherwise. Malicious Training (Marksmanship II) - Condition builds only. Run with a Feline (esp. Lynx), Arctodus, Reef Drake (if you think you can land the cone), Spider, or Devourer for max effect, though any pet can work with a focus in Beastmastery (and to a lesser extent, Skirmishing.) Keen Edge (Marksmanship III) - Condition builds only. Free bleeds are nice, but until "Out of Range" and "Obstructed" behavior is changed it's a shadow of what it was around release (since all misses will remove stacks of it.) Pet's Prowess (Skirmishing I) - Crit beastmasters (specifically Catsassins) only. This is a huge part of your damage output in the build. Show that Thief that your Panther can do it better than him (until he starts evading!) Sharpened Edges (Skirmishing II) - A condition ability on a no-condition-boost line? SEEMS LIKE A TREND. Still handy, though, for high-crit bleedstackers. Trapper's Defense (Skirmishing III) - More of a PvP ability, but it has its niche in WvW, especially in skirmishes, since it frees up a utility space. Agility Training (Skirmishing VI) - Another necessity of the Catsassin Build to the point where I've seen others sink 20 into the Skirmishing line just to get both... namely so your cat can keep up with runners while still dealing respectable damage. Soften the Fall (W. Survival I) - Immobilize and cripple the area around your landing when you fall for reduced damage. Best used for traveling only, then swapping when you're about to engage (unless you're going to attempt a death from above strategy that I've seen warriors pull off to *hilarious* effect.) Vigorous Renewal (W. Survival IV) - It's not well known, but you can also give the Vigor buff to your allies when using Healing Spring with this active. More dodges for everyone! Expertise Training (W. Survival V) - See Malicious Training. Ctrl+C, Ctrl+V. Wilderness Knowledge (W. Survival VI) - Some of Ranger's best utilities are Survival skills - Lightning Reflexes, Quickening Zephyr (even nerfed), Entangle, Sharpening Stone, and Muddy Terrain all get hit by the cooldown reduction from it. Definitely a trait to consider on most builds. Nature's Bounty (Nature Magic III) - Playing Regeneration-bot is one of Ranger's strengths, and this is handy to improve it, especially since it's in the line with Boon Duration. Strength of Spirit (Nature Magic V) - More power from defense? Sure, why not. Master's Bond (Beastmastery II) - If you have a bit of free time to buff up a pet and can pay attention to its (and your) health, then there's no reason not to take this for a Beastmaster build. Compassion Training (Beastmastery IV) - works for boon-builds that use Moas in combat, but also handy for the Ranger himself if Lick Wounds decides it wants to work. Also handy for Search and Rescue (doubly so since that it, unlike Guard, will still ignore pathing, allowing you to get your pet down a wall.)
15-pointer traits Alpha Training - Basically, if you and your pet hit the same target simultaneously, you can get up to twenty stacks of Vulnerability off the bat. Handy. Furious Grip - Fury on Weapon swap while in combat (on top of Swiftness from the five-pointer trait, but Swiftness is a "meh" boon to have in combat unless trying to run away, hence why it wasn't mentioned earlier.) Companion's Defense - Actually provides less protection than it says, since the first second of it is wasted through the actual dodge, but eh, less damage is less damage, especially with you bounding around everywhere. Fortifying Bond - THE best pet-based trait, IMO, but ruined by being in an undesireable tree for pet usage. Up to you whether or not to use it. Loud Whistle - If you're invested into Beastmastery, you might not WANT to swap pets unless they die, but hey, the free cooldown is nice for when you have to.
20-pointer traits Spotter (Marksmanship VII) - Hold back your envy of all the other jerks that have theirs in the ten-point line, because this is still decent for support, giving a bunch of people around you enhanced crit chance in combat. Better than nothing, right? Piercing Arrows (Marksmanship VIII) - Wonderful for mowing down zerg, but being on the twenty point line along with the next one, it might be a huge point of contention for Longbow users (to the point where in the past, I've even considered investing thirty points in the line just to keep both.) Shortbow users have no such worry and can keep this on. Eagle Eye (Marksmanship X) - Get the most out of your Longbow's point-defensive capacity. Trapper's Expertise (Skirmishing VIII) - Ground target, wider traps = the ability to throw them at people while staying out of the line of fire. If only it were in Wilderness Survival instead... Honed Axes (Skirmishing IX) - Turns your Warhorn 4 into a weapon of mass destruction. If you dual-wield axes, it will cause Whirling Defense to hurt like hell. Unfortunately applies mostly to offhand criticals, though - Axe's main hand direct damage is kind of pitiful and more for multi-target conditions and bleedstacks. Quick Draw (Skirmishing X) - More useful for a Shortbow than a Longbow, IMO (despite both benefitting.) Still handy for cooldown reductions - Longbow 2 has almost no downtime with it, however, so there's that. Off-hand Training (W. Survival VII) - There's really no offhand weapon that DOESN'T love this. Offhand axe's biggest flaws are its cooldowns, Torch loves the added range to both Throw Torch and Bonfire, Warhorns can keep Call of the Wild up a lot more... well, and Daggers can do their thing too, I suppose. Martial Mastery (W. Survival X) - No reason for a Greatsword/Sword user to not have this short of not wanting to invest in the trait line... but if you're building evasive, the weapons affected are all about blocking/evasion/counterattacks, so why WOULDN'T you? Nature's Vengeance (Nature Magic VII) - On the off chance you run spirits, they're likely to die to the first stiff breeze that comes their way. This makes them explode into an area blind/chill/immobilize+cripple/damager hands free, which are basically the only use of spirits at this point until they go the way of the Warrior banner (and I was a sad, sad fool who deluded himself into thinking Spirits were useful for the longest time.) Enlargement (Nature Magic X) - Beastmaster builds only. 25% damage increase is the big selling point for it - the stability for your pet is just a bonus. It's a hands free Signet of the Wild without the two minute cooldown! Rending Attacks (Beastmastery VII) and Vigorous Training (Beastmastery X) - The former for offense, the latter for defense (the other two 20-pointers don't ever appear that useful, though I suppose Spider cripple could have its place.) Anyways, more bleed stacks/area vigor! Hooray!
25 and 30-pointer traits Precise Strike (Marksmanship 25-point) - Both your pet and you will always critical hit on the first strike. Not too shabby. Signet of the Beastmaster (Marksmanship XI) - The novelty value of a giant Asura will not be lost on the enemy. 25% damage bonus + stability for twelve seconds is nothing to sneeze at, nor is six seconds of total invulnerability (the other two signets are more useful when NOT activated, however.) The cooldown's harsh, but it provides the Ranger with some added utilities they might not otherwise need on a trait line they actually use. Hunter's Tactics (Skirmishing 25-point) - If you do your job right while roaming, enemies will be running away from you. This causes you to hit harder for free. What's not to like? Trap Potency (Skirmishing XI) - If you can get beyond the hefty trait investment, this would be awesome for trappers, especially those with condition builds. Bleed/Chill/Burn/Poison duration is doubled, and the already quick-to-recharge traps have cooldowns similar or lower to your weapon skills. Is it worth it? For WvW... yes. Moment of Clarity (Skirmishing XII) - Frequently causes you to deal 150% damage if you ever utilize Longbow 4/Greatsword 4/Greatsword 5/Shortbow 5/Spear 4. Clipping a lone person while roaming with Greatsword 5 is pretty much grounds for them to die, to boot. Peak Strength (W. Survival 25-pointer) - Meh, free damage, even if it's not likely to ever stay up. Empathic Bond (W. Survival XI) - A shadow of what it once was, but still wonderful and one of the only sources of Condition Removal a ranger can manage. It *will* save your ass in a pinch in WvW. Bark Skin (W. Survival XII) - 30% damage reduction is huge. Beastmasters will love the DR for their pet, allowing them to heal and keep attribute stacks up, while everyone else will like the added breathing room to pop Unguent, which makes a low health ranger remarkably tanky. Bountiful Hunter (Nature Magic freebie) - If you're this heavily invested into the Boon Duration line, there's absolutely no reason for you to not run a warhorn and/or have at least one buff up all the time. This translates into both you and your pet hitting harder. Freebies! Evasive Purity (Nature Magic XII) - Blind is the biggest thing that stops you from soloing camps in WvW. If you can stomach the cost, it's not a bad idea to rearrange traits to keep this up if you're bored and uncontested. Nature's Wrath (Beastmastery freebie) - 10% healing to Power. Healing is kind of a bad stat to heavily focus on, but hey, it's there, and you get 25 power from hitting this trait alone. MORE POWER YESSSSS. Instinctual Bond (Beastmaster XI) - The cooldown period hurts it, as did the Quickness nerf, but your pet can pretty quickly rip somebody who's trying to execute you up if this is active/provide you some added disable to stop you from being executed, especially since you can extend it to seven seconds by swapping while on the ground.
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Post by isquen on Apr 10, 2013 22:29:39 GMT -5
Part 3: Weapon Skills (Sigils to consider may come later.) No matter what flavor of utilities you bring to the table, each of your weapons will provide an integral part of your movements and skirmishes in the WuvWorld. One big thing I can stress is that you should always carry spare weapons to suit your needs in any specific type of gear - for instance, carrying a Warhorn is great for travelling long distances, but its damage is going to be wasted if you have no power; meanwhile, a Torch is great for our typical Might-bomb tactics (fire fields on demand!) but in a skirmish or a lonely situation, your damage is going to suffer simply by means of having poor Condition Damage if you're in the wrong gear. One big thing to note is that a lot of your weapon skills will provide passive benefits to your pet when active, which is placed into the balance of the class, and therefore an excuse to weaken most of our abilities. Still, they bring some utility to the table, so I give you, by effective ranges:
Melee Greatsword - Greatswords are big, bulky, and clunky hard-hitters. They also appear to be ANET's baby and keep getting buffed, so picking one up is decent for now, but not for offensive purposes: through and through, despite appearances, Ranger's Greatswords are a mobile, defensive-focused weapon. 1-chain (Slash, Slice, Power Stab) is slow to connect, but the final hit provides a moment of automatic evasion. 2 - Maul - It has a noticeable windup and animation (gigantic phantasmal bear!) which makes it easy to dodge, but hits HARD and causes a couple stacks of bleed. 3 - Swoop - A mobility tool, used to quickly enter a fight (and apply Leap finishers) or to run away (providing you lose your targets while doing so.) Using it will burst you forward faster than any Swiftness. It has some side abilities built into it if you fall off a short cliff to extend your horizontal distance, but it'll cause you a bit of lag while your "wings" puff out again. It's also Greatsword's highest damage ability if you don't count the bleed from Maul, so bear that in mind. 4 - Counterattack - A defensive ability through and through, with a couple of nuances to it. If you stand still and are hit in melee range, the ability ends and you knockback your assailant (and nearby people) with a kick. If you are moving while hit with it, you will remain blocking but not counter. Finally, if you hit the ability again, you perform its followup (providing you're not in motion): 4-followup - Crippling Throw - You throw a goddamned Greatsword. You THROW. A Greatsword. It only causes moderate damage, is mid-ranged, and causes three seconds of cripple, but you're still throwing a damn Greatsword. Functions as a 100% projectile finisher on the fly. 5 - Hilt Bash - You perform a quick, low-damage hit that Dazes (from the front) or Stuns (from behind.) Also, it gives your pet an Attack of Opportunity, even if it doesn't connect, which causes your pet's next attack to deal 150% damage.
Main-hand Sword - In fitting with Ranger's melee-theme, Main-hand Sword is a defensive weapon, albeit much more offensive than a Greatsword. While your damage will not compare to a class that actually focuses on melee-range damage, it brings evasion-games to the table to rival a Thief and Mesmer (but not surpass, God forbid.) 1-chain (Slash, Kick, Pounce) - The second hit cripples and enemy and unfortunately roots you in place, if you leave mainhand Sword on auto-cast for the third hit to go off (a well-known bug.) It's a very fast autoattack chain - I believe it is amongst the fastest in the game when Quickened! Low damage, though, but it's more for pinning a foe down and having your pet maul it than yourself - after all, the third attack gives it a stack of Might. 2 - Hornet Sting - Strike for moderate damage, then leap backwards - during this leap, you are considered "evading" and your followup attack will ready itself for two and a half seconds. 2-followup - Monarch Leap - Deals higher damage than Hornet Sting and performs a Crippling attack at your target. You can actually leap further with this forward than you can the backwards attack from Hornet Sting. A big thing to note for both of these abilities - set a "Quick Turn" key for evasive maneuvers, as you can Hornet Sting away from your foe, quick turn, and Monarch Leap even further away, if running across a Zerg. It can be used out of combat with practice, but it's more effective when your movespeed is reduced inside combat. Another thing to note for this ability - it's a Leap finisher. Handy for a quick Healing burst if you throw yourself in and out of a Healing Spring on the fly. 3 - Serpent's Strike - Deals moderate damage and poisons the target after a weird, evasive maneuver (that will put you close to the target if you're far away.) As with most melee abilities, there is some automatic Evasion built into it, and the poison duration is fairly decent - 6 seconds on connect. There is a rather huge tell for it, so it's difficult to connect in a 1v1 situation, but it's pretty easy to poison multiple enemies in a pitched battle.
Off-hand Axe - Axes are a delightful main-hand weapon to use, but they can serve some excellent utility in a pinch in the offhand slot. Their main purpose is providing combo finishers in cramped situations. 4 - Path of Scars - Despite being in the melee section, offhand Axe is more useful for its fifth ability. This is evident in path of scars, a generic boomerang attack that deals moderate damage. It was considered so weak for a while that recently its damage was doubled and STILL you rarely see offhand Axes. Regardless, it's a 100% projectile finisher with no strings attached, so there's that to consider. 5 - Whirling Defense - The tooltip lies to you. The only above-water source of Whirl combo finishers for a ranger, Whirling Defense roots you in place but has a bunch of wonderful benefits. First, it reflects projectiles; it doesn't block them, like it claims. Second, it provides stacks of Vulnerability each time an enemy is hit by it. Third, it does a large amount of damage over a little bit of time. It's one of my favorite things to do in small battles - use it with a Flame, Frost, or Healing field beneath me then spin and provide the Bolts benefit in an area around me, while punishing any thieves/warriors that get too confident in their ability to murder me (and annoy enemy rangers straight out.)
Spear (Aquatic only) - Rangers are surprisingly beefy at underwater combat. Spears are essentially Greatsword 2.0, with more damage output in a faster period of time while remaining defensive, and the only other source of Whirl finishers for a ranger. 1-chain (Stab, Jab, Evasive strike) - Quick, hard hitting, and multi-target short range attacks. No muss, no fuss, just straight up damage. 2 - Swirling Strike - Deals a quick chain of moderate damage, provides a Whirl finisher, and reflects projectiles for one to two seconds. As a heads up, if your 1-chain is in autocast it may self-interrupt, so consider turning autocast off when underwater. 3 - Dart - Grow a phantasmal shark head and dash at your target. It's like Swoop, only it bleeds your target a bit, causes five stacks of Vulnerability, and gives your pet swiftness. And yes, it counts as a Leap finisher, too (but it's harder to take advantage of, with no Healing Spring access; however, using the instant ability of the Reef Drake underwater can give you some Chaos Armor in a solo situation.) 4 - Counterstrike - This is similar to Greatsword's counterattack, but a bit higher damaging. You block, and the first attack that connects with you will be knocked back with a hard-hitting kick. If you opt to cancel it early without being struck, you can perform the followup attack instead. 4-followup - Counter Throw - Throw your spear. Hits for moderate damage and provides a 100% projectile finisher underwater, but nothing special otherwise. 5 - Man O' War - Phantasmal Jellyfish. Scary. Five rapid attacks, with the highest damager being the last hit - on this higher damage last hit, anything struck is immobilized briefly. Fairly difficult for an enemy to dodge all the hits of it, but it doesn't deal too terribly much damage; it can, however, cause multiple Bleed-stcks for if you have the "Bleed on Hit" trait active, or the "Remove a Boon on critical" sigil on your spear.
Middle range Main-hand Axe - If you use any sort of Condition build, this is your bread-and-butter main-hand weapon. It's strictly offensive and has access to multiple 20% projectile finishers, but isn't a straight-up Power weapon (unlike if you were, say, a warrior.) 1 - Ricochet - Deals light damage on up to three targets. I'm not certain if it's still possible to bounce an axe between two targets so the initial target gets hit twice to make its damage more respectable, but... well, it's a fast attack, so that helps. 2 - Splitblade - Launch five axes in a narrow cone. It will bleed and damage everything it hits - targets especially close or large can be hit by multiple axes. It has some decent range to it and can hit multiple targets with no trouble, but the damage will suffer the further away a target is. 3 - Winter's Bite - Lob an icy axe in a weird arc to deal minor damage and chill the first enemy that it hits. It's decent to use as an opener, especially since its projectile speed is so slow that it might force a dodge and still connect with its target. The main benefit of it (apart from Chill on demand) is to give your pet a buff that, for the next 15 seconds, its first attack will inflict Weakness for ten seconds. Tagging a runner with this ability generally wrecks their day.
Off-hand Dagger - Generally used for evasion tools and a bit of added conditions, the dagger deals some pitiful damage in its own right but anything they connect with is generally going to hurt in one way or another. Its abilities are generally useful for one on one situations and thus not entirely useful for WvW play; one benefit, however, is that they have impressively quick cooldowns for an offhand weapon, enough to keep poison on one target 100% of the time if done properly. 4 - Stalker's Strike - Deal light damage and poison your target for ten seconds, while evading for about a second and a half. Quick to hit, but low range - it's generally used with a Sword mainhand to keep Evasion and is pretty useless when it comes to group combat. 5 - Crippling Talon - Moderate damage 100% projectile finisher that causes six seconds of cripple and three bleedstacks to the first target it hits. It suffers by nature of being a slow (in comparison) projectile that's easily dodged by strafing if far enough away from the ranger... plus it can be intercepted by another target midflight. All in all, I wouldn't recommend the dagger (though it's been getting some buffs lately.)
Off-hand Torch - No tricks with this one. Rangers don't play the magic game like Guardians and Mesmers, they just light shit on fire and call it a day. Obviously not a power weapon, even more obviously a tool to burn the world gwahahahahem. It should be noted that if you're WvWing with us, you are going to want one of these puppies at all times, given it gives fire fields on demand. 4 - Throw Torch - Lob the torch in an arc/speed similar to main-hand Axe Chilling Bite. The first target it connects with gets burned for a long duration and takes mild initial damage. A good opening attack if you use a Sword, a better followup attack if you use an Axe. 5 - Bonfire - Area denial ability, it sets up a fire field underneath you that ticks for a second of burning and mild damage for any enemy inside it. Its real purpose is to provide an eight-second fire field, but it should be noted that if you trait into Offhand Training its range will rival a trap without the need to spring it.
Long-range Warhorn - A good candidate for Ranger offhand if you don't like running Signet of the Hunt, a Warhorn is mostly used for out-of-combat/precombat situations to get where you and your allies where you need to be going, or to annoy the heck out of a single target from a distance when combat begins. It's a support weapon through and through... but dear God! It's better than a warrior at something! I consider it a Longrange weapon because, while its max untraited range is 900 units, Hunter's Call is generally used when approaching an enemy 4 - Hunter's Call - A long cast-time ability that deals moderate to heavy damage over time as birds swoop down to kick the crap out of the unfortunate target. Decent for "proc-on-crit" builds, too - each hit of it has a chance to critical, and if it connects (which it will, if you don't interrupt its long cast time) it is incredibly difficult to dodge every hit. I consider it a long-range attack, because while it has a similar range to the other offhand weapon abilities, it will continue to track its target until the ability ends or they break line of sight with you. And let's be honest - if you're being pelted by birds, you're going to panic. 5 - Call of the Wild - Provides a long-lasting Swiftness, Fury, and one stack of Might in an area centered on the Ranger. From what I understand, Fury is one of those buffs that a lot of classes have access to, but generally via traiting into it or using other special circumstances. This skips the middleman, and plays into one of Ranger's biggest strengths, especially for how long it lasts.
Shortbow - Generally, if you mention Rangers to anyone who cares, there is an ongoing debate on which of the two bow-types are better. Shortbows are just as long-ranged as Longbows, but are more for inflicting Condition damage than raw damage output, and aiding in the Ranger's theme of evasiveness while crippling an enemy. It's generally more useful than a Longbow if an enemy is running away from you. Damage output isn't what it used to be after Crossfire was nerfed due to QZ, but strangely Crossfire wasn't buffed back up when QZ was nerfed. It is, however, much more useful than a Longbow when interacting with Fields, what with all the 100% projectile finishers in its skillset. 1 - Crossfire - Standard autoattack that will add a 3-second stack of Bleed to its victim if they're facing away from you when the arrow connects. It actually takes longer to activate than its tooltip indicates, but even so, if you fire this blindly into a fray with Piercing Arrows equipped, the damage can really start to stack up. 2 - Poison Volley - Deals light damage in a cone. Remember Splitbade for main-hand Axe? Same thing, only longer range, and the shots poison for two seconds instead of bleed. It should be noted that it can "shotgun" poison a target, just like Splitblade, if you're at extreme close range, bumping the duration up from 2 to 10 seconds max, and the arrows pierce naturally without needing the Piercing Arrows trait. 3 - Quick Shot - Hop backwards and shoot a 100% projectile finisher at a long range for light damage. If the shot hits, you gain a brief burst of Swiftness (and you're evading during the leap-back period.) REALLY short cast time, so can usually be used as a followup to put some distance between you and a target. 4 - Crippling Shot - Cripple #2385 on a 3-second base duration for the Ranger. Same range as the other shortbow abilities, same low damage. It also adds a bleeding stack to the target hit, and also makes your pet have its next three attacks bleed for 5 seconds. Minimal (if any) cast time, and another 100% projectile finisher. Used to be home to a Skyrim reference. Meh. 5 - Concussion Shot - Low damage, 100% physical projectile finisher, same range as all other shortbow abilities, yada yada yada. Stuns if you hit from behind. Useful with the Moment of Clarity GM Trait in the precision line.
Longbow - Supposedly, Ranger's forte (even though Warriors can outDPS with their own at slightly less a range...), Longbow is a raw damage weapon through and through, but it's not without its own utility (even if its keepaway is a bit... well... weak.) Unfortunately hit quite hard by the Quickness nerf, but still useful in its own ways. 1 - Long Range Shot - 20% projectile finisher that deals more damage the farther away your target is when it connects. All too easy to miss entirely with "Out of Range!" if aiming for max damage without the Eagle Eye trait, unfortunately, but it still hits decently hard with a midrange shot. 2 - Rapid Fire - If you're using a Longbow in combat situations, this is one of your two main point-defense tools, which fires off ten arrows in rapid succession that each deal light damage. If quickened by a Mesmer or by Quickening Zephyr, it's your main source of burst damage. It kind of stinks in large clashes, as you'll get a bunch of "jump in front of the bullet" situations without the Piercing Arrows trait, but it should be noted that you can move and reposition yourself while the arrows are firing off, so you don't get one or all of the arrows blocked by a moment of bad positioning. 3 - Hunter's Shot - Give your pet Swiftness for a brief time and, if you hit an enemy with the arrow, apply ten stacks of Vulnerability to them. A single Ranger with at least fifteen points invested in the Marksmanship trait line can, with the pet attacking in conjunction, cause 20 stacks of vulnerability on a target (and 10 to any behind them, with the Piercing Arrows trait.) It lacks a cast time and comes out near instantly, so there is absolutely no reason you shouldn't lead with this. It's one of the two 100% projectile finishers, to boot, so try and make use of it in a clash by shooting through a fire/poison/smoke/dark/ethereal field. 4 - Point-Blank Shot - Having half the range of the other projectile abilities, the whole purpose of Point-Blank Shot is to give yourself some breathing room if you have a Thief/Warrior breathing down your neck. It deals some moderate damage in its own right, but has a slight windup cast time (but little wind-down, which lets you follow it up with an ability of your choice.) ANET has acknowledged that it's somewhat unimpressive for keeping foes at a distance, so expect some changes to it in the distant future. 5 - Barrage - If you aren't using this in WvW, you're doing it wrong. Barrage keeps you rooted in place while you cast it, but essentially mimics an arrow cart in form and function, crippling and damaging up to five units in the AoE up to twelve times. Its only real flaw at the moment is the whole "rooted in place while casting" thing, but it's all too easy to score multiple loot bags with even a modest amount of Power. And yes, each individual hit can crit/proc critical effects such as boon-stripping or bleed-on-hit.
Harpoon Gun (Aquatic only) - Further cementing Ranger's place as being underwater, the Harpoon Gun combines the long range Condition-dealing prowess of the Shortbow with the bouncing of a main-hand Axe and the area control of a Longbow. The theme of it is "slow, low damage abilities that quickly spiral out of control." Almost like an aquatic, wieldable necromancer. 1 - Splinter Shot - a bouncing, low damage shot that adds a 4 second bleedstack to any target hit by it. Pitiful damage even after a buff, but the bleed stacks do add up quickly, and it bounces nicely, too. Functions as a 20% projectile finisher. 2 - Coral Shot - a slow-moving shot that deals moderate damage and 1-4 stacks of Bleed depending on how far away the target is when you hit them with it. Note: you will basically never hit a player with it, but it's decent for the close-range cripple, at least. 3 - Feeding Frenzy - A moderate windup, slow moving attack that will bombard the area where it hits with a large damage over time effect; it also gives your pet a brief Fury buff when cast, for if you want to play Catsassin underwater. 4 - Mercy Shot - a standard moderate damager with a light windup. The important thing to note is it will deal 95% more damage if the target is under 33% health, and half that bonus damage if the target's just under 60% health. Best used in the middle of a fight unless attempting to take advantage of the 100% projectile property. 5 - Ink Blast - Make like an octopus and blind the area where you just were for six seconds (base duration,) launching yourself backwards in the process Why it doesn't provide a combo field is beyond me (let's face it, Smoke/Dark field would be perfect here) but it's important to note that it is one of the Ranger's three sources of blindl Try to take advantage of it by quickly swapping to a Spear and hitting your Dart ability for a heavy hit.
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Post by isquen on Apr 11, 2013 0:28:31 GMT -5
Guess I'll type up a quick part about class synergy to boot, since I'm apparently too tired to play properly tonight, whether you're running in a small squad or a large group.
Rangers + Rangers - Two condition rangers running hand in hand can hemmorhage small groups, if they're careful with their evasive abilities/the group doesn't contain Ride the Elementalist # 283457. Flanking tactics can easily stack up some heavy bleeding on lone runners if they catch someone alone.
Rangers + Warriors - This is pretty straightforward - the warrior drops banners and shouts to keep conditions off himself and the ranger while the ranger provides boons and fields, then picks up the banners and presses 5 to blast 'em. If they're better at damage, give 'em a little nudge by throwing Chill traps or one of your many cripple abilities on isolated targets for them to finish 'em off.
Rangers + Guardians - Use your torch so they can use their hammer. Wham, you just contributed to a large portion of your group getting might stacks (and then they can swap to Staff and buff up another 12!) A trapping or barraging ranger + warding guardian alone can make a choke point a veritable hell to traverse while the allies pick up some quick defensive siege or buffstacks.
Rangers + Elementalists - Dagger elementalists will appreciate the masses of cripple the rangers can put out, while the ranger will appreciate the added offensive pressure towards anyone who approaches. Consider using fields if they're staff elementalists (though they can provide their own) and try to have the elementalist run with Arcane Blast for an easy, quick Blast finisher.
Rangers + Mesmers - a fun little tactic I used to do was to keep a Siamoth pet and have him forage for Plasma and have an allied Boon Duration mesmer use it, then activate it and Signet of Inspiration to give every boon to a number of people around her. It's not the most reliable method, given the RNG nature of Siamoth's F2 and the fact it *drops on the friggin ground*, but there you go.
Rangers + Thieves, Rangers + Engineers - two flavors of the same thing. Group-oriented thieves and defense-oriented Engineers can quite readily bunker down an area, flooding it with traps, turrets, and all other sort of nasty things for your AoE damagers to take advantage of. Condition Rangers will also appreciate venom-share thieves, as it frees up an extra utility slot or two.
Rangers + Necromancers - If the enemy doesn't have at least six different conditions on them at once, you're doing this combo wrong, plain and simple. You can also play up the strength in numbers angle if you WANT, carrying a Hyena pet with a minion master Necro, but you'll probably just get laughed at. Also: Rangers and Necromancers make a good guerrilla force for supply camps, with Necromancers providing the field necessary to Lifesteal and therefore bypass Righteous Indignation (short of getting a group of people with Retaliation and blocking the NPC with your face.)
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Post by alaric on Apr 14, 2013 4:17:13 GMT -5
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Post by eriond on Apr 14, 2013 11:51:50 GMT -5
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Post by isquen on Apr 15, 2013 12:35:59 GMT -5
But I *like* my walls of text! D:
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