Ranger Tankiness

Description

Introduction

MADE SOME (MORE) CHANGES!

THIS BUILD ROCKS!

Played in multiple sPvP rounds and in total, I died 3x out of 16 or so matches, and usually when I got ganged up on and CC to death. You will pretty much eat a death as any class. But man, lemme tell you, you can deal some damage, and survive to tell everyone about it.

I ran my build EXACTLY as listed above, and this build was AWESOME!

Traits

I wasn't going damage in this build, more or less for survivability.

MARKSMAN
Again, this line is very synergestic for being a ranger in general. Power increases how much damage you do, and increases the durations of conditions you apply. However, for this build, I used the MM line for the remaining 10 points I had left over from my other skill lines. I chose:

*edited*I: Steady Focus I originally had Signet mastery so that you can enjoy the benefit of having a condition wipe. I used Healing Spring very liberally for that very reason, and I used a bear pet for this as well.

You can use Signet mastery in place of this skill, but I chose to go with the increase in damage. Pair signet mastery with Signet of renewal for the passive regen and the condition wipe. That way, your signet recharges faster so you can have another condition wipe ready to go as soon as possible.

WILDERNESS SURVIVAL
This line is great for condition builds, but it is also a great utilitarian build. It is a survival line and kinda makes sense to use it in a 'survival' build. I chose:

VI: Wilderness Survival. Since most my skills are, once again, survival based having a 20% cooldown is highly desireable in a fast-paced match. The more CD's you can fire off, the better off you are.

*edited*VIII: Oakheart Salve Nothing like having mounds and mounds of regen! What conditions do people throw around like its popcorn in a really bad B-Movie? Yup, that's right. With this, conditions like burning, bleeding, even poison was little more than a nuisance. Between this and signet of renewal, I rarely died to condition damage that was bleeding, poison or burning.

XII: Bark Skin. Because this is a survival based build, having a way to mitigate the damage, and perhaps retreat to safety and heal, is an added bonus.

NATURE MAGIC
I chose this line, again, for the increase in vitality. The Ranger has a lot of Hps and Toughness, making this character harder to hurt and harder to kill. Any boon you receive, it lasts longer, making benefits to you a lasting benefit. I chose:

III: Nature's Bounty. Any regen lasts 33% longer. This is nice because the more healing you have, the better. More heals = you less likely to die.

I: Circle of Life. Create a healing Spring on Death. Yes please. With regen lasting longer on you, having a way to heal yourself on down means you have a greater chance of getting up and getting back in the fight.

*edited*V: Strength of Spirit You have a lot of vitality, why not put it to good use? 93 power seems minimal, but I assure you, combined with all your other damage increases, you pack a punch. You can use Two-Handed Training (since this affects your spears as well) or go with evasive purity. Evasive purity was SO much better in BWE1 than it is now. As is, it's useless.

NOTE: With the recent change in Ranger 'downed' skills, this method is a GREAT way to recover quickly and get back up. Lightning Strike (our interrupt) is great if you time it just right. Instead of using it right away, wait. Most people jump on you right away and try to 'F' you. If it is just one person, wait until they are just about to jump into the air *then* trigger your skill. This will interrupt them right in the middle of a down, making them have to start all over again, and perhaps, *just* perhaps, your healing spring and your pet and your own heals will enable you to get back up before you are down. Use your new '2' downed skill wisely, don't blow it right away.

Weapons

WEAPON SET #1

Greatsword

It's a tanky weapon. It's slow, but it packs a punch! Quickening Zephyr can be used to speed things up a bit, and punch out a lot of hardcore damage. You can use it to block, or stun an opponent, or even to chase down that fleer. Also, the real benefit (and strength) of this weapon is the large arc radius. If you position yourself correctly in a fight, you can hit as many foes that fits into the greatsword swing. Very useful agaisnt troublesome mesmers who think that clones with disguise who they really are. WIth a GS, you don't *have* to guess. Just hit them all until they are dead.

Sigil: Sigil of Superior Force. Wouldn't you believe it? This, by far, was the best used sigil for this build. However, you can use Superior Sigil of Stamina, oR Superior Sigil of Restoration

WEAPON SET #2

Axe and Warhorn

Again, I like Call of the Wild buff. It's great for damage, its great for your team, since it is a team buff. I changed the Longsword out for Axes, since the huge downfall of this build is having no ranged, and therefore, easily kited. Axes is to provide a way to discourage those bleeding kiters, and also, the chilling bite will help to snare them, hopefully long enough that you can close in on them and get them back into your greatsword.

Sigils: Sigil of Superior Earth (for the bleeds) and Sigil of Intelligence for the 100% crit.

Utilities

HEAL

Healing Spring.

I chose this for a number of reasons. 1) I chose Nature's Bounty, and since this has a regen component, that means I get more life. 2) It removes conditions from you and nearby allies! Bonus!!

UTILITIES

6: Quickening Zephyr. Not only do you attack faster, but your skills also refresh quicker. A boon for any ranger.

***NOTE*** Quickening Zephyr on this site, and the tool tip in game does not state the downside to this ability. While this ability is active, the ranger CANNOT HEAL. This is a very critical point to make, since this is a defensive build. Using this ability is extremely tactical, and should only be used if you are in no danger of allies aiding your opponent and you can, for sure, finish off your opponent.

7: Lightning Reflexes. In case you *need* to get away. This will also restore some endurance, in the event you need some.

***edited***8:I put Sharpening Stone back in since maul has bleeds in it, and now that I use axes, I once again have a reason to bleed people. Is this a bleed build? No, but you can utilize it to your advantage. It's just a utility you have in your mighty arsenal of awesomeness.

[color=#ff0000]ELITE

Rampage as One. I like the buff, I do. It's a bias, and so it was a personal choice, but you could use Spirit of Nature, for the regen. Between these two, it is a choice of preference, as both will be of equal value. The only elite trait that isn't really worth slotting is Entangle. First off, the Sylvan racial is 10x better, and secondly, if you know what Entangle does, people can free themselves rather easily from your roots, leaving you with an erroneously long CD for nothing.

NOTE: ***TRIED*** Yes, if youi trigger the Spirit of Nature's toggle ability *right* before you go down (withing 2-3 secs...) the spirit WILL revivie you and you can frustrate those trying to kill you to no end. This is a reason to *have* spirit of Nature, if nothing else. I still like Rampage as one.

Equipment

AMULET

Soldier Amulet. Chosen for the vitality and toughness. You are a tank after all, act like one Soldier! :p

RUNES

I chose Superior Rune of Melandru. I did so for obvious reasons. First off, more toughness! Secondly, it decreases the time of conditions and stuns!

PETS

Bears and Arachnids. BEARS!! BEARS!!! BEARS!!! Brown Bear to be exact! They will purge conditions from you! This is key! That and they will cats defy pain, which makes you immune to damage for a short time.

Gamplay

This build was phenomenal. I know many may not agree with my choices, and I guess because it's abuild suited more for my type of play, it REALLY worked out well. Not kidding, over 10+ games straight and as few as 3 deaths, give or take a few downs with strategical rallies.

This build performed above and beyond my expectations. I could defend a point against 2-3 of my opponents, and still be alive when help arrived.

I hope you enjoy this build, and I left wiggle room to adjust it more toward your style of play. Enjoy!

Author: chintae
Tags: Survival, GS
Views: 5275
Type: PVP
Rating: 50% 2 voteup 2 votedown

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Comments

817 days ago

Hey on this build wouldn't you want to focus on condition damage mostly rather than straight up damage as your traits seem to be leaning that way and your weapons do have some bleed abilities on them. +1 for the guide

817 days ago

Thank you for your reply.

No, I didn't want to go condition damage. ( I have another build based around condition(bleed) ) The GS 2* skill is the only bleed ability in this build, and I didn't want to focus on damage, but on survivability. Any burst damage you are going to get is going to come from quickneing zephyr.

This is more of a point defender build and less of a bash build. You have the ability to burst, if needed, if you can afford to do so.

817 days ago

I am happy about one thing about this post you have a Description i can copy and paste so i don't have to spend all day typing to reply to this.

Equipment
AMULET
Soldier Amulet. Chosen for the vitality and toughness. You are a tank after all, act like one Soldier!

-you should think about using knight's amulet the reason for this is "CRIT". There way too many good things that proc because of "CRIT" to not have at least 30% in any build you use.
RUNES

-I choose Superior Rune of Melandru. I did so for obvious reasons. First off, more toughness! Secondly, it decreases the time of conditions and stuns!

(Most skills that use a stuns are on along (CDs/haymaker animation) so all you really have to do is dodge roll out of the way and you'll be good till its up again. what you would be better off with is Superior Rune of the Dolyak. It is a better choice since it has vitality and health reg.)

817 days ago

Utilities
HEAL
Healing Spring.
I chose this for a number of reasons. 1) I chose Nature's Bounty, and since this has a regen component, that means I get more life. 2) It removes conditions from you and nearby allies! Bonus!!
-i have no problem with this heal think its great

UTILITIES

6: Quickening Zephyr. Not only do you attack faster, but your skills also refresh quicker. A boon for any ranger.

-This site doesn't have the BWE3 tooltips for the quicking UTILITIES but for rangers you cant be healed during that time. so for what your trying to do its a bad pickup.
-"Stone spirit" seems to be a better skill since for 60sec it has a chance to give protection which is pretty nice

7: Lightning Reflexes. In case you *need* to get away. This will also restore some endurance, in the event you need some.

-i have no problems with this skill

8: Muddy Terrain. I chose this because I was thinking of kiting people in the mud, or even using it to deter run aways, or dropping it to slow down any pursuers in the event *I* need to get away. Again, survival is key

-muddy terrain only seems like its a pain for one role and that is melee.
-signet of renewal is a lot better for survival since condition removal is amazing being able to drop a 25 stack of bleeds is very nice.

.

817 days ago

ELITE

Rampage as One. I like the buff, I do. It's a bias, and so it was a personal choice, but you could use Spirit of Nature, for the regen. Between these two, it is a choice of preference, as both will be of equal value. The only elite trait that isn't really worth slotting is Entangle. First off, the Sylvan racial is 10x better, and secondly, if you know what Entangle does, people can free themselves rather easily from your roots, leaving you with an erroneously long CD for nothing.

-the only thing you get with rampage as one with your current setup is 20s of stability. well spirit of nature not only heals but its toggle skill can remove conditions and revive downed players.

Weapons
(with this current build you only have a 4% crit chance but if you go with what i have above it well be at 35% which is alot better)
WEAPON SET #1
Sigil: Sigil of Superior Fire. It's an AoE weapon, why not an AE sigil? Felt like trying something new. Voilia!

-Sigil of Superior Purity has a 60% chance to removes conditions on proc every 10 sec very nice if your trying to park yourself in one spot.

WEAPON SET #2

Sigils: Sigil of Superior Battle (for the might stacks) and Sigil of Intelligence for the 100% crit.

- both of these sigils give you nothing you could use i would say put on another Sigil of Superior Purity (above) and pickup a Sigil of Superior Energy for the 50% endurance gain on weapon swap. (dodge roll ftw)

817 days ago

MARKSMAN
Again, this line is very synergestic for being a ranger in general. Power increases how much damage you do, and increases the durations of conditions you apply. However, for this build, I used the MM line for the remaining 10 points I had left over from my other skill lines. I chose:

V: Predator's Instincts. Yes, I do like this skill, a lot. Since the GS is a slower weapon, running down fleers is a hassle I'd much rather avoid. If they are crippled then keeping up with them to finish them off is a bonus, and something less likely to come back and bite you in the
-SKIRMISHING
-the 10 points would be better in the Skirmishing line picking up "Primal Reflexes". what these 10 points give you is swiftness on weapon swap and vigor for 5sec on a 15sec cd when you are crit. (what vigor does is give you a 100% endurance regain) so your able to dodge more.

Wilderness Survival

VI: Wilderness Survival. Since all my skills are, once again, survival based having a 20% cooldown is highly desireable in a fast-paced match. The more CD's you can fire off, the better off you are.

-this one is a good choice i liked it

X: Hide in Plain Sight. In those times you get stunned or dazed by that person who is about to unload all his damage on you. Calmly walk away and re-engage when he has blown his CD's. Most warriors or Thieves are one trick ponies like this and once their CD's are blown they hav little other skill to make up for their missed oppurtunity

-this has the same underlining problem that the thief stealth has and that is even if you are stealth it doesn't removed the "condition". AKA its true that you well stealth from the "bull's rush" knock down but all that means is that the warrior doesn't see you as he doing the "100 blade".
-what i would replace with this is "Oakheart salve" its proc a 5sec regen every 20sec when you take a blee

817 days ago

XII: Bark Skin. Because this is a survival based build, having a way to mitigate the damage, and perhaps retreat to safety and heal, is an added bonus.

-this skill is so under powered it hurts 30% reduced damage at 25% hp is lame on so many levels at your current hp pool you would have this at 6130hp so that reduced damage only really give you if 1839 bonus hp.
- the skill i would use for this build is "Empathic Bond" its pulls a condition off you and gives it too your pets.

NATURE MAGIC (in light of the UTILITIES changes)

Nature's Bounty. Any regen lasts 33% longer. This is nice because the more healing you have, the better. More heals = you less likely to die.

- "vigorous spirits" 100% more hp on your spirits is very nice since they help you alot you should buff them up some.

Circle of Life. Create a healing Springon Death. Yes please. With regen lasting longer on you, having a way to heal yourself on down means you have a greater chance of getting up and getting back in the fight.

817 days ago

- i had no problem with this one at all personally

Nature's Protection. If you get hit for more than 20% of your health, you automatically recieve a protection buff (33% less damage taken) for 5s. Again, this is about protection and survivability. This is a much needed skill. After all, as durable as your making this build, YOU ARE STILL WEARING LEATHER!

-sadly like "hide in plain sight" that is misleading. With your current setup the point which is needed for the skill to proc in a single hit is 4905hp. what this means is that someone had to blow a big CD like and 11k "kill shot(warrior)" for this to proc but that in its self is the joke it doesn't reduce that 11k hit you just took. Also you well have a lot of high damage skill like "100 blades (warrior)" and "unload(P/P thief)" bypass this skill since they are doing a lot of little hits in a short period.
personally i am between two skill for this one and that is:
1)nature's vengeance: spirits use there toggle skill when they die which is..
a)stone spirit: immobilizing and cripple around it
b)spirit of nature: remove conditions/revive down player
2) Enlargement: your pet gets the "rampage as one" buff when your at 25% hp

the changes I suggest still keep in line with what you had in mind for your build as a "Point Defender" . Now with the build you get much needed condition removal, more heals and dodges to help you stay up longer. making you more balance to hold off not only melee but range aswell.
here a link for easy viewing it
http://www.gw2build.com/builds/simulator.php#1.6.12.3.0.21.37.37.0.31.133.147.144.138.153.3.0.7.0.0.0.394.0.0.411.413.416.421.424.430.0.0.0.0.10.30.30.0

817 days ago

Thank you PinHead for taking the time to review my build and I will carefully consider what you have to say and consider some ofyour suggestions and how they will impact my build.

Aside from what you think, a 33% reduction in incoming damage is bigger than you think. I've played Rift PvP for years and rogues only got a 20% reduction in damage on some skills, and it was more than enough to turn the fight. 33% is huge, I wouldn't shake it off just because your under 25%. That's when it counts the most.

Remember, dodge rolling also gives you this buff. There is tons of potential to be a mitigation tank in this build. I will consider Empathic bond, but 10 secs in a fight is a long time to wait, especially since thieves, necros and rangers can reapply condition stacks faster than your pet can strip them off you.

Again, this is not a damage build, and I Didn't go for crits, or for condition damage, or for spirits or sigils. In BWE3, signet of stone did not provide the 6 seconds of invulnerability. I tried it, repetatively, all with the same results.

Thank you, though, PinHead, you have given me some feedback and some stuff to consider. I will look over my build, make some documentation to my build, and re-evaluate my build, based on your suggestions.

I just want to note that our ideas of point defending vastly differ.

817 days ago

I've only edited one utility/trait while I carefully consider the rest of the feedback. As it stands now, I am satisfied with the build in its current form, but given PinHead's thoughts on the skills he's chosen to nit pick upon, I have some food for thought.

It hurt to lose muddy terrain, but I can always hot switch in the mists and go back and forth depending on what I like.

817 days ago

ill link you a link to the changes i did for this build when i am finish writing it.

816 days ago

You've already got a lot to think about, and I decided not to read through Pinheads comments and give my own view on this build. I guess you may have made a few changes and not thoguht about how it affects the rest of your build based on your comment, but here's some of my food for thought:

You already have two stun breakers, stuns and knockbacks really arent going to be that much of a problem for you, especially with all that toughness and health! I'd consider hide in plain sight a bit of a waste for this build, and would much rather gain the regeneration from Oakheart Salve, something that occurs very often.

The most useful part of signet of renewal is its passive effect. Very situationally, the active effect is useful, and it does make a good stun breaker of course, but I'm not sure if reducing the cooldown of it by 12 seconds has any value at all in this build. I'll have a look at where else I would suggest putting the points later.

I don't know a lot about the greatsword, but I can tell you that a sigil that only provides a proc on crit when you only have 4% crit chance is a waste! Also consider that you have no bonus to critical hit damage, is 100% crit chance on your next hit really worth it? There are far more tanky sigils out there, that provide better bonuses. I'd suggest Superior Water and Superior Leeching for this build.

816 days ago

Again, you have nearly 25k health and 2k toughness, you shouldnt be going down to easily! Even if you do I don't find that rangers have a lot of survivability on the ground, even with an interrupt, its just a waiting game and you have no options once youve used it. Speccing for a trait on the off chance you can get back up when youve been downed is to me a bit of a waste, unless it somehow got you automatically back up again because of the heal.

Have a look at superior runes of the dolyak, very tanky and I think the health regen is actually more beneficial than the conditions you have being put on you, runes are very much down to personal preference though.

I'm not really sure how tanky you want this build to be, but quickening zephyr is an odd choice for a tough spec. You don't really have much of an ability to do burst damage and the protection provided by something like a stone spirit is hugely beneficial. There are also traps that provide kiting opportunities, I just think your build might be better served with one of these options. Quick question, are you looking to defend a point? Or just to run around surviving and generally being annoying? Changes what you're looking for in the build.

816 days ago

I'll start this one in the same vain. You have 25k health and 2k toughness. There are very few abilities and specs in the game that are going to be hitting you for 20% of your health in one shot. I know you havent tested this build yet so I don't blame you, but I can't emphasise enough how much damage reduction that level of toughness will provide. If you have protection up I'd hasten a bet that only a warriors eviscerate would hit for more than 5k, so I don't think this trait fits here really.

Bark skin is another odd choice, its a minimal damage reduction, and while I can see that it would appear useful, it won't stack with the effects of protection and toughness. Toughness reduces incoming damage, say down to 60% in this case. Protection reduces it down further to 40%, so in that case you'd end up saving 12% more damage, but its really not going to be that more beneficial than the reduction to 40%, so anyway you could get more protection instead of this buff would be preferred from my perspective.

I'm going to take a look at the build and make a few small changes, swap the trait slots around and post it here so you can have a look at what I'd do with this idea. I'm not saying you'll take everything from it but at least it gives you another perspective. I'll stay away from spirits, use most of the same slot skills, use the same weapons and amulet and see what I can come up with

816 days ago

http://www.gw2build.com/builds/ranger-tankiness-ranger-tanking-no-spirits-2557.html

814 days ago

wow some great stuff going on here keep it up guys as I am a complete stranger to rangers this is actually quite insightful

810 days ago

UPDATE!

I tried this build in the stress test, and when I wasn't lagging horrendously, this build did fantastic. Against mesmers, even engi's, thief's and warriors, this build was a force to be reckoned with. The only change I made to *this* build above was that I took out Nature's Protection and inserted Two-handed training. Everything else, I left intact.

I 2v1'd a necromancer and a thief in this build and downed the thief without even realizing it and took out the necromancer and then finished off the thief. However, that's when everything changed,

Both this pair came back and snared/ranged kited me adnausm. Even with my condition removals and closers, they could keep me at ranged and kill me without so much a blink. That wound up being the huge downfall to this build.

So, I am thinking..."Two can play that game" and will switch to a longbow or axe/warhorn. What is your opinions? Axe, or longbow?

806 days ago

I thought you might like this read on Toughness vs Vitality

Toughness vs Vitality

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