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