Ranger sPvP | Tournament Greatsword, Shortbow | Team fighter Celestial Ranger
Table of Contents
Summary
Hi folks.
You might know me if you play NA and read the map chat there. I'm the guy that makes it more interesting than PvE people in complete denial about how terrible they are at everything. I have played GW2 on and off since launch and only really play it for PvP. I have been in the top 100 on both LBs at points in the past, but none of that crap mattered at the time since there were only 100 people who really played PvP back then anyway LOL.
The most recent patch changed the game in a big way with Celestial Amulet and a lot of the runes, but mainly Strength runes. I am taking the time to upload builds that use this combo on every class because this is a real opportunity for people to learn new and more versatile builds.
I. Weapons and Skills
- Slice½Slice your foe.Damage: 203Range: 150
- Power Stab¾Stab your foe and evade attacks.Damage: 240Range: 130
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- Crippling Throw¾Throw your greatsword, crippling your foe.Damage: 369Crippled: 5 sCombo Finisher: ProjectileRange: 600
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Weapon and Skill Details
GS / Shortbow is the weapon set here.
SB is the notorious 1 spam weapon that is by far the most faceroll and low risk/high reward weapon in the game for 1v1s and teamfights, so, naturally, you take it. You want to use 3 to dodge, and use 2 and 4 on cooldown. Save your 5 for when they double dodge roll or later on so you can really punish them with your GS and Salamander Drake.
GS is your mobility set to move around, and gets a total of 12% more damage because of traits and Strength Rune. You've got a stun here too so you've actually got the best CC that a Ranger can have with these weapons. Your condi and power dmg makes it possible to run this. The more Power vs. Condi metas didn't allow this kind of flexibility.
For utilities you have condi removal from all of them, so save them for later in the fight. Do not open with Sharpening Stone or Muddy Terrain, save it so you can use those bleeds and immobs to seal the deal later on.
While some builds will steal the boons from your elite, you're still better off because you have CC and dodges to protect them. Safe stomps and Fury are great in team fights and small scale engagements.
As far as pets, you get another stun with the Black Widow, and Salamander Drake to give you burning. Now that pets attack immediately upon activation, you can set up a Salamander Drake with your CC, using Muddy Terrain, while having F2 activated on him to get a nasty burn attack to add to your already strong bleeding and poison barrage. Your spider should be out the most though because of his poison field that you can use to stack so much poison.
II. Traits
Marksmanship
Skirmishing
Wilderness Survival
Nature Magic
Trait Details
You get more bleeds, a second stun break that will make people really mad when it procs, more damage from greatsword, more fury, longer regen, and a totally new playstyle from the Feature Patch through Survival of the Fittest. I love this change for Rangers and it makes them more respectable to play against than AFK Spirit Ranger or AFK Beastmaster.
III. Stat Specifics & Effects
Primary Stats
- Health 24522 (+8600)
- Vitality 1776 (+860)
- Armor 2840 (+860)
- Toughness 1776 (+860)
- Attack 2906 (+890)
- Power 1751 (+835)
- Critical Hit 27% (+27%)
- Precision 1476 (+560)
Secondary Stats
- Boon Duration 30% (+30%)
- Condition Damage 860 (+860)
- Condition Duration 10% (+10%)
- Critical Damage 37% (+37%)
- Damage 1155 (+5%)
- Defense 1064 (+0)
- Endurance Regeneration 25% (+25%)
- Ferocity 560 (+560)
- Healing Power 560 (+560)
- Might Duration 45% (+45%)
- Regeneration Duration 33% (+33%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
You might look at the base power and think "LOL this build sucks" but that's where the math comes in. Might will ramp up your power and condition damage by anywhere from 500 to 800, which makes for a combination of damage that is equivalent to a Berserker and Rabid/Carrion amulet at the same time.
The crazy thing about Celestial amulet is that you get this firepower and still get defensive stats. The math on Celestial amulet is typical Anet throwing a huge buff at something that isn't being used.
Celestial - 3038
Berserker/Valkyrie - 2340
Rampager - 2241
All others - 2208
This is almost 700 more stats than the next highest amulet pool. That's 30% more stats. This makes you much more sturdy and still have plenty of firepower with might stacking, made even easier with Strength and Battle.
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Rune Stat Totals
- Power 175
- Might Duration 45%
Rune Bonuses
PvP Rune of Strength- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Accessories & Jewels
Accessory Totals
- Power:560
- Precision:560
- Toughness:560
- Vitality:560
- Condition Damage:560
- Healing Power:560
- Ferocity:560
Weapon Set Sigils
- Weapon Strength: 1045-1155
- Weapon Strength: -