Ranger sPvP | Tournament Greatsword, Shortbow | Team fighter Celestial Ranger

by Last Updated:
0% (0) Approval 0 Votes - 1983 Views

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

PvP Greatsword
  • Weapon Strength: 1045-1155
PvP
  • Weapon Strength: -
PvP Shortbow
  • Weapon Strength: 905-1000
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Paralyzing Venom45
    Pet skills. Your next attack immobilizes your foe.
    Stun: 2 sDuration: 30
  • Poison Gas20
    Spit a ball of venom that covers an area with a poisonous cloud.
    Poison: 3 s (252 damage)Combo Field: PoisonRange: 900
  • Spit1
    Spit at your foe.
    Damage: 148Combo Finisher: Projectile (20% chance)Range: 900
  • Entangling Web1 20
    Shoot a web, immobilizing your foe.
    Damage: 185Immobilized: 3 sCombo Finisher: Projectile (20% chance)Range: 900
  • Slash½
    Slash your foe.
    Damage: 203Range: 150
    • Slice½
      Slice your foe.
      Damage: 203Range: 150
    • Power Stab¾
      Stab your foe and evade attacks.
      Damage: 240Range: 130
  • Maul¾ 6
    Bleed your foe multiple times with a mauling strike.
    Damage: 296x3Vulnerability: 8 sRange: 150
    • 0
      Vigor:
    • 0
      Vigor:
  • Swoop12
    Run and leap at your foe, hitting them and nearby foes.
    Damage: 517Combo Finisher: LeapRange: 1,100
    • 0
      Vigor:
    • 0
      Vigor:
  • Counterattack3 15
    Block and counter an attack with a kick that pushes foes back.
    Damage: 480Knockback: 300
    • Crippling Throw¾
      Throw your greatsword, crippling your foe.
      Damage: 369Crippled: 5 sCombo Finisher: ProjectileRange: 600
    • 0
      Vigor:
  • Hilt Bash½ 25
    Daze your foe with a hilt bash. Stun them if you hit from behind. Your pet's next attack does 50% more damage.
    Damage: 185Daze: 1 sStun: 1 sRange: 300
    • 0
      Vigor:
    • 0
      Vigor:
  • Healing Spring ½ 30
    Trap. Create a healing spring that heals you, your pet, and your allies. It also cures conditions on allies.
    Healing: 4,920x6Regeneration: 3 s (2340 health)Radius: 240Duration: 15Combo Field: WaterVigor: 5 s
    • 0
      Vigor:
  • Sharpening Stone36
    Survival. Bleed foes with your next five attacks.
    Bleeding: 6 s (255 damage)Duration: 30
    • 0
      Vigor:
  • Lightning Reflexes32
    Survival. Evade back with a crack of lightning, dealing damage and gaining vigor.
    Vigor: 10 sDamage: 244Breaks stun
    • 0
      Vigor:
  • Muddy Terrain ¾ 20
    Survival. Use mud to cripple and immobilize foes.
    Immobilized: 2 s (at creation)Crippled: 2 s (per pulse)Duration: 10Range: 900
    • 0
      Vigor:
  • “Strength of the Pack!”1 60
    Shout. Rampage with your pet, gaining stability, fury, and swiftness. You and your pet also grant might to each other when you attack.
    x3Stability: 3 s (per pulse)Fury: 20 sSwiftness: 20 sDuration: 20
    • 0
      Vigor:

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

Adept Master Grandmaster

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

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

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

PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +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
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.

Accessories & Jewels

Celestial Amulet
  • Power: 560
  • Precision: 560
  • Toughness: 560
  • Vitality: 560
  • Condition Damage: 560
  • Healing Power: 560
  • Ferocity: 560

Accessory Totals

  • Power:560
  • Precision:560
  • Toughness:560
  • Vitality:560
  • Condition Damage:560
  • Healing Power:560
  • Ferocity:560

Weapon Set Sigils

PvP Greatsword
  • Weapon Strength: 1045-1155
PvP
  • Weapon Strength: -
Sigil of Superior Geomancy
You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Weapon Set I

Sigil of Superior Geomancy

You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

PvP Shortbow
  • Weapon Strength: 905-1000
PvP
  • Weapon Strength: -
Sigil of Superior Geomancy
You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Weapon Set II

Sigil of Superior Geomancy

You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Geomancy can be replaced with Power sigils because Ranger actually doesn't have that great of direct damage, but it's still very good to have an opportunity for 15 to 20 stacks of bleeding.

 

You just have to know your opponents and pick accordingly. If there are two Necros on their team, for example, you'd be better off not giving him the opportunity to pass that much bleeding back to you or healing them off. I'd recommend Fire in that situation.


V. Basic Gameplay

In small engagements you want to keep switching weapons and make sure you hit them with Geo. Use Muddy Terrain later on to set up your CC and Salamander F2, with the best dmg opportunity being SB spamming bleeds while they can't avoid it. Keep the stuns going, especially against Engis or Necros that don't use stun breaks, and especially to punish baddies who double dodge roll.

 

In teams you want to SB the called target and keep people off of you with your dodges. You want to CC every chance you get so your teammates hit more accurately and for you to get an opportunity to Salamander F2. Muddy Terrain AoE roots people so use that to your advantage, especially if you have an Engi with Bombs and Grenades. Spider poison field helps a lot too. You have a Stability CD so you have safe stomps. You can use GS block to KB too if you know you won't eat a bunch of AoE.

 

Again, do not go far unless you have a Thief and/or Portal Mesmer who is actively working on reinforcing. You'll just die to 1v2 and 1v3 and screw your team over. Home and Mid are your rotating priorities, and you can handle home node very well with this build with your CC, evasion, condi pressure, and burst. If people try to focus you there's plenty of blocks, dodges, and evades to keep you up.


Main Skill Rotation


Comments

Post a Comment