Ranger sPvP | Tournament Longbow, Greatsword | Roamer Ikyro's Remorseless Valkyrie Beastmaster

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Summary

EDIT: refined version of the Bearsword, replaces bear with raven, and Protect Me with SoS.

 

This is a strong, multi-role power ranger build that maximizes Remorseless procs. Multiple sources of fury and maxed ferocity allow for frequent on-demand spikes. Perma-swiftness, multiple hard cc's, 3 stun breakers, 3 condi cleanses.

 

Team support: Refined Toxins, Shake It Off, Beastly Warden

 

Roaming: low GS CD's, perma-swiftness

 

Also effective in 1v1's and contesting points due to high survivability and spike damage.

 

Tested in high MMR environment, soloq, playing with and against all the esports kiddies, with about 70% winrate.


I. Weapons and Skills

PvP Longbow
  • Weapon Strength: 920-1080
PvP
  • Weapon Strength: -
PvP Greatsword
  • Weapon Strength: 995-1100
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Chilling Slash½ 16
    Pet skills. Slash your foes and chill them.
    Damage: 161Chilled: 3 sRange: 130
  • Slash½
    Slash your foe.
    Damage: 122Range: 130
  • Swoop¾ 8
    Swoop at your foe, making them vulnerable.
    Damage: 244Vulnerability: 12 sCombo Finisher: LeapRange: 130
  • Quickening Screech¾ 20
    Grant swiftness to nearby allies.
    Swiftness: 10 sRange: 1,200
  • Long Range Shot¾
    Shoot your foe from long range. The farther the arrow flies, the more damage it does.
    1000+ range: 317500-100 range: 2290-500 range: 176Combo Finisher: Projectile (20% chance)Range: 1,500
    • 0
      Fury: 6 sRegeneration: 10 sSwiftness: 10 s
    • 0
      Fury: 6 sRegeneration: 10 sSwiftness: 10 s
  • Rapid Fire5 10
    Fire multiple arrows at your foe.
    Damage (10x): 1,320Vulnerability: 8 sCombo Finisher: Projectile (20% chance)Range: 1,500
    • 0
      Fury: 6 sRegeneration: 10 sSwiftness: 10 s
    • 0
      Fury: 6 sRegeneration: 10 sSwiftness: 10 s
  • Hunter's Shot12
    Fire an arrow and vanish in stealth. Your pet gains swiftness.
    Damage: 141Stealth: 3 sSwiftness: (pet) 10 sCombo Finisher: ProjectileRange: 1,500
    • 0
      Fury: 6 sRegeneration: 10 sSwiftness: 10 s
    • 0
      Fury: 6 sRegeneration: 10 sSwiftness: 10 s
  • Point Blank Shot½ 15
    Push back your foe with a point-blank shot. The closer they are, the farther it pushes them back.
    Damage: 282Knockback: 400Knockback: 500Knockback: 600Combo Finisher: ProjectileRange: 1,500
    • 0
      Fury: 6 sRegeneration: 10 sSwiftness: 10 s
    • 0
      Fury: 6 sRegeneration: 10 sSwiftness: 10 s
  • Barrage30
    Barrage the target area with a hail of arrows that cripple.
    Damage (12x): 1,692x12Crippled: 2 sRadius: 240Range: 1,500
    • 0
      Fury: 6 sRegeneration: 10 sSwiftness: 10 s
    • 0
      Fury: 6 sRegeneration: 10 sSwiftness: 10 s
  • "We Heal as One!"½ 16
    Shout. Heal yourself and your pet.
    Healing: 6,520Regeneration: 10 sSwiftness: 10 s
    • 0
      Fury: 6 sRegeneration: 10 sSwiftness: 10 s
  • Lightning Reflexes32
    Survival. Evade back with a crack of lightning, dealing damage and gaining vigor.
    Vigor: 10 sDamage: 244Breaks stunFury: 6 s
    • 0
      Fury: 6 sRegeneration: 10 sSwiftness: 10 s
  • Quickening Zephyr48
    Survival. You and your pet gain quickness and super speed.
    Quickness: 6 sSuper Speed: 6 sFury: 6 s
    • 0
      Fury: 6 sRegeneration: 10 sSwiftness: 10 s
  • "Protect Me"48
    Shout. Instead of attacking, your pet will protect you by absorbing all damage you would take.
    Duration: 6Break StunRegeneration: 10 sSwiftness: 10 s
    • 0
      Fury: 6 sRegeneration: 10 sSwiftness: 10 s
  • “Strength of the Pack!”1 48
    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: 20Regeneration: 10 sSwiftness: 10 s
    • 0
      Fury: 6 sRegeneration: 10 sSwiftness: 10 s

Weapon and Skill Details

This remorseless variant emphasizes the use of GS. LB is used for softening or finishing targets, and for utility.

 

Multiple new sources of fury allow for constant 10-12k spikes with Maul + bird.

 

QZ is the most efficient ranger utility: removes 2 condis, stun breaks, quickness, superspeed, fury. A must for just about any power ranger. Quickness removes bad telegraphs that plague power rangers.

 

Cast WHaO whenever it's off CD to maintain swiftness and regen.

 

EDIT: because I wanted to maximize my damage, I swapped the bear for raven. this ensures both bird f2's are on separate CD's. owl and raven f2's are the most bursty. I also replaced Protect Me with SoS which is a more reliable invuln anyway.

 

Every single utility has the purpose of allowing ranger to survive. High health pool gives a ton of survivability against stray condis and power spikes.

 

Poison is perma-maintained on a single target via Refined Toxins. ICD is 10s per pet and per ranger attack. so 3 possible instances. we don't need Doom Sigil any longer.


Traits

Marksmanship

  • Opening Strike
    Cause 5 stacks of vulnerability for 5 seconds with your first strike on entering combat.
    • Enlargement
      When your health drops below 50%, you cast Signet of the Wild.
    • Predator’s Instinct
      Apply 10 seconds of Cripple to foes below 50% when you strike them. This trait has a 30 second internal cooldown.
    • Clarion Bond
      Cast Call of the Wild when you swap pets. 30 second internal cooldown.
  • Alpha Training
    Your pets gains Opening Strike.
    • Brutish Seals
      Activating a signet grants 3 stacks of might for 15 seconds to you and your pet. Your signets gain 20% recharge reduction.
    • Steady Focus
      Deal 10% increased damage when at full endurance.
    • Moment of Clarity
      When you interrupt a foe, you and your pets’ next attack deal 50% more damage. Your daze and stun durations are increased by 100%.
  • Precise Strike
    Your opening strike always critically hits.
    • Predator’s Onslaught
      You and your pet deal 10% increased damage to foes affected by disables or movement impairing abilities.
    • Remorseless
      Regain opening strike whenever you gain fury. Your opening strike deals 25% more damage.
    • Lead the Wind
      While wielding a longbow your attack speed is increased by 10% and your arrows pierce. Longbow and Harpoon gun skills recharge 20% faster.

Wilderness Survival

  • Natural Vigor
    Increases your endurance regeneration by 20%.
    • Soften the Fall
      You take 50% less damage from falling. When you take falling damage create muddy ground.
    • Oakheart Salve
      Gain 5s of regeneration when you suffer from bleeding, poison or burning. While under the effects of regeneration you take 5% less damage. This trait has a 10 second internal cooldown.
    • Expertise Training
      Your pet gains up to 300 condition damage, based on level and their conditions last 20% longer.
  • Companion’s Defense
    Combat Only. You and your pet gain 2s of protection when you dodge roll.
    • Ambidexterity
      Gain up to 150 condition damage when wielding a torch or dagger. Your torch and dagger skills recharge 20% faster.
    • Refined Toxins
      While you are above 90% health your strikes inflict 6s of poison. While your pet’s health is above 90% its strikes inflict 6s of poison. This trait has a 10 second internal cooldown.
    • Shared Anguish
      Incoming disables (Stun, Taunt, Daze, Knockdown, Knockback, Pull, Sink, Float, Fear or Launch) are transferred to your pet. This trait has a 60 second internal cooldown.
  • Bark Skin
    You take 33% less damage and your pet takes 50% less damage while your health is above 90%.
    • Empathic Bond
      Pets take 3 conditions from you every 10 seconds.
    • Wilderness Knowledge
      Survival skills have 20% reduced recharge, grant 6s of fury and remove 2 conditions.
    • Poison Master
      When you swap pets your pet’s next attack will inflict 2 stacks of poison for 8 seconds. Your poison damage is increased by 25%.

Beastmastery

  • Pack Alpha
    Your pet gains up to 150 power, precision, toughness and vitality and their skills recharge 20% faster.
    • Go For The Eyes
      Your pet gains up to 300 toughness. Your pet’s command [[f2]] ability causes 5s of blindness to foes around it.
    • Companion’s Might
      Your critical hits grant 5s of might to your pet. Critical strikes from your pet’s basic attack cause 6s of bleeding.
    • Resounding Timbre
      Your shouts apply 10s of Regeneration and 10s of Swiftness to nearby allies. You shouts recharge 20% faster.
  • Loud Whistle
    While your health is above 90% your pet deals 10% more damage. Your pet swap recharges 20% faster.
    • Wilting Strike
      Your pet inflicts 4s weakness when you activate its command [[f2]] ability.
    • Two-Handed Training
      Greatsword and spear damage is increased by 5% and those skills recharge 20% faster. Greatsword and spear hits have a 50% chance to gain 3s of fury. This trait has a 10 second internal cooldown.
    • Natural Regeneration
      Your pet gains natural health recovery and their healing power is increased by up to 450.
  • Pet’s Prowess
    Your pets move 30 faster and gain up to 300 ferocity.
    • Beastly Warden
      Your pet’s command [f2] ability causes 2s of taunt to foes around it. This trait has a 15 second internal cooldown.
    • Zephyr’s Speed
      Combat Only. When you swap pets you and your pet gain 3 stacks of might for 15 seconds and 3 seconds of quickness. 15-second internal cooldown.
    • Honed Axes
      Gain up to 150 ferocity while wielding an axe in your main hand. Winter’s Bite is now inflicts its effects in an area at your target’s location.

Trait Details

Enlargement vs. Clarion bond - I prefer another on-demand fury source
Brutish Seals vs. MoC - SoS CD remains super high, even with Brutish Seals so I prefer MoC for that extra long bash stun.

 

Rest of the choices are pretty straight forward and I wouldn't change them for this particular build.


III. Stat Specifics & Effects

Primary Stats

  • Health 26672 (+10750)
  • Vitality 2075 (+1075)
  • Armor 2064 (+0)
  • Toughness 1000 (+0)
  • Attack 3280 (+1200)
  • Power 2200 (+1200)
  • Critical Hit 4% (+4%)
  • Precision 1000 (+0)

Secondary Stats

  • Critical Damage 66% (+66%)
  • Damage 1080 (+0%)
  • Defense 1064 (+0)
  • Endurance Regeneration 20% (+20%)
  • Ferocity 1000 (+1000)

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

Beautifully simple. Max power, max crit damage, max vit. Runes are extremely flexible, but we finally do not require Speed and Traveler.

 

Other choices: Rage, Altruism, Lyssa, or any good power rune set. All are strong choices.


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.
PvP Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.
PvP Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.
PvP Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.
PvP Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.
PvP Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.

Rune Stat Totals

  • Vitality 175
  • Ferocity 100

Rune Bonuses

PvP Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.

Accessories & Jewels

Valkyrie's Amulet
  • Power: 1200
  • Vitality: 900
  • Ferocity: 900

Accessory Totals

  • Power:1200
  • Vitality:900
  • Ferocity:900

Weapon Set Sigils

PvP Longbow
  • Weapon Strength: 920-1080
PvP
  • Weapon Strength: -
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Weapon Set I

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

PvP Greatsword
  • Weapon Strength: 995-1100
PvP
  • Weapon Strength: -
Sigil of Intelligence
Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set II

Sigil of Intelligence

Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.

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

Water Weapon I

Water Weapon II

Upgrade Item Details

EDIT: I now use a sigil of energy on the LB as well, which is very helpful. It has made a noticeable difference in the build's sustain.


V. Basic Gameplay

1. Time the pet swap well for Clarion Call to get another Remorseless proc

 

2. You can whittle down targets with LB AA by using all CD's to proc fury repeatedly. AA hits light armor for 3k, without sigil procs. even without any crits, RF + QZ combo does a nice 5k damage. try not to waste remorseless procs on RF as it will only proc on the first arrow.

 

3. Most damage comes from timing Maul + bird + RF spikes. With double birds, you can chain maul with 2x f2 spikes, and follow up with RF when possible.

 

4. Observe opponent and his cooldowns. Maul isn't telegraphed a) from stealth, b] with quickness, c) when target is stunned, d) when target is out of CD's. Despite all the naysaying, in my experience it's very possible to reliably land maul and the spike.

 

5. I can do just about anything with this build. I can 1v1 far or at least contest it for a long time, I can take home, go mid, whatever. But most importantly, I don't feed, which many power ranger builds tend to. We have many ways to gtfo, tons of mobility and survivability. Some sustain, meaning you cant brawl with good cele eles and necros for too long, but long enough if timing cooldowns well. I prefer to just +1 fights and roam, instead of contesting points.

 

6. Strong against: other glass, engies, other rangers, warriors, bunkers. The build maintains perma poison and lots of vuln on a target. Weaker against top level cele eles and signet necros 1v1, but it's not the ideal 1v1 build anyway.

 

7. Almost always useful in a team fight: Refined Toxins, Shake It Off, taunt every 15s, vuln stacking, stun-locking, survivability.

 

8. Beastly Warden can be used to interrupt heals, interrupt stomps, interrupt rezzes, reveal thieves from SR, and to lock someone down for your team to focus. Despite the nerfs, it's still the best GM rangers have.

 

9. QZ - use it to land your GS attacks and f2, or use it defensively to survive impossible situations. quickness eliminates GS telegraphs, makes maul and hilt bash virtually instantaneous. chain hilt bash with BW, they cant do anything else but get smacked. QZ also turns fights around. when people cc you to setup their combo, just stunbreak with QZ, hiltbash/f2 and burst them back. QZ is probably the best utility for any power ranger.

 

10. hilt bash - if you position your bird so it's nearby when u bash, it will get +50% damage on next attack. this translates to 6k damage on a heavy with the f2. so with quickness up, you can bash + f2 + maul for 11k in 1 second, then swap to the other bird for another 4k. switch to LB for another 5k RF while quickness is still up. this entire combo is not reliable obviously because your target isn't afk, but the first 11-15k is very likely to land, and it hurts.


Main Skill Rotation


Comments

Post a Comment
@ 01:29 PM, Sat July 04 2015 Reply
Crusaders amulet and pack runes are a great alternative if your not struggling to condis and you long term sustainability goes up a lots as well as gaining group fury and another remorseless proc and some extra power and percision.
@ 01:33 PM, Sat July 04 2015 Reply
muddy terrain is a great AoE cripple and immobilize which is great for locking down targets.

I recommend you try go for the eyes over resounding timbre with Troll Ungent or healing spring ( group utlity ) over HaO and entangle over RaO.
@ 11:37 PM, Sat July 04 2015 Reply
thanks for the feedback.

I thought a lot about using crusader and it could be a viable choice. but i found that low vitality builds in current state of the game get spiked down so easily, regardless of the toughness. so losing 10k HP would be rough. also, losing the ferocity would greatly decrease the spike damage of the build. in addition, I don't feel the build needs more sustain. so to maximize Remorseless crits relative to survivability, I still feel Valk is the best choice. what makes the build special are the 7k mauls on a pretty tanky foundation. in fact, I wouldn't even care for LB to be honest if it wasn't so versatile.

TU could work as well, but then I wouldn't have spammable swiftness and id have to get runes for mobility.

pack runes are a very good choice for sure, but they give me stats that I don't care about (i.e. precision) with no additional perks like Lyssa runes.

muddy terrain would greatly decrease the build's survivability greatly. it's a very inefficient utility due to its long cast time and lack of survivability component. id have to lose a stunbreaker.

Entangle is just not a good choice for this particular build. I feel it's better to use it on non-Remorseless builds. in fact most of your suggestions are excellent for 0/6/6/0/6 or 0/0/6/6/6.
@ 11:53 PM, Tue July 07 2015 Reply
I run my suggested variation with gs s/x and have no problem with burst damage / due to numerous evades, I have almost equal power due to the gain from healing power transference. I disagree that percision is a stat you should care nothing about because your remorseless procs for maul are not you only source of damage, a lot more damage will come from auto attacks and, on your build, rapid or barrage.
@ 11:54 PM, Tue July 07 2015 Reply
My suggested version with pack runes has higher power *
@ 12:01 AM, Wed July 08 2015 Reply
Entangle is a great choice on this build, is removes condis, immobilized in an AoE, grants fury ( proccing remorseless, though the damage buff will be used on a root strike it still applies the vulnerability), covers condition you actually care about with spamming bleed (immobilize, vulnerability, allies damaging condis, etc.)
@ 12:05 AM, Wed July 08 2015 Reply
You spam your heal skill for swiftness?
@ 07:43 PM, Thu July 23 2015 Reply
the build has been refined into the Birdsword to further increase burst damage and to use a more reliable invuln.