Ranger sPvP | Tournament Sword/Torch, Axe/Dagger | Bunker Ikyro's Celestial Condi Beastmaster

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Summary

If you enjoyed playing the condi bunker pre-patch, this is the build for you. It's pretty underrated and quite strong.

 

This is a revamped settler condi bunker, formerly 2/0/0/6/6. Settler stats proved ineffective because low vit builds get spiked down very quickly. I decided to try celestial and to maximize condi damage with scavenging runes.

 

It turned out to be a pretty solid bunker, capable of surviving, doing damage and contributing to team fights in the current state of the game.


I. Weapons and Skills

PvP Sword
  • Weapon Strength: 905-1000
PvP Torch
  • Weapon Strength: 789-926
PvP Axe
  • Weapon Strength: 857-1048
PvP Dagger
  • Weapon Strength: 924-981
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Shake It Off½ 20
    Pet skills. Cure a condition on yourself and all nearby allies.
    Range: 600
  • Bite½ 20
    Bite your foe and gain regeneration.
    Damage: 185Regeneration: 10 sRange: 130
  • Slash½
    Slash your foe with your claws.
    Damage: 111Range: 130
  • Defy Pain45
    You take no damage for the next few seconds.
    Range: 1,200
  • Slash½
    Slash your foe.
    Damage: 202Range: 130
    • Kick¼
      Kick your foe, crippling them for a short time.
      Damage: 202Crippled: 2 sRange: 400Range: 130
    • Pounce¾
      Leap at your foe, striking them. Your pet gains might.
      Damage: 235Might: 5 sRange: 430
  • Hornet Sting½ 8
    Stab your foe, then evade backward.
    Damage: 235Range: 130
    • Monarch's Leap¾
      Leap back into the fight, crippling your foe.
      Damage: 336Crippled: 3 sCombo Finisher: LeapRange: 600
    • 0
      Fury: 6 s
  • Serpent's Strike1 15
    Do an evasive roll around your target, striking them and poisoning them.
    Damage: 235x2Poison: 6 s (504 damage)Range: 130
    • 0
      Fury: 6 s
    • 0
      Fury: 6 s
  • Throw Torch½ 12
    Throw your torch and burn your foe.
    Damage: 151x2Burning: 6 s (1968 damage)Range: 1,200
    • 0
      Fury: 6 s
    • 0
      Fury: 6 s
  • Bonfire½ 20
    Set a fire around you, burning foes.
    Duration: 8Damage (8x): 256x8Burning: 3 s (2624 damage)Radius: 240Combo Field: Fire
    • 0
      Fury: 6 s
    • 0
      Fury: 6 s
  • Troll Unguent½ 20
    Survival. You and your pet regenerate health over time.
    Health per second: 856Duration: 10Fury: 6 s
    • 0
      Fury: 6 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 s
  • Signet of Renewal60
    Signet Passive: Cures a condition every ten seconds.
    Signet Active: Your pet pulls all conditions from nearby allies to itself.
    Breaks stun
    • 0
      Fury: 6 s
  • Signet of Stone80
    Signet Passive: Improves toughness for you and your pet.
    Signet Active: Your pet takes no damage from attacks.
    Duration: 6
    • 0
      Fury: 6 s
  • Entangle ¾ 48
    Survival. Entangle your foe. They are immobile until the vines are destroyed.
    Duration: 20Damage: 49Bleeding: 8 s (6800 damage)Immobilized: 1 sRange: 600Fury: 6 s
    • 0
      Fury: 6 s

Weapon and Skill Details

Pet choice is flexible. I chose Hawk as one due to low f2 cd to spam Go for the Eyes. You can choose another bird, wolf, blue moa, or brown bear. I tend to choose bear if I suspect heavy condi comp, but for the most part I choose snow owl.

 

Third utility can also vary. I've been most successful with SoS, but SoW, sharpening stone, or a trap could also work.

 

I suspect LR and SoR are mandatory.


Traits

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%.

Nature Magic

  • Rejuvenation
    When you receive damage while below 50%, gain 6s of regeneration. This trait has a 18 second internal cooldown.
    • Bountiful Hunter
      You and your pet deal 1% more damage per boon on you.
    • Instinctive Reaction
      When your health drops below 50% gain 3s of quickness. Gain 7% of your Healing Power as Power.
    • Allies’ Aid
      When you begin reviving an ally cast search and rescue on them. You gain 10% increased revive speed.
  • Fortifying Bond
    Any boon you gain is shared with your pet.
    • Evasive Purity
      Dodging removes blindness, crippling and poison from you. This trait has a 10 second internal cooldown.
    • Vigorous Training
      Your pets grant 6s of vigor to allies near them when you swap pets. 15-second internal cooldown.
    • Windborne Notes
      Call of the wild also grants 10s of regeneration. Your warhorn skills recharge 20% faster.
  • Lingering Magic
    Boons you apply last 20% longer. Boons your pet apply last 50% longer.
    • Nature’s Vengeance
      Each of your spirits pulses 3s of a particular boon every 3s. Your spirits gain 100% increased health. The range of spirit activated abilities is increased by 50%.
    • Protective Ward
      When you receive damage inflict 6s of weakness on foes near you and you gain 4s of protection. This trait has a 15 second internal cooldown.
    • Invigorating Bond
      Your pet heals allies in an area around them. This trait has a 20 second internal cooldown.

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

Survivability, decent damage, Allies' Aid, Entangle, condi pressure and BW are what make this build useful in team fights.

 

Beastly Warden is the only thing keeping rangers relevant right now, so I can't recommend it enough. It can be used defensively or offensively.

 

Protection uptime is very high, especially if you slot a Blue Moa.


III. Stat Specifics & Effects

Primary Stats

  • Health 21522 (+5600)
  • Vitality 1560 (+560)
  • Armor 2804 (+740)
  • Toughness 1740 (+740)
  • Attack 2523 (+560)
  • Power 1560 (+560)
  • Critical Hit 31% (+31%)
  • Precision 1560 (+560)

Secondary Stats

  • Condition Damage 994 (+994)
  • Critical Damage 37% (+37%)
  • Damage 963 (+0%)
  • Defense 1064 (+0)
  • Endurance Regeneration 20% (+20%)
  • Ferocity 560 (+560)
  • Healing Power 560 (+560)

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

We are able to get 1k condi damage with ambidexterity and scavenging runes, which makes us on-par with settler stats damage-wise. in teamfights, spamming axe 1 a few times can get you another ~200 condi damage briefly.

 

Rune choice is very flexible, but if you don't stack condi damage you wont be effective in 1v1's.


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Scavenging
  1. Condition Damage: 25
  2. 25% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
  3. Condition Damage: 50
  4. After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
  5. Condition Damage: 100
  6. 7% of Vitality is converted to Condition Damage.
PvP Rune of Scavenging
  1. Condition Damage: 25
  2. 25% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
  3. Condition Damage: 50
  4. After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
  5. Condition Damage: 100
  6. 7% of Vitality is converted to Condition Damage.
PvP Rune of Scavenging
  1. Condition Damage: 25
  2. 25% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
  3. Condition Damage: 50
  4. After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
  5. Condition Damage: 100
  6. 7% of Vitality is converted to Condition Damage.
PvP Rune of Scavenging
  1. Condition Damage: 25
  2. 25% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
  3. Condition Damage: 50
  4. After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
  5. Condition Damage: 100
  6. 7% of Vitality is converted to Condition Damage.
PvP Rune of Scavenging
  1. Condition Damage: 25
  2. 25% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
  3. Condition Damage: 50
  4. After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
  5. Condition Damage: 100
  6. 7% of Vitality is converted to Condition Damage.
PvP Rune of Scavenging
  1. Condition Damage: 25
  2. 25% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
  3. Condition Damage: 50
  4. After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
  5. Condition Damage: 100
  6. 7% of Vitality is converted to Condition Damage.

Rune Stat Totals

  • Condition Damage 175

Rune Bonuses

PvP Rune of Scavenging
  1. Condition Damage: 25
  2. 25% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
  3. Condition Damage: 50
  4. After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
  5. Condition Damage: 100
  6. 7% of Vitality is converted to Condition Damage.

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 Sword
  • Weapon Strength: 905-1000
PvP Torch
  • Weapon Strength: 789-926
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)
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)

Weapon Set I

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)

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 Axe
  • Weapon Strength: 857-1048
PvP Dagger
  • Weapon Strength: 924-981
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 Hydromancy
You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

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)

Sigil of Superior Hydromancy

You freeze nearby foes for 2s 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

Sigils are flexible. I don't find doom necessary. If you're doing well with the build, consider swapping out the energy sigil for something more interesting. Leeching is another option.


V. Basic Gameplay

1. The build is very, very tanky. Between blinds, high prot uptime, multiple evades, BW, SoS and multiple condi clears, you should be up a long time.

 

2. Remember what you bring to a team fight. Time your taunts well, rez people, put condi pressure on thieves and mesmers.

 

3. You can go even tankier with double defensive pets like blue moa and brown bear, and other runes (Melandru, Grove, Lyssa, etc.). But not contributing sufficient damage can seriously hurt your team. I haven't found the need to go tankier. I prefer being able to 1v1 people well.


Main Skill Rotation


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