Ranger sPvP | Tournament Sword/Torch, Axe/Dagger | Bunker Ikyro's Celestial Condi Beastmaster
Table of Contents
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
- Kick¼Kick your foe, crippling them for a short time.Damage: 202Crippled: 2 sRange: 400Range: 130
- Pounce¾Leap at your foe, striking them. Your pet gains might.Damage: 235Might: 5 sRange: 430
- Monarch's Leap¾Leap back into the fight, crippling your foe.Damage: 336Crippled: 3 sCombo Finisher: LeapRange: 600
- 0Fury: 6 s
- 0Fury: 6 s
- 0Fury: 6 s
- 0Fury: 6 s
- 0Fury: 6 s
- 0Fury: 6 s
- 0Fury: 6 s
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- 0Fury: 6 s
- 0Fury: 6 s
- 0Fury: 6 s
- 0Fury: 6 s
- 0Fury: 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 VigorIncreases your endurance regeneration by 20%.
- Soften the FallYou take 50% less damage from falling. When you take falling damage create muddy ground.
- Oakheart SalveGain 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 TrainingYour pet gains up to 300 condition damage, based on level and their conditions last 20% longer.
- Companion’s DefenseCombat Only. You and your pet gain 2s of protection when you dodge roll.
- AmbidexterityGain up to 150 condition damage when wielding a torch or dagger. Your torch and dagger skills recharge 20% faster.
- Refined ToxinsWhile 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 AnguishIncoming 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 SkinYou take 33% less damage and your pet takes 50% less damage while your health is above 90%.
- Empathic BondPets take 3 conditions from you every 10 seconds.
- Wilderness KnowledgeSurvival skills have 20% reduced recharge, grant 6s of fury and remove 2 conditions.
- Poison MasterWhen 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
- RejuvenationWhen you receive damage while below 50%, gain 6s of regeneration. This trait has a 18 second internal cooldown.
- Bountiful HunterYou and your pet deal 1% more damage per boon on you.
- Instinctive ReactionWhen your health drops below 50% gain 3s of quickness. Gain 7% of your Healing Power as Power.
- Allies’ AidWhen you begin reviving an ally cast search and rescue on them. You gain 10% increased revive speed.
- Fortifying BondAny boon you gain is shared with your pet.
- Evasive PurityDodging removes blindness, crippling and poison from you. This trait has a 10 second internal cooldown.
- Vigorous TrainingYour pets grant 6s of vigor to allies near them when you swap pets. 15-second internal cooldown.
- Windborne NotesCall of the wild also grants 10s of regeneration. Your warhorn skills recharge 20% faster.
- Lingering MagicBoons you apply last 20% longer. Boons your pet apply last 50% longer.
- Nature’s VengeanceEach 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 WardWhen 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.
Beastmastery
- Pack AlphaYour pet gains up to 150 power, precision, toughness and vitality and their skills recharge 20% faster.
- Go For The EyesYour pet gains up to 300 toughness. Your pet’s command [[f2]] ability causes 5s of blindness to foes around it.
- Companion’s MightYour critical hits grant 5s of might to your pet. Critical strikes from your pet’s basic attack cause 6s of bleeding.
- Resounding TimbreYour shouts apply 10s of Regeneration and 10s of Swiftness to nearby allies. You shouts recharge 20% faster.
- Loud WhistleWhile your health is above 90% your pet deals 10% more damage. Your pet swap recharges 20% faster.
- Wilting StrikeYour pet inflicts 4s weakness when you activate its command [[f2]] ability.
- Two-Handed TrainingGreatsword 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 RegenerationYour pet gains natural health recovery and their healing power is increased by up to 450.
- Pet’s ProwessYour pets move 30 faster and gain up to 300 ferocity.
- Beastly WardenYour pet’s command [f2] ability causes 2s of taunt to foes around it. This trait has a 15 second internal cooldown.
- Zephyr’s SpeedCombat 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 AxesGain 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
Conditions
Control
Fields & Finishers
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
- Condition Damage: 25
- 25% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
- Condition Damage: 50
- After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
- Condition Damage: 100
- 7% of Vitality is converted to Condition Damage.
- Condition Damage: 25
- 25% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
- Condition Damage: 50
- After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
- Condition Damage: 100
- 7% of Vitality is converted to Condition Damage.
- Condition Damage: 25
- 25% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
- Condition Damage: 50
- After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
- Condition Damage: 100
- 7% of Vitality is converted to Condition Damage.
- Condition Damage: 25
- 25% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
- Condition Damage: 50
- After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
- Condition Damage: 100
- 7% of Vitality is converted to Condition Damage.
- Condition Damage: 25
- 25% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
- Condition Damage: 50
- After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
- Condition Damage: 100
- 7% of Vitality is converted to Condition Damage.
- Condition Damage: 25
- 25% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
- Condition Damage: 50
- After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
- Condition Damage: 100
- 7% of Vitality is converted to Condition Damage.
Rune Stat Totals
- Condition Damage 175
Rune Bonuses
PvP Rune of Scavenging- Condition Damage: 25
- 25% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
- Condition Damage: 50
- After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
- Condition Damage: 100
- 7% of Vitality is converted to Condition Damage.
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: 905-1000
- Weapon Strength: 789-926