Ranger sPvP | Tournament Shortbow, Sword/Dagger | Team fighter Carrion Spirits

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Summary

This build is constructed to provide your team with supportive spirit buffs and good pressure from your shortbow. The philosophy behind this build is to strike a balance between damage, utility, and survivability. This equilibrium is designed to maximize your team's ability to team fight, while being able to 1v1 on your team's home point.

 

Strengths:
-High sustain damage on a single target
-Strong CC chains with pet knockdowns, fear, and daze
-Large health pool to deal with condition damage
-Powerful passive condition removal
-Several evades to cope with high power damage and being trained
-High endurance regeneration for plenty of dodge rolls
-Passive AoE spirit buffs (Sprint, Protection, and Burning on your auto attacks)
-A very powerful elite skill that AoE ressurects, clears conditions, and 480 healing per second

 

Weaknesses:
-Only one passive stun breaker
-Extremely reliant on cleavable NPC's for utility and damage
-Reliant on random NPC positioning to utilize their actives for peels and damage


I. Weapons and Skills

PvP Shortbow
  • Weapon Strength: 905-1000
PvP
  • Weapon Strength: -
PvP Sword
  • Weapon Strength: 905-1000
PvP Dagger
  • Weapon Strength: 924-981
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Intimidating Howl2 20
    Pet skills. Howl at foes to immobilize them.
    Damage: 49Immobilized: 2 sRange: 500
  • Bite¼
    Bite your foe.
    Damage: 122Range: 130
  • Crippling Leap¼ 20
    Leap at your foe and cripple them.
    Damage: 248Crippled: 5 sRange: 130
  • Brutal Charge40
    Leap at your foe and knock them down.
    Damage: 248Knockdown: 2 sCombo Finisher: LeapRange: 350
  • Crossfire
    Fire an arrow. Bleed your target if you hit them from behind or from the side.
    Damage: 134Bleeding: 3 s (128 damage)Combo Finisher: Projectile (20% chance)Range: 900
    • 0
      Vigor:
    • 0
      Vigor:
  • Poison Volley¼ 9
    Fire a spread of five poison arrows.
    Damage (5x): 170x5Poison: 4 s (840 damage)Range: 900
    • 0
      Vigor:
    • 0
      Vigor:
  • Quick Shot¼ 9
    Fire a quick shot in an evasive retreat. Gain swiftness if the shot hits. This can be used while retreating.
    Damage: 135Swiftness: 3 sCombo Finisher: ProjectileRange: 900
    • 0
      Vigor:
    • 0
      Vigor:
  • Crippling Shot12
    Fire an arrow that cripples your target. Your pet's next three attacks inflict bleeding.
    Damage: 135Crippled: 3 sBleeding: 6 s (255 damage)Combo Finisher: ProjectileRange: 900
    • 0
      Vigor:
    • 0
      Vigor:
  • Concussion Shot¼ 25
    Daze your foe with an arrow. Stun them if you hit from behind or from the side.
    Damage: 135Daze: 1 sStun: 1 sCombo Finisher: ProjectileRange: 900
    • 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:
  • Storm Spirit½ 20
    Spirit. Summon a storm spirit that grants nearby allies a 75% chance to gain swiftness when attacking.
    Swiftness: 9.5 sDuration: 60
    • Call Lightning20
      Your storm spirit strikes the area with a powerful blast of electricity.
      Daze: 3 s
  • Sun Spirit½ 20
    Spirit. Summon a sun spirit that grants allies a 75% chance to inflict burning.
    x2Burning: 3 sDuration: 60
    • Solar Flare½ 20
      Your sun spirit releases the brilliance of the sun, blinding foes.
      x3Burning: 5 sBlind: 8 s
  • Stone Spirit½ 20
    Spirit. Summon a stone spirit that gives nearby allies a 75% chance to gain protection.
    Protection: 1 sDuration: 60
    • Quicksand20
      Your stone spirit softens the earth around it, immobilizing and crippling foes.
      Immobilized: 2 s (at start)Crippled: 1 s (per pulse)
  • Spirit of Nature120
    Spirit. Summon a spirit that heals allies. Command the spirit to revive and cure conditions on nearby allies.
    Duration: 60Healing: 320
    • Nature's Renewal120
      Command your spirit of nature to revive and cure conditions on nearby downed allies.

Weapon and Skill Details

Shortbow: This weapon is your primary source of damage.

 

-Crossfire (auto-attack): This is your bread and butter damage dealer. It does decent power damage, applies bleeds (from behind and the side), and applies burning due to the sun spirit.

 

-Poisoned Volley: This is your poison damage on your short bow. It fires 5 arrows in a cone shape. Each arrow applies 2 seconds of poison.

 

-Quick Shot: This is a 3/4 second evade on your short bow. Excellent tool for buying space against rude thieves and warriors.

 

-Crippling Shot: applies cripple to the target and your next 3 pet attacks apply bleeding. Good tool for setting up future damage.

 

-Concussion Shot: Daze if you hit them from the front, stun if you hit from the side or behind. Excellent tool for securing kills.

 

Sword/Dagger: This weapon set is primarily for survival and utility

 

-Slash/Kick/Pounce (auto-attack): Be wary of the sword auto-attack. It does exceptional power damage, but you get locked into the animation very easily, which "sticks" you to your target. This is detrimental when you are stuck on your target while they run into their team and don't take kindly to you.

 

-Hornet Sting/Monarch's Leap: Hornet Sting is a 1/2 second evade, and Monarch's Leap is a leap finisher. This is an excellent tool for mobility between points, and synergizes well with combo fields.

 

-Serpent's Strike: This ability is a 3/4 second evade that applies a 6 second poison upon successful hit. You do not need to hit someone to still get the evade. This goes for all evades.

 

-Stalker's Strike: This ability is a 1 and 1/4 second evade. It also has a longer ranger than Serpent's Strike, and applies 10 seconds of poison upon successful hit. I prefer using this ability first then follow it up with Serpent's Strike for 2 seconds of evade and 16 seconds of poison on your target. However, do not always chain these two abilities together. The use of evades should be situational.

 

-Crippling Talon: This 900 ranged attack applies cripple for 6 seconds and 3 stacks of bleeds. Use it in the same fashion as your shortbow's Crippling Shot.

 

Utilities:

 

-Healing Spring: Although it is on a relatively long cooldown, it provides a large burst heal, regneration and vigor, and condition removal while you are standing within the spring. Don't forget to have your team utilize the fact that your heal drops a water combo field.

 

-Storm Spirit: This spirit provides your allies with swiftness buff. Upon activation it detonates for 1800-3000 power damage to those around a ~400 range radius.

 

-Sun Spirit: This spirit provides your allies with burning application on their auto-attacks. Upon activation it emits a blind that has roughly a ~400 range radius. This blind is applied throughout the animation.

 

-Stone Spirit: This spirit provides allies with a protection buff. Upon activation it creates a ~400 range radius circle that cripples and immobilizes foes.

 

-Spirit of Nature: This is your elite. When you summon it provides your allies with a 480 heal per second that has a roughly ~900 radius. Upon activation the spirit resurrects downed allies and clears all conditions on allies within a ~900 radius of the spirit.

 

This is what makes spirit rangers so powerful in team fights. Your ability to increase team dps with burning on auto-attacks and survivability through protection and sprint. Couple this with a ranged resurrection and condition clear that also provides a 480 AoE heal per second creates a force in team fights to be reckoned.

 

NOTE: You can use evades while immobilized, but you cannot dodge roll. Evades are your only tool to deal with being immobilized, besides relying on your passive pet condition clear.

 

Pets: There are several different options for pets. The general consensus is that Juvenile Wolf is necessary for the AoE fear. The choices for the second pet is varied. I prefer either the River Drake or the Krytan Drakehound.

 

-Juvenile Wolf: The knockdown and AoE fear is too good not to take. I think all spirit rangers should have this pet.

 

-Krytan Drakehound: I prefer this pet over the River Drake, however, I do understand why people choose the River Drake. I prefer the Drakehound due to it's knockdown and AoE immobilization on a 20 second cooldown (16 with the Commanding Voice trait).

 

-River Drake: This beastly pet provides you with powerful amounts of body cleave. It does not provide crowd control, but it does give you Lightning Breath and Tail Swipe to cleave down bodies.


II. Traits

Adept Master Grandmaster

Trait Details

Wilderness Survival. This trait line is very important to Spirit Rangers because it provides +300 toughness and +300 condition damage, Natural Vigor (50% endurance regeneration), Companion's Defense (2 seconds of protection on dodge roll), and less notably, Peak Strength (+10% damage while above 90% health). This trait line provides the ranger massive amounts of defense while providing +300 condition damage.

 

-Shared Anguish: This is your only stun breaker. Considering the amount of CC involved in the current meta, it is very important for your build to include at least one stun breaker.

 

-Vigorous Renewal: This trait is chosen over other popular traits, such as Off-Hand Training, because vigor increases endurance regeneration which translates to more survivability. Also, this build uses a shortbow, which does not benefit from the Off-hand Training trait.

 

-Empathic Bond: This trait is vital to the Spirit Ranger because this is the ranger's best way to remove conditions.

 

Nature Magic. This is the trait line that establishes a ranger as a Spirit Ranger. The passive +300 vitality and +30% boon duration synergizes well with the boons provided by the spirits. Rejuvination (gain regeneration at 75% health), Fortifying Bond (all your boons are shared with your pet), and Bountiful Hunter (deal 5% more damage per boon) are passive traits that work well with the premise behind the build.

 

-Spiritual Knowledge: This is a must-have trait for Spirit Rangers. Without the passive buffs from spirits are not always applied before the end of their duration.

 

-Nature's Vengeance: This trait enhances the spirit's active skills. Sometimes if you know your spirit is going to die, you can activate it, giving you two explosions.

 

-Spirits Unbound: Spirits being able to move is an essential trait because spirits are stationary without it. Stationary spirits are virtually useless because if you summon your spirits in the mid team fight, you will not have them at home point.

 

Marksmanship. Spirit Rangers put these final 10 points into the Marksmanship traits because of the 10% condition duration, +100 power, Opening Strike, and passive sharpening stones.

 

-Keen Edge: Free Sharpening Stones every 45 seconds means you get a 5 stacks of bleeding whenever it procs. It's juicy damage with your bleed duration.


III. Stat Specifics & Effects

Primary Stats

  • Health 27922 (+12000)
  • Vitality 2116 (+1200)
  • Armor 2280 (+300)
  • Toughness 1216 (+300)
  • Attack 2916 (+1000)
  • Power 1916 (+1000)
  • Precision 916 (+0)

Secondary Stats

  • Bleeding Duration 35% (+35%)
  • Boon Duration 30% (+30%)
  • Condition Damage 1600 (+1600)
  • Condition Duration 10% (+10%)
  • Damage 1000 (+0%)
  • Defense 1064 (+0)
  • Endurance Regeneration 25% (+25%)

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

A large part of the Spirit Ranger's damage comes from the bleeds and burning applied by the shortbow. This is why I prefer Carrion over Soldiers. The extra condition damage is too vital to not include in a Spirit Ranger build. I also do not think precision amulets are worthwhile on this build due to the fact that there is no real mechanic in this build that relies on crits.
Finally, do not forget to maximize the water combo field created by healing spring. You can use your hornet's sting and monarch leap into the healing spring to get more healing. Also, firing projectiles gives you regeneration. Finally, the healing spring also gives you vigor which means more dodge rolls. Utilize your healing spring!


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
PvP Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
PvP Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
PvP Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
PvP Rune of the Afflicted
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. Poison Duration: 15%
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
PvP Rune of the Afflicted
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. Poison Duration: 15%
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)

Rune Stat Totals

  • Condition Damage 100
  • Bleeding Duration 35%

Rune Bonuses

PvP Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
PvP Rune of the Afflicted
  1. Condition Damage: 25
  2. Bleeding Duration: 10%

Accessories & Jewels

Carrion Amulet
  • Power: 900
  • Vitality: 900
  • Condition Damage: 1200
delete
  • Condition Damage: 0
  • Power: 0
  • Vitality: 0

Accessory Totals

  • Power:900
  • Vitality:900
  • Condition Damage:1200

Weapon Set Sigils

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)

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 Sword
  • Weapon Strength: 905-1000
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 Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

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 Minor Corruption

You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

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

Water Weapon I

Water Weapon II

Upgrade Item Details

Runes:
I use 4 piece Krait and 2 piece Afflicted for the +30% bleed duration. This bleed duration accompanied by the 10% condition duration provided by marksmanship adds 1 extra tick on the bleeds applied by crossfire. It also increases the bleed duration on all other bleed sources (which this build has plenty). The 4 set bonus on krait also helps, and it procs more than you would think.

 

Sigils:
-Geomancy: I use geomancy because I find myself weapon swapping frequently in 1v1 situations. Applying 3 bleeds with every weapon swap really adds up to be a lot of damage.

 

-Corruption: If you can get your sword/dagger out when you're ganking people after the first team fight it is an excellent way to achieve more condition damage, which a spirit ranger can always use!

 

Amulet/Jewel:
I use Carrion Amulet and Jewel because it provides power, vitality, and condition damage. I know other Spirit Ranger builds opt for Shamans or Rabid, but I prefer Carrion due to the extra power damage that really amplifies my shortbow's effectiveness.


V. Basic Gameplay

Your role in the team fight is to provide spirit buffs, do damage, and properly use your elite spirit. Providing spirit buffs is easy and simple to do. Doing damage is also straight forward as a shortbow spirit ranger. Essentially, you want to use your auto-attack. A lot. Don't forget to use your shortbow utilities at the right moment, but your pressure definitely comes from "shortbow spam". Using your elite spirit at the right time depends on communication. Try and have it available around the time someone on your team is dying so the enemy team does not have ample time to react to the spirit's presence. Then just use the active when your ally is down to get a low-risk resurrection.

 

If your team adheres to the current meta in NA, you will have a necromancer with you in the team fight. Your primary job is to relieve melee pressure from your necromancer. The most common melee classes to attack a necromancer are thieves and warriors. To help your necromancer, use your shortbow pressure to force the attacker to fall back, utilize your immobilizations from your krytan hound and stone spirit, and take advantage of your sun spirit's ridiculously powerful AoE blind.

 

Maximizing your pet's utility is more important in 1v1 situations. Chaining your wolf's knockdown into a fear, into a Concussion Shot while your Storm Spirit detonates translates into a ton of pressure on whoever you're fighting. Using your abilities to their fullest potential comes with practice and criticism. Also, your passive condition removal and stun break do not work if your pet is dead. Be smart with your pet swaps to avoid your pet dying, and if it is dead be conscious of the fact that you have no condition removal or stun break.

 

Don't forget you have a ton of endurance as a spirit ranger. Frequently dodge roll and use your evades. This build may seem like it has low toughness, but I promise you that if you correctly dodge and evade, high power damage can be mitigated. Not to mention, this build has a large health pool to deal with condition damage.


Main Skill Rotation

Brutal Charge40
Leap at your foe and knock them down.
Damage: 248Knockdown: 2 sCombo Finisher: LeapRange: 350
Intimidating Howl2 20
Pet skills. Howl at foes to immobilize them.
Damage: 49Immobilized: 2 sRange: 500
Crossfire
Fire an arrow. Bleed your target if you hit them from behind or from the side.
Damage: 134Bleeding: 3 s (128 damage)Combo Finisher: Projectile (20% chance)Range: 900
Storm Spirit½ 20
Spirit. Summon a storm spirit that grants nearby allies a 75% chance to gain swiftness when attacking.
Swiftness: 9.5 sDuration: 60
Concussion Shot¼ 25
Daze your foe with an arrow. Stun them if you hit from behind or from the side.
Damage: 135Daze: 1 sStun: 1 sCombo Finisher: ProjectileRange: 900
Brutal Charge40
Leap at your foe and knock them down.
Damage: 248Knockdown: 2 sCombo Finisher: LeapRange: 350
Intimidating Howl2 20
Pet skills. Howl at foes to immobilize them.
Damage: 49Immobilized: 2 sRange: 500

If you notice at the start of the fight your pet knocking down your opponent, you can do this cc chain that results in the most burst a spirit ranger can do. (The last ability is supposed to be wolf fear, but it is not giving me the option to select it.)


Comments

Post a Comment
Demimas @ 08:16 AM, Fri August 16 2013 Reply
Best ranger build write up I've seen yet. Good job.
@ 10:41 AM, Fri August 16 2013 Reply
Thanks! I think the guide gets a little wordy and redundant at times, but I really wanted to explain the mechanics behind abilities so new players can understand what is happening behind the scenes. I may update it in the future and provide more in-depth strategy discussion.