Ranger sPvP | Tournament Axe/Dagger, Sword/Torch | Backpoint defender Bleeding Heart Condi Build
Table of Contents
Summary
This build is meant to hold close point against any and all assaults. In fights you can't win, you stall till a teammate comes, in fights you can win, you should bloody flipping win them!
I. Weapons and Skills
Weapon and Skill Details
WEAPONS
This build is all about conditions and evasion so having the Dagger, Sword, Axe and Torch, allow you to fill those two roles perfectly.
UTILITIES
Healing Spring can be used at any time but the trap itself only gives regeneration and cleanses conditions when you lose health. It also doesn't heal your pet which is unfortunate but its usefulness cannot be denied. In providing you with near infinite regeneration to cleansing conditions off of you and your allies, Healing Spring is one of the best team utilities the Ranger has. Drop this on a downed body so that it cleanses whatever conditions are being put on you and your teammate and you should have a successful rez.... "should".
SPIKE TRAP has been revised and is now amazing. It has really good crowd control, able to knock targets that step into it down for 1s and applies 6 stacks of bleed and cripple to the target. The cooldown is long which is why Trapper's expertise is needed. The trap is too useful to have on cooldown for longer than 36s.
SIGNET OF STONE allows you to defend against burst directly. As burst damage is one of the main features of this meta, it's always best to have either this skill or "Protect me". Protect Me has a lower cooldown but forces your pet not to attack during it's duration which you may not want so Signet of Stone may be the better choice.
LIGHTNING REFLEXES/SIGNET OF RENEWAL
Lightning Reflexes has the benefit of being an evade and giving vigor. It has a 40s cooldown compared to Signet of Renewal but Signet of Renewal allows you to remove 1 condition from yourself every 10s and transfers all the conditions on all nearby allies to your pet. Signet of Renewal is a great group support utility skill that can save your teammate from the brink of death if used at the right time.
ENTANGLE/SPIRIT NATURE/STRENGTH OF THE PACK
Entangle is great for setting up your team's damage as well as your own. Spirit of Nature on the other hand is great for group support, self-sustain and group rezzing but it dies really fast and in a competitive match, people will know to focus it down. You attempt using it though, it works if you can cast it without everyone noticing.
Strength of the Pack is a very selfish utility and is only a good counter for Rampage and Mesmer stun spam.
I use Entangle mainly because I can use it well but Spirit of Nature definitely has it's merits if you get smart about how you use it.
Traits
Skirmishing
- Tail WindGain 9s of swiftness by switching your weapons in combat. This trait has a 9 second internal cooldown.
- Sharpened EdgesYou and your pet have a 66% chance to cause 3s of bleeding when you critically strike.
- Primal ReflexesWhen you successfully evade an attack gain 5s of Vigor. This trait has a 8 second internal cooldown.
- Trapper’s ExpertiseBoons and conditions caused by your traps last 60% longer. Your traps recharge 20% faster and your offensive traps cause 2s of cripple.
- Furious GripGain 5s of fury by switching your weapons in combat. This trait has a 9 second internal cooldown.
- SpotterNearby allies gain up to 150 precision.
- Strider’s DefenseYour melee attacks have a 25% chance to destroy projectiles. Your sword skills recharge 20% faster.
- Hunter’s TacticsIncrease your chance to critically strike by 10% when attacking from behind or the side.
- Quick DrawCombat only. Upon swapping weapons, your next ranger weapon skill used has 66% reduced recharge. This trait has a 9 second internal cooldown.
- Light on your FeetAfter dodging your damage and condition duration is increased by 5% for the next 4 seconds. Short bow skills recharge 20% faster and pierce.
- Most Dangerous GameWhile your health is below 50% you gain 5 stacks of might for 3 seconds every second.
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%.
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
SKIRMISHING:
ADEPT:
Trapper's Expertise: We're using 2 important traps in this build so this is a great choice.
MASTER:
Hidden Barbs: You're going to be doing a bunch of bleeds to your target so this is the most useful trait in this tier
GRANDMASTER:
Quick Draw: Great for evade after evade or condi burst after condi burst. It only affects Weapon skills which sucks but considering how much you can do with it, I think it's perfect for this build.
Light On Your Feet:
Light on your feet gives you 10% more damage and condition duration. This is also functional in this build because it only activates if you dodge and you'll be doing a lot of dodging. And if you're in WvW, Shortbow would be good with this build because then you can operate from range.
Most Dangerous Game:
Whilst this trait is great in a might stacking build, it doesn't do much for you in this build. 8 Stacks of might for ever, as long as you're below 50% health? That's really hard to do when you're so survivable, hehehe.
WILDERNESS SURVIVAL:
ADEPT:
Oakheart Salve: Allows you to gain 5% damage reduction when you have regeneration and you'll pretty much have infinite regen with Healing Spring.
Expertise Training: I've also used expertise training to try and improve the amount of burning damage my pet would do in his burst. Unfortunately pet condition damage is bugged right now and they don't have any condi damage so Oakheart Salve is better.
MASTER:
Ambidexterity: Increases condition damage and reduces the cooldown of some of your most valuable and most damaging skills. So it is quite useful BUT....
.....Refined Toxins is also good for opening condi burst. Of course its not good for sustained fights because it's really hard to stay above 90% health.
Shared Anguish could also be used but if I get stunned and I want my pet to attack at that moment, he'd get interrupted which, I don't think is good for setting up damage but you might have a different opinion on this trait so take it if you like.
GRANDMASTER:
Empathic Bond: This is not just good against condition classes but classes that love to spam blinds alongside their burst damage.
Poison Master: Is great for putting high damage on your target. It's used in the high damage version of this spec. To see the high damage version click here;
BEASTMASTERY
ADEPT: Go for the Eyes is really the only trait that really works in this spec because you won't be criting a lot and whilst your pets can, you may want something that works 100% of the time rather than 50% of the time.
MASTER:
Natural Regeration can be useful for keeping your pet alive just a little longer against conditions but Wilting strike enables you to deal with burst classes really well which is why I take it.
GRANDMASTER:
Beastly Warden: What can I say?.... This thing is just beastly! It's extra Crowd control and enables you to land your pets F2 skills, especially the Salamander's Fire breath.
You can replace Wilderness Survival with Marksmanship taking 3,3,1 (allowing you to maximize interrupts by allowing your pets to do 50% more damage) or 3,1,1 (allowing you to decrease the cooldowns of your signets and gaining might from them when you use them).
You can also replace Wilderness Survival for Nature Magic taking 3,1,2 (for more some cleansing, mitigation and group support) or 3,1,3 (for group support) and 3,2,3 (for group support). PLEASE NOTE: If you don't take Empathic Bond in Wilderness Survival, you should make sure to take Signet of Renewal instead of Lightning Reflexes to compensate.
III. Stat Specifics & Effects
Primary Stats
- Health 15922 (+0)
- Vitality 1000 (+0)
- Armor 3444 (+1380)
- Toughness 2380 (+1380)
- Attack 2015 (+0)
- Power 1000 (+0)
- Critical Hit 4% (+4%)
- Precision 1000 (+0)
Secondary Stats
- Condition Damage 1225 (+1225)
- Condition Duration 15% (+15%)
- Damage 1015 (+0%)
- Defense 1064 (+0)
- Endurance Regeneration 20% (+20%)
- Healing Power 900 (+900)
Boons
Conditions
Control
Fields & Finishers
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Condition Damage: 25
- Condition Duration: 5%
- Condition Damage: 50
- Condition Duration: 10%
- Condition Damage: 100
- 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
- Condition Damage: 25
- Condition Duration: 5%
- Condition Damage: 50
- Condition Duration: 10%
- Condition Damage: 100
- 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
- Condition Damage: 25
- Condition Duration: 5%
- Condition Damage: 50
- Condition Duration: 10%
- Condition Damage: 100
- 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
- Condition Damage: 25
- Condition Duration: 5%
- Condition Damage: 50
- Condition Duration: 10%
- Condition Damage: 100
- 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
- Condition Damage: 25
- Condition Duration: 5%
- Condition Damage: 50
- Condition Duration: 10%
- Condition Damage: 100
- 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
- Condition Damage: 25
- Condition Duration: 5%
- Condition Damage: 50
- Condition Duration: 10%
- Condition Damage: 100
- 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
Rune Stat Totals
- Condition Damage 175
- Condition Duration 15%
Rune Bonuses
PvP Rune of the Nightmare- Condition Damage: 25
- Condition Duration: 5%
- Condition Damage: 50
- Condition Duration: 10%
- Condition Damage: 100
- 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
Accessories & Jewels
Accessory Totals
- Toughness:1200
- Condition Damage:900
- Healing Power:900
Weapon Set Sigils
- Weapon Strength: 857-1048
- Weapon Strength: 924-981