User:Silk Weaker/Build:Team - Ranger Pressure

This is a build focusing on using Rangers to pressure foes using RaO, Degen, Interrupts, and Energy Denial, as well as spiking specific targets by disabling opposing healers.

Equipment
Zealous and Ebon/Furious Hammer of Fortitude


 * Survivor Insiginias
 * Vitae Runes

Equipment
Zealous and Ebon/Furious Spear of Fortitude


 * Survivor Insiginias
 * Vitae Runes

Equipment

 * Silencing Recurve Bow
 * Poisonous Recurve Bow


 * Survivor Insiginias
 * Vitae Runes

Equipment

 * Crippling Recurve Bow
 * Barbed Recurve Bow
 * Barbed Shortbow


 * Survivor Insiginias
 * Vitae Runes

Equipment

 * Crippling Recurve Bow
 * Poisonous Recurve Bow
 * Crippling Longbow
 * Vampiric Flatbow


 * Survivor Insiginias
 * Vitae Runes

Vital Deny, Expel Hexes, Denial, Spike, Draw

 * To be added.

Equipment

 * To be Added.


 * Survivor Insiginias
 * Vitae Runes

Equipment

 * To be Added.


 * Survivor Insiginias
 * Vitae Runes

Equipment

 * To be Added.


 * Survivor Insiginias
 * Vitae Runes

I'm thinking about changing this to a BL. With Stances on most characters, lots of interrupts, diversion, etc, the opponents won't be able to bring out any sort of coordinated spikes. Shame/Diversion would be interrupted, etc, even attack skills will be interrupted by Dshot if it happens right, so I think an infuser is more or less useless, not to mention the build is built upon over pressuring the enemy, and, as such, reckless playing and some amount of over extending could tax the monks somewhat, so maybe an infuser is not the best solution.

Tactics, Usage, and Bullshit~
Apply constant pressure by maintaining -7 degen on all foes, using Debilitating Shot to E-Deny, Diversion and Interrupts to pressure foes. Use Signet of Humility on condition removal elites (especially Restore Condition) or other utilities such as Blinding Surge. Rememeber to Guardian the mesmer as he uses the signet to decrease chances of interrupt.

The main counters of this build are block/evade skills, blind, and condition removal. If humility is not avalible, or there are multiple sources of these, put effort in distracting the skills. With the exception of Draw Conditions which has a 1/4 cast time and should be dealt with using diversion (mesmers rarely have holy veil maintained), most dangerous skills have at least 3/4 cast time and easy to interrupt, especially so considering that those skills would very likely be spammed (in the case of Blinding Surge and Restore Condition). Using daze, for example, you can easily force the opposition to use their condition removal, thereby making their actions predictable. By means if counting and predicting the actions of the enemy, and coordination between the players, you can keep key spells permenantly shut down. While it will hardly matter in general, while attempting to interrupt a specific skill before applying full pressure, it is important not to interrupt the intended target as much, or fake spikes, as to lure the foe into a sense of security. This is especially important if the opposing team is maintaining pressure adequetly, and not desperate.

Do not allow Aegis or Displacement to be brought up, do not allow hexes (Reckless Haste, Faintheartedness) to finish casting.

Once these skills have been dealt with, apply relentless pressure, use E-denial and damage to pressure them, and attempt spikes. It is possible for the foes to recover if given time to reorganize&mdash; spare them no such luxury.

Before spike, use BHA on healer, Melee releases attacks on target (applying daze if it is a monk), Mesmer uses Shame, Diversion and/or Power Leak (if Holy Veil or Hex Breaker is used on target) on remaining defensive characters such as Monks, Paragons, or Mesmers. The rest of the players unleash spike. Arrow Rangers use Marauder's Shot and Savage Shot, while mesmer uses Spiritual Pain (if applicable).

The spike itself, if performed flawlessly should be fatal, but as a pressure geared build, emphasis should be placed on pressure and speed. The build uses denial skills to force ineffective and expectable play of the opponent, which in turn results in more interruption and disabling of skills. Even in its nerfed form, Power Leak is extremely powerful if used properly. On a monk, for example, the the amount of pressure caused by the amount of conditions, e-deny from Debilitating Shot, interrupts, and disabling would make the loss of 25 or so energy disastorous. As such, even if the spike is caught or some of the skills involved were recharging and the results not fatal, the consequences of opponents' skills being diverted, their energy pool exhausted (especially with Power Leak and Debilitating Shot, tactical disadvantages could lead to susceptibility to another quick spike.

Cripshot should be sent to counter ganks, kill flaggers, or run flags, and, if help is necessary, Melandru's Ranger can be sent as well. If a full split is likely, send Hammer RaO and BL Monk off for the split as well.

Seeing as a large part of the build uses conditions to pressure aside, signet of humility is very important. If it is interrupted, disabled, recharging, however, it will be wise to disable the oppositions condition removal. Using daze, you can easily force the opposition to use their condition removal, thereby making their actions predictable. By means of counting and predicting the actions of the enemy, and coordination between the players, you can keep key spells permenantly shut down.

Variants

 * To be added.