Ranger - Read the Wind Power Ranger

I originally put key Grandmaster Trait Read the Wind in the title because I was also going to also add the Signet of the Beastmaster 6/6/2/0/0 Variant as a separate page. But judging from the latest live stream by Arenanet (Relevant Notes) that build will see significant changes. So I'm going to hold off on making the signet variation of Power Ranger. --DantesS_P (talk) 04:19, 26 July 2014 (UTC)

Ranger OP --Josepepowner (talk) 04:25, 26 July 2014 (UTC)
Bearbow confirmed future meta. --Hanz (talk) 06:42, 26 July 2014 (UTC)

Pets[edit]

Which pets do you thing we should main bar for this build. Double canine doesn't work as well as you would think for this build since they take awhile to actually get to your opponents. I personally use Wolf and Black Widow (Jungle Spider is the non HoM version). Wolf for obvious reasons because it is easily the strongest pet in tPvP. But Jungle Spider gives you additional range pressure when you pew pew at 1500+ range. Plus when I kill people with this build it sometimes takes a while to actually walk to them. Spiders will periodically lay a poison field similar to Chocking Gas giving more time to finish them or just keep attacking their downed body. Plus this spider has two immobilized making it more difficult for your opponent to avoid a your attacks. And I know other people like taking a DPS focused pet like a Raven or Jaguar. And sometimes I see a Red Moa but the extra fury is overkill imo --DantesS_P (talk) 20:54, 18 August 2014 (UTC)

I've recently picked up ranger (wanna play it after balance patch). Currently using the same pets as you, Wolf and Widow seem to be the best choices. Btw we might end up archiving this build and making a new one (with signets and different traits?) after the patch. Our archive section is empty anyways. --Necromancer Icon Color.pngHanz(talk) 20:58, 18 August 2014 (UTC)
I doubt much will change, the main distribution and the variant distribution are fairly 50/50 in usage right now. After the balance patch it will probably be 70% Variant and 30% Survival of the Fittest. Entangle will replace Rampage as One and the utilities will be Lightning Reflexes, Quickening Zephyr, and Signet of the Wild. Entangle will take care of the immobilize from muddy terrain and Signet of the Wild while also being a 25% damage boost on use, it will also give stability like RaO. With some people taking Signet of Stone or Signet of Renewal over one of the two survival utility skills. And a few like me who prefer Sword/X over Greatsword will go 30/25/15/0/0 instead of 30/30/10/0/0. Runes will still mostly be preference I still prefer Ranger Runes but Pack is still a strong option. --DantesS_P (talk) 23:39, 18 August 2014 (UTC)

Sept 9, 2014[edit]

What do you think about Marksmanship 4 and Nature Magic 10? The first applies to the second. Both Signet of the Wild and Signet of Stone will not require a special trait. (Nature Magic 10 won't be better than greatsword trait, but as an alternative maybe.) More interested in the "Endure Pain" on Rangers with Signet of Stone having a 64s CD using marksmanship 4. « Chase ♥ ♥ ♥ » 19:39, 3 September 2014 (UTC)

Probably as a variant. You tend to maintain Steady Focus the majority of the time so it's a consistent 10% damage boost. Especially with all the evades from Greatsword or Sword/X. Since when you are in Longbow you tend to focus on Damage and you don't have to dodge anything if they are at 1500 range. But Signet of the Wild at 50% health doesn't seem that useful, with this build when you are brought down to 50% health that usually means you are losing. But Signet Recharge is an obvious variant that should probably be added after the balance patch. --Human icon.png Dantes (talk) 20:10, 3 September 2014 (UTC)

New Rspike meta[edit]

Don't make major changes just yet. Let sit for a while so the meta can develop. Moving to Trial for now. --Human icon.png Dantes (talk) 18:43, 10 September 2014 (UTC)


Sic'em[edit]

Hey guys, what do you think about Sic'em being a variant that replaces Quickening Zephyr? I tested it and I made Thieves and mesmer cry. Back then, I wouldn't even think of this; However, 6 Second is a long time and during that time, Thieves become a free kill.--Goruu (talk) 23:14, 10 September 2014 (UTC)

We don't do personal variants here or what specific players run. Whatever is the most common in the Metagame is what we will put on the page. So far every Ranger I've seen is running different utility skills with Signet of Stone being the only one the is common among all of them. When people settle down with the other two we will main bar those. While variants which are often personal preferences of specific users can be added as long as they make sense. --Human icon.png Dantes (talk) 00:35, 11 September 2014 (UTC)
Sic Em has become common against theives and mesmers in dueling arenas and king of hill servers. I see signet of stone being very common against all builds for sure (Along with the pet taking all damage against condi builds). Interesting to see where this is developing. « Chase ♥ ♥ ♥ » 02:56, 11 September 2014 (UTC)

Marksmanship[edit]

I think we should leave traits I and X for the more bursty variant. While they are better for plain damage, a mesmer for example can hide behind his clones and never get hit by your arrows. Same for AI specs. That's why you need the trait Piercing Arrows - it's also nice to hit multiple players with 1 shot plus your arrows will finally reach your target. Most people use 2 signets, so the Signet mastery trait would make much sense - 80 sec on signet of stone is really huge. And chances are, the enemy won't let you stand in max range and never dodge just so you can benefit from Eagle Eye and Steady Focus. --Necromancer Icon Color.pngHanz(talk) 19:13, 12 September 2014 (UTC)

I see your point and it won't hurt to have to show both sides of the traits. Since I feel most them are all up to preference. --Human icon.png Dantes (talk) 22:41, 12 September 2014 (UTC)

Meta?[edit]

Shall we? :P In soloque it's the new warrior, even in teamque you see them a lot but not every match, kinda balanced. --Necromancer Icon Color.pngHanz(talk) 18:11, 17 September 2014 (UTC)

It is pretty much the new warrior. Easy to use and very effective at what it does. But it can be countered harder than most warrior builds. So I don't see many top teams picking it up. If it starts wain in popularity we can put it back to great but it can have the Meta tag for now. Because it is popular in the metagame :P. --Human icon.png Dantes (talk) 19:13, 17 September 2014 (UTC)
kk :P Btw I haven't really seen any condi rangers since the patch, I guess aside from the Entangle buff nothing changed for them.--Necromancer Icon Color.pngHanz(talk) 19:37, 17 September 2014 (UTC)

Counters[edit]

I would definitely add D/D Eles to that list. You cannot maintain distance (ride the lightning + teleport + easy cleanse), they can easily evade your burst and they outheal your damage while still applying pressure.--Dwim (talk) 14:30, 3 December 2014 (UTC)

Valid point. Added to counters. However it's not as much of a hardcounter as Thief's for Mes. --Necromancer Icon Color.pngHanz(talk) 17:02, 3 December 2014 (UTC)
I main two classes in PvP : Mesmer and Ranger. My own experience is that I have a much easier time to steal a lucky win against a D/P thief with my shatter mesmer than to kill a D/D Ele with my Power Ranger. The Power Ranger vs D/D Ele match up is as bad as the Shatter vs S/D Thief (which is far worse than D/P). I think I have yet to kill one in duel (got up to rank 100 in soloQ before rest).--Dwim (talk) 18:57, 3 December 2014 (UTC)
While you might not be able to kill one, you have tools for disengaging as a ranger against an ele. In a mes - thief matchup it's nearly impossible to leave the thief behind which is the main reason why thief counters mes - tons of LoS ignoring gapclosers. --Necromancer Icon Color.pngHanz(talk) 19:52, 3 December 2014 (UTC)
I've noticed that the spike is way too predictable. You can see the Rapid Fire coming from miles away (literally and figuratively). With a warrior, sword off-hand, the trait Missile Deflection (V in Defense) and a working brain, you can reflect the complete spike back at the ranger. I don't play very high ranked, so I don't know how the good rangers handle this, but the lower ranks are surely easy to defeat. Qiff (talk) 17:07, 20 December 2014 (UTC)
If you see them reflecting, just dodge -- it cancels your cast and also hopefully causes some of the reflected ones to miss you. After that first encounter, you should know who all can reflect -- that means you just look out for them. It can be added to our counters list so that our viewers are aware of this and perhaps give them some insight on what to do about it. Personally I'm already at a high vantage point if i'm going pew-pew, and I usually have some good method to los projectiles, whether reflected or not. « Chase ♥ ♥ ♥ » 21:37, 20 December 2014 (UTC)

06260[edit]

Rom is running this trait variant. It's actually pretty interesting. Extra 150% hits thanks to the gs5. Not sure if it works on LB4 or GS4, but if it does I think that helps too. Also the swap to gs gives swiftness so if you need to run away with 3 you get that extra distance and don't have to worry about taking signet for 25% movement. « Chase ♥ ♥ ♥ » 16:13, 9 December 2014 (UTC)

I've been testing it for 2 hours by now, both on target golems and in rated matches. ROM's version of Survival of the Fittest actually seems to do slightly less dmg (the real difference is at Rapid Fire, there's a huge dorp compared to 6/0/2/6/0), even with the critchance and ferocity bonus and the lack of RTW really hurts when enemies are trying to disengage. They can just sidestep my arrows. But we could so something like this: have a read the wind power ranger and a Survival power Ranger, both with 2 trait tables - "High Burst" and "Wilderness" remains here, and both 6/0/2/6/0 and 0/6/2/6/0 will be added to the new build. --Necromancer Icon Color.pngHanz(talk) 17:11, 9 December 2014 (UTC)
Not sure how I feel about 2 different power ranger builds with 2 separate trait tables each. Seems like we might be over-doing it a bit xP Are there any trait builds we can cut out as being inferior? Perhaps Rom's shouldn't be added at all. If all 4 are worthy, then let's go ahead and split them the way you've suggested. « Chase ♥ ♥ ♥ » 19:36, 9 December 2014 (UTC)
Tbh I don't want 2 different power ranger builds either because people there is always a huge debate about power ranger viability whenever someone mentions it. :P This one is called RTW power ranger, ROM's build is different and he's still experimenting. If his build becomes a thing then we add it otherwise it's skippable I guess. --Necromancer Icon Color.pngHanz(talk) 19:42, 9 December 2014 (UTC)

One trait variant to rule them all?[edit]

Been testing the builds on this page this week. Of the three that we have so far, I strongly prefer the Survival of the Fittest version. The high burst was fun, and works from range really well, however it really suffers from condis -- and I find myself losing the serious damage of Maul to try and survive from range. The wilderness survival one seemed interesting, I thought it'd be better against necro/engi for the condis, but surprisingly I found it's passive did not help me as much. The survival of the fittest version not only clears the condis actively, it also provides fury which is a good upper in damage. I found myself swapping more survival skills over signets for condi teams than using the wilderness variant. I also found myself downing people faster after an entangle than i did with high burst. So to me really there is just one choice xD Why do we actually have 3 different builds on this page? « Chase ♥ ♥ ♥ » 03:38, 10 December 2014 (UTC)

High Burst is basically the meta one. You don't see many power rangers on ESL and such, but when you do they play 6/6/2/0/0 - sucks against conditions, but in an organized team guards/eles can cleanse you. Definitely has higher dmg than other traits if the player can gain fury from a rune or a teammate. It's also the most popular one overall, when you fight power rangers you can notice that the conditions usually won't be cleansed. I prefer SotF too, very good vs condi specs and still has great damage. The Wilderness one is the most "balanced", it has some defense against both condi and power damage with
Empathic Bond Empathic Bond
Empathic Bond
Pets periodically take conditions from you.
Book.pngConditions Removed: 3
Radius.pngInterval: 10 seconds
/
Companion's Defense Companion's Defense
Companion's Defense
You and your pet gain protection when you dodge roll.
Protection.pngProtection (2s): -33% Incoming Damage
Book.pngCombat Only
- I'd probably take this if the enemy has some bursty specs in the form of thieves/mesmers, even eles. --Necromancer Icon Color.pngHanz(talk) 08:53, 10 December 2014 (UTC)

Steady Focus + GS[edit]

Wow, if steady focus doesn't work with GS that is going to be a pretty big bug that should be noted somewhere in the guide. Did you test this on a dummy or something? This makes me really sad :( « Chase ♥ ♥ ♥ » 02:00, 16 December 2014 (UTC)

Tested it again, it's working now. But it would be nice to have steady weapons back for testing these things. --Necromancer Icon Color.pngHanz(talk) 09:44, 16 December 2014 (UTC)
It would -- And sigh of relief here, now it all makes sense again why I have sigil of energy and that trait etc xD « Chase ♥ ♥ ♥ » 12:54, 16 December 2014 (UTC)

Alternative Trait Setup[edit]

I play slightly different with my power ranger, I always use Rampage as one and always use Signet of Wild and Lightning Reflexes. Signet of Stone is sometimes switched with Signet of Renewal. The traits I Use are 6/6/0/2/0 for that gain power from vitality one, works quite nice. Also, Great sword sigil should always be Battle and Intelligence so you have a little more strength on your burst attacks.

With 66020 you gain less then 100 extra power and lose a permanent 25% endurance bonus. Battle might not be too bad as a variant. Signet of Stone is nearly mandatory for every ranger build now, but Renewal is definitely a lifesaver when playing without SotF. --Necromancer Icon Color.pngHanz(talk) 17:28, 15 January 2015 (UTC)

Sword / Dagger for survivability[edit]

I've recently (~1 week) switched from GS to S/D. The problem pew pew rangers face now, is that basically everybody with half a brain and 20 games of PvP know how a Pew pew works. They know they should not engage them up front, they know what to dodge, and know how weak they are in CC. Also, at least in EU, there is a rise of Mesmers, Thieves and Meditation Guards who will happily gank me as soon as they see me. S/D offers a very interesting swap with lots of evades and escapes, which dramatically increases my survivability when I am engaged. Most of the time that weapon swap gives me type to look for support, reset my position and get my cooldowns back. It is true we lose the additional spike Maul offers, but I came to a point where being able to reset a fight is more important than more damage. Also btw : sword auto attack is still sweat, and the poison we get from the weapon switch is good pressure. Thoughts ? --Dwim (talk) 14:18, 9 February 2015 (UTC)

I have some decent power ranger friends who also swapped to S/D recently, but they are mostly hanging around in 1v1 arenas, for duels S/D's definitely the better set I'd say. But you lose some cleave, the block (that block is on par with engi's gear shield) and sword auto-attack is horrible. I play the Sword/Torch condi build a lot, but whenever I'm crazy enough to use the autoattack I tend to lose the duel because that locks me into a chain where I can't dodge. Besides if you watch tournaments, whenever there's a power ranger he has GS. --Necromancer Icon Color.pngHanz(talk) 15:33, 9 February 2015 (UTC)

Some tweaks to the High Burst traits[edit]

The current High Burst trait distribution isn't really that high burst and can possibly be tweaked for decent amount of more damage. This would come with a slight loss of safety but due to way a ranger fights survival is mostly down to positioning. So the extra DPS would help a lot with pinning down enemies before they can pressure you. Right now it's 6/6/2/0/0 with IV/X/XII IV/X/XII III but a higher damage build would be 6/5/1/2/0 with I/X/XIII II/X/ / V. You drop Signet Master and Primal Reflexes two defense traits for the more obvious DPS traits of Steady Focus and Sharpened Edges. Steady Focus is very easy for a Longbow Ranger to abuse and on any other class it would be awful. But since their are so many high points you can pew pew from 1500+ range it's up whenever you need it. Sharpened Edges is a slight DPS boost but other major traits could be used. Moment of Clarity isn't that great of a trait. The only real significant combo you can pull off is Hilt Bash into Maul but since this combo is so obvious (the equivalent to Ride the Lighting into Updraft) you will rarely have a good opportunity to use it. And any kind of Latency will cause your Hilt Bash to miss entirely. So going for more immediate damage with a 6/5/1/2/0 trait distribution makes more sense. Since with the ferocity nerf the power of Strength of Spirit is a significant increase. The current 6/6/2/0/0 build with current DPS traits has an effective power of 4054, the 6/6/2/0/0 distribution with new DPS traits is 4460, and the 6/5/1/2/0 spread with dps traits is 4533. (This was with Pack Runes/Berserker) That's a significant enough increase IMO that we should switch over to the newer spread. The old spread is just inferior except for a slight survival increase that isn't really needed. --Human icon.png Dantes (talk) 23:08, 15 February 2015 (UTC)

Are you sure it's actually worth it? Whenever a top team goes yolo and takes a power ranger for the burst the ranger's 66200. If it's actually better they why isn't anyone running this? Btw i might end up removing the 62600 version, because it's 1) not popular 2) 4 trait tables is just too much imo. Also if we keep the new addition, we could reduce it to a simple variant suggestion without its own trait table (and without sharpened edges, I'd say that's a bit unreasonable - you gain a tiny bit of damage but it's really not a good idea). --Necromancer Icon Color.pngHanz(talk) 19:53, 17 February 2015 (UTC)
Yea a 1.6% dps buff doesn't seem worth it to me personally. But if I were hardcore and wanted to remember the trait spread, then yea that's a good option. 4 variants are too much as hanz has said. I vote we remove the 62600 version as well. Personally I don't know how you can run this without survival of the fittest which provides good dps via fury and significant condi removal for running away / 1v1 dueling. « Chase ♥ ♥ ♥ » 20:20, 17 February 2015 (UTC)
I agree with removing the 6/2/6/0/0 it doesn't have a significant niche and worse overall imo compared to Survival of the Fittest. I think the biggest argument of 6/5/1/2/0 over 6/6/2/0/0 is how meh the Grandmaster Moment of Clarity trait is. It only affects one skill in the entire set (Hilt Bash) and that is easily counterable. Sure I've seen plenty of Mauls that hit for 8-10K on squishy foes due to the 50% damage buff. But the majority of time they blind/stun break making the combo a loss. --Human icon.png Dantes (talk) 21:26, 17 February 2015 (UTC)
I was pretty sure LB could proc the buff, but I agree it's not that awesome. Let's delete the 62600 at least, this page has always been one of our most flexible guides. Would be good to make it more specific at least some what xP « Chase ♥ ♥ ♥ » 21:46, 17 February 2015 (UTC)
Same, personally I don't like Moment of Clarity, but nearly every top player does. As Chase said this works with Longbow CC skills too. By moving a point away you also lose a bit of precision and ferocity. --Necromancer Icon Color.pngHanz(talk) 13:05, 18 February 2015 (UTC)
And for myself I prefer 6/5/3/0/0 to get that sweet 20% recharge on Entangle and Lightning Reflexes. The first one is a death sentence on classes who used their condi removals (like warriors), the second one is my only immo/stun removal when playing full burst, and so a huge part of my survival. Also Wilderness Survival "3" is pretty insane when you know you gonna get engaged by a burst class ! If you fail the dodge guess, you still get that sweet 2s Prot ! --Dwim (talk) 14:37, 4 March 2015 (UTC)

Four Trait Variants Exist[edit]

lol! « Chase ♥ ♥ ♥ » 20:16, 17 February 2015 (UTC)

Meta[edit]

How is this not meta? I see it everywhere in ranked arenas. And if ESL is the reason, this site isn't just here to document what people run in ESL. Random Weird Guy (talk) 23:25, 2 March 2015 (UTC)

You can find many builds on the site you normally wouldn't see in ESL matches so obviously we're not here only to document tournaments. But at any given time, theoretically there are multiple metas in PvP: low mid and high tier ones. We represent the high tier one because overall those builds are the most prevalent/optimal and highly influence lower tiers as well - while there are many Power Rangers or Turret Engis on low/mid tier they barely show up at tournaments. Builds under the Great category such as this one aren't far behind the meta, and occassionally you see top teams running Mesmers/Rangers/Necros, but in the end of the day when you ask someone "hey, what's the current meta?" the first thing that comes to mind is likely ele, warrior, engi. --Necromancer Icon Color.pngHanz(talk) 14:22, 3 March 2015 (UTC)
It is true that the "meta" thing is misleading. I think this site is not for the top 1% of people playing GO4GW2 finals (those dudes don't use this site as reference), it's for the other people playing or entering the scene to have base references for their games. Those "normal" guys will face Power Rangers and Shatter mesmers everywhere for example, even at high level. They will also face Turret Engies up to mid level. Those specs are so popular and you face them so much than them "not being meta" is actually confusing. --Dwim (talk) 14:23, 4 March 2015 (UTC)
I absolutely have to agree with Dwim, it's misleading, to say the least. Even devs are starting to point out this site as a good place to see what other players are running, in their blogs. Now... I can understand why this is not tagged meta, but my question is, is that a good decision? Power ranger really is a great build to play, whether on teams or soloQ, because it plays almost exactly like League's archetype "AD-Carry". So how is it so inferior to the top 1% builds? Perhaps it's time to allow some build variety into the game, since this site is quickly becoming the "go-to" place for "all" builds. Or are we afraid of cluttering the front page with choices since we believe there are none? --Shazz Bott (talk) 15:10, 10 May 2015 (UTC)
You've got a point there, but we can't please everyone at the same time. Low/mid/high tier EU/NA/China Teamque/Soloque, if we'd want to represent all of these metas then every build would be tagged as meta :) The current 5 builds are by far the most common ones on every single tier, format and region, that's why they are tagged as meta. If we tag Power Ranger and Randomnewbie#6472 starts watching ESL cups and won't see a power ranger for a month or two that can be just as confusing imo. At some point we used to have 1 meta build for every class, but some classes were 100 times more popular than others so that was pretty inaccurate. --Necromancer Icon Color.pngHanz(talk) 15:43, 10 May 2015 (UTC)
Ah that's a good point, I forgot about that. You're right, and I haven't watched enough of the Esports scene to know what they're doing consistently. I'll try watching the community-run events more often to see what the one-off players are often doing, since oftentimes it's those good but not quite top players that come up with crazy new ideas that get picked up by others and add to build variety. Good food for thought, thx :) --Shazz Bott (talk) 19:25, 10 May 2015 (UTC)
My personal take on it would be trying to answer "how do we focus to maintain a meta section?". Currently we have an excellent way of doing that by checking the tournaments that do take place. If they believe a Power Ranger is good material, we'd probably see it more often. The fact that many players see it when they PvP doesn't stop them from quickly checking the great builds for it (Meaning average players can find the build easily still). And great is equivalent to meta for the PvP section anyhow. If they're looking to copy the build or see it's counters section, it's a matter of opening conquest builds and ctrl+F "power ranger". I doubt they'd care whether we labelled it meta/great either. It could be listed as "good" and they'd still try to find it here (I think! but I could be wrong xP). « Chase ♥ ♥ ♥ » 00:53, 11 May 2015 (UTC)

Rune ?[edit]

Can someone explain me why that rune ? I understand that it's good (fury procs, good stats and all), but specifically for this build it's still kind of an overall DPS loss compared to the Ranger rune I feel. Especially the fact that the boon proc will not happen at the engage of a fight when you pew pew from a distance, and unlike for other professions who will often proc them in the middle of the fight, your allies will often not benefit from it. So ? --Dwim (talk) 14:32, 4 March 2015 (UTC)

Even without the bonus the stats of that rune are amazing. The proc is a mini
Signet of Rage Signet of Rage
1Activation.png
60Recharge.png
Signet of Rage
Signet Passive: Grants adrenaline.
Signet Active: Gain fury, might, and swiftness.
Signet of Rage.pngSignet of Rage: Gain adrenaline.
Fury.pngFury (25s): 20% Critical Chance
Might.png5Might (25s): 150 Power, 150 Condition Damage
Swiftness.pngSwiftness (25s): 33% Movement Speed
, it won't always affect your teammates but it'll do fairly often and it's more than useful even if you are the only one to recieve the buffs. But some friends of mine are rather decent power rangers, will ask around about the rune as they know this spec a lot better than I do. I think the difference between the listed runes aren't that big and it comes down to personal preference. Also thanks for reminding me, I wanted to add
Superior Rune of the Air Superior Rune of the Air
Superior Rune of the Air.pngSuperior Rune of the Air
(1): +25 Ferocity (2): +10% Swiftness Duration (3): +50 Ferocity (4): When you use a heal skill you gain swiftness for 5 seconds. (Cooldown: 10s) (5): +100 Ferocity (6): +20% Swiftness Duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20s)
as a variant :P That's what some NA coolkids are running atm. --Necromancer Icon Color.pngHanz(talk) 15:47, 4 March 2015 (UTC)
Btw what do you think about
Signet of the Hunt Signet of the Hunt
30Recharge.png
Signet of the Hunt
Signet Passive: Grants 25% increased movement speed to you and your pet.
Signet Active: Your next attack and your pet's next attack deal more damage.
Signet of the Hunt.pngSignet of the Hunt (30s): 150% damage to your pet's next attack.
Signet of the Hunt.pngSignet of the Hunt: 25% Movement Speed
and
Quickening Zephyr Quickening Zephyr
60Recharge.png
Quickening Zephyr
Survival. You and your pet gain quickness.
Quickness.pngQuickness (6s): Skills and actions are 50% faster.
Superspeed.pngSuper Speed (6s): Movement speed is greatly increased.
Stun-Break.pngBreaks stun
? I think they aren't as good/popular as other choices like Signet of Renewal or Muddy Terrain and should be removed. --Necromancer Icon Color.pngHanz(talk) 15:53, 4 March 2015 (UTC)
I've never used
Signet of the Hunt Signet of the Hunt
30Recharge.png
Signet of the Hunt
Signet Passive: Grants 25% increased movement speed to you and your pet.
Signet Active: Your next attack and your pet's next attack deal more damage.
Signet of the Hunt.pngSignet of the Hunt (30s): 150% damage to your pet's next attack.
Signet of the Hunt.pngSignet of the Hunt: 25% Movement Speed
. It's probably usable, but I find myself not needing the 25% speed (and I'm not even using pack runes). I've used
Quickening Zephyr Quickening Zephyr
60Recharge.png
Quickening Zephyr
Survival. You and your pet gain quickness.
Quickness.pngQuickness (6s): Skills and actions are 50% faster.
Superspeed.pngSuper Speed (6s): Movement speed is greatly increased.
Stun-Break.pngBreaks stun
in the past when using the Survival of the Fittest version (which is the only version where it's truly efficient i'd say), but I've dropped it for the lack of utility it gives. Instead, I *really* like
Signet of the Wild Signet of the Wild
1Activation.png
60Recharge.png
Signet of the Wild
Signet Passive: Grants health regeneration to you and your pet.
Signet Active: You and your pet grow larger, dealing more damage and gaining stability.
Heal.pngSignet of the Wild: 62 Heal
Signet of the Wild.pngEnlarged (8s): You deal 25% more damage and move faster.
Stability.png5Stability (8s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
Damage.pngDamage Increase: 25%
Book.pngMovement Speed Increase: 50%
Duration.pngDuration: 8 seconds
with the signet trait. The damage boost is massive, and the stability can be used for a safe stomp. The passive help the High Burst variant to keep up against small DoTs too. --Dwim (talk) 08:20, 5 March 2015 (UTC)
(removed this topic because it's about the Rune not the Amulet). So the answer I've got was: Pack > Ranger because of the extra combat mobility which allows you to better reposition yourself and if your pet dies Ranger runes are nowhere near pack. The extra fury is always nice, sharing all the boons with your party is just a bonus. While it won't always trigger at the start of a teamfight, some random AoE will trigger it pretty early in the fight. Different topic: I think Signet of the Hunt/Wild and QZ are all good, and I'd probably take one if i had a 4th utility slot but the problem is, nobody has 4 slots. Signet of Stone and Lightning reflexes are things you must bring, and for the remaining slot it's usually something with condi cleansing. Removed QZ and SotH from the variant list, Wild is still being used sometimes so I've kept that. --Necromancer Icon Color.pngHanz(talk) 14:24, 5 March 2015 (UTC)
Well, I was not convinced, so I ran some tests. And Rune of the Pack here I am ! I've barely noticed any DPS difference on golems in HotM, without the boon procs ! I strongly suspect ranger rune #6 to be broken because the +7% raw damage increase should be more visible. Or it's the +175 power which makes up for that, but then it just shows that power runes own precision runes in PvP where the power base stat is pretty low. Anyway, Pack rune all day. --Dwim (talk) 20:13, 5 March 2015 (UTC)
Yep, higher Power seems to be more important than higher crit / ferocity for rangers. And with all the boons, pack is just too good. --Necromancer Icon Color.pngHanz(talk) 13:07, 6 March 2015 (UTC)
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