I'll kick off with a new team-based fighting build (since we got better dedicated bunkers in our team for home-point than my regen ranger:
I was thinking, let's dump our selfish regen-ranger build and find something more team orientated.
This is what I came up with:
http://gw2skills.net/editor/?fNAQRAnf8YjMq0ua3KmrQ1agGhq9GEuXA7AYAKAXtwJr4LNA-TJxGwAAeCASLDQ4kAwZ/BATrapper combined with regen.
First off: weapons
- axe + torch as offensive and starting off set. Lots of conditions, less mobility.
- Sword + Dagger as defensive setup. Less conditions, but more raw damage, more mobility and leap finisher for additional heal from Healing Spring.
- Possible change: swap torch for dagger, and dagger on sword for warhorn for the '5' buffs (swiftness, fury and might) and a blast finisher for area heal on Healing Spring with Blast finisher.
Utilities:
- Healing spring, obvious, team support and water field.
- Traps: aoe on point, element fields for extra boons/damage
- entangle: easier to use in big teamfights, high damage, easy burst/spike damage target when entangled.
- Elite substitute: healing spirit as a panic button if need be: revive (all) allies (I've seen a 3 ally revive already, dunno if more is possible though)
Pets:
- Drake: confusion + blast (but tbh, not sure about it. I might take something else, don't know which. Drake has some nice aoe skills too) I might go for the fern hound, though it seems to be nerved ingame since I get way less high numbers then on gw2editor.
- wolf: obvious choice: fear people of point, give breathing room, give a chance to get that last piece for a fullcap on the point, safely res somebody, prevent a stomp,...
Traits:
- Skirmishing: traps ofc. And the spike trap on revival. Nice damage, especially if everybody uses his 'reviving vengeance' skills.
- Wilderness Survival: survival, indeed. The selfish traitline, more vigor, regen and less conditions for me. Though, the longer I survive, the more useful I am to the team.
- Nature magic: increased regen duration for regen applied by me: Healing spring, dwayna rune 6th and potentially fern hound's heal gets boosted.
Gear:
- Dwayna runes: survival for myself + 5s regen for allies when I use my heal (on top of the HS' regen). Might be a swap for rune of mercy though, since that fast ressing might be nice. Or more damage based if we lack damage.
- Settler amulet: survival and condi damage, all I need for this build tbh.
Sigil of water and energy: water to heal allies on hit (5s cd) and energy for the extra free dodge on weapon swap (9s cd)
So, that's the build I gonna try out in our team fights.