Ranger PvE | Open World Shortbow, Sword/Warhorn | Damage The Lazy Murderer (Crossfire)

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Summary

The goal of this build is steady DPS that works for nearly all PvE content. The build has taken me across nearly every dungeon, Fractals of the Mists, open world completion, open world bosses and the Living Story, Liadri being the only case where I actually changed my build. The build is focused on Shortbow because it used to be great. Even though the range was reduced from 1200 to 900, I decided to stick with it. Longbow is very viable now with all the buffs it got, but this is still not a bad alternative.
It's a lazy and passive build, but it performs well under pressure as well.


I. Weapons and Skills

Berserker's Shortbow
  • Weapon Strength: 905-1000
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Terrifying Howl2 45
    Pet skills. Howl at foes to send them running in fear.
    Damage: 49Fear: 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
      Vulnerability: Swiftness:
    • 0
      Vulnerability: Swiftness:
  • Poison Volley¼
    Fire a spread of five poison arrows.
    Damage (5x): 170x5Poison: 4 s (840 damage)Range: 900
    • 0
      Vulnerability: Swiftness:
    • 0
      Vulnerability: Swiftness:
  • Quick Shot¼
    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
      Vulnerability: Swiftness:
    • 0
      Vulnerability: Swiftness:
  • Crippling Shot
    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
      Vulnerability: Swiftness:
    • 0
      Vulnerability: Swiftness:
  • Concussion Shot¼ 20
    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
      Vulnerability: Swiftness:
    • 0
      Vulnerability: Swiftness:
  • 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: Water
    • 0
      Vulnerability: Swiftness:
  • Quickening Zephyr60
    Survival. You and your pet gain quickness and super speed.
    Quickness: 6 sSuper Speed: 6 s
    • 0
      Vulnerability: Swiftness:
  • Signet of the Hunt30
    Signet Passive: Grants 25% increased movement speed to you and your pet.
    Signet Active: Your pet's next attack deals more damage.
    • 0
      Vulnerability: Swiftness:
  • Signet of Stone80
    Signet Passive: Improves toughness for you and your pet.
    Signet Active: Your pet takes no damage from attacks.
    Duration: 6
    • 0
      Vulnerability: Swiftness:
  • “Strength of the Pack!”1 60
    Shout. Rampage with your pet, gaining stability, fury, and swiftness. You and your pet also grant might to each other when you attack.
    x3Stability: 3 s (per pulse)Fury: 20 sSwiftness: 20 sDuration: 20
    • 0
      Vulnerability: Swiftness:

Weapon and Skill Details

Shortbow: Your bread and butter. Basically hit #1 to DPS. This has nothing to do with the bleeding as the build is a Power build. With Crossfire you hit for ~760 damage on regular attacks and ~1600 on crit. With a shot going off every 0.52 seconds and 53% crit chance at the least, that is over 1.000 DPS per second to a single target. If you stand correctly you can hit at least two targets at once because of the Piercing Arrows trait. Now you're thinking about Warriors who easily burst 10k in one attack. What I love about the shortbow though, is the steady damage. Other classes often have to dodge in and out of combat or deliver damage in bursts and suffers if their burst is countered. This build delivers the same damage every half second making it feel very reliable. Compared to longbow the DPS is not bad either. The longbow can outperform the shortbow on medium-long range in regard to damage, but I don't like the longbow because DPS feels chunky compared to the shortbow, along with the fact it does not have the same utility.

 

For the rest of the shortbow skills - Well, they are all utility. Poison, extra dodge, cripple and an interrupt. These should not be spammed. Use them when appropriate.

 

As the alternative set I choose to go with Sword/Warhorn. The warhorn is mostly a matter of being lazy (Swiftness), but it also provides 15 seconds of Fury, which is a good pop before a combat. With over 100% crit damage it makes a difference whether your chance to crit is 53 or 73%.

 

As for the sword, this is highest-damage weapon a ranger has access to. With that said, the build is squishy. If you can melee something, that's great. It will die faster. But don't count on it, especially not during difficult encounters. The real reason I use sword is for all the added evasion it gives. Normal dodging can get you out of many shitty situations, but it will not save you from immobilizes. With sword #2 and #3 you get a total of 2.25 seconds of "dodging" any incoming damage which helps if you are immobilized. You will remain in place, but you will still get the evasion from the skills. Furthermore, #2 is an amazing escape mechanic and a good way to get some distance to your target if things should get messy.

 

As healing skill, there is really only one that works for everything - Healing Spring. While you may get more raw healing from Troll Unguent it is rarely worth sacrificing the water field and condition removal. This is especially true because healing spring is the only source on this build to remove conditions. In dungeons/groups it is even better because anyone can use the condition removal and regeneration from the healing spring, and possibly use the waterfield to heal even more.

 

Quickening Zephyr is obvious. 6 seconds of quickness for bursting your enemy down. Remember not to pop your healing while this is on as you will only get healed for half of what you should have.

 

Signet of the Hunt serves little purpose in combats, it is a simple matter of being lazy with the 25% movement speed. If you like being slow, feel free to use something else. In combat, pop it whenever you can for a single attack that deals 150% damage.

 

Signet of Stone is the emergency button. The build IS squishy and not every fight is easy to master without mistakes where you get caught up in something, pulled to a boss, immobilized, knocked on your butt and so on. The signet is traited to not only work on the pet, but also you. It will not save you from conditions, but it will eat any incoming attacks for 6 seconds. This is your saving grace when you mess up, and 6 seconds is plenty of time to pull it together and get back in the fight.

 

Lastly we have Rampage as One. For an elite skill, I don't feel it is impressive. But it is solid. 20 seconds of fury, swiftness, stability and might. Pop it whenever you like. It's extra damage, and I don't mind the safety in stability either.

 

With all of that covered, there's the matter of pets. There is a lot of choices here. What it comes down to for me is that I don't like the pets. At all. That said, they can not be ignored, even if unreliable at times. I use wolf and dog because of the CC they provide - A knockdown each, fear and immobilize as actives. These pets also deal OK damage while not being too squishy. But seriously, try pets out, see what you like.


II. Traits

Adept Master Grandmaster

Trait Details

Marksmanship:
I: 10% damage whenever you don't have to dodge. Extra damage is always good, and being ranged there is often no reason to dodge.
VIII: This trait makes you able to hit several targets at the same time. Your arrows doesn't stop when it hits the first enemy, it goes through and hits everything behind the enemy as well. Can be switched if not needed. I generally just leave it on. Try to target the enemy furthest away, it will be easier to the entire line of enemies. If you do not like this trait (you should!), both IV and VII are solid alternatives in this trait line.
XI: Who doesn't like 6 seconds of invulnerability?

 

Skirmishing - This is not the best trait line and no "awesome" choices, but everything is solid. I can only justify it with the 300 precision and 30% crit damage the trait line gives.
I: A bit more damage for the pet. Change it if you like.
VI: I don't like my pets chasing around too much, wasting time. Nothing special though, change it if you like.
X: Increases the frequency of which you can pop the utility skills on the shortbow. I recommend keeping this. More interrupts, more dodging, more uptime on poison for mobs that likes to heal and more cripple. All good.

 

Nature Magic:
V: A bit of extra power. As per 10th of December this will be increased to a 7% conversion which is not that bad. As of right now I recommend going 10 points into Wilderness Survival instead for +50% endurance regen and VI which reduces cooldown on Quickening Zephyr. The 50% will be nerfed to 25% on 10th of December though, which is why I now recommend the Nature Magic traits instead.


III. Stat Specifics & Effects

Primary Stats

  • Health 17022 (+1100)
  • Vitality 1026 (+110)
  • Armor 2160 (+180)
  • Toughness 1096 (+180)
  • Attack 3868 (+1952)
  • Power 2828 (+1912)
  • Critical Hit 59% (+59%)
  • Precision 2152 (+1236)

Secondary Stats

  • Agony Resistance 25 (+25)
  • Boon Duration 10% (+10%)
  • Condition Duration 30% (+30%)
  • Critical Damage 84% (+84%)
  • Damage 1040 (+4%)
  • Defense 1064 (+0)
  • Ferocity 1271 (+1271)
  • Magic find 20% (+20%)
  • Movement Speed 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

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Duration:

Utility Nourishment

Duration:

Armor & Runes

Berserker's Emblazoned Helm
  • Defense: 97
  • Power: 60
  • Precision: 43
  • Ferocity: 43
Superior Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
Berserker's Emblazoned Shoulders
  • Defense: 97
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
Berserker's Emblazoned Coat
  • Defense: 338
  • Power: 134
  • Precision: 96
  • Ferocity: 96
Superior Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
Berserker's Emblazoned Gloves
  • Defense: 157
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
Berserker's Emblazoned Pants
  • Defense: 218
  • Power: 90
  • Precision: 64
  • Ferocity: 64
Superior Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
Berserker's Emblazoned Boots
  • Defense: 157
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%

Armor Stat Totals

  • Defense 1064
  • Power 594
  • Ferocity 334
  • Damage 4%
  • Precision 299

Rune Bonuses

Superior Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%

Accessories & Jewels

Distinguished Circle of LogicUtility Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Magical InfusionUtility Infusion
  • Magic find: 20%
Berserker's BackOffensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Mighty InfusionOffensive Infusion
  • Power: 5
  • Agony Resistance: 5
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Mighty InfusionOffensive Infusion
  • Power: 5
  • Agony Resistance: 5
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Vital InfusionDefensive Infusion
  • Vitality: 5
  • Agony Resistance: 5
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Mighty InfusionOffensive Infusion
  • Power: 5
  • Agony Resistance: 5
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Vital InfusionDefensive Infusion
  • Vitality: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:707
  • Precision:466
  • Ferocity:466
  • Magic find:20%
  • Agony Resistance:25
  • Vitality:10

Weapon Set Sigils

Berserker's Shortbow
  • Weapon Strength: 905-1000
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Weapon Set I

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Sigil of Superior Force
+5% damage.

Weapon Set II

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Sigil of Superior Force

+5% damage.

Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Water Weapon I

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Water Weapon II

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Upgrade Item Details

Armor and trinkets are obviously all Berserker's for the most damage. As for runes, the optimal choice would be Scholar's for the +10% damage they provide. I still use those, but I do not recommend it. In easy fights, sure, it is the best runes, but in any moderately difficult fight, you will not be above 90% HP at all times. For that reason I actually like Ogre runes the best. The +4% damage is always there, and the runes provide some nice offensive stats. The rock dog is an OK bonus too and can secure your rally in a situation where you get downed.

 

On weapons I like to run Sigil of Air. I only have the math for the shortbow which adds up to a total 7% damage increase. Do note this is only on a single target though, the first that your arrow hits. If you do not like this, I recommend the Sigil of Fire instead for an AoE blast. As far as I remember it is almost on par with Sigil of Force (+5% damage), except that it deals damage in AoE, adjacent to the first target you hit. If you want a "safer" sigil, just stick with Sigil of Force.


V. Basic Gameplay

Swap to shortbow. Press 1. Win ;)


Main Skill Rotation


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