Ranger WvW | Small Group Shortbow, Axe/Dagger | Roamer Condi Spike Roamer
Table of Contents
Summary
This build uses Sharpened Edges and Superior Sigils of Earth to stack bleeds at an amazing rate. It also has good power based damage due to utilitizing rampages gear (90% crit rate with fury and 30% crit damage). Traps provide extra damage while kiting and also extra damage ticks, which each can provide up to 2 more stacks of bleed. Maxing out, this build can easily reach over 20 stacks of bleed, poison, and burning on a human target while dealing upwards of 600 power damage on shortbow hits.
I. Weapons and Skills
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Weapon and Skill Details
Shortbow:
Crossfire: With sigil of earth and sharpened edges, crossfire can easy get over 10 bleeds even from the front. It's excellent for kiting melee classes like warriors and guardians
Poison volley: This skill is far, far more powerful than it looks. If you can get this skill off from melee range it has a chance to stack up to 10 bleeds! Also, 10 seconds of poison on a warrior is amazingly strong.
Quick Shot: Good evade when someone is right in your face. Use it and drop a Spike Trap.
Crippling Shot: Basic kiting, situational use only.
Concussion Shot: Ever wanted to slaughter a necro as a condi class? This baby is absolutely amazing for interrupting necromancer and thief heals. Save this for when your condi stacks get extremely high and go for the heal interrupt.
Axe & Dagger:
Ricochet: This attack is best in multi target scenarios only. Otherwise Crossfire is always better DPS. You can use this in 2v1s to apply simultaneous pressure along with traps but otherwise it isn't optimal.
Splitblade: This attack in this specific build is *the* most powerful condition applying attack in the game. It has the potential with Sharpened Edges and Sigil of Earth to apply 15 stacks of bleed in 1 hit from point blank range. That's about 8k damage over 5 seconds if not cleansed.
Winter's Bite: Better than it looks. Great for kiting and the weakness your pet inflicts can really hinder burst classes (it lasts for 10 seconds and can act as a cover condi for bleeds/burn, etc)
Stalker's Strike: Is a really LONG evade. It's also somewhat of a gap closer and the poison is great against guardians, warriors and elementalists. This is good to use when fighting toe to toe against thieves and other heavy burst melee setups.
Crippling Talon: A long cripple and good bleed on a short cooldown. Good for gap closing.
Heal & Utilities:
Healing Spring: One of the best heals in the game. Fight in it as long as possible to get that regen and condi removal.
Spike Trap: More bleeds and kiting. It's funny to drop this and see warriors and guardians try attacks like eviscerate and bulls charge into this and wind up with a face full of bleeds, cripple, and burning if you drop the flame trap in it.
Flame Trap: Your only source of burning. If you stand in this, melee classes have no choice but to eat it. For casters like necros, you should be dropping this while you engage them from melee range.
"Protect Me": This can be a lifesaver from things like GS/Mace & Shield warriors, as well as thieves. I usually run with a movement signet and then switch to this when I see someone to engage. 6 seconds of immunity is really powerful and allows you to go completely ham on your enemy from melee range.
Entangle: Entangle is situational. Some classes like thieves and mesmers will just port directly out of it, others like guardians and warriors and necros will get absolutely destroyed by it. I tend to switch elites frequently depending on what's needed.
II. Traits
Marksmanship
Skirmishing
Wilderness Survival
Nature Magic
Trait Details
Skirmishing:
II Sharpened Edges: Obviously this is one of the most important traits this build utilizes. Each hit has 50% chance to bleed for 5 seconds when fully buffed with food.
VIII Trapper's Expertise: Makes your traps a lot better & bigger
XI Trap Potency: Makes trap recharges extremely short and conditions last a very long time
Wilderness Survival:
III Shard Anguish: A good automatic stunbreak. Strong against necros, warriors especially
VII Offhand Training: This one is a personal preference for dagger offhand improvement. It is not essential.
XI Empathic Bond: Very good condition removal. Essential.
Nature Magic:
VI Nature's Protection: This is extremely important for fighting thieves and warriors. If they get the jump on you, that protection is essential. Take this and you will not regret it.
III. Stat Specifics & Effects
Primary Stats
- Health 16922 (+1000)
- Vitality 1016 (+100)
- Armor 2301 (+321)
- Toughness 1237 (+321)
- Attack 2820 (+904)
- Power 1820 (+904)
- Critical Hit 81% (+81%)
- Precision 2610 (+1694)
Secondary Stats
- Bleeding Duration 35% (+35%)
- Boon Duration 10% (+10%)
- Condition Damage 1329 (+1329)
- Condition Duration 40% (+40%)
- Critical Damage 20% (+20%)
- Damage 1000 (+0%)
- Defense 1064 (+0)
- Endurance Regeneration 25% (+25%)
- Experience from Kills 20% (+20%)
- Ferocity 300 (+300)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
Condition duration food is really important. Use koi cakes or Veggie Pizzas.
Utility can be either precision or condi damage. Either is very beneficial.
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
- (30min)
- Condition Duration: 40%
- Condition Damage: 70
- Experience from Kills: 10%
Utility Nourishment
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain precision equal to 6% of your toughness
- Gain precision equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 97
- Precision: 60
- Power: 43
- Condition Damage: 43
- Power: 25
- Bleeding Duration: 15%
- Power: 50
- -50% Incoming Cripple Duration
- Power: 90
- When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
- Defense: 97
- Precision: 45
- Power: 32
- Condition Damage: 32
- Power: 25
- Bleeding Duration: 15%
- Power: 50
- -50% Incoming Cripple Duration
- Power: 90
- When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
- Defense: 338
- Precision: 134
- Power: 96
- Condition Damage: 96
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Defense: 157
- Precision: 45
- Power: 32
- Condition Damage: 32
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Defense: 218
- Precision: 90
- Power: 64
- Condition Damage: 64
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- Poison Duration: 15%
- Condition Damage: 100
- +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
- Defense: 157
- Precision: 45
- Power: 32
- Condition Damage: 32
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- Poison Duration: 15%
- Condition Damage: 100
- +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
Armor Stat Totals
- Defense 1064
- Power 324
- Bleeding Duration 35%
- Condition Damage 349
- Precision 419
Rune Bonuses
Superior Rune of the Centaur- Power: 25
- Bleeding Duration: 15%
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 25
- Bleeding Duration: 10%
Accessories & Jewels
- Precision: 25
- Condition Damage: 15
- Power: 15
- Precision: 25
- Condition Damage: 15
- Power: 15
- Precision: 25
- Condition Damage: 15
- Power: 15
- Precision: 25
- Condition Damage: 15
- Power: 15
- Precision: 25
- Condition Damage: 15
- Power: 15
- Precision: 25
- Condition Damage: 15
- Power: 15
Accessory Totals
- Power:409
- Precision:621
- Condition Damage:439
- Toughness:21
Weapon Set Sigils
- Weapon Strength: 905-1000
- Precision: 239
- Power: 171
- Condition Damage: 171
- Weapon Strength: -
Weapon Set I
Sigil of Superior Earth60% chance to do a 5s bleed on critical.
- Weapon Strength: 857-1048
- Precision: 120
- Power: 85
- Condition Damage: 85
- Weapon Strength: 924-981
- Precision: 120
- Power: 85
- Condition Damage: 85
Weapon Set II
Sigil of Superior Earth60% chance to do a 5s bleed on critical.
Sigil of Superior GeomancyYou bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Upgrade Item Details
Sigil of Earth is absolutely essential on both weapon sets. The Sigil of Geomancy is wrong and should be sigil of Torment.
V. Basic Gameplay
Main Skill Rotation
Ultimately no one rotation is ever going to work in every situation. For example, this rotation suggests what you might do while running toward a warrior: Toss Crippling Talon and Winter's bite causing cripple and chill (your pet will apply weakness). Once close to melee range use stalker's strike evade melee attacks and applying poison. Then throw your splitblade at point blank range for maximum bleed application. Switch to shortbow and use quick shot to move out of melee range tossing a spike trap to prevent him from following you. Then while he is immobed and crippled from the spike trap toss your burn trap and hit him with poison volley. By this time you can probably switch back to axe and continue the process.