Ranger WvW | Small Group Shortbow, Axe/Dagger | Roamer Condi Spike Roamer

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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

Rampager's Shortbow
  • Weapon Strength: 905-1000
  • Precision: 239
  • Power: 171
  • Condition Damage: 171
  • Weapon Strength: -
Rampager's Axe
  • Weapon Strength: 857-1048
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
Rampager's Dagger
  • Weapon Strength: 924-981
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
  • Weapon Strength: -
  • Weapon Strength: -
  • Paralyzing Venom45
    Pet skills. Your next attack immobilizes your foe.
    Stun: 2 sDuration: 30
  • Poison Gas20
    Spit a ball of venom that covers an area with a poisonous cloud.
    Poison: 3 s (252 damage)Combo Field: PoisonRange: 900
  • Spit1
    Spit at your foe.
    Damage: 148Combo Finisher: Projectile (20% chance)Range: 900
  • Entangling Web1 20
    Shoot a web, immobilizing your foe.
    Damage: 185Immobilized: 3 sCombo Finisher: Projectile (20% chance)Range: 900
  • 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
      Swiftness:
    • 0
      Swiftness:
  • Poison Volley¼ 9
    Fire a spread of five poison arrows.
    Damage (5x): 170x5Poison: 4 s (840 damage)Range: 900
    • 0
      Swiftness:
    • 0
      Swiftness:
  • Quick Shot¼ 9
    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
      Swiftness:
    • 0
      Swiftness:
  • Crippling Shot12
    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
      Swiftness:
    • 0
      Swiftness:
  • Concussion Shot¼ 25
    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
      Swiftness:
    • 0
      Swiftness:
  • Healing Spring ½ 24
    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
      Swiftness:
  • Spike Trap ½ 20
    Trap. Set a trap that bleeds and cripples foes.
    x6Bleeding: 6.5 sDamage: 49Crippled: 2.66 sKnockdown: On initial trap triggerDamage radius: 240Trap radius: 240
    • 0
      Swiftness:
  • Flame Trap 12
    Trap. Set a trap that burns foes.
    Damage (per pulse): 73Burning: 2.5 s (per pulse)Duration: 3Trap radius: 240Effective radius: 180Combo Field: Fire
    • 0
      Swiftness:
  • "Protect Me"60
    Shout. Instead of attacking, your pet will protect you by absorbing all damage you would take.
    Duration: 6Break Stun
    • 0
      Swiftness:
  • Entangle ¾ 60
    Survival. Entangle your foe. They are immobile until the vines are destroyed.
    Duration: 20Damage: 49Bleeding: 8 s (6800 damage)Immobilized: 1 sRange: 600
    • 0
      Swiftness:

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

Adept Master Grandmaster

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

  • 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

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

Rare Veggie Pizza
Duration: 30min
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration: 40%
  • Condition Damage: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Maintenance Oil
Duration: 30min
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

Rampager's Emblazoned Helm
  • Defense: 97
  • Precision: 60
  • Power: 43
  • Condition Damage: 43
Superior Rune of the Centaur
  1. Power: 25
  2. Bleeding Duration: 15%
  3. Power: 50
  4. -50% Incoming Cripple Duration
  5. Power: 90
  6. When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
Rampager's Emblazoned Shoulders
  • Defense: 97
  • Precision: 45
  • Power: 32
  • Condition Damage: 32
Superior Rune of the Centaur
  1. Power: 25
  2. Bleeding Duration: 15%
  3. Power: 50
  4. -50% Incoming Cripple Duration
  5. Power: 90
  6. When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
Rampager's Emblazoned Coat
  • Defense: 338
  • Precision: 134
  • Power: 96
  • Condition Damage: 96
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Rampager's Emblazoned Gloves
  • Defense: 157
  • Precision: 45
  • Power: 32
  • Condition Damage: 32
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Rampager's Emblazoned Pants
  • Defense: 218
  • Precision: 90
  • Power: 64
  • Condition Damage: 64
Superior Rune of the Afflicted
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. Poison Duration: 15%
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
Rampager's Emblazoned Boots
  • Defense: 157
  • Precision: 45
  • Power: 32
  • Condition Damage: 32
Superior Rune of the Afflicted
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. Poison Duration: 15%
  5. Condition Damage: 100
  6. +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
  1. Power: 25
  2. Bleeding Duration: 15%
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
Superior Rune of the Afflicted
  1. Condition Damage: 25
  2. Bleeding Duration: 10%

Accessories & Jewels

Rampager's Amulet
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
Rampager's Jewel
  • Precision: 25
  • Condition Damage: 15
  • Power: 15
Rabid Back
  • Condition Damage: 30
  • Precision: 21
  • Toughness: 21
(Infused)
Rampager's Jewel
  • Precision: 25
  • Condition Damage: 15
  • Power: 15
Rampager's Ring
  • Precision: 90
  • Power: 64
  • Condition Damage: 64
(Infused)
Rampager's Jewel
  • Precision: 25
  • Condition Damage: 15
  • Power: 15
Rampager's Ring
  • Precision: 90
  • Power: 64
  • Condition Damage: 64
(Infused)
Rampager's Jewel
  • Precision: 25
  • Condition Damage: 15
  • Power: 15
Rampager's Earring
  • Precision: 75
  • Power: 53
  • Condition Damage: 53
Rampager's Jewel
  • Precision: 25
  • Condition Damage: 15
  • Power: 15
Rampager's Earring
  • Precision: 75
  • Power: 53
  • Condition Damage: 53
Rampager's Jewel
  • Precision: 25
  • Condition Damage: 15
  • Power: 15

Accessory Totals

  • Power:409
  • Precision:621
  • Condition Damage:439
  • Toughness:21

Weapon Set Sigils

Rampager's Shortbow
  • Weapon Strength: 905-1000
  • Precision: 239
  • Power: 171
  • Condition Damage: 171
  • Weapon Strength: -
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.

Weapon Set I

Sigil of Superior Earth

60% chance to do a 5s bleed on critical.

Rampager's Axe
  • Weapon Strength: 857-1048
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
Rampager's Dagger
  • Weapon Strength: 924-981
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.
Sigil of Superior Geomancy
You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set II

Sigil of Superior Earth

60% chance to do a 5s bleed on critical.

Sigil of Superior Geomancy

You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

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

Crippling Talon½ 12
Throw a dagger to bleed and cripple your foe.
Damage: 252Crippled: 6 sx3Bleeding: 8 s (1020 damage)Combo Finisher: ProjectileRange: 1,500
Winter's Bite½ 10
Throw an axe to chill your foe. Your pet's next attack inflicts weakness.
Damage: 168Chilled: 3 sRange: 900
Stalker's Strike½ 8
Stab and poison your foe while evading attacks.
Damage: 67x3Poison: 8 s (840 damage)Range: 250
Splitblade¾ 6
Throw a spread pattern of five whirling axes that bleeds foes.
Damage (5x): 170x5Bleeding: 6 s (1275 damage)Combo Finisher: Projectile (20% chance)Range: 900
Quick Shot¼ 9
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
Spike Trap ½ 20
Trap. Set a trap that bleeds and cripples foes.
x6Bleeding: 6.5 sDamage: 49Crippled: 2.66 sKnockdown: On initial trap triggerDamage radius: 240Trap radius: 240
Flame Trap 12
Trap. Set a trap that burns foes.
Damage (per pulse): 73Burning: 2.5 s (per pulse)Duration: 3Trap radius: 240Effective radius: 180Combo Field: Fire
Poison Volley¼ 9
Fire a spread of five poison arrows.
Damage (5x): 170x5Poison: 4 s (840 damage)Range: 900

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.


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