Ranger WvW | Fun Axe/Warhorn, Sword/Torch | Roamer WvW Solo Roamer
Table of Contents
Summary
Solo WvW Ranger
I. Weapons and Skills
- Weapon Strength: 857-1048
- Healing Power: 120
- Toughness: 85
- Condition Damage: 85
- Weapon Strength: 814-900
- Healing Power: 120
- Toughness: 85
- Condition Damage: 85
- Weapon Strength: 905-1000
- Healing Power: 120
- Toughness: 85
- Condition Damage: 85
- Weapon Strength: 789-926
- Healing Power: 120
- Toughness: 85
- Condition Damage: 85
- 0Vigor: Regeneration: 10 s
- 0Vigor: Regeneration: 10 s
- 0Vigor: Regeneration: 10 s
- 0Vigor: Regeneration: 10 s
- 0Vigor: Regeneration: 10 s
- 0Vigor: Regeneration: 10 s
- 0Vigor: Regeneration: 10 s
- 0Vigor: Regeneration: 10 s
- 0Vigor: Regeneration: 10 s
- 0Vigor: Regeneration: 10 s
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- 0Vigor: Regeneration: 10 s
- 0Vigor: Regeneration: 10 s
- 0Vigor: Regeneration: 10 s
- 0Vigor: Regeneration: 10 s
- 0Vigor: Regeneration: 10 s
II. Traits
Marksmanship
Skirmishing
Wilderness Survival
Nature Magic
III. Stat Specifics & Effects
Primary Stats
- Health 23422 (+7500)
- Vitality 1666 (+750)
- Armor 3128 (+1148)
- Toughness 2064 (+1148)
- Attack 2254 (+364)
- Power 1280 (+364)
- Critical Hit 18% (+18%)
- Precision 1296 (+380)
Secondary Stats
- Boon Duration 30% (+30%)
- Condition Damage 1351 (+1351)
- Condition Duration (self) -40% (+-40%)
- Critical Damage 24% (+24%)
- DMG Taken from Guards and Lords -5% (+-5%)
- Damage 974 (+0%)
- Defense 1064 (+0)
- Endurance Regeneration 25% (+25%)
- Experience from Kills 20% (+20%)
- Ferocity 364 (+364)
- Healing Power 1180 (+1180)
- Pet Attribute Bonus 10 (+10)
- Regeneration Duration 33% (+33%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Duration (self): -40%
Vitality: 70
Experience from Kills: 10%
- (30min)
- Condition Duration (self): -40%
- Vitality: 70
- Experience from Kills: 10%
Utility Nourishment
Gain Condition damage equal to 6% of your toughness
Gain Condition damage equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain Condition damage equal to 6% of your toughness
- Gain Condition damage equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 97
- Healing Power: 60
- Toughness: 43
- Condition Damage: 43
- +8 to all stats
- +10 to all stats
- +12 to all stats
- +14 to all stats
- +16 to all stats
- +18 to all stats
- Defense: 97
- Healing Power: 45
- Toughness: 32
- Condition Damage: 32
- +8 to all stats
- +10 to all stats
- +12 to all stats
- +14 to all stats
- +16 to all stats
- +18 to all stats
- Defense: 338
- Healing Power: 134
- Toughness: 96
- Condition Damage: 96
- +8 to all stats
- +10 to all stats
- +12 to all stats
- +14 to all stats
- +16 to all stats
- +18 to all stats
- Defense: 157
- Healing Power: 45
- Toughness: 32
- Condition Damage: 32
- +8 to all stats
- +10 to all stats
- +12 to all stats
- +14 to all stats
- +16 to all stats
- +18 to all stats
- Defense: 218
- Healing Power: 90
- Toughness: 64
- Condition Damage: 64
- +8 to all stats
- +10 to all stats
- +12 to all stats
- +14 to all stats
- +16 to all stats
- +18 to all stats
- Defense: 157
- Healing Power: 45
- Toughness: 32
- Condition Damage: 32
- +8 to all stats
- +10 to all stats
- +12 to all stats
- +14 to all stats
- +16 to all stats
- +18 to all stats
Armor Stat Totals
- Defense 1064
- Power 78
- Precision 78
- Toughness 377
- Vitality 78
- Condition Damage 377
- Healing Power 497
- Ferocity 78
Rune Bonuses
Superior Rune of Divinity- +8 to all stats
- +10 to all stats
- +12 to all stats
- +14 to all stats
- +16 to all stats
- +18 to all stats
Accessories & Jewels
- Condition Damage: 5
- DMG Taken from Guards and Lords: -1%
- Healing Power: 25
- Condition Damage: 15
- Toughness: 15
- Healing Power: 5
- DMG Taken from Guards and Lords: -1%
- Condition Damage: 5
- DMG Taken from Guards and Lords: -1%
- Condition Damage: 5
- DMG Taken from Guards and Lords: -1%
- Healing Power: 5
- DMG Taken from Guards and Lords: -1%
Accessory Totals
- Power:286
- Precision:302
- Toughness:301
- Vitality:302
- Condition Damage:316
- Healing Power:343
- Ferocity:286
- DMG Taken from Guards and Lords:-5%
Weapon Set Sigils
- Weapon Strength: 857-1048
- Healing Power: 120
- Toughness: 85
- Condition Damage: 85
- Weapon Strength: 814-900
- Healing Power: 120
- Toughness: 85
- Condition Damage: 85
Weapon Set I
Sigil of Superior HydromancyYou freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Superior Sigil of Generosity60% chance to transfer a condition to your foe on critical hit. (Cooldown: 10 Seconds)
- Weapon Strength: 905-1000
- Healing Power: 120
- Toughness: 85
- Condition Damage: 85
- Weapon Strength: 789-926
- Healing Power: 120
- Toughness: 85
- Condition Damage: 85
Weapon Set II
Sigil of Superior HydromancyYou freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Superior Sigil of Generosity60% chance to transfer a condition to your foe on critical hit. (Cooldown: 10 Seconds)
V. Basic Gameplay
I will generally have horn and ax equipped at the start on an engagement.
The first thing is always Hunters Call - Then Spitblade to start stacking bleeds, then Winters Bite to Chill them. (Note) At this point the pet should be engaged with the target and using F2 ability.
Most targets find Rangers to be week.. so they are more than likely rushing you.. This is when you drop your Flame Trap.. as soon as it ignites hit call of the wild.. now you have executed a fire field and have stacked might. You pet may also do a tail swipe blast finisher giving you a total of 6 stacks of might.
Immediately swap weapons - with your hydromancy sigil you have now chilled the target. Swap Pets and Hit F2 -Now - Hornet Sting and Monarchs Leap (Now you have Fire Aura) Drop your Bonfire (This will take practice because you need to time everything correctly to get all the combos.
Then Serpent Strike to ad the poison tick.. Bonfire should be up - Execute another Hornets Sting - Throw Torch then... Monarchs Leap (Splitting the combo) Switch Weapons.. Chilled again.. Repeat...Only use Call Of The Wild when your traveling or when you have a flametrap or Bonfire up.
Quick Tips -
Always keep your Troll Unguent going at all times - even if it sacrifices a move.
If your being DPS'd really hard and need a break - pop Protect Me - Let your pet take a break 2.. execute a few back leaps, serpent stings, monarch combos etc. and they wont be able to damage you. - You have now set off your 3rd health Regen as well.. you'll be back to full and they have wasted all their CD's. They should be easy to kill now.
Don't waste Entangle unless there is 2 or more enemy.. you don't need it.. and Murphy's law say as soon as you do.. 2 more enemy will come around the corner.
If you engage a thief and they are the perma-stealth spc.. Just lay down a flame trap and stand on the edge with your back facing to the middle.. They wont be able to back stab you and most likely run away after a few tries.. If they try to fight just keep evading and rotate flame trap and bonfire.. they die easy.
Why these 2 pets? Drakes are the best pet because they are good tanks and good condition dps.. They also have blast finishers.. These are the only drakes you should use though.. The Reef Drake and Salamander Drake have better F2 effects IMO but they come out in a cone and are hard to land.. These Drakes have a squirt gun style that follows your target.
The Pro's of this build:
Health regen on command
Strong Pet DPS and protection
Self Combos
Escape and Evade Techniques
Solo camps, towers and keeps
The Cons -
If they run - you wont be able to catch them