Ranger PvE | Dungeon Sword/Axe, Longbow | Support Outclassed

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Summary

In the past, I have spent a great deal of time fudging around with different builds. You see, I have always wanted to play a (primarily) melee character with a pet in a multitude of games (Everquest, WoW, etc.) I never felt like any game has gotten it right. Pets have always seemed like a hindrance, generally by aggroing extra NPCs, dieing to AoE's or whatever.

 

The "recent" change to pets has actually changed that.

 

With this build, my pet outshines me, in practically every way. "Cabbage", as he lovingly allows me to call him, has tanked enemies you wouldn't think it possible, and even allowed for a recovery in what would have been a total wipe. But no need to take my word for it; give it a shot for yourself.


I. Weapons and Skills

Magi's Sword
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Precision: 85
  • Vitality: 85
Magi's Axe
  • Weapon Strength: 857-1048
  • Healing Power: 120
  • Precision: 85
  • Vitality: 85
Magi's Longbow
  • Weapon Strength: 920-1080
  • Healing Power: 239
  • Precision: 171
  • Vitality: 171
  • Weapon Strength: -
Magi's Harpoon Gun
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Precision: 85
  • Vitality: 85
Magi's Spear
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Precision: 85
  • Vitality: 85
  • Regenerate2 25
    Pet skills. Howl to grant regeneration to nearby allies.
    Regeneration: 10 s (1300 health)
  • 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
  • Slash½
    Slash your foe.
    Damage: 202Range: 130
    • Kick¼
      Kick your foe, crippling them for a short time.
      Damage: 202Crippled: 2 sRange: 400Range: 130
    • Pounce¾
      Leap at your foe, striking them. Your pet gains might.
      Damage: 235Might: 5 sRange: 430
  • Hornet Sting½ 8
    Stab your foe, then evade backward.
    Damage: 235Range: 130
    • Monarch's Leap¾
      Leap back into the fight, crippling your foe.
      Damage: 336Crippled: 3 sCombo Finisher: LeapRange: 600
    • 0
      Vigor:
  • Serpent's Strike1 15
    Do an evasive roll around your target, striking them and poisoning them.
    Damage: 235x2Poison: 6 s (504 damage)Range: 130
    • 0
      Vigor:
    • 0
      Vigor:
  • Path of Scars½ 12
    Throw your axe so that it returns to you, striking foes each way and pulling enemies on the return flight.
    Damage: 435Combo Finisher: ProjectileRange: 1,200
    • 0
      Vigor:
    • 0
      Vigor:
  • Whirling Defense20
    Blocks projectiles while damaging nearby foes.
    x12Vulnerability: 10 sDamage (12x): 1,008Retaliation: 4 sDuration: 5Combo Finisher: Whirl
    • 0
      Vigor:
    • 0
      Vigor:
  • 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: WaterVigor: 5 s
    • 0
      Vigor:
  • Signet of the Wild½ 60
    Signet Passive: Grants health regeneration to you and your pet.
    Signet Active: Your pet grows larger, dealing more damage and gaining stability.
    Passive effect: 62 healx5Stability: 8 sEnlarged: 8 s Damage Increase: 25%Movement Speed Increase: 50%Duration: 8
    • 0
      Vigor:
  • Signet of Stone80
    Signet Passive: Improves toughness for you and your pet.
    Signet Active: Your pet takes no damage from attacks.
    Duration: 6
    • 0
      Vigor:
  • Signet of Renewal60
    Signet Passive: Cures a condition every ten seconds.
    Signet Active: Your pet pulls all conditions from nearby allies to itself.
    Breaks stun
    • 0
      Vigor:
  • Spirit of Nature120
    Spirit. Summon a spirit that heals allies. Command the spirit to revive and cure conditions on nearby allies.
    Duration: 60Healing: 320
    • Nature's Renewal120
      Command your spirit of nature to revive and cure conditions on nearby downed allies.

Weapon and Skill Details

Weapons
Main hand sword would be my favorite weapon if the would ever fix the loss of control from auto-attack on skill 1, but it remains the only main hand melee weapon since axes are thrown (I am shocked we can't have a pistol with 3 skills where we just bludgeon our foes to death with the stock of the weapon).

 

Off-hand axe is quite possibly the most powerful defensive weapon in the game, granting two extremely useful skills: Path of Scars and Whirling Defense. The build allows of the Off-Hand Training trait which reduces the cooldown of this beast of a weapon and increases the range of it's skills.

 

Swap is set to a longbow just so you have a ranged weapon on the "required" ranged fights.

 

Healing Skill
Healing Spring is the heal of choice because it is the best. Period. It heals yourself, your pet and your friends. Plus it makes a water field. Everyone loves you for this skill.

 

Utility Skills
Signets!

 

Now you might be wondering: why do you have 3 signets? Why not spirits? or survival skills? The answer is simple. This build is about support. Entirely. In fact, we are only here to support the pet. When you get a group, it is not because the group wants you... they want our master: the pet. We are the extra baggage. The signets are there to boost our master, nothing more.

 

Elite Skill
The elite skill is up between Spirit of Nature and Rampage as One. I find that healing our master is generally more useful than giving him stability.


II. Traits

Adept Master Grandmaster

Trait Details

The trait choices are pretty simple.

 

Wilderness Survival

  • Vigorous Renewal gives our heals Vigor, which will allow us to dodge more dangers that our furry (or leafy in this case) master will just shrug off.
  • Off-Hand Training is there so we can help protect the master more frequently with Whirling Defense.
  • Bark Skin will help keep the master alive, and if you're lucky, it will help you occasionally as well, which isn't quite as important.

 

Nature Magic

  • Strength of Spirit is chosen because at this point I was feeling kinda useless. We needed the 10 points in Nature Magic to increase Vitality for synergy reasons (revealed later) so I decided to give myself a little extra attack power because I am selfish.

 

Beastmastery

  • Master's Bond is a powerful, yet horrible trait. If you can manage to get 25 stacks on your master, it will certainly increase his survivability (as long as you steer clear of water, or vehicles, or bosses that remove your skills, or getting disconnected).
  • Compassion Training is important because it will keep your master alive longer - which is a good thing.
  • Natural Healing grants a consistent health regen to our master, which pleases him.


III. Stat Specifics & Effects

Primary Stats

  • Health 21232 (+5310)
  • Vitality 1447 (+531)
  • Armor 2901 (+921)
  • Toughness 1837 (+921)
  • Attack 2685 (+745)
  • Power 1661 (+745)
  • Critical Hit 11% (+11%)
  • Precision 1145 (+229)

Secondary Stats

  • Agony Resistance 25 (+25)
  • Boon Duration 10% (+10%)
  • Condition Damage 300 (+300)
  • Damage 1024 (+0%)
  • Defense 1064 (+0)
  • Endurance Regeneration 25% (+25%)
  • Experience from Kills 20% (+20%)
  • Healing Power 1384 (+1384)
  • Pet Attribute Bonus 30 (+30)

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

Healing Power > Vitality > Toughness > Power > Precision

 

Prioritize healing over all else. We are support and as such we need to support our master; cheering alone will not suffice.

 

Because of Runes of Exuberance, Vitality is our preferred secondary stat, since it will further enhance our Healing Power (not to mention it has the side effect of giving us more health).

 

A little Toughness from our accessories will allow us to serve our master for longer periods of time before succumbing to death.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

  • (30min)
  • Healing Power: 100
  • Vitality: 70
  • Experience from Kills: 10%

Utility Nourishment

Superior Sharpening Stone
Duration: 30min
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain power equal to 6% of your toughness
  • Gain power equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Nightmare Helm
  • Defense: 97
Superior Rune of Exuberance
  1. Vitality: 25
  2. 3% of Vitality is converted to Healing Power
  3. Vitality: 50
  4. 5% of Vitality is converted to Precision
  5. Vitality: 100
  6. 7% of Vitality is converted to Power
Nightmare Pauldrons
  • Defense: 97
Superior Rune of Exuberance
  1. Vitality: 25
  2. 3% of Vitality is converted to Healing Power
  3. Vitality: 50
  4. 5% of Vitality is converted to Precision
  5. Vitality: 100
  6. 7% of Vitality is converted to Power
Nightmare Breastplate
  • Defense: 338
Superior Rune of Exuberance
  1. Vitality: 25
  2. 3% of Vitality is converted to Healing Power
  3. Vitality: 50
  4. 5% of Vitality is converted to Precision
  5. Vitality: 100
  6. 7% of Vitality is converted to Power
Nightmare Gauntlets
  • Defense: 157
Superior Rune of Exuberance
  1. Vitality: 25
  2. 3% of Vitality is converted to Healing Power
  3. Vitality: 50
  4. 5% of Vitality is converted to Precision
  5. Vitality: 100
  6. 7% of Vitality is converted to Power
Nightmare Legguards
  • Defense: 218
Superior Rune of Exuberance
  1. Vitality: 25
  2. 3% of Vitality is converted to Healing Power
  3. Vitality: 50
  4. 5% of Vitality is converted to Precision
  5. Vitality: 100
  6. 7% of Vitality is converted to Power
Nightmare Greaves
  • Defense: 157
Superior Rune of Exuberance
  1. Vitality: 25
  2. 3% of Vitality is converted to Healing Power
  3. Vitality: 50
  4. 5% of Vitality is converted to Precision
  5. Vitality: 100
  6. 7% of Vitality is converted to Power

Armor Stat Totals

  • Defense 1064
  • Vitality 175

Rune Bonuses

Superior Rune of Exuberance
  1. Vitality: 25
  2. 3% of Vitality is converted to Healing Power
  3. Vitality: 50
  4. 5% of Vitality is converted to Precision
  5. Vitality: 100
  6. 7% of Vitality is converted to Power

Accessories & Jewels

Amulet of ProtectionDefensive Slot
  • Healing Power: 157
  • Power: 108
  • Toughness: 108
Healing InfusionDefensive Infusion
  • Healing Power: 5
  • Agony Resistance: 5
Magi's Spineguard
  • Healing Power: 22
  • Precision: 16
  • Vitality: 16
(Infused)
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Healing SignetOffensive Slot
  • Healing Power: 126
  • Power: 85
  • Toughness: 85
(Infused)
Versatile Healing InfusionOmni Infusion
  • Healing Power: 5
  • Agony Resistance: 5
Druid's CircleDefensive Slot
  • Healing Power: 126
  • Power: 85
  • Toughness: 85
(Infused)
Healing InfusionDefensive Infusion
  • Healing Power: 5
  • Agony Resistance: 5
Preserved Red Iris FlowerDefensive Slot
  • Healing Power: 110
  • Power: 74
  • Toughness: 74
Healing InfusionDefensive Infusion
  • Healing Power: 5
  • Agony Resistance: 5
Kurzick BaubleOffensive Slot
  • Healing Power: 110
  • Power: 74
  • Toughness: 74
Versatile Healing InfusionOmni Infusion
  • Healing Power: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:441
  • Toughness:441
  • Healing Power:701
  • Precision:16
  • Vitality:16
  • Agony Resistance:25

Weapon Set Sigils

Magi's Sword
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Precision: 85
  • Vitality: 85
Magi's Axe
  • Weapon Strength: 857-1048
  • Healing Power: 120
  • Precision: 85
  • Vitality: 85
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Superior Sigil of Purity
60% chance to remove a condition on hit. (This effect cannot trigger more than once every 10s)

Weapon Set I

Sigil of Superior Life

You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Superior Sigil of Purity

60% chance to remove a condition on hit. (This effect cannot trigger more than once every 10s)

Magi's Longbow
  • Weapon Strength: 920-1080
  • Healing Power: 239
  • Precision: 171
  • Vitality: 171
  • Weapon Strength: -
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set II

Sigil of Superior Life

You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Magi's Harpoon Gun
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Precision: 85
  • Vitality: 85
Magi's Spear
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Precision: 85
  • Vitality: 85
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Water Weapon I

Sigil of Superior Life

You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Water Weapon II

Sigil of Superior Life

You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)


V. Basic Gameplay


Main Skill Rotation

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: WaterVigor: 5 s
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: WaterVigor: 5 s
Spirit of Nature120
Spirit. Summon a spirit that heals allies. Command the spirit to revive and cure conditions on nearby allies.
Duration: 60Healing: 320
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: WaterVigor: 5 s
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: WaterVigor: 5 s

The priority here is to keep your master alive. Do not fail him. He will be disappoint.


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