Ranger PvE | Dungeon Sword/Axe, Sword/Warhorn | Damage "I Can Dodge" Sword Ranger

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Summary

This build is for rangers who want to use sword main hand but gives the ability to use endurance to evade since there's no reliance on +10% damage with full endurance. The high def/armor and HP will also allow you to take hits, tank a bit.

 

Your damage will come from the stacked +10% on Scholar Runes, Frost Spirit, +10% from Flanking minor trait, and +10% from Peak Strength minor trait. Extra damage will come from your party's composition, such as Vuln/Might adding to overall damage.

 

P.S. This build works great in WvW also, in a Havok group. High dps, high HP to combat condition damage and toughness to survive burst along with good support with warhorn and some utility skills changes.


I. Weapons and Skills

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Frostfang
  • Weapon Strength: 857-1048
  • Power: 90
  • Toughness: 64
  • Vitality: 64
Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Howler
  • Weapon Strength: 814-900
  • Power: 90
  • Toughness: 64
  • Vitality: 64
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Icy Pounce2 30
    Pet skills. Leap at your foe, chilling them.
    Damage (2x): 244x2Chilled: 2 sCombo Finisher: LeapRange: 600
  • Slash½
    Slash at your foe, leaving them vulnerable.
    Damage: 129Vulnerability: 5 sRange: 130
  • Bite½ 8
    Bite your foe for heavy damage.
    Damage: 259Range: 130
  • Maul½ 20
    Slash a foe multiple times and make them bleed.
    Damage: 74Range: 130
  • 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
    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
      Swiftness:
  • Serpent's Strike1 12
    Do an evasive roll around your target, striking them and poisoning them.
    Damage: 235x2Poison: 6 s (504 damage)Range: 130
    • 0
      Swiftness:
    • 0
      Swiftness:
  • Path of Scars½ 15
    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
      Swiftness:
    • 0
      Swiftness:
  • Whirling Defense25
    Blocks projectiles while damaging nearby foes.
    x12Vulnerability: 10 sDamage (12x): 1,008Retaliation: 4 sDuration: 5Combo Finisher: Whirl
    • 0
      Swiftness:
    • 0
      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
      Swiftness:
  • Quickening Zephyr48
    Survival. You and your pet gain quickness and super speed.
    Quickness: 6 sSuper Speed: 6 s
    • 0
      Swiftness:
  • "Sick 'Em"40
    Shout. Your pet runs faster and does more damage.
    Duration: 10Range: 3,000
    • 0
      Swiftness:
  • Frost Spirit½ 20
    Spirit. Summon a frost spirit that has a 75% chance to grant bonus damage to nearby allies.
    Percent damage increase: 10%Duration: 60
    • Cold Snap20
      Your frost spirit releases a freezing blast of arctic air, chilling nearby foes.
      Chilled: 3 s
  • “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
      Swiftness:

II. Traits

Adept Master Grandmaster

Trait Details

There is 0 points into the Marksmanship line. Most usually have at least 20 points into it, I felt it wasn't too necessary for this build. Let's highlight some of the things you do lose,

 

- No 10 stacks of Vuln at start of battle. This will now depend on your party members, warriors can stack 10 Vuln easily for party.
- No Steady Focus trait, you get the missing +10% from the other lines plus it allows you to use endurance now.
- No access to Spotter or Piercing Arrows. Spotter is nice to have but already sitting at 47% Crit chance + Fury plus possible Discipline banner.

 

Skirmishing
This is a buff to our overall damage, for the ranger AND the pet. This allows your pet, usually felines to hit hard and even harder with the might stacks you give it. There aren't many good major traits in Skirmishing since we aren't using bows/traps. We go 25 deep for Hunter's Tactics minor grandmaster trait. Flanking a boss is +10% additional damage which is big.

 

Wilderness Survival
Minor traits - Natural Vigor and Companion's Defense. Helps keep us and our pet alive especially in AoE heavy fights. Protection on dodge roll is huge, its the difference between your pet surviving or having to go on a 60s pet swap cooldown.

 

Major Traits - Wilderness Knowledge for CD reduction on QZ. It is our stunbreaker AND a good source of DPS. I use QZ 2 different ways, depending if we have Mesmer or not for their Timewarp. If they toss up Timewarp, I will use Whirling Defense in it to add 10 stacks of Vuln as quickly as possible with possible retaliation damage. After Timewarp ends, I use QZ to increase my DPS. I love Quickness, that is why I have Sigil of Rage on my offhand Axe. You can essentially have quickness on for 90% of the boss fight. (6s + 10s + 3s for a total of 19s quickness if lucky to line up right). Before the quickness nerf, along with pet swapping nerf, I had access to quickness every 20s or so.
- Martial Mastery for sword cooldowns for even more evades. Can also swap to Offhand Training if you find yourself with too much evades to have faster recharge on Call of the Wild/Hunter's Call with Warhorn or Path of Scars/Whirling Defense with Axe. Both are great either way.

 

Nature Magic -
- Minor Traits - Rejuvenation and Fortifying Bond keeps us alive longer. With 20 points into NM, we get a +20% boon duration increase so Might/Fury/Regen/Swiftness benefits, especially with Warhorn's Call of the Wild.

 

- Major Traits - Spiritual Knowledge to keep our Frost spirit up longer and have it's effect more often. Strength of Spirit converts our high HP to Power.

 

Trait build is 0/25/25/20/0. Our high Vitality and Toughness works well with Sharpening Stone utility nourishment, gain +6% power from toughness, and +4% power from vitality.


III. Stat Specifics & Effects

Primary Stats

  • Health 18562 (+2640)
  • Vitality 1180 (+264)
  • Armor 2514 (+534)
  • Toughness 1450 (+534)
  • Attack 3681 (+1741)
  • Power 2657 (+1741)
  • Critical Hit 52% (+52%)
  • Precision 1868 (+952)

Secondary Stats

  • Boon Duration 20% (+20%)
  • Condition Damage 250 (+250)
  • Critical Damage 84% (+84%)
  • Damage 1024 (+0%)
  • Defense 1064 (+0)
  • Endurance Regeneration 25% (+25%)
  • Experience from Kills 20% (+20%)
  • Ferocity 1270 (+1270)

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

Bowl of Sweet and Spicy Butternut Squash Soup
Duration: 1hr
Power: 100
Ferocity: 70
Experience from Kills: 10%
  • (1hr)
  • Power: 100
  • Ferocity: 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

Berserker's Emblazoned Helm
  • Defense: 97
  • Power: 60
  • Precision: 43
  • Ferocity: 43
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Emblazoned Shoulders
  • Defense: 97
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Emblazoned Coat
  • Defense: 338
  • Power: 134
  • Precision: 96
  • Ferocity: 96
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Emblazoned Gloves
  • Defense: 157
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Emblazoned Pants
  • Defense: 218
  • Power: 90
  • Precision: 64
  • Ferocity: 64
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Emblazoned Boots
  • Defense: 157
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Armor Stat Totals

  • Defense 1064
  • Power 594
  • Ferocity 399
  • Precision 299

Rune Bonuses

Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Accessories & Jewels

Distinguished Circle of LogicUtility Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Berserker's BackOffensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Appleseller's Lucky CogOffensive Slot
  • Toughness: 110
  • Power: 74
  • Ferocity: 74
Halfmad's MugDefensive Slot
  • Toughness: 110
  • Power: 74
  • Ferocity: 74

Accessory Totals

  • Power:620
  • Precision:318
  • Ferocity:466
  • Toughness:220

Weapon Set Sigils

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Frostfang
  • Weapon Strength: 857-1048
  • Power: 90
  • Toughness: 64
  • Vitality: 64
Sigil of Superior Accuracy
+7% crit chance.
Sigil of Rage
10% chance on critical hit to apply quickness for 3 seconds. (This effect cannot trigger more than once every 30s)

Weapon Set I

Sigil of Superior Accuracy

+7% crit chance.

Sigil of Rage

10% chance on critical hit to apply quickness for 3 seconds. (This effect cannot trigger more than once every 30s)

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Howler
  • Weapon Strength: 814-900
  • Power: 90
  • Toughness: 64
  • Vitality: 64
Sigil of Superior Force
+5% damage.
Superior Sigil of Perception
Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Weapon Set II

Sigil of Superior Force

+5% damage.

Superior Sigil of Perception

Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Water Weapon I

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Water Weapon II

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Upgrade Item Details

Armor
"Let's start with the obvious, full Berserker gear. Runes of the Scholar are the runes you're going to be using on your armor. If you can maintain over 90% health 24.5% of the time, then these are better than Ruby Orbs. However, if you're a cheap-ass and/or you think Scholar Runes are way too expensive, Ruby Orbs are a great alternative." - Copied from Dryten (Jon.3752) Meta GS/Axe guide -

 

Trinkets
Berserker rings and amulet since it gives the most overall stats for power/prec. Can go either Berserker or Cavalier Backpiece, both gives power/Crit damage, only difference is either more Crit chance or toughness. As for Earrings, Cavaliers for the boosted Toughness for survival without losing much power and maintaining your Crit Damage.

 

Sigils
Can always swap Sigil of Rage for Sigil of Force if you don't care for the Quickness. Can also swap Sigil of Perception for Sigil of Bloodlust if you want more power instead of more Precison.

 

 


V. Basic Gameplay

Basic gameplay is to place Frost spirit in a good location while using Jungle stalker's F2 ability to grant 5 stacks of Might on party then use all of warhorn's skills, any one first depending on how the battle starts. Weapon swap to sword/axe and Path of Scars while running to boss, then Whirling Defense if Timewarp goes up or when your Sigil of Rage procs then proceed to autoattack with sword. Evade any which way you want, either from endurance or sword skills, weapon swap for more warhorn skills when off cooldown. Be sure to attack from the sides/back for Hunter's Tactic trait to take affect.

 

Tricks to using the sword - While the leap animation for sword's auto roots you in place(if you have attack assist/auto), if you hold any directional keys down, you will slowly move towards that direction. Need to back up? Hold back and during each hit in the chain, watch your ranger creep back until he's out of melee range. Need to move to flank, do the same except hold the left/right key. Use Serpent's Strike to 90% of the time get behind the enemy. The evade time for the skill is not just the roll. It lasts as long as up to the Strike which sometimes feels like its a total of 2 seconds.

 

Pet - Your Jungle Stalker F2 will gain 5 Stacks of Might, your 3rd attack on your sword's auto will give Might, Warhorn's Call of the Wild will give might, your crits will give might, any boons will be shared to your cat, +30% and +40% damage increase from Pet's Prowness Trait and Sic'Em PLUS might from Rampage as One will make your cat hit like a truck.


Main Skill Rotation

Mighty Roar3 30
Pet skills. Give extreme might to nearby allies.
x5Might: 10 s
Frost Spirit½ 20
Spirit. Summon a frost spirit that has a 75% chance to grant bonus damage to nearby allies.
Percent damage increase: 10%Duration: 60
Call of the Wild½ 35
Grant fury, might, and swiftness to yourself and nearby allies.
Fury: 15 sx3Might: 15 sSwiftness: 15 sRadius: 600Combo Finisher: BlastRange: 750
Hunter's Call25
Call hawks to swarm your foe.
Damage (16x): 576Range: 1,200
Path of Scars½ 15
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
"Sick 'Em"40
Shout. Your pet runs faster and does more damage.
Duration: 10Range: 3,000
Quickening Zephyr48
Survival. You and your pet gain quickness and super speed.
Quickness: 6 sSuper Speed: 6 s
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

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