Ranger WvW | Large Group Greatsword, Longbow | Roamer PEW PEW PEW

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Summary

Press 2 profit guide


I. Weapons and Skills

Zojja's Claymore
  • Weapon Strength: 1045-1155
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
Zojja's Greatbow
  • Weapon Strength: 966-1134
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
  • Weapon Strength: -
  • Weapon Strength: -
  • Terrifying Howl2 36
    Pet skills. Howl at foes to send them running in fear.
    Damage: 49Fear: 2 sRange: 500
  • 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: 203Range: 150
    • Slice½
      Slice your foe.
      Damage: 203Range: 150
    • Power Stab¾
      Stab your foe and evade attacks.
      Damage: 240Range: 130
  • Maul¾
    Bleed your foe multiple times with a mauling strike.
    Damage: 296x3Vulnerability: 8 sRange: 150
    • 0
      Might: 15 sFury: 6 s
    • 0
      Might: 15 sFury: 6 s
  • Swoop
    Run and leap at your foe, hitting them and nearby foes.
    Damage: 517Combo Finisher: LeapRange: 1,100
    • 0
      Might: 15 sFury: 6 s
    • 0
      Might: 15 sFury: 6 s
  • Counterattack3 12
    Block and counter an attack with a kick that pushes foes back.
    Damage: 480Knockback: 300
    • Crippling Throw¾
      Throw your greatsword, crippling your foe.
      Damage: 369Crippled: 5 sCombo Finisher: ProjectileRange: 600
    • 0
      Might: 15 sFury: 6 s
  • Hilt Bash½ 20
    Daze your foe with a hilt bash. Stun them if you hit from behind. Your pet's next attack does 50% more damage.
    Damage: 185Daze: 1 sStun: 1 sRange: 300
    • 0
      Might: 15 sFury: 6 s
    • 0
      Might: 15 sFury: 6 s
  • Troll Unguent½ 20
    Survival. You and your pet regenerate health over time.
    Health per second: 856Duration: 10Fury: 6 s
    • 0
      Might: 15 sFury: 6 s
  • Signet of Stone64
    Signet Passive: Improves toughness for you and your pet.
    Signet Active: Your pet takes no damage from attacks.
    Duration: 6Might: 15 s
    • 0
      Might: 15 sFury: 6 s
  • Signet of Renewal48
    Signet Passive: Cures a condition every ten seconds.
    Signet Active: Your pet pulls all conditions from nearby allies to itself.
    Breaks stunMight: 15 s
    • 0
      Might: 15 sFury: 6 s
  • Lightning Reflexes32
    Survival. Evade back with a crack of lightning, dealing damage and gaining vigor.
    Vigor: 10 sDamage: 244Breaks stunFury: 6 s
    • 0
      Might: 15 sFury: 6 s
  • Entangle ¾ 48
    Survival. Entangle your foe. They are immobile until the vines are destroyed.
    Duration: 20Damage: 49Bleeding: 8 s (6800 damage)Immobilized: 1 sRange: 600Fury: 6 s
    • 0
      Might: 15 sFury: 6 s

Traits

Marksmanship

  • Opening Strike
    Cause 5 stacks of vulnerability for 5 seconds with your first strike on entering combat.
    • Enlargement
      When your health drops below 50%, you cast Signet of the Wild.
    • Predator’s Instinct
      Apply 10 seconds of Cripple to foes below 50% when you strike them. This trait has a 30 second internal cooldown.
    • Clarion Bond
      Cast Call of the Wild when you swap pets. 30 second internal cooldown.
  • Alpha Training
    Your pets gains Opening Strike.
    • Brutish Seals
      Activating a signet grants 3 stacks of might for 15 seconds to you and your pet. Your signets gain 20% recharge reduction.
    • Steady Focus
      Deal 10% increased damage when at full endurance.
    • Moment of Clarity
      When you interrupt a foe, you and your pets’ next attack deal 50% more damage. Your daze and stun durations are increased by 100%.
  • Precise Strike
    Your opening strike always critically hits.
    • Predator’s Onslaught
      You and your pet deal 10% increased damage to foes affected by disables or movement impairing abilities.
    • Remorseless
      Regain opening strike whenever you gain fury. Your opening strike deals 25% more damage.
    • Lead the Wind
      While wielding a longbow your attack speed is increased by 10% and your arrows pierce. Longbow and Harpoon gun skills recharge 20% faster.

Wilderness Survival

  • Natural Vigor
    Increases your endurance regeneration by 20%.
    • Soften the Fall
      You take 50% less damage from falling. When you take falling damage create muddy ground.
    • Oakheart Salve
      Gain 5s of regeneration when you suffer from bleeding, poison or burning. While under the effects of regeneration you take 5% less damage. This trait has a 10 second internal cooldown.
    • Expertise Training
      Your pet gains up to 300 condition damage, based on level and their conditions last 20% longer.
  • Companion’s Defense
    Combat Only. You and your pet gain 2s of protection when you dodge roll.
    • Ambidexterity
      Gain up to 150 condition damage when wielding a torch or dagger. Your torch and dagger skills recharge 20% faster.
    • Refined Toxins
      While you are above 90% health your strikes inflict 6s of poison. While your pet’s health is above 90% its strikes inflict 6s of poison. This trait has a 10 second internal cooldown.
    • Shared Anguish
      Incoming disables (Stun, Taunt, Daze, Knockdown, Knockback, Pull, Sink, Float, Fear or Launch) are transferred to your pet. This trait has a 60 second internal cooldown.
  • Bark Skin
    You take 33% less damage and your pet takes 50% less damage while your health is above 90%.
    • Empathic Bond
      Pets take 3 conditions from you every 10 seconds.
    • Wilderness Knowledge
      Survival skills have 20% reduced recharge, grant 6s of fury and remove 2 conditions.
    • Poison Master
      When you swap pets your pet’s next attack will inflict 2 stacks of poison for 8 seconds. Your poison damage is increased by 25%.

Beastmastery

  • Pack Alpha
    Your pet gains up to 150 power, precision, toughness and vitality and their skills recharge 20% faster.
    • Go For The Eyes
      Your pet gains up to 300 toughness. Your pet’s command [[f2]] ability causes 5s of blindness to foes around it.
    • Companion’s Might
      Your critical hits grant 5s of might to your pet. Critical strikes from your pet’s basic attack cause 6s of bleeding.
    • Resounding Timbre
      Your shouts apply 10s of Regeneration and 10s of Swiftness to nearby allies. You shouts recharge 20% faster.
  • Loud Whistle
    While your health is above 90% your pet deals 10% more damage. Your pet swap recharges 20% faster.
    • Wilting Strike
      Your pet inflicts 4s weakness when you activate its command [[f2]] ability.
    • Two-Handed Training
      Greatsword and spear damage is increased by 5% and those skills recharge 20% faster. Greatsword and spear hits have a 50% chance to gain 3s of fury. This trait has a 10 second internal cooldown.
    • Natural Regeneration
      Your pet gains natural health recovery and their healing power is increased by up to 450.
  • Pet’s Prowess
    Your pets move 30 faster and gain up to 300 ferocity.
    • Beastly Warden
      Your pet’s command [f2] ability causes 2s of taunt to foes around it. This trait has a 15 second internal cooldown.
    • Zephyr’s Speed
      Combat Only. When you swap pets you and your pet gain 3 stacks of might for 15 seconds and 3 seconds of quickness. 15-second internal cooldown.
    • Honed Axes
      Gain up to 150 ferocity while wielding an axe in your main hand. Winter’s Bite is now inflicts its effects in an area at your target’s location.

III. Stat Specifics & Effects

Primary Stats

  • Health 16102 (+180)
  • Vitality 1018 (+18)
  • Armor 2298 (+180)
  • Toughness 1180 (+180)
  • Attack 3537 (+1382)
  • Power 2382 (+1382)
  • Critical Hit 49% (+49%)
  • Precision 1942 (+942)

Secondary Stats

  • Critical Damage 75% (+75%)
  • Damage 1155 (+0%)
  • Defense 1118 (+0)
  • Endurance Regeneration 20% (+20%)
  • Ferocity 1135 (+1135)

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

Duration:

Utility Nourishment

Duration:

Armor & Runes

Zojja's Visage
  • Defense: 102
  • Power: 63
  • Precision: 45
  • Ferocity: 45
Superior Rune of Evasion
  1. Ferocity: 25
  2. When executing a dodge roll, you gain 3 seconds of swiftness. (Cooldown: 10s)
  3. Ferocity: 50
  4. When executing a dodge roll, you gain 3 seconds of fury. (Cooldown: 10s)
  5. Ferocity: 100
  6. When executing a dodge roll, deal a crippling strike to nearby enemies. (Cooldown: 10s)
Zojja's Shoulderguard
  • Defense: 102
  • Power: 47
  • Precision: 34
  • Ferocity: 34
Superior Rune of Evasion
  1. Ferocity: 25
  2. When executing a dodge roll, you gain 3 seconds of swiftness. (Cooldown: 10s)
  3. Ferocity: 50
  4. When executing a dodge roll, you gain 3 seconds of fury. (Cooldown: 10s)
  5. Ferocity: 100
  6. When executing a dodge roll, deal a crippling strike to nearby enemies. (Cooldown: 10s)
Zojja's Guise
  • Defense: 355
  • Power: 141
  • Precision: 101
  • Ferocity: 101
Superior Rune of Evasion
  1. Ferocity: 25
  2. When executing a dodge roll, you gain 3 seconds of swiftness. (Cooldown: 10s)
  3. Ferocity: 50
  4. When executing a dodge roll, you gain 3 seconds of fury. (Cooldown: 10s)
  5. Ferocity: 100
  6. When executing a dodge roll, deal a crippling strike to nearby enemies. (Cooldown: 10s)
Zojja's Grips
  • Defense: 165
  • Power: 47
  • Precision: 34
  • Ferocity: 34
Superior Rune of Evasion
  1. Ferocity: 25
  2. When executing a dodge roll, you gain 3 seconds of swiftness. (Cooldown: 10s)
  3. Ferocity: 50
  4. When executing a dodge roll, you gain 3 seconds of fury. (Cooldown: 10s)
  5. Ferocity: 100
  6. When executing a dodge roll, deal a crippling strike to nearby enemies. (Cooldown: 10s)
Zojja's Leggings
  • Defense: 229
  • Power: 94
  • Precision: 67
  • Ferocity: 67
Superior Rune of Evasion
  1. Ferocity: 25
  2. When executing a dodge roll, you gain 3 seconds of swiftness. (Cooldown: 10s)
  3. Ferocity: 50
  4. When executing a dodge roll, you gain 3 seconds of fury. (Cooldown: 10s)
  5. Ferocity: 100
  6. When executing a dodge roll, deal a crippling strike to nearby enemies. (Cooldown: 10s)
Zojja's Striders
  • Defense: 165
  • Power: 47
  • Precision: 34
  • Ferocity: 34
Superior Rune of Evasion
  1. Ferocity: 25
  2. When executing a dodge roll, you gain 3 seconds of swiftness. (Cooldown: 10s)
  3. Ferocity: 50
  4. When executing a dodge roll, you gain 3 seconds of fury. (Cooldown: 10s)
  5. Ferocity: 100
  6. When executing a dodge roll, deal a crippling strike to nearby enemies. (Cooldown: 10s)

Armor Stat Totals

  • Defense 1118
  • Ferocity 490
  • Power 439
  • Precision 315

Rune Bonuses

Superior Rune of Evasion
  1. Ferocity: 25
  2. When executing a dodge roll, you gain 3 seconds of swiftness. (Cooldown: 10s)
  3. Ferocity: 50
  4. When executing a dodge roll, you gain 3 seconds of fury. (Cooldown: 10s)
  5. Ferocity: 100
  6. When executing a dodge roll, deal a crippling strike to nearby enemies. (Cooldown: 10s)

Accessories & Jewels

Conundrum of MautOffensive Slot
  • Power: 157
  • Precision: 90
  • Vitality: 18
  • Ferocity: 108
Book of SecretsDefensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74

Accessory Totals

  • Power:692
  • Precision:448
  • Vitality:18
  • Ferocity:466

Weapon Set Sigils

Zojja's Claymore
  • Weapon Strength: 1045-1155
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior Leeching
Your next attack after swapping to this weapon while in combat steals some health.

Weapon Set I

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Zojja's Greatbow
  • Weapon Strength: 966-1134
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
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)

Weapon Set II

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II


V. Basic Gameplay


Main Skill Rotation

Long Range Shot¾
Shoot your foe from long range. The farther the arrow flies, the more damage it does.
1000+ range: 317500-100 range: 2290-500 range: 176Combo Finisher: Projectile (20% chance)Range: 1,500
Long Range Shot¾
Shoot your foe from long range. The farther the arrow flies, the more damage it does.
1000+ range: 317500-100 range: 2290-500 range: 176Combo Finisher: Projectile (20% chance)Range: 1,500
Long Range Shot¾
Shoot your foe from long range. The farther the arrow flies, the more damage it does.
1000+ range: 317500-100 range: 2290-500 range: 176Combo Finisher: Projectile (20% chance)Range: 1,500
Rapid Fire5 10
Fire multiple arrows at your foe.
Damage (10x): 1,320Vulnerability: 8 sCombo Finisher: Projectile (20% chance)Range: 1,500

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