Ranger WvW | Fun Longbow, Greatsword | Assaulter Ranger danger
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Table of Contents
Summary
Ranger danger, high power full zerk longbow/greatsword ranger.
I. Weapons and Skills
Traits
Marksmanship
- Opening StrikeCause 5 stacks of vulnerability for 5 seconds with your first strike on entering combat.
- EnlargementWhen your health drops below 50%, you cast Signet of the Wild.
- Predator’s InstinctApply 10 seconds of Cripple to foes below 50% when you strike them. This trait has a 30 second internal cooldown.
- Clarion BondCast Call of the Wild when you swap pets. 30 second internal cooldown.
- Alpha TrainingYour pets gains Opening Strike.
- Brutish SealsActivating a signet grants 3 stacks of might for 15 seconds to you and your pet. Your signets gain 20% recharge reduction.
- Steady FocusDeal 10% increased damage when at full endurance.
- Moment of ClarityWhen you interrupt a foe, you and your pets’ next attack deal 50% more damage. Your daze and stun durations are increased by 100%.
- Precise StrikeYour opening strike always critically hits.
- Predator’s OnslaughtYou and your pet deal 10% increased damage to foes affected by disables or movement impairing abilities.
- RemorselessRegain opening strike whenever you gain fury. Your opening strike deals 25% more damage.
- Lead the WindWhile wielding a longbow your attack speed is increased by 10% and your arrows pierce. Longbow and Harpoon gun skills recharge 20% faster.
Nature Magic
- RejuvenationWhen you receive damage while below 50%, gain 6s of regeneration. This trait has a 18 second internal cooldown.
- Bountiful HunterYou and your pet deal 1% more damage per boon on you.
- Instinctive ReactionWhen your health drops below 50% gain 3s of quickness. Gain 7% of your Healing Power as Power.
- Allies’ AidWhen you begin reviving an ally cast search and rescue on them. You gain 10% increased revive speed.
- Fortifying BondAny boon you gain is shared with your pet.
- Evasive PurityDodging removes blindness, crippling and poison from you. This trait has a 10 second internal cooldown.
- Vigorous TrainingYour pets grant 6s of vigor to allies near them when you swap pets. 15-second internal cooldown.
- Windborne NotesCall of the wild also grants 10s of regeneration. Your warhorn skills recharge 20% faster.
- Lingering MagicBoons you apply last 20% longer. Boons your pet apply last 50% longer.
- Nature’s VengeanceEach of your spirits pulses 3s of a particular boon every 3s. Your spirits gain 100% increased health. The range of spirit activated abilities is increased by 50%.
- Protective WardWhen you receive damage inflict 6s of weakness on foes near you and you gain 4s of protection. This trait has a 15 second internal cooldown.
Skirmishing
- Tail WindGain 9s of swiftness by switching your weapons in combat. This trait has a 9 second internal cooldown.
- Sharpened EdgesYou and your pet have a 66% chance to cause 3s of bleeding when you critically strike.
- Primal ReflexesWhen you successfully evade an attack gain 5s of Vigor. This trait has a 8 second internal cooldown.
- Trapper’s ExpertiseBoons and conditions caused by your traps last 60% longer. Your traps recharge 20% faster and your offensive traps cause 2s of cripple.
- Furious GripGain 5s of fury by switching your weapons in combat. This trait has a 9 second internal cooldown.
- SpotterNearby allies gain up to 150 precision.
- Strider’s DefenseYour melee attacks have a 25% chance to destroy projectiles. Your sword skills recharge 20% faster.
- Hunter’s TacticsIncrease your chance to critically strike by 10% when attacking from behind or the side.
- Quick DrawCombat only. Upon swapping weapons, your next ranger weapon skill used has 66% reduced recharge. This trait has a 9 second internal cooldown.
- Light on your FeetAfter dodging your damage and condition duration is increased by 5% for the next 4 seconds. Short bow skills recharge 20% faster and pierce.
- Most Dangerous GameWhile your health is below 50% you gain 5 stacks of might for 3 seconds every second.
III. Stat Specifics & Effects
Primary Stats
- Health 16102 (+180)
- Vitality 1018 (+18)
- Armor 2333 (+215)
- Toughness 1215 (+215)
- Attack 3940 (+1806)
- Power 2806 (+1806)
- Critical Hit 56% (+56%)
- Precision 2092 (+1092)
Secondary Stats
- Critical Damage 68% (+68%)
- DMG Taken from Guards and Lords -7% (+-7%)
- DMG to Guards and Lords 7% (+7%)
- Damage 1134 (+0%)
- Defense 1118 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 1030 (+1030)
- Might Duration 45% (+45%)
- Movement Speed 25% (+25%)
Boons
Conditions
Control
Fields & Finishers
Combo
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%
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%
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
Zojja's Visage
- Defense: 102
- Power: 63
- Precision: 45
- Ferocity: 45
Superior Rune of Strength
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Zojja's Shoulderguard
- Defense: 102
- Power: 47
- Precision: 34
- Ferocity: 34
Superior Rune of Strength
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Zojja's Guise
- Defense: 355
- Power: 141
- Precision: 101
- Ferocity: 101
Superior Rune of Strength
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Zojja's Grips
- Defense: 165
- Power: 47
- Precision: 34
- Ferocity: 34
Superior Rune of Strength
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Zojja's Leggings
- Defense: 229
- Power: 94
- Precision: 67
- Ferocity: 67
Superior Rune of Strength
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Zojja's Striders
- Defense: 165
- Power: 47
- Precision: 34
- Ferocity: 34
Superior Rune of Strength
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Armor Stat Totals
- Defense 1118
- Power 614
- Might Duration 45%
- Precision 315
- Ferocity 315
- Toughness 30
- DMG Taken from Guards and Lords -6%
Rune Bonuses
Superior Rune of Strength- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Accessories & Jewels
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
(Infused)
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
(Infused)
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
(Infused)
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
Accessory Totals
- Power:717
- Precision:448
- Ferocity:466
- Vitality:18
- DMG to Guards and Lords:5%
- Toughness:5
- DMG Taken from Guards and Lords:-1%
Weapon Set Sigils
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)
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
Sigil of Superior Strength
60% chance to apply might for 10s on critical. (Cooldown 1 second)
Weapon Set I
Sigil of Superior Air50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Zojja's Claymore
- Weapon Strength: 1045-1155
- Power: 251
- Precision: 179
- Ferocity: 179
- Weapon Strength: -
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
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 BloodlustYou gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
Water Weapon I
Sigil of Superior BloodlustYou gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)