Ranger WvW | Large Group Longbow, Axe/Warhorn | Support DPS Support Ranger

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Summary

Hello everyone. I am making this build and must say its rly good considering its quite uniqe but it works rly well in large groups like when following commander in WvW - EB map. Anyway its my first build with a guide so i will be happy if you can comment to improve it.


I. Weapons and Skills

Berserker's Longbow
  • Weapon Strength: 920-1080
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Berserker's Axe
  • Weapon Strength: 857-1048
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Cleric's Warhorn
  • Weapon Strength: 814-900
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
  • Weapon Strength: -
  • Weapon Strength: -
  • Shake It Off½ 20
    Pet skills. Cure a condition on yourself and all nearby allies.
    Range: 600
  • Bite½ 20
    Bite your foe and gain regeneration.
    Damage: 185Regeneration: 10 sRange: 130
  • Slash½
    Slash your foe with your claws.
    Damage: 111Range: 130
  • Defy Pain45
    You take no damage for the next few seconds.
    Range: 1,200
  • 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
    • 0
      Regeneration: 10 sSwiftness: 10 s
    • 0
      Regeneration: 10 sSwiftness: 10 s
  • Rapid Fire5 8
    Fire multiple arrows at your foe.
    Damage (10x): 1,320Vulnerability: 8 sCombo Finisher: Projectile (20% chance)Range: 1,500
    • 0
      Regeneration: 10 sSwiftness: 10 s
    • 0
      Regeneration: 10 sSwiftness: 10 s
  • Hunter's Shot
    Fire an arrow and vanish in stealth. Your pet gains swiftness.
    Damage: 141Stealth: 3 sSwiftness: (pet) 10 sCombo Finisher: ProjectileRange: 1,500
    • 0
      Regeneration: 10 sSwiftness: 10 s
    • 0
      Regeneration: 10 sSwiftness: 10 s
  • Point Blank Shot½ 12
    Push back your foe with a point-blank shot. The closer they are, the farther it pushes them back.
    Damage: 282Knockback: 400Knockback: 500Knockback: 600Combo Finisher: ProjectileRange: 1,500
    • 0
      Regeneration: 10 sSwiftness: 10 s
    • 0
      Regeneration: 10 sSwiftness: 10 s
  • Barrage24
    Barrage the target area with a hail of arrows that cripple.
    Damage (12x): 1,692x12Crippled: 2 sRadius: 240Range: 1,500
    • 0
      Regeneration: 10 sSwiftness: 10 s
    • 0
      Regeneration: 10 sSwiftness: 10 s
  • "We Heal as One!"½ 16
    Shout. Heal yourself and your pet.
    Healing: 6,520Regeneration: 10 sSwiftness: 10 s
    • 0
      Regeneration: 10 sSwiftness: 10 s
  • 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
      Regeneration: 10 sSwiftness: 10 s
  • Signet of Stone80
    Signet Passive: Improves toughness for you and your pet.
    Signet Active: Your pet takes no damage from attacks.
    Duration: 6
    • 0
      Regeneration: 10 sSwiftness: 10 s
  • "Guard" 1 12
    Shout. Your pet will aggressively protect the target area.
    Duration: 180Range: 1,200Regeneration: 10 sSwiftness: 10 s
    • 0
      Regeneration: 10 sSwiftness: 10 s
  • “Strength of the Pack!”1 48
    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: 20Regeneration: 10 sSwiftness: 10 s
    • 0
      Regeneration: 10 sSwiftness: 10 s

Weapon and Skill Details

LB - the best range in game (1500); Axe/Warhorn - AoE dmg & Buffs.
Healing: "We Heal as One!" is a shout now so you will heal yourself and pet + give regen and swiftness to allies around;
Utility: "Signet of the Wild" and "Signet of Stone" have great passive effects that will make you more survivable. "Guard" is a shout heal that has rly low CD so spam it when you can.
Elite: "Strenght of the Pack" is a must have skill, its now a shout and has low CD (CD for this skill on the page is not up to date).


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.

Nature Magic

  • Rejuvenation
    When you receive damage while below 50%, gain 6s of regeneration. This trait has a 18 second internal cooldown.
    • Bountiful Hunter
      You and your pet deal 1% more damage per boon on you.
    • Instinctive Reaction
      When your health drops below 50% gain 3s of quickness. Gain 7% of your Healing Power as Power.
    • Allies’ Aid
      When you begin reviving an ally cast search and rescue on them. You gain 10% increased revive speed.
  • Fortifying Bond
    Any boon you gain is shared with your pet.
    • Evasive Purity
      Dodging removes blindness, crippling and poison from you. This trait has a 10 second internal cooldown.
    • Vigorous Training
      Your pets grant 6s of vigor to allies near them when you swap pets. 15-second internal cooldown.
    • Windborne Notes
      Call of the wild also grants 10s of regeneration. Your warhorn skills recharge 20% faster.
  • Lingering Magic
    Boons you apply last 20% longer. Boons your pet apply last 50% longer.
    • Nature’s Vengeance
      Each 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 Ward
      When 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.
    • Invigorating Bond
      Your pet heals allies in an area around them. This trait has a 20 second internal cooldown.

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.

Trait Details

So this are the trait I use, u can do some changes to fit your gamestyle.
I find "Clarion Bond" trait in Marksmanship very usefull since when u swap pets in combat you and nearby allies gain buffs + regen from the trait "Windborne Notes" in Nature Magic line + its a combo finisher that is great in blasting water fields. The upkeep of regen is rly strong.


III. Stat Specifics & Effects

Primary Stats

  • Health 15922 (+0)
  • Vitality 1000 (+0)
  • Armor 3129 (+1065)
  • Toughness 2065 (+1065)
  • Attack 3199 (+1119)
  • Power 2119 (+1119)
  • Critical Hit 26% (+26%)
  • Precision 1470 (+470)

Secondary Stats

  • Boon Duration 10% (+10%)
  • Critical Damage 23% (+23%)
  • DMG Taken from Guards and Lords -2% (+-2%)
  • DMG to Guards and Lords 3% (+3%)
  • Damage 1080 (+0%)
  • Defense 1064 (+0)
  • Experience from Kills 10% (+10%)
  • Ferocity 346 (+346)
  • Fury Duration 30% (+30%)
  • Healing Power 845 (+845)
  • Karma 5% (+5%)

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

So here are the stats. It looks wierd that combination of gear stats but it works perfectly i was rly shocked how well i did, since you are in a large group u don't have to worry abouth might since you will have 25 stacks of might almost all the time. If you need might you can swap to axe and gain might that way, it might happend that you are not neer the meele force all the time.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Saffron-Mango Ice Cream
Duration: 30min
Gain healing power equal to 6% of your vitality
Gain healing power equal to 4% of your toughness
Karma: 5%
  • (30min)
  • Gain healing power equal to 6% of your vitality
  • Gain healing power equal to 4% of your toughness
  • Karma: 5%

Utility Nourishment

Bountiful Sharpening Stone
Duration: 30min
Boon Duration: 10%
Power: 100
Experience from Kills: 10%
  • (30min)
  • Boon Duration: 10%
  • Power: 100
  • Experience from Kills: 10%

Armor & Runes

Knight's Emblazoned Helm
  • Defense: 97
  • Toughness: 60
  • Power: 43
  • Precision: 43
Superior Rune of Rage
  1. Ferocity: 25
  2. Fury Duration: 10%
  3. Ferocity: 50
  4. 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds)
  5. Ferocity: 100
  6. +20% Fury Duration; while under the effects of fury, gain +5% damage.
Knight's Emblazoned Shoulders
  • Defense: 97
  • Toughness: 45
  • Power: 32
  • Precision: 32
Superior Rune of Rage
  1. Ferocity: 25
  2. Fury Duration: 10%
  3. Ferocity: 50
  4. 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds)
  5. Ferocity: 100
  6. +20% Fury Duration; while under the effects of fury, gain +5% damage.
Knight's Emblazoned Coat
  • Defense: 338
  • Toughness: 134
  • Power: 96
  • Precision: 96
Superior Rune of Rage
  1. Ferocity: 25
  2. Fury Duration: 10%
  3. Ferocity: 50
  4. 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds)
  5. Ferocity: 100
  6. +20% Fury Duration; while under the effects of fury, gain +5% damage.
Knight's Emblazoned Gloves
  • Defense: 157
  • Toughness: 45
  • Power: 32
  • Precision: 32
Superior Rune of Rage
  1. Ferocity: 25
  2. Fury Duration: 10%
  3. Ferocity: 50
  4. 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds)
  5. Ferocity: 100
  6. +20% Fury Duration; while under the effects of fury, gain +5% damage.
Knight's Emblazoned Pants
  • Defense: 218
  • Toughness: 90
  • Power: 64
  • Precision: 64
Superior Rune of Rage
  1. Ferocity: 25
  2. Fury Duration: 10%
  3. Ferocity: 50
  4. 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds)
  5. Ferocity: 100
  6. +20% Fury Duration; while under the effects of fury, gain +5% damage.
Knight's Emblazoned Boots
  • Defense: 157
  • Toughness: 45
  • Power: 32
  • Precision: 32
Superior Rune of Rage
  1. Ferocity: 25
  2. Fury Duration: 10%
  3. Ferocity: 50
  4. 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds)
  5. Ferocity: 100
  6. +20% Fury Duration; while under the effects of fury, gain +5% damage.

Armor Stat Totals

  • Defense 1064
  • Ferocity 175
  • Fury Duration 30%
  • Toughness 419
  • Power 299
  • Precision 299

Rune Bonuses

Superior Rune of Rage
  1. Ferocity: 25
  2. Fury Duration: 10%
  3. Ferocity: 50
  4. 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds)
  5. Ferocity: 100
  6. +20% Fury Duration; while under the effects of fury, gain +5% damage.

Accessories & Jewels

Salma's Diamond Jubilee NecklaceOffensive Slot
  • Healing Power: 157
  • Power: 108
  • Toughness: 108
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Cleric's BackDefensive Slot
  • Healing Power: 63
  • Power: 40
  • Toughness: 40
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Healing SignetOffensive Slot
  • Healing Power: 126
  • Power: 85
  • Toughness: 85
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Druid's CircleDefensive Slot
  • Healing Power: 126
  • Power: 85
  • Toughness: 85
(Infused)
Healing WvW InfusionDefensive Infusion
  • Healing Power: 5
  • DMG Taken from Guards and Lords: -1%
Preserved Red Iris FlowerDefensive Slot
  • Healing Power: 110
  • Power: 74
  • Toughness: 74
Healing WvW InfusionDefensive Infusion
  • Healing Power: 5
  • DMG Taken from Guards and Lords: -1%
Kurzick BaubleOffensive Slot
  • Healing Power: 110
  • Power: 74
  • Toughness: 74
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%

Accessory Totals

  • Power:481
  • Toughness:466
  • Healing Power:702
  • DMG to Guards and Lords:3%
  • DMG Taken from Guards and Lords:-2%

Weapon Set Sigils

Berserker's Longbow
  • Weapon Strength: 920-1080
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
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)
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 Set I

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)

Berserker's Axe
  • Weapon Strength: 857-1048
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Cleric's Warhorn
  • Weapon Strength: 814-900
  • Healing Power: 120
  • Power: 85
  • Toughness: 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 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)

Weapon Set II

Sigil of Superior Battle

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

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)

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II


V. Basic Gameplay


Main Skill Rotation

Call of the Wild½ 28
Grant fury, might, and swiftness to yourself and nearby allies.
Fury: 15 sx3Might: 15 sSwiftness: 15 sRadius: 600Combo Finisher: BlastRange: 750Regeneration: 10 s
“Strength of the Pack!”1 48
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: 20Regeneration: 10 sSwiftness: 10 s
Barrage24
Barrage the target area with a hail of arrows that cripple.
Damage (12x): 1,692x12Crippled: 2 sRadius: 240Range: 1,500
Rapid Fire5 8
Fire multiple arrows at your foe.
Damage (10x): 1,320Vulnerability: 8 sCombo 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

So this is the opening rotation. Remember you will stay in the back since your range on LB is 1500 so you are safe as long there are no enemies on the backline.


Clossing the gap (900 range)

Call of the Wild½ 28
Grant fury, might, and swiftness to yourself and nearby allies.
Fury: 15 sx3Might: 15 sSwiftness: 15 sRadius: 600Combo Finisher: BlastRange: 750Regeneration: 10 s
Ricochet¼
Bounce your axe between multiple foes.
Damage: 168Maximum targets: 3Combo Finisher: Projectile (20% chance)Range: 900
Splitblade¾ 6
Throw a spread pattern of five whirling axes that bleeds foes.
Damage (5x): 170x5Bleeding: 6 s (1275 damage)Combo Finisher: Projectile (20% chance)Range: 900
Winter's Bite½ 10
Throw an axe to chill your foe. Your pet's next attack inflicts weakness.
Damage: 168Chilled: 3 sRange: 900

Swap your LB to axe+wh...use Call of the Wilf to get buffs and regen, you your auto attack and gain your might stacks higher (auto attack bounces up to 3 targets), then use Slitblade and Winter's Bite (Winter's Bite is AoE, look traits).


"We Heal as One!"½ 16
Shout. Heal yourself and your pet.
Healing: 6,520Regeneration: 10 sSwiftness: 10 s
"Guard" 1 12
Shout. Your pet will aggressively protect the target area.
Duration: 180Range: 1,200Regeneration: 10 sSwiftness: 10 s
“Strength of the Pack!”1 48
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: 20Regeneration: 10 sSwiftness: 10 s

I didn't go in details above abouth other skills, but just keep in mind that shouts "We heal as One", "Guard", "Strenght in the Pack" are critical skills that you need to use when they are ready ofc depends on the situation you are in so don't use them reclessly.
Now for the Signets. Use them when rly rly needed, like for escaping or more pressure on the enemies.


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