Ranger WvW | Fun Sword/Axe, Greatsword | Roamer Bear's Paw v3.0 - Power Melee Ranger

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Summary

A Fun build for a Roaming MELEE ranger.
made for fun,small scale fights and large scale fights if used properly.

 

Video of the build in action :


I. Weapons and Skills

Soldier's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Chorben's Reaver
  • Weapon Strength: 900-1110
  • Power: 125
  • Toughness: 90
  • Vitality: 90
Soldier's Greatsword
  • Weapon Strength: 995-1100
  • Power: 239
  • Toughness: 171
  • Vitality: 171
  • Weapon Strength: -
  • Weapon Strength: -
  • Weapon Strength: -
  • Forage1 40
    Pet skills. Search the area for an improvised weapon.
    Range: 2,000
  • Jab¼
    Jab your foe with your tusks.
    Damage: 122Range: 130
  • Maul1 12
    Maul your foes, causing them to bleed.
    Damage: 122Bleeding: 6 s (255 damage)Range: 130
  • Brutal Charge40
    Charge your foes and knock them down.
    Damage: 185Knockdown: 3 sCombo Finisher: LeapRange: 900
  • 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
      Might: 15 s
  • 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
      Might: 15 s
    • 0
      Might: 15 s
  • 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
      Might: 15 s
    • 0
      Might: 15 s
  • Whirling Defense25
    Blocks projectiles while damaging nearby foes.
    x12Vulnerability: 10 sDamage (12x): 1,008Retaliation: 4 sDuration: 5Combo Finisher: Whirl
    • 0
      Might: 15 s
    • 0
      Might: 15 s
  • Troll Unguent½ 25
    Survival. You and your pet regenerate health over time.
    Health per second: 856Duration: 10
    • 0
      Might: 15 s
  • Lightning Reflexes40
    Survival. Evade back with a crack of lightning, dealing damage and gaining vigor.
    Vigor: 10 sDamage: 244Breaks stun
    • 0
      Might: 15 s
  • Signet of the Hunt24
    Signet Passive: Grants 25% increased movement speed to you and your pet.
    Signet Active: Your pet's next attack deals more damage.
    Might: 15 s
    • 0
      Might: 15 s
  • Signet of the Wild½ 48
    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: 8Might: 15 s
    • 0
      Might: 15 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
      Might: 15 s

Weapon and Skill Details

GreatSword : used to deliver most of your burst, Maul is your primary,Swoop is the second,use Counterattack to knockdown your foe and deliver a burst, if you are not able to make him hit you while its on then use it, throw your GS at him for a cripple, once it landed try to get abit closer and if your foe doesnt have stability use Hilt Bash and then burst to gain advantage of your 3rd minor in Skirmishing (increasing your chance to critically strike by 10% when attacking from behind or the side)

 

Sword : Use your Serpents Strike to avoid bursts or inflict higher poison on your foe, Hornet Sting is made more for backing off and engaging again but can be used to keep your enemy in your range.

 

Offhand Axe : Path of Scars is a nice combo with Maul, try to aim it right and land it good so your combo will be effective, Whirling Defense is not recommended to be used vs heavy armored or melee bursters, use it against LB rangers/engis/staff eles/staff mesmers/scepter guardians and basically everything that is ranged.

 

Troll Unguent : its a duration heal of at least 8560 hp, use it when you think that you will get hitted in the next few seconds so you will "absorb" the damage with it.

 

Lightning Reflexes : that is your only stunbreaker, use it wisely for a surprise stunbreak and burst or gaining more distance when reaching/backing off an enemy

 

Signet of The Hunt/Wild : Both grant might, wild grants stability, use it when you can to avoid being CCed too hard vs engis necros hammer warriors and such, when used together and you either maul or swoop, the damage can go really high so use this one chance wisely!

 

Strength of the Pack : 60sec cd isnt that bad for a skill that is basically granting you the power to eliminate your enemies, this skill has the best synergy with your traits so when you activate it try not to waste its duration with doing nothing!


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.

Skirmishing

  • Tail Wind
    Gain 9s of swiftness by switching your weapons in combat. This trait has a 9 second internal cooldown.
    • Sharpened Edges
      You and your pet have a 66% chance to cause 3s of bleeding when you critically strike.
    • Primal Reflexes
      When you successfully evade an attack gain 5s of Vigor. This trait has a 8 second internal cooldown.
    • Trapper’s Expertise
      Boons and conditions caused by your traps last 60% longer. Your traps recharge 20% faster and your offensive traps cause 2s of cripple.
  • Furious Grip
    Gain 5s of fury by switching your weapons in combat. This trait has a 9 second internal cooldown.
    • Spotter
      Nearby allies gain up to 150 precision.
    • Strider’s Defense
      Your melee attacks have a 25% chance to destroy projectiles. Your sword skills recharge 20% faster.
    • Hidden Barbs
      Bleeding you cause deals 33% more damage.
  • Hunter’s Tactics
    Increase your chance to critically strike by 10% when attacking from behind or the side.
    • Quick Draw
      Combat 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 Feet
      After 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 Game
      While your health is below 50% you gain 5 stacks of might for 3 seconds every second.

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%.

Trait Details

Using SOTP (Strength of the Pack) will grant you fury several times, each time you get fury you are refreshing your opening strike, it does 25% more damage and has 100% crit chance.
Dont forget to use your Siamoth's Forage to gain either stealth or Plasma which will cause the 2 minors in Skirmishing to trigger and grant you access to another opening strike.
Dodge grants you protection for 2sec so use it wisely, and you have 1 condition removal which is Empathic Bond (removes 3 conditions every 10sec).


III. Stat Specifics & Effects

Primary Stats

  • Health 21732 (+5810)
  • Vitality 1581 (+581)
  • Armor 2918 (+800)
  • Toughness 1800 (+800)
  • Attack 3346 (+1291)
  • Power 2291 (+1291)
  • Critical Hit 29% (+29%)
  • Precision 1530 (+530)

Secondary Stats

  • Critical Damage 46% (+46%)
  • Damage 1055 (+0%)
  • Defense 1118 (+0)
  • Endurance Regeneration 20% (+20%)
  • Experience from Kills 20% (+20%)
  • Ferocity 696 (+696)
  • Movement Speed 25% (+25%)

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

you are pretty heavy with health and armor, while having food your armor travels to 3k and your HP with Applied Fortitude reaches 26k.
Power can reach 2.4k when buffed with Applied Strength and critical damage will be around 196% while crit chance can reach around 42-46% with a full sigil (i dont really mind if its empty or full)


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Plate of Frostgorge Clams
Duration: 1hr
Toughness: 100
Precision: 70
Experience from Kills: 10%
  • (1hr)
  • Toughness: 100
  • Precision: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Maintenance Oil
Duration: 30min
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain precision equal to 6% of your toughness
  • Gain precision equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Gobrech's Visage
  • Defense: 102
  • Power: 63
  • Vitality: 45
  • Ferocity: 45
Superior Rune of the Warrior
  1. Vitality: 25
  2. Power: 35
  3. Vitality: 50
  4. Power: 65
  5. Vitality: 100
  6. -20% recharge on weapon swap.
Zojja's Shoulderguard
  • Defense: 102
  • Power: 47
  • Precision: 34
  • Ferocity: 34
Superior Rune of the Warrior
  1. Vitality: 25
  2. Power: 35
  3. Vitality: 50
  4. Power: 65
  5. Vitality: 100
  6. -20% recharge on weapon swap.
Gobrech's Guise
  • Defense: 355
  • Power: 141
  • Vitality: 101
  • Ferocity: 101
Superior Rune of the Warrior
  1. Vitality: 25
  2. Power: 35
  3. Vitality: 50
  4. Power: 65
  5. Vitality: 100
  6. -20% recharge on weapon swap.
Zojja's Grips
  • Defense: 165
  • Power: 47
  • Precision: 34
  • Ferocity: 34
Superior Rune of the Warrior
  1. Vitality: 25
  2. Power: 35
  3. Vitality: 50
  4. Power: 65
  5. Vitality: 100
  6. -20% recharge on weapon swap.
Gobrech's Leggings
  • Defense: 229
  • Power: 94
  • Vitality: 67
  • Ferocity: 67
Superior Rune of the Warrior
  1. Vitality: 25
  2. Power: 35
  3. Vitality: 50
  4. Power: 65
  5. Vitality: 100
  6. -20% recharge on weapon swap.
Zojja's Striders
  • Defense: 165
  • Power: 47
  • Precision: 34
  • Ferocity: 34
Superior Rune of the Warrior
  1. Vitality: 25
  2. Power: 35
  3. Vitality: 50
  4. Power: 65
  5. Vitality: 100
  6. -20% recharge on weapon swap.

Armor Stat Totals

  • Defense 1118
  • Vitality 388
  • Power 539
  • Ferocity 315
  • Precision 102

Rune Bonuses

Superior Rune of the Warrior
  1. Vitality: 25
  2. Power: 35
  3. Vitality: 50
  4. Power: 65
  5. Vitality: 100
  6. -20% recharge on weapon swap.

Accessories & Jewels

Collar of the First CommissarDefensive Slot
  • Toughness: 157
  • Power: 108
  • Ferocity: 108
Cavalier's BackOffensive Slot
  • Toughness: 63
  • Power: 40
  • Ferocity: 40
(Infused)
Bagh NakhOffensive Slot
  • Power: 126
  • Precision: 67
  • Vitality: 18
  • Ferocity: 85
(Infused)
Band of the BrotherhoodDefensive Slot
  • Precision: 126
  • Power: 85
  • Toughness: 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:507
  • Toughness:525
  • Ferocity:381
  • Precision:193
  • Vitality:18

Weapon Set Sigils

Soldier's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Chorben's Reaver
  • Weapon Strength: 900-1110
  • Power: 125
  • Toughness: 90
  • Vitality: 90
Superior Sigil of Perception
Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)
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 I

Superior Sigil of Perception

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

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)

Soldier's Greatsword
  • Weapon Strength: 995-1100
  • Power: 239
  • Toughness: 171
  • Vitality: 171
  • 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

Upgrade Item Details

Food is taken to grant you higher toughness to avoid being bursted too easily and getting higher critical chance.
Since sigil of intelligence is no longer needed, Fire is replacing it for more aoe damage and burst on GS, Perception for more crit chance just in case and energy on offhand axe to gain an additional dodge.


V. Basic Gameplay

You are a well armored melee ranger with great dps when the time comes to strike.
try to time your attacks and avoid being hitted, your play will be defensive untill you see an open chance to strike, if you fail you need to keep pressure unless its not safe to be near your target.


Main Skill Rotation

Rotation is decided by you and the sitaution you are in.


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