Ranger WvW | Small Group Greatsword, Sword/Axe | Roamer greatsword / sword-axe

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Summary

roaming


I. Weapons and Skills

Zojja's Claymore
  • Weapon Strength: 1045-1155
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
Zojja's Blade
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Reaver
  • Weapon Strength: 900-1110
  • Power: 125
  • Precision: 90
  • Ferocity: 90
  • Weapon Strength: -
  • Weapon Strength: -
  • Blinding Slash½ 14½
    Pet skills. Blind your foes with a slash.
    Damage: 244Blind: 5 sRange: 130
  • Slash½
    Slash your foe.
    Damage: 122Range: 130
  • Swoop¾ 8
    Swoop at your foe, making them vulnerable.
    Damage: 244Vulnerability: 12 sCombo Finisher: LeapRange: 130
  • Quickening Screech¾ 20
    Grant swiftness to nearby allies.
    Swiftness: 10 sRange: 1,200
  • 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
      Regeneration: 10 sSwiftness: 10 s
    • 0
      Regeneration: 10 sSwiftness: 10 s
  • Swoop
    Run and leap at your foe, hitting them and nearby foes.
    Damage: 517Combo Finisher: LeapRange: 1,100
    • 0
      Regeneration: 10 sSwiftness: 10 s
    • 0
      Regeneration: 10 sSwiftness: 10 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
      Regeneration: 10 sSwiftness: 10 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
      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 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
  • "Sick 'Em"32
    Shout. Your pet runs faster and does more damage.
    Duration: 10Range: 3,000Regeneration: 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

Traits

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.

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.

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%.

III. Stat Specifics & Effects

Primary Stats

  • Health 18372 (+2450)
  • Vitality 1245 (+245)
  • Armor 2710 (+646)
  • Toughness 1646 (+646)
  • Attack 3514 (+1359)
  • Power 2359 (+1359)
  • Critical Hit 48% (+48%)
  • Precision 1920 (+920)

Secondary Stats

  • Critical Damage 50% (+50%)
  • Damage 1155 (+0%)
  • Defense 1064 (+0)
  • Endurance Regeneration 20% (+20%)
  • Experience from Kills 20% (+20%)
  • Ferocity 751 (+751)

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

Mango Pie
Duration: 30min
Gain 85 health every second
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Gain 85 health every second
  • Vitality: 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 Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Berserker's Emblazoned Shoulders
  • Defense: 97
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Berserker's Emblazoned Coat
  • Defense: 338
  • Power: 134
  • Precision: 96
  • Ferocity: 96
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Berserker's Emblazoned Gloves
  • Defense: 157
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Berserker's Emblazoned Pants
  • Defense: 218
  • Power: 90
  • Precision: 64
  • Ferocity: 64
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Berserker's Emblazoned Boots
  • Defense: 157
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.

Armor Stat Totals

  • Defense 1064
  • Vitality 175
  • Toughness 100
  • Power 419
  • Precision 299
  • Ferocity 299

Rune Bonuses

Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.

Accessories & Jewels

Third-Place MedalOffensive Slot
  • Precision: 157
  • Power: 108
  • Toughness: 108
Cavalier's BackOffensive Slot
  • Toughness: 63
  • Power: 40
  • Ferocity: 40
(Infused)
Cirque of ArahOffensive Slot
  • Precision: 126
  • Power: 85
  • Toughness: 85
(Infused)
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Appleseller's Lucky CogOffensive Slot
  • Toughness: 110
  • Power: 74
  • Ferocity: 74
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74

Accessory Totals

  • Power:543
  • Precision:442
  • Toughness:366
  • Ferocity:273

Weapon Set Sigils

Zojja's Claymore
  • Weapon Strength: 1045-1155
  • 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 I

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)

Zojja's Blade
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Reaver
  • Weapon Strength: 900-1110
  • Power: 125
  • Precision: 90
  • Ferocity: 90
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 Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Weapon Set II

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 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

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