Ranger PvE | Open World Sword/Torch, Shortbow | Damage Condition Melee

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Summary

A Melee Ranger build for those wanting to use Conditions as their primary damage.


I. Weapons and Skills

Carrion Sword
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Torch
  • Weapon Strength: 789-926
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Shortbow
  • Weapon Strength: 905-1000
  • Condition Damage: 239
  • Power: 171
  • Vitality: 171
  • Weapon Strength: -
Carrion Harpoon Gun
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Spear
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
  • Blinding Slash½ 18
    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: 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 8
    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 sFury: 6 s
  • Serpent's Strike1 15
    Do an evasive roll around your target, striking them and poisoning them.
    Damage: 235x2Poison: 6 s (504 damage)Range: 130
    • 0
      Might: 15 sFury: 6 s
    • 0
      Might: 15 sFury: 6 s
  • Throw Torch½ 12
    Throw your torch and burn your foe.
    Damage: 151x2Burning: 6 s (1968 damage)Range: 1,200
    • 0
      Might: 15 sFury: 6 s
    • 0
      Might: 15 sFury: 6 s
  • Bonfire½ 20
    Set a fire around you, burning foes.
    Duration: 8Damage (8x): 256x8Burning: 3 s (2624 damage)Radius: 240Combo Field: Fire
    • 0
      Might: 15 sFury: 6 s
    • 0
      Might: 15 sFury: 6 s
  • "We Heal as One!"½ 20
    Shout. Heal yourself and your pet.
    Healing: 6,520
    • 0
      Might: 15 sFury: 6 s
  • Quickening Zephyr48
    Survival. You and your pet gain quickness and super speed.
    Quickness: 6 sSuper Speed: 6 sFury: 6 s
    • 0
      Might: 15 sFury: 6 s
  • Sharpening Stone36
    Survival. Bleed foes with your next five attacks.
    Bleeding: 6 s (255 damage)Duration: 30Fury: 6 s
    • 0
      Might: 15 sFury: 6 s
  • Spike Trap ½ 20
    Trap. Set a trap that bleeds and cripples foes.
    x6Bleeding: 6.5 sDamage: 49Crippled: 2.66 sKnockdown: On initial trap triggerDamage radius: 240Trap radius: 240
    • 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

Weapon and Skill Details

This build has flair written all over it!

 

You might not ordinarily want to start with something like a Sword and Torch, but the animations are gorgeous and will add Poison and Burning to the Bleeding of your utility skills.

 

Switch to Short Bow when you need a bit of range.


Traits

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%.

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.

Trait Details

Swapping weapons will give you the swiftness that you are missing from your signet.

 

Opening Strike is always Critical and is renewed with Fury which is always triggered with QZ.


III. Stat Specifics & Effects

Primary Stats

  • Health 21722 (+5800)
  • Vitality 1580 (+580)
  • Armor 2363 (+299)
  • Toughness 1299 (+299)
  • Attack 2563 (+600)
  • Power 1600 (+600)
  • Critical Hit 23% (+23%)
  • Precision 1389 (+389)

Secondary Stats

  • Bleeding Duration 45% (+45%)
  • Boon Duration 10% (+10%)
  • Condition Damage 1814 (+1814)
  • Damage 963 (+0%)
  • Defense 1064 (+0)
  • Endurance Regeneration 20% (+20%)
  • Experience from Kills 20% (+20%)

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

The Armour Runes will ensure that your Elite Skill triggers a couple of the Conditions that are not currently highlighted!


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Orrian Truffle Soup
Duration: 30min
Condition Damage: 100
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Condition Damage: 100
  • Vitality: 70
  • Experience from Kills: 10%

Utility Nourishment

Bountiful Tuning Crystal
Duration: 30min
Boon Duration: 10%
Condition Damage: 100
Experience from Kills: 10%
  • (30min)
  • Boon Duration: 10%
  • Condition Damage: 100
  • Experience from Kills: 10%

Armor & Runes

Rabid Emblazoned Helm
  • Defense: 97
  • Condition Damage: 60
  • Precision: 43
  • Toughness: 43
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Rabid Emblazoned Shoulders
  • Defense: 97
  • Condition Damage: 45
  • Precision: 32
  • Toughness: 32
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Rabid Emblazoned Coat
  • Defense: 338
  • Condition Damage: 134
  • Precision: 96
  • Toughness: 96
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Rabid Emblazoned Gloves
  • Defense: 157
  • Condition Damage: 45
  • Precision: 32
  • Toughness: 32
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Rabid Emblazoned Pants
  • Defense: 218
  • Condition Damage: 90
  • Precision: 64
  • Toughness: 64
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Rabid Emblazoned Boots
  • Defense: 157
  • Condition Damage: 45
  • Precision: 32
  • Toughness: 32
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)

Armor Stat Totals

  • Defense 1064
  • Condition Damage 594
  • Bleeding Duration 45%
  • Precision 299
  • Toughness 299

Rune Bonuses

Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)

Accessories & Jewels

Carrion Amulet
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15
Carrion Back
  • Condition Damage: 30
  • Power: 21
  • Vitality: 21
(Infused)
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15
Carrion Ring
  • Condition Damage: 90
  • Power: 64
  • Vitality: 64
(Infused)
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15
Carrion Ring
  • Condition Damage: 90
  • Power: 64
  • Vitality: 64
(Infused)
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15
Carrion Earring
  • Condition Damage: 75
  • Power: 53
  • Vitality: 53
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15
Carrion Earring
  • Condition Damage: 75
  • Power: 53
  • Vitality: 53
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15

Accessory Totals

  • Power:430
  • Vitality:340
  • Condition Damage:630
  • Precision:90

Weapon Set Sigils

Carrion Sword
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Torch
  • Weapon Strength: 789-926
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Sigil of Superior Restoration
Gain Health on Killing a Foe.
Sigil of Superior Geomancy
You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set I

Sigil of Superior Restoration

Gain Health on Killing a Foe.

Sigil of Superior Geomancy

You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Carrion Shortbow
  • Weapon Strength: 905-1000
  • Condition Damage: 239
  • Power: 171
  • Vitality: 171
  • Weapon Strength: -
Sigil of Superior Restoration
Gain Health on Killing a Foe.
Sigil of Superior Geomancy
You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set II

Sigil of Superior Restoration

Gain Health on Killing a Foe.

Carrion Harpoon Gun
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Spear
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Sigil of Superior Restoration
Gain Health on Killing a Foe.
Sigil of Superior Geomancy
You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Water Weapon I

Sigil of Superior Restoration

Gain Health on Killing a Foe.

Water Weapon II

Sigil of Superior Geomancy

You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Upgrade Item Details

Bleeding, Torment and Poison are added when Elite Skill is used.


V. Basic Gameplay

You have Healing and 4 Condition Removals.

 

You have at least 15k Burning, 20k Bleeding, 2k Poison and some Torment.

 

Added to this, your pet can either add more Conditions, or like my choice, can Blind the enemy too.


Main Skill Rotation


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