Ranger PvE | Open World Shortbow, Sword/Dagger | Damage Pure condi ranger

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Summary

This build needs some work. I have not played it much so please excuse if there are some areas that don't add up.


I. Weapons and Skills

Rabid Shortbow
  • Weapon Strength: 905-1000
  • Condition Damage: 239
  • Precision: 171
  • Toughness: 171
  • Weapon Strength: -
Rabid Sword
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Giver's Dagger
  • Weapon Strength: 924-981
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Sinister Spear
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Precision: 85
Rabid Harpoon Gun
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
  • Terrifying Howl2 45
    Pet skills. Howl at foes to send them running in fear.
    Damage: 49Fear: 2 sRange: 500
  • Bite¼
    Bite your foe.
    Damage: 122Range: 130
  • Crippling Leap¼ 20
    Leap at your foe and cripple them.
    Damage: 248Crippled: 5 sRange: 130
  • Brutal Charge40
    Leap at your foe and knock them down.
    Damage: 248Knockdown: 2 sCombo Finisher: LeapRange: 350
  • Crossfire
    Fire an arrow. Bleed your target if you hit them from behind or from the side.
    Damage: 134Bleeding: 3 s (128 damage)Combo Finisher: Projectile (20% chance)Range: 900
    • 0
    • 0
  • Poison Volley¼
    Fire a spread of five poison arrows.
    Damage (5x): 170x5Poison: 4 s (840 damage)Range: 900
    • 0
    • 0
  • Quick Shot¼
    Fire a quick shot in an evasive retreat. Gain swiftness if the shot hits. This can be used while retreating.
    Damage: 135Swiftness: 3 sCombo Finisher: ProjectileRange: 900
    • 0
    • 0
  • Crippling Shot
    Fire an arrow that cripples your target. Your pet's next three attacks inflict bleeding.
    Damage: 135Crippled: 3 sBleeding: 6 s (255 damage)Combo Finisher: ProjectileRange: 900
    • 0
    • 0
  • Concussion Shot¼ 20
    Daze your foe with an arrow. Stun them if you hit from behind or from the side.
    Damage: 135Daze: 1 sStun: 1 sCombo Finisher: ProjectileRange: 900
    • 0
    • 0
  • Troll Unguent½ 25
    Survival. You and your pet regenerate health over time.
    Health per second: 856Duration: 10
    • 0
  • Signet of Stone80
    Signet Passive: Improves toughness for you and your pet.
    Signet Active: Your pet takes no damage from attacks.
    Duration: 6
    • 0
  • Sharpening Stone45
    Survival. Bleed foes with your next five attacks.
    Bleeding: 6 s (255 damage)Duration: 30
    • 0
  • Muddy Terrain ¾ 25
    Survival. Use mud to cripple and immobilize foes.
    Immobilized: 2 s (at creation)Crippled: 2 s (per pulse)Duration: 10Range: 900
    • 0
  • Entangle ¾ 60
    Survival. Entangle your foe. They are immobile until the vines are destroyed.
    Duration: 20Damage: 49Bleeding: 8 s (6800 damage)Immobilized: 1 sRange: 600
    • 0

Weapon and Skill Details

Dagger can be swapped for torch if you would prefer more condi damage from the burns and fire field. I like the evade so I stick with dagger.

 

Muddy terrain and entangle work well for keeping foes away from you if you need to heal/ run from the fight. I would keep entangle as a just in case skill. However if you're confident you won't be downed and would like the extra bleeds use it.


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.

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.

Trait Details

There are what I thought would work best for my playing style. Change it to what suits you.


III. Stat Specifics & Effects

Primary Stats

  • Health 16822 (+900)
  • Vitality 1090 (+90)
  • Armor 2415 (+351)
  • Toughness 1351 (+351)
  • Attack 2729 (+729)
  • Power 1729 (+729)
  • Critical Hit 46% (+46%)
  • Precision 1880 (+880)

Secondary Stats

  • Bleeding Duration 20% (+20%)
  • Condition Damage 1663 (+1663)
  • Condition Duration 25% (+25%)
  • Damage 1000 (+0%)
  • Defense 1064 (+0)
  • 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

Bleeds are the main source of condis. You won't have many controls to use, only knock down form your pet. Cripple and Immobilize take over from these.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Truffle Risotto
Duration: 30min
Condition Damage: 100
Precision: 70
Experience from Kills: 10%
  • (30min)
  • Condition Damage: 100
  • Precision: 70
  • Experience from Kills: 10%

Utility Nourishment

Toxic Focusing Crystal
Duration: 30min
Condition Damage: 100
Condition Duration: 10%
Experience from Kills: 10%
  • (30min)
  • Condition Damage: 100
  • Condition Duration: 10%
  • Experience from Kills: 10%

Armor & Runes

Sinister Emblazoned Helm
  • Defense: 97
  • Condition Damage: 60
  • Power: 43
  • Precision: 43
Superior Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
Sinister Emblazoned Shoulders
  • Defense: 97
  • Condition Damage: 45
  • Power: 32
  • Precision: 32
Superior Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
Sinister Emblazoned Coat
  • Defense: 338
  • Condition Damage: 134
  • Power: 96
  • Precision: 96
Superior Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
Sinister Emblazoned Gloves
  • Defense: 157
  • Condition Damage: 45
  • Power: 32
  • Precision: 32
Superior Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
Sinister Emblazoned Pants
  • Defense: 218
  • Condition Damage: 90
  • Power: 64
  • Precision: 64
Superior Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
Sinister Emblazoned Boots
  • Defense: 157
  • Condition Damage: 45
  • Power: 32
  • Precision: 32
Superior Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)

Armor Stat Totals

  • Defense 1064
  • Condition Damage 594
  • Condition Duration 15%
  • Power 299
  • Precision 299

Rune Bonuses

Superior Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)

Accessories & Jewels

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

Accessory Totals

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

Weapon Set Sigils

Rabid Shortbow
  • Weapon Strength: 905-1000
  • Condition Damage: 239
  • Precision: 171
  • Toughness: 171
  • Weapon Strength: -
Sigil of Superior Agony
Bleeds you apply last 20% longer.
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Weapon Set I

Sigil of Superior Agony

Bleeds you apply last 20% longer.

Rabid Sword
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Giver's Dagger
  • Weapon Strength: 924-981
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Superior Sigil of Malice
+10% Condition Duration
Sigil of Superior Agony
Bleeds you apply last 20% longer.

Weapon Set II

Superior Sigil of Malice

+10% Condition Duration

Sigil of Superior Agony

Bleeds you apply last 20% longer.

Sinister Spear
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Precision: 85
Rabid Harpoon Gun
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Sigil of Intelligence
Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.
Sigil of Superior Agony
Bleeds you apply last 20% longer.

Water Weapon I

Sigil of Intelligence

Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.

Water Weapon II

Sigil of Superior Agony

Bleeds you apply last 20% longer.

Upgrade Item Details

Precision isn't really needed. I like criting so I chose that. Feel free to use something that gives more toughness or vitality for better survival. Dire or Carrion gear can be used instead.

 

On sword and dagger, seeing as bleeds are a main part of the build +10% condi duration in general and +20% for bleeds alone on top of the +125% duration on conditions means you can stack a ton of bleeds.


V. Basic Gameplay

This build instead of applying bleeds and conditions over time, it can be played by spamming every bleed skill possible. It depends on personal preference. Plan it out or just run in slicing everything up.

 


Main Skill Rotation

Crossfire
Fire an arrow. Bleed your target if you hit them from behind or from the side.
Damage: 134Bleeding: 3 s (128 damage)Combo Finisher: Projectile (20% chance)Range: 900
Poison Volley¼
Fire a spread of five poison arrows.
Damage (5x): 170x5Poison: 4 s (840 damage)Range: 900
Quick Shot¼
Fire a quick shot in an evasive retreat. Gain swiftness if the shot hits. This can be used while retreating.
Damage: 135Swiftness: 3 sCombo Finisher: ProjectileRange: 900
Crippling Shot
Fire an arrow that cripples your target. Your pet's next three attacks inflict bleeding.
Damage: 135Crippled: 3 sBleeding: 6 s (255 damage)Combo Finisher: ProjectileRange: 900
Sharpening Stone45
Survival. Bleed foes with your next five attacks.
Bleeding: 6 s (255 damage)Duration: 30
Signet of Stone80
Signet Passive: Improves toughness for you and your pet.
Signet Active: Your pet takes no damage from attacks.
Duration: 6
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
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
Entangle ¾ 60
Survival. Entangle your foe. They are immobile until the vines are destroyed.
Duration: 20Damage: 49Bleeding: 8 s (6800 damage)Immobilized: 1 sRange: 600
Monarch's Leap¾
Leap back into the fight, crippling your foe.
Damage: 336Crippled: 3 sCombo Finisher: LeapRange: 600
Stalker's Strike½ 10
Stab and poison your foe while evading attacks.
Damage: 67x3Poison: 8 s (840 damage)Range: 250
Crippling Talon½ 15
Throw a dagger to bleed and cripple your foe.
Damage: 252Crippled: 6 sx3Bleeding: 8 s (1020 damage)Combo Finisher: ProjectileRange: 1,200
Serpent's Strike1 15
Do an evasive roll around your target, striking them and poisoning them.
Damage: 235x2Poison: 6 s (504 damage)Range: 130
Quick Shot¼
Fire a quick shot in an evasive retreat. Gain swiftness if the shot hits. This can be used while retreating.
Damage: 135Swiftness: 3 sCombo Finisher: ProjectileRange: 900

Start with shortbow to drawn the enemy near.
Auto attack until they are close enough and then use poison volley (try to get all projectiles to hit for max poison stacks).
Use quick shot straight after this to avoid damage and then crippling shot to slow them down.
Weapon swap and use sharpening stone for bleeds on your auto and the signet of stone to prevent damage.
Auto attack with sword and complete 2 full rotations of the auto.
Use Hornet sting to avoid damage, then entangle or muddy terrain based on the enemy. (for stronger ones use muddy terrain instead and use entangle as an easy getaway if needed).
Gap close with Monarch's leap. Stalkers strike as an evade, crippling talon finished by Serpents Strike.
Weapon swap and repeat from number 3 on the main skill rotation.


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