Ranger sPvP | Tournament Longbow, Greatsword | Support Medi Shoutbow Ranger
Table of Contents
Summary
This a build for people looking to support a team that has damage already. The goal fo this build is to keep your team topped up by having permanent group regen & swiftnes, constant condi clear and chunks of healing coming in from shouts. All while providing additional pressure.
I. Weapons and Skills
- 0Fury: 6 sRegeneration: 10 sSwiftness: 10 s
- 0Fury: 6 sRegeneration: 10 sSwiftness: 10 s
- 0Fury: 6 sRegeneration: 10 sSwiftness: 10 s
- 0Fury: 6 sRegeneration: 10 sSwiftness: 10 s
- 0Fury: 6 sRegeneration: 10 sSwiftness: 10 s
- 0Fury: 6 sRegeneration: 10 sSwiftness: 10 s
- 0Fury: 6 sRegeneration: 10 sSwiftness: 10 s
- 0Fury: 6 sRegeneration: 10 sSwiftness: 10 s
- 0Fury: 6 sRegeneration: 10 sSwiftness: 10 s
- 0Fury: 6 sRegeneration: 10 sSwiftness: 10 s
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- 0Fury: 6 sRegeneration: 10 sSwiftness: 10 s
- 0Fury: 6 sRegeneration: 10 sSwiftness: 10 s
- 0Fury: 6 sRegeneration: 10 sSwiftness: 10 s
- 0Fury: 6 sRegeneration: 10 sSwiftness: 10 s
- 0Fury: 6 sRegeneration: 10 sSwiftness: 10 s
Weapon and Skill Details
LB for range, gs for bunker. See basic gameplay for details on utilities.
Traits
Beastmastery
- Pack AlphaYour pet gains up to 150 power, precision, toughness and vitality and their skills recharge 20% faster.
- Go For The EyesYour pet gains up to 300 toughness. Your pet’s command [[f2]] ability causes 5s of blindness to foes around it.
- Companion’s MightYour critical hits grant 5s of might to your pet. Critical strikes from your pet’s basic attack cause 6s of bleeding.
- Resounding TimbreYour shouts apply 10s of Regeneration and 10s of Swiftness to nearby allies. You shouts recharge 20% faster.
- Loud WhistleWhile your health is above 90% your pet deals 10% more damage. Your pet swap recharges 20% faster.
- Wilting StrikeYour pet inflicts 4s weakness when you activate its command [[f2]] ability.
- Two-Handed TrainingGreatsword 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 RegenerationYour pet gains natural health recovery and their healing power is increased by up to 450.
- Pet’s ProwessYour pets move 30 faster and gain up to 300 ferocity.
- Beastly WardenYour pet’s command [f2] ability causes 2s of taunt to foes around it. This trait has a 15 second internal cooldown.
- Zephyr’s SpeedCombat 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 AxesGain 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.
Wilderness Survival
- Natural VigorIncreases your endurance regeneration by 20%.
- Soften the FallYou take 50% less damage from falling. When you take falling damage create muddy ground.
- Oakheart SalveGain 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 TrainingYour pet gains up to 300 condition damage, based on level and their conditions last 20% longer.
- Companion’s DefenseCombat Only. You and your pet gain 2s of protection when you dodge roll.
- AmbidexterityGain up to 150 condition damage when wielding a torch or dagger. Your torch and dagger skills recharge 20% faster.
- Refined ToxinsWhile 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 AnguishIncoming 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 SkinYou take 33% less damage and your pet takes 50% less damage while your health is above 90%.
- Empathic BondPets take 3 conditions from you every 10 seconds.
- Wilderness KnowledgeSurvival skills have 20% reduced recharge, grant 6s of fury and remove 2 conditions.
- Poison MasterWhen you swap pets your pet’s next attack will inflict 2 stacks of poison for 8 seconds. Your poison damage is increased by 25%.
Skirmishing
- Tail WindGain 9s of swiftness by switching your weapons in combat. This trait has a 9 second internal cooldown.
- Sharpened EdgesYou and your pet have a 66% chance to cause 3s of bleeding when you critically strike.
- Primal ReflexesWhen you successfully evade an attack gain 5s of Vigor. This trait has a 8 second internal cooldown.
- Trapper’s ExpertiseBoons and conditions caused by your traps last 60% longer. Your traps recharge 20% faster and your offensive traps cause 2s of cripple.
- Furious GripGain 5s of fury by switching your weapons in combat. This trait has a 9 second internal cooldown.
- SpotterNearby allies gain up to 150 precision.
- Strider’s DefenseYour melee attacks have a 25% chance to destroy projectiles. Your sword skills recharge 20% faster.
- Hunter’s TacticsIncrease your chance to critically strike by 10% when attacking from behind or the side.
- Quick DrawCombat 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 FeetAfter 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 GameWhile your health is below 50% you gain 5 stacks of might for 3 seconds every second.
Trait Details
Resounding timber and the pet reduced cd are core to this build. The two allow you to stack regen and swifness up on your team. Resounding timber will also cleanse condi with the solider runes. The swiftness will allow you to kite and your team to get get around.
Wilderness survival is more of a selfish but necessary line. The anti condi presence is very important and allows you to clear groups of condi's off of your self fast. Another keynote thing here is with primal reflexes and sigils of energy we keep protection up for the duration of most fights. The key though is to not waste dodges to gain protection.
Skirmishing and Markmans are about even.
Typically I go marksman with Lead the Wind and steady focus, as well as the stab from enlargement is really nice for getting stomps/res. Take marksman when they have a lot of melee or Mesmers. As it will allow you to hit lots of opponents/clones.
Skirmishing provides more flexibility with quickdraw and adds more damage, as well as spotter to the group. Primal reflexes will reward us with more vigor on evasion and synergizes well with our sigils of energy for up keeping protection.
Nature magic would be more supporty, however with no damage focus we become ingnorable and low damage. Meaning we can't really contribute to a fight. Picking up this line makes you a tanky wetnoodle that is useless without your group.
III. Stat Specifics & Effects
Primary Stats
- Health 17672 (+1750)
- Vitality 1175 (+175)
- Armor 3064 (+1000)
- Toughness 2000 (+1000)
- Attack 2980 (+900)
- Power 1900 (+900)
- Critical Hit 11% (+11%)
- Precision 1150 (+150)
Secondary Stats
- Damage 1080 (+0%)
- Defense 1064 (+0)
- Endurance Regeneration 20% (+20%)
- Healing Power 1200 (+1200)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
The power here is on the lower side, but still allow our poke to hurt. Toughness will allow us to stay alive in the fray while we cast skills and attempt to bunker down. The healing power is pretty straightforward, as it will be boosting the regen and flat heals that go out on our shouts.
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
Rune Stat Totals
- Vitality 175
- Toughness 100
Rune Bonuses
PvP Rune of the Soldier- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
Accessories & Jewels
Accessory Totals
- Power:900
- Toughness:900
- Healing Power:1200
Weapon Set Sigils
- Weapon Strength: 920-1080
- Weapon Strength: -