Ranger WvW | Large Group Axe/Warhorn, Greatsword | Assaulter Axe/Wh WvW Powerbuild.(high power/high toughness)
Table of Contents
Summary
This is a frontline ranger build with high damage and high toughness but can also be a strong dueling or roaming build.
I'm naming it the 1337 Power Ranger because it's a quite successfull powerbuild with the appropriate amount of vitaliy
GS/LB Roaming/Dueling version can be found Here.
Traveler version Here(Most up to date)
Condi bunker linkHere
Shout/support condi bunker Here(basicly the BTR build)
I. Weapons and Skills
- 0Swiftness: Vigor:
- 0Swiftness: Vigor:
- 0Swiftness: Vigor:
- 0Swiftness: Vigor:
- 0Swiftness: Vigor:
- 0Swiftness: Vigor:
- 0Swiftness: Vigor:
- 0Swiftness: Vigor:
- 0Swiftness: Vigor:
- 0Swiftness: Vigor:
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- 0Swiftness: Vigor:
- 0Swiftness: Vigor:
- 0Swiftness: Vigor:
- 0Swiftness: Vigor:
- 0Swiftness: Vigor:
Weapon and Skill Details
I use Axe because the axe hits multiple targets and it has a chill, which is great for preventing people from escaping.
Warhorn because #4 somehow freaks people out, the blast finsiher and 50% swiftness/fury uptime on #5 are very welcome.
Greatsword: for the dps, Hilt bash+maul combo, a great movement skill and counterattack is awesome against thieves. The cleave/aoe is great in zergs and crippling throw is nice for chasing.
I use Heal as One because it has a short cooldown and there will be enough waterfields around to blast so healing spring is a bit overkill imo. what about cleanse you ask? we have lemongrass and melandru runes for that
I use healing spring too but only during duels)
Lightning leflexes: for the vigor, stunbreaker and evade.(When fighting a D/D elementalist save this one for Updraft which has a 40 second cooldown aswell.)
Signet of stone: extra toughness and panic button for your pet.I switch this one around with signet of the hunt when i'm roaming so i can catch up or escape easier.
Signet of Renewal: passive cleanse and a panic button, great to have.
rampage as one: for the stability, fury and swiftness. If you use the river drake F2 and it bounces in between 3 targets while having RoA active you will get around 20 stacks of might.(pretty much a thieves guild hard-counter.)
Pets: Wolf for the fear and knockdown, Drake for the blast finisher and high damage and i switch my drake sometimes with a Red Moa because it will get you perma-fury combined with the fury you get from warhorn.
II. Traits
Marksmanship
Skirmishing
Wilderness Survival
Nature Magic
Trait Details
Skirmishing
- Primal Reflexes: for the vigor (~33% uptime)
- Honed axes: For the crit damage on the axe, i switch this with Companion's Might or Quick draw while roaming and dueling (pet related traits are mostly useless in zergs because its dead all the time)
- Moment of clarity: this trait is made for the greatsword, the hilt bash+maul combo is a decent burst and it increases the damage on counterattack too if you get an interrupt on the knockback. (You won't use this trait very often in a zerg so I usualy take away 10 points from skirmishing and put them in wilderniss survival for empathic bond on bark skin).
Wilderniss Survival
- Vigorous renewal: 6 seconds of vigor on heal (5sec on 0% BD).
- Martial mastery: 20% faster sword ans greatsword skills, makes the GS even better.(can be switched out for offhand training if you don't like GS!)
Nature magic
- Strenght of spirit: for the extra power(+63)(I switch this one with Nature's Protection sometimes but i think the cooldown is too long so i don't use it that often.)
(Now that we have ascended weapons you won't need Strenght of spirit anymore to get above 3000 attack so you can use something else in it's place.) - Evasive purity: Remove blind and poison on dodge, very important to make sure you get your heals right
III. Stat Specifics & Effects
Primary Stats
- Health 20092 (+4170)
- Vitality 1333 (+417)
- Armor 3151 (+1171)
- Toughness 2087 (+1171)
- Attack 3294 (+1404)
- Power 2320 (+1404)
- Critical Hit 55% (+55%)
- Precision 2063 (+1147)
Secondary Stats
- Agony Resistance 35 (+35)
- Boon Duration 20% (+20%)
- Condition Damage 200 (+200)
- Condition Duration (self) -25% (+-25%)
- Critical Damage 72% (+72%)
- Damage 974 (+0%)
- Defense 1064 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 943 (+943)
- Stun Duration (self) -25% (+-25%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Power: 100
Ferocity: 70
Experience from Kills: 10%
- (1hr)
- Power: 100
- Ferocity: 70
- Experience from Kills: 10%
Utility Nourishment
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
- Defense: 97
- Toughness: 60
- Power: 43
- Precision: 43
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 97
- Power: 45
- Precision: 32
- Ferocity: 32
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 338
- Toughness: 134
- Power: 96
- Precision: 96
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 157
- Power: 45
- Precision: 32
- Ferocity: 32
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 218
- Toughness: 90
- Power: 64
- Precision: 64
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 157
- Power: 45
- Precision: 32
- Ferocity: 32
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
Armor Stat Totals
- Defense 1064
- Toughness 459
- Vitality 35
- Condition Duration (self) -25%
- Stun Duration (self) -25%
- Power 338
- Precision 299
- Ferocity 96
Rune Bonuses
Superior Rune of Melandru- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
Accessories & Jewels
- Precision: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
- Vitality: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
Accessory Totals
- Power:633
- Precision:200
- Ferocity:307
- Toughness:332
- Vitality:182
- Agony Resistance:35
Weapon Set Sigils
- Weapon Strength: 857-1048
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 814-900
- Power: 120
- Precision: 85
- Ferocity: 85
Weapon Set I
Sigil of Superior BloodlustYou gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Sigil of Superior EnergyYou gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
- Weapon Strength: 995-1100
- Power: 239
- Precision: 171
- Ferocity: 171
- Weapon Strength: -
Weapon Set II
Sigil of Superior Fire50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
Water Weapon I
Water Weapon II
Upgrade Item Details
Lemongrass+ melandru runes gives you -65% condition duration so conditions will mostly slide off.
I use Bowl of Sweet and Spicy Butternut Squash Soup nowedays instead of lemongrass because it gives you 10% extra crit dmg and 100 power (It will get you 95% crit damage using ''Honed Axes'')
If you don't like melandru runes you can use Traveler Runes and replace the berserker's shoulders, gloves and boots to make up for the lost toughness.
Traveler version of ths build can be found Here <-
The 1337 traveler build can be found Here (yes, i actualy took the time to figure this out)
The 5 precise infusions and maintenance oil are needed for 50% crit chance. the vital infusion and the 70vit from lemongrass is for your 1337 vitality
Sigil of bloodlust on the axe for the extra power, once i have 25 stacks i switch to an axe with sigil of force.
Sigil of energy on the warhorn because axe/wh doesnt have any real defensive play so an extra dodge wouldn't hurt.
Sigil of fire for the AOE flame blast,MOARRRR DAMAGEE
I dont think roaming with this build and Sb, Axe/wh will turn out great I think it will work better with a power/condi hybrid.
Some quick math told me it has 70% vigor uptime, around 60% prot uptime(prot on hit not included)
and 67% fury and swiftness uptime in combat.
Here's the link to my ''Condi hybrid''(not sure if i should call it that becasue it's still mostly power based but it benefits alot of bleeding.)
http://gw2buildcraft.com/calculator/ranger/?6.5|7.5g.h2.8.1g.h1j.0.0.0|5.1g.h1j.0.0.0|1n.71m.1c.71m.1n.71m.1n.71m.1n.71m.1n.71m|3s.d1e.3t.d1e.3u.d1e.3u.d1e.2v.d1e.2v.d1e|0.k2a.u46b.k58.0|39.7|4h.4w.4z.4o.55|e