Ranger PvE | Open World Axe/Axe | Support 0/20/0/30/20, Axe/Axe , Axe/Warhorn , High Support, High Survial, High Damage, good for Group/Solo

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Summary

The key overview of this build:

 

1. You and your group have permanent Regenation and Swiftness.

 

2. Your Pet has permanent Regenation, Swiftness, Protection.

 

3. You can inflict permanent Weakness on a single target.

 

4. You got high passive HP regen ability, as follow:
- Your group passive regen 277 HP/sec
- Yourself passive regen 410 HP/sec
- Your pet passive regen 695 HP/sec

 

5. The main Damage you deal comes from your pet with about 20 Might stack.

 

6. Since your target got permanent Weakness and your pet has permanent Protection, you can just use the highest dps pet such as Lynx to tank - even Champion opponent.

 

7. High ability for group condition removal.

 

8. Your job is to apply boons to your pet and your group, keep them survive, while yourself won't have too much power for fight. However, you will find that your pet deal quite much damage!


I. Weapons and Skills

Magi's Axe
  • Weapon Strength: 857-1048
  • Healing Power: 120
  • Precision: 85
  • Vitality: 85
Magi's Axe
  • Weapon Strength: 857-1048
  • Healing Power: 120
  • Precision: 85
  • Vitality: 85
  • Weapon Strength: -
Magi's Warhorn
  • Weapon Strength: 814-900
  • Healing Power: 120
  • Precision: 85
  • Vitality: 85
  • Weapon Strength: -
  • Weapon Strength: -
  • Rending Pounce2 30
    Pet skills. Leap at a foe and make them bleed.
    Damage (2x): 244x2Bleeding: 20 s (1700 damage)Combo Finisher: LeapRange: 600
  • Slash½
    Slash at your foe, leaving them vulnerable.
    Damage: 129Vulnerability: 5 sRange: 130
  • Bite½ 8
    Bite your foe for heavy damage.
    Damage: 259Range: 130
  • Maul½ 20
    Slash a foe multiple times and make them bleed.
    Damage: 74Range: 130
  • Ricochet¼
    Bounce your axe between multiple foes.
    Damage: 168Maximum targets: 3Combo Finisher: Projectile (20% chance)Range: 900
    • 0
      Regeneration: 10 s
    • 0
      Regeneration: 10 s
  • Splitblade¾ 6
    Throw a spread pattern of five whirling axes that bleeds foes.
    Damage (5x): 170x5Bleeding: 6 s (1275 damage)Combo Finisher: Projectile (20% chance)Range: 900
    • 0
      Regeneration: 10 s
    • 0
      Regeneration: 10 s
  • Winter's Bite½ 10
    Throw an axe to chill your foe. Your pet's next attack inflicts weakness.
    Damage: 168Chilled: 3 sRange: 900
    • 0
      Regeneration: 10 s
    • 0
      Regeneration: 10 s
  • Path of Scars½ 15
    Throw your axe so that it returns to you, striking foes each way and pulling enemies on the return flight.
    Damage: 435Combo Finisher: ProjectileRange: 1,200
    • 0
      Regeneration: 10 s
    • 0
      Regeneration: 10 s
  • Whirling Defense25
    Blocks projectiles while damaging nearby foes.
    x12Vulnerability: 10 sDamage (12x): 1,008Retaliation: 4 sDuration: 5Combo Finisher: Whirl
    • 0
      Regeneration: 10 s
    • 0
      Regeneration: 10 s
  • Troll Unguent½ 25
    Survival. You and your pet regenerate health over time.
    Health per second: 856Duration: 10
    • 0
      Regeneration: 10 s
  • "Guard" 1 12
    Shout. Your pet will aggressively protect the target area.
    Duration: 180Range: 1,200Regeneration: 10 s
    • 0
      Regeneration: 10 s
  • "Protect Me"48
    Shout. Instead of attacking, your pet will protect you by absorbing all damage you would take.
    Duration: 6Break StunRegeneration: 10 s
    • 0
      Regeneration: 10 s
  • Signet of the Wild½ 60
    Signet Passive: Grants health regeneration to you and your pet.
    Signet Active: Your pet grows larger, dealing more damage and gaining stability.
    Passive effect: 62 healx5Stability: 8 sEnlarged: 8 s Damage Increase: 25%Movement Speed Increase: 50%Duration: 8
    • 0
      Regeneration: 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 s
    • 0
      Regeneration: 10 s

Weapon and Skill Details

* The main job you have to do is to apply Might, Fury, Swiftness, Protection, Regeneration to your pet.

 

* Why choose Precise/Vitality/Healing Power ?
In order to apply Might, you need high critical chance, so you need Precise
In order to let Regeneration more effective, you need Healing Power
Therefore I choose full set of Precise, Vitality, Healing Power where you can easily get with AC dungeon coin.

 

* Why do I choose Axe/Axe, Axe/Warhorn ?
Because the high Hit-Count of those combination.
Axe 1 bounce 3 target

 

Axe 2 hit up to 5 hit, even there's only one opponent, you can stand close to do 5-hit.

 

Axe 3 is amazing, since it let your pet inflict Weakness on next attack, the Weakness duration is 10 second, which is just the same as skill cooldown time - therefore, you can inflict permanent Weakness on a single target.

 

Axe 4 is a nice skill, that can do a straight line AOE, as well as AOE interrupt while the axe fly back to you and pull mobs to you.

 

Axe 5 is very useful, it does very high hit-count (12x) AOE, as well as 'Reflect' projectile. (the skill shows 'Block' but it will Reflect btw.)

 

Warhorn 4 deal very high hit-count (16x) single target.

 

Warhorn 5 give you/your group/ your pet with high support Boons, the detail will explain later.

 

* The healing skill can select from Troll Ungent / Healing Spring
* The utility slot, "Guard" and "Signet of Wild" is a MUST.
* Whatever elite skill all good, but I prefer Rampage As One for powerful Boons.

 

All detail explain later.


II. Traits

Adept Master Grandmaster

Trait Details

As you can see, the trait all go for your pet.

 

Before we start, let me explain some trait detail.
"Fortifying Bond" share your boon with your pet. However, the duration time is not 'share' . In fact, the duration of any boon you get and share with your pet is different and constant :
(Although the duration time is constant, but it can be effect by Boon Duration and "Nature's Bounty" trait)
(Since you got 30point on Nature Magic, which provide 30% boon duration, the time will expand to following list)
(with "Nature's Bounty" trait, the Regeneration Boon expand 63% more time)

 

Aegis 5 -> 6.5 seconds
Fury 3 -> 3.9seconds
Might 10-> 13 seconds
Protection 2 -> 2.6 seconds
Regeneration 5 -> 8.15 seconds (this boon expand 63% more time)
Retaliation 5 -> 6.5 seconds
Swiftness 3 -> 3.9seconds
Vigor 3 seconds

 

----------------------------------------------------------------------
Nature's Voice is key trait for this Build, it provide 13 second Swiftness and 16 second Regeneration to you/your group if you use a shout (for example , "Guard")

 

With "Shout Mastery" , your "Guard" cooldown time reduce to 12 second,
therefore you can give permanent Regeneration/Swiftness to your group, as long as you recast "Guard" once it's ready.

 

I will explain more detail mathematical calculation later!!


III. Stat Specifics & Effects

Primary Stats

  • Health 26302 (+10380)
  • Vitality 1954 (+1038)
  • Armor 2080 (+100)
  • Toughness 1016 (+100)
  • Attack 1964 (+0)
  • Power 916 (+0)
  • Critical Hit 43% (+43%)
  • Precision 1818 (+902)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Critical Damage 13% (+13%)
  • Damage 1048 (+0%)
  • Defense 1064 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 200 (+200)
  • Healing Power 994 (+994)
  • Pet Attribute Bonus 20 (+20)
  • Regeneration Duration 33% (+33%)

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

As you can see, with Precise/Vitality/Healing Power

 

* Critical Chance for you
- Normally you got 1808 Precise which is 46.95% critical chance.
- With a lv60 Maintenance Oil, your Precise upgrade to 1919 (52.23% critical chance)
(I list lv60 Oil because the lv80 is too expensive, and I prefer to eat lv60 only)
(If you eat lv80's , you can gain about more 1.4% critical chance)
- With Superior Sigil of Perception 25 stack, you got 2169 Precise(64% critical chance)
- With Fury boon, you become 84% critical chance.

 

* Critical Chance for your pet
- The basic Precise for Lynx on lv80 is 2061, and since you put 20 point on Beastmaster, her Precise upgrade to 2261 which is 68% critical chance
- With Fury boon, your pet got 88% critical chance.

 

====================================================================
* Passive Regen HP
- There are 2 kind of passive HP regen - Siginet of Wild and Regeneration (YES, because you can apply this boon permanent, so it become passive HP regen)

 

- Signet of Wild
o it apply (62 + 0.06 x 1173) = 113 hp/s for yourself
o it apply (125 + 0.25 x 1173) = 418 hp/s for your pet
- Regeneration boon
o you apply this boon permanent to you/your pet/ your group.
o it heals (130 + 0.125 x 1173) = 277 hp/s

 

As a result, you apply passive HP regen :
- your group for 277 HP/s
- yourself for 410 HP/s
- your pet for 695 HP/s

 

===============================================================================
* Healing Skill selection
In fact, Troll Unguent and Healing Spring work all good.

 

- The Troll Unguent is good for that it's healing over time, so you can cast it, and have a stable fight, once the effect is gone, you only have to wait 15s more cooldown time to cast it again. The heal amount is 997 x 10 = 9970 HP total.

 

- Healing Spring is good for group fight, especially for stack fight. The initial heal is (4920 + 1.0 x 1173) = 6093 HP. It heals only you and your pet - your pet don't have to in the range, you just cast it, and it heal you and your pet. After that, it start to apply Regeneration to someone who stay in circle.(However, since you already got permanent Regeneration boon on them all, it become useless, since it won't heal more).

 

The good for Healing Spring is condition removal, it pulse every 3 sec to remove a condition. But the drawback is the cooldown time for a 30sec which is a bit long. Since it's most like instant heal, you cast it on a huge hp lose, and have to wait 30s more time to cast again.

 

If you got your Warhorn 5 skill available while cast Healing Spring. Since Healing Spring is Water field, you can cast Warhorn 5 later for a Blast combo finisher to do a Area Healing combo. It heals about 1700 HP AOE healing.

 

Most time I prefer Troll Ungent, because the 'regen' is different from 'Regeneration' boon, they can stack together to heal.
that is , with Troll Ungent,
- you got 1407 HP/s HP regen for 10 sec
- your pet got 1692 HP/s HP regen for 10 sec
- and only have to wait 15 sec to cast it again.

 

============================================================================


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Ghost Pepper Popper
Duration: 30min
40% chance to cause might on critical during the day
40% chance to cause chill on critical during the night
Experience from Kills: 10%
  • (30min)
  • 40% chance to cause might on critical during the day
  • 40% chance to cause chill on critical during the night
  • Experience from Kills: 10%

Utility Nourishment

Master Maintenance Oil
Duration: 30min
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

Ascalonian Leather Hat
  • Defense: 97
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.
Ascalonian Leather Shoulderguards
  • Defense: 97
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.
Ascalonian Leather Chestguard
  • Defense: 338
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.
Ascalonian Leather Gloves
  • Defense: 157
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.
Ascalonian Leather Leggings
  • Defense: 218
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.
Ascalonian Leather Boots
  • Defense: 157
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

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

Magi's Amulet
  • Healing Power: 120
  • Precision: 85
  • Vitality: 85
Crest of the Magi
  • Precision: 14
  • Vitality: 14
  • Healing Power: 20
Arbor's Embrace
  • Healing Power: 22
  • Precision: 16
  • Vitality: 16
(Infused)
Crest of the Magi
  • Precision: 14
  • Vitality: 14
  • Healing Power: 20
Magi's Ring
  • Healing Power: 90
  • Precision: 64
  • Vitality: 64
(Infused)
Crest of the Magi
  • Precision: 14
  • Vitality: 14
  • Healing Power: 20
Magi's Ring
  • Healing Power: 90
  • Precision: 64
  • Vitality: 64
(Infused)
Crest of the Magi
  • Precision: 14
  • Vitality: 14
  • Healing Power: 20
Operative's Creed
  • Healing Power: 56
  • Precision: 40
  • Vitality: 40
Crest of the Magi
  • Precision: 14
  • Vitality: 14
  • Healing Power: 20
Operative's Creed
  • Healing Power: 56
  • Precision: 40
  • Vitality: 40
Crest of the Magi
  • Precision: 14
  • Vitality: 14
  • Healing Power: 20

Accessory Totals

  • Precision:393
  • Vitality:393
  • Healing Power:554

Weapon Set Sigils

Magi's Axe
  • Weapon Strength: 857-1048
  • Healing Power: 120
  • Precision: 85
  • Vitality: 85
Magi's Axe
  • Weapon Strength: 857-1048
  • Healing Power: 120
  • Precision: 85
  • Vitality: 85
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Sigil of Superior Strength
60% chance to apply might for 10s on critical. (Cooldown 1 second)

Weapon Set I

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Sigil of Superior Strength

60% chance to apply might for 10s on critical. (Cooldown 1 second)

  • Weapon Strength: -
Magi's Warhorn
  • Weapon Strength: 814-900
  • Healing Power: 120
  • Precision: 85
  • Vitality: 85
Superior Sigil of Perception
Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Weapon Set II

Superior Sigil of Perception

Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

As I mention before, the damage comes from your pet. so you have to apply Might to your pet as more as possible.

 

I use Superior sigil of Battle on Main hand Axe. and the Off-hand Axe for Superior sigil of Strength that to gain Might on yourself to share with your pet. (Since you got high critical chance, it's easy to trigger it)

 

I prepare 2 Warhorn, one for Superior Sigil of Perception, one for Superior Sigil of Strength as well, once you got 25 stack of precise, swap the Warhorn to Strength's.

 

You only have to prepare 2 Axe, and put only 1 Warhorn on off-hand at the other set.

 

then you can swap from Axe/Axe and Axe/Warhorn, which can trigger Superior Sigil of Battle on both set between your swapping.

 

====================================================

 

* I choose Solider Rune, because I put 2 shout on my utility, it provide AOE condition removal to help your group survive.
- and the cooldown time for "Guard" is really short for 12 sec only
- most time I put "Protect Me" for break stun and survive (it's 48sec cooldown), you can swap it to "Sic 'Em' for more dps and more condition removal (32 sec cooldown)

 

* My another set pet is Brown Bear, if you really got heavy condition and eager to remove it, swap your pet to brown bear and cast F2 (Shake It Off) to do another AOE condition removal for 25sec cooldown time.
- Most of the time, my Lynx can tank almost everything without swap to bear - even Champion opponent. Let me easy to solo Champion opponent.

 


V. Basic Gameplay

* Warhorn 5 skill
Once you cast it
- You and Your group gain
o Fury 19.5 second
o Might 19.5 second
o Swiftness 19.5 second
- Your pet get (with Fortifying Bond share boon from you)
o Fury 22.5 second
o Might 19.5 second with another Might 13 second
o Swiftness 22.5 second

 

* "Guard"
Once you cast it
- You and Your group gain
o Regeneration 16 second
o Swiftness 13 second
o remove a condition
- Your pet get (with Fortifying Bond share boon from you)
o Regeneration 22.5 second (16 + 6.5)
o Protection 13 second
o Swiftness 17.5 second (13 + 4.5)

 

* swap weapon
Once you swap weapon every time it's available
- You gain
o 3 stack of Might for 20 second (Sigil of Battle)
o Fury for 5 second (Furious Grip trait)
o Swiftness for 5 second (Tail Wind trait)
- Your pet get (with Fortifying Bond share boon from you)
o 3 stack of Might for 13 second
o Fury for 4.5 second
o Swiftness 4.5 second

 

* If you land a critical hit
Once you land a critical hit
- You gain
o Might for 10 second ( Sigil of Strengh, 30% chance, 1sec cooldown)
o Might for 5 second ( Ghost Pepper food, 40% chance, 1sec cooldown)
- Your pet get (with Fortifying Bond share boon from you)
o Might for 13 second (Sigil Strength share)
o Might for 13 second (Ghost Pepper food share)
o Might for 5 second (Companion's Might, important!! it's no cooldown time, that's why I choose high hit-count weapon, you can easily critical multiple mobs with a lot of hit to trigger)

 


Main Skill Rotation

* There's no special skill rotation. Just watch your skill cooldown.
- Recast "Guard" again if it's available.
- Swap Weapon to gain Boon once it's available.
- Cast Axe 3 once it's available to Weakness your opponent.
- Cast Warhorn 5 to gain Boons onec it's ready.
- Cast Warhorn 4 on a boss/stronger opponent to gain Boons
- Cast Axe 5 on a melee range to apply huge Might to your pet
- Cast Axe 4 to apply Might too, as well as skill interrupt for your opponent since it pull them to you, it will interrupt the action they are doing.

 

* If you are in fight, once you cast "Guard", press F1 immediately to order your pet to attack your target.

 

* If you are not in fight, and are running . cast "Guard" to gain Swiftness and press F3 to order your pet to follow you.
- Or you can just ignore her, she will repop on your side if you are too far away, but sometimes if you fall into fight, she will have to run a far distance to come to you to help. So I prefer press F3 immediately to order her follow me after cast "Guard"

 

* At the Nature Magic master slot train, I pick "Evasive Purity" mainly for remove Poison - since this condition last quite long, and reduce huge healing effect. I can remove this with a simple dodge. The Blind condition is easily "remove" by a normal attack.
- you can swap this trait to "Vigorous Spirits" for a Spirit support , and swap "Protect Me" to a spirit for group support if you think it's better for a certain fight.

 


* If your pet is already far enough to survive. On Skirmishing master trait, you can swap "Carnivorous Appetite" to "Pet's Prowess" for more dps.

 


Ranger is a very nice class, hope everyone of you will like my build :)


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