Ranger PvE | Dungeon Sword/Warhorn, Longbow | Damage Sword Ranger for Optimised Dungeon Groups

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Summary

This is a detailed description of the sword ranger for optimised dungeon runs. You can run this build in pugs but for the best results you will want a reliable group of people running similair DPS builds to support you. This build focuses on maximising DPS without much need for survivability.

 

Don't expect to run the ranger sword and pull off some of the things other melee classes can do due to the control issues of the auto attack and the limitations they put on positioning as well as the dodge mechanic. There are plenty of survival tools available to you with a ranger sword, but there are hard limitations to the weapon as well.

 

This build should allow you to support your party with one of the most desired buffs in the game (Fury), as well as class specific buffs that are highly desirable.

 

It's a long guide and excessively wordy but hopefully it contains most of the information you would want when deciding what to run. Most obvious topics are covered.


I. Weapons and Skills

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Longbow
  • Weapon Strength: 920-1080
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Rampager's Harpoon Gun
  • Weapon Strength: 905-1000
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Mighty Roar3 30
    Pet skills. Give extreme might to nearby allies.
    x5Might: 10 s
  • 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
  • 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
      Vulnerability:
  • 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
      Vulnerability:
    • 0
      Vulnerability:
  • Hunter's Call25
    Call hawks to swarm your foe.
    Damage (16x): 576Range: 1,200
    • 0
      Vulnerability:
    • 0
      Vulnerability:
  • Call of the Wild½ 35
    Grant fury, might, and swiftness to yourself and nearby allies.
    Fury: 15 sx3Might: 15 sSwiftness: 15 sRadius: 600Combo Finisher: BlastRange: 750
    • 0
      Vulnerability:
    • 0
      Vulnerability:
  • Healing Spring ½ 30
    Trap. Create a healing spring that heals you, your pet, and your allies. It also cures conditions on allies.
    Healing: 4,920x6Regeneration: 3 s (2340 health)Radius: 240Duration: 15Combo Field: Water
    • 0
      Vulnerability:
  • Quickening Zephyr60
    Survival. You and your pet gain quickness and super speed.
    Quickness: 6 sSuper Speed: 6 s
    • 0
      Vulnerability:
  • "Protect Me"60
    Shout. Instead of attacking, your pet will protect you by absorbing all damage you would take.
    Duration: 6Break Stun
    • 0
      Vulnerability:
  • Frost Spirit½ 20
    Spirit. Summon a frost spirit that has a 75% chance to grant bonus damage to nearby allies.
    Percent damage increase: 10%Duration: 60
    • Cold Snap20
      Your frost spirit releases a freezing blast of arctic air, chilling nearby foes.
      Chilled: 3 s
  • “Strength of the Pack!”1 60
    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: 20
    • 0
      Vulnerability:

Weapon and Skill Details

The Sword

 

The ranger's sword is the highest DPS weapon the class has access to. It's also one of the most difficult weapons to use in the game (if not the most).

 

Advantages:

  • Auto-attacks are fast and will give more chances to trigger procs (on crit effects like Companion's Might or Sigil of Battle). With a high attack rate, it should stack a large number of might stacks from crits.
  • The third attack in the chain grants Might to the pet.
  • Highest DPS weapon the class has access to.
  • It's a melee weapon so it will be close to allies to benefit from their limited range boons as well as allow your limited ranger boons to benefit your allies.
  • Both Hornet Sting and Serpent's Strike can be used as evades, although the former has a slower animation time and requires advanced prediction.
Disadvantages:
  • The auto-attack chain restricts your control of your character. This will often get you killed or force unconventional play to survive.
  • It's melee so sometimes it can be harder to use than ranged weapons (not as often as you think though, especially in an optimised group).
  • When stacking for some encounters (like the Spider Queen in Ascalonian Catacombs) the leap animation can cause you to leap away from the stack location resulting in the strategy failing and causing a group wipe. It's possible to avoid this through careful management but it's often better to swap to a greatsword for this fight.
  • It's very fragile. Ranger's have lower base armour than heavy classes so you can run into trouble more easily. You will be relying on skill to survive even small hits and the sword control issues work against this.
  • Will often give you trouble in pugs. If you have trouble, drop the sword/warhorn for the greatsword.
  • Will sometimes leap off of a cliff if your mob dies mid attack chain and your leap no longer has a target to leap into. If you don't have a target selected you will leap all over the place (even if your enemy is alive).

 

Using the sword:

  • Learn the attack rhythm and when you can dodge. It's a lot of work and the end result is still less control for the same DPS that a warrior using the axe for the first time will get, but it's necessary if you want to run the sword in dungeons without being a burden.
  • Consider disabling auto-attack. This isn't a perfect solution but it slows down the attacks giving you more time to dodge between them. You still can't dodge during certain animations but you have more time to dodge between them. Obviously this will lower your DPS and probably give you RSI from pressing "1" all the time.
  • Rely on Hornet Sting and Serpent's Strike as evades. They won't have the up-time of the dodge mechanic but they are reliable when they are off cooldown.
  • Learn how to force a "break" in the attack chain. There are ways to force a disruption in the attack chain giving you a chance to dodge, things like a weapon swap or the warhorn skills will disrupt your auto attack and return priority to allow you to dodge.
  • Try not to pug. This build (and the sword in general) are optimised builds. In a high DPS party that uses all the AI exploits you will rarely run into trouble. Enemies die very quickly and dodges become less important. If your pug has low DPS or less optimal builds and strategies (or even just less experienced players) the sword (and this build) has its limitations and you will find yourself very frustrated.

 

The Warhorn

 

The warhorn is primarily for one thing - Fury. When playing in dungeons, Fury is one of the most useful boons in the game. The extra 20% crit chance can dramatically increase the party's DPS. Most builds won't reach 100% crit chance on their own and will rely on Fury to cross that line, especially in a pug. The current meta involves lots of players bringing crit damage but most optimal class builds don't have a source of Fury. The warhorn allows you to give your entire party a valuable boon.

 

Call of the Wild is also a blast finisher. This adds another support element to the weapon and depending on your party composition it can give you a lot of options based on the combo fields available. Usually you will use it to give AoE Healing from your own Healing Spring's water field or someone else's fire field for AoE Might (you could bring a torch on swap or Fire Trap to create one yourself but I don't consider it worth the investment), but if you learn your combo fields you will find a lot of options to add support depth from this weapon.

 

The Swiftness is also great for running and skipping in dungeons.

 

The Longbow

 

This is your go to ranged option for when you need it. Most optimised dungeon groups will want to melee a mob down because it's faster and, with the right group, it's also generally easier (due to the maximised DPS, the OP state of crit damage and the luxury of resing people quickly) but sometimes it will be necessary to use a ranged weapon.

 

  • The longbow has slightly lower base DPS than the sword (if you don't count boons you miss out on for being at 1,200 range) if you maintain maximum range. If you are using the longbow you should generally try to maintain 1000+ range, although try to be aware of how that impacts on your enemy's location and aggro. Sometimes it's better to take a DPS loss than negatively impact the battle field through bad positioning.
  • The 10 stacks of vulnerability becomes a 10% DPS increase for your party.
  • Barrage is a great AoE DPS skill and it's also great as a control skill.
  • Point Blank Shot can be used defensively (try not to use it unless it's necessary) and it can be useful for encounters which involve pulling or pushing mobs to certain locations (be careful not to DPS them too much).
  • Hunter's Shot is a get out of jail free card. Use it when your low and draw boss aggro. Use it if you need a few seconds of no aggro during a skip in a dungeon.
  • Piercing Arrows allows this weapon to hit multiple targets in a line. Target the mob at the back and line your targets up between you to hit at least two targets at all times. Disable auto targeting and aim your camera right with no target selected and you can also hit multiple targets although this is often harder.

 

Healing Skill:

 

I generally use Healing Spring always. It's the longest lasting water field in the game and water fields are incredibly valuable. With blast finishers (or leaps) they can provide your party with a large amount of healing. The pulsing condition removal is also incredibly useful for your party as many builds don't have easy access to condition removal. It's one of the most powerful support skills the class has.

 

Utilities:

 

Most of the utility skills are situational. Generally bring what you want or what suits the situation. The only truly recommended skill would be Frost Spirit but I often don't run it simply because I don't enjoy its fragility and static gameplay.

  • Frost Spirit is something you will generally want when optimising. The unique buff boosts the entire party's DPS by approximately 7% which is huge. Place it out of the way so that it won't be hit (it won't survive many attacks) but close enough that it boosts your party. It's active will usually be useless. Two traited spirits won't stack, but a second untraited spirit will (but it has a low proc rate and probably isn't worth bringing). Expect it to die during many encounters even with careful placement, especially in a pug.
  • Quickening Zephyr is a generic DPS boosting skill. Use it in conjunction with Rampage as One for multiple might stacks for you and your pet (both you and you pet give each other might on hit and quickness causes you to hit 33% faster). Quickness is also good for resing or other strategies which rely on you completing animations faster to survive.
  • "Protect Me" is your "Oh Shit!" button. Hit it when you are going to take a hit (or a few) and can't avoid it. Its usefulness depends on the pet - a tanky pet like the bear will work better than a cat because the pet needs to be alive to absorb damage - but generally it can save your life at the cost of your pet's life.

 

Elite:

 

Most of the time you will want Rampage as One for the generic DPS boost. It's also a great source of Stability for some of the more dangerous dungeon skips (like the knockdown spam from Nightmare Courtiers in Twilight Arbor or Gravelings in Ascalonian Catacombs). With Rampage as One you will survive through most runs with little to no effort.

 

Entangle is good as crowd control on trash mobs (if you fight them for whatever reason). The Nightmare Hounds in Twilight Arbor are a good example of this.

 

Spirit of Nature is great for reviving party members. If you notice your group going down too much, try bringing this to relieve some of the pressure. The DPS loss is usually balanced by the ability to have yourself able to DPS (instead of reviving people) and allies revived instead of being downed.

 

Pets:

 

This is mostly a free choice area, lots of pets can be used as much of your pet DPS comes from might stacks.

 

  • Red Moa: Furious Screech is one of the best pet abilities in the game. Party wide Fury is rare and incredibly valuable in dungeons and the Red Moa can give a lot of it on a relatively short cooldown. Combined with the warhorn the ranger can almost be your party's sole source of Fury. The AoE heal from Harmonic Cry is also very useful to the party and moas have fairly bulky bodies so they can survive a bit better than other higher DPS pets. Group Fury is worth the DPS loss from bringing a moa imo.
  • Cats: Cats are the highest DPS pet of the class although very fragile. I personally like the Jungle Stalker for the might stacks, but the Jaguar's stealth skill puts out some of the best DPS the class has.
  • Drakes: Good DPS, one of the only AoE pets in the game, a blast finisher and fairly bulky. The drakes are generally solid options.
  • Spiders: If you have to go ranged with a pet in a dungeon (and you can be bothered to switch) spiders are a solid choice. They have good DPS and decent vitality (still very fragile though). The immobilise can be good (one RNG one and one that is an F2 skill). Devourers are fine but lower DPS. Generally you will want a spider in optimised situations.

 

Underwater I usually bring a devourer for poison and ranged DPS and a reef drake for the Feedback F2. Jelly fish are solid options as are sharks or cats.


II. Traits

Adept Master Grandmaster

Trait Details

The point distribution focuses primarily on desired DPS traits while also trying to ensure stat points focus on power, precision and crit damage.

 

Marksmanship:

  • Steady Focus to boost your base DPS. This is an optimised build and you hopefully will have full endurance most of the time any way.
  • Spotter is a unique party buff, something no other class can give and one of the biggest advantages to bringing a ranger. The 170 precision goes a long way to boosting party DPS and ensuring lots of crits.
  • Piercing Arrows is almost essential for using a bow in dungeons. Against boss mobs it usually won't matter but against groups it can dramatically increase your total DPS and is a make or break trait for the longbow. If you don't want it for some reason, drop five points in Marksmanship and throw them into Skirmishing for Hunter's Tactics (10% more damage when flanking) or into Wilderness Survival so you can bring an Adept Trait.
Skirmishing:
  • Companion's Might gives your pet a lot of Might stacks which greatly increases your DPS.
  • Pet's Prowess makes your pet hit like a truck. With Fury this should trigger on most of their attacks especially if you are using a cat.
Wilderness Survival:
  • Natural Vigor is a fantastic skill for survivability. Increased endurance regeneration is too good to turn down at five points.
Nature Magic:
  • Spiritual Knowledge is used to make Frost Spirit work. It doubles the proc rate (from 35% to 70%) and doubles the survivability (from wet paper to slightly wet paper). This trait is almost essential if you want to use a spirit (and in an optimised build you will want Frost Spirit most of the time) because of the proc rate boost. If you drop Frost Spirit from your bar (I drop it often) swap this trait for Concentration Training to boost your pet's boon duration by a massive 50%. If you don't run boon pets (like the Red Moa or Jungle Stalker) consider bringing Strength of Spirit for a power boost.
  • Fortifying Bond is so good I try to invest 15 points into Nature Magic just to get it in most of my builds. Boons have a maximum limit of five allies they can be given to and pets take a lower priority than players. This means most of the time your pet won't receive a boon. This trait ensures that any boon the ranger gets, the pet will also get (using recalculated durations detailed in the trait tool tip and the ranger's boon duration stat). This makes Fury have 100% of its usefulness on the ranger while other boons like Might will have double their usefulness for the ranger. In general, this trait will mean your pet recieves far more boons in the long run resulting in greater survivability and higher DPS.


III. Stat Specifics & Effects

Primary Stats

  • Health 17422 (+1500)
  • Vitality 1066 (+150)
  • Armor 2030 (+50)
  • Toughness 966 (+50)
  • Attack 3794 (+1928)
  • Power 2796 (+1880)
  • Critical Hit 55% (+55%)
  • Precision 2078 (+1162)

Secondary Stats

  • Boon Duration 15% (+15%)
  • Condition Damage 50 (+50)
  • Condition Duration 30% (+30%)
  • Critical Damage 82% (+82%)
  • Damage 998 (+5%)
  • Defense 1064 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 1232 (+1232)

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

You are primarily looking at Fury and Might. I covered how important Fury is in dungeons (and how much this build can put out between the Red Moa and the warhorn) so I won't revisit that. Also remember that a lot other builds use crit damage but rely on other party members to bring Fury for them (or they go without it). With this build, you are that person.

 

Spotter is unique to the ranger and pushing the crit chance of your entire party up. It's another fantastic support tool the class has.

 

Frost Spirit is a flat 7% increase in DPS that is unique to the class. It can be unreliable at times and is often annoying to use (and not particularly fun or interesting) but it's hard to argue with it's usefulness in an optimised setting.

 

Healing Spring is the longest lasting water field in the game and water fields are very powerful.

 

Stability is great for skipping and dealing with knock downs or fears in dungeons.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Sweet and Spicy Butternut Squash Soup
Duration: 1hr
Power: 100
Ferocity: 70
Experience from Kills: 10%
  • (1hr)
  • Power: 100
  • Ferocity: 70
  • Experience from Kills: 10%

Utility Nourishment

Superior Sharpening Stone
Duration: 30min
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain power equal to 6% of your toughness
  • Gain power equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Berserker's Emblazoned Helm
  • Defense: 97
  • Power: 60
  • Precision: 43
  • Ferocity: 43
Ruby Orb
  • Power: 20
  • Precision: 14
  • Ferocity: 14
Berserker's Emblazoned Shoulders
  • Defense: 97
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Ruby Orb
  • Power: 20
  • Precision: 14
  • Ferocity: 14
Berserker's Emblazoned Coat
  • Defense: 338
  • Power: 134
  • Precision: 96
  • Ferocity: 96
Ruby Orb
  • Power: 20
  • Precision: 14
  • Ferocity: 14
Berserker's Emblazoned Gloves
  • Defense: 157
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Ruby Orb
  • Power: 20
  • Precision: 14
  • Ferocity: 14
Berserker's Emblazoned Pants
  • Defense: 218
  • Power: 90
  • Precision: 64
  • Ferocity: 64
Ruby Orb
  • Power: 20
  • Precision: 14
  • Ferocity: 14
Berserker's Emblazoned Boots
  • Defense: 157
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Ruby Orb
  • Power: 20
  • Precision: 14
  • Ferocity: 14

Armor Stat Totals

  • Defense 1064
  • Power 539
  • Precision 383
  • Ferocity 383

Rune Bonuses

Accessories & Jewels

Berserker's Amulet
  • Power: 90
  • Precision: 64
  • Ferocity: 64
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Berserker's Back
  • Power: 30
  • Precision: 21
  • Ferocity: 21
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Berserker's Ring
  • Power: 90
  • Precision: 64
  • Ferocity: 64
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Berserker's Ring
  • Power: 90
  • Precision: 64
  • Ferocity: 64
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Berserker's Earring
  • Power: 75
  • Precision: 53
  • Ferocity: 53
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Berserker's Earring
  • Power: 75
  • Precision: 53
  • Ferocity: 53
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15

Accessory Totals

  • Power:600
  • Precision:409
  • Ferocity:409

Weapon Set Sigils

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Force
+5% damage.
Sigil of Superior Strength
60% chance to apply might for 10s on critical. (Cooldown 1 second)

Weapon Set I

Sigil of Superior Force

+5% damage.

Sigil of Superior Strength

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

Berserker's Longbow
  • Weapon Strength: 920-1080
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set II

Sigil of Superior Accuracy

+7% crit chance.

Rampager's Harpoon Gun
  • Weapon Strength: 905-1000
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.
Sigil of Superior Force
+5% damage.

Water Weapon I

Sigil of Superior Earth

60% chance to do a 5s bleed on critical.

Water Weapon II

Sigil of Superior Force

+5% damage.

Upgrade Item Details

Ideally you should aim for berserker's for crit damage builds although assassin's or knight's or any mixture of those work fine. That's the optimised meta in dungeon groups these days and this build is intended to be played with partys that also build that way. If your whole party has high enough DPS, you will find very little need to build for survivability for most content.

 

If you want to run Scholar runes or Ranger runes or similair precision/power/crit damage runes that's fine. Just try to ensure there is a strong core of power and precision in the build. If you want to mix equipment try to make sure all your ascended gear has crit damage (whether it be Cavelier, Valkyrie, Assassin's or even Celestial). Critical damage as a stat tends to benefit the most from the exotic to ascended jump.

 

I don't have strong opinions about the sigils, pick whatever you want. The only reason I choose Sigil of Strength is because of Fortifying Bond procs (you and your pet benefit from it) but most of the DPS sigils will work. If you really want to get specific you can bring dungeon specific sigils such as the slayer ones or the Night sigil when applicable.


V. Basic Gameplay

Primarily use the sword auto attack as your main DPS tool.

 

Utilise pet buffs for maximum efficiency and swap them when necessary to keep them alive.

 

Call of the Wild will usually be on cooldown to give your whole party Fury but you can be strategic about using it as a blast finisher in combo fields.

 

Healing Spring is great as a water field but also a party wide condition cleanser. Use it not just to heal yourself but also to support your allies when conditions can be a problem (like the Spider Queen in Ascalonian Catacombs). Sometimes conditions which do no damage (like weakness) can be the most important to remove due to the DPS reduction they cause.

 

Try to only use the longbow when necessary and be careful about pulling aggro away from melee members of the party.

 

Place Frost Spirit before the fight out of the way from mobs but close enough to boost your party.

 

Write angry posts on the official forums when you die because of the sword attack chain.


Main Skill Rotation


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