Ranger PvE | Dungeon Shortbow, Greatsword | Damage Ranger High Level Fractals Guide

by Last Updated:
60% (2) Approval 10 Votes - 23532 Views

Summary

Basics -

 

* Full Zerk With Scholar + Zerk Trinkets – For DPS.
* 20/25/0/25/0 - For DPS. Standard percent damage increase with full endurance/flanking/constant boon/frost spirit.
* Shortbow(Night or Accuracy)/Greatsword(Night or Force)– For Damage, Interrupts and Dodges.
* Heal as One/Lightning Reflexes/Frost Spirit/Quickening Zephyr/Spirit of Nature – Insta-Heal, Dodge, Flat Damage Boost to entire party, Quickness for rez. (Change skills as needed in different Fractals)
* Food- Slice of Candied Dragon Roll (Steal life on Crit/Precision/CHEAP) / Specific Potion for each Fractal

 

Playstyle –

 

* Use of Moas for AoE buffs, never attacking to always be kept alive. Drakes/Bears for face tanking and dps. Devourers for Ranged DPS. Jaguards for faster movement for rez and single target DPS. Drakehound for immobilize.
* Rarely ever Dodge Roll. Keep up 100% endurance for +10% damage.
* Greatsword for mobs getting to the boss (Mainly use 1/2/3). Natural dodge in auto chain helps keep you up. Spam GS2 for good DPS (usually 4-7k every 5sec (All Percent Boosters including spirit + Food/Pots + Banners + Might). GS3 Leap which I usually use to get away if low (TURN OFF AUTOTARGET NUB). SB4 block does great single target DPS with a knockback. GS5 single target interrupt, I only use it to quickly finish off a single mob.
* Shortbow for most bosses (Mainly use 1/3). (High Crit + High Crit Chance + Fast Auto) x Ranger Class = Okay DPS. Never use SB2 because the damage is atrociously low. SB3 great for dodging to maintain 100% endurance. SB4 cripple is useful in boss fights where you have to kite. SB5 interrupt every 20 seconds is pretty good.
* Save Quickening Zephyr to pick up a single person or Spirit of Nature for 2+ downed. You can time Spirit to res yourself, great for frac40+ where you have to outheal maw’s agony.


I. Weapons and Skills

Berserker's Shortbow
  • Weapon Strength: 905-1000
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Berserker's Greatsword
  • Weapon Strength: 995-1100
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
  • Weapon Strength: -
  • Weapon Strength: -
  • Furious Screech1 30
    Pet skills. Screech angrily to grant fury to nearby allies.
    Fury: 15 s
  • Peck¼
    Peck at your foe.
    Damage: 111Range: 130
  • Harmonic Cry1 40
    Heal yourself and nearby allies.
    Healing: 3,250Radius: 240Range: 1,500
  • Frenzied Attack1 20
    Attack with a pecking frenzy and make your foe vulnerable.
    Damage (3x): 222x2Vulnerability: 10 sRange: 130
  • 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
      Swiftness:
    • 0
      Swiftness:
  • Poison Volley¼
    Fire a spread of five poison arrows.
    Damage (5x): 170x5Poison: 4 s (840 damage)Range: 900
    • 0
      Swiftness:
    • 0
      Swiftness:
  • 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
      Swiftness:
    • 0
      Swiftness:
  • 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
      Swiftness:
    • 0
      Swiftness:
  • 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
      Swiftness:
    • 0
      Swiftness:
  • "We Heal as One!"½ 20
    Shout. Heal yourself and your pet.
    Healing: 6,520
    • 0
      Swiftness:
  • Lightning Reflexes40
    Survival. Evade back with a crack of lightning, dealing damage and gaining vigor.
    Vigor: 10 sDamage: 244Breaks stun
    • 0
      Swiftness:
  • 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
  • Quickening Zephyr60
    Survival. You and your pet gain quickness and super speed.
    Quickness: 6 sSuper Speed: 6 s
    • 0
      Swiftness:
  • Spirit of Nature120
    Spirit. Summon a spirit that heals allies. Command the spirit to revive and cure conditions on nearby allies.
    Duration: 60Healing: 320
    • Nature's Renewal120
      Command your spirit of nature to revive and cure conditions on nearby downed allies.

II. Traits

Adept Master Grandmaster

Trait Details

Percent Damage Modifiers are, in my opinion, the best way to get DPS on the ranger.

 

Steady Focus isn't difficult to keep up since you slot Lightning Reflexes for a dodge and have SB3 as another short cooldown dodge.

 

Spotter is a must have (your fractal party shouldn't have more than 1 ranger). It makes you a half walking Banner of Discipline 100% of the time.

 

Agility Training allows your pets to move faster for rezs or for coming back to you where it's safe to heal up.

 

Quick Draw reduces the cooldowns on your shortbow skills - More dodges, More cripples, More interrupts.

 

Spiritual Knowledge buffs your spirit health wise and passive wise. Without the trait, Frost increases your party's damage by 3.5%, with the trait, it doubles o 7%.

 

Strength of Spirit increases your damage on your shortbow AA and GS AA. Optimally, you switch this trait out for Martial Mastery when using greatsword only.


III. Stat Specifics & Effects

Primary Stats

  • Health 18422 (+2500)
  • Vitality 1166 (+250)
  • Armor 1980 (+0)
  • Toughness 916 (+0)
  • Attack 3304 (+1388)
  • Power 2304 (+1388)
  • Critical Hit 53% (+53%)
  • Precision 1873 (+957)

Secondary Stats

  • Agony Resistance 30 (+30)
  • Boon Duration 25% (+25%)
  • Condition Duration 20% (+20%)
  • Critical Damage 65% (+65%)
  • Damage 1000 (+0%)
  • Defense 1064 (+0)
  • Experience from Kills 25% (+25%)
  • Ferocity 987 (+987)

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

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Omnomberry Ghost
Duration: 45min
66% chance to steal life on critical.
Precision: 70
Experience from Kills: 15%
  • (45min)
  • 66% chance to steal life on critical.
  • Precision: 70
  • Experience from Kills: 15%

Utility Nourishment

Powerful Potion of Elemental Slaying
Duration: 1hr
+10% damage vs elementals
-10% damage from elementals
Experience from Kills: 10%
  • (1hr)
  • +10% damage vs elementals
  • -10% damage from elementals
  • Experience from Kills: 10%

Armor & Runes

Orrian Reward Helm
  • Defense: 97
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Orrian Reward Pauldrons
  • Defense: 97
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Orrian Reward Breastplate
  • Defense: 338
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Orrian Reward Gauntlets
  • Defense: 157
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Orrian Reward legguards
  • Defense: 218
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Orrian Reward Greaves
  • Defense: 157
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Armor Stat Totals

  • Defense 1064
  • Power 175
  • Ferocity 100

Rune Bonuses

Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Accessories & Jewels

Mark of the Tethyos HousesOffensive Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Book of SecretsDefensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5

Accessory Totals

  • Power:692
  • Precision:466
  • Ferocity:466
  • Agony Resistance:30

Weapon Set Sigils

Berserker's Shortbow
  • Weapon Strength: 905-1000
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set I

Sigil of Superior Accuracy

+7% crit chance.

Berserker's Greatsword
  • Weapon Strength: 995-1100
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Superior Force
+5% damage.

Weapon Set II

Sigil of Superior Force

+5% damage.

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II


V. Basic Gameplay

Fractal Specific Guide:

 

**Cliffside Fractal** –

 

* Healing Spring/Lightning Reflexes/Frost Spirit/Signet of Stone/Spirit of Nature
* Pets: Moas for AoE Buffs
* In higher Fractal levels, the mobs begin to hit hard. They attack in great number and attack quickly, so passive toughness is great here. Frost Spirit is also great here since you will be grouped up all the time in this fractal. On the chest seal, lower level fractals get away with stacking in between the field fields, in which case you should switch Frost Spirit for Quickening Zephyr. In the arm seals phase where surviving is less of a problem, you can switch lightning reflexes for storm spirit, which does pretty good aoe damage on its active. The swiftness it gives is pretty good for running the hammer too. I slot Spirit of Nature to quickly res hammer runners because dying with the hammer can force a reset.

 

**Legendary Archdiver**-

 

* Healing Spring/Lightning Reflexes/Frost Spirit/Quickening Zephyr/Spirit of Nature
* Pets: Moas for AoE Buffs
* Standard boss fight. Pick up downed people quickly and clear adds constantly. Stay away from a distance, meleeing is high risk/medium reward.

 

**Snowblind Fractal** –

 

* Heal as One/Lightning Reflexes/Sic ‘Em/Quickening Zephyr/Spirit of Nature
* Moas/Jaguar if feelings Korean.
* Firepit phase just kill for frac1-29, kite for 30+. At Ice Elemental phase, choose a place to camp and light a fire. ALWAYS WALK AROUND THE MAP WHEN TELEPORTED, SO YOU DON’T AGGRO ALL THE ELEMENTALS. WATCH YOUR PET SO IT DOESN’T AGGRO THEM. Moas are great for AoE Buffs like Protection and Fury to deal with the Ice Elementals. Jaguar for high damage. Recall it and reaggro it to make sure it avoids the elemental’s AoE Circle Ice attack (Pretty easy). You can plant Frost Spirit, but it’s a bit of a hassle because the safest spot is on top of the tent. You’ll lose a lot of time and it’ll still get killed someimtes. For inexperienced groups, you can replace Sic ‘Em with Search and Rescue.

 

**Ice Shaman**-

 

* Heal as One/Lightning Reflexes/Sic ‘Em/Quickening Zephyr/Rampage As One
* Moas/Jaguar
* Just DPS him. Do not use spirits in this fight. They’ll die during the ice bombing phases. Switch Spirit of Nature for Rampage as One because nobody should get downed during this fight. Watch your pet and make sure it stays alive during the ice bombing phase or even the Shaman auto attacking phase.

 

**Swamp**–

 

**Mossman**-

 

* Troll Unguent/Lightning Reflexes/Frost Spirit/Quickening Zephyr/Spirit of Nature

 

* NO PETS.

 

* Let your pet die, it’ll just act as a ping-pong paddle for your allies if hostile or you if not. Same with Frost Spirit, position it away from you and your allies. You can jump on top of the house, I usually place it at the end on the plank in front of the top of the house. Always use shortbow. SB1 and SB4 for damage and cripple. SB3/Lightning Reflexes to dodge. You can use SB2 in his direction when he’s stealth (Zoom in on the minimap to see his general location). If you’re fast, you can SB5 to try to interrupt his cross chop axes attack.

 

**Bloomy**-

 

* Healing Spring/Sun Spirit/Frost Spirit/Quickening Zephyr/Spirit of Nature

 

* Pets: Drakes/Devourers

 

* Get tanky pets like drakes to straight up melee or ranged pets like devourers to ranged behind projectile reflect. Always watch your melee pet’s hp and recall him to protection before he’s dead. If you have no projectile reflect you can use 2 tanky pets as meatshields (Take Guard instead of Sun Spirit and Search and Rescue instead of Quickening Zephyr). Set up frost spirits with you behind projectile reflect, or in the trees. Meleeing isn’t hard, but a few mistakes can make you dead pretty quickly.

 

**Underground Facility**–

 

* Healing Spring/Protect Me/Frost Spirit/Signet of Stone/Spirit of Nature

 

* Pets: Tanky Pets like Drakes and Bears

 

* Should have no trouble with panels (the dredge on the left side of the control room don’t res by the way, thanks ANET). Afterwards, just pull mobs and Line of Sight them so that they group up. Greatsword natural dodge helps a bunch. If the dredge start overwhelming you and your party, step to the front for agro and use Protect Me with Signet of Stone. You and your pet will be invulnerable to damage for 6seconds (pretty long time). You still get to auto attack/heal/eat a sandwich (take that guardians). When you get to the room with the Dredge Rabsovich, it’s better to auto him with your greatsword while dodge-rolling his 1-Hit-Down.

 

**Dredge Powersuit/Rampaging Ice Elemental**-

 

* Heal As One/Lightning Reflexes/Spike Trap/Quickening Zephyr/Spirit of Nature

 

* Pets: Red Moa for AoE Fury/Krytan Drakehound for 2 Sec Immob Every 20 Sec

 

* Shortbow from a distance and use Spike Traps where the lava bucket pours. You can switch out Spike Trap for Search and Rescue if you have a scrub party. Usually, I can just go in and use quickening zephyr to res, then Lightning Reflex out. If either of those are on cooldown, I’ll just use Spirit of Nature. Constantly keep your distance and remember to use SB3 for distance (it gives swiftness) and SB4 to cripple to buy more time in between buckets. SB5 interrupt can stop its healing. Remember to keep your pets unaggro and constantly switch. Red Moa Scream -> Switch to Drakehound -> Immob when needed -> Immediately switch -> Red Moa Scream -> Switch to Drakehound.

 

**Urban Battlegrounds Fractal**–

 

* Healing Spring/Stone Spirit/Frost Spirit/Guard/Spirit of Nature

 

* Moas to stand in the back for buffs (Blue Protection/Red Fury) or Tanky Pets like Bear/Drake.

 

* Spirit are really cool here. Stone gives Protection, and if timed right, immobilizes and cripples mobs. It’s like a Line of Warding. Frost Spirit active chills. I prefer to use 1 spirit per mob pack so I don’t waste the other’s active and always have one up. Put your spirits really close to the front of the party so they die, meaning you wait for 75seconds for it to recharge rather than 120.

 

**Captain Ash**:

* Switch to Troll Unguent/Lightning Reflexes/Search and Rescue/Quickening Zephyr/Spirit of Nature

 

* Red Moa for Fury / Jaguar for its fast base movement speed

 

* Standard melee until 60%~ then back off and range. Most of his hits are all or nothing (so Troll Unguent heals you for the most). Stay sort of close to allies but don’t stand on them, else firestorms can knock you out. When someone is downed, try to Spirit of Nature up them, or try Search and Rescue. You are more important cause they’re stupid. Search and Rescue and Quickening Zephyr are more for upping people during Ash’s greatsword phase. Protip: If he casts firestorm on you, look to the side and use Lightning Reflexes, rather than rolling away from him you roll to a safe spot while staying in range.

 

**Volcanic Fractal**–

* Healing Spring/Spike Trap/Frost Spirit/Quickening Zephyr/Entangle

 

* Pets: Red Moa for Fury/Jaguar Damage | Swap for CC pets if your comp is lacking.

 

* Leading up to the boss is fairly easy. Trap whenever you can to get full effect (Not when their immobilized or locked by Line/Ring of Warding though. Have your pet always attack, unless you see the grawl shaman’s AoE red circle that deals tons of damage.

 

**Imbued Grawl Shaman**:

 

* Healing Spring/Lightning Reflexes/Search and Rescue/Quickening Zephyr/Spirit of Nature

 

* Pets: Drakes for Tankiness/AoE. You pet will be dead all the time. If a person is downed, go up to them, swap pets, then use search and rescue.

 

* Most fun boss. Only dodge roll if fire elementals up, lightning reflexes is on cd, and you aren’t in protection of reflects. Dodge the Shaman’s agony arrows with SB3, it can be intense, but it’s fun. Nature Spirit res if there are 6+ fire elementals, but don’t suicide by touching them, you’re a glass cannon. If there are a few (6-), you can quickly pick them up with Search and Rescue and Quickening Zephyr. For the Shaman’s shield, I wouldn’t use Quickening Zephyr, I’d rather save it for ressing people. SB1 is pretty fast on it’s own.

 

**Uncatergorized Fractal**:

 

*Heal As One/Sun Spirit/Frost Spirit/Sic ‘Em/Rampage As One

 

*Pets: Jaguar if there’s Reflection AND it’s put in melee range. Else Moas for AoE Buffs.

 

*Screw harpies.

 

**Jail Room + Old Tom**:

 

*Healing Spring/Lighting Reflexes/Frost Spirit/Quickening Zephyr/Rampage As One

 

*Tanky pets like Bear/Drake

 

*Standard combat. I like to hide frost spirit inside one of the jail rooms. For Old Tom, use your pets as a shield while you greatsword melee.

 

**Ravaging Asura**:

 

*Healing Spring/Lightning Reflexes/Frost Spirit/Quickening Zephyr/Spirit Nature

 

*Pets: Jaguar (Single Target DPS) + Drake (AoE DPS)

 

*For this boss, you can melee with your team, if things get hairy, switch to SB, heal, then go back to GS. Pretty easy fight with reflects. You can use pets as a tank for the Asura’s Agony Attack.


Main Skill Rotation


Comments

Post a Comment
@ 10:18 AM, Fri August 16 2013 Reply
"Strength of Spirit increases your damage on your shortbow AA and GS AA. Optimally, you switch this trait out for Martial Mastery when using greatsword only."

Those traits are in different trait lines.