Ranger WvW | Small Group Shortbow, Sword/Dagger | Roamer SB+S/W - Crit / Bleed Build

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Summary

Very simple: Bleeds on crit.

 

Can easily keep 10 stacks of bleed even in current condi cleanse meta.

 

As with all my builds, I focus on not being a 'rally bot', so there is some bunker in here. You can substitute Dwyana (which I did before perplexity) and it works wonderfully if you're needing a bit more healing.

 

Your downfall will be the Immobilize Hammer train.... but then, this is not a ZvZ build. It's a small scale roaming for scenario's of 5v10'ish.

 

Very solid for all 1v1's... ofcourse, perplexity engi's are a pain to deal w/ as our condi removal is based on: 3 every 10s passive and Healing Spring.

 

You can substitute Signet of Renewal for Muddy Terrain, I typically do, and then Generosity for Energy Signet. That tends to help.

 

Video's: https://www.youtube....M-H-DMrlYjo209Y


I. Weapons and Skills

Rabid Shortbow
  • Weapon Strength: 905-1000
  • Condition Damage: 239
  • Precision: 171
  • Toughness: 171
  • Weapon Strength: -
Apothecary's Sword
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Dagger
  • Weapon Strength: 924-981
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Rabid Harpoon Gun
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
  • Weapon Strength: -
  • Terrifying Howl2 45
    Pet skills. Howl at foes to send them running in fear.
    Damage: 49Fear: 2 sRange: 500
  • Bite¼
    Bite your foe.
    Damage: 122Range: 130
  • Crippling Leap¼ 20
    Leap at your foe and cripple them.
    Damage: 248Crippled: 5 sRange: 130
  • Brutal Charge40
    Leap at your foe and knock them down.
    Damage: 248Knockdown: 2 sCombo Finisher: LeapRange: 350
  • 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
    • 0
  • Poison Volley¼ 9
    Fire a spread of five poison arrows.
    Damage (5x): 170x5Poison: 4 s (840 damage)Range: 900
    • 0
    • 0
  • Quick Shot¼ 9
    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
    • 0
  • Crippling Shot12
    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
    • 0
  • Concussion Shot¼ 25
    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
    • 0
  • 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
  • Lightning Reflexes32
    Survival. Evade back with a crack of lightning, dealing damage and gaining vigor.
    Vigor: 10 sDamage: 244Breaks stun
    • 0
  • 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
  • Muddy Terrain ¾ 20
    Survival. Use mud to cripple and immobilize foes.
    Immobilized: 2 s (at creation)Crippled: 2 s (per pulse)Duration: 10Range: 900
    • 0
  • “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

Weapon and Skill Details

When you get Immobilized and trained on, your combo is Healing Spring/Warhorn + Serpent Strike + Hornet Sting.

 

Come out of Monarch's Leap and head into Rampage as One, wpn swap + Quick Shot, then Muddy Terrain as you start your tactical retreat. /grin

 


II. Traits

Adept Master Grandmaster

Trait Details

Simple... bleeds on crit, Regen, Protection, Survival reduction.


III. Stat Specifics & Effects

Primary Stats

  • Health 17622 (+1700)
  • Vitality 1086 (+170)
  • Armor 3175 (+1195)
  • Toughness 2111 (+1195)
  • Attack 2116 (+200)
  • Power 1116 (+200)
  • Critical Hit 28% (+28%)
  • Precision 1499 (+583)

Secondary Stats

  • Boon Duration 10% (+10%)
  • Condition Damage 1496 (+1496)
  • Condition Duration 20% (+20%)
  • Confusion Duration 30% (+30%)
  • Confusion Duration 30% (+30%)
  • Critical Damage 6% (+6%)
  • Damage 1000 (+0%)
  • Defense 1064 (+0)
  • Endurance Regeneration 25% (+25%)
  • Experience from Kills 20% (+20%)
  • Ferocity 100 (+100)
  • Healing Power 839 (+839)

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

Self Explanatory.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Mango Pie
Duration: 30min
Gain 85 health every second
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Gain 85 health every second
  • Vitality: 70
  • 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

Apothecary's Emblazoned Helm
  • Defense: 97
  • Healing Power: 60
  • Toughness: 43
  • Condition Damage: 43
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Apothecary's Emblazoned Shoulders
  • Defense: 97
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Apothecary's Emblazoned Coat
  • Defense: 338
  • Healing Power: 134
  • Toughness: 96
  • Condition Damage: 96
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Apothecary's Emblazoned Gloves
  • Defense: 157
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Apothecary's Emblazoned Pants
  • Defense: 218
  • Healing Power: 90
  • Toughness: 64
  • Condition Damage: 64
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Apothecary's Emblazoned Boots
  • Defense: 157
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)

Armor Stat Totals

  • Defense 1064
  • Condition Damage 474
  • Confusion Duration 30%
  • Healing Power 419
  • Toughness 299

Rune Bonuses

Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)

Accessories & Jewels

Apothecary's Amulet
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Burntclaw's Brace
  • Condition Damage: 22
  • Precision: 16
  • Toughness: 16
(Infused)
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Rabid Ring
  • Condition Damage: 90
  • Precision: 64
  • Toughness: 64
(Infused)
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Rabid Ring
  • Condition Damage: 90
  • Precision: 64
  • Toughness: 64
(Infused)
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Apothecary's Earring
  • Healing Power: 75
  • Toughness: 53
  • Condition Damage: 53
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Apothecary's Earring
  • Healing Power: 75
  • Toughness: 53
  • Condition Damage: 53
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15

Accessory Totals

  • Toughness:425
  • Condition Damage:483
  • Healing Power:420
  • Precision:144

Weapon Set Sigils

Rabid Shortbow
  • Weapon Strength: 905-1000
  • Condition Damage: 239
  • Precision: 171
  • Toughness: 171
  • Weapon Strength: -
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.

Weapon Set I

Sigil of Superior Earth

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

Apothecary's Sword
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Dagger
  • Weapon Strength: 924-981
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set II

Sigil of Superior Earth

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

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Rabid Harpoon Gun
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
  • Weapon Strength: -
Superior Sigil of Perception
Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Water Weapon I

Superior Sigil of Perception

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

Water Weapon II

Upgrade Item Details

If you feel you need more Healing Power - swap out SB w/ an Apothecary one.

 

Again, you can also swap out Perplexity (which I will once they're nerfed) for Dwyana.


V. Basic Gameplay

Here are some video's. As you can see, my build really hasn't changed since the summer, even w/ all of the Meta Changes: https://www.youtube....M-H-DMrlYjo209Y


Main Skill Rotation

Not going to give you this. Instead, here is some Video's....

 

Kiting w/ this build:

 


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