Ranger sPvP | Fun Shortbow, Axe/Axe | Team fighter Spirit Ranger for scrubs

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Summary

I originally made this guide as a calculator to test and theory craft the spirit ranger based on a few other guides. Most other guides i found were about having another play supporting you or you supporting them. I decided to edit those build to my playstyle and solo play and came up with this build. It works for me, and i think it a great starting point for many scrubs, but this is by far the be all and end all guide or build.
For REAL scrubs, my Ranger was level 1, jumped straight into PVP and set this all up. It's really simple and takes about 10 minutes. I highly recommend looking closely at what each thing does before equipping it. Understanding what you're using in full what allow you to play better with the kit you have.
The reason i say it's for scrubs is because i am one too. I've not had the game long and played ranger for about 2 days.
In those two days I've clocked about 40 ranger games. Win's don't matter much in GW2 PVP, but Glory Score does. Everyone wants that sweet armour..
With this build I've been scoring on average about 250+ glory per win and about 175+ per loss.

 

This guide focuses mainly on Condition Damage and Crit Chance. (And was written up at half 4 in the morning)

 

Note: This guide is not for OP Ranger PVP play, this is for easy to play spirit ranger in solo pvp with no one to rely on.

 

I'll finished it properly probably within 36 hours. MERRY CHRISTMAS!


I. Weapons and Skills

PvP Shortbow
  • Weapon Strength: 905-1000
PvP
  • Weapon Strength: -
PvP Axe
  • Weapon Strength: 857-1048
PvP Axe
  • Weapon Strength: 857-1048
PvP Harpoon gun
  • Weapon Strength: 905-1000
PvP Spear
  • Weapon Strength: 905-1000
  • Paralyzing Venom45
    Pet skills. Your next attack immobilizes your foe.
    Stun: 2 sDuration: 30
  • Poison Gas20
    Spit a ball of venom that covers an area with a poisonous cloud.
    Poison: 3 s (252 damage)Combo Field: PoisonRange: 900
  • Spit1
    Spit at your foe.
    Damage: 148Combo Finisher: Projectile (20% chance)Range: 900
  • Entangling Web1 20
    Shoot a web, immobilizing your foe.
    Damage: 185Immobilized: 3 sCombo Finisher: Projectile (20% chance)Range: 900
  • 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
  • Sun Spirit½ 20
    Spirit. Summon a sun spirit that grants allies a 75% chance to inflict burning.
    x2Burning: 3 sDuration: 60
    • Solar Flare½ 20
      Your sun spirit releases the brilliance of the sun, blinding foes.
      x3Burning: 5 sBlind: 8 s
  • 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
  • Stone Spirit½ 20
    Spirit. Summon a stone spirit that gives nearby allies a 75% chance to gain protection.
    Protection: 1 sDuration: 60
    • Quicksand20
      Your stone spirit softens the earth around it, immobilizing and crippling foes.
      Immobilized: 2 s (at start)Crippled: 1 s (per pulse)
  • “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

Weapons
I almost exclusively stick to the short bow. It's speed, distance and bleed make this a great choice for scrubs to test the water and not get too greedy when fighting. Glory is also earned from assists, with a bow you pick up assists so easily if you look for them. It's basically free glory.
I added the Axes in because to me they have the second best skill set and offer a nice easy semi melee fighting style that again, is easy to use.

 

Pet
The Black Widow is personally the best. It's ranged, poison and has a stun. But this is personal preference. Most pets are pretty similar, and are chosen on play style.

 

Heal
This is again personal preference. However, as being a team player does help in securing glory in the sense that your team isn't getting pummeled, the Healing Spring is great because it heals you and your team mates in an area.

 

Spirits
Sun Spirit - This is your main damage spirit. As you build for added condition damage this fits perfectly into a DPS build. The blind is also a great defense tool.
Frost Spirit - You and your allies gain 35% damage?? YES PELASE. Plus a Crowd Control ability all in one? What's not to like?
Stone Spirit - On top of extra damage, you take less damage.. amazing. It also immobilizes and cripples foes.

 

Special
Rampage as One - The stat boos makes you incredibly hard to deal with and your DPS goes through the roof along with your crit strike. This build focuses on Crit chance to proc effects, so this just makes everything happen so much faster and more frequently. There is little point taking roots as you already have enough debuffs and crowd control and as you're playing solo, healing allies isn't worth the time, nor does it give you glory.

 

To keep things easy and simple, keep to the short bow. If you wnant to try anything new, change the Axes, but make sure one load out is always a short bow.


II. Traits

Adept Master Grandmaster

Trait Details

Skirmishing - 10
Tail Wind - Gain swiftness when swapping weapong in combat. (9 second CD)
Sharpen Edges - Chance to Bleed on Critical hit.

 

Wilderness Survival
Natural Vigor - Increases endurance regeneration by 25%
Expertise Training - Pets deal extra condition damage
Companion'd Defense - You and your pet gain 2 seconds of protection when you dodge roll
Hide in Plain Sight - Applies camouflage when you are dazed, knocked down, launched, puched back or stunned. (30 second CD)
Peak Strength - Deal 10% extra damage when youre health in above 90%
Empathic Bond - Pets periodically take conditions from you

 

Nature Magic
Rejuvenation - Gain regeneration when your health reaches 75%
Strength of Spirit - 7% of vitality is given as bonus power
Fortifying Bond - Any boon you get is shared with your pet
Spiritual Knowledge - Spirits have twice as much health. Spirit bonuses have 35% better chance of providing their benefits
Bountiful Hunter - You and your pet deal 5% more damage while you have a boon.
Spirits Unbound - Spirits can move and follow you


III. Stat Specifics & Effects

Primary Stats

  • Health 18922 (+3000)
  • Vitality 1216 (+300)
  • Armor 2280 (+300)
  • Toughness 1216 (+300)
  • Attack 2901 (+985)
  • Power 1901 (+985)
  • Critical Hit 70% (+70%)
  • Precision 2391 (+1475)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Condition Damage 1200 (+1200)
  • Critical Damage 13% (+13%)
  • Damage 1000 (+0%)
  • Defense 1064 (+0)
  • Endurance Regeneration 25% (+25%)
  • Ferocity 200 (+200)

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. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of the Ranger
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +7% damage while you have an active companion.
PvP Rune of the Ranger
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +7% damage while you have an active companion.
PvP Rune of the Ranger
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +7% damage while you have an active companion.
PvP Rune of the Ranger
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +7% damage while you have an active companion.
PvP Rune of the Ranger
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +7% damage while you have an active companion.
PvP Rune of the Ranger
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +7% damage while you have an active companion.

Rune Stat Totals

  • Precision 175
  • Ferocity 100

Rune Bonuses

PvP Rune of the Ranger
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +7% damage while you have an active companion.

Accessories & Jewels

Rampager's Amulet
  • Power: 900
  • Precision: 1200
  • Condition Damage: 900
delete
  • Condition Damage: 0
  • Precision: 0
  • Toughness: 0

Accessory Totals

  • Power:900
  • Precision:1200
  • Condition Damage:900
  • Toughness:0

Weapon Set Sigils

PvP Shortbow
  • Weapon Strength: 905-1000
PvP
  • Weapon Strength: -
Sigil of Superior Blood
50% chance to life steal on critical.

Weapon Set I

Sigil of Superior Blood

50% chance to life steal on critical.

PvP Axe
  • Weapon Strength: 857-1048
PvP Axe
  • Weapon Strength: 857-1048
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set II

Sigil of Superior Earth

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

Sigil of Superior Accuracy

+7% crit chance.

PvP Harpoon gun
  • Weapon Strength: 905-1000
PvP Spear
  • Weapon Strength: 905-1000
Sigil of Superior Force
+5% damage.
Sigil of Superior Force
+5% damage.

Water Weapon I

Sigil of Superior Force

+5% damage.

Water Weapon II

Sigil of Superior Force

+5% damage.


V. Basic Gameplay


Main Skill Rotation

Sun Spirit½ 20
Spirit. Summon a sun spirit that grants allies a 75% chance to inflict burning.
x2Burning: 3 sDuration: 60
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
Stone Spirit½ 20
Spirit. Summon a stone spirit that gives nearby allies a 75% chance to gain protection.
Protection: 1 sDuration: 60
“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
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
Paralyzing Venom45
Pet skills. Your next attack immobilizes your foe.
Stun: 2 sDuration: 30
Entangling Web1 20
Shoot a web, immobilizing your foe.
Damage: 185Immobilized: 3 sCombo Finisher: Projectile (20% chance)Range: 900
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
Poison Volley¼ 9
Fire a spread of five poison arrows.
Damage (5x): 170x5Poison: 4 s (840 damage)Range: 900
Cold Snap20
Your frost spirit releases a freezing blast of arctic air, chilling nearby foes.
Chilled: 3 s
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
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
Solar Flare½ 20
Your sun spirit releases the brilliance of the sun, blinding foes.
x3Burning: 5 sBlind: 8 s

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