Ranger PvE | Dungeon Longbow, Shortbow | Damage Healing ComBow

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Summary

Trying to create a build that centers around support and my favorite weapons.
Not tested


I. Weapons and Skills

Magi's Longbow
  • Weapon Strength: 966-1134
  • Healing Power: 239
  • Precision: 171
  • Vitality: 171
  • Weapon Strength: -
Magi's Shortbow
  • Weapon Strength: 905-1000
  • Healing Power: 239
  • Precision: 171
  • Vitality: 171
  • Weapon Strength: -
Rampager's Harpoon Gun
  • Weapon Strength: 950-1050
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
Cleric's Spear
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
  • Regenerate2 25
    Pet skills. Howl to grant regeneration to nearby allies.
    Regeneration: 10 s (1300 health)Crippled: 4 s
  • 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
  • Long Range Shot¾
    Shoot your foe from long range. The farther the arrow flies, the more damage it does.
    1000+ range: 317500-100 range: 2290-500 range: 176Combo Finisher: Projectile (20% chance)Range: 1,875
    • 0
      Vulnerability:
    • 0
      Vulnerability:
  • Rapid Fire5 10
    Fire multiple arrows at your foe.
    Damage (10x): 1,320Vulnerability: 8 sCombo Finisher: Projectile (20% chance)Range: 1,875
    • 0
      Vulnerability:
    • 0
      Vulnerability:
  • Hunter's Shot12
    Fire an arrow and vanish in stealth. Your pet gains swiftness.
    Damage: 141Stealth: 3 sSwiftness: (pet) 10 sCombo Finisher: ProjectileRange: 1,875
    • 0
      Vulnerability:
    • 0
      Vulnerability:
  • Point Blank Shot½ 15
    Push back your foe with a point-blank shot. The closer they are, the farther it pushes them back.
    Damage: 282Knockback: 400Knockback: 500Knockback: 600Combo Finisher: ProjectileRange: 1,875
    • 0
      Vulnerability:
    • 0
      Vulnerability:
  • Barrage30
    Barrage the target area with a hail of arrows that cripple.
    Damage (12x): 1,692x12Crippled: 2 sRadius: 240Range: 1,875
    • 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:
  • Signet of the Hunt30
    Signet Passive: Grants 25% increased movement speed to you and your pet.
    Signet Active: Your pet's next attack deals more damage.
    • 0
      Vulnerability:
  • "Sick 'Em"40
    Shout. Your pet runs faster and does more damage.
    Duration: 10Range: 3,000
    • 0
      Vulnerability:
  • Grasping Vines ¼ 45
    Target foe becomes entangled by vines, and is unable to move until they have been destroyed.
    Range: 1,200
    • 0
      Vulnerability:
  • 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

III. Stat Specifics & Effects

Primary Stats

  • Health 19922 (+4000)
  • Vitality 1316 (+400)
  • Armor 2394 (+414)
  • Toughness 1330 (+414)
  • Attack 3046 (+1050)
  • Power 1912 (+996)
  • Critical Hit 43% (+43%)
  • Precision 1827 (+911)

Secondary Stats

  • Condition Damage 196 (+196)
  • Condition Duration 30% (+30%)
  • Critical Damage 19% (+19%)
  • Damage 1134 (+5%)
  • Defense 1064 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 299 (+299)
  • Healing Power 978 (+978)
  • Movement Speed 25% (+25%)
  • Pet Attribute Bonus 30 (+30)

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

Bowl of Curry Butternut Squash Soup
Duration: 30min
Precision: 100
Ferocity: 70
Experience from Kills: 10%
  • (30min)
  • Precision: 100
  • Ferocity: 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

Cleric's Emblazoned Helm
  • Defense: 97
  • Healing Power: 60
  • Power: 43
  • Toughness: 43
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Cleric's Emblazoned Shoulders
  • Defense: 97
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Cleric's Emblazoned Coat
  • Defense: 338
  • Healing Power: 134
  • Power: 96
  • Toughness: 96
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Cleric's Emblazoned Gloves
  • Defense: 157
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Cleric's Emblazoned Pants
  • Defense: 218
  • Healing Power: 90
  • Power: 64
  • Toughness: 64
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Cleric's Emblazoned Boots
  • Defense: 157
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.

Armor Stat Totals

  • Defense 1064
  • Vitality 175
  • Toughness 399
  • Healing Power 419
  • Power 299

Rune Bonuses

Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.

Accessories & Jewels

Rampager's Amulet
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
Berserker's Back
  • Power: 30
  • Precision: 21
  • Ferocity: 21
(Infused)
Knight's Jewel
  • Precision: 25
  • Toughness: 15
  • Power: 15
Rampager's Ring
  • Precision: 67
  • Power: 48
  • Condition Damage: 48
(Infused)
Knight's Jewel
  • Precision: 25
  • Toughness: 15
  • Power: 15
Rampager's Ring
  • Precision: 67
  • Power: 48
  • Condition Damage: 48
(Infused)
Rampager's Jewel
  • Precision: 25
  • Condition Damage: 15
  • Power: 15
Ulgoth's Tail
  • Power: 56
  • Vitality: 40
  • Ferocity: 40
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Berserker's Earring
  • Power: 75
  • Precision: 53
  • Ferocity: 53
Crest of the Magi
  • Precision: 14
  • Vitality: 14
  • Healing Power: 20

Accessory Totals

  • Power:397
  • Precision:407
  • Condition Damage:196
  • Ferocity:129
  • Vitality:54
  • Toughness:15
  • Healing Power:20

Weapon Set Sigils

Magi's Longbow
  • Weapon Strength: 966-1134
  • Healing Power: 239
  • Precision: 171
  • Vitality: 171
  • Weapon Strength: -
Sigil of Superior Restoration
Gain Health on Killing a Foe.

Weapon Set I

Sigil of Superior Restoration

Gain Health on Killing a Foe.

Magi's Shortbow
  • Weapon Strength: 905-1000
  • Healing Power: 239
  • Precision: 171
  • Vitality: 171
  • Weapon Strength: -
Sigil of Intelligence
Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.

Weapon Set II

Sigil of Intelligence

Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.

Rampager's Harpoon Gun
  • Weapon Strength: 950-1050
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
Cleric's Spear
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Sigil of Superior Restoration
Gain Health on Killing a Foe.
Sigil of Intelligence
Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.

Water Weapon I

Sigil of Superior Restoration

Gain Health on Killing a Foe.

Water Weapon II

Sigil of Intelligence

Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.


V. Basic Gameplay

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