Ranger WvW | Fun Axe/Warhorn, Sword/Torch | Roamer WvW Solo Roamer

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Summary

Solo WvW Ranger


I. Weapons and Skills

Apothecary's Axe
  • Weapon Strength: 857-1048
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Warhorn
  • Weapon Strength: 814-900
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Sword
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Torch
  • Weapon Strength: 789-926
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
  • Weapon Strength: -
  • Weapon Strength: -
  • Insect Swarm30
    Pet skills. Exhale a swarm of insects that hits multiple foes.
    Damage: 61Poison: 3 s (252 damage)Range: 900
  • Bite¼
    Bite a foe with your jaws.
    Damage: 122Range: 130
  • Chomp½ 20
    Bite a foe and gain health.
    Damage: 240Range: 130
  • Tail Swipe ½ 30
    Attack all surrounding foes with a tail swipe.
    Damage: 647Combo Finisher: BlastRange: 225
  • Ricochet¼
    Bounce your axe between multiple foes.
    Damage: 168Maximum targets: 3Combo Finisher: Projectile (20% chance)Range: 900
    • 0
      Vigor: Regeneration: 10 s
    • 0
      Vigor: Regeneration: 10 s
  • Splitblade¾ 6
    Throw a spread pattern of five whirling axes that bleeds foes.
    Damage (5x): 170x5Bleeding: 6 s (1275 damage)Combo Finisher: Projectile (20% chance)Range: 900
    • 0
      Vigor: Regeneration: 10 s
    • 0
      Vigor: Regeneration: 10 s
  • Winter's Bite½ 10
    Throw an axe to chill your foe. Your pet's next attack inflicts weakness.
    Damage: 168Chilled: 3 sRange: 900
    • 0
      Vigor: Regeneration: 10 s
    • 0
      Vigor: Regeneration: 10 s
  • Hunter's Call20
    Call hawks to swarm your foe.
    Damage (16x): 576Range: 1,500
    • 0
      Vigor: Regeneration: 10 s
    • 0
      Vigor: Regeneration: 10 s
  • Call of the Wild½ 28
    Grant fury, might, and swiftness to yourself and nearby allies.
    Fury: 15 sx3Might: 15 sSwiftness: 15 sRadius: 600Combo Finisher: BlastRange: 750
    • 0
      Vigor: Regeneration: 10 s
    • 0
      Vigor: Regeneration: 10 s
  • Troll Unguent½ 25
    Survival. You and your pet regenerate health over time.
    Health per second: 856Duration: 10Vigor: 5 s
    • 0
      Vigor: Regeneration: 10 s
  • Flame Trap 15
    Trap. Set a trap that burns foes.
    Damage (per pulse): 73Burning: 2.5 s (per pulse)Duration: 3Trap radius: 240Effective radius: 180Combo Field: Fire
    • 0
      Vigor: Regeneration: 10 s
  • 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
      Vigor: Regeneration: 10 s
  • "Protect Me"48
    Shout. Instead of attacking, your pet will protect you by absorbing all damage you would take.
    Duration: 6Break StunRegeneration: 10 s
    • 0
      Vigor: Regeneration: 10 s
  • Entangle ¾ 60
    Survival. Entangle your foe. They are immobile until the vines are destroyed.
    Duration: 20Damage: 49Bleeding: 8 s (6800 damage)Immobilized: 1 sRange: 600
    • 0
      Vigor: Regeneration: 10 s

II. Traits

Adept Master Grandmaster

III. Stat Specifics & Effects

Primary Stats

  • Health 23422 (+7500)
  • Vitality 1666 (+750)
  • Armor 3128 (+1148)
  • Toughness 2064 (+1148)
  • Attack 2254 (+364)
  • Power 1280 (+364)
  • Critical Hit 18% (+18%)
  • Precision 1296 (+380)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Condition Damage 1351 (+1351)
  • Condition Duration (self) -40% (+-40%)
  • Critical Damage 24% (+24%)
  • DMG Taken from Guards and Lords -5% (+-5%)
  • Damage 974 (+0%)
  • Defense 1064 (+0)
  • Endurance Regeneration 25% (+25%)
  • Experience from Kills 20% (+20%)
  • Ferocity 364 (+364)
  • Healing Power 1180 (+1180)
  • Pet Attribute Bonus 10 (+10)
  • Regeneration Duration 33% (+33%)

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 Lemongrass Poultry Soup
Duration: 30min
Condition Duration (self): -40%
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration (self): -40%
  • Vitality: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Tuning Crystal
Duration: 30min
Gain Condition damage equal to 6% of your toughness
Gain Condition damage equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain Condition damage equal to 6% of your toughness
  • Gain Condition damage 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 Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats
Apothecary's Emblazoned Shoulders
  • Defense: 97
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Superior Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats
Apothecary's Emblazoned Coat
  • Defense: 338
  • Healing Power: 134
  • Toughness: 96
  • Condition Damage: 96
Superior Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats
Apothecary's Emblazoned Gloves
  • Defense: 157
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Superior Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats
Apothecary's Emblazoned Pants
  • Defense: 218
  • Healing Power: 90
  • Toughness: 64
  • Condition Damage: 64
Superior Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats
Apothecary's Emblazoned Boots
  • Defense: 157
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Superior Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats

Armor Stat Totals

  • Defense 1064
  • Power 78
  • Precision 78
  • Toughness 377
  • Vitality 78
  • Condition Damage 377
  • Healing Power 497
  • Ferocity 78

Rune Bonuses

Superior Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats

Accessories & Jewels

Eye of JanthirOffensive Slot
  • Power: 72
  • Precision: 72
  • Toughness: 72
  • Vitality: 72
  • Condition Damage: 72
  • Healing Power: 72
  • Ferocity: 72
Malign WvW InfusionOffensive Infusion
  • Condition Damage: 5
  • DMG Taken from Guards and Lords: -1%
Arbor's Embrace
  • Healing Power: 22
  • Precision: 16
  • Vitality: 16
(Infused)
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Lunaria, Circle of the MoonDefensive Slot
  • Power: 57
  • Precision: 57
  • Toughness: 57
  • Vitality: 57
  • Condition Damage: 57
  • Healing Power: 57
  • Ferocity: 57
(Infused)
Healing WvW InfusionDefensive Infusion
  • Healing Power: 5
  • DMG Taken from Guards and Lords: -1%
Solaria, Circle of the SunOffensive Slot
  • Power: 57
  • Precision: 57
  • Toughness: 57
  • Vitality: 57
  • Condition Damage: 57
  • Healing Power: 57
  • Ferocity: 57
(Infused)
Malign WvW InfusionOffensive Infusion
  • Condition Damage: 5
  • DMG Taken from Guards and Lords: -1%
Ancient Mursaat TokenOffensive Slot
  • Power: 50
  • Precision: 50
  • Toughness: 50
  • Vitality: 50
  • Condition Damage: 50
  • Healing Power: 50
  • Ferocity: 50
Malign WvW InfusionOffensive Infusion
  • Condition Damage: 5
  • DMG Taken from Guards and Lords: -1%
Celestial SigilDefensive Slot
  • Power: 50
  • Precision: 50
  • Toughness: 50
  • Vitality: 50
  • Condition Damage: 50
  • Healing Power: 50
  • Ferocity: 50
Healing WvW InfusionDefensive Infusion
  • Healing Power: 5
  • DMG Taken from Guards and Lords: -1%

Accessory Totals

  • Power:286
  • Precision:302
  • Toughness:301
  • Vitality:302
  • Condition Damage:316
  • Healing Power:343
  • Ferocity:286
  • DMG Taken from Guards and Lords:-5%

Weapon Set Sigils

Apothecary's Axe
  • Weapon Strength: 857-1048
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Warhorn
  • Weapon Strength: 814-900
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Sigil of Superior Hydromancy
You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Superior Sigil of Generosity
60% chance to transfer a condition to your foe on critical hit. (Cooldown: 10 Seconds)

Weapon Set I

Sigil of Superior Hydromancy

You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Superior Sigil of Generosity

60% chance to transfer a condition to your foe on critical hit. (Cooldown: 10 Seconds)

Apothecary's Sword
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Torch
  • Weapon Strength: 789-926
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Sigil of Superior Hydromancy
You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Superior Sigil of Generosity
60% chance to transfer a condition to your foe on critical hit. (Cooldown: 10 Seconds)

Weapon Set II

Sigil of Superior Hydromancy

You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Superior Sigil of Generosity

60% chance to transfer a condition to your foe on critical hit. (Cooldown: 10 Seconds)

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II


V. Basic Gameplay

I will generally have horn and ax equipped at the start on an engagement.

 

The first thing is always Hunters Call - Then Spitblade to start stacking bleeds, then Winters Bite to Chill them. (Note) At this point the pet should be engaged with the target and using F2 ability.

Most targets find Rangers to be week.. so they are more than likely rushing you.. This is when you drop your Flame Trap.. as soon as it ignites hit call of the wild.. now you have executed a fire field and have stacked might. You pet may also do a tail swipe blast finisher giving you a total of 6 stacks of might.

 

Immediately swap weapons - with your hydromancy sigil you have now chilled the target. Swap Pets and Hit F2 -Now - Hornet Sting and Monarchs Leap (Now you have Fire Aura) Drop your Bonfire (This will take practice because you need to time everything correctly to get all the combos.

 

Then Serpent Strike to ad the poison tick.. Bonfire should be up - Execute another Hornets Sting - Throw Torch then... Monarchs Leap (Splitting the combo) Switch Weapons.. Chilled again.. Repeat...Only use Call Of The Wild when your traveling or when you have a flametrap or Bonfire up.

 


Quick Tips -

 

Always keep your Troll Unguent going at all times - even if it sacrifices a move.

 

If your being DPS'd really hard and need a break - pop Protect Me - Let your pet take a break 2.. execute a few back leaps, serpent stings, monarch combos etc. and they wont be able to damage you. - You have now set off your 3rd health Regen as well.. you'll be back to full and they have wasted all their CD's. They should be easy to kill now.

 

Don't waste Entangle unless there is 2 or more enemy.. you don't need it.. and Murphy's law say as soon as you do.. 2 more enemy will come around the corner.

 

If you engage a thief and they are the perma-stealth spc.. Just lay down a flame trap and stand on the edge with your back facing to the middle.. They wont be able to back stab you and most likely run away after a few tries.. If they try to fight just keep evading and rotate flame trap and bonfire.. they die easy.

 


Why these 2 pets? Drakes are the best pet because they are good tanks and good condition dps.. They also have blast finishers.. These are the only drakes you should use though.. The Reef Drake and Salamander Drake have better F2 effects IMO but they come out in a cone and are hard to land.. These Drakes have a squirt gun style that follows your target.

 


The Pro's of this build:
Health regen on command
Strong Pet DPS and protection
Self Combos
Escape and Evade Techniques
Solo camps, towers and keeps

 


The Cons -
If they run - you wont be able to catch them


Main Skill Rotation


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