Ranger sPvP | Tournament Longbow, Sword/Warhorn | Roamer Regalia's Power BM

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Summary

Primarily a roamer, this build is fantastic for shutting down thieves while having the ability to hold its own against one or more opponents until the team gets there. Its functionality is extremely versatile, and utilization of blast/leap finishers in Healing Spring is necessary for the survivability of this build.


I. Weapons and Skills

PvP Longbow
  • Weapon Strength: 920-1080
PvP
  • Weapon Strength: -
PvP Sword
  • Weapon Strength: 905-1000
PvP Warhorn
  • Weapon Strength: 814-900
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Blinding Slash½ 18
    Pet skills. Blind your foes with a slash.
    Damage: 244Blind: 5 sRange: 130
  • Slash½
    Slash your foe.
    Damage: 122Range: 130
  • Swoop¾ 8
    Swoop at your foe, making them vulnerable.
    Damage: 244Vulnerability: 12 sCombo Finisher: LeapRange: 130
  • Quickening Screech¾ 20
    Grant swiftness to nearby allies.
    Swiftness: 10 sRange: 1,200
  • 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: 1,500
    • 0
      Swiftness:
    • 0
      Swiftness:
  • Rapid Fire5 8
    Fire multiple arrows at your foe.
    Damage (10x): 1,320Vulnerability: 8 sCombo Finisher: Projectile (20% chance)Range: 1,500
    • 0
      Swiftness:
    • 0
      Swiftness:
  • Hunter's Shot
    Fire an arrow and vanish in stealth. Your pet gains swiftness.
    Damage: 141Stealth: 3 sSwiftness: (pet) 10 sCombo Finisher: ProjectileRange: 1,500
    • 0
      Swiftness:
    • 0
      Swiftness:
  • Point Blank Shot½ 12
    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: 1,500
    • 0
      Swiftness:
    • 0
      Swiftness:
  • Barrage24
    Barrage the target area with a hail of arrows that cripple.
    Damage (12x): 1,692x12Crippled: 2 sRadius: 240Range: 1,500
    • 0
      Swiftness:
    • 0
      Swiftness:
  • 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
      Swiftness:
  • "Sick 'Em"40
    Shout. Your pet runs faster and does more damage.
    Duration: 10Range: 3,000
    • 0
      Swiftness:
  • Lightning Reflexes40
    Survival. Evade back with a crack of lightning, dealing damage and gaining vigor.
    Vigor: 10 sDamage: 244Breaks stun
    • 0
      Swiftness:
  • Sharpening Stone45
    Survival. Bleed foes with your next five attacks.
    Bleeding: 6 s (255 damage)Duration: 30
    • 0
      Swiftness:
  • “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
      Swiftness:

Weapon and Skill Details

Sword/Warhorn

 

Auto Attack
Your primary offensive attack will be auto attack. Combined with Swap Pet to gain quickness, it's a fantastic ability to not only increase your damage output and pressure substantially, but also makes you an anti-kite machine with sword's ability to track an opponent (and perma-cripple them) no matter how hard they attempt to kite your melee attacks.

 

Hornet Sting/Monarch's Leap
The utility of this skill is it's primary function in this build. Most often you'll want to use it in conjunction with Healing Spring for a small burst heal, and a quick break from melee combat, or Hornet Sting alone to create a gap to swap to longbow.

 

Serpent Strike
This is the primary focus when fighting bunkers, due to the high poison uptime that cuts their healing potential while you and your bird apply pressure and DPS.

 

Hunter's Call
This skill is an amazing initiator when combined with Sharpening Stone to stack your bleeds at the beginning of the fight to immediately put condition pressure on your opponent. The one thing to watch for is Retaliation, which can create a pretty hefty gap in your health if you use this skill at the wrong time.

 

Call of the Wild
You'll want to use this to get around the map. You're a roamer, so swiftness is important. When in a fight however, you'll want to use this as a blast finisher in Healing Spring and to give Fury to your raven.

 

Longbow

 

Auto Attack
You should only use this skill in moderation and to apply ranged pressure in team fights. It's not the focus of the build, so use it at your own reserve.

 

Rapid Fire
The primary source of your ranged DPS, as well as stacking Vulnerability to increase the DPS of your birds and allies. Be sure to position your camera toward your opponent as to not be kited, canceling the skill.

 

Hunter's Shot
I personally use this one to take a small break from combat to let my bird DPS my opponent and let my cooldowns recharge, or when I'm rooted and in trouble. It also makes for some nice stomps.

 

Point Blank Shot
Point Blank is your primary decap utility. Use it to create gaps, get opponents off point, and keep opponents in a corner and unable to react to your next attack. The skill is very situational, so use it whenever the time is right. If your team mates root an opponent and are DPSing him down, do not use this skill. Many new rangers seem to use it "whenever it's off CD", but a good ranger will know when the right and wrong times are to use it.

 

Barrage
Not much to say here. You should only use this skill as ranged AoE DPS, for putting pressure on opponents in stealth, and for half of the duration when an opponent is far enough away to let you initiate the skill and stack crippled when they get within the AoE.

 

Utilities

 

Healing Spring
It's your heal. And your allies' heal. Be sure to blast Warhorn 5 and leap with Sword 2's secondary skill for maximum healing effectiveness and sustain.

 

Sic 'Em
This utility is amazing. I can't emphasize how great it is when dealing with thieves. It turns you and your pet into The Anti-Thief, and you'll probably be called cheese because you denied a D/P thief his stealth-on-demand. Outside of thieves, it also buffs your pet's overall DPS and is still very good.

 

Lightning Reflexes
This one's your only stun break, so make it count! I also use it for movement when traveling around the map. It's also your only condition clear outside of Healing Spring, but conditions really aren't a big issue if you time your healing spring right and know what to dodge.

 

Sharpening Stone
Combine with Hunter's Call or Rapid Fire for maximum bleed output. You've got a celestial amulet, so put that condition damage to work. You'll be bleeding for nearly 350 per tick with 5 bleeds.

 

Rampage as One
When you use this skill, you want to use as many attacks as possible to maximize your ravens' damage output. Rapid Fire and Hunter's Call work fantastically for stacking might, just as they do stacking bleeds with Sharpening Stone.

 

Other

 

Pet Swap
This is traited to give you quickness on swap. It'll be your primary DPS source with Sword when auto-attacking and you really need that extra pressure, and also works wonders for securing stomps every 24 seconds. Be sure to watch your ravens' health bars at all times, especially in team fights, and swap right before they go down to maximize your quickness uptime.


II. Traits

Adept Master Grandmaster

III. Stat Specifics & Effects

Primary Stats

  • Health 21522 (+5600)
  • Vitality 1476 (+560)
  • Armor 2640 (+660)
  • Toughness 1576 (+660)
  • Attack 2610 (+614)
  • Power 1476 (+560)
  • Critical Hit 49% (+49%)
  • Precision 1951 (+1035)

Secondary Stats

  • Condition Damage 660 (+660)
  • Critical Damage 64% (+64%)
  • Damage 1134 (+5%)
  • Defense 1064 (+0)
  • Ferocity 960 (+960)
  • Healing Power 860 (+860)
  • 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. 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

Celestial Amulet
  • Power: 560
  • Precision: 560
  • Toughness: 560
  • Vitality: 560
  • Condition Damage: 560
  • Healing Power: 560
  • Ferocity: 560
delete
  • Power: 0
  • Precision: 0
  • Condition Damage: 0
  • Toughness: 0
  • Vitality: 0
  • Healing Power: 0
  • Ferocity: 0

Accessory Totals

  • Power:560
  • Precision:560
  • Toughness:560
  • Vitality:560
  • Condition Damage:560
  • Healing Power:560
  • Ferocity:560

Weapon Set Sigils

PvP Longbow
  • Weapon Strength: 920-1080
PvP
  • Weapon Strength: -
Sigil of Superior Force
+5% damage.
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 I

Sigil of Superior Force

+5% damage.

PvP Sword
  • Weapon Strength: 905-1000
PvP Warhorn
  • Weapon Strength: 814-900
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)
Sigil of Superior Blood
50% chance to life steal on critical.

Weapon Set II

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)

Sigil of Superior Blood

50% chance to life steal on critical.

PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -

Water Weapon I

Water Weapon II


V. Basic Gameplay

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