Ranger WvW | Large Group Greatsword, Sword/Dagger | Assaulter Melee Ranger for Zerg Combat

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Summary

Rangers are not the most well-loved class in organized and coordinated zerg busting groups. In our guild we have a quite a few people who main ranger and seek a viable build for WvW groups. This build provides 3k+ attack and armor, with various survivability tricks built in. In addition, it includes nearly permanent regeneration when played correctly. Often in WvW the ranger will be considered an easy target and the enemy group will focus fire on them. When that is attempted against this ranger build, the ranger can simply /laugh as it takes them quite a bit longer than expected to take them down. Finally, this build is very fun to play. Being full melee with good survivability, it puts rangers on the front-lines and directly in the heat of combat!


I. Weapons and Skills

Cleric's Greatsword
  • Weapon Strength: 995-1100
  • Healing Power: 239
  • Power: 171
  • Toughness: 171
  • Weapon Strength: -
Cleric's Sword
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Dagger
  • Weapon Strength: 924-981
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Spear
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Harpoon Gun
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
  • 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
  • Slash½
    Slash your foe.
    Damage: 203Range: 150
    • Slice½
      Slice your foe.
      Damage: 203Range: 150
    • Power Stab¾
      Stab your foe and evade attacks.
      Damage: 240Range: 130
  • Maul¾
    Bleed your foe multiple times with a mauling strike.
    Damage: 296x3Vulnerability: 8 sRange: 150
    • 0
    • 0
  • Swoop
    Run and leap at your foe, hitting them and nearby foes.
    Damage: 517Combo Finisher: LeapRange: 1,100
    • 0
    • 0
  • Counterattack3 12
    Block and counter an attack with a kick that pushes foes back.
    Damage: 480Knockback: 300
    • Crippling Throw¾
      Throw your greatsword, crippling your foe.
      Damage: 369Crippled: 5 sCombo Finisher: ProjectileRange: 600
    • 0
  • Hilt Bash½ 20
    Daze your foe with a hilt bash. Stun them if you hit from behind. Your pet's next attack does 50% more damage.
    Damage: 185Daze: 1 sStun: 1 sRange: 300
    • 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
  • "Protect Me"60
    Shout. Instead of attacking, your pet will protect you by absorbing all damage you would take.
    Duration: 6Break 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
  • Signet of Renewal60
    Signet Passive: Cures a condition every ten seconds.
    Signet Active: Your pet pulls all conditions from nearby allies to itself.
    Breaks stun
    • 0
  • 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.

Weapon and Skill Details

"Healing Spring" is one to drop down at the right moments in combat. You want to use it when your group is mostly stacked in one area during or after combat. It's a shame if you die and didn't use it, but it's also a shame if you use it at the wrong time/place. This will simply take experience to learn and perfect, and comes down to a matter of judgement as a ranger. If you can keep cool in the heat of combat and place "Healing Spring" at the right time and place it can make a big difference.

 

"Protect Me" is your version of the Warrior's "Endure Pain." Use it wisely, it can save your butt.

 

You Signets (Wild and Renewal) should very rarely be activated. In cases where you're stunned and in trouble in the middle of a fight, go ahead an use "Signet of Renewal" to break stun and cure conditions on your nearby allies. Almost no situation exists where you should activate "Signet of the Wild" -- just enjoy it's passive regeneration.

 

"Spirit of Nature" is used mostly to heal and cure conditions on allies as you push into battle. You should activate it just as you enter combat, right in the center of your group.


II. Traits

Adept Master Grandmaster

Trait Details

I think most of this is self-explanatory.


III. Stat Specifics & Effects

Primary Stats

  • Health 18022 (+2100)
  • Vitality 1126 (+210)
  • Armor 3216 (+1236)
  • Toughness 2152 (+1236)
  • Attack 3161 (+1145)
  • Power 2061 (+1145)
  • Precision 916 (+0)

Secondary Stats

  • Agony Resistance 5 (+5)
  • Boon Duration 10% (+10%)
  • Condition Damage 300 (+300)
  • DMG Taken from Guards and Lords -2% (+-2%)
  • DMG to Guards and Lords 3% (+3%)
  • Damage 1100 (+0%)
  • Defense 1064 (+0)
  • Endurance Regeneration 25% (+25%)
  • Experience from Kills 20% (+20%)
  • Healing Power 1777 (+1777)
  • Pet Attribute Bonus 30 (+30)
  • Regeneration Duration 63% (+63%)

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

3008 Armor and 3088 Attack. 'nuff said.


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

Superior Sharpening Stone
Duration: 30min
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain power equal to 6% of your toughness
  • Gain power 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 Dwayna
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
Cleric's Emblazoned Shoulders
  • Defense: 97
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of Dwayna
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
Cleric's Emblazoned Coat
  • Defense: 338
  • Healing Power: 134
  • Power: 96
  • Toughness: 96
Superior Rune of Dwayna
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
Cleric's Emblazoned Gloves
  • Defense: 157
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of Dwayna
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
Cleric's Emblazoned Pants
  • Defense: 218
  • Healing Power: 90
  • Power: 64
  • Toughness: 64
Superior Rune of Dwayna
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
Cleric's Emblazoned Boots
  • Defense: 157
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of Dwayna
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)

Armor Stat Totals

  • Defense 1064
  • Healing Power 594
  • Regeneration Duration 30%
  • Power 299
  • Toughness 299

Rune Bonuses

Superior Rune of Dwayna
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)

Accessories & Jewels

Prayer to OtterUtility Slot
  • Healing Power: 157
  • Power: 108
  • Toughness: 108
Versatile Healing InfusionOmni Infusion
  • Healing Power: 5
  • Agony Resistance: 5
Soldier's BackOffensive Slot
  • Power: 63
  • Toughness: 40
  • Vitality: 40
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Druid's CircleDefensive Slot
  • Healing Power: 126
  • Power: 85
  • Toughness: 85
(Infused)
Healing WvW InfusionDefensive Infusion
  • Healing Power: 5
  • DMG Taken from Guards and Lords: -1%
Healing SignetOffensive Slot
  • Healing Power: 126
  • Power: 85
  • Toughness: 85
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Preserved Red Iris FlowerDefensive Slot
  • Healing Power: 110
  • Power: 74
  • Toughness: 74
Healing WvW InfusionDefensive Infusion
  • Healing Power: 5
  • DMG Taken from Guards and Lords: -1%
Kurzick BaubleOffensive Slot
  • Healing Power: 110
  • Power: 74
  • Toughness: 74
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%

Accessory Totals

  • Power:504
  • Toughness:466
  • Healing Power:644
  • Vitality:40
  • Agony Resistance:5
  • DMG to Guards and Lords:3%
  • DMG Taken from Guards and Lords:-2%

Weapon Set Sigils

Cleric's Greatsword
  • Weapon Strength: 995-1100
  • Healing Power: 239
  • Power: 171
  • Toughness: 171
  • Weapon Strength: -
Sigil of Superior Doom
You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.

Weapon Set I

Sigil of Superior Doom

You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.

Cleric's Sword
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Dagger
  • Weapon Strength: 924-981
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Sigil of Superior Geomancy
You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set II

Sigil of Superior Life

You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Sigil of Superior Geomancy

You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Cleric's Spear
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Harpoon Gun
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
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.

Upgrade Item Details

If you can't quite get all of the ascended gear yet, just use exotic gear of the same stats until you can.


V. Basic Gameplay

Above water, swap weapons often to benefit from the Sigils. Stay right with the Commander or group leader; you're not a ranged ranger, you're melee, and therefore should be center of your group at all times.


Main Skill Rotation


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