Ranger WvW | Large Group Greatsword, Sword/Dagger | Assaulter Melee Ranger for Zerg Combat
Table of Contents
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
- Slice½Slice your foe.Damage: 203Range: 150
- Power Stab¾Stab your foe and evade attacks.Damage: 240Range: 130
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- 0
- 0
- 0
- Crippling Throw¾Throw your greatsword, crippling your foe.Damage: 369Crippled: 5 sCombo Finisher: ProjectileRange: 600
- 0
- 0
- 0
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- 0
- 0
- 0
- 0
- Nature's Renewal120Command 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
Marksmanship
Skirmishing
Wilderness Survival
Nature Magic
Beastmastery
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
Conditions
Control
Fields & Finishers
Stat and Effect Details
3008 Armor and 3088 Attack. 'nuff said.
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
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
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
- Defense: 97
- Healing Power: 60
- Power: 43
- Toughness: 43
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
- Defense: 97
- Healing Power: 45
- Power: 32
- Toughness: 32
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
- Defense: 338
- Healing Power: 134
- Power: 96
- Toughness: 96
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
- Defense: 157
- Healing Power: 45
- Power: 32
- Toughness: 32
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
- Defense: 218
- Healing Power: 90
- Power: 64
- Toughness: 64
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
- Defense: 157
- Healing Power: 45
- Power: 32
- Toughness: 32
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +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- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
Accessories & Jewels
- Healing Power: 5
- Agony Resistance: 5
- Power: 5
- DMG to Guards and Lords: 1%
- Healing Power: 5
- DMG Taken from Guards and Lords: -1%
- Power: 5
- DMG to Guards and Lords: 1%
- Healing Power: 5
- DMG Taken from Guards and Lords: -1%
- 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
- Weapon Strength: 995-1100
- Healing Power: 239
- Power: 171
- Toughness: 171
- Weapon Strength: -
Weapon Set I
Sigil of Superior DoomYou deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.
- Weapon Strength: 905-1000
- Healing Power: 120
- Power: 85
- Toughness: 85
- Weapon Strength: 924-981
- Healing Power: 120
- Power: 85
- Toughness: 85
Weapon Set II
Sigil of Superior LifeYou gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Sigil of Superior GeomancyYou bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
- Weapon Strength: 905-1000
- Healing Power: 120
- Power: 85
- Toughness: 85
- Weapon Strength: 905-1000
- Healing Power: 120
- Power: 85
- Toughness: 85
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.