Ranger WvW | Large Group Longbow, Axe/Warhorn | Support DPS Support Ranger
Table of Contents
Summary
Hello everyone. I am making this build and must say its rly good considering its quite uniqe but it works rly well in large groups like when following commander in WvW - EB map. Anyway its my first build with a guide so i will be happy if you can comment to improve it.
I. Weapons and Skills
- 0Regeneration: 10 sSwiftness: 10 s
- 0Regeneration: 10 sSwiftness: 10 s
- 0Regeneration: 10 sSwiftness: 10 s
- 0Regeneration: 10 sSwiftness: 10 s
- 0Regeneration: 10 sSwiftness: 10 s
- 0Regeneration: 10 sSwiftness: 10 s
- 0Regeneration: 10 sSwiftness: 10 s
- 0Regeneration: 10 sSwiftness: 10 s
- 0Regeneration: 10 sSwiftness: 10 s
- 0Regeneration: 10 sSwiftness: 10 s
-
- 0Regeneration: 10 sSwiftness: 10 s
- 0Regeneration: 10 sSwiftness: 10 s
- 0Regeneration: 10 sSwiftness: 10 s
- 0Regeneration: 10 sSwiftness: 10 s
- 0Regeneration: 10 sSwiftness: 10 s
Weapon and Skill Details
LB - the best range in game (1500); Axe/Warhorn - AoE dmg & Buffs.
Healing: "We Heal as One!" is a shout now so you will heal yourself and pet + give regen and swiftness to allies around;
Utility: "Signet of the Wild" and "Signet of Stone" have great passive effects that will make you more survivable. "Guard" is a shout heal that has rly low CD so spam it when you can.
Elite: "Strenght of the Pack" is a must have skill, its now a shout and has low CD (CD for this skill on the page is not up to date).
Traits
Marksmanship
- Opening StrikeCause 5 stacks of vulnerability for 5 seconds with your first strike on entering combat.
- EnlargementWhen your health drops below 50%, you cast Signet of the Wild.
- Predator’s InstinctApply 10 seconds of Cripple to foes below 50% when you strike them. This trait has a 30 second internal cooldown.
- Clarion BondCast Call of the Wild when you swap pets. 30 second internal cooldown.
- Alpha TrainingYour pets gains Opening Strike.
- Brutish SealsActivating a signet grants 3 stacks of might for 15 seconds to you and your pet. Your signets gain 20% recharge reduction.
- Steady FocusDeal 10% increased damage when at full endurance.
- Moment of ClarityWhen you interrupt a foe, you and your pets’ next attack deal 50% more damage. Your daze and stun durations are increased by 100%.
- Precise StrikeYour opening strike always critically hits.
- Predator’s OnslaughtYou and your pet deal 10% increased damage to foes affected by disables or movement impairing abilities.
- RemorselessRegain opening strike whenever you gain fury. Your opening strike deals 25% more damage.
- Lead the WindWhile wielding a longbow your attack speed is increased by 10% and your arrows pierce. Longbow and Harpoon gun skills recharge 20% faster.
Nature Magic
- RejuvenationWhen you receive damage while below 50%, gain 6s of regeneration. This trait has a 18 second internal cooldown.
- Bountiful HunterYou and your pet deal 1% more damage per boon on you.
- Instinctive ReactionWhen your health drops below 50% gain 3s of quickness. Gain 7% of your Healing Power as Power.
- Allies’ AidWhen you begin reviving an ally cast search and rescue on them. You gain 10% increased revive speed.
- Fortifying BondAny boon you gain is shared with your pet.
- Evasive PurityDodging removes blindness, crippling and poison from you. This trait has a 10 second internal cooldown.
- Vigorous TrainingYour pets grant 6s of vigor to allies near them when you swap pets. 15-second internal cooldown.
- Windborne NotesCall of the wild also grants 10s of regeneration. Your warhorn skills recharge 20% faster.
- Lingering MagicBoons you apply last 20% longer. Boons your pet apply last 50% longer.
- Nature’s VengeanceEach of your spirits pulses 3s of a particular boon every 3s. Your spirits gain 100% increased health. The range of spirit activated abilities is increased by 50%.
- Protective WardWhen you receive damage inflict 6s of weakness on foes near you and you gain 4s of protection. This trait has a 15 second internal cooldown.
Beastmastery
- Pack AlphaYour pet gains up to 150 power, precision, toughness and vitality and their skills recharge 20% faster.
- Go For The EyesYour pet gains up to 300 toughness. Your pet’s command [[f2]] ability causes 5s of blindness to foes around it.
- Companion’s MightYour critical hits grant 5s of might to your pet. Critical strikes from your pet’s basic attack cause 6s of bleeding.
- Resounding TimbreYour shouts apply 10s of Regeneration and 10s of Swiftness to nearby allies. You shouts recharge 20% faster.
- Loud WhistleWhile your health is above 90% your pet deals 10% more damage. Your pet swap recharges 20% faster.
- Wilting StrikeYour pet inflicts 4s weakness when you activate its command [[f2]] ability.
- Two-Handed TrainingGreatsword and spear damage is increased by 5% and those skills recharge 20% faster. Greatsword and spear hits have a 50% chance to gain 3s of fury. This trait has a 10 second internal cooldown.
- Natural RegenerationYour pet gains natural health recovery and their healing power is increased by up to 450.
- Pet’s ProwessYour pets move 30 faster and gain up to 300 ferocity.
- Beastly WardenYour pet’s command [f2] ability causes 2s of taunt to foes around it. This trait has a 15 second internal cooldown.
- Zephyr’s SpeedCombat Only. When you swap pets you and your pet gain 3 stacks of might for 15 seconds and 3 seconds of quickness. 15-second internal cooldown.
- Honed AxesGain up to 150 ferocity while wielding an axe in your main hand. Winter’s Bite is now inflicts its effects in an area at your target’s location.
Trait Details
So this are the trait I use, u can do some changes to fit your gamestyle.
I find "Clarion Bond" trait in Marksmanship very usefull since when u swap pets in combat you and nearby allies gain buffs + regen from the trait "Windborne Notes" in Nature Magic line + its a combo finisher that is great in blasting water fields. The upkeep of regen is rly strong.
III. Stat Specifics & Effects
Primary Stats
- Health 15922 (+0)
- Vitality 1000 (+0)
- Armor 3129 (+1065)
- Toughness 2065 (+1065)
- Attack 3199 (+1119)
- Power 2119 (+1119)
- Critical Hit 26% (+26%)
- Precision 1470 (+470)
Secondary Stats
- Boon Duration 10% (+10%)
- Critical Damage 23% (+23%)
- DMG Taken from Guards and Lords -2% (+-2%)
- DMG to Guards and Lords 3% (+3%)
- Damage 1080 (+0%)
- Defense 1064 (+0)
- Experience from Kills 10% (+10%)
- Ferocity 346 (+346)
- Fury Duration 30% (+30%)
- Healing Power 845 (+845)
- Karma 5% (+5%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
So here are the stats. It looks wierd that combination of gear stats but it works perfectly i was rly shocked how well i did, since you are in a large group u don't have to worry abouth might since you will have 25 stacks of might almost all the time. If you need might you can swap to axe and gain might that way, it might happend that you are not neer the meele force all the time.
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Gain healing power equal to 6% of your vitality
Gain healing power equal to 4% of your toughness
Karma: 5%
- (30min)
- Gain healing power equal to 6% of your vitality
- Gain healing power equal to 4% of your toughness
- Karma: 5%
Utility Nourishment
Boon Duration: 10%
Power: 100
Experience from Kills: 10%
- (30min)
- Boon Duration: 10%
- Power: 100
- Experience from Kills: 10%
Armor & Runes
- Defense: 97
- Toughness: 60
- Power: 43
- Precision: 43
- Ferocity: 25
- Fury Duration: 10%
- Ferocity: 50
- 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds)
- Ferocity: 100
- +20% Fury Duration; while under the effects of fury, gain +5% damage.
- Defense: 97
- Toughness: 45
- Power: 32
- Precision: 32
- Ferocity: 25
- Fury Duration: 10%
- Ferocity: 50
- 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds)
- Ferocity: 100
- +20% Fury Duration; while under the effects of fury, gain +5% damage.
- Defense: 338
- Toughness: 134
- Power: 96
- Precision: 96
- Ferocity: 25
- Fury Duration: 10%
- Ferocity: 50
- 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds)
- Ferocity: 100
- +20% Fury Duration; while under the effects of fury, gain +5% damage.
- Defense: 157
- Toughness: 45
- Power: 32
- Precision: 32
- Ferocity: 25
- Fury Duration: 10%
- Ferocity: 50
- 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds)
- Ferocity: 100
- +20% Fury Duration; while under the effects of fury, gain +5% damage.
- Defense: 218
- Toughness: 90
- Power: 64
- Precision: 64
- Ferocity: 25
- Fury Duration: 10%
- Ferocity: 50
- 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds)
- Ferocity: 100
- +20% Fury Duration; while under the effects of fury, gain +5% damage.
- Defense: 157
- Toughness: 45
- Power: 32
- Precision: 32
- Ferocity: 25
- Fury Duration: 10%
- Ferocity: 50
- 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds)
- Ferocity: 100
- +20% Fury Duration; while under the effects of fury, gain +5% damage.
Armor Stat Totals
- Defense 1064
- Ferocity 175
- Fury Duration 30%
- Toughness 419
- Power 299
- Precision 299
Rune Bonuses
Superior Rune of Rage- Ferocity: 25
- Fury Duration: 10%
- Ferocity: 50
- 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds)
- Ferocity: 100
- +20% Fury Duration; while under the effects of fury, gain +5% damage.
Accessories & Jewels
- Power: 5
- DMG to Guards and Lords: 1%
- Power: 5
- DMG to Guards and Lords: 1%
- Power: 5
- DMG to Guards and Lords: 1%
- Healing Power: 5
- DMG Taken from 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:481
- Toughness:466
- Healing Power:702
- DMG to Guards and Lords:3%
- DMG Taken from Guards and Lords:-2%
Weapon Set Sigils
- Weapon Strength: 920-1080
- Power: 239
- Precision: 171
- Ferocity: 171
- Weapon Strength: -
Weapon Set I
Sigil of Superior Fire50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
- Weapon Strength: 857-1048
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 814-900
- Healing Power: 120
- Power: 85
- Toughness: 85
Weapon Set II
Sigil of Superior BattleYou gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Sigil of Superior EnergyYou gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
V. Basic Gameplay
Main Skill Rotation
So this is the opening rotation. Remember you will stay in the back since your range on LB is 1500 so you are safe as long there are no enemies on the backline.
Clossing the gap (900 range)
Swap your LB to axe+wh...use Call of the Wilf to get buffs and regen, you your auto attack and gain your might stacks higher (auto attack bounces up to 3 targets), then use Slitblade and Winter's Bite (Winter's Bite is AoE, look traits).
I didn't go in details above abouth other skills, but just keep in mind that shouts "We heal as One", "Guard", "Strenght in the Pack" are critical skills that you need to use when they are ready ofc depends on the situation you are in so don't use them reclessly.
Now for the Signets. Use them when rly rly needed, like for escaping or more pressure on the enemies.