Ranger PvE | Dungeon Greatsword, Sword/Axe | Damage Rôdeur bretteur

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Summary

Build rôdeur orienté dégâts utilisant l'espadon avec un switch épée/hache.


I. Weapons and Skills

Zojja's Claymore
  • Weapon Strength: 1045-1155
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
Zojja's Blade
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Reaver
  • Weapon Strength: 900-1110
  • Power: 125
  • Precision: 90
  • Ferocity: 90
  • Weapon Strength: -
  • Weapon Strength: -
  • Mighty Roar3 24
    Pet skills. Give extreme might to nearby allies.
    x5Might: 10 s
  • Slash½
    Slash at your foe, leaving them vulnerable.
    Damage: 129Vulnerability: 5 sRange: 130
  • Bite½ 8
    Bite your foe for heavy damage.
    Damage: 259Range: 130
  • Maul½ 20
    Slash a foe multiple times and make them bleed.
    Damage: 74Range: 130
  • 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 24
    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
  • Quickening Zephyr60
    Survival. You and your pet gain quickness and super speed.
    Quickness: 6 sSuper Speed: 6 s
    • 0
  • Flame Trap 12
    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
  • Frost Spirit½ 20
    Spirit. Summon a frost spirit that has a 75% chance to grant bonus damage to nearby allies.
    Percent damage increase: 10%Duration: 60
    • Cold Snap20
      Your frost spirit releases a freezing blast of arctic air, chilling nearby foes.
      Chilled: 3 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

Weapon and Skill Details

Ce build se joue exclusivement au contact et se base sur divers bonus obtenus en changeant d'armes et en changeant de familiers. Le gameplay est donc très légérement technique du fait des multiples bonus à gérer.

 

Du fait du choix du trait Expertise du trappeur (Escarmouche III), privilégiez la Source curative comme compétence de soin vu qu'il s'agit d'un piège. Il peut être également utile de prendre un autre piège comme le Piège de feu afin d'activer plus facilement le bonus de dégâts d'Assaut du prédateur (Adresse au tir VII) si votre groupe manque d'altérations de déplacement. D'autre part, les dégâts du Piège de feu sont loin d'être négligeables en cumulant la brûlure allongée et les ticks de dégâts directs.

 

Pour les deux autres utilitaires, prenez le Zéphyr accélérant pour disposer d'une célérité supplémentaire et l'Esprit du givre pour augmenter les dégâts de votre équipe.

 

Enfin, j'ai tendance à prendre l'élite Enchevêtrement par défaut, l'immobilisation étant un bon moyen de contrôler vos cibles.

 

 


Traits

Marksmanship

  • Opening Strike
    Cause 5 stacks of vulnerability for 5 seconds with your first strike on entering combat.
    • Enlargement
      When your health drops below 50%, you cast Signet of the Wild.
    • Predator’s Instinct
      Apply 10 seconds of Cripple to foes below 50% when you strike them. This trait has a 30 second internal cooldown.
    • Clarion Bond
      Cast Call of the Wild when you swap pets. 30 second internal cooldown.
  • Alpha Training
    Your pets gains Opening Strike.
    • Brutish Seals
      Activating a signet grants 3 stacks of might for 15 seconds to you and your pet. Your signets gain 20% recharge reduction.
    • Steady Focus
      Deal 10% increased damage when at full endurance.
    • Moment of Clarity
      When you interrupt a foe, you and your pets’ next attack deal 50% more damage. Your daze and stun durations are increased by 100%.
  • Precise Strike
    Your opening strike always critically hits.
    • Predator’s Onslaught
      You and your pet deal 10% increased damage to foes affected by disables or movement impairing abilities.
    • Remorseless
      Regain opening strike whenever you gain fury. Your opening strike deals 25% more damage.
    • Lead the Wind
      While wielding a longbow your attack speed is increased by 10% and your arrows pierce. Longbow and Harpoon gun skills recharge 20% faster.

Skirmishing

  • Tail Wind
    Gain 9s of swiftness by switching your weapons in combat. This trait has a 9 second internal cooldown.
    • Sharpened Edges
      You and your pet have a 66% chance to cause 3s of bleeding when you critically strike.
    • Primal Reflexes
      When you successfully evade an attack gain 5s of Vigor. This trait has a 8 second internal cooldown.
    • Trapper’s Expertise
      Boons and conditions caused by your traps last 60% longer. Your traps recharge 20% faster and your offensive traps cause 2s of cripple.
  • Furious Grip
    Gain 5s of fury by switching your weapons in combat. This trait has a 9 second internal cooldown.
    • Spotter
      Nearby allies gain up to 150 precision.
    • Strider’s Defense
      Your melee attacks have a 25% chance to destroy projectiles. Your sword skills recharge 20% faster.
    • Hidden Barbs
      Bleeding you cause deals 33% more damage.
  • Hunter’s Tactics
    Increase your chance to critically strike by 10% when attacking from behind or the side.
    • Quick Draw
      Combat only. Upon swapping weapons, your next ranger weapon skill used has 66% reduced recharge. This trait has a 9 second internal cooldown.
    • Light on your Feet
      After dodging your damage and condition duration is increased by 5% for the next 4 seconds. Short bow skills recharge 20% faster and pierce.
    • Most Dangerous Game
      While your health is below 50% you gain 5 stacks of might for 3 seconds every second.

Beastmastery

  • Pack Alpha
    Your pet gains up to 150 power, precision, toughness and vitality and their skills recharge 20% faster.
    • Go For The Eyes
      Your pet gains up to 300 toughness. Your pet’s command [[f2]] ability causes 5s of blindness to foes around it.
    • Companion’s Might
      Your critical hits grant 5s of might to your pet. Critical strikes from your pet’s basic attack cause 6s of bleeding.
    • Resounding Timbre
      Your shouts apply 10s of Regeneration and 10s of Swiftness to nearby allies. You shouts recharge 20% faster.
  • Loud Whistle
    While your health is above 90% your pet deals 10% more damage. Your pet swap recharges 20% faster.
    • Wilting Strike
      Your pet inflicts 4s weakness when you activate its command [[f2]] ability.
    • Two-Handed Training
      Greatsword 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 Regeneration
      Your pet gains natural health recovery and their healing power is increased by up to 450.
  • Pet’s Prowess
    Your pets move 30 faster and gain up to 300 ferocity.
    • Beastly Warden
      Your pet’s command [f2] ability causes 2s of taunt to foes around it. This trait has a 15 second internal cooldown.
    • Zephyr’s Speed
      Combat 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 Axes
      Gain 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

Choix des traits.

 

1) Changement d'arme.

 

Quand vous changez d'arme en combat, vous gagnez Rapidité, Fureur et votre prochain attaque d'armes a son rechargement réduit de 66% (Escarmouche traits mineurs et VII). Autrement dit, il faut lancer votre plus grosse attaque après un changement d'arme, ce qui vous permettra de la relancer rapidement. Ce point sera détaillé un peu plus dans la partie sur le gameplay.

 

2) Changement de familier.

 

Quand vous changez de familier, vous gagnez Rapidité, Fureur, Pouvoir et Célérité (Adresse au tir III et Domptage VIII). De plus, le rechargement du changement de familier est réduit de 20% grâce à un trait mineur de Domptage.

 

3) Bonus de dégâts.

 

- 10% si l'endurance est pleine (Adresse au tir V)
- 10% si l'ennemi est immobilisé ou subit une altération de mouvement (Adresse au tir VII)
- 150 de précision pour vous et vos alliés à portée (Escarmouche IV)
- 10 % de coups critiques si vous tapez l'ennemi sur un côté (Escarmouche trait mineur)
- 10 % de dégâts pour votre familier si vous avez plus de 90% de santé (Domptage trait mineur)
- 5 % de dégâts si vous tapez avec un espadon


III. Stat Specifics & Effects

Primary Stats

  • Health 15922 (+0)
  • Vitality 1000 (+0)
  • Armor 2118 (+0)
  • Toughness 1000 (+0)
  • Attack 3712 (+1557)
  • Power 2557 (+1557)
  • Critical Hit 70% (+70%)
  • Precision 2235 (+1235)

Secondary Stats

  • Critical Damage 64% (+64%)
  • Damage 1155 (+0%)
  • Defense 1118 (+0)
  • Ferocity 960 (+960)
  • Swiftness Duration 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. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Duration:

Utility Nourishment

Duration:

Armor & Runes

Zojja's Visage
  • Defense: 102
  • Power: 63
  • Precision: 45
  • Ferocity: 45
Superior Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
Zojja's Shoulderguard
  • Defense: 102
  • Power: 47
  • Precision: 34
  • Ferocity: 34
Superior Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
Zojja's Guise
  • Defense: 355
  • Power: 141
  • Precision: 101
  • Ferocity: 101
Superior Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
Zojja's Grips
  • Defense: 165
  • Power: 47
  • Precision: 34
  • Ferocity: 34
Superior Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
Zojja's Leggings
  • Defense: 229
  • Power: 94
  • Precision: 67
  • Ferocity: 67
Superior Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
Zojja's Striders
  • Defense: 165
  • Power: 47
  • Precision: 34
  • Ferocity: 34
Superior Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision

Armor Stat Totals

  • Defense 1118
  • Power 614
  • Swiftness Duration 30%
  • Precision 440
  • Ferocity 315

Rune Bonuses

Superior Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision

Accessories & Jewels

Mark of the Tethyos HousesOffensive Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Berserker's BackOffensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74

Accessory Totals

  • Power:692
  • Precision:466
  • Ferocity:466

Weapon Set Sigils

Zojja's Claymore
  • Weapon Strength: 1045-1155
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set I

Sigil of Superior Bloodlust

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

Zojja's Blade
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Reaver
  • Weapon Strength: 900-1110
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Sigil of Superior Force
+5% damage.
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set II

Sigil of Superior Force

+5% damage.

Sigil of Superior Accuracy

+7% crit chance.

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Rien de très exotique : de la puissance et des coups critiques.


V. Basic Gameplay

Comme indiqué précédemment, ce build est basé sur les bonus gagnés lors du changement d'arme et du changement de familier.

 

Changement d'arme et attaques puissantes.

 

Après chaque changement d'arme, il faut lancer en priorité le 2 à l'espadon ou le 4 en épée/hache afin qu'ils bénéficient de Visée rapide (réduction de rechargement de 66%). Relancez-les ensuite dès qu'ils sont disponibles.

 

A noter qu'il est possible d'utiliser l'attaque basique de l'arme sans perdre Visée rapide, ce qui permet de temporiser si vos grosses attaques ne sont pas disponibles.

 

Rotation standard.

 

En épée/hache, utilisez en priorité le 4, puis le 1. A noter que le 1 inflige régulièrement l'infirmité sur votre cible ce qui active le bonus de dégâts d'Assaut du prédateur.

 

A l'espadon, utilisez en priorité le 2, puis le 3 et le 4 (2 fois) et enfin le 1. Le 4 inflige infirmité, ce qui active le bonus de dégâts d'Assaut du prédateur.

 

Changement de familier.

 

Indépendamment de vos compétences d'armes, il faut également penser à changer de familier autant que possible afin de bénéficier de fureur, pouvoir et célérité toutes les 16 secondes. Faîtes attention à votre familier, car si il meurt, le rechargement du changement de familier passe à 48 secondes.

 

Important : si votre familier est rangé quand vous engagez le combat, son apparition compte comme un changement de familier et vous fait bénéficier des bonus gratuitement dès le début du combat.


Main Skill Rotation


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