Ranger PvE | Open World Sword/Axe, Longbow | Damage Killer of Dhuum's Crit Ranger with Survivability

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Summary

After months of experimenting and failure after failure, I found this to be the best build for my ranger Killer of Dhuum in PvE, and WvW. It has major Critical Damage, Critical Chance. It also has survivability with Toughness and Vitality that is not to be scoffed at.
This build except for the traits can also be used for a crit thief.


I. Weapons and Skills

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Axe
  • Weapon Strength: 857-1048
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Longbow
  • Weapon Strength: 920-1080
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Mighty Roar3 30
    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: 202Range: 130
    • Kick¼
      Kick your foe, crippling them for a short time.
      Damage: 202Crippled: 2 sRange: 400Range: 130
    • Pounce¾
      Leap at your foe, striking them. Your pet gains might.
      Damage: 235Might: 5 sRange: 430
  • Hornet Sting½ 8
    Stab your foe, then evade backward.
    Damage: 235Range: 130
    • Monarch's Leap¾
      Leap back into the fight, crippling your foe.
      Damage: 336Crippled: 3 sCombo Finisher: LeapRange: 600
    • 0
      Swiftness: Vigor:
  • Serpent's Strike1 15
    Do an evasive roll around your target, striking them and poisoning them.
    Damage: 235x2Poison: 6 s (504 damage)Range: 130
    • 0
      Swiftness: Vigor:
    • 0
      Swiftness: Vigor:
  • Path of Scars½ 15
    Throw your axe so that it returns to you, striking foes each way and pulling enemies on the return flight.
    Damage: 435Combo Finisher: ProjectileRange: 1,200
    • 0
      Swiftness: Vigor:
    • 0
      Swiftness: Vigor:
  • Whirling Defense25
    Blocks projectiles while damaging nearby foes.
    x12Vulnerability: 10 sDamage (12x): 1,008Retaliation: 4 sDuration: 5Combo Finisher: Whirl
    • 0
      Swiftness: Vigor:
    • 0
      Swiftness: Vigor:
  • 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: WaterVigor: 5 s
    • 0
      Swiftness: Vigor:
  • Signet of Stone80
    Signet Passive: Improves toughness for you and your pet.
    Signet Active: Your pet takes no damage from attacks.
    Duration: 6
    • 0
      Swiftness: Vigor:
  • Signet of the Hunt30
    Signet Passive: Grants 25% increased movement speed to you and your pet.
    Signet Active: Your pet's next attack deals more damage.
    • 0
      Swiftness: Vigor:
  • "Sick 'Em"40
    Shout. Your pet runs faster and does more damage.
    Duration: 10Range: 3,000
    • 0
      Swiftness: Vigor:
  • “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: Vigor:

Weapon and Skill Details

I use a variety of weapons. The Longbow, Sword/Axe being my favorite in WvW. Altho, depending on my mood, I switch to Greatsword/Longbow, or Longbow/Shortbow or Greatsword, Axe/Dagger or Axe/Axe etc. It's a very versatile build and can accommodate any weapons but a bow should always be equipped no matter what you use for the alt weapons. You don't really need to change traits for the weapons unless you go permanent Axe on main hand or Greatsword/Bow weapons and then you'd want to change the Skirmishing trait (V) to more crit dmg when having an axe in mainhand and on the Marksmanship traitline there is a trait for more greatsword damage.
And above all, always use cats. They are most effective for the ranger running this build. I prefer to use the Jungle Stalker and the Panther.


II. Traits

Adept Master Grandmaster

Trait Details

These are pretty straight forward except for what I already stated that if you plan to use an Axe or Greatsword as permanent weapons and not changing constantly like I do then change the traits accordingly for more damage from the Axe and Greatsword.


III. Stat Specifics & Effects

Primary Stats

  • Health 17132 (+1210)
  • Vitality 1037 (+121)
  • Armor 2738 (+758)
  • Toughness 1674 (+758)
  • Attack 2874 (+934)
  • Power 1850 (+934)
  • Critical Hit 70% (+70%)
  • Precision 2243 (+1327)

Secondary Stats

  • Boon Duration 10% (+10%)
  • Condition Damage 100 (+100)
  • Condition Duration 20% (+20%)
  • Critical Damage 43% (+43%)
  • Damage 1024 (+0%)
  • Defense 1064 (+0)
  • Experience from Kills 25% (+25%)
  • Ferocity 655 (+655)
  • Movement Speed 25% (+25%)
  • Regeneration Duration 33% (+33%)

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

When in WvW or PvE, the numbers as far as Toughness, Armor, and Vitality will change. While making this, my Vitality for my ranger in WvW is a little over 17k. And of course certain boons and conditions, area, other players in area will change these.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Omnomberry Ghost
Duration: 45min
66% chance to steal life on critical.
Precision: 70
Experience from Kills: 15%
  • (45min)
  • 66% chance to steal life on critical.
  • Precision: 70
  • Experience from Kills: 15%

Utility Nourishment

Master Maintenance Oil
Duration: 30min
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain precision equal to 6% of your toughness
  • Gain precision equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Nika's Mask of Infiltration
  • Defense: 97
Superior Rune of the Eagle
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +6% damage against targets with less than 50% health.
Nika's Pauldrons of Infiltration
  • Defense: 97
Superior Rune of the Eagle
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +6% damage against targets with less than 50% health.
Orrian Reward Breastplate
  • Defense: 338
Superior Rune of the Eagle
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +6% damage against targets with less than 50% health.
Nika's Gloves of Infiltration
  • Defense: 157
Superior Rune of the Eagle
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +6% damage against targets with less than 50% health.
Orrian Reward legguards
  • Defense: 218
Superior Rune of the Eagle
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +6% damage against targets with less than 50% health.
Nika's Boots of Infiltration
  • Defense: 157
Superior Rune of the Eagle
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +6% damage against targets with less than 50% health.

Armor Stat Totals

  • Defense 1064
  • Precision 175
  • Ferocity 100

Rune Bonuses

Superior Rune of the Eagle
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +6% damage against targets with less than 50% health.

Accessories & Jewels

Amulet of the SkiesOffensive Slot
  • Toughness: 157
  • Power: 108
  • Precision: 108
Precise InfusionOffensive Infusion
  • Precision: 4
Soldier's Back
  • Power: 30
  • Toughness: 21
  • Vitality: 21
(Infused)
Knight's Jewel
  • Precision: 25
  • Toughness: 15
  • Power: 15
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Precise InfusionOffensive Infusion
  • Precision: 4
Knight's Ring
  • Toughness: 90
  • Power: 64
  • Precision: 64
(Infused)
Knight's Jewel
  • Precision: 25
  • Toughness: 15
  • Power: 15
Knight's Earring
  • Toughness: 75
  • Power: 53
  • Precision: 53
Knight's Jewel
  • Precision: 25
  • Toughness: 15
  • Power: 15
Knight's Earring
  • Toughness: 75
  • Power: 53
  • Precision: 53
Knight's Jewel
  • Precision: 25
  • Toughness: 15
  • Power: 15

Accessory Totals

  • Power:494
  • Precision:471
  • Toughness:478
  • Vitality:21
  • Ferocity:85

Weapon Set Sigils

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Axe
  • Weapon Strength: 857-1048
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Superior Sigil of Perception
Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set I

Superior Sigil of Perception

Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Sigil of Superior Accuracy

+7% crit chance.

Berserker's Longbow
  • Weapon Strength: 920-1080
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Superior Sigil of Perception
Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Weapon Set II

Superior Sigil of Perception

Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Superior Sigil of Perception
Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)
Superior Sigil of Perception
Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Water Weapon I

Superior Sigil of Perception

Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Water Weapon II

Superior Sigil of Perception

Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Upgrade Item Details

You will always want to use the Maintenance Oil and Omnomberry Ghosts or equivalent on your ranger with this build mainly for the added critical chance and the health steal per crit hit. I will eventually upgrade all accessories to ascended staying with the Power/Precision/Toughness stats with Precision infusions.


V. Basic Gameplay

Basically, if you're in WvW, try to get 25 stacks of perception from the creatures near the spawn points altho this is not mandatory as you will get stacks from killing enemies. Always keep an eye on consumables as these are important and could be considered vital to your survivability. The health steal has kept me alive just enuf to finish off guardians, necros and those classes with very high toughness and vitality. Toughness might eat up the critical damage but life steal is armor ignoring and unavoidable unless shot is blocked of course which is a problem when dealing with Guardians and Warriors and some Engineers. When heading into battle, always always always blast "Rage As One" which with the consumables and stacks of perception will put you over 100% critical chance which means 6.6 times out of 10 hits will steal health with the Omnomberry Ghosts.There is no cooldown with that life steal. Once you've got your target locked then hit "Sic 'em". trust me once you hit this your pet will do more damage than you will and even down fools that are glass cannons. One good thing rangers have going for them is that a majority of ignorant fools think rangers suck or are all glass cannons. These are people that have failed with rangers cuz they don't know how to play the class. Yes, there WAS the ranger bunker build but since Arena Net nerfed it, it no longer is viable.
When dealing with more than a few enemies, hit Barrage to keep the life steal going while smashing these fools that thought they'd get an easy kill off of you. I've been in skirmishes where I was fighting 5+ enemies by myself and was able to stay alive long enuf to take out a few of them before they eventually overwhelm me due to cooldowns.
If you're a ranger and not using Healing Spring you're an idiot. And this is because you need your pet alive. If your pet dies you take all damage that your pet would have took and healing spring heals the fastest and lasts longest and cure conditions than the other ranger heal skills.
Speaking of your pet, if your pet dies and you fail to keep it alive, immediately switch to next pet. Your survivability is not only dependent on your skill but your ability to keep you pet alive. This doesn't mean to use a "tank" pet like a bear cuz you'll only be hurting yourself. The key in defeating your enemy is to have a pet that can deal massive damage to help bring enemy down. Which is why I use the Jungle Stalker and the Panther due to the High Precision they have and that means higher Crit Chance for them.
Other than that, you will need to play the build to get used to it and find your sweet spot so to speak when using the build.
And have confidence. One of the key skills of this build. Confidence. If you're a little sissy and run away from fights and get scared, then don't use this build and forget my name cuz if you run you will be killed plain as that. you can't defend yourself when your cowering and pissing your panties.
To build confidence you could do a multitude of things. Challenge enemies to 1v1 and when they refuse or try to troll you then you know they are scared of you. You could just smash lone enemies to see the power of the build or you could also get the hell away from your mother's nipple once in a while and be a man.


Main Skill Rotation

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