Ranger PvE | Dungeon Sword/Warhorn, Axe/Axe | Damage Moon Moon - The Sword/Horn PvE Guide

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Summary

Rangers are a very underrated class mostly because a majority of Rangers are stuck in their ways. This build focuses on the highly unused Sword/Warhorn for single target and Axe/Axe for AOE situations.

 

This build also assumes you have a basic understanding of PvE boss fight mechanics and how to micromanage your pet efficiently.


I. Weapons and Skills

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Axe
  • Weapon Strength: 857-1048
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Axe
  • Weapon Strength: 857-1048
  • Power: 120
  • Precision: 85
  • Ferocity: 85
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
  • Stalk30
    Pet skills. Gain stealth.
    Duration: 6Range: 1,200
  • 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:
  • 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:
    • 0
      Swiftness:
  • Hunter's Call20
    Call hawks to swarm your foe.
    Damage (16x): 576Range: 1,500
    • 0
      Swiftness:
    • 0
      Swiftness:
  • Call of the Wild½ 28
    Grant fury, might, and swiftness to yourself and nearby allies.
    Fury: 15 sx3Might: 15 sSwiftness: 15 sRadius: 600Combo Finisher: BlastRange: 750
    • 0
      Swiftness:
    • 0
      Swiftness:
  • Troll Unguent½ 20
    Survival. You and your pet regenerate health over time.
    Health per second: 856Duration: 10
    • 0
      Swiftness:
  • Quickening Zephyr48
    Survival. You and your pet gain quickness and super speed.
    Quickness: 6 sSuper Speed: 6 s
    • 0
      Swiftness:
  • Lightning Reflexes32
    Survival. Evade back with a crack of lightning, dealing damage and gaining vigor.
    Vigor: 10 sDamage: 244Breaks stun
    • 0
      Swiftness:
  • "Sick 'Em"40
    Shout. Your pet runs faster and does more damage.
    Duration: 10Range: 3,000
    • 0
      Swiftness:
  • “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:

Weapon and Skill Details

While your main source of damage will come from your auto attack, a majority of your evasion will come in the form of Hornet Sting and Serpent's Strike. Lightning Reflexes is to be used if you need to dodge out of a PBAOE. The last resort is to actually use endurance to dodge, but use this only if your HS/SS/LR are all on cooldown.

 

Quickening Zephyr is a significant DPS boost, especially when used with Rampage as One or Call of the Wild. Both should be used on cooldown unless the situation arises where you need to be overly mobile and will not be able to take full advantage of it.

 

While some players prefer a different heal, Troll Unguent is the best heal Rangers have. The significantly low cooldown allows you to use it before you get into any significant trouble and not worry about if it will be on cooldown when you need it again.

 

The goal here is to maintain constant uptime of Fury while using % based damage to increase your auto attacks to a point where you are comparable dps to other classes.


II. Traits

Adept Master Grandmaster

Trait Details

The main focus here is +% based damage
10% gain while endurance is full (and we have 3 evasion abilities so we don't need to drain endurance)
10% gain while flanking (don't stand in front of the monster)
10% gain while above 90% which also stacks with the 10% from the Scholar rune 6 piece, thus giving you 20% additional damage while over 90% health


III. Stat Specifics & Effects

Primary Stats

  • Health 15922 (+0)
  • Vitality 916 (+0)
  • Armor 2230 (+250)
  • Toughness 1166 (+250)
  • Attack 3592 (+1726)
  • Power 2642 (+1726)
  • Critical Hit 75% (+75%)
  • Precision 2338 (+1422)

Secondary Stats

  • Agony Resistance 30 (+30)
  • Condition Damage 250 (+250)
  • Condition Duration 20% (+20%)
  • Critical Damage 90% (+90%)
  • Damage 950 (+0%)
  • Defense 1064 (+0)
  • Endurance Regeneration 25% (+25%)
  • Experience from Kills 20% (+20%)
  • Ferocity 1355 (+1355)

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

Berserkers. Simple, efficient, and a ton of Critical Damage.
Until a Precision/Power/Crit Damage set comes out, this is the best we can use.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Curry Butternut Squash Soup
Duration: 30min
Precision: 100
Ferocity: 70
Experience from Kills: 10%
  • (30min)
  • Precision: 100
  • Ferocity: 70
  • Experience from Kills: 10%

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

Berserker's Emblazoned Helm
  • Defense: 97
  • Power: 60
  • Precision: 43
  • Ferocity: 43
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Emblazoned Shoulders
  • Defense: 97
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Emblazoned Coat
  • Defense: 338
  • Power: 134
  • Precision: 96
  • Ferocity: 96
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Emblazoned Gloves
  • Defense: 157
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Emblazoned Pants
  • Defense: 218
  • Power: 90
  • Precision: 64
  • Ferocity: 64
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Emblazoned Boots
  • Defense: 157
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Armor Stat Totals

  • Defense 1064
  • Power 594
  • Ferocity 399
  • Precision 299

Rune Bonuses

Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Accessories & Jewels

Distinguished Circle of LogicUtility Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
Berserker's BackOffensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:692
  • Precision:496
  • Ferocity:466
  • Agony Resistance:30

Weapon Set Sigils

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set I

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Sigil of Superior Accuracy

+7% crit chance.

Berserker's Axe
  • Weapon Strength: 857-1048
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Axe
  • Weapon Strength: 857-1048
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set II

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Sigil of Superior Bloodlust

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

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
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.

Water Weapon 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)

Water Weapon II

Sigil of Superior Accuracy

+7% crit chance.

Upgrade Item Details

I personally enjoy Sigil of Fire even on a single target dps fight. The damage from the fire aoe is enough and is instant. Triggering almost on cooldown, this is a significant dps increase. Charge your Bloodlust on trash with the Axe/Axe, as Axe is the strongest non stacked damage output (especially with Sigil of Fire) a ranger can get.

 

The Sigil going onto the sword is always a conversation piece, and it really depends on the user. While some claim that Crit/%damage is the best way to go, others claim that %damage based on time of day is best. I find that with the speed of the auto attack, and the damage of the fire proc with a 5 second cooldown, there would need to be some significant RNG in the ways of crits to counter the damage gain from the Sigil proc.

 


V. Basic Gameplay

Solo Boss DPS
Depending on the boss, it should be mostly safe for you to stand in flanking position to the target. In this situation you will be using Sword/Horn. Maintain your pet position to stay ontop of you to help mitigate possible damage you might take. Use evasion abilities instead of endurance to move out of red circles. While you have faster endurance regen, you will do more damage the better you get at using these evasion abilities.

 

Trash/AOE
Axe/Axe is a beast. With the addition of Sigil of Fire, you will do significant damage to 3 or more "close" targets". If you need to pull an enemy in, be sure that you line up your forward arc to hit multiple mobs, as Path of Scars hits twice and does significant damage. Charge your Sigil of Bloodlust on trash so you can be ready for bosses.

 

Single Target Ranged DPS
While not ideal in this situation, Axe/Warhorn can be used here. This build is generally not going to shine in this situation, but you can do decent damage with just Axe/Warhorn.


Main Skill Rotation

“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
Call of the Wild½ 28
Grant fury, might, and swiftness to yourself and nearby allies.
Fury: 15 sx3Might: 15 sSwiftness: 15 sRadius: 600Combo Finisher: BlastRange: 750
Stalk30
Pet skills. Gain stealth.
Duration: 6Range: 1,200
"Sick 'Em"40
Shout. Your pet runs faster and does more damage.
Duration: 10Range: 3,000
Quickening Zephyr48
Survival. You and your pet gain quickness and super speed.
Quickness: 6 sSuper Speed: 6 s
Slash½
Slash your foe.
Damage: 202Range: 130

Start with Warhorn to Grab Boons
Rampage As one for Fury and Stability
Stalk/Sick'em to initiate your pet's maximum output with RaO
Quickening Zephyr and Auto Attack as your main source of DPS

 

The reasoning for starting with RaO before CotW is because the loss of uptime on might is an actual dps loss if cast second due to the Fury stack being overwritten anyway if RaO is cast second not stacking. 2 Seconds of Fury < 5 Seconds of Might (unless RNG is not in your favor).

 

When in doubt, you are a Ranger, best class in the game! Just do what Moon Moon would do, flail around like an idiot with auto attack animations you can't control very well :)
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Comments

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@ 12:08 AM, Sun October 27 2013 Reply
Personally I would drop Sharpened Edges for Pet's Prowess. That's 30% more crit damage for your pet which will usually end up giving you more DPS than a handful of weak bleeds.

I also think it's worth going 15 points into Nature Magic for Fortifying Bond. It gives the pet boons that can help max your DPS and maybe even given them some more survivability. Pets are one of the lowest priority targets for receiving boons. A patch this year changed boons so that they will affect players before they affect pets, so if five players are in range of the boon giver, the pet won't receive the boon. For boons like Might, this means the pet ranger will benefit twice from it, for things like Fury this means the ranger's full DPS will benefit fully from it (say the ranger is given 75% of the class DPS and the pet is given 25%, because fury works off of the owner's DPS, Fury on a ranger is only worth 75% of the class DPS, while on a warrior it is worth 100% of the class DPS, the pet needs to receive Fury as well to gain the crit chance increase, Might is the opposite, a warrior can only benefit from 25 stacks of Might, a ranger can benefit from 50 stacks if half of them are on the pet).
@ 05:44 AM, Mon January 06 2014 Reply
I really like this trait build i have used 20 25 25 for a while now. I do switch weapons though, i have sword/warhorn always, and then depending on what i do, grind ori, boss fights etc i switch between longbow, shortbow and greatsword. i also switch marksmanship traits depending on what is needed. perception for all is great but sometimes piercing arrows is better for constant aoe with bow, just target as far away as possible. and sometimes it is great with 1500 longbow range, taking down pillars at jormag etc. going to try the sigil of superior fire.