Ranger WvW | Small Group Sword/Torch, Axe/Dagger | Roamer "Guard" Regen Ranger
Table of Contents
Summary
This build utilizes specific traits to allow permanent swiftness and regeneration for you, your pet, and the people around you. It is great for SPvP and Tournaments along with solo roaming and with a small group in WvW.
I. Weapons and Skills
- Weapon Strength: 905-1000
- Healing Power: 120
- Toughness: 85
- Condition Damage: 85
- Weapon Strength: 789-926
- Healing Power: 120
- Toughness: 85
- Condition Damage: 85
- Weapon Strength: 857-1048
- Healing Power: 120
- Toughness: 85
- Condition Damage: 85
- Weapon Strength: 924-981
- Healing Power: 120
- Toughness: 85
- Condition Damage: 85
- Kick¼Kick your foe, crippling them for a short time.Damage: 202Crippled: 2 sRange: 400Range: 130
- Pounce¾Leap at your foe, striking them. Your pet gains might.Damage: 235Might: 5 sRange: 430
- Monarch's Leap¾Leap back into the fight, crippling your foe.Damage: 336Crippled: 3 sCombo Finisher: LeapRange: 600
- 0Regeneration: 10 s
- 0Regeneration: 10 s
- 0Regeneration: 10 s
- 0Regeneration: 10 s
- 0Regeneration: 10 s
- 0Regeneration: 10 s
- 0Regeneration: 10 s
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- 0Regeneration: 10 s
- 0Regeneration: 10 s
- 0Regeneration: 10 s
- 0Regeneration: 10 s
- 0Regeneration: 10 s
Weapon and Skill Details
I use Axe/Dagger with Sword/Torch because you have weapon dodges with each set, and it's not all on only one weapon swap. Each set has one poison apply, and with constant swapping you can have permanent poison. Sword/Torch allows you to Bonfire, and Hornet Sting/Monarch Leap into it for a Fire Shield. Extreme bleed burst with the Axe/Dagger, and ability to chase down opponents with Crippling Talon and Winter's Bite.
For the healing skill, I swap between Troll Unguent and Healing Spring depending on whether or not I'm with people. Lightning Reflexes is a great tool to get out of stuns and tight places, plus gives Vigor. Guard it the number one thing you must get used to spamming every 12 seconds. This is what the build revolves around. Make sure to Guard where you're fighting or your pet will be sitting somewhere where the fight isn't happening. Signet of the Wild is just for the passive heals, love it and appreciate it. For the elite you can switch between all of them to be honest. The Spirit is good for ressing (you shouldn't have a problem with dying) and Rampage as One is good for the Stability if you're fighting CC spamming foes. Canine pets are amazing for their knockdowns and F2 skills. Use the Wolf's fear as much as possible and try to use it smart to fear people off ledges and stuff like that.
II. Traits
Marksmanship
Skirmishing
Wilderness Survival
Nature Magic
Trait Details
The traits are built around boon duration, toughness, and regeneration. Wilderness Survival can be switched out to Shared Anguish. Empathetic Bond is probably the number one thing you need to keep and keeps you from dying. With no other condition removal, you must ensure your pet stays alive to take the conditions from you. Nature's Voice and Shout Mastery must stay there, as they give you the cooldown reduction to keep permanent Swiftness and Regeneration.
III. Stat Specifics & Effects
Primary Stats
- Health 18922 (+3000)
- Vitality 1216 (+300)
- Armor 3175 (+1195)
- Toughness 2111 (+1195)
- Attack 1879 (+0)
- Power 916 (+0)
- Precision 916 (+0)
Secondary Stats
- Agony Resistance 10 (+10)
- Boon Duration 40% (+40%)
- Burning Duration 20% (+20%)
- Condition Damage 1451 (+1451)
- Condition Duration 40% (+40%)
- DMG Taken from Guards and Lords -4% (+-4%)
- Damage 963 (+0%)
- Defense 1064 (+0)
- Endurance Regeneration 25% (+25%)
- Experience from Kills 20% (+20%)
- Healing Power 1583 (+1583)
- Pet Attribute Bonus 10 (+10)
- Regeneration Duration 33% (+33%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
You will be getting permanent Regeneration and Swiftness with Guard. Make sure to spam this often as it helps you roam when not in combat. Keep your pet stowed while using Guard because your pet will attack anything hostile and put you in combat, slowing you down.
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
- (30min)
- Condition Duration: 40%
- Condition Damage: 70
- Experience from Kills: 10%
Utility Nourishment
Gain Condition damage equal to 6% of your toughness
Gain Condition damage equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain Condition damage equal to 6% of your toughness
- Gain Condition damage equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 97
- Healing Power: 60
- Toughness: 43
- Condition Damage: 43
- Healing Power: 25
- When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
- Healing Power: 50
- Boon Duration: 10%
- Healing Power: 100
- When you use a heal skill, grant fury to nearby allies for 5 seconds. (Cooldown: 10 seconds)
- Defense: 97
- Healing Power: 45
- Toughness: 32
- Condition Damage: 32
- Healing Power: 25
- When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
- Healing Power: 50
- Boon Duration: 10%
- Healing Power: 100
- When you use a heal skill, grant fury to nearby allies for 5 seconds. (Cooldown: 10 seconds)
- Defense: 338
- Healing Power: 134
- Toughness: 96
- Condition Damage: 96
- Healing Power: 25
- When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
- Healing Power: 50
- Boon Duration: 10%
- Healing Power: 100
- When you use a heal skill, grant fury to nearby allies for 5 seconds. (Cooldown: 10 seconds)
- Defense: 157
- Healing Power: 45
- Toughness: 32
- Condition Damage: 32
- Healing Power: 25
- When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
- Healing Power: 50
- Boon Duration: 10%
- Healing Power: 100
- When you use a heal skill, grant fury to nearby allies for 5 seconds. (Cooldown: 10 seconds)
- Defense: 218
- Healing Power: 90
- Toughness: 64
- Condition Damage: 64
- Healing Power: 25
- When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
- Healing Power: 50
- Boon Duration: 10%
- Healing Power: 100
- When you use a heal skill, grant fury to nearby allies for 5 seconds. (Cooldown: 10 seconds)
- Defense: 157
- Healing Power: 45
- Toughness: 32
- Condition Damage: 32
- Healing Power: 25
- When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
- Healing Power: 50
- Boon Duration: 10%
- Healing Power: 100
- When you use a heal skill, grant fury to nearby allies for 5 seconds. (Cooldown: 10 seconds)
Armor Stat Totals
- Defense 1064
- Healing Power 594
- Boon Duration 10%
- Toughness 299
- Condition Damage 299
Rune Bonuses
Superior Rune of Altruism- Healing Power: 25
- When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
- Healing Power: 50
- Boon Duration: 10%
- Healing Power: 100
- When you use a heal skill, grant fury to nearby allies for 5 seconds. (Cooldown: 10 seconds)
Accessories & Jewels
- Healing Power: 5
- Agony Resistance: 5
- Healing Power: 5
- Agony Resistance: 5
- Healing Power: 5
- DMG Taken from Guards and Lords: -1%
- Condition Damage: 5
- DMG Taken from Guards and Lords: -1%
- Condition Damage: 5
- DMG Taken from Guards and Lords: -1%
- Healing Power: 5
- DMG Taken from Guards and Lords: -1%
Accessory Totals
- Toughness:426
- Condition Damage:436
- Healing Power:649
- Agony Resistance:10
- DMG Taken from Guards and Lords:-4%
Weapon Set Sigils
- Weapon Strength: 905-1000
- Healing Power: 120
- Toughness: 85
- Condition Damage: 85
- Weapon Strength: 789-926
- Healing Power: 120
- Toughness: 85
- Condition Damage: 85
Weapon Set I
Sigil of Superior HydromancyYou freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior SmolderingWhen you apply burning it lasts 20% longer.
- Weapon Strength: 857-1048
- Healing Power: 120
- Toughness: 85
- Condition Damage: 85
- Weapon Strength: 924-981
- Healing Power: 120
- Toughness: 85
- Condition Damage: 85
Weapon Set II
Sigil of Minor CorruptionYou gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)
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
- Toughness: 85
- Condition Damage: 85
- Weapon Strength: 905-1000
- Healing Power: 120
- Toughness: 85
- Condition Damage: 85
Water Weapon I
Sigil of Superior AgonyBleeds you apply last 20% longer.
Water Weapon II
Sigil of Superior HydromancyYou freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Upgrade Item Details
Apothecary gear is a must for condition regen builds. Coupled with Runes of Altruism, you have enough boon duration to keep 100% swiftness and regeneration uptime.
V. Basic Gameplay
Use Guard all the time to keep up that swiftness and roam around in WvW. You can even use Guard to escort Dolyaks if you're into that kind of thing.
Main Skill Rotation
When getting into a fight, start off with Guard and your sword/torch and use Throw Torch to get initial fire on them and get into combat while using Rampage as One for the almighty stability. Switch to axe/dagger and pop off the Sigil of Geomancy to get the first 3 stacks of bleed and go to town. Look up at the skill rotation, and remember to utilize that F2 fear!