Ranger WvW | Small Group Sword/Torch, Axe/Dagger | Roamer "Guard" Regen Ranger

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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

Apothecary's Sword
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Torch
  • Weapon Strength: 789-926
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Axe
  • Weapon Strength: 857-1048
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Dagger
  • Weapon Strength: 924-981
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Harpoon Gun
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Spear
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
  • Terrifying Howl2 45
    Pet skills. Howl at foes to send them running in fear.
    Damage: 49Fear: 2 sRange: 500
  • Bite¼
    Bite your foe.
    Damage: 122Range: 130
  • Crippling Leap¼ 20
    Leap at your foe and cripple them.
    Damage: 248Crippled: 5 sRange: 130
  • Brutal Charge40
    Leap at your foe and knock them down.
    Damage: 248Knockdown: 2 sCombo Finisher: LeapRange: 350
  • 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
      Regeneration: 10 s
  • 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
      Regeneration: 10 s
    • 0
      Regeneration: 10 s
  • Throw Torch½ 12
    Throw your torch and burn your foe.
    Damage: 151x2Burning: 6 s (1968 damage)Range: 1,500
    • 0
      Regeneration: 10 s
    • 0
      Regeneration: 10 s
  • Bonfire½ 20
    Set a fire around you, burning foes.
    Duration: 8Damage (8x): 256x8Burning: 3 s (2624 damage)Radius: 240Combo Field: Fire
    • 0
      Regeneration: 10 s
    • 0
      Regeneration: 10 s
  • Troll Unguent½ 25
    Survival. You and your pet regenerate health over time.
    Health per second: 856Duration: 10
    • 0
      Regeneration: 10 s
  • Lightning Reflexes40
    Survival. Evade back with a crack of lightning, dealing damage and gaining vigor.
    Vigor: 10 sDamage: 244Breaks stun
    • 0
      Regeneration: 10 s
  • "Guard" 1 12
    Shout. Your pet will aggressively protect the target area.
    Duration: 180Range: 1,200Regeneration: 10 s
    • 0
      Regeneration: 10 s
  • Signet of the Wild½ 60
    Signet Passive: Grants health regeneration to you and your pet.
    Signet Active: Your pet grows larger, dealing more damage and gaining stability.
    Passive effect: 62 healx5Stability: 8 sEnlarged: 8 s Damage Increase: 25%Movement Speed Increase: 50%Duration: 8
    • 0
      Regeneration: 10 s
  • “Strength of the Pack!”1 48
    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: 20Regeneration: 10 s
    • 0
      Regeneration: 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

Adept Master Grandmaster

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

  • 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

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

Rare Veggie Pizza
Duration: 30min
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration: 40%
  • Condition Damage: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Tuning Crystal
Duration: 30min
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

Apothecary's Emblazoned Helm
  • Defense: 97
  • Healing Power: 60
  • Toughness: 43
  • Condition Damage: 43
Superior Rune of Altruism
  1. Healing Power: 25
  2. When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. Boon Duration: 10%
  5. Healing Power: 100
  6. When you use a heal skill, grant fury to nearby allies for 5 seconds. (Cooldown: 10 seconds)
Apothecary's Emblazoned Shoulders
  • Defense: 97
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Superior Rune of Altruism
  1. Healing Power: 25
  2. When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. Boon Duration: 10%
  5. Healing Power: 100
  6. When you use a heal skill, grant fury to nearby allies for 5 seconds. (Cooldown: 10 seconds)
Apothecary's Emblazoned Coat
  • Defense: 338
  • Healing Power: 134
  • Toughness: 96
  • Condition Damage: 96
Superior Rune of Altruism
  1. Healing Power: 25
  2. When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. Boon Duration: 10%
  5. Healing Power: 100
  6. When you use a heal skill, grant fury to nearby allies for 5 seconds. (Cooldown: 10 seconds)
Apothecary's Emblazoned Gloves
  • Defense: 157
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Superior Rune of Altruism
  1. Healing Power: 25
  2. When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. Boon Duration: 10%
  5. Healing Power: 100
  6. When you use a heal skill, grant fury to nearby allies for 5 seconds. (Cooldown: 10 seconds)
Apothecary's Emblazoned Pants
  • Defense: 218
  • Healing Power: 90
  • Toughness: 64
  • Condition Damage: 64
Superior Rune of Altruism
  1. Healing Power: 25
  2. When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. Boon Duration: 10%
  5. Healing Power: 100
  6. When you use a heal skill, grant fury to nearby allies for 5 seconds. (Cooldown: 10 seconds)
Apothecary's Emblazoned Boots
  • Defense: 157
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Superior Rune of Altruism
  1. Healing Power: 25
  2. When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. Boon Duration: 10%
  5. Healing Power: 100
  6. 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
  1. Healing Power: 25
  2. When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. Boon Duration: 10%
  5. Healing Power: 100
  6. When you use a heal skill, grant fury to nearby allies for 5 seconds. (Cooldown: 10 seconds)

Accessories & Jewels

The Beetlestone DiamondUtility Slot
  • Healing Power: 157
  • Toughness: 108
  • Condition Damage: 108
Versatile Healing InfusionOmni Infusion
  • Healing Power: 5
  • Agony Resistance: 5
0
    (Infused)
    Versatile Healing InfusionOmni Infusion
    • Healing Power: 5
    • Agony Resistance: 5
    Lucce SealDefensive Slot
    • Healing Power: 126
    • Toughness: 85
    • Condition Damage: 85
    (Infused)
    Healing WvW InfusionDefensive Infusion
    • Healing Power: 5
    • DMG Taken from Guards and Lords: -1%
    Purge SignetOffensive Slot
    • Healing Power: 126
    • Toughness: 85
    • Condition Damage: 85
    (Infused)
    Malign WvW InfusionOffensive Infusion
    • Condition Damage: 5
    • DMG Taken from Guards and Lords: -1%
    Ancient Karka CarapaceOffensive Slot
    • Healing Power: 110
    • Toughness: 74
    • Condition Damage: 74
    Malign WvW InfusionOffensive Infusion
    • Condition Damage: 5
    • DMG Taken from Guards and Lords: -1%
    Passiflora KarkinataDefensive Slot
    • Healing Power: 110
    • Toughness: 74
    • Condition Damage: 74
    Healing WvW InfusionDefensive Infusion
    • 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

    Apothecary's Sword
    • Weapon Strength: 905-1000
    • Healing Power: 120
    • Toughness: 85
    • Condition Damage: 85
    Apothecary's Torch
    • Weapon Strength: 789-926
    • Healing Power: 120
    • Toughness: 85
    • Condition Damage: 85
    Sigil of Superior Hydromancy
    You 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 Smoldering
    When you apply burning it lasts 20% longer.

    Weapon Set I

    Sigil of Superior Hydromancy

    You 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 Smoldering

    When you apply burning it lasts 20% longer.

    Apothecary's Axe
    • Weapon Strength: 857-1048
    • Healing Power: 120
    • Toughness: 85
    • Condition Damage: 85
    Apothecary's Dagger
    • Weapon Strength: 924-981
    • Healing Power: 120
    • Toughness: 85
    • Condition Damage: 85
    Sigil of Minor Corruption
    You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)
    Sigil of Superior Geomancy
    You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

    Weapon Set II

    Sigil of Minor Corruption

    You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

    Sigil of Superior Geomancy

    You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

    Apothecary's Harpoon Gun
    • Weapon Strength: 905-1000
    • Healing Power: 120
    • Toughness: 85
    • Condition Damage: 85
    Apothecary's Spear
    • Weapon Strength: 905-1000
    • Healing Power: 120
    • Toughness: 85
    • Condition Damage: 85
    Sigil of Superior Agony
    Bleeds you apply last 20% longer.
    Sigil of Superior Hydromancy
    You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

    Water Weapon I

    Sigil of Superior Agony

    Bleeds you apply last 20% longer.

    Water Weapon II

    Sigil of Superior Hydromancy

    You 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.

     

    Your text to link here...


    Main Skill Rotation

    "Guard" 1 12
    Shout. Your pet will aggressively protect the target area.
    Duration: 180Range: 1,200Regeneration: 10 s
    Throw Torch½ 12
    Throw your torch and burn your foe.
    Damage: 151x2Burning: 6 s (1968 damage)Range: 1,500
    Crippling Talon½ 12
    Throw a dagger to bleed and cripple your foe.
    Damage: 252Crippled: 6 sx3Bleeding: 8 s (1020 damage)Combo Finisher: ProjectileRange: 1,500
    “Strength of the Pack!”1 48
    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: 20Regeneration: 10 s
    Stalker's Strike½ 8
    Stab and poison your foe while evading attacks.
    Damage: 67x3Poison: 8 s (840 damage)Range: 250
    Splitblade¾ 6
    Throw a spread pattern of five whirling axes that bleeds foes.
    Damage (5x): 170x5Bleeding: 6 s (1275 damage)Combo Finisher: Projectile (20% chance)Range: 900
    Winter's Bite½ 10
    Throw an axe to chill your foe. Your pet's next attack inflicts weakness.
    Damage: 168Chilled: 3 sRange: 900
    Terrifying Howl2 45
    Pet skills. Howl at foes to send them running in fear.
    Damage: 49Fear: 2 sRange: 500
    Bonfire½ 20
    Set a fire around you, burning foes.
    Duration: 8Damage (8x): 256x8Burning: 3 s (2624 damage)Radius: 240Combo Field: Fire
    Hornet Sting½ 8
    Stab your foe, then evade backward.
    Damage: 235Range: 130
    Throw Torch½ 12
    Throw your torch and burn your foe.
    Damage: 151x2Burning: 6 s (1968 damage)Range: 1,500
    Monarch's Leap¾
    Leap back into the fight, crippling your foe.
    Damage: 336Crippled: 3 sCombo Finisher: LeapRange: 600
    Serpent's Strike1 15
    Do an evasive roll around your target, striking them and poisoning them.
    Damage: 235x2Poison: 6 s (504 damage)Range: 130
    "Guard" 1 12
    Shout. Your pet will aggressively protect the target area.
    Duration: 180Range: 1,200Regeneration: 10 s
    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
    "Guard" 1 12
    Shout. Your pet will aggressively protect the target area.
    Duration: 180Range: 1,200Regeneration: 10 s
    Troll Unguent½ 25
    Survival. You and your pet regenerate health over time.
    Health per second: 856Duration: 10

    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!


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