Hi Everyone!
People have been asking for a good WvW ranger build for a very long time, so I’ve decided to get off my lazy kitten and post one This should take care of you in WvW very nicely, enjoy this pwnage build in WvW.
(This build is made for group/guild WvW play, and is not recommended for SPvP or solo play. Please recognize this when posting your critiques and comments)
THE BUILD
The best thing a ranger can bring to WvW is very high, very sustainable damage. We can keep consistent damage on a target like no other class can, and from 1200-1500 range no less. Sitting in the back and melting targets is what we do best, and this build will help you to do that, along with providing your group the best buffs that we can give to a group.
THE WEAPONS
- Long Bow – Too good in WvW to pass up. Every melee class in the game is better at melee than you in 80% of situations, especially cluster situations like in WvW, so stick to this, especially because of the 1500 range. Taking out siege on walls with the #5 AoE after popping quickness from your Quickening Zephyr or pet swap becomes easy, not to mention taking out enemy groups with the massive AoE that will be doing 1.5-2k damage a tick.
- Short Bow – Again, great for group combat when things get a little closer to you. #2 is a good cone poison, #4 is great for retreating enemies. This is a good go-to weapon, don’t pass it up.
- Everything else – People might like warhorn for buffs, but they’re short range buffs, and overall pretty useless besides the fury (1 stack of might = 1% more damage, pretty minute). Axe is the only other viable weapon for WvW, but with it only hitting 3 people, and a very weak #2 and #3, this should be skipped for Long Bow as well. Sword and Greatsword, don’t even think about bringing these into WvW.
PETS
First off, pets are pretty much useless in WvW for attacking, they get burnt down WAY too fast in groups. The biggest use of pets I’ve found, is their buffs. Meaning, I put them on passive so they don’t run into big groups, and pop their buff any time I need it.
- Red Moa – Gives fury for 15 seconds, meaning another 20% chance to crit. With food and oil buffs plus fury, my crit chance gets up over 90%. Have fury up whenever you can, you will melt people from 1200-1500 like no tomorrow.
- Wolf – This guy doesn’t give a buff, but I find him very useful to break up large grouped zergs. Send him into the middle of a group, pop quickening zephyr, pop the wolf’s fear, and they will be spread out. Works very nicely sending him to the back of groups and fearing enemies towards your group too in order to pick them off. Just be sure to pop quickness before you use his fear otherwise he will probably die before ho fully casts it.
SKILLS
- Healing Spring – Leaves a water field giving regeneration to anyone in the circle, best healing ability for groups by far (considering the others do nothing to your allies). Always take this over the other 2.
- Quickening Zephyr – overall amazing skill for the 4 seconds of quickness and the minimal downside (no healing allowed for those 4 seconds). Pop this before unloading on a target with the long bow #2, or my favorite, before dropping the Long Bow #5 AoE. People’s HP will melt away VERY fast with this build when you pop quickness.
- Sun Spirit – I choose spirits over other skills for 1 main reason, they help the group in a very large radius to where they’re placed. Place a spirit at the back of a zerg, or my favorite, in the back of the walls when defending a keep, and the extra damage your group does will be amazing. Sun spirit applies burning on hit, and when everyone in your group is applying burning on hits, a lot of enemies will be on fire. Condition build people will love you for laying this spirit down.
- Frost Spirit – chance for 10% extra damage for your entire group, this is like giving 10 stacks of might to your entire group for whenever it procs. Not a bad buff for a single ranger to give a group.
- Signet of the Hunt – when roaming around or doing small group stuff I switch frost spirit for this ability. The movement speed is great for traveling, and for small group skirmishes. Switch back to frost spirit when assaulting or defending a position.
- Rampage as One – Fury buff and stability for shooting off walls without getting pulled. Amazing elite with a relatively low cooldown. Entangle is good, but hard to get off in a place where it matters. Take RaO instead for the extra damage.