Skills
| Ranger | (click to hide) |
The Ranger is one of the most diverse classes to play in Guild Wars. No other profession says "Jack of All Trades" like the ranger. With a few attribute and skill changes the ranger can move from a ranged damage dealer, to a pet master, morph into a disruption dealer, or set nasty little traps around the field of battle. While the ranger is not designed to be a tank, they can certainly hold up in a fight. In fact, only the warrior has a comparable armor class. While this can be a plus, it also means that a ranger is more dependent on his weapons and armor than any other profession except the warrior.
| Beast Mastery | (click to hide) |
The final ranger attribute is Beast Mastery and again, it improves all skills linked to it. Beast Mastery is the attribute that allows your ranger to charm, control, or affect other animals of the wild. Most skills in this line are intended for strengthening your pet. As of this writing there are three different animal companions to be tamed; the lynx, the moa bird, and the warthog. Each of these animals has slightly different attack abilities but for the most part, are fairly indistinguishable other than their graphics. All three of these pets are used as melee combatants.
The pets are great for adding an extra body to the fray. They work well as an added sustained dot attack and as they level, they become much more powerful and useful. Yes, you do have to train and level your pet just as you do any other character in the game and they do start out rarely weak, however, these pets can be quite useful, especially in soloing or in cases where another tank is needed for a battle.
The Charm Animal skill must be equipped to first charm your pet and to also bring it into battle. The many other skills found in the Beast Mastery line serve to make your pet either more resilient or more damaging. The skills range from healing and rezzing your pet, to either strengthening your pet’s armor or increasing its damage.
While most skills in the Beast Mastery line are for your pets, there are a few other skills that could make this a valuable third or fourth attribute even if you choose not to bring a pet into battle. These include skills such as Primal Echoes, and Energizing Wind, which grant healing and energy bonuses, and Edge of Extinction, which creates an AoE attack upon death of an enemy. Again, this is an attribute that is hard to make a primary focus unless you’re going to let your pet do most of the battle, but it can be a very useful attribute nonetheless.
Energy |
Casting Time |
Recharge Time |
Adrenaline |
Energy Upkeep |
Bestial Fury
- Stance
All your non-attack skills are disabled for 5 seconds. For 5-10 seconds, you attack 33% faster. |
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Bestial Mauling
- Pet Attack
Your animal companion attempts a Bestial Mauling that deals +5-17 damage. If the attack strikes a knocked-down foe, that foe is interrupted and Dazed for 5-17 seconds. |
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Bestial Pounce
- Pet Attack
Your animal companion attempts a Beastial Pounce that deals +5-17 damage. If the attack strikes a foe who is casting a spell, that foe is knocked down. |
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Brutal Strike
- Pet Attack
Your animal companion attempts a Brutal Strike that deals +5-29 damage. If the attack strikes a foe who's health is below 50% that foe takes an additional +5-29 damage. |
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Call of Haste
- Shout
For 30 seconds, your animal companions have 25% faster attack speed, and move 25% faster than normal. |
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Call of Protection
- Shout
For 120 seconds, your animal companions have a 1-11 base damage reduction. |
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Charm Animal
- Skill
Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. |
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Comfort Animal
- Skill
You heal your animal companion for 20-87 points. If your animal companion is dead, it is resurrected with 10-48% health, and all your skills are disabled for 8 seconds. |
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Disrupting Lunge
- Pet Attack
Your animal companion attempts a Disrupting Lunge that deals +1-10 damage. If that attack strikes a foe using a skill that skill is interrupted and is disabled for an additional 20 seconds. |
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Edge of Extinction
- Nature Ritual
Create a level 1-8 Spirit. For creatures within its range, whenever any creature dies, Edge of Extinction deals 14-43 damage to all nearby creatures of the same type. This Spirit dies after 30-126 seconds. |
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Energizing Wind
- Nature Ritual
Create a level 1-8 Spirit. For creatures within its range, all skills cost 15 energy less (minimum cost 10 energy) and skills recharge 25% slower than normal. This Spirit dies after 30-126 seconds. |
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Enraged Lunge {Elite}
- Pet Attack
Your animal companion attempts an Enraged Lunge that deals +3-19 damage (maximum bonus 80) for each recharging Beast Mastery skill. |
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Feral Lunge
- Pet Attack
Your animal companion attempts a Feral Lunge that deals +5-17 damage. If the attack strikes a foe who is attacking that foe suffers from Bleeding for 5-29 seconds. |
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Ferocious Strike {Elite}
- Pet Attack
Your animal companion attempts a Ferocious Strike that deals +13-25 damage. If that attack hits, you gain adrenaline and 3-9 energy. |
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Fertile Season
- Nature Ritual
Create a level 1-8 spirit. For creature's within its range, every creature's maximum health is increased by 50-290 and they gain +15 armor. This spirit dies after 15-39 seconds. |
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Heal as One {Elite}
- Skill
If you or your animal companion are below 75% Health, you both gain 25-121 Health. |
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Lacerate {Elite}
- Nature Ritual
Create a level 1-8 Spirit. Bleeding creatures within its range suffer -2 Health degeneration. When this Spirit dies, all non-Spirit creatures within its range that have less than 90% Health begin bleeding for 5-21 seconds. This Spirit dies after 30-126 seconds. |
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Maiming Strike
- Pet Attack
Your animal companion attempts a Maiming Strike that deals +5-17 damage. If that attack hits a moving foe that foe becomes Crippled for 3-13 seconds. |
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Melandru's Assault
- Pet Attack
Your animal companion attempts a Melandru's Assault that deals +5-17 damage. If that attack strikes a foe "Enchantment" that foe and all adjacent foes takes additional +5-29 damage. |
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Otyugh's Cry
- Shout
All animals in the area become hostile to your target and gain +20 armor for 30 seconds. Otyugh's Cry cannot turn charmed animals against their masters or their master's allies. (50% chance of failure with Beast Mastery 4 or less.) |
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Poisonous Bite
- Pet Attack
Your animal companion attempts a Poisonous Bite that Poisons target foe for 5-17 seconds. |
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Pounce
- Pet Attack
Your animal companion's next attack is a Pounce that deals +5-17 damage. If the attack strikes a moving foe, that foe is knocked down. |
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Predator's Pounce
- Pet Attack
Your animal companion attempts a Predator's Pounce that deals +5-29 damage. If that attack hits your animal companion gains 5-41 health. |
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Predatory Season
- Nature Ritual
Create a level 1-8 Spirit. For creatures within its range, all healing is reduced by 20%. If any of your attacks hit you gain 5 health. This Spirit dies after 30-126 seconds. |
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Primal Echoes
- Nature Ritual
Create a level 1-8 Spirit. For creatures within its range, Signet rings cost 10 energy to use. This Spirit dies after 30-126 seconds. |
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Revive Animal
- Skill
Resurrect all nearby allied animal companions, they come back to life with 10%-77% health. |
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Savage Pounce
- Pet Attack
Your animal companion attempts a Savage Pounce that deals +5-17 damage. If this attack strikes a foe who is casting a Spell, that foe is knocked down. |
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Scavenger Strike
- Pet Attack
Your animal companion attempts a Scavenger Strike that deals +5-22 damage. If the attack strikes a foe who is suffering a condition, that foe takes an additional +1-12 damage. |
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| Expertise | (click to hide) |
Expertise is the Ranger's primary attribute. Every rank in Expertise reduces energy costs on any attack skills, preparations, or traps by 5%. At skill rank 12, energy costs are reduced by 60%. It is highly advisable to have a high Expertise rank as it not only increases the power of all its linked skills but also reduces energy cost on other attack skills as well, even from other professions or attributes.
A Ranger who focuses on high Expertise will not only experience a lower energy cost on all attack skills but also have access to many defensive and disruptive skills with a few attack skills placed in. To many people only glancing at the expertise line, it may seem rather weak as most skills only aid in defense or lower the enemy’s abilities. Truth be told, Expertise is one of the more important attributes in the game. The disruption skills are key to bringing down some of the tougher enemies, while the defensive skills will keep you alive more often than you may realize. Add in the reduction of energy cost, and this attribute line becomes almost irreplaceable.
Energy |
Casting Time |
Recharge Time |
Adrenaline |
Energy Upkeep |
Archer's Signet {Elite}
- Signet
All your non-attack skills are disabled for 15-9 seconds. For 30 seconds, your next 1-4 bow attack(s) cost no Energy. |
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Distracting Shot
- Bow Attack
If Distracting Shot hits, it interrupts target foe's action but deals only 1-13 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. |
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Dodge
- Stance
For 5-10 seconds, you move 33% faster than normal and have a 27-65% chance to "evade" incoming arrows. Dodge ends if you attack. |
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Escape {Elite}
- Stance
For 5-15 seconds, you move 25% faster than normal, and have a 75% chance to "evade" attacks. |
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Glass Arrows {Elite}
- Preparation
For 10-30 seconds, your arrows strike for +5-13 damage if they hit and cause Bleeding for 10-18 seconds if they are Blocked. |
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Lightning Reflexes
- Stance
For 5-10 seconds, you have a 75% chance to "evade" melee and arrow attacks, and attack 33% faster. |
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Marksman's Wager {Elite}
- Preparation
For 12 seconds, you gain 5-9 Energy whenever your arrows hit, but lose 10 Energy whenever your arrows fail to strike. |
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Oath Shot {Elite}
- Bow Attack
If Oath Shot hits, all of your skills except Oath Shot are recharged. If it misses, all your skills are disabled for 10 seconds. (50% miss chance with expertise less than 7.) |
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Point Blank Shot
- Bow Attack
Shoot an arrow that has half the normal range, but strikes for +10-22 damage. |
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Practiced Stance {Elite}
- Stance
For 20-32 seconds, your Preparations are ready 50% faster and last 30-126% longer. |
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| Marksmanship | (click to hide) |
Marksmanship is another important attribute to a ranger and most rangers will be found with points not only high in Expertise, but also in Marksmanship. First and foremost, the Marksmanship attribute increases the effectiveness of all skills linked to it. The more points you can drop in Marksmanship, the higher damage your ranger is going to be dishing out.
Most skills in Marksmanship pack a lot of punch, and if you’re looking for skills to make you a more effective damage dealer, you need look no further than the Marksmanship line. The skills found here will not only deal extra damage, but allow for quicker shots, slowing and crippling of enemies, as well as additional attacks (in some cases attacking more than one enemy.)
Energy |
Casting Time |
Recharge Time |
Adrenaline |
Energy Upkeep |
Barrage {Elite}
- Bow Attack
All your "Preparations" are removed. Shoot arrows at up to 6 enemies near your target. These arrows strike for +1-13 damage if they hit. |
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Broad Head Arrow {Elite}
- Bow Attack
You shoot a broad head arrow that moves slower than normal. If it hits, target foe is Dazed for 5-17 seconds, and if target foe is casting a Spell, that Spell is interrupted. |
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Concussion Shot
- Bow Attack
If Concussion shot hits while target foe is casting a spell, the spell is interrupted and your target is Dazed for 5-17 seconds. This attack deals only 1-13 damage. |
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Crippling Shot {Elite}
- Bow Attack
If Crippling Shot hits, your target becomes Crippled for 1-7 seconds. This attack cannot be "Blocked" or "Evaded". |
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Determined Shot
- Bow Attack
If Determined Shot hits, you strike for +3-17 damage. If Determined Shot fails to hit, all your attack skills are recharged. |
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Favorable Winds
- Nature Ritual
Create a level 1-8 Spirit. For creatures within its range, arrows move twice as fast as normal and strike for +6 damage. This Spirit dies after 30-126 seconds. |
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Focused Shot
- Bow Attack
If Focused Shot hits, you strike for +10-22 damage but all of your other attack skills are disabled for 5-3 seconds. |
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Hunter's Shot
- Bow Attack
If Hunter's Shot hits, you strike for +3-13 damage. If this attack hits a foe that's moving or knocked down, that foe begins bleeding for 3-21 seconds. |
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Marauder's Shot
- Bow Attack
If Marauder's Shot hits, you strike for +10-30 damage and all your non-attack skills are disabled for 5 seconds. |
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Melandru's Shot {Elite}
- Bow Attack
If Melandru's Shot hits, you deal +10-30 damage. If it hits an enchanted foe, you gain 15 Energy. |
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Needling Shot
- Bow Attack
Needling Shot strikes for only 5-17 damage and moves faster than normal. If Needling Shot strikes a foe below 50% Health, Needling Shot recharges instantly. |
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Penetrating Attack
- Bow Attack
If Penetrating Attack hits, you strike for +3-15 damage and this attack has 20% armor penetration. |
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Precision Shot
- Bow Attack
If Precision Shot hits, you strike for +10-22 damage. Precision Shot cannot be "Blocked" or "Evaded." This action is easily interrupted. |
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Punishing Shot {Elite}
- Bow Attack
If Punishing Shot hits, you strike for +10-18 damage and your target is interrupted |
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Read the Wind
- Preparation
For 24 seconds, your arrows move twice as fast and deal 3-9 extra damage. |
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Savage Shot
- Bow Attack
If Savage Shot hits, your target's action is interrupted. If that action was a spell, you strike for 13-25 damage. |
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Seeking Arrows
- Preparation
For 3-12 seconds, your arrows cannot be "blocked" or "evaded." Seeking Arrows ends if you fail to hit. |
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| Ranger General | (click to hide) |
Energy |
Casting Time |
Recharge Time |
Adrenaline |
Energy Upkeep |
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Called Shot
- Bow Attack
Shoot an arrow that moves 3 times faster than normal and cannot be "Blocked" or "Evaded." |
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Dual Shot
- Bow Attack
Shoot two arrows simultaneously at target foe. These arrows deal 25% less damage than normal. |
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| Wilderness Survival | (click to hide) |
As always, Wilderness Survival affects the power of all linked skills such as preparations, traps and rituals. Wilderness Survival offers more skills than any other attribute the ranger has access to. While Wilderness Survival is a hard attribute to focus a build around, it can really stack with skills from your other attributes and offer nice support.
Wilderness Survival is where you’re going to find most if not all of your preparations, traps, and rituals. These skills either add additional damage such as fire or poison to your attacks, allow you to place traps for unsuspecting enemies to run into, or grant your ranger additional survival techniques such as removing poisons or hexes. Wilderness Survival is a great skill to focus as a third or fourth attribute. These skills don’t stand up very well on their own, but pick one or two and they can really improve your other skills or allow even greater flexibility for your ranger.
Energy |
Casting Time |
Recharge Time |
Adrenaline |
Energy Upkeep |
Apply Poison
- Preparation
For 24 seconds, enemies struck by your physical attacks become poisoned for 3-13 seconds. |
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Barbed Trap
- Trap
When Barbed Trap is triggered, all foes in the area take 20-56 piercing damage, become "Crippled" and begin "Bleeding" for 3-21 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted. |
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Brambles
- Nature Ritual
Create a level 1-8 Spirit. Non-Spirit creatures that are knocked down in its range take 5 damage and begin Bleeding for 5-17 seconds. This Spirit dies after 30-126 seconds. |
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Choking Gas
- Preparation
For 1-10 seconds, your arrows deal 1-7 more damage and spread Choking Gas to all adjacent foes on impact. Choking Gas interrupts foes attempting to cast spells. |
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Conflagration
- Nature Ritual
Create a level 1-8 Spirit. For non-Spirit creatures within its range, all arrows that hit strike for fire damage. This Spirit dies after 30-126 seconds. |
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Dryder's Defenses
- Stance
For 5-10 seconds, you gain 75% chance to evade attacks and 34-55 armor against Elemental damage. |
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Dust Trap
- Trap
When Dust Trap is triggered, every second (for 5 seconds), all nearby foes are blinded for 3-7 seconds and take 10-22 earth damage. While activating this skill, you are easily interrupted. Dust Trap ends after 90 seconds. |
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Equinox {Elite}
- Nature Ritual
Create a level 1-8 Spirit. Spells cast within its range that cause Exhaustion cause double the Exhaustion instead. This Spirit dies after 30-126 seconds. |
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Famine {Elite}
- Nature Ritual
Create a level 1-8 Spirit. Whenever a non-Spirit creature in its range reaches 0 Energy, that creature takes 10-30 damage. This Spirit dies after 30-78 seconds. |
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Flame Trap
- Trap
When Flame Trap is triggered, for 3 seconds all foes in the area are struck for 15-27 Fire damage, and set on fire for 1-3 second. Flame Trap automatically triggers after 90 seconds. While activating this skill, you are easily interrupted. |
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Frozen Soil
- Nature Ritual
Create a level 1-8 Spirit. For creatures within its range, dead creatures cannot be resurrected. This Spirit dies after 30-78 seconds. |
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Greater Conflagration {Elite}
- Nature Ritual
Create a level 1-8 Spirit. For creatures within its range, all physical damage is fire damage instead. This Spirit dies after 30-126 seconds. |
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Healing Spring
- Trap
For 10 seconds, all allies in the area are healed for 15-51 Health every 2 seconds. This action is easily interrupted. |
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Ignite Arrows
- Preparation
For 24 seconds, your arrows explode on contact, dealing 3-15 Fire damage to all adjacent foes. |
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Incendiary Arrows {Elite}
- Preparation
For 8 seconds, your arrows interrupt and set your target 'On Fire' for 1~3 seconds. |
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Melandru's Arrows {Elite}
- Preparation
For 18 seconds, whenever your arrows hit, they cause Bleeding for 3-21 seconds and do +8-24 damage if they hit a target who is under an "Enchantment". |
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Melandru's Resilience {Elite}
- Stance
For 8-18 seconds, you gain health regeneration of 2 and energy regeneration of 1 for each "Condition" and "Hex" you are suffering. |
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Muddy Terrain
- Nature Ritual
Create a level 1-8 Spirit. For all creatures within its range, all creatures move 10% slower than normal, and speed boosts have no effect. This Spirit dies after 30-78 seconds. |
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Nature's Renewal
- Nature Ritual
Create a level 1-8 spirit. For 30-126 seconds, enchantments and hexes take twice as long to cast, and it costs twice as much energy to maintain enchantments. This spirit dies after 30-126 seconds. |
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Poison Arrow {Elite}
- Bow Attack
If Poison Arrow hits, your target becomes Poisoned for 5-17 seconds. |
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Quickening Zephyr
- Nature Ritual
Create a level 1-8 Spirit. For creatures within its range, all skills recharge twice as fast as normal and require 30% more energy to cast. This Spirit dies after 15-39 seconds. |
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Serpent's Quickness
- Stance
For 15-27 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your health drops below 50% |
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