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Ranger skills quick reference (Core)

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Quest-medium This skill may be earned from a quest. See skill information for details.

Energy Energy requirement

Activation Activation time

Recharge Recharge time

Beast Mastery

Call of Haste Call of Haste Shout. For 30 seconds, your animal companion has a 33% faster attack speed and moves 33% faster.
    10 Energy     25 Recharge
Core   Quest-medium
Charm Animal Charm Animal Skill. Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. You cannot charm an animal that is more than 4 levels above you.
    10 Energy 10 Activation    
Core   Quest-medium
Comfort Animal Comfort Animal Skill. You heal your animal companion for 20...87 Health. If your companion is dead, it is resurrected with 10...48% Health. If you have Comfort Animal equipped, your animal companion will travel with you.
    5 Energy 1 Activation 1 Recharge
Core   Quest-medium
Disrupting Lunge 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.
    5 Energy     20 Recharge
Core    
Energizing Wind Energizing Wind Nature Ritual. Create a level 1...5 spirit. For non-spirit creatures within its range, all skills cost 15 less Energy (minimum cost 10 Energy), and skills recharge 25% slower. This spirit dies after 1...25 seconds.
    15 Energy 5 Activation 60 Recharge
Core    
Ferocious Strike 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.
    5 Energy     8 Recharge
Core    
Maiming Strike 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.
    10 Energy     5 Recharge
Core    
Primal Echoes Primal Echoes Nature Ritual. Create a level 1...8 spirit. For creatures within its range, signets cost 10 Energy to use. This spirit dies after 30...126 seconds.
    5 Energy 5 Activation 60 Recharge
Core    
Scavenger Strike Scavenger Strike Pet Attack. Your animal companion attempts a Scavenger Strike that deals +10...22 damage. If the attack strikes a foe who is suffering from a condition, you gain 3...13 Energy.
    5 Energy     10 Recharge
Core    

Expertise

Distracting Shot 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.
    5 Energy ½ Activation 10 Recharge
Core   Quest-medium
Escape Escape Elite Stance. For 1...7 seconds, you move 33% faster and have a 75% chance to block attacks.
    5 Energy     12 Recharge
Core    
Lightning Reflexes Lightning Reflexes Stance. For 5...10 seconds, you have a 75% chance to block melee and projectile attacks, and you attack 33% faster.
    10 Energy     30 Recharge
Core   Quest-medium
Throw Dirt Throw Dirt Skill. Target touched foe and foes adjacent to your target become Blinded for 3...13 seconds.
    5 Energy 1 Activation 30 Recharge
Core   Quest-medium
Whirling Defense Whirling Defense Stance. For 8...18 seconds, you have 75% chance to block attacks. Whenever you block a projectile in this way, adjacent foes take 5...10 damage.
    10 Energy     60 Recharge
Core   Quest-medium

Marksmanship

Barrage Barrage Elite Bow Attack. All your preparations are removed. Shoot arrows at target foe and up to 6 foes adjacent to your target. These arrows strike for +5...17 damage if they hit.
    5 Energy     1 Recharge
Core    
Concussion Shot 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.
    25 Energy ½ Activation 5 Recharge
Core   Quest-medium
Debilitating Shot Debilitating Shot Bow Attack. If Debilitating Shot hits, your target loses 1...8 Energy.
    10 Energy     10 Recharge
Core   Quest-medium
Determined Shot Determined Shot Bow Attack. If Determined Shot hits, you strike for +5...17 damage. If Determined Shot fails to hit, all of your attack skills are recharged.
    5 Energy     10 Recharge
Core   Quest-medium
Favorable Winds Favorable Winds Nature Ritual. Create a level 1...8 spirit. For non-spirit creatures within its range, arrows move twice as fast as normal and strike for +6 damage. This spirit dies after 30...126 seconds.
    5 Energy 5 Activation 60 Recharge
Core   Quest-medium
Hunter's Shot Hunter's Shot Bow Attack. If Hunter's Shot hits, your target begins Bleeding for 3...21 seconds.
    5 Energy 1 Activation 10 Recharge
Core   Quest-medium
Pin Down Pin Down Bow Attack. If Pin Down hits, your target is Crippled for 3...13 seconds.
    15 Energy     8 Recharge
Core   Quest-medium
Power Shot Power Shot Bow Attack. If Power Shot hits, target foe takes 25...45 damage.
    10 Energy   3 Recharge
Core   Quest-medium
Precision Shot Precision Shot Bow Attack. If Precision Shot hits, you strike for +3...9 damage. Precision Shot cannot be blocked. This action is easily interrupted.
    10 Energy 1 Activation 6 Recharge
Core   Quest-medium
Read the Wind Read the Wind Preparation. For 24 seconds, your arrows move twice as fast and deal 3...9 extra damage.
    5 Energy 2 Activation 12 Recharge
Core   Quest-medium
Savage Shot 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.
    10 Energy ½ Activation 5 Recharge
Core   Quest-medium

Wilderness Survival

Apply Poison Apply Poison Preparation. For 24 seconds, foes struck by your physical attacks become Poisoned for 3...13 seconds.
    15 Energy 2 Activation 12 Recharge
Core    
Barbed Trap Barbed Trap Trap. When Barbed Trap is triggered, all nearby foes are struck for 7...20 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.
    15 Energy 2 Activation 20 Recharge
Core   Quest-medium
Choking Gas 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.
    15 Energy 2 Activation 24 Recharge
Core   Quest-medium
Flame Trap Flame Trap Trap. When Flame Trap is triggered, for 3 seconds all nearby foes are struck for 5...17 fire damage and set on fire for 1...3 seconds. Flame Trap automatically triggers after 90 seconds. While activating this skill, you are easily interrupted.
    10 Energy 2 Activation 20 Recharge
Core   Quest-medium
Kindle Arrows Kindle Arrows Preparation. For 24 seconds, your arrows deal fire damage and hit for an additional 3...20 fire damage.
    5 Energy 2 Activation 12 Recharge
Core   Quest-medium
Nature's Renewal 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.
    5 Energy 5 Activation 60 Recharge
Core    
Quickening Zephyr Quickening Zephyr Nature Ritual. Create a level 1...8 spirit. For creatures within its range, all skills recharge twice as fast as normal and cost 30% more of the base Energy to cast. This spirit dies after 15...39 seconds.
    25 Energy 5 Activation 60 Recharge
Core   Quest-medium
Spike Trap Spike Trap Elite Trap. When Spike Trap is triggered, every second (for 2 seconds total), all nearby foes are struck for 10...34 piercing damage, become Crippled for 3...21 seconds, and are knocked down. Spike Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
    10 Energy 2 Activation 20 Recharge
Core    
Storm Chaser Storm Chaser Stance. For 8...18 seconds you move 25% faster, and you gain 1...4 Energy whenever you take elemental damage.
    10 Energy     20 Recharge
Core   Quest-medium
Troll Unguent Troll Unguent Skill. For 13 seconds, you gain +3...9 Health regeneration.
    5 Energy 3 Activation 10 Recharge
Core   Quest-medium
Winnowing Winnowing Nature Ritual. Create a level 1...8 spirit. Non-spirit creatures within range take 4 additional damage whenever they take physical damage. This spirit dies after 30...126 seconds.
    5 Energy 5 Activation 60 Recharge
Core   Quest-medium

No Attribute

Antidote Signet Antidote Signet Signet. Cleanse yourself of Poison, Disease, Blindness, and one additional condition.
        1 Activation 4 Recharge
Core   Quest-medium
Called Shot Called Shot Bow Attack. Shoot an arrow that moves 3 times faster and cannot be blocked.
    5 Energy     3 Recharge
Core   Quest-medium
Dual Shot Dual Shot Bow Attack. Shoot two arrows simultaneously at target foe. These arrows deal 25% less damage.
    10 Energy     10 Recharge
Core   Quest-medium
Quick Shot Quick Shot Elite Bow Attack. Shoot an arrow that moves twice as fast.
    5 Energy 1 Activation 1 Recharge
Core    

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