Ranged in Guild Wars is something that all classes can do, but some just do far better than others.
In this article, We are focusing on the ranged classes that handle the distance between you and the target the best.
By distance I mean you can deal damage at 1200 distance from the target. I included 3 elite classes, as well as 3 classes that are playable with just the core game.
So Commander, let’s review who can have on the backline to do some devastating attacks.
6. Warrior
The warrior can be considered one of the most versatile classes in the game because they have access to a lot of different weapons. This heavy class can do a lot of damage with their rifle and longbow.
Warrior capabilities
- Lots of damage.
- Ability to use banners and shots to grant boons to allies.
- Has the most weapons in the game.
Warrior Ranged Prowess Review
- Longbow
- Combustive Shot - Ignite a target area, burning nearby foes. The effect increases with the adrenaline levels.
- Dual Shot - Shoots a pair of arrows at a foe.
- Fan of Fire - Fires a spread of three flaming arrows burning foes/
- Arcing Arrow- Shoot a slow, arcing exploding arrow.
- Smoldering Arrow - shoot an exploding arrow that blinds foes.
- Pin Down - Fires an arrow that causes bleeding and immobilizes your target.
- Rifle
- Kill Shot - Fires a powerful shot that’s damage increases with adrenaline level.
- Fierce Shot - Fires a shot at the target and grants bonus adrenaline.
- Aimed Shot - A crippling shot.
- Volley- Fires multiple shots at your foe.
- Brutal Shot - Evade backward while Immobilize your foe
- Rifle Butt - sends your foe back with the butt of the rifle.
5. Elementalist
This light armor class is unable to swap weapons because they have access to Air, Earth, Fire, and Water which is similar to having four types of weapons at once. With the staff, they can deal damage from a distance, which is good since they do not have a lot of health. This class does require skill and time to master.
Elementalist capabilities
- Attuned to Fire, grants heavy damage and burning abilities.
- Attuned to Water grants support and healing abilities
- Attuned to Air grants control and heavy damage abilities.
- Attuned to Earth grants damage over time and defensive abilities.
- You have access to these at all times.
Elementalist Ranged Prowess Review
- Staff
- Fire Attunement
- Fireball - Damage multiple foes with a fireball that explodes on impact
- Lava Font - Makes lava erupt in the target area.
- Flame Burst - Set fire to foes at the target location.
- Burning Retreat - rolls backward while leaving behind a line of fire that burns.
- Meteor Shower - Calls down a meteor shower onto the target area, damage fades over time.
- Water Attunement
- Water Blast - Sprays water at your foe that splashes to heal nearby allies.
- Ice Spike - A giant ice spike drops foes to make them vulnerable.
- Geyser - A geyser appears to heal nearby allies.
- Frozen Ground - The ground is coated in ice that chills enemies that touch it.
- Healing Rain- A healing rain falls on the target area, healing allies and curing conditions.
- Air Attunement
- Chain Lightning - Multiple foes are hit arcs of lightning.
- Lightning Surge - a lightning surge that damages and blinds foes near the target when discharged.
- Gust - pushes your back with a burst of air.
- Windborne Speed - You and nearby allies gain swiftness, as it cures crippled, immobilized, and chilled conditions.
- Static Field - Stuns the foes that cross into this electrical field.
- Earth Attunement
- Stoning - toss a rock and weaken your foe.
- Eruption - cause an earthquake that erupts and damages foes.
- Magnetic Aura - Magnetic energy cause projectiles to be reflected
- Transmute Earth - The earth violently explodes to deal damage to foes.
- Unsteady Ground - makes a barrier that foes cannot cross.
- Shock Wave - causes a shock wave that makes foes bleeds and immobilizes them.
- Fire Attunement
4. Mesmer
This class is the master of illusions, and very mobile. This is a light armor class that can take some time to master the skill rotation with the greatsword and staff having a range of 1200.
Mesmer capabilities
- Clones and phantasm that distract and confuse the enemy while doing damage.
- Portals to transport
- Able to grant boons and healing
Mesmer Ranged Prowess Review
- Greatsword
- Spatial Surge - Shoots a beam that damages your foe, the more distance the better.
- Mirror Blade - An illusionary greatsword that bounces between targets while damaging foes and giving might to allies. A clone is created at the first target.
- Mind Stab - The greatsword is thrust into the ground to damage foes and remove 1 boon.
- Phantasmal Berserker - Tosses an illusionary greatsword that inflicts vulnerability and then returns to you. It also creates a whirling phantasm to damage and cripple foes.
- Illusionary Wave - Pushes back all foes in front of you
- Staff
- Winds of Chaos - An orb bounces between foes and allies applying random boons to allies and conditions to foes.
- Phase Retreat - Escape your target by summoning a clone that casts Winds of Chaos.
- Phantasmal Warlock - Summons an illusions that deals damage and inflicts vulnerability.
- Chaos Armor - Applies a random condition to nearby foes and gain chaos aura that grants you boons and inflicts random conditions whenever you are struck.
- Chaos Storm- Create a magical storm at the target with a strike that first dazes foes, then applies random conditions to foes and boons to allies.
3. Guardian Dragonhunter
This is a heavy class that has moved away from being melee-based, into the ranged category. It also has the ability to use traps. This elite is available with the expansions.
Dragonhunter capabilities
- Healing Allies
- Protective magic for Allies.
- Defensive
Dragonhunter Ranged Prowess Review
- Staff
- Bolt of Wrath - Fire a bolt that damages foes.
- Searing Light - Fires a projectile that explodes upon impact and damages enemies.
- Seeking Judgment - Fires a projectile that explodes upon contact and damages enemies.
- Holy Strike - The AOE marks that rapidly heals allies while blasting foes.
- Symbol of Swiftness - Cause allies to move swiftly, while damaging the enemy.
- Empower - Allows you to channel healing and might to nearby allies.
- Line of Warding. - It creates a line in front of you that foes cannot pass.
- Longbow
- Puncture Shot - The arrow bounces to the enemies behind the target. If it hits a second target, all enemies struck are crippled.
- True Shot - Charges up, creating a powerful attack that pierces multiple enemies.
- Deflecting Shot - Fires a missile that blinds the enemies and blocks missiles.
- Symbol of Energy - This slow, arcing arrow explodes upon impact to burn targets and sears the symbol of energy into the ground.
- Hunter's Ward - your arrows form into a barrier and deal damage.
2. Ranger- Druid
As the name suggests, this class is all about keeping your distance. It can use a longbow to deal damage at a distance, while with certain pets can be the tank. This elite specialization allows the Ranger to access the astral force that allows them to become a celestial avatar, with several powerful, bring back the team from nearly dead instantly abilities. This elite is available with the expansions.
Ranger capabilities
- Pets assistance - All animals that are pets have unique skills they bring. While you can only have one equipped, you can have a full stable of them to swap to.
- Damage from a distance - Rangers are able to use both types of bow.
- Healing - The Druid specialization allows for the range to do both damages to enemies while being able to shift easily into healing.
Ranger Ranged Prowess Review
- LongBow
- Long Range Shot - The farther the arrow flies, the more damage it deals.
- Rapid Fire- Shoot five arrows at your foe.
- Hunter's Shot - This arrow grants you stealth when it hits an enemy while your pet gains swiftness.
- Point-Blank Shot - This is to get the enemy away from you - the closer they are, the farther back they go.
- Barrage - Fill the target area with a hail of arrows that cripple.
- Druid’s Staff
- Solar Beam - Like a laser, this fires and heals your allies while damaging your foes.
- Astral Wisp- Attaches to an enemy to heal your allies as it passes through them.
- Ancestral Grace - Become a wisp that heals nearby allies and protects your pet. Vine Surge - Cleaners conditions, and traps the enemies.
- Sublime Conversion - Summon a vine wall that causes foe’s projectiles to heal instead of damage. Also, allies passing through the wall gain boons.
1. Deadeye
The elite specification of Deadeye - this class is a ranged force to be reckoned with. If they are able to find a location and kneel, this is the most powerful ranged class in the game dealing the most damage and having the greatest range with 1500. However, it is not the most mobile class making it far different to play from the typical Thief class it is part of. They also make use of Cantrips as well. This elite is available with the Path of Fire expansion.
Deadeye capabilities
- A stealth class, they are often able to sneak their way into a better location to set up their shots.
- Deadeyes have the ability to kneel with their rifles, which increases the amount of damage as well as the range of the rifle.
Deadeye Ranged Prowess Review
- Rifle - Normal
- Brutal Aim - this shot applies vulnerability to your target, especially if they are marked. Now from Stealth, this reveals you to the target, consumes all malice, and deals increased damage.
- Skirmisher's Shot - inflicts conditions, while granting you a boon.
- Double shot - two shots that if they are made grant might.
- Death's Retreat - As you shadow step away, you poison those who are in the area.
- Rifle - kneeling
- Deadly Aim - Similar to Brutal aimed.
- Spotter's Shot - grants boons, while inflicting a condition.
- Three Round Burst - fires three shoots that grant might if they connect.
- Sniper's Cover - This creates a barrier of shadows that blocks incoming missiles.
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