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Ranger Overview
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03-30-2012, 12:45 AM
(This post was last modified: 04-02-2012 04:30 AM by Tapz.)
Post: #1
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Ranger Overview
Ranger Overview
Table of Contents
I. Profession overview The Ranger looks like very much the same class in the original Guild Wars. Rangers will use long ranged weapons to strike from afar, and also have the ability to have an animal companion fight alongside them in combat. A Ranger can pack quite a wallop with spike damage and continual pressure, making them a versatile offensive profession. II. Archetype The Ranger is a ranged DPS class, and is part of the adventurer category, wearing medium armor. a. Unique ability The Ranger will have its faithful animal companion at its side to assist in combat. Rangers can carry up to four animals with them at once, although only one will be summoned at a time. Pets have their own UI for commands, and their own unique skills. An additional degree of customization is added by having a unique skill be awarded for each pet based on their evolution (i.e. the Hearty in Hearty Black Moa). The remaining three skills are based on the pet's family (bird, bear, cat). b. Unique stat Empathy is the unique stat for the Ranger. It increases pet attributes. III. Weapons and skills Below is a list of weapons the Necromancer will use.
Below is a list of skills tied to each weapon. Note that a two-handed weapon grants five skills (1-5 on the skill bar), a one-handed weapon grants three skills (1-3 on the skill bar), and off-handed weapons grant two skills (4 and 5 on the skill bar) Greatsword
Longbow
Shortbow
Axe
Sword
Axe (offhand)
Dagger
Torch
Warhorn
Harpoon Gun
Spear Gun
IV. Traits The Ranger has five trait lines to choose from; Wilderness Survival, Marksmanship, Skirmishing, Nature Magic, and Beast Mastery. Below is a list of each trait and the benefits they grant. Wilderness Survival Traits Wilderness Survival per point: +10 Toughness +10 Malice Minor Adept Natural Vigor You have additional endurance regeneration. Master Companion's Defense You and your pet gain 2 seconds of protection on pet swap. Grandmaster Peak Strength Deal 5% extra damage when health is above 90%. Major Armored Fish Training Armor Fish protection reflects damage. Bear Training Bears always have stability. Deadly Poisons Poisons applied by you deal more damage. Empathic Bond Your pet periodically takes conditions from you. Hide in Plain Sight Apply camouflage at 25% health. Off-hand Strength Thrown attacks from the offhand do 10% more damage. Sword Mastery Sword skills recharge 15% faster. Vigorous Evasion Gain vigor on evade. Wilderness Knowledge Wilderness Survival skills recharge 20% faster. Marksmanship Traits Marksmanship per point: +10 Power +1 Expertise Minor Adept Targeted Strike Opening strike causes bleeding. Master Sundering Strike Opening strike causes vulnerability. Grandmaster Precise Strike Opening strike always crits. Major Beastmaster's Might Activating a signet grants might. Devourer Training Increase the range of your devourers' ranged skills Eagle Eye Increased longbow range. Feline Training Feline pets have 50% reduced cooldown on their skills. Harpoon Power Deal 5% more damage with a harpoon. Keen Edge Automatically use a Sharpening Stone when health reaches 75%. Longbow Power Longbow attacks do 5% more damage. Piercing Arrows All arrow attacks pierce targets. Shark Training Sharks steal health when they bite or swallow an enemy. Steady Focus 10% damage bonus when endurance is full. Skirmishing Traits Skirmishing per point: +10 Precision +1 Prowess Minor Adept Tail Wind Gain swiftness when swapping weapons in combat. Master Loud Whistle Cooldown between pet swaps is shortened by 40%. Grandmaster Hunter's Tactics Deal 10% more damage while flanking. Major Agility Training Your pet moves 30% faster. Bird Training Bird pets frenzy when they apply swiftness. Companion's Might Critical hits grant might to pet. Honed Axes Axes deal 33% more critical damage. Jellyfish Training Jellyfish immobilize their target on crit and apply poison when they are hit. Moment of Clarity Gain Lightning Reflexes at 25% health. Quick Draw Shortbow skills recharge 15% faster. Sharpened Edges Chance to cause bleed on crit. Trap Potency Conditions caused by traps last 3 seconds longer. Trapper's Expertise Traps are ground targeted. Trapper's Knowledge All traps are larger. Nature Magic Traits Nature Magic per point: +10 Vitality +1 Concentration Minor Adept Rejuvenation You have additional health regeneration. Master Fortifying Bond Your pet gains armor when your health is full. Grandmaster Srength of Spirit 10% of your vitality is converted to power. Major Circle of life Create a healing spring on death. Concentration Training Boons applied to your pets last longer. Enlargement Your pet gets enlarged when you reach 25% health. Evasive Purity Remove a condition from you and nearby allies on dodge roll. Nature's Vengeance Spirits activate their toggle skill on death. Nature’s Bounty Regeneration you apply lasts 33% longer. Shared Restoration Heal nearby allies on revive. Spirits Unbound Spirits can move and follow you. Spiritual Knowledge Spirit buffs have a 15% better chance of providing their benefits. Srength of Spirit 10% of your vitality is converted to power. Two-handed Training 5% increased damage with greatsword and spear skills. Vigorous Spirits Spirits have twice as much health. Beast Mastery Traits Beastmastery per point: +10 Compassion +1 Empathy Minor Adept Instinctual Bond When you are downed your pet gains frenzy. Master Commanding Voice Pet activation skills (F2) have faster recharge. Major Beastmaster's Bond Gain fury and might when your pet's health reaches 25%. Canine Training Dogs apply stability to nearby allies when they howl. Cover Me Your pet gains might when you dodge. Deep Breathing Warhorn skills recharge 15% faster. Drake Training Drake pets have passive regeneration and are immune to conditions. Enlargement Your pet gets enlarged when you reach 25% health. Lung Capacity 33% increased warhorn range. Spider Training Spider pets' conditions last longer. |
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