Ranger Creation Guide

June 29th, 2007 by rosehebe

nd spells. Recast is 30 minutes.

Human Ingenuity + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Ingenuity
Harvesting: +5 Lumberjacking


Kurashasa: Symbiotic Armor
When this armor is active you will be protected by a proc (a process that fires under certain conditions). In addition to a rune that mitigates 25% of all types of damage, you have a chance to apply an effect to all enemies within a 20 meter point-blank radius when you attack, cast a spell, or receive damage. Anyone affected by this debuff will become snared and slowed. Recast is 30 minutes.

Animal Reflexes: 10% bonus to run speed.
Crafting: +10 Reasoning
Harvesting: +5 Skinning


Mordebi: Curse of the Ancients
This ability stuns the target for 8 seconds, and reduces the aggro range to 0. The target will not assist/aggro while stunned, and the effect does not generate any aggro. Recast is 30 minutes.

Human Ingenuity + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Finesse
Harvesting: +5 Reaping


Varanthari: Desert Skin
For the next 15 seconds after this ability is activated, you will mitigate 35% of all damage, and every mob that attacks you has a 50% chance of being stunned for 2 seconds. Recast is 30 minutes.

Large Race: 2% bonus to mitigation
Crafting: +10 Problem Solving
Harvesting: +5 Quarrying


Level 1-10 Tactics

As a ranger you are one of the best solo classes, especially at higher levels. So levels 1-10 are great levels for soloing and getting to know how your character works, and under what circumstances you are great, and under which ones you aren?t so great.

At level one you start off with the bare minimum, a basic attack, a basic ranged attack, and your stealth, which is Nature?s Guise. Your ranged attack, Warden?s Ranged attack, is the best standard ranged attack in the game, which is not surprising since you are suppose to be the best at physical damage. At these early levels stealth is not very useful as almost everyone and everything is a higher level than you, so we will chat more about that later.

Level 2 brings two new abilities, Deadly Shot and Ferocity. These are two abilities like many others that you will want to become familiar with. Deadly Shot is a ranged shot that not only deals damage but also dazes the target. This is not a crowd control ability as you might think like a stun or a sleep, but instead Daze is a status affect that other classes can take advantage of to do additional damage to a mob. Ferocity is a self buff that increases your damage for 20 seconds¡ªvery useful to buff your opening attacks or if you get in a bind and need to kill a mob quickly.

With Level 4 comes Blade of Summer (BoS) and Parry. BoS is a melee attack that does 200% damage plus additional damage as well as inflicts the enemy with the Burning status affect, which again can be taken advantage of in a group setting. Parry gives you a 100% chance to Parry the next melee attack, which lasts 60 seconds. Parry is great for retreating or setting up for a counterattack move.

At Level 6 you receive Stalker?s Grace, Windsong, and Shocking Arrow. Stalker?s Grace increases dexterity and constitution by 9, which for a ranger is pretty great. At higher levels Stalker?s Grace not only increases those attributes by more, but it will also add other benefits like increased Critical hit chance. Windsong is the first finisher you get; finishers can only be used after a critical hit. But when you do get to use it, a flurry of attacks strikes your opponent, dealing melee damage plus 66. It has a chance to add multiple extra attacks. Shocking Arrow is another ranged attack that deals 200% plus additional damage.

Level 8 brings with it Ferocity II, Entangling Web, Blade of Winter, Sweeping Strike, and Rancor. Ferocity II is just like its predecessor except that is increases your bonus damage during its duration. Entangling Web is your first snare, meaning that it slows your enemies movement speed a by 40%. Blade of Winter (BoW) is a melee attack that deals extra damage and chills your opponent. A chilled effect on an opponent is another status effect of which group mates can take advantage. Sweeping Strike is a Cone, or Area of Effect (AoE) attack. It is a melee attack that deals additional damage in a cone or an arc of enemies in front of you. Rancor is a chain ability like Windsong, however Rancor is only available for use after a Parry, doing 150% damage. ¡°Hey, I seem to remember an ability earlier that increased my parry chance.¡± Hint hint…Parry and then Rancor is a good combo.

Level 10: see that didn?t take so long. With this level you get Thorncloak, Forage, Cripple, and Critical Shot. Thorncloak is a self-buff that increases your Armor Class and reflects damage back upon attackers. Forage is an ability used out of combat to gather resources. These resources can be used as buffs, food, or even to make arrows/bolts. Cripple is a melee attack that damage and decreases your enemies damage for a few attacks. Critical Shot, is arguably the best opener a ranger has, as a ranged attack it deals 300% damage and is almost guaranteed to critical, which means you can follow it up with your ranged finisher (which you will have to wait some levels to receive).

Specific Tactics
Combos: Combos are great for any class and that is no exception here. Combos are a sequence of attacks/moves that trigger or make another ability happen. Make sense? Here is an example: at level 10 you now have access to use two combos, which can also be found in the general tab for abilities.

  • Freeze: Freezes (Stuns) the opponent for 3 seconds. Using Blade of Winter twice in a row does this.
  • Swelter: Places a Damage Over Time (DoT) on the enemy. This is just like it sounds, it damages the enemy every few seconds for a set amount of time. Using Cripple, BoW, and BoS in a row does this.

It should be noted that if you happen to crit mid combo so that you can use Windsong, use it. Finishers, like Windsong do not seem to affect the combo order.

Stances: As you have probably noticed by now you have two different forms that your ranger can activate¡ªthe first being Offensive Style, and the second being Evasion Style While in these forms/styles, you ability at fighting the enemy grows the longer you are in combat with the enemy. For instance, the longer you are fighting with Offensive Style on, the more damage you will do the enemy as time goes on.  Evasion style is the same, but with dodging your enemy¡¯s attacks. As you are attacking the enemy you will see what has been described as a cross hair on the left side of your offensive target?s window. Around this cross hair you will see a bar extending around the bottom of it, and when the bar fills up a dot appears. With each dot you are more effective at whichever form you are in. Your level limits the number of dots so when you first get the ability you will only have one dot, and level 50 obviously you will have all the dots.

For every stance though there is a drawback; in the damage stance you lose evasion and in the Evasion stance you lose damage. With this it becomes necessary to know when and where to use your different stances so you can be the best that you can be. Another thing to note about these is that your effectiveness in a stance won?t go up unless you are attacking the enemy. If you stop to cast a heal or a snare, your bar stops as well.

Foraging: Forage is, as most rangers will agree, still a work in progress. It is great because it allows you to make your own arrows/bolts through the assembly window, granted you have enough ingredients. Besides that you could also receive food to eat out of combat, as well as other buffs, to increase your own abilities.

Stealth: Called Nature?s Guise for us Rangers, allows us to be very sneaky and get past mobs/enemies undetected. Nature?s Guise however is only effective really if you have your Sneak/Hide skills maxed. In order to do that, you need to find some mobs, usually 1-2 levels below you and start stealthing around them. Once you see the ¡°????¡± above their head, it means they think something might be there. At this point you shouldn?t push your luck and get closer or they might attack. When the question marks are above their heads though is when you will get your skill ups. In no time you will be able to sneak around just about anything below or at your current adventuring level.

Group Dynamics: The most important thing to remember while in a group is that you are an offensive fighter. This means groups want you, because you do damage, and a lot of it :). Another way to put it is that while in a group you should be concentrating on doing damage, not healing. You get your heal at a later level, but it is good to talk about anyway. There is nothing wrong with helping the healer out, but you should not be spending the majority of your group/dungeon time healing. While you also make a good off-tank when needed, you are not a substitute for a real tank.

Besides that though, rangers bring a lot of utility to a group, with snares, roots (holding an enemy still), heals, and our stances; there isn?t much we really can?t do. It is good to embrace that knowledge and become familiar with when a good time is to stop doing damage and use some of your other abilities.

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