Syndeo's Guide to Being a Revered Ranger

Welcome to the next installment of Syndeo's Guides. This is a guide that will go beyond the overview of the Ranger Class and help new players plan their classes in a step-by-step process that starts from Race choice, moves to Stats and Skills, and finally Gameplay.

To see a broad view of the ranger class, please visit the Ranger Page in the wiki.

This Guide is not Complete, and any experienced players are free to add beneficial knowlege, but I will continue to add more lists and pointers as time allows.

So You Want to be a Ranger?
Rangers are not just a bow-and-arrow fighter, though they focus more than any other class with them. Rangers focus on Dexterity and secondarily Strength, and with it comes the effectivenes of a bow, but also can use two weapon fighting feats better than any class because of the fluidity that comes with the Dexterity. They can either attack from afar or enter the heat of battle like any other fighting class. They have the choice of being silent scouts or Arcane Archers or anything else they want to be. What decides the best type Ranger? We first have to look at Race.

Getting Started- Races
I will first begin the actual gide from the beginning: Race choices

In the creation of a Ranger, one must look at the pros and cons of each race and from there decide on which race to choose so that your Ranger has the stat improvements and feats and enhancements you desire.

The base stats to keep in mind that affect Ranger ability are: Dexterity, Strength, and Wisdom. Constitution and Intelligence are both somewhat important, and Charisma is put by the wayside. As you read through each description of the race choices, keep in mind the necessary base stats needed to create the Ranger you desire. For instance, a Ranger that is only concerned with a bow or two-handed fighting would focus more on DEX and STR than WIS, whereas an Arcane Archer would want WIS and DEX for creating and shooting powerful arrows. I have only listed the Pros and Cons that are mainly directed around the building of a Ranger. Each race has more than listed, and can be read in full by clicking on their name.

Warforged
Warforged are the non-flesh race of the DDO world and as such recieve many pluses and minuses

Pros +2 Constitution Immune to sleep, energy drain, nausea, exhaustion, poison, disease, and paralysis effects Immune to spells targeting humanoids No Breath meter while swimming +2 Armor Check Inherent Light Fortification

Cons Since Warforged are not made of flesh, they recieve a -50% modifier to incoming healing spells (lessened to -20% by Healer's Friend feat) -2 Wisdom

Ranger Material? Possibly. Rangers recieve healing spells at higher levels, and they wouldn't affect them as much, and the -2 WIS would not make a good Arcane Archer. The +2 CON would help with being a tough Ranger, so it is debatable. Though not my first choice, I'm not going to say it is impossible to create a good Warforged Ranger

Human
Humans are the most level of the races and are good for any beginner to DDO as they can be adapted to any class.

Pros +4 Skill points at creation +1 skill point after every level past level 1 1 Bonus Feat at level 1

Cons Though Humans are balanced, they do not have any specialty in any one area.

Ranger Material? Humans are great for any beginner class, including Ranger. The bonus feat means that the Human Ranger will be allowed to choose 2 feats and a favored enemy (discussed later) at level one. Thought they don't stand out in any area, they are more than capable of being good Rangers.

Dwarf
These stout and rugged characters have many attributes and defenses unique to their kind

Pros +2 Constitution +4 Balance +4 Dodge bonus to Armor Class against monsters of the Giant Type +2 racial bonus on Search checks +2 racial bonus on saving throws against poison +2 racial bonus on saving throws against spells Proficiency with a Dwarven Axe

Cons -2 CHA (Doesn't really affect Rangers)

Ranger Material? Most Likely. Though no extras in DEX or STR, Dwarves have a lot of things that benefit a Ranger secondarily, like CON, Balance, Search, etc. It is easily possible to create a good Ranger with a Dwarf.

Elf
The Elves are the quick and fluid race that are not as stout as their dwarven rivals but with quicker reflexes.

Pros +2 Dexterity +2 Save against spells or Enchantments Immunity to sleep spells or effects Weapon Proficiency with longswords, rapiers, longbows, composite longbows, shortbows, and composite shortbows +2 racial bonus on Listen, Search, and Spot checks

Cons -2 Constitution

Ranger Material? Elves pretty much scream "Awesome Ranger" and have everything a Ranger desires, except the -2 CON that would affect Hitpoints. This is a great race for Rangers.

Drow Elf
The Drows are the cousins of the Elves from far away, and bring many new bonuses and inhibitors that Elves do not possess.

Pros +2 Dexterity +2 Intelligence +2 Charisma +2 Will Save against spells or Enchantments Spell Resistance: 11 +2 racial bonus on Listen, Search, and Spot checks Weapon Proficiency with rapiers, shortswords, and shurikens

Cons -2 Constitution Limited to 28 point build, even if bought/earned

Ranger Material? Drows are just as capable, if not more, to be excellent Rangers. They have a little more than regular Elves possess and can bring a few more things to the arena. If you ever buy or earn this race, keep in mind that Drow are limited to 28 point builds no matter what. Keep that in mind as you become more accustomed and knowledgeable in gameplay.

Halfling
These small characters have hidden surprises and can stand up to even the biggest giant

Pros +2 Dexterity +1 size bonus to Armor Class +2 Jump +1 Racial bonus on Saving Throws +2 racial bonus on Jump, Listen, and Move Silently checks +2 saving throws against fear. Stacks with the Racial bonus with on saving throws +1 rolls with Thrown Weapons

Cons -2 Strength Lifting and Carrying limits are 3/4 the size of Medium-sized characters

Ranger Material? Halflings could easily make competent Rangers, but would be less favorable with two handed fighting accounting from the -2 STR. Bows or thrown weapons are what Halfling Rangers should stick to.

Building Your Ranger- Stats and Paths
After you choose your race it is now time to build your character

Beginners may choose to take a path, that is a pre-selection of base stats, which are Deepwood Sniper (Bow Focus), Tempest (Two-handed Focus) and Arcane Archer (Create your own Arrows and more!)

Those wishing to not specify in any one area or would like to pick and choose what they want and don't want can read below.

Base Stats
As stated before, the 6 main stats are Wisdom, Charisma, Intelligence, Strength, Dexterity, and Constitution. Keep in mind that your Race has inherent stat additions/negatives that affect the base number of all these named.

1. Rangers should first invest in Dexterity. This is important for any path a Ranger should choose. It affects attack rolls with a bow and two handed weapon effectiveness.

2. Rangers should then invest in Strength. This adds to your Ranged Weapon multiplier as well as your Two Handed Fighting, if you choose to do so.

3. If one wishes to be an Arcane Archer, make this Step 2. Wisdom affects spell access and ability (10 WIS + 1*Spell Level required for spell ability) and the more the better for Arcane Archers. If you want to focus on weapons, this is less important.

4. Any remaining points should be spent on INT or CON, depending on their preference. More INT means more skill points later on. More CON means more HP. CHA is not important for the ranger, but if one wishes to increase their Haggle or UMD Skill originally, feel free to invest how you wish.

Depending on the preference this is how it should play out: Bow-Oriented Rangers should have High DEX followed by STR, some WIS, and a little INT/CON Two-weapon Fighting Rangers are the same as above with the option of switching more STR in place of DEX or WIS Arcane Archers should have about the same WIS and Dex, maybe some more WIS, some STR.

Skill Points
Skill Points are used to increase skills that are affected by Base Stats but have their own unique use. At Creation, everyone gets 28 inherent skill points, no matter your race. (You can buy/earn the 32-point champion build, but keep in mind that drow are always 28-point builds no matter what)

Skills can be subjective to what kind of Ranger you are. I will list the Recommended skills in the order of my personal opinion of what is more important:

Jump - Get places easier and hop around like a flea

Concentration - (Important if you are Arcane) Don't be distracted by that 2000 ton giant coming for you.

Move Silently - Avoid detection by monsters

Hide - look like a rock, act like a rock, think like a rock.

Heal - Helps when you need to help yourself or there's not a friendly cleric around (see my Cleric Guide)

Swim - Unless you have an Underwater Action or Waterbreathing Item with enough charges, this will help get to those secret coves with special chests!

Listen - Hear your enemies coming

Spot - see your enemies coming from far away

Search - Find Hidden Doors and Traps (But you can't disable them!)

Some extra Skills that are recommended by me:

Tumble - Very helpful to Rangers... barrel roll away from danger!

Balance - Avoid getting knocked down and unable to do nothing for a while!

UMD - Be able to overcome any race/alignment restrictions to be able to use that awesome bow!

Gameplay - Arrows that Blot out the Sun!
Now that you've chosen your race and built them up, it's time to shoot every monster down!

Basics
As a starting Ranger you can equip whatever you like as your weapon, and go out and start fighting. Keep in mind that you will need to buy arrows from a General Vendor or pick them up from breakables and such.

Rangers can only equip light armor, unless you take the feat for higher armor proficiencies, so they are not as well guarded as a fighter. Be careful about what you aggrivate!

Starting at Level 4 Rangers learn spells that can benefit them in their quests. Some are Cure Light Wounds, Longstrider (ONne of my favorites), and Summon Nature's Ally. All these are useful in their own way, and once again it is dependant on the player to choose which they want. You can prepare spells in any tavern you come across.

The Hotbar tab is useful for everyone. You can set different bows or weapon sets or spells for quick access so that you can quickly and efficiently switch through which bows or weapons are best for the situation. You have 20 possible hotbars and can be scrolled through by pressing the (+) or (-) keys next to 1-9 or pressing Ctrl+(Hotbar number). As a Ranger I like to have my weapons on my main hotbar (#1) and any spells on the 2nd hotbar (So I can press (+) to access them and (-) to quickly return to my weapons) and any skills I need to activate on the 20th hotbar (So I can press (-) to access them and ( +) to quickly return to my weapons)

To see what all a Ranger can choose with Action Points, please look at the Ranger Enhancements page. What you choose depends on your playing style, but choose wisely!

Solo Play
It is easy for Rangers to quest by themselves if they wish to do so. They can kill monsters from a safe spot or a distance away and have the ability to use weapons in close combat as well, and can heal themselves at higher levels. They can also summon animals to help them.

In a Party
While fighters are in the middle of the mobs (Rangers can be too if they want to!) Rangers can be far back and hit them without being hit themself (unless you get aggro). In the absence of a cleric, they can heal somewhat themselves and can help the party that way. Also in some quests, Rangers are used to access areas that are hard to reach, because of their Jump. They can also find hidden doors and traps. Though they don't specify in those areas they can do what needs to be done.

Items/Armor
There are many bows and weapons that can be found and purchased for a Ranger to use, and it is to the player's discretion what they choose to use. I prefer taking the Bastard Sword feat and use two-handed bastard swords with my ranger, but any ranger can do whatever he wants.

You can choose to take the Medium Armor proficiency and be able to access sturdier armor, but usually most rangers will stick with Light Armor. When choosing, look at the Dexterity modifier and find something to give you the best Dex, and then look at the AC of the armor.

Tips and Tricks
Resistances by choosing enhancements reduces the damage you take from certain elements, and will save you and your Cleric some healing.

Unless you really really want to fight up close, let someone else take the damage while you range from afar. Only pull out your swords when a monster gets mad at your awesomeness and comes after you.

Conclusion
Here ends my Guide to Being a Revered Ranger. I have surely forgotten a lot of important information that with some time and editing I or other players can add to benefit you!

Any questions or comments can be emailed to DDOSyndeo@live.com

Here are some other useful Guides:

Syndeo's Guide to Being a Respected Rogue Syndeo's Guide to Being an Effective Cleric

Look for more Guides Coming Soon!