Starting a Ranger

Classic Ranger
The classic Ranger is a very agile and skilled scout with minor spellcasting abilities. With his keen senses he can detect traps, secret doors or enemies before anyone else. Once combat starts the ranger usually stays behind to support the party with his bow, but even in melee he has learned to wield two weapons with deadly precision. The ranger wears only light armor but is quick in his movement.

The classic ranger is recommended to those players who prefer smiting enemies from a distance rather than close up. Even though a ranger can fight with two weapons effectively, when using the classic ranger, melee fighting should only be the alternative when your enemies are too close to effectively use a bow. (Rangers do seem to do more damage when their enemies are closer when using a bow, especially if they have gained the feat Point-blank shot; however, if their enemies are withing striking distance two-weapon fighting will almost certainly do more damage-per-second (DPS) than using a bow will.) The "traditional" longbow or shortbow is usually the better choice for a ranger because it is coupled with the ranger-specific class feat Bow strength, which applies the ranger's strength bonuses to their damage rolls, allowing them to have greater chances to hit highly-damaging shots. Crossbows are a good weapon if the ranger has invested in ranged-weapon proficiency; however, the Bow strength feat usually negates the crossbow's higher damage class.

Recommended race
Elf: Traditionally a good choice. The increased Dex and the bonus to listen and spot are a great benefit for every ranger. Racial enhancements for bow and sword/rapier can help too.

Warforged: Rather unpopular but can be a great ranger too. Warforged have natural resistances and are a good choice especially when you favor melee combat.

Dwarf: An effective but uncommon choice. Often, a dwarf ranger can have Two-weapon fighting without meeting the dexerity requirements, allowing a higher strength. (Keep in mind that rangers automatically gain the Two-weapon fighting feat at level two even if they do not meet the dexterity requirement) He can focus on melee combat with the free Dwarven axe exotic weapon proficiency and racial axe bonus enhancements (that now work with handaxes).

Recommended stats
Elf

Str: 14 +2 Bonus Damage to all attacks when using Bow strength

Dex: 20 +5 Important for skills, AC, and attacks

Con: 8 -1  Not much, but with high Dex you can avoid many attacks if investing in Dodge or Mobility

Wis: 12 +1 Minimum for Level 2 spells

Int: 8 -1 Dumped in favour of combat stats

Cha: 8 -1 Dumped in favour of combat stats

Warforged

Str: 16 +3 More power for melee

Dex: 16 +3 Dex 22 is all we need at lvl 10, so this is a good start

Con: 12 +1 Some extra hit points for melee

Wis: 12 +1 Minimum for Level 2 spells

Int: 8 -1 Dumped in favour of combat stats

Cha: 6 -2 Dumped in favour of combat stats


 * 1) Since rangers are so diverse, you can choose to put bonus stat points into Strength, if looking for the highest damage output; Wisdom, to help your Heal skill and improve your spell-casting abilities; or Intelligence (yes, even though it's dumped) to help your Search and Repair skills. The lack of Intelligence in this build is a large sacrifice; attempt to restore balance in your negative Intelligence mod as soon as possible, for Search will be a highly useful skill in your dungeon-crawling.

Skills
Skills can vary greatly for a ranger as they are a very flexible class capable of specializing in a number of different directions.

Warforged only

When playing a warforged the amount you heal when resting at a shrine is determined by the player with the highest repair (or yourself if your repair skill is better)in your group. Because of this you should try to have at least one warforged warrior or a wizard with heal in your group in most cases as rangers do not get repair as a class skill.

Recommended enhancements
Ranger Action Boost

Ranger's Dexterity

Rogue's Dexterity (multiclassing only)

Warforged only
Construct Thinking

Warforged Constitution

Elf only
Elven Dexterity

Elven Ranged Damage

Elven Melee Damage

Elven Perception

Elven Enchantment Resistance

Feats
Weapon Focus: Ranged Weapon

Point Blank Shot

Precision (Useful for high armor enemies and bows with special effects on critical hits)

Dodge (Stacks with all other dodge bonuses)

Mobility

Shot on the Run

Two-Weapon Defense

Warforged only
Mithral Body

Mithral Fluidity

Elf only
Weapon Finesse (keep in mind only rapiers and light weapons are affected by this feat; resupply accordingly if investing in this feat)

Favored Enemies (standard for all rangers)
Favored Enemy:
 * Undead
 * Giant
 * Evil Outsider
 * Abberation (you may choose to switch when at higher levels, when usually-deadly abberations become frequent in quests)

Alternate build
Halfling Ranger
 * 12 str
 * 18 dex
 * 14 con
 * 14 wis
 * 8 int
 * 8 cha

Bonus stat points into str.

Favored Enemy:
 * Undead
 * Giant
 * Evil Outsider
 * Abberation (you may choose to switch when at higher levels, when usually-deadly abberations become frequent in quests)

Feats:
 * 1 Luck of Heroes
 * 3 Iron Will
 * 6 WFocus: Slash
 * 9 Improved Critical: Slash

Enhancements:
 * Ranger Dex
 * Halfling Dex
 * Ranger Action Boost
 * Halfling Luck

Skills:


 * Concentration
 * Search
 * Spot
 * Heal
 * Tumble CC

Fighting Tips
Being the classic ranger, always stay behind when engaged in full-frontal combat. A classic ranger is considered "squishy" when compared to the other classes; let your melee friends do the dirty hacking-off-limbs.

Never start the fight. The enemy will target you and run past your melee friends and after you. Wait until your melee friends begin to charge the enemy, then let fly.

Melee Ranger
Forget about being the pansy at the back of the group flinging wooden cocktail sticks at your enemies, a melee ranger will show monsters a whole new world of pain!

This build is based on the character Fragaria Vesca on the European server Keeper.

Note, this is not a pure ranger build.

Level Progression

 * Level 1 - Ranger
 * Level 2 - Ranger
 * Level 3 - Ranger
 * Level 4 - Fighter
 * Level 5 - Ranger
 * Level 6 - Ranger
 * Level 7 - Ranger
 * Level 8 - Fighter
 * Level 9 - Ranger
 * Level 10 - Ranger

The fighter levels are taken for the two extra feats, as well as an improved choice of armours the ranger can wear.

Race
Human: The human race gives an extra feat, which outweights the vast majority of other racial advantages, and the extra skill point are very helpful.

Stats

 * Strength: 16


 * Dexterity: 14 Enough to satisfy all the dexerity requirements of the feats Dodge, Mobilty, Spring Attack.


 * Constitution: 14 Nobody likes to die, and until your character becomes immortal, having more hitpoints makes your character harder to be killed.


 * Intelligence: 10 Rangers have a healthy supply of skill points, and coupled with the extra skill points that humans get, the extra points are likely to wasted on useless skills.


 * Wisdom: 14 Although 12 is enough to cast all the ranger spells given the current level cap, 14 will allow you to cast all ranger spells as they become available when the level cap is raised.


 * Charisma: 8

Important Skills
In alphabetical order, these should be maxed out when possible:
 * Heal There's nothing like filling up your health bar to full everytime you use a rest shrine.
 * Jump Jumping over enemies' heads allows you to move around freely in the combat area, and allows you to jump over obstacles to engage in an enemy that is attacking your casters.
 * Spot Make the rogue in your party look like a fool when he can't spot that trap! Also allows you to spot hidden creatures. Some creatures like Hobgoblin Witch Doctors have a nasty habit of casting spells from stealth, target them and destroy them.
 * Tumble Coupled with mobilty, you can safely tumble past hordes of enemies without a scratch.

Secondary Skills
In alphabetical order, improve these skills when you can:
 * Hide Hide and Move Silently aren't that important since you cannot sneak past some mobs, only put enough to allow you to sneak past most things, rank 10 is sufficent for this purpose.
 * Move Silently
 * Search Although you will have a rogue with higher search than you, an extra pair of eyes won't hurt.

Level 1

 * Dodge
 * Mobility

Level 3

 * Resilience

Level 4

 * Spring Attack this feat helps alot against monsters that runs around alot, whether it's something that monster does naturally, or when you have a stupid caster that runs away from the tanks when they have aggro. Having longstrider allows you to catch up with runaway monsters so you can attack them.

Level 6

 * Iron Will Hold Person, Hold Monster, and other stunning or mind affecting spells are an all too common reason for the death of a melee combatant, get this to prevent it from happening to you!

Level 8

 * Improved Critical select this with a weapon of your choice, or if you prefer, a different feat. I chose Slashing Weapon since there are alot of slashing weapons to be found in the game, and helps to trigger the burst effects on weapons.

Level 9

 * Precision There are certain monsters with an insanely high AC, such as the drow in Tempest's Spine, use this feat to hit them.

Level 1

 * Longstrider +15% run speed is great for getting around, it lasts for a long time too; also has a nice visual effect.
 * Resist Energy: Fire Fire attacks are much more common than attacks of the other elements, and where they do appear, you will often be given the chance to swap to a Resist Energy spell of the required type.

Level 2

 * Barkskin More AC is always good.

Enhancements

 * Ranger's Action Boost This is the best enhancement you will get as a ranger, recommeneded usage: skill boost to improve your haggle skill to squeeze that extra gold from the traders; sprinting around the city or in a dungeon is also fun :)
 * Energy of the Wild More spellpoints allows you to buff yourself, and your companions too if they are too tight to buff themselves.

Final Comments
Although this build was originally designed for damage, in practice, it is quite defensive and the feat selection reflects this. This build is most effective against spellcasters type monsters.

I hope you will enjoy playing a melee ranger in the future, as well as disolving the stereotype image of a ranger as an archery specialist. The majority of the warriors I have partied with are often shocked at how quick my character can mow through hordes of mobs taking little to no damage, and spellcasters are often thankful when I leap over monsters to their rescue.

--137.222.10.67 05:34, April 30, 2006 (EDT)

Melee Ranger (Pure Class)
This build is as pure as a martini... stirred of course, none of those dirty martinis that James Bond loves.

This build is based on the character Praxidike on the European server Aureon; it is basically a reroll of Fragaria Vesca without the fighter levels.

Level Progression

 * Level 1 - Ranger
 * Level 2 - Ranger
 * Level 3 - Ranger
 * Level 4 - Ranger
 * Level 5 - Ranger
 * Level 6 - Ranger
 * Level 7 - Ranger
 * Level 8 - Ranger
 * Level 9 - Ranger
 * Level 10 - Ranger

Race
Human: The human race gives an extra feat, which outweights the vast majority of other racial advantages, and the extra skill point are very helpful.

Stats

 * Strength: 14 Increase strength at levels 4 and 8.


 * Dexterity: 14 Enough to satisfy all the dexerity requirements of the feats Dodge, Mobilty, Spring Attack.


 * Constitution: 14 Nobody likes to die, and until your character becomes immortal, having more hitpoints makes your character harder to be killed.


 * Intelligence: 12 Rangers have a healthy supply of skill points, and a good selection of them to choose from too, I just can't choose some, so I chose all!


 * Wisdom: 14 Although 12 is enough to cast all the ranger spells given the current level cap, 14 will allow you to cast all ranger spells as they become available when the level cap is raised, and extra will save is also handy.


 * Charisma: 8 Why bother with your "force of personality" when you can use your "force of strength" and beat things to a pulp!

Important Skills
In alphabetical order, these should be maxed out when possible:
 * Heal There's nothing like filling up your health bar to full everytime you use a rest shrine; activating action boost (skill) and you can bring even a critically wounded barbarian to full health at the rest shrine.
 * Hide Hide and Move Silently allows you do move through lots of enemies undetected, even more important to have a decent supply of these two skills since the invisibility nerf in module 1 patch 3.
 * Jump Jumping over enemies' heads allows you to move around freely in the combat area, and allows you to jump over obstacles to engage in an enemy that is attacking your casters; at 35 jump, I have jumped to places considered impossible by others, such as the ladder at the final section of VoN5, I often wait for the raid leader to organise 4 people to use the lever for the first sonic cannon, while I wait at the second one.
 * Listen I took this to test its usefulness, and I still can't hear a mouse squeaking with maxed out listen.
 * Move Silently See Hide
 * Search Although you will have a rogue with higher search than you, an extra pair of eyes won't hurt; at 34 search, anything a rogue and detect, I can as well, a common tactic for me and a rogue in a room full of traps is for me run off to find the boxes and the rogue to disable them. Apparantly Trap Sense has been fixed in Module 1 patch 3, so detecting traps with DC 20 or greater is now impossible.
 * Spot Make the rogue in your party look like a fool when he can't spot that trap! Also allows you to spot hidden creatures. Some creatures like Hobgoblin Witch Doctors have a nasty habit of casting spells from stealth, target them and destroy them.
 * Tumble Coupled with mobilty, you can safely tumble past hordes of enemies without a scratch; just for fun, I cast tumble and use action boosts to do forward flips in my mithral full plate in front of those tin can fighters and paladins.

Secondary Skills
In alphabetical order, improve these skills when you can:
 * Use Magic Device I took 2 ranks of UMD at level 10, which combined with items and other boosts can reach as high as 21 making most restricted items usable; raising people from the dead is possible! This skill is required to reach 25 strength since a certain scroll must be read.

Level 1

 * Dodge
 * Medium Armour Profiency I like the look and stats of medium and heavy armour made from mithral than light armours, you can pick some other feat if you desire.

Level 3

 * Mobility

Level 6

 * Spring Attack this feat helps alot against monsters that runs around alot, whether it's something that monster does naturally, or when you have a stupid caster that runs away from the tanks when they have aggro. Having longstrider allows you to catch up with runaway monsters so you can attack them.

Level 9

 * Improved Critical select this with a weapon of your choice, or if you prefer, a different feat. I chose Slashing Weapon since there are alot of slashing weapons to be found in the game; great for getting twice the number of crits with my +5 battleaxe.

Level 1

 * Undead Undead is a fairly common enemy at all levels.

Level 5

 * Evil Outsiders One of the more common, yet tough group of enemies at high levels.

Level 10

 * Aberrations Great for soloing beholders, and beating up rust monsters.

Level 1

 * Camoflague I usually take this spell for novelty purposes, when you cast this then barkskin on someone, they will turn to a near transparent texture.
 * Resist Energy: Fire Fire attacks are much more common than attacks of the other elements, and where they do appear, you will often be given the chance to swap to a Resist Energy spell of the required type.
 * Resist Energy: Electricity Lightning bolts and electrical damage is the second most common type of damage next to fire, and some dungeons have more electrical damage than fire, so this will be handy.

Level 2

 * Barkskin More AC is always good, you'd be barking mad if you don't have this memorised all the time.
 * Cat's Grace More Dexterity is always good too.

Enhancements

 * Ranger's Action Boost Skill boosts are wonderful for a skills based class such as the ranger.
 * Energy of the Wild More spellpoints allows you to buff yourself, and your companions too if they are too tight to buff themselves.
 * Human Strength With this enhancement and other spell boosts, this build can open up locks that requires 25 strength.
 * Human Versatility Since you have alot of skills, why not give them all a boost.

Final Comments
This build is a significant improvement over Fragaria (see above), the vast majority of people that I have grouped with think that this character build is insane since it is the opposite what they perceive a ranger to be, although not in a negative way, once they recognise the considerable number of advantages of this build, as compared to a stereotypical ranger.

Having 25 strength is excellent if your guild does not have a lot of high strength characters and they need a certain 25 strength lever opened; the damage from arrows benefits from a high strength as well, at the expense of an average to hit due to an average dexerity.

At 40AC, a highly mobile playstyle, and a decent amount of damage, changing tactics in the middle of a fight can be done very easily; in my regular group, my role is the the tank, whilst my fighter friend deals the damage.

With aberrations as a favoured enemy, soloing them is not much of a challenge.

When fighting spellcasters that fling fireballs, lightning bolts and anything that evasion works on, I am the one taking the lead to ensure they are not targetting the crispy tin cans or squishies while they all take them down one at a time. Fighting mobs in a trapped room is no problem either, when a rogue gets spotted when disabling a trap, I will leap to their rescue so they can try the box again.

In conclusion, the Ranger is a generalist class and this character build epitomises this fact with the ability to do just about anything in the game.

--137.222.210.174 09:02, June 15, 2006 (EDT)