Class Role Report Card
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Healing: Fair
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Tanking: Poor to Fair
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DPS: Excellent
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Debuffing: Fair
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Buffing: Good
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Crowd Control: Situational (Outdoors)
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Rangers are warriors attuned to the ways of nature, able to call upon the power of the wild to aid them in their fights. Rangers are primarily a melee class, able to wear chain armor and wield many kinds of weapons.
Rangers are scouts and hunters, able to track enemies from a great distance and engage them with deadly ranged attacks, but rangers can also fight well in a melee, using two weapons to attack their foes. Rangers have spells drawn from nature. They can increase run speed and add to an ally's armor, health, or ability to attack. In a pinch, they can heal or directly damage enemies with fiery attacks.
Introduction
If you are new to TAKP, please read through the New to the Server forum post, it explains a lot of the mechanics in this guide.
Class Titles
Level 1-50 |
Level 51-54 |
Level 55-59 |
Level 60-64 |
Level 65
|
Ranger |
Pathfinder |
Outrider |
Warder |
Forest Stalker
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Creation Guide
Picking Your Race
RACE |
STR |
STA |
AGI |
DEX |
WIS |
INT |
CHA |
BONUS
|
Half-Elf |
75 |
80 |
100 |
85 |
65 |
75 |
75 |
20
|
Halfling |
75 |
85 |
105 |
90 |
85 |
67 |
50 |
20
|
Human |
80 |
85 |
85 |
75 |
80 |
75 |
75 |
20
|
Wood Elf |
70 |
75 |
105 |
80 |
85 |
75 |
75 |
20
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Spending Your Bonus Points
Raid min/max: 20 STA
DPS: 20 STR
Combat Skills
TAKP Skill Caps
Archery
- For archery skill ups, target Ssolet Dnaas in Warsliks Woods at 4014, 402 who is level 50, perma-rooted, and has high regen.
- Archery hate is weapon damage + arrow damage per shot without the multipliers, hit or miss.(Source)
- Rangers above level 50 do double damage with Archery against non-moving, non-rooted targets.
Archery Damage
From a TAKP Forum thread:
Archery does not get a damage bonus here. Client::Attack() is the melee routine. The archery routine is DoArcheryAttackDmg() in special_attacks.cpp.
Archery damage still is not perfect here. I got it 99% right before Luclin launched and moved on to develop zones. Melee damage is more accurate and for example a Blade of War will do the correct 321/528 normal/crit max hits. I did some investigating on this today and it appears that there's some rounding error somewhere making normal shots do a couple extra damage and Trueshot damage is a bit too low. How Trueshot works exactly is a little fuzzy and simply multiplying by 1x or 1.05x doesn't fit perfectly. Currently Stonewood+Blessed max hits are 674 and 1154 when they should be 672 and 1150, and under TS max crit seems to be 2296 when it should be 2320 because our multiplier is 1x.
The basic archery damage math that I'm aware of as of now is this:
dmg = bow dmg + arrow dmg = 57 for stonewood + blessed arrows
max AM0 non-crit non-TS moving hit = INT(dmg * 2.95) = 168 for stonewood + blessed arrows
max AM0 non-crit non-TS stationary hit = doubled = 336 for stonewood + blessed arrows
max AM3 non-crit non-TS stationary hit = doubled = 672 for stonewood + blessed arrows
max AM3 critical non-TS stationary hit = INT(672*1.7+0.5)+8 = 1150 for stonewood + blessed arrows
max AM3 critical TS stationary hit = INT(INT(672*2.025)*1.7+0.5)+8 = 2320 for stonewood + blessed arrows
The problem I have is that I'm seeing 2.05 as the TS multiplier on some webpages (or +105%) and this doesn't fit. 2.025 doesn't fit perfectly for other bows either but it's still closer than 2.05. I'll probably bump our multiplier to +102%. The way it's implemented can't do fractions but if I had the precise logic I'd rip it out and hardcode it.
Disciplines are given to all non-caster classes as a boost to combat mechanics for a brief period of time with cooldowns.
Usage: /discipline <DISC NAME>
- RESISTANT (Level 51 – Velious): +3 to all resistances increasing to +10 at 50th level. This discipline lasts for 1 minute, and has a base reuse time of 1 hour. The reuse time for this discipline will decrease as you level.
- FEARLESS (Level 54 – Velious): Immunity to “Fear” and all spells that cause “fear”. This discipline lasts for 11 seconds, and has a base reuse time of 1 hour. The reuse time for this discipline will decrease as you level.
- TRUESHOT (Level 55): Imbues your bow with energy, increase the damage done by each shot and improving your accuracy. This discipline lasts for 2 minutes, and has a base reuse time of 72 minutes. The reuse time for this discipline will decrease as the ranger gains additional levels.
- WEAPONSHIELD (Level 60): Focuses your combat reflexes, allowing you to parry most melee attacks. Parries all melee attacks from the front. This discipline lasts for 18 seconds, and has a base reuse time of 72 minutes. The reuse time for this discipline will decrease as the ranger gains additional levels.
Useful Items
Archery
- Fleeting Quiver: Best archery haste in game, hunt those highland lions! Keep it in top slot with at least one arrow in it for haste to apply with Endless Quiver AA.
- Shardwing Arrow: 12 damage arrow; an arrow's elemental damage requires low resist targets to be more effective than a Shardwing. (Pair with Endless Quiver)
Bane Damage Bows
Melee Weapons
Utility
- Vial of Velium Vapors: Skill up pottery to be able to craft a low cost Thurgadin teleport - Ranger port, but WITH your gear!
- Horses: On EQMac there was a bug that let you use old models get the horse buff icon, which lets you meditate without riding a horse. The benefit of this is you can move at normal sow speeds while buying the cheapest horse, don't suffer from acceleration/deceleration effect of horses, can duck spells to interrupt casting, avoid sit agro, and not have to use Luclin models if you don't like the graphic. You can read about that setting here.
Alternate Advancement
A full list of Alternate Advancement abilities.
First 100 Alternate Advancement Points
In a TAKP Forums post, Rimidal
recommended the following first 103 Alternate Advancement for new Rangers.
Assuming you picked ranger for fun with archery, so picking that specialization first.
- Archetype – Combat Fury 3 (12 AAs) – More crits is more damage, works for melee and bow damage.
- Class – Endless Quiver (9 AAs) – Viewed as a class defining ability for ranger, ability to shoot unlimited arrows of the best type.
- Class – Archery Master 3 (18 AAs) – Another “class defining” ability – increases bow damage by 30/60/100%! You will need to be ready to work around the TAKP limitations of arrows not hitting cornered mobs.
- Class – Innate Camouflage (5 AAs) – Instant casting fixed-duration invisibility without a spell gem, I just love this AA.
- PoP Ability – Ferocity 3 (9 AAs) – Extra DPS via additional double attacks.
- Class – Ambidexterity (9 AAs) – If you don’t plan to use your bow very much, then prioritise this first. Increases your chance to successfully dual wield
- PoP Ability – Fury of the Ages 3 (9 AAs) – More crits is more DPS and you're all about that life.
- Archetype – Natural Durability 3 (12 AAs) – Having more HPs is always useful because it lets you take more melee and spell damage.
- Pop Ability – Entrap (4 AAs) – Free quick recast manaless snare that doesn't require a spell gem, and as a bonus it generates much less threat than your Ensnare spell.
- Pop Advance – Planar Power 5 (10 AAs) – Boost your max stats - get more hitpoints and dex, all the good stuff.
Additional AAs to aim for: Combat Agility, Lightning Reflexes, Spell Casting Fury, Combat Stability, Innate Defense.
Ranger Spells
Level 9 Spells
Name
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Effect(s)
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Mana
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Duration
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Skill
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Target Type
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Endure Fire
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Increases Fire Resistance
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20
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27 Minutes
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Abjuration
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Single target
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Flame Lick
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Reduce the Hit Points and Armor Class of a Single Target
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10
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30 Seconds
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Evocation
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Single target
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Glimpse
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Self only Increase Visual Magnification
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5
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18 Seconds
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Divination
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Self only
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Lull Animal
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Reduce the Aggro Radius of a Single Target Animal
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10
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1 Minute and 12 Seconds
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Alteration
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Animal
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Minor Healing
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Heal a Single Target
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10
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Instant
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Alteration
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Single target
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Skin like Wood
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Increase the Armor Class and Maximum Hit Points of a Single Target
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10
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27 Minutes
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Abjuration
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Single target
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Snare
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Reduce the Movement Rate of a Single Target
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15
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2 Minutes and 24 Seconds
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Alteration
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Single target
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Tangling Weeds
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Quick Cast Low Duration Reduce the Movement Rate of a Single Target
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15
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12 Seconds
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Alteration
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Single target
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Level 15 Spells
Level 22 Spells
Level 29 Spells
Name
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Effect(s)
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Mana
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Duration
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Skill
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Target Type
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Flaming Arrow
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Single Target Fire Based Direct Damage
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50
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Instant
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Evocation
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Single target
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Level 30 Spells
Level 39 Spells
Level 44 Spells
Name
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Effect(s)
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Mana
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Duration
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Skill
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Target Type
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Swarm of Pain
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Single Target Magic Based Damage over Time
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95
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48 Seconds
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Conjuration
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Single target
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Level 49 Spells
Level 50 Spells
Level 51 Spells
Name
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Effect(s)
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Mana
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Duration
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Skill
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Target Type
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Ensnare
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Decreases the Movement Rate of a Single Target
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35
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6 Minutes and 48 Seconds
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Alteration
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Single target
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Jolt
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Single Target Aggro Reduction
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60
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Instant
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Alteration
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Single target
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Strength of Nature
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Single Target Increase Attack and Maximum Hit Points
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125
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1 Hour
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Abjuration
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Single target
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Level 52 Spells
Name
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Effect(s)
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Mana
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Duration
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Skill
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Target Type
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Extinguish Fatigue
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Single Target Full Stamina Refresh
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35
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Instant
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Alteration
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Single target
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Falcon Eye
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Self Only Increase Chance to Hit by 20% with Archery and See Invisible
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75
|
11 Minutes and 24 Seconds
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Alteration
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Self only
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Firestrike
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Single Target Fire Based Direct Damage
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155
|
Instant
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Evocation
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Single target
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Icewind
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Single Target Cold Based Direct Damage
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180
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Instant
|
Evocation
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Single target
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Level 53 Spells
Name
|
Effect(s)
|
Mana
|
Duration
|
Skill
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Target Type
|
Storm Strength
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Increases the Strength of a Single Target
|
85
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54 Minutes
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Alteration
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Single target
|
Level 54 Spells
Level 55 Spells
Level 56 Spells
Level 57 Spells
Name
|
Effect(s)
|
Mana
|
Duration
|
Skill
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Target Type
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Greater Healing
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This spell is an upgrade to Healing.
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150
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Instant
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Alteration
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Single target
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Level 58 Spells
Name
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Effect(s)
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Mana
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Duration
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Skill
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Target Type
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Eagle Eye
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Self Only Increase Chance to Hit by 40% with Archery, See Invisible, and Ultravision
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100
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12 Minutes and 36 Seconds
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Alteration
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Self only
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Nullify Magic
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Removes Two Magic Based Buffs/Debuffs from a Single Target
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50
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Instant
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Abjuration
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Single target
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Shield of Spikes
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Applies a Damage Shield to a Single Target
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100
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3 Minutes and 54 Seconds
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Abjuration
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Single target
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Level 59 Spells
Name
|
Effect(s)
|
Mana
|
Duration
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Skill
|
Target Type
|
Calefaction
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Single Target Fire Based Direct Damage
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250
|
Instant
|
Evocation
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Single target
|
Skin like Nature
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Increases the Armor Class, Maximum Hit Points, and Passive Hit Point Regeneration of a Single Target
|
300
|
1 Hour and 12 Minutes
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Abjuration
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Single target
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Level 60 Spells
Level 61 Spells
Level 62 Spells
Level 63 Spells
Level 64 Spells
Level 65 Spells
Name
|
Effect(s)
|
Mana
|
Duration
|
Skill
|
Target Type
|
Cry of Thunder
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Self Only Enchant Weapon with Magic Based Direct Damage Proc
|
400
|
1 Hour
|
Alteration
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Self only
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Mask of the Stalker
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Self Only Increase Player Size, Magnify Vision, Increase Passive Mana Regeneration, and See Invisible
|
150
|
3 Hours
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Alteration
|
Self only
|
Natureskin
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Single Target Increase Armor Class, Maximum Hitpoints, and Passive Hit Point Regeneration
|
400
|
1 Hour and 21 Minutes
|
Abjuration
|
Single target
|
Protection of the Wild
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Self Only Damage Shield, Increase Attack, Increase Armor Class, and Increase Maximum Hit Points
|
450
|
2 Hours and 30 Minutes
|
Abjuration
|
Self only
|
Spirit of Eagle
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Single Target See Invisible, Increase Movement Rate, Levitation, and Infravision
|
125
|
1 Hours
|
Alteration
|
Single target
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References
External links