Monsters' Den: Godfall

Monsters' Den: Godfall

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The Ranger
By Uril
A look at the ranger class including their strengths and weaknesses, potential approaches to the take to the class, synergies unique to the class, and how they stack up against other similar classes.
   
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Introduction
The ranger is a hybrid role class with access to the archery and nature trees. They have the potential to pursue a multitute of different builds, however the two that stand out are the damage focused dexterity build, and the support and healing focused intellect build. They can use light and medium armor, as well as use bows, crossbows, polearms, axes and quivers.

The first major ranger build is the dexterity based archery build, which relies on using bows in conjunction with the archery tree. This build competes with both the scout and the nemesis class.

The second major ranger build is the intellect based support build, which acts as a healer as well as relying on summoned animals to assist in damage output and tanking. This build competes directly with the hermit class, and competes indirectly with several other classes.

There are currently no reasons to use polearms or axes on a ranger, so they will not be discussed in the scope of this guide. This guide also assumes that rangers will always be using a quiver as opposed to a traditional cape.
The Archery Build
This build focuses primarily on outputting damage at range through the use of bows and crossbows. It uses archery as a primary tree and nature as a secondary supporting tree. The primary stat for this build is dexterity, and it is most beneficial to subclass into a marksman rather than a warden for it in order to gain access to ricochet. This build competes directly with the archery based builds of both the scout and the nemesis classes.

Core Abilities:
  • Pierce
  • Flaming Arrow
  • Pin
  • Hail of Arrows
  • Countersnipe
  • Ricochet

Secondary Abilities:
  • Straight Shot
  • Razor Arrow
  • Eagle Eye
  • Swiftness
  • Second Wind
  • Direwolf
  • Force of Nature

The bulk of the abilities used by this build come from the archery tree, coming in the form of both strong single target and multitarget damage. The nature tree provides supporting abilities that will normally be used in emergency situations (most notably second wind). The most impactful ability from the nature tree is, depending on various circumstances, swiftness. With the recent changes to scaling on summons they are likely best left to a dedicated support. However, if no one else on the party has the capability to summon units, it is still worth using on longer fights.

Should I use Swiftness?
This depends on a few factors that will likely vary from player to player and from fight to fight. Swiftness certainly has the potential to provide a great damage increase if used when appropriate, but keep in mind it's not always appropriate to use. First and foremost, if you have a supporting character with access to swiftness, it is almost always best to leave swiftness up to the supporting character. Next we have to consider if we have time to be applying swiftness to ourselves. It doesn't take much because of the speed it provides but it does delay meaningful action from your ranger. If you need an enemy taken care of NOW it might be better to forego swiftness in favor of immediate damage. Finally we need to consider if swiftness is actually going to make a difference. On short fights, odds are it will reduce your damage output. On longer fights it is often times a good idea but can be a damage loss in some rare occurences. Basicly you want to use swiftness if the fights long enough to warrant it, there is no immediate action that needs to be taken, and no one else can handle it.
Note that this same reasoning can be applied to summoning a wild companion as an archery focused ranger

How about Eagle Eye?
This one's a bit more straight forward. Firstly if your character has a high base crit chance, don't bother. Otherwise eagle eye is beneficial to use as a setup for abilities that apply extra raw damage such as pierce, hail of arrows, straight shot and potentially anoint if you can nail the timing. Outside of using it as a set up for these abilities I would avoid using it. Sometimes the delay in action it causes can be a real issue.

How Does it Stack up Against the Scout and the Nemesis?
Let's look at some pros and cons on this one:

Pros:
  • Can revive fallen allies
  • Can provide summons if no one else is capable
  • Ability to purge buffs via force of nature
  • Can provide backup heals in emergency situations
  • Extra damage in longer fights via swiftness
  • Can regain health passively through healing lore
  • More durable when standing on tiles with terrain conditions

Cons:
  • Inferior sustained damage output compared to the scout
  • Inferior burst damage output compared to the nemesis and the scout
  • Inferior durability compared to the nemesis when not standing on a terrain condition tile

The most notable reasoning for picking the ranger over the scout or the nemesis is that it can provide extra healing to the team when necessary, as well as providing summons if no other party member is capable. The major downside to picking the ranger is that it provides less damage output in both burst, and sustained forms.
The Utility Build
This build focuses on summoning units, healing injured party members, and providing supporting buffs to the party. It uses nature as a primary tree and archery as a secondary tree to help with damage. The primary stat for this build is intellect, and it is most beneficial to sublcass into the warden rather than the marksman to take advantage of the numerous powerful abilities that the warden subclass provides. This build competes directly with the hermit class.

Core Abilities:
  • Dire Wolf
  • Nature's Balm
  • Herbal Remedy
  • Swiftness
  • Regrowth
  • Faithful Companion

Secondary Abilities:
  • Thorns
  • Wildfire
  • Second Wind
  • Pin
  • Envenomed Arrow
  • Healing Lore
  • Hunter's Focus
  • Countersnipe

The bulk of the abilities used by this build come from the nature tree, coming in the form of powerful summons, healing capabilities, and supporting buffs. The archery tree provides extra damage capabilities, as well as a some powerful fighting styles. The most notable of these are envenomed arrow and countersnipe, as well as hunter's focus to help with power conservation.

Is there any Reason to Use Bear or Wolf over Direwolf?
There is no reason to use wolf unelss you don't have access to bear or direwolf. The only reason to use bear is to double summon two turns in a row. As far as combat proficiency goes, the direwolf is almost stricly superior to both the wolf and the bear.

How does this Build Stack up Against the Hermit?

Pros:
Access to bows and crossbows
Access to quivers
Access to all medium armor
Can output good damage with envenomed arrow against durable enemies
Access to countersnipe for additional actions

Reliable stun

Cons:
Cannot use wands or staves
Worse power management
Does not have access to as many summons
Less durability through skills

The primary reason you would pick the ranger over the hermit is in order to gain access to counternsip and the reliable damage of envenomed arrow. In fights where countersnipe can be taken advantage of, the ranger is often better than the hermit to fill this role. In other scenarios however the hermit will very often be a superior nature based support due to their far superior power management, increased survivability through skills, and their contribution of disintegrate to the team.

Intraclass Synergies
Because of the multi-role nature of the marksman, they do not have many synergies with themselves. This does not however mean there are none. Shown below is a list of notable ones.

  • Shots that apply status effects cause force of nature to work through damage absorption



(Note, if there are any intraclass synergies that I've not pointed out here, feel free to point them out to me)
2 Comments
Immortalits 23 Jul, 2017 @ 8:24am 
passives with ammunition and companion passives staccked reduces the power cost of offensive skills realy well, also the terrain modifier and the camoflague passive is a realy good interclass, or intertree combo in itself
XplorerCat 19 Jul, 2017 @ 1:17am 
Thorn on Shield walled Warrior, combo'd with Retribution.