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Ranger primary archetype combined with Mage secondary is a Scion class.[1]

Skills/abilities

The majority of a Ranger's skill tree will likely be ranged, but there will be options to incorporate melee aspects.[2]

  • Some abilities require a bow to be equipped.[3][4][5][6]
  • Instead of a minimum range requirement, certain Ranger skills, such as Thundering Shot, currently have variable effects conferred at different ranges.[7]
  • The majority of Ranger abilities allow movement while casting. Only a few abilities impose movement penalties while casting.[3]
Skill Icon Base skill
Air Strike   Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[8] The root effect is nature based.[9]
Barrage   Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[10]
Bear Trap   Spawn a Trap at the target location, which arms after 1 second. When an enemy triggers the Trap, they take damage and become Rooted for 2 seconds.[11]
Call of the Wild   Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[12]
Camouflage   You become harder to see and cannot be directly targeted. The further you are from an enemy, the more difficult you are to spot. Any outgoing combat actions cancel this effect, as well as incoming damage or other negative effects.[13]
Disengage   Delivers a quick kick backflipping in the opposite direction. Enemies hit are Snared for 4 seconds.[14]
Headshot   Deals 175% physical damage to target enemy.[15]
Hunt of the Bear   Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[16]
Hunt of the Raven   Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[17]
Hunt of the Tiger   Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[18]
Imbue Ammo: Barbed   Imbues your ammunition with barbed thorns. Enemies hit by your bow attacks suffer the Bleeding status effect, dealing damage over time. Each application applies 3 seconds of duration to the target, up to a maximum of 30 seconds. 10 charges.[19]
Imbue Ammo: Concussive   Imbues your ammunition with concussive force. Enemies hit by your bow attacks suffer ten stacks of the Staggered status effect, increasing Tripped duration when applied and lowering their accuracy and evasion stats per stack. 10 charges.[20]
Imbue Ammo: Weighted   Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds. 10 charges.[21]
Lightning Reload   Grants a charge of Lightning Reload, allowing you to fire one ability Shot for free, ignoring its cooldown and other costs.[22]
Mark of the Bear   Marks the target, reducing their mitigation by 25%.[23]
Mark of the Raven   Marks the target, triggering bonus damage every time the target is hit. The lower the health on the target is, the higher the damage.[24]
Mark of the Tiger   Marks the target, increasing critical chance versus the target by 50%.[25]
Piercing Shot   Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[26]
Raining Death   Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[27]
Scatter Shot   Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[28]
Snipe   Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[29]
Thundering Shot   Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[30]
Vine Field   Summons 3 fields of grabbing vines, one at the target location every .5s for 1.5s. Targets hit are damaged for 10% physical damage and snared for 3s, reducing their movement speed by 40%. Targets that have more than 10s of snare duration are rooted. This effect can only trigger once per target.[31]

Mage augments

Mages will offer four magical schools of augmentation, such as teleportation, fire, frost, and lightning (electrical).[32][33][34]

Say for instance, I am a Ranger that has a Charge bolt ability as my primary active skill and I've chosen Mage as my secondary and applied the elemental to it. I now have a Frost charge bolt, and if I fire that frostbolt and hit a target, they may be freezing for a period of time as a debuff and that might slow their speed. If a wizard applies a nuke on a target and that nuke is a frost-based nuke, those two stacking elements might then either further snare (slow the target) or paralyze and freeze the target. So, there are combination out effects that build up: A primary, secondary and some ancillary effect occurs when those are combined.[34]Steven Sharif
There's going to be four schools of augmentation for each archetype. One of the schools for the mage is the teleport school. You can take that teleport augment, apply it to your charge skill: now instead of charging x distance over time you're going to immediately teleport to the target dealing x damage and a condition modifier. If you were to apply the elemental school to your class ability you would then instead you would charge x distance; upon reaching target you would set the target ablaze if it's fire or you would electrocute them and deal with damage over time.[32]Steven Sharif

See also

References