Post by Mort on Jul 11, 2008 4:11:27 GMT -5
Sai the Ranger
Ranger deals quite high damage from a long range, and she got a few good skills that can help tanking.
Armor Type:
Medium
Damage Reduction:
Chaos 100%
Hero 100%
Magic 75%
Normal 125%
Pierce 75%
Siege 50%
Spells 100%
Skills:
Innate: Favored Enemy
Target one enemy from a certain wave, and you will do 5000 extra damage and 2s stun on each creep from that wave until you hit a creep from another wave.
Not much to say, just target the creeps with it that you know your team will have a problem with, and once you hit a creep from another wave, you'll lose the bonus damage & stun.
Note: If you hit a creep from another wave a message will be displayed, informing you about it.
Level 1: Nature Lore (Passive)
Based off command aura, this aura increases all of your units attack power a certain %, but not those of your allies. There isn't any trick to using it just max it out eventually.
Level 1: Harawep's Bonds
Purification can remove the effect of this skill, monsters with resistant skin are not affected by this skill, either
This ability shoots a webbing at creeps that prevents them from moving until the effect wears off. They can however still attack and cast spells. It doesn't take too much mana, but if you plan to spam this have a mana potion or hisan salve on you. The duration and range gets to be quite long, but it is affected by spell block and can be purified. If you plan to concentrate on killing don't bother getting this ability.
Level 6: See the Wind (Passive)
This skill gives the ranger a chance to deal several times more damage then she would normally. Basically a critical hit ability that increases in percent chance to activate and the amount it does. This is the main killing ability of the ranger and should be maxed out before any other ability, unless you're just webbing.
Level 10: Meraud's Companion
Summons a wolf on odd levels and two wolves on the even levels. The wolves increase in attack power and health each odd level and are the Ranger's personal bodyguards. Cast this as often as possible (if the wolves can reach the creeps) to help your teammates on the front line tank and kill. There is no trick to this one either, it doesn't consume that much mana and the cd is almost short enough to have them always out.
Suggested Playstyle:
The ranger is good damage dealer through the whole game.
Start out by using her innate, Favored Enemy, to help killing early on, just remember that if you hit another wave, the +5000 damage will be removed at that wave.
The ranger could be played dealing damage or helping a bit to tank with her web and her wolves.
If you choose to help with the tanking, there isn't much items needed, mostly those who will increase your mana/mana regeneration such as Tribal staff, Elder staff and Hisan Salve.
If you want to go a damage dealing approach, you should get Gleaming first, ignoring web and only picking Lore and See the wind as much as possible and when possible, her wolves.
Always try to stay on high ground as it will give you more time to catch leaks, and if you are at high ground, dont send out your wolves as much if they're not needed, it will only drain your mana.
The ranger is a damage dealer but pretty much reaches the ceiling of her capabilities when she maxes out both her See the wind and attack speed. So don't bother spending too much into her past that point unless none of the other characters would benefit from items.
Suggested Items:
- Gleaming Longsword
- Zircon-inset ring/Polished Elven Telo
- Elven Stalking Boots
- Winged Leather Boots:
- Arbelog Paw Boots:
- Combine to Elite Elven Boots
- Zircon-inset ring (if needed)
- Spineripper
- Nimsha
Tips by: Cheezeman
- Buy Winged Leather Boots!
She’s got very low health because of her high damage. It’s important to always have an escape plan in case of Sphere or Darkrift offence, or even just because you can’t handle the creeps. - Buy Elite Elven Boots!
This item is recommended because it will give her movement speed, evasion and the teleport ability.
Although she’s not in a real use of the evasion, she need the extra speed to quickly escape an offence or creeps, and she saves up a lot of space for other items with this combination.
It isn’t that expensive either with a total cost of 27,000 gold. - Always have a pointy-finger ready!
The shortcut for items in your inventory are the same as the left side of you NumPad keyboard. If you have a finger ready on the Winged Leather Boots or Elite Elven Boots you can quickly avoid any problem you may get into.
you should note that the NumLock must be activated if you want to use these shortcuts. - Always use Meraud’s Companion.
Even if you’re not in danger or one of your allies are, it’s recommended to – as frequently as possible – summon your companion/-s. I have various reasons for this:
After some research I’ve discovered that there’s only 10 seconds between each summon (unless it/they die of course…)
It will minimize danger because you’ll already be dealing with it, it is a good support for the team’s tanker and - if you’re lucky – it will save your comrades’ lives.
You may run out of mana sometimes, just buy a potion Kirmhiro Draught á 1250 gold and you can begin summoning again (or ask the team’s Empath to heal you for a couple of seconds). - Always buy Nimsha before Spineripper!
Nimsha is far better than Spineripper, and it’s only for 20,000 gold more. It will decrease the opponents armor by 15 before the impact of your arrow, thus increasing your damage (including your See the Wind’s damage). - Don’t ever buy Uthmor’s Scullcleaver!
According to a experiment examining critical strikes and how they stack, it’s proven that Uthmor’s Scullcleaver will make 50% of your See the Wind critical strikes only deal 2x your damage, instead of around 21x.
This means that you should never get Uthmor’s Mirror Blade. - Get 2x Zircon-inset Rings!
These rings will boost her speed severly (and give a minor boost to damage) thus increasing your chance of successful See the Wind hits. If you think that you should get lots of damage as a Ranger you’re wrong. See the Wind gives a chance of 21x the damage. 21x! That’s enough to kill monsters with a single blow, which makes your damage pointless.
Although you’re required about 2 or 3 of these hits on a monster on later levels, it’s still better than getting damage since damage will only increase her chance of dealing successful See the Wind hits when the monster have around 5% hit points left.
Why 2? you may be thinking. Well, a third Zircon-inset Ring would make too small difference to her attack speed since she's reaching a limit. Of course... you can always buy a third ring, but I suggest that you should be creative! Add some armor to protect her! Add some mana potions to summon Meraud's Pets! Throw it in the lake! It's up to you. - Always sell your Gleaming Longswords!
You should seriously sell one of your Gleaming Longsword for 2000 gold if it means you can afford a Zircon-inset Ring. The ring will boost her speed by 72% and give a +36 damage bonus, which makes her Gleaming Longsword useless.
By the time you can afford your 3rd Zircon-inset Ring, you won’t need the Gleaming Longswords anyway.
However, how many you want in the first place is your choice. I usually go with 4x. - Always support your tanker!
Always give your tanker money, and if you can buy potions for him! The risk that you will die is high when delivering the potions or armor, so always have Elite Elven Boots in case of emergency. - Be black or white!
If you’re the DPS, Harpawep’s Bonds is the last ability you should upgrade because upgrading Nature Lore and Attribute Bonus will boost her damage severly, and you need the extra mana for Meraud’s Companion.
However if you’ve decidied you want to help the tanker I would recommend to upgrade Harpawep’s Bonds and Attribute bonus because the extra Intelligence you get from the second skill is enough to keep the monsters where they are and your tanker out of danger. - Don't use Favored Enemy too often!
Carefully chose what wave to use Favoure Enemy. There are a lot of factors to consider:
1: Don't ever use it if you have a bunch of creeps together in a big mess. Chances are high that Ranger will automaticly target another enemy which is not of the correct type.
2: Think about when to use it. If you kill your enemies in a single blow or two it's not recommended to go ahead and use it.
3: Favored Enemy have a long cooldown, about 3-4 monster waves. Don't use it when there are few enemies left of that type.
4: Use it one bonus waves! Each hit stunns, so you can just move between 4 birds at once and kill them all. Since they have Spellblock you must be careful (read number 5)
5: For later levels you need to be very careful since you may cast it on a enemy with Spellblock (= a shield reflecting spells). If it's not on cooldown it will destroy the effect.
Additional Spell Info
Rangers Favoured Enemy
2000 Damage
2s Stun
220 Cooldown
Harawep’s Bonds(radius:web duration(secs))
500:11
600:12
700:13
800:14
900:15
1000:16
1100:17
1200:18
1300:19
1400:20
Lore(damage bonus)
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
See the Wind(chance to an multiplied attack damage:multiplier:bonus dmg)
10%:12:50
11%:13:75
12%:14:112
13%:15:168
14%:16:253
15%:17:379
16%:18:569
17%:19:854
18%:20:1281
19%:21:1922