AETAS’ MELEE RANGER GUIDE version 1.0.9

Author: Aetas (Cyclotron) with significant contributions from Kirstena and Dr. Giggles.

 

CONTENTS:

I.                    INTRODUCTION

II.                  SKILLS

a.       Paired Attack + Triple Threat

b.       Hunter’s Intuition

III.                QUESTIONS

a.       Should I take missile paragon or melee paragon?

b.       Should I dual wield or single wield?

IV.                CONCLUSION
     

 

I.          INTRODUCTION

 

So you want to be a melee ranger?  Well, you have a very tough journey ahead of you for what, at this time, many believe, lacks much reward.  Paper tanks they call us…  Able to dual wield and do massive damage (especially when buffed) yet unable to withstand any.  Able to use swords and bows, yet unable to switch easily between them while in the heat of battle (as the offhand weapon cannot be hotkeyed)…

 

Well, I’ve been a melee ranger for almost my entire life on Darktide (PvP) and I’m writing this article to hopefully help save you from most of the pain and frustration associated with living life as a “gimp”.  Read on.  There is still hope for you as well as an interesting twist that will put you on par with your melee peers… 

 

 

II.         SKILLS

 

First, let’s talk about melee ranger special attacks.  In the interest of focus, I will not discuss non-melee skills such Nature’s Aid, Rabies, Forage, etc. and will only discuss the following melee ranger skills: Paired Attack, Triple Threat, and Hunter’s Intuition.

 

a.  Paired Attack + Triple Threat

 

Paired attack is a double-strike melee attack.  Spending XP on it increases the amount of damage done. 

 

My take on this skill is that it is not worth the credits.  Unbuffed, it does not do much more damage than a single round of basic attack with dual wield.  Paired Attack costs 170 base vigor (not including the vigor rating on your weapons).  In addition, each swing of the double-strike attack is rolled separately (meaning you can hit with one sword yet miss with the other) and each hit’s damage is calculated against the opponent’s armor level as well as your weapon ratings.  In PvM, this skill is nothing to go “Ahh” or “OMG” about.  And in PvP, this skill is absolutely worthless as the armor level of your foes will seriously drive down the damage you deal.  Of course with any basic or special attack, buffs always help.  But in that case, this skill is just “Ok”.

 

Triple Threat is not that much different from Paired Attack.  It is a triple strike melee attack, which can only be used after an attempted Paired Attack.  Spending XP on this skill increases the amount of damage done. 

 

“WOOT a 5-hit combo!!! “, you say.

 

Well, it’s not as good as it sounds.  My experience with this skill has been abysmal given the vigor cost and damage output of the Paired Attack and Triple Threat combo.  Like Paired Attack, each swing of the Triple Threat attack is rolled separately and each hit’s damage is calculated against the opponent’s armor level as well as your weapon ratings. I have not noticed much difference in damage between a successful single hit in Paired Attack versus a successful single hit in Triple Threat.  Given the high vigor cost of the Paired Attack and Triple Threat combo, you’ll probably only be able to get this off two or three times before running out of vigor.  Your hit results could look something like the following “Hit, Miss, Hit, Hit, Miss,” and now you’re down 400+ vigor.  

 

I trained Paired Attack and Tripple Threat up to 37pts when I was in my late 30s.  The hit rate and damage output looked similar to the following “Miss, 140, Miss, 170, 170” against a mob.  Much less damage was observed against players.  On a brighter note, with full buffs and a gossamer skin, you can probably double the damage output of each hit.  At level 47, with full buffs and gossamer flesh, each of my swords can hit for the low 400ish with basic attacks against mobs. 

 

b.  Hunter’s Intuition

 

Hunter’s Intuition is an extremely powerful melee attack.  The official skill description implies that it is more effective if performed after the ranger’s pet has successfully attacked. Spending XP on this skill increases the amount of damage done.  It takes 200 base vigor, recycles every 5 seconds, yet has comparable damage to Mighty Blow (a defender skill that takes 450 vigor and recycles every 10 seconds). 

 

I’ve tested this several times with my guildmate and fellow ranger, Kirstena.  This skill is a must have for any aspiring melee ranger.  Your attacks will be centered around this attack being successful and hitting hard.  There are two components to a successful Hunter’s Intuition attack.  The first component pierces armor and the second does not.  At level 50 skill, the armor piercing portion hits for a flat 400 pts of damage regardless of your weapon’s damage rating.  I’ve seen up to 465pts of damage on this when it lands immediately after a successful pet attack.  The second non-armor piercing portion hits for anywhere from 170-700+ depending on buffs, debuffs, as well as your weapon’s damage rating.  On average, this second component hits for approximately 250-300 with level 45 swords.  While testing this, Kirstena pointed out something very interesting… that the second component’s damage is based on your right weapon’s damage rating only, completely ignoring your left weapon.  Remember this fact as it leads into that “twist” I mentioned earlier regarding melee rangers. 

 

 

III        QUESTIONS

 

a.  Should I take missile paragon or melee paragon?
 

I asked this very question once and received a very interesting reply from a Dr. Giggles.  The following information in quotes is taken directly from his response:

 

"Well, if you are going to play a "pure" dual wielding ranger with very little bow use except for occasional pulling or using ranger skills then this is how I would build one. Firstly, ALL your attacks while dual wielding will be based off your MISSILE and ranger masteries. Melee masteries will only help in evading incoming melee attacks. Since you have only one paragon trainable this is a conumdrum. Does one train Missile to paragon and melee to GM or vice versa? Each has it's pro's and con's. With missile paragon your chances of hitting are maxed but you chances of not being hit aren't so good. If you do the opposite well it's the opposite as in you dodge well but don't hit often. So what would the Doc do?

Melee paragon and missile GM. The reason I state this is because of one added little bonus to the ranger skills and that is adept. With ranger adept you be able to hit "almost" as well as a melee with paragon with your special attacks. This way, while in melee, you have a high chance to evade with maxed melee paragon (which you'll need with no shield), and a decent rate to hit with adept and ranger skills. You're pet and ranged special attacks from the ranger tree will be used to make up the added difference in damage needed to make the kill that compensate for the misses you'll get swinging your weapons.

 

“As for pvp and standing toe-to-toe with a pure melee, you'll have a definate advantage here tho. With melee paragon your chances to dodge their attacks are HIGH but since your attacks are based off the missile tree they will have a "lower" chance usually to dodge your attacks. "

Thanks Doc.

 

These few paragraphs of advice have done wonders for my survivability against mobs and players.  No longer can I be considered a “paper tank” as now I can take the damage.  For PvM, having missile m/gm plus ranger adept (without missile paragon) has only decreased my dual wield damage output by a small amount as I am still able to hit well against mobs (although noticeably not as well as before).  For PvP, my overall performance against melee has increased dramatically, magic has stayed the same, and missile has decreased to a typical melee and magi level.

 

One thing to point out is that taking melee paragon over missile paragon will make you significantly weaker versus players that have taken missile paragon (i.e. archers).  Your most powerful attack, Hunter’s Intuition (based on missile masteries and ranger adept), will be evaded much too often to be useful against them.  This is quite a difficult obstacle to overcome, but there is still hope.  Remember that “twist” I mentioned way back when.  Read on.

 

b.  Should I dual wield or single wield?

 

All this time, we assumed that all ranger melee attacks required dual wielding to be executed.  Well this is true for all but one special attack… Hunter’s Intuition.  Remember when I pointed out that Hunter’s Intuition ignored the damage rating of your left weapon…  Well another thing Kirstena discovered was that you could execute Hunter’s Intuition with only one weapon (but not shield)…

 

This is the “twist” I mentioned earlier.

 

So what does this mean for a melee ranger? 

 

Wielding 1 weapon versus 2 has the following benefits:

 

-          You can now hit with basic attacks based off of your melee m/gm/p rather than your missile m/gm therefore increasing your chance to land a hit.

 

-          You can now hotswap very easily between bow and sword therefore making attacking from range and switching to melee all the more fluid.  Imagine how quickly you can welcome any incomers with Hunter’s Intuition.

 

-          You can now access ANY melee attack in the basic melee tree therefore allowing you to follow up Hunter’s Intuition with Find Hole, Backstab, Peripheral Blow, and/or Unpredictable Blow.  Four of those attacks each have an armor piercing component equating to devastating damage.  Most often players are dead after a successful Hunter’s Intuition + Find Hole / Backstab combo.  Also imagine the damage versus vigor cost of the Hunter’s Intuition and Unpredictable Blow (while vulnerable) combo. 

 

-          You can now execute a devastating three hit combo with only 330 vigor (Hunter’s Inuition, Find Hole, Backstab).  Currently, I’m level 47 and have 1500 vigor.  In other words, I can execute this combo 4 times without replenishing vigor. 

 

 

 

IV         CONCLUSION

 

Rangers are not gimps.  They are complex and challenging to play but the rewards are a very versatile damage oriented character with the good looks of a human.  The melee ranger, or any ranger for that matter, is a very intriguing and challenging class to play.  For whatever path you take, you should be commended.

 

As your base template, I would recommend the following for a melee ranger:

 

  • Missile Master
  • Missile Grandmaster

 

  • Trailblazing (Currently useless)
  • Nature’s Aid (Good to have by your side while fighting mobs)
  • Envenom (Good slow effect)
  • Scintillating Blades (Use this to up Hunter’s Intuition indirectly)
  • Scent of Prey (Use this to up Hunter’s Intuition indirectly)
  • Hunter’s Intuition (Devastating attack obtainable at level 30 – 200 vigor)
  • Ranger Adept (Need this to compensate for no missile paragon)

 

  • Unpredictable Blow (Devastating if hit while the mob is vulnerable – 32 vigor)
  • Backstab (Awesome melee attack with a portion of damage ignoring armor – 50 vigor)
  • Find Hole (Awesome melee attack with a portion of damage ignoring armor – 80 vigor)
  • Melee Master
  • Melee Grandmaster
  • Melee Paragon (Needed to evade the attacks you encounter most - Melee)

 

Afterwards, you should have 15 credits extra at level 50, meaning you could achieve this template early in your ranger’s life.  With your extra credits you can get creative with your skill selections.  For example, currently I’m toying with the possibility of opening my attacks with Double Shot, Gated Arrow, and then switching to sword and following up with Hunter’s Intuition, Find Hole, Backstab.  In other instances I open with Envenom.  But most of the time, I just dish out the damage with my single sword attacks and heal/regen my vigor with basic heal + rushed recovery.  

 

As a warning to the faint of heart, without major heals, you will live a very reckless life.  Regardless, I urge you to open your mind to the possibilities.  There are already reports of missile ranger templates that are just as effective if not more.  This is not the greatest class to play nor the be all end all melee template… but I must admit the melee ranger is a very powerful template that if played right can lead to a very fun and rewarding experience.  But like any class, know your limitations. 

 

Goodluck!

 

Aetas (Cyclotron) – Level 47 – Melee Ranger – TAO – Darktide

Cyclotron_01@hotmail.com