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Ranger Skills - Core Print E-mail

All skills are shown with minimum and maximum values. The minimum is with 0 points in the related attribute; the maximum is with 12 points in the related attribute.

It is possible to have more than 12 points in a given attribute, but values will need to be calculated on the 12-point figures given in the individual descriptions.


- Adrenaline - Casting Time - Energy

- Energy Upkeep - Recharge Time




Beast Mastery

Points in this attribute improve your animal companion's basic attack damage, as well as skills that help to keep your companion from harm.



Call of Haste - 10 25
Shout. For 30 seconds, your animal companions have a 25% faster attack speed and move 25% faster than normal.



Charm Animal - 10 10
Skill. Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.



Comfort Animal - 10 1 1
Skill. You heal your animal companion for (Min: 20 - Max: 87) points. If your companion is dead, it is resurrected with (Min: 10% - Max: 48%)



Disrupting Lunge - 5 10
Pet Attack. Your animal companion attempts a Disrupting Lunge that deals +(Min: 1 - Max: 10) damage. If that attack strikes a foe using a skill that skill is interrupted and is disabled for an additional 20 seconds.



Energizing Wind - 5 5 60
Nature Ritual. Create a level (Min: 1 - Max: 8) Spirit. For creatures within its range, all skills cost 15 less Energy (minimum cost 10 Energy), and skills recharge 25% slower than normal. This Spirit dies after (Min: 30 - Max: 126) seconds.



Ferocious Strike (Elite) - 5 8
Elite Pet Attack. Your animal companion attempts a Ferocious Strike that deals +(Min: 13 - Max: 25) damage. If that attack hits, you gain adrenaline and (Min: 3 - Max: 9) energy.



Maiming Strike - 10 5
Pet Attack. Your animal companion attempts a Maiming Strike that deals +(Min: 5 - Max: 17) damage. If that attack hits a moving foe that foe becomes Crippled for (Min: 3 - Max: 13) seconds.



Primal Echoes - 5 5 60
Nature Ritual. Create a level (Min: 1 - Max: 8) Spirit. For creatures within its range, Signets cost 10 Energy to use. This Spirit dies after (Min: 30 - Max: 126) seconds.



Scavenger Strike - 10 5
Pet Attack. Your animal companion attempts a Scavenger Strike that deals +(Min: 10 - Max: 22) damage. If the attack strikes a foe who is suffering a condition, that foe takes an additional +(Min: 1 - Max: 12) damage.




Expertise

Primary Attribute (available to Primary Rangers only). Points in this attribute decrease the Energy cost of your attack skills, preparations, and traps.




Distracting Shot - 5 ½ 10
Bow Attack. If Distracting Shot hits, it interrupts target foe's action but deals only (Min: 1 - Max: 13) damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.



Escape (Elite) - 5 30
Elite Stance. For (Min: 5 - Max: 15) seconds, you move 25% faster than normal and have a 75% chance to "evade" attacks.



Lightning Reflexes - 10 30
Stance. For (Min: 5 - Max: 10) seconds, you have a 75% chance to 'evade' melee and projectile attacks, and you attack 33% faster.



Throw Dirt - 5 1 30
Skill. Target touched foe and foes adjacent to your target become Blinded for (Min: 3 - Max: 13) seconds.



Whirling Defense - 10 60
Stance. For (Min: 8 - Max: 18) seconds, you have 75% chance to 'block' attacks. Whenever you block a projectile in this way, adjacent foes take (Min: 5 - Max: 10) piercing damage.




Markmanship

Points in this attribute increase your basic bow damage, as well as damage dealt by bow skills.




Barrage (Elite) - 5 1
Elite Bow Attack. All your Preparations are removed. Shoot arrows at up to 6 foes adjacent to your target. These arrows strike for +(Min: 1 - Max: 13) damage if they hit.



Concussion Shot - 25 ½ 5
Bow Attack. If Concussion Shot hits while target foe is casting a Spell, the Spell is interrupted and your target is Dazed for (Min: 5 - Max: 17) seconds. This attack deals only (Min: 1 - Max: 13) damage.



Debilitating Shot - 10 10
Bow Attack. If Debilitating Shot hits, your target loses (Min: 1 - Max: 8) Energy.



Determined Shot - 5 10
Bow Attack. If Determined Shot hits, you strike for +(Min: 5 - Max: 17) damage. If Determined Shot fails to hit, all of your attack skills are recharged.



Favorable Winds - 5 5 60
Nature Ritual. Create a level (Min: 1 - Max: 8) Spirit. For creatures within its range, arrows move twice as fast as normal and strike for +6 damage. This Spirit dies after (Min: 30 - Max: 126) seconds.



Hunter's Shot - 5 5
Bow Attack. If Hunter's Shot hits, you strike for +(Min: 3 - Max: 13) damage. If this attack hits a foe that is moving or knocked down, that foe begins Bleeding for (Min: 3 - Max: 21) seconds.



Pin Down - 15 15
Bow Attack. If Pin Down hits, your target is Crippled for (Min: 3 - Max: 13) seconds.



Power Shot - 10 6
Bow Attack. If Power Shot hits, you strike for +(Min: 10 - Max: 22) damage.



Precision Shot - 10 6
Bow Attack. If Precision Shot hits, you strike for +(Min: 10 - Max: 22) damage. Precision Shot cannot be 'blocked' or 'evaded.' This action is easily interrupted.



Read the Wind - 5 2 12
Preperation. For 24 seconds, your arrows move twice as fast and deal (Min: 3 - Max: 9) extra damage.



Savage Shot - 10 ½ 5
Bow Attack. If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for (Min: 13 - Max: 25) damage.




Wilderness Survival

Points in this attribute improve defensive Stances, Preparations, and Traps.




Apply Poison - 15 2 12
Preparation. For 24 seconds, foes struck by your physical attacks become Poisoned for (Min: 3 - Max: 13) seconds.



Barbed Trap - 15 2 20
Trap. When Barbed Trap is triggered, all nearby foes take (Min: 7 - Max: 20) piercing damage, become Crippled, and begin Bleeding for (Min: 3 - Max: 21) seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.



Choking Gas - 15 2 24
Preparation. For (Min: 1 - Max: 10) seconds, your arrows deal (Min: 1 - Max: 7) more damage and spread Choking Gas to all adjacent foes on impact. Choking Gas interrupts foes attempting to cast Spells.



Flame Trap - 10 2 20
Trap. When Flame Trap is triggered, for 3 seconds all nearby foes are struck for (Min: 5 - Max: 10) fire damage and set on fire for (Min: 1 - Max: 3) seconds. Flame Trap ends after 90 seconds. While activating this skill, you are easily interrupted.



Kindle Arrows - 5 2 12
Preparation. For 24 seconds, your arrows deal fire damage and hit for an additional (Min: 3 - Max: 20) fire damage.



Nature's Renewal - 5 5 60
Nature Ritual. Create a level (Min: 1 - Max: 8) Spirit. For (Min: 30 - Max: 126) seconds, Enchantments and Hexes take twice as long to cast, and it costs twice as much Energy to maintain Enchantments. This Spirit dies after (Min: 30 - Max: 126) seconds.



Quickening Zephyr - 25 5 60
Nature Ritual. Create a level (Min: 1 - Max: 8) Spirit. For creatures within its range, all skills recharge twice as fast and cost 30% more Energy to cast. This Spirit dies after (Min: 15 - Max: 39) seconds.



Spike Trap (Elite) - 10 2 20
Elite Trap. When Spike Trap is triggered, all foes nearby take (Min: 10 - Max: 34) piercing damage, become "Crippled" for (Min: 3 - Max: 21) seconds, and are knocked down. Spike Trap ends after 90 seconds. While activating this skill, you are easily interrupted.



Storm Chaser - 10 30
Stance. For (Min: 8 - Max: 18) seconds, you move 25% faster, and you gain (Min: 1 - Max: 4) Energy whenever you take elemental damage.



Troll Unguent - 5 3 10
Skill. For 10 seconds, you gain Health regeneration +(Min: 3 - Max: 9).



Winnowing - 5 5 60
Nature Ritual. Create a level (Min: 1 - Max: 8) Spirit. For creatures within its range, creatures take 4 additional damage whenever they take physical damage. This Spirit dies after (Min: 30 - Max: 126) seconds.




No Attribute

Some skills in each profession are not directly tied to a character's attributes. Unlike other skills that can be improved with the application of points into a specific attribute, these skills do not change, but are static in their properties.




Antidote Signet - 1 4
Signet. Cleanse yourself of Poison, Disease, and Blindness.



Called Shot - 5 3
Bow Attack. Shoot an arrow that moves 3 times faster and cannot be "blocked".



Dual Shot - 10 10
Bow Attack. Shoot two arrows simultaneously at target foe. These arrows deal 25% less damage.



Quick Shot (Elite) - 5 1 1
Elite Bow Attack. Shoot an arrow that moves twice as fast.









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