In RPG lore, rangers are often highly trained and solitary characters who prefer the solace of the wilds to civilization. The Vanguard ranger will build on this idea, but in a way that departs from some of the traditional aspects RPG players associate with the concept. Most important to players of EverQuest the ranger will not be a hybrid between a fighter and druid. Instead, the Vanguard ranger will be more akin to the solitary guardian who roams and lives in the wilds, protecting a civilization that perhaps may not even know he is there. He will not commune with nature in the traditional druidic sense.
There is currently no "archer" class in Vanguard, but it can be expected that the ranger will be able to utilize a wide range of ranged weapons if the player so chooses. In addition, the ranger will possess considerable martial prowess, spells (probably from a natural school of magic) as well as stealth and tracking skills. Players who wish to create a dark, powerful, solitary character will certainly want to examine what the ranger has to offer.
If you're going for critical chance and avoidance then Halfling, followed by Wood Elf, and Half Elf, provide the highest dex base.
If you're looking to dish out the most steady damage with a large hitpoint reserve then Orc and Varanjar are the way to go with their superior strength, although they will not crit as much.
If you want to be a more versatile jack of all trades Ranger, Raki and Humans provide a nice balance of stats.
Keep in mind however, that play ability plays a large part in success and that a smart player can use any race and create a successful ranger.
Due to the ranger’s field of utilities, every attribute can play a vital role depending on how you make your ranger. Typically you will want higher dexterity and strength.
The longer the ranger stays on the same target, the better and more effective he becomes. A Ranger who has observed the same target for good deal of time becomes the best (of all the light fighters) at avoiding incoming attacks and can dish out some serious damage.
The ranger has a very unique system of openers that can provide not just raw damage, but things like lowering agro, AE attacks, stuns, and much more. Using these abilities in the right scenario is going to be key when playing an effective ranger.
Out of combat abilities include Forage, Stealth, Tracking, Healing, and Curing (poisons).
The ranger’s forage ability is going to be very critical when casting some spells. Some spells will require it such as a cure poison, some spells will receive additional benefits from it like a heal. Going to some areas to receive uncommon or rare forages may be important, or just foraging on a regular basis.
The ranger can choose from a variety of roles as mentioned previously. Some abilities they have with ranged weaponry include lulling shots, AE shots, extreme damage sniper shots, cone shots (multi arrow shots), fast shots and stopping (rooting) shots. The difference between the ranger and any other class using archery is described as “night and day”.
The ranger will have a variety of buffs that can help allies in many situations. Again we are told they will have offensive related abilities to assist the party.
- Cure (Poison) - Able to cure an ally's poison if the ranger has the correct herb(s) from foraging.
- Forage - This ability allows you to forage in your surrounding area for supplies while adventuring.
- You gain items for use in adventuring, including reagents and components
- Tracking - Able to track beings within a distance of the ranger. (1)
Rangers choose how long they draw back their bow, increasing accuracy or damage (2). This gives them choices between firing off quick bursts at easy to hit enemies, or taking their time for that sweet spot critical on a truly fierce monster. If they are too zealous in bringing down a tough monster, it might turn from the heavier fighters and chase the ranger, at which point he can use his energy for a flurry of parries until his backup arrives.