My ranger on AK would offtank trash in parts of plane of time, even.A minor, but still important DPS and eHP nerf. Also, a raiding guild understands this issue, and will usually attempt to position the mob to allow rangers to hit it more easily (though this isn't possible with all bosses).Ī well geared ranger (in the PoP era at least) can also make a great off-tank while raiding. Usually the center of the hitbox is still exposed from some angle. You just have to realize that the arrow has to reach the *center* of its hit box before hitting the wall. 90% of the time I can find a position to stand where I can still hit a walled mob with a bow. However, this isn't as bad as people make it out to be. The only downside to ranger archery is the whole walling bug. With the right weapons, a ranger can dish out quite a bit of damage while meleeing, all while casting two short cast formidable nukes (one cold, one fire) that can crit for 1200-1600 (with AAs). Rangers also have the highest base ATK rating of any other class (which stacks with their group attack buffs and some self only attack buffs), which not only translates to their archery abilities, but their melee as well. Their archery dps also generates almost NO aggro, which allows the ranger to just let loose, as opposed to a wizard who will most certainly be summoned and squished if they were to do the same. Not only is their archery dps awesome, but it's ranged, so they can dps on raid targets that monks/rogues cannot due to AEs. I'd like to add something about Planes of Power Rangers (pun intended). ![]() Writing this made me want to play all of these classes now. As we make our way to POP, you'll see where hybrids and utility classes finally catch up to the core classes. In my opinion, pop nearly achieved class balance unlike any other expansion. When 7/10 pop fights are short bursts rather than long sustained fights, this class shines.Īs you can see, there are no dogs in this race. Wizard - Where this class lacks in group sustainable dps (its better than velious, much better!), makes up for in ridiculous burst damage. Warrior - The best tank just gets better in pop where high DPS mobs with less life mean warriors evasive/defensive are even better. Main shamans can be bored like enchanters on raids, but they are still needed. This class is simply overpowered in a group, and solid on a raid. Shadowknight - Great pullers, fantastic off-tanks, great group tanks, lifetaps in this era make them fun and fearsome. Now you can shroud of stealth and be nearly invisible everywhere. Top of the line dps with bows and archery AA's, good outdoor pullers, track utility is gigantic in outdoor pop zones, and group ATK buffs. ![]() Ranger - This era is where Rangers should lose the "Ranger down!" jokes. Paladin - Raid off-tanks, ridiculous group tanks, utility, rez, etc. Monk - Lost a bit in their tankability from velious, but they still reach top levels of dps, and are most often the main pullers. COH is still good, but mages do well with best ds + pets + nukes. Magician - No longer a mod rod summoner, COH trick pony. Group healers in raids.Įnchanter - Amazing on raids where charming is possible. Lots of utility, good outdoor pullers which is helpful in POP experience zones. ![]() Welcome in most any group.ĭruid - Additional heals to make them viable group healers. ![]() Spell and skill focus group songs increase DPS for raids outrageously.īeastlord - Good utility, strong pet, AA's to make them good raiders, group mana regen. I'll give this a shot off the top of my head:īard - Fading memories AA gives them an FD.
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