#11
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#12
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#13
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If you decide to roll a cleric I recommend you roll it on Teal and not green. There is a heavy population of Druids and Clerics on green so getting groups there is harder. I sat on Green for two hours unable to group my cleric and did the /move to teal where I got a group in 15 minutes.
If you go Paladin however then I highly recommend Green because it has a high population of players but a shortage of tanks. You would be most sought after for grouping.
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Kaluppo Wood Elf Druid lvl 60 (blue) lvl 45 (green)
Norezferu High Elf Cleric lvl 60 (blue) lvl 40 (green) Hulkthor Dwarf Paladin lvl 20 (blue) Gavallin Wood Elf Ranger lvl 23 (blue) Jardahni Human Monk lvl 2 (green) | ||
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#14
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How does a ranger fare solo vs a paladin? I know they can fill in as a tank in a pinch in groups, but thought maybe they would have a bit easier of a time soloing when time is short.
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#15
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Rangers do have one option to solo very efficiently with animals. Snare it, panic it and whack it from behind. Rangers can also split camps when outside (harmony) and since they have sow, at least outside they are pretty safe.
As for being tanks, rangers obviously are less armoured than other melee classes. If healing is not an issue, rangers are (arguably) even better at generating aggro than SKs or pallies. Flame lick and snare are very good aggro spells, both very cheap. And rangers are the best at aggro kiting, if tanking is too dangerous (and enough space is available). Even better at almost anything a ranger can do is a bard though. | ||
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#16
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At 50, fighting higher level things (especially casters), it evens out a bit more. | |||
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#17
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#18
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They get root at 15, which lets them root rot stuff easily with archery indoors. (Flame lick + their DD line of spells + archery is fairly good damage). They kill a little slower than other classes this way....BUT they make up for it with no downtime and the ability to kill FAR FAR over their level (for normal exp hunting, it can be worth it to take down +8 level targets....takes longer, but the exp is pretty good). Basically, in classic world....archery rangers are BEASTS in terms of power. They can casually kill just about everything...and the ability to self-sow and invis and a range of other utility spells makes them just great all around. Like my level 7 ranger was going through karanas the other day....saw the ghoul messenger up (deep red, level 28 i think).....and I just shrugged and started shooting. Ran into someone else soon after who helped melee, but it was agro on me most the time from the damage I'd been doing (once i get flame lick, they make GREAT duo partners with a pet class to arrow kite stuff with). I've played a lot of things, and archery has always been the most crazy in terms of breaking the rules of the game. "Oh, was that red? I didn't notice" type of power. Even necromancers and shamans need to watch their targets... | |||
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#19
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A ranger without items handed to him from higher dungeons is a sad state of humanity.
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#20
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Kiting deep reds for 45 minutes isn't efficient, it sounds fun though.
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