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Ranger Race Overview


Deernado
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I created a spreadsheet looking at the starting stats and racial abilities of the available races for the Ranger class.

Some notes:

1) I dont think there is a "best race". Each has its strengths and weaknesses

2) Starting stats are going to be negligible in end game, they will even out between high end vessels, gear and training.

3) Movement speed buffs OOC combat are nice, but there are disciplines that provide that bonus and mounts, so it is not that big of a factor in my opinion.

Even with the Scores listed below, I am having a hard time from picking between Elken, Half-Elf & Human for my Archer build.

I am also intrigued to use a Minotaur in a stealth build!

Ranger Races Overview
Elken
Starting Attributes
DEX 40 Critical hit Chance 2.6
STR 60 Armor Bonus 0.4
INT 20 Attack Power 20
SPR 38 Final Damage Modifier 3
CON 60 Critical Hit Damage 120.8
Race Crafting Benefits Other Race Benefits Healing Modifier 1
Leather-working Trailblazer +25% movement speed in Survival Tray Support Power 19
Woodworking +25 Perception Stamina 101
  Gestalt – Ability bar skill to see stealth for 15 sec Health 4430
  Headbutt – small range charge    
  10m dodge    
       
GRADING    
STATS MEDIUM    
Crafting Bonus for Class HIGH – for Armor and Bow    
Other Race Benefits MEDIUM  
Cool Factor HIGH – Fear the Deer!  
       
       
Review      
Movement speed +25%    
+25 perception (good for archer)    
Charge ability isnt that great -wouldn't be on my power bars      
Cool looking Race – Fear the Deer!      
       
Overall Score MEDIUM    
       
       
       
       
       
Half-Elf
Starting Attributes
DEX 100 Critical hit Chance 5
STR 30 Armor Bonus 1
INT 52 Attack Power 50
SPR 68 Final Damage Modifier 1.5
CON 28 Critical Hit Damage 122.1
Race Crafting Benefits Other Race Benefits Healing Modifier 2.6
Necromancy Trail-master +15% movement in Survival tray Support Power 34
Woodworking Cloak Slot Stamina 103
  +1 Power Bar Slot Health 4334
  10m dodge    
       
       
GRADING    
STATS HIGH – Best Starting Stats    
Crafting Bonus for Class HIGH – Bow and Vessel    
Other Race Benefits MEDIUM  
Cool Factor MEDIUM  
       
       
Review      
Best starting stats of the available races (For end game this is negligible)    
Additional speed, which can be raised by Arcane Archer    
Cloak slot      
+1 power bar slot      
Good blend of stats and abilities      
       
Overall Score HIGH    
       
       
       
       
       
Human
Starting Attributes
DEX 38 Critical hit Chance 2.5
STR 60 Armor Bonus 0.4
INT 22 Attack Power 19
SPR 38 Final Damage Modifier 3
CON 30 Critical Hit Damage 120.9
Race Crafting Benefits Other Race Benefits Healing Modifier 1.1
Blacksmithing +1 Power bar slots Support Power 19
Leatherworking +1 Passive slot Stamina 101
  Cloak Slot Health 4340
  Ability to increase damage bonus 10%    
  Passive ability to educe damage by 3%    
       
GRADING    
STATS LOW    
Crafting Bonus for Class HIGH    
Other Race Benefits HIGH  
Cool Factor LOW  
       
       
Review      
Low starting stats    
Extra Power Bar and Passive slot are very good    
Cloak slot      
Ability to increase bonus damage by 10%      
       
       
Overall Score HIGH    
       
       
       
       
Minotaur
Starting Attributes
DEX 68 Critical hit Chance 3.7
STR 32 Armor Bonus 0.7
INT 18 Attack Power 34
SPR 36 Final Damage Modifier 1.6
CON 34 Critical Hit Damage 120.7
Race Crafting Benefits Other Race Benefits Healing Modifier 0.9
Necromancy Immune to stuns from the front Support Power 18
Stoneworking Charge – short range Stamina 101
  Bloodthirst, turn damage into a DOT Health 4352
       
       
       
GRADING    
STATS LOW    
Crafting Bonus for Class MEDIUM    
Other Race Benefits HIGH – Cool Mechanic with Bloodthirst  
Cool Factor HIGH – Minotaur RAWR  
       
       
Review      
Bloodthirst mechanic is cool – mixed with a melee or stealth build is interesting!    
Low starting stats    
immune to frontal stats – good for melee or stealth build      
       
       
       
Overall Score MEDIUM – Due to Racial, very unique Ranger builds    
       
       
       
       
Wood-Elf
Starting Attributes
DEX 40 Critical hit Chance 2.6
STR 28 Armor Bonus 0.4
INT 20 Attack Power 20
SPR 70 Final Damage Modifier 1.4
CON 30 Critical Hit Damage 120.8
Race Crafting Benefits Other Race Benefits Healing Modifier 1
Blacksmithing +25% speed in Survivial Tray Support Power 35
Woodworking Camoflage – can hide like in Stealth Stamina 103
  Farthest Dodge Distance - 18m Health 4340
       
       
       
GRADING    
STATS LOW    
Crafting Bonus for Class HIGH    
Other Race Benefits MEDIUM  
Cool Factor MEDIUM  
       
       
Review      
Best Dodge Distance    
+25% speed    
Can Camoflage – but Rangers can spec into Stealth      
       
       
       
Overall Score MEDIUM    

 

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Human is a great brigand due to extra slots for 3x traps/trap passive and candle's synergy with bow auto and traps. Extra armor is nice in melee and lack of speed is a non-issue issue for the new spec. Have everything Brigand needs and nothing it doesn't. Kind of poorly made socksty in other specs though. Default Brigand IMO.

Minotaur Warden is mean as poorly made socks with some gear, the new supress on spin, and ranger ult if you play it properly. Default Warden. Like a myrm that gave up some tank to get a decent ranged weapon.

Half Elves are boring. They've always been boring. They have good base stats though. Only really worth it as fort/keep archers. Good at not much else.

Wood Elves are still great sneaky snipers, snipers just aren't the kings of sneak for the class any more. Everything that made them good in pre-talent ranger still applies in the archer spec. Still a great speedy solo lookout/scout toon that will be even better with maps and tracking implemented.

Elken are still apex kiting archers due to extra range and using charge as an extra kite tool. Default nonstealth archer.

 

1 hour ago, xary said:

Is the stealth/melee build any good versus playing one of the Assassin builds? 

 

Brigand's whole shtick is traps now. You're expected to soften people up with traps and then blast down what's left. Kind of a reverse pf toxins. Assassins have a backloaded gank. You weaken the target so the toxins and dots can finish them. Brigands have a frontloaded gank. You let them hit your massive stack of traps for damage and CC and you finish them off with melee/ranged skills.

Its a different in playstyle of "do I want to go to the target" or "do I want the target to come to me"

LMAO my website is broken please click this to apply to Flames of Exile (maybe, if that's not busted too)

On 5/11/2015 at 1:48 PM, CAWCAWCAW said:

Rub rock on face and say "Yes food is eaten now time for fight"

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