Ranger

= General Description= Ranger is a playable class focused on dealing ranged Physical damage. Rangers are no mere marksmen. Where others in the world take up their bows to hunt for their food or to defend their homes, Rangers have transformed the craft of rangery into an art. To achieve the title of ‘Ranger’ requires an aspirant to train their aim for years while surviving dangerous challenges in order to perfect agility and precision.

Few are capable or determined enough to surpass the trials of the Ranger, but those that do stand as true masters of the bow, unprecedented and unequaled. Capable of using complex gadgetry in the form of lethal explosives and mechanical traps, there is no prey that may escape the guile and scrutiny of a Ranger’s eye. Or their arrow.

Resource
Rangers utilise focus. This is a resource which starts at the maximum of 100 and can be spent / gained through various abilities.

Rangers rely heavily on focus for both damage and crowd control so correct management of how much is being spent versus gained is vital for success.

Typical ways of gaining focus are:
 * Hunting Shot (Up to 20 focus)
 * Swift Strike (10 focus)
 * Concentration (passive 10 focus per second).

Main Class Passive
Ravenfeather Cloak - Slows your falling speed by 50%. Can be activated with [Space] while airborne. (Instant - 5 second cooldown)

Baseline Abilities
Hunting Shot - Basic attack that deals up to  600 Physical damage  and generates up to 20 Focus to depending on how long you hold. | Cooldown: 0 sec

Ricochet - Shoots an enhanced arrow that deals  300 Physical damage  and ricochets to another enemy up to 2 times when hitting an enemy, ground or an object. Each bounce deals 35% less damage. | Cooldown: 0 sec

Evasion - Activate to swiftly evade any attack for 0.6 seconds. If an ability is successfully evaded, your damage taken decreases by 35% for 3 seconds and cooldown is reduced by 3 seconds. | Cooldown: 10 sec

Swift Strike - Deals  1000 Physical damage  and slows enemies by 30% for 3 seconds, increasing your movement speed by 30% for 3 seconds. | Cooldown: 5 sec

Explosive Shot - Shoots an arrow that has a dynamite attached to it, the initial arrow itself deals  200 Physical damage  and 2 seconds after the shot lands on an enemy or an object, it explodes to deal  400 Fire damage  to every enemy nearby, stunning them for 1 second and catching enemies with Sticky Tar debuff on fire for  90 Fire damage  every 1 sec. | Cooldown: 6 sec

Bouncing Leap - Leaps forward. When colliding with an enemy, interrupts any spellcast or protection effect such as block, parry, deflection, evasion and slowing enemy movement speed by 35% for 4 seconds. | Cooldown: 10 sec

Tar Blast - Throws a bomb of compressed tar towards the targeted location. Enemies affected by the blast or walk in the Tar receives physical Sticky Tar debuff for 8 seconds seconds which reduces movement speed and causes any fire damage to set the debuffed target on fire for  90 Fire damage  every 1 sec.| Cooldown: 15 sec

Masteries
Poison Spikes - Your arrows and Swift Strike apply a poison which deals  600 Poison damage  over 12 sec. Swift Strike can stack this effect up to 3 times.

Concentration - You passively regenerate 10 Focus per second.

Overwhelming Shots - Your shots slow enemies by 15% and increase damage they take from your shots by 15%, stacking up to 3 times. Lasts 3 seconds.

Tech Advancement - Increases your Fire damage by 70%. Reduces Explosive Shot and Tar Blast cooldowns by 15%. Tar now slows even when on fire.

Improvise, Adapt, Overcome - Evasion restores 5% health. Successfully avoiding a crowd control effect with Evasion additionally heals you for 2% of your health and reduces its cooldown by 1 seconds for each second of the avoided effect. Additionally, you deal up to 20% bonus damage to and take up to 20% less damage from enemies with lower health percentage than you, depending on the difference.

Careful Planning - Successfully dealing damage with a focus-generating ability increases the damage of your next focus-spending ability by 15%, stacking up to 4 times.

Prime skills
Aimed Shot - Delivers a carefully aimed shot from afar, dealing  1000 Physical damage  and increasing the damage of your shots by 15% for 3 seconds. | Cooldown: 10 sec

Quick Hunt - Increases your movement speed and swiftness by 20% and causes you to regenerate 15 focus per second for 10 seconds. Your allies within 20 meters receive half of the movement speed and swiftness bonus. | Cooldown: 24 sec

Ranger's Net - Throws a net, immobilizing an enemy for 2 seconds. | Cooldown: 13 sec

Rope Shot - The ranger shoots an arrow that has a rope attached on it and then quickly propel herself to it. | Cooldown: 20 sec

Rain of Arrows - Showers the targeted area with a swarm of enhanced arrows that deal  150 Physical damage each. Enemies struck will immobilized for 1 second. | Cooldown: 20 sec

Tactical Bomb - Throws a bomb that deals  600 Fire damage, stunning the enemies hit for 2.5 seconds as well as catching enemies with Sticky Tar debuff on fire for  90 Fire damage  every 1 sec. | Cooldown: 30 sec

Perks
1.	Amulet of Endurance:. 2.	Runic Bandage:. 3.	Amulet of Healing:. 4.	Revival:.

= Tips and Tricks =

- Overall Ranger is a really agressive class, it excels at pressuring the opponent and dictating the pace of the match, keep that in mind

- Poison Spikes are very important for your overall DPS and pressure, try to apply and maintain three stacks whenever possible

- When disrupting or engaging an enemy with Bouncing Leap, youre still able to perform abilities. Use that to your advantage and apply a free stack of poison with your Swift Strike or start a  combo with your   Explosive Shot

- Whenever your opponent casts any kind of ability and is unable to move for a short period of time, thats your chance to apply a free Explosive Shot +   Hunting Shot "combo"

- After hitting an  Explosive Shot you have 2 seconds time until it detonates. Use that time to apply additional debuffs like Tar Blast or to set up a  Tactical Bomb

- Your passive Ravenfeather Cloak allows you to extend your time in   Bouncing Leap dramatically. At first it is a little bit tricky to get comfortable with, but this is your main tool for movement, repositioning and even dodging, so try to get a "good feel" for it

- Proper Evasion usage is what makes or breaks a Ranger, try to always be aware of how the opponent is going to engage you and react accordingly

Example Build 1
Generic 1v1 Build:

Tech Advancement

Improvise, Adapt, Overcome - Evasion

Poison Spikes

Ranger's Net

Tactical Bomb

Quick Hunt

Last spot for prime-skills is very flexible. Rain of Arrows for additional combo potential is a viable choice, aswell as Rope Shot if that fits your style of play better than  Quick Hunt

Example Build 2
Beginner friendly 2v2 build:

Overwhelming Shots

Poison Spikes

Concentration

Tactical Bomb

Quick Hunt

Rain of Arrows

Against a Cleric
The only way to defeat clerics is to constantly pressure them. Clerics are usually trying to win the long game, so you should try to deny that. Try to bait huge cooldowns like  Sanctuary and punish afterwards. Clerics have no good movement tool and we have plenty of good options to exploit that. Be on the lookout for interrupts on Divine Prayer or Grace and keep the pressure up.

Against a Judicator
Pretty similiar style to how you should play against Clerics: you must keep the pressure up all the time. Try to safe your Evasion  for [[Media:Lightning.jpg|Sacred Lightning]] or disengaging when the Judicator dashes in and reengage right afterwards. Be aware of Avenging Flames and do not hit the Judicator while it is active. Other than that Judicator has pretty average mobility, so you should have an easy time pressuring him with  Explosive Shot,   Hunting Shot etc.

Against an Outlaw
The Outlaw matchup is a little bit tricky. First of all you should always start the round as far out in the arena as possible, with your back to the wall and a burning  Tar Blast below you. After you escaped his first engage, try to bait out their Roll and punish heavily afterwards. Many Outlaws can kill you cleanly in two rotations, so you will need to kill them while you can. Poison Spikes play a huge part in this matchup aswell because they keep the Outlaw out of stealth. If you have the option, always go Revival against Outlaws.

Against a Ranger
Ranger mirrors are really hard to play as a beginner. Generally the one who is pressuring his opponent, is the one who has more space to move around and has an easier time hitting their skills. This is very generic and applies to most of the matchups, but try to always keep the upper hand and predict how your opponent is going to move. Ranger mirrors tend to have a really strong "domino-effect" meaning the one who gets a small lead early, mostly wins the game. Save your  Evasion to predict  Swift Strike and to dodge the detonations of  Explosive Shot or  Tactical Bomb.

Against a Warrior
Warriors are mostly going to dive you and trying to stick on you afterwards. Your job is it to keep them away while keeping constant damage up. Evasion is a great tool to dodge their  [[Media:Courageous Leap-Description.jpg|Courageous Leap]] and should be used more or less exclusively for that purpose. Another approach is to dodge the first [[Media:Courageous Leap-Description.jpg|Courageous Leap]] with Bouncing Leap, trying to safe the   Evasion for something like a  [[Media:Wind Slash-Description.jpg|Wind Slash]], but that is exceptionally hard to pull of consistently and therefore not recommended for beginners. Always try to apply your  Explosive Shot on cooldown, since it keeps the warrior from using  [[Media:Deflection-Description.jpg|Deflection]] to any great effect and gives you more windows to damage them. Use  Tar Blast for defensive puposes mainly in this matchup and try to stay alive. Sometimes the best way to finish a duel against a Warrior is to apply three Poison Spikes and trying to stay alive until they did their work.

Against a Witch
Against a witch you want to pay special attention to your spacing. You need to be close enough to keep constant damage up, while not getting in fear range. When you're able to dodge a fear with  Evasion, you are in a good spot, but this is hard to do consistently. Other good things to use  Evasion for is to dodge spells like [[Media:Deteriorate Desc.jpg|Deteriorate]] or [[Media:RingofImmolation Desc.jpg|Ring of Immolation]]. Against a well played Witch you should very rarely use

Bouncing Leap to interrupt, since thats mostly going to end up with you getting feared afterwards. Instead use  Bouncing Leap to reposition yourself behind a pillar and break the line of sight to the witch whenever you are taking too much damage and/or have no  Evasion up. Good way to win against a Witch is to pressure them so hard that they dont have any real time to cast their dots on you. So aggression can really win this matchup, but when you get overconfident and get caught, youre going to get punished pretty hard for it. This matchup never really plays out the same, so try how much aggression/pressure works for you. Constantly breaking line of sight to them and harassing them with Explosive Shot and   Hunting Shot can work pretty well too.

Against a Wizard
Matchup against Wizard works pretty similiar to the Witch matchup, breaking line of sight to them and keeping the damage up with  Explosive Shot and   Hunting Shot is key. Use your  Evasion to dodge [[Media:ConjureLightning Desc.jpg|Conjure Lightning]] or [[Media:Glaciate Desc.jpg|Glaciate]] and pressure afterwards. Contrary to the Witch matchup,   Bouncing Leap is very important against mages to interrupt key skills and should be used to its full effectiveness.

After a Mage used his [[Media:Teleport Desc.jpg|Teleport]] he has absolutely nothing to avoid any kind of huge combo from our side, so always keep that in mind and punish accordingly.