Forest Phantom, is almost as fast as a Bards speed 5. Speed 4 is 89%, Speed 5 is 104% and Phantom is 95% so this is a great getaway spell, use this with sprint, and youll be running faster then speed 5 :)
#Anonymous,
Posted:Jan 07 2002 at 3:44 AM, Rating: Sub-Default, (Expand Post) I am a young ranger of the 19th season. I also play a druid of the 43rd season as well. I am not entirely confident in the placement of my points with the ranger and would like to hear from any 45 and above rangers who can offer advise as to what they have decided. Perhaps it would make the choses easiest to know what you have found
Did anyone else read the discription saying that rangers had tracking? You would think pathfinding would have something to do with finding a path or tracking where something went? See buffs threw me off. Do Rangers have tracking or is that BS?
No tracking at least yet. Rumors that it may come either by default (ie no specialization) or under its own specialization tree. If it comes under its own tree it will stink because too many places for points as is.
These are way off. I've got a 33 Ranger with Path at 19. He's got Sharpened Senses (listed at 22 above I think) and the STR buff they've got listed at 20 already. daoc.catacombs.com has the list correct.
Aye this info seems largely obsolete. Also it seems that the speed spells never get faster at higher level. Only the duration of the speed seems to go up.
go to www.daoc.catacombs.com to answer any questions about skill/spell levels not only for rangers but any class. The information here is outdated and probably represents the initial levels when the game went up.
The information above does not accurately reflect what the pathfinding line has done to date for my character in some cases. This could be because
A) The line is possibly race dependant B) The data is flat wrong (but im guessing maybe it is accurate for whom ever sent it in, as it is close) C) The submitter of the data was close to his caps based on level for those categories. I know for example your Armor Factor is capped at a set amount based on your current level, I have heard abilitie scores are also capped in this manner.
For example in my case (A lurikeen ranger)Sharpened Senses(5) added 25 to my Dexterity and Quickness, the upgrade Keen Sight(12) added an additional 8 for a total of 33 to each. I noticed similiar differences in my armor and strength increases, close to the chart above, but slightly different, in all cases slightly more.
Piercing is Dex and Strength based, so you do get an improvement in your melee ability from casting a strength buff. This is easy to test, watch your weapon skill when you buff yourself, with piercing weapons it will increase with both buffs, while with slashing it will only increase from the strength buff, and archery only increases from the dex buff.
Forest shadow is spec level 9, nice for those quick getaways but unfortunately is canceled if you get hit so make sure you time it right.
You cannot move and shoot, pathfinding is nice but not overpowered, it helps make up for our mediocre melee abilities. You have to wait 10 seconds to hide after taking an offensive action. You can hide and line up a shot,but become visibile as soon as you fire, whether you hit or miss.
When you're dual wielding fast weapons, any increase in piercing strike has a noticeable effect on your damage output, so imo the spells are definately worth it. I'm going for 2/3 archery and pathfinding, 1/2 blades, dual wield & stealth as far as my specs are concerned, and it's worked well for me so far (I like a more rounded character).
Those numbers atop the page have errors. The first instance of Forest Shadow is at spec level 9 -- check the post at the bottom of this page. The spell labeled "Self Enhance Movement" is Forest Shdow and as you will see, you get it at 9 with upgrades at 16, 25, 34, and 43.
I'm a 9 ranger with an 8 spec in pathfinding and I have yet to get forest shadow. Is it under the spells list? cause I can't find it under there... unless I didn't see it I have no idea what the problem is...
Actually the Enhance Damage spell (which starts with "Piercing Strike) adds an amount of damage extra depending on the delay of your weapon. For ex: A falcata has a 3.1 delay on it, a ******* Sword with a 5.1 (I think...) The spell adds randlomly between 1-2 points of damager per delay. Thus the max add you will have on the falcata is 6 points, while the max on the ******* sword is 10. Yes, It also adds extra damage onto bow shots (I have yet to try grabbing a great recurve and nailing something with a crit strike).
2. pathfinding does rock and can make a difference in volley time at higher levels not to mention the other things
3. There is a time delay before you can stealth after combat. i think how quickly you can depends in part on the level of your stealth. It seems to be around 5 seconds or so at stealth of 12 plus three. 4.Once you shoot you will unstealth. sometimes you will unstealth after you draw the arrow back before you shoot,and i think that partially depends on stealth level 5. Relics are kept in the keeps in the frontier. There are different relics that increase effectiveness of different attack skills. for example in damage done by a nuke. our casters do more damage if we have possesion of the relic for that ability. these are what we are fighting to get and protect in the frontier at higher levels. prior to DF this was the only incentive to fight other realms.
"Is it possible to shoot a mob and immediatly hide? "
Nah, you can't go invis once engaged with a mob.
Also, whoever asked for higher level pathfinding skill info, I think I'm only one above you, but the DEX/QUICK buff owns, too. It adds something like 25 or 30 to my DEX!
1) You can not run backwards and shoot, any movement cancels the impending shot timer.
2) Pathfinding looks promising but the upper levels are still ambigous on if they are worth spending the points on.
3) Unknown, but worth trying. My guess is no, like EQ invis you could hide but the monster would still track to you and break it. Any other alternative would make archers to abusable in PvE.
4) If you release an arrow, hit or miss, you are then visible and suffer all subsequent consequences there of.
5) Relics, all I know is these must be discovered and placed in your realms relic keep. If you capture another realms relic and place it in your own keep, your realm gains bonus power or strength while it is in your control.
So far I am up to level 5 on pathfinding, here is a few notes on what I've noticed so far:
Lvl 2 Enhance Armor is a big hunk of AC, around 14 or so points, the upgrade at 4th only adds a few more points. This buff has a noticeable affect on your tanking at my current level range (Lvl 9 now, started using around 7th), if you forget to buff it before a fight, you DO regret it :)
Lvl 3 Enhance Strength is only handy in my opinion for encumberance (I'm a Lurikeen) as the sensible weapon route is piercing which is all dex based, no noticeable combat enhancement. Adds roughly 17 carry points at Lvl 3 skill.
Lvl 5 Enhance Melee Damage OWNS. This added a random 3 to 8 damage (shown in seperate blue from initial hit) to BOTH bow shots as well as melee, per hit.
Anyone who has higher skill please share their thoughts/data on this spell line. For example what I really want to know is if the upgrades to the Enhance Damage line are significant or only a few points? This will be very important for those of us planning our skills for later levels in deciding how far to take this line.