![]() ![]() The White March – Part II also adds a new companion along with a new Story Time difficulty mode in its accompanying patch. In this case, the grief will cause them to deal 20% more damage, move at one more meter per second, and attack 20% faster.The White March – Part I added several new features to the base game, such as an increased level cap and new abilities, along with new companions. II exclusive) When either the ranger or the companion is knocked out, the other of the soul bonded will experience grief. I exclusive) Penalizes the ranger with negative 10 points in accuracy when using a war bow or hunting bow while adding an extra projectile per shot. Play Dead - Knocks the companion prone, while giving them 20 points of endurance, a damage shield, and makes them impossible to be targeted.Master's Call - Deals 15-20 points of slashing damage and knocks the enemy prone.II exclusive) Revives companion with 50 endurance. II exclusive) Heals the companion by 40 points. Stalkers' Link - Adds 10 points to their accuracy when the ranger and companion are attacking the same enemy.Defensive Bond - Adds 15 points of defense to the ranger and their companion from AOE damage.Vicious Aim - Lowers attack speed by 20% and reload speed by 20% while adding 10 points to their ranged accuracy and 20% to their ranged damage.Swift Aim - Increases attack speed by 20% and 50% reload speed while lowering their accuracy by seven points.Predator's Sense - Deals 50% more damage against targets effected by DOT.Wounding Shot - If successful, hobbles the target.Marked Prey - Marks a target so that the ranger deals 20% more damage against that target for the next 30 seconds.Strengthened Bond - Increases the shared defense bonus given by the Defensive Bond ability.Merciless Companion - Improves companion's defense against all damage types.Faithful Companion - Improves companion's defense against will based attacks.Thorny Roots - The ranger's ability, Binding Roots, deals piercing and slashing damage.Brutal Takedown - Causes takedowns by the companion to deal crushing damage.Accurate Wounding Shot - Causes shots to be more accurate.Swift and Steady - Works off of the ability Swift Aim, reducing its accuracy penalty and allowing the player to let off shots faster.Viscious Companion - Causes companions to deal more damage per attack.Likely, the bear, lion, stag, and wolf are in the top though.Īfter this, all the ranger has to choose are talents and abilities, the best of which will be listed below. Most of these options are fairly equal with minor differences. The wolf, much like the bear, gains a plus two to their base damage and a +12 to their defenses when disengaging. ![]() The stag has a goring attack where they damage all enemies within a line they rush, making this a great option for a more stealthy and ranged player. The lion is another great option for an aggressive player with an AOE ability that has a chance to terrify enemies. The boar is a decent option, raising their might by 20% when their endurance goes below 50%. The bear is great for an aggressive playstyle, as they gain a plus two to their damage threshold in every form. This makes the antelope a great option for players who need a ranger that is a bit more forgiving. The antelope has superior defenses with a plus seven to their deflection, fortitude, reflexes, and will. Nature Godlike starts with the ability Wellspring of Life which gives them a plus three to their might, two to constitution, and two to dexterity when below 50% of their endurance. Moon Godlike get the ability Silver Tide which causes them to create an AOE heal every time their endurance goes down by a quarter of its total. The best subraces of Godlike for the ranger are Moon and Nature Godlike. The subrace, Wild Orlan, gets the ability Defiant Resolve which isn't quite as useful but gives them a +10 to their defense after receiving a will based attack.įinally, Godlike are another good choice with their plus one to dexterity and intellect. The subrace, Hearth Orlan, gain a great ability for rangers called Minor Threat, which turns 10% of their hits on an enemy to criticals when a teammate is also attacking that enemy. They start with a plus two to perception and one to resolve. Orlans, looking quite wild themselves, are a good choice despite their negative point in might. Their ability, Hale and Hardy, gives them a resistance to poisoned and diseased attacks. The other subrace, Mountain Dwarves, doesn't get as useful as an ability but is still an option. Their subrace, Boreal Dwarves, gets the ability Hunter's Instinct, which gives the player a bonus to their accuracy when fighting primordial and wilder enemies. Dwarves are another great choice, despite starting with a negative point in dexterity, they gain a plus two in might and one in constitution.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |