Barrage |
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All your preperations are removed. Shoot arrows at up to 6 enemies adjacent to your target. These arrows strike for +1... +6 if they hit.
cost: 5 | recharge: 1 second(s) | activate: 0 second(s)
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Player Notes:
Easy as pie. Add to Marksmanship to increase the bonus damage. You cannot potentially hit more foes than indicated regardless of how high your marksmanship level.
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Crippling Shot |
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If crippling shot hits, your target becomes crippled for 8 seconds. This attack cannot be blocked or evaded.
cost: 10 | recharge: 1 second(s) | activate: 0 second(s)
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Player Notes:
Works as defined. You cannot modify the attack any more than this.
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Escape |
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For 5...15 seconds, you move 25% faster than normal and have a 75% chance to evade attacks.
cost: 5 | recharge: 30 second(s) | activate: 0 second(s)
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Player Notes:
Note that the length of time you move faster and evade attacks is attributed to your Expertise level.
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Ferocious Strike |
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Your animal companion attampts a Ferocious Strike that deals +13 damage. If that attack hits, you gain adrenaline and 3 Energy.
cost: 5 | recharge: 8 second(s) | activate: 0 second(s)
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Player Notes:
This Elite skill is great for Ranger/Warrior hybrid characters who wish to hunt with a Pet. Your pet deals more damage and you gain more energy as you invest more into Beast Mastery
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Greater Conflagration |
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Create a level 1 Spirit. For creatures within it's range, all physical damage is fire damage instead. This spirit dies after 30 seconds.
cost: 5 | recharge: 60 second(s) | activate: 5 second(s)
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Player Notes:
Add to Wilderness Survival to increase Spirit level and lengthen the Ritual
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Incendiary Arrows |
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For 8 seconds, targets struck by your arrows are interrupted and set on fire for 1...3 seconds.
cost: 2 | recharge: Burn your targets for longer when you add more attribute points to Wilderness Survival. second(s) | activate: 24 second(s)
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Player Notes:
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Marksmans Wager |
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For 12 seconds, you gain 5...9 energy whenever your arrows hit, but lose 10 energy whenever your arrows fail to strike.
cost: 5 | recharge: 24 second(s) | activate: 2 second(s)
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Player Notes:
The duration of this preparation is not modified by your level of Expertise, but the amount of Energy you gain will scale up or down.
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Melandrus Arrows |
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For 18 seconds, your arrows cause bleeding for 3...21 seconds. And, if your target is under an Enchantment, your arrows cause an additional +8 damage.
cost: 5 | recharge: 12 second(s) | activate: 2 second(s)
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Player Notes:
Only Bleeding and Damage numbers are modified by Wilderness Survival.
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Melandrus Resilience |
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For 8...18 seconds, you gain health regeneration of +2 and energy regeneration of +1 for each condition and/or hex you from which you are suffering.
cost: 5 | recharge: 25 second(s) | activate: 0 second(s)
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Player Notes:
An improved Wilderness Survival attribute will increase the duration of this stance.
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Oath Shot |
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If oath shot hits, all your skills except Oath Shot are recharged. If it misses all your bow attacks are disabled for 10 seconds. (50% chance to miss with marksmanship 7 or less.)
cost: 10 | recharge: 20 second(s) | activate: 0 second(s)
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Player Notes:
None of the numbers for Oath Shot are modified by your level of Expertise. However, a level 7 or higher has a direct impact on the effectiveness of this Boaw Attack.
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Poison Arrow |
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If poison arrow hits, your target becomes poisoned for 5...13 seconds.
cost: 5 | recharge: 1 second(s) | activate: 0 second(s)
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Player Notes:
This is a great Elite Skill because the duration is modified by the attribute level, and the cost is very low.
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Practiced Stance |
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For 20 seconds, your Preparations recharge 50% faster and last 24%...45% longer.
cost: 5 | recharge: 15 second(s) | activate: 0 second(s)
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Player Notes:
Expertise levels will modify the duration of this stance and lengthen your Preparation's effectiveness. Standing in front a mirror practicing won't help, you will need to add to the attribute instead.
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Punishing Shot |
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If punishing shot hits, you strike for +10 to +34 damage and your target is interrupted.
cost: 10 | recharge: 8 second(s) | activate: 1/2 second(s)
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Player Notes:
Great to use against Spell Casters. Interruption works in your favor only if timed correctly. Oh yes, Marksmanship improvements generate a greater amount of damage.
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Quick Shot |
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Shoot an arrow twice as fast as normal.
cost: 5 | recharge: 1 second(s) | activate: 1 second(s)
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Player Notes:
Works as intended.
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Spike Trap |
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When spike trap is triggered, all foes in the area take 10...56 piercing damage, are crippled for 3...13 seconds, and are knocked down. Spike trap ends after 90 seconds. While activating this skill, you are easily interrupted.
cost: 10 | recharge: 20 second(s) | activate: 2 second(s)
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Player Notes:
Well worth taking if you want to create a trapping Ranger. The amount of piercing damage and the duration your foe remains crippled are directly tied to your Wilderness Survival attribute level.
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