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Ranger

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The Ranger is a hybrid mix between a Warrior and a Druid, sharing the skills of both. He's most at home in the great outdoors. - EverQuest manual

=Description=

Part Warrior and Druid, the Ranger is a hybrid class combining some of the combat skills and the magical abilities of both.

Rangers are a lightly armored offensive class which focuses more on delivering damage than tanking. In terms of combat skills they can use all types of weapons and get dual wield, double attack, and kick. They also get a number of defensive skills including dodge, parry, riposte and disarm. However, because they are a hybrid class Rangers learn most of these combat skills a few levels later than pure melee classes.

Rangers have higher offensive skill caps than any other hybrid class. However, they are lower in a number of defensive skill areas. They have a lower skill cap on taunt, riposte, disarm, dodge and parry compared to Warriors, and slightly below the Paladin and Shadow Knight class on some of these. As light tanks, with some of the best aggro inducing abilities in the game, they can but should not be left to tank for significant periods. They have no skill to reduce the monsters hate for them until the Kunark expansion in the form of the spell Jolt.

Rangers get the highest tracking skill in the game, which helps to find people or enemies within the area. This is particularly useful in the large outdoor zones of Kunark.

Rangers are one of only two classes that can do critical blows with archery starting at level 12. However, this skill is only useful in limited circumstances before the Velious expansion by way of the Trueshot Discipline. In the Luclin expansion archery becomes significantly more viable for the class due to Alternative Advancement abilities.

In terms of magic Rangers get a range of nice utility spells. They receive both Spirit of Wolf and later take the form of a wolf benefiting from both run speed and a significant ATK bonus. They also get spells to reduce monster frenzy ranges, and this enables them to single pull out of a group. They have both healing spells and damage shields (the latter of which inflicts unresistable damage). This is coupled with a solid series of HP and AC increasing buffs, as well as some minor stat buffs. Damage wise they receive both direct damage and damage over time spells. They can also snare and root mobs. Despite their magical power they do not have the ability to bind or gate. You can view the full ranger spell list [https://wiki.project1999.com/Ranger#Spells here].

A challenge playing the ranger class can often be aggro management and staying alive. Rangers can draw monster aggro easily through their damage output in combination with their fire damage over time spells, which generate a lot of aggro. This makes them shine having high "snap aggro" when the situation calls for it. But when it does not their lower armor class, hit points and defense capabilities compared to tank classes can get them into trouble.

If you are looking for a class with decent damage output, the best tracking in the game, and a little bit of magic to spice things up this class could be the one for you. You will be able to deal damage, spot heal, and act as a light tank in group content. Just be warned that your road to 60 could be challenging, as rangers often have lower priority on group invites for the damage role, and struggle to tank effectively in post level fifty content. This class is not for the faint of heart, but still versatile and fun nonetheless bringing value by adapting and utilizing all it's abilities.

Class Titles

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