The Ranger or 'Expert Marksman sucks'
When I first started playing the Ranger, I went for the simple, and effective rush to Sneaking 5 for Guerilla's talent. Investing points to hit the Sneaking Rank 3, coupled with bonus from Cautious Trait and a Sneaking Hood will easily cap the skill at max rank. From then on, with just 1 AP you can double your damage output from 15 metres away. It does get boring and somewhat less flexible than I would have liked.
Now, on to the less simple and more fun way to play Ranger. The Ranger is a mix of tricks, and favors using range attack, but what sells me this class is the ability to dip into two effective skill pools relying on the same attribute: Dexterity. Aside from making all skill damage and effects more potent, Dexterity also boosts the special arrows damage and debuff chance percentage. With some diligent crafting, you'll never run out of special arrows that don't operate on cooldowns. If it rains, fire away the Stunning Arrow. If it's dry, start with a Poison arrow, then detonate that pool of venom with a well placed Explosive arrow. That wizard pose a problem? Fire a Knockdown Arrow. There's even Charm arrows, and the ever-cheap available Slowdown arrow to trigger the Bully bonus. Oh did that Knockdown arrow fail to trigger? Fire it again. No other class can do this!
It's strange when you approach the Ranger from the Expert Marksman perspective since most of the skills are not too useful. I've shortlisted a few good ones and mentioned very bad ones below:
Ranged Power Stance
Improve damage with bow and crossbow by 25% (Toggle Stance)
Cost +1 AP per shot
This is a good stance. Perfect against Stunned/Blind any disabled character. Free 30% for 1 AP is a good deal, especially when you are firing a crossbow.
Ricochet
Fire a normal arrow that deals 70% weapon (piercing) damage and then forks off to the next target.
Cost 6 AP
It's not a bad idea to fire off a high-damage crossbow, but there are other, more useful things to spend 6 AP on. Like Special Arrows.
Tactical Retreat
Jump out of a hazardous situation. (Teleports the character to a location within sight up to 15 m away.)
Cost 4 AP
Very useful way to get out of trouble and reposition. A favorite for cherry-picking builds and heavy armor fighters love this low cost movement.
Ranged Precision Stance
Improve chance to hit with bow and crossbow by 25% (Toggle Stance)
Cost: +1 AP per shot
It's not a bad deal. If i had a regular shot below 80% accuracy, I'd activate this stance.
Mute
Mute a target prevent casting of spells and usage of scrolls.
Cost: 5 AP
While it's nice to mute enemy wizards, I'd rather fire a knockdown arrow or something more effective and damaging.
Barrage
Fire multiple arrows in a straight line. Deals 60% weapon damage.
Cost: 8 AP
Kinda shit for the cost. Might be worthwhile for Crossbows that are slower to fire and have higher base damage.
Survivor's Karma
Increase your luck and that of the allies around you.
Cost: 6 AP
The party gets Lucky Charm +2
You have got to be shitting me. You should cast this when you loot boxes.
Infect
Plant a disease on a nearby target.
Cost: 6 AP
-3 CON and -2 Body Building. Could be worth it on a tough enemy for easier knockdowns. But will it land? And a 3 meter range, I rather just fire a knockdown arrow for 5 AP.
Rapture
Charm a character into becoming an ally.
Cost: 5 AP
This is extremely powerful. Charming targets from 15 m range is too good to miss.
And that's it. I don't really need any other skill in the Expert Marksman pool. Yes, the Cure X skills seem useful, but they're so situational, you might as well don't bother.
Now onto the Scoundrel skills you should be picking to complement the build, notice they all share the common trait: Doesn't require a dagger for activation.
Fast Track
Become hastened for a short while. Perfect for AP boost.
Walk in Shadows
Become invisible. Either use it to reserve AP or get out of danger. Beware of damage over time effect like Burn & Poison breaking its effect.
Charming Touch
Charm a target. At 4 meter range, this is not as good as Rapture. But with a little Walk in Shadows or Leap, you can set up a devious double charm within a turn.
Trip
Knock Down a target. Deals X-Y crushing damage. A great last resort if Charm fails.
Talent to pick:
- Bully: A must have. You can spam slowdown arrow all day long and dish out serious damage on slowed/knocked down enemies.
- Lone Wolf: If you really want to make a compact party. Otherwise it's your choice. I'd argue Arrow Recovery isn't bad, but it's not crucial since crafting materials are not that rare.
Gameplay tips:
The Ranger starts off with limited options, but with a little arrow-crafting will overcome all those early problems.
Here are my favorite arrows:
Stunning Arrow: Tooth + Knife - Perfect for rainy weathers.
Knockdown Arrow: Antler + Knife - Works well against bosses.
Slowdown Arrow: Oil Barrel + Arrowhead - Trigger the bully talent bonus.
Poison Arrow: Poison Barrel + Arrowhead - Cheap armor bypass option. Sets up a puddle to detonate.
Explosive Arrow: Fire Resistance Potion + Arrowhead - Not as common, but readily available.
Early game, against undead, I'd abuse poison arrow + exploding arrow all day long. Or have a Geomancer drop Midnight Oil.
Once you hit higher level, use Rogue's Charming Touch & Rapture to cut down the numbers. Against bosses and key-caster enemies spam Knockdown arrows at 5 AP each to disable them . Even Bracchus Rex can be knocked down in this manner.
Gear of choice:
If you want more damage, consider investing more on Crossbow than Bows. Why? Because special arrows are affected by equipped ranged weapon damage, meaning the 100-150 Crossbow will always launch deadlier special arrows than the 80-100 damage Bow. Best of all, Special Arrows activation cost the same amount of AP!
For stat-boosting, I'm probably going for DEX more than anything else. And don't worry about ranged weapon accuracy, Special Arrows cannot miss!