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{{for|related articles|:Ranger|:Scout}}
 
{{for|related articles|:Ranger|:Scout}}
   
The '''Ranger''' (or '''Scout''') will be the second [[hero class]] and introduced in the [[Emerald_Dream_Expansion_Ideas|Emerald Dream]] expansion. The [[class]] is primarily a [[healer]] and [[ranged]] [[damage dealer]], with potential proficiencies in martial arts, [[crowd control]], and dark magic. Rangers have the advantage of ''camouflage'', which prevents enemies from detecting them unless they are somewhat close. Their abilities rely on the use of [[mana]], and their primary attribute is [[Attributes#Intellect|intellect]].
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The '''Ranger''' (or '''Scout''') will be the second [[hero class]], introduced in the [[Emerald_Dream_Expansion_Ideas|Emerald Dream]] expansion. The [[class]] is primarily a [[healer]] and [[ranged]] [[damage dealer]], with potential proficiencies in martial arts, [[crowd control]], and dark magic. Rangers have the advantage of ''camouflage'', which prevents enemies from detecting them unless they are somewhat close. All rangers have a passive run speed increase. Their abilities rely on the use of [[mana]], and their primary attribute is [[Attributes#Intellect|intellect]].
 
==Talents==
 
 
Death knight talents are split into 3 trees:
 
 
*'''Vengeance:''' This tree is based on the [[Night Elf]] [[Warden]] and [[Sentinel]], focuses on [[thrown weapons]], unique crowd control moves, and blinking back and forth between melee and ranged combat for attack bonuses and survivability.
 
*'''Dark:''' This tree is based on Dark Rangers and Farstriders. Stealth-sniper, banshee form, conal aoe shriek, dark arrow turns dead foes into skeletons.
 
*'''Benevolence:''' This tree is based on Priestess of the Moon, aoe-heal similar to starfall, heals party members by shooting them with arrow.
 
   
 
==Background==
 
==Background==
 
[[Image:Rangerwc2.JPG|thumb|Warcraft II Elven Ranger artwork.]]
 
[[Image:Rangerwc2.JPG|thumb|Warcraft II Elven Ranger artwork.]]
   
Rangers are devoted protectors of nature. With the growing threat of the [[Emerald Nightmare]], skilled archers and skirmishers from all areas of [[Azeroth]] have stepped forth from their ranks or emerged from their lives of solitude in the wilderness to take up arms with the [[Alliance]] and [[Horde]], in order to assist [[Malfurion]] and the [[Cenarion Circle]] against this encroaching darkness.
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Rangers are devoted protectors of nature. With the growing threat of the [[Emerald Nightmare]], skilled archers and skirmishers from all areas of [[Azeroth]] have stepped forth from their ranks, or emerged from their lives of solitude in the wilderness to take up arms with the [[Alliance]] and [[Horde]], in order to assist [[Malfurion]] and the [[Cenarion Circle]] against this encroaching darkness.
   
 
==Unlocking your Ranger==
 
==Unlocking your Ranger==
Players can create one ranger per realm, so long as they have a level 75+ character on any realm, and The Emerald Dream expansion activated on their account. There are no racial limitations for creating your ranger.
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Players can create one ranger per [[realm]], so long as they have a level 75+ character on any realm, and The Emerald Dream expansion activated on their account. There are no racial limitations for creating your ranger.
   
 
The ranger will start at level 75 inside the [[Emerald Dream]] with multiple spells and abilities ready to use, and a set of {{Quality|Uncommon|uncommon}} gear. Through the ranger-specific [[quests]] in a starting zone, the character will master the power of the ranger and learn to use this new power in the service of [[Cenarius]]. Quests will lead them to exit the Emerald Dream and emerge from a portal at the [[Shrine of Remulos]]. When you arrive in [[Moonglade]] you will have a full set of {{Quality|Rare|rare}} gear ready for [[Cataclysm]] content.
 
The ranger will start at level 75 inside the [[Emerald Dream]] with multiple spells and abilities ready to use, and a set of {{Quality|Uncommon|uncommon}} gear. Through the ranger-specific [[quests]] in a starting zone, the character will master the power of the ranger and learn to use this new power in the service of [[Cenarius]]. Quests will lead them to exit the Emerald Dream and emerge from a portal at the [[Shrine of Remulos]]. When you arrive in [[Moonglade]] you will have a full set of {{Quality|Rare|rare}} gear ready for [[Cataclysm]] content.
   
 
==Overview==
 
==Overview==
In general, the ranger can be considered a [[hybrid_class|hybrid]] ranged class that combines damage dealing and healing, with a mixture of abilities akin to [[hunters]], [[rogues]], [[druids]], [[priests]], even [[warlocks]] and [[death knights]]. They wear [[leather]] or [[mail]] [[armor]] (not yet determined which), that has spell-[[caster]] stats currently utilized by [[balance]]/[[druid_talents#restoration|restoration]] druids or [[elemental]]/[[shaman_talents#restoration|restoration]] [[shamans]] (respectively).
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In general, the ranger can be considered a [[hybrid_class|hybrid]] ranged class that combines damage dealing and healing, with a mixture of abilities akin to [[hunters]], [[rogues]], [[druids]], [[priests]], even [[death knights]]. They wear [[leather]] or [[mail]] [[armor]] (not yet determined which) that has [[caster]] stats, currently utilized by [[druid_talents#balance|balance]]/[[druid_talents#restoration|restoration]] druids or [[shaman_talents#elemental|elemental]]/[[shaman_talents#restoration|restoration]] [[shamans]] (respectively).
   
Rangers use ranged weapons, such as [[bows]] and [[thrown weapons]]. Since ranged weapons have until now been typically itemized with stats useful for hunters (i.e. [[agility]]), one of the following two options will be implemented with the introduction of the ranger class:
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Rangers use ranged weapons, such as [[bows]] and [[thrown|thrown weapons]]. Since ranged weapons have until now been typically itemized with stats useful for hunters (i.e. [[agility]]), one of the following two options will be implemented with the introduction of the ranger class:
   
 
1. All ranged weapons will have their agility removed and weapon damage increased to compensate.
 
1. All ranged weapons will have their agility removed and weapon damage increased to compensate.
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2. Rangers will have a passive skill which automatically converts all agility on their ranged weapon to intellect.
 
2. Rangers will have a passive skill which automatically converts all agility on their ranged weapon to intellect.
   
Rangers can use [[fist weapons]], [[maces]] ([[one-handed]] or [[two-handed]]), and one-handed [[swords]]. They will have the option to choose a [[dual wield]] talent, making them the first class to dual wield caster weapons.
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Rangers can use [[fist_weapon|fist weapons]], [[maces]] ([[one-handed]] or [[two-handed]]), and one-handed [[swords]]. They will have the option to choose a [[dual wield]] talent, making them the first class to dual wield caster weapons.
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The Camouflage ability can be used during combat, but there is a one-minute cool down. It negates a ranger's passive movement speed increase (to normal movement speed of other classes). It is also less powerful than a rogue's [[Stealth]] as the player will become visible to an enemy that gets within 10 yards. Night Elves with [[Shadowmeld]] will have a slightly more powerful Camouflage. There is no secondary [[Vanish]] ability for rangers.
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==Talents==
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[[Image:WaWC3.gif|thumb|right]]
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==='''Justice'''===
 
This tree is based on the [[Warden]] and [[Sentinel]]. The Ranger switches between melee and ranged attacks for combat bonuses and survival.
  +
  +
*Uses [[thrown|thrown weapons]] and dual wields maces, swords or fist weapons.
  +
*''Bladed Cloak:'' ability similar to a druid's [[Barkskin]].
  +
*''Split Blade:'' magically divides thrown weapon, hitting up to four targets in front of the player.
  +
*''Slicing Torrent:'' standard thrown attack
  +
*''Lesser Shadow Strike:'' standard melee attack
  +
*''Quickened Shadow Strike:'' ranged attack that increases thrown weapon damage for xx seconds.
  +
*''Greater Shadow Strike:'' charging attack that increases melee damage for xx seconds.
  +
*''"Blink":'' mix between hunter's [[Disengage]] and mage's [[blink]].
  +
*''Hold Person:'' a stun available after blink.
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*''Capture:'' forces enemy within melee range to /follow.
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*''Vengeance:'' Creates an [[Avatar of Vengeance]], a being of raw energy that attacks foes and in turn creates lesser [[Spirit of Vengeance|Spirits of Vengeance]] which are very limited in power and duration, but invulnerable to attacks.
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[[Image:Darkranger2.gif|thumb|right]]
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==='''Obscurity'''===
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This tree is based on [[Dark Ranger]] and [[Farstrider]]. Purely ranged dps with benefits related to camouflage and dark magic.
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*''Entangle:'' Similar to a druid's [[Entangling Roots]].
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*''Dark Arrow:'' Applies a debuff that increases ranged damage and if the target dies with the debuff it will turn into a skeleton minion.
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*''Searing Arrow:'' Applies a debuff that does instant and dot over several seconds.
  +
*''Tornado of Arrows:'' Channeled; causes the caster to focus, shooting rapidly at nearby enemies for 8 sec.
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*''Sniper Arrow:'' Increased damage, available while stealthed and in Banshee Form.
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*''Banshee Form:'' Chance to proc from ranged attacks, lasts xx seconds; removes threat, reduces damage taken, and allows the use of Sniper Shot.
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*''Shriek:'' Conal aoe, short range, causes enemies to cower for a few seconds.
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*''Song:'' Like a miniature heroism/bloodlust.
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[[Image:Priestess.gif|thumb|right]]
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==='''Benevolence'''===
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This tree is based on [[Priestess of the Moon]]. Mostly healing and support class. Some supplemental harmful abilities.
  +
  +
*heals party members by shooting them with magic arrows.
  +
*auto-shots against enemy give small heals to party members.
  +
*aoe-heal similar to druid's [[Starfall]].
  +
*ranged aoe silence.
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*more to be added.
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  +
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=IGNORE EVERYTHING BELOW THIS=
Like every other class, the ranger has three different talent trees that enhance certain aspects of his or her specialties
 
   
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In parties, shamans make the quintessential fifth member; supplementing the others with powerful buffs (using their totems and shields) along with healing or damage on par with other, more specialized classes. Shamans have the ability to resurrect themselves once every 30 minutes (which can be reduced with talent points to once every 15 minutes) using their [[Reincarnation]] ability. In addition to its uses within a fight, this, in combination with their ability to resurrect other players, makes shamans a viable utility for [[wipe recovery]].
 
   
 
== Notable shamans ==
 
== Notable shamans ==
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== Note ==
 
== Note ==
The shaman ([[prestige class]]) was replaced with the shaman ([[core class]]) in the ''World of Warcraft RPG''.<ref>''World of Warcraft: The Roleplaying Game Conversion Document'', 1-2</ref>
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The shaman ([[prestige class]]) was replaced with the shaman ([[core class]]) in the ''World of Warcraft RPG''.
   
 
==See also==
 
==See also==

Revision as of 05:30, 4 March 2010

Roleplaying
This article is fan fiction.
The contents herein are entirely player made and in no way represent official Warcraft lore or history. The characters and events listed are of an independent nature and are applied for roleplaying purposes only.
For related articles, see Ranger and Scout.

The Ranger (or Scout) will be the second hero class, introduced in the Emerald Dream expansion. The class is primarily a healer and ranged damage dealer, with potential proficiencies in martial arts, crowd control, and dark magic. Rangers have the advantage of camouflage, which prevents enemies from detecting them unless they are somewhat close. All rangers have a passive run speed increase. Their abilities rely on the use of mana, and their primary attribute is intellect.

Background

Rangerwc2

Warcraft II Elven Ranger artwork.

Rangers are devoted protectors of nature. With the growing threat of the Emerald Nightmare, skilled archers and skirmishers from all areas of Azeroth have stepped forth from their ranks, or emerged from their lives of solitude in the wilderness to take up arms with the Alliance and Horde, in order to assist Malfurion and the Cenarion Circle against this encroaching darkness.

Unlocking your Ranger

Players can create one ranger per realm, so long as they have a level 75+ character on any realm, and The Emerald Dream expansion activated on their account. There are no racial limitations for creating your ranger.

The ranger will start at level 75 inside the Emerald Dream with multiple spells and abilities ready to use, and a set of uncommon gear. Through the ranger-specific quests in a starting zone, the character will master the power of the ranger and learn to use this new power in the service of Cenarius. Quests will lead them to exit the Emerald Dream and emerge from a portal at the Shrine of Remulos. When you arrive in Moonglade you will have a full set of rare gear ready for Cataclysm content.

Overview

In general, the ranger can be considered a hybrid ranged class that combines damage dealing and healing, with a mixture of abilities akin to hunters, rogues, druids, priests, even death knights. They wear leather or mail armor (not yet determined which) that has caster stats, currently utilized by balance/restoration druids or elemental/restoration shamans (respectively).

Rangers use ranged weapons, such as bows and thrown weapons. Since ranged weapons have until now been typically itemized with stats useful for hunters (i.e. agility), one of the following two options will be implemented with the introduction of the ranger class:

1. All ranged weapons will have their agility removed and weapon damage increased to compensate.

2. Rangers will have a passive skill which automatically converts all agility on their ranged weapon to intellect.

Rangers can use fist weapons, maces (one-handed or two-handed), and one-handed swords. They will have the option to choose a dual wield talent, making them the first class to dual wield caster weapons.

The Camouflage ability can be used during combat, but there is a one-minute cool down. It negates a ranger's passive movement speed increase (to normal movement speed of other classes). It is also less powerful than a rogue's Ability stealth [Stealth] as the player will become visible to an enemy that gets within 10 yards. Night Elves with Ability ambush [Shadowmeld] will have a slightly more powerful Camouflage. There is no secondary Ability vanish [Vanish] ability for rangers.

Talents

WaWC3

Justice

This tree is based on the Warden and Sentinel. The Ranger switches between melee and ranged attacks for combat bonuses and survival.

  • Uses thrown weapons and dual wields maces, swords or fist weapons.
  • Bladed Cloak: ability similar to a druid's Spell nature stoneclawtotem [Barkskin].
  • Split Blade: magically divides thrown weapon, hitting up to four targets in front of the player.
  • Slicing Torrent: standard thrown attack
  • Lesser Shadow Strike: standard melee attack
  • Quickened Shadow Strike: ranged attack that increases thrown weapon damage for xx seconds.
  • Greater Shadow Strike: charging attack that increases melee damage for xx seconds.
  • "Blink": mix between hunter's Ability rogue feint [Disengage] and mage's Spell arcane blink [Blink].
  • Hold Person: a stun available after blink.
  • Capture: forces enemy within melee range to /follow.
  • Vengeance: Creates an Avatar of Vengeance, a being of raw energy that attacks foes and in turn creates lesser Spirits of Vengeance which are very limited in power and duration, but invulnerable to attacks.
Darkranger2

Obscurity

This tree is based on Dark Ranger and Farstrider. Purely ranged dps with benefits related to camouflage and dark magic.

  • Entangle: Similar to a druid's Spell nature stranglevines [Entangling Roots].
  • Dark Arrow: Applies a debuff that increases ranged damage and if the target dies with the debuff it will turn into a skeleton minion.
  • Searing Arrow: Applies a debuff that does instant and dot over several seconds.
  • Tornado of Arrows: Channeled; causes the caster to focus, shooting rapidly at nearby enemies for 8 sec.
  • Sniper Arrow: Increased damage, available while stealthed and in Banshee Form.
  • Banshee Form: Chance to proc from ranged attacks, lasts xx seconds; removes threat, reduces damage taken, and allows the use of Sniper Shot.
  • Shriek: Conal aoe, short range, causes enemies to cower for a few seconds.
  • Song: Like a miniature heroism/bloodlust.
Priestess

Benevolence

This tree is based on Priestess of the Moon. Mostly healing and support class. Some supplemental harmful abilities.

  • heals party members by shooting them with magic arrows.
  • auto-shots against enemy give small heals to party members.
  • aoe-heal similar to druid's Ability druid starfall [Starfall].
  • ranged aoe silence.
  • more to be added.



IGNORE EVERYTHING BELOW THIS

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Notable shamans

Shaman organizations

Races

Each Race has its own distinct advantage, no matter its class; consequently, many players who wish to play shamans factor in the advantages and abilities of the various races when starting their characters. Some prefer tauren for their Warstomp racial ability, as shamans themselves do not possess any ability to stun. Others prefer orcs as stun effects don't last as long when used against them, which is helpful versus a rogue, as well as against a shadow priest; likewise, the orcs' Racial orc berserkerstrength [Blood Fury] ability can be very useful for a shaman because they get a bonus to both their melee attacks and spell damage. Both of these abilities are very useful in PvP. Still others enjoy playing trolls because of their Inv misc idol 02 [Da Voodoo Shuffle] and Racial troll berserk [Berserking] powers, and the Inv misc pelt bear ruin 02 [Beast Slaying] bonus which can allow them to level more quickly. Players looking for a boost in healing for PvE or PvP may find that the draenei's usable racial ability, Spell holy holyprotection [Gift of the Naaru] is an effective heal over time spell that can be cast on oneself or on another player at no mana cost. In the end, the choice of race is up to the player, and often comes down to a matter of aesthetics more than anything else. As long as the player enjoys the race they have chosen, many will simply ignore the mathematics.

Talent trees

File:ArtDraeneiShaman.jpg

Draenei shaman

Elemental

The elemental tree focuses on the shaman's offensive spell casting ability. It decreases the mana cost and casting time of spells while increasing their damage and critical strike chance. The 31 point ability is Spell nature wispheal [Elemental Mastery], a self buff usable every three minutes that gives you a 15% increase to haste lasting for 15 seconds. The 41 point talent is Spell fire totemofwrath [Totem of Wrath], which increases the raid's spell power, and makes any enemies in its radius more likely to be critically hit. The 51 point talent is Spell shaman thunderstorm [Thunderstorm] giving elemental a AOE that can throw opponents.

Overall, elemental is the best build for shamans who want to maximize their damage output in PvP. In raids, elemental shamans are more of a general utility class, so raid spots may be a little harder to find. In 5-Man instances and PUGs, elemental shamans bring great flexibility and utility capable of high DPS, buffing and healing (due to excellent spec and equipment synergy).

Enhancement

By spending talent points in enhancement, a shaman greatly increases melee damage output. This is a very appealing tree to lower-level shamans because dealing melee damage does not cost mana. At level 40, the Dual Wield weapon skill can be learned. Together with the powerful Spell shaman unleashweapon wind [Windfury Weapon] buff, an enhancement shaman's melee damage output is second only to rogues and retribution paladins. Additionally, with their new 51 point talent, Spell shaman feralspirit [Feral Spirit], enhancement shamans can quickly destroy small groups of enemies while soloing and bring an impressive amount of DPS to raids.

Enhancement builds generally have the highest damage output potential of all shaman builds. In raids, enhancement shaman are highly desirable because their buffs to the other melee damage dealers are substantial. In PvP, enhancement shamans usually have problems due to low survivability (compared to plate-wearing classes and rogues) and susceptibility to snares.

Restoration

The restoration tree focuses on the shaman's healing capability, reducing the casting time and mana cost of healing spells, while increasing their effectiveness. Restoration shamans are well suited for any healing situation in the game. On top of that they offer good utility (like Mana Regeneration by Spell frost summonwaterelemental [Mana Tide Totem]), and the best multi-target heal spell in the game (Spell nature healingwavegreater [Chain Heal]), giving them excellent potential as raid-wide healers. The 41 point talent Spell nature skinofearth [Earth Shield] acts as a very mana-efficient single-target HoT with a long duration. The 51 point talent, Spell nature riptide [Riptide] give the shaman an instant cast heal and a HoT.

This tree is highly useful in PvP and group PvE, the only drawback being the rather low damage output, so solo play is more difficult. In return, a restoration shaman hardly ever dies while questing/soloing.

See also:
Shaman talents
Shaman builds

Equipment

Orcshaman

Orc shaman

Shaman Concept

Shaman concept art

Shamans can wear leather armor at the start of the game and can train to wear mail gear after level 40. It is not uncommon for many shamans take up leatherworking as a profession because there is some mail armor that can be made. Additionally, the Dragonscale Leatherworking specialization can make several mail armor items with stat bonuses that are very beneficial to the shaman class.

Shamans can use one-handed maces with shields and staves by default, and can train daggers, fist weapons, one-handed axes, and two-handed axes and maces (as of Patch 2.3) by visiting a trainer. Post-patch 2.0, enhancement shamans can dual wield.

After reaching level 40, a shaman can learn to wear mail armor from their trainer. For shaman casters, the Turtle Scale collection available from Leatherworkers is good, other items such as the Chain of the Scarlet Crusade are better for melee shamans.

Attributes

See the main article Attributes. This breaks down specifically for shamans as follows [1]:

  • At level 70, it takes 40 agility to gain 1% to critical strike chance.
  • At level 70, it takes 22 critical strike rating to gain 1% to critical strike chance.
  • Your level's worth of agility will increase your chance to dodge by about 3% (e.g., +60 agility will give a level 60 shaman +3% to dodge).
  • Every point of agility provides 1 melee attack power (e.g., +70 agility will give any shaman +70 AP).
    • This means that every 14 agility provides 1 additional damage per second (e.g., +140 agility will give any shaman +10 DPS).
  • Every point of strength provides 1 melee attack power (e.g., +70 strength will give any shaman +70 AP).
    • This means that every 14 strength provides 1 additional damage per second (e.g., +140 strength will give any shaman +10 DPS).
  • Every point of strength increases the amount of damage you block with a shield.
  • Every point of intellect adds 15 mana (MP).
  • Your level's worth of intellect will increase your chance to crit with spells by about 1% (e.g., +60 intellect will give a level 60 shaman +1% to crit with spells; at level 70 it takes +70 int.)
  • Every point of stamina adds 10 health (HP).
  • Every 10 points of spirit regenerates 1 mana per second. This can also be described as "five spirit yields 1 mana per tick" or "2 spirit restores 1 mana per five seconds" (MP5). See also Formulas:Mana Regen.
  • Every 18 spirit increases health regeneration by 1 health per second (i.e., 9 spirit restores 1 point of health per tick).

Abilities

Totems

Totems are unique to the shaman, and must be obtained by completing certain quests. Each Totem corresponds with one of four element (Earth, Fire, Water, Wind) and only one of each elemental type can be used at a time. Once a totem is put down, it cannot be moved, but a new totem can always be summoned to replace it.

With the spell Spell unused [Totemic Call] (available at level 30), shamans can instantly remove all of their totems for no mana and receive 25% of the mana spent on the totems back.

Spells

Shaman spells include direct damage spells, heals, and weapon buffs among others. Their spells are mostly based on the elements.

Talents

Shaman talents are split into 3 categories:

  • Elemental — improvements in offensive spells and offensive totems.
  • Enhancement — improvements in melee related skills and enhancement totems.
  • Restoration — improvements in healing and restoration totems.

Weapons

Starting

Trainable

Two Handed Maces and Axes were originally 10-point talents in enhancement and were replaced with Spell nature elementalabsorption [Shamanistic Focus] in Patch 2.3

Talent-based enhancements

  • Offhand weapons ("Dual Wielding")

Cannot use

Note: the inability of shamans to use ranged weapons makes the Troll's Throwing Weapon Specialization and Bow Specialization racial traits worthless for them.



Note

The shaman (prestige class) was replaced with the shaman (core class) in the World of Warcraft RPG.

See also