RNG/CLR/ENC
A high sustaining surprisingly tanky build that operates much like the tried and true war/clr/enc build, but with added support at the minor cost of a bit of defense.
Overview
This build is similar to the tried and true variants of the war/clr/enc and monk/clr/enc builds but has differentiated utility.
Lets compare it to the other primaries:
If you went rogue/enc/cleric, you'd be missing block.
If you went monk/enc/cleric, you'd be missing parry.
If you went warrior/enc/cleric, your damage would shoot down significantly compared to the ranger, so much so that a lot of end game warriors are going 2h over dual wield due to the nature of their class
A lot of testers have been parsing end game content and while the ranger doesn't have the nifty tools of the monk with their punches and kicks, monks have to deal with a lot of their attacks being defended againist. Epic mobs like D4 CT will parry, riposte, dodge, and block you a ton.
This build solves this crisis better than the others. It lets you dual wield freely like a ranger should, and not penalyze you defensively, or offensively.
How does ranger do this? Through powerful ranger only AA's.
Unbound Strikethrough
Hunter's Attack Power
Finally, ranger in the mix also adds in a potential for archery down the line. Oh ... we also get free track to see if a named has spawned quicker than others :)
This build when coupled with a rogue pet on d4 shreds content. It is absurd DPS given the dual wielding nature of the primary character, coupled with a charm pet. It is surprisingly durable too due to the cleric buffs which are the best HP and AC buffing class in the game.
The cleric bash skill is (soon as stated by devs) supposed to be activatable even while dual wielding, thus giving this class bash even if rangers typically didn't have it, even without a shield.
The enchanter not only gives you a haste and agility buff from augmentation, but also a massive +100 dex buff with lifetrap proc from garou form, on top of a backstabbing pet (you'll have to find the rogue ones), that you also can haste and garou as well.
Starting as an ogre, you have two options to unlocking this class that is probably the easiest -> either turn in wines to unlock darkelf and primary as either the cleric or enchanter, or do the freeport quests to unlock halfelf and main as the ranger. Either way doesn't matter or change the build whatsoever.
Stances & Invocations
Stance
Offensive
Outgoing melee damage +100%, chance to hit +25%. Every point of bonus damage consumes equal endurance (reduced by Strategy skill). Below 25% endurance the hit bonus shrinks. Crit bonus damage costs no endurance.
Warrior, Paladin, Ranger, Shadow Knight, Monk, Bard, Rogue, Beastlord, Berserker
Channeler
All incoming damage −40% and channeling chance increased. Half the mitigated damage is charged to both mana and endurance (Strategy-reduced).
Cleric, Druid, Shaman, Necromancer, Wizard, Magician, Enchanter
Invocation
Recovery
Mana regen doubled and spells cost 5% less mana. Out-of-combat regen unaffected; the regen modifier stays active out of combat even when the invocation isn't.
Cleric, Paladin, Ranger, Shadow Knight, Druid, Bard, Shaman, Necromancer, Wizard, Magician, Enchanter, Beastlord
OverChannel
Cast spells get a −150 resist adjust plus another −15 per non-hybrid caster class, at 10% of the spell's mana cost in endurance.
Cleric, Paladin, Ranger, Shadow Knight, Druid, Bard, Shaman, Necromancer, Wizard, Magician, Enchanter, Beastlord
on epic mobs (or during a charm break), start in channeler stance with overchannel invocation combination. land slow, land debuffs. when pet is under control and enemy is debuffed, swap to offensive stance with recovery invocation for max damage with healthy mana regeneration to continue healing.
Key Abilities
Ranger
| # | Name | Note |
|---|---|---|
| 1 | Force of Nature SPELL | |
| 2 | Snare SPELL | |
| 3 | Dual Wield ABILITY |
Cleric
| # | Name | Note |
|---|---|---|
| 1 | Perfect Renewal SPELL |
Enchanter
| # | Name | Note |
|---|---|---|
| 1 | AOE Mez SPELL | |
| 2 | Charm SPELL | |
| 3 | Stun SPELL | |
| 4 | Slow SPELL |
AA Priorities
- QuickBuff
- Mnemonic Retention
- Unbound Strikethrough
- Hunter's Attack Power
- Weapon Mastery of the Scout
Pros & Cons
- Surprisingly durable with Ranger defenses and attack power
- Massive cleric sustain and enchanter control
- Respectable self damage. Insane pet damage
- Charm breaks are always scary
- Channeler stance might get nerfed
- Unable to start as Ogre race / May have to do some faction work