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Table of Contents
=================================

1. Intro
2. The Ranger Class
3. Skills
4. Secondary Profession for the Ranger
5. Ranger as a Secondary Profession
6. PvE
7. PvP

=================================
1. Intro
=================================

I played on many of the Beta Events, and started with a Ranger/Necromancer
combination.  I wanted to play PvE for the most part, but I also found that it
was a great combination for PvP too.  However, the purpose of this FAQ is for
the Ranger class, with a little bit of emphasis on the secondaries and what
works and what doesn't.

My name in-game is Valice Gestalt. Don't spam me, and if you suck, don't play
with me. :P

All this junk is 2005, Josh Martz. Don't reproduce without my permission.
Talk to me in-game if you want my permission.

=================================
2. The Ranger Class
=================================
First off, YOU ARE NOT A TANK. Don't expect to be. Your main job is either
long-range damage dealer or annoyance.  The ranger class is designed to be a
fast-moving class that is focused on support.

Also, Rangers make great target callers. For some reason people think Warriors
are the best, and while they are useful, I find casters and rangers to be the
best. Here's why:

1. Warriors are restricted where they can move, and aren't able to move around
enemies who might be making a wall. Sure, they can call the target, but its a
little less effective.

2. Long range characters can see the whole battlefield, and are able to change
targets quickly if priorities change.

	Just my take.

The Ranger class is not for beginners. Rangers are expected to be good at
pulling targets away from groups, interrupting spell casters, and generally
weakening the enemy.  Get to know your skills before you head out.

=================================
3. Skills
=================================

There are many skills that the Ranger can find useful. Just quickly, this is
what I use for PvE:

1. Penetrating Attack
2. Troll Unguent
3. Hunter's Shot
4. Marksman's Wager
5. Distracting Shot
6. Read the Wind
7. Well of Suffering
8. Resurrection Signet or Dodge

This isn't really ideal, but it works for me.  Well of Suffering is pretty
interchangeable, but I think it comes in handy.

	My PvP build is:

1. Penetrating Attack
2. Troll Unguent
3. Hunter's Shot
4. Marksman's Wager
5. Weaken Armor or Barbed Trap
6. Distracting Shot
7. Pin Down
8. Resurrection Signet

I'm not going through all of the skills...there are 75 of em, and not all of
them are useful.  I'll cover the useful ones only.

*Note - Beast Mastery isn't that great. Having an animal companion with 0
points in BM is a good idea for a low-level tank in the beginning of the game,
though.

EC - Energy Cost
AT - Activation Time
RT - Recharge time



++++++++++++++++++++++++
Marksmanship
++++++++++++++++++++++++

--------------------------
Power Shot (Marksmanship)

Strike for +10-18 Damage
EC - 10
AT - 0
RT - 6

Great for the beginning of the game, but once you get Penetrating Attack, dump
it.

--------------------------
Savage Shot

Interrupts target's action. If it was a spell, you strike for 13-25 damage.
EC - 10
AT - 0
RT - 5

Great for stopping mages, but Concussion Shot has a better effect (for 25
energy, though)

--------------------------
Concussion Shot

If it hits someone who is casting a spell, target is interrupted and is dazed
for 5-17 seconds. Deals 1-13 damage.
EC - 25
AT - .75
RT - 10

Dazed is a terrible terrible condition, and you can easily eradicate a mage
when they are under it.

--------------------------
Hunter's Shot

If it hits someone that is moving, target bleeds for 3-21 seconds. Deals +3-13
damage.
EC - 5
AT - 0
RT - 5

I love this skill. It adds damage, and bleeding is always great to give to an
enemy.

--------------------------
Penetrating Attack

If it hits, you strike for +3-15 damage, with 20% armor penetration.
EC - 10
AT - 0
RT - 3

Armor piercing? Sign me up. Change Power Shot for this.

--------------------------
Pin Down

Cripples enemy for 3-13 seconds.
EC - 15
AT - 0
RT - 15

Great for PvP. Monks can't run fast under this skill, and if a Warrior is
coming after you, hit him with this so you can get away.

--------------------------
Read the Wind

Arrows move twice as fast, deal +3-9 damage, for 12 seconds.
EC - 5
AT - 2
RT - 12

This is useful just for the purpose of dealing damage. The added damage stacks
with other attack skills.

--------------------------
***Barrage

Remove all preparations. You fire 5 arrows at up to 5 enemies for +1-13 damage.
EC - 5
AT - 0
RT - 1

Because of the low recharge time and low cost, this is a great elite skill to
have. Great for damage dealing.




+++++++++++++++++++++++
EXPERTISE
+++++++++++++++++++++++

--------------------------
***Marksman's Wager

For 12 seconds, you gain 5-9 energy when your arrows hit, but lose 10 energy
when you miss.
EC - 5
AT - 2
RT - 24

Quite possibly the best Ranger skill. This will keep your energy up almost
indefinitely. Get it as soon as possible.

--------------------------
Dodge

For 5 seconds, you move 33% faster, and have a 27-65% chance of dodging arrows.
Ends if you attack.
EC - 5
AT - 0
RT - 30

This is a good utility skill.  If you need to run away or just get somewhere
faster, this is very useful.

--------------------------
Distracting Shot

Interrupts target's action, deals only 1-13 damage. However, if that action was
a skill, that skill is disabled for 20 seconds.
EC - 5
AT - .75
RT - 10

An AMAZING skill. This will help in both PvE and PvP. Get it, and keep it!




+++++++++++++++++++++++
WILDERNESS SURVIVAL
+++++++++++++++++++++++

--------------------------
Troll Unguent

Gain 3-9 health regen for 10 seconds
EC - 5
AT - 3
RT - 10

I cannot stress the importance of this skill. Get it, keep it.  There are
Warriors who go W/R just so they can get this skill.

--------------------------
Serpent's Quickness

Recharge times for attack skills are reduced by 33% for 15-27 seconds. Ends if
your health drops below 50%
EC - 5
AT - 0
RT - 45

Not a bad skill at all. Less Recharge time = more skill use :D

--------------------------
Ignite Arrows

Arrows deal 3-15 fire damage on contact. Lasts 24 seconds.
EC - 10
AT - 2
RT - 12

Good in the beginning. Trash it after you get Kindle Arrows.

--------------------------
Kindle Arrows

Arrows deal 3-20 fire damage. Lasts 12 seconds.
EC - 5
AT - 2
RT - 12

If you go for Incendiary Arrows, get rid of this.

--------------------------
***Incendiary Arrows

Targets struck by arrows are interrupted and set on fire for 1-3 seconds. Lasts
8 seconds.
EC - 5
AT - 2
RT - 24

It's nice, but you can only have one elite skill equipped. If you really don't
need marksman's wager, then this is a good alternative.

--------------------------
Flame Trap

When triggered, foes in the area take 15-27 fire damage and are set on fire for
1-3 seconds.  Automatically triggers after 90 seconds.
EC - 10
AT - 2
RT - 20

Traps are nice, especially in PvP. This one really is only a damage dealer, and
there are better traps, but this can be useful.

--------------------------
Dust Trap

When triggered, foes in the area are Blinded for 3-9 seconds and take 10-56
earth damage. Automatically triggers after 90 seconds.
EC - 25
AT - 2
RT - 30

This is a great annoyance in PvP.  Very useful against Warriors.

--------------------------
Barbed Trap

When triggered, foes in the area take 20-56 piercing damage, become crippled,
and bleed for 3-21 seconds. Automatically triggers after 90 seconds.
EC - 15
AT - 2
RT - 20

Yet again, a great annoyance in PvP. Almost as useful as Spike Trap, but this
is not an elite skill, so you have room for a different one. :D

--------------------------
***Spike Trap

When triggered, foes in the area take 10-56 piercing damage, become crippled,
and are knocked down.  Automatically triggered after 90 seconds.
EC - 10
AT - 2
RT - 20

Great for PvP. 'Nuff said.

--------------------------
Apply Poison

Enemies are poisoned by your arrows for 3-13 seconds. Lasts 12 seconds.
EC - 15
AT - 2
RT - 12

Poison is a big pain, however, it's easily countered by a monk that's paying
attention...so be careful.



+++++++++++++++++++++++++
NO ATTRIBUTE
+++++++++++++++++++++++++

--------------------------
Dual Shot

Fire two arrows that deal 25% less damage each
EC - 10
AT - 0
RT - 5

Useful in the beginning, but even better when used in conjunction with Ignite
Arrows, Kindle Arrows, or Incendiary Arrows





These are of course not all of the skills, but these are by far the most
useful.

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4. Secondary Profession for the Ranger
======================================

You're gonna need one.

Warrior - There are a bunch of skills that the Warrior has that will increase
your defense as well as support your party. Since you are on the outside of the
fray usually, this can be a good combination, provided you know what you are
doing.


Monk - Not too bad, I suppose. I wouldn't do it for the main reason that you
need to focus more on damage and interruption rather than healing. A good party
will have other monks anyway.


Necromancer - This complements the Ranger nicely, since many of the Curses a
Necro can use will also debilitate and annoy the enemy. Also, with a Death
Magic build, a Ranger can create decent tanks that will allow him to attack
from afar with ease.


Mesmer - Like the Necro, you can annoy the hell out of the enemy with Mesmer
spells. The only problem is the low energy max.


Elementalist - Uh...probably not.  Not enough energy, and I just wouldn't worry
about it. Stick with bow damage.

======================================
5. Ranger as a Secondary Profession
======================================

Warrior - Many Warriors choose Ranger as a secondary just for Troll Unguent,
which is an incredible healing skill. Traps are good to have, as well.

Monk - Not really any skills that you're going to use as a monk. Stay away.

Necromancer - Most Necros don't use a bow, and since most interruption skills
rely on bow attacks, its probably not a good choice.

Mesmer - Ditto.

Elementalist - Ditto.

My basic take is that caster classes should only get a secondary caster class.
Warriors should secondary with anything other than Elementalist, and Rangers
should secondary with anything except Elementalist or Monk.

======================================
6. PvE
======================================

Here's the thing with Rangers.  They are a good class to have, but you never
really need more than one in a party at a time.  Two, at most.  So, sometimes
it's hard to find a group that will actually take you, and it's probably more
efficient to just create your own.

For PvE, you should get good at pulling targets away from groups.  Rangers can
have the longest range compared to any other class, so this provides a natural
advantage for pulling.

Focus on trying to damage more than anything else.  I suggest having 3 bows of
differing elements, plus one with just piercing damage, so you are prepared for
pretty much anything.  Using Distracting Shot on annoying bosses that are
healing with Healing Signet or something like it helps out your team a ton, as
well.

	If fighting with Henchmen, I suggest the following:

	4 members: Healer, Fighter, Mage

	6 members: Healer, Fighter, Mage, Brawler, Cultist

	8 members: Healer, Fighter, Mage, Brawler, Cultist, Protector, Enchanter

I say the Cultist over the Enchanter simply because the Cultist has a spell
that will make your energy recharge faster.

Elevation is your FRIEND.  The higher up you are, the more damage you do.
This also works in reverse, however, so try to never be lower than your enemy
so you don't suffer a damage penalty.  Get to a high point (if there is one)
and rain hell down upon your enemies.

Also, never get in the middle of the fray. Let tanks do that, but concentrate
on letting your team know when they need to shift their focus from one enemy to
another (say, if your Healer gets surrounded).

=======================================
7. PvP
=======================================

There are many different things to do during PvP, and it really is all up to
the team leader.  However, there are some things to remember:

Rangers are natural monk killers.  Disable healing spells, then call the
target so your team can aid you in attacking.  Most groups will only have one
ranger in the party, but two or three can really piss off a monk.

	IMO, the best group for PvP is:
	3 Warriors
	2/3 Monks
	1 Ranger
	1/2 Casters

With 3 monks, and a team that knows how to protect them, it takes a LONG time
to kill them.  Some may say that 3 is overkill, and sometimes that's the case,
but never have less than 2.

	If you are being chased by a Warrior, do the following,

	Pin Down
	run away a bit
	Hunter's Shot
	Penetrating Attack
	Distracting Shot (because he'll probably start to use a Healing Signet)

Traps are amazing in PvP. If you have a team that plays defensively, lay down
as many traps as you can around your party, and the enemy will have no choice
but to trigger them and fight you.  Blindness and Crippling are two very
important stats to inflict on the enemy in PvP.

Beast Mastery...still somewhat useless. If you focus mainly on BM, then your
pet may prove to be of some benefit, but I've never tried, and I can't say I
really want to.

Your job is to annoy the enemy, and slow and prevent their attack.  If you see
someone chasing one of your characters, Pin him Down.  If you see a caster or
monk getting ready to do something big, cancel and disable his actions.

A useful skill that I didn't mention in my build is Concussion Shot.  Using
this against a monk or caster will not only cancel their action, but DAZE them.
This can be so amazingly useful that I can't even explain just how good this is.

====================================================

Good luck!