As a Ranger, it took me time but I have realized I am NOT a Tank. Yes
you heard right, I may think I'm a tank, but when Warriors and others of
my level are rattling off HP's and AC much higher than mine, I finally
realized my tanking days are done.
Here are some group things I have learned as a Ranger:
- Always snare, don't let the Druid snare. Why you say? Snare seems to
have a high aggro. If the Druid snares, it will put him high on the hate
list, and his/her first nuke tends to send the mob in his/her direction.
Have a seperate hotkey for snare success to share info with party.
- Snare lesson I have learned the hard way. If a Mob keeps resisting the
snare keep at it. If after 5 or 6 resists, inform your party that snare
is not working so they can be prepared to root/nuke it near the end of
its life.
- Let the Tank get aggro early on. If you are bow tagging off a Monk or
SK, when you bring the Mob back to the party, let the tank hit/taunt it
off you before you cast/melee. This will save the healers a lot of mana
because you will take more damage than the well armored Tank.
- This hint is for all non tank melees. Attack the Mob from behind, its
not just for Rouges anymore. Attacking from behind has many benefits.
The Mobs AC/Dex is lower so more hits and procs. Also Mobs can't
block/riposte if your behind them. Being behind the mob also allows the
Tank to realize that you have gained aggro and more quickly get them off
your lower HP behind (spells/procs seem to piss Mobs right off).
Pulling:
Yes I have pulled some BAAAADDDDD pulls, but I learned from it.
- Outdoors harmony is your friend and can make breaking a camp soooooooo
easy.
- I have found that a long range bow pull (range 250+) can pull single
mobs quite well.
- Mobs that do not take damage from a bow shot(undead and others who are
INVULNERABLE to normal weaps)will come alone and not raise the alarm to
their buddy.
- Snare pull works seems to work in the same way. The one Mob hates you
but the other didn't see damage done so doesn't care. This also helps if
you have some room to work in. If pull goes bad, It will give you some
time to root the unsnared mob as the snared mob takes a bit to get to
you.
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