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Old 06-03-2004, 08:10 PM   #11
MasterPooBaa
Zhentarim Guard
 

Join Date: April 15, 2002
Location: OZ!
Age: 49
Posts: 332
indeed towards the end the ranger becomes much better. High criticals combined with an eagle bow and some mysic/peacemaker arrows soon whittles down opponents.
Standard arrows with a standard bow at the start dont do much damage. You are better off using a light/heavy Xbow and quarrels or hunterquarrels availbe in bulk from arnika.

Fearbolts are fun too, but i hate chasing after scared opponents lol.
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Old 06-04-2004, 12:15 AM   #12
Dedzy
The Magister
 

Join Date: March 19, 2004
Location: Salt Lake City, UT
Age: 55
Posts: 100
One more point in favor of a ranger: Mooks are good rangers, and they are the only race that can wield giants swords. If your group is arranged that way I am guessing (3 fighters and the bard in front line, ranger and bishop in rear), it cold be helpful for your ranger to equip with an extended range weapon for close up fights.
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Old 06-04-2004, 02:06 AM   #13
Scatter
Symbol of Cyric
 

Join Date: August 17, 2003
Location: Portland
Age: 66
Posts: 1,336
Giant's Sword is MUCH too heavy. The penalty to initiative is ridiculous. Just get a Mystic or Dread Spear. And not a Mook.
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Old 06-04-2004, 04:26 AM   #14
dplax
Jack Burton
 

Join Date: July 19, 2003
Location: an expat living in France
Age: 40
Posts: 5,577
I myself found that either elves or dracon's make good rangers.

The dracon breath can help out early on and the elves have good senses in case you want to get Eagle Eye.
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Old 06-04-2004, 04:06 PM   #15
Raphael Argus
Elite Waterdeep Guard
 

Join Date: May 19, 2004
Location: United States
Age: 52
Posts: 15
Excellent information, thanks all [img]smile.gif[/img] I originally made my Ranger an elf. I'm only in Arnika but I think I'll stick with him. I've been putting points into Dex, then stamina/senses. I'll just start putting everything into senses now =)
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Old 06-10-2004, 02:17 PM   #16
Gadgeteer Tom
Dungeon Master
 

Join Date: May 13, 2004
Location: Mpls, MN
Age: 72
Posts: 81
Strength is good too...
I do't use Fighters, Lords or Valkeries much anymore - I prefer Saumari, Rangers, and Ninja.
Of course I have a Gadgeteer (and develop his lock-pick/disarm skills), and Bard (after music is 75, develop pickpocket - use NPC for early game).
Mostly Humans, Elves, hobbits (although a Fairy Madge can be very powerful magically, quite quickly - finding decent armor for a Fairy is tough [although poison crab shells, etc. can be made into some decent stuff).
Here's a tip (I honestly don't think it's a spoiler), try splitting up shuriken (or darts, or throwing knives) with some as the secondary weapon on left and remainder on right for your Ninja [Saumari too], notice when they start using each secondary together.
Vitality can lead to thicker skin...but one cannot develop everything at once and have an exceptional character.
Ranger: Str, Vit, and Senses till Senses are to 50 (that'll grow as you walk about), then intelligence and speed also.
Ninja: this game I was fanatic about critical hit and strength/Senses, at Lvl 20 Crit hit is 115 (and equipped with weapons that have any pct of crit hit, opponents die quickly - regardless of HP).
Monk: Intelligence, vitality (some critical hit emphasis, but mostly Magic - will push air next time for Portal)
Gadgeteer: Str, Intel, Vit. Artifacts, gadgets (train by making noisemakers, etc. and selling them) Lvl 20 Engineering is at 105 - strength is needed (stamina).
Madge: Intel, Piety, to 50+, then str, vit,speed, and practice...resistance to all realms is about 100 currently.
Bard: along with music (asy to practice), pickpocket (save before any encounter with NPC, then try - if caught, reload and do it again), again str is needed for stamina - and the choices of instruments can have large impact on battles (sometimes after being whipped, change some around and try again for much better success).
Also Ranged weapon for Bard, positioned to avoid much close combat (like the Madge).
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