User:Hercanic/Team:Nigh-Indestructible Prophecies Threesome/GC Ranger

=GC Ranger=

Attributes and Skills
[build prof=r/mo wilderness=12+3+1 expertise=12+3 beast=3][Distracting Shot][Serpent's Quickness][Quickening Zephyr][Greater Conflagration][Winter][Primal Echoes][Essence Bond][Rebirth][/build]

Equipment

 * Energy is the only constant the Ranger needs to ever worry about, so high energy is encouraged.
 * A full set of Radiant Insignias and three Runes of Attunement will give the Ranger 39 maximum energy.
 * To use all combat abilities simultaneously, factoring in both the 30% increased cost from Quickening Zephyre and the 60% decrease in cost from Expertise, would cost 26 energy total--well below his maximum energy. Two pips of energy regeneration are open to the Ranger, and combined with Essense Bond he should never have energy problems.
 * Any Recurve Bow or Longbow. The prefix/suffix of the bow does not matter, as none will particularly help the Ranger in his current role. The Ranger will only be using his bow as an interrupt, so range (to keep out of aggro) and flight time (quickest interrupt) are key.

Usage

 * 1) At the start of an area, immediately cast Essence Bond on the Monk.
 * 2) If either you or the Monk are unfamiliar with the range of spirits, put one down to test. Everyone must be aware of this so as not to overextend.
 * 3) Find a mob, discuss with the Monk how much room he'll need to maneuver. The last thing your party wants is for the Monk to accidentally lead the mob too close to your spirits, consequently getting them killed.
 * 4) Cast in order from Serpent's Quickness to Winter.
 * 5) Only use Primal Echoes if the enemies are known to use signets. If no one on your team has a signet equipped, feel free to use Primal Echoes simply out of habit or if you are unfamiliar with the mob's skills.
 * 6) Always keep Quickening Zephyr up constantly. The Monk's life depends on it.
 * 7) After your spirits are up, the Monk will gather aggro. Pay attention to the types of creatures in the mob. You have Distracting Shot for a reason.
 * 8) Generally keep out of the way, except when needing to interrupt. Tend to your spirits as necessary.
 * 9) If the Monk dies, use Rebirth to pull the Monk out of aggro. The Necro can fully revive the Monk with Restore Life.
 * 10) If the proverbial sh*t hits the fan and aggro turns on you after the Monk falls, run. You have the safest form of resurrection, so even if the Necro bites it you can still pull him to safety.

Counters

 * As the Ranger's primary function is managing his spirits, there is little for him to worry about from the monster AI, short of attracting aggro himself.

Skill Breakdown and Variants

 * Note: Energy and recharge  numbers denote the effects of Quickening Zephyr and Expertise on relevant skills.


 * 3 5
 * Not all skills can be shut down with the Monk's Sympathetic Visage, such as monster skills. Some skills can strip the Monk's enchantments even with Spell Breaker up. Distracting Shot allows those abilities to be prevented, but it requires keen knowledge of a mob's skills and quick reaction time. All other abilities on the Ranger's skillbar require only moderate monitoring due to their long durations. This allows the Ranger to focus his attention on the monsters. If playing as the Ranger, know your foes.
 * : The difference boils down to 2 seconds faster recharge at more energy and without a 20 second disable on the target's skill. Overall a poor alternative, but if pure speed is needed Savage Shot is the way to go.
 * : The difference boils down to 2 seconds faster recharge at more energy and without a 20 second disable on the target's skill. Overall a poor alternative, but if pure speed is needed Savage Shot is the way to go.


 * 3 23
 * This skill serves only one purpose--as a startup for Quickening Zephyr. Without it, QZ could not be maintained, but once QZ is under its own effects you will not need to use Serpent's Quickness again until the next battle.
 * This skill serves only one purpose--as a startup for Quickening Zephyr. Without it, QZ could not be maintained, but once QZ is under its own effects you will not need to use Serpent's Quickness again until the next battle.


 * 13 30
 * Although the GC Ranger is named after his elite, this is his true power. Without it, the Monk could not maintain Spell Breaker, Shielding Hands, or Sympathetic Visage. The Necro could not use Spiteful Spirit as often. And the Ranger could not use Distracting Shot as frequently, either. Due to its crucial nature, it is imparative to keep Quickening Zephyr up at all times. QZ lasts 47 seconds and has a recasting time of 5 seconds. Serpent's Quickness will cut its recharge time down to 40 seconds. That gives a window of only 2 seconds to recast. However, once recast it will affect its own recharge time, down to 30 seconds. That gives a much broader margin for error at 12 seconds. Always be mindful after every first casting by keeping an eye on its duration bar.
 * Although the GC Ranger is named after his elite, this is his true power. Without it, the Monk could not maintain Spell Breaker, Shielding Hands, or Sympathetic Visage. The Necro could not use Spiteful Spirit as often. And the Ranger could not use Distracting Shot as frequently, either. Due to its crucial nature, it is imparative to keep Quickening Zephyr up at all times. QZ lasts 47 seconds and has a recasting time of 5 seconds. Serpent's Quickness will cut its recharge time down to 40 seconds. That gives a window of only 2 seconds to recast. However, once recast it will affect its own recharge time, down to 30 seconds. That gives a much broader margin for error at 12 seconds. Always be mindful after every first casting by keeping an eye on its duration bar.


 * 3 8 (Capture Location)
 * Sustaining five enchantments and a stance is not cheap for the Monk, especially while under the effects of Quickening Zephyr. This skill, synergized with Winter and the Monk's Mantra of Frost ensures he will always have ample energy. Also, due to all damage being converted to elemental damage, the Ranger has an effective armor rating of 100. He will only take half damage should he ever come under attack.
 * Sustaining five enchantments and a stance is not cheap for the Monk, especially while under the effects of Quickening Zephyr. This skill, synergized with Winter and the Monk's Mantra of Frost ensures he will always have ample energy. Also, due to all damage being converted to elemental damage, the Ranger has an effective armor rating of 100. He will only take half damage should he ever come under attack.


 * 3 30
 * As mentioned above, this ability is key to guaranteeing every hit the Monk takes will trigger his Mantra of Frost. All physical damage becomes fire damage due to Greater Conflagration, and all elemental damage becomes cold damage thanks to Winter. As a quick side note, monsters such as Spirit Shepherds who use will essentially make their target invincible while Winter is up.
 * As mentioned above, this ability is key to guaranteeing every hit the Monk takes will trigger his Mantra of Frost. All physical damage becomes fire damage due to Greater Conflagration, and all elemental damage becomes cold damage thanks to Winter. As a quick side note, monsters such as Spirit Shepherds who use will essentially make their target invincible while Winter is up.


 * 3 30
 * The Monk's Spell Breaker thwarts enemy spells, and his Sympathetic Visage will shut down all energy- and adrenaline-based skills. Signets, being neither a spell nor requiring energy or adrenaline, remain unaffected. or  could easily ruin this team. Primal Echoes helps remedy that by attaching a steep energy cost to all signets. As long as the Monk's Sympathetic Visage keeps energy drained from foes, they will be unable to use their signets. Not all mobs use such serious signets, and if farming an area where signets are not an issue, or if your team wants to use signets, this skill can be replaced.
 * : A great way to escape aggro should events go poorly. The Ranger's chief responsibility in such a situation is, afterall, to survive.
 * : If the Ranger needs extra support for interrupting, this preparation would be handy by helping the timing and accuracy of Distracting Shot.
 * : Why pick when you could have both?
 * : Enemy resurrection can be a real drag on progress in certain areas, and although Sympathetic Visage should shut down all energy-based skills, a lack of melee attackers will render SV useless. So if mobs are giving you trouble consider this spirit.
 * : Enemy resurrection can be a real drag on progress in certain areas, and although Sympathetic Visage should shut down all energy-based skills, a lack of melee attackers will render SV useless. So if mobs are giving you trouble consider this spirit.


 * Even with such low-cost abilities thanks to Expertise, it never hurts to play it safe.
 * Even with such low-cost abilities thanks to Expertise, it never hurts to play it safe.


 * Although this will not resurrect the Monk if he's reached 1hp, it will still pull him out of harm's way. This ability is the one reason the Ranger's survival post-wipe is essential.
 * Although this will not resurrect the Monk if he's reached 1hp, it will still pull him out of harm's way. This ability is the one reason the Ranger's survival post-wipe is essential.

=Team Navigation=
 * 1) Overview
 * 2) SB Monk
 * 3) SS Necro
 * 4) GC Ranger
 * 5) Two-Man Variant
 * 6) Guides