Loading...
Loading...
Ranged DPS / Mobility
Ranged specialists excelling in bow combat and mobility. Their mastery of bows, crossbows and long range combat is impeccable. They also wield rapiers for close range encounters.

Combining speed with devastating range attacks, Rangers eliminate threats before opponents can close distance. Their quick reaction times and range superiority make them lethal at any distance.
Vigor starts full and regenerates quickly, spent on skills. On top of that, the Longbow uses Arrows: a small pool (5) that regenerates slowly. Most shots are free; your heaviest shots eat Arrows, so you can’t just spam them.
The Ranger is the kite class. You deal your damage from a distance, you move constantly, and you ideally never let anything touch you. Out of the six classes, this is the one that punishes enemies most for being slow or predictable. You're not fragile because you're weak you're fragile because you're not supposed to be where the attacks are landing.
Unusually, the Ranger’s weapons range from "very long range" all the way down to "actual melee" and the class is designed around the idea that if someone does close on you, you don’t panic, you swap weapons and deal with it. This makes them more flexible than a typical ranged class.
the precision weapon
Classic long range bow. Slower than the crossbows but hits harder per shot, with the most reach and utility (curved shots, volleys, retreat shots). This is the "sniper" weapon pick off priority targets, control space with arrow showers, keep your distance. The Arrow resource matters most here.
the fast skirmisher weapon
Paired crossbows for rapid fire and mobility. Shorter range than the bow, but faster, with poison and trap tools baked in. This is the weapon for players who want to strafe, pepper, and stay in motion rather than line up clean shots. Better for dodgy, up tempo fights.
the close range weapon
A melee thrusting sword for when things get inside your range. It's not meant to be your main weapon it's the tool you pull out when a melee target has closed on you and you need to duel them for a few seconds before re opening the gap. Packs counterattacks, evasion, and poison to buy you time.
Per the developers’ post beta notes, each weapon will get four progression paths in the upcoming Matrix system twelve builds per class in total. Final paths aren’t published yet; these are the rough shapes players are likely to settle into.
Max range, big single shots, Rapier only as a panic button.
Fast firing, poison stacks, constantly moving.
Rapier focused, use the bows to set up the engage and finish in melee.
Swap freely to keep pressure at every distance, build around cooldown reduction and mobility.
Seven cross weapon abilities that belong to the class itself rather than any single weapon. Three actives (unlocked at Lv 15) and four passives (Lv 10 and Lv 20). These remain available regardless of which weapon you have equipped.