Aurach's Two Weapon Combat Guide: A Ranger's Perspective

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The Two Weapon Combat Ranger

https://gswiki.play.net/mediawiki/index.php/File:Twcranger.jpg (need to add this in off to side at some point visibly)


Observations on the style

Why two weapons?

Most ambushing rangers and archers can kill with one well placed strike. So too can the two weapon ambushing ranger, but the world has creatures that cannot be critical struck and only massive raw damage will suffice.

For me the style has always been about using your magics and blades together. This is really not a stand in the open and get beat on type of style. You can do that however. I prefer the use of good timing, and a rather large variety of spells to maneuver your opponents into situations favorable to you.

Your greatest strength is your variety of magics, combat maneuver skills, and weapons combined.

From the skills and stats a Ranger can be a very good two weapon user. Great spirit warding, good variety of spells, low costs to train a variety of skills, some of the best attack spells for a semi, great defensive spells all make for a really versatile and easily adjustable character.

While not recommended to try from early on, this style when combined with ambushing and Multi Opponent Combat is absolutely devastating.

Ranger Spells

The ranger spell list provides some unique benefits for TWC rangers, both directly and indirectly.

Phoen's strength (606) gives a phantom increase of +10 to strength bonus. Strength is incredibly important to keep RT down (encumbrance really affects the left hand weapon).

Mobility (618) offers a large bonus to Dodge, a TWC rangers primary defense

Camouflage (608) a +30 AS bonus from camouflage for multiple attacks. Yes both weapons get the bonus from a ranger leaping to ambush or 'plain attacking' from a camo 608 position, so this can be used by non ambusher for the boost if your quick, so you at least get the +30 AS bonus.

Wall of Thorns (640) of great assistance to a TWC ranger, the best defense is having the trees block for you and not getting hit at all.

Assume aspect (650) is custom made for a TWC ranger, allowing you to tweak your form to meet the current threat or boost a weakness. (alternating between rat and wolf for example maintains a boost to your agi/dex)

All Rangers also benefit from a plethora of set up spells that can complement any weapon style, such as Sounds (607), Tangle weed (610) , Call Swarm (615) and Sunburst (609) (note the effects vs undead)

TWC rangers will find great use in the Minor Spiritual spell circle, especially Spirit Barrier (102) and Spirit fog (106), to provide added defenses. Note that 102 gives a penalty to AS so you could STOP 102, which removes the spell so you can attack without the penalty making for a creative low mana Shield/stance dance option, also breeze will eliminate 106, however that is mana intensive.

Two Weapon Combat Training

The introduction of Fix skills and Fix Stats, will allows new rangers to tweak their efforts with great ease. I suggest Maintain your core training, finesse skills/Stats as starting Stats have increased and allow you to gain more your training points while boosting over all stat totals. (this is an entire topic all it's own) (word smith this it isn't sounding right)

Two Weapon Combat Ranger Core Training

This is your base training that every two weapon ranger should have each level.

  • 2x (6/4) Combat Maneuvers:
  • 2x (3/2) Two Weapon Combat: Note: If you miss a few ranks it will work out, catch up when they become available, I told you, this is a crazy costing training point ranger to do from birth.
  • 2x (3/1) Edged Weapons (Blunt weapons can be used, slightly increased training cost, do not over look this if it appeals to your style of ranger)
  • 1x (4/0) Physical Fitness: (2x as soon as points are available, no shield, you will be getting hit, you need this)
  • 1x (7/5) Dodge
  • 1x (0/5) Harness Power
  • 1x (0/17) Spell Research: (May have to skip spells a few levels until training points work out)
  • 1x (0/3) Perception: take higher at cap (if you can single, go for it, I think you will be strapped for points: You can skip this when you need to)

Total of (/) (need to check this it is not right)

TWC Ranger Discreet Training

These values are plateaus you should strive to reach at some point in your career.

  • 1x (5/0) Armor Use: (Aurach's goal was 110 ranks for a chain hauberk and then 170 ranks post cap to reduce maneuver penalties in hauberk)
  • 5 ranks of Multi Opponent Combat (10/4) as soon as you can fit it in. (55 ranks allows you to focus mstrike 3 times per weapon on a single target)
  • 50 Ranks in Climbing (2/0) by level 100, train this as needed to make climb checks prior to that.
  • 50 Ranks in Swimming (2/0) by level 100, train this as needed to make swim checks prior to that.
  • Spiritual Lore, Blessings (0/10) 1 rank as soon as you can fit it in after Getting 650
  • Spiritual Lore, Summoning (0/10) 1 rank as soon as you can fit it in after getting 650

(your 1 rank of these two lores gives slight increases in many of your spells, low training point cost boosts)

Spell Research

My preferred training order: for a two weapon build 601, 101-103, 602-618, 104-107, 619-650, 108-130, Ranger ranks for life 'Aurach Moonshadew'

(other rangers prefer minor spirit 140 and ranger 162 which provides the best CS)

I prefer to get hues, then 101-103, I like having the low mana shield of 102 with this type of character. After that Mobility is the goal. Then getting deep blues. Then I would head for Aspect. This is simply my preference looking back on my build.

Optional Additional Training

A list of the most common skills to use your additional training points on.

  • 1x Ambush when you can fit the ranks in, 1x at cap (more as you feel the need) (I am singled at cap currently and do very well ambushing)
  • 2x Stalking and Hiding – If you plan to ambush at cap you will want to 2x this, post cap
  • 1x-2x Survival – This will aid skinning, foraging, and overland movement
  • 1x-2x First Aid – This will aid in skinning and reduce herb eating RT
  • Spiritual Lore: Blessing and Summoning ranger preference, I think it should be gained after ranger spells are maxed
  • Magic Item Use I regret not having this 1x earlier. I did it post cap and love it.
  • Arcane Symbols I regret not having this 1x earlier (immediately after MIU).
  • 15 ranks Spiritual Mana Control as soon as you learn it is fun to share and play well with others. 15 ranks is enough to share with most Older Spirit mana using folks (25 ranks post cap if you like).

Post Cap Goals

Thrown Weapons may be a very interesting post cap goal, since you will throw both weapons and you already have the required support skill (TWC, Perception, Combat Maneuvers)


Combat Maneuver skills (mine at cap at moment) Post Cap goals:

Skill Mnemonic Ranks
Cunning Defense cdefense 5
Combat Movement cmovement 5
Hamstring hamstring 5
Disarm Weapon disarm 5
Shadow Mastery smastery 5
Sweep sweep 1
Garrote garrote 1
Subdual Strike sstrike 1
  • TWC rangers will find these useful (order of preference for me was Cdefense, Cmovement, Hamstring, Disarm, Smastery)

This is simply how Aurach trained Combat maneuver skills.

Race

I would hope race depends largely on the vision you have for your ranger. That being said, Agility and Dexterity are very important to reduce RT. A race that has strength and can manage encumbrance would also be wise.

What Armor to use?

Good armor you will need it.

My advice is Double leather, then Brigandine, then hauberk, for Full body coverage. I like the full body coverage as it allows me to wear arm/leg greaves, helm, and aventails, if I choose with no added penalties. I kept my eye out for enhancives on the added armor pieces. Padding crit or damage is always a good choice if you can afford it.

My cap armor is a chain hauberk, with added helm, arm and leg greaves and aventail, it has 11% hinderance. I find the failure acceptable to my style. Some will not. A paladin for fluidity would be fantastic. I also kept training armor to reduce maneuver penalties. Armor skill is also a secondary skill for redux so serves some double duty.

Keeping your RT manageable

You will find the links below for Agi/Dex and Two weapon combat RT. The RT is probably the most confusing part of using two weapons. I say this because from time to time, it does not match the documents. Weapon weights, base speed, Agi/Dex, encumberance, and Character strength all affect your RT. (Assume Aspect, Phoen's Strength, Enhancive items, and Wizard strength will be the greatest help here)

To really enjoy and work the two weapon using ranger. You will need to test various combinations of weapons. Early on you might try short sword and gauche for the gauches added DS when used in off hand. Later on perhaps a long sword/short sword when you want to hit harder and keep RT manageable. Too many weapons to list.

A Rangers Weapon Sets

There are many weapons to try. Your ranger will have two or possibly three different sets as he heads out on patrol at certain points in thier career. This is where you get to show your rangers individuality.

My carry weapons at cap are: longsword/shortsword set, two hand axe set, and a dagger set. This is not based on min maxing, it is more a collection of style, effectiveness vs heavy armor, and a couple speed weapons for when encumbered by heaps of treasure and skins.

Do not forget to look at blunt weapons if that is more appealing to you.

I can say, that this will be fun. Try all kinds of cheap sets of weapons to get what feels right. This will evolve as Stats increase, better enhancive items are acquired, and weapon choice vs armor types are considered

So, what feels right now, may change at various training stages and against different types of armor types (critters).

Feras weapons, Flares, Ensorcellment, Weighting (crit and damage) can all boost your effectiveness. You hit twice as often and good combinations of the previous can add great advantages to your ranger.


https://gswiki.play.net/mediawiki/index.php/Edged_Weapons https://gswiki.play.net/mediawiki/index.php/Roundtime https://gswiki.play.net/mediawiki/index.php/Two_Weapon_Combat

TWC Defenses

'All about that AS that AS , no defense, it's all about the AS'

Ok, so seriously, defenses as a two weapon using ranger. As usual we have some good options available.

TWC Parry DS: https://gswiki.play.net/mediawiki/index.php/Two_Weapon_Combat I cannot explain it better than is listed.

Stances: No really there are stances other than OFF and DEF. A good understanding of how you can adjust your stance to maintain adequate defense for the current threat and still provide you with enough offensive punch to down your enemies will really help. Your ranger spells have a great variety to help you to do this.

TWC Out Right Parry: each weapon will provide a 5% chance to parry incoming melee attacks against like level foes in stance offensive (https://gswiki.play.net/mediawiki/index.php/Parry) Assume Aspect:Mantis aids nicely with both weapons chances to parry.

Bolt Defenses: Two Weapon Combat style does not offer good bolt defenses (no shield). So, as a ranger we adapt. The ranger spell list and minor spell list will provide a great amount of assistance to our Bolt DS. I would like to focus on those that you can use to finesse things and make your twc ranger even more protected. Minor Spirit Air wall 102, and Fog 106 can be used as well as seeking areas when hunting that provide natural defenses. Your wall of thorns blocking incoming attacks,(later boosted by Aspect Porcupine), and Evasion/dodge (boosted by serpent) however will all aid you greatly. Assume Aspect Mantis with a runestaff will parry bolts/arrows as well. (test it) Rotating aspects when mana is not the main issue.

NOTE: The following Runestaff comments are for much later down the line but am tossing it in here for reference: A rune staff will offer a chance at parrying Bolts and arrows. Since you are a semi, you have most likely already trained some magical skills, so this is something you may wish to consider. This would require a runestaff in one hand and an offhand weapon in the other and stowing runestaff and drawing main weapon. Just an option to consider. Test it out if you find the need for more bolt defenses beyond what you get from Wall of Thorns or out right evasion.

Evade Can be boosted by your Aspect Serpent, I saw a really significant increase here from 21% to 40%.

runestaff test

NOTE: A rune staff will offer a chance at parrying bolts spells, ball spells, and arrows. Since you are a semi, you have most likely already trained some magical skills, so this is something you may wish to consider. This Would require runestaff in one hand and an offhand weapon in the other and stowing runestaff and drawing main weapon. Just an option to consider. Test it out.

An 800 attack test with the mage Drafix's assistance has shown my ranger's wall of thorns stopped about 21% of incoming bolt attacks. 24% were then outright evaded (wearing my hauberk or not wearing it was the same due to armor over training), (this increased to 40% evaded with Aspect Serpent running) and then after that 7% were blocked by the runestaff. Giving an over all total of 51%+ to 67% stopped/evaded/parried.

Also, the % was based on bolt spell by like level caster. I believe the Ball spells and Arrows the % to parry are different. And did not do a deep test of those at this time.


The rune staff below is +8 deringo. (a staff with eblade on it would cost next to nothing) (test for this posting was 8 of 20 and 10 of 27) using mantis against ball spells

Sepher gestures at you.

Sepher hurls a roaring ball of fire at you!

You deflect the bolt with your runestaff!


Sepher nocks a dull black wooden arrow fletched with white-spotted falcon feathers in his sephwir long bow. (10/35 against arrows)

Sepher fires a dull black arrow at you!

You deflect the arrow with your runestaff!

The arrow disappears into the local environs.

Now I certainly do not expect everyone using TWC to invest in runestaves. But please remember that was 7% of the over all total attacks, not the ones that got past wall of thorns or were evaded outright) the runestaff seemed to parry about 11% of the bolts it had a chance to parry. So, if bolts become an issue, it is something to consider since you do have magical training as a semi and have a Bolt Weakness using Two weapons. You could also pick up a shield and train it, but the magical skills you have most likely have already trained in.

Society

(Anyone want to toss in pro-cons please do so)

Aurach is a member of Voln. Two Weapons against the many non-critable undead has worked rather well.

See Also

http://www.play.net/gs4/info/skills.asp#twoweaponcombat Evade Parry

References

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