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)

Why two weapons?

Most ambushing rangers and archers can kill with one well placed strike. So too can the two weapon ranger, but the world has creatures that cannot be critical struck and massive raw damage inflicted in an overpowering manner will only 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. 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 besides brass balls, good armor, and luck.

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: (goal is 110 ranks for a chain hauberk and 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, 619-640, 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. This is simply my preference and worked for Aurach.

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

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 Weapons 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 attacks (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.

Your wall of thorns blocking incoming attacks, evasion/dodge however will aid you greatly. Assume Aspect Mantis with a runestaff will parry very well. (test it)

NOTE: A rune staff if you happen to have MIU, Lores, Scroll Reading, will offer a small chance at parrying Bolts and arrows) since you are a semi, something you may wish to consider. When you have skills that support a runestaff-hiking staff) Would require runestaff in one hand offhand weapon in the other and stowing runestaff and drawing main weapon. Just an option to consider.

Sepher gestures at you. (test for this posting was 8 of 20 and 10 of 27) using mantis 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 do not expect everyone using TWC to invest in runestaves, but as skills improve and bolts become an issue, it is something to consider since you do have magical training as a semi.

Evade: https://gswiki.play.net/mediawiki/index.php/Evade Link provided, I cannot explain it better than is already listed.

https://gswiki.play.net/mediawiki/index.php/Parry https://gswiki.play.net/mediawiki/index.php/Two_Weapon_Combat

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

References

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