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翻訳の問題を報告
I want to make a ranger too but not sure what is the most usefull setup for the start off the game. Gonna play tactician 4 man party.
Polymorph is also great since you can just stuff all the extra attribute points to Finesse can get +5% damage for each point in Poly.
Either of them can work very well with Huntsman.
You need 5 points in Huntsman anyway to get all the good abilities. And honestly if you don't play high ground with a huntsman, you're doing it wrong. The damage bonus is great, not to mention you get ton of extra RANGE also.
So using 5 points in huntsman is a must to get all the good skills. Is it viable to focus on huntmans ranged and warfare? Because u almost need points in poly, scoundrel or aero for the teleport. Teleporting enemies towards ur melee guy can be very usefull. Or can u can teleport a enemy mage or ranger to ur melee guy. (no lonewolf so less points).
Aero/Hydro goes well with it. Stun/Chill enemies so they're slow and bombard from afar or freeze surfaces and make them slip.
Necro is a very strong passive heal with a small point investment when you start dealing big damage. It pairs well with your damage which is almost all physical anyway. Having Necro will make the Hothead talent a permanent bonus for the most of the game.
Much later in the game (Think level 15-20) you might want to consider investing heavily into scoundrel. It was around this time as a caster that I had over 80% critical hit chance. Once you get to the point where almost everything is a critical hit you will want to bump scoundrel to have better critical hit damage.
Scoundrel also unlocks the pawn and gives you more move speed. Overall I would suggest more points into Scoundrel in a lone wolf game as you will have better gear/runes and point investments are doubled.
Best survivability is this, you could invest in necromancy in the long run.
Huntsman only increase the damage of height advantage so keep that in mind, Polymorph is useful because of Spider Legs, Chameleon and Wings.
Aero has teleport, evasion and nether swap.
The more you can move around as a ranger, the better.
Ranged and Huntsman is your focus as Ranger, if you really want, you could have Warfare for the Phoenix dive and Scoundrel for the cloak and dagger.
Sorry but i disagree with not putting points in warfare if you are aiming for max DPS on your ranger. Every point increases ALL physical damage and is multiplicative not additive and therefore scales very well . It is better than 'huntsman and 'ranged' for damage (and helps maintain dps in situations where you cant get high ground).
While polymorph is useful, tactical retreat, pheonix dive (as you are putting points into warfare) and the cat swap skill should be all you need for mobility. your CC should come from your arrows.
I am only level 9 (huntsman/warfare ranger), however here is what i do at start of combat 1. prioritise high ground (try to position yourself before the fight, casting the cat before combat can help with mobility as well). 2. cast blood sacrifice (more AP), use elemental arrow head on the blood at your feet (will add more physical damage to your attack, which is multiplied by warfare), 3. pick off caster/other rangers first (use a knockdown arrow if you are unlikely to kill your target).
With executioner, you will basically get 2 free AP every turn.
Scoundrel: Get if for some movement, crit multiplier and more importantly another fancy teleport and adrenalin if you need it.
Alternative to Scoundrel is Polymorph for Chamelion Wings and other nice stuff.
Warfare: Max it now for damage. (Phoenix Dive is also fancy)
Ranged: Max it after warfare.
Stats:
Finesse, well damage.
Wits:
Usefull for one and only one character in the group. Ensures you go first, kill stuff and find stuff.
Crafting:
Woho, you are pretty much the only build that benefits ALOT from crafting. Special Arrows are just SUPERB and allow you to target the weakest resistance of your enemies and pretty much trigger most conditions and ALL elemental effects with good damage.
Almost every post on this thread is wrong and outdated except Polar or FieserMoep's post.
Actual Damage = A × {1+(FIN-10)×0.05 + Ranged×0.05}×(1+Warfare×0.05)×{1+(Huntsman+4)×0.05}
Optimal ratio is Warfare:(Huntsman+4) = 1:1
There's no reason to invest in Ranged.
In the case of a WIT ranger,
(Refer to the link http://divinityoriginalsin2.wiki.fextralife.com/Initiative)
This could be an example of optimized build.
lv1 FIN max Warfare1 Huntsman1
lv5 FIN max WIT 17 Warfare 4 Huntsman 2
lv10 FIN max WIT 22 Warfare 6 Huntsman 2 others 3
lv15 FIN max WIT 27 Warfare 8 Huntsman 4 others 4
lv20 FIN max WIT 32~ Warfare 10 Huntsman 6 others 5
2H/1H/Dual Wield/Ranged are additive, so they can't be the priority in any build. Only exception is 2H Enrage build from lv1 to lv10.
Special arrows can't be the main resource of dps because they are not only limited, but also expensive. I'm not saying they're useless. They're actually too good, but scarce.
Poly works well. Bit of a weird suggestion, but if you want you could do something like Aero so you can teleport them to the lower ground while you take the high to deal bonus damage.