Ranger

Rangers are a class available to players in Pantheon: Rise of the Fallen. Their primary function is Damage, making their focus to bring down each foe as swiftly and efficiently as possible. Rangers are unique in that they blend melee, ranged and spells together to reach their full potential.

Lore
In untamed regions, the Ranger is a versatile and ferocious warrior, united with the land and animals he communes with.

Description
The wilds of Terminus call to Rangers, drawing them deeper into its mysteries. It is in these untamed regions of the world that Rangers are forged into versatile and ferocious warriors, united with the land and animals they commune with.

The Ranger excels at both melee and ranged combat, able to weave between the two with elegant ease. In close combat, Rangers prefer the use of one-hand weapons over two-handed, able to deliver devastating damage with swift precision. When the Ranger chooses to withdraw from close quarters combat, they can masterfully employ bows and crossbows to inflict lethal ranged damage, restrain enemies, illuminate their environment, set traps or flee from danger.

Game Guide

 * For in-depth guides to the Ranger and beyond, be sure to browse the class guides.

Group Role DPS. The role of DPS can be summarized easily: kill the party's targets. But each class that falls under the role of DPS has access to a range of abilities that do more than deal damage. DPS classes need to pay attention to the flow of combat and be ready interrupt important abilities or crowd control adds with roots, snares, stuns, mez and knockback abilities. &emsp;&emsp; Another important skill for all DPS (indeed, all players) to master is proper aggro management. A DPS needs to know how to deal the most damage the most efficiently, while not drawing agro away from the main tank and stressing their healers by taking unnecessary damage.

Utility  is a broad category. It can perhaps best be thought of as a sum of all abilities that do not fall under the other categories (Tanking, Healing, Damage Dealing, Crowd Controlling, Supporting)

Combat Resource Endurance Momentum - In combat, Rangers will constantly generate Momentum as a percentage of the damage they deal. In addition, certain melee and range abilities will increase a Ranger's Momentum by a certain amount when used. Other abilities will have a Momentum cost in order to be performed. The more Momentum a Ranger has, the faster their melee and ranged attack speed becomes, up to a 20% increase when Momentum is full. When a Ranger chooses to spend Momentum, their melee and ranged attack speed will slow in proportion until the Ranger builds their momentum up again.

Race The race you choose will provide different racial innate abilities that can and will be handy while adventuring. There will be times when the race you choose is to your, and your party’s, advantage; at other times neutral, and other times to your disadvantage. They will all be useful in any serious dungeon or other adventure area but one may be more advantageous in certain scenarios and situations.

FAQ / Q&A
Below are questions and answers for the Ranger, both from the Burning Questions segments (debuted in 2019) and other official sources.

Pending...

Other FAQ/Q&A The following information was not provided via the Burning Questions segment, but was confirmed by official sources.

January, 2021 - Joppa joined in on conversations taking place in the unofficial Discord and responded to a question asked about Clerics:

Q
 * Will it ever be viable to play a Ranger fully ranged without losing efficiency/damage causing your group to complain that you're not mixing in melee? Or is the current Ranger vision definitely a playstyle of mixed melee/ranged for viability? Just wondering if I would have versatility/options, of if I would be pigeon-holed into juggling both wether I liked it or not.

Chris Pictured: Yep! I thought I had said that publicly at some point, but Ranger is going to fully support all 3 approaches: full range, full melee, or skirmish.