by Valdemar » Wed Jan 02, 2013 10:56 pm
Well, lets break it down by pros and cons.
Pros:
- Great buffs. In addition to AC/HP buffs which stack with your Shaman buffs, you'll also enjoy lots of offensively oriented buffing for the Ranger, your Shaman pet, and any melee type mercs you might employ. +attack, + combat skills, + damage shields, + critical hits, etc... Nice offensive orientation to aid group DPS.
- Druid Root and Druid Snare. Other classes have Root and Snare, but we all know how superior the Druid versions of these offensive/defensive spells are. Your SK and Necro have reliable snares also, but not as long lasting. Ranger snare will allow you to concentrate on other things after you've snared a mob rather than timing a re-snare. The reliable and long lasting root will mean less dependence on VP and your standard Shaman root and allow more flexible CC.
- DOT camping. Speaking of rooting stuff, for a hybrid class Ranger's have some really nice DOTs which present no stacking issues to your Shaman DOTs and so root/rotting stuff which would be risky or impossible to tank is enabled. This won't be as good as what you enjoyed with your Necro, but definitely better than your SK experience. Rangers score well on the DOT-o-meter.
- Ranged DPS. Fire and forget bow damage after the appropriate AAs are trained and the aforementioned DOTs mean good damage out of melee. Archery-based DDs do some respectable damage - and throw in a damage procing bow for fun and profit. Obviously someone's got to be tanking while your Ranger shoots and DOTs (not a high hurdle to overcome).
- Good outdoor single pulling ability.
- High melee DPS. We're talking in the same league as Rogues and Berzerkers.
- Capable back-up healer. At lower levels, a Ranger's healing ability is limited and marginal. Very useful, but not gonna keep anyone on their feet in a pinch. At level 99, Ranger's get a 10,000 point heal. Compare that with the 14,000 point heal available to Shaman at 100. Not bad, heh? Train some healing AAs and you've got a respectable back-up.
- Utility. You will respect my utiliTY.
Cons:
- Well, lets start with the most obvious and age-old issue - tanking. All other things equal, you'll be limited to tanking less content than when you boxed your SK. Obvious, but it is a major consideration.
- Hyper gear-dependent. In my opinion, a bit more dependent than other melee DPS types, especially if you envision employing your Ranger to tank for your box duo.
- AA dependent. Again, its true that all classes need AAs to maximize their potential and minimize short-comings, but I see the Ranger class as having to invest heavily and early in AAs to carry their weight for a two character box.
- More restrictive on mercenary types. With some of the other classes you boxed, the questions about whether or not your duo had enough tanking power or enough DPS were pretty easy to answer, and thus, it was an easy decision to add more DPS or more healing power through mercs. For example, with your Mage, you already had the tanking and DPS solution pretty well solved, so you could employ a cleric merc to add the defense you needed and at the same time, free up your Shaman to take a more offensive role. With an SK, you had the defense, you needed more offense, so adding a warrior, rogue, or wizard merc was kind of a no-brainer. With Ranger, you'll have to be more careful and it is advisable to have more than one merc type per character so that you can tailor your mercs to the situation. Having mulitple mercs per character seems like par for the course these days, but it something you probably didn't HAVE to do in the past with your other characters.
- No indoor pulling ability.
- Competes with your Shaman for gear, as both are chain classes.
Not an exhaustive analysis, but I hope it helps.
Regards,
Valdemar