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2024 Falconer (Ranger/Summoner) Augmented Skill List (Theory Craft)

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Comments

  • TrUSivrajTrUSivraj Member, Alpha One, Alpha Two, Early Alpha Two
    Mag7spy wrote: »
    My mind set on this is different, i can imagine a ethereal falcon that is part of your attacks rather than actually having a pet. I have the same idea with fighter and summoner where you can change your skills to summon blades in your skill to attack.

    https://www.youtube.com/watch?v=opK9pvmE-lM

    https://www.youtube.com/watch?v=f0KGOTz4dn0

    As examples of what i kind of mean in summon blades, I'd view falcon in the same way where you might summon a bird that does one attack and fades away. Else both would be a summoner with lingering mobs that fight with you. Which doesn't really feel like skills being augmented but rather then just being a weaker version of a summoner where you get a bird.

    Thats where augment schools come into play. I actually mention a number of skills that would summon a spirit falcon and have it fade away shortly after its use.

    As for "weaker summoner with a falcon" Summoners are mages, they will deal dmg in a very different way than what a ranger will. One is also mostly magical, while the other is mostly physical, so a ranger dealing a majority of their dmg with their bow and having a more-or-less untargetable pet/minion aid them further will be drastically different from a summoner using spells and directly controlling a multitude of pets and actually having to micro-manage their health pools.
    Future Falconer, Top 1% PvPer and owner of Big and Beautiful Homesteads
    lnx3t1v8o8r9.png
  • PenguinPaladinPenguinPaladin Member, Alpha One, Alpha Two, Early Alpha Two
    TrUSivraj wrote: »
    Summoners are mages

    This is the most wrong you can be. Summoners are summoners. Mages are mages. Literally different classes.
  • TrUSivrajTrUSivraj Member, Alpha One, Alpha Two, Early Alpha Two
    TrUSivraj wrote: »
    Summoners are mages

    This is the most wrong you can be. Summoners are summoners. Mages are mages. Literally different classes.

    You're taking it way too literal. They will be MAGICAL dmg dealers/tanks/healers with some physical attributes from the summons they use.
    Future Falconer, Top 1% PvPer and owner of Big and Beautiful Homesteads
    lnx3t1v8o8r9.png
  • PenguinPaladinPenguinPaladin Member, Alpha One, Alpha Two, Early Alpha Two
    edited August 2022
    TrUSivraj wrote: »
    TrUSivraj wrote: »
    Summoners are mages

    This is the most wrong you can be. Summoners are summoners. Mages are mages. Literally different classes.

    You're taking it way too literal. They will be MAGICAL dmg dealers/tanks/healers with some physical attributes from the summons they use.

    Will they be magical damage dealers? What if their summons are 70% of their dps, and the summons attacking with claws? They will be a mana managment class, sure. But as any class can weild and weapon, assuming the damage type of the summoner, and not assuming that depends on what they summon, seems like a stretch.


    But yeah, im mostly just trolling with my first post.
  • TrUSivrajTrUSivraj Member, Alpha One, Alpha Two, Early Alpha Two
    TrUSivraj wrote: »
    TrUSivraj wrote: »
    Summoners are mages

    This is the most wrong you can be. Summoners are summoners. Mages are mages. Literally different classes.

    You're taking it way too literal. They will be MAGICAL dmg dealers/tanks/healers with some physical attributes from the summons they use.

    Will they be magical damage dealers? What if their summons are 70% of their dps, and the summons attacking with claws? They will be a mana managment class, sure. But as any class can weild and weapon, assuming the damage type of the summoner, and not assuming that depends on what they summon, seems like a stretch.


    But yeah, im mostly just trolling with my first post.

    From what Steven has said in previous livestreams. The direct character themselves are a magic user who will use that magic to summon powerful entities to do their bidding. So your summons will be what makes your class do what it does, but your character's slotted abilities will always be a magic user until further notice.
    Future Falconer, Top 1% PvPer and owner of Big and Beautiful Homesteads
    lnx3t1v8o8r9.png
  • PenguinPaladinPenguinPaladin Member, Alpha One, Alpha Two, Early Alpha Two
    TrUSivraj wrote: »
    TrUSivraj wrote: »
    TrUSivraj wrote: »
    Summoners are mages

    This is the most wrong you can be. Summoners are summoners. Mages are mages. Literally different classes.

    You're taking it way too literal. They will be MAGICAL dmg dealers/tanks/healers with some physical attributes from the summons they use.

    Will they be magical damage dealers? What if their summons are 70% of their dps, and the summons attacking with claws? They will be a mana managment class, sure. But as any class can weild and weapon, assuming the damage type of the summoner, and not assuming that depends on what they summon, seems like a stretch.


    But yeah, im mostly just trolling with my first post.

    From what Steven has said in previous livestreams. The direct character themselves are a magic user who will use that magic to summon powerful entities to do their bidding. So your summons will be what makes your class do what it does, but your character's slotted abilities will always be a magic user until further notice.

    I mean if you want to argue semantics with me we can... the summoner is a magic class, sure. It will have magic abilities, sure. If i have an attack, "insect swarm" where i summon insects, and they swarm you. Does that deal magic damage, because im a magic class? Or does it deal physical because insects are biting you?
  • Mag7spyMag7spy Member, Alpha Two
    I think we need to get into schools of magic rather than just thinking of magic itself as magic as a lot of different effects.

    https://tolas.fandom.com/wiki/Schools_of_Magic
  • PenguinPaladinPenguinPaladin Member, Alpha One, Alpha Two, Early Alpha Two
    TrUSivraj wrote: »
    Mag7spy wrote: »
    My mind set on this is different, i can imagine a ethereal falcon that is part of your attacks rather than actually having a pet. I have the same idea with fighter and summoner where you can change your skills to summon blades in your skill to attack.

    https://www.youtube.com/watch?v=opK9pvmE-lM

    https://www.youtube.com/watch?v=f0KGOTz4dn0

    As examples of what i kind of mean in summon blades, I'd view falcon in the same way where you might summon a bird that does one attack and fades away. Else both would be a summoner with lingering mobs that fight with you. Which doesn't really feel like skills being augmented but rather then just being a weaker version of a summoner where you get a bird.

    Thats where augment schools come into play. I actually mention a number of skills that would summon a spirit falcon and have it fade away shortly after its use.

    As for "weaker summoner with a falcon" Summoners are mages, they will deal dmg in a very different way than what a ranger will. One is also mostly magical, while the other is mostly physical, so a ranger dealing a majority of their dmg with their bow and having a more-or-less untargetable pet/minion aid them further will be drastically different from a summoner using spells and directly controlling a multitude of pets and actually having to micro-manage their health pools.

    I would almost argue the oppisite of this take. Attacking a summoners pets, is their risk reward of having pets. For a ranger to get an untargetable bird, that he summons repeatedly for abilities, makes no sense in a game with a summoner class that designed and balanced pets to begin with
  • TrUSivrajTrUSivraj Member, Alpha One, Alpha Two, Early Alpha Two
    TrUSivraj wrote: »
    TrUSivraj wrote: »
    TrUSivraj wrote: »
    Summoners are mages

    This is the most wrong you can be. Summoners are summoners. Mages are mages. Literally different classes.

    You're taking it way too literal. They will be MAGICAL dmg dealers/tanks/healers with some physical attributes from the summons they use.

    Will they be magical damage dealers? What if their summons are 70% of their dps, and the summons attacking with claws? They will be a mana managment class, sure. But as any class can weild and weapon, assuming the damage type of the summoner, and not assuming that depends on what they summon, seems like a stretch.


    But yeah, im mostly just trolling with my first post.

    From what Steven has said in previous livestreams. The direct character themselves are a magic user who will use that magic to summon powerful entities to do their bidding. So your summons will be what makes your class do what it does, but your character's slotted abilities will always be a magic user until further notice.

    I mean if you want to argue semantics with me we can... the summoner is a magic class, sure. It will have magic abilities, sure. If i have an attack, "insect swarm" where i summon insects, and they swarm you. Does that deal magic damage, because im a magic class? Or does it deal physical because insects are biting you?

    If we look specifically at Beastmaster (Summoner/ranger) its quite clear that it will deal physical dmg (unless the devs decide nah cuz its their game). Summoner will be the only archetype that can choose between just about any class they want, but only that class. Will you choose physical, healing, tanking, etc? At the end of the day tho, if YOU -The player- dies, your summons despawn (unconfirmed). If your pets can tank and heal *by your command* then they're useless if you're dead. So you, as a magic user, are still just as important as your physical/magical/healing/tanking pets.
    Future Falconer, Top 1% PvPer and owner of Big and Beautiful Homesteads
    lnx3t1v8o8r9.png
  • TrUSivrajTrUSivraj Member, Alpha One, Alpha Two, Early Alpha Two
    TrUSivraj wrote: »
    Mag7spy wrote: »
    My mind set on this is different, i can imagine a ethereal falcon that is part of your attacks rather than actually having a pet. I have the same idea with fighter and summoner where you can change your skills to summon blades in your skill to attack.

    https://www.youtube.com/watch?v=opK9pvmE-lM

    https://www.youtube.com/watch?v=f0KGOTz4dn0

    As examples of what i kind of mean in summon blades, I'd view falcon in the same way where you might summon a bird that does one attack and fades away. Else both would be a summoner with lingering mobs that fight with you. Which doesn't really feel like skills being augmented but rather then just being a weaker version of a summoner where you get a bird.

    Thats where augment schools come into play. I actually mention a number of skills that would summon a spirit falcon and have it fade away shortly after its use.

    As for "weaker summoner with a falcon" Summoners are mages, they will deal dmg in a very different way than what a ranger will. One is also mostly magical, while the other is mostly physical, so a ranger dealing a majority of their dmg with their bow and having a more-or-less untargetable pet/minion aid them further will be drastically different from a summoner using spells and directly controlling a multitude of pets and actually having to micro-manage their health pools.

    I would almost argue the oppisite of this take. Attacking a summoners pets, is their risk reward of having pets. For a ranger to get an untargetable bird, that he summons repeatedly for abilities, makes no sense in a game with a summoner class that designed and balanced pets to begin with

    Well who says the falcon wont be targetable? Thats why i said "more-or-less" because we dont really know until the devs give us that information to play with. This is a theory Afterall. I agree that a falcon could be killed and have to be respawned, but if its significance is solely an additional dmg number with an animation, than probably not. I personally WOULD love for my falcon to be more of a true combat companion than a pet, but by no means should a sub-summoner need to feel as strong as a summoner main.
    Future Falconer, Top 1% PvPer and owner of Big and Beautiful Homesteads
    lnx3t1v8o8r9.png
  • PenguinPaladinPenguinPaladin Member, Alpha One, Alpha Two, Early Alpha Two
    I stand by my frist argument. Summoners are not mages.
  • TrUSivrajTrUSivraj Member, Alpha One, Alpha Two, Early Alpha Two
    I stand by my frist argument. Summoners are not mages.

    If it uses magic, its a mage. Period. Mage is a general term used for a *magic user*. a cleric is a healing MAGE, a warlock is a MAGE summoner, so on and so on, but believe whatever you wish.
    Future Falconer, Top 1% PvPer and owner of Big and Beautiful Homesteads
    lnx3t1v8o8r9.png
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited August 2022
    All of the Primary Archetypes use some magic, but..
    The Martial/Physical group is: Fighter, Ranger, Rogue, Tank
    The Arcane/Magic group is: Bard, Cleric, Mage, Summoner
    Summoner is in the Arcane/Magic group.


    I expect a Falconer might have an Arcane attack similar to the Tank's Javelin or the Gighter's Hammer Strike - but in the form of a bird/falcon.

    It's also possible that a Falconer can Summon an actual animal/bird/falcon that does Physical Damage, but that would be an augment, rather than an Active Skill, so...I don't think the augment Summons would last long enough to be considered a pet. It would be a relatively temporary Summons... most likely.
  • TrUSivraj wrote: »
    Hello everyone, TrUSivraj here! I'm a huge fanatic of the potential class augments for Ranger/Summoner, also known as Falconer, so I thought I'd make a well-thought-out creative approach at what I think those skills could look like and do! With that, lets begin!

    UPDATE #3: Adding theoretical Augment schools to the Summoner sub-archetype, further diversifying what a falconer will be able to do!

    Hi TrUSivraj - I like these ideas. I did a theorycraft for Bard and each secondary archetype. This spreadsheet format might be a good way to express your breakdown too, so far just for 3 skills.

    https://forums.ashesofcreation.com/discussion/53138/bard-secondary-class-and-augments-theories-aoe-sleep-group-run-speed-group-melee-haste#latest
  • TrUSivrajTrUSivraj Member, Alpha One, Alpha Two, Early Alpha Two
    KapStoan wrote: »
    TrUSivraj wrote: »
    Hello everyone, TrUSivraj here! I'm a huge fanatic of the potential class augments for Ranger/Summoner, also known as Falconer, so I thought I'd make a well-thought-out creative approach at what I think those skills could look like and do! With that, lets begin!

    UPDATE #3: Adding theoretical Augment schools to the Summoner sub-archetype, further diversifying what a falconer will be able to do!

    Hi TrUSivraj - I like these ideas. I did a theorycraft for Bard and each secondary archetype. This spreadsheet format might be a good way to express your breakdown too, so far just for 3 skills.

    https://forums.ashesofcreation.com/discussion/53138/bard-secondary-class-and-augments-theories-aoe-sleep-group-run-speed-group-melee-haste#latest

    Thanks for this!
    Future Falconer, Top 1% PvPer and owner of Big and Beautiful Homesteads
    lnx3t1v8o8r9.png
  • TrUSivrajTrUSivraj Member, Alpha One, Alpha Two, Early Alpha Two
    Minor update to my falconer theory craft build. Let me know your thoughts!
    Future Falconer, Top 1% PvPer and owner of Big and Beautiful Homesteads
    lnx3t1v8o8r9.png
  • Arya_YesheArya_Yeshe Member
    edited November 2022
    I would like a falcon that can spy for me in a free flight mode

    Tthe falcon should be killable while in free flight mode, the player should control it and even attack others with it and attack other falcons

    I'm done with ethereal pets and pets that can't be directly controlled and used in special ways

    Falcon should also pick loot for me
    I should be able to ninja loot stuff from far away with my falcon and then run away laughing at the carebears
    PvE means: A handful of coins and a bag of boredom.
  • DezmerizingDezmerizing Member, Alpha Two
    I also have my eyes set on the Falconer. IF they get owls. I need it to be an owl. :X

    ... Worst case scenario, imma just go Scout instead. :]
    lizhctbms6kg.png
  • TrUSivrajTrUSivraj Member, Alpha One, Alpha Two, Early Alpha Two
    I also have my eyes set on the Falconer. IF they get owls. I need it to be an owl. :X

    ... Worst case scenario, imma just go Scout instead. :]

    I have a strong feeling that we will be able to skin our falcon, similar to what was discussed about summoner pets as well. Too soon to say for sure, but im hopeful!
    Future Falconer, Top 1% PvPer and owner of Big and Beautiful Homesteads
    lnx3t1v8o8r9.png
  • TrUSivrajTrUSivraj Member, Alpha One, Alpha Two, Early Alpha Two
    edited December 2023
    Alpha 2 is nearing arrival! Though falconer won't be available, I will be creating more theorycraft builds around the ranger skills we will obtain. Looking forward to chatting with you all!
    Future Falconer, Top 1% PvPer and owner of Big and Beautiful Homesteads
    lnx3t1v8o8r9.png
  • SnekkersSnekkers Member, Alpha Two
    TrUSivraj wrote: »
    Alpha 2 is nearing arrival! Though falconer won't be available, I will be creating more theorycraft builds around the ranger skills we will obtain. Looking forward to chatting with you all!

    actually.... it might be there at the start of a2, if we look at what steven said recently
  • TrUSivrajTrUSivraj Member, Alpha One, Alpha Two, Early Alpha Two
    NEW Official ranger skills were posted on the wiki, and I have created all new Falconer augments based on the current skills shown! I will create augments for all future ranger skills as well, so let me know your opinions on them!


    Skill list is on the first page!
    Future Falconer, Top 1% PvPer and owner of Big and Beautiful Homesteads
    lnx3t1v8o8r9.png
  • TrUSivrajTrUSivraj Member, Alpha One, Alpha Two, Early Alpha Two
    Might start a soulbow thread next, it's my next best flavor class.
    Future Falconer, Top 1% PvPer and owner of Big and Beautiful Homesteads
    lnx3t1v8o8r9.png
  • HardhitHardhit Member, Alpha Two
    First off thanks to TrUSivraj for taking the time to write this up. It's not easy to try to balance a class but it is interesting to see a creative interpretation of the class.

    At first read, here are some considerations to your ideas:

    Air Strike - not sure this base skill should have an AOE effect unless poisonous fungal spores are included as an augment.

    Imbue Ammo: Weighted - should have a shortened range given the weight.

    Raining Death - I've seen this skill in many games and I don't like the lack of realism. Where do the multitude of arrows conceivably come from? It's always a forced attempt at creating an AOE ability in my opinion. I'd prefer a Sweeping Rapid Fire type skill.

    Nature's Call - by the name, I thought you were going to force the enemy to take a bio-break.

    Camouflage - Only a rogue should be able to go full stealth. I think ranger should have a camouflage attack that does greater surprise damage but once the attack is completed, the ranger can't camouflage within [120] seconds of its last attack.

    Quickshot - what type of debuff did you intend to apply and what's the rationale?

    White Rain is... lol.

    Generally, I think there are more opportunities for debuffs that can be applied by a Falconer. A Falcon's screech skill could potentially distract, stagger or even stun.

    While I like the idea of root effects as part of the class, I think these should be made as a low chance (ie. 15%) to root so that not all PVP is done while rooted.

    Lastly, as a general comment, I'm not yet clear on the conceptual theory of how caster augments work on non-casting classes. I'd hope there is some logic to this. As a result, I'm not sure Conjury should exist as an augmentation school.
  • TrUSivrajTrUSivraj Member, Alpha One, Alpha Two, Early Alpha Two
    edited December 2023
    Hardhit wrote: »
    First off thanks to TrUSivraj for taking the time to write this up. It's not easy to try to balance a class but it is interesting to see a creative interpretation of the class.

    At first read, here are some considerations to your ideas:

    Air Strike - not sure this base skill should have an AOE effect unless poisonous fungal spores are included as an augment.

    Imbue Ammo: Weighted - should have a shortened range given the weight.

    Raining Death - I've seen this skill in many games and I don't like the lack of realism. Where do the multitude of arrows conceivably come from? It's always a forced attempt at creating an AOE ability in my opinion. I'd prefer a Sweeping Rapid Fire type skill.

    Nature's Call - by the name, I thought you were going to force the enemy to take a bio-break.

    Camouflage - Only a rogue should be able to go full stealth. I think ranger should have a camouflage attack that does greater surprise damage but once the attack is completed, the ranger can't camouflage within [120] seconds of its last attack.

    Quickshot - what type of debuff did you intend to apply and what's the rationale?

    White Rain is... lol.

    Generally, I think there are more opportunities for debuffs that can be applied by a Falconer. A Falcon's screech skill could potentially distract, stagger or even stun.

    While I like the idea of root effects as part of the class, I think these should be made as a low chance (ie. 15%) to root so that not all PVP is done while rooted.

    Lastly, as a general comment, I'm not yet clear on the conceptual theory of how caster augments work on non-casting classes. I'd hope there is some logic to this. As a result, I'm not sure Conjury should exist as an augmentation school.

    Thank you for your response! I noticed that some skills you had opinions about aren't mine. Many of the skills you critiqued are actually official skills already! The only abilities I included are the augments underneath them. Camouflage for example, WILL be a ranger skill ( its actually a pretty standard ability for archers in most MMOs, WoW for a prime example.)

    EDIT: I added a disclaimer mentioning that all base skills are confirmed by their official wiki website for AoC until further notice (A2 testing specifically)!
    Future Falconer, Top 1% PvPer and owner of Big and Beautiful Homesteads
    lnx3t1v8o8r9.png
  • TrUSivrajTrUSivraj Member, Alpha One, Alpha Two, Early Alpha Two
    Changed "White Rain" to "White Death" for you naughty boys and girls out there. :expressionless:
    Changed "Natures Call" effect from leaving traps and full immunity to cleansing each attack you make and immunity only to DoTs and curses.
    Future Falconer, Top 1% PvPer and owner of Big and Beautiful Homesteads
    lnx3t1v8o8r9.png
  • TrUSivrajTrUSivraj Member, Alpha One, Alpha Two, Early Alpha Two
    New ranger update today! I may be updating skills again!
    Future Falconer, Top 1% PvPer and owner of Big and Beautiful Homesteads
    lnx3t1v8o8r9.png
  • TrUSivrajTrUSivraj Member, Alpha One, Alpha Two, Early Alpha Two
    All revealed skills have been given theory craft augmented skills, let me know what you think of them!
    Future Falconer, Top 1% PvPer and owner of Big and Beautiful Homesteads
    lnx3t1v8o8r9.png
  • TrUSivrajTrUSivraj Member, Alpha One, Alpha Two, Early Alpha Two
    Small text and tooltip update. May remove arbitrary percentages and numbers in the future!
    Future Falconer, Top 1% PvPer and owner of Big and Beautiful Homesteads
    lnx3t1v8o8r9.png
  • DemostratheDemostrathe Member, Alpha Two
    TrUSivraj wrote: »
    Hello everyone, TrUSivraj here!
    I'm a huge fanatic of the potential class augments for Ranger/Summoner, also known as Falconer, so I thought I'd make a well-thought-out creative approach at what I think those skills could look like and do! With that, lets begin!

    Class Vision
    Consistent disruption and high mobility with a vast and flexible amount of condition-based lock down and damage tools.
    Marked targets are a [BM] falconer's primary source for damage. Without it, your falcon will rarely assist you in battle, missing out on significant damage and debuffs. You can of coarse mix this augment with one of 3 others to make up for this.
    Disruption Examples: - Interrupts, staggers, cripples, silences, snares/slows, blinds and knock backs.

    Condition-Based Tools
    Explanation - Soft CC's that become hard CC's if left unchecked or unbothered, such as snares/slows becoming roots and roots becoming stuns. This may also include applying statuses that can gradually become a bigger problem with constant application (Bleeds [1 Stack] becoming wounds that reduce healing [2 Stack] AND slowing you down [3 Stack]).
    **Skill point ranks will play a major part in this.**

    <3<3***ALL BASE SKILLS ARE OFFICIALLY CONFIRMED FOR ASHES OF CREATION's RANGER ARCHETYPE***

    Theoretical Summoner Schools:
    Beast Mastery (BM)- Specialize in a small falcon aiding you in battle. *Lesser Active Pet*
    Conjury (C)- Summon spiritual beings/weaponry to assist you. *Temporary Assist*
    Enchantment (E)- Summon spiritual power to strengthen your abilities. *80% Self/20% Aly Buffs*
    Demonology (D)- Summon curses onto your enemies. *Enemy Debuffs*

    :o NOTICE: I've removed all past theory craft skills due to the drastic update in what our ranger skills will be as of December's Livestream.
    B) I have attached the old skills and augments into a file for your viewing pleasure (some will return in the new skill list!).

    Augment official statement until further updates are announced:
    Augments can affect a multitude of things and can (in some cases) create entirely new skills.[6]

    Drastically change the ability itself.[6]
    Change the damage type and value.[6]
    Change the cooldown period.[6]
    Change the distance (of the skill).[6]
    Change the effect from a ranged to melee ability.[6]


    Key symbols:
    " o:) " - If by some miracle you see this icon next to one of these skills, the skill has been confirmed in the game!!


    >:)NOTICE: If your falcon takes action when it is already in a combat animation, an "echo" of your falcon will strike instead for immersion purposes, as if it were moving at the speed of sound. SOME FALCONERS MAY CHOOSE TO NEVER SUMMON THEIR FALCON AT ALL, FOCUSING ON OTHER SCHOOLS INSTEAD!!

    Official Skills with Theorycraft Augments


    <3<3Air Strike - Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and inflicting snare to targets hit. Enemies already snared will become briefly rooted.[5] The root effect is nature based.[6]

    BM - Leap onto a Great Eagle to charge you forward, damaging and knocking down all enemies hit within its path. Being airborne locks your arial position.

    C - Rooted enemies summon seedlings that attack for a short period of time with a chance to poison.

    E - You gain increased movement speed upon landing.

    D - The area affected siphons health from enemies to give back to you.

    <3<3Barrage - Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[7]

    BM - Summon a murder of crows to damage your enemies in an area for 1.5 seconds, dealing 8% damage per crow and blinding them.

    C - You summon a flock of spirit falcons to explode, interrupting and staggering your enemies.

    E - Your Barrage arrows fall 2x faster and you gain increased attack speed for its duration.

    D - Curse the affected area to slow your enemies and your arrows cause them to bleed.


    <3<3Camouflage - Grants stealth at a distance. At mid and short range the Ranger is revealed.[8]

    BM -"Falcon's Front": Your on-field falcon will distract the first enemy in detection range, maintaining stealth for 3 seconds. If you do not return to a safe distance, or are detected by a 2nd enemy, you will be revealed.

    C - Your first conjuring spell will not break stealth until the enemy is hit or affected.

    E - Your attack and movement speed are increased by 30% upon exiting stealth.

    D - You curse the area 5 meters around you to blind your first enemy detected. You blind your first enemy struck from stealth.

    <3<3Headshot - Deals 175% physical damage to target enemy. Deals 50% bonus physical damage if the target is below 50% Health. Cooldown is halved if it connects with a marked target. Cast time cut in half if fired within 2s of another projectile.[9]

    BM - Your falcon gouges the marked enemy's eyes, blinding and staggering them. Normal Assist damage to marked enemy if the enemy hit is not marked.

    C - You summon a spirit falcon to explode on marked targets, interrupting and staggering them.

    E - You enhance your attack to deal 30% more damage, cast 30% faster and reset CD on kill of a marked target.

    D - Marked targets take 30% of their maximum health as bonus bleed damage on hit, the bleed is a grievous wound, reducing healing.

    <3<3Imbue Ammo: Barbed - Imbues your ammunition with barbed thorns. Enemies hit by your bow attacks suffer the Bleeding status effect, dealing damage over time. Each application applies 3 seconds of duration to the target, up to a maximum of 30 seconds.[10]

    >:) BM - "Falcon's Frenzy" Your falcon goes into a frenzy when bleeding targets are hit, striking twice on marked enemies with a 3% chance to crit that increases the more stacks are applied. If the enemy is not marked, the falcon strikes once with no additional bonuses.

    C - You conjure insects to infect your bleeding target, causing grievous wounds and damaging them each hit.

    E - You gain the "Blood Lust" effect after your first application, increasing your damage and attack speed up to 30%.

    D - Your bleeds corrode your enemy's armor, causing them to lose 20% mitigation instantly up to 40% over further application.

    <3<3Imbue Ammo: Concussive - Imbues your ammunition with concussive force. Enemies hit by your bow attacks suffer ten stacks of the Staggered status effect, increasing Tripped duration when applied and lowering their accuracy and evasion stats per stack.[11]

    BM - At max stacks, your falcon knocks down marked enemies. If the stacks persist, your falcon will knock them down again after 10 seconds.

    C - Your attacks have a chance to summon a spirit falcon that explodes, interrupting and staggering your enemy.

    E - Your arrows stun enemies at max stacks. They cannot be stunned again for 10 seconds.

    D - You arrows poison your foes, causing them to trip at max stacks. The poison increases the stack rate by 50%.

    <3<3Imbue Ammo: Weighted - Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds.[12]

    BM - Your falcon will push back marked enemies every 10 seconds.

    C - Every third shot summons a vine to pull at your enemy's feet.

    E - Each shot increases your movement speed by 10% up to 25%

    D - Every 3rd shot roots the target and causes them to bleed.

    <3<3Mark of the Bear - Marks the target, reducing their mitigation by 25%. [13]

    BM - Call of the Falcon - Your falcon comes to your aid, assisting you in battle until you logout. While on-field, recast to command your falcon to mark the target, marked targets in range will receive assist damage from your falcon on each offensive skill use, regardless of current target. Marked targets have 25% reduced mitigation. Falcon assist range: 50m
    [R2] Gains 2 charges. [R3] CD refreshes on kill.

    C - Conjures 3 arrows above the marked enemies' head, dealing nature damage equal to a percentage of their highest defensive stat. Arrows refresh at half CD when facing the same marked target.

    E - Empower your arrows to deal bonus nature damage based on a percentage of the marked enemy's current health.

    D - Curses the target, increasing damage taken by 15% for every debuff on them.

    <3<3Piercing Shot - Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[14]

    BM - Your falcon rends marked enemies, causing them to bleed.

    C - You conjure a great spirit eagle in your arrows place, increasing area of effect and knocking down all enemies damaged.

    E - "Eagle Eyes" - You empower your sight to guarantee a crit against everyone hit, reducing damage after the first hit.

    D - Everyone struck by this shot is cursed.

    <3<3Quick Shot - Ranged attack that applies a debuff to the target. Each additional quickshot against the same target does increasing damage but consumes one of three charges that regenerate over time.[15]

    BM - Marked enemies are interrupted when hit by your falcon after "Quick Shot", each hit will empower the effect to silence on every third strike.

    C - Your quick shots have a chance to summon vine whips that apply the same damage twice.

    E - Your quick shots recharge at half the rate.

    D - Your quick shots burden your enemy, causing them to lose 10% attack & cast speed up to 30%

    <3<3Raining Death - Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[16]

    >:) BM - Marked enemies bleed, and "Falcon Frenzy" hit count and crit chance is doubled.

    C - You conjure a great bow to fire in a cone instead.

    E - You gain increased damage and your rain of death fires for 30% longer.

    D - Your arrows curse the area, reducing all enemy armor by 40% while affected.

    <3<3Snipe - A powerful charged attack.[17]

    BM - "Falcon's Finisher" Your falcon assist always crits on marked targets with a 1.5% crit dmg increase. (Dramatic Animation)

    C - Conjures a second arrow to mimic the first.

    E - Greatly increases damage and boosts your movement speed based on number of enemies hit.

    D - Your snipe only hits one enemy, but the enemy cannot move or change direction for 2 seconds.

    <3<3Vine Field - Summons 3 fields of grabbing vines, one at the target location every .5s for 1.5s. Targets hit are damaged for 10% physical damage and snared for 3s, reducing their movement speed by 40%. Targets that have more than 1 application of snare duration are rooted. This effect can only trigger once per target.[18]

    BM - "White Death" - Calls on the birds of the forest to rain their stools onto an area. Enemies become slowed, blinding them on the second application.

    C - Summons bulbs that heal you and poison your enemies.

    E - "Nature's Call" - You take nature into your own hands. You cleanse yourself every time you deal damage and you're immune to ailment debuffs (bleeds, poisons, curses) for the duration.

    D - You create a field of suffering, applying 3 random debuffs to each target while in the field.

    ❤️❤️ "Bear Trap" - Spawn a trap that arms after 1 second. When an enemy triggers the trap, they take damage and become rooted for 2 seconds.

    BM - Traps arm instantly at a reduced radius and Mark instead. Falcon divebombs marked foes, causing dmg, knocking back and interrupting them.

    C - Conjure seed pods with increased radius, exploding, dealing dmg and crippling enemies in a radius.

    E - Your traps arm instantly and give you "Call of the Wild" when triggered for 2 seconds each. This duration does not stack but does reset on trap trigger.

    D - Traps have increased radius and take 2 seconds to arm, but stun enemies instead. Stunned enemies bleed for 10 seconds.


    ❤️❤️ "Call of the Wild" - Remove all movement impairing effects and increase movement speed 20% for 8 seconds. Snare and Root effects applied to the caster are ignored.

    BM - Falcon cant be blocked, parried or evaded. Falcon gains penetration.

    C - Summon a spirit falcon to assist you for the duration. This falcon heals you and damages the opponent independently every second.

    E - 50% increased duration and gains bonus atk speed.

    D - Call upon the dark realm to haunt enemies within 10 meters of you. Haunted enemies are life siphoned for 2% of their maximum health per second and have 7.5% movement speed stolen per second up to 60%.

    ❤️❤️ "Disengage" - Delivered a quick kick backsliding in the opposite direction. Enemies hit are snared for 4 seconds.

    BM - Call a great eagle to carry you backwards at a greater distance.

    C - Conjure barbed spirit vines on-hit to root enemies for 2 seconds instead of slowing. Rooted enemies bleed.

    E - You gain "Evasive" after "Disengage", causing you to be untouchable for 1 second. After "evasive" effect ends, you gain "Call of the Wild" for 2 seconds.

    D - Dash forward into a haunting guise, fearing opponents in a 5 meter radius.

    ❤️❤️ "Hunt of the Bear" - Increase your physical mitigation.

    BM - Your falcon watches your surroundings, increasing your stealth detection by 20% and also gives you "True Sight" until damage is taken.

    C - Conjure bramble armor, reducing backstab dmg and dealing nature dmg back to your enemies.

    E - The Bear Spirit grants you fury when hit, increasing dmg by 15% up to 45%.

    D - Damage dealt to you is ignored for the duration, but 200% of the dmg is dealt instead as a bleed. If you participated in a kill before the duration ends you heal 50% of remaining damage instead and the debuff is removed for 2 seconds before reapplying to new damage taken.

    ❤️❤️ "Hunt of the Raven" - Increase your physical penetration.

    BM - Your falcon bleeds targets on-hit. The bleed becomes more severe every 3rd application.

    C - Conjure a Raven Bow, dealing increased penetration and applying poison. Crit hits momentarily shroud you, causing foes to lose target of you, but you can still be hit by free-ranged abilities.

    E - Your arrows drop feathers between you and your foes, when foes step on these feathers they explode and take a portion of their stats and give them to you for 3 seconds.

    D - Embrace the dark side of the Raven. You no longer gain penetration, but instead gain shadow damage on all attacks. Shadow dmg is based on your opponent's % max health.

    ❤️❤️ "Hunt of the Tiger" - 10% Increased critical dmg.

    >:) BM - On all attacks, your falcon strikes twice. This is separate from any other additional attacks.

    C - Conjure a pair of spirit daggers. All damage from these daggers crits twice

    E - Embrace the tiger, causing your crits to bleed and deal echo damage per tick.

    D - Bend the tiger to your will, causing it to strike your foes from behind for backstab dmg based on shadow element.

    ❤️❤️ "Thundering Shot" - Deal 200% of your physical power as lightning damage.

    BM - Imbue your falcon in electric energy dealing 50% bonus damage as lightning damage on assist for 6 seconds.

    C - For 5 seconds, our on-hit arrow shots call forth a lightning strike dealing 100% lightning damage at 100% crit chance.

    E - You imbue yourself with lightning for 4 seconds after "Thundering Shot", gaining attack speed and lightning damage for the duration.

    D - Deal 50% lightning damage, but your "Thundering Shot" pulses and interrupts every second for 3 seconds.

    ❤️❤️ "Lightning Reload" - Cast one free ability shot, ignoring its cooldown and costs.

    BM - Your next shot also activates "Falcon's Fury" regardless of bleed.

    C - Craft a spirit totem based on your last allowable skill used. You can store 2 of these totems for up to 1 minute and activate them chronologically in the form of a spirit attack. Totems can't be made outside of combat.

    E - Your critical hits reduce all basic skills by 2 seconds instead. Bonus Crit dmg increases the reduction cost by up to 1 second.

    D - Steal the max cooldown of an opponent's last ability and use that cooldown to refund your own. (Steal 20 seconds > reduce last ability cooldown by 20 seconds.)

    ❤️❤️ "Scatter Shot" - Fires a 20m cone of damage infront of you.

    BM - Your shots mark all enemies on-hit.

    C - Your on-hit shots scatter seeds that explode for additional damage in a radius.

    E - Empower your bow to fire wider and farther.

    D - Enemies hit gain "weakened" and are slowed, but the range is thinner and shorter.

    ❤️❤️ "Mark of the Raven" - Marks target. Deal bonus damage to target every hit, higher dmg dealt when foe is at low hp.

    BM - Retains "Call of the Falcon" but deals bonus dmg based on marked low hp targets instead.

    C - Summon spirit ravens that gather around marked targets at 25% health, increasing crit chance and crit dmg the lower their hp.

    E - The raven spirit empowers you, increasing your target %hp threshold and kills marked targets under 2%.

    D - Marked targets are also cursed, reducing max hp while "Mark of the Raven" is active.

    ❤️❤️ "Mark of the Tiger" - Marks target. Increase crit chance by 50% against marked target.

    BM - Retains "Call of the falcon" but gains increased crit chance against marked targets instead.

    C - Summon a spirit tiger to relentlessly atk one marked target for 100% of physical dmg as nature dmg and bleeds. Recasting changes target. If tiger is killed or player dies, the tiger explodes for a guaranteed crit in a radius.

    E - Embrace the spirit of the tiger. Marked enemies bleed on critical hit and take increased crit damage if they're bleeding.

    D - On-hit shots reduce marked enemies crit chance and give a portion of that crit chance to you, but you only gain 25% crit chance from "Mark of the Tiger".

    What do you guys think of my Falconer class skills? Leave a comment below with your thoughts!

    Thanks,
    TrUSivraj

    i fw it
    Referral Code : 8GTVW547SYDTHE6Nashesofcreation.com/r/8GTVW547SYDTHE6N
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