I'll keep this as short and sweet as I can since our AA path (after EQ and AM3) is determined by how you want to play your ranger, and they will converge as you amass a few hundred AA's. However, the first goal all rangers should be looking towards is Endless Quiver. It takes a total of 27 AA's to obtain, spending 6 in General, 12 in Archetype, and then 9 for EQ, which is in Class.
Here is my suggested breakdown.
General Abilities: 6 AA's
Run3 (1/1/1) 3 AA's
Regen3 (1/1/1) 3 AA's
Archetype Abilities: 12 AA's
Natural Durability 2 (2/4) 6 AA's increase hp by 2 and 5%
Combat Fury 2 (2/4) 6 AA's *** chance to critical hit by 2 and 4%
Class Abilities: 9 AA's
Endless Quiver (9)
Congratulations, you've spent 27 AA's and have the one main class defining AA, Endless Quiver.
*** Some of you may be wondering about my choice for Combat Fury over, lets say, finishing ND or getting Combat Agility. I've been doing quite a bit of thinking and research on this and have come to this conclusion:
Rangers are DPS, DPS, DPS...UNTIL you have ALL of your tanking (defensive) AA's. Therefore, the added increase in DPS off of crits would be more beneficial to a raid rather than someone that can last a couple more seconds on a boss.
The next goal you should have is Archery Mastery. This is a 3-part AA that costs a total of 18 AA's (3/6/9). This AA will start moving you to a safer distance from mobs. However, until you get AM3, most likely your melee will be putting out more DPS.
So, with that said, here is the next step I would suggest.
Archery Mastery 2 (3/6) 9 AA's increase maximum damage by 30 and 60%
Innate Camouflage (5) instant cast fixed length invis
Archery Mastery 3 (9) 100% increase in maximum damage
Now you have spent 50 AA's. If you haven't hit level 65 by now, that would be your next goal. Once you have these basic AA's and are level 65, you can now start thinking about your defensive AA's. These are key to surviving on raids so you can maximize your DPS. A dead ranger = 0 DPS.
Natural Durability 3 6 AA's (finish off ND for the extra 10% hp's)
Combat Agility 3 (2/4/6) 12 AA's chance to avoid a blow by 2, 5, 10%. This is your most important defensive AA!!!
Combat Stability 3 (2/4/6) 12 AA's reduces damage by 2, 5, and 10%. Ranger mitigation is not as strong as on a plate tank. Make sure you finish CA (avoidance) first.
Physical Enhancement (5) adds an additional 2% to ND,
CA, and CS
Lightning Reflexes 5 (3/3/3/3/3) 15 AA's increases chance of avoiding incoming dmg
Planar Power 5 (2/2/2/2/2) 10 AA's increases your max stats by 5 per level to 305.
Now you have amassed 110 AA's, all critical to our class. From this point things can go off in a couple different directions.
For those that flat out want to do as much damage as they possible can:
Ambidexterity (9) Well D'uh...more DPS!!
Combat Fury 3 (6) Finish out for a 7% increase in landing a crit hit
Fury of the Ages 3 (3/3/3) 9 AA's increase your chance of landing a critical blow.
Ferocity 3 (3/3/3) 9 AA's increases chance to double attack
Guardian of the Forest 3 (3/6/9) 48 sec 15% overhaste + 140 ATK at level 3
Innate Defense 5 (3/3/3/3/3) 15 AA's increases chance to mitigate damage
Ok, there's your basic damage dealing AA's. Next up are the spell based AA's for both Healing and damage. If you're focusing on DPS you will want to increase your nuking damage with the ability to crit.
Spell Casting Fury 3 (2/4/6) 12 AA's increase chance of crit by 2, 4, and 7%
For improving our heal spells we have a series of AA's to pick up.
Healing Adept 3 (2/4/6) 12 AA's increases heal amount by 2, 4, and 10%
Healing Gift 3 (2/4/6) 12 AA's 3, 6, an 10% to crit a heal
Also, depending on how much you rely on mana and how much FT you have, you might want to consider getting the first 2 levels of Mental Clarity.
Mental Clarity 2 (2/4) 6 AA's increase mana regen by 1 per level
Advanced Healing Adept 3 (2/4/6) 12 AA's additional 3% per rank in heal
Advanced Healing Gift 3 (2/4/6) 12 AA's 2% per rank increase to crit a heal
And finally, for our buffs that everyone loves (to click off)
Spell Casting Reinforcement 3 (2/4/6) 12 AA's increase buff duration by 5, 15, and 30%. Getting this AA will fix your broken line of Harmony spells. Believe it or not, Harmony of Nature is not supposed to last 9+ minutes.
Now, we look at the fun ones. When you decide to do these is up to you, but I would suggest looking at then after you pick up all your defensive AA's.
Finishing Blow 3 (2/4/6) 18 AA's chance to kill a fleeing mob with a single blow by 1, 2, and 5%
FB3 will work on mobs up to level 53
Double Riposte 3 (3/6/9) 18 AA's 15, 30, and 50%
increased chance to double riposte
DR only increases chance to score a second riposte after a successful riposte.
Headshot (4) Chance to instantly kill a mob level 47 and under. Great for farming.
Entrap (4) mana free snare. Handy utility AA
Punishing Blade 3 (2/4/6) increase chance to score an
extra hit with 2H weapons
Flash of Steel 3 (3/3/3) 18 AA's additional 10% increase per rank of Double Riposte
From this point, you may want to start working on your resists. Disease and Poison are going to be the hardest 2 resists to increase, even with good gear. Once those are finished, work on Magic.
Innate Disease Protection 5 (5) Finishing this gives you +10 to your DR.
Innate Poison Protection 5 (5) Finishing this gives you +10 to your PR.
Innate Magic Protection 5 (5) Finishing this gives you +10 to your MR.
Bertoxxulous' Gift 10 (10) Finishing this gives you +20 to your DR.
Shroud of The Faceless 10 (10) Finishing this gives you +20 to your PR.
Marr's Protection 10 (10) Finishing this gives you +20 to your MR.
Once you have these, work on Fire (Warding of Solusek) and Cold (Blessing of E`ci) resists to maximize your overall resistance.
There you have it. Yes, there are others to get but overall these will get you the best mileage.
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