Overview
Focus-driven archer and wilderness scout with animal companions and precise shots. Choose one of three specialisations, Archery, Brigand, Farstrider, each with its own set of abilities.
Specialisations and abilities
Archery
28 abilities · 35 passives and talents
What to wear · Archery build
Specialisation passives what makes Archery different
Increases the damage and tick rate of Toxic Dart by 30%.
Your ranged abilities against Poisoned targets now ignores 1% of enemy armor.
Adds 25% to the bonuses that your stacks of Advantage provide.
Increases your ranged haste by 20% of your Agility.
Abilities by level learned automatically as you level
Increases your damage against Beasts and Dragonkin by 20% and your critical strike chance against them by 10%.
Only 1 Quiver may be active at a time.
Shares a cooldown with other Quivers.
Ranged abilities fire a poisoned arrow, dealing 30 Nature damage over 15 sec, stacks 3 times.
Only 1 Quiver may be active at a time.
Shares a cooldown with other Quivers.
Generates 1 Advantage
Shoot an enemy, dealing 90% Ranged Weapon Damage plus 123.
Ranged abilities deal 15% additional direct Fire damage to your target and up to 3 nearby enemies. This damage can benefit from your Burning Toxin and other effects that increase Fire damage and is able to critically strike.
Only 1 Quiver may be active at a time.
Shares a cooldown with other Quivers.
Increases your Physical damage and your critical damage by 10%.
Only 1 Quiver may be active at a time.
Shares a cooldown with other Quivers.
Aim for the skull, dealing 554 + ranged attack power × 0.25 + attack power × .1 Physical damage.
Damage increased for each stack of Advantage.
Generates 1 Advantage
Toss a poison-coated dart at an enemy, dealing 736 Nature damage over 24 sec, and silencing them for 2.5 sec.
Periodic damage dealt by this benefits from your ranged haste
Fire a crippling shot at an enemy slowing movement speed by 50% and knocking them off their mounts, making them unable to mount again for 5 sec.
Precisely shoot an enemy from a great distance, inflicting 1004 + ranged attack power × 0.485 Physical damage.
Damage increased for each stack of Advantage.
Usable while in Elude.
Toss a snapseed at an enemy, dealing 400 + ranged attack power × .3 Physical Damage and knocking them back.
Launch a heavy blunt arrow at an enemy that reduces their armor by 25% for 5 sec.
Duration increased by 5 sec per stack of Advantage.
Fire a serrated arrow at an enemy, causing them to bleed for 156 + ranged attack power × .25 Physical damage, repeating every 3 sec for 4 sec.
Duration increased by 4 sec per stack of Advantage.
Generates 2 Advantage
Shoot a powerful arrow at the target dealing 444% Ranged Weapon Damage plus 162.
Only usable on enemies below 20% health.
Fire a shot that ricochets between 3 enemies, dealing Ranged Weapon Damage plus 67 to 72 to each enemy.
Generates 1 stack of Advantage for each enemy hit.
Shoot at an enemy's throat with a toxin-laced arrow, dealing 25 + ranged attack power × 0.360687 Nature damage and silencing them for 1 sec.
Duration increased by 1 sec per stack of Advantage.
Increases your critical strike chance by 15% and reduces your Focus costs by 25%.
Lasts 4 sec for each stack of Advantage.
Shoot a burning arrow dealing 791 + ranged attack power × 0.27 Fire damage to an enemy and up to 5 enemies within 6 yds, and causing your next 3 direct damage Advantage spenders to deal 50% of their damage to nearby enemies.
Direct damage increased by 20% for each stack of Advantage.
Fire a volley of powerful shots that pierce through Armor, dealing 450% Ranged Weapon Damage plus 300 to all targets in a 40 yd line.
While Skirmish is active this ability is guaranteed to critically strike.
Other abilities and procs (10)
Shoot a powerful arrow that deals Weapon Damage plus 40 and stuns the target for 1 sec.
Duration increased by 1 sec per stack of Advantage.
Increases the effectiveness of Quivers by 25% and increases the amount of enemies hit with Spray Quiver by 2.
Increases the damage of Precision Shot by 15%.
Use your navigational skills to Focus in on your surroundings. Instantly refills your Focus and generates 3 stacks of Advantage.
Increases the bonuses provided by your stacks of Advantage by 5%.
Your senses heighten, causing you to instantly generate 5 Advantage and granting the benefits of Elude without entering stealth for 15 sec.
Increases the critical strike chance of Precision Shot by 50% on enemies above 80% health.
Fire at an enemy, inflicting 960 to 1073 Physical damage and empowering your next 3 Quick Shots to deal 30% increased Damage and generate a bonus stack of Advantage.
You transform into a wolf, increasing your movement speed by 40%. Lasts until cancelled.
Using any ranged attack will end this effect.
Slip into the shadows, entering an improved stealth mode, increases your movement speed by 25% for 10 sec, and applies Elude.
Passives and talents (32)
Increases your off-hand damage by 6%.
When you use Falcon Mark, you store 2 additional Combo Points.
Critical strikes with Quick Shot now generate an additional stack of Advantage.
Increases the damage of Skullpiercer by 6% and your critical strike chance by 2%.
Rapid Barrage fires 10% more shots.
Dealing Physical Damage has a chance to reduce the cast time of your next Ballista Shot by 1%, stacks up to 5 times.
Also increases the Critical Strike Damage Bonus of Ballista Shot by 0%.
Reduces the cast time of your Bushcraft abilities by 50%.
Increases ranged attack power by 4%.
Increases your critical strike chance by 2% and your hit chance by 1%.
Increases all party and raid member's melee and ranged haste by 10%. Does not stack with similar effects.
In addition, increases your critical strike chance by 2%.
Increases the duration of Quivers by 3 sec.
Reduces the Focus cost of Precision Shot by 1 and its cooldown by 0 sec.
Increases the damage dealt by your Searing and Poison Quivers by 25%.
In addition, dealing damage with Searing or Poison Quiver now grants a stack of Elven Enchantments.
Reduces the cast time of Quick Shot by 15%.
Your Instinct now additionally increases your critical strike rating by 20% of your Agility.
Gives Rapid Barrage hits a 15% chance to generate an stack of Advantage.
You now fire an arrow every 3 sec at enemies within 30 yds affected by your Hunting Shot, dealing 75 + your level% Ranged Weapon Damage.
Scales with Hunting Shot modifiers.
Increases ranged haste by 4%, and movement speed by 8%.
Critical strikes with Skullpiercer and Precision Shot cause the enemy to bleed for an additional 15% damage of the damage dealt, plus an additional 35% over 4 sec.
Increases the damage you deal with ranged weapons by 5%.
Critical strikes with direct damaging abilities now generate 4 Focus.
Direct Physical damage dealt now has a 20% chance to refresh a Spread Shot charge.
Avoiding an attack now causes you to quickly stab an enemy with one of the arrows from your quiver, dealing 1 + your level + attack power × 1 Physical damage and reducing their attack speed by 20% for 8 sec.
Generates 20 Focus every 5 sec.
Increases the critical damage of Flank by 4% and its critical strike chance by 2%.
Reduces the cooldown of Warmaster Shot by 15 sec and removes its cast time.
Your ability critical strikes now increase the damage the target takes from bleeds by 30% for 15 sec.
Increases the ranged weapon damage dealt by Quick Shot by 10%.
Damage dealt by Auto Shot now restores 4 Focus.
Damage dealt by Precision Shot now increases enemy Physical damage taken by 4% for 12 sec.
Increases the drop rate of Rare items by 5% for you and all party or raid members nearby.
While in Elude, your critical strike chance is now increased by 20%.
Brigand
38 abilities · 35 passives and talents
What to wear · Brigand build
Specialisation passives what makes Brigand different
Auto attacks now have a 5% chance to reveal a fault in the enemy's defenses, causing your next instance of Physical ability damage to ignore Armor.
Chance increased by 15% while wielding a polearm.
In addition, increases your chance to hit by 5%.
Increases damage of Flank and Ambush by 15%.
Each stack of Advantage spent now gives you a 20% chance to refund 1 stack of Advantage.
Allows the periodic damage dealt by Serrated Shot to critically strike.
Allows the periodic damage dealt by Ravage to critically strike.
Increases your critical damage dealt by 15% on enemies above 80% health or below 20% health.
Abilities by level learned automatically as you level
Allows you to sneak around in stealth. Reducing your movement speed by 20% while stealthed. Lasts until cancelled.
Cannot be used while in combat.
Generates 1 Advantage
Throw dust in an enemy's eyes, reducing their chance to hit by 100% and dazing them for 4 sec.
While in combat, you remain stealthed for 2 sec after using Dust Toss.
Generates 2 Advantage
Flank an enemy from behind, taking them by surprise and dealing 150% Weapon Damage (300% if a dagger is equipped) plus 149 Physical damage.
Pick an enemy target's pocket.
Generates 1 Advantage
Strike an enemy wildly for 100% Weapon Damage plus 510.
If dual wielding, deals additional Weapon Damage with your off-hand weapon.
Appear behind your target from the shadows, stunning them for 4 sec.
Knock an enemy over the head, sapping them for 40 sec (8 sec vs players).
Can only affect 1 target at a time. Damage dealt will interrupt this effect. Can only be used on Humanoids and Beasts that are not in combat.
Delivers 4 quick weapon attacks over 1 sec to an enemy target, each dealing 110 Physical Damage.
Each strike will consume 1 stack of Deepwood Poison from the target to deal an additional 600 Nature Damage.
Knock an enemy out, incapacitating them for 4 sec and removing bleed and poison effects from them. Damage caused will interrupt this effect.
Usable while in Elude.
Generates 1 Advantage
Ravage an enemy, causing them to bleed out dealing (12 × 1000 / 3) × (220 + attack power × 0.080055) Physical damage over 12 sec.
Stab an enemy with a venom-dipped blade, dealing (4 × 1000 / 3) × (110 + attack power × 0.1) Nature Damage over 4 sec.
Duration increased by 4 sec for each stack of Advantage.
Assault a low health enemy, dealing 100% Weapon Damage (175% with a dagger equipped) plus an additional 294 + attack power × 1 Physical damage. If the target is bleeding, this deals 50% increased damage.
Damage increased for each stack of Advantage.
Only usable on enemies below 20% health.
Increase the friendly target's armor by 285 and all primary attributes by 12 for 30 min.
Does not stack with other similar effects.
Stab an enemy with a rusty shiv, accumulating 20% of all damage you deal to them over the next 10 sec and dealing damage at the end of the duration for the total amount.
Launch a hook at a target attempting to lodge it into an open wound, dealing 567 + attack power × 0.4785 Physical damage.
If the target is bleeding, you can reactivate this to pull yourself to them, dealing 300% Weapon Damage and generating 2 Advantage
Punch an enemy in the throat, interrupting the enemy's spellcast, preventing any spell from that school of magic from being cast for 2 sec.
Launch darts at up to 5 nearby enemies, dealing 88 + attack power × 0.3 Ranged Physical damage.
Damage increased and strikes 1 additional target for each stack of Advantage.
Instantly restores 1 Focus and causes your next Assault to be guaranteed to critically strike. Lasts 20 sec.
After using Assault, all Nature Damage is increased by 1% for 0 sec.
The current party or raid member targeted will receive the threat caused by your next damaging attack and all actions taken for 4 sec afterwards.
Teleport to an enemy, summon a decoy beneath them, and mark them for 8 sec. Dealing melee damage to them adds a stack to this effect, up to 20 stacks.
Reactivating this ability within 8 sec deals 851 + attack power × .55 Physical damage to your target, increased by 30% for each stack on the target, and then teleports you back to your decoy.
Usable while in Elude.
Increases nearby party and raid member's armor by 285 and all primary attributes by 12 for 30 min.
Other abilities and procs (17)
Physical and Nature damage increased by 3%, ranged attack power reduced by 75%.
Critical strikes with Wild Strike and Flank have a 50% chance to apply Roughed Up, reducing Armor, and Counterstruck, reducing attack power.
Increases Attack Power by 15%, Parry Chance by 10% and reduces Ranged Attack Power by 50%. Successful parries have a chance to apply Counterstruck.
Using Ravage allows you to use abilities that require you to parry.
Can only be used with a one-handed melee weapon, and no off-hand.
Only 1 Adaptation can be active at a time.
Surge with vitality, dispeling all harmful effects from yourself and increasing your movement speed by 40% for 10 sec.
Usable while stealthed.
Increases the damage of your next Flank by 15% and allows it to hit 1 additional targets, stacks up to 3 times.
Deals Weapon Damage plus 50 to an enemy target, increasing based on how full your Focus bar is.
After using this ability, your melee attack power is increased by 15%, and the cost of this ability is reduced by 15% for 30 sec, stacks up to 3 times.
Knockout and Bludgeon now last 0 additional sec, but their cooldowns are increased by 0 sec.
In addition, your Brigand poison effects now deal 1% increased damage to enemies affected by Bludgeon.
Your Brigand poison effects are Deepwood Poison, Ravaging Venom and Venom Blade.
Fires a cannonball at an enemy, dealing 103 to 112 Physical damage, and then an additional 56 to 58 Fire damage over 10 sec, knocking them back a short distance.
Assault and Wild Strike now reduce the enemy's Armor by 5% for 15 sec, stacking up to 4 times.
For 4 sec, your melee auto attacks deal an additional 70% of the damage dealt as Nature damage and reduces your target's healing received by 20% for 8 sec, stacking 2 times.
Duration increased by 4 sec for each stack of Advantage.
Usable while in Elude.
Instantly generates 5 stacks of Advantage and allows you to see nearby stealthed enemies for 15 sec.
Usable while stealthed.
Your instinct kicks in, instantly restoring 40 Focus and increasing your attack power by 40% of your Agility for 15 sec.
Usable while stealthed.
Increases the damage of Assault by 10%.
Increases the effectiveness of your Adaptations by 20%.
Ravage now increases movement speed by 50% for 3 sec and grants Pillaging.
Snatch an enemy's melee weapons, disarming them for 4 sec.
If you are disarmed, you also return your weapon to yourself.
Casting Quills now reduces the cost of subsequent Quills by 20% for 6 sec, stacking 3 times.
At 3 stacks all stacks are instantly consumed to reset the cooldown of Ravage and make your next Ravage within 10 sec free of cost and generate 50 Focus.
Generates 2 Advantage
Unleash 4 quick strikes over 1 sec to an enemy, each dealing 110% Weapon Damage.
If the target is bleeding, each strike deals an additional 600 + your level + attack power × .25 Physical damage.
If the target is poisoned, each strike deals Nature damage instead of Physical damage.
Passives and talents (29)
Your Wild Strike now generates 1 additional Advantage.
Removes the minimum range of your ranged abilities.
Increases the damage of Wild Strike, Whipvine Arrow, and Ravage by 5%.
Yanks an enemy to your location and stuns them for 3 sec.
Increases your critical strike chance by 2% and Focus regeneration by 15%.
Gives damage dealt an 8% chance to apply Counterstruck.
Damage dealt by Flank and Rusty Shiv now increases the target's damage taken from your Advantage spenders by 25% for 8 sec.
The first Wild Strike while Counterblades is active stuns the target for 3 sec.
Increases damage dealt to bleeding enemies by 5%.
In addition, Ambushes dealt by Flank increase your damage dealt to the enemy by 3% for 10 sec.
Flank and Exploit apply Deepwood Poison.
Increases the critical strike chance of Wild Strike and Assault by 10%.
Increases the chance for Flank to critically strike by 50% and increases your chance to resist root effects by 25%.
Increases parry chance by 6%.
Grants dodges, parries and melee damage dealt a chance to apply Counterstruck.
Elven Enchantments now stacks 2 additional times.
Reduces the cooldown of Elude and Knockout by 4 sec.
Increases parry chance by 5%.
Increases party and raid member's melee and ranged attack power by 5%. Does not stack with similar effects.
In addition, increases your damage dealt by 3%.
Increases the tick rate of your periodic damage effects by 20%.
Your Adrenaline Rush now incurs a 90% reduced cooldown when used while Elude is active.
Adds 10% to the damage dealt by Dirty Blades and causes its damage dealt to heal you equal to 50% of the value.
Increases movement speed by 8% and reduces the cooldown of Counterblades by 60 sec.
While in Elude, gain 20% increased movement speed and enable the use of abilities as if you had recently parried an attack.
Increases the damage and critical damage of Wild Strike by 10%.
Increases your damage against bleeding or Poisoned targets by 5%.
Increase the damage dealt by poison effects by 5%.
Using Brigand Strike while affected by Backstreet Justice causes it to incur a 10 sec reduced cooldown.
Increases the Runic Power generated by Crypt Swarm by 2 per tick.
Increases your off-hand weapon damage by 25%.
While wielding a polearm, the damage of your bleed effects is increased by 25%.
Increases the attack power scaling of Skullpiercer and Serrated Shot by 15%.
Removes the Focus cost of Sapsting and causes it to increase the duration of Deepwood Poison on the enemy by 2 sec.
Farstrider
30 abilities · 32 passives and talents
What to wear · Farstrider build
Specialisation passives what makes Farstrider different
Your damaging critical strikes now spawn a green Dream Flower at a random location within 15 yds of you. Can only occur once per sec.
Teaches Whiplash, and spending 5 stacks of Advantage at once or using a Ranger Horn now grants a stack of Tactician, up to 10.
Abilities by level learned automatically as you level
Increases melee and ranged haste by 10% and reduces the Focus costs of abilities by 15%.
Only 1 Quiver may be active at a time.
Shares a cooldown with other Quivers.
Befriend a beast, taking control of it for 40 sec (8 sec vs players). Only one beast can be befriended at a time.
Enhance an ally's focus, increasing their melee and ranged attack power by 232. Lasts 30 min
Call a cast of falcons to strike an enemy, dealing 3197% Ranged Weapon Damage plus 78 Nature damage, calling 1 War Falcon to your aid for 6 sec.
Generates 1 stack of Advantage.
Redirects all active summons to attack your target.
Shoot a magical arrow, dealing 434 + ranged attack power × 0.35 Physical damage and reducing the cooldown of active Horn spells by 2 sec.
Damage and cooldown reduction increased for each stack of Advantage.
Thorns and leaves swirl around you, masking your movements for 10 sec, increasing your dodge chance by 50% and causing dodging attacks to restore 2% maximum health and 5 Focus.
Drink a survival potion, dispelling all poison and disease effects and removing 1 poison and disease effect every 3 sec for 9 sec.
Summon a falcon and see through its eyes for 1 min, allowing you to see stealthed and invisible enemies and to track humanoids for the duration.
Usable while in Elude.
Set up a powerful magical arrow and then shoot it, dealing 76 + ranged attack power × 0.2 Nature damage to the target, increased for each stack of Advantage.
Creates an enchanted flare on the ground, causing nearby enemies to take 224 × the listed amount of + ranged attack power × 0.2 Nature damage every 2 sec, lasting 2 sec for each stack of Advantage.
Increases the Nature Resistance of all party and raid members by 62 for 30 min.
Does not stack with similar effects.
Enhance your party and raid members focus, increasing their melee and ranged attack power by 232. Lasts 30 min
Other abilities and procs (19)
Leap backwards up to 10 yds.
Empower party and raid members within 40 yds, increasing their attack or spell power by 355 for 15 sec.
Does not stack with similar effects.
Emanate an aura for 15 sec, causing allied players to deal ranged attack power × 0.35 additional damage as Stormstrike Damage when they deal direct damage.
Applies Exhaustion, preventing you from benefiting from similar effects for 1 min.
Direct damage dealt by Quick Shot, Whipvine Arrow, and Skullpiercer reduce the cooldown of Falcon's Call by 2 sec.
Call 2 War Falcons to dive forward from your position, dealing Physical Damage to up to 3 enemies struck.
The War Falcons then remain to aid you in combat for 12 sec.
Call down war falcons upon a targeted area, slowing up to 8 enemies within the area by 60% for 5 sec.
A Falcon is summoned for each enemy affected for 12 sec.
Free up to 10 nearby allies within 15 yds of you for 8 sec, causing them to become immune to roots and snares, and allowing their critical strikes to increase their movement speed by 30% for 5 sec.
Enrage all nearby allies, increasing their haste by 30% for 20 sec.
After being affected by this spell, allies cannot benefit from similar effects for 5 min.
Generates 1 Advantage
Emanate an aura for 30 sec that grants 5% increased haste to party and raid members. Does not stack with similar effects.
While active, you generate 3 Focus every 1 sec.
All Ranger's Horn spells share a cooldown.
Generates 1 Advantage
Emanate an aura for 30 sec that grants party and raid members a 30% chance when they cast a spell or ability to heal themselves for 2 + your level + attack power × 0.1295.
While active, you generate 3 Focus every 1 sec.
All Ranger's Horn spells share a cooldown.
Generates 1 Advantage
Emanate an aura for 30 sec that reduces the resource costs of spells by 10% for party and raid members within 100 yds.
While active, you generate 3 Focus every 1 sec.
All Ranger's Horn spells share a cooldown.
Generates 1 Advantage
Emanate an aura for 30 sec that grants 5% increased critical strike chance to party and raid members. Does not stack with similar effects.
While active, you generate 3 Focus every 1 sec.
All Ranger's Horn spells share a cooldown.
Toss a javelin, dealing 17 to 18 Physical damage to an enemy and causes them to bleed for an additional 3 damage every 2 sec for 16 sec. Stacks 3 times.
Direct damage increased by 20% for each stack of Advantage.
Instantly dispels all movement slowing effects from allies within 30 yds and transforms them into a bush, stealthing them for 20 sec.
Rally all party members within 15 yds, increasing movement speed by 50% for 10 sec and making them immune to movement reduction effects.
Usable while stealthed.
Consumes Advantage
Empower an ally for 4 seconds, increasing their critical strike chance by 0 + agility × 0.04%, and their movement speed by 0%, scaling with Agility.
Duration increased for each stack of Advantage exhausted.
Emanate an aura for 30 sec that increases movement speed by 40% for party members within 50 yds.
All Ranger's Horn spells share a cooldown.
Mark an enemy for total destruction, increasing your allies ranged attack power against the target by 300 + your level and dealing 2115 Nature damage over 15 sec.
The marked target can always be seen by the Ranger whether it stealths or turns invisible
A Branded target cannot be affected by Thalassian Brand again for 1.5 min.
Launch an arrow with magical vines attached to it at your target, dealing 78 + ranged attack power × .33 Nature damage and rooting them for 40 sec (8 sec vs players). Damage caused may interrupt the effect.
Hits 1 additional nearby target per stack of Advantage.
Passives and talents (30)
You now emanate an aura around you, increasing the Armor of party and raid members by 390.
Does not stack with similar effects.
Increases critical strike chance by 1%, and increases maximum Focus by 1%.
In addition, causes melee critical strikes with abilities to generate 15 Focus.
Removes the Focus cost of Falcon's Call, allows it to strike 2 additional targets, and increases its range by 10 yds.
Increases ranged attack power by 8% of Agility, and melee critical strike rating by 10% of Agility.
Increases chance to hit with all spells and attacks by 1% for you and party and raid members.
Does not stack with similar effects.
Ranger's Horns increase the effectiveness of subsequent Ranger's Horns by 3% for 15 sec. Stacks 5 times.
Reduces the cooldown of Horn spells by 25%.
Skullpiercer now increases the effectiveness of your next Ranger Horn spell by 5%. Lasts 15 sec.
Your War Falcons and Dragonhawks now grant you a stack of Coordination when they deal damage.
Using a Horn now summons a Dragonhawk to assist you in combat for 15 sec.
Increases your maximum Focus by 20.
Increases the duration of War Falcons by 3 sec.
Periodic damage dealt now has a 10% chance to summon a War Falcon to aid you in battle for 6 sec.
Falcon's Dive, Falconstrike, and Falcon's Call make your next Ranger's Horn trigger no cooldown.
Increases the range of Reposition by 10 yds.
Reduces the cooldown of Flank by 3 sec and increases its damage by 15%.
Critically striking with Falconstrike will now summon an additional War Falcon.
Casting Toxic Dart and abilities that spend stacks of Advantage now have a 20% chance to spawn a green Dreamflower at a random location nearby within 15 yds of you.
You can only spawn Dreamflowers while in combat.
Increases your Agility and movement speed by 4%.
Damage dealt by Skullpiercer is increased by 30% against Poisoned targets.
Reduces the cooldown of Grapplebomb by 10 sec and increases its damage by 20%.
Shot abilities now have a 15% chance to increase the range of Shots by 5 yds and all damage dealt by 5% for 10 sec.
While in Elude, you generate an Archery Point every 2 sec.
Your critical strikes with ranged abilities have a bonus effect depending on your Ranged Weapon.
With a Bow, ranged critical attacks generate an additional Archery Point.
With a Crossbow, they deal an additional 15 to 17 damage and regenerate 5% of your maximum Focus.
Your Skullpiercers and Woodland Arrows used with 5 stacks of Advantage now restore 3% Focus and summon a War Falcon for 6 sec.
Increases the effectiveness of Ranger's Horns by 5%.
Woodland Arrow now grants party members within 15 yds of you 4 + agility × 0.015% increased ranged attack power for 10 sec, scaling with Agility.
Reduces the cooldowns of Falcon's Call by 30 sec.
Whipvine Arrow used with 5 stacks of Advantage now increases the spell and ranged haste of party members within 30 yds by agility × 0.025% for 15 sec. Scales with your Agility.
Reduces all damage taken by 2% for each War Falcon or Dragonhawk you have active.
Playable races
Alliance
Horde
Proficiencies
What this class can equip from the start. In Conquest of Azeroth these come from the class itself, not your race.
Tips
- Your main stat is Agility: prefer gear with it. Wear Leather armor when you can.
- Abilities are learned automatically at the level shown; the specialisation passives shape how each build plays.
- Mix and match with the other 21 classes - dungeons and raids need tanks, healers and damage of every kind.
