Something I found a bit back for down and dirty burn orders and such. http://docs.google.com/Doc?docid=0ATZoa ... bWd4&hl=en I want to post this here so that any new or old rangers may benefit from a breakdown of our dps disc and aa usage. I also want to mention that this post is strictly my own opinion. However, there's no need for any sort of flames here, since the intended goal is discussion and helpful tips. General Overview: For those of you that have never played a ranger, particularly on a raid, it is often inferred that rangers are just a class needed for our attack buffs, a filler class when a pure dps class cant be found, or, to put it in more latent terms, a "walking corpse". Now, these things may be true for your average and below-average ranger, but a well played and knowledgeable ranger can put people to shame for thinking these things. It just takes some thinking, commonsense, and just knowing what your stuff does. Important Things to Note: DPS for all melee classes is highly dependent on timing. Many things stack, many things don't stack, and many things partially stack (especially for rangers). There is a perfectly ideal combination for burst DPS, and there is a different ideal combination for long duration fights. Obviously, stacking things that only partially stack will not be very effective in medium to long duration fights. Likewise, not stacking things and running out of time to use them can hurt your dps on the short burst fights. Spells Overview: Now I want to take a moment to go through and explain what I consider to be the 3 most important spells we have and what i consider to be a good spell line-up. Hail of Arrows/Arc of Arrows/Barrage of Arrows- Hail of Arrows contributes to a very large portion of our dps especially when combined with our archery disc and aas. It is also a very good spell for sustained dps in long fights. However, it has its limitations by being a directional AOE, and you do NOT want to use it in the follows scenarios: -An event that has a lot of summoning adds. Malarian Queen is a good example of this. -A mob that is NOT stationary. This includes mobs that are in fake corners. An example of this is Rottrude and most of the mobs in Tower. -Places that have multiple floors above/below each other. MMM is a great example of this ! (These spells go through walls and through floors which can easily cause trains.) I do realize that this covers just about every raid event ever created, because what event doesn't have adds any more? But this is what we have to work with, and being a detriment to the raid isn't worth some dps. Summer's dew/viridity/mist - This line of spell works VERY well with our first spire. Additionally, this line is a very good line to use when you want to get rid of your mana, because this line is the only nuke line we have that doesn't have a 20 second refresh, so it can be spammed over and over very quickly. However, it does generate more aggro than our other nukes, so keep that in mind when using it. Jolting Blades - This is a self buff that procs a jolt, but it does not stack with our DD proc buffs. This spell is usually underrated. If you get as nuke happy as I do, you should consider using this spell to help counter the aggro you get from your nuke spamming. A good spell line-up - Personally I use the following spell line up, so yours may vary: 1. Galvanic Ash (fire nuke) 2. Cataclysm Ash (fire nuke) 3. Barrage of Arrows 4. Summer's Viridity (fire/ice nuke) 5. Beetle Swarm (dot) 6. Horde of Hornets (dot) 7. Potameid Salve / Jolting Blades / Vinelash 8. Oceangreen Aquifer 9. Buff / ice nuke 10. Buff / ice nuke If you didn't notice, I don't like ice nukes. They aren't very efficient on mana, plus I don't have an ice focus while I'm writing this which makes it worse. But feel free to use them if you want. What you may or may not have available: Please click on the links and get familiar with what abilities do what, because I will not be going over them individually at this time (However, I will at some point). So, I'm going to assume you know what all of these things do throughout the rest of this guide. Also take note that most of our abilities overlap each other. AAs: Guardiant of the Forest Auspice of the Hunter Outrider's Accuracy First Spire of the Pathfinder Second Spire of the Pathfinder Outrider's Attack Pack Hunt Falcon Strike (epic 2.0 click) Group Guardian of the Forest Discs: Warder's Wrath Trueshot / Aimshot / Sureshot First Spire will ALWAYS be more dps than Second Spire, as long as you have the mana to spam nukes. Second Spire should be used when you have no mana, or don't have a large amount to spam nukes. In those cases then just hit it when ever you want. Its raw +damage at the end of your attacks, so it doesn't get affected by damage mods. But things like haste or slows DO affect it. So don't hit, if, for example; you have res effects on, or don't have haste. Third Spire should never be used for dps. Dps gains from it are very small, and it does not stack with the berserker Cry Havoc disc. However, right now it is bugged and is absorbing an unlimited amount of spell damage. So its useful to use on Brekt to absorb the DT or something, but that is about as far as its usefulness goes.