Ranger
The ranger as much as many think it is different from the hunter, in case his name already tells you what his specialty is, being a ranger someone who watches in the distance.
So I think for this class it deserves to be completely a ranged physical dps.
No melee subclass, no approach of almost any kind, only ranged.
Qualities and attributes that the Ranger must have are: His faithful set of leather / mails, a life less than that of a melee dps, a skill or two to keep the distance, he must do continuous damage to enemies while and finally You should always be with your bow or crossbow.
SPECIALIZATIONS AND SKILLS
The Forest Viewer (DPS orientation)
The Forest Viewer (default specialization), focuses on constant ranged attack, in his normal state he uses the bow with fast attacks and traps, a backward jump or maybe a hook like Link from zelda that allows him to move between opportune places.
Attack bonuses for height and position and of course the mythical mark of the hunter who was born in D&D, is something that should not be missing.
This specialization will be able to change modes, in his normal state when he uses his bow his abilities are limited.
This mode (Inspired by my friend Benja from the Discord channel) is a sniper, from a very, very far distance The Viewer can settle down and conjure a giant natural crossbow that comes out of the same land, born from roots, adorned with vines with different types of sturdy woods and rocks which function as a platform for the Ranger.
It uses large bolts which, although slow to fire, are accurate and powerful. He can launch an attack which can cross the entire battlefield, leaving a yellowish green trail, the attack not only crosses his enemies but also pushes them until they disappear or even hit a rock and exploit.
Another essential skill that this mode must have is the ability to place traps within 20 meters of them which serve to warn them of enemies, to damage them and delay them.
One last ability that The Visor will have is the separation of splinters, which is responsible for destroying the large rooted crossbow and transforming it into giant floating splinters which will be remote-controlled to their enemies and in turn the Ranger himself will mount one and flee about 20 meters back.
This way you make sure you can have a safe place, something important about this ability is that it requires a recharge time of 45 seconds.
The Bard (sub-dps buffer)
The mythical bard, a class which seems to me to split its damage with buffs.
What I mean is that initially this specialization should not do pure and net damage, but rather it should form musical notes on staves which, when combined, generate a song.
If someone played Monster Hunter, they will know the Hunting Horn, which depending on the combo your character makes, plays notes which, when combined, buff allies.
Well this is the same, we replaced the Hunting Horn with a Lyre Bow, which when using an ability touches both the strings and launches an attack.
This specialization has a skill per musical note , the DO arrow , the SI somersault , the RE piercing , the SOL illusion , the FA charge and finally Sonata .
DO arrow
The DO arrow is a simple and normal magic arrow surrounded by sound and natural power, it sounds the strings of the Bow-Lyre leaving the Note DO on a staff.
The flip of the SI
The SI roll is simply a roll that serves to give mobility to the specialization and also generates sounds that slow down nearby enemies for 1 second, allowing you to distance yourself and position yourself, it leaves a SI on the staff.
The penetrating RE
With this Note the Bard places 3 arrows so that when fired they are charged with sound magic which make 3 jumps in the air and quickly hit a maximum of 3 enemies or just one (depending on the number of enemies), this leaves them marked as “dissonant”, from a RE on the staff.
The illusion of SOL
This ability has 2 charges and specializes in stunning and confusing the enemy as well as the enemy player, this ability activates when the enemy is marked with "Dissonant", blinding (Blindness limits the player's vision a few meters and gives them more chance to miss ) for 4 seconds and disorienting for 1.5 seconds, I would like to add that a dizziness and flash effect is generated on the affected player's screen, it leaves a SUN on the pentagram for each charge used.
Fa's charge
This charge also only activates when the enemy is marked "Dissonant", as it allows the bard to focus on the enemy's dissonant sounds and charge his next 2 attacks to increase his damage by 130% to that enemy only, leaving two FA on the pentagram.
Sonata
With Sonata the bard uses the musical notes recorded on the staff.
Staff operation:
There can be up to 9 notes in total and it can be played only when there are at least 6 musical notes.
When activating this ability, depending on the notes used, there will be different abilities that both buff or damage depending on the staff.
SONATA skills based on notes played
minor influence
Minor influence is the most basic sonata skill, which is activated when all 6 notes of all skills have been combined.
This gives a minimum buff to the whole group depending on the predominant notes, this is decided when there are 2 notes on the staff.
DO :Minor Attack Up
SI: Minor speed increase
RE: Minor attack speed increase
SOL: Minor evasion increase
FA: Minor increase in Health, Mana and Regeneration of both
When there are 3 predominant notes on the staff, the bard makes a special ability with Sonata depending on each note.
DO KING
The great DO major increases attack by 80% of allies for 10 seconds and the bard charges his arrow transforming it into a short-range projectile that deals massive damage to the enemy.
SI GROWING
The growing yes is a somersault which gives movement speed by 200% to allies for 15 seconds and giving a dash to allies, who when used disappear transforming into sound and then reappear (Only 1 use per GROWING YES used)
INDEFINITE RE
The indefinite re is a group of arrows that appear on nearby allies which attack for each skill / attack they use (maximum 3 or 4 skills) increasing their attack speed by 100% (only on those 3 or 4 attacks) and dealing the same damage as the 3 arrows fired by the Bard.
SOL THE ILLUSTRATED
SOL the Illustrated generates a large shockwave which increases allies' evasion by 50% for 8.8 seconds, stunning for 3 seconds and blinding all enemies for 10 seconds.
SERPENTING FA
Concentrate the subsequent attack and you create a shield to your allies and yourself for 20 seconds which when destroyed releases a spectral serpent, which deals magic damage to enemies.
(For those who do not share the musical notes of the Latin languages to understand, each one is: DO = C , RE = D , SI = B , FA = F and SOL = G)