On this page of the Anthem game guide, you will find the description of the Ranger class. The Ranger is one of the four main classes of Javelins (exosuits). From our description, you will be able to learn about the general applications of the Ranger class and about the elements of this suit that make it stand out from the rest of the classes.
The description of the Ranger class is a work in progress. This section will be expanded in the near future to also include suggested builds for this particular class.
- Who is the Ranger class for?
- What abilities does the Ranger class have?
- A demonstrative Ranger build
Who is the Ranger class for?
The Ranger is the most versatile class, designed to be the equivalent of a soldier on the battlefield. This versatility makes the Ranger one of the easier classes to play.
- We recommend Ranger as your first class - you have to play as this class during the first two main missions. If Ranger isn't to your liking, you can pick a different class once you reach level 8.
- The Ranger works best when attacking single targets, however, the class is also quite proficient at dealing with smaller groups of enemies. When it comes to larger groups, you need to be a lot more careful. Unlike, e.g. Storm, Ranger doesn't have powerful area of effect abilities.
- While playing this class you will enjoy a lot of manoeuvrability, allowing you to navigate the battlefield without many issues. You can also perform a single high jump - sprint and then hold the jump button (sadly, the game doesn't allow you to extend the second jump).
What abilities does the Ranger class have?
The Ranger uses a shock mace to execute melee attacks. The main reason to use the shock mace is not to deal damage (even though this weapon can hit pretty hard), but to shock enemies. You can then use one of Ranger's abilities to perform a Combo attack.
The first category of Ranger's abilities is the Assault Launcher which is the perfect tool for ranged attacks. You can equip various versions of the assault launcher and, e.g. rely on homing missiles, poisoned attacks, or projectiles that generate an electrical discharge.
The second category of Ranger's offensive abilities are Grenades and they too come in several unique varieties. In addition to the standard fragmentation grenades, you can also use, e.g. incendiary grenades, frost grenades, and seeker grenades.
Ranger class has an option to choose which status effect you want to inflict with a combo attack. You can use either Impact or Blast negative effects. Try to combine these statuses with components increasing a given effect.
Support Gear gives your Ranger defensive abilities. Its usage depends on which upgrade you have installed. You can, e.g. create an energy barrier that stops projectiles or increase firearms' damage of every party member inside your force field.
As for the Ultimate ability, Ranger shoots multiple micro-missiles. You can aim before you shoot - face the enemy you want to target The projectiles can hit a single, powerful foe or be guided to strike a group of enemies all at once.
A demonstrative Ranger build
Below we have listed a demonstrative build for the Ranger class. Feel free to change and adjust abilities or weapons to suit your playstyle better.
Shock mace - Your only melee weapon. Useful in inflicting shock effect on enemies, making them vulnerable to a combo attack. You can use it more often if you don't have offensive abilities that can start a combo (those marked with a crosshair icon). More information about combos can be found on How to perform a combo? page.
Assault Launcher - We recommend Seeking Missile ability. It will reduce the probability of missing a shot. This particular ability is marked with a star icon - your target must be weakened first if you want to use Seeking Missile to perform a combo (you can use, e.g. Shock Mace or Frost Grenades).
Grenades - Frost Grenade (marked with a crosshair icon) is useful in performing combos. This ability freezes a target, making it susceptible to combo attack (remember to follow up Frost Grenade with an ability marked with a star icon). If you already came up with a good combo, check other grenades. Seeker Grenades are an interesting choice - this ability allows you to attack enemies even when they aren't standing near each other. This ability has a homing property meaning you won't have to worry about missing a throw.
Support Gear - Bulwark Point is a safe choice. This ability allows you to deploy a dome that can protect you and your allies from enemy fire. This shield isn't indestructible - heavy fire can deactivate it rather fast. Muster Point ability is another good choice - it increases your firepower by 20%. This bonus will also apply to your teammates.
Weapons - A very important category for a Ranger since relying only on offensive abilities won't deal that much damage to your enemies. Your choice of a weapon should depend on your preferred playstyle. If you preferer to fight at a longer distance, choose from assault rifles, LMGs or sniper rifles. Shotguns are great for fights at a close distance.
Components - Firearm Calibration Core will increase your damage. Combine this component with Muster Point ability and, e.g. a sniper rifle that deals high damage. This combination is great for attacking bosses or slow enemies. If you plan on using combos, get Ranger Combo Augment which increases combo damage. Ultimate Inscription will increase damage dealt with your Ultimate. While choosing components, remember which types of attack you want to use - Impact or Blast. Base your components on that decision (some of them can be mutually exclusive). You can use other slots for, e.g. components increasing your shield/armor, or those that increase grenade or melee damage.
Consumables - The choice of consumables should, to some extent, be based on the upcoming mission. However, there are versatile consumables, helpful in any type of mission. Shield Sigil increases your shield and speeds up its regeneration. Both bonuses are useful for those who prefer a more aggressive playstyle. You can also think about using consumables increasing damage dealt with a specific type of weapon (e.g. Sniper Rifle Sigil or Assault Rifle Sigil). These consumables are especially useful when you combine them with abilities that increase damage for specific a weapon class.