Ranger/Tilesets

Description
Which tilesets you choose will be dependent on your arrow type and talents chosen.

How to Read Ranger Runesight
Below are the main points to track:
 * What two arrows are loaded?
 * This will determine the attack tiles.
 * What talent is selected for level 10 of how long it takes to charge an arrow.
 * This will impact the delay tiles that is used.
 * If perfect this should be the 1-2 second delay of Ƶ. If that is sometimes missed it might be an I tile. Also if you are doing some fancy manipulation in time and space, this may also be an I tile. See https://community.orbusvr.com/t/maximum-ranger-dps-analysed/20341 for more details.
 * What talent is level 5 (rapidity or precision)?
 * This will impact your hits per second tiles.
 * Bonus for Rapidity.
 * Rapidity can fluctuate the number of arrows per second more than precision. There are some possibility with two different hits per second tiles.
 * This is especially important to track after a charged shot for rapidity. Normally, you get 2 hits a second from one charged shot, but with rapidity if it is within the same second the hits per second may be more inconsistent.

= Suggested Ranger Tilesets =

Smore Ash - Tile Order
ᚨᛗƵ ᛟᚾᛗ ᚨƵᛗ ᚨƵᛟᚾ ᚨƵᛟ

Start Combat

 * 1) Normal arrow
 * 2) Piercing arrow
 * 3) 2 more normal arrows
 * 4) Charged poison

Continuing Combat

 * 1) 4 normal arrows
 * 2) piercing arrow
 * 3) 3 normal arrow
 * 4) Charged normal arrow
 * 5) 4 normal arrows
 * 6) Piercing arrow
 * 7) 3 normal arrow
 * 8) Charged poison arrow
 * 9) Repeat until target is dead. XD

Time Manipulation Ranger (Source: Scott & astragt)
This is the quantity and type of runes you will need to make the above tileset:

Time Manipulation - Tile Order
ᛁᚨᛗ Ƶᛟᛗ ᛁᚨƵᛗ ᛁᚨƵᛗ ᛟᛁᚨᛗƵ

Time Manipulation - Explained
A ranger arrow has a travel time, when you shoot the arrow more in a curve, it takes more time to hit the target.
 * By making use of this fact the ranger can manipulate the timing that the arrows hit their target.

Time Manipulation - How It Works

 * The charged arrows in the rotation are curved to make them 2+ seconds triggering a different tile.
 * The arrow after this is not curved, so hits the target relatively faster.
 * The next arrow is just a normal arrow.
 * Then another curve is done on a normal arrow to make the time go above 1+ second to trigger another tile that otherwise doesn’t reliably trigger.
 * The arrow after is hitting the target also relatively faster but this is desired to trigger the 2 hits per second tile earlier.
 * Then we continue with the normal arrows.
 * But we did move the poison to the 7th normal arrow right before piercing which is better for the tilesets dps boosting.

Time Manipulation - The Greg Program Graph
These are the tiles translate into the programing language used:

6 = One hit between every 1 and 1.99 seconds. 7 = One hit between every 2 and 2.99 seconds. F = Piercing hitting target. 2 = 2 hits per second. A = Poison hitting target.


 * a = Is a curved charged arrow causing the arrow to hit over 2 seconds later than the previous arrow. But with only 2 globes up.
 * A = Is the same but with all 6 globes up.
 * b = is the after effect of a curved arrow making the next arrow hit the target relatively faster. A 0.92 arrow is used to lower the accidental 3 hits per second tiles triggering. (charged piercing counting as 2 hits per second, and that extra arrow being the third)
 * c = Is a curved 0.92 arrow causing it to be over 1+ second and triggering another tile on purpose.
 * d = Is the after effect of the ‘c’ arrow with only 0.8 seconds (done on purpose to trigger 2 hits per second tile faster)

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