Alternate Abilities
Alternate Abilities are special abilities that characters can train in by diverting some or all of the experience points that they earn. Alternate Abilities allow you to “customize” your character by attaining new skills or improving old ones. Since a recent update, the fewer AA's you have, the faster you will gain them, but after a while this will balance out.
People give different advice for when to stop levelling and start AA's. Indeed, some rangers like to do combined normal and AA XP together. I can only tell you what I did, which was wait until level 62 and switched to 100% AA XP to start gathering my AA's. The advantages to this is that you seem to get AA's quite quickly at level 62. The disadvantages are that you will not have any of your archery mastery AA's, which will make it harder to hunt alone.
Alternate Ability Suggestions
A suggested starting template is:
Innate Run Speed - Rank 1, 2, 3 (3 pts)
Innate Regeneration - Rank 1, 2, 3 (3 pts)
Combat Agility - Rank 1 and 2 (6 pts)
Mental Clarity - Rank 1 (2 pts)
Natural Durability - Rank 1 and 2 (6 pts)
Endless Quiver (9 pts) 27 pts total
Archery Mastery - Rank 1, 2, 3 (18 pts) 45 pts total
Innate Camouflage (5 pts) 59 pts total
Ferocity - Rank 1, 2, 3 (9 pts) 54 pts total
Ambidexterity - Rank 1 (9 pts) OR Punishing Blade - Rank 1, 2, 3 (12 pts) 68 OR 71 pts total
Dependant upon whether you primarily use 1-hand or 2-hand weapons
Combat Stability – Rank 1 (2 pts) 70 OR 73 pts total
Physical Enhancement (5 pts) 75 OR 78 pts total
Click here for a link to EQOutrider that gives 3 different path suggestions for your AA's. Once for archer, melee and utility ranger
This link advises of the recent AA consolidations (eg there were so many of them, some have been combined)
Below is a link to a spreadsheet that has been updated from various sources such as Kagonis and Whitman from Antonius Bayle - which is greatly appreciated. Click below for the latest AA's!
