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Alternate Abilities

Alternate Abilities are special abilities that characters can train in by diverting some or all of the experience points that they earn. It takes roughly the same amount of experience to earn one point of “AA” as it does to go from 0-100% of Level 51. Alternate Abilities allow you to “customize” your character by attaining new skills or improving old ones

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) 3 pts total

Innate Regeneration - Rank 1, 2, 3 (3 pts) 6 pts total

 

Combat Fury - Rank 1 (2 pts) 8 pts total

Mental Clarity - Rank 1 (2 pts) 10 pts total

Natural Durability - Rank 1 (2 pts) 12 pts total

Combat Agility - Rank 1 (2 pts) 14 pts total

Natural Durability - Rank 2 (4 pts) 18 pts total

 

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 database that contains all of the AA's available