Game Guides Archive
Thread: Good group leading template
I am a Master Ranger and 2/3/4/2 Pistoleer, Ranger was my first love, but I need to be honest about it. The most use I get out of Ranger is the examine window. Sad but true. I dont usually use the camps (theyre expensive yet just as fragile folding up if theyre abandoned for a minute or if shotsa are fired) or traps of a Ranger. Often times Area Track only seems to pick up mobs that will pop on radar at 200m or so, making it not useless, but not worth the effort. Traps in general are only usable against animal mobs, not NPCs, not pets and not underground or in dungeons of any stripe. Conceal's only asset is you can apply it to others, but the duration seems frightfully short - again gain vs effort doesnt seem to be there. /Maskscent should be good enough, especially with so many folks having some Scout abilities.
Short version, Master Scout should be all you need if you want to multi-class, at least thats my 2 credits.
I would like to bow to NRaas and the Ranger Community in general who have taken great pains to provide tons and bunches of suggestions to make Rangers more than Scouts-Plus, but to date the Devs seem not to have repsonded = ( well, except to ensure /conceal doesnt work against NPCs.
Buzkhashi
Founder of Quixotic Imports/Exports
The two most important things in my mind are crowd control and healing. For emergencies, healing is of course critical to get incap'd players back up; but, even more important is some kind of posture change attack, preferably ranged. For example, if that nasty bull rancor is after your doc, you need to switch agg as soon as possible so a ranged posture change will create some space and hopefully give enough time for the tank, your pet, or even you to come in and take the hits.
Healing:
- at least novice medic to get good stimBs
- maybe first aid 2 because npc bleeds are really nasty and go straight through defenses once they land
Crowd Control:
- CH for tanking (useful if you can't seem to find a player tank)
- one extra "person" under your direct control
- ranged posture change:
- carbineer = charge shot = ranged KD
- marksman = suppression fire = ranged posture down
- melee posture change:
- any kind of posture change is good but melee requires that you have to get in range so much slower for you to help
- melee proffs
- pistoleer = pistol whip = KD
As for the professions you were thinking of ...
Ranger:
- tracking ... maybe ...
- might be useful if you're hunting certain types of animals but really not worth the points
Scout:
- you can save so many points if you're not going ranger to put into more useful skills
- the most you'll ever need is the basic camp and maybe traps (if you like traps)
Squad Leader:
- some potentially useful bonuses along the ranged defense or melee defense lines to help your team
- terrain negotiation is useless since people use bikes anyway and nobody I know of likes to crawl prone for a mission
- you might get some use out of the rally specials and volley fire but you'll be a lot more help if you save those points for CH or weapon specials or healing
Just my initial thoughts
Jygsaw DuMas
Kettemoor
(Guild Janitor)
Generally speaking, you'll still be seen by most giant aggressive creatures even as a Ranger.
I'm a Master and Krayt, Enraged Rancors, sometimes even Kreetles still spot me. Maskscent is just random..You've got about as much chance as anyone stopping being seen from one of those huge creatures, or even a little one.
If your really looking to become a valuable group leader you may want to think about combat medic. I good combat medic is a life saver in groups, ranged heals are invaluable. Add master doc to this and your a Uber healer.
If you do go CM I would suggest carbinier for charge shot (ranged KD)
There are alot of templates that will work well, you just need to find what best fits your play style
certifiedandrew wrote:
I really enjoy hunting in groups, and I really like being a leader. I'm not one of these 'grinders'--I like to find something I enjoy and stick with it for a while. I'm trying to design a template that will make me a good Leader, but I'm coming up a little short in skill points. (It is 250, right? I'm in between classes.)
So I'd like to forefit my marksman (and pistol)abilities (easy to gain back) and go with a Master Scout, Creature Handler, Squad Leader, Ranger combination. WhyRanger? I'll be giving up my marksman skills,so I'd like to havesuperior camo abilities so as not to bedetected by mobs.
Unfortunately, I can't master all of these, since Scout is 77 pts, and the other three are 63 points, and that gives me a total of 266. That means I have to forget about 16 points, and that could be a lot of skills if I just 'skim it off the top' of my 3 professions, since the Lev 4 skills are only 2 points a piece(and master is 1 pt).
So, I request your help, preferably from people who have actually had CH, SL, and/or Ranger. What skills are useful in only particular situations, and what skills should I just forget altogether? At a glance, the terrain negotiation(Ranger) column seems pretty useless. I'd really like to master CH, since that will allow me to have up to 3 pets out (given level requirements).
This was my first thread in theGG forum back in the day. I especially like the part where I say that I'm not a "grinder". To date, I have ground every profession except ID, Carbineer, BH, Commando, and Politician (and reb/neutral pilot). I've even ground out some multiple times, and completed the Jedi grind.
Back to square one, I find myself wondering how I can use Elsia to be a CH and a good group leader. (Don't answer.) My, how I've come full circle.
Message Edited by certifiedandrew on 04-19-2005 08:10 AM