Ranger Archive
Thread: CU: Master Ranger with Minimal Combat
- The player, in an attempt to be a self sufficient scout, cannot take any Combat Profession.This restriction is designed to recognize the Scout as a "non-combat" profession.
- Combat Level can only be granted via Scout or Ranger. This restriction is designed to recognize the current state of the Scout and Ranger professions within the TCEp3 model.
- Beyond basicskillsgranted in theirScout/Ranger trees, the player can only use skills inherently available at creation. By default all players get "meleehit" and "ranged shot."
- The Combat Level of the Ranger will not pass CL1.
- The Scout/Ranger is limited to 1,000 health due to their CL.
- The player will only have a chance to kill CL1 creatures, and even this will be a challenge as the CL1 creature will be a White Con.
- At CL1 the player will only be able to harvest a value of 68 xp / kill. (have yet to test this with a group.)
Now start Playing!
Survival: We're going to skip survival for now because it truly is a non-combat skillset within Scout and Ranger. With the exception of the bonus granted for healing done in a camp, combat doesn't really affect the collection of Survival XP.
- Exploration 1 (1,000xp): 15 creatures
- Exploration 2 (5,000xp): 74 creatures or 89 total
- Exploration 3 (10,000xp): 147 creatures or 236 total
- Exploration 4 (15,000xp): 221 creatures or 457 total
- Hunting 1 (1,000xp):15 creatures or 472 total
- Hunting 2 (5,000xp): 74 creatures or 546 total
- Hunting 3 (10,000xp): 147 creatures or 693 total
- Hunting 4 (15,000xp): 221 creatures or 914 total
That's 914 CL1 creatures that need to die at the hands of a non combat scout in order to make it through the two trees of Scout XP required for Master Scout. This requires the Scout to kill and harvest everything as CL 1.
Ranger:
-
Novice Ranger: (15,000xp): 221 creatures or 1,135 total -
Wayfairing 1: (20,000xp) 294 creatures or 1,429 total -
Wayfairing 2: (30,000xp) 442 creatures or 1,871 total -
Wayfairing 3: (50,000xp) 735 creatures or 2,606 total -
Wayfairing 4: (70,000xp) 1029 creatures or 3,635 total -
Tracking 1: (20,000xp)294 creatures or 3,929 total -
Tracking 2: (30,000xp) 442 creatures or 4,371 total -
Tracking 3: (50,000xp) 735 creatures or 5,106 total -
Tracking 4: (70,000xp) 1029 creatures or 6,135 total
That's over the course of the Ranger profession (including achieving Master Scout). If a player does not pass Novice Marksman and does not pass CL1 they must kill and harvest approximately6,135 creautres.
6,135
Trapping:Each trap thrown removes the player from a few seconds of combat. The result makes the Scout/Ranger vulnerable for at least one hit and causes them to do NO damage while throwing the trap.
The result, opens the CL1 Scout to a great deal of damage from a CL 1 White Con Creature.
We'll leave the Trapping section blank for now. As I stated I haven't done extensive trap testing and I want to be 100% accurate when I get to it. It's something I'll be looking at tonight.
I'll be updating this shortly to see what I can find in relation to this experiment.
What's this mean? This is not an attempt to be either positive or negative. My goal, simply, is to outline the currently available information.
I've removed all references to Novice Combat because a new player can become a scout AND kill CL1 creatures WITHOUT any Novice Combat.
Message Edited by WildBil2Me on 04-11-2005 10:44 PM
WildBil2Me wrote:
Trapping:Each trap thrown removes the player from a few seconds of combat. The result makes the Scout/Ranger vulnerable for at least one hit and causes them to do NO damage while throwing the trap.
Dariane_Kamutsovy wrote:
WildBil2Me wrote:
Trapping:Each trap thrown removes the player from a few seconds of combat. The result makes the Scout/Ranger vulnerable for at least one hit and causes them to do NO damage while throwing the trap.
This I'm not sure about.
It's either a bug or intended, but throwing a number of traps do damage.
If I throw a p-dart I get a default combat message (like shooting with gun) and doing dmg with the gun.
I assume it's a bug tough.
All "items" that I have used in comabt sutch as Stims, Traps, and Grenades do the same thing. I think it would be to complex for them to do other wise. Grenades and Stims have have long timers, traps short ones (when not bugged that is).
I'm a 2/4/4/3 Scout and am Level 14 (Novice Rifleman).
agent156 wrote:
Yes traps are outside of the comabt "queue". Start combat with a trap and you will clearly see this. Turn on time stamps and only use the autoattack and you'll see it very clearly. If you just watch your toons animations you are going to be all messed up.
All "items" that I have used in comabt sutch as Stims, Traps, and Grenades do the same thing. I think it would be to complex for them to do other wise. Grenades and Stims have have long timers, traps short ones (when not bugged that is).
I'm a 2/4/4/3 Scout and am Level 14 (Novice Rifleman).
Bacta shot works on the combat timer. I'm not sure of any of the "item" stims or even grenades.
The thing with Bacta though is whether you change targets or not, using the bacta shot changes your target and you stop engaging in an auto attack.
Poping 3 kinds of traps each gets a small delay. Check out the Trap thread.