Ranger Archive
Thread: Our FS skills... Or lack thereof.
Nevaryn wrote:
"So--if someone without Novice Scout can get a bit of Scouting skill this way, does that mean someone without Artisan can get Surveying Skills in the Sense bank of skills?"
I believe so DesktopSaki
If that is the case then why can't someone get medic skills without novice medic? There is no +5 to med use in the FS med tree. It strikes me as poorly thought out if they give the skills of some professions away and not others.
/sarcasm
Devs: Feel free to harvest, no need for for novice scout... that's a waste anyway. Feel free to survey, no need to waste pressious points on artisan.. who would want to craft? that's just silly and non-uber. You want to heal yourself? better get medic, we couldn't possibly give a professions skills away, that might make the medic upset after all they worked for their skills.....
edit: spelling
Message Edited by Jedi_Titus on 09-10-2004 10:14 AM
Master Ranger / Mediocre Rifleperson
Bloodfin
I have a feeling that none of the FS skills are really worth it. They are just a nice to have on the journey to unlock. Jabbas themepark is worth doing, even though it doesn't give you skills. The village is kind of the same way except that it takes so long you do actually get a few skills as a bonus, and as proof that you are getting better in response to "training" to be a Jedi.
I'll be interested to see if Seriyu's idea of a linear system is implemented in the CB, if these mods start to have more meaning.
Message Edited by Vorpaks on 09-10-2004 10:34 AM
Vorpaks wrote:
I have a feeling that none of the FS skills are really worth it. They are just a nice to have on the journey to unlock. Jabbas themepark is worth doing, even though it doesn't give you skills. The village is kind of the same way except that it takes so long you do actually get a few skills as a bonus, and as proof that you are getting better in response to "training" to be a Jedi.Its not just the survival skills that don't seem worth it. Even the defense and accuracy aren't a big whoop.
I thought I was the only one thinking that. As a TKM/Ranger most of those mods mean nothing to me. Bonuses to Medic skills are about all I could use and a few more defense points. But as it stands the accuracy mods, any ranged stuff (besides defense), any scout stuff, and any artisan stuff all mean **edit**e to me. And Im not sure but don't the luck and/or persuasion mods have to do with the Underworld tree of smuggler? At any rate I can definitely see the accuracy and speed stuff benefitting the slower more powerful professions.
Message Edited by Vorpaks on 09-10-2004 10:34 AM
Message Edited by BlakkStar on 09-10-2004 09:18 AM
Vorpaks wrote:
Well thats good to know. The first time this was on test center I found I could use camps when I had the mod, but not build them or harvest. I also noted that I could survey and sample without having novice artisan if I had the survey FS skills. I'm glad they changed that - didn't really seem fair.
Message Edited by Vorpaks on 09-10-2004 10:34 AM
Oh, I'm not sure about camps or the surveying stuff -- I know that medic doesn't work and I've read that harvest doesn't work as well w/out the skills. I don't really begrudge anyone the ability to use a basic camp, but I do hope they've disabled the surveying stuff as well -- that would be really unfair.
Iseult
Master Ranger / Mediocre Rifleperson
Bloodfin
Unfortunately PAKS that is not the case. The FS Ranged Speed and Accuracy mods allow someone to nearly speed cap Headshot3 at 4004 Rifleman. No need to master rifles anymore to be dangerous and if you want the Tenloss that will be merely 4024. If you want Flushing Shot2 as an alternative for giving up Advanced Strafe2 then you need only get 4034. The melee accuracy and Speed MODS allow a Master Swordsman to go fromElite PVE hunter to Uber PVE hunter. Or you can simply become a 0404 Swordsman to nearly Speed and be just as effective as a Master Swordman becuase buffs/armor eliminate the need for most defenses in PVE. The Crafting bonuses and Med bonuses simply make Doctors and Cobat medics more advantageous than before. So the FS trees will either allow combat stackers to further out hunt a ranger in raw power, or create hybrids of rifle/swords/doctor/cms template not yet seen. In anycase there are beneficial FS abilities geared for many professions just not Ranger.
Vorpaks wrote:
Well thats good to know. The first time this was on test center I found I could use camps when I had the mod, but not build them or harvest. I also noted that I could survey and sample without having novice artisan if I had the survey FS skills. I'm glad they changed that - didn't really seem fair.
I have a feeling that none of the FS skills are really worth it. They are just a nice to have on the journey to unlock. Jabbas themepark is worth doing, even though it doesn't give you skills. The village is kind of the same way except that it takes so long you do actually get a few skills as a bonus, and as proof that you are getting better in response to "training" to be a Jedi.Its not just the survival skills that don't seem worth it. Even the defense and accuracy aren't a big whoop.
I'll be interested to see if Seriyu's idea of a linear system is implemented in the CB, if these mods start to have more meaning.
Message Edited by Vorpaks on 09-10-2004 10:34 AM
Serraphin wrote:
Unfortunately PAKS that is not the case. The FS Ranged Speed and Accuracy mods allow someone to nearly speed cap Headshot3 at 4004 Rifleman. No need to master rifles anymore to be dangerous and if you want the Tenloss that will be merely 4024. If you want Flushing Shot2 as an alternative for giving up Advanced Strafe2 then you need only get 4034. The melee accuracy and Speed MODS allow a Master Swordsman to go fromElite PVE hunter to Uber PVE hunter. Or you can simply become a 0404 Swordsman to nearly Speed and be just as effective as a Master Swordman becuase buffs/armor eliminate the need for most defenses in PVE. The Crafting bonuses and Med bonuses simply make Doctors and Cobat medics more advantageous than before. So the FS trees will either allow combat stackers to further out hunt a ranger in raw power, or create hybrids of rifle/swords/doctor/cms template not yet seen. In anycase there are beneficial FS abilities geared for many professions just not Ranger.
Geez, your right!!! Sounds like we need there be some kind of revamp that changes how combat works....
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