Ranger Archive

Thread: Defense bonuses

Calculus_Entropy
Fri Feb 06, 2004 8:36 am
#14

Takei...I was all set to be upset with you, then you had to go post some good points!!!. The devs do make it sound like they want us to have a role in combat, but that is taken care of by broken trapns and broken camps. I still say we are not a combat class, but a combat support class. As I said, I do like the Creature Damage mitigation idea, but I don't think it is the place of a support class to get the mods thattrue combat classes get. I think that most of those resist mods you suggested (avoid dizzy, stun, poison) could betaken care of in a creature dodge bonus, but adding a combat mod to almost every skill box is not viable IMO. What I mean by the resist mods being taken care of by a creature dodge bonus is instead of resisting stun and dizzy (which could resist NPC and PC stun and dizzy as well, taking us away from the Outdoorsman concept) we could avoid the stun or dizzy by dodging the actual attacknot the stun part of it. I hope that makes sense, as I rewrote it dozens of times for clarity.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
NRaas
Fri Feb 06, 2004 5:03 pm
#15

"We're getting the modular camps (purportedly, and without details) soon."


Let's be clear here... The developers have never specifically said they were implementing "modular" camping.


I believe Thunderheart's wording was:


"add some items for their "camp improvements" proposal."


I suspect that meansthey will be fixing up camps, and adding in some new features, rather than a complete overhaul.


But hey... I've been wrong before. Maybe the developers willpull a durni out their hat after all.




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eelektrik
Fri Feb 06, 2004 5:56 pm
#16

While I agree that the Ranger should have defense bonuses against creatures, we study them, we should know what to do to survive around them, Whether or not those bonuses shouldwork against NPCs or PCs, Im not sure, as much as I would like them to be usable against everything, it would make more sense to be creature only defenses. The least of which we should get Poison and Disease protections, and the Creature Damage Mitigation.


But we should also have some special abilities that are usable against creature only, with any weapon. Perhaps bleeds for the various stats, health bleed(vein shot), action bleed(muscle shot), or a mind bleed(Lobotomy Shot...gotta love the name..heh), since we should know where to hit to do the most damage, not sure where such skills would be in the tree though.


Our professions should mainly be Creature based, as far as combat and defenses and specials go, but our PvP focus should be stealth(which should work on creatures too still, obviously) with the camo kits, if the Devs ever let us use them that way.
Takei_Urawaza
Sat Feb 07, 2004 1:46 am
#17






AgonThalia wrote:
you Rangers are amazing and thanks for being productive

/salute takei
/salute calc

good hunting




/salute

what can I say .. good company always brings the best out in me.



Takei Urawaza,

"Healthy people don't invent crutches."
HadesApailae
Wed Apr 14, 2004 2:37 pm
#18

I do not plan on using TK much, I am using pistoleer/ Smuggler DF for combat I just want defense mods and the meditation. So the fourth line isn't meditation then what is it and does the meditation line have defense mods?
Ryutek
Wed Apr 14, 2004 2:41 pm
#19

Meditation is the first line, and it does not have any defensive mods. It does offer the ability to heal bleeds, then poison, then disease, and then wounds, as well as Powerboost and Force of Will. No defenses though.


The fourth line (Precision Striking) grants Ranged Defense, Melee Defense, and Defensive Acuity (which seems broken atm).


The Second line is Balance Conditioning, and it offers defense versus state changes and Melee Mitigation.


Personally, I would go Meditation and Precision striking if you are only looking at some TK.





Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
HadesApailae
Thu Apr 15, 2004 12:54 am
#20

I am soon to be a master pistoleer and I want to know what trees in TK give good defense mods ... I am looking to take up the meditation tree already, don't know if that has any. Thanks.
Ryutek
Thu Apr 15, 2004 12:58 am
#21

The second and fourth lines grant the best combination of defensive bonuses, and the State Change Defenses stack fairly nicely with Pistoleer (although nowhere near what you could achieve with some other professions).


Honestly, though, if you plan to do much with TKA you will want to go up the Power Techniques line (third line) for the speed and damage mods. If not I would do the Precision Striking line (fourth) for the Melee and Ranged Defense.





Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
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