Ranger Archive

Thread: Possible New Ranger Skill: Lure

Rihnathos
Mon Aug 04, 2003 6:14 am
#14

I really like the idea of the Lure skill. Maybe instead of making it a Lure Skill , make it a schematic for a trap that can be learned high in the hunting tree.


The trap could be come kind of dart. You toss it at an enemy, it makes no sound, no visible effect, nothing to alert its neighbors, and the enemy becomes enraged and runs right at you. If you've got maskscent running, you can easily get within trap-throw range of a target. This way you'd get trapping XP for "luring" an enemy to you (into your trap, as it were).

OOSquishy
Mon Aug 04, 2003 10:46 am
#15

Great idea Baelish! I can't get into detail but kudos on your idea. It gives us an ability that will make sure more important in groups, more efficient while soling. Especially for an elite class that is mostly PvE and support based.
Razjek
Mon Aug 04, 2003 1:23 pm
#16

I like the idea. Losing rescue is okay by me as well.

However saying it makes sense to give it to the squad leader?

I thought the whole problem with it for the ranger was that it was suicide to use. That the ranger does not get any offensive or defensive skills to go along with the rescue ability.

I have only looked at the squad leader once but as I remember they recieved less offensive/defensive skills to help them survive a rescue. At least the ranger has a creature to hit bonus that the squad leader does not.

I think rescue may be better suited for the brawler skill tree.

/shrug

However I do not see any reason to have to give up skills for others. Rescue is there, it is worthless but it is there. When considering class changes the devs just need to do what rangers do, ignore the fact that we have the skill.
shnelle
Mon Aug 04, 2003 1:23 pm
#17

That would be a beautiful idea. Especially making Rangers more wanted by groups.



Oppeei Xigu - Female Rodian - Bria - Rori

Master Creatuer Handler
Hunt Master
Novice Pistoleer
Emergency Tech - Field Tech
Mineras
Mon Aug 04, 2003 1:30 pm
#18


I didn't say anything.




Mineras Silvertree
Ranger Correspondent
Omega, Eclipse
Razjek
Mon Aug 04, 2003 1:45 pm
#19

Oooh, could you not tell us when?
Zip_Moonblast
Mon Aug 04, 2003 1:57 pm
#20

2 problems:


1. Rangers need differentiation from Scouts.


2. Ranger trapping line needs filler.



1 solution:


The entire ranger trapping line should be filled up with a series of placable stationary traps (i.e., actual TRAPS, not "animal-only grenades") that have various results and lethality. Pit traps, deadfalls, jaw traps, ewok-style nets, etc., etc. Some might be used while the ranger is present, to lure a creature away from a group or a lair, while some could be set down and left for a day for the ranger to come back and check on. ALL of them should be based upon the lure concept, i.e., the trap stays in place while the animal comes to it, rather than the reverse situation we have with all traps presently.

Mineras
Mon Aug 04, 2003 2:04 pm
#21


I didn't say anything to your post, either, Zip.




Mineras Silvertree
Ranger Correspondent
Omega, Eclipse
Sir_Voor
Tue Aug 05, 2003 12:53 am
#22

I suggest this not to long ago, but a called it animal call.







For Wayfaring: Ability: animal call and Schematic: animal call devices, This ability lets you minic an animal sound to atract an animal (lure from a group without argoing it)orscare one (or entertain follow player at the camp). They could be simple /lure and /scare or very complex and entertaining by learning to do deferent animal calls and learning which call works or doesn't work on an animal. for example how will a rancor respond to a /call nuna.


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[`M Sir VOOR N`\

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