Ranger Archive

Thread: One with Nature or the Ranger Meditate ability

AgonThalia
Tue Apr 06, 2004 8:59 pm
#14

Combat Medics got Terrain Negotiation, we get poison/ disease resists...

balance is introduced

oh, and Reyune, thats what im here for...always glad to help out



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

Calculus_Entropy
Tue Apr 06, 2004 10:22 pm
#15








AgonThalia wrote:
Combat Medics got Terrain Negotiation, we get poison/ disease resists...

balance is introduced


(I almost spit out my pop)

oh, and Reyune, thats what im here for...always glad to help out










Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
777erc
Wed Apr 07, 2004 10:33 am
#16

/bump



Narrec Plac
Chilastra
Pistoleer, Fencer, CH
BaneShee
Wed Apr 07, 2004 3:40 pm
#17


I really like this idea, how many times have you heard about someone who has been snake bitten so many times that he is immune to the poison. Initially I liked the idea of letting Rangers use the /forage to generate buffs for poison/disease resist but Its just much more simple to add those defense modsin the skill tree.
ThGilsRooc
Thu Apr 08, 2004 12:11 am
#18

/bump
/grind



Colonel Th'Gils Rooc
Webel Ace Pilot x2
I would ace more squadrons if they'd just fix the remaster bug.
Pulp Phantom
RohmEnari
Thu Apr 08, 2004 6:47 pm
#19

bump




Your friendly neighborhood Ranger,


Reyune


Washell
Thu Apr 08, 2004 7:22 pm
#20






ThGilsRooc wrote:
/agreed

A 'def. vs poison' should be an ability of rangers only. Of course, that would spur on the "NERF RANGER" posts from combat medics if it were to be implemented in PVP. So, limit it to creature attacks.





Yeah, suppose we actually got something usefull for PVP


I like the idea, lets keep it in mind for when our current top 5 issues are (partly) solved


Washell Olivaw, Ranger/Avenger, Eclipse

AgonThalia
Sat Apr 10, 2004 8:15 am
#21

I say lets put this one on our wish list


"survival instinct"

when performed before combat, our resists to poison and disease are increased as well as a temporary bonus to either kinetic damage or melee defense



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

JediQuic
Sat Apr 10, 2004 1:44 pm
#22

Ok, just so i Understand it correctly....Its a /Skill we get at some level of survival that increase our natural resistance to poison and disease....From the initial post i got the impression you were talking about a series of skills that each increased a Differant Natural resistance(Such as vs.Stun, Dizzy, Knockdown, Blind, ....ect).....If its Just Poison Resistance, it sounds very Cool and plossible(only a few Combat medics would complain...Assuming it isn't total immunity). If its the Whole package, a differant "preparation" for a various number of mods(Ranger Knows enough about what he "WILL" be fighting in order to prepare a defence to fighting it) It Sounds Even more Awesome, But it would take alot more heat from nerf criers....i dunno tho, it might just make Rangers FOTM (LOL)



Also, in idea i had, Possible to tie it in with camps? ie: you have to be in a camp to activate the skill
dhcpSilicon
Sat Apr 10, 2004 9:05 pm
#23






AgonThalia wrote:

I say lets put this one on our wish list


"survival instinct"

when performed before combat, our resists to poison and disease are increased as well as a temporary bonus to either kinetic damage or melee defense




I like it. I propose the following - add a temporary boost (like with meditate) that prevents creature damage to a certain extent. Not sure how plausible this is, but it would be so kickass. Each of the following would ONLY be active while "one with nature."


Frontiering I
+10 Bleeding Defense
+10 Kinetic Special Protection


Frontiering II
+10 Bleeding Defense
+10 Poison Defense
+10 Kinetic SP


Frontiering III
+20 Bleeding Defense
+20 Poison Defense
+20 Disease Defense
+15 Kinetic SP


Frontiering IV
+20 Bleeding Defense
+20 Poison Defense
+20 Disease Defense
+20 Kinetic SP
+15 Creature Dodge


I used Frontiering because it seems like the Tracking line already has all the power, plus you'd learn a lot about the creatures while spending time in the wild =)
RohmEnari
Sun Apr 11, 2004 12:23 pm
#24






dhcpSilicon wrote:





AgonThalia wrote:

I say lets put this one on our wish list


"survival instinct"

when performed before combat, our resists to poison and disease are increased as well as a temporary bonus to either kinetic damage or melee defense




I like it. I propose the following - add a temporary boost (like with meditate) that prevents creature damage to a certain extent. Not sure how plausible this is, but it would be so kickass. Each of the following would ONLY be active while "one with nature."


Frontiering I
+10 Bleeding Defense
+10 Kinetic Special Protection


Frontiering II
+10 Bleeding Defense
+10 Poison Defense
+10 Kinetic SP


Frontiering III
+20 Bleeding Defense
+20 Poison Defense
+20 Disease Defense
+15 Kinetic SP


Frontiering IV
+20 Bleeding Defense
+20 Poison Defense
+20 Disease Defense
+20 Kinetic SP
+15 Creature Dodge


I used Frontiering because it seems like the Tracking line already has all the power, plus you'd learn a lot about the creatures while spending time in the wild =)





I am honestly too tired to think clearly right now due to working too much lately, but I will try to make a somewhat coherent response to this.


I am glad you guys like this idea. Thanks for ths support so far.


Also, I really can't think too well right now, since I am practically braindead, so I will just some up my response to the above post.


I like it. But. What about Master Ranger? I would honestly like to keep this as one of those things that a master gets so we can discourage the dabblers. Master Ranger needs some rewards above and beyond a dathomir camo kit. Anyway, brain tired. Must sleep.



zzzzzzzzzzzzzzzzz............zzzzzzzzzzzzzzzzzzzz.................zzzzzzzzzzzzzz..............zzzzzzzzzzz






Your friendly neighborhood Ranger,


Reyune


dhcpSilicon
Sun Apr 11, 2004 12:57 pm
#25






RohmEnari wrote:





dhcpSilicon wrote:





AgonThalia wrote:

I say lets put this one on our wish list


"survival instinct"

when performed before combat, our resists to poison and disease are increased as well as a temporary bonus to either kinetic damage or melee defense




I like it. I propose the following - add a temporary boost (like with meditate) that prevents creature damage to a certain extent. Not sure how plausible this is, but it would be so kickass. Each of the following would ONLY be active while "one with nature."


Frontiering I
+5 Bleeding Defense
+5 Kinetic Special Protection


Frontiering II
+5 Bleeding Defense
+5 Poison Defense
+5 Kinetic SP


Frontiering III
+10 Bleeding Defense
+10 Poison Defense
+15 Disease Defense
+10 Kinetic SP


Frontiering IV
+10 Bleeding Defense
+15 Poison Defense
+15 Disease Defense
+15 Kinetic SP
+15 Creature Dodge


Master Ranger
+20 Bleeding Defense
+20 Poison Defense
+20 Disease Defense
+20 Kinetic SP
+20 Creature Dodge





I like it. But. What about Master Ranger? I would honestly like to keep this as one of those things that a master gets so we can discourage the dabblers. Master Ranger needs some rewards above and beyond a dathomir camo kit. Anyway, brain tired. Must sleep.



I agree, so my edits are in red.

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