Ranger Archive
Thread: Nature's Healing ??
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Seraph00X
Fri Jul 09, 2004 12:27 am
#14
how about something rangers can craft or forage for (probably forage) that will SLOW poison? I'm thinking that to cure poison might be intruding too far on docs and medics and whatnot, but if we could forage for an item that can make poison take our hit points at a slightly slower rate that would be cool.
AgonThalia
Fri Jul 09, 2004 12:38 am
#15
There has been an idea batted around...
/survival instinct
this is a premtive measure where the ranger "turns it on" and during the time the instinct is active, she or he has an increased resistance to poison, disease, creature status attacks.
this would neither step on doc/ medic's toes, nor would it clone the tka meditation ability... it is something unique and ranger-ish.
/survival instinct
this is a premtive measure where the ranger "turns it on" and during the time the instinct is active, she or he has an increased resistance to poison, disease, creature status attacks.
this would neither step on doc/ medic's toes, nor would it clone the tka meditation ability... it is something unique and ranger-ish.
Mac_Leod
Fri Jul 09, 2004 12:46 am
#16
Bartholomew_Roberts wrote:
camps don't heal wounds do they? certainly not secondaries. I just want something to help me survive until i can find the docs, not something to replace them.
Camps will heal all wounds, even mind wounds and secondaries. It just takes awhile. The only thing that camps don't heal is battle fatigue.
Next time you've got some minor wounds, just set up a camp and activate your character sheet. It takes awhile, but you can see your wounds decreasing. (It's also a good way to get survival xp
)
Message Edited by Mac_Leod on 07-08-2004 02:47 PM
Message Edited by Mac_Leod on 07-08-2004 02:48 PM
KaiRaene
Fri Jul 09, 2004 12:55 am
#17
This is the reason I am dropping Rifleman and going TKM. I really like my rifle but I hate hunting around and getting poisioned or diseased and cant do squat about it. Its crazy that one profession like TK can heal their own wounds, stop poisons, diseases and bleeds, and give themselves minibuffs. Not to mention Force of will. Allowing you to recover from incap but at a cost of great wounds. Which is no biggie since you can heal them yourselves.
Its just wrong that a Ranger has no ability to deal with the harshnesss of the wilderness but a Tera Kasi Artist can. So, once I hit TK novice I drop all the Rifleman. 
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