Ranger Archive

Thread: force sensitivity ranger style

Kiryoku
Thu May 27, 2004 7:47 am
#14

oh, no complaints here... i really dig the way this system is rolling out... a few of the thingsi like about this quick glimpse into the jedi revamp is that we get to see a little of how the combat revamp will turn out (the devs said the jedi revamp will have the combat revamp in mind)... it's interesting to look at the accuracy and defensive modifiers from the jedi skill trees, for example...


and i'm definitely psyched about force sensativity!... i thought i had it bad with indecision and 250 skillpoints before...


i probably should have left that last part off... i just wasn't aware that anybody hand /sampled after doing their master artisan holo... heh



kago

-------------------------------------------------------
Skunkworks Ship Designs and Body Shop
A 10/15/12/17/10/10/17 point FS Shipwright (ridiculous, no?).
Custom Starship Components
(5708, 467) Valinor, Dantooine
Nemo0
Thu May 27, 2004 8:20 am
#15






Kiryoku wrote:

oh, no complaints here... i really dig the way this system is rolling out... a few of the thingsi like about this quick glimpse into the jedi revamp is that we get to see a little of how the combat revamp will turn out (the devs said the jedi revamp will have the combat revamp in mind)... it's interesting to look at the accuracy and defensive modifiers from the jedi skill trees, for example...


and i'm definitely psyched about force sensativity!... i thought i had it bad with indecision and 250 skillpoints before...


i probably should have left that last part off... i just wasn't aware that anybody hand /sampled after doing their master artisan holo... heh






Oh, no one hand samples anymore except to test the quality of a resource. The main benefit of surveying is the increase in range. The more surveying skill you have, the larger area you can scan for resources. So, if you want a good spot for a harvester, it can help to have a lot of surveying skill. But it isn't the most useful thing out there. I really am liking the look of this system, though. I'm just worried about how many Jedi there will end up being. I'll probably end up spending my time hunting down Dark Jedi to try and keep that end of the population down. But it really looks like a TON of fun. I hope the Combat Balance looks this good.



Lythender Nirou
Crazy Bothan


AgonThalia
Thu May 27, 2004 8:28 am
#16

From where it stands right now, the way I play my ranger...

the combat prowess skill set would be much more useful. If there is a huge advantage to camping/ trapping/ foraging coming in either a ranger revamp, or a combat balance, then I am happy with the skills that i currently have.



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

Kiryoku
Thu May 27, 2004 8:31 am
#17




Nemo0 wrote:

... I really am liking the look of this system, though. I'm just worried about how many Jedi there will end up being. I'll probably end up spending my time hunting down Dark Jedi to try and keep that end of the population down. But it really looks like a TON of fun. I hope the Combat Balance looks this good.




yeh, i'm really putting a lot of faith into the combat balance... if they don't do something to level everything out, there will be very few non-jedi's in the GCW come that revamp... if we've learned anything from observing to way PvP works here, it's that anyone wanting to participate is willing to submit to any grueling task just to have the "uber elite death monger" character... hopefully the combat balance will make some of the regular combat professions as enticing as jedi seem now...



kago

-------------------------------------------------------
Skunkworks Ship Designs and Body Shop
A 10/15/12/17/10/10/17 point FS Shipwright (ridiculous, no?).
Custom Starship Components
(5708, 467) Valinor, Dantooine
darmokVtS
Thu May 27, 2004 8:35 am
#18

One thing really worrying me of that list.

14 experimentation point crafters will be possible (jedi boxes *and* sea's), those without those boxes are basically screwed then.




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
darmokVtS
Thu May 27, 2004 8:37 am
#19

/emote wants that edit button

Another thing looking *really* problematic there are the speedmods for combat professions at least until the combat balance hits which might change this then.




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
Nemo0
Thu May 27, 2004 8:43 am
#20






Kiryoku wrote:




Nemo0 wrote:

... I really am liking the look of this system, though. I'm just worried about how many Jedi there will end up being. I'll probably end up spending my time hunting down Dark Jedi to try and keep that end of the population down. But it really looks like a TON of fun. I hope the Combat Balance looks this good.




yeh, i'm really putting a lot of faith into the combat balance... if they don't do something to level everything out, there will be very few non-jedi's in the GCW come that revamp... if we've learned anything from observing to way PvP works here, it's that anyone wanting to participate is willing to submit to any grueling task just to have the "uber elite death monger" character... hopefully the combat balance will make some of the regular combat professions as enticing as jedi seem now...






Another problem is the second character slot you get. I'd be very hesitant to give up Master Ranger if I didn't get another character on the same server (especially if I manage to get my Mandalorian). But, as it is now, I'm already planning my Jedi skill set. Light Saber Master, Master Force Defender, and Force Healing 4/0/0/4 (assuming we only get 226 skill points and 24 go to the FS skills, just to be on the safe side). This is, in my mind, the ultimate Jedi killer. The Defense mods keep force powers from doing much to you and keep you from taking too much damage. The saber skills let you do straight damage (almost certainly more effective than force powers on a Jedi) and give you extremely useful saber skills (like AoE stun/dizzy/intimidate, posture changes, and a range knockdown). The healing skills should keep you alive for as long as you need and keep states from causing you too much trouble. But I'll have to see what the actual skills look like in practice before I make final decisions.



Lythender Nirou
Crazy Bothan


Nemo0
Thu May 27, 2004 8:44 am
#21






darmokVtS wrote:
/emote wants that edit button

Another thing looking *really* problematic there are the speedmods for combat professions at least until the combat balance hits which might change this then.





The general FS changes come at the same time as the CB. I'm sure the Devs are keeping the two systems in mind together.



Lythender Nirou
Crazy Bothan


AgonThalia
Thu May 27, 2004 8:48 am
#22

Right....

If I cant make another character on Lowca, then for me, its not worth it. Drak will always be a ranger



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

Nemo0
Thu May 27, 2004 11:17 am
#23

Well, you do get to have another character on the same server when you unlock. But, supposedly,you could also be a Master Ranger/Some amount of Jedi skills (like a lightsaber tree). We'll see exactly how it turns out. I'm just hoping that Jedi don't become too common. I'll probably have to hunt down all the Dark Jedi just to make sure.



Lythender Nirou
Crazy Bothan


Squidwalker
Thu May 27, 2004 4:28 pm
#24

Yea I saw those myself earlier, and the first thing I thought of was, "will those skills actually be any use to a ranger, especially master ranger?" Never mind the fact that no one forages, and camping is almost as useless at this point. At master ranger I do not think +5 TN will do anything for me, and same with creature knowledge. I already see the most examine info there is, and I already crawl run and fast. But I would love to actually, gasp, be able to run faster then a master scout. How about they swap the forage for something like recovering from Burst Run faster or some such.


As for the points needed for the FS trees, everything I have read and heard says you get extra "Force Sensitive" points from the quests to go into those trees. You'll notice that novice and master levels, if they are called that, dont cost any points. All others were costing 1 point. It is said that you get 24 "force sensitive" points to spend. So that means 24 boxes, or 6 full skill lines of 4 boxes. After that if you want more, you have to use normal skill points.


Calc, as I understood it, when you did the trials, you traded your normal skill points for jedi skills as you went. So thusly slowly giving up normal professions as you advanced in jedi. But I think your theory on that would make more sence, if nothing for game balance reasons. I mean imagine TKM and Full Jedi Padawan or up to novice Jedi Knight? scary thoughts. So I could see them making you give up all skill points in normal professions at trials. Not realistic, considering Luke retained his piloting and blaster all other skills as he learned, but for game balance I see it.



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Osrim
Thu May 27, 2004 10:37 pm
#25

hmmm, i posted the link to point out that some of 'our' mods (if you can consider them 'our' mods since scouts have them too) will be available as force sensitivty skill boxes available to all, not just rangers. I agree, there are skill boxes there that i would be getting over the 'rangery' skill boxes, as i think they are fairly useless to a master ranger.


So, a couple of things we as a ranger community should discuss while this is still in the testing stage is how can those skill boxes become more useful, both to rangers and non-rangers.


What affect on our vision for rangers will these skill boxes have? Will they give the ability to use, but not craft, ranger camps and traps (if they ever become useful that is :smileyhappy to non rangers


As that little force sensitive skill branch stands, i think the proportion of force sensitive characters with those particular skill boxes will be even smaller than the proportion of characters that are master rangers. (and you know how small that is :smileywink


Calculus_Entropy
Fri May 28, 2004 12:27 am
#26

I believe you can have any skills from the pre-Jedi trees (based on its own point system, of course), but you must surrender all skills to actually become a Jedi once you get to the Jedi Trials(i.e. No lightsaber wielding Rangers).



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
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