Ranger Archive
Thread: force sensitivity ranger style
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
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.
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.
14 experimentation point crafters will be possible (jedi boxes *and* sea's), those without those boxes are basically screwed then.
Another thing looking *really* problematic there are the speedmods for combat professions at least until the combat balance hits which might change this then.
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.
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.
If I cant make another character on Lowca, then for me, its not worth it. Drak will always be a ranger
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![]()