Ranger Archive
Thread: A Guide for Ranger Skills
Calculus_Entropy wrote:
Nemo0 wrote:
Calculus_Entropy wrote:
The Trapping line contains modifiers for 2 skills: trapping and rescue. The trapping modifier allows you to trap bigger prey as you increase in skill, and applies to Scout traps as well. Rangers are also granted 2 new schematics for traps. The Sonic Pulse trap administers an area effect Blind state and the Flash Bomb trap administers an area effect Stun and Dizzy state. Note that traps cannot be experimented on.
I believe you have the sonic pulse and the flash bomb mixed up. The flash bomb does blind, the sonic pulse does dizzy/stun.
DOH!
Also, you probably should mention something along the lines of: At Tracking 4, you can track targets up to 500m away from you. The range decreases slightly at lower levels.
I meant to mention that the max range is 500m, but since we really can't seem to prove that it is lower (I will check tonight using the shuttle method that seriyuu mentioned) I will leave out that it decreases...
And you might want to comment on harvesting amounts: A Master Ranger harvests about twice as much as a Novice Scout and about 30% more than a Master Scout. At Tracking 4 you can harvest 95% as much as a Master Ranger.
I am trying to leave out the specific numbers, otherwise, I have to start putting specifics in the other categories (i.e. what info you gain as you increase creature knowledge, and what level critters you can trap atcertain levels of trapping).
Well, I can't prove the range but I am 99% certain that, on the beta server, range was affected by skill level. So it probably is worth checking.
As for harvesting numbers, I think you can argue a special case here. Many people pick up Ranger just for the harvesting bonus. We get a lot of questions on that in the forums. Putting it in a guide like this helps many people decide how much scout/ranger they actually want to get. It might even be worth adding in that Master Ranger only gives a 40% bonus over Hunting 4. Now, my real reason for wanting this put in might be a bit subvertive. But it really is useful information to the player base at large that wants to pick up skills for harvesting. Up to you, though.
Vorpaks wrote:
Ya I realized after Novice Ranger the cross-out thing wasn't really working for me. Plus it made the modifications look more extreme then they actually were. I mentioned it in my first post but in case you needed to hear it again: awesome!! I think it is a great synopsis.
In case you really don't want to wade through all that, my comments can be distilled down to: in some places you used the term "you" as in "you can use your skills..." and in other places you used the more formal "one" as in "one can use one's skills..." I prefer the more personal "you" rather than the formal. But again, it's personal preference. I prefer 'you' as well. That ought to get the rumors flying! I just felt like it was best not to use it for some reason. I found it easier to keep the perspective the same if I stuck with 'one". It would hjave changed perspective if I said "You get this skill here," in one sentence and then "The Ranger gets taht skill there," in the next. Know what I mean?
And what do you mean rainbow??? Don't you recognize Christmas when you see it you grumpy old grinch???There was a smidgen of blue there, too
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OK, I have made the following revisions to the original Guide.
- Removed wedding cake thing
- Changed 'one' to 'you' and it sounds MUCH better now!
- Fixed pluralization (is that a word?) in the first paragraph
- Added a note about the max tracking distance being 500m
- Fixed trap descriptions
- Added Burst Run Efficiency
- Tried to clarify various comments (especially in the /conceal portion)
- I still hate the idea of putting numbers in about arvesting. Different people have different ideas about just how useful the mod increase is and i don't want to cloud the issue. This really is just a basic guide
. - Why does this list feel like I am writing patch notes?

Take a look again, as the Guide has changed somewhat. I really appreciate your help, and I think the Guide is A LOT better since I made the changes y'all suggested.
Calculus_Entropy wrote:
And what do you mean rainbow??? Don't you recognize Christmas when you see it you grumpy old grinch???There was a smidgen of blue there, too
.
I'll have a blooooooo christmas without yoooooooo...
/smack self
Oh, and I actually like the wedding cake thing lol. It added the bit of quirkiness you need when approaching the profession.
Calculus_Entropy wrote:
Scouting xp is necessary to level in this line. Scouting xpinis gained by harvesting resources off of creatures and also by using /maskscent or /conceal to successfully sneak past aggressive creatures.
The Wayfaring line contains three skill modifiers and many schematics that will be explained momentarily. The Skill modifiers are Camouflage (related to the /conceal ability), Burst Run Efficiency, and Terrain Negotiation. The /conceal skill is very similar in function to the /maskscent skill gained in Scout. This skill uses the Camouflage modifier to see if you can successfully pass an aggressive creature or NPC without drawing its attention.
The fundamental differences between /conceal and /maskscentisare that /conceal uses Camo Kits and can be applied to people that do not have this skill. Camo Kits are crafted from planet specific components and are only useable on the planet for which they are intended. For example, the resources to make a kit for use on Dantooine, and only on Dantooine, are Dantooine herbivore meat and Dantooine scaley hide. Schematics for these kits aredistributedgranted throughout the Wayfaring line,and in the master box. While you can’t craft all of the kits until you reach Master Ranger, anyone who has the /conceal ability can apply any kit to themselves or others. These kits are made with a Weapon, Droid, and Generic crafting tool and only the number of charges per kit may be experimented on. Experimentation points are based on your Camouflage skill modifier.
The /conceal skill is generally more successful against creatures than /maskscent. There are also certain NPCs that you can sneak past if you are concealed. These are generally factional (Rebel and Imperial) NPCs.Increasing the Burst Run Efficiency modifier has the effect of lowering the HAM cost for using /burstrun.The Burst Run Efficiency modifier lowers the health, action, and mind (HAM)costs of using /burstrun.
The Terrain Negotiation modifier gives added speed to crawling. Terrain Negotiation for running and walking caps at +50, which is attained at Master Scout, therefore all of the Terrain Negotiation a Ranger receives is applied to crawling speed. At Master Ranger,youcan crawl at normal walking speed.
The Frontiering line (title granted: Frontiersman)
Wilderness Survival xp is necessary to level in this line. It can be gained through the use of camps, crafting camps and traps, and successfully catching fish.
...
The Tracking line has 3 modifiers in it. The first is Creature Knowledge. As this modifier increases, it allows you to see more information
,about a creature, such as special attacks and creature levels, when you examinethe creaturethem.
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The final modifier is the Creature-to-hit modifier. This modifier improves your ?auto attack? accuracy versus creatures.
This line also contains improvements to the /areatrack ability. As you train in the line, more options become available. Some improvements to the ability include:
· An increaseto radius of trackingof tracking radius (up to 500m maximum)
·An increase of informationasAdditional information about the whereabouts of your quarry (i.e. direction and distance to quarry)
· The ability to track NPCs
· The ability to track PCs.
Special Notes on Tracking:
Tracking is a useful skill, but it is not foolproof. The most important thing to note when trying to understand the /areatrack ability is that a Ranger cannot track what isn’t there! This means that if a creature hasn’t spawned yet, we can’t track it. It also means that one could theoretically move 10m, and have the creature spawn on them. The next thing to take note of is that Rangers cannot make things spawn. Rangers are at the mercy of the spawning system like everyone else.
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The other modifier gained throughout the Trapping line is the Rescue modifier. As this modifier increases, a Ranger has more success at using the /rescue ability. The /rescue ability is similar in function to the /taunt skill in the Brawler tree
; it causes a creature to switch from attacking its current target to attacking the Ranger, but only if the creature’s current target does not attack while the /rescue is being performed.: it causes all enemies attacking your current target to attack you as long as your current target is not attacking them.
Message Edited by Nemo0 on 09-24-2004 01:07 AM
Calculus_Entropy wrote:
Sheesh Paks...it looks like a rainbow threw up on my post! Yeah, the whole its', it's, its thing trows me off! I will take a look at what you said, though.
BTW, my dog Fred, no relation to Skinner, twisted his knee while we were playing fetch. He should be ok, but I am supposed to keep him from being to active for a while. He is a 3 year old German Shepard/Collie...short of drugging him, there is no way to keep him from being active! He was in on Saturday becuase my other dog (a Chow/German Shepard, who had knee surgery a few months ago..sense a theme here? Hers was genetic and not play related) bit Fred through the lip. I am getting frequent visit discounts from my vet. Wow, I derailed my own thread with talk of my silly dogs!
Message Edited by Calculus_Entropy on 09-23-2004 03:28 PM
Continuing derailling of thread...
... When I worked with dogs we'd use phenergan (an antihystamine commonly prescribed for children as it's 'fairly' mild) as a sedative for excitable hounds in transit. You may be able to get something simialr from either your local vet or pharmacy. Course, this is just a FYI, and am in no way condoning getting dogs stoned.
returning you to your regualr programming "A Guide for Rangers kills"
while there was a slight problem there, is->are doesnt quite fix it
Nemo0 wrote:
It's looking quite nice. I've made a few recommendations (in Christmas colors to follow the trend) but you'll probably want to ignore most of them.
Calculus_Entropy wrote:
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The fundamental differencesbetween /conceal and /maskscent isarethat /conceal uses Camo Kits and can be applied to people that do not have this skill. Camo Kits are crafted from planet specific components and are only useable on the planet for which they are intended.
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Message Edited by Nemo0 on 09-24-2004 01:07 AM
Tringard wrote:
while there was a slight problem there, is->are doesnt quite fix it
Nemo0 wrote:
It's looking quite nice. I've made a few recommendations (in Christmas colors to follow the trend) but you'll probably want to ignore most of them.
Calculus_Entropy wrote:
...
The fundamental differencesbetween /conceal and /maskscent isarethat /conceal uses Camo Kits and can be applied to people that do not have this skill. Camo Kits are crafted from planet specific components and are only useable on the planet for which they are intended.
...
Message Edited by Nemo0 on 09-24-2004 01:07 AM