Ranger Archive
Thread: Post your comments here (link to discussion thread)
Hi,
I am new to Master Ranger, but I have been working on it for a long time. I have always liked rangers. As requested sharing my thoughts.
First tree: Personally I have no issues with other classes having similar abilities, but to me a skill that requires a kit customized by planet should have two big things. #1 longer duration, #2 greater effeciecy against detection. Currently we dont have these, and that is the message I want to share. Let others have similar abilities, but the Ranger's should be the most effective, greater bonuses to this effectiveness should be given to Master Ranger
Tree #2: Camps are cool, and fun but mostly useless. Best way to fix this, make one tent class have the ability to allow entertainers to heal BF. The top tent should do as it reads to do and actually block combatant creatures/NPC's from targeting people inside the camp, and from entering the camp. I know for this ability I would even be willing to have the tent require maint to paid and power be put in, the more u put in the stronger and longer the protection is.
Tree #3: Other than un-missionable loot things this tree is mostly just hunting bonus. I would like to see some combat bonuses added to it.A cool idea I had, give a attack move you can do from a camo kit without breaking the camo. The hunting/creature relater bonuses should also be upped. The change to the master ranger box was quite stunning. The changes to harvest levels post CU are equally nice. I have not tested the scout option, but I do know the greater harvest skill needs to yeild exponential curve bonuses to yields, and currently it is the opposite. The +60 at master seems to only yeild a 10-15% improvement, pittance reward really.
Tree #4: I have not tested all the traps post CU, but sonic pulse, GlowWire, and oh I forget the name the flash one. All work fine for me. Sonic pulse drops stun and dizzy like clockwork, glowwire's defense down is readily evident if you watch before and after heath bars on the monster. And the flash drops blindness just fine. The biggest improvement to made here are #1 clean up the used trap pics, #2 reduce the fire rate on traps based upon ranger boxes, master should be able to whip out traps very quickly.
Over all input.
Give traps experimentation points, to allow another bonus to master level. Greater improvement on effectiveness.
As a whole rangers as a concept are agile and elusive. The tree needs to award greater defesive bonuses.
Another note on traps, create new stronger traps that require prep time and setup, but perform greater yeilds. Not things you toss like a grenade, but have to setup in the terrain and then lure a critter into.
Trap effects need to have greater duration timers, most only stay on a critter for 10-20 seconds.
Rangers inherintly know the weak points of creatures, give them a combat attack that exploits this knowledge to hit in critical areas. Give a minus to accuracy, but a healthy bonus to damage.
Also given a ranger's familiarity with creatures, they should share some of the benefits creature handler gets. Maybe say at master ranger allow pet level 15, and 2 pets out at once, and more pets in datapad. Nothing uber, just a nice perk to help them out.
Ranger is vastly underplayed because it doesnt support a group much, doesnt dish dmg as well as a dedicated combat char, doesnt defend well. The main thing that attracts people to it is the hunting for profit potential. To me ranger should be more than just this.
I will admit, I was planning to just take hunting IV in ranger, then when the modded master ranger I said, cool that makes master worthwhile and I get other perks. The +60 harvestlooks cool, but its deceiving. If it wasnt for the fun I have with camps and rtraps I would drop back to just hunting and pick up branches of another combat tree.
Ranger has awesome potential, hopefully we can convince the Devs open some of this to us.
Radiant.Varousk
Radiant.Inoquee (My Ranger alt)