Ranger Archive
Thread: So, Jedi get what they want again?
i dont think jedi will ever complain about rangers being able to track them, because not enough know that we can.
keep it quiet and they'll never know...
raziviWH wrote:Camps will always be useful, in my opinion, cause only rangers and scouts canplace a home on Dathomir and Endor.
Raz-
Pssst! And Yavin! Don't forget Yavin!!!
SioBabble wrote:
MsNil, please understand, the jedi that I refer to are the same ones you hold in disdain. There are many out there who do not wander around "in public" in padawan robes, or hang out in front of the starport entrance in Theed looking to impress other players. There are more than a few who are in this for the RP aspect (I like to think I'm one of them) and like any other group of players in this game, be they identified by faction, profession, or whatever, you've got your good and your bad. Not so many in Ranger, but gosh even CH has a bunch and Jedi, well....
Your post on the broken skills was quite informative, and I'll study it in great depth as I figure out what to do with my glowstick boy.
First the irony. The roleplaying Jedi are the people you never see. Becouse they do exactly what you probably want them to: take down their title, dress up in something neutral and unwield that lightsaber before they enter a city. There are even Jedi who want forcepower/lightsaber useage in Theed banned or tied to severe punishments, just becouse they are tired to have their behavior giving the entire profession a bad reputation.
MsNiL wrote:
It was also meant to be combat-only issues listed, and when I started to add issues with spicecrafting. After being done with smuggler there where a whole heap of non-combat issues included, and if I would add all non-combat issues for Smuggler, Ranger, Creature Handler and Bio-Engineer the list would grow beyond it's purpose; a simple/monitorable list of what's left over since the combat upgrade.
Well considering that Ranger is now pretty much considered a combat profession, I think it'd be nice if you'd be so kind as to add us. The reason Rangers were told were weren't getting a buff with pub 23 is because "it's for non-combat professions", implying that we are not among them. Considering in this game you're either combat or non-combat, I'd say that's a pretty good reason for Rangers to believe themselves to be a combat toon.
So, Ranger COMBAT isssues:
- Lowest melee and ranged defense of any normal combat profession. +10 to each at Master Ranger is an insult.
- Trap effects, like state effects for other professions, are seemingly useless.
- The only root available to a Master Ranger (the adhesive mesh traps) doesn't work at all.
- Only combat professions who cannot use their specials in all aspects of the game.
- Camoflage (which takes 140 skillpoints to use effectively) is less effective than both Force Cloak and Cover, yet is insanely more expensive in terms of skillpoints. And while both cover and camoflage work in caves, camoflage does not, rendering it almost useless on any part of Kashyyyk with interior invisible walls, as those areas are looked at as caves by the game, meaning our camo is useless.
- Zero speed or accuracy mods in Ranger, the most expensive profession in the game.
- Terrain Negotiation (a very powerful skill) caps running speed at +50. All a Ranger can do better than a person with +50 is crawl faster, which is next to useless in combat. A person with scout 4000 and +10 in TN tapes (very common these days) is just as fast as a Master Ranger--- but spends 29 skillpoints. Compared to a Master Ranger (140 skillpoints) this is simply rediculous.
all of these are combat issues. They are incredibly important issues that show how Ranger is perhaps the single most useless combat profession around. To be blunt about it-- I use 2 things from Ranger-- my trapping mod (though I can usually be found using traps from scout). and my cert for battle armor. That's it.
State effects is an issue that affects all combat professions...but considering that we're the only combat profession who can't apply those states to any target and unlike other professions, our traps do no damage, this issue affects us more than any combat profession. States used to be our domain. We were the mezzers/rooters of the game. Now everybody and their Bothan has them, and despite the fact that we were told they were too powerful for PvP (which is why we weren't going to get traps to work in PvP) we see now that they apparently aren't too powerful for PvP...yet traps weren't changed.
I can respect not putting camps and stuff like that on the list, the same way you wouldn't put spice crafting on. But the fact is that there are a HUGE number of issues with Ranger in terms of combat. My list is just scratching the surface. and I think if that list is to have any credibility it would have to include ALL combat professions. Ranger is, for better or worse, a combat profession in the the post-cu world. And it's clear by looking at the list that we're very high on the "combat professions that need the most help" list.
Phenix1050 wrote:
MsNiL wrote:
It was also meant to be combat-only issues listed, and when I started to add issues with spicecrafting. After being done with smuggler there where a whole heap of non-combat issues included, and if I would add all non-combat issues for Smuggler, Ranger, Creature Handler and Bio-Engineer the list would grow beyond it's purpose; a simple/monitorable list of what's left over since the combat upgrade.
Well considering that Ranger is now pretty much considered a combat profession, I think it'd be nice if you'd be so kind as to add us. The reason Rangers were told were weren't getting a buff with pub 23 is because "it's for non-combat professions", implying that we are not among them. Considering in this game you're either combat or non-combat, I'd say that's a pretty good reason for Rangers to believe themselves to be a combat toon.
So, Ranger COMBAT isssues:
- Lowest melee and ranged defense of any normal combat profession. +10 to each at Master Ranger is an insult.
- Trap effects, like state effects for other professions, are seemingly useless.
- The only root available to a Master Ranger (the adhesive mesh traps) doesn't work at all.
- Only combat professions who cannot use their specials in all aspects of the game.
- Camoflage (which takes 140 skillpoints to use effectively) is less effective than both Force Cloak and Cover, yet is insanely more expensive in terms of skillpoints. And while both cover and camoflage work in caves, camoflage does not, rendering it almost useless on any part of Kashyyyk with interior invisible walls, as those areas are looked at as caves by the game, meaning our camo is useless.
- Zero speed or accuracy mods in Ranger, the most expensive profession in the game.
- Terrain Negotiation (a very powerful skill) caps running speed at +50. All a Ranger can do better than a person with +50 is crawl faster, which is next to useless in combat. A person with scout 4000 and +10 in TN tapes (very common these days) is just as fast as a Master Ranger--- but spends 29 skillpoints. Compared to a Master Ranger (140 skillpoints) this is simply rediculous.
all of these are combat issues. They are incredibly important issues that show how Ranger is perhaps the single most useless combat profession around. To be blunt about it-- I use 2 things from Ranger-- my trapping mod (though I can usually be found using traps from scout). and my cert for battle armor. That's it.
State effects is an issue that affects all combat professions...but considering that we're the only combat profession who can't apply those states to any target and unlike other professions, our traps do no damage, this issue affects us more than any combat profession. States used to be our domain. We were the mezzers/rooters of the game. Now everybody and their Bothan has them, and despite the fact that we were told they were too powerful for PvP (which is why we weren't going to get traps to work in PvP) we see now that they apparently aren't too powerful for PvP...yet traps weren't changed.
I can respect not putting camps and stuff like that on the list, the same way you wouldn't put spice crafting on. But the fact is that there are a HUGE number of issues with Ranger in terms of combat. My list is just scratching the surface. and I think if that list is to have any credibility it would have to include ALL combat professions. Ranger is, for better or worse, a combat profession in the the post-cu world. And it's clear by looking at the list that we're very high on the "combat professions that need the most help" list.
I have acknowledged and listed the following in that list already:
Message Edited by MsNiL on 09-01-2005 04:50 PM
MsNiL wrote:
I have acknowledged and listed the following in that list already:
1. Rangers total lack of general speed and general accuracy bonuses.
2. Their total lack of licensed weapons.
3. Their lack of defenses (except the +10 in master).
4. No Knockdown Recovery in novice scout.
5. Their total lack of Dizzy/Stun/Blind recovery.
6. The limited effect of Dizzy and Blind, especially at higher level.
Finally I believe I listed the simple question "why arent Ranger's the most suited profession to pick down big-game hunts" is listed in there somewhere if I remembered to add it.
As a related non-combat specific sidenote, I am wondering why all professions can loot Krayt Tissue and Gorax Bone Shards.
To sum up: "I know at least about the greater issues". But thanks for a more detailed list of how an old ranger feel about it.
(Finally; there's 2 more combat related things in Ranger; Creature-To-Hit Mod and Rescue. +25 accuracy against creatures and taunt is AWESOME. (irony))
and you had some on your list I didn't (such as the state recovery issue and the no weapon issue).
good to see we're included.could you PM me a link to that thread though? I really can't seem to find it.
Taunt, Area Taunt and Mind Dominate are pretty much crap as well. I probably should add Rescue in the issues related to Taunt.
Phenix1050 wrote:
Okay cool. I actually haven't seen the list (went through your post history but I may have missed it, I only went a few pages back. As far as rescue goes, it's almost a useless skill. It used to be that a person could /peace out and let Ranger take aggro, but since /peace was taken out of the game, there isn't a way for Rangers to draw aggro.
and you had some on your list I didn't (such as the state recovery issue and the no weapon issue).
good to see we're included.could you PM me a link to that thread though? I really can't seem to find it.
Ranger should be mentioned among "Blind/Dizzy/Stun"and "State Boosters/Counters".(they have a trap that decrease state resistances).
I'll do the best I can to give the effects, I'll do it in the order you recieve the certs:
Lecapine Dart- dizzy effect
Wire Mesh trap- slightly decreases melee defense (extremely low amount)
Glow Juice trap- slight decreases ranged defense (extremely low amount)
Sharp Bone Spur- Dizzy effect
Noise Maker- I believe it's a stun, but not entirely sure
Stink Bomb- decreases state resistsance
Glow Wire trap- slightly decreases ranged & melee defense (extremely low amount)
Phecnacine Dart- snare effect. AFAIK, the most powerful snare around
Adhesive Mesh- root effect. DOES NOT WORK. You'll get a success message and nothing will happen.
Flash Bomb- AoE blind
Sonice Pulse- AoE stun/dizzy, I beleive
Message Edited by Dariane_Kamutsovy on 09-01-2005 06:01 PM
Message Edited by Phenix1050 on 09-01-2005 01:53 PM
Calculus_Entropy wrote:
Ok guys...she gets it. We are going to lose ground in the claim that we are the most mature, respectable board if y'all continue to read MsNil the riot act.
EDIT: This is in no way a slight to anyone that has posted here. It is a preemptive strike for future posters.
Message Edited by Calculus_Entropy on 08-31-2005 04:42 PM
Then I apologize... I read it after my posting...
OTOH my posting tends to get deleted so no worries there...
Hence my silence lately
Phenix1050 wrote:
I'll do the best I can to give the effects, I'll do it in the order you recieve the certs:
Lecapine Dart- dizzy effect
Wire Mesh trap- slightly decreases melee defense (extremely low amount)
Glow Juice trap- slight decreases ranged defense (extremely low amount)
Sharp Bone Spur- Dizzy effect It's blind as far as I can remember
Noise Maker- I believe it's a stun, but not entirely sure It is.
Stink Bomb- decreases state resistsance
Glow Wire trap- slightly decreases ranged & melee defense (extremely low amount)
Phecnacine Dart- snare effect. AFAIK, the most powerful snare around. I need to try, I have always considered Electrolyte Drain to be the worst.
Adhesive Mesh- root effect. DOES NOT WORK. You'll get a success message and nothing will happen.
Flash Bomb- AoE blind
Sonice Pulse- AoE stun/dizzy, I beleive I believe that's correct.
All added.
Also added here: http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=1034368