Ranger Archive
Thread: Ranger in PvP
Sorry if this has already been discussed (i am a noob) - send a link to the discussion if it has.....
What does a Ranger (with a weapon skill) bring to pvp? (knowing that its primary role is to explore or PvE) Do traps (debuffs) work on other players and NPCs? Can you use Camoflage and Mask Scent to your advantage in PvP?
Thanks
Right now we bring nothing...zero...zip...zilch to the PvP field. All we DID have was the /rescue exploit (which I never seemed to get to work). Wait, I bring 1 special thing...a wookiee fur torch.
Who keeps catcing me on fire?!?! ![]()
traps are basically only PvE. Though i do believe one or two fo the new traps work on npc's
How do we raise the issue of "Traps" to the Developers?
It is clear "Traps" need to effect not only creatures but other players and their pets.Ithinkthe Scout "shouldNOT"get the benefit of Traps affecting all, but Rangers do.
This creates focus on the Ranger and it becomes a specialist role. Otherwise everyone will spec a few points in Scout rather than the experienced Ranger with all his/her knowledge setting off specialised traps.
Everything is about damage and buff ups- this could be the class (Rangers) which balances the battlefield!
Working traps and /conceal working in PvP in whatever fashion. Working PvP /conceal should be attainable at master ranger.
I absolutely agree that /conceal should be useable in PVP. It would need to have restrictions on it to keep it balanced, but it could be done. Maybe make it only work OUTSIDE of 64m, or maybe have it do "checks" against enemy players in the area every few seconds, similar to how mask scent "checks" against mobs. This would make it easier to sneak up onone player, but very difficult to sneak up on a group, as it should be. Perhaps this could be a Master only skill, to prevent everyone and their mom from having it. PVP groups would now WANT a Ranger to help them get the jump on the enemy.
I also COMPLETELY AGREE that traps should work against pets in PVP, and perhaps SOME would have use against players and NPC's(the trip wire would be awesome for this).
ThePhilosopher/Aramus Ramaan
I would like to second your opinion. Your ideas would create a PvP niche for us and at the same time maintain balance. The checks system works well as proven in the DAoC model; however, the range should be 128m minimum for the sake of concealment. Most pops occur at 128m. Makingthe traps affect Pets would balance these powerful allies and give us a chance for some interrestingPvP. It would also give PvP groups a reason to invite us. I also feel we need traps which work on Players/NPC's. Not to mention they need to apply our 'to-hit' bonuses to both Armed and UNARMED combat. Especially for us TKA/Ranger players who choose to use no weapons. You can not get more personal than open hand combat with nature. Again, I love your ideas and hope you and others will expand on them. We have a bit of love coming our way and I hope we can encourage a seriously long Honeymoon to follow.
Hunt well