Ranger Archive
Thread: If you could develop a new Ranger tree, what would it be?
It's been said before, but bears repeating: the fact that terrain negotiation at 50+ only affects movement while prone is of limited value.
That a Wayfarer or Master Ranger has the same upright rough terrain movement rate as Master Scout is silly.
Somebody mentioned a "trot" skill-- that's a good suggestion. Whatever form it takes, we need a terrain negotiation edge that nobody but Rangers exhibit (besides a nightspider impersonation).
If I could remodel the tree, it would look like this:
1. Tracking- The whole tracking idea would go under here. Very useful for groups.
2. Hunting Structures- as well as all the camps, structures such as treehouses, hunting stands, etc. would be able to be crafted by Rangers. This would be great for groups because such structures give large accuracy, range, defense, and power boosts to whoeveris inside. The bigger the strucuture, the more the boost as well as the more people who can be inside. Great for large game.
3. Hunting and Exploring- would have anoter name, but in this group would be large mods on burst runs, running up cliffs, etc. Also, better and more advanced camoflagu techinques that are different then mask scent. For instance, you will b able to make a stench that you can spread over your body that will make aggro creatures do the opposite, and avoid you. Useful for many things.
4. Tools- inside tools would be very useful things for a Ranger. You would be given certs for useful traps, as well as improved flashlighs, and even new weapons (such as bow and arrow, but I might just be dreaming). Anything that would be a useful tool for any Ranger or group would be inside this tree, which would be very useful as well.
If this tree were implemented, it would mak Ranger, IMO, one of the best, if not the best, prof. in the game, because it would be needed for hunting large game.
I think there is a little modification needed to the tree. The game first off is not a soloing game, which is why the "nerfing" has been going on and why the ranger prof has not been nerfed. That being said I think that some hybridization is needed.
1) As a Master Scout I can forage ahead and scout out the terrain better than other players. We need the ability to communicate or findings to uor teammates. ergo, signs When clicked on show what we saw where and how far.2) RescueCAN be use as a trap. when laying a trap then luring a MOB away from a teammate and into the trap. As it is now the only way it is a trap is if your other teammates are waiting for the mob to get into range by going after you.
3) The data pad should be picked up when leaving camp and shows camp's disband countdown. In other words we can leave camp and know that while we are scouting how much time is left before we need to get back. Large camps should stay up for 1 day, while we lead our group to a hunt or we can disband the camp as we do now, before we leave it.
4) Better harvest of both hides,bones, and meats. Master collects all 3 if avaiable.
5) Creature knowledge allows us to control some aggresiive creatures and higher CL creatures +5 at bio leveL II, Bio level IV +5 aggressive and Master Ranger another +5 to both. Experience should reflect the increase however. This seams reasonable, due to the fact that unless we have CH skills on our own that a cheif, droid eng, etc. with no creature knowledge required can have the same pet we can.
6) A group lead by a ranger should get a "terrain movement" boost if they are with so many meters of a ranger. Similar to squad leader but not as powerful.
7) Pets should heal at camps as well as players, along with faster use of pet stims by rangers
These changes would show more of why a player needs the scout line to follow squad leader, creature handler, and bio-engineer lines. Does not change caps for creature handler levels, but gives an alternative and purpose to the RANGER line,
makes everbody