Ranger Archive
Thread: Ranger Viability PostCU First opinions
- Concel is still borked as far as I can tell
- Maskscent still breaks on ANY combat starting, which sucks. I assume camo would do the same, if we could only test it...
- Maskscent DOES give scout XP for successful checks, but you'll need to be looking at your combat queue to see it
- TN seems... off. Most creatures seemed MUCH faster than I was, even in just bio-mod clothes so 0 encumbrance. However, I didn't do any serious "testing" on this to validate one way or another, but we might want to do that to see. It might have just been a perception thing too, who knows. Just "felt" slower
- Ranger still actually seemed pretty viable to me, as long as I played the same way - kept my wits about me, watched what I was doing, paid attention to things I knew or did before (quick examind of creatures prior to attacking them, etc).
- Was able to take on a couple enraged rancors on Dath w/out any issues. Poor XP since they were actually lower level than me (70ish or so I think) but the harvest was good, and wasn't a hard fight at all. I don't know if we'll be as horribly gimped as maybe some first thought.
- Conversion on armor was cool and is actually pretty useful. I had a couple sets of comp that I converted so I have 1 ubese set, 1 padded set, 1 bone set and 1 tantel set. (Ranger / Rifles so cert for battle & recon armor). The combo of lvl 80 + tantel armor meant I wasn't taking much damage at all from creatures, and that would only get better if I switched to battle armor (bone or padded) with higher kinetic resists.
- Didn't have time to do any more serious testing with traps and such, but at least for PvCreature, could see that they'd be fairly useful since stuff seemed to come up on me FAST and, as a rifleman, I'd rather it stay at a bit of distance. I think anything that slows or snares/roots a creature is going to be my friend (kneecap shot didn't seem to do much, while it did land a "snare" state, it didn't seem to snare, root or slow a creature that I could tell).
- If you can find a doc that has any Stim E's up for sale, grab 'em. The Stim B's that many of us had converted over to only be like 180-ish power, the Stim E's I found today were in the 600-ish neighborhood which, when you do take a bit of damage, helps a LOT. Obviously you need the CL to use them, but they're nice if you can find 'em and get ganged up on by a group of Sith, say.

- Since VERY few folks can heal wounds now (many of us could with Woundpack B's previously with only novice medic), Scout & Ranger camps actually got quite a bit more useful if you DO take wounds in the field. Didn't really have reason to test it out this morning, but the potential is there for camping to actually have some purpose on larger / extended hunts.
That's about it for now - I'm at work, so can't do a lot more testing now, but wanted to drop some "initial impressions" and let you all know that it's maybe not so horrible as some were painting it to be. At least most of US were testing and "Educated" on this, I ran into a LOT of people in the game this morning that were hopelessly lost and didn't have the first clue as to where to go or what to do. Good luck out there, have fun, and let us all know what YOU find when you get in game and see how things go!
/RangerSalute
Ah.. that makes sense, as that's where most other info was moved. I'm just glad we still get to see our /harvests as a system message.
Unfortunately, we still don't see a "state" icon for /maskscent under our HAM. I /bugged this again on Live.
Aragorn, your TN might have seemed a bit off if you were equipping a rifle, as it slows movement. Unequip and you should be able to see normal TN (pre-CU). Even with the slowed movement, TN still comes in handy.. especially for riflemen.