Ranger Archive

Thread: Guide to the effective use of Rescue

SolrFlare
Fri Jul 30, 2004 7:44 pm
#1


Despite what some may think, Rescue is, without a doubt, the best form of mob crowd control in the entire game, "if" (and thats a big if) you properly prepare yourself.


I hunt with my wife/partner all the time. She is a master BE/Master CH so we tend to do a lot of DNA sampling with me tracking and killing stuff when it gets upset from being poked in the butt too much. If you are ever on Dathomir and see a purple thing streak across your screen screaming, followed by a green blur, then a horde of mutant rancors, thats probably us


Anyway, Mutant Rancors tend to be a pain to find and sample, so over the course of the last few months we have very much mastered controlling their aggro so that we can get the maximum possible samples per rancor. The key to doing all this is effective use of rescue.


Here is what you do:


Step 1: Keep your group members informed


Remember, Rescue only works if the person you are rescuing has hit peace. If they don't peace, you will never rescue them. Make them aware of this.


Step 2: Proper placement


You want to place yourself about 70 to 80m away from the lair/spawn point. Optimal placement is somewhere where you don't have further aggros at your back.


Step 3: Be patient and wait


I find going prone and staying masked scent to help. You are virtually invisible when you do this, which is what you are after.


Step 4: Rescue time


So your BE got aggroed, or the group you are tracking for got in trouble and needs a breather. Have them hit peace then run towards you. At 50m out, target them using the group name menu(or a macro) then slam on rescue.


Step 5: Race for your life Charlie Brown


The minute you hit rescue you will pull all the mobs off the person to you. At this point run away from the lair/spawn point. Do not burst unless its an emergency. If you are buffed and armored it shouldn't be a problem. Around the time you get about 200m away from the lair/spawn point, all mobs will lose interest. This is the goal of the whole process.


You see, once all those mobs forget about you, unless any of them had a bleed applied to them, they will now happily wander back to their lair and not bother anyone so long as they are masked and undetected. In the case of my wife, this means if a mutant rancor gets mad at a failed sampling, or aggros from a broken mask scent, I can draw it away, calm it down, then she can move in to sample it again. This is especially ideal since you can not get lairs of these spawns, so every one counts.


Effective use of rescue can not only keep you and your group members alive, it can save you time wasted on killing and tracking more mobs. The only thing to be careful of when using this technique is bleeds. If a creature is bled, it will aggro any group member that gets within 80m or so when the bleed ticks again. If the creature has a bleed on it, stay clear until the bleed subsides, then everyone can move back in again.

Message Edited by SolrFlare on 07-30-2004 10:44 PM



------------
Solr_Flare

Server: Chilastra
Character: Solarius Kerash
Profession: Master Ranger/Pistoleer
Almagill
Fri Jul 30, 2004 7:57 pm
#2

/applaude

See, this is the other reason I like to stick around this board. Well thought out, clear idiot proof guides. I'm almost looking forward to trying /rescue again, lol



/sticky !



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WildBil2Me
Fri Jul 30, 2004 9:22 pm
#3






SolrFlare wrote:



Step 1: Keep your group members informed


Remember, Rescue only works if the person you are rescuing has hit peace. If they don't peace, you will never rescue them. Make them aware of this.







I HAD NO IDEA!!!


Great work here... I think I'll be able to put rescue to that much more use now.


I second the /sticky !!


-WB


Side note... "Interior Decorator?" That's an interesting Forum class... how'd you get that?



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
JBMat
Sat Jul 31, 2004 4:11 am
#4

Solar -


While informing some of us on how to use rescue, you also have hit upon it's major drawback - how the "rescuee" has to hit peace, often more than once, to be rescued. A bit of history -


Called Ranger assisted suicide by most of us - rescue got nerfed after we found out we could semi-grief BHs, the favored children before Jedi. We could "rescue" a BH from his mark, finish the mark off, tell the hapless/hopeless BH we were sent by the guild to clean up his mess and to get his stuff together or risk expulsion, and then laff as we wandered off.


As you can imagine, this made many BHs unhappy - by golly they lost maybe 50xp for weapons by us horning in. Hence, we were nerfed.


Rescue is and remains the most seldom used (I even use forage more when bored) skill we have. Instead of being able to just help others, we have to explain, in detail, what to do... what a crock o' crap.


Oh well. I know some of the older Rangers were "cleaners" in the past, and it was probably worth the nerf for the havoc wreacked upon the BHs for the short time we did get to mess with em.


JB
Dark_0ne
Sat Jul 31, 2004 4:30 am
#5






SolrFlare wrote:


If you are ever on Dathomir and see a purple thing streak across your screen screaming, followed by a green blur, then a horde of mutant rancors, thats probably us





lol my brother is a BE - this sounds so familiar !!! hehe


and thanks for the instructions on using rescue to good effect - I'll be quoting you on our Guild message board so they all understand what to do (hopefully :smileysurprised





Tony Weyland - semi retired
darmokVtS
Sat Jul 31, 2004 4:32 am
#6

I had much better results (even if it involves more clicking) with /taunt

In case the marksman type doesn't know: that's a novice brawler skill. Oh and the person you are "saving" doesn't need to use peace or even know that you work on helping him.

You can do quite some other funny things with /taunt too , recently i did some "ping-pong" taunting on the deathwatch overlord with another brawler and my group took him down without him dealing a single point of damage. We did confuse him too much I think .

Still, nice guide for those that aren't brawlers.

Message Edited by darmokVtS on 07-31-2004 01:45 PM




Kope Sanisa, Medic / Imperial Pilot Ace
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Springbok
Sat Jul 31, 2004 1:26 pm
#7

ditto on not knowing about the /peace rule. 5 stars mate. thanks.
SolrFlare
Sat Jul 31, 2004 2:02 pm
#8

Taunt is most definitely an effective tool to have as well. In fact melee rangers have the distinct advantage of having both. Taunt works extremely well against single targets, but its consistency makes it a bit trickier to use when having to deal with a large number of mobs.


Also, at Master Ranger, rescue willalmost alwayswork if the person being rescued is peacing. The only thing that does not always work is yu might not pull all the mobs if there are a ton of them. For example, on rare occassions I've pulled 9 mobs instead of the full 10 that were aggroing someone. Occassionally one or two might slip through.


It is also great because you can use it to literally pull everything off everyone ina matter of seconds. However, outside of using this as mob control, ranger's using rescue also happen to be a dedicated healer's best friend ever. Most dedicated healers I've found have a built in peace in their healing macros, and when you in a nasty PvE situation where you need to keep your healer alive at all costs, they will love having a Ranger guard on them. You can literally keep a healer almost aggro free if you do it right.


For the NPC and peace thing, yeah, I remember that one well. I've been a master for almost a year now. It was a really nasty exploit although at the time, the people who were rangers would never have used it, but they couldn't leave the door open on that one. I do think that, at least, a ranger should be able to rescue any "group member" at any time without them having to hit peace. Then just save the peace thing for non-group members. It would certainly make life a lot easier. But, I just work with what they give us, I stopped trying to get things changed back around november lol. I just take take what we get and keep on plugging, and cloning, and plugging away again



------------
Solr_Flare

Server: Chilastra
Character: Solarius Kerash
Profession: Master Ranger/Pistoleer
Nemo0
Sat Jul 31, 2004 2:05 pm
#9


Just to make it clear, the peace is only necessary for a single agroed mob. If they are attacked by a swarm then /rescue will pull all the ones not being damaged off of the other player. So it also works as a group single pull tool (have one person attack a mob, rescue them and run 200m away with the rest of the pack).

Edit: although, reading the above posts, this might be because of a healing macro peace thrown in somewhere in there....


Oh, and it can be very useful in the Death Watch Bunker when someone is starting to get too low on health. Rescue them, let them recover a bit, and then have them get the agro back (or let someone else in the group take the agro). This ended up saving a few deaths last time I was there.

Message Edited by Nemo0 on 07-31-2004 10:06 PM



Lythender Nirou
Crazy Bothan


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