Ranger Archive
Thread: Ranger-combatant and Ranger-artisan.
Hey all. Been out of the game for 3 months, very productive at work, so don't call me renegade. SWG has some sweetness to it, I'm gonna stick with it this time. And I'm close to Master Ranger anyway and going to master it.
Enough introduction.
Reading a nice Outdoorsman concept, I continued to compare Ranger with Doctor/Combat Medic. I think there should be two professions:
Ranger-combatant - a mix of Scout and Marksman or Brawler with following four lines of development: tracking/harvesting/creature knowledge, terrain negotiating, defensive bonuses(usingenvironment), and attack bonuses with a weapon of choice. Yes, there should be Ranger-specific weapon. This Ranger is a hunter, main seller of organics.
Ranger-artisan - the only maker/supplier of traps, camo kits, high level camps that can be used by anyone with some level in Scout. This Ranger is pure artisan. Can make traps schematics, run crates of them in factories, etc.
These two are like Combat Medic and Doctor professions.
It's just an alternative view on the situation.
I think your Ranger-artisan would be very very lonely and very very poor.
I agree with Beau.
I seldom, read that as about never, buy stuff I can make. A crate of traps is nice, but I am not spending big creds on something I can make in a few minutes. A crate of camps? I carry 4, two basic, one HTFB and one FB. I use one, I craft one. I carry a satchel with stuff to craft with.
I tried a while back to sell stuff, survey said = ahhhh no go.
Besides being self sufficient, I think I am cheap.
JB
however, I like being self-sufficient and I wouldnt like having skills taken away from me and put into a sister class.
My idea, is for you to formulate how the ranger/ crafter would be fleshed out, and post your ideas on the boards. This may add some cool stuff to our profession
l
Un4tun8 wrote:
Ranger-artisan - the only maker/supplier of traps, camo kits, high level camps that can be used by anyone with some level in Scout. This Ranger is pure artisan. Can make traps schematics, run crates of them in factories, etc.
This makes no sense to me. Rangers can do all this now, (except the bit about selling high end camps to scouts, which I'm guessing are not exactly going to be hot sellers) and compared to any other artisan-based profession (even novice artisan) these goods are just pathetic. Hardly anybody uses cammo kits now, and you really can't make them usable by just anybody otherwise you invalidate a good part of the scouting profession. Camps are about to lose 90% of their usefulness, and you rarely see people using the high end ones now except to gind. Traps have some market value, but are still a very under utilized part of combat, and the demand for them is not great since anyone that can use them can also make them. I sell all these items now and even in a very busy store/mall the sales of these items pale in comparison to just about everything else. I just can't see anyone actually wanting to be a ranger-artisan. It just sounds like a skill point sink to me.
As such, the Ranger Combatant and the Ranger Artisan are both achievable within the current system.
Combatant = Master Ranger + Master Marksman. We could stand for a defensive mod if outdoors or in certain geographic conditions (elevated, tall grass, forests, etc.). But that gives weapon choices. Sure it's not as fun and flashy as Commando gear, but then, using Commando flash bangs would logically need to reduce our defensive mod anyway. Nothing like a Flamethrower to show a point of origin
Artisan is even easier. You don't need any skills in Artisan to use a factory. Just the Lot. Get a professional Master Artisan or better to craft you a high end Weapon, Droid & Generic Crafting kit. Then use a high end Crafting Station to create a max-experimented schematic. Then load that plus the resources into the Factory.
I had a side business of camp and trap crates going for awhile. They produce really quickly. And I use crates exclusively now because my inventory space is very very limited and it's easier to double-click a crate when I've used up the previous traps during the few minutes between fights than try to frenetically craft more.
But the business wasn't all that great, since it was only to others who could do this themselves anyway. And since experimentation thus far has only seemed to matter on the number of charges in a Camo Kit, and I generally just use Mask Scent anyway at Wayfaring II, well, it just wasn't worth it.
Rangers are pretty much a Swiss Army profession anyway. They seem to be able to do four unique things versus the four lines of sameness so many others have to deal with. You could choose any one or two and have that many more points to diversify.
That should be celebrated. I quit EQ a long time ago