Ranger Archive
Thread: Thinking of changing ranger build...to melee...suggestions?
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evetsleep
Wed Aug 24, 2005 5:30 am
#1
I am currently MBH\Master Ranger\SL0300 and while this template works, its not what the type of character I really like to play. In the past 2 years of SWG my alt (now Jedi) was a TKM and I really loved that profession. Playing with a character builder I see that I can build TKM\Master Ranger with 4 points left over. I was wondering if any rangers have tried this build. I could certainly buff up TKM with some unarmed tapes and getting some knucklers of katarn to help with the damage output. Any thoughts on this or suggestions?
Calculus_Entropy
Wed Aug 24, 2005 5:42 am
#2
I think it is a great build. You get a better, but shorter buff than Doctor buffs, you can heal yourself, you can stand toe to toe with anything that is your level (and higher, in some cases). I am loving TKA, but remember, CoB is you friend! You don't even need to buy armor! One drawback with TKA is a lack of specials, but I think that is becuse you are meant to be defensive, not offensive.
Message Edited by Calculus_Entropy on 08-24-2005 06:43 AM
Mousekin
Wed Aug 24, 2005 6:53 am
#3
When I came back from my last hiatus, I tried a lot of different fighting skills - trying to make up my mind. TKA was one I tried and I really liked it a lot. Especially since you don't wear armor. I eventually did give it up as I had trouble finishing things off. You can stand up and tank a good bit, meditation is awesome, CoB is like a built in buff and better than what my swordsman gets even. Use legsweep for the knockdown (actually in UA3 or 4 I think) and some traps.
Like I said I did eventually give it up, it just didn't fit my playstyle very well. I went to Rifle and use cover and conceal shot to pick off stuff before it gets to me. Then usually I run. lol Anyway, if you liked TKM already, I'd say go for it.
Farmi
Wed Aug 24, 2005 7:18 am
#4
I'm a master ranger/ master pikeman, and it works fine for me. The only anoying thing is not having any medic, so i have to have ruby bileil and stim d's all the time (but only a real issue with very high level creatures) Other than that I love it.
Starson
Wed Aug 24, 2005 7:30 am
#5
Have been MRanger/TKM since I started playing, and like Calc said I can take out up to 2 lvl 82 mob's, our defenses are second only to Jedi defenders, but it taks a while to kill them.If your the berzerker typeplayer you will not like it. Camo is your friend when going up against aggressive mobs and npc's, as it lets you take one mob at a time while his buddies don't even see ya. I would stay away form npc's untill you get the camo skills in Ranger, but Mask Scent work's on critter's untill then.
Sneev
Wed Aug 24, 2005 9:27 am
#6
evetsleep wrote:I am currently MBH\Master Ranger\SL0300 and while this template works, its not what the type of character I really like to play. In the past 2 years of SWG my alt (now Jedi) was a TKM and I really loved that profession. Playing with a character builder I see that I can build TKM\Master Ranger with 4 points left over. I was wondering if any rangers have tried this build. I could certainly buff up TKM with some unarmed tapes and getting some knucklers of katarn to help with the damage output. Any thoughts on this or suggestions?
Aren't you going to find the lack of healing to be problematic? I have been trying to reconcile TKM and Ranger in some manner myself, or at least hang onto some part of Ranger and haven't come up with a spec I liked. TKM/MRanger can be done but it seemed to me that the lack of a heal would make fighting a challenge to say the least. Forgive me if I am missing something that should be obvious though, as I am new to both TKM and Ranger effectively, having only tried either briefly in the CU respec mania. I am currently TKM2112/Ranger4440/some Medic - and was going for TKM/Novice Doctor/Ranger0030 - and to TKM/MDoc if that didn't work effectively enough.
I can see perhaps TKM/Ranger4040/Medic0400 perhaps (or whatever combo of ranger you prefer) so that you have the healing from Bacta Shot/Toss/Spray. (I really wish they would remove the Master Scout requirement for Ranger and just make it Scout0404 or something, it would make templates so much more flexible).
Lorrowyn
Wed Aug 24, 2005 9:33 am
#7
I think it's a great build. I personally went the route of getting Master Rifleman to compliment my Ranger like skills.
evetsleep
Wed Aug 24, 2005 9:47 am
#8
Sneev wrote:
evetsleep wrote:
I am currently MBH\Master Ranger\SL0300 and while this template works, its not what the type of character I really like to play. In the past 2 years of SWG my alt (now Jedi) was a TKM and I really loved that profession. Playing with a character builder I see that I can build TKM\Master Ranger with 4 points left over. I was wondering if any rangers have tried this build. I could certainly buff up TKM with some unarmed tapes and getting some knucklers of katarn to help with the damage output. Any thoughts on this or suggestions?
Aren't you going to find the lack of healing to be problematic? I have been trying to reconcile TKM and Ranger in some manner myself, or at least hang onto some part of Ranger and haven't come up with a spec I liked. TKM/MRanger can be done but it seemed to me that the lack of a heal would make fighting a challenge to say the least. Forgive me if I am missing something that should be obvious though, as I am new to both TKM and Ranger effectively, having only tried either briefly in the CU respec mania. I am currently TKM2112/Ranger4440/some Medic - and was going for TKM/Novice Doctor/Ranger0030 - and to TKM/MDoc if that didn't work effectively enough.
I can see perhaps TKM/Ranger4040/Medic0400 perhaps (or whatever combo of ranger you prefer) so that you have the healing from Bacta Shot/Toss/Spray. (I really wish they would remove the Master Scout requirement for Ranger and just make it Scout0404 or something, it would make templates so much more flexible).
I don't have any healing now and I do just fine. Stims + ruby works just fine (well ruby when needed). When I was a TKM with my now jedi, I did extremely well with TKM, tapes, sliced knucklers of katarn with CoB running and power boosted.
Sneev
Wed Aug 24, 2005 9:56 am
#9
evetsleep wrote:
I don't have any healing now and I do just fine. Stims + ruby works just fine (well ruby when needed). When I was a TKM with my now jedi, I did extremely well with TKM, tapes, sliced knucklers of katarn with CoB running and power boosted.
Oh well thats very encouraging to hear. I have used Stims with bliel before when I was trying MBH/MRanger but found I was burning through them fairly quickly and it seemed expensive. I have to admit part of the reason I am going TKM was simply that I am tired of buying new armor, and I like the look I have at the moment with camo pants and a field jacket etc (although the lack of a decent hat is annoying as many have said). I found that with only TKM2112 atm I can solo, albeit slowly, but I do need a lot of healing still. Do you find that by the time you make Master TKM you seldom take noticeable damage? or at least damage that can be negated by use of food and healing naturally between fights? I had more or less figured I would have to drop Ranger in favor of Doctor (which I also like a lot), or limit ranger in favor of some medic skills at least.
In essence I thought the major effectiveness of a Ranger came from kiting in combat and relying on ranged weapons for damage, since you could take advantage of the superior terrain negotiation skills available to Ranger that way. Most Rangers seem to combine it with Rifleman, or MBH from what I can see. I would love to be able to keep Ranger if I can.
evetsleep
Wed Aug 24, 2005 10:14 am
#10
Using Pdarts and kiting is certainly easier then standing there and going toe-to-toe and is less risk (its what I do now, but I honestly hate kiting). With TKM you will get roughly 50% damage mitigation for everything with CoB on and you will get hit much less with CoB running as well. The key to being a TKM is making sure to run CoB, have a good unarmed weapon (I prefer knucklers of katarn), and if possible BE cloths for range\melee defense and unarmed damage and then get some unarmed skill tapes for speed and a accuracy (although accuracy is not really a problem for TKM's), and having some good stims and ruby for emergencies.
Sneev wrote:
In essence I thought the major effectiveness of a Ranger came from kiting in combat and relying on ranged weapons for damage, since you could take advantage of the superior terrain negotiation skills available to Ranger that way. Most Rangers seem to combine it with Rifleman, or MBH from what I can see. I would love to be able to keep Ranger if I can.
Sneev
Wed Aug 24, 2005 11:02 am
#11
evetsleep wrote:
Using Pdarts and kiting is certainly easier then standing there and going toe-to-toe and is less risk (its what I do now, but I honestly hate kiting). With TKM you will get roughly 50% damage mitigation for everything with CoB on and you will get hit much less with CoB running as well. The key to being a TKM is making sure to run CoB, have a good unarmed weapon (I prefer knucklers of katarn), and if possible BE cloths for range\melee defense and unarmed damage and then get some unarmed skill tapes for speed and a accuracy (although accuracy is not really a problem for TKM's), and having some good stims and ruby for emergencies.
So what you are saying in effect is that Ranger really brings nothing to the TKM style of fighting then? Pdarts being the only effective trap I have heard of, and not so useful if you are standing still anyways. Or is there some other trap or skill I should look to employ?
evetsleep
Wed Aug 24, 2005 1:03 pm
#12
Sneev wrote:
evetsleep wrote:
Using Pdarts and kiting is certainly easier then standing there and going toe-to-toe and is less risk (its what I do now, but I honestly hate kiting). With TKM you will get roughly 50% damage mitigation for everything with CoB on and you will get hit much less with CoB running as well. The key to being a TKM is making sure to run CoB, have a good unarmed weapon (I prefer knucklers of katarn), and if possible BE cloths for range\melee defense and unarmed damage and then get some unarmed skill tapes for speed and a accuracy (although accuracy is not really a problem for TKM's), and having some good stims and ruby for emergencies.
So what you are saying in effect is that Ranger really brings nothing to the TKM style of fighting then? Pdarts being the only effective trap I have heard of, and not so useful if you are standing still anyways. Or is there some other trap or skill I should look to employ?
You do get traps that apply states and affect defense, how effective they are as a TKM I don't know yet. But I plan to find out :-).
Starson
Wed Aug 24, 2005 1:51 pm
#13
Yes they work on critters, not npc's. They have some effect but not very much,it seems our traps wherenot upgraded with the combat upgrade, just the effects where given to every other profession (and against npc's as well). I do know that our creature to hit bonuses work, I have been fighting npc' imps for the past week, and I have noticed that I am missing (mostly my armor break special and dizzy special)more against npc's than I ever have against critters.
evetsleep wrote:
Sneev wrote:
evetsleep wrote:
Using Pdarts and kiting is certainly easier then standing there and going toe-to-toe and is less risk (its what I do now, but I honestly hate kiting). With TKM you will get roughly 50% damage mitigation for everything with CoB on and you will get hit much less with CoB running as well. The key to being a TKM is making sure to run CoB, have a good unarmed weapon (I prefer knucklers of katarn), and if possible BE cloths for range\melee defense and unarmed damage and then get some unarmed skill tapes for speed and a accuracy (although accuracy is not really a problem for TKM's), and having some good stims and ruby for emergencies.
So what you are saying in effect is that Ranger really brings nothing to the TKM style of fighting then? Pdarts being the only effective trap I have heard of, and not so useful if you are standing still anyways. Or is there some other trap or skill I should look to employ?
You do get traps that apply states and affect defense, how effective they are as a TKM I don't know yet. But I plan to find out :-).
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