Ranger Archive
Thread: Post CU Specials for the Ranger (hopefully)
For a long time, there has been the debate over ranger specific skills and specials, yet the discussion and ideas have either favored the ranged or the melee ranger, both unique and viable options.
However, with the new CU, we have an opportunity to really shine with the new system for special attacks. As we all know, the specials for pikeman will work for a tka, likewise, the specials in BH will crossover to rifleman.
This gives us a unique opportunity to create some specials that would work for both of the melee and ranged Ranger.
All of these specials use as an assumption that the Ranger is the master of the wilderness, whose knowledge of the land and creatures that live there is unsurpassed by any other sentient in the galaxy. The Ranger’s ability to hunt and kill is simultaneously feared and envied.
Some examples:
1: Slice Jugular
This attack would cause an bleed on the animal, over time, the animal would feel its life force draining, the effect would be a moderate initial damage, a high damage bleed, and a debuff to attack speed.
2: Spinal Strike
This attack would cause the animal to be knocked down and paralyzed for a duration of time, the animal could not attack, get up or flee. It would cause a small amount of damage.
3: Wild Fear
This attack would cause a small amount of damage, but the animal would run in terror from the Ranger, (similar to threaten shot)
4: Eviscerate (master ranger)
This is a damage modifier to the next attack, using this attack would modify the next attack to do 3-4x the damage above and beyond the normal attack
5: Silent Strike
When used with /conceal, a Ranger can cause a devastating first strike on the animal that will cause an enormous amount of damage.
6: Trophy Kill
Using this skill would cause a chance for the beast to drop a trophy head, skeleton, teeth, or something like that. The reasoning behind this, is that the ranger can expertly use their weapon to damage the parts of the beast that he or she wants to damage, leaving the trophy parts undamaged.
None of these skills or specials favor the ranged or the melee fighter and can be used by both.
Enjoy
The concept is awesome, and I was just thinking about something similar (certain other games have classes that can be both melee and ranged, and have specials for each...I was going to go in that direction, but this is infinitely better).
I really like the idea of Ranger specials. When we do finally get a role or direction it will be easy to customize them to fit that role, whatever it turns out to be. The ones you listed are great, and much more tangible than our current Creature-to-hit bonus.
The only question I have is what kind of attack would be considered "trap specific" and what kind of damage would be considered "special specific"? Would all state effects be traps annd all damage attacks be specials?
Calculus_Entropy wrote:
Ah ha! Are these to be animal specific, or applicable to all combat?
I think that depends on whether the devs want us to remain creature-centric, or branch out into wider content. Or both.
Vorpaks wrote:
Calculus_Entropy wrote:
Ah ha! Are these to be animal specific, or applicable to all combat?
I think that depends on whether the devs want us to remain creature-centric, or branch out into wider content. Or both.+dizzy+ I am suddenly overcome with the desire to have it all! We could have both!
If we keep our current SP costs...we SHOULD have both
I'd like to see these specials work on NPCs and for PvP too, though. If our SP requirement remains the same, Ranger could be very effective and balanced, without being overpowering.
Some comments...
3: Wild Fear
With the new +Retreat+ state effect from the CU, this would be very useful.
Using it in PvP would give an "invalid target" message and minimal damage.
6: Trophy Kill
This would be a good special to also increase the chance of a creature dropping component loot, perhaps? Kimo scales, Woolamander harrower fragments, Peko feathers, etc..
Not only would this make a ranger highly desired in a group, it makes sense that we'd have a higher chance of salvaging items from creature corpses..
Obviously, "invalid target" if used on other players.
Great work.
Also if any of you want to post your simple special suggestions be them none combat or full on combat abilities then feel free to do so here, im going to make a report with these lot in, they make good reading and show a good direction to ranger.
Remember i said simple, just like Drak's suggestions, its the idea we are trying to put forward, not the details.
Could we maybe have /corpsestuff to compliment /eviscerate? For example, say you're trapped on a snowy planet and you find your friend dying of exposure. You could /eviscerate your ton-ton (sp?) and then /corpsestuff your friend inside. Maybe will give a bonus to healing or something?
I know a lot of you are probably saying snowy planet W.T.F?!!! But who knows maybe we could use /corpsestuff in cases of bad sunburn or something. Oh wait... I know.... instead of camo kits, we could use /corpsestuff to conceal crafters and stuff. Only, we'd have to be sure we /corpsestuff them into big mean predators. I mean a crafter /corpsestuffed into a durni would just come out smelling like dinner....
Hehe- sorry I couldn't resist. I do like your post - I think it makes a good starting point for thinking about what sorts of abilities we would like to have, etc....
Iseult
Master Ranger / Mediocre Carbiner
Bloodfin