Ranger Archive
Thread: My observations on my way to master.
Sorry for the double post.
1. Area Track works. (to a point)
Too often, we can do an area track, and move 10m only to have a mob spawn around us in a 360 patern. This must be fixed.
2. Traps need to be addressed.
Once upon a time, I mastered scout. (back when you could only get XP for a trap of each type, and I had a whole tool bar full of every type of trap.) Now the XP is such that you get it for EACH trap of a certain type (those that have state effects generally dizzy, stun, blind, and resists) I redid my trapping line in scout, and the ranger line in less than 4 hours. There's something fundamentally wrong with that.
Also. There needs to be more trap types. Perhaps some "mancatcher" traps in the ranger line. (and perhaps 1 weak one in the scout line, just to give them a taste for it.)
3. Mask scent and Camoflage
As a person advances up the ranger lne, not ONLY should his mask scent ability, but there should be a chance to keep one's mask scent upon entering combat. Camoflage shouldn't fail until it's run it's full timer. (that's the whole pont of camoflage.) or a tradeoff would be that it doesn't disappear with combat. Camoflage should ALSO affect NPC mobs. (Think I'm wrong? Tell it to a marine sniper)
4. Camping is a grind. Pure and simple.
Camping XP can now be aquired thru crafting. (this is a good thing)
Campsites no longer give much XP. (this is a bad thing)
Camp's XP needs to be Re-adjusted. I'm not exactly sure "how"....but it needs to be changed. I'm finding that 1200-1400XP is about the limit. I shouldn't have to sit there and crank out camp after camp to rotate 'em every 5 minutes every time I have a group of 20 people in my camp. I should get MORE XP for the duration of the camp....NOT based on how many people are there causing the cap to come quicker.
Other issues:
Mounts -
Tonto didn't have to get down off of his horse to track. Why should we? Yes, it miight increase our success I'll concede that point, but it should not be forbidden to area track while mounted.
For ranger/scout and to a lesser extent CH's. Mounts are really more trouble than they're worth. Mount/dismount, mask, mount, dismount, track, mount....annoying at best.
Again area track. This should be ALL npc's and creatures within the 500m radius....if the mobs haven't spawned yet, and they are mobs that spawn based on random chance, then durinig the area track process should behave as if the tracker has already walked over that area. It's VERY annoying to do a track, walk 10m and have a spawn popup all around.
Other than that, I hope I'm not missing anythnig.
"Too often, we can do an area track, and move 10m only to have a mob spawn around us in a 360 patern."
Yes, the dynamic spawn system does seem to cause a few problems with regards to /areatrack.
"As a person advances up the ranger lne, not ONLY should his mask scent ability"
/maskscent reaches its maximum success level at the Scout level.
- If it were changed now, we would be reducing the effective at the Scout level to benefit ourselves.
Personally, I don't think that would go over very well. ![]()
"Camoflage should ALSO affect NPC mobs"
It does... But there are a series of bugs regarding that interaction that have been causing problems for everyone. ![]()
"Tonto didn't have to get down off of his horse to track. Why should we?"
We agree. The request was added to the State list just after the patch. ![]()
"then durinig the area track process should behave as if the tracker has already walked over that area."
A request very much like this is on the State list already, take a gander. ![]()
i want new stuff for ranger, but im not into at all making taking things from and or making their skills less usefull.
now while we are talking ill throw a quick idea, weve talked about /forage for curing disease and poison, but my idea is these item to decrese the damage and time it last (lets face it disease lasts forever). Thus we dont take anything away from doctor.
"weve talked about /forage for curing disease and poison, but my idea is these item to decrese the damage and time it last"
Ok... My impression of the request was just that, a reduction in the effect, but not a outright one-use cure.
- I will rewrite the wording to make that more obvious.

Zekk- wrote:
i want new stuff for ranger, but im not into at all making taking things from and or making their skills less usefull.
now while we are talking ill throw a quick idea, weve talked about /forage for curing disease and poison, but my idea is these item to decrese the damage and time it last (lets face it disease lasts forever). Thus we dont take anything away from doctor.
Good point. Rangers should have an "affinity" for nature, and would naturally have the knowledge to find natural cures for diseases and poisons. I like that. (Why didn't the devs think of this?....lol). Good idea!
"It's bugged. I can camoflage someone else, and it doesn't break for them either."
Just to be clear...
- The bugged portion is actually that the effect is breaking in combat.
It was an intended change to stop /maskscent and /conceal from breaking during combat.
- That change was implemented in the last Big Patch.

Two quick things:
My /conceal has not been breaking at all in combat since the patch. Good news.
I hate to be the spoiler here but we are tracking. We should have to get down from the mount to see the "tracks" of the animals we are searching for, particularly if you're riding a tall mount.
Just a thought though. Good hunting!
"We should have to get down from the mount to see the "tracks" of the animals we are searching for"
Well... If we go by the emote animation that is performed, it should be possible to /areatrack while mounted (the "survey the horizon" sort of tracking).
But I do agree, it would take a keen eye to see tracks from atop one of those goliath creatures. ![]()
About the mask scent/ cammoflauge thingy
Personally, I have been less than impressed with cammoflauge. With the master scout level mask scent that all rangers have, I'm not convinced that cammoflauge is at all useful. Ok, you can apply it to others, but when I'm out trekking around outside I *always* combine this with hunting. So mask scent on, mask scent off, mask scent on, mask scent off.
If they want to make cammoflauge a "legit" skill they should at a minimum make it effective against NPC's. Even at that, I still think it would have limited usefulness to me, but at least it would have a point.
It is effective against NPC's. I think there's a bug that some folks are seeing though that would make it appear that it isn't.
ArthurDentOnBria wrote:
About the mask scent/ cammoflauge thingy
If they want to make cammoflauge a "legit" skill they should at a minimum make it effective against NPC's. Even at that, I still think it would have limited usefulness to me, but at least it would have a point.