Ranger Archive
Thread: So what happens to my old template then if the Carbines is a pre-requisite?
That is just a guess though.
Vorpaks wrote:
I am guessing it will work the same way it worked when the brawler and marksman-based combat professions were changed in the CU. It automatically gives you the pre-req line and then you are stuck in place (like when your iventory is overloaded) until you drop enough skillpoints so that you are no longer overloaded.
That is just a guess though.
That's my assumption as well...and boy will it hurt me
And that was fine if you were a brawler already, and then just had to pick and choose some other skills to get you to 250 or less.
To me the bigger concern is what to do about all the folks who are melee and might be forced to take Carbines IV as a prereq (as things stand now). This effectively means that someone who might have a finished template and millions invested in CAs & AAs and the like could face a situation where they not only suddenly have a huge sink into skills they never had in the first place, but if they want to become effective and not suffer a huge SP penalty, they need to now go and grind out an entire new profession. This is exactly the situation that forced the respecs that many of use dislike so much in the first place with the CU. I myself am a ranged ranger so I expect less impact to me personally, but I definitely feel for our melee brothers and sisters. I would not relish seeing potentially a year or two of my efforts building a character to a certain template and playing that way suddenly thrown out the window.
Additionally, for those that relish RP and diversity, there are currently only a very small number of combat professions that CAN'T be matched up with Master Scout + Master Ranger with the current ranger pre-req. The change to Carbines would cause a fairly large shift there where in the future, Taking Master Scout + Master Ranger would mean that there would be a MAJORITY of professions that can't be mastered with that template. I know, decisions and consequences... but I'm a fan of the player being allowed as much freedom and flexibility to do that on THEIR side, not being forced by the game into 1 FoTM template or be forced to be horribly underpowered and ineffective. That's sort of what we face NOW with the Master Scout req... but we can at LEAST pick any one of MOST of the existing combat professions to master along side Scout and Ranger. To me, we lose a lot if that goes away and we get limited to only being able to master 1 of 3 or 4 professions (vs the 10 or so that we can master now).
I made a short list, if I forgot something or got something wrong, correct me please.
Pre-Revamp, you can add the following combat professions to Master Scout/Master Ranger and master them:
- Rifleman
- Carbineer
- Pistoleer
- TKA
- Swordsman
- Fencer
- Pikeman
- Doctor
- Creature Handler
- Squadleader
- Bounty Hunter
Not possible are:
- Commando
- Smuggler
- Combat Medic
After the Revamp (if it stays at Exp4/Carb4), you will be able to master the following combat profs alongside Master Scout/Master Ranger:
- Carbineer
- Creature Handler
- Squadleader
- Bounty Hunter
Not possible will be:
- Rifleman
- Pistoleer
- TKA
- Swordsman
- Fencer
- Pikeman
- Doctor
- Commando
- Smuggler
- Combat Medic
And now, dear Devs, please tell me that this is balanced, encouraging diversity..... ^_^"
SW448
You all need to recognize one thing:
To continue to play your Master Ranger Pre-Revamp, all you have to do is...
Just drop Ranger.
Keep Master Scout.
Problem solved, if your concern is merely to keep the old Ranger skills you used to have.
Message Edited by MohdriDarkstar on 09-29-2005 01:16 PM
This is a point many are missig. You have to forget about the name ranger, because they are changing the whole definition of what a Ranger is. If you want to play with the ranger skills of old you have just been renamed master scout. Yeah this blows i mean who wants to have master scout above thier head as their main profession. Sadly all the things many wanted done to ranger are coming true with this revamp and not everyopne will be happy. I myself wish they would of done smuggler first and left ranger alone.
now as far as the masters left with the carbine pre req WOW, a game with so mouch potential and diversity and we are limited to a few elite support professions and carbines. well I guess everyone wanting to be master ranger will be either carbines or BH.
In my mind, pigeon-holing Ranger into Carbines isn't ALL that bad of an idea.
If you want to be the outdoorsy, nature guy a la Pre-Revamp Ranger, you go Master Scout.
If you want to be the best covert ops guy in the game, you go Master Carbineer and Master Ranger.
The precedent for this is the Smuggler. Smugglers get pigeon-holed into Pistols. Is this right or wrong? Who cares. It just is, and the Developers plan for it. For instance, Smuggler adds wonderful and complimentary debuffs for the crowd control abilities of the Pistoleer.
I am sure that Ranger will have traps and mods which are complimentaryfor the abilities of the Carbineer.
So you just need to get used to the fact that, in SWG, Smugglers use pistols. Rangers use carbines. (Rifleman is uber-powerful as a stand-alone and compliments other hybrids, such as Commando - Rangers don't need rifles. Pistols are already the realm of the Smuggler and often used by Bounty Hunters. Carbines are largely not integrated yet. Yes, it would be nice if melee could compliment Ranger too. But I think it is obvious that the Dev's trend is to more strongly differentiate ranged from melee, and there are obvious benefits to both and reasons to play both, so I can see where they keep Ranger to the ranged hybrid elites.)
Message Edited by MohdriDarkstar on 09-29-2005 01:38 PM
MohdriDarkstar wrote:
You all need to recognize one thing:
To continue to play your Master Ranger Pre-Revamp, all you have to do is...
Just drop Ranger.
Keep Master Scout.
Problem solved, if your concern is merely to keep the old Ranger skills you used to have.
You don't even need to get Carbines IV for Master Scout!
Message Edited by MohdriDarkstar on 09-29-2005 01:16 PM
While it's a valid point... what does it have to do with this discussion? I acutally WANT to play the post-revamp Ranger, and I wouldn't mind keeping most (if not all) of the Scout skills. As a Master Rifleman tho, that won't be possible for me if I wanted to stay Master Scout for the harvesting for my guild and other benefits (the old Ranger skills I love).
So yes, this is a somewhat valid point of view for anyone that strictly wants to do creature harvesting. In fact, it's likely that the best allocation of skill points for that type of Ranger / Hunter would just be to take Hunting4 and put the rest of the points into combat skills or healing. It doesn't address the concerns ofthose that wanted to see ranger maintain or go deeper into the big game hunter / wilderness explorer expert tho. I'll personally miss that aspect of the profession.
Message Edited by MohdriDarkstar on 09-29-2005 02:01 PM