Ranger Archive
Thread: Questions for all the Rangers or Master rangers out there.
I am a rifleman and CH as of right now. I definately want to keep rifleman but im really interested in ranger.The only problem is when i do missions i really need my pets to help with the missions. Now if i were to drop CH and pick up ranger i dont see how i'll be able to get any money. If i try to do good missions the creatures will attack me and being a rifleman i cant shoot up close. I was just wondering if rangers had any way of their own to make money? Or anything that could help when doing missions.
Can someone please just explain the 4 skill trees of master ranger and what each one does. Particularly the camo kits, what do they do?
Any information would be greatly appreciated.
zelerich wrote:
I am a rifleman and CH as of right now. I definately want to keep rifleman but im really interested in ranger.The only problem is when i do missions i really need my pets to help with the missions. Now if i were to drop CH and pick up ranger i dont see how i'll be able to get any money. If i try to do good missions the creatures will attack me and being a rifleman i cant shoot up close. I was just wondering if rangers had any way of their own to make money? Or anything that could help when doing missions.
Can someone please just explain the 4 skill trees of master ranger and what each one does. Particularly the camo kits, what do they do?
Any information would be greatly appreciated.
Camo Kits are used to conceal yourself from NPCs and aggro creatures.
Most Rangers make money by doing missions. You can sell the resources you harvest. Usually one type of meat,hide or bone are in demand and people are willing a lot for.Also some people pay Rangers to track NPCs (Bounty Hunters). Plus you can use traps to slow the creatures downso you can shoot them before they get to you.
Wayfar is just CamoKits and better Terrain Neg. which I have not seen any difference.
Frontiering is the bomb once you get to Front. IV and get the High Tech Field Base. The heal rate is the same as the med center plus it has crafting stations.
Trapping gives you enhance traps. I lovesonic pulse because I can dizzy the creature then use knockdown.
Tracking is exactly that. You can treack NPC, Players and animals.It also gives you direction and distance of the targets.
zelerich wrote:
how much do traps slow cratures down? And u dont notice your player being any faster with the terrain neg?
I really don't use the "trapping" traps much, but on lower level creatures using Phenciane Dart I was able to get about 3-4 shots in with my slow rifle. I usually use the ones that dizzy or stun them since I am a melee player for the most part. I only use the rifle when they run away.
To answer your second question, the only difference is when you crawl.
well the phecnacine is a snare trap that is sometime effective, and the adhesive mesh is a solid root that will last a while for some good shots in. however the rnager traps not only rarely have a noticable effect but they dont slow em down so...
I run missions, mainly in the 3-4k range on the starter planets and larger on adventure planets with a group. I have my one non-CH pet, a CG. Until he gets nerfed, he's my tank. I maskscent, fire a bleed shot (pistoleer) then peace. Move out of the area til the bleed shot kicks in and the one, read that one, beast charges me - No BAF. The pet tanks, I engage with a Pdart to slow it down and a glow wire to decrease the beasts defenses and he goes down in no time.
Took out two gronda lairs this morning in about 10 mins per lair, made an easy 6k, checked my harvestors, paid maintenance on them, and still had some creds left over.
The only time a Ranger really needs creds is to pay for weapons. If you are good, the meat you give Docs is bartered for stims and heals, the hides to Tailors for clothes (Mazing is the best tailor yet...kudos lil buddy) and you can always sell to the people grinding xp.
My current bank account says 1.17 million creds, but hey, I got all weekend to crank out missions and xp. I figure to have in the 2 mil range, unless I go buy new weapons, by Monday. Credits are easy to get, it's the xp and the good resources that are a pain sometimes.
The trick is to harvest each and every kill and be willing to actually trade with people.
JB
I am a master ranger, a novice medic, a 0400 Pistoleer and a 3/2/1/1 creature handler.
This templateworks fine for me.
Your best bet is to find a couple of people to sell to on a regular basis. I have a doctor who I sell Herb and Avian meat to and an armorsmith who I sell Lokian leathery hide and wooley hide to. They pay more money than the 'passer by' customer because they don't have to go looking for the product. They know they can just send me a /tell with their order and within a couple hours I'll have a 1k of whatever they need.
I try to find creatures that I know I can solo that give up good resources and just 'rape' the lair! I have a friend who is a CH and we group to go after bigger critters. Then at the end of the night I'll just buy whatever resources he has harvested off the creatures. This works well for me.
I don't know what the rifleman tree is like, but I've found the other trees in pistoleer to be utterly worthless except for the one that grants the special attacks.
As far as the ranger lines go, I'll give you the short explanation:
Wayfaring gives you the ability to make camo kits, the /conceal ability and bonuses to your crawl speed. /conceal will allow you to apply camoflague to yourself, and to others. It works basically like /maskscent, but also vs. npcs. The higher in that branch you go, the better you are at using camo and the more complex your kits are (harder planets), and the faster you can crawl.
Frontiering allows you to "forage better items" (that's a joke, son, a joke,) and create and use larger and more useful camps.
Tracking is your very best friend. First of all, it allows you to use /areatrack to look for animals, npcs and eventually players. Also, it increases the amount of information you gain when you /examine a creature, and the amount you can harvest. Don't listen to the other schmoes around here, the increase is actually helpful. I don't know exactly how much of a total increase in harvest you'll get, but I'll say 5 or more units extra for each box you learn. That doesn't sound like a whole lot, but it adds up really quick. Also, do understand that this doesn't mean you'll be gaining 20 hides from spineflaps. It seems creatures do have a max that they'll give out.
Trapping allows you to use the /rescue command and increases your skill at using traps. It will also grant you the use of two more traps, which, if you ask me, are even more useless than the others. I found the trapping tree to be the most superfluous of the 4, and it'll be the first line I drop if I ever need the skillpoints.
As for making money, if you can find good wooley or bristley hides, and good herbivore meat, you'll find yourself making quite a bit of it. The market does seem to fluctuate quite a bit, and you'll soon discover that your current employer is glutted and doesn't need you anymore. However, thanks to this new holocron craze, there are plenty of fools out there who need grinding material, and don't care about the quality. If you can find creatures that are quick and easy to kill, and give out a decent amount of resources, you can collect a large sum of resources in a short amount of time. As an example, 2 months ago Lok bristly was really good. So I hunted pharples, those little purple emu-looking things. One-shot kills for me, average /harvest was 15-20 units. I could kill hundreds of the little bastards in an hour. Sold my 11k lot for 10/. But the grinders won't pay that much unless they're desparate and, as I said, quality won't matter to them. But still, if that 11k of hides were **edit**e quality, I'd still have been able to make at least 1/ off of them. 11k creds isn't anything to scoff at.