Ranger Archive
Thread: Useful skills
Hey guys, i thought i'd dump some old ideas again into here, if anyone would add them, how about using this post to discuss things we'd like to see rangers acquire to make us more viable...
I'll start:
/lure (either an item or skill which allows us to pull a SINGLE creature to us so that we can kill a single instead of the whole pack)
/rangeraim (allows rangers to increase the damage to a creature by placing an extremely accurate single shot into the animal)
/track (i think this is being implemented, so nothing more here)
/harvest:trophy (takes a trophy from an animal, can be placed in a home as a decoration)
/harvest:highquality (gets us less resources from the creature but allows extremely fine materials to be extracted.)
I'd also like to see more trap varieties.
Others?
Go read Holocron's most recent post in this forum.
We're getting 3 new trap varieties, including a lure.
An /aim ability is already given at Marksman Ranged Support 1, with skillmods increasing its effectiveness in the Marksman tree, the Rifleman tree and probably others as well. We'd probably need some kind of different twist on it to get our own version of it. We already have a creature to-hit bonus in Field Bioscience.
Tracking is going in, as you said.
A trophy command is definitely one I'd like to see; hopefully we can get more of the ranger community supporting the idea once our larger issues and new abilities are taken care of.
Harvesting higher quality resources is extremely unlikely to happen, just because of the way that specific resources (e.g., Corellian Woolly Hides) have fixed stats and are tied to specific creatures at each resource cycle. Turning stats like Overall Quality into variables that change based on the Ranger's skill probably isn't feasible, the way the resource databases are set up.