Ranger Archive
Thread: CU: Snaring without traps
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DesktopSaki
Wed Apr 20, 2005 6:15 pm
#1
I played around with the CU yesterday, and in one profession--Carbineer I think, or Rifleman--I was trying out various new specials, and one of them snared the animal. As far as I know, before now, this was something that could only be done with Ranger or Scout traps. Another skill (TKM, I think) "breaks" the armor, reducing their AC--again, something thatI *think* was formerly a trap-only ability.
Anyone else notice this? :/
On the other hand, I was also getting messages that I'd made creatures dizzy, which means the dizzy state may finally apply to them. Which would mean those traps finally work.
Phenix1050
Wed Apr 20, 2005 11:52 pm
#2
This is an issue I've been talking about on the Alpha forums
Most grenades do AoE state effects like blind, which was formerly a Ranger-only skill
Pistoleers and smugglers have snare and roots, which were formerly a ranger-only skill
They basically took our traps and gave the effects to other people.
FourthNail
Thu Apr 21, 2005 6:09 am
#3
Phenix1050 wrote:This is an issue I've been talking about on the Alpha forumsMost grenades do AoE state effects like blind, which was formerly a Ranger-only skillPistoleers and smugglers have snare and roots, which were formerly a ranger-only skillThey basically took our traps and gave the effects to other people.
And why not, they gave our cover away too and made rifles invisible when using it. I hate this game.
Plunk
ScoerFusou
Thu Apr 21, 2005 7:51 am
#4
Yeathat root ability they gave to Smuggler is pretty powerful in PVP. A guildie of mine is a Smuggler and when I was dueling him as a melee toon he killed me before i even got to hit him sometimes, its just disgusting.
Phenix1050
Thu Apr 21, 2005 7:55 am
#5
I do hope they turn down the "root" abilities. Melee toons get they're butts whooped by commando/smuggler/pistoleer combos. Roots are an "i-win" button right now in PvP.
Though, for future referance, "adrenaline shot" in Doctor breaks the roots. So a melee/doctor toon would be a good counter to the problem.
Iseult
Thu Apr 21, 2005 8:03 am
#6
I noticed that one of the MBH specials had a snare effect too - I can't remember which one -I'm still learning this new system.
Iseult
Master Ranger / Mediocre Rifleperson
Bloodfin
Master Ranger / Mediocre Rifleperson
Bloodfin
Calculus_Entropy
Thu Apr 21, 2005 8:09 am
#7
ScoerFusou wrote:Yeathat root ability they gave to Smuggler is pretty powerful in PVP. A guildie of mine is a Smuggler and when I was dueling him as a melee toon he killed me before i even got to hit him sometimes, its just disgusting.
Did/will you add this to the daily feedback thread? THis is just the kind of thing they devs need and want to hear about!
Jolandir
Thu Apr 21, 2005 9:18 am
#8
Yep you are right about the TKA one, I am not sure which other one you are talkijng about, could you give us some more info on it.
Jolandir
Jolandir
Thu Apr 21, 2005 9:20 am
#9
I believe blind has always been achievable on creatures with certain special shots in certain professions, and obviously they worked on NPCs and other players, but our traps have always only worked on creatures and never on NPCs or players.
Jolandir
WornTraveler
Thu Apr 21, 2005 9:42 am
#10
LOL, this game is a joke. I wouldn;t expect5 anythign less of SOE to take our traps and give them away. However... smugglers need something. They are worse off than us, I think.
We can only hope we'll get something bug for trapping in the ranger revamp, or it will end up being equal with camping: useless.
Aerec_Krouse
Thu Apr 21, 2005 10:26 am
#11
Traps are not useless! I use a Sonic Burst Trap right now, in game to prop a door open.
Seriously, as a melee ranger, I find the glow wire trap pretty useful. gives me the ability to hit easier (allegedly) and also allows my rifleman counterpart to hit easier (allegedly). The rest I found more useful at a lower combat level (P darts and G Juice for ranged, W Mesh for melee).
If giving our current (or requested, cover anyone?) skill sets away is the one of the only ways to "balance" combat, then so be it. As long as I continue to enjoy Ranger, then it won't bother me too much. However, if I loathe how Ranger plays, then I'll vote with my feet come May 21st.
Seriously, as a melee ranger, I find the glow wire trap pretty useful. gives me the ability to hit easier (allegedly) and also allows my rifleman counterpart to hit easier (allegedly). The rest I found more useful at a lower combat level (P darts and G Juice for ranged, W Mesh for melee).
If giving our current (or requested, cover anyone?) skill sets away is the one of the only ways to "balance" combat, then so be it. As long as I continue to enjoy Ranger, then it won't bother me too much. However, if I loathe how Ranger plays, then I'll vote with my feet come May 21st.
JBMat
Thu Apr 21, 2005 2:10 pm
#12
Yeah we got hosed on some specials.
Check dizzy tho. We always have dizzied animals, at least the little dizzy icon appeared. The true test is to knock dizzy animal on butt and see if it falls down again. If not, dizzy is not working. NPCs/PCs who are dizzy fall down again and again til the state wears off.
JB
PhatCohiba
Thu Apr 21, 2005 4:03 pm
#13
Mini-hijack....
Does a Ranger Trap do the +Root+ ? if so does it work as well as the smuggler one. Its wiked cool and I want it.
I mean snare is neat and all but Root is the bawlz
Does a Ranger Trap do the +Root+ ? if so does it work as well as the smuggler one. Its wiked cool and I want it.
I mean snare is neat and all but Root is the bawlz
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