Ranger Archive
Thread: Lets have it: Is ranger worthwhile after CU? Please give advice.
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Alrek21
Wed Apr 20, 2005 6:35 pm
#1
I'm told our Combat Level will remain high but there are no defenses in the ranger trees.
I'm a little concerned frankly.
I'm a little concerned frankly.
I'm trying to find a combo with rifles that will allow me to wear battle armour as well as scout armour.
Please advise
Almagill
Wed Apr 20, 2005 6:38 pm
#2
Still a LONG way to go in the CU testing. Things can and probably will change.
Dev's seem more concerned with making sure the combat mechanics work, then the damage, then the specials, then maybe the defences...
Think of it like building a tree. You can't start with an acorn suspended in midair and work backwards, you got to start with solid roots...
[man, I got to get off the coffee at nights]
Dev's seem more concerned with making sure the combat mechanics work, then the damage, then the specials, then maybe the defences...
Think of it like building a tree. You can't start with an acorn suspended in midair and work backwards, you got to start with solid roots...
[man, I got to get off the coffee at nights]
frightwig
Wed Apr 20, 2005 6:59 pm
#3
The Ranger skill boxes definitely need some melee/ranged defense added in there, like Doctor currently has..
Then again, if you're mainly interested in having both battle armor and recon armor, I would consider rifleman/doctor... or rifleman/carbineer (I kind of like the latter, since it gives crowd control specials with a high damage T21..).
Then again, if you're mainly interested in having both battle armor and recon armor, I would consider rifleman/doctor... or rifleman/carbineer (I kind of like the latter, since it gives crowd control specials with a high damage T21..).
Jolandir
Thu Apr 21, 2005 10:01 pm
#4
Most of us, if not all of us love Scout/Ranger so, yes it will still be worth it. One problem with M Rilfeman/M Ranger aside from not have added specials, added defenses and offensive bonuses, you have to different Armor certifications. At first glance this seems great, but if you don't have sufficient armor mitigation you will be emcumbered all the time. The only set of armor that you will be able to wear without encumberance is the basic set of either Recon for Rifleman or Battle for Ranger. If you go above this to get better defenses you will become encumbered and it will tell you that you move slower, and believe me you will (not a good idea in a fight) because you are not certified for the armor you are wearing. The more the encumberance the slower speed and slower reactions you will have, plus some to your actual accuarcy as well. So you are better off going with either two professions in Recon, which means only takingsome of Ranger, which isn't necessarily bad, or taking two in Battle like carbines or one of the brawler professions except TKA which has natural toughness which can not help with armor mitigation nor does it stack with any other armor.
So think about the various trade offs before you decide on a professon to go with Ranger.
Jolandir
Almagill
Fri Apr 22, 2005 1:19 am
#5
...and wait till we see just what's going to end up going Live before committing yourself to anything drastic.
CuchulainnDarklight
Fri Apr 22, 2005 5:35 am
#6
Is ranger worthwhile after the CU?
Short answer - no.
this is becasue of the level system which removes the use of any tactics (i.e. soloing rancors in your tshirt with a cdef and some traps). plus the the lack of bonuses for rangers which other professions get. Just go on TCEP3 and have a look for yourself.
Perhaps in another 2 years we may get a revamp but, i think its more likely that lucasarts will react to the CU and pull SOE and SWG apart (please god!!!).
To those people who say the CU will change before it goes live, not really, it hasnt changed that much since TCEP3 came up and i cant see any major changes in the next 2 weeks, they are far too busy trying trying to iron out some of the loads of bugs that currently exist.
My advice to everyone is to go to TCEP3 and check it out for yourselves and decide what you want to go for when the WOWars, i mean CU hits!
WittyNewt
Fri Apr 22, 2005 5:45 am
#7
If you are only considering harvesting performance then I would say no. They will have to make some drastic changes to the CU before it hits live to address this. Add some general accy/spd bonuses for both melee and ranged and some melee and ranged defence throughout the ranger trees would be one quick way to address this in lieu of some future mythical ranger revamp.
I did some quick testing comparing total harvesting speed/amount with my current live template MR/TKA and a new template of scout 4044, MBH MC SL 0004 andI felt that theMBH one was harvesting slightly quicker and plus the MBH one has a pile of otehr content available to keep you entertaiend when not harvesting.
I need to go back and test things more fully, but it took me about 35 mins to take down the dewback lair as MR/TKA and about 10 mins to do it via MBH, given the approx 3:1 harvesting rates I ended up with more hide per lair as ranger but could get through the lairs much quicker with MBH.
Jalelreb
Fri Apr 22, 2005 8:36 am
#9
i'm staying with ranger and see what happens.
i think i'm gonna pick up the pistol line of bh just for kicks
PhatCohiba
Fri Apr 22, 2005 10:43 am
#10
I'm still playing around with it. Master Ranger is quite difficult to keep becuase it diminishes your offensive power as compaired to 2 full combat professions.
The key to solo play is to have access to the ROOT and SNARE abiliites.
ROOT causes a target (creature, npc, or player) to be stuck in one spot till the special wears off.
SNARE dramatically slows movement so you can kite easily with ranged weapons.
ROOT is available as Concussion Shot at Novice Smuggler and Adv. as Master. It is also stopping shot for pistol. Available in Intermed & Adv versions. This special makes these professions VERY compelling.
SNARE is available as a trap currently (p. Darts), Knee Shot (rifle?), and Carbs (forget the name)
My current testing char is Pistol 0004 (int stopping and int fan shot), Master Rifle (for dam), and 0040 for max'd harvesting. I still have 11sp's left.
Anyone else find good specials that do ROOT or SNARE?
The key to solo play is to have access to the ROOT and SNARE abiliites.
ROOT causes a target (creature, npc, or player) to be stuck in one spot till the special wears off.
SNARE dramatically slows movement so you can kite easily with ranged weapons.
ROOT is available as Concussion Shot at Novice Smuggler and Adv. as Master. It is also stopping shot for pistol. Available in Intermed & Adv versions. This special makes these professions VERY compelling.
SNARE is available as a trap currently (p. Darts), Knee Shot (rifle?), and Carbs (forget the name)
My current testing char is Pistol 0004 (int stopping and int fan shot), Master Rifle (for dam), and 0040 for max'd harvesting. I still have 11sp's left.
Anyone else find good specials that do ROOT or SNARE?
Vorpaks
Fri Apr 22, 2005 11:10 am
#11
I finally got to Master Ranger and Master Rifleman courtsey of the friendly neighborhood frog. I have to say I notice no real difference in difficulty. Or, at least, nothing that other professins do not suffer also suffer from the CU. To be frank - in live my only real combat usefulness was due to my Rifle skills. This is still true in the CU.
The maskscent wonkiness and no /conceal yet is frustrating - but obviously bugs, and so I bug them. If you have not yet been on TC-EP3 please make sure you log on, if only to bug these and mention them on the appropriate bug threads. The developers are all looking very closely at these, trying to get everything ready for May 5th. This is your chance to get heard. Be calm and logical and you will get heard better.
The maskscent wonkiness and no /conceal yet is frustrating - but obviously bugs, and so I bug them. If you have not yet been on TC-EP3 please make sure you log on, if only to bug these and mention them on the appropriate bug threads. The developers are all looking very closely at these, trying to get everything ready for May 5th. This is your chance to get heard. Be calm and logical and you will get heard better.
Deadtech
Sat Apr 23, 2005 12:41 am
#12
I did some pvp testing as a rifleman/ranger and had a blast. granted i don't have root but i do have snare. the terrain was hilly. I played as an imp raiding anchorhead. I used scout armor and a psg and managed to take quite a bit of people out using a t21 and tactics. having all the terrain negotiation helps out alot. i used LoS to my advantage and drove the melee prof people nuts using snare as well as the ranged people. i'd snare em and run into a ditch. coming in and out to kite em. I even took out a melee guy and a ranged guy at the same time doing this. Ultimately alot of fun so long as you take advantage of your surroundings.
BioEngine
Sat Apr 23, 2005 12:49 am
#13
This is why I will stay with my current template:
Rescue is a very good asset that I have to help with many occasions as a Master Combatant. TKM will allow me to take the damage that I am trying to get to come at me, and Enhanced Taunt gives another dimension of using diversions to help others or myself.
Tracking is awesome if you can't get a big enough group together to pull certain creature missions. It also helps avoiding Nightsisters and such when you would not be able to survive such an encounter.
Camouflage helps me stay out of combat that I really don't want to be a part of. It helps in big group missions, where you are trying (again) to divert attention from key players, combatants or otherwise.
Teras Kasi Master allows me to do without armor and weapons, which will take time getting used to anyways, so I will be able to save money on those items and still retain effectiveness. BTW, Unarmed damage for TKs was increased (despite popular belief) in the Combat Upgrade.
I will be more effective in the CU version than I am now. I cannot speak for other combinations, though.
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