Ranger Archive
Thread: New Ranger idea....yes im pretty sure its actual new :O
a friend in game brought this up ....and i thought it was a neat idea:
A way to to calm Agressive creatures ....so that they are obviously not agressive anymore..hehe...
i was thinking this is a neat idea..in thats its kinda like a /maskscentgroup ....but differant in that it would be more for when you set up camp to hunt a certain area ....the Ranger can run around and attempt to calm down some of the agressives near by so you can pull the ones you want in peace....
ok....maybe its not to usefull but i thought it sounded like it was....seemed like a nice idea to me...
Sounds like "Harmony" (a ranger spell) in EQ. Think will make ranger useful for pulling mobs...
I suggested that in the rescue thread.
People never want to use rescue cause they would get attacked.
I say it would be good if you used rescue, the creature rushed over to you, then you had a chance to calm it.
I can hear the CH's crying now because they should also have a skill that does that, ours would just be part of rescue.
As for the CH's becoming upset, keep in mind, Ranger's and CH's are both the only "pure" branches off the scout tree, so of course there is going to be some crossover. CH's are purely focused on creatures, while Rangers are focused on dealing with the entire environment. I've always thought that the best CH's would also have some Ranger skills and some combat and/or medic skills.
Some of our Ranger aspects are already complimentary to a CH...I know from experience...my partner I always group with, she's a CH/Medic with a little pistol for self defenseand I'm a Ranger/Pistoleer....we make a great combination.
I am more of the mind that this should be a CH skill. Rangers should be more adept at the hunting and environment aspects of the world.
The biggest addition to the Ranger (with the exception of /conceal and fixing broken crap) would be the ability to lure a single aggro creature out of a group so that it can be attacked without the other hostiles attacking you. This would add tremendous value to Rangers.
Why not expand on your idea a little bit more? Having a specific skill where you can calm an aggressive mob may be more of a straight CH skill, so why not give the CH a more powerful single target version whereas rangers get a 'group' version that cannot handle as powerful a creature, but can affect a number (for sake of numbers, call it CH max diff = A, # of crit = 1, RG max = 1/2A, # of crit = 4 (for example) so a ranger can calm a greater total amount, but only of lesser critters).
And with that, why not also add some AOE traps that are useful. Instead of a noisemaker that does what the current one does, how about when thrown at a non-agressive critter it causes an AOE burst that makes all non-aggressives in a 20m radius (for ex.) make a save or run away for a distance (based on power of trap). When thrown at an aggressive critter it would have a lesser chance and if it failed it would only do what the 'normal' noisemaker does - which should include ticking off the creature you threw it at. Obviously this noisemaker would have to be made a ranger trap, not a scout trap!
A different AOE trap would be meant for aggressive critters, done with smells instead of sound. Perhaps it's a trap that spreads blood or the equivalent on the target and nearby aggressives have a chance of attacking the target (thinking it's prey). Not a great idea since not all carnivores act like that, but the general idea is an AOE trap that confuses carnivores but which would have little effect on an herbivore.
Or kill two birds with one stone, the 'scent' could drive off herbivores and drive carnivores 'wild' (you put in your definition of what 'wild' would be here). Just a couple general thoughts, and it could help make both CH and Rangers better so neither feels they are neglected. Caveat: I am not a master ranger, have none of the 'useless' ranger traps, and have never played a CH - feel free to ignore/critique/improve my thoughts on the subject)
Revenge,
You just made me think of another Area of Effect trap...
How about an AOE trap that acts like warning shot? Toss it when multiple creatures are chasing you, then they turn tail and run...
Or a trap that causes bleeding, I never thought of it because my Carbine causes bleeding, but some people may not go the way of a skill that causes bleeding...
It would also be nice if when a creature was blind or stunned they actually acted bling or stunned, as I believe that they actually act dizzy at times and actually get rooted...