Ranger Archive

Thread: FS Survival Info

WildBil2Me
Sun Sep 05, 2004 5:21 pm
#1

OK... so because my main character has always been a Ranger upon arriving in the Village I decided that my first plan of attack was to achieve the Force bonuses that would directly affect my rangering.


Now. For those of you who have gotten to the village and are interested in gaining access to the Force Enhanced Survival mods you want to take Whip's rescue mission. This mission occurs in the Village's First Phase.


After talking to Whip you'll set off to complete your 5 missions. They are relatively difficult, I highly recommend getting buffed before doing them as you'll be facing 4- 5 strong Sith Shadows with each mission.


The Survival tree itself does not work off of Scout related XP, rather it works from Weapon / Combat XP. I know it doesn't make much sense but hey... what can you do.


With Maxed out Rifle and Combat XP I managed to unlock the novice box and half the first box in the tree. Now... What is odd about this tree is the mods you recieve.


Survival 1: Camping +5 Foraging +5

Survival 2: Maskscent +5 Trapping +5

Survival 3: Terrain Negotiation +5

Survival 4: Creature Harvesting +5 Creature Knowledge +5


For the master ranger these mods aren't very helpful to be sure. The Creature Harvesting Bonus will make an impression but the rest are just bonuses for the journey.


Good Luck



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
SolrFlare
Sun Sep 05, 2004 5:33 pm
#2

The Mask Scent mod will be nice too. But creature harvesting and mask scent are the best of them.


Other FS abilities that a Master Ranger might really like are:


Melee Defense

Ranged Defense

Ranged Speed

Ranged Accuracy

Melee Speed

Melee Accuracy


All those give nice low skill point cost bonuses that are really worth it to the Ranger who only has a few skill points to spare.


Myself, I'm Master Ranger/Pistoleer and am getting


Survival 4

Ranged speed 4

Ranged accuracy 4

Melee defense 3

Ranged Defense 3


That uses up all my spare 18 skill points. The only real "loss" I'll have is the ability to Aim from the marksman ranged support line. But the ranged accuracy will more than help compensate for that.



------------
Solr_Flare

Server: Chilastra
Character: Solarius Kerash
Profession: Master Ranger/Pistoleer
WildBil2Me
Sun Sep 05, 2004 7:27 pm
#3

In the end I'll probably chase the Luck branch also... but definitely the Ranged Defense / Accuracy branches.


Right now the Survival Branch is the one I figured ALL rangers would be interested in. Everything else will be based on playstyle I suppose.


Persuasion does look interesting also... It's just unfortunate that I'll end up giving up medic to go this route... maybe taking some of the medic FS stuff will allow me some healing capabilites though.



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
dhcpSilicon
Sun Sep 05, 2004 9:34 pm
#4

What a disappointing set of mods for multiple millions in FS XP, which is a huge pain in the butt to obtain.
Nemo0
Sun Sep 05, 2004 10:22 pm
#5






WildBil2Me wrote:


After talking to Whip you'll set off to complete your 5 missions. They are relatively difficult, I highly recommend getting buffed before doing them as you'll be facing 4- 5 strong Sith Shadows with each mission.





Use /conceal. I soloed it unbuffed and unarmored without firing a shot.



Lythender Nirou
Crazy Bothan


Woolybear
Mon Sep 06, 2004 2:54 am
#6

I'm currently working in this one..just qualified for Novice last night so I can now concentrate on Survival FS xp. You can often get buffed at a good price in village (on eclipse in any case)...being a rifleman I ,being brave, used conceal shot....and completed the mission no problem.

For xp I started hunting down a few Rancors which give 5k + rifle xp & 500+ combat xp...just before finishing the beast off, I bombarded it with quality traps 1.5k+ per trap for trapping xp (senses tree....am going for luck and persuasion) . Scouting xp gives you 160 xp for proximity then 1K + per harvest....soon adds up.



MASTER RANGER BY CHOICE
frightwig
Mon Sep 06, 2004 10:09 am
#7

Did anyone on Test center find out what kind of bonus +5 to Creature Knowledge would give? I can't think of any more info that would be available to us.



kimi raikonnen Kauri
° [Carbineer] :: [Bounty Hunter] :: Imperial Storm Trooper
° [Imperial Pilot Ace] :: Storm Squadron
° [Imperial Pilot Ace] :: Black Epsilon
° [Imperial Pilot Ace] :: Imperial Inquisition

Aileili
Mon Sep 06, 2004 6:34 pm
#8


Here is what I had to say about Enhanced Reflexes: Survival on the Jedi forums.


Enhanced Reflexes: Survival [+5 to: Camping, Foraging, Mask Scent, Creature Harvesting, Creature Knowledge,Trapping, Terrain Negotiation]


As a Master Ranger, I naturally gravitated towards this skill and I will most likely keep it dispite the following defects, if just for RP sake.


  1. +5 Camping: Higher camping mods only allow you the use of better camps, which I can already use all of themwith 100% success as a Master Ranger.

  2. +5 Creature Knowledge: Higher Creature Knowledge grants you more information about a creature when you examine it, and unless they plan to allow us to see Bone types and/or whether they are "social" or not this is useless to a Master Ranger.

  3. +5 Foraging: Increases your chance to forage... nearly useless food.

  4. +5 Terrain Negotiation: As a Master Scout, you already travel as fast as you ever can up slopes. As a Ranger this mod only increases you crawling speed... As a Master Ranger, I guess this would make you the faster scuttler in the world!

While these mods may be quite usefull for a Scout or Novice Ranger, they are nearly useless for a Master Ranger. The Creature Harvesting and Trapping bonuses are of minimal usefullness as well. +5 Harvesting is an almost insignificant increase in resources per harvest as we barely gather more than Scouts as it is. +5 Trapping is nice, untill you relize that traps are somewhat broken and a few are totally useless (Dizzy traps vs. Creatures...)


Mask Scent (aka Camouflage) is about the only truely useful Mod and even it is semi-broken (Camouflage works great vs. low level to midrange Creatures, but is inconsistant vs Humanoids).


I would like to see these skills benefit us Master Rangers.



  • Add a new Camp or Permenent Lodge.

  • Allow us to see the Bone type and social tendencies.

  • Give us usefull items to forage and allow them to stack.

  • Lets us travel just a tiny bit fasteroverland without resorting to crawling.

  • Make our Creature Harvesting shine above Scout.

  • Fix our Camouflage and our broken and useless trapping system.

Also, why arn't we on the Devs asses about getting the experiance required switched to Scouting, Wilderness and Trapping?




Jace Rolo
Master Ranger of the Galactic Pest Authority
Professional Hunter for Hire
AgonThalia
Tue Sep 07, 2004 5:47 am
#9

Something to also consider... the +12 to speed (either melee or ranged) is not like a +12 speed SEA, rather it is a percentage of your existing speed. As a pikeman, my natural speed is 75. With +12 speed, it would be close to 76/77 and not 87.



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

Vorpaks
Tue Sep 07, 2004 6:18 am
#10

Actually, right now I really don't mind Scout xp going into senses. The reason is that I can easily trade in my combat/weapon xp for reflexes and get the trees I want, but I don't have anything really except scout xp and CH xp to get the senses lines I want. Since we need 6 lines to unlock I am glad that my main source of xp splits into two trees, rather than just one.



Paks
Master Ranger/Master Creature Handler
-I support ATK play

Owen-Lars
Tue Sep 07, 2004 6:57 am
#11

Yeah me too, i think its prety cool that i can spend scout in sense which otherwise i would find very hard to get.


What i do feel though is that scout xp and all the other ranger related xps should have the option of converting into combat, reflexs OR senses if you wish.


I prime example of how this would benefit people would be with nemo. He is master ranger, master SL and because scout is in senses he has to rely on his 90>1 SL xp conversion rate.


If he could choose to convert his scout into reflexes for example this would aid his template alot in getting fs.



THORTAC BALCOR
The Lost Ranger
RANGER
Nemo0
Tue Sep 07, 2004 8:12 am
#12






Owen-Lars wrote:

Yeah me too, i think its prety cool that i can spend scout in sense which otherwise i would find very hard to get.


What i do feel though is that scout xp and all the other ranger related xps should have the option of converting into combat, reflexs OR senses if you wish.


I prime example of how this would benefit people would be with nemo. He is master ranger, master SL and because scout is in senses he has to rely on his 90>1 SL xp conversion rate.


If he could choose to convert his scout into reflexes for example this would aid his template alot in getting fs.






Right now I get more FS xp for using my pistol than I do for using my SL or Ranger skills. Getting in a big group would help but then I have to run back and forth to the village all the time (which is not fun). I agree with the highlighted line. Combat related xp can be converted into combat and reflex xp. Scout xp (and CH xp) should be convertable into at least senses and reflex xp (combat xp should be doable but too many xp types might be considered unfair).



Lythender Nirou
Crazy Bothan


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