Ranger Archive
Thread: Hunting methods for Rifle Rangers
1) maskscent, prone
2) Cover
3) Conceal Shot
4) Conceal Shot
5) Conceal Shot
Target is usually 50% health now and discovers me
6) Throw trap (Noisemaker because currently I am only Trapping 2)
7) Stand
8) Sic pet (Probot) on target
9) Run using headshot
I dont think I will ever be able to use Aimed Shot,Aim, etc as it instantly blows my cover.
This normally works for me 80% of the time..tho I do get hurt a lot hehe.
My question is as I progress thru the scout and rifle trees...will I be able to pick off a target of similar level with losing concealment?
Also...if anyone can suggest alternatives / improvements to my method I'd appreciate it
As you get better with the rifle, your pet will probably have trouble holding aggro; at least that's what I've heard from others, due to the damage the rifle can put out. If they ever get it fixed, I'll switch the P-dart/kneecap combo with an Adhesive Mesh trap, which will make it a bit more comfortable for people who prefer their mobs to not get close enough to them when shooting...!
I tend to get beaten up a bit on my solo hunts as well, at least with mobs with CL equal or above me. I tend to do considerably better against blue cons, as long as they don't detect me in packs.
As to your question about losing concealment-it WILL happen. It is unlikely you can do enough damage with conceal shots to kill a similar CL mob, even at higher levels. If I recall correctly, 3 is the most you can count on getting before the mob decides you've had enough free shots.
CorethLandwalker wrote:
My methods are pretty similar. Start by cover (usually already either masked or camo'd), and fire off a pair of conceal shots. My next move depends on the CL of the creature. If it's near or over my CL, I'll throw a P-Dart followed by a kneecap shot; that'll be reversed if the mob is still too far for a trap. If the creature isn't obscenely dangerous, or if my conceal shots have dropped its health considerably, I take a sniper shot. Follow by head shots and normal ranged shots, with additional snipers as it comes online.
As you get better with the rifle, your pet will probably have trouble holding aggro; at least that's what I've heard from others, due to the damage the rifle can put out. If they ever get it fixed, I'll switch the P-dart/kneecap combo with an Adhesive Mesh trap, which will make it a bit more comfortable for people who prefer their mobs to not get close enough to them when shooting...!
I tend to get beaten up a bit on my solo hunts as well, at least with mobs with CL equal or above me. I tend to do considerably better against blue cons, as long as they don't detect me in packs.
As to your question about losing concealment-it WILL happen. It is unlikely you can do enough damage with conceal shots to kill a similar CL mob, even at higher levels. If I recall correctly, 3 is the most you can count on getting before the mob decides you've had enough free shots.
since when did they fix knee-cap shot?
still seems useless to me. tried it on a mountain squill today, got the +Snared+ over it's head, but it just kept running straight at me!
they fixed cover at least, so maybe they will fix kneecapshot next.
SickSix wrote:
since when did they fix knee-cap shot?
still seems useless to me. tried it on a mountain squill today, got the +Snared+ over it's head, but it just kept running straight at me!
they fixed cover at least, so maybe they will fix kneecapshot next.
Actually, the shot is probably working fine. The problem these days I'm having is that the mob is often not where you think it is....
You may have noticed at times that you are being beaten on by a mob who can't possibly have a reach of 30m. The graphics in the game seem to be failing to "catch up" to where the code says it is located. So you may be shooting at something that appears to be 30m away, but is in fact right next to you trying to rip out your arms. This is probably a bug (I'd hate to think it was my computer specs). The shot does slow down a mob for a time-in groups, I've shot creatures charging other folks and seen the slowdown.
This same issue also exists for creatures who have been rooted. I've seen rooted creatures travel an astonishing distance when they weren't supposed to be moving at all....
CorethLandwalker wrote:
SickSix wrote:
since when did they fix knee-cap shot?
still seems useless to me. tried it on a mountain squill today, got the +Snared+ over it's head, but it just kept running straight at me!
they fixed cover at least, so maybe they will fix kneecapshot next.
Actually, the shot is probably working fine. The problem these days I'm having is that the mob is often not where you think it is....
You may have noticed at times that you are being beaten on by a mob who can't possibly have a reach of 30m. The graphics in the game seem to be failing to "catch up" to where the code says it is located. So you may be shooting at something that appears to be 30m away, but is in fact right next to you trying to rip out your arms. This is probably a bug (I'd hate to think it was my computer specs). The shot does slow down a mob for a time-in groups, I've shot creatures charging other folks and seen the slowdown.
This same issue also exists for creatures who have been rooted. I've seen rooted creatures travel an astonishing distance when they weren't supposed to be moving at all....
I see a similar thing with corpses. I think they are still 30m away when I finish them off, but then the corpse slides right up to my feet! ![]()
Kneecap shot + p-dart is the current rifleman/ranger tactic 4tw, but I imagine it will be nerfed before we get any ranger fixes
On its own I've found kneecap shot pretty useless, the snare seems much weaker than the old p-dart effect.