Ranger Archive
Thread: A Guide for Ranger Skills
The Ranger profession consists of skills that allow a Ranger to stay in the wilderness for extended periods of time, assist in the killing of creatures, and increase the yield of resources gained from those creatures. What follows is a synopsis of the skills a Ranger possesses.
Novice Ranger (title granted: Novice Ranger)
Novice Ranger is available once you have mastered the Scout profession and have acquired 15,000 Scouting experience (xp). This xp is gained by using your Scout skills to harvest creatures and by successfully sneaking past aggressive creatures (red on the radar) while you are using /maskscent.
Once you train in Novice Ranger, you receive increased modifiers to many of the skills gained in the Scout profession. You also receive the schematic for the High Quality Camp Kit, and the /areatrack skill. At this level, /areatrack can only track creatures and only gives a general compass direction towards nearby creatures.
The Wayfaring line (title granted: Wayfarer)
Scouting xp is necessary to level in this line. Scouting xp in gained by harvesting resources off of creatures and also by using /maskscent or /conceal to successfully sneak past aggressive creatures.
The Wayfaring line contains three skill modifiers and many schematics that will be explained momentarily. The Skill modifiers are Camouflage (related to the /conceal ability), Burst Run Efficiency, and Terrain Negotiation. The /conceal skill is very similar in function to the /maskscent skill gained in Scout. This skill uses the Camouflage modifier to see if you can successfully pass an aggressive creature or NPC without drawing its attention.
The fundamental differences between /conceal and /maskscent are that /conceal uses Camo Kits and can be applied to people that do not have this skill. Camo Kits are crafted from planet specific components and are only useable on the planet for which they are intended. For example, the resources to make a kit for use on Dantooine, and only on Dantooine, are Dantooine herbivore meat and Dantooine scaley hide. Schematics for these kits are granted throughout the Wayfaring line, and the master box. While you can’t craft all of the kits until you reach Master Ranger, anyone who has the /conceal ability can apply any kit to themselves or others. These kits are made with a Weapon, Droid, and Generic crafting tool and only the number of charges per kit may be experimented on. Experimentation points are based on your Camouflage modifier.
The /conceal skill is generally more successful against creatures than /maskscent. There are also certain NPCs that you can sneak past if you are concealed. These are generally factional (Rebel and Imperial) NPCs.
The Burst Run Efficiency modifier has the effect of lowering the HAM (Health, Action, and Mind) cost of using /burstrun.
The Terrain Negotiation modifier gives added speed to crawling. Terrain Negotiation for running and walking caps at +50, which is attained at Master Scout, therefore all of the Terrain Negotiation a Ranger receives is applied to crawling speed.
The Frontiering line (title granted: Frontiersman)
Wilderness Survival xp is necessary to level in this line. It can be gained through the use of camps, crafting camps and traps, and successfully catching fish.
The Frontiering line gives modifiers and schematics that apply to camping and foraging. As you progress through the line, more camps become available via schematics. Camps negate the 15 second ‘call time’ associated with calling vehicles, pets, and droids. Camps are also able to auto-heal wounds in a similar fashion to a Medical Center (the largest camp, the High Tech Field Base, has the same healing modifier as Medical Center). Note that camps cannot be experimented on.
This line also increases the modifier for the /forage ability. This ability is used to acquire bait and food buff items. The food buff items are usually small buffs with very short durations. Rangers are also supposed to be able to /forage for rare items, but the loot tables are not complete for this yet.
The Tracking line (title granted: Tracker)
Scouting xp is necessary to level in this line. Scouting xp in gained by harvesting resources off of creatures and also by using /maskscent or /conceal to successfully sneak past aggressive creatures.
The Tracking line has 3 modifiers in it. The first is Creature Knowledge. As this modifier increases, it allows you to see more information, about a creature, such as special attacks and creature levels, when you examine the creature.
The next modifier is Creature Harvesting. This modifier simply allows the Ranger to harvest a larger quantity of a resource from a creature as the modifier increases.
The final modifier is the Creature-to-hit modifier. This modifier improves your accuracy versus creatures.
This line also contains improvements to the /areatrack ability. As you train in the line, more options become available. Some improvements to the ability include:
· Increased radius of tracking (up to 500m maximum)
· Additional information as to the whereabouts of your quarry (i.e. direction and distance to quarry)
· The ability to track NPCs
· The ability to track PCs.
Special Notes on Tracking:
Tracking is a useful skill, but it is not foolproof. The most important thing to note when trying to understand the /areatrack ability is that a Ranger cannot track what isn’t there! This means that if a creature hasn’t spawned yet, we can’t track it. It also means that one could theoretically move 10m, and have the creature spawn on them. The next thing to take note of is that Rangers cannot make things spawn. Rangers are at the mercy of the spawning system like everyone else.
The Trapping line (title granted: Master Trapper)
Trapping xp is used to level in this line. Trapping xp is gained by successfully trapping a creature.
The Trapping line contains modifiers for the Trapping and Rescue abilities. The trapping modifier allows you to trap bigger prey as you increase in skill, and applies to Scout traps as well. Rangers are also granted 2 new schematics for traps. The Flash Bomb trap administers an area effect Blind state and the Sonic Pulse trap administers an area effect Stun and Dizzy state. Note that traps cannot be experimented on.
The other modifier gained throughout the Trapping line is the Rescue modifier. As this modifier increases, a Ranger has more success at using the /rescue ability. The /rescue ability is similar in function to the /taunt skill in the Brawler tree; it causes all enemies attacking your current target to attack you as long as your current target is not attacking them.
Master Ranger (title granted: Master Ranger)
The Master Ranger box grants additional modifiers to most Ranger related skills as well as granting both melee and ranged defense (+10 to each). A Ranger also obtains the final Camo Kit schematic (Dathomir) here.
Message Edited by Calculus_Entropy on 09-24-2004 11:00 AM
Is this an FYI or are you looking for feedback before you submit to Thunderheart?
Edited because I type so goodly.
Message Edited by Calculus_Entropy on 09-23-2004 03:57 PM
Master Ranger / Mediocre Riflerperson
Bloodfin
Iseult wrote:
Hi calc -
Did you include the stuff about critter knowledge - ie., the higher your critter knowledge, the more info about a critter that you can see. Maybe they changed this, but in the day those skills were useful to ch's that wanted to know what a creatures special attacks were, etc...
There is a blurb about how creature knowledge lets you know more about creatures as you progress. Perhaps I will clarify it a bit.
What if you added a list of some of the things that other profs. do that compliment ranger. For example, veghash for creature harvesting,harvesting droids for the same, trapping droids for trapping, bio-clothes from tailer for maskscent, swgcreatures.com (maybe) for critter info.....
I may put another section after Master Ranger that states that those items exist and what they do.
But this looks very good as is!
Oh wait - also they might want screenshots for the feature - maybe you could solicit from from the forum.
Iseult
Master Ranger / Mediocre Riflerperson
Bloodfin
Calculus_Entropy wrote:
Welcome to Ranger profession!
The Ranger profession consists of skills that allows a Ranger to stay in the wilderness for extended periods of time, assists in the killing of creatures, and increases the yield of resources gained from those creatures. What follows is a synopsis of the skills a Ranger possesses.
Novice Ranger (title granted: Novice Ranger)
Novice Ranger is available once you have mastered the Scout profession and 15,000 Scouting experience (xp). This xp is gained by using one's Scout skills to harvest creatures and by successfully sneaking past an aggressive creature (red on the radar) while one is /maskscented.
Once one trains in this skill, they will receive increased modifiers to many of the skills that were granted in the Scout profession. One also receives the schematic for the High Quality Camp Kit. The /areatrack skill is also granted in the Novice Ranger box. At this level, /areatrack can only track creatures and only gives a general compass direction towards the quarry.
The Wayfaring line (title granted: Wayfarer)
Scouting xp is necessary to level in this line. Scouting xp in gained by harvesting resources off of creatures and also by successfully /maskscenting or /concealing past an aggressive creature.
The Wayfaring line contains two skill modifiers and many schematics that will be explained momentarily. The Skill modifiers are Camouflage and Terrain Negotiation. The /conceal skill is very similar in function to the /maskscent skill gained in Scout. This skill uses the Camouflage modifier to see if you can successfully pass an aggressive creature without drawingit's attention.
The fundamental differences between /conceal and /maskscent is that /conceal uses Camo Kits and can be applied to people that do not have this skill. Camo Kits are crafted from planet specific components and are only useable on the planet for which they are intended. For example, the resources to make a kit for use on Dantooine, and only on Dantooine, are Dantooine herbivore meat and Dantooine scaley hide. These kits are made with a Weapon, Droid, and Generic crafting tool and only the number of charges per kit may be experimented on.
The /conceal skill is generally more successful against creatures than /maskscent is. There are also certain NPCs that can be snuck past if one is concealed. These are generally factional NPCs.
The Terrain Negotiation modifier gives added speed to crawling. Terrain Negotiation for running and walking caps at +50, which is attained at Master Scout, therefore all of the Terrain Negotiation a Ranger receives is applied to crawling speed.
The Frontiering line (title granted: Frontiersman)
The Frontiering line gives modifiers and schematics that apply to camping and foraging. As one progresses through the line, more camps are made available to them via schematics. Camps negate the ‘call time’ associated with calling vehicles, pets, and droids. Camps are also able to auto-heal wounds in a similar fashion to a Medical Center (the largest camp, the High Tech Field Base, has the same healing modifier as Medical Center). Note that camps cannot be experimented on.
This line also increases the modifier for the /forage ability. This ability is used to acquire bait and food buff items (which are usually small buffs with very short durations. Rangers are also supposed to be able to /forage for rare items, but the loot tables are not complete for this yet. It used to be possible to /forage a wedding cake (a filler until the loot tables were completed for /foraging) in Beta, but it had an inventory size of 70 (the old inventory system used the volume based on an objects size to determine the inventory space occupied by that object) and therefore it can no longer be successfully /foraged (an inventory full message is the result if a wedding cake is foraged, but the item does not actually get foraged). (Not sure if this should be included, yes it is a bug but this is more of an overview of the skillset not an in depth review of its usefulness. If this attracts a couple new Rangers hopefully they'll have the acumen to come to the boards and get the in depth information.)
The Tracking line (title granted: Tracker)
Scouting xp is necessary to level in this line. Scouting xp in gained by harvesting resources off of creatures and also by successfully /maskscenting or /concealing past an aggressive creature.
The Tracking line has 3 modifiers in it. The first is Creature Knowledge. As this modifier increases, it allows one to see more information about a creature when one examines the creature. The next modifier is Creature Harvesting. This modifier simply allows the Ranger to harvest a larger quantity of a resource from a creature as the modifier increases. The final modifier is the Creature-to-hit modifier. This modifier improves your accuracy versus creatures.
This line also contains improvements to the /areatrack ability. As one trains in the line, more options become available. Some improvements to the ability include: increased information as the whereabouts of your quarry (i.e. direction and distance to quarry), the ability to track NPC, and the ability to track PCs.
Special Notes on Tracking:
Tracking is a useful skill, but it is not foolproof. The most important thing to note when trying to understand the /areatrack ability is that a Ranger cannot track what isn’t there! This means that if a creature hasn’t spawned yet, we can’t track it. It also means that one could theoretically move 10m, and have the creature spawn on them. The next thing to take note of is Rangers cannot make things spawn. Rangers are at the mercy of the spawning system like everyone else.(This fits more than the /forage bit since it goes over the working of the skill and not a bug associated with it.)
The Trapping line (title granted: Master Trapper)
Trapping xp is used to level in this line. Trapping xp is gained by successfully trapping a creature.
The Trapping line contains modifiers for 2 skills: trapping and rescue. The trapping modifier allows you to trap bigger prey as you increase in skill, and applies to Scout traps as well. Rangers are also granted 2 new schematics for traps. The Sonic Pulse trap administers an area effect Blind state and the Flash Bomb trap administers an area effect Stun and Dizzy state. Note that traps cannot be experimented on.
The other modifier gained throughout the Trapping line is the Rescue modifier. As this modifier increases, a Ranger has more success at using the /rescue ability. The /rescue ability is similar in function to the /taunt skill in the Brawler tree; it causes the creature to switch from attacking it’s current target (whom you target, then perform the /rescue) to attacking the Ranger, but only if the creature’s current target does not attack while the /rescue is being performed.
Master Ranger (title granted: Master Ranger)
The Master Ranger box grants additional modifiers to all Ranger related skills as well as granting both melee and ranged defense (+10 to each). A Ranger also obtains the final Camo Kit schematic (Dathomir) here.
Message Edited by Calculus_Entropy on 09-23-2004 02:17 PM
Calculus_Entropy wrote:
The Trapping line contains modifiers for 2 skills: trapping and rescue. The trapping modifier allows you to trap bigger prey as you increase in skill, and applies to Scout traps as well. Rangers are also granted 2 new schematics for traps. The Sonic Pulse trap administers an area effect Blind state and the Flash Bomb trap administers an area effect Stun and Dizzy state. Note that traps cannot be experimented on.
Nemo0 wrote:
Calculus_Entropy wrote:
The Trapping line contains modifiers for 2 skills: trapping and rescue. The trapping modifier allows you to trap bigger prey as you increase in skill, and applies to Scout traps as well. Rangers are also granted 2 new schematics for traps. The Sonic Pulse trap administers an area effect Blind state and the Flash Bomb trap administers an area effect Stun and Dizzy state. Note that traps cannot be experimented on.
I believe you have the sonic pulse and the flash bomb mixed up. The flash bomb does blind, the sonic pulse does dizzy/stun.
DOH!
Also, you probably should mention something along the lines of: At Tracking 4, you can track targets up to 500m away from you. The range decreases slightly at lower levels.
I meant to mention that the max range is 500m, but since we really can't seem to prove that it is lower (I will check tonight using the shuttle method that seriyuu mentioned) I will leave out that it decreases...
And you might want to comment on harvesting amounts: A Master Ranger harvests about twice as much as a Novice Scout and about 30% more than a Master Scout. At Tracking 4 you can harvest 95% as much as a Master Ranger.
I am trying to leave out the specific numbers, otherwise, I have to start putting specifics in the other categories (i.e. what info you gain as you increase creature knowledge, and what level critters you can trap atcertain levels of trapping).
Note: I started using crossouts to mark what I was changing and green text to show the new suggestions, but it made it way too confusing so part way through I switched to using only green text to show where I had modified something.
Technical writer disclaimer: all these are only suggestions.
I think only two were grammer things (using it's instead of its - that always gets me too), the rest is personal preference so you can feel free to completely ignore them if you like.
Personal rant: They need to work on this freaking graphical editor... the spacing is way weird.
Calculus_Entropy wrote:
Welcome to Ranger profession!
The Ranger profession consists of skills that allowsa Ranger to stay in the wilderness for extended periods of time, assistsin the killing of creatures, and increasesthe yield of resources gained from those creatures. What follows is a synopsis of the skills a Ranger possesses.
Novice Ranger (title granted: Novice Ranger)
Novice Ranger is available once you have mastered the Scout profession and have 15,000 Scouting experience (xp). This xp is gained by usingonesyour Scout skills to harvest creatures and by successfully sneaking pastanaggressive creatures (red on the radar) whileone is /maskscentedusing /maskscent.
Onceone trains in thisskill,they willyou train in Novice Ranger you receive increased modifiers to many of the skills gainedthat were grantedin the Scout profession.OneYou also receivesthe schematic for the High Quality Camp Kit, andthe /areatrack skill.is also granted in the Novice Ranger box.At this level, /areatrack canonly track creatureslocate andonlygivesa general compass direction towards nearby creaturesthe quarry.
The Wayfaring line (title granted: Wayfarer)
Scouting xp is necessary to level in this line. Scouting xp is gained by harvesting resources off of creatures and also by successfully using/maskscent or /conceal to sneakpastanaggressive creatures.
The Wayfaring line contains two skill modifiers and many schematics that will be explained momentarily. The Skill modifiers are Camouflage (/conceal)and Terrain Negotiation. The /conceal skill is very similar in function to the /maskscent skill gained in Scout. This skill uses the Camouflage modifier to see if you can successfully pass an aggressive creature without drawing its attention.
The fundamental differences between /conceal and /maskscent is that /conceal uses Camo Kits and can be applied to people that do not have this skill. Camo Kits are crafted from planet specific components and are only useable on the planet for which they are intended. For example, the resources to make a kit for use on Dantooine, and only on Dantooine, are Dantooine herbivore meat and Dantooine scaley hide. These kits are made with a Weapon, Droid, and Generic crafting tool and only the number of charges per kit may be experimented on.
The /conceal skill is generally more successful against creatures than /maskscentis. There are also certain NPCs thatyou can sneak past if you areconcealed. These are generally factional NPCs.
The Terrain Negotiation modifier gives added speed to crawling. Terrain Negotiation for running and walking caps at +50, which is attained at Master Scout, therefore all of the Terrain Negotiation a Ranger receives is applied to crawling speed.
The Frontiering line (title granted: Frontiersman)
The Frontiering line gives modifiers and schematics that apply to camping and foraging. Asyou progressesthrough the line, more campsbecome availableto themvia schematics. Camps negate the 15 second‘call time’ associated with calling vehicles, pets, and droids. Camps are also able to auto-heal wounds in a similar fashion to a Medical Center (the largest camp, the High Tech Field Base, has the same healing modifier as Medical Center). Note that camps cannot be experimented on.
This line also increases the modifier for the /forage ability. This ability is used to acquire bait and food buff items. Food buff items are usually small buffs with very short durations. Rangers are also supposed to be able to /forage for rare items, but the loot tables are not complete for this yet. It used to be possible to /forage a wedding cake (a filler until the loot tables were completed for /foraging) in Beta, but it had an inventory size of 70(the old inventory system used the volume based on an objects size to determine the inventory space occupied by that object)and therefore it can no longer be successfully /foraged (an inventory full message is the result if a wedding cake is foraged, but the item does not actually get foraged). (Paks editorial comment:)
The Tracking line (title granted: Tracker)
Scouting xp is necessary to level in this line. Scouting xp in gained by harvesting resources off of creatures and also by successfully using/maskscent or /conceal to sneakpast aggressive creatures.
The Tracking line has 3 modifiers in it. The first is Creature Knowledge. As this modifier increases, it allowsyou to see more information about a creature when you examine the creature. The next modifier is Creature Harvesting. This modifier allowsyou to harvest a larger quantity of a resource from a creature as the modifier increases. The final modifier is the Creature-to-hit modifier. This modifier improves your accuracy versus creatures.
This line also contains improvements to the /areatrack ability. As you train in the line, more options become available. Some improvements to the ability include:
- increased information as the whereabouts of your quarry (i.e. direction and distance to quarry).
- the ability to track NPC.
- the ability to track PCs.
Special Notes on Tracking:
Tracking is a useful skill, but it is not foolproof. The most important thing to note when trying to understand the /areatrack ability is that a Ranger cannot track what isn’t there! This means that if a creature hasn’t spawned yet, we can’t track it. It also means that one could theoretically move 10m, and have the creature spawn on them. The next thing to take note of is Rangers cannot make things spawn. Rangers are at the mercy of the spawning system like everyone else.
The Trapping line (title granted: Master Trapper)
Trapping xp is used to level in this line. Trapping xp is gained by successfully trapping a creature.
The Trapping line contains modifiers for 2 skills: trapping and rescue. The trapping modifier allows you to trap bigger prey as you increase in skill, and applies to Scout traps as well. Rangers are also granted 2 new schematics for traps. The Sonic Pulse trap administers an area effect Blind state and the Flash Bomb trap administers an area effect Stun and Dizzy state. Note that traps cannot be experimented on.
The other modifier gained throughout the Trapping line is the Rescue modifier. As this modifier increases, a Ranger has more success at using the /rescue ability. The /rescue ability is similar in function to the /taunt skill in the Brawler tree; it causes the creature to switch from attacking its current target(whom you target, then perform the /rescue)to attacking the Ranger, but only if the creature’s current target does not attack while the /rescue is being performed.
Master Ranger (title granted: Master Ranger)
The Master Ranger box grants additional modifiers to all Ranger related skills as well as granting both melee and ranged defense (+10 to each). A Ranger also obtains the final Camo Kit schematic (Dathomir) here.
Message Edited by Calculus_Entropy on 09-23-2004 02:17 PM
I am a tech writer IRL so doing this stuff is how I get my kicks outside of SWG.
And yes I recognize the irony of a tech writer who cannot spell. Blame me for your stereo instructions.
PS: Is your dog okay???
I threw in the wedding cake thing for when people ask about what rare things we can forage...I suppose I should just take it out.
Temujin23 wrote:Looks like an excellent breakdown, but isn't there a burstrun efficiency modifier somewhere in the wayfaring tree? Or am I just drinking too much nyquil again? I'd check, but I'm not ingame at the moment.al-djinn'iNaritus Ranger/TKA
Probably both..I will add it...oy!
BTW, my dog Fred, no relation to Skinner, twisted his knee while we were playing fetch. He should be ok, but I am supposed to keep him from being to active for a while. He is a 3 year old German Shepard/Collie...short of drugging him, there is no way to keep him from being active! He was in on Saturday becuase my other dog (a Chow/German Shepard, who had knee surgery a few months ago..sense a theme here? Hers was genetic and not play related) bit Fred through the lip. I am getting frequent visit discounts from my vet
Message Edited by Calculus_Entropy on 09-23-2004 03:28 PM