Ranger Archive

Thread: Ideas for ranger skill lines.

Sprite404
Sun Jul 13, 2003 5:57 pm
#1

I'm not currently a Ranger (teir 3 in all scout skills atm) but I plan to be soon and have been thinking about some new stuff that we could use without getting too unbalanced.


Bio-Science


Frontiering II - Ability to harvest two resources at once. Master Ranger - Ability to harvest three resources at once. Let us seperate the resources we harvest with a comma in the macro, somthing along the line of


/forage bone, hide /forage bone, meat And once we're Master Ranger /forage all or /foragecorpse would just get all three at once.


Put the first one in Frontiering II rather than Novice to prevent Bounty Hunters from picking up Novice Ranger just for the extra perk and three at once at Master for two reasons, a) a reserved ability for people actually going Master and b) theres currently no perk besides skill mods for going Master Ranger.


Trapping


Haven't thought to much about this specificaly but the Ranger traps compared to scout traps are pretty crappy. We need some kind of trap to completley stop the mob in it's tracks, an advanced version of our scout level snare. Some kind of confusion trap that would make the monster attack other monsters around it would be nice too. Also, our traps now..well they're not really traps. I assumed when I started scout I'd be putting somthing on the ground and getting the mob to walk into it. I do think it's easier using thrown traps but some variety would be nice. Give us different types of traps to use in different situations. Sometimes I need to use a trap but would rather my brawler friend have aggro, in that kind of situation I'd like to have one I can set on the ground and lure the mob across rather than toss at him.


Oh and finnaly, get rid of the metal requirements in traps. The self sufficent ways of the scout are nice, threres no reason to toss in metal. It's not like theres a market for traps or anything, that's really annoying.


Frontiering


First of all camps aren't permanet, so why does it matter if I set one up right out of town? Get rid of the zoning restrictions on camps, it's really annoying. I'm not sure about this next one as I'm not a ranger yet, but if Entertainers can't heal battle fatigue in any of our camps they sure as hell need to be able to. Put that in Frontiering II.


What exactly is Foraging for anyways? Give it a little more use, somthing like enhancements for other craftables mabey? Have foraging work the same as surveying (automatic until you run out of stam) and give us some xp for it. Camp XP is horribly boring right now, fix it.



That's all I've got for now, don't want to say anything about Wayfaring until I have a chance to try it out. Any comments or critiques would be well appreciated. Also fix these stupid html errors in the forums.

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