Ranger Archive
Thread: Test Center Bloodfin P-Dart Tests: All is not lost
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Iseult
Wed Jul 06, 2005 7:15 pm
#1
So, I logged into TC Bloodfin tonight and headed to my favorite Krayt ground to test the p-dart fix, and here's what I found:
1) p-darts are definitely fixed. They work like they did pre-cu, which is to say, as snares BUT they are slightly better than the combat snare attacks in that there is not a delay until you can re-snare. So, if you time your traps right (and all your traps stick), you can chain snare. The traps by themselves will not stop critters in their tracks anymore, but they will slow them down enough for you to kite or get out of range.
2) we can still stick traps on krayts - I seemed to be a lot more successful on juvies (lvl 76) than on canyons (level 85+ I think), but I could still trap canyons.
3) we can still solo krayts - well, I only tested on canyons and juvenile canyons, and I think an ancient might be more of a problem because it has such a high heal rate and with the new changes, you're going to be spending a lot more time throwing traps.
Juvies were no problem at all, but canyons were a bit more tricky. Basically, you need to have tons of traps (I mean about 10-12 5-trap p-darts) in your inventory, and use your specials to your advantage.
I would trap the krayt, hit it with carbiner cripple shot (another snare, but stacked with the p-dart snare, it would bring the krayt to a stop), and then back off. When I saw the p-dart wearing off, I would throw another one while backing up. I kept my knockdown in reserve in case the trap missed and I was sure to stay well away from the krayt. I would stick cripple shot whenever I could. Using this method I solo'ed 1 canyon and 3 juvies. I also got eaten twice, but that was more a function of not having my stuff set up at first and the sheer volume of spawns on the test center (why can't it be that way on live?). I was literally kiting the canyon krayt through four other krayt spawns.
I tried trapping smaller things, and still got 1 xp, which suggests that the trapping xp fix is not in place yet (my understanding is that with the new fix trapping xp will function like scouting xp, but then again I have MR trapping skills).
at any rate, I have to go to a wedding for the next four days, so I won't be able to test any more until sun. But I thought I'd leave this for you guys to chew on.
Iseult
Master Ranger / Mediocre Carbiner
Bloodfin
1) p-darts are definitely fixed. They work like they did pre-cu, which is to say, as snares BUT they are slightly better than the combat snare attacks in that there is not a delay until you can re-snare. So, if you time your traps right (and all your traps stick), you can chain snare. The traps by themselves will not stop critters in their tracks anymore, but they will slow them down enough for you to kite or get out of range.
2) we can still stick traps on krayts - I seemed to be a lot more successful on juvies (lvl 76) than on canyons (level 85+ I think), but I could still trap canyons.
3) we can still solo krayts - well, I only tested on canyons and juvenile canyons, and I think an ancient might be more of a problem because it has such a high heal rate and with the new changes, you're going to be spending a lot more time throwing traps.
Juvies were no problem at all, but canyons were a bit more tricky. Basically, you need to have tons of traps (I mean about 10-12 5-trap p-darts) in your inventory, and use your specials to your advantage.
I would trap the krayt, hit it with carbiner cripple shot (another snare, but stacked with the p-dart snare, it would bring the krayt to a stop), and then back off. When I saw the p-dart wearing off, I would throw another one while backing up. I kept my knockdown in reserve in case the trap missed and I was sure to stay well away from the krayt. I would stick cripple shot whenever I could. Using this method I solo'ed 1 canyon and 3 juvies. I also got eaten twice, but that was more a function of not having my stuff set up at first and the sheer volume of spawns on the test center (why can't it be that way on live?). I was literally kiting the canyon krayt through four other krayt spawns.
I tried trapping smaller things, and still got 1 xp, which suggests that the trapping xp fix is not in place yet (my understanding is that with the new fix trapping xp will function like scouting xp, but then again I have MR trapping skills).
at any rate, I have to go to a wedding for the next four days, so I won't be able to test any more until sun. But I thought I'd leave this for you guys to chew on.
Iseult
Master Ranger / Mediocre Carbiner
Bloodfin
Serraphin
Wed Jul 06, 2005 7:24 pm
#2
Thats good news but eventually they are supposed to add dimishing returns for state effects. Once added that should reduced the odds of stacking snares or roots over time and/or reduce the effectiveness until there is no longer an effect. This will allow clever Rangers to be able to solo most mobs but reduce the effectivness of soloing the top tier mobs. Great news though.
mclouj
Wed Jul 06, 2005 8:21 pm
#3
The question is though, have the adhesive mesh traps been fixed too? Ie they now root properly.
Iseult
Wed Jul 06, 2005 9:25 pm
#4
mclouj wrote:
The question is though, have the adhesive mesh traps been fixed too? Ie they now root properly.
No, unfortunately, they are still broken. I get the '... has become entangled in a sticky mesh' but no state icon appears under the creature's ham bar and the creature just keeps coming. I'm going to post it in the bug thread now.
Iseult
Master Ranger / Mediocre Carbiner
Bloodfin
BioEngine
Wed Jul 06, 2005 9:27 pm
#5
Yeah, I think we'll need the Adhesive Mesh to work before I go back to those accursed caves again.....
Iseult
Wed Jul 06, 2005 9:45 pm
#6
BioEngine wrote:
Yeah, I think we'll need the Adhesive Mesh to work before I go back to those accursed caves again.....
Lol - the caves of the eternally lost ranger? I thought we did really good with the group we had, but yep, I think that just a snare is not going to help that much in the close quarters. The good thing about a snare is that it lets you kite, but you can't kite if you can only run so far without hitting another big nasty...
Iseult
Master Ranger / Mediocre Carbiner
Bloodfin
darmokVtS
Thu Jul 07, 2005 1:08 am
#7
Iseult wrote:
3) we can still solo krayts
Of course you can, all you need to solo any given creature in the game that has no ranged attacks is a ranged combat profession and some way of applying a snare or root (is there any ranged combat profession that can not do so?). I solo Krayts with Chenir (see sig for template), with only using her carbineer abilities (snare 'em, "kite" 'em - more "circle around them", kill 'em...
Lord-R
Thu Jul 07, 2005 4:32 am
#8
true true but what sucks about using traps is that you got to stop in order to trap your target. why cant we just run while traping?Anyways thanks for the info oh and hey try useing a Trap driod and let us know how that works out.
Starson
Thu Jul 07, 2005 4:39 am
#9
Good tic-tacks (tactics) and a Ranger can do anything. That my friends is what makes 'us' different, no matter what they do to us...we willmakewhat we got work
Rolfie
Thu Jul 07, 2005 5:02 am
#10
Iseult wrote:
mclouj wrote:
The question is though, have the adhesive mesh traps been fixed too? Ie they now root properly.
No, unfortunately, they are still broken. I get the '... has become entangled in a sticky mesh' but no state icon appears under the creature's ham bar and the creature just keeps coming. I'm going to post it in the bug thread now.
Iseult
Master Ranger / Mediocre Carbiner
Bloodfin
This is the problem I have with the fixes in this patch.
Sony fixes, yes I said fixes the P-dart but ignores the trapping XP problem, as well as the fact the other traps need fixing or tweaking to make them useful.
BioEngine
Thu Jul 07, 2005 9:28 am
#11
The only reason I keep going is that trapping droids can apply the combat special, whereas every other profession has to use their own time in combat to apply their enemy-modifying state.
I still wish they couldn't use them against creatures.
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