Ranger Archive
Thread: FS and Ranger
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sherriffjustice
Tue Jun 29, 2004 8:26 am
#1
I preface this by saying I have no idea how this system works. What do you think will be the most advantagous force skill to develope with ranger? How does this new system work? Do we get to attain certain force skills, or do you need to be a padawan to access those skills?
MonsofoLexius
Tue Jun 29, 2004 8:38 am
#2
sherriffjustice wrote:
I preface this by saying I have no idea how this system works. What do you think will be the most advantagous force skill to develope with ranger? How does this new system work? Do we get to attain certain force skills, or do you need to be a padawan to access those skills?
LOL any fighting skills ![]()
I don't have much of an idea myself either. I have been waiting for a quest based or other non-profession grind system to be in place before I spent much energy on what is going on with Jedi.
AgonThalia
Tue Jun 29, 2004 8:39 am
#3
I plan on picking up the scout bonuses, medic bonuses, attack and defense bonuses.
sherriffjustice
Tue Jun 29, 2004 8:45 am
#4
I plan on picking up the scout bonuses, medic bonuses, attack and defense bonuses.
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How do you get those skills, is there a prerequisite and how many skill points do they cost? Thanks in advance
Calculus_Entropy
Tue Jun 29, 2004 8:52 am
#5
sherriffjustice wrote:
I plan on picking up the scout bonuses, medic bonuses, attack and defense bonuses.
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How do you get those skills, is there a prerequisite and how many skill points do they cost? Thanks in advance
DItto, except I plan on getting the ranged speed and accuracy (and maybe melee) and the vehicle control skill.
WhenI tried the FS stuff on test, the 'novice FS' skill box costs 0 points (and give nothing to the player) all subsequent FS skill in that tree cost 1 point a piece and add minor, but helpful, mods. For example, the FS Scout skills basically give +5 to all of our skills spread out over the tree.
AgonThalia
Tue Jun 29, 2004 8:58 am
#6
Ok...
From rumors, speculation and general notes ive read....
The quests will give you access to force sensitivity (rumor: ive heard its profession specific) Once you gain force sensitivity, there are several aspects to that.
Crafting
This will include + to experimentation, surveying, and luck
Hunting
Will modifiers to vehicles, + to harvesting/ camping/ trapping
Weapons
+ melee/ ranged accuracy, speed, damage
Protection
+melee/ ranged defenses etc/ healing bonuses
The "novice" force sensitive block wont cost points (as far as ive seen) but each box above the novice box will be 1 point.
So,
Master Ranger/ Master Combat leaves you with 18 points left over (giving novice medic +1) gaining force sensitivity in medic skills will allow you to use stim B's with only 1 or 2 points invested in it.
The scouting tree will increase your harvests (not much else as camping/ traps are kinda weak) and for the 4 boxes, it will be a total of 4 skill points.
then add defense/ offense skills as needed.
From rumors, speculation and general notes ive read....
The quests will give you access to force sensitivity (rumor: ive heard its profession specific) Once you gain force sensitivity, there are several aspects to that.
Crafting
This will include + to experimentation, surveying, and luck
Hunting
Will modifiers to vehicles, + to harvesting/ camping/ trapping
Weapons
+ melee/ ranged accuracy, speed, damage
Protection
+melee/ ranged defenses etc/ healing bonuses
The "novice" force sensitive block wont cost points (as far as ive seen) but each box above the novice box will be 1 point.
So,
Master Ranger/ Master Combat leaves you with 18 points left over (giving novice medic +1) gaining force sensitivity in medic skills will allow you to use stim B's with only 1 or 2 points invested in it.
The scouting tree will increase your harvests (not much else as camping/ traps are kinda weak) and for the 4 boxes, it will be a total of 4 skill points.
then add defense/ offense skills as needed.
Egrim
Tue Jun 29, 2004 4:09 pm
#7
I played around with the fs stuff on TC2 a couple of weeks ago and here is what I found:
The fs skill cost 1 skill point each to acquire, novie and master are free (master still costs 620 ap points). The bonuses for the combat lines are pretty good, If you go up theCombat/Reflexes linesyou can get up to +20 on ranged defense ( +5 per box) , +20melee defense, +12 melee speed (+3 per box), +12ranged speed ,+12on ranged accuracy, +12meleeaccuracy.
If you like crafting there is a whole skill tree that will give some good bonuses, including the ability to survey/sample without having novice artisan.
I diddn't notice any improvement or speed increase when using a speeder with the vehicle control line.
The survival skills will give you a +5 to the various scout skills (camping/foraging in the first box, trapping/maskscent in box 2, terrain negotation in box 3 , creature knowledge/creature harvesting in the final box). The interesting thing is you can pop a camp and throw the lowest level traps without any novice scout. I diddn't have any of the higher level traps/camps so I can't comment on using them.
With only a +5 to the scout skills, your best bet with the fs skills is to take the ranged defense line, the melee defense line, surveying (if you still have lots for harvesters), and the weapon accuracy and speed lines.
AgonThalia
Tue Jun 29, 2004 7:28 pm
#8
Alright...
I have just talked to a few people about this.
Without novice medic, the bonuses in the FS lines to medic dont apply.
Without novice scout, and the ability to /harvest the jedi cannot harvest.
So far, this is what ive been told by 4 or 5 jedi
I have just talked to a few people about this.
Without novice medic, the bonuses in the FS lines to medic dont apply.
Without novice scout, and the ability to /harvest the jedi cannot harvest.
So far, this is what ive been told by 4 or 5 jedi
Seraph00X
Wed Jun 30, 2004 6:37 am
#9
how does everyone else feel about this "everyone can have a little FS" idea? I've been hearing a lot about it lately, and I'm beginning to think it won't be a good idea in the long run. Basically what I'm understanding is that provided you do a few quests, every character in the game can have force abilities to one degree or another. Does this make sense with the continuity of the movies and books? I don't really think so. There are already too many jedi around considering the timeline we are supposed to be in (remember how there were really only 2 jedi and 2 sith?), and it seems like making every player force sensitive, while perhaps giving the majority what they want, makes the game seriously traitorous to the vision of the star wars universe as set forth by lucas, the movies, and the books.
Perhaps traitorous is a bit too strong a word for it, but I'm sure you guys see what I'm getting at.
Perhaps traitorous is a bit too strong a word for it, but I'm sure you guys see what I'm getting at.
Oculus
Wed Jun 30, 2004 6:56 am
#10
I like the FS idea. That's what most, well, force-sensitive, people were at this point. Force users, not Jedi, since the order is all but extinct.
As Master Ranger | Master 'Combat' however, there's not much in it for us. We have to give up novice medic to get enough points to spend for it to be worthwhile. Well, I guess Riflemen don't care much about self-healing but everyone else will want some healing ability, especially when the CB hits.
This will just increase the gap between Ranger|Combat and Scout|Combat players. Unless they put some firepower in Ranger so we aren't forced to pick up a combat profession, we get the short end, again.
The "Ranger/Scout" FS skills aren't that great to begin with either. + to trapping? camping? camo? + creature harvest for instance will just decrease the value we get from veghash and harvest droids even more. For a lousy increase in our harvest we give up precious skill-points. You can always get more veghash and droid batteries, skill-points however, they aren't for sale on vendors. As always, the ones who get the least out of it, well, that's us.
I'm tempted to drop Ranger and use the points in FS skills. Luck, Ranged Accuracy, Defenses... lots of goodies in there. Seems like a no-brainer to drop more or less useless Ranger boxes to get them.
As Master Ranger | Master 'Combat' however, there's not much in it for us. We have to give up novice medic to get enough points to spend for it to be worthwhile. Well, I guess Riflemen don't care much about self-healing but everyone else will want some healing ability, especially when the CB hits.
This will just increase the gap between Ranger|Combat and Scout|Combat players. Unless they put some firepower in Ranger so we aren't forced to pick up a combat profession, we get the short end, again.
The "Ranger/Scout" FS skills aren't that great to begin with either. + to trapping? camping? camo? + creature harvest for instance will just decrease the value we get from veghash and harvest droids even more. For a lousy increase in our harvest we give up precious skill-points. You can always get more veghash and droid batteries, skill-points however, they aren't for sale on vendors. As always, the ones who get the least out of it, well, that's us.
I'm tempted to drop Ranger and use the points in FS skills. Luck, Ranged Accuracy, Defenses... lots of goodies in there. Seems like a no-brainer to drop more or less useless Ranger boxes to get them.
Seraph00X
Wed Jun 30, 2004 7:03 am
#11
that's exactly my point. yeah there were probably lots of force sensitive in the galaxy, but we've just opened the door for EVERYONE to be force sensitive. Plus say if I can get an equal amount of skil mods for whatever, say, harvesting, out of 2-3 FS skillboxes costing 2-3 skill points versus 2-3 blocks of ranger, costing roughly 5-6 points.... what's the point of having anything over novice or the first couple blocks when you can simply be force sensitive and get it cheaper? It just doesn't add up to me....
Phenix1050
Wed Jun 30, 2004 7:23 am
#12
Well I'll show you how it adds up:
essentially it's an algorithm of data stemming from the unsolvable remainder of an integral equation that involves many forms of delta (though not the Correspondant Delta).
Basically, the gooditude of the other proffessions is inversely proportionate to the gooditude of the Ranger.
This is not to be conufused with the timeless equation of COLDitude, whereby the colditude of the one is directly proportionate to the one-ness of the one. Thus, as the one gets colder, it becomes more of a one, but as the other proffession get gooder, the ranger gets ungooder.
Grammar and spelling be damned, that's my post.
MorBal
Wed Jun 30, 2004 7:26 am
#13
I wish they had not allowed us to be jedi. This is what Middle-Earth Online is doing; noone is allowed to play an Istari (the 5 wizards i.e. Gandalf) and magic using classes are being limited severely (although I wish they were limited even more). It solves the whole problem of there being just a few uber powerful powergamers, or there being hundreds of hundreds of uber powerful characters that just destroys any hope of continuity. Also it would solve the other continuity problem ofhow the Jedi willact. I doubt anyone will actually roleplay their jedi and make it look like they are actually a jedi, I expect to see scores of "jedi" running around with L337 attitudes, and screaming bloody murder when they are defeated (which actually might be slightly amusing...I mean who has ever seen a jedi have a real temper tantrum...besides Anakin).
Too many people view jedi as the "end all be all" of the Star Wars Universe, when it really shouldn't be (I wont say "because it isn't"...because this is my opinion). I mean we are dealing with an entire galaxy, hundreds of planets and systems, and much more interesting groups/organizations. Jedi are incredibly interesting, but they have been the focus for so long that they have lost all of their mysterious qualities.It's actually more fun for me to learn about other groups now, besides Jedi and Sith, even though they are going to be far less powerful.
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