Ranger Archive
Thread: least valuable of our 4 skill lines.
If you had to, which full line of Ranger would you give up? Why?
Looking ahead, which skill line do you think will be most valuable to a Ranger?
This is not a test, you wont be scored on this. All opinions are valid and appreciated. ![]()
I had 4-4-4-4 and gave up Trapping temproarily soI could keep medical skills. I dont miss trapping at all. I am now 4-4-4-0.
Additionaly the only line that is actualy useful right now is Hunting for bigger harvest and I do use tracking alot.
Once the fixes go through and additional traps are implamented I will go ahead and Master Ranger.I do love the class and I am looking forward to all the improvements.
It's really tough. If I had to remove something entirely, it would be the Wayfaring line since I don't crawl a lot.
If I wasn't going Master Ranger, now that I've had time to play around a bit, I'd drop Wayfaring in a heart-beat. The only visible benefit is that I do run up steep hills significantly faster than Exploration IV types. Just not really worth the little bits of time you save, especially since I'm also doing Squad Leader and eventually getting movement bonuses there too. Plus camouflage is seriously a joke.
You can either click on a single key to mask scent, or spend points on artisan, get/make yourself a flora surveying device, spend hours finding the very specific components (only to find that everyflower on the planet is unattainable because it just recently spawned so there's no way to get it without an extractor or waiting a full day for it to allow you to sample?!), then with 100 hard-won resources, you make a 2-5 use camouflage item, apply it to yourself, then walk by 3 creatures before it's broken. Even if it doesn't get broken, it wears off in a matter of minutes. Let's not even get into the funky faction stuff with NPCs.
Gee, lemme think. Nah, I'll just push that other button and walk around the aggressive NPCs.
What gets me more than anything I think is that Rangers, with all their experience in the wilderness, able to scrounge the strangest foods and grubs out of anyground on the planet no matter how bare it appears,can't pick flowers? Oh no, you have to be an Artisan to pick flowers.
Riiiight.
If they're gonna make it that hard to get the components, especially relying on other class abilitiesto gather them, there needs to be a much more significant payoff. Camo should stay on MUCH longer, possibly even after it "breaks" for one creature, and it shouldn'tbe seen throughanywhere near as much as it does. We can be seen for free.
I love the camps. They may not be terribly useful, but they're impressive, you heal faster in the best ones, and crafters don't have to make trips to town to make weapons, droids, food, chemicals, or general items.
Tracking is invaluable. Plus that line increases your resource gathering, which represents fairly significant extra income for me at this point.
Trapping is fun and very useful, especially combined with other abilities like suppressive fire and warning shot, it's a lucky creature that ever gets near enough to do anything to you.If the new traps are enigmatic (I don't really understand what affect those status effects have on a difficulty 50 creature, does it really matter?), the increased chance to land all the old traps is worth it.
So yeah, if you're gonna drop something, drop Wayfaring. Pretty lame skill tree at the moment. Hopefully it won't be that lame for long.
It's so hard to choose! They're all so disposable! ![]()
Wayfaring can go completely. I don't crawl much and I still cant imagine needing camo kits very much. And the new camo fix hasn't even arrived and we're already gettingreports that there are still bugs that prevent them from working against certain humanoids.
Frontiering, likewise. Somebody else can be the 'Oooh!' camp guy. Scout camps work just as well for allowing medics to heal and doing pet management.And very few people usethe crafting stations.
Trapping can go, too. The only time I use Ranger traps is to break up the monotony of using the much more useful Scout traps.
Tracking, I'll keep 2, maybe 3, of the bricks since that's moderately useful for hunting. If my PA thinks the Tracking 4 is worth it for tracking individual players, I may keep the entire line. But I'm torn --since 95% of my income comes from my mineral harvesters, I really don't hunt specific critters all that much. I could drop the entire tree and not really have it affect me much, financially.
Doremar wrote:
You can either click on a single key to mask scent, or spend points on artisan, get/make yourself a flora surveying device, spend hours finding the very specific components (only to find that everyflower on the planet is unattainable because it just recently spawned so there's no way to get it without an extractor or waiting a full day for it to allow you to sample?!), then with 100 hard-won resources, you make a 2-5 use camouflage item, apply it to yourself, then walk by 3 creatures before it's broken. Even if it doesn't get broken, it wears off in a matter of minutes. Let's not even get into the funky faction stuff with NPCs.
Supposedly the next big patch removes the flora components and increases the effects of conceal substantially. Read the update notes! ![]()
If they screw the update yet again then I'm with you 100%.
Ranger traps suck. Scout traps good.
Area track very very good to me.
Now to sentences with actual words in them... Ranger trapping could fall off the face of the earth and I could use the skill points in something else. As long as I got pdarts and glow-wire, I am happy.
Area track saves me time and I can make more money. Instead of wandering looking for animals, I know where they are, more or less, and can go take out the ones with good harvest/good xp.
My humble opinions...
JB
Oh yeah, until they fix the HTFB, I seldom even use it... FB usually.