Ranger Ideas

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anthus
Posts: 7
Joined: Thu Sep 15, 2016 6:39 pm

Ranger Ideas

Postby anthus » Fri Oct 05, 2018 9:46 am

Given the recent change to ambush, which drastically improves rangers' abilities in solo and group play I thought some other skills of theirs could stand to be tweaked to make them into a more complete class.

Tracking:
It seems that tracking, as of now, is based upon a sort of marking left in a room when a mob or player passes through it. It works, but has limited practical application.

This would be a more interesting ability if it actually honed in on a living target in the area. The problem as it exists is it tracks things which aren't necessarily alive, and tends to route the player into a lot of dead ends. Obviously this would only ever work outdoors, and (probably) wouldn't work through closed doors and such.

Kill Command:
I submitted this as an in-game idea, but I think this would benefit from having more extreme affects when used. Right now the difference between using it with different companions seems minimal in most cases.

Boar: Bash affect against target, or a small stun.
Snake: Poisons target, maybe with a short duration mute.
Hawk: Blinds the target for a short duration, maybe a few rounds.
Rabbit: The current heal is probably sufficient.
Monkey: A caster impacting debuff, short in duration but similar to feeblemind, hex and enervation type debuffs.
Tiger: This one is pretty straight forward, and just escalating the damage to something more respectable would be appropriate.

Animal Lore:
This just feels a little too niche. There's a somewhat limited selection of animals worth running, and there are few bosses where this would be a benefit. Revamping it to be a bonus when fighting outdoors would make it a lot more of a benefit, though I'd understand if that was considered to be just a bit too powerful.

Herb Lore:
Only usable out of combat and self-cast only. It's a somewhat weak heal, but does the job of keeping us moving while grinding. Given it's a weak heal that will scale poorly as a ranger champs up, it would be helpful and add a lot to us if it had a fairly high chance of removing debuffs like poisons, weaken, disease, etc.

Eyes of the Night:
Piggybacking on the whole outdoor specialist idea this buff is just a little bland. Improving our vision outdoors to include a % chance to see invis and hiddens would be a huge asset.

Archery and Bows:
The old archery system kind of sucked. There were some old-school scenarios where it shined but by and large was a gimmick more than anything, and I just don't like directional attacks anyways, so I think removing it was the right call.

I brought this up in chat awhile ago but I think it could be a cool class-slot type thing. When a bow is worn and melee weapons removed a ranger could attack a target without actually engaging. Total damage should probably be comparable to their swings, but the ranger could still maintain "range" as long as someone else is tanking. This would allow the ranger to avoid flame and electric shields, and possibly circumvent the 6-man limit on damaging a mob, providing a pretty serious incentive to actually have a ranger along. This might work as a champ skill, but I could see it not really fitting if the long-term plan was to go heavy on the pet concept.

By and large the class is pretty good now, so I don't think any of this stuff is a requirement, just some ideas if we end up with a regular ranger player or two. We do solid damage right now and I think entangle is a very underrated skill depending on its success rate against high level targets, as well as the existing animal group buffs being pretty underappreciated.
Aowey
Posts: 3
Joined: Fri Oct 05, 2018 1:05 am

Re: Ranger Ideas

Postby Aowey » Fri Oct 05, 2018 12:16 pm

anthus wrote:[...]
Animal Lore:
This just feels a little too niche. There's a somewhat limited selection of animals worth running, and there are few bosses where this would be a benefit. Revamping it to be a bonus when fighting outdoors would make it a lot more of a benefit, though I'd understand if that was considered to be just a bit too powerful.


One thing about that: It would probably really be to powerful for one simple reason: Many areas, even though technically indoors, still have the outdoors flag (more on that later)

anthus wrote:Herb Lore:
Only usable out of combat and self-cast only. It's a somewhat weak heal, but does the job of keeping us moving while grinding. Given it's a weak heal that will scale poorly as a ranger champs up, it would be helpful and add a lot to us if it had a fairly high chance of removing debuffs like poisons, weaken, disease, etc.


One thing about herb lore that really annoys me: in indoor-rooms it only heals 1/3 of it's maximal potency so only 40 hp. As the indoor/outdoor system doesn't really seem to work properly I personally think it would be better to remove it entirely. Unless it is a badly needed balancing decision of course.

But all in all I really like Anthus' ideas. In my opinion rangers could get much more impact on their pet gameplay but I don't really have some ideas for that.
Other than that rangers are probably a nice class already.
anthus
Posts: 7
Joined: Thu Sep 15, 2016 6:39 pm

Re: Ranger Ideas

Postby anthus » Fri Oct 05, 2018 1:27 pm

One thing about that: It would probably really be to powerful for one simple reason: Many areas, even though technically indoors, still have the outdoors flag (more on that later)


I agree with you, the indoor/outdoor room flags are a little bit broken. My alternative idea is that instead of the typical damage bonus we see with ruiners and paladins, that rangers instead receive a significant critical hit bonus in any room flagged outdoors. It becomes probably a smaller overall damage increase but is effective in many more areas. This would stack with things like rabbit companion's critical hit bonus.

herb lore stuff


Another alternative would be herb lore not being a direct heal, but providing a heal-over-time buff. Maybe 300hp total, but pulsing over the course of a tick and having a chance to cure debuffs each pulse. It also might be reasonable to be castable on others for a diminished affect of 200hp or so.
anthus
Posts: 7
Joined: Thu Sep 15, 2016 6:39 pm

Re: Ranger Ideas

Postby anthus » Thu Oct 11, 2018 10:05 am

I spent some more time using the different companions and documented as many of their effects as I could, and came up with a few ideas for them.

Hawk Companion - Mana Regen buff, Spirit Bond proc is +29 hitroll, adds a dodge effect.

'animal aspect' modifies mana regeneration by 25 for 23 hours.

Overcome with beastial vigor, your hawklike eyes allow perfect vision!
'companion bond' modifies hit roll by 29 for 1 rounds.

Mob's attack misses you as he protects his eyes from your hawk.


Hawk is a pretty solid companion but feels a little confused with monkey. I'd like to see this one focused on mana recovery and spellcasting strength. The dodge could be dropped, and the spirit bond proc could either restore an amount of mana, maybe 20, or boost the next spell cast by the ranger, like adding 25% damage to an insect swarm or kill command.

Monkey Companion - AC and Hitroll buff, Spirit bond proc is -40 AC and +4 dex, proc to steal gold, and distract target?(no idea what this does)

'animal aspect' modifies armor class by -46 for 23 hours.
'animal aspect' modifies hit roll by 23 for 23 hours.

Overcome with beastial vigor, you feel more agile as you attack a devil of the night!
Your monkey climbs all over a devil of the night, greatly distracting it!
Your monkey pilfers a devil of the night's pockets and manages to return with 3410 gold coins!
'companion bond' modifies armor class by -40 for 1 rounds.
'companion bond' modifies dexterity by 4 for 1 rounds.


The gold theft is a bit out of place here, and would fit with the whole premise of the lucky rabbit a bit more. I'm not a fan of the dex buff in the bond affect, primarily because it's wasted once a player trains the stat to full(this is easy considering Feline Agility adds +4). The bond would do better to add substantially more AC, along with integrating the hawk's dodge affect into this companion to make it a complete "tank" solution. I haven't been able to determine what's happening when the monkey distracting message pops.

Snake Companion - Haste buff, Spirit Bond proc converts damage to poison(pierces flaming shield, not sanc), bite proc poisons target.

'animal aspect' modifies haste by 5 for 23 hours.

Overcome with beastial vigor, your strikes are able to pierce magical defenses!
'companion bond' for 2 rounds.

Your snake suddenly strikes a mob and bites him!


I like the snake companion. The 'piercing magical defenses' concept should probably include sanc buffs as well, and given this aspect is rooted with a +5 haste perhaps granting a large haste buff for one round(think ki-flurry) to go with it when spirit bond pops would be a nice boost.

Rabbit Companion


The rabbit is solid. Besides probably moving the gold theft here I think it's well done.

Tiger Companion


The tiger is also pretty good. Meaningful damage increase across the board, plenty versatile as-is.

Boar Companion


The boar is decent enough. It's a fitting buff for newbie rangers, but I'm not sure it's got a lot of use at higher levels, or really could without taking away from the others

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