Teler
02-24-2005, 06:05 PM
<DIV>Publishing a few thoughts here that came up to my mind lately. They are not a desire to be implemented as Ranger fix, I'd much rather see a discussion about them with balance relevant points being elaborated.</DIV> <DIV> </DIV> <DIV>Feel free to add ideas.</DIV> <DIV> </DIV> <DIV><U>Endless Arrow Quiver</U> - EAQ - a Predator feature</DIV> <DIV> </DIV> <DIV>Predators getting the permanent skill to not consume arrows anymore. Arrows much rather fill into their Ammo slot as their Bow, Gloves or Helmets fill into their respective slots. When shooting, those Arrows are not consumed.</DIV> <DIV> </DIV> <DIV>Woodworkers gain recipies to create those special arrows for Predators (which can be flagged "Lore, unstackable" for example, can contain stats if needed, whatever), mobs' loottables can get certain Arrows on them too. Rip/Tear can be changed to pure all-angle damage skills.</DIV> <DIV> </DIV> <DIV>All other classes still can / must buy the normal arrows of today if they want to shoot - e.g. for pulling purposes.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV><U>Endless Poison Vial</U> - EPV - a ??? feature</DIV> <DIV> </DIV> <DIV>Similar to EAQ, but for... maybe Rogues and their Subclasses, Predators or all Scouts? ... with the recipies going of course to Alchemists. Poisons would not consume charges when used.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV><U>Chaotic Stab</U> - a Scout feature</DIV> <DIV> </DIV> <DIV>The old EQ1 Rogues will know the skill: It allows the use of the backstabs - back/side attacks - from the front at a reduced damage.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV><U>Persistent Stealth</U> - a Scout feature</DIV> <DIV> </DIV> <DIV>Stealth should not be interruptable by Flurry attacks or AE spells/skills of mobs. If the mob is directly agroed on the Scout, it should be able to break Stealth though. For soloing purposes in relation with Chaotic Stab, it would still be possible (just like today) to time the Stealth/Backstab between the mob's hits - just like today.</DIV> <DIV>This enhancement is only for Scout native stealth skills, not for any stealthing racial traits.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV><U>Scout Subclass Specialisations</U></DIV> <DIV> </DIV> <DIV>Bards - best Pathfinding, which would also work in combat, others' PF stays the same.</DIV> <DIV>Rogues - best Disarm Traps, current version unchanged (since trivial anyways), others will get slightely downgraded.</DIV> <DIV>Predators - best Track, upgraded to be able to track red cons and maybe even ^ ^ ^ mobs too, others' Track stays the same.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV><U>Scout Group Combat Buffs</U></DIV> <DIV> </DIV> <DIV>Bards - ???</DIV> <DIV>Rogues - low damage poison proc buff</DIV> <DIV>Predators - melee/archery range enhancement buff</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>More to come as they cross my mind, would be nice to see some discussion around these points...</DIV>