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Unread 03-18-2005, 10:56 AM   #1
Tr

 
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Since obviously sony doesn't want us to be the highest dps class even though that's all we're good at, lets throw out some ideas for possible utility skills we could get (buffs, debuffs, etc..)If kiting is going to be an option I'd like to see our snares working as well as eq1 (long duration/low power).Bring back Call of Earth - AC plus damage shield giving us utility to help tanks in groups.More along the dps line but the jolt series to lower aggro if we ever get balanced enough to pull it.I'd still like to see some kind of animal form spell, we had wolf form in eq1, why not black panther form or something with an increase to agi and attack speed.Its probably crazy, but maybe small HoTs or cures or something to make us like a ghetto paladin for raiding/grouping AEs.There's gotta be some other fun ideas out there that can be tossed around to try and give a boost to our class.
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Unread 03-18-2005, 05:57 PM   #2
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Heh, i have some crazy ideas how to make this whole system better, and also how to improve all classes, especially rangers. Not as much as a one class problem idea, but... well, read yourself if you wish (link below) http://eqiiforums.station.sony.com/eq2/board/message?board.id=futexp&message.id=1698 ++Xan (34 Ranger on Oasis)
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Unread 03-18-2005, 06:11 PM   #3
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Troz wrote:
Since obviously sony doesn't want us to be the highest dps class even though that's all we're good at, lets throw out some ideas for possible utility skills we could get (buffs, debuffs, etc..)

...
Personally I don't want stinking Utility, and I don't care if SOE keeps their unthought, flawed vision of how Predators are meant to be, or on what step of the DPS stairs they stand.
 
My Utility = Stuffing so many arrows and poisoned daggers into a mob's back so fast that the group can advance through where this mob blocked the road almost without noticing that there has ever been a mob...
 
I am Predator, I am pure DPS, I have no real, unique or worthy utility, but I have tons of restrictions for my DPS, with costs being just one of them. If that doesn't tell them that Predators should be #1 DPS (or at least #1 together with Sorcerers), they propably also think that the earth is balanced as well due to being flat...
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Unread 03-18-2005, 10:00 PM   #4
Artr

 
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I have to agree.  If we were to get any skills I'd like to get one that increases my attack speed.  I think a few of the warriors (ie guardians/berzerkers) get that.  I wonder why we didn't get something...i know we have blade furry, but that's really crap in my opinion because it's AoE (or least last time i checked it was).
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Unread 03-18-2005, 11:18 PM   #5
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Don't know if any of these already exist in one form or another:

 

Swordsister/Bladebrother - Agility based allows ranger to block for an assisted party member.

Blindside - Left or right flank only, reduces targets parry ability on the attacked side.

Hamstring - On successful attack reduces target agility for duration of combat.

Confuse - On successful attack drops target into parry only mode for up to 30 secs.

Dazzle - Manoeuvres target into facing the sun. Target success rates for parry and attack are reduced.

Advantage of ground - Rangers use terrain knowledge to increase party defence / attack.

Healing Waters - Rangers use terrain knowledge to increase party health regens. Suspends during combat.

Aliantha - Rangers use terrain knowledge to increase party power regens. Suspends during combat.

 

Probably all crap but best i can do on short notice SMILEY 

Message Edited by Leskoi on 03-19-2005 04:12 AM

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Unread 03-19-2005, 06:27 AM   #6
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I would like to see something done with Ranger run speed in the game. Maybe give Rangers a group speed buff superior to that of Pathfinding. The 5% increase to Sprint from Veil of the Forest just does not cut it, nor is it really useful if you have a horse already. I, like some others here have similarly stated that Rangers should have superior speed during outdoor running and Pathfinding speed indoors. I know this is not critically needed, but it does give us some useful utility towards groups and sets us apart from other scout classes.
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Unread 03-19-2005, 05:02 PM   #7
xandez

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Leskoi wrote:

Don't know if any of these already exist in one form or another:

 

Swordsister/Bladebrother - Agility based allows ranger to block for an assisted party member.

Blindside - Left or right flank only, reduces targets parry ability on the attacked side.

Hamstring - On successful attack educes target agility for duration of combat.

Confuse - On successful attack drops target into parry only mode for up to 30 secs.

Dazzle - Manoeuvres target into facing the sun. Target success rates for parry and attack are reduced.

Advantage of ground - Rangers use terrain knowledge to increase party defence / attack.

Healing Waters - Rangers use terrain knowledge to increase party health regens. Suspends during combat.

Aliantha - Rangers use terrain knowledge to increase party power regens. Suspends during combat.

 

Probably all crap but best i can do on short notice SMILEY 




Not at all, sounds quite nice imo, 5 stars SMILEY

++Xan

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Unread 03-19-2005, 05:15 PM   #8
Thesp

 
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group based ATK buff/debuffs
 
Group sneak (or at least some form of agro radius reduction)
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Unread 03-20-2005, 12:20 AM   #9
prince_sd

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Leskoi wrote:

Don't know if any of these already exist in one form or another:

 

Swordsister/Bladebrother - Agility based allows ranger to block for an assisted party member.

Blindside - Left or right flank only, reduces targets parry ability on the attacked side.

Hamstring - On successful attack reduces target agility for duration of combat.

Confuse - On successful attack drops target into parry only mode for up to 30 secs.

Dazzle - Manoeuvres target into facing the sun. Target success rates for parry and attack are reduced.

Advantage of ground - Rangers use terrain knowledge to increase party defence / attack.

Healing Waters - Rangers use terrain knowledge to increase party health regens. Suspends during combat.

Aliantha - Rangers use terrain knowledge to increase party power regens. Suspends during combat.

 

Probably all crap but best i can do on short notice SMILEY 

Message Edited by Leskoi on 03-19-2005 04:12 AM


Hey nice ideas. Definitely would give us some utility in groups.

How about

   Tracing tracks - Rangers track raid & boss mobs and can even trace them onto their maps (if you have seen those dots in counterstrike )

These all would indeed make rangers more useful towards a raiding party (in post 50 end-game).

http://eqiiforums.station.sony.com/eq2/board/message?board.id=39&message.id=6206

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Unread 03-20-2005, 03:51 AM   #10
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Something that liked about Rangers in SWG was that if you wandered a little too close an agro mob, and it started following you, you would get a message "a (insert mob name) seems to be stalking you" on the screen. It would be nice to see that same kind of early detection skill in this game, and it makes sense that if you are able to track mobs that you should know when something is tracking you. -Loth
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Unread 03-20-2005, 05:59 PM   #11
Lesk

 
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OK, but ... how do we get a dev to take note of this thread or how do we bring this thread to a dev's attention?
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Unread 03-21-2005, 03:52 AM   #12
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Crapple, I wrote a huge response, went back to check something someone said, and it erased my whole post. SMILEY Anywhos, I don't want to type it all out again so here are the high points. -I'd say no to the shapechanging, priests already have that, kinda kills the uniqueness of the classes. -A faster group run outdoors, slower indoors, and reversed for Assassins is a GREAT flavor/utility change. -I think the HoTs and stuff would not work, because we are not supposed to be a magic class at all, albeit we don't have anything else atm that replaces that lost ability from EQ1. -Some ability, like that which someone already mentioned, that can turn a mob around, would be great. -to take an idea I liked very much in another MMORPG, and would apply well here, I would like to see maybe some charm abilities come into play. not a canned pet to summon, like out fluff pets, but being able to charm on the spot some non-agro bears/treants or something to fight with us. -a similar HUGE UTILITY ability, that is chalk full of "Flava" imho, is the ability to calm down agro mobs(maybe not humanoids, like gnolls, but treants, griffons, bugs etc) so that the group doesn't have to fight every darned mob it comes acrossed. This would be a short term "stun" kinda thing, that would wear off, but definately needs a short re-use timer. Anywhos, that's my 2c.
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Unread 03-21-2005, 07:56 AM   #13
Te

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Dont want to be a party buster on your ideas on ranger utility. Allthough I read these posts and about rangers saying they dont have any utility in groups. I know a patch while back ago changed the migitation the fighters had against mobs and might not be good for rangers and their jobb. But we do get loads of slows and they do stack. When you get to around lvl 40 inspect your skills and see the difference between snare and slow explanation.

Slows stack so use em on a boss mob and youll see some difference on tanks hp going up and down im sure.

Another thing we rangers get are ac and defense decreasing skills, use em and you have another utility. Test using all those skills in one fight and one fight without and youll notice the difference how fast mobs goes down.

Summs up, rangers are good at making whole group make more damage and making tank taking less damage making it possible for everything to go smoother. Not saying your ideas are bad just that I havent seen anyone bringing up these good uses rangers are in group in the forums.

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Unread 03-21-2005, 01:48 PM   #14
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Safe Passage as opposed to group sneak.  We're Ranger's right?  We should be able to safely navigate a group through hostile terrain.  Not sure if game mechanics would support this idea, but, if there we're a way to see mobs effective aggro "Circles".  SO we could run a group quickly through a zone. 

Would be especially usefull in Nekt Forest and Feerott, which are both coincedentaly......FORESTS!

But, I agree with a previous poster, I am comfortable with my lack of utility, as we we're meant to dish out damage.  So I would much rather see our damage without poisons and arrows brought even to just below that of Sorcerers, and higher then them when we are paying for DPS (poison/T5 Arrows).

Quote:
If kiting is going to be an option I'd like to see our snares working as well as eq1 (long duration/low power).
Bring back Call of Earth - AC plus damage shield giving us utility to help tanks in groups.
More along the dps line but the jolt series to lower aggro if we ever get balanced enough to pull it.
I'd still like to see some kind of animal form spell, we had wolf form in eq1, why not black panther form or something with an increase to agi and attack speed.
Its probably crazy, but maybe small HoTs or cures or something to make us like a ghetto paladin for raiding/grouping AEs.
Quote:
 
We had all this junk in EQ1, what did it get us?  nothing, it was our DPS (EQ/AM3) that got us grouped.  At least in the highend.

Message Edited by GoNomar on 03-21-2005 12:51 AM

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