Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old Dec 04, 2006, 04:27 AM // 04:27   #161
Raged Out
 
MMSDome's Avatar
 
Join Date: Sep 2005
Advertisement

Disable Ads
Default

slingshots with expertise req!
MMSDome is offline   Reply With Quote
Old Dec 04, 2006, 04:50 AM // 04:50   #162
Jungle Guide
 
Priest Of Sin's Avatar
 
Join Date: Dec 2005
Location: Sitting upon Kerrigan's Throne.
Guild: Live For The Swarm [ZERG]
Profession: Me/N
Default

Bows should remain linked to marksmanship, because they are MARKSMAN weapons. Darts, slingshots, ect would not work because they are Marksman weapons. But if you really must have a staff, what sort of mods would go on it? You can already get a staff with +20 energy (15 of that is unconditional), with a 20% mod for all spells or a largely useless 10% mod. Just add a fortitude mod to that and you've got your beastmaster staff. You won't do damage with it, but your BEAST is your weapon.
Priest Of Sin is offline   Reply With Quote
Old Dec 04, 2006, 05:25 AM // 05:25   #163
Furnace Stoker
 
Curse You's Avatar
 
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
Default

This makes as much sense as having swords that don't require swordsmanship, axes that don't require axe mastery, hammers that don't require hammer mastery, daggers that don't require dagger mastery, spears that don't require spear mastery, scythes that don't require scythe mastery...
Curse You is offline   Reply With Quote
Old Dec 04, 2006, 05:34 AM // 05:34   #164
Banned
 
shardfenix's Avatar
 
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
Default

And why not make scythes that require energy storage?

/notsigned

Weapon attributes are for those weapons only.
shardfenix is offline   Reply With Quote
Old Dec 04, 2006, 05:38 AM // 05:38   #165
Wilds Pathfinder
 
gamecube187's Avatar
 
Join Date: Jun 2006
Default

Hmmmm....Who keeps digging up all these incredibly old threads recently?


/sorta signed for weapons without marksmanship requirements

We could have weapons for beast mastery, but then again, our pet is sorta our weapon for that. We could have a weapon for expertise, but that is sort of like a paragon having a leadership weapon. Wait, do paragons have leadership weapons? If they do, then ignore what I said about paragons. What I mean is it's sort of like Assassins having critical hits requirment weapons. It would be nice, but it doesn't exactly make sense to have.
gamecube187 is offline   Reply With Quote
Old Dec 04, 2006, 06:28 AM // 06:28   #166
Wilds Pathfinder
 
Join Date: Nov 2006
Guild: Gwen Is [EVIL]
Profession: N/
Default

Fime, bows and marksmanship are linked, just like swords and swordsmanship. That's all good. But what does a bow have to do with controlling a bear?

And you knobs who keep saying "in this case the pet is the weapon"
... does your sword or wand die? Do you have to resurect your hammer or be weaponless? Hellz no. YOur pet is not your weapon... it is your pet.

If anything, it is more like a skill. Charm animal = Illusion of weakness. It goes one and stays on until someone kills it. (not exactly, but you get the point).

THis thread should have died a long time ago when A-net saw the light and implimented a staff for beast masters... oh, we are still waiting for them to wake up and actually read this thread.

In the meantime, I suppose my trapper will continue to use a (insert attribute of caster class here) staff, without meeting the req. I still get the energy/staff head&wrapping mods. NO recharge bonus, but whatever.
countesscorpula is offline   Reply With Quote
Old Dec 04, 2006, 06:34 AM // 06:34   #167
Wilds Pathfinder
 
Join Date: Nov 2006
Guild: Gwen Is [EVIL]
Profession: N/
Default

Quote:
Originally Posted by gamecube187
What I mean is it's sort of like Assassins having critical hits requirment weapons. It would be nice, but it doesn't exactly make sense to have.
Elementalists have energy storage weapons, Necros have soul reaping weapons, Ritualists have spawning weapons, Monks have divine favor weapons, etc.

Warriors have strength shields, (do paragons have leadership shields?)

ANyhoo, you get the idea. Just cause it's your prime attribute, doesn't mean you can't have a weapon for it.

Can someone else come up with a reason why rangers shouldn't have some kind of weapon (other than a bow) that requires one of their other attributes?
countesscorpula is offline   Reply With Quote
Old Dec 04, 2006, 09:43 AM // 09:43   #168
Walking Wiki
 
Toutatis's Avatar
 
Join Date: Nov 2006
Location: Isle of Medication
Guild: Visitors from Aranna [VFA]
Profession: Me/E
Default

Rangers already have several different kinds of bow, each with different ranges, firing arcs, accuracies and DPS ratings. That gives them a lot more realistic weapon choice than other classes, as they don't have to spread points around more than one attribute to be able to use each weapon type. When it comes to pets, they can't make up for being a weapon in my opinion as the AI on them is horrible to say the least. I see pets more as an emergency meatshield than as a weapon.

Though having said that, it might be nice to get a different weapon type for rangers if ANet ever decides that the weapon selection available for rangers isn't enough as it is. [DS2 Rip-off]Perhaps a throwing weapon with a pitiful DPS, a much shorter range and the ability to ricochet to a second nearby target whenever you make a critical hit with it.[/DS2 Rip-off]
Toutatis is offline   Reply With Quote
Old Dec 04, 2006, 02:07 PM // 14:07   #169
Site Contributor
 
Perynne's Avatar
 
Join Date: Oct 2006
Location: Finland
Guild: Runners of the Rose [RR]
Profession: R/
Default

/kind of signed

Bows without marksmanship is like fish without water. Then again, it would be interesting to have other kind of weapons available for the ranger, kind of like warrior has a sword, hammer and axe. Bow, slingshot and dagger, maybe? All of them projectile weapons, but with different ranges. Slingshot would go nicely with Wilderness Survival or Beast Mastery I think.
Perynne is offline   Reply With Quote
Old Dec 04, 2006, 03:27 PM // 15:27   #170
Academy Page
 
Join Date: Aug 2005
Guild: SoD - Stars of Destiny
Profession: N/
Default

On many occassion I will take my Ranger out as a Beast Master. The damage output from them can be extremely high. If done right you can take out pretty much anything and you stay nice and safe. There have been many times where my pet is in the thick of things and I am sitting at a nice safe distance where I can not get hit and let my pet do all the work.

There is nothing the other professions have that can do the same thing. Now if they ever put into the game the direct ability to control pets then that is going to rock. As is I believed that ANet only implemented DP for PvP and not for PvE, though I know they are going to do it. So the argument that your sword/axe/whatever does not get DP or dies holds a lot of ground then.

I do not see the point of having a Wilderness Survival weapon. Most of the times when someone runs Wilderness Survival they are running a trapping build. Those do a very nice amount of damage already and do not need the little extra damage that a max damage weapon would do.

/sort of signed
slimreb is offline   Reply With Quote
Old Dec 04, 2006, 06:29 PM // 18:29   #171
Forge Runner
 
Dougal Kronik's Avatar
 
Join Date: Aug 2005
Location: Ontario, Canada
Guild: Glengarry Fencibles
Profession: R/
Default

I'm still waiting for a Ranger non Marksmanship weapon with a mod for +1 Beast Mastery/Wilderness Survival/ or Expertise.

Why are Rangers the only profession that can only increase one attribute (Marksmanship) over 16 for up to 20% of the time.
Dougal Kronik is offline   Reply With Quote
Old Dec 04, 2006, 08:17 PM // 20:17   #172
Jungle Guide
 
Join Date: Jul 2006
Location: guildhall
Guild: [DETH]
Default

just need weapons for beast mastery and wilderness survival, besides if u run high expertise, ull be pretty certain to run another line high up that has weapons..

and crossbow or similer would be cool, and whip (female mesmer with whip anyone? )
pingu666 is offline   Reply With Quote
Old Dec 04, 2006, 09:17 PM // 21:17   #173
Desert Nomad
 
Sofonisba's Avatar
 
Join Date: Jun 2005
Location: Tucson, AZ
Guild: The Black Hand Gang [BHG] and The Black Helm Gang [BHeG]
Default

/signed

Like I'd noted in another thread, one time I was running an experimental PvP beastmaster build, holding a staff. Had a teammate quit before the match started, saying "touchers are f***ing pathetic." If I'd had an evident ranger-type weapon, maybe I wouldn't be mistaken for a necro-wannabe. (And I'd look a little cooler.)
Sofonisba is offline   Reply With Quote
Old Dec 04, 2006, 09:59 PM // 21:59   #174
Forge Runner
 
Join Date: Jul 2005
Default

Quote:
Originally Posted by countesscorpula
Elementalists have energy storage weapons, Necros have soul reaping weapons, Ritualists have spawning weapons, Monks have divine favor weapons, etc.

Warriors have strength shields, (do paragons have leadership shields?)

ANyhoo, you get the idea. Just cause it's your prime attribute, doesn't mean you can't have a weapon for it.

Can someone else come up with a reason why rangers shouldn't have some kind of weapon (other than a bow) that requires one of their other attributes?
did you noticed all elementalist , ritualist etc are using the staff most for the bonus and not as primary damage output?

did you notice there are no sword , leadership , critical hit,mysticism weapon?
lishi is offline   Reply With Quote
Old Dec 04, 2006, 10:02 PM // 22:02   #175
Academy Page
 
Join Date: Nov 2006
Default Inscriptions for Non-Marksmanship Ranger Attributes Instead of Weapons

How about, instead of new weapons for non-markmanship ranger attributes, rangers have the option of adding inscriptions that give +1 wilderness survival or beast mastery, etc. to already existing weapons? Doesn't everyone win that way? A-net doesn't have to go out of their way making a whole new line of weapons, while people still obtain the bonuses they desire.

And I'm glad that people have pointed out quite thoroughly that pets are a weapon in and of themselves. That being said,
1) Pet upgrades/weapon modifiers (evolutions) are not available for PvP use. This is unfair. To show your support for unlockable pet evolutions, you can sign here.
2) Pets, like weapons, have/need modifiers or upgrades. They already have evolution status, which change the damage dealt and total health. This is like a 15%>50 inscription for a sword with a pommel of defense(the extra health acts like armor for you, since the pet can take more damage). However, while evolution status takes care of many potential modifiers, pets do not have even close to:
-the equivalent of a "Master of My Domain (attribute+1)" inscription,
-the equivalent of a hilt or haft or tang or snythe, an upgrade to change the pet's damage type (I know they either deal slashing or piercing, but in addition to that)

So here's what all I think should be added:
-"Master of My Domain" inscription equivalents which add +1 wilderness survival, beast mastery, or expertise and are applicable to all items, like the "measure for measure" and "show me the money" inscriptions (I'll explain why they should be applicable to all items later). These inscriptions would add +1, 20% to specifically wilderness survival, beast mastery, or expertise, as opposed to adding +1, 20% to the item's attribute. On a broader scale, inscriptions like this could be made for all attributes that do not have weapons associated with them, like mysticism or shadow arts. The inscriptions would would be specifically for the attributes they raise, regardless of the item they're applied to. Since these items would be more specific, they would thus harder to find, reflecting the more specific and harder to find build they would most likely be used in coordination with.
As I said earlier, these inscriptions should be applicable to all inscribable items--weapons, arcane and melee, foci, and shields. Unlike "master of my domain" inscriptions, these inscriptions would be not necessarily be used in coordination with the item's actual attribute; for example, a trapper might apply an inscription of wilderness survival +1, 20% to a staff to obtain the wilderness survival bonus and to obtain extra energy. Likewise, an escape ranger using necromancer touch spells might want to carry both a wand and a focus, but also want a bonus for expertise, or may want a bonus for both expertise and blood magic. Also, since you can't apply multiple swordsmanship +1 pommels or items of that nature, the inscription bonuses would be made non-stackable.

-Add inscriptions that are the equivalent of hilts, strings, snythes, tangs, and hafts, minus vampiric, furious, and zealous, for pet damage. The inscriptions would then increase the condition duration/armor penetration of pets' attacks. I think it'd be best for these inscriptions to be green, and thus applicable to all weapons (arcane and martial), so that all classes can control the pet damage, which reflects the potential use of pets throughout all classes.

I'd also like to note that I'm pretty sure this wouldn't really make trapping rangers any more powerful, either. Trappers already carry staves for extra energy and armor; they would just be trading out the extra protection or energy for an occasional boost in power.

Sorry if any of this has already been suggested somewhere throughout this post, but there are nine pages in this thread and I didn't feel like reading through all of them. I looked through the Index of Ideas and used the search feature and didn't find any threads suggesting what I just suggested.

WHOO*breath of relief*. Now that I've written all of that, I'm considering making it into its own thread. What do you all think?

Last edited by yayrichie; Dec 05, 2006 at 02:07 AM // 02:07..
yayrichie is offline   Reply With Quote
Old Dec 05, 2006, 01:31 AM // 01:31   #176
Krytan Explorer
 
Etrik's Avatar
 
Join Date: Jun 2006
Location: Romania
Guild: None atm
Profession: Mo/
Default

Um, since you're only putting points in Exp/BM/WS, why would you WANT a bow anyways? You'll do like.. 2 damage with it. O_o what is the purpose of this thread? Giving Beastmasters whips? Oh, I can already imagine all the female rangers in presearing dancing naked and shouting '100GOLD FOR ME TO WHIP YOU, IM HAWT LAWLZ' in trade. No thanks ;.;
Etrik is offline   Reply With Quote
Old Dec 05, 2006, 01:49 AM // 01:49   #177
Furnace Stoker
 
Curse You's Avatar
 
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
Default

Quote:
Originally Posted by countesscorpula
And you knobs who keep saying "in this case the pet is the weapon"
... does your sword or wand die? Do you have to resurect your hammer or be weaponless? Hellz no. YOur pet is not your weapon... it is your pet.
Does your sword deal 40+ damage? Can it inflict poison, bleeding, crippled, dazed, interupt, attack 25% faster for 30 seconds AND cause knockdown with only swordsmanship skills? Didn't think so.

If your pet dies too easily, try thinking and use the some of the BEAST MASTERY skills like Call of Protection, Otyugh's Cry, or Symbiotic Bond, all of which are non elites.

Quote:
Originally Posted by countesscorpula
Elementalists have energy storage weapons, Necros have soul reaping weapons, Ritualists have spawning weapons, Monks have divine favor weapons, etc.

Warriors have strength shields, (do paragons have leadership shields?)

ANyhoo, you get the idea. Just cause it's your prime attribute, doesn't mean you can't have a weapon for it.

Can someone else come up with a reason why rangers shouldn't have some kind of weapon (other than a bow) that requires one of their other attributes?
Because a ranger doesn't have any other atributes. Don't expect them to add another atribute to a core class just because a few people want to use a sling on their ranger.

Furthermore, marksmanship isn't a ranger's primary atribute, expertise is. In fact, NONE of the physical damage weapons require a primary atribute.

Also, you're getting spell-casters (Necro, Monk, Elementalist, Mesmer, Ritualist) mixed up with physical damage dealers (Warrior, Ranger, Assassin, Paragon, Dervish), please stop.
Curse You is offline   Reply With Quote
Old Dec 05, 2006, 03:30 AM // 03:30   #178
Academy Page
 
Ehecatzin FlyingCrab's Avatar
 
Join Date: Jun 2005
Location: Mexico
Guild: Guardianes del Honor
Profession: R/W
Default

Ok the problem here is that ragners need a weaopn linked to their other atributes(BM and WS). Bows are for marksmanship, trappers already use staffs, since they would not have marksmanship why give them a bow? it sounds like asking for hammer skills to work with an axe. Anet needs just to create BM/WS staffs and the problem would be solved.
Ehecatzin FlyingCrab is offline   Reply With Quote
Old Dec 05, 2006, 08:05 AM // 08:05   #179
Furnace Stoker
 
Crom The Pale's Avatar
 
Join Date: Nov 2006
Guild: Ageis Ascending
Profession: W/
Default

Basicaly you're asking for an advantage that the other classes dont get. You have a limited number of attribute points to spend but want more.

You have a choice to max out beast mastery or marksmanship, or put most of your points in those two at the exclusion of expertise and wilderness survival. Wars have to chose between strength, tactics and there weapon. Yes they have both strength and tactic shields, but that still forces them to chose between the offencive bost of strength skills or the defencive tactics. They cant have both without spending fewer point in there weapon.


With a maxed out pet and a maxed out weapon the ranger can deal a substantial amount of pain out, but you also want to gain the advantage of reduced skill cost of expertise and the healing/traping of wilderness??

This is what we call unbalanced.


There is one thing I would support that make much more sence than a new weapon....Add +10 energy mods for bows, scythes and hammers to equal the energy bost of staffs. After all they are all two handed weapons and should beable to gain +10 rather than just +5 of a one handed weapon.

While not the perfect solusion this seams more viable and practical!
Crom The Pale is offline   Reply With Quote
Old Mar 08, 2007, 01:04 AM // 01:04   #180
Pre-Searing Cadet
 
Kaul's Avatar
 
Join Date: Mar 2006
Location: Malachor V
Guild: Whips and Chains[kink]
Profession: R/
Default

I've read most of the posts here and I don't think many of the posters have read past the first comment because it all has to do with "NO BOWS FOR NON-MARKSMANSHIP ATTRIBUTES." I think we've established that.

Staffs and their two-piece counterparts, as much as some arguers have been denouncing, wouldn't have the same setup as in casters. In the case of a beast master, the weapon would be sort of a filler, a simple staff with weak attack that might add energy and skill recharge for BM. It wouldn't be any substantial damage-dealing weapon, just as a caster's staff isn't their main attack. I personally think that, with a BM staff on and a pet with them, a beast master's default attack would be that of their pet, or as many have said "their main weapon." This would allow better control of the pet which would logically have a bond of some type with its ranger anyway. The only thing required would be that they stay within a certain range to use their skills. Their default attack could still go on (ex. the ranger took a hit from Deep Freeze and his pet can still attack but won't use attack skills until his master is within range.

Secondly, for a WS ranger the staff would be something even more defensive like a staff with a small AR. Throw that idea out if you like, but I could see a warrior/ranger using wilderness survival to cure himself of negative conditions and heal his friends with Healing Spring - barring the easy interrupt of course. It wouldn't be so cut and dry with w/mo's that way.

If any of this seems unusual and absurd, just think of a druid. I don't think that if I asked all my nerd friends to describe a druid that many if any of them would have the word "bow" in that description. Druids in guild wars would definitely fall under the ranger class but their use always depends on a hybrid with the monk or ritualist classes.

Finally, the idea of survival knives isn't too bad but would have to be looked at long and hard so as not to make it like the assassin's daggers. Regardless, however, it would have to be low damage but would obviously benefit from skills like Apply Poison. It's controlling attribute would definitely be WS, but that is simply my view.
Kaul is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
PC: Ranger Rune of Major Marksmanship HemmoHohto Price Check 1 Jul 30, 2005 10:34 PM // 22:34
Selling: Ranger Superior Rune of Marksmanship (min 10k) caralbocha Sell 0 Jun 08, 2005 08:07 PM // 20:07
caralbocha Sell 2 Jun 08, 2005 03:45 PM // 15:45
WTS Ranger rune of major marksmanship Storm Ventari's Corner 3 May 17, 2005 10:50 AM // 10:50
Ghaleon Questions & Answers 1 Apr 11, 2005 06:26 PM // 18:26


All times are GMT. The time now is 04:25 AM // 04:25.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("