Jun 07, 2005, 07:34 PM // 19:34 | #21 |
Frost Gate Guardian
Join Date: May 2005
Profession: R/Mo
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As someone said earlier, pets are fun and viable at level 10. They are fun, but dangerous at level 15, and by level 20 they're a waste of 2 skill slots. I've been in pickup groups where non-rangers ask where my pet is. I tell them he's somewhere parked on page 63 of my skillbook.
As someone ALSO said earlier, a secondary ranger is a difficult secondary to maintain. Without expertise, the ranger skills are costly. Even if you run up wilderness survival to a reasonable level, you don't get many traps until you're right around level 20 (dust trap I think is the only one I got prior to going through the Sanctum Cay mission.) That and the fact that the wilderness survival skills are not the most friendly skills in the world just makes a ranger secondary a peculiar setup. Even a ranger PRIMARY is a difficult class to play. I have a R/Mo20. Last night I decided to test out the viability of going 10+2 marksmanship, 11+1 expertise, and as high as wilderness survival would go (I think it was at either 9+1 or 10+1) and I can say without any doubt, I suffered badly. My DPS was dropped dramatically and my viability as a secondary healer was completely negated. Rangers are good at certain things. They're pretty good at interrupts, but not as good as mesmers. They're pretty good at energy stealing, but not as good as mesmers. They're pretty good at poisoning, but not as good as necros. They're decent damage dealers, but not as good as elementalists or warriors. In other words, they're pretty good at a lot of things, but not excellent at anything. If I were playing a secondary ranger, I'd put points in wilderness survival if ANY attribute at all, and then use Dryder's Defense for the evade and elemental armor capabilities, or Storm Chaser for the getaway capabilities. Or perhaps to use frozen soil to deter resurrections. Possibly Healing Spring under a caster that's getting hit, but that would be secondary to any other healing capabilities you might already possess. |
Jun 07, 2005, 07:57 PM // 19:57 | #22 |
Frost Gate Guardian
Join Date: May 2005
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I am a Monk/Ranger, I primarily heal. But I have two ranger slots... one, "Storm" sumthin... but it is the version of the Warrior's Sprints.... very useful for getting away from mobs and stayin' alive. Then I like Apply Poison (I do use a bow and have high marksmenship)... I might drop that if there is amission vs. a lot of undead/elementals.... but vs. most things... it is awful useful in conjunction with Mes/Necro/Warrior targets. I snipe, heal, heal, heal, snipe.
I abandoned the animal track very quickly. But that isn't to say that it could not work. |
Jun 08, 2005, 08:58 AM // 08:58 | #23 |
Academy Page
Join Date: May 2005
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Ok thx for info. I made a Mo/Me now that is totally made for super-healing
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Jun 08, 2005, 10:23 AM // 10:23 | #24 | |
Pre-Searing Cadet
Join Date: Jun 2005
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Quote:
In the PvE game, one of their most effective functions IMO is to keep the enemies away from their ranger masters. without additional skills, they might not be able to cause much damage to the enemies, but they sure can keep the enemies off YOUR back while YOU attack them from afar... or at the very least giving you enough time to run away, and get out of the enemies' aggro circles while they are focused on your pet. (incidentally a freshly revived pet can also act as a pretty good puller sometimes...) It can also work the other way too. I have also noticed that in many players tend to ignore the pets in the PvP game, which means they can often sneak in and attack while the enemy player's focused on YOU. There are some beast skills which allows your pets to distrupt the enemies' actions, as well as skills which strengthens and toughens your pets, which can make them very annoying (to the enemies) in a battle. There are many other ways to use your pets of course, and plus of other pros and cons... unfortunately IMO pets in GW are very underrated... (and come to think of it so are rangers...) |
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