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Old Mar 08, 2007, 03:11 AM // 03:11   #181
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Quote:
Originally Posted by Crom The Pale
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.
Agreed there.

The only other thing I would see as viable is small, one handed crossbows (still tied to Marksmanship, less damage, slower attack rate) and the addition of Expertise/BM ranger off-hands.
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Old Mar 08, 2007, 03:56 AM // 03:56   #182
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I'm going to disagree with adding more weapons to a ranger's aresenal. As it is, paragons, assassins, and dervishs are also required to put points into a weapon-only skill line in order to fight.
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Old Mar 08, 2007, 02:30 PM // 14:30   #183
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Why not add a few staffs etc. for those classes too? I wouldn't expect to see every paragon with a spear, every assassin with a dagger, every dervish with a scythe. Is there only one weapon that youcan lead with? Only one weapon you can assassinate with? Only one you can spin with? (Cyclone Axe?) And the Mysticism Healers Probably wouldn't want a scythe, so why make their weapon focus on healing or protection? I could even see a monk with a Heavenly weapon of Balthazar.
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Old Mar 08, 2007, 02:32 PM // 14:32   #184
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Use a hammer or use a spear if you don't like bows.

Expertise is the most powerful attribute of a ranger, not marksmanship.

Rangers don't need another weapon because they already have an excellent ability to wield weapons of OTHER classes very effectively.

Last edited by ZenRgy; Mar 08, 2007 at 02:35 PM // 14:35..
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Old Mar 08, 2007, 02:45 PM // 14:45   #185
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A lot of rangers use staffs for trapping because of the energy etc, so making a staff for expertise/wilderness survival would be pretty sweet, then you could pour attribute points into either of those, rather than marksmanship all the time
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Old Mar 08, 2007, 02:56 PM // 14:56   #186
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It would be nice but I think it would offset the ability of the other characters, gw has been keeping character specific to certain attributes in order to maintain and fair gaming environment and in order to do that you cant really give too much variation to all the classes.

I think that +10 energy weapons are a stretch from what a ranger is supposed to be because ranger do combine that extra energy with expertise and more energy when you using less than everyone else is a major advantage.

I do however agree with assigning another similar weapons (whip was cool) to another attributes in the rangers arsenal. I think every class should have at least 2 weapon choice they should be able to use without having to be a a different secondary.
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Old Mar 08, 2007, 03:13 PM // 15:13   #187
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I had to sleep on this one, there are some good points on both sides.

1: Pets are a beastmaster's weapon only as much as spells are an elementalist or mesmer's weapon. It takes a constant energy output to use them, between call of protection (admittedly a long-lasting buff) and the attack skills. I don't see why adding a weapon for beastmastery would be unbalancing, although not a bow, and probably the same damage as a caster staff.

2: Traps are similar to spells in the same way. Most trappers use +energy staves to begin with, speccing just enough into a secondary not to use that secondary, but to get the benefit of a staff. The marksmanship requirement on all bows would be closest to having all elementalist weapons have a water magic requirement for the energy bonus: It forces people to spec into something that's irrelevant to their build, just to get any benefit from the weapons they can use.

I don't know about Wilderness survival. I like the idea of adding new staves for them, but not +energy inherent ones. The +armor inherent mods someone mentioned a few pages back seem like a good compromise. A trapper can use a WS staff just to have a staff that doesn't require an attribute line they don't want or need, although I'm certain some will still spec into a secondary line just to get +energy from one.

Most of the peope here are not asking for bows linked to beastmastery or WS. Bows are for marksmanship, like swords are for swordsmanship, and people keep missing or ignoring that point. What the people signing this want are weapons, probably similar to caster staves/wands/offhands, that can actually improve BM and WS skills, with the half recharge, +1 attribute, or maybe even new mods.

/signed for staves, wands, and offhands for WS and BM. Same mechanics as caster weapons, with linked attribute bonuses.

Paragons, Dervishes, assassins all have the same problem, true, but they're different classes. I can't see an assassin ignoring dagger/crit for shadow or deadly arts entirely, but I have seen dervishes and paragons with no weapon skills, concentration on motivation, command, or earth/wind prayers. Each class should really get its own thread, since each class is different.
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Old Mar 08, 2007, 10:14 PM // 22:14   #188
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Rangers, Assasins and Dervishes, the three 'rogue' classes:

They are martial weapon users.
They have all a basic armor 70.
They all use two handed weapons.
They do not have any weapon or offhand item for the other attributes.
All have attack skills that use always energy, never adrenaline.

There is not item to acompay a hammer, because they are two handed.

They are supposed to use only that weapon. If you want to change that, you'll have to change the secondary and use a weapon for a secondary.
Two Handed Martial weapons have no offhand.
Martial weapon usesr use only martial weapons.
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Old Mar 08, 2007, 11:07 PM // 23:07   #189
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/signed /signed
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Old Mar 08, 2007, 11:44 PM // 23:44   #190
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/signed if it is balanced, unique, and appropriate for each attribue: e.g., 3 different reagent types (these would not be used up one by one; you would just get a reagent and it would stay there forever, like a weapon) for expertise that you can assign to your weapon slot that positively affect 1) skill effect lengths, 2) skill energy costs, and 3) skill recharge times respectively; horns that you put in your weapon slot with various calls for wilderness survival (but the calls should sound different from the defaut horn sound that accompanies many existing skills) that substantially boost certain skill types used during the duration of the calls' effects (only one effect at a time) for example a trap horn call that you bring into effect by selecting yourself and using the attack command and an enemy attraction call that you use by targeting an enemy outside your normal range and using the attack command that attracts only that enemy's group all the way from the edge of your compass to your position making the pull ranger function more effective; and charm artifacts that go in the weapon slot for beast mastery that you can use to temporarily cause monster conditions (1 at a time per the type of charm you have equiped) like sleep, berserk, devolution (when this is in effect, the target enemy cannot use skills) and so forth by selecting a foe and using the attack command. These ideas would be time-consuming for ArenaNet to put into practice because they would have to balance them all.
Best regards,
Chris. Dratz

Last edited by cmdratz; Mar 10, 2007 at 03:06 AM // 03:06..
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Old Mar 09, 2007, 12:26 AM // 00:26   #191
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/NOT signed, no need for them, bestmasters need their pet and pet only, you could spec in beast/marks/and expertise is you really want to shoot them
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Old Mar 09, 2007, 07:06 AM // 07:06   #192
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Quote:
Originally Posted by The Lich Ranger
/NOT signed, no need for them, bestmasters need their pet and pet only, you could spec in beast/marks/and expertise is you really want to shoot them
Wrong.

Your skills in the beastmastery line are your weapons.

Just like an Elementalist that use Fire Magic can have a wand/staff with a requirement in Fire Magic that had bonuses to the Fire Magic attribute line, so should Rangers have weapons that use the other attribute lines as a requirement with bonuses/mods to that attribute line.
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Old Mar 09, 2007, 09:09 AM // 09:09   #193
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This is a great idea, however I would like to see that Rangers still keep Bows as weapons, the are a RANGER, They could just make the Wilderness Survival bows give more energy than damage for traps, or Maybe a whip for Beast Mastery wouldnt be so bad, I dont think a expertise req weapon is a good idea cause youll get even more brainless people scrambling to look on wiki for the latest touch ranger build, cause they cant think of their own build, or if you start doing daggers for an attribute as someone mentioned youll start to wander away from what a ranger is meant for.

/signed in moderation
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Old Mar 09, 2007, 09:09 AM // 09:09   #194
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Quote:
Originally Posted by Guardian of the Light
Trappers have a weapon its called TRAPS.
You can't really whack someone over the head with a trap when they're beating you up. Self-defense is important. I don't really trap much with my ranger for this reason. I carry a bow because that's all there is.

And when you have a pet with you, it's kinda silly that you can't do any damage in the battle as well. Why have two bodies then? May as well leave the pet behind and do some real damage yourself.

So I would like to see weapons linked to other attributes, especially expertise. I usually max my primary and it's great if you can have one weapon no matter which build you're going for.
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Old Mar 09, 2007, 11:18 PM // 23:18   #195
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Quote:
Originally Posted by OneArmedScissor
Rangers need to have javelins and pikes and spears, etc.
Of course they can. Just choose Dervish or Paragon as your second prof. Then again, you knew that. Didn't you?

Ranger weapons not bound to Marksmanship is a good idea from the get-go. How about an Indiana Jones style whip for those who like master traps?
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Old Mar 10, 2007, 05:28 AM // 05:28   #196
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WS and BM staves, no whips. You are friends with your pet. Would you beat the crap out of your best friend?

/signed for alternate weapons

~the rat~
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Old Mar 10, 2007, 09:14 PM // 21:14   #197
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One thing must be stated.

If more weapons are given to Rangers, they must bbe added to assasins and dervishes, and for Leadership attribute too (like shields).

Won't be fair adding them to Rangers, but no to other classes.
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Old Apr 06, 2007, 07:54 PM // 19:54   #198
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rangers cant have staffs because they're for spell casters

walking sticks would be cool though


WILDERNESS SURVIVAL
walking stick

BEAST MASTERY
sling shot


both two handed

Sling Shot
Blunt Dmg 5-15 (req 8)
Dmg +15% (while health is above 50%)

Walking Stick
Blunt Dmg 10-18 (req 8)
Dmg +15% (while health is above 50%)
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Old Apr 06, 2007, 07:57 PM // 19:57   #199
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all you people who are suggesting crossbows this is like medieval times
and crossbows are sooo..... ordinary

think of somthing outside the box like what i put above: a sling shot and walking stick
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Old Apr 06, 2007, 08:05 PM // 20:05   #200
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So why should only RANGERS get special weapons that aren't linked to the combat attribute when other professions don't (besides spellcasters)? Not very fair if you ask me. Why are there no Deadly Arts weapons, for example?
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