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Old Apr 27, 2006, 04:28 PM // 16:28   #41
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A quarterstaff sounds good. Or any weapon that would allow me to actually do some damage when I'm set up as a trapper. Hopefully, one with some good +energy mods.
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Old Jun 05, 2006, 07:17 PM // 19:17   #42
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Posted from Guardian of the Light:

Ranger Weapons-1
Offhand-0

Warrior Weapons-3
Offhands-2

Monk Weapons-2
offhands-3

Elementist Weapons-4!
Offhands-4!

Nerco Weapons-3
offhands-3

Mesmer Weapons-2
Offhands-3

Assassin and Ritualist are unknown to me at this time.

Rangers can have Marksmanship +1 (up to 20% when using skills)

Warriors can have:
  • Hammer Mastery +1 (20%)
  • Axe Mastery +1 (20%)
  • Swordsmanship +1 (20%)

Monks can have:
  • Divine Favor +1 (20%)
  • Healing Spells +1 (20%)
  • Protection Spells +1 (20%)
  • Smiting Spells +1 (20%)

Elementalists can have:
  • Energy Storage +1 (20%)
  • Air Magic +1 (20%)
  • Earth Magic +1 (20%)
  • Fire Magic +1 (20%)
  • Water Magic +1 (20%)

Necromancers can have:
  • Blood Magic +1 (20%)
  • Curses +1 (20%)
  • Death Magic +1 (20%)

Mesmers can have:
  • Domination Magic +1 (20%)
  • Illusion Magic +1 (20%)
  • Inspiration Magic +1 (20%)

Rangers need weapons that will allow them to focus their builds around Beast Mastery and Wilderness Survival. Weapons that have a requirement from either Beast Mastery or Wilderness Survival. And will give an upgrade capability with +1 (up to 20% when using skills).

Example:

Vampiric Quarterstaff of Wilderness Survival
Damage: 11-22 (Req: 9 Wilderness Survival)
Damage: +15% (Health over 50%)
Life Stealing: 3
Health Regeneration -1
Wilderness Survival +1 (20% Chance)

This would give Rangers some more flexibility in their builds and increase the roleplay and dynamic range of the types of Rangers that would be encountered in both PvE and PvP.

Last edited by Dougal Kronik; Jun 05, 2006 at 07:21 PM // 19:21..
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Old Jun 05, 2006, 07:28 PM // 19:28   #43
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Quote:
Originally Posted by Fungus Amongus
In this case your Beast is your weapon.
Beastmaster pet=weapon
Whip= to close to foe (see daggers)
Ranger= Ranged dmg
Daggers on Ranger = go assasin, you don't have enough armor or skills to get you out of range quick
trapper use apply poison with bow then low marksmanship gives nice dmg.


Ranger \Ran"ger\, n.
1. One who ranges; a rover; sometimes, one who ranges for
plunder; a roving robber.

2. That which separates or arranges; specifically, a sieve.
[Obs.] ``The tamis ranger.'' --Holland.

3. A dog that beats the ground in search of game.

4. One of a body of mounted troops, formerly armed with short
muskets, who range over the country, and often fight on
foot.

5. The keeper of a public park or forest; formerly, a sworn
officer of a forest, appointed by the king's letters
patent, whose business was to walk through the forest,
recover beasts that had strayed beyond its limits, watch
the deer, present trespasses to the next court held for
the forest, etc. [Eng.]

Last edited by Stockholm; Jun 05, 2006 at 07:56 PM // 19:56..
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Old Jun 05, 2006, 07:47 PM // 19:47   #44
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Default you dont get the idea

I think some of you guys are missing the point, yes...a bow should always be linked to marksmanship, but with a staff or a whip, you would use the other atributes.

As a ranger since my 1st day, i full-heartedly agree to new weapons and new types of weapons that arent linked to markmanship

/signed
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Old Jun 05, 2006, 08:35 PM // 20:35   #45
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you guys hope for the impossible.

A wilderness staves or focus are fine.

BUT

if for some reason anet will give ranger a weapon(whip,dagger,quarterstaff) this weapon will liked to a new attribute.

Sword are linked to swordmaship
Dagger are linked to dagger mastery
Bow to mark etc etc.

See the pattern?

Ever weapon who is not a staves or rod is linked to a attribute who permit use of the attack skill of this weapon and increase damage to this weapon and only on that.

If they will intruduce a weapon linked to beast mastery Or wilderness will be simple unbalaced.
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Old Jun 05, 2006, 08:38 PM // 20:38   #46
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Quote:
Originally Posted by SpeedyKQ
I like the staff idea. Give rangers a basic weapon if they aren't into marksmanship.

But ranger staves shouldn't give an energy bonus like the caster staves. That would be unbalanced.
a ranger using a 10 energy Staff with +5 energy head aready have +15 energy exactly like the caster. the only thing who differ is when he use the staff to attack he will do 2-3 damage
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Old Jun 05, 2006, 08:59 PM // 20:59   #47
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Trapper main damage is from traps if you give a staff trapper will do double damage for same att. points = unbalance

Beast master main damage is from pet weapon linked to beastmastery will give double damage for same att. points = unbalance
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Old Jun 05, 2006, 10:17 PM // 22:17   #48
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Quote:
Originally Posted by Stockholm
Trapper main damage is from traps if you give a staff trapper will do double damage for same att. points = unbalance

Beast master main damage is from pet weapon linked to beastmastery will give double damage for same att. points = unbalance
Why allow an Elementalist an attribute bonus to a wand or staff? His weapon is his Fire Spells - not his wand. Or a Necromancer with his curses.

Give the Ranger a chance to get Wilderness Survival and Beast Mastery up to 17 for 20% of the time when using skills!! Every other profession has the opportunity to get their attributes to 17 or higher - except for Rangers!

Linking the quarterstaff to Beastmastery (for example) would result in max damage:
At attribute 16 = 25.27 (no weapon modifications taken into account)
At attribute 17 = 26.16 (no weapon modifications taken into account)

Level 20 Hearty Pet does the lowest level of damage of all the evolutions at 15-35.

The necessity is to get the +1 Attribute bonus (up to 20%) of the time when using skills.
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Old Jun 05, 2006, 10:22 PM // 22:22   #49
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I'd agree with ranger weapons that aren't linked to Marksmanship... but what :S Walking Stick for Wilderness Survival?

Couldn't use a bow though since there'd be no logic in it.

For the record, how about a squeeky toy for Beast Masters
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Old Jun 05, 2006, 10:45 PM // 22:45   #50
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The "Beast is your weapon so you shouldnt get a handheld weapon" argument is pointless...what about all spell casters? Their offense/defense or "weapon" is them casting spells, so they shouldn't get att-linked weapons as well?
Plus, the point of these staves/wands/whips/whatever isn't to have extra damage directly by attacking, but rather bonuses such as +1 (20%) or extra armor/energy/health.
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Old Jun 05, 2006, 10:49 PM // 22:49   #51
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Quote:
Originally Posted by Dougal Kronik
Level 20 Hearty Pet does the lowest level of damage of all the evolutions at 15-35.

The necessity is to get the +1 Attribute bonus (up to 20%) of the time when using skills.
15-35 + dmg from skill used, pretty good damage since a staff only gives 14-22 at max and if you get a Dire Pet damage is 20-40 highest damage weapon in the game.

give the pet's a +1 Att.mod at lvl 15(15%) lvl 20 (20%)

Quote:
Plus, the point of these staves/wands/whips/whatever isn't to have extra damage directly by attacking, but rather bonuses such as +1 (20%) or extra armor/energy/health.
You still get that from your bow regardless of att. in marksmanship, you just don't get max dmg.

Last edited by Stockholm; Jun 05, 2006 at 11:01 PM // 23:01..
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Old Jun 06, 2006, 01:14 AM // 01:14   #52
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trapper weapon = some cool looking "tool box"

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Old Jun 06, 2006, 01:54 AM // 01:54   #53
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Quote:
Originally Posted by Stockholm
You still get that from your bow regardless of att. in marksmanship, you just don't get max dmg.
Last time I checked, there was no bowgrip of beastmastery, not very sure of this but I doubt that poisonous/barbed/whatever bow strings lengthen duration of pet inflicted conditions, which would be a nice mod if these staves were implemented
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Old Jun 06, 2006, 02:08 AM // 02:08   #54
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Expertise
off hand item (mapcase, mapscrolls, book)
sling

Wilderness Survival
alpenstock (climbers staff)
slingbow

Beast Mastery
Whip
shepherd's crook,
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Old Jun 06, 2006, 02:10 AM // 02:10   #55
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Quote:
Originally Posted by Rogmar
Last time I checked, there was no bowgrip of beastmastery, not very sure of this but I doubt that poisonous/barbed/whatever bow strings lengthen duration of pet inflicted conditions, which would be a nice mod if these staves were implemented
Thats why I said to give the pets a +1 att mod.

Quote:
Originally Posted by Rogmar
Plus, the point of these staves/wands/whips/whatever isn't to have extra damage directly by attacking, but rather bonuses such as +1 (20%) or extra armor/energy/health.
plz read your own statement "extra armor/energy/health"
you get those from a bow.


Plus the fact that there is multiple threds asking for Ranger nerf's you guy's want a ranger buff????

Last edited by Stockholm; Jun 06, 2006 at 02:13 AM // 02:13..
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Old Jun 06, 2006, 05:27 PM // 17:27   #56
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Quote:
Originally Posted by Stockholm
Thats why I said to give the pets a +1 att mod.
The pet having the attribute mod will not cause the skill being used by the master to be more effective!

If a monk with 12 in Smiting Prayers casts Shield of Judgement on a monk with 16 in Smiting Prayers - the damage is based off of the caster, not the target.

The Rangers need to be able to get the Beast Master and Wilderness Survival attributes up to 17 (for up to 20% of the time) like all other professions are able to do with their attributes.

I do not feel that Expertise needs this sort of upgrade from a weapon. And that is the biggest cry from those that want to nerf Rangers (specifically Touch Rangers).
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Old Jun 06, 2006, 05:48 PM // 17:48   #57
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Quote:
Originally Posted by Dougal Kronik
The pet having the attribute mod will not cause the skill being used by the master to be more effective!

If a monk with 12 in Smiting Prayers casts Shield of Judgement on a monk with 16 in Smiting Prayers - the damage is based off of the caster, not the target.
The pet is linked to you the other monk is not. You are dealing direct damage with your pet, just as you would with any other weapon. The pet is your main weapon as a beastmaster, you control the pet, any dmg dealt by the pet(when using attacking skills) is a combo off your Att in beastmastery and the pet's lvl and evoulution.


But ok you win.
give us a whip of Bestmastery

Enegy +15
DMG 0-0(reg9 beast Mastery)
Beastmastery +1 (up to 20% when using skills)
Health +30


Quote:
Originally Posted by Dougal Kronik
I do not feel that Expertise needs this sort of upgrade from a weapon..
I bet the ppl playing Touch Ranger would like it, you can't eat the cake and still keep it, mod's for all Att's or none, as you said every other prof. can get there att's to 17 so you can't exclude Expertise.

Last edited by Stockholm; Jun 06, 2006 at 06:09 PM // 18:09..
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Old Jun 06, 2006, 06:06 PM // 18:06   #58
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Quote:
Originally Posted by Stockholm
The pet is linked to you the other monk is not. You are dealing direct damage with your pet, just as you would with any other weapon. The pet is your main weapon as a beastmaster, you control the pet, any dmg dealt by the pet(when using attacking skills) is a combo off your Att in beastmastery and the pet's lvl and evoulution.
I don't think you fully understand the mechanics of how the pet works. This explains the mechanics involved in having a pet: The Pet Guide

The pet has an AI associated with it and it's effectiveness is your attribute level, and the pet's level and evolution like you stated. But the pet does not have an attribute level in beast Mastery now should it since the pet is not a Beast Master - the Ranger is the Beast Master!!! The pet will continue to fight even after the master is long dead. Therefore, if I want to cast a buff on my pet, why can I never get my Beast Mastery skill to 17?

The Beast Mastery bonus from a weapon with Beast Mastery is an obvious direction for Anet to add and this still doesn't address the lack in a Wilderness Survival attribute requirement and bonus weapon.
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Old Jun 06, 2006, 06:21 PM // 18:21   #59
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LOL
I give up
Good luck in dream land

I wish for an axe for my sword, wonder if A-net will give me one?
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Old Jun 06, 2006, 07:01 PM // 19:01   #60
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BeastMasters are supposed to have swords.



See?
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