Jun 28, 2005, 06:13 AM // 06:13
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#61
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Forge Runner
Join Date: May 2005
Location: The Infinite Representation Of Pie And Its Many Brilliances
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You have more than enough attribute points to have marksmanship, wilderness survival, and beast mastery all at 10+. Right now I have marksmanship, expertise, and wilderness survival all at 11+ so why in the world does it matter if you don't want to use your secondary?
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Jun 28, 2005, 12:39 PM // 12:39
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#62
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Krytan Explorer
Join Date: May 2005
Location: germany
Guild: Guild Of Openhearted Deeds
Profession: R/Mo
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It's sort of funny to see who real-world life affects roleplaying.
There's always somebody complaining about something.
If you don't like to use bows don't play a ranger.
A ranger comes with limitations and his/her part is in the back, as far aways from the foe as possible and as close as needed.
If that role is not suitable for somebody s/he should pick some other character.
We can't be all equal, though this is a dream a lot of people like to see come true one day.
We all play our parts and we should pick the charakter that suits us best, instead of complaining that something's wrong with the charakter we choose.
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Jun 28, 2005, 01:23 PM // 13:23
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#63
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Ascalonian Squire
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I can whole heartedly agree with this. My char is BM 16, expertise 10, domination 9. I gave up my bow for a line of pet attacks and hexes. Im experimenting and I kinda like this (for pve), but im forced to take a high domination so I can use a decent staff. I'd much rather take points off domination and use wilderness, but I simply can't afford to w/o breaking the build (I actually use quite a lot of mana)
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Jun 28, 2005, 01:56 PM // 13:56
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#64
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Frost Gate Guardian
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It is kinda funny to see where these suggestions come from.
It is the typical LOTR Uber Ranger Wish. You know, seeing that gay (of course i am speaking of happy) Legolas. Shooting his bow like a god, then grabbing his sword and killing some more.
Thats it what you want, no? Or is it the typical D&D Trend***** Ranger? Two weapons, low armor but insane attack rate and insane damage, woohooo... Or is it the typical WoW Druid? You know, about Beast Mastery and Stuff. You want a staff to jump around like Furion, calling animals and trees to your help.
Well, wake up please. This is neither LOTR, WoW nor D&D. It is Guildwars. And in Guildwars the Ranger is a BOW Lover. Nothing else. Yep, that is right... he is no Druid waving around his sickle, giving potions to his fellow fighters. He is no Uber Elven Warrior, dishing out serious rampage all ways. He is no dual hand Trend*****. He is just a ranger, grabbing his bow (which vary A LOT), putting a lot of Upgrades on it and then engaging in combat.
Leave the rangers as they are, they are a mighty fine class and balanced in all means. If you start tweaking them out, they will get superior to all other classes. And trust me, they put the Markmans only req there for a reason. And that reason most probably is, that any other requirement would have seriously overthrown the balance.
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Jun 28, 2005, 02:09 PM // 14:09
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#65
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Posts like the above are examples of narrowmindedness. Rangers aren't "Rangers" in GW, remember? They are Ranger/X and X/Ranger. And they have 1 line with NO bow skills, one line which is largely non bow skills, a bow line and a primary line with bow-support and non-bow skills.
The argument against expanding ranger weapons is summarized as follows :
"I like a bow and think rangers don't need anything else", which is basically just that you are content playing a ranger in one way.
The reasons for ranger weaponry expanison have been listed in many threads, and are fair and not seeking an advantage over other classes - in fact, I have specifically argued against adding a bow to the wilderness line as it might unbalance rangers to have access to both bow preparations and a new bow type within the same attribute.
Argue facts, not your personal satisfaction with the game.
Rangers have one attribute line with a weapon, and none with a focus. A ranger focus in BM and WS as well as a staff in these would put them on equal footing in choice of skill line as the other professions.
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Jun 28, 2005, 02:33 PM // 14:33
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#66
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Ascalonian Squire
Join Date: Jun 2005
Location: Illinois
Guild: Cheyenne Social Club
Profession: E/N
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I think something needs to be done for rangers.. i.e. pet infusion or something like that. But i definately dont think we need to have new weapons for rangers. Programming new weapons is like giving someone whos starving to death a dixie cup of water. Its nice of you but it doesnt really help them at all.
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Jun 28, 2005, 03:00 PM // 15:00
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#67
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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There is no doubt that other aspects of rthe ranger need to be addressed (Pets in particular, and it has been said that ANet is looking into the pet issue) but currently it is difficult to run a ranger as anything but a bow user, and it is a forbidding secondary to many classes as they don't wish to sacrifice their energy for a bow, but may not have an offensive weapon in their discipline (Healing for example) - thus they must invest in either a third attribute like smiting to get a weapon, or invest in markmanship for a bow - an imbalance does exist in that any build of elementalist will have a staff and wand/focus avaiable for them, while only one type of build for rangers allows a weapon - it must include marksmanship. No other profession is as restricted in how they play. A Wilderness and or Beastmastery staff would help those rangers who wish to use two of the non-bow lines - trapping and beastmastery.
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Jun 28, 2005, 03:17 PM // 15:17
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#68
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Ascalonian Squire
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Here is an idea...make short bows expertise based (dexterity over strength), long bows marksmanship based (strength and accuracy over dexterity), and add a quarterstaff based on wilderness that can be like all the other staffs in the game. Beast mastery doesnt need anything imo because i think a whip would go against the ranger's "stand back and shoot" mentality and if you have a high bm, you probably have a high expertise, wilderness, or if R is your secondary, a primary attribute, to provide your weapon.
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Jun 28, 2005, 06:25 PM // 18:25
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#69
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Wilds Pathfinder
Join Date: Jun 2005
Location: Texas
Guild: Scouts of Tyria
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Alternative thought:
Don't add new weapons, just allow wilderness survival and pet mastery to appear as requirements on the current stave/rod & focus sets. You already can have a staff with healing/blood magic/domination requirements, why not just add the ranger "caster" skills to that list?
This would enable a ranger (primary or secondary) who wanted to use the non-bow based skill sets to be able to benefit from a weapon slot that wasn't a bow - thereby removing the forced marksmanship attribute spending.
This leverages the existing economy and model since staffs and staff upgrades have been tested and work just fine....
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Jun 28, 2005, 06:29 PM // 18:29
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#70
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Quote:
Originally Posted by bobrath
Alternative thought:
Don't add new weapons, just allow wilderness survival and pet mastery to appear as requirements on the current stave/rod & focus sets. You already can have a staff with healing/blood magic/domination requirements, why not just add the ranger "caster" skills to that list?
This would enable a ranger (primary or secondary) who wanted to use the non-bow based skill sets to be able to benefit from a weapon slot that wasn't a bow - thereby removing the forced marksmanship attribute spending.
This leverages the existing economy and model since staffs and staff upgrades have been tested and work just fine....
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That's exactly what has been suggested.
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Jun 28, 2005, 06:33 PM // 18:33
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#71
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Wilds Pathfinder
Join Date: Jun 2005
Location: Texas
Guild: Scouts of Tyria
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Seems like it would be a simple code change...
Course its the playtesting to see what it does to balance that's hard.
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