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YART (Yet Another Ranger Thread)
Jakezor Posted 6 Oct 2003

It's been a while since we've had one of these so I figure i'll just start one.

As far as I know, me and Tiranthalas are the only active remorted rangers. That in itself isn't anything special, since i believe there are only two active remorted psionics :p. Anyway, I know it's been said already, but i'm still going to say it: We need a new offensive skill/spell.

In terms of spells, we get call lightning and hailstorm. Neither of those spells do a useful amount of damage, especially hailstorm for its mana/damage ratio. Not only that, but call lightning isn't even a unique spell to our class –> clerics also have it. That, and they are both only castable outdoors (more on that later).

As for skills, well we don't have ANY useful unique skills. Borgs and Mercenaries have dual wield. Barbarians hhave sweepkick and sidekick. Thieves have Pele kick. Bash? Most of the other warrior classes have it.

In terms of useful unique skills/spells we have critical hit, stoneskin/barkskin, and entangle. All of those rock, even stoneskin with a hefty penalty of -2 dex. Sadly, entangle is only castable outdoors, and for some reason it was made even worse by not being castable in battle.

Common myths: "Rangers hit really fast because they have dual wield." False. Good aligned clerics with divine power hit faster, and a prime borg HALF my gen hits faster than me.

"Rangers cam get more damroll than other classes because of dual wield." So then that would mean mercenaries and borgs should get just as many opportunities right? Not to mention borgs have an obscene amount of specialized implants. Let's also not rule out soulless clerics and knights who can wear hunted equipment without being hunted.

"It's easier to get 75% damage reduction because of stoneskin." Admittingly, it is slightly easier, but there is no combination of remort classes that wil yield 75%. A good aligned cleric/psionic, on the other hand, do have 75% without having to resort to quest eq or oedits.

Now, about the use of skills outdoors. I think it's a great idea that all of our offensive spells are castable only outdoors. The only problem is that, once you reach a high generation, there aren't really any zones to level that would not require an exorbitant amount of time. Before the lock, I used to level in the various levels of Oddysey because a bunch of them were outdoors. I mean, a gen10 ranger should not be forced to level in Amoria or Malevolent Circle because they are the highest level of outdoor zones.

Please think of the rangers.

Cest Posted 6 Oct 2003

maybe rangers could have like a trap skill or something. Like place a snare somewhere and make people freeze when walking through it. Like put a berry in a snare somewhere, then wait for someone to pick it up and have a big net fall on em or something.

Jakezor Posted 6 Oct 2003

That's a cute idea Cest, but i don't think it would work well in the Tempus world.

I have a few suggestions that could be made to the class

1) I don't know if critical hit was changed or not, but I never seem to be getting a lot of them anymore. It would be cool if the frequency could be upped a tad.

2) This was an idea suggested by Tidus way back when: Gen 8 remort spell 'thorn skin.' Sort of like blade barrier, except it pierces, doesn't slash. Trailer –> "thorns are protruding out of his skin!" Could affect ac by -15 (between barkskin and stoneskin) or something else like a little dex to counter that stoneskin? :)

3) Spell, Elemental Strength: Rangers don't have a stat boosting spell, so this would add some strength adjusted to level and gen.

4) Passive Skill: Riposte, based on dex. Sometimes the enemy leaves opening in his attacks. A dexterous ranger can tank advantage of these openings and sneak in a few attacks of his own.

5) Skill: Disembowl. Pre-requisite of dual wield, must be wielding two blades. One slash opens up the victim's guard, and another slash cuts across the lower torso region in order to cause severe internal damage. Maybe some -dex for a few rounds.

6) It would be cool if the various "call" spells could be improved. For example when i call a beast it only has 11 stats. It also does not deal a lot of damage for having so much damroll.

7) Spell: Elemental Branding. Branding a weapon with the characteristics of an element will temporarily enhance it. Wind increases speed, fire increases damage, etc.

8) Skill: Wasp Talon; gen 9 remort skill. Through highly developed skills of a hunter, the experienced ranger can introduce dangerous toxins into his victim's body with his sword. Sets victim confused and rolls a 1d5 dice to see which stat receives a deduction.

Triskaidekaphobic Posted 7 Oct 2003

In response to number 8.

What? No Cha reduction?

Jakezor Posted 7 Oct 2003

cha sucks :p

Drom Posted 14 Oct 2003

Cha sucks until you try to order followers around…or have a large number of followers.

I've got some other ideas dealing with charisma.. I may post them elsewhere however.

Jakezor Posted 14 Oct 2003

well, i think it's kind of weird that lecture is based on how LOW your charisma is. Me having max charisma, lecture is kind of useless to me now :p

Arianna Posted 17 Oct 2003

how bout a skill called Tenseiken Slash it woudl require 2 slashing wepaons, and would consist of jumping into the air and using both blades to do a cross shaped slash on the victim

or a remort skill called flying tenseiken whihc is the same thing, but more powerful ^_^

Cest Posted 21 Oct 2003

what about a "improve concentration" skill(or maybe something with a less cheesy name).

When a ranger does this, his or her concentration will be greatly improved, which will help increase hit rate and ability to dodge things.

Aconite Posted 21 Oct 2003

I'm going with Jakezor on this one, Rangers suck for everything else except one thing right now : Battle Tank. Good lord do they own this part of the game. But just like Mages, they suck! :p They need something to spice em up a bit. I've decided to bring my old character Tanin back into play, so we'll see what happens with him, but I seoriusly think we need to do something about this whole Rangers not having a badass skill. Even Barbs got something cooler than pile drive now, they got cleave! And greater Cleave! I think that something that would be badass if the imms don't decide to give Rangers a primary skill would be something like every time a ranger gens up. They get a +speed added onto the base character. That way we can keep up with Borgs that are half our gen that attack faster than us. Com'n, Rangers are badass archery people who know how to move! That's my thought on Rangers! Peace!

-Aco

Aconite Posted 27 Oct 2003

Okay I was just thinking about I'm going to remote my character today… and I saw something that disturbed me about rangers :P We're all talking about rangers having very little that are unqiue to them. I always took pride in that Rangers were the first to get double attack and the first to get triple attack. That's the way it should be, rangers kick ass like that. But it was to my mistake that we don't. Merc's get them before us. They even get triple attack before us! This is horrible! Rangers have only three things unqiue to them (besides spells) and that is sweepkick and medic. All the warrior classes get our "beat em up" skills as rangers. The only differnce between us and the others is that we can kick guys to the ground (even if that can be possible). Sure Rangers got some badass spells, but all Rangers are for is to take a beating. We just stand there until one of two things happen. We finally kill them with regular attacks or, two, we flee out, medic, and go back in. I want some spice in my Ranger's life! Something that would be cool would be wielding smaller, "lighter" weapons would make it better for us to attack efficently. Wha bam slam, thank you mar'm! kind of a thing. Just a thought!

-Aco

Storm Posted 27 Oct 2003

Monks get sweepkick.

Aconite Posted 27 Oct 2003

Welp, there goes another unqiue skill rangers have! We suck again!

Rothdyn Posted 28 Oct 2003

Having Great sympathy for Rangers, I thought of a couple spell and skill ideas. I encourage people to do the same. I have seen idea on realms go in a matter of weeks but if no one posts things will take a lot longer. climbs off the soapbox Now for the fun stuff.

Ranger Spell Ideas:

Discerning eye: A ranger uses his knowledge of stories, and keen eye and mind to notice what may be important in a room, over the general hodgepodge that is there. I.e. a detect search skill and maybe even hidden containers in rooms.

Alertness: This skill allows the user a greater chance to avoid the initial attack used on the player. Similar to a monks evasion but it would only work for the first attack on the ranger. "You duck under the ogre's viscous attack!" and normal fighting begins. This would also help with backstabs, ridgehand, pinches and other physical attack. This would not be absolute obviously but would get up to 50-75% at gen 10

Ranger Skill Ideas:

Ground Survey: This skill determines what type of outdoors terrain the surrounding area and gives a + to hitroll and some ac when fighting outdoors. Conversely, give all players a minus to these when fighting outdoors on rugged terrain and no penalty for ranger shrug They are a freaking Ranger they should be better than a iron clad Knight fighting on among roots of trees, mud and such.

Arterial Slash: This skill does damage to your opponent by slashing something important more damage comes from the incidental bleeding that occurs. Yes an incombat damage skill for rangers.

Stone grip: Prevents the ranger from being disarmed and even prevent casting weapon from being dropped. Nuff said.

Steady footing: Makes Ranger !bash but your added care for balance results in a loss of 1 attack per round. A toggle-able skill.

Post your thought pro or con. Maybe even come up with some of your own!

Rothdyn "the Monk for a Better Ranger Society Today!"

Aconite Posted 28 Oct 2003

Wow, Rothdyn, those are some badass ideas. I like the whole Alertness thing, but instead of a spell, why not make it into a skill? But it works the reverse way of move tap (or maybe the way borg uses programs, -move) that way you can toggle it. I also like the idea that you can get even a better chance to miss a backstab or hamstring or something. A side note of this, I don't know if there is something like this or not, but it would be rock'n if Rangers get an extra roll to determine if they get hit or not. They already take a beating whenever they fight, it would be cool if they got another bonus roll (maybe something like cricital hit?) where they get a chance to "roll" off the attack or something.

I definitly like the Ground Survey idea. Rangers are the more "outdoors" type of people. Com'n, look at entangle for example! You have to be outside in order to use that, and we're not even talking about call lighting here either! Rangers should be a +dex maybe or +hitroll +speed, something for being outside fighting.

The whole Arterial Slashing…. why not make it like Hamstring, but isntead of when you move you get hurt, you get hurt while fighting. Because in the heat of battle, you blood getes pumping and if you have a artery cut wide open, you are going to bleed to death at some point. Something like Medic, or greater heal should be able to close that wound right up!

Stone Grip - Holy crap, why didn't we think of this skill earlier?

Steady Footing - Awesome idea yet again, the negative lose to a hit per round, great idea for it. You are more on the defensive than offenseive. But not totally !bash, just a hell of alot harder to knock down.

Wreck on my ideas, Bring it!

-Aco

Storm Posted 29 Oct 2003

As a builder, I'd like to post against the discerning eye skill idea. Builders put a lot of hard work into their room descriptions, mob scripts, and other things to give players hints as to what searches are in which rooms, and how to activate them. If a ranger were simply able to walk in and have a chance of knowing what to do, it would take a lot of enjoyment out of the game for builders, and dare I say it, players alike. It is my firm belief that exploration is what makes this game fun, and new… not killing the same mobs over and over again to get the same items or the same experience or the same money. Why would I, as a builder, try to make searches that reward players for being clever when I know that a ranger could just stumble upon it by accident?

Storm

Aconite Posted 29 Oct 2003

Jeez storm, just shoot us down here! Yeah, but i'd have to agree when ya make that point. It does take a little away from the game. Maybe change it to they being able to spot hidden characters (like true see) or "sense" a prescence of someone being invisable or trans. Rangers should have "heighten" senses due to their time spent living in the out doors.

But I'm still stuck on the whole light effiecny weaponry, because that'd be badass. It's like the opposite of Discipline of Steel, but isntead of weidling a big badass two handed weapon, we kick ass with smaller, more elite weapons. We hit fast and quickly. We might not pack one big punch, but we sure the hell beat relentless on the guy. Just a thought!

-Aco/Tanin

Jakezor Posted 4 Nov 2003

You know, I don't care about having anything extra. I just want worthwhile offensive skill I can use in battle that is unique to rangers and does damage worthy of being called worthwhile.

Not that i'm shooting down all the other skill/spells. But really, we don't need that. We're cool as it is, we just need that one little thing to establish ourselves and we'll be set.

Cest Posted 6 Nov 2003

What about a "lunge" skill. With a peircing weapon a ranger could probably just lunge at the target and stab them.

Or a "aim" skill. A ranger can aim at specific positions on a target, maybe a "head shot" should do more damage.

shrugs either that or groin stab or something.

Jakezor Posted 6 Nov 2003

we have something like that, it's called "impale," and it sucks :p

Aconite Posted 7 Nov 2003

While discussing this with Jakezor, while he was walking around with his hamstring cut wide open, Medic should be able to heal up the wound. Medic is compareable to "greater heal" in the help file, so why not have the affect of it to? Being able to close up those nasty wounds. I also think that the cost of medic should be lowered just a tad. Greater Heal doesn't cost as much mana as medic does move. And you can get mana back easier than you can move.

Just some thoughts

-Aco/Tanin

Jakezor Posted 7 Nov 2003

he means just heal :p

Narcissus Posted 27 May 2005

The idea of hitting a vital spot on your enemy for an increase id damage is exactly what critical hit is.

A trend that Tempus has is that as new things are brought in, old things are left behind. Borg is a much newer class than Ranger, so is Mercenary. Therefor I am in now way surprised that they'll get their skills sooner, and attack with a greater speed.

Rangers are the original class of combat finesse on Tempus. (Thief is finesse too, but more tactically than combat) I think this idea still remains of Ranger to the imms, which is why they've never had, and the imms have never seemed receptive to the idea of a brutal offensive skill. Leave the brutality to the brutes. Barbs, Knights, and recently Borgs.

What Rangers really need is to be updated with the same evolution of ideas that is present in the newer classes. They are last decade's model of class. There are plenty of ways to get them up to snuff and keep them a class of combat finesse, rather than just slapping on a brute offence skill.

Nevermore Posted 29 May 2005

Rangers were recently updated… and I'm not talking about the useless call spells. They have been given some nice stuff. Rangers just don't suck anymore and they were definitely not left behind. Rangers definitely attack faster. If you say that a cleric attacks faster, I want what you are smoking. Both of my clerics survive because of dam redux and decent (not great) HP. Its definitely not because they attack fast.

Merriam Posted 18 Jul 2005

In regards to the recently added skill, Sidestep, I have been told by two high gen Rangers that sidestep was initially useful, but was weakened shortly after implementation to the point where it misses so much (Pele kick, anyone?) that they recommend I continue to use sweepkick. While mort, I used kick and punch as my main offensive tactics. I kid you not. And I've been to gen 10 and back. Rangers need help, and still do, updates or none (call animal? Please. My call predator gets me a mob with +40 ac and 50 hp at gen 1 level 45. I could remort mage and charm a halfling for more effectiveness).

Are the coders currently pleased with the implementation of the Ranger class?

Merriam


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