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This list is modified with each version, to provide the developers with a quick list of the top concerns of rangers. As always, if you are aware that a certain issue or bug has been addressed, or if you are aware of a new issue or bug that is not on the list, please contact me so that I may verify it and let the developers know about the change.

Pathfinding Effectiveness - With the proliferation of buffbotts, and the questionable effectiveness of our pathfinding buffs, most rangers only spec this line for the damage add spell. Even the “Run Away” spell is only useful in very specific and limited situations (due to it breaking from nearly ANYTHING). A Druid that spec to merely 34 in Nurture is able to over ride a Ranger that attempts to spec to 50 in pathfinding. While comparing one class to another is normally not encouraged, I point this out due to the large number of lines a Ranger must spec to be viable, in addition to the fact that his own spells are hardly ever useful in a group/buffbotted situation. Furthermore, the 15 minute duration frustrates the ranger community, again, especially when buffbotts are added into the consideration.
Pathfinding is the single most viable area to make rangers group friendly that would not grossly overpower a ranger. First of all, these buffs should be Concentration based. Even if the duration of them is increased, the general concensus is that they will just "suck for an increased amount of time" instead of doing anything for us. Making them concentration based though will put them on a power pool for further Pathfinding enhancements. Additionally, the values that these spells add need to be adressed.

Another enhancement is to make the pathfinding spells truly unique, allowing them to stack with any other spells out there! In addition, some of the spells should affect the entire group (in particular the Damage Add and the Forest Spirit Series). These should be Concentration based, and based on the ranger's power pool (this will give elven rangers a reason for the additional 10 points into Intelligence too!). The Forest Spirit spell needs to function a bit better as far as not being broken by anything (to include a stiff breeze it seems). Reducing the recast timer on this spell would help a great deal as well. Especially considering all the other speed spells in the game currently, this is just a small factor for other classes to deal with.

There needs to be some more utility in the ranger line of spells as well. Here are a few ideas for spells. Exact implementation is left to the developers:

  • 1. A Group "To Hit" chant that increases the Weaponskill number for all members. (Seems this type of ability went to heroes in a recent patch...)
  • 2. A Group "Defense" chant that increases evade, parry, and blocking base chances for all members. (Seems this type of ability went to heroes in a recent patch...)
  • 3. A type of Erase Aggro spell for those pulls that go really bad.
  • 4. A Group Camoflage spell (if this isn't made part of the stealth subskills). (Damn the Spymaster ability from ToA...)
  • 5. A Magic Turn Chant to absorb a magic spell (damage or other ill effect).
  • 6. Ablative Aura Spell to decrease damage we take (stacks with alchemy ablatives).
  • 7. A Hit Point boosting spell (make the SRT buff a STR/CON buff or a separate CON Buff).
  • 8. A Group Speed chant that functions like the (improved) Forest Spirit spells.
  • 9. Animal scout spell. Allow the caster to assume an animal shape (mouse, wolf, bird) to scout and move freely aropund obstacles.
  • 10. Mirror Image. Let the ranger make duplicates of himself to confuse the enemy in combat.
  • 11. Summon Portal. Transport self (and group?) to certian wilderness locations previously selected. (Well, looks like we got this with Sojouner in ToA...)
  • 12. Safe Passage. Monsters normally agressive to you and party allow you to travel through unhindered.
  • 13. Double Blades. A base increast to Celtic Dual chances.
  • 14. Magic Misslies. The ability to summon arrows for use with your bow (in case you run out).
  • 15. Self Blade turn.
  • 16. Anit-buffbot spell. Causes target to lose all concentration based buffs. (Well, buff shears are in.)
  • 17. List left open for further ideas.

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