Weak Ranger or normal?
Ooma
Hi
This might have been answered elsewhere but I've spent hours reading threads which often spoil the 'fun' of trial and error.
I ask this because I'm just starting the ascension quests and find The Crystal Desert almost impossible...it seems an enormous leap in difficulty.
I've been playing only with henchies so far, as everytime I team up people want to rush straight to the 'goal' without exploring etc.
I'm a level 20 Ra/Me - perhaps I've spread my skills to much?
Illusion - 7
Beast - 7
Expert - 9
Wild - 5
Marks - 13
As an example, using a purp Sundering Longbow of Fortitute,
Base 14-26
Arm Pen - 10% (chance 6%)
Health +22
Arm +4% (vs. physical)
I do the following damage (without preps or skills) on Sand Elementals -26, -16, -29, -38, -23, -38, -27, -20
If I use (for example Hunter's Shot) it always seems to do the minimum base plus the increase (around -35/-36).
I've been pulling groups of 2/3, then running back, but whenever I pull 4/5 the party soon dies (2 Warr, 2 Healers, 1 Archer or Mage) and I'm sure it's not going to get easier. I still can't complete the Undead Hordes mission, firepower with henchies just doesn't seem adequate.
So my question is...is this normal or do I need to rebuild my character?
Also, (on a side note) I have never got a drop from a boss monster, meaning their only use is to capture skills (taking up an extra slot everywhere I go).
I've been playing this almost solidly (12-14 hours a day for the past month I think) and it's suddenly just become sooo frustrating I'm not super-advanced but I'm not an absolute newbie either.
I think the 'summer addition' will be make or break for me
TIA for any suggestions/comments!
This might have been answered elsewhere but I've spent hours reading threads which often spoil the 'fun' of trial and error.
I ask this because I'm just starting the ascension quests and find The Crystal Desert almost impossible...it seems an enormous leap in difficulty.
I've been playing only with henchies so far, as everytime I team up people want to rush straight to the 'goal' without exploring etc.
I'm a level 20 Ra/Me - perhaps I've spread my skills to much?
Illusion - 7
Beast - 7
Expert - 9
Wild - 5
Marks - 13
As an example, using a purp Sundering Longbow of Fortitute,
Base 14-26
Arm Pen - 10% (chance 6%)
Health +22
Arm +4% (vs. physical)
I do the following damage (without preps or skills) on Sand Elementals -26, -16, -29, -38, -23, -38, -27, -20
If I use (for example Hunter's Shot) it always seems to do the minimum base plus the increase (around -35/-36).
I've been pulling groups of 2/3, then running back, but whenever I pull 4/5 the party soon dies (2 Warr, 2 Healers, 1 Archer or Mage) and I'm sure it's not going to get easier. I still can't complete the Undead Hordes mission, firepower with henchies just doesn't seem adequate.
So my question is...is this normal or do I need to rebuild my character?
Also, (on a side note) I have never got a drop from a boss monster, meaning their only use is to capture skills (taking up an extra slot everywhere I go).
I've been playing this almost solidly (12-14 hours a day for the past month I think) and it's suddenly just become sooo frustrating I'm not super-advanced but I'm not an absolute newbie either.
I think the 'summer addition' will be make or break for me
TIA for any suggestions/comments!
Yukito Kunisaki
no need to rebuild, just use your refund points...
The problem is you ARE spreading your points too thin.
The ONLY time I've ever did a 5 point spread was on my mes/nec a while back and that's when I realized it's NOT going to do crap...
9/9/9/7/7
with runes:
11/10/10/7/7
Just not worth it
Just go 4 stat spread
10+2 weapon/9+1 primary stat/7+1 backup stat/10 from secondary profession
The problem is you ARE spreading your points too thin.
The ONLY time I've ever did a 5 point spread was on my mes/nec a while back and that's when I realized it's NOT going to do crap...
9/9/9/7/7
with runes:
11/10/10/7/7
Just not worth it
Just go 4 stat spread
10+2 weapon/9+1 primary stat/7+1 backup stat/10 from secondary profession
Ondo
I am also close to where you are. I am also finding that henchies are ones best freinds at times. I ran Serpent's yesterday with a group and none had done the mission before. I was the only one and I told them to take it slow as it wasn't as easy as others before it. We lasted a whole 2 minutes max. They all just ran straight at the first tower and went down in flames!! I left that group and am wondering if henchies wouldn't be better. Anyways getting back to your question. On the Home page here there is a "Builds Directory", located in the Left Column, that has allot of information on different classes and subclassses and the skills they recomend. I have change my W/Mo to one of the settings in this "Build Directory" and so far I am being somewhat successful.
John Waffletord
I'd get rid of the beast mastery.. i hate pets.
Epinephrine
Playing with henchies takes practice and the right selection - I frequently don't even bother taking the tanks along (Stefan and Thom) as they aggro too much for my taste, so my ranger is backed up by all missle users - the advantage is that they stay in a nice clump, so Healing Spring works wonders on them. (yes, even in the fire islands I sometimes go out with a party of 7, as I refuse to have Tweedledum and Tweedledee along for the ride - I do better without a tank for the most part)
I don't use any secondary profession skills, which you'll find is actually pretty common for rangers. I also have been using a superior rune in my armour to milk a bit more out of my stats - I'm fine losing a bit of health so long as I have the +3 to an ability. Rangers are not just about dealing damage in my book - if all you want is damage there are probably better classes to play; my current normal adventuring buiild is typically an 11/11/8/3 or 12/9/9/3 though I sometimes play around with it - I like having the really high expertise (13 or 14, depending on the build) and the 3 is for a 3+1 beastmastery so I can get a 7 second tiger's fury - not necessary but bumps your attack rate up nicely, and getting it up to a 6+1 beastmastery seems a bit much.
I find I reskill a lot, depending on what I am facing. I'll frequently bring choking gas, as it is effective agaisnt caster groups, particualry for taking on hydras for example. I often have a trap of some sort along, barbed is a nice one, allowing me to trap and then pull enemies into a trap or tow (or in bad sitaution, more) as well as allowing me the option of using it in combat - if I am in an area with more melee enemies I'll pack Throw Dirt or a Dirt trap, and I'll generally have a defensive stance of some sort. It really depends, but playing with it helps a lot.
Rangers are great fun, and their power is in their flexibility - Wilderness survival is a great skill line - what other class has defense, offense, healing (self and group), interrupts, conditions, energy management and skill recharge modifiers all in one attribute? The thing with the ranger is that it doesn't really hit its stride in game until you are high level - the breakpoints at 12 and 14 expertise for a 10 cost skill and the breakpoint at 13 for a 5 cost skill are so important to be able to truly use your attacks. Message me in game if you wish, I set up a Ranger party the other day for Ring of Fire and we beat it handily, it might be instructive to see how other rangers are playing their characters - I won't say that a secondary isn't a good thing - it can work well for you, but you will need a high score in marksmanship and expertise to be using a bow with any amount of effectiveness, so you pretty much get one more nice attribute and wilderness survival has a lot going for it, so you should have a good reason to not use it
I don't use any secondary profession skills, which you'll find is actually pretty common for rangers. I also have been using a superior rune in my armour to milk a bit more out of my stats - I'm fine losing a bit of health so long as I have the +3 to an ability. Rangers are not just about dealing damage in my book - if all you want is damage there are probably better classes to play; my current normal adventuring buiild is typically an 11/11/8/3 or 12/9/9/3 though I sometimes play around with it - I like having the really high expertise (13 or 14, depending on the build) and the 3 is for a 3+1 beastmastery so I can get a 7 second tiger's fury - not necessary but bumps your attack rate up nicely, and getting it up to a 6+1 beastmastery seems a bit much.
I find I reskill a lot, depending on what I am facing. I'll frequently bring choking gas, as it is effective agaisnt caster groups, particualry for taking on hydras for example. I often have a trap of some sort along, barbed is a nice one, allowing me to trap and then pull enemies into a trap or tow (or in bad sitaution, more) as well as allowing me the option of using it in combat - if I am in an area with more melee enemies I'll pack Throw Dirt or a Dirt trap, and I'll generally have a defensive stance of some sort. It really depends, but playing with it helps a lot.
Rangers are great fun, and their power is in their flexibility - Wilderness survival is a great skill line - what other class has defense, offense, healing (self and group), interrupts, conditions, energy management and skill recharge modifiers all in one attribute? The thing with the ranger is that it doesn't really hit its stride in game until you are high level - the breakpoints at 12 and 14 expertise for a 10 cost skill and the breakpoint at 13 for a 5 cost skill are so important to be able to truly use your attacks. Message me in game if you wish, I set up a Ranger party the other day for Ring of Fire and we beat it handily, it might be instructive to see how other rangers are playing their characters - I won't say that a secondary isn't a good thing - it can work well for you, but you will need a high score in marksmanship and expertise to be using a bow with any amount of effectiveness, so you pretty much get one more nice attribute and wilderness survival has a lot going for it, so you should have a good reason to not use it
Dame&Beast
As a R/Ele unless using a pet (which can be an utter waste of skill slots) I would get rid of Beast Mastery....And go with Marks or Widerness... You have to take into account what it is you actually want to accomplish...and use refund points for that.. Are you wanting to be a ranger or a mesmer with a bow?
Shwitz
13/9/7/7/5 is definitely spread way too thin. Ranger is a jack-of-all-trades profession, but they need to be at least somewhat focused. What skills do you use Ooma? Maybe we can make suggestions as to what line to cut out and a possible replacement skills?
Epinephrine
Quote:
Originally Posted by Dame&Beast
You have to take into account what it is you actually want to accomplish...and use refund points for that.. Are you wanting to be a ranger or a mesmer with a bow?
This is very true - in fact, a ranger can even be a mesmer without a bow - there is nothing forcing you to use a bow, you can use ranger skills and mesmer skills without a bow - Wilderness survival has great skills including energy management type stuff, you can delver conditions effectively with it (fragility?) and so on - after all, if you plant a few traps, draw the enemy in with fragility and have him blunder over a barbed and flame trap you've given him 3 conditions, one of which ends pretty soon, and he's slow and bleeding now. Throw a phantom pain on him then dispel it to do two more pulses of damage from fragility and the Shatter delusions damage and you've probably pretty much killed him. Melandru's Resilience is a nice skill vs hex users and those who would throw conditions at you, allowing you to cast like mad; a few hexes and a cripple/bleeding and you can have 9 pips of energy regeneration, allowing you to chain cast pretty much anything. There is a great deal of flexibility in the ranger skill lines.
I have been playing around with a ranger build using a bow but no marksmanship; it frees up all those points, and you simply use the bow as a condition delivery and interrupting mechanism. Choking gas, incendiary arrows, apply poison, debilitating shot, distracting shot and poson arrow are all pretty effective even without bow damage - the goal of a skill like choking gas is to interrupt a crowd, not to do damage. Incendiary arrows with a bit of tiger's fury is a nice combo, you can set a guy on fire every shot, so for 11 seconds or so he's suffering 7 pips of degeneration and isn't getting off many spells. You can even use it with a low (or none) wilderness survival to ensure that it only lasts for 1 second, that way you can set the guy on fire anew each 1.33 seconds (and each time ending before the next arrow hits), triggering fragility 12 times over its duration - at 28+ damage a pop plus the 6*14 damage from being on fire it's pretty fast damage (420 or so over 8 seconds). Might be a bit of a one trick pony, but given that it is stopping casting while you do it ist may well shut a monk boss
The point is merely to demonstrate that you still have flexibilty - a bow doesn't have to be maximum damage to contribute to a fight - knocking out a key skill with a distracting shot, interrupting a group of hydras repeatedly with choking gas or spreading poison over all the opponents is still pretty good, and you can free up a ton of points for your caster side if you wish to be more of a caster.
I have been playing around with a ranger build using a bow but no marksmanship; it frees up all those points, and you simply use the bow as a condition delivery and interrupting mechanism. Choking gas, incendiary arrows, apply poison, debilitating shot, distracting shot and poson arrow are all pretty effective even without bow damage - the goal of a skill like choking gas is to interrupt a crowd, not to do damage. Incendiary arrows with a bit of tiger's fury is a nice combo, you can set a guy on fire every shot, so for 11 seconds or so he's suffering 7 pips of degeneration and isn't getting off many spells. You can even use it with a low (or none) wilderness survival to ensure that it only lasts for 1 second, that way you can set the guy on fire anew each 1.33 seconds (and each time ending before the next arrow hits), triggering fragility 12 times over its duration - at 28+ damage a pop plus the 6*14 damage from being on fire it's pretty fast damage (420 or so over 8 seconds). Might be a bit of a one trick pony, but given that it is stopping casting while you do it ist may well shut a monk boss
The point is merely to demonstrate that you still have flexibilty - a bow doesn't have to be maximum damage to contribute to a fight - knocking out a key skill with a distracting shot, interrupting a group of hydras repeatedly with choking gas or spreading poison over all the opponents is still pretty good, and you can free up a ton of points for your caster side if you wish to be more of a caster.
Ooma
Thanks everyone for your suggestions. I agree I will have to be more focussed.
I've been trying the Crystal Desert without a pet for the last 3 hours and this seems to take some of the strain off the healers (my 54 heal pet is inadequate). So I can see he'll have to go. Damn, I miss him already...perhaps I should get a cat...a real one.
The skills I use most frequently at the moment are Hunter's Shot, Conjure Phantasm with Apply Poison for 'quick' health degeneration (I think they stack), Favourable Winds, Ignite Arrows (for fleshless types), either epidemic/arcane theivery or backfire, Healing Spring and the last slot is taken up with Signet of Capture.
I very much like the idea of a Wilderness Ranger but felt that (when I am ready to group) few people will have the patience to group with a Ranger of that type. Maybe I should start a second Ranger for this.
I haven't found any of the elite? skills yet (Choking Gas, Incendiary Arrows) I thought they came after Ascension. (and I don't really want to read a 'where to find everything' guide)
A lot to think about...thanks...I shall go ponder it over a beer or two and rearrange my stats!
I've been trying the Crystal Desert without a pet for the last 3 hours and this seems to take some of the strain off the healers (my 54 heal pet is inadequate). So I can see he'll have to go. Damn, I miss him already...perhaps I should get a cat...a real one.
The skills I use most frequently at the moment are Hunter's Shot, Conjure Phantasm with Apply Poison for 'quick' health degeneration (I think they stack), Favourable Winds, Ignite Arrows (for fleshless types), either epidemic/arcane theivery or backfire, Healing Spring and the last slot is taken up with Signet of Capture.
I very much like the idea of a Wilderness Ranger but felt that (when I am ready to group) few people will have the patience to group with a Ranger of that type. Maybe I should start a second Ranger for this.
I haven't found any of the elite? skills yet (Choking Gas, Incendiary Arrows) I thought they came after Ascension. (and I don't really want to read a 'where to find everything' guide)
A lot to think about...thanks...I shall go ponder it over a beer or two and rearrange my stats!
Epinephrine
Choking gas is available at the Temple of Ages on the quest "The False Gods", and by purchase at Droknar's Forge, which you get to after the desert missions (it's the next big city) so you can acquire it soon. Incendiary Arrows is an elite and isn't available until later, from a boss capture in the Ring of Fire.
Traps are great fun to play with, and while most groups need instruction on how to use traps with you, you will find that they are incredibly effective - a single trap on your skillbar can make a big difference (and of course you can have 3 (and later 4) offensive traps on your bar, serpent's quickness as a stance and lay a whole pile of traps to drag your foes into if you end up likeing trapping)- A dust trap laid before pulling a melee mob will render them fairly harmless for the first bit of the fight, and when the blindness is going to wear off you simply run up and set another one at their feet - blinding them again for another 13+ seconds, as an example. Play with the builds, try the various skills - the 4 non-elite traps are available by the desert and each one has a nice effect, and the high wilderness can bump up your damage through ignite or knidle arrows, makes poison last longer and so on. if you are going with henchmen you may find it impossible to trap with Thom and Stefan in the party however :P
Traps are great fun to play with, and while most groups need instruction on how to use traps with you, you will find that they are incredibly effective - a single trap on your skillbar can make a big difference (and of course you can have 3 (and later 4) offensive traps on your bar, serpent's quickness as a stance and lay a whole pile of traps to drag your foes into if you end up likeing trapping)- A dust trap laid before pulling a melee mob will render them fairly harmless for the first bit of the fight, and when the blindness is going to wear off you simply run up and set another one at their feet - blinding them again for another 13+ seconds, as an example. Play with the builds, try the various skills - the 4 non-elite traps are available by the desert and each one has a nice effect, and the high wilderness can bump up your damage through ignite or knidle arrows, makes poison last longer and so on. if you are going with henchmen you may find it impossible to trap with Thom and Stefan in the party however :P
Ender Ward
A Ranger without 4-9 Beast Mastery, is a Ranger without effective Tiger's Fury, and is therefore not nearly as effective at dealing out damage as he/she could be.
People recommend getting rid of Beast Mastery because pets are useless are missing the point. Yes, pets are most of the time quite useless, but Beast Mastery isn't for pets. It's for one and one skill only (well, two if you're in a spirit team build).
People recommend getting rid of Beast Mastery because pets are useless are missing the point. Yes, pets are most of the time quite useless, but Beast Mastery isn't for pets. It's for one and one skill only (well, two if you're in a spirit team build).
Ooma
Sorry, not trying to bump this but I'm amazed and I thought this might be of use to other part-time beastmasters having a tough time soloing. When John wrote:
Quote:
Originally Posted by John Waffletord
Quote:
I'd get rid of the beast mastery.. i hate pets.
I thought yeah ok, he just doesn't like pets. But having left my wolf caged up in the city I have fared much better with the henchies and have just reached The Dunes of Despair without half the difficulty I had with my pet. So there go my beastmaster points...where's the skinning skill??
Now to work on the others' advice...thanks again...especially to Epinephrine!...you've made this game fun again...I still love/hate Anet though
Now to work on the others' advice...thanks again...especially to Epinephrine!...you've made this game fun again...I still love/hate Anet though
jesh
I think to really make use of your pet, you either need 0 or at least 12 BM. 0 if you're a necro, lol. I made a ranger dedicated to beast mastery, and boy was it fun. You really do need at the bare minumum, 4 skill slots for your pet. Whoever said that pets die in 1-2 hits.. never saw mine. It was always the last thing dead.. which kind of sucked. I always had to pack res to revive my party.
I'm just saying this so you know that beast mastery isn't as dissmissable as some people take it to be. There are a lot of sneaky, wiley ways to use a pet to great effect.
By the way, Epinephrine, that's a very intriguing idea. I might do that the next time I make a new character. Sounds like a lot of fun.
I'm just saying this so you know that beast mastery isn't as dissmissable as some people take it to be. There are a lot of sneaky, wiley ways to use a pet to great effect.
By the way, Epinephrine, that's a very intriguing idea. I might do that the next time I make a new character. Sounds like a lot of fun.
Shwitz
Pets are very formidable IF AND ONLY IF you devote half or more of your skill bar and a load of attribute points to them. If you're not willing to make your pet your main attack unit, Ooma, you should definitely keep locking him up in town. That's a pretty good skill layout you've got for now. After you get out of the desert, you'll start picking up more skills and you'll definitely want to reset your skill bar. But for now, keep on truckin'
Puddin Tame
Quote:
Originally Posted by Epinephrine
I don't use any secondary profession skills, which you'll find is actually pretty common for rangers. I also have been using a superior rune in my armour to milk a bit more out of my stats - I'm fine losing a bit of health so long as I have the +3 to an ability. Rangers are not just about dealing damage in my book - if all you want is damage there are probably better classes to play; my current normal adventuring buiild is typically an 11/11/8/3 or 12/9/9/3 though I sometimes play around with it - I like having the really high expertise (13 or 14, depending on the build) and the 3 is for a 3+1 beastmastery so I can get a 7 second tiger's fury - not necessary but bumps your attack rate up nicely, and getting it up to a 6+1 beastmastery seems a bit much.
Have you not done the 2 attribute reward quests? I run 12/12/10/5 with just minor runes and marksmanship hat.
John Waffletord
Tigers Fury is a good skill, but, why dump x amount of points into BM when wilderness survival, marksmanship and expertise all have numerous good skills.
I can see it being okay to put a few points into with an all ranger build.
Maybe a 10/10/10/5 or something. But thats if you can afford to put 5 into it for 1 skill.
I can see it being okay to put a few points into with an all ranger build.
Maybe a 10/10/10/5 or something. But thats if you can afford to put 5 into it for 1 skill.
Yukito Kunisaki
Pets behave like off-body warriors with more efficiency in their skills and comparably better utility. The problem is that Anet's AI for the pet makes them dumb as bricks.
When you call a target, the pet behaves worse than a noob mashing "T" key.
If they can fix the pet to behave as a warrior skill user [let targetting an enemy and pressing the skill hotkey FORCE the stupid little fireplace rug reject to attack your target with that skill], then the pet would be on more people's skill bars.
And yes, you need a bare minimum of 5 skills really to make the pet worth anything. [due to charm animal.]
3 skills for yourself, if setup correctly, can turn you both into a true team.
When you call a target, the pet behaves worse than a noob mashing "T" key.
If they can fix the pet to behave as a warrior skill user [let targetting an enemy and pressing the skill hotkey FORCE the stupid little fireplace rug reject to attack your target with that skill], then the pet would be on more people's skill bars.
And yes, you need a bare minimum of 5 skills really to make the pet worth anything. [due to charm animal.]
3 skills for yourself, if setup correctly, can turn you both into a true team.
Epinephrine
Quote:
Originally Posted by Puddin Tame
Have you not done the 2 attribute reward quests? I run 12/12/10/5 with just minor runes and marksmanship hat.
Those are my base points. With runes it's 14/12/10/4 or 14/13/9/4 for example, or 13/14/9/4 (if I am using mostly 5 cost skills rather than 10 cost). The 3+1 is a nice minimal investment point for Tiger's Fury, giving 7 seconds of speed for a very small investment of attribute points. I mean, 6 points out of 200 for a skill that's actually usable? That's pretty cheap.
John Waffletord
I just dont think i'd want to have other attritbutes suffer, (ie secondary or wilderness survival) just for 1 skill.
You could have 10+1+1 marks, 10+2 expertise, 8+1 wilderness and 8 secondary.. then have a 2+1 BM.. but you say you need atleast 4 in BM to make tiger's fury any good. So you drop one off of your lowest two categories or get a major rune.. all just for one skill? I dont know if its worth it.
You could have 10+1+1 marks, 10+2 expertise, 8+1 wilderness and 8 secondary.. then have a 2+1 BM.. but you say you need atleast 4 in BM to make tiger's fury any good. So you drop one off of your lowest two categories or get a major rune.. all just for one skill? I dont know if its worth it.
Ender Ward
Where could one possibly invest those 3, 6 or 8 attribute ranks other than Beast Mastery, in order to get an equivalent improvement to a 50% damage increase 70-90% of the time?
This is why Rangers stil have a bad reputation as damage dealers. Too many of them dismiss Tiger's Fury, not realising just what they're giving up by not using it.
It's 50% more damage (33% faster attacks in a period of time), for 7-9 out of every 10 seconds. What could possibly justify not taking advantage of it?
I honestly wonder what people are doing with their builds if they can't find 3 ranks + 1 minor rune to get their Tiger's Fury to a minimum of 7 second duration. Though for best effect you'd want it at 8 or 9 seconds (so you only have 2-1 seconds downtime). At 6 ranks + minor rune you get 8 seconds of TF. At 8 ranks + minor rune you get 9 seconds.
Tiger's Fury should never leave a Ranger's skill bar (unless ofcourse you're one of those R/W using Frenzy instead). There is no reason whatsoever to gimp one's chracter, just for the sake of saving some attribute points that cannot possibly bring more benefit.
This is why Rangers stil have a bad reputation as damage dealers. Too many of them dismiss Tiger's Fury, not realising just what they're giving up by not using it.
It's 50% more damage (33% faster attacks in a period of time), for 7-9 out of every 10 seconds. What could possibly justify not taking advantage of it?
I honestly wonder what people are doing with their builds if they can't find 3 ranks + 1 minor rune to get their Tiger's Fury to a minimum of 7 second duration. Though for best effect you'd want it at 8 or 9 seconds (so you only have 2-1 seconds downtime). At 6 ranks + minor rune you get 8 seconds of TF. At 8 ranks + minor rune you get 9 seconds.
Tiger's Fury should never leave a Ranger's skill bar (unless ofcourse you're one of those R/W using Frenzy instead). There is no reason whatsoever to gimp one's chracter, just for the sake of saving some attribute points that cannot possibly bring more benefit.
Neo-LD
Standard attribute distribution I use for all my rangers (I modify if needed but usually this is best):
11+3 Expertise
10+1+1 Marksmanship
9+1 Wilderness
4 Beast Mastery (you can give it +1 but it wont matter)
11+3 Expertise
10+1+1 Marksmanship
9+1 Wilderness
4 Beast Mastery (you can give it +1 but it wont matter)