Ranger weapons that aren't linked to Marksmanship
quickmonty
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.
Dougal Kronik
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:
Monks can have:
Elementalists can have:
Necromancers can have:
Mesmers can have:
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.
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.
Stockholm
Quote:
Originally Posted by Fungus Amongus
In this case your Beast is your 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.]
KillerGuitar666
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
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
lishi
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.
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.
lishi
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. |
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
Beast master main damage is from pet weapon linked to beastmastery will give double damage for same att. points = unbalance
Dougal Kronik
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 |
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.
Evilsod
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
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
Rogmar
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.
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.
Stockholm
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. |
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. |
Maria The Princess
trapper weapon = some cool looking "tool box"
Rogmar
Quote:
Originally Posted by Stockholm
You still get that from your bow regardless of att. in marksmanship, you just don't get max dmg.
|
Roupe
Expertise
off hand item (mapcase, mapscrolls, book)
sling
Wilderness Survival
alpenstock (climbers staff)
slingbow
Beast Mastery
Whip
shepherd's crook,
off hand item (mapcase, mapscrolls, book)
sling
Wilderness Survival
alpenstock (climbers staff)
slingbow
Beast Mastery
Whip
shepherd's crook,
Stockholm
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
|
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.
|
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????
Dougal Kronik
Quote:
Originally Posted by Stockholm
Thats why I said to give the pets a +1 att mod.
|
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).
Stockholm
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. |
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..
|
Dougal Kronik
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.
|
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.
Stockholm
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?
I give up
Good luck in dream land
I wish for an axe for my sword, wonder if A-net will give me one?
Eugaet
BeastMasters are supposed to have swords.
See?
See?
Dougal Kronik
Quote:
Originally Posted by Eugaet
BeastMasters are supposed to have swords.
See? |
If it has a Beast Master requirement and Beast Mastery +1 mod.
BigTru
Ok, if Beastmasters get whips (or any weapon other than bows), Assassins should get throwing daggers for deadly arts assassins who don't wantto spec in dagger mastery also.
Mr Emu
WS-Staff
Expertise-Hunting Knife and Offhand (Totem?)
Marks-Bow (DUH)
BM-Whip and Offhand
Expertise-Hunting Knife and Offhand (Totem?)
Marks-Bow (DUH)
BM-Whip and Offhand
Ggraphix
/not signed
rangers are fine
Play another type of character if you want different weapons.
more classes will come with more additions
rangers are fine
Play another type of character if you want different weapons.
more classes will come with more additions
Ggraphix
should just have ranger attribute mods for bows
+1 expertise etc
+1 expertise etc
Janus_Zeal
Quote:
Originally Posted by BigTru
Ok, if Beastmasters get whips (or any weapon other than bows), Assassins should get throwing daggers for deadly arts assassins who don't wantto spec in dagger mastery also.
|
I suggest making throwing daggers that have half range (like most ranged assassin skills). It wouldn't make them overpowering and they would be much more versatile.
Winston Rjh
very gd idea but maybe this wud make rangers maybe 2 gd then n many more people wud be rangers n this cud crowd the game in rangers!!!
just a thort.
just a thort.
NinjaKai
Quote:
Originally Posted by Winston Rjh
very gd idea but maybe this wud make rangers maybe 2 gd then n many more people wud be rangers n this cud crowd the game in rangers!!!
just a thort. |
Infinity^
Having ranger weapons not linked to marksmanship is an excellent idea.
You would only need to extend the privilage to wilderness survival and/or expertise to give rangers the flexibility that other classes enjoy. Quarterstaffs for WS, hunting knives for expertise. Something like that?
The "OMG! 2 weapons - ranger overpowered - nerf now anet ffs!" argument is irrelivant. As Guardians post demonstrated, every other class in the game has a variety of weapons and offhands linked to different attributes wether it is their primary means of attacking or not (spells and staffs - 2 weapons zomg!). Or a beast master can carry around a candycane weapon for extra attacking power. you must have seen them, GvG is full of overpowered candycane rangers running amok
Currently a trapper (for example) can carry around an earth staff to get extra energy. Putting a nominal ammount of attribute points into earth will increase the damage from the weapon. So how is having a staff linked to WS grossly overpowered? Necromancers can use runes and headgear to get blood magic to 16, use awaken the blood for an extra +2 and use a weapon mod for a further +1 (20% chance), so i fail to see how a ranger with a +1 (20%) wilderness survival staff makes him overpowered.
You would only need to extend the privilage to wilderness survival and/or expertise to give rangers the flexibility that other classes enjoy. Quarterstaffs for WS, hunting knives for expertise. Something like that?
The "OMG! 2 weapons - ranger overpowered - nerf now anet ffs!" argument is irrelivant. As Guardians post demonstrated, every other class in the game has a variety of weapons and offhands linked to different attributes wether it is their primary means of attacking or not (spells and staffs - 2 weapons zomg!). Or a beast master can carry around a candycane weapon for extra attacking power. you must have seen them, GvG is full of overpowered candycane rangers running amok
Currently a trapper (for example) can carry around an earth staff to get extra energy. Putting a nominal ammount of attribute points into earth will increase the damage from the weapon. So how is having a staff linked to WS grossly overpowered? Necromancers can use runes and headgear to get blood magic to 16, use awaken the blood for an extra +2 and use a weapon mod for a further +1 (20% chance), so i fail to see how a ranger with a +1 (20%) wilderness survival staff makes him overpowered.
Evilsod
Quote:
Originally Posted by BigTru
Ok, if Beastmasters get whips (or any weapon other than bows), Assassins should get throwing daggers for deadly arts assassins who don't wantto spec in dagger mastery also.
|
I really don't see the problem of a Beastmaster getting a whip (they're not built for melee combat, if you think you can somehow make your ranger an effective melee warrior and still a good Beastmaster, i'd like to know how).
Stockholm, 1 problem with that. Fortitude and of XXX stat are both suffix mods
I honestly can't believe people are trying to say that rangers shouldn't be allowed an Expertise +1 (20%) mod because of the touch rangers! How f*cking stupid are you all? You want to completely overlook the possibility of a mod because it may help the current FotM gimmick build? Even if it activates once every other cast you'll do what, save 1 energy a cast? Please if that helps them in any significant way i'll be amazed.
Is there an argument yet that it would mean a Ranger could carry a Blood Magic +1 Icon and an Expertise +1 weapon? Zomg scream nerf!
Hockster
Why so focused on a +1 BM attribute mod? A +1 att. bonus is flat out the worst mod to ever be put on a weapon, other than sundering of course. Every fifth attack does 3-5 more damage? Whoop-de-friggin-do.
If you want a real pet mod addition, why not something like being able to equip your pet with harness or something. Every attack for 10-20 seconds does bleeding damage. Or the apply poison prep is used on your pet. Use of these pet mods disallows the use of bows, staves, swords, etc. because being a true beast master means just that. You want your pet to do the damage and you stay alive hovering on the sidelines.
If you want a real pet mod addition, why not something like being able to equip your pet with harness or something. Every attack for 10-20 seconds does bleeding damage. Or the apply poison prep is used on your pet. Use of these pet mods disallows the use of bows, staves, swords, etc. because being a true beast master means just that. You want your pet to do the damage and you stay alive hovering on the sidelines.
Stockholm
Quote:
Originally Posted by Evilsod
Stockholm, 1 problem with that. Fortitude and of XXX stat are both suffix mods
|
Dougal Kronik
It would be great to be able to run a Beast Master build without having to put attribute points into Marksmanship or any of the secondary professions to be able to effectively protect yourself if your pet doesn't successfully keep aggro.
Or a Wilderness Survival build.
How many Monks have to put points into Hammer Mastery to be more effective when running a Smite build?
Or a Wilderness Survival build.
How many Monks have to put points into Hammer Mastery to be more effective when running a Smite build?
Nevin
Heres my solution.
For wilderness survival, since most people use staffs anyways.. Just give them one. It could be modded like any other staff.
Druid Staff
Energy +10
Nature Dmg: 11-22 (Requires 9. Wilderness Survival)
Two-Handed
To avoid being over powered, bows couldn't just require expertise. As then what would be the point of marksmanship at all for an interrupter? So give them a new weapon with a short range (no matter what) and a fast attack speed but low damage, can be modded like a normal bow. So people would still use marksmanship for the other bow types.
Crossbow
Piercing Dmg: 11-22 (Requires 9. Expertise)
Damage +15% (while health is above 50%
Attack Rate: 1.33
Range: Short Bow
Two-Handed
Beast Mastery has always needed something to make it more effective.. And there are a number of options. Whips seem to be the most popular choice so I want to try and create something original. The axe can be modded like any regular axe,The whip would require new mods, and the charms are basically focus items. The different between the Apache Tomahawk and Tomahawk are that the Apache one is two-handed and deals more damage with a slower attack speed. (basically a bigger axe)
Apache Tomahawk
Slashing Dmg: 8-34 (Requires 9. Beast Mastery)
Damage +15% (while health is above 50%)
Attack Rate:1.55
Two-Handed
Tomahawk
Slashing Dmg: 3-22 (Requires 9. Beast Mastery)
Damage +15% (while health is above 50%)
Attack Rate:1.33
One-Handed
Whip
Lash Dmg: 9-19 (Requires 9. Beast Mastery)
Damage +15% (while health is above 50%)
Attack Rate:1.33
Two-Handed
Charm
Energy +10 (Requires 9. Beast Mastery)
Halves skill recharge of Beast Mastery skills (Chance: 20%)
Halves skill casting time of Beast Mastery skills (Chance: 20%)
Druid Staff
http://www.geocities.com/TimesSquare...492/shaman.jpg
Crossbow
http://www.knightsedge.com/crossbows...sbow-4618g.jpg
Apache Tomahawk/Tomahawk
http://warshirt.com/assets/images/tc...hpothb07_o.jpg
Whip
http://www.murphywhips.com/Whip_Coll..._Toms_Whip.jpg
For wilderness survival, since most people use staffs anyways.. Just give them one. It could be modded like any other staff.
Druid Staff
Energy +10
Nature Dmg: 11-22 (Requires 9. Wilderness Survival)
Two-Handed
To avoid being over powered, bows couldn't just require expertise. As then what would be the point of marksmanship at all for an interrupter? So give them a new weapon with a short range (no matter what) and a fast attack speed but low damage, can be modded like a normal bow. So people would still use marksmanship for the other bow types.
Crossbow
Piercing Dmg: 11-22 (Requires 9. Expertise)
Damage +15% (while health is above 50%
Attack Rate: 1.33
Range: Short Bow
Two-Handed
Beast Mastery has always needed something to make it more effective.. And there are a number of options. Whips seem to be the most popular choice so I want to try and create something original. The axe can be modded like any regular axe,The whip would require new mods, and the charms are basically focus items. The different between the Apache Tomahawk and Tomahawk are that the Apache one is two-handed and deals more damage with a slower attack speed. (basically a bigger axe)
Apache Tomahawk
Slashing Dmg: 8-34 (Requires 9. Beast Mastery)
Damage +15% (while health is above 50%)
Attack Rate:1.55
Two-Handed
Tomahawk
Slashing Dmg: 3-22 (Requires 9. Beast Mastery)
Damage +15% (while health is above 50%)
Attack Rate:1.33
One-Handed
Whip
Lash Dmg: 9-19 (Requires 9. Beast Mastery)
Damage +15% (while health is above 50%)
Attack Rate:1.33
Two-Handed
Charm
Energy +10 (Requires 9. Beast Mastery)
Halves skill recharge of Beast Mastery skills (Chance: 20%)
Halves skill casting time of Beast Mastery skills (Chance: 20%)
Druid Staff
http://www.geocities.com/TimesSquare...492/shaman.jpg
Crossbow
http://www.knightsedge.com/crossbows...sbow-4618g.jpg
Apache Tomahawk/Tomahawk
http://warshirt.com/assets/images/tc...hpothb07_o.jpg
Whip
http://www.murphywhips.com/Whip_Coll..._Toms_Whip.jpg
Dougal Kronik
Nevin, I really like your ideas and that you took some time to explain with examples.
Only thing I think they could probably get by with some sort of Rod, or Cesta (with the mace skin) for the one handed Beast Mastery weapon.
For the two-handed weapon I would like to see a quarterstaff. Just my preference.
Only thing I think they could probably get by with some sort of Rod, or Cesta (with the mace skin) for the one handed Beast Mastery weapon.
For the two-handed weapon I would like to see a quarterstaff. Just my preference.
Ecklipze
/notsigned
Reasons already mentioned in thread.
Reasons already mentioned in thread.
Dougal Kronik
Rangers definitely need weapons that have requirements other then Marksmanship.
Even if they just changed bows that required some other Ranger attribute.
But I would like to see some other Ranger-type weapons for these attributes.
Currently would like to see:
Quarterstaff
Sling
Whip
Crossbow
Just some thoughts.
Even if they just changed bows that required some other Ranger attribute.
But I would like to see some other Ranger-type weapons for these attributes.
Currently would like to see:
Quarterstaff
Sling
Whip
Crossbow
Just some thoughts.
floplag
FYI Assasins do have throwing daggers not related to daggers mastery ... its a spell under deadly arts
Dougal Kronik
Quote:
Originally Posted by floplag
FYI Assasins do have throwing daggers not related to daggers mastery ... its a spell under deadly arts
|
Ruby Lightheart
I have been a primary Ranger since beta. Personaly i see no reason for their to be bows with other attributes. I mean think bout it...if you wanna have a better damage shot...you have to be a better marksman.
I think a few new string types would be nice though. Maybe an earth string that slows the target down by 2 % on impact. Sure 2% may not sound like much BUT, add that up over the course of a few hits and you could get a good 10 to 20% slowdown on your target. Of course I believe therei also should be costs for having such things. This earth string for example, could reduce the ranger's armor by 5-10% while they hold the bow.
and Como, its not just rangers whom want more and more..its all professions
I think a few new string types would be nice though. Maybe an earth string that slows the target down by 2 % on impact. Sure 2% may not sound like much BUT, add that up over the course of a few hits and you could get a good 10 to 20% slowdown on your target. Of course I believe therei also should be costs for having such things. This earth string for example, could reduce the ranger's armor by 5-10% while they hold the bow.
and Como, its not just rangers whom want more and more..its all professions