Ranger weapons that aren't linked to Marksmanship

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Dougal Kronik
Dougal Kronik
Forge Runner
#61
Quote:
Originally Posted by Eugaet
BeastMasters are supposed to have swords.



See?
Yes!!!! That's what I'm talking about - lol.

If it has a Beast Master requirement and Beast Mastery +1 mod.
BigTru
BigTru
Jungle Guide
#62
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
Mr Emu
Lion's Arch Merchant
#63
WS-Staff
Expertise-Hunting Knife and Offhand (Totem?)
Marks-Bow (DUH)
BM-Whip and Offhand
G
Ggraphix
Frost Gate Guardian
#64
/not signed

rangers are fine
Play another type of character if you want different weapons.

more classes will come with more additions
G
Ggraphix
Frost Gate Guardian
#65
should just have ranger attribute mods for bows
+1 expertise etc
Janus_Zeal
Janus_Zeal
Academy Page
#66
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.
There was something missing from assassins that was nagging at the back of my brain and someone finally put words to it! In order to make a trully effective deadly arts assassin, you need to have a bit of range.

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
Winston Rjh
Ascalonian Squire
#67
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.
N
NinjaKai
Forge Runner
#68
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.
How is that different from the current situation with wammos?
Infinity^
Infinity^
Academy Page
#69
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.
Evilsod
Evilsod
Banned
#70
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 never really understood why all the official picture of assassins have them completely covered in Throwing Daggers...

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
Hockster
Banned
#71
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.
Stockholm
Stockholm
Desert Nomad
#72
Quote:
Originally Posted by Evilsod
Stockholm, 1 problem with that. Fortitude and of XXX stat are both suffix mods
My main point with the whip was the 0-0 dmg lol
Dougal Kronik
Dougal Kronik
Forge Runner
#73
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?
Nevin
Nevin
Furnace Stoker
#74
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
Dougal Kronik
Dougal Kronik
Forge Runner
#75
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.
Ecklipze
Ecklipze
Lion's Arch Merchant
#76
/notsigned

Reasons already mentioned in thread.
Dougal Kronik
Dougal Kronik
Forge Runner
#77
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.
floplag
floplag
Lion's Arch Merchant
#78
FYI Assasins do have throwing daggers not related to daggers mastery ... its a spell under deadly arts
Dougal Kronik
Dougal Kronik
Forge Runner
#79
Quote:
Originally Posted by floplag
FYI Assasins do have throwing daggers not related to daggers mastery ... its a spell under deadly arts
In reply to BigTru's post #62.
Ruby Lightheart
Ruby Lightheart
Lion's Arch Merchant
#80
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