Ranger weapons that aren't linked to Marksmanship
7 pages • Page 7
Quote:
|
Originally Posted by Haggard
So how would you be able to wield your two handed daggers and a focus for deadly?
![]() |
Quote:
|
Originally Posted by Cybah
U can compare that to strength/tactics from warriors.
If playing with sword/axe and therefore with a shield u always need to put 7-13 points in strength or tactics. That's more annoying than this ranger thing. Warriors are forced to 2 attributes, rangers to 1. |
Quote:
|
Originally Posted by Cybah
the thing is, why should give u a survivor-req bow any damage? xD you can always use a bow with other attributes... but without damage.
|
Quote:
|
Originally Posted by Cybah
the thing is, why should give u a survivor-req bow any damage? xD you can always use a bow with other attributes... but without damage.
|
Because you still need a weapon!
Even a strictly healing monk has a max damage wand he can use to wand opponents! Not much damage - but it's something in a pinch. And the use is for the mods and requirements of his current build.
Quote:
|
Originally Posted by Cybah
Because you always need damage as warrior.
A stance tank without dmg makes no sense at all. Your opponents can 100% ignore a tank without dmg. (Well only some stupid mobs could attack you...) |
Quote:
|
Originally Posted by Cybah
omg please learn that you could use bows with other reqs in pvp too.
|
The suggestion is to add "weapons" that aid the use of beastmastery and trapping, these do NOT have to do damage and be at range like bows...
Quote:
|
Originally Posted by majoho
Eh... NO - All melee weapons follow their respective attribute as well.
|
But any caster class has a weapon AND focus that compliments his primary attributes where as warrior has only one for obvious reasons and the ranger has none
Quote:
|
Originally Posted by Rogmar
I see what you're saying but warriors kind of work differently since their two "weapons" come from different attributes IE Shield from Tactics/Strength, Weapon from Mastery.
|
The rule IS weapon is linked to weapon attribute, it would make NO sense whatsoever to suddenly change that.
--
Btw. for the most part casters have to use greens/collectors items because most gold items DON'T follow the linked attibutes - you usually get several different attributes on one item making it utter useless.
Quote:
|
Originally Posted by majoho
Your point being? You think Warriors are actually happy they need to take high strength/tactics! And what about assassins.
The rule IS weapon is linked to weapon attribute, it would make NO sense whatsoever to suddenly change that. -- Btw. for the most part casters have to use greens/collectors items because most gold items DON'T follow the linked attibutes - you usually get several different attributes on one item making it utter useless. |
So why are wands and staves linked to magic attributes? those aren't "weapon masteries"
Quote:
|
Originally Posted by Cybah
my argument is:
sword/axe mastery: only sword/axe dmg skills if you could use survivor req bows you would make dmg AND you would have the chance to use traps, healing, .......... |
Quote:
|
Originally Posted by majoho
Your point being? You think Warriors are actually happy they need to take high strength/tactics! And what about assassins.
The rule IS weapon is linked to weapon attribute, it would make NO sense whatsoever to suddenly change that. -- Btw. for the most part casters have to use greens/collectors items because most gold items DON'T follow the linked attibutes - you usually get several different attributes on one item making it utter useless. |
Just take a look in the auctions and check out almost any gold casters weapon. The requirement is one of the casters attributes! The way it is for Rangers at this time would be as if a Warrior needed 9 points in Swordsmanship to use a hammer! If you put no points in Swordsmanship - you can still weild the hammer and get any benefits like the Fortitude Grip, or Sundering Hammer Haft (why though because you have no points in Hammer Mastery you are doing minimal damage).
For you, the Rangers have 1 choice! Use your weapon or use your skills!! That is the most misinformed idea I have ever come across. Every other profession can use any of their attributes for their weapons! And use their skills while their weapons do maximum damage.
Why does the Ranger not have something to wield that is based on Wilderness Survival or Beast Mastery?
Why does the Rangers weapons (read bows) not have a mod available for Wilderness Survival or Beast Mastery?
Why can every attribute be pumped up to 17 (20% of the time and not factoring the shrines in Cantha which are dependant on location and Favor of the Gods) except Beast Mastery and Wilderness Survival?
If you can answer that besides just saying "That's the way it is - too bad" or reducing to comparing to some poorly understood items or mechanics within the game - I will listen to you!
U don't get me or?
for healing you have to use tactics as warrior and energy management as elementalist.
as ranger you could use 16 survivor and spend all other points to 2.class attributes.
Quote:
| if you could use survivor req bows you would make dmg AND you would have the chance to use traps, healing, .......... |
as ranger you could use 16 survivor and spend all other points to 2.class attributes.
Quote:
|
Originally Posted by Cybah
U don't get me or?
for healing you have to use tactics as warrior and energy management as elementalist. as ranger you could use 16 survivor and spend all other points to 2.class attributes. |
As I understand it now: a Warrior can be perfectly setup with Strength (to increase Armor Penetration), Weapon Mastery (say Axe for an Axe Warrior), and Tactics for any skills in your skillbar that require Tactics like Healing Signet.
The most efficient use of Attribute points in this build would be:
11, 10, and 10 with 1 point left over, or
12, 10, and 8 with 1 point left over
not counting any Runes.
A Ranger going Beast Mastery; requires points in Expertise, Beast MAstery (it's the basis of the build), Wilderness Survival for the self healing (Troll Unguent), and Marksmanship (only item that has a Ranger Attribute requirement).
The most efficient use of Attribute points in this build would be:
11, 9, 8, and 8 with 1 point left over, or
12, 8, 8, and 7 with 1 point left over
not counting any Runes.
e
I want a whip, yes a whip! linked to beastmastery , it gives +12 energy, like a normal staff, it can have mods, it doesn't deal any dmg to enemy's. But when you target your pet and "attack" it it will come back to you, like a way to control your pet. Now this will help alot and who can argue that this is overpowerd?
L
Quote:
|
Originally Posted by OneArmedScissor
Rangers need to have javelins and pikes and spears, etc.
|
yeah it would be nice but i dont really mine the marksmenship thing after all most of the bow dmg skill or bow attack skills are all in the marks section.
/ no opnion really..
Quote:
| A Ranger going Beast Mastery; requires points in Expertise, Beast MAstery (it's the basis of the build), Wilderness Survival for the self healing (Troll Unguent), and Marksmanship (only item that has a Ranger Attribute requirement) |
Survivor req bow: look above.
Expertise req bow: well, there is no energy management req wand/staff right? :P
ps: In most builds I use 0 strength and only 7-8 tactics. So I'm able to put 12 in weapon and 10-11 in a 2.class attribute. When I play a tank, .... well I don't need much stances. they all recharge too slow. I use other great skills instead hehe.
edit:
Quote:
| I want a whip, yes a whip! linked to beastmastery , it gives +12 energy |


