Ranger- my first 25 levels

Ranger- my first 25 levels

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Posted by: Ruar.7280

Ruar.7280

I started the game with a Mesmer but the shatter mechanic is rather frustrating and too much micro so I tried out a Guardian. While I liked this class it didn’t have the on demand heals I learned to enjoy with my EQ Paladin so I thought I’d give Ranger a try.

I have enjoyed the Ranger the best so far and I thought I’d take a little time share my thoughts, both positive and negative. Keep in mind I’ve only played PVE and my comments are confined to that part of the game.

Play style- I prefer Longbow and Greatsword, unfortunately I’ve found both to be lacking as general purpose weapons. I rarely kite, I prefer to let the pet engage and I support and go toe to toe if needed. I like the regeneration signet, I’m trying out zephyr, and then have a spirit pet or trap for my third slot.

My typical setup as evolved into using Shortbow for any caves or restricted terrain and Axe/Axe when I face groups of mobs. I still use Longbow when in the open area and as much as possible as I really like the knockback and barrage. I still try Greatsword because I like the look, but the damage is just disappointing compared to Axe when facing a group, and the bows are much better for single target.

I specced my traits for Nature up to 10 first to boost healing and now I’m working my way up the power branch to boost dps. Initially I had a harder time staying alive than killing mobs but that is starting to change as I get higher level.

Pets-
I went around and collected a majority of the pets and found the Lynx and Polar Bear to be the best for me. The lynx is out most of the time but he dies fast so the bear ends up making frequent appearances

Overall assessment-

The ranger is kinda squishy, but the pet and utility provides decent survivability. Auto-attack dps is lacking and I have to admit I’m disappointed by how long some fights take. Multiple mobs are especially vexing as the pet can’t last long enough for the low multi-target damage output. Whirling axe is fun, but one cycle won’t even get most mobs down to half health, and after that it’s just a bunch of running around hoping I can stay alive until whirling axe resets.

Recommended changes-

Pets:
DPS pets need to do more damage to put them on par with the tank pets toughness. Relying on precision to boost critical is not a reliable mechanic and power + precision should both be boosted to compensate.

F2 delay times need to be reduced to allow pets to interact with targets faster. I don’t like using the special attack because the pet stops attacking for too long before executing the command.

I’d also like some way to have a tank pet, single target dps pet, and ae pet to switch between but I’m not sure how to make it happen. Maybe if each pet had both single target and AE attacks as default the problem would be solved.

More to follow below

Ranger- my first 25 levels

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Posted by: Ruar.7280

Ruar.7280

Weapons:

Longbow auto-attack needs to hit harder or shoot faster. The special abilities seem to be balanced, but the default is rather pathetic compared to shortbow. I also really dislike the current range variable scaling of damage. I think the 0-1000 area should be higher than current, 1000-1100 a little better, and then 1100-1200 slightly higher. This means in most situations the longbow will do decent damage but someone trying to maximize can hold their range if they want.

Shortbow spread poison should be changed to a single target attack with decent damage. Having a five shot spread results in most of the arrows missing in a group situation, or agroing an unintended target. If it has to be AE then make it a ground target like barrage but with a poison cloud instead of waves of arrows.

Greatsword needs more damage. The swings are slow and while the potential exists to hit multiple targets the short range means you have to be up close to multiple foes while wearing leather armor which is simply a fast way to get killed.

I’d also consider changing maul to have a longer lasting condition, more damage but increase the recycle time proportionally. This might just be my personal preference to avoid having to hit the attack all the time though.

Axe could use the five axe spread attack changed as well. I’d prefer some kind of group bleed, a 100ft slashing twirl doing 3kittenage would be nice.

I won’t comment on 1hd sword because I won’t use it with all of the uncontrollable movement attacks. Having a retreat and leap as the default auto-attack is bad.

Skills-
The traps are fun and I think the ability to ground target them will increase their appeal. My biggest objection is having to be limited to 3 slots when the class is clearly built around the idea of using utility to make up for a lack of damage. I think having five non-epic skills would make sense.

The signets are fairly worthless except for the regeneration. Toughness isn’t needed on a dps class, swiftness is a gimmick and worthless in a fight, the condition one is very situational to include sacrificing the pet if activated. Some of the activation abilities would be nice to use but not when there is a long timer.

The spirits are fairly worthless as well. The don’t move so there’s no adjusting if the fight area changes, the buffs themselves are also week. Swiftness… this buff again? If this was quickness and increased attack rate I’d use it, but I can’t see how running around slightly faster than the already reduced combat speed is of any value. Chance of protection? Yippee. The boost to damage is useful in limited situations, but I have yet to join a group fight where I was in a fixed position and knew about it before combat began.

The traits are pretty good, I don’t really have a lot to comment on them as some are useful and some less so. This is a trend for all the professions however.

Overall I’m fairly happy with the Ranger. It’s a fun class, has an interesting dynamic with the pet, and I get to run around with a big kitty cat at my side. However I’m beginning to see some of the problems reflected in this forum and I think I’ll give my warrior a try for a bit to see how it feels. Hopefully the issues with Ranger are just growing pains and all will be well in the future.

Ranger- my first 25 levels

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Posted by: NoVaFLuXx.1582

NoVaFLuXx.1582

I like your idea for Shortbow #2 – That’s how the thief number 4 is, a ground targeted AoE poisen cloud. I prefer that to the fancy 5 arrow thing ranger’s have. Spirits are only so-so if you spec your traits for them. Thieves also get 25% speed boost signet while rangers get a 10%.

Longbow #1 is kinda pointless unless the target is fleeing, I usually use #3 and #2 when engaged in fights.

Ranger- my first 25 levels

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Posted by: Mrowqa.3861

Mrowqa.3861

As i have lvl 20 on my ranger, I use mostly flame/spike trap.
Combined with GS+Shortbow, full low lvl power runes + 5/5 power/prec build running with starter cat pet and I never had any surv issues.

Stuff dies so fast that I couldn’t even imagine it on my mesmer, on which I was afraid to take up more then 2-3 mobs of my lvl because I was squishy as hell and didn’t do much dmg.
here whenever i see hughe mob pack i see it as challange… “oh 7 mobs, last time i’ve beat 5+veteran lets see will i handle 7 + veteran”.

Seriously letting pet go first, taking all initial aggro on it, then you Swing in with #3 on GS, put healing spring ( the 30s well heal ) and then 2 traps + some gs swings and stuff dies in 3-5 seconds.

it’s so amazing ^^

Ranger- my first 25 levels

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Posted by: Glektor.2934

Glektor.2934

Weapons:

Skills-
The traps are fun and I think the ability to ground target them will increase their appeal. My biggest objection is having to be limited to 3 slots when the class is clearly built around the idea of using utility to make up for a lack of damage. I think having five non-epic skills would make sense.


The spirits are fairly worthless as well. The don’t move so there’s no adjusting if the fight area changes, the buffs themselves are also week. Swiftness… this buff again? If this was quickness and increased attack rate I’d use it, but I can’t see how running around slightly faster than the already reduced combat speed is of any value. Chance of protection? Yippee. The boost to damage is useful in limited situations, but I have yet to join a group fight where I was in a fixed position and knew about it before combat began.

Oh, yes, I’ve said it once and I’ll keep saying it. Traps and Spirits need to have their own little mini action bars. Even if they shared one and you had to choose between a spirit or a trap here and there, at least they would be useable. As they are now, you are giving up much better stuff to use one, pretty much nullifying any benefit you could get from them.
Spirits are a moot point right now, anyway, because they die instantly, but, assuming they fixed that at some point…

Ranger- my first 25 levels

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Posted by: Jennytheturtle.8659

Jennytheturtle.8659

I didn’t read all that you wrote but I agree, rangers need to be buffed up but I’m sure they’re working on it. And longbow definitely needs to be stronger or at least a little faster with the 1 skill.

Ranger- my first 25 levels

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Posted by: Dante Dragonhand.2538

Dante Dragonhand.2538

I liked the long ranged shot idea, make its 0-1000 range damage be the same and maybe 1000-1200 be higher, and 1200-1500 be significantly higher. Would make ranger a threat from range, and make people not wanna keep a ranger at range.

Ranger- my first 25 levels

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Posted by: snowybell.8017

snowybell.8017

They should include a sniper skill, it would make me feel like a warrior.