Ranger Start Tree feedback

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Last edited by Bex_GGG on Jun 19, 2013, 7:24:06 PM
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2. Potion enhancement notables/Keystone - Some mentioned earlier about how weak and out of place the potion passives are, and it got me thinking. The Ranger in this game is basically seen as an outdoor type that lives off the land, or at least spends a lot of time outside hunting it up. It wouldn't be unreasonable to think that being out there alone most of the time she's found ways to make her potions far more potent than other classes and would offer her something unique. Could be something as simple as say doubling flask charges or doubling potency of them all, or giving them another enhanced effect beyond what others can do. Again, I KNOW that's not balanced but this isn't strictly balance...it's an idea and the balancing can come later.

THIS.


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Lol! I like how this guy trolling. Nice.

Well at least, I do play the game, and My ES ( or life with other chars ) pool is decreasing much slower than before, so dmg has definitely been reduced, but to know that, you have to play more than trying to look at numbers.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz on Jun 18, 2013, 6:36:46 AM
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Tanakeah wrote:
-snip-


I would go with the concept of adaptability as per the ranger theme. I thought the idea of Piercing Shots was great and wanted to see a more diverse selection of options that augment gameplay. From an end-game perspective, things like '25% chance to Chain' doesn't fulfil criteria (3) set out by Carl but it does address (2) which to some extent alleviates the sores of not having a 5L early on in the game.

We also need to address interactions between the Ranger and border classes so one question we would ask is "What would a Shadow/Duelist need?". In that sense, the theme revolving around the Ranger should also act to compliment and support neighbouring class play. For that reason, accuracy isn't wildly out of place with regards to the Shadow because critical strikes are reliant on accuracy.

We already have an Evasion-centric keystone (two in fact) but we lack any offensive, accuracy-oriented keystones for that location. In line with the idea of a Ranger constantly being very evasive and mostly out of combat, we can make use of the "x on Full Life" mechanic to introduce a counterpoint keystone to what Resolute Technique does. Something along the lines of:

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True Strikes: x% Increased Accuracy Rating. +x to Minimum Damage Range when on full life.


(i.e: precision in line with a Ranger's 'accurate hits')

This gives it a sufficient drawback and an interesting mechanic UNIQUE to the Ranger. Also, place it far south on the highway to make it a meaningful decision for CI characters to get there.

Addendum: What I'm interested in resolving is primarily notables that distinguish the Ranger from everyone else. Keystones are a good way of doing this but finite in space whereas notables can easily replace a regular node.
Last edited by Lyralei on Jun 18, 2013, 10:38:38 AM
Accuracy needs to help more. Ie "%of accuracy added to chance to criticize with attacks" notable
Little bit change:

=> !✓ ☛ As for Ice Arrow: Ice Arrow not popular (easy say and must be somewhere statistic with 100% most lowest popular skill as Ice Arrow); not very useful (very low dmg and little slow don't compensate low dmg) and more. Idea just to add nodes (3-7) with chance to Freeze or more Chill duration WITH BOW -> its don't make big changes for other ice spells and don't ruin balance with DMG or other, but make more useful builds with Ice Arrow.
I sry to make other and this posts with offtop and maybe im little wrong, sry. And sry to post in this thread, but i think its changes perfect for Ranger Start Tree + little buff for very not popular and low dmg skill w/o making buff for skill themselves.
Spoiler
For Fruz: I try your build + scale many ele dmg with nice bow and blackgleam as you said, dmg not half good as other skills, just information, no hate, no harass, and sry if im wrong. I think what you mean is most DMG was from cleave and axes that's why you don't need to there buffs at all, IMHO. Thx.


=> !✓ ☛ Add Life nodes, very low possible survive choice for Ranger + very low where Ranger can find life.

=> !✓ ☛ Status ailment nodes can be more productive. Its maybe fine, but a little buff would be cool. Maybe don't needed right now, just for me (or some other too) not very helpful.

=> !✓ ☛ Maybe new node like Chain/Pierce or similar make new life for old Ranger builds and fun. Have some idea, but need to create new thread.

=> !✓ ☛ Move away Avoid Stun and Stun Recovery nodes out to completely optional clusters, but that's work for all class, not only for Ranger. That's IMHO and maybe only i don't understand there nodes... almost all Class take Immune to Stun and Convert EVA to ARM, CI Ranger buy unique amulet with immune. But that's problem for all Stun Recovery nodes and how they work.

=> !✓ ☛ Life regen node. Need to add life regen node, bcs nowhere near Ranger no Life regen at all, just zero. Need to make new nodes with Big nodes mana and Life regen.

=> !✓ ☛ Eva and Life nodes... they are very far away for rangers... 100% true. Need add or buff near rangers eva + life nodes.

=> !✓ ☛ Attack Speed with Bow and Accuracy Node not give much only some Big one fine and other too low and not so useful + Movement Speed with +3 and so on... not worth it.

=> !✓ ☛ Strength node very far away from Ranger, ultra long way for take some node. need to add mix node with DEX/STRENGTH
Spoiler
+ very low life node and no Regen.


=> !✓ ☛ Chance to Freeze or Chill only with Bow and ice dmg from weapon

OFFTOP (im sry):
Spoiler
GGG PLEASE MAKE BUFFS FOR DECOY TOTEM, PLEASE! On every and all maps Decoy died at 0,5-1,5 sec WITH MAX QUALITY AND MAX TOTEM ELE RESISTANCE! MAKE BUFFS PLEASE! PLEASE, I WISH FOR THIS FOR LONG! And Need BUFF for MINION TOTEM ELE RESISTANCE, bcs maybe for minions its Over Powered and INSANE, but for Totems its useless (i mean very low and not help at all). Quality for Decoy Totem give nothing that can looks like HP (Life). Very low % Life with Quality... Please, for all and everyone, Make usefull buffs for Decoy Totem! Right now Spell Totem with Summon Skele + Life summons = MUCH MUCH A LOT BETTER AND USEFULL "DECOY TOTEM", Than Decoy Totem himself.
Last edited by Fantoster on Jun 18, 2013, 4:12:09 PM
Don't worry, ice shot is not as powerfull as RoA for sure ( concentrated effect is way to efficient with that imho ), or even LA/split arrow. But it is not useless, with a focused setup, it can be quite efficient, it's far from being as easy as RoA and LA are for example.
But my point was, is it not useless neither unusable, it is just ... let's say more difficult to be efficient with it. And I believe that it should have lower damage because it has innate kiting. ( Maybe adding a small chance to freeze would make it more attractive ?! )
Spoiler

I was more using this spell when I coudln't tank because my gear was shitty and I was leveling with it, because I just didn't like the other spells. Now this is just like for fun since I can tank like anything.
I saw once a video of a ranger ( or a witch ) using death harp + ice shot, mapping with what looked like really fast and efficient results, I can't find that video anymore unfortunately :S


Sorry for this small off topic, but as it's somewhat connected to the basic ranger skills, there could be some work in the tree with it, who knows.





Maybe we could have a keystone like this one :

2% mana leech from damage dealt with a bow.
This would work with elemental damage, a kinda mindrinker-like but more powerful.

Or something like :
4% mana leech ( physical AND elemental ), cannot leech life.
With another one not far :
4% life leech ( physical AND elemental ), cannot leech mana.

This would be attractive for blood magic users, and for people using LGoH over life leech too.
It would help the ranger handling mana or life problems, as a ranger ( to me ) needs to be efficient alone.
( if it could work for the 2nd one with CI users having ghost reaver, I would live it too :D, otherwise .... well not for my main char ^^" )



SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz on Jun 18, 2013, 4:48:26 PM
Lvl 92 ranger here, wanting to chime in on the ranger rework.


The issue with Rangers is all other classes can do the same as rangers at a better scale.
IF you want to create a a Tanky bow user? Marrauder/ Duelist do it better
Critical builds? Everyone else does it better. Ranger have the hardest time achieving this build
Weapon elemental bow builds? Again others do it better.
Even a Physical Bow build where the ranger is suppose scale the best. Other classes do it better.

Options for hp nodes, passives, key nodes, are more available in other class areas then in rangers and at a better % or flat number.


Most builds follow a common pattern for rangers.
Your either starting in ranger and going through duelist and up to marauder and into Templar area.
or
Ranger area into duelist and shadow up to witch
Your branching off into 3-4 different areas to give yourself enough dps and survive-ability.
Resistance, hp nodes Str nodes are very limited and if anything none existent.

There's not enough options in the ranger area.
Granted nothing wrong with branching off to other character areas to reap benefits.
but... when do you see other characters branch off into ranger if it's not for bow nodes or Iron reflexes.

As I take a look at the tree there seems to be:
* Excessive Dex Nodes (Rangers should have a mix of Str/Dex Nodes)
* HP Nodes are few and far
* Most Mainstream builds and unique builds require branching off to as far as 3-4 diff areas of other characters ( This of course spreads rangers way to thin and shows how the actual nodes in the ranger area are lack luster)
* A Revamp is needed on how the connected pattern to nodes are.
* Early nodes need to be buffed or completely changed (Rangers have the weakest start up in the game)
* Rangers are the bow class, this is decided since we have all the bow skills. If were gonna be the area to go to for bow skills. We need more optimal Bow Nodes, whether it be "Weapon Elemental only for Bow" "Crit chance/Multi only for Bow" "Physical dmg only for bow" "Projectile Dmg increase" "Increased attack speed only for bow"


There are useless nodes that no one ever takes "Some Resistance nodes" (Due to not being appeasing at the % given) "Ondar's Guile" "Alchemist" "Dual Wield nodes" (If your going to dual wield again... 3 other classes do this better then ranger.) "Crystal Skin and avoid chill,shock, ignite nodes" and others.




Much can be done in the ranger area. Hope this helps
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Last edited by Fall3nLEg3nds on Jun 19, 2013, 6:20:24 AM
I did a Ranger (before they changed the life and damage of monsters) and got Iron Reflexes and went for the Duelist tree with elemental cleave and I could support 4-5 auras effectively (having two auras on life), and having +70% Physical Damage reduction with bad elemental resistances for a while so I had to watch out for gear with that. The Ranger can be decent with melee and bows but she needs decent gear too. At first she has bad Mana, like the shadow at the beginning but I didn't know if there could be something to change that a little bit.
Fly you fools.
@Fall3nLEg3nds: I agree with most of your points, but Alchemist and Crystal Skin are very strong notables that are worth taking.

The Ranger could definitely use a few more bow clusters/notables and more crit chance in her tree than Crit multiplier. By taking Pressure Points and Deadly Draw, you already get an extra 100% crit multiplier, so not really seeing the point of taking Heartseeker and instead be converted to a crit/accuracy cluster.
For Ranger build tips, tactics, and critiques, visit this thread:
http://www.pathofexile.com/forum/view-thread/69224
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Islidox wrote:
@Fall3nLEg3nds: I agree with most of your points, but Alchemist and Crystal Skin are very strong notables that are worth taking.

The Ranger could definitely use a few more bow clusters/notables and more crit chance in her tree than Crit multiplier. By taking Pressure Points and Deadly Draw, you already get an extra 100% crit multiplier, so not really seeing the point of taking Heartseeker and instead be converted to a crit/accuracy cluster.


Reworking Alchemist to affect all flask's effectiveness and shifting it inside the core Ranger area would make people seriously consider going there. Longer durations or more effective resistance/granite/quicksilver flasks are a very very appealing thing.

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