Ranger Start Tree feedback

Ideally, a melee ranger should be distinct from duelist and shadow. That means, I don't want to see % life regen, I don't want to see a huge life focus, I want to build evasion, block, and utilize physical mobility. I want to be able to build melee rangers unlike other existing melee characters.
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
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Last edited by Censurri on Apr 13, 2021, 9:46:49 AM
This is kind of a crazy idea for melee rangers.

STR and INT both give a form of HP and those have great ways to regenerate that HP (and mana for that matter). The stats DEX gives do not have any real secondary scaling. I propose that Dex also gives a % to block (obviously shouldn't work with bows and non-staff 2 handers) or you could make evasion itself give a higher % to block, which gets the same net result but with possibly better balance mechanics.

I feel this fits thematically with Dex/evasion and will make evasion feel better.

The tree could also use some more nodes that give block % for BOTH shields and dual wielders. I know they exist, but they are scarce.
I think all we need to do is consider an interesting notable for the Ranger which makes playing melee interesting and fun. +Life on a block, or +crit on a block, or something like that, could be enough to elevate the Ranger into its own. Or, maybe something like, "X% of your movement speed increases/adds to your physical damage with melee weapons". Or maybe something like a "running attack" - if you run around you build up charge that you can expend on doing bonus physical damage on your next swing? Promotes high mobility, spamming whirling blades and stuff.
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
Last edited by anubite on Jun 28, 2013, 1:58:53 PM
Played rangers in all posible builds expect casters, for me melee part of ranger need slightly tweak. If u go crit dw ranger with rapiers or daggers after reaching 450-500 critical multipler physical reflect can 1shot 4k hp. Here 2 ways for counter that reflect is using Immortal call but if u go crit u cant have enough enduring charges for make IC duration longer and using vaal pact keystone that not good for melee characters. Give us keystone betveen ranger and shadow side that make crit damage unreflectable or aplying lifeleech instantly with crits.




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Linkirk wrote:
Mana is one of the biggest problems that I've faced as a bow Ranger, and one that I expect to face with my new melee Ranger.


Mana Leech support gem is basically mandatory. You'll still be throttled by the leech cap, but hey that's Path of Exile.

Alternatively, you could use Frenzy and have the same mana leech on gear/Mind Drinker. Which is probably the boring, responsible thing to do.

I'm of course of the opinion that Diablo 2 was better when it just let you use your skills. You think Bow Rangers have it bad? Try a wizard without Eldritch Battery.
Last edited by LimitedRooster on Jun 28, 2013, 2:59:18 PM
When creating the "melee" nodes please consider some of them are also dual wield nodes, and dual wield wanding sounds amusing in theory so please have a way for them to get safely out of the ranger area without having to pick up too many melee specific dual wielding nodes. Currently they have an ok time picking up the +projectile damage and 2 dual wielding passives, but there are a few dead points that you have to use to reach other non melee specific dual wielding passives in the Ranger area, thanks. And when/if crossbows are still considering being introduced to PoE then potentially dual wielding crossbows(if that will be possible lol) could share dual wield wanding nodes.
I personally think they should restructure the whole start:

A: 8% attack speed -> 8% projectile damage -> bow/projectile nodes
|||||||||||||||||||-> 10% ipd% with melee weapons -> melee offensive/defensive nodes (like shield block/dw block, etc)


B: 18% evasion rating -> more evasion rating / evasion themed bonuses / mobility options
||||||||||||||||||||||-> maximum life
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
Last edited by anubite on Jun 29, 2013, 4:17:59 PM
"
Zilquinn wrote:
This is kind of a crazy idea for melee rangers.

STR and INT both give a form of HP and those have great ways to regenerate that HP (and mana for that matter). The stats DEX gives do not have any real secondary scaling. I propose that Dex also gives a % to block (obviously shouldn't work with bows and non-staff 2 handers) or you could make evasion itself give a higher % to block, which gets the same net result but with possibly better balance mechanics.

I feel this fits thematically with Dex/evasion and will make evasion feel better.

The tree could also use some more nodes that give block % for BOTH shields and dual wielders. I know they exist, but they are scarce.


Making Dex give block chance straight up might be a bit drastic, but I do like the idea of a small number of nodes in the Ranger area that give 2% block on top of some Dex-related bonus, either Dexterity or %Evasion. I feel like a melee Ranger without Iron Reflexes needs a fairly high block chance to be effective.
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anubite wrote:
Ideally, a melee ranger should be distinct from duelist and shadow. That means, I don't want to see % life regen, I don't want to see a huge life focus, I want to build evasion, block, and utilize physical mobility. I want to be able to build melee rangers unlike other existing melee characters.


While it would be nice to see evasion simply does not work without a big life pool in the end. Considering how high the damage you take gets you need to either survive at least 1 crit with no mitigation and also very quickly recover life before the next hit comes. I think flask recovery nodes are actually very appropriate with evasion - you just jump out if things get rough to quickly recover.

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