Ranger Start Tree feedback

Evasion fighting itself

The problem:
I think that the real problem with evasion is stun. You're meant to be faster than your opponent, but because how evasion works at the moment, you're actually slowed down, getting locked and still taking big hits.

With self-found only or in fresh league/account you can't choose rolls on your gear, which means that if you decide to go for evasion build, there is a big chance that it won't be viable for loong time.

If you would give huge buff to evasion rates only (they do need a buff anyway), I believe it would mean that you can get the gear you need for viable build a bit easier, but when you have 5+ ex worth of currency in (permanent/long) league and with well rolled evasion gear (combined with acrobatics) you could get invincible maybe too easy?

My idea to solve:
What if evasions chance to evade would include chance to prevent stun AND stun recovery? Lets say 1.5 x evasion = extra stun dodge and stun recovery percentage.

For example, if you're using ok gear or good hybrid gear having 30% chance to evade, you would prevent stunning about half of the time, making evasion actually useful.
Small amounts of evasion (5-10%) would give nice benefit in armor/es builds. You could go for pure evasion as well (without godly 3k chests etc.) as you wouldn't be stunned much at all.


Bow users in general and passive tree area
Rangers are always partly (90%+ mainly) elemental (I dislike this a lot) and there is lack of bow physical damage support. So my suggestion is moving melee part from middle to side, leaving space for more (physical) bow nodes and life. Yes, big life nodes are necessary in order to prevent marauders/duelists being best (in any bow) build.



After finishing pic I realised that shield and melee nodes would be better in between of shadow and ranger but hope you get the point still! :p


New keystone idea
Dreamer mode activated; keystone which allows 100% non-elemental builds:

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25% of physical damage is added as chaos damage. You can't deal elemental damage.


1st I thought Hey, lets convert all elemental to 50% chaos. Well that would be again path of elemental nodes, so ended up with this. I chose chaos damage over physical because there is no 'conversion' like this making it unique and build allowing, and not only for rangers.

It would be in dexterity area, and (as flavor for dexterity is speed and accuracy differences) I planned 3 nodes after the keystone:

5% chance to gain frenzy charge on hit
10% more accuracy rating per frenzy charge

Following with 2nd keystone:
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Chaos damage spreads small dot of tar (or chaotic random effect*) on hit and blinds on crit


Chaotic effects

This would be real chaos =D not sure how it would fit in this though ^^

Spreading tar
Creating chilled ground
Bleeding
Knockback
Stun
Culling
Viper debuff
Poison
Splash (for all attacks and spells)
Dominates
Explodes corpse on kill
etc.
All possible non-elemental effects =p
Last edited by Jyssi on Jul 4, 2013, 6:16:09 AM
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Nature's Essence - "The power of nature, harnessed and distilled to perfection"

20% increased flask effect, 100% increased flask recovery speed. Life regeneration and life leech have no effect.


Why to restrict life regen, how about loh? ;o
Last edited by Jyssi on Jul 4, 2013, 6:53:23 AM
We have to work on Dexterity

+ Evasion Rating
+ Range Damage


(Strengh has meele dmg + health)

And drop that shitty Accuracy thing away! noones need that.
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Last edited by Censurri on Apr 13, 2021, 9:46:48 AM
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I've been wondering and I just can't convince myself why

[1] There's no bow circles at marauder or witch.
[2] There's no spell circles at ranger/marauder.
[3] There's no melee circles at witch
[4] And still there should be tons of melee nodes at ranger?
[1] There are no strength or intelligence bows. There are also no dexterity/strength or dexterity/intelligence bows.
[2] Spells are intelligence aligned. Thematically speaking.
[3] There are no intelligence-only melee weapons. Staves & Scepters, Claws & Daggers belong to the templar and shadow, respectively.
[4] There is a dexterity-only melee weapon.
The passive skills involving weapons are based upon the existence of the weapon types and their attributes in Path of Exile.



"
"
Nature's Essence - "The power of nature, harnessed and distilled to perfection"

20% increased flask effect, 100% increased flask recovery speed. Life regeneration and life leech have no effect.


Why to restrict life regen, how about loh? ;o
Islidox's idea is a reverse Vaal Pact. Both negates Life Regeneration.
Vaal Pact provides Life Leech, but negates flasks.
This provides flask bonuses, but negates Life Leech.
Both works with Life Gain on Hits still.


Ranger Start Tree Feedback
Part 1: Heart of the Panther
Part 2: Bad Life Nodes
Part 3: Movement Speed
(My posts in this thread)


Makes sense now but those nodes shouldn't still be in the middle of the area. At current state they don't work together at all. However, they could do 2 'lines' like marauder hp line, other being only for melee and other being purely for bows. Elsewhere near starting point some allrounder stuff (Life, IAS, accuracy, evasion) would be nice as both could use those :3
Last edited by Jyssi on Jul 4, 2013, 2:06:00 PM
"
"
"
Nature's Essence - "The power of nature, harnessed and distilled to perfection"

20% increased flask effect, 100% increased flask recovery speed. Life regeneration and life leech have no effect.


Why to restrict life regen, how about loh? ;o
Islidox's idea is a reverse Vaal Pact. Both negates Life Regeneration.
Vaal Pact provides Life Leech, but negates flasks.
This provides flask bonuses, but negates Life Leech.
Both works with Life Gain on Hits still.


Correct. Life Gain on Hit has been nerfed, but life leech is not affected by Damage Effectiveness. And Life Leech provides higher life gain than LGoH does. But more importantly, this keystone bolsters the Ranger's tree as there's no life leech/regen passives in her tree, nor do I feel life regen/leech is necessary if such a keystone was implemented.
For Ranger build tips, tactics, and critiques, visit this thread:
http://www.pathofexile.com/forum/view-thread/69224
Keep the evade status ailments, highly underrated.
Guy kinda has a point. Witch is the only area without melee points, while spells and archery are no where near as widespread.

Kind of homogeneous.
A lot of things have already been said, but I'd like to put a vote in for the following:

- Ranger area needs more attack speed, mana and mana regen. Life nodes and joining paths need to be more efficient.

- Ranger area and Ranger/Shadow border needs to be less convoluted and haphazard.

- More hybrid movement speed nodes - every +movespeed node, that's all it gives! Why not evasion and movespeed, or movespeed and attack speed?

- Evasion reduces enemy crit chance. Why not?

- Keystone which boosts ranged attack usage in some OP way, whether it be a big crit boost, an anti-point blank (gain damage at long distance) or bleed chance, at the cost of dramatically reduced attack speed. ie Careful Shot

- Keystone which increases movespeed, and reduces duration of debuffs while moving (ie, can run curses/shock/burning out of your system)

- Please don't forget poor neglected wanders when messing with projectile/ranged/dualwield nodes.
"
Qetuth wrote:
- Evasion reduces enemy crit chance. Why not?
Because it already does this intrinsically: critical attacks must pass an evasion entropy check or miss, then must additionally pass an evasion roll or they're converted into a non-critical attack.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB on Jul 5, 2013, 2:11:12 AM

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