Ranger Start Tree feedback

Im not one to go into great detail, or nitpick nodes. My suggestion is a branch of the Ranger tree to contain more +Crit nodes. Allow something of a Sniper/Assassin build with High Crit % :)
If you want crit, go up top, there is a whole bunch of nodes dedicated to it, we also have some bow crits nodes in our area, but if you want to be a full crit ranger, you should take some of the upper nodes, that's all and it's normal.

The ranger's tree is quite fine, and I'm a melee ranger ( here is my build )
I'm obviously a lot in the duelist area because I chose axes, and there are no axes nodes in the ranger area, which I can understand since a lot based on strength. There is no point yet taking thes like 6% increased melee physical dmg before the weapon artistry node. Maybe some 8% increased physical dmg that after split into bow/melee could work well

The not normal thing is why most people are going all the way to static blows and don't spend any point in the ranger area but the ones they need to to get to the other part of the tree, but this is a general balance problem, and it would need a complete rework of the tree to fix that.

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Also, resolute technique counters evasion hard in pvp.

pvp is the biggest joke ever in this game.

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#6137 on Jun 14, 2013, 11:47:56 AM
This post states why I don't like entropy, and prefer rng

Fixing evasion and dexterity is the main key to fixing the "run out of ranger/shadow section as quickly as possible" imo. Once that is addressed, then the other ranger nodes can be addressed.

If not, people will take the buffed nodes and still head out of the ranger tree once they grab iron reflexes.

"
Fruz wrote:
The ranger's tree is quite fine, and I'm a melee ranger ( here is my build )
I'm obviously a lot in the duelist area because I chose axes, and there are no axes nodes in the ranger area, which I can understand since a lot based on strength. There is no point yet taking thes like 6% increased melee physical dmg before the weapon artistry node. Maybe some 8% increased physical dmg that after split into bow/melee could work well


I just want to point out that your build makes use of a defense that has nothing to do with actual evasion by utilizing CI, with IR to supplement your CI. In fact, you barely use the Ranger for any of its major passives except for its start, IR, Crystal Skin, and 1 Frenzy Charge. You can't say there's no problem with the Ranger tree when you aren't really using it.
For Ranger build tips, tactics, and critiques, visit this thread:
http://www.pathofexile.com/forum/view-thread/69224
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Fruz wrote:
The ranger's tree is quite fine, and I'm a melee ranger ( here is my build )
I'm obviously a lot in the duelist area because I chose axes, and there are no axes nodes in the ranger area, which I can understand since a lot based on strength. There is no point yet taking thes like 6% increased melee physical dmg before the weapon artistry node. Maybe some 8% increased physical dmg that after split into bow/melee could work well


The build that he shows says all that needs to be said here about the ranger's area. He chose to get the increase in avoidance in elemental effects, Iron Reflexes, and the frenzy node in the ranger's area only. The rest of the levels are spent getting into the duelist and shadow areas, both having solid defensive and offensive nodes that most builds try to go for.

The ranger on the other hand has nothing worth mentioning other than it's own area keystones. Most notable passives are far out done but the other two hybrids and there are more of them in close proximity to each other, especially the duelist.

I have been currently playing around with ranger builds that stay *IN* the ranger's area and tries to utilize evasion without the need of IR. Usually, the early game with an evasion melee ranger is pretty tanky yet slow to kill mobs. I try to focus on dexterity only abilities like Frenzy, Double Strike, and Whirling Blades. Though I'm always saddened by the low chance to crit, the slowly decreasing evasion % due to the struggle of keeping up the evasion rating each level. It sucks that when you level your evasion actually decreases steadily.

I'll once again point out that Dexterity could benefit from some form of damage conversion from Dexterity like some have pointed out, such as increased crit chance/multiplier per point of Dex. Or even a Dex to physical damage conversion support gem of some kind.
Last edited by SaranCadrey#6672 on Jun 14, 2013, 1:00:23 PM
Most of the ranger's nodes are range oriented which is ..... obvious.
I'm melee type, and I choose CI much later than the creation of this char because I prefered the way it worked, I would have strated as a ranger anyway because I wanted to be one.

I've been using DW nodes such as twin terros until I respeced to 1H, maybe I just got bored about it, but it's actually recent.

"
I just want to point out that your build makes use of a defense that has nothing to do with actual evasion by utilizing CI, with IR to supplement your CI.

what is the link between evasion and CI ? There is none.
I'm using hybrid gear with high dext plus the starting evasion nodes from the ranger tree, and all of this is useful to me since I'm using armor as a defensive mechanism ( from the start, didn't wait for the last patch to do it ).
The things I dropped from the ranger tree are the DW nodes obviously, and the 5 starting nodes to weapon artistry, because the walues were too low, those ones would benefit from a change, this is true.


If I was using a bow, I would have gotten perfect aim, or even crit nodes since I'm playing with physical dmg with this build, I would definitely have done that.
The problem is the general balance of this game, unless you go full crit with high leech, taking dps from the tree is like .... most of the time not useful and going for full defensive tree, relying on gems to dps is the way to go.
This is not a problem from the ranger this, this is a problem from the WHOLE tree, and the WHOLE balance of this game, because for such amtters, the design is not that good.

"


I'll once again point out that Dexterity could benefit from some form of damage conversion from Dexterity like some have pointed out, such as increased crit chance/multiplier per point of Dex. Or even a Dex to physical damage conversion support gem of some kind.

I proposed an armor penetration mechanism from accuracy because it sucks atm, almost noone answered or found the idea interesting.
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#6137 on Jun 14, 2013, 1:02:13 PM
Well keep giving suggestions. I'm sure GGG is keeping tabs on the ideas/suggestions here. Armor penetration sounds like a good mechanic. Really anything is better than accuracy and evasion on dexterity atm. I suggest crit chance/multiplier because looking at most RPG's Dex is the typical stat that determines this. Evasion would be okay if only there was some sort of buffer such as more life, life regen, or reduced damage when taken in the ranger's area of some kind.
Last edited by SaranCadrey#6672 on Jun 14, 2013, 1:11:11 PM
"
Fruz wrote:
Most of the ranger's nodes are range oriented which is ..... obvious.
I'm melee type, and I choose CI much later than the creation of this char because I prefered the way it worked, I would have strated as a ranger anyway because I wanted to be one.


If you take a closer look, there are 10 melee notables and 7 range notables. Not really range-oriented if there are more clusters dedicated to melee than ranged.

"
Fruz wrote:
"
I just want to point out that your build makes use of a defense that has nothing to do with actual evasion by utilizing CI, with IR to supplement your CI.

what is the link between evasion and CI ? There is none.
I'm using hybrid gear with high dext plus the starting evasion nodes from the ranger tree, and all of this is useful to me since I'm using armor as a defensive mechanism ( from the start, didn't wait for the last patch to do it ).


Right, there is no link. The point I'm making is that evasion (or lack thereof by way of IR) isn't the core of your defense but CI and ES are. It brings up the question of evasion's effectiveness as a defense mechanism if other defense systems are taken over it. This isn't nitpicking at your build, but I wanted to bring up a point that others have been addressing in this thread, namely why hardly anyone takes evasion as a defense.
For Ranger build tips, tactics, and critiques, visit this thread:
http://www.pathofexile.com/forum/view-thread/69224
Last edited by Islidox#7754 on Jun 14, 2013, 2:19:26 PM
It just took me 10 sec to count 13 range nodes ( so not talking about things that benefits both ) within the very starting area, there are at least twice more a little bit further away ( like just after ).

I would not take evasion as a defense mechanism because I'm melee, and some bosses are way too dangerous for a melee to be able to rely on dodge chances.
This is why, I would be range, I would seriously consider it thought.
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#6137 on Jun 14, 2013, 2:39:29 PM
While I was watching Kripparian's stream, Bobslop had an idea that I found appealing. What if they added another evasion check? Right now it checks evasion (do you evade or not), dodge (assuming you have acrobatics), and crit (if you get hit by a crit it rolls to do normal damage instead of a crit). You could add another check to parry or make it a glancing blow, reducing the damage by x%.

Right now, the biggest problem Evasion users face is that they will get hit, and because of this (combined with having little to no armor for mitigation) they will eventually recieve a substantial amount of damage in one blow. This leads to all evasion characters being one-shot at some point or another. the only way to make evasion usefull is to give evasion users a much higher buffer for recieving damage, and the only way I can think to do this is by adding +heath to evasion nodes. Of course then all the armor users would pick evasion simply because of how unbelievably powerful Iron Reflexes would become.

In conclusion Iron Reflexes needs to be nerfed somehow to make evasion better without consequence, and Resolute Technique should cap at 95% chance to hit so Evasion user's can even hope to stand a chance in PvP.
Last edited by Awkward0ctopus#2501 on Jun 14, 2013, 2:31:20 PM

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