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Rangers Post Update 4
Posted: Sun May 19, 2013 7:12 pm
by SoulRanger
Ok first is like to start by saying if u can't offer factual evidence or an idea please dont respond to this thread. This is not a whining thread.
First thing since update I noticed and I'm sure all rangers have is the change to rapid fire well I have here numbers based on a 30% haste glove/ring ranger who uses rapid and the first one is no use of rapid at all.
29.5 (no rapid)
4 + 27 @ 6 sec = 31
13.7 + 20 @ 20 sec = 33.7
17.2 + 17.5 @ 25 sec = 34.7
20.6 + 15 @ 30 sec = 35.6
24.1 + 12.5 @ 35 sec = 36.6
Now as you can see the first number is based on the number of hits while under rapid and second is the number hits after rapid wears off and until rapid is back up again.. The sec is the amount of time under the rapid fire being used. The = is the total number of hits with and without the use of rapid.
Now if someone can verify and I'm sure no one can as yet but a lvl 180 ranger with complete maxed rings and armor or at least 50/50 rapid could do a time count as of yet I do not have the gear to complete the list. I expect it to continue suit but just on an off chance.
With these numbers we can see a very minute gain in damage from using rapid and maxing it. While still a gain i see a much higher benefit from using something such as long shot or even sharp bcuz with sharp u could use twice before rapid is up again and obviously long shot doing the most dmg.
For a hasted ranger this spell at 25 points only gives 20 seconds allowing 12-13 hits that's only 2 or 3 hits extra assuming nothing is evaded etc. the only people who benefit from this spell is a ranger who completely str based or has no haste items at all and to be honest idk many ppl who do not use any haste at all above like 60.
My suggestions would be to at least make it 60% at least or cut the time down to 45 sec. However my personal idea would be to change it to 30% and leave it how it currently is and make it stack on everything allowing us to avoid all this nonsense.
Since this has gone on long enough and I'm sure I'm loosing ppl ill end here and talk about other ranger spells later.
Re: Rangers Post Update 4
Posted: Sun May 19, 2013 7:50 pm
by Broscientist
Agreed completely.
I suggested this on my other thread, rapid shot's duration should increase more in proportion to its cooldown so as to not have it present indefinitely, but also worth actually putting points in to.
As it stands, you either have to max it to get any sort of bonus from it or ignore it completely. This problem is even greater for the lower levels, who will have haste on for a mere few seconds before they have to wait 1 minute for it to cooldown.
On top of all of this, light heal has been made a hell of a lot more interruptable. I'd like to know what compelled the admins to change this, there was nothing wrong with it to begin with.
Still waiting for an explanation.
Re: Rangers Post Update 4
Posted: Sun May 19, 2013 9:16 pm
by QBelite2000
I dont see any problem with rapid atm, if you get it to 40+ then the usefulness will be shown, but i do agree with a slightly shorter cooldown.
Re: Rangers Post Update 4
Posted: Sun May 19, 2013 9:30 pm
by Broscientist
I dont see any problem with rapid atm, if you get it to 40+ then the usefulness will be shown, but i do agree with a slightly shorter cooldown.
Problem is exactly that. It shouldn't need to be maxed to be useful.
Re: Rangers Post Update 4
Posted: Sun May 19, 2013 11:41 pm
by SoulRanger
You see I don't understand why people say its only useful maxed or not used... It essentially is as equal the entire way thru. As you can see every 5 seconds added on or about 8 skill points will gain you 1 extra attack in each 1 minute period. To me this a "toss the extra points in" skill. Meaning unlike bolas which must be maxed in order to hit same with entangle and camp to hide. Sharp longshot barbed and of those type dmg skill all as well must maxed or close to in order to be used or their relatively useless bcuz they won't out do your unless your high dex build type.
Now spells like rapid light heal sharpen weapons and steady aim are all spells that can be used from 1-50 their all able to buff or heal as intended just maybe not as good as it could be if maxed but not utterly useless. Like in my current trial build I still utilize steady bcuz well it still gains me a small margin of dmg and attack even of its 1 extra attack every 5 minutes to me that's still rather worth it but to each their own.
Point being maxed or not it can still be used for a gain and from 1-50 ill use it regardless.
Re: Rangers Post Update 4
Posted: Tue May 21, 2013 3:40 am
by SoulRanger
Rangers from the start already get screwed. You play full str u get decent dmg however your skill dmg and heals suck due to lack of dex. Now you go vice versa and go full dex your gonna do pretty good skill dmg but auto like crap. If u split and do a hybrid like I am I get to enjoy decent autos and pretty good heal and my dmg skills are meh I usually cast them so I'm not bored.
Barbed shot- good idea does an auto then follows up with 5 ticks of DoT. Issue I have with this is u get the auto attack dmg but u lose an entire auto in the cast time so essentially out of the entire skill u get maybe the last 2 ticks worth of dmg. Needs to be insta cast first of all and the dot needs to be kicked up a notch along with rogue rend.
Explosive arrow- I've got a love hate relationship with this skill.. I love the aoe dmg and I've actually used it a bit. However as mentioned it uses a auto in cast time and energy cost is crazy! I mean really! Cut the cost some and maybe do like 10% more dmg to the targeted mob and 10% less to the surroundings so that way it can still be used as a dmg spell in group xp.
Longshot- I'm not sure what everyone is raving about in this spell. The range portion sucks and is stupid I'm already 6m from u and I want u to stop.. Why? Your probably already bolas so your not going anywhere fast or I just attacked u for the first time.. If anything it should like the others be jnsta cast and be any range so that way instead of using bola I can long shot it and then run 5 steps and hit bolas.. Makes sense no? If I'm fighting a mob I seriously don't have the patience to bola and run in a circle all day I mean really I use it to help sometimes I don't live off of it and if I did that's pathetic. Now for the same reason as the others it wastes an auto in cast time too so it automatically becomes less effective IMO not to mention the fact that its 45.. Oh and a 2 second root is useless to me personally ditch it and give me like 200 more dmg or something.
Sharp shot- potentially the best spell we have IMO. It's got great cast time and good power and its insta cast IMO our staple spell.. But the dmg has got to be boosted it needs to be like 5 skill points higher and obviously raise the energy.
I'm not asking to be the same dmg as rogues or even maybe mages but the skills need to be worth while. Obviously I can throw a couple rings on and hit 50 with the skills but why should I do that in order to use a skill it should be pretty good from the start and awesome with skill rings don't make the rings a necessity.
Every time u see a ranger thread the first thing you hear is bolas and heal... And to be honest that's the main reason I play the class mostly and I think most do too. Now going with this need less to say unless u got a tag along Druid every ranger maxed these 2 spells leaving u with 2 other skills to play with. I think steady is pretty good with sharpen out it gets beat out and I also feel spikes is awesome too it's very comparative to clock but on the entire group at once for 2 minutes.. Awesome! Each mob attacks every 3 seconds (usually.) do the math and that's free uninterrupted dmg... But back to what I was saying with our 2 staple spells were left with most of us using a dmg skill and then maybe a buff like steady or sharpen. We need more skill points!
Since the topic on this I've given some thought on a super high str build and getting some heal rings and calling it a day with maxed rapid. Just auto attacking is pretty much the same dmg as using skills except with autos u get tons less agro and means I have a much less likely chance of dying.
Re: Rangers Post Update 4
Posted: Tue May 21, 2013 9:23 am
by Broscientist
Agreed soul.
Having to decide between str and dex in the first place, is just idiotic. Rangers get the bulk of their damage from autos, the problem is that light heal is dex based and is one of the main reasons i put points into dex. So i am forced to choose between having decent auto damage or a worthwhile heal.
Than you have our skills, which imo, longshot and sharpshot are the only damage skills that can be of any use. But with the current mechanics of the game, it is not possible to use skills continuously and so we have to rely on our auto damage again, which yearns to be equal to that of other classes.
IMO, the game need a complete overhaul in regards to energy. No other MMO's i've played have it so that if you spam a few skills, your energy is completely wiped out. All classes should be able to spam skills for a reasonable amount of time before having to wait for it to regen, which should happen automatically during combat anyway. Combat in this game is really boring, you spam maybe 2 skills than just hit autos till the mob is dead most of the time. This needs to change.
I'd love to hear an admin's view on this.
Re: Rangers Post Update 4
Posted: Tue May 28, 2013 9:29 am
by Deathsbank
WHY dosent ranger auto dmg use dex and not str (like a mage with focus)
Re: Rangers Post Update 4
Posted: Tue May 28, 2013 10:20 am
by FrostKnight
I dont see any problem with rapid atm, if you get it to 40+ then the usefulness will be shown, but i do agree with a slightly shorter cooldown.
Yea and every leveled ranger can get it to 40/40 no time. It needs to be usable for all rangers. Not just the high levels.
Re: Rangers Post Update 4
Posted: Thu May 30, 2013 12:31 am
by 1635321
I think that one of the reasons that the energy costs is so high is so people buy sigils. Remember that the game is a buissness also.