Anyone know if it's really based on INT or is that a type o?
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Anyone know if it's really based on INT or is that a type o?
Duration seems to scale at level 5 properly. The damage... I don't know. Seems like a waste to try for damage, though.
200 int archer should be capable of infinite rooting someone, though. I knoe fot sure long-term I will gear into this type of build.
Ty .... That seems like it can be achieved fairly easily with the right gear
They gotta fix wing foot from rangers, its the most 20 seconds of bull**** everytime I use it.
There's a lot of skills they nerfed that way from the latest stuff they did in RBF.
Int shield is only good for about 10 sec max as well.
Having permanent winged foot gave rangers too big of a mobility advantage when kiting in pvp.
I wish they had reworked it to some kind of 'when not in combat' but that's probably too hard for them to figure out considering random mob attacks.
I'd love to use it for transportation since I find mounts irritating because of the 'cast' time and getting stuck in a pile of mobs when they crit me
This is simply not true, it's been balanced on other servers for a long time. Multiple classes have gap closing stuns or long range skills/roots/slows which can counter rangers. Beside that they don't have any way in resisting CC. They should have just changed the damage accordingly and let WF remain the same but with a % speed nerf (lvl 7 gives 80% mobility).
Atm ranger is like avenger, except for the fact they don't have as much damage, nor can they stack damage (AS and such are missing) and their attackspeed is too low and they don't have any cc resist(shadow). They are basically sitting ducks with some burst dmg.
Everything a ranger can, a scout can too, but better. They could as well just delete ranger class I guess.
At the moment, I do not see any reason to pick a ranger above a Scout. Be it pvE (obviously), or pvP.
They bring nothing to the table, since scouts can make use of the base attack values the ranger has (xbow), and have better party skills.
Death chaser alone already is more than enough to have the scale incline towards the Scout class.
I agree with both you guys. But ranger still is better for 1v1 since scouts are heavily aoe and bow-oriented. Crossbows are slower but do one hella lot more damage with the ranger's xbow skills. That said, i am levelling my source mostly with an xbow at least until I can get my 100% scattershot online. Then the xbows go to KissMyCrit which will be my ranger project once the scout is done.
I think WF could be left as it was or nerfed and made permanent; even the 10% bonus baseline movespeed the HE used to have over the other classes is no longer in the game. The ranger has very limited scope in GvG, especially since its Alacrity is worse than the Scout's, which is also party-wide on what's already a very damage-utility-heavy pick for Death Chaser, and the Archer alone can bring permanent single-target CC-locking. Though this doesn't help against Rush and Death Call and the likes since skill ranges are not modified by Long Shot and have the same distance as these gap-closing CC skills. At the very least, I'd like to see WF be given no cast time/animations in its current state like it used to. It'd allow it to at least be used as a proper disengage.
That said, I suspect the ranger's endgame damage will be the best in the game, per this post I made earlier about weapons for the scout and implications for the crossbow and the ranger:
The reasoning being that 2k dex with such crazy RA numbers will only provide 3400 total RA from stats as opposed to the 5k+ from the crossbow. Modified by another 30% from SW this gets huge. Then add Death Chaser and hardcore scaling from Murder Shot and Critical Shot (better than the scout's), as well as Siege Shot applying to skill damage now, I expect nobody's burst to come close except for the Scout's with AiO with a crossbow. Even then, I think this value will fall off later on.
The only issue is defense in GvG. The ranger's utility is *only* good in strict 1v1 settings (CC locking, Silence, Toxic Pot), while the scout brings some GvG purpose via spreading Death Chaser/hard-hitting AoE's, and party dex. Dhans and the likes still have a lot to gain from stealth, higher innate defensive stats, and higher defensive stats from either strength for pdef or agility for evasion against strength builds. The class may be best off just playing full vit from how squishy and defenseless it is.