Ranger 3rd Class Tome

Kedrin

Dalayan Pious Diety
First, I would like the thank devs for already giving rangers two nice class tomes. I feel they are both nice and fun tomes.

One of the main problems, I feel, with ranger DPS is bow accuracy. I have yet to do my dex tomes, but with 485 dex and +25 archery mod I still miss quite a lot. There has been many times where I have missed, the arrow will split, then I'll miss again. This problem becomes even more evident when an add spawns with lower end hp that you have to burn down fast or even have to kite, ranger goes to add and misses 3+ times in a row, missing 6+ times in a row is even more lame.

My original idea was a tome that just have a flat out + accuracy to ranged. This still really will not fix the problem since you can still end up with super bad RNG that seems to hurt rangers more so then other dps classes.

After thinking about it more, I feel a better idea would be to make a internal (not taking up a buff slot)"buff" when you miss a shot that will increase your accuracy on the next shot after a miss. (not sure if this would even be possible)

Say you have a 80% chance to hit for a normal bow shot. This tome will add 5% more chance to hit after a miss each rank. So you would have a 85%, 90%, 95%, then a 100% chance to hit on the next hit after a miss. This would mean, when you have all 4 ranks of the class tomes you could only even miss one time in a row.
 
I support this concept. RNG can make us a good class for 6 man, or the worst. 6 misses in a row is a wipe on some 6 mans.
 
rangers are an excellent class for 6 mans. i was able to do melek taus, CC, forest gloom many times on my alt ranger doing competitive dps with no problem. but i agree their accuracy is the worst part of the class. however, it can also be the best part of the class. if you hit a bunch of times in a row then you do insane dps for that period of time.

like it or not, that is the balancing factor for the class and what makes them unique. so the question is, would you rather hit more often for less damage, or less often for bigger hits?

also,

kedrin said:
Say you have a 80% chance to hit for a normal bow shot.

i'm sure you know this, but ranger archery doesn't appear to work at all like this. it seems to be a set accuracy per mob, and seemingly has nothing to do with level. looking at logs, one example is the roll master or CC, which you will almost have 100% accuracy against. but there's other bosses where you will hit much less, like taus at 70%. i've always wondered if this was a balancing tool, or just some oddity
 
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Hearing from a dev or even other rangers who play would be nice. What do you guys think about my idea? What are some of the ideas you guys have?
 
Lower, predictable DPS is almost always preferable to bigger, more unpredictable DPS. When you can't rely on how much damage you can dish out, it makes the game more difficult and frustrating. (Of course, this affects everyone equally, not just rangers.)

Increased accuracy would of course be nice, but any class can make the same argument, and ultimately more accuracy simply means more DPS.

I'd like to see optional tomes implemented, similar to the way deity choices and factions are implemented: if you choose one skill specialization path, you can specialize in a particular skill focus but you can't increase every skill if you choose that path. For instance, I've always wanted to become more of a caster/utility ranger, whereas some rangers prefer to focus on straight DPS. But there's only so much specialization I can make in that area, plus the same route is available to all rangers, so ultimately tomes are just the progression path towards beefing up your character.

I think it would be great to be able to branch off at some point - morph your character into something more interesting than the pre-programmed path. If I wanted to give up my casting DPS, maybe I could specialize in becoming a better tank. Maybe I could choose to specialize my dots and heals, at the cost of specializing in archery or melee bonuses. Creating a unique character has always been fascinating to me, and it's an aspect of this game I've always thought could be improved immensely without too much work on the part of the devs.


Tao Edit: Keep this on-topic. Start a new topic if you want to radically redefine every class.
 
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Tao Edit: Keep this on-topic. Start a new topic if you want to radically redefine every class.

Thanks for the edit, Tao. Heaven forbid I post my opinion about ranger tomes in this thread in the suggestions and requests forum. I'm pretty sure you saved the entire thread from descending into horribleness.

And in response to your opinion, I don't want to "radically redefine every class." Read what I wrote. I just would like to see the ability to specialize a class towards more casting, or more DPS, or whatever. Tomes seem like a simple way to do that.

If you think I'm off-topic, how about this: crippling shot = 2.5% more DPS per tome. splitting arrow = 2% more DPS per tome. Instead of straight DPS increase, how about something more interesting, like something that affects the ranger's ability to cast spells more quickly in-between bow shots? I think that would be a lot of fun.
 
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a tome that promoted the use of icerend would be neat. right now, the spell gem greyout (aka archery deadtime) of icerend is 3 seconds (0.5 cast time + 2.5 refresh time) which is nearly a second longer than a hasted masalavir. therefore, it tends to be a dps loss to use icerend. however, exposure at 2.25 (1 sec cast + 1.25 refresh) times up perfectly to the bow shot cooldown. something that addressed this (aside from giving us a 200 delay raid bow) would be a nice boost to the playstyle and possibly make rangers not the worst dps class in the game t10+
 
How about a tome that ups our foresight AA, instead of more dps we could have a slightly better AA for tanking. just a thought.
 
Or what about a tome that increased your chance to crit on spells the more you cast them?

Also like gargates idea. Or maybe a tome that gives our AA wolf form some kinda badass proc or AC/HP buff.
 
Spells

How about the adding of the Hawk Eye, Falcon Eye, and Eagle Eye spells which did exactly this. or is that not possible because of client restrictions.
 
Well the refuge ranger spell should be the hawk eye line TBH.but if zaela wants an interactive tome,try this.

A tome that when you use kick procs a chance to give us a songs slot buff and or temp buff of an increased avoidance and melee over haste or some sorta extra aggro effect.
 
Whenever a ranger successfully heals another member of the group/raid , their next shot is 10/20/30/40% more likely to hit. The heal must actually provide the full potential healing for the tome effect to go into effect.

I always thought ranger patch heals were underused, so now if they are having accuracy problems they will be forced to try to be effective healers to correct it? I'm not sure how effective this would actually be with spellgam cooldown and stuff, but maybe its workable.
 
rangers dont heal often because the shot lockout time (cast time + fizzle time) is 4.0 seconds, which is a pretty long time to not do any damage
 
Ah, figured it might be something like this. The numbers could probably use tweaking, but I think its a cool idea. Patch heals can really make a difference and this would allow rangers to do them w/o losing much dps (or actually adding dps at higher ranks?)
 
why

But why a tome that would make this limited to only high level rangers. the hawk eye spell was a lvl 11 spell, falcon eye was a lvl 52 spell, and eagle eye was a lvl 58 spell. which i always thought they should have made falcon eye a lvl 35 spell so they were evenly spread threw the levels.
 
What's to stop a ranger from abusing this by memming minor healing to heal with. Easy to get max effect, quicker cast time and such. Unless you make a minimum of landed healing instead.
 
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