I've been a nature ranger for awhile now and I realize that they are mana-hungry a lot. I also see that anti-mage rangers get a skill that gives them mp regen, when their attacks don't cost near as much mana. For example, anti mages get the rain of arrows, an aoe skill that costs about 34 mp per use. However, nature rangers have skills like improved scarlet fever, which does less damage, and costs much more mana, at 46. Quick heal, even at level 1, takes 60 mp per use. I was wondering, would it be possible to revamp the skill trees some? For example, I doubt most nature rangers put points into elven swiftness, maybe switch that with the mp regen skill? Or at the very least take it out of the anti magic shield part of the tree, so that nature rangers can stick points in it. Or perhaps change panic (which gives a chance to gain bonus move speed for a few seconds) with a regen ability? Like a 3 min cd mana restore or something. It's kinda annoying when i go oom so quickly. Nature rangers may have more survival over anti mage rangers, but when nature runs out of mana, what happens then? We are screwed. Lol
Announcement
Collapse
No announcement yet.
skill change for rangers?
Collapse
X
-
You kidding me? Nature Rangers are based on fast movement. Elven swiftness 5/5 is a must for any pvp'er.
If you find yourself run out of mana too quickly use MP-pots since with using quickheal you save up on HP-pots again. Also once you reach lv80 get full slayers and you'll get a nice passive MP-regen. Nature outlives Anti-Mage cause we can restore HP, Anti-mage can't restore HP so they get a small passive restore of MP. Seems fair, no?
If any revamp happens keep the skills as they are, but only adjust the MP-costs.
The only thing I disagree on are the Magic Arrow-costs. 28mp p/0.9s (*the % of atk spd) just to attack something is a lot, even with orange slayer weapon your mp drains from it. Anti-Mage already has a stronger patk at all times (bows give less matk). almost leveling out the 2 default attacks, eventhough Nature still suffers from a high mp-cost and 50 less range.Crystal Saga:
IGN: speeds
Server: Windshear Peaks
Lv 120 [Eidolon] Nature Ranger - Emperor
Proud owner of the Lv 120 [Eidolon] Holy priest alt, double-parked outsideOfficially the #1 Nature Ranger of Windshear Peaks & six merged servers
Wartune (semi-inactive):
IGN: Speeds16
Server: Temple of Ibalize
Lv45 Archer - Guild Luminaire
Comment
-
every class has it's pro's and cons"You don't need a reason to help people" {Zidane Tribal**
"Being mindfull and virtuous is for the greater good"
"My Pen mightier than the sword conquering every word"
"Like the light that lights up the world I step once more back into the shadows of the night"
"The real truth?, theres more to it than you think"
My Devianart Page ;)
Rayleonheart Leon Lv 42
Class:Dps
Honour:Count
Rank:Officer
Server:Starglade
Guild: Blackwings
Comment
-
I see what you all mean. The mp regen on slayer's is nice, but basically you just gotta put up with the mana-hungry until you get it. With these arguments I agree that the skills probably are best left alone, but the mp costs on things are a little high on the nature side. Just to throw tidal arrow and improved scarelet fever out I use 110 mp off my 1600. It's basically if your not chugging potions every 20 sec, be prepared to use mana orbs.
Oh and i totally agree on the dream trap sleep changing to a stun(the stun timer would probably be reduced though, 15 sec stun is a little OP in my opinion) Really only reason I'm gonna put a point into that is so I can get anaconda trap.
Comment
Comment