Of course we need the classical ranger/hunter builds as has been pointed out by many on this thread!
So I think ill go in a different direction. How about a ranger that isn't nature focused but uses gadgets and technology to fill a dps/support role.
It could be called the Engineer or Sapper and it focuses on using turrets and support buff/ healing stations instead of pets! Additionally I think the use of mines could be fun and maybe it could buff teammates with "weapon upgrades" or "reinforced armour".
I think this spec should for sure use conventional firearms such as pistols and rifles, but I think this spec offers the opportunity to go crazy in the weapons department! Maybe it could also use flamethrowers, moarters, tesla guns and freeze rays!
I think about the hybrid/melee ranger DPS as a Witcher like Geralt of Rivia, an expert with light swords (weapons) , fighter in leather/mail with few very basic magic spells, like axia sign that he uses to calm Roach (his horse) and to hypnotize weak minds, and Yrden sign worked like a immobilizing electric trap spell in the 2nd game, and physical traps, weapon oils, poisons to buff your weapons and exploit your enemies weaknesses, potions to buff your self to resist the adverse effects from your enemies. (Damn those freezing potions from the Witcher 3 were my favorites, they looked like the Witcher 2 trailer).
I will say it again, Rangers are fighters with a Nature affinity, masters of survival and hunt, and protecting territories, not just archers.
Hunting involves knowing yourself and studying your enemies/preys and taking advantage of that. (Not just hitting things with a bow).
A Ranger protecting involves knowing his land, his territory to take advantage of it.
I really like the idea of a class or spec inspired in Geralt from Rivia. Actually I posted a similar idea at Witch section in the forum.
Here is my post about Geralt from Rivia:
https://www.scarsofhonor.com/community/sharePost/3085
Rangers are experts at surviving at wild environments so it would make a lot of sense that their abilities and skills were like using their own unique alchemy mixures not like consumables, just like skills, like Rangers skills with the animation of them applying poison to their weapons to buff them and drinking potions to buff themselves, throwing special alchemy bombs like freezing bombs, firebombs, poisonbombs, electrical bombs, all to exploit their enemies weaknesses, throwing traps, creating traps while Rolling back, smoke bombs, etc. All created with their knowledge of the wild and nature
Last edited: 2022-03-24 14:17:54We got amazing ideas for the equipment for the Ranger. Now let's get serious with the Specializations!
Ranged DPS is mandatory! What about Melee with one-hand weapons or two-hand weapons? Maybe a trap master? Hybrid melee and ranged, why not?
Everything is possible with this versatile class!
Sorry traducción Google.
Ranged specializations.
Sniper: a lot (cast) but also a lot of damage. Advantages very high damage, disadvantage closeness problem, favored weapons longbows, compound longbows, bolt throwers, heavy bowguns.
Masters of beasts: focuses mainly on the main damage with beasts, abilities to finish with them, depending on which beast the character adopts a closer or farther posture to work as a team (as a pack, example; a lion and his human companion adopt a role also vanguard with kindred weapons "claws", without the life of a tank but can manage in close range. If it is a spider spits poison, its human partner will sit on poisons and medium distance with weapons to said gameplay)
Survivor: Character that focuses on upgrading traps and mid-range weapons to close range (preferred weapons throwing weapons in one example; Javelins, Throwing Knives, or Throwing Axes along with a Buckler or Buckler).
This could last for both ranger and druid OR even cleric.
Troubadour or bard. His game specializes in chants in which he infuses speed, strength, agility, constitution, or haste, advantages to his team and disadvantages to the opposite. Depending on the instrument, it gives some benefits or others. Favorite weapons slings, whips, objects with which you can keep a distance and do not require the use of 2 hands.
All the classes will have abilities of the others but each one will have its specialization.
Especializaciones del Ranged.
Francotirador: mucho (cast) pero también mucho daño. Ventajas daños muy elevados, desventaja problema con la cercanías, armas predilectas arcos largos, arcos largo compuesto, lanza vírotes, ballestas pesadas.
Maestros de bestias: se centra sobre todo en el daño principal con bestias habilidades a fin con ellas, dependiendo que bestia el personaje adopta una postura más cercana o lejana para trabajar como equipo( como una manada, ejemplo; un león y su compañero humano adopta un papel también vanguardia con armas afín "garras", sin la vida de un tanque pero puede desenvolverse en rango cercano. Si es una araña escupe veneno, su compañero humano se sentará en venenos y a media distancia con armas a dicha jugabilidad)
Superviente: personaje que se centra en mejora de trampas y armas de rango medio a corto alcance (armas predilectas armas arrojadizas en una ej; Jabalinas, cuchillos arrojadizas o hachas arrojadizas junto con un broquel o rodela).
Esta podría última Tanto para guardabosques como para druida O hasta incluso clérigo.
Trovador o bardo.
Su juego se especializa en cánticos en los que infunde velocidad, fuerza, agilidad, constitución, o celeridad, ventajas a su equipo y desventajas al contrario. Dependiendo del instrumento da unos beneficios u otros. Armas predilectas hondas, látigos, objetos con los que pueda mantener una distancia y no requieran del uso de 2 manos.
Todas las clases tendrán habilidades de las otras pero cada uno tendrá su especialización.
Last edited: 2022-03-23 23:39:37I really like the idea of a class or spec inspired in Geralt from Rivia. Actually I posted a similar idea at Witch section in the forum.
Here is my post about Geralt from Rivia:
https://www.scarsofhonor.com/community/sharePost/3085
I like that, think Ranger melee and Witch (Witcher) melee specialization can be very similar but Rangers more related to gadgets and nature and Witchers more related to magic and enchanting
Ranger
The ranger as much as many think it is different from the hunter, in case his name already tells you what his specialty is, being a ranger someone who watches in the distance.
So I think for this class it deserves to be completely a ranged physical dps.
No melee subclass, no approach of almost any kind, only ranged.
Qualities and attributes that the Ranger must have are: His faithful set of leather / mails, a life less than that of a melee dps, a skill or two to keep the distance, he must do continuous damage to enemies while and finally You should always be with your bow or crossbow.
SPECIALIZATIONS AND SKILLS
The Forest Viewer (DPS orientation)
The Forest Viewer (default specialization), focuses on constant ranged attack, in his normal state he uses the bow with fast attacks and traps, a backward jump or maybe a hook like Link from zelda that allows him to move between opportune places.
Attack bonuses for height and position and of course the mythical mark of the hunter who was born in D&D, is something that should not be missing.
This specialization will be able to change modes, in his normal state when he uses his bow his abilities are limited.
This mode (Inspired by my friend Benja from the Discord channel) is a sniper, from a very, very far distance The Viewer can settle down and conjure a giant natural crossbow that comes out of the same land, born from roots, adorned with vines with different types of sturdy woods and rocks which function as a platform for the Ranger.
It uses large bolts which, although slow to fire, are accurate and powerful. He can launch an attack which can cross the entire battlefield, leaving a yellowish green trail, the attack not only crosses his enemies but also pushes them until they disappear or even hit a rock and exploit.
Another essential skill that this mode must have is the ability to place traps within 20 meters of them which serve to warn them of enemies, to damage them and delay them.
One last ability that The Visor will have is the separation of splinters, which is responsible for destroying the large rooted crossbow and transforming it into giant floating splinters which will be remote-controlled to their enemies and in turn the Ranger himself will mount one and flee about 20 meters back.
This way you make sure you can have a safe place, something important about this ability is that it requires a recharge time of 45 seconds.
The Bard (sub-dps buffer)
The mythical bard, a class which seems to me to split its damage with buffs.
What I mean is that initially this specialization should not do pure and net damage, but rather it should form musical notes on staves which, when combined, generate a song.
If someone played Monster Hunter, they will know the Hunting Horn, which depending on the combo your character makes, plays notes which, when combined, buff allies.
Well this is the same, we replaced the Hunting Horn with a Lyre Bow, which when using an ability touches both the strings and launches an attack.
This specialization has a skill per musical note , the DO arrow , the SI somersault , the RE piercing , the SOL illusion , the FA charge and finally Sonata .
DO arrow
The DO arrow is a simple and normal magic arrow surrounded by sound and natural power, it sounds the strings of the Bow-Lyre leaving the Note DO on a staff.
The flip of the SI
The SI roll is simply a roll that serves to give mobility to the specialization and also generates sounds that slow down nearby enemies for 1 second, allowing you to distance yourself and position yourself, it leaves a SI on the staff.
The penetrating RE
With this Note the Bard places 3 arrows so that when fired they are charged with sound magic which make 3 jumps in the air and quickly hit a maximum of 3 enemies or just one (depending on the number of enemies), this leaves them marked as “dissonant”, from a RE on the staff.
The illusion of SOL
This ability has 2 charges and specializes in stunning and confusing the enemy as well as the enemy player, this ability activates when the enemy is marked with "Dissonant", blinding (Blindness limits the player's vision a few meters and gives them more chance to miss ) for 4 seconds and disorienting for 1.5 seconds, I would like to add that a dizziness and flash effect is generated on the affected player's screen, it leaves a SUN on the pentagram for each charge used.
Fa's charge
This charge also only activates when the enemy is marked "Dissonant", as it allows the bard to focus on the enemy's dissonant sounds and charge his next 2 attacks to increase his damage by 130% to that enemy only, leaving two FA on the pentagram.
Sonata
With Sonata the bard uses the musical notes recorded on the staff.
Staff operation:
There can be up to 9 notes in total and it can be played only when there are at least 6 musical notes.
When activating this ability, depending on the notes used, there will be different abilities that both buff or damage depending on the staff.
SONATA skills based on notes played
minor influence
Minor influence is the most basic sonata skill, which is activated when all 6 notes of all skills have been combined.
This gives a minimum buff to the whole group depending on the predominant notes, this is decided when there are 2 notes on the staff.
DO :Minor Attack Up
SI: Minor speed increase
RE: Minor attack speed increase
SOL: Minor evasion increase
FA: Minor increase in Health, Mana and Regeneration of both
When there are 3 predominant notes on the staff, the bard makes a special ability with Sonata depending on each note.
DO KING
The great DO major increases attack by 80% of allies for 10 seconds and the bard charges his arrow transforming it into a short-range projectile that deals massive damage to the enemy.
SI GROWING
The growing yes is a somersault which gives movement speed by 200% to allies for 15 seconds and giving a dash to allies, who when used disappear transforming into sound and then reappear (Only 1 use per GROWING YES used)
INDEFINITE RE
The indefinite re is a group of arrows that appear on nearby allies which attack for each skill / attack they use (maximum 3 or 4 skills) increasing their attack speed by 100% (only on those 3 or 4 attacks) and dealing the same damage as the 3 arrows fired by the Bard.
SOL THE ILLUSTRATED
SOL the Illustrated generates a large shockwave which increases allies' evasion by 50% for 8.8 seconds, stunning for 3 seconds and blinding all enemies for 10 seconds.
SERPENTING FA
Concentrate the subsequent attack and you create a shield to your allies and yourself for 20 seconds which when destroyed releases a spectral serpent, which deals magic damage to enemies.
(For those who do not share the musical notes of the Latin languages to understand, each one is: DO = C , RE = D , SI = B , FA = F and SOL = G)
cazador con mascotas atacando a distancia
cazador de apoyo usando bombas y dando beneficios en grupo
cazador dps a melee y distancia
cazador usando trampas en sigilo y creando señuelos
cazador con armadura pesada pegando a melee con sus mascotas
I hate that most games ever, forces rangers to have pets. Pets should be a specc, not a must. Having a ranger that shoots bow and use dagger or shortshwords would be super fun, think Scout in dota. A middleground between assasin and ranger almost. A very mobile class that attack with dagger and jump back to use a bow. This could ofcourse also be an assasin build. That is what makes it so intresting. I belive there can or should be speccs on diffrent classes that share similarities. That makes classes a nice spectrum of sort.
One specc Ive always wanted to see it "Falconeer". I find it sad that has never been done, or at least done well.
As the name suggest you would specialize in winged pets. Eagles, falcons, ravens etc. The pets is not there to tank or manage enemy threat level, but there to apply debuffs and maim the enemy. Fly down, strike then back off. Give things like blind, bleed, confusion etc.
The diffrent type or debuffs could also change depending on the pets used. Falcon is more of a bleed and blinding type of pet. Raven gives confusion and help the character detect stealthed enemies. Eagle would give larger attacks and buff the player(MURICA!).
I cannot stress how fucking cool a Falconeer specc would be. It should be considered!
Third edit: To make the class more visually intresting. You could have the winged beast sitting on the players outside of combat and when you enter combat the bird go into the air ready to strike on your command.
I have to state it again: THIS SPECC HAS TO EXIST! IT WOULD BE SO COOL!
I like the idea of having to prepare certain items before an encounter. These can be prepared in combat as well but at the expense of being limited in movement and damaging actions. Potions and traps and special arrows for example could be prepared and ready to use but have charges based on the item type.