Forums » The Ranger

Ranger Class Reveal

    • 268 posts
    May 17, 2018 10:12 AM PDT

    I just want to thank Joppa for the amazing design of the ranger class. It was very relieving to see that the ranger will indeed not be a pet class, and has a lot of ranged ability (slightly more than melee it seems, based on the abilities). So again, thank you Joppa for making this class feel unique!

    Rangers rejoice, we can breathe again. :)

    • 3261 posts
    May 17, 2018 2:39 PM PDT

    I have been a bit skeptical about the implementation of the ranger class for awhile now based on some of the hints that were shared but I do agree with you that as described, the ranger class would feel unique and also offer enough additional ranged utility/damage to help distinguish them as a "Ranged Physical Damage Specialist."  They obviously won't be a class that is exclusively ranged based but the in/out style will add some extra risk/reward as they will need to take part in AoE jousting to make the most out of their kit.

    • 25 posts
    May 17, 2018 2:40 PM PDT

    I agree. I love the way they have kept the seems to be the feel of the Rangers but giving a new twist. Definitly will be bring the ranger out of retirement.

    • 1660 posts
    May 17, 2018 2:51 PM PDT

    It's interesting, althought I'm less interested than if it was an elemental melee swordswinger with a few nukes and such, like an improved EQ one. I feel this one is more distinctive, yet temporary animals or pets don't interest me much, and it will be rolled further away in my reroll list.

    Good call for every ranger interested player anyway.

    • 268 posts
    May 17, 2018 3:04 PM PDT

    Nothing was said about temporary animals or pets.

    • 3261 posts
    May 17, 2018 3:33 PM PDT

    Flossie said:

    Nothing was said about temporary animals or pets.

    They were mentioned a few times:

     

    Lay of the Land: Ferret Scout

    Control a small Ferret to scout a short distance ahead.

     

    Lay of the Land: Hawk Scout

    Control a Vale Hawk to scout a farther distance ahead from the air. Outside only.

     

    Beckon: Vale Hawks

    You beckon a pair of Vale Hawks to lift and carry you to target location.

     

    Beckon: Vale Striders

    You beckon a pack of Vale Striders, which run alongside you, dramatically increasing your movement speed for a short time.

     

    Beckon: Thunderpaw

    Beckon a Thunderpaw Bear into battle which charges into your enemy, knocking them down and making them more vulnerable to physical damage for a short duration.

     

    Beckon: Panthras

    Beckon a Panthras into battle which ravages your enemy for a short time, inflicting high damage and making them more vulnerable to physical attacks.

     

    Based on those descriptions, it sounds like the "Beckon:" line will be used to summon a temporary pet that is designed to perform a function, but otherwise cannot be controlled once that pre-determined function is established.  The "Lay of the Land" line, however, appears to be a line where you can both summon a pet and control it but they seem to be more utility based than something that will actually help you in combat.  I think it's reasonable to assume that none of these animals will be an entity that can actually be attacked.  For example, Thunderpaw/Pantharas appear (to me) to be a temporary summon that will perform some damage and render a debuff before disappearing.  It seems unlikely that either of these pets would be able to generate aggro (onto themselves), even if used to initiate a fight.


    This post was edited by oneADseven at May 17, 2018 3:36 PM PDT
    • 268 posts
    May 17, 2018 3:44 PM PDT

    A couple of those are just buffs with animal animations, a couple are dumbfire pets, which are really just animated DoTs, and the others seem like creative utility abilities. None of which I consider an actual pet. I like that they're tied in with nature, but they're definitely not pets.

    • 3261 posts
    May 17, 2018 5:31 PM PDT

    Fair enough.  I was more or less considering the dumbfire pets as temporary pets but like you said they're really just animated DoT's with a debuff.

    • 1660 posts
    May 17, 2018 11:36 PM PDT

    That depends : will they have HP ? What is the line between "temporary pets" and "Animated dots" ?

    • 69 posts
    May 18, 2018 2:47 AM PDT

    MauvaisOeil said:

    That depends : will they have HP ? What is the line between "temporary pets" and "Animated dots" ?

     

    By the sounds of the abilities they would be 'animated dots/animated one off ability' sounds like they appear, do their action then vanish again.  Currently nothing suggests they would continue to exist beyond appearing and doing the task.  When off cooldown I would imagine when you press the abilityyou 'resummon' another to do the attack then it disappears too (as opposed to being 'summoned' when you press the ability and then hanging aroundas a persistant pet awaiting the ability o be reused). 

     

    Ranger certainly sounds more interesting than i expected based on previous games, being able to pull/push mobs around and jump back really helps actually enable the use of traps which often end up being underwhelming in most games

    • 3 posts
    May 18, 2018 4:39 AM PDT
    Intrigued by the foraging comments. Will the balms tonics and coatings be tradable?

    Also love the kick off ability.

    Kaylee command... short duration charm like eq druids?
    • 4336 posts
    May 18, 2018 4:52 AM PDT

    Jall said: Intrigued by the foraging comments. Will the balms tonics and coatings be tradable? Also love the kick off ability. Kaylee command... short duration charm like eq druids?

    No, Kaylen's Command simply ends combat and makes the animal non-aggressive toward you for a short time. You don't actually gain control of the animal like a pet. Good question about balms being tradable though. My guess would be yes. They're stance has generally been to make as many things tradable as possible - probably only epic items will be BoA.


    This post was edited by Bazgrim at May 18, 2018 4:53 AM PDT
    • 108 posts
    May 18, 2018 9:59 AM PDT

    I love the design of the class but not having a perma pet that runs around with me out of combat or at least like a Hawk familiar that flies by my side is slightly disapointing but not the worst.

    • 268 posts
    May 18, 2018 10:12 AM PDT

    I'm honestly very pleased that the ranger possesses very little resemblance to the Hunter in WoW, perma pet and all.

    • 19 posts
    May 18, 2018 7:27 PM PDT

    So they talk about building momentum and spending it on abilities but none actually mention which use it? For Monks they have all the gates listed do they just not have them ready for Ranger yet? Some of the abilities sure are interesting though and interested to see them in game.

    • 240 posts
    May 18, 2018 9:14 PM PDT

    I couldn't have been happier with the ranger reveal. All the abilities really to my mind capture the essence of what a ranger is all about. My favorite is Valeguard's Stride (passive run speed buff whenever the ranger is outdoors -- absolutely perfect!). Great job, Joppa and the team!


    This post was edited by Gyldervane at May 20, 2018 2:18 PM PDT
    • 746 posts
    May 19, 2018 7:58 AM PDT

    Snowman84 said:

    So they talk about building momentum and spending it on abilities but none actually mention which use it?

    As far as I know, momentum is a Wizard specific class resource/mechanic.  It has no connection to either the Ranger or Monk.  Joppa discussed this with Bazgrim during their interview at PAX East.


    This post was edited by Nikademis at May 19, 2018 8:02 AM PDT
    • 19 posts
    May 19, 2018 8:12 AM PDT

    Combat Resource: Momentum

    In combat, Rangers will constantly generate Momentum as a percentage of the damage they deal. In addition, certain melee and range abilities will increase a Ranger's Momentum by a certain amount when used. Other abilities will have a Momentum cost in order to be performed.

    The more Momentum a Ranger has, the faster their melee and ranged attack speed becomes, up to a 20% increase when Momentum is full. When a Ranger chooses to spend Momentum, their melee and ranged attack speed will slow in proportion until the Ranger builds their momentum up again.

     

    It is the Ranger combat resource according to the reveal but they didn't mention which abilities used/raised it. After listening to the podcast last night though these are not complete reveals so i expect to get more info on that down the line.

    • 79 posts
    May 19, 2018 3:14 PM PDT

    Flossie said:

    I just want to thank Joppa for the amazing design of the ranger class. It was very relieving to see that the ranger will indeed not be a pet class, and has a lot of ranged ability (slightly more than melee it seems, based on the abilities). So again, thank you Joppa for making this class feel unique!

    Rangers rejoice, we can breathe again. :)

    According to a video interview IIRC the Ranger is primarily melee based and the range portion is nothing more than Disengage/Reengage high burst low sustain. The meat and potatoes of Ranger gameplay is Melee based with intermittent ranged attacks for burst damage.   If I understand correctly the Ranger is going to be constantly transitioning from melee (majority) to ranged (minority) and back again to maximize dps. Also according to the Interview, the Ranger is a pet class, the pet is somewhat pivotal to Ranger combat.  "Animal Affinity side... also how they do their damage and how they control things and manuever." -Perkins

    Interview: https://www.youtube.com/watch?v=4vebn1AN6KY&feature=youtu.be Time Stamp 30:31

     


    This post was edited by xaices at May 19, 2018 3:22 PM PDT
    • 8 posts
    May 19, 2018 4:33 PM PDT

    Not a pet class. The beckon line calls in an animal that will perform its ability and then leave. Joppa clarified it on mmorpgcom stream last night. The ranger will have an affinity to the animals of terminus to call on them when needed but will not be a pet class. https://www.twitch.tv/videos/262946688 link to the twitch interview with Aradune and Joppa.


    This post was edited by Siepher at May 19, 2018 4:36 PM PDT
    • 44 posts
    May 20, 2018 5:49 AM PDT

    I'd say I'm relatively happy with the reveal, in the sense that I enjoy some archery but more than anything I need my ranger to feel like she belongs in the thick of melee, and it sounds like that will be the case. Managing momentum to get that flurry speed while still choosing the right spender skills sounds alright. It sounds like a rather basic builder/spender mechanic but hey - if it's fun and it works, don't reinvent the wheel.

    There's actually only one single melee attack listed out of all the revealed skills, which is a bit worrying, but I'm sure there will be a bunch more. I would personally have preferred to see more melee goodness and less animals instead of many animals and one melee attack, but yeah, I'm sure it's just a sampling.

    I like the idea of useful foraging very much as well; Berry tonics, arcane saps, arrow coatings, flower balms, things that aren't just bad food items! Very neat.

    In one of the Bazgrim interviews, Mr. Perkins also mentions that you may look to a ranger for dismantling "outdoor" types of traps, which is awesome.

    I say "relatively" happy because something I'm missing is that basic but flavorful selection of "divine" magic; skin like nature, regeneration, roots, and the like. I always felt this added a much appreciated mystic aspect to the ranger, both the more limited druidic spells and their own ranger-y brand like mark of the predator and such. I will very much miss that, but they have preserved -some- of that mysticism with skills like Kaylen's Command, at least.

    All in all, quite happy, and it sounds like I will continue to main a ranger. :)

     

     

     

    • 79 posts
    May 20, 2018 5:23 PM PDT

    Siepher said:

    Not a pet class. The beckon line calls in an animal that will perform its ability and then leave. Joppa clarified it on mmorpgcom stream last night. The ranger will have an affinity to the animals of terminus to call on them when needed but will not be a pet class. https://www.twitch.tv/videos/262946688 link to the twitch interview with Aradune and Joppa.

    I am kinda torn now. I like the idea of not being a true traditional pet class, but at the same time dislike the idea of not having a permanent companion following me around. That said its still up in the air what I will eventually main anyways, so looking forward to discovering the rangers gameplay. 

    • 410 posts
    May 20, 2018 6:38 PM PDT

    I'm delighted to see such creativity! Increases my excitement for the other classes. But I wonder - do we think the pets will appear out of nowhere wherever we are? Or do we think a bear won't be accessible in a desert, etc? I'd guess they'll be summonable wherever, but I'd really love to see different appropriate pets for the different environments. For example, we'd need to see a raging camel galloping toward our enemies in a desert. =P

    Edit: Perhaps a Thunderclaw can only be beckoned in a forest/snow, and a panthras may only be beckoned in a jungle? Or would this be too restrictive?


    This post was edited by Alexander at May 20, 2018 6:49 PM PDT
    • 44 posts
    May 21, 2018 1:32 PM PDT

    Alexander said:

    I'm delighted to see such creativity! Increases my excitement for the other classes. But I wonder - do we think the pets will appear out of nowhere wherever we are? Or do we think a bear won't be accessible in a desert, etc? I'd guess they'll be summonable wherever, but I'd really love to see different appropriate pets for the different environments. For example, we'd need to see a raging camel galloping toward our enemies in a desert. =P

    Edit: Perhaps a Thunderclaw can only be beckoned in a forest/snow, and a panthras may only be beckoned in a jungle? Or would this be too restrictive?

     

    I imagine that is too restrictive since it's been said that the "Beckon:" skills like Panthras and Thunderpaw are essentially flavorful guises of melee skills. Something so core cannot be restricted by environment, I would think.

    That said, I like the idea that a different kind of bear or something akin to a bear would show up instead - but that is really optional polish and by no means needed. You could just as well say your animal friends followed you here.

    • 4336 posts
    May 21, 2018 1:41 PM PDT

    Raine said:

    Alexander said:

    I'm delighted to see such creativity! Increases my excitement for the other classes. But I wonder - do we think the pets will appear out of nowhere wherever we are? Or do we think a bear won't be accessible in a desert, etc? I'd guess they'll be summonable wherever, but I'd really love to see different appropriate pets for the different environments. For example, we'd need to see a raging camel galloping toward our enemies in a desert. =P

    Edit: Perhaps a Thunderclaw can only be beckoned in a forest/snow, and a panthras may only be beckoned in a jungle? Or would this be too restrictive?

     

    I imagine that is too restrictive since it's been said that the "Beckon:" skills like Panthras and Thunderpaw are essentially flavorful guises of melee skills. Something so core cannot be restricted by environment, I would think.

    That said, I like the idea that a different kind of bear or something akin to a bear would show up instead - but that is really optional polish and by no means needed. You could just as well say your animal friends followed you here.

    I agree that's very restrictive. Probably one of those things that ends up being better in theory than in practice. There are already some abilities that just require you to be outdoors. That's understandable and I think that's the degree of restriction that is fair.