View Full Version : Ranger spell review
Winter
08-12-2020, 09:05 AM
https://docs.google.com/document/d/1k6dEeEhpsnyaFOePHUvPwxT7fUQ0IfyzLcsul2VZEEs/edit
I think some of the changes look fantastic.
Neveragain
08-12-2020, 09:46 AM
Whoa.
Am I reading this correctly? rangers will be more of a caster class now?
Orthin
08-12-2020, 09:47 AM
https://docs.google.com/document/d/1k6dEeEhpsnyaFOePHUvPwxT7fUQ0IfyzLcsul2VZEEs/edit
I think some of the changes look fantastic.
agreed, looks pretty darn bonkers.
I wonder what they have in store for paladins? Hopefully they didn't use up all the cool on rangers.
BriarFox
08-12-2020, 10:18 AM
Just C/Ping what I said on Discord>Mechanics:
Anyway, I want to reiterate that these ranger spell changes are the most exciting thing I've seen for rangers in literally 15 years. This opens up the profession to a viable casting path and adds a level of modern complexity and cross-spell interaction that makes the entire spell list feel more vibrant and engaging. Thank you for integrating so many long standing suggestions into it (CS damage version of 609, lightning for 620, etc) and for going SO far beyond what I think anyone had ever proposed on the ranger boards. @Estild @Oscuro @Naijin @Mestys
Avaia
08-12-2020, 10:34 AM
My Ranger is an Archer, a "physical" Ranger. I have no interest in turning it into a Druid. I often rely on Tangle Weed as a setup. It worries me that the fact 610 may end up "with success modified by Summoning lore" will in practical terms mean that at no Summoning Lore it will be near useless.
I see a lot of boosts to Weedmages and not much for "ranged/melee combat." Am I missing something?
BriarFox
08-12-2020, 10:41 AM
My Ranger is an Archer, a "physical" Ranger. I have no interest in turning it into a Druid. I often rely on Tangle Weed as a setup. It worries me that the fact 610 may end up "with success modified by Summoning lore" will in practical terms mean that at no Summoning Lore it will be near useless.
I see a lot of boosts to Weedmages and not much for "ranged/melee combat." Am I missing something?
There’s quite a bit that will benefit you: the new barkskin defense, the 610 attack rounds being reduced to 8 sec from 10, the AS boost from strength drained by 610, breeze RT flares and self-haste effect, and the debuff flares from 625.
Taernath
08-12-2020, 10:42 AM
My Ranger is an Archer, a "physical" Ranger. I have no interest in turning it into a Druid. I often rely on Tangle Weed as a setup. It worries me that the fact 610 may end up "with success modified by Summoning lore" will in practical terms mean that at no Summoning Lore it will be near useless.
I see a lot of boosts to Weedmages and not much for "ranged/melee combat." Am I missing something?
610 will fire faster, have more reliable strength drain, and if you've got at least 10 blessings lore, you'll get up to +25 AS on top of it.
Swap 620 resists on the fly with self-cast/group version.
Two(?) types of flares from 612 and 625.
These all seem to be very significant buffs
FlayedAngel
08-12-2020, 12:31 PM
Whoa.
Am I reading this correctly? rangers will be more of a caster class now?
Yeah, I'd say that's right on the money; so far, looks like some pretty sick buffs.
We need to come up with a colloquial term for Ranger Tears, though -- I'm gonna throw out Dank Nugs to start.
Avaia
08-12-2020, 12:36 PM
Now all they will need is a Moonkin Dance.
https://www.youtube.com/watch?v=OWjAAoTPkaw
Taernath
08-12-2020, 12:39 PM
I kinda want to reroll my "druid" Kuon cleric into a casting ranger now... but then I'd lose my cleric.
mgoddess
08-12-2020, 12:45 PM
This.... wow, this is friggin' amazing. Will make me want to play ranger(s) more!
Neveragain
08-12-2020, 01:28 PM
Now all they will need is a Moonkin Dance.
https://www.youtube.com/watch?v=OWjAAoTPkaw
I can foresee some Oomkin issues with this, unless they lower the cost of harness power.
Winter
08-12-2020, 01:34 PM
I kinda want to reroll my "druid" Kuon cleric into a casting ranger now... but then I'd lose my cleric.
What level is your cleric?
Teveriel
08-25-2020, 10:45 PM
This can't come soon enough, honestly. Just the shot in the arm I needed to play my ranger again.
GriffonMag
10-01-2020, 11:47 PM
Whisp Here.... Any input on when this will be implemented or is it just here is what might happen some day?
Lord Orbstar
10-02-2020, 12:39 AM
Maybe Slocan needs to rise again...
Galactic
11-03-2020, 10:31 AM
Not sure if this is only a thing in the test server but i was playing with some builds and... 608 if combined with cman smastery rank 5 only takes 1 sec to cast...and it is a passive ability.. is this also the case in the prime instance? Or have i been missing something
GS4Ranger
11-03-2020, 11:17 AM
Not sure if this is only a thing in the test server but i was playing with some builds and... 608 if combined with cman smastery rank 5 only takes 1 sec to cast...and it is a passive ability.. is this also the case in the prime instance? Or have i been missing something
This is something new with the ranger changes.
Skeletor
11-03-2020, 11:56 AM
Not sure if this is only a thing in the test server but i was playing with some builds and... 608 if combined with cman smastery rank 5 only takes 1 sec to cast...and it is a passive ability.. is this also the case in the prime instance? Or have i been missing something
Shhh, it’s a feature not a bug.
GS4Ranger
11-03-2020, 12:04 PM
Am I the only one seeing lower damage output and crits from spike thorn with these new changes?
Skeletor
11-03-2020, 12:25 PM
Am I the only one seeing lower damage output and crits from spike thorn with these new changes?
Nope I’m getting that feel too. Didn’t want to say anything until I had more concrete data.
GS4Ranger
11-03-2020, 12:37 PM
I'm still testing as well, but from what I can tell, it's pretty significant. I've even tried augmenting the spike with sounds, tangleweed, even wild entropy. Still seems nerfed to shit. Going to reserve judgement until a red name comments... or doesn't....
neimanz1
11-03-2020, 12:43 PM
it was really powerful even without lore at first and i believe they tone it down
Winter
11-03-2020, 03:58 PM
The old version only really shone against bipeds, I'd like to see how new version performs against everything else on the live server before drawing any conclusions. From what little I've seen on the test server the mana cost of the spell will probably have to be slashed to make it worth casting so I'm going to guess that it's probably still a work in progress.
GS4Ranger
11-03-2020, 04:44 PM
The old version only really shone against bipeds, I'd like to see how new version performs against everything else on the live server before drawing any conclusions. From what little I've seen on the test server the mana cost of the spell will probably have to be slashed to make it worth casting so I'm going to guess that it's probably still a work in progress.
Well the lethality is going to be based on "setups". From what I tested, 611 then 616 makes it seem like the old style. 611, then 607, then 616 makes it powerful. Of course that is a hell of a setup to be going through and makes the spell pretty useless in group hunting. 611 offers the biggest bonus to SMR, then it looks like 607 does. 610 doesn't really appear to do shit. Also, it appears that this is by design.
Winter
11-03-2020, 05:12 PM
Well the lethality is going to be based on "setups"
I hope that's not the case, I think those sort of mechanics work well with Dragonrealms combat not so much with Gemstone.
GS4Ranger
11-03-2020, 05:26 PM
I hope that's not the case, I think those sort of mechanics work well with Dragonrealms combat not so much with Gemstone.
That is the case. 611 provides a 100 bonus to SMR roll, 607 (at least for me) provides ~22 bonus. So if you want to save mana, hit them with 611 first, then 616. To further augment it with power, go 611 (or 607 first to help with getting 611) then 607 then 616.
If you try to 616 by itself, it will make you sad as it is horrendously pale in comparison to what it used to be. Here's some examples...
>e
[Old Ta'Faendryl, Northwest]
A sunken spot beneath a cluster of apple trees has collected a considerable amount of moisture, turning the ground soft and wet. Cricket chirps rise from the thick moss growing along the base of the tree roots. You also see an Ithzir champion.
Obvious paths: west
>incant 616
You utter a sharp phrase, tiny thorns rippling across your arms in a wave that moves toward your hands.
Your spell is ready.
You gesture at an Ithzir champion.
Dozens of long thorns suddenly grow out from the ground underneath an Ithzir champion!
[SMR result: 13 (Open d100: -51, Bonus: 10)]
The champion manages to get out of the way!
Cast Roundtime 3 Seconds.
>
The champion's face hardens in concentration, and he starts moving faster than seems possible.
An Ithzir champion exhales sharply, exerting mightily.
The thorny barrier surrounding you blocks the attack from the Ithzir champion!
One of the vines surrounding you lashes out at the Ithzir champion, scraping a thorn across his body! The Ithzir champion flinches slightly.
>incant 616
You utter a sharp phrase, tiny thorns rippling across your arms in a wave that moves toward your hands.
Your spell is ready.
You gesture at an Ithzir champion.
Dozens of long thorns suddenly grow out from the ground underneath an Ithzir champion!
[SMR result: 132 (Open d100: 57, Bonus: 10)]
One of the thorns jabs into the champion!
... hits for 19 points of damage!
... 20 points of damage!
Strike pierces thigh!
It is knocked to the ground!
An earthy, sweet aroma wafts from an Ithzir champion in a murky haze.
The vitality of nature bestows you with a burst of strength!
Cast Roundtime 3 Seconds.
>
An Ithzir champion rises to his feet, his green eyes blazing!
>incant 616
You utter a sharp phrase, tiny thorns rippling across your arms in a wave that moves toward your hands.
Your spell is ready.
You gesture at an Ithzir champion.
Dozens of long thorns suddenly grow out from the ground underneath an Ithzir champion!
[SMR result: 154 (Open d100: 75, Bonus: 12)]
Several of the thorns jab into the champion!
... hits for 7 points of damage!
The murky haze surrounding an Ithzir champion seems to attract some of the thorns.
... 20 points of damage!
Strike pierces thigh!
It is knocked to the ground!
... hits for 8 points of damage!
The murky haze surrounding an Ithzir champion seems to attract some of the thorns.
... 20 points of damage!
Strike pierces thigh!
Cast Roundtime 3 Seconds.
>incant 616
You utter a sharp phrase, tiny thorns rippling across your arms in a wave that moves toward your hands.
Your spell is ready.
You gesture at an Ithzir champion.
Dozens of long thorns suddenly grow out from the ground underneath an Ithzir champion!
[SMR result: 40 (Open d100: -69, Bonus: 44)]
The champion manages to get out of the way!
Cast Roundtime 3 Seconds.
>
An Ithzir champion rises to his feet, his green eyes blazing!
>incant 616
You utter a sharp phrase, tiny thorns rippling across your arms in a wave that moves toward your hands.
Your spell is ready.
You gesture at an Ithzir champion.
Dozens of long thorns suddenly grow out from the ground underneath an Ithzir champion!
[SMR result: 157 (Open d100: 66, Bonus: 24)]
Several of the thorns jab into the champion!
... hits for 8 points of damage!
The murky haze surrounding an Ithzir champion seems to attract some of the thorns.
... 20 points of damage!
Strike pierces thigh!
It is knocked to the ground!
... hits for 12 points of damage!
The murky haze surrounding an Ithzir champion seems to attract some of the thorns.
... 25 points of damage!
Well aimed shot, punctures upper arm!
The earthy, sweet aroma clinging to an Ithzir champion grows more pervasive.
The vitality of nature bestows you with a burst of strength!
Cast Roundtime 3 Seconds.
>incant 616
You utter a sharp phrase, tiny thorns rippling across your arms in a wave that moves toward your hands.
Your spell is ready.
You gesture at an Ithzir champion.
Dozens of long thorns suddenly grow out from the ground underneath an Ithzir champion!
[SMR result: 146 (Open d100: 33, Bonus: 47)]
Several of the thorns jab into the champion!
... hits for 18 points of damage!
The murky haze surrounding an Ithzir champion seems to attract some of the thorns.
... 15 points of damage!
Minor strike to the neck.
... hits for 9 points of damage!
The murky haze surrounding an Ithzir champion seems to attract some of the thorns.
... 15 points of damage!
Minor strike under the left eye, that was close!
Cast Roundtime 3 Seconds.
>
An Ithzir champion grunts as he rises to his feet.
>
The Ithzir champion begins to look fatigued.
>incant 616
You utter a sharp phrase, tiny thorns rippling across your arms in a wave that moves toward your hands.
Your spell is ready.
You gesture at an Ithzir champion.
Dozens of long thorns suddenly grow out from the ground underneath an Ithzir champion!
[SMR result: 148 (Open d100: 52, Bonus: 29)]
Several of the thorns jab into the champion!
... hits for 18 points of damage!
The murky haze surrounding an Ithzir champion seems to attract some of the thorns.
... 25 points of damage!
Well aimed shot, punctures calf!
... hits for 20 points of damage!
The Ithzir champion falls to the ground in a crumpled heap.
The light blue glow leaves an Ithzir champion.
The powerful look leaves an Ithzir champion.
An Ithzir champion's movements no longer appear to be influenced by a divine power as the spiritual force fades from around his arms.
The dully illuminated mantle protecting an Ithzir champion begins to falter, then completely fades away.
Cast Roundtime 3 Seconds.
>
That is without the "setup". Notice the absurdity.
>w
[Old Ta'Faendryl, North Valley]
A massive oak tree grows across the rock-strewn path, branches spreading out in regal glory in all directions, acorns dispersed in profuse abundance about its base. Scattered up the side of the hill are a few oak saplings, twisted and bent, like the unnourished offspring of a prolific, but uncaring despot. You also see an Ithzir champion.
Obvious paths: east, west
>incant 611
A haze of black mist gathers around you as you prepare Moonbeam...
Your spell is ready.
You gesture at an Ithzir champion.
Tapping the moons above, you draw down a shaft of swirling moonlight and bathe an Ithzir champion in its lucent glow.
[SMR result: 121 (Open d100: 54)]
An Ithzir champion is caught fast, the light of Lornon arresting her movements.
Soot brown specks of leaf mold trail in the wake of an Ithzir champion's movements, distorted by a murky haze.
The vitality of nature bestows you with a burst of strength!
Cast Roundtime 3 Seconds.
>incant 616
You utter a sharp phrase, tiny thorns rippling across your arms in a wave that moves toward your hands.
Your spell is ready.
You gesture at an Ithzir champion.
Dozens of long thorns suddenly grow out from the ground underneath an Ithzir champion!
[SMR result: 212 (Open d100: 44, Bonus: 100)]
Several of the thorns jab into the champion!
... hits for 10 points of damage!
The murky haze surrounding an Ithzir champion seems to attract some of the thorns.
... 40 points of damage!
Great shot penetrates thigh and shatters bone!
It is knocked to the ground!
... hits for 29 points of damage!
The murky haze surrounding an Ithzir champion seems to attract some of the thorns.
... 40 points of damage!
Deft strike to abdomen penetrates several useful organs!
... hits for 32 points of damage!
The murky haze surrounding an Ithzir champion seems to attract some of the thorns.
... 30 points of damage!
Attack punctures the eye and connects with something really vital!
The Ithzir champion vainly struggles to rise, then goes still.
The light blue glow leaves an Ithzir champion.
The powerful look leaves an Ithzir champion.
The dully illuminated mantle protecting an Ithzir champion begins to falter, then completely fades away.
An Ithzir champion's movements no longer appear to be influenced by a divine power as the spiritual force fades from around her arms.
An Ithzir champion's movements no longer appear hampered as the lunar light encircling her fades away.
Cast Roundtime 3 Seconds.
That is a setup with just 611, lucky shot though.
>ne
[Old Ta'Faendryl, North]
A beaten animal track parallels the edge of a huge granite boulder, moving north, then circling around to the west. To the south spreads a wide meadow. The grassy expanse is unmarred by evidence of the former inhabitants of the city, except for an occasional, unnaturally straight mound of dirt running like a giant mole tunnel across the surface of the ground. You also see an Ithzir champion.
Obvious paths: east, southeast, south, northwest
>incant 607
You cover your ears and utter the phrase to invoke Sounds...
Your spell is ready.
You gesture at an Ithzir champion.
An Ithzir champion seems to be distracted by something.
Cast Roundtime 3 Seconds.
>
The champion's face hardens in concentration, and she starts moving faster than seems possible.
An Ithzir champion swings a jagged steel flamberge at you!
AS: +450 vs DS: +607 with AvD: +42 + d100 roll: +39 = -76
A clean miss.
>incant 611
A haze of black mist gathers around you as you prepare Moonbeam...
Your spell is ready.
You gesture at an Ithzir champion.
Tapping the moons above, you draw down a shaft of swirling moonlight and bathe an Ithzir champion in its lucent glow.
[SMR result: 155 (Open d100: 69, Bonus: 21)]
An Ithzir champion is caught fast, the light of Lornon arresting her movements.
An earthy, sweet aroma wafts from an Ithzir champion in a murky haze.
The vitality of nature bestows you with a burst of strength!
Cast Roundtime 3 Seconds.
>incant 616
You utter a sharp phrase, tiny thorns rippling across your arms in a wave that moves toward your hands.
Your spell is ready.
You gesture at an Ithzir champion.
Dozens of long thorns suddenly grow out from the ground underneath an Ithzir champion!
[SMR result: 209 (Open d100: 21, Bonus: 121)]
Several of the thorns jab into the champion!
... hits for 24 points of damage!
The murky haze surrounding an Ithzir champion seems to attract some of the thorns.
... 35 points of damage!
Well placed shot pierces knee, that hurt!
It is knocked to the ground!
... hits for 14 points of damage!
The murky haze surrounding an Ithzir champion seems to attract some of the thorns.
... 40 points of damage!
Fine shot pierces jugular vein! The brain wonders where all its oxygen went, briefly.
The Ithzir champion vainly struggles to rise, then goes still.
The light blue glow leaves an Ithzir champion.
The powerful look leaves an Ithzir champion.
The dully illuminated mantle protecting an Ithzir champion begins to falter, then completely fades away.
An Ithzir champion's movements no longer appear to be influenced by a divine power as the spiritual force fades from around her arms.
An Ithzir champion no longer seems distracted.
An Ithzir champion's movements no longer appear hampered as the lunar light encircling her fades away.
Cast Roundtime 3 Seconds.
That is with both, notice the bonus to the roll with 607 and 611. This is how you spike now, unless you want to blow a whole head of mana on 1 to 2 critters with just 616.
drumpel
11-09-2020, 04:13 PM
That kind of change would work better for a class that utilize Rapid Fire:
incant 611 and incant 616 in 2 seconds, instead of 6 seconds (well, technically about 4 seconds)
Nothing better than standing in front of a target, hoping it doesn't get a chance to kick your ass while you're waiting for your casting RT to end just because NIR thought it was fun to require setups for the new 616.
Donquix
11-10-2020, 01:51 AM
That kind of change would work better for a class that utilize Rapid Fire:
incant 611 and incant 616 in 2 seconds, instead of 6 seconds (well, technically about 4 seconds)
Nothing better than standing in front of a target, hoping it doesn't get a chance to kick your ass while you're waiting for your casting RT to end just because NIR thought it was fun to require setups for the new 616.
You realize 611 is a disable right? It's not just "616 does more damage"
drumpel
11-10-2020, 10:35 AM
You realize 611 is a disable right? It's not just "616 does more damage"
Same damn difference. Point is, they tanked the usefulness without one or two setups. Welcome to the world of wizard nerfs! HAHAHA!
GS4Ranger
11-10-2020, 12:08 PM
You realize 611 is a disable right? It's not just "616 does more damage"
You know what else was a disable? 616. 9 out of 10 it stunned those that could be stunned. It dropped to the ground those that were hit by it. This "immobilize" effect, while I am not knocking the spell, isn't the problem. The problem is that these are requirements to enhance a spell to a pre-existing level. 616 alone now does shit damage, shit criticals, shit disables, AND you throw in the fact that adepts and seers are now dodging your ass like they are shaolin fucking monks.
Also, I'm still irritated at the fact that there has been no official documentation, even on the spell review sheet, other than "Convert to SMRv2". It was the SINGLE most non-descriptive spell change out of the list. Now you know why. Because they couldn't even come out and say what the plan was because they knew it would be shit on, like what is being done now.
It's always better to ask for forgiveness than permission.
GS4Ranger
11-10-2020, 12:12 PM
That kind of change would work better for a class that utilize Rapid Fire:
incant 611 and incant 616 in 2 seconds, instead of 6 seconds (well, technically about 4 seconds)
Nothing better than standing in front of a target, hoping it doesn't get a chance to kick your ass while you're waiting for your casting RT to end just because NIR thought it was fun to require setups for the new 616.
:yeahthat:
This is the biggest argument to de-nerf the spell that I have with the changes right now
drumpel
11-10-2020, 03:21 PM
If the current change to 616 is any indication of what a knock down/disabler spell that worked well is getting changed into, I'm concerned they're going to nerf the shit out of 410 once they shift it over to SMRv2.
Or they'll design some stupid setup spell to make 410 more powerful....like needing to cast 402 first on the target or maybe having 409 boost 410 effectiveness if you can successfully ward the target.
Fortybox
11-11-2020, 03:45 PM
Naijin wants longer combat. Not surprised spike thorn was merged and put behind setups that will add to total attack times.
khorpulent
11-20-2020, 08:35 AM
more rt = more fun!
drumpel
11-20-2020, 10:00 AM
more rt = more fun!
Longer durations for everything makes the game more fun!
Remember when they changed how you can enchant by building in a limiting factor (essence pool) and a secondary limiting factor (slowly building essence based on the pulse system) , with a tertiary limiting factor (slow reduction to the amount of essence you can earn per kill based on the creature level, then slap on some penalty for having essence in your pool while you're trying to build it up), on top the already in place restrictions (item properties and their difficulties) to prevent wizards from enchanting any item they wanted too fast?
Remember when they nerfed rapid fire to have a restrictive cool down period with EMC?
Remember when a strongly trained EL:F wizard had decent kill rates with 519?
Remember when they split the Haste spell (506) into two spells and neither one is beneficial enough on it's own, so you still need to cast 506 for certain tasks that 535 doesn't cover? What kind of stupidity is that?
https://media.makeameme.org/created/pepperidge-farm-remembers-5b860b.jpg
Skeletor
11-20-2020, 12:46 PM
You want more faster? Give us $10,000 dollars for these nifty boots!
You want more faster? Give us $10,000 dollars for these nifty boots!
$27,000 *
Galactic
12-10-2020, 11:30 AM
This may have already been mentioned but it looks like once u hit 100 ranks of ranger, especially for a melee build, its worth more putting tps into lore? For tangleweed etc..
TheLastShamurai
12-10-2020, 02:22 PM
This may have already been mentioned but it looks like once u hit 100 ranks of ranger, especially for a melee build, its worth more putting tps into lore? For tangleweed etc..
I'm in the minority here, but IMO Summoning is worth it from the get-go. Without it, it's like our spells don't do what they're designed to do 75% of the time.
GSIV Rogue
12-22-2020, 06:40 AM
Just wanted to leave a huge THANK YOU for whomever is responsible for the Ranger spell list changes!!!
Thanks You Dev TEAM! Happy 2021 and AWESOME WORK!!
Airemet
12-22-2020, 09:01 AM
It’s all fun and games until you realize the critters will have exactly the same capabilties.
TheLastShamurai
12-22-2020, 10:59 AM
It’s all fun and games until you realize the critters will have exactly the same capabilties.
Moonbeam is going to be everyone's new least favorite thing.
GSIV Rogue
12-22-2020, 09:00 PM
Just C/Ping what I said on Discord>Mechanics:
Anyway, I want to reiterate that these ranger spell changes are the most exciting thing I've seen for rangers in literally 15 years. This opens up the profession to a viable casting path and adds a level of modern complexity and cross-spell interaction that makes the entire spell list feel more vibrant and engaging. Thank you for integrating so many long standing suggestions into it (CS damage version of 609, lightning for 620, etc) and for going SO far beyond what I think anyone had ever proposed on the ranger boards. @Estild @Oscuro @Naijin @Mestys
:yeahthat:
GREAT POST!!!
BriarFox
12-22-2020, 09:30 PM
Milax just hosted GM Mestys, Raust from Plat, and me on Fri for a Town Square Central podcast discussing these changes. Not sure when he’s releasing it yet though.
Avaia
12-22-2020, 10:06 PM
Expect things to be toned down shortly after release. It is what always happens in games. DEV comes up with some cool, fun ideas, codes and implements them, then very quickly comes to the conclusion that the new abilities are just too powerful and dials them back.
GSIV Rogue
12-23-2020, 06:04 AM
Milax just hosted GM Mestys, Raust from Plat, and me on Fri for a Town Square Central podcast discussing these changes. Not sure when he’s releasing it yet though.
Pretty awesome stuff - I'm greatly looking forward to the release. Thank you for being an advocate for these changes - literal definition of a game changer.
BriarFox
12-23-2020, 04:21 PM
Looks like Milax just released the podcast, actually. Here's his Discord announcement:
MilaxToday at 3:41 PM
Episode 27 of Town Square Central, "The Times, They Are a-Chrangerin'," featuring a panel discussion with @Mestys, @Nuadjha, and @Joskin, Sarmoya, et al. about the forthcoming ranger update.
It should be live on whatever podcast platform you use, and it'll be up on my YouTube channel (https://www.youtube.com/channel/UCAigahUx_1z295Hhzee13Ug?view_as=subscriber) and website (http://townsquarecentral.com/).
Enjoy, and let me know what you think. I learned a lot from this one, and the update sounds really awesome.
Fortybox
12-24-2020, 06:05 AM
What am I missing here.
It seems all these changes did was make hunts longer, requiring rangers to cast several spells together.
Neveragain
12-24-2020, 07:28 AM
What am I missing here.
It seems all these changes did was make hunts longer, requiring rangers to cast several spells together.
No physical RT changes everything.
TheLastShamurai
12-24-2020, 02:27 PM
Milax just hosted GM Mestys, Raust from Plat, and me on Fri for a Town Square Central podcast discussing these changes. Not sure when he’s releasing it yet though.
TIL how to pronounce Nuadjha.
Orthin
12-30-2020, 07:49 AM
I am actually going to roll a ranger now to be a legit CS caster and see how it goes with the addition of 603. I am excited about these finally rolling out!
Taernath
12-30-2020, 03:47 PM
Best change that I believe came along with this is that my AC is no longer constantly drooling and growling as if it has rabies. Only took what, 19 years?
TheLastShamurai
12-30-2020, 06:29 PM
Best change that I believe came along with this is that my AC is no longer constantly drooling and growling as if it has rabies. Only took what, 19 years?
A brindle hyena snuffs surreptitiously at Lalasa's belongings, licking her chops hungrily.
A brindle hyena bounds excitedly about you, tongue lolling as she tries to entice you to play with her.
A brindle hyena wistfully scans a graceful willow tree, snuffling hungrily for any traces of food.
A brindle hyena gazes intently at an ethereal mage apprentice, panting hungrily.
Lord Orbstar
12-31-2020, 02:05 AM
now what to train in and fixskill into...? way post cap.
BlueMonkey
12-31-2020, 10:21 AM
I spent 5 minutes this morning trying to figure out what I was typing wrong when trying to cast 611 on my group.
:lol:
GS4Ranger
12-31-2020, 05:37 PM
[MANA WASTE RAGE RANT]Fuck my ever loving life with the 98 mana trying to kill a god damn champion. Shit took 32 mana, 48 at times prior to this setup horseshit... Convert to SMRv2 can suck the herpes off the shaft of a drunken male prostitute.[/MANA WASTE RAGE RANT]
[SMR result: 84 (Open d100: 37)]
The vathor club lashes out at an Ithzir champion, but is unable to grasp her.
>
An Ithzir champion looks around for a moment and lets loose an echoing shout! The champion's warcry is clear and triumphant.
>target cham
You are now targeting an Ithzir champion.
>incant 611
A haze of black mist gathers around you as you prepare Moonbeam...
Your spell is ready.
You gesture at an Ithzir champion.
Tapping the moons above, you draw down a shaft of crimson moonlight and bathe an Ithzir champion in its radiant glow.
[SMR result: 63 (Open d100: 16)]
The crimson light appears to crack and shatter, disintegrating into the air without effect.
Cast Roundtime 3 Seconds.
>
An Ithzir champion swings a heavy steel maul at you!
AS: +480 vs DS: +717 with AvD: +38 + d100 roll: +77 = -122
A clean miss.
>
The thorny barrier surrounding you blocks the attack from the war griffin!
>incant 611
Wait 1 sec.
>incant 611
A haze of black mist gathers around you as you prepare Moonbeam...
Your spell is ready.
You gesture at an Ithzir champion.
Tapping the moons above, you draw down a shaft of crimson moonlight and bathe an Ithzir champion in its radiant glow.
[SMR result: 74 (Open d100: 27)]
The crimson light appears to crack and shatter, disintegrating into the air without effect.
Cast Roundtime 3 Seconds.
>
An Ithzir seer fades into view!
An Ithzir seer suddenly opens his eyes and stares directly at you!
A pale, flickering nimbus coalesces around you, then vanishes in a brilliant flash!
The very powerful look leaves you.
The white light leaves you.
You feel the inner strength leave you.
You feel less in tune with your natural surroundings.
The powerful look leaves you.
>
[SMR result: 74 (Open d100: 27)]
The vathor club lashes out at an Ithzir champion, but is unable to grasp her.
>
The thorny barrier surrounding you blocks the attack from the Ithzir champion!
>incant 611
A haze of black mist gathers around you as you prepare Moonbeam...
Your spell is ready.
You gesture at an Ithzir champion.
Tapping the moons above, you draw down a shaft of crimson moonlight and bathe an Ithzir champion in its radiant glow.
[SMR result: 72 (Open d100: 25)]
The crimson light appears to crack and shatter, disintegrating into the air without effect.
Cast Roundtime 3 Seconds.
>
An Ithzir seer limps southwest.
>incant 611
Wait 2 sec.
>
The thorny barrier surrounding you blocks the attack from the war griffin!
>incant 611
An Ithzir champion swings her steel maul at your Ardenai warblade!
[SMR result: 72 (Open d100: 30)]
An Ithzir champion connects!
an Ithzir champion fails to knock the warblade away!
>
A haze of black mist gathers around you as you prepare Moonbeam...
Your spell is ready.
You gesture at an Ithzir champion.
Tapping the moons above, you draw down a shaft of crimson moonlight and bathe an Ithzir champion in its radiant glow.
[SMR result: 87 (Open d100: 40)]
The crimson light appears to crack and shatter, disintegrating into the air without effect.
Cast Roundtime 3 Seconds.
>incant 611
Wait 3 sec.
>incant 611
Wait 1 sec.
>incant 611
Wait 1 sec.
>incant 611
Wait 1 sec.
>
[SMR result: 116 (Open d100: 70)]
The vathor club lashes out violently at an Ithzir champion, dragging her to the ground!
You notice a number of the club's spiky clusters scrape into an Ithzir champion's skin. She suddenly looks very weak!
Strength surges into you from your club!
>incant 611
A haze of black mist gathers around you as you prepare Moonbeam...
Your spell is ready.
You gesture at an Ithzir champion.
[Spell Hindrance for a set of dark walnut-hued leather armor is 6% with current Armor Use skill, d100= 6]
Your armor prevents the spell from working correctly.
Cast Roundtime 3 Seconds.
>incant 611
A war griffin tries to spear you with its beak!
Amazingly, you manage to block the attack with your buckler!
>incant 611
Wait 1 sec.
>
Wait 1 sec.
>incant 611
An Ithzir champion struggles to rise but fails in the attempt.
>
A haze of black mist gathers around you as you prepare Moonbeam...
Your spell is ready.
You gesture at an Ithzir champion.
Tapping the moons above, you draw down a shaft of crimson moonlight and bathe an Ithzir champion in its radiant glow.
[SMR result: 107 (Open d100: 40, Bonus: 20)]
An Ithzir champion is caught fast, the light of Lornon arresting her movements.
Soot brown specks of leaf mold trail in the wake of an Ithzir champion's movements, distorted by a murky haze.
The vitality of nature bestows you with a burst of strength!
Cast Roundtime 3 Seconds.
>incant 611
Wait 3 sec.
>incant 616
>incant 616
>
You utter a sharp phrase, tiny thorns rippling across your arms in a wave that moves toward your hands.
Your spell is ready.
You gesture at an Ithzir champion.
Dozens of long thorns suddenly grow out from the ground underneath an Ithzir champion!
[SMR result: 198 (Open d100: 51, Bonus: 100)]
Several of the thorns jab into the champion!
... hits for 30 points of damage!
The murky haze surrounding an Ithzir champion seems to attract some of the thorns.
... 30 points of damage!
Great shot penetrates thigh and shatters bone!
... hits for 36 points of damage!
... 25 points of damage!
Damaging strike to chest, several ribs shattered!
... hits for 22 points of damage!
... 30 points of damage!
Well aimed strike shatters bone in left arm!
Cast Roundtime 3 Seconds.
>
Evonian just arrived.
>
Wait 3 sec.
>
The mote of white light next to Evonian disappears.
>
A war griffin positions itself to attack Evonian.
The evanescent shield shrouding Evonian flares to life and absorbs the oncoming blow.
>
[SMR result: 230 (Open d100: 67, Bonus: 117)]
The vathor club lashes out at an Ithzir champion, wraps itself around her body and entangles her on the ground.
>
Evonian just went west.
>incant 616
You utter a sharp phrase, tiny thorns rippling across your arms in a wave that moves toward your hands.
Your spell is ready.
You gesture at an Ithzir champion.
Dozens of long thorns suddenly grow out from the ground underneath an Ithzir champion!
[SMR result: 189 (Open d100: 26, Bonus: 117)]
Several of the thorns jab into the champion!
... hits for 31 points of damage!
The murky haze surrounding an Ithzir champion seems to attract some of the thorns.
... 25 points of damage!
Well placed strike to back shatters vertebrae!
... hits for 10 points of damage!
... 20 points of damage!
Strike to abdomen punctures stomach!
... hits for 32 points of damage!
... 20 points of damage!
Strike pierces calf!
The Ithzir champion vainly struggles to rise, then goes still.
The light blue glow leaves an Ithzir champion.
The powerful look leaves an Ithzir champion.
The dully illuminated mantle protecting an Ithzir champion begins to falter, then completely fades away.
An Ithzir champion's movements no longer appear to be influenced by a divine power as the spiritual force fades from around her arms.
An Ithzir champion appears to recover some strength.
An Ithzir champion's movements no longer appear hampered as the lunar light encircling her fades away.
Cast Roundtime 3 Seconds.
Fortybox
12-31-2020, 06:10 PM
What are people's thoughts on lores? Here's my training at lvl 39 (fyi, dodging is 40, I have an enhancive that makes it 43):
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 140 40
Ranged Weapons.....................| 180 80
Ambush.............................| 180 80
Physical Fitness...................| 140 40
Dodging............................| 143 43
Harness Power......................| 140 40
Survival...........................| 140 40
Perception.........................| 180 80
Climbing...........................| 90 20
Swimming...........................| 90 20
First Aid..........................| 140 40
Spell Lists
Ranger.............................| 39
What should I be considering? I have a bank of extra TPs I can use.
caelric
12-31-2020, 06:16 PM
You should bump up all your main skills by 1 (or 2 for those that are 2x) first.
Fortybox
01-01-2021, 07:30 AM
You should bump up all your main skills by 1 (or 2 for those that are 2x) first.
I'm level 39. Skills are already where they should be at for 1x and 2x. Otherwise I'd be training ahead or in the actual level itself.
Taernath
01-02-2021, 05:01 PM
I'm level 39. Skills are already where they should be at for 1x and 2x. Otherwise I'd be training ahead or in the actual level itself.
Are you purposely keeping yourself behind on a level's worth of skills? You have the same ranks as my 38 rogue.
caelric
01-02-2021, 05:09 PM
I'm level 39. Skills are already where they should be at for 1x and 2x. Otherwise I'd be training ahead or in the actual level itself.
No, they're not. You are behind a level in those skills.
No, they're not. You are behind a level in those skills.
I agree with Fortybox on this. Fully 1x is level + 1, 2x is level + 2, etc. Following this pattern, you hit 101/202/303 at level 100. Just because you *can* train ahead of your current level doesn't mean you're behind if you don't. It helps keep the TPs in line for me, anyway.
TheLastShamurai
01-03-2021, 12:16 AM
What are people's thoughts on lores? Here's my training at lvl 39 (fyi, dodging is 40, I have an enhancive that makes it 43):
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 140 40
Ranged Weapons.....................| 180 80
Ambush.............................| 180 80
Physical Fitness...................| 140 40
Dodging............................| 143 43
Harness Power......................| 140 40
Survival...........................| 140 40
Perception.........................| 180 80
Climbing...........................| 90 20
Swimming...........................| 90 20
First Aid..........................| 140 40
Spell Lists
Ranger.............................| 39
What should I be considering? I have a bank of extra TPs I can use.
Things to consider would be... armor to 70, 1x Summon til 60, and/or more spell ranks.
Fortybox
01-03-2021, 05:26 AM
I agree with Fortybox on this. Fully 1x is level + 1, 2x is level + 2, etc. Following this pattern, you hit 101/202/303 at level 100. Just because you *can* train ahead of your current level doesn't mean you're behind if you don't. It helps keep the TPs in line for me, anyway.
This is correct.
Fortybox
01-03-2021, 05:27 AM
I ended up adding 12 ranks of blessing lore. Large benefit here I'm seeing from 610. Boost to AS/CS.
drumpel
01-04-2021, 03:44 PM
[MANA WASTE RAGE RANT]Fuck my ever loving life with the 98 mana trying to kill a god damn champion. Shit took 32 mana, 48 at times prior to this setup horseshit... Convert to SMRv2 can suck the herpes off the shaft of a drunken male prostitute.[/MANA WASTE RAGE RANT]
Most painful aspect of SMRv2 is the fact that it's heavily dependent on caster level vs defender level. Everything else is rather moot, you can always over train in spell ranks to help boost your SMRv2 casting power, but it still not a be all solution - it's marginally helpful. You can also train in lores to help boost power of the spell, but if you can't hit the target it's rather moot as well. The only way to boost your chances to successfully hit a target is to put a target prone/stunned or immobilized. Stunned adds -35 (shows up as a bonus for the caster), prone adds a -20 (shows up as a bonus for the caster; prone and stunned do stack to give a -55 total) or if you can bind/immobilize a target that'll give a -100 bonus (but it does not stack with stunned and prone status).
Since those champs are already at a base level of 102 - not sure if they can also spawn +/- 5 levels, but if they can and you got one that's actually level 105/106/107 then you're kinda fucked since you're stuck at level 100.
With 917, I can tell when I'm up against a creature that's at least level 103 because the crit power really starts to take a noticeable drop at that point. Creatures that are level 100 to 102, the crits are decent and anything under my capped mage you can tell especially when they get to be around level 95, they tend to melt. It's also noticeable how much harder it becomes to hit targets once they start getting in that 105 level range, I need much higher rolls to actually hit them due to the 5+ level difference, but thankfully I can overcome most of the difference with ewave or tremors for most creatures.
SMRv2, there is no real way to defend against it properly either when going against like level creatures. The open roll system built with it means you're going to be screwed over eventually and there is nothing you can do about it. It also sucks when the RNG goes the opposite direction when you're casting spells at creatures. I've had entire casts of 917 (all 6 damage cycles) roll negative numbers.....only to follow up with a second cast of 917 and to watch the first two damage cycles hit that -100 or -200 range before the spell actually gives me a good roll to damage the target.
I feel your pain about SMRv2 and mana wasting. Which is why I felt the overall chance to spike thorn being kind of a mean change in terms of needing setup spells to help "improve" your chances for it to work with the change over to SMRv2. But, having not personally utilized the spells under the new system I can't make a personal observation if this is how all rangers feel about the change....I can only base it off info I've seen others post.
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