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Neverwinter - Hunter Ranger Class Preview

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  • masterjewstarmasterjewstar Member Posts: 563
    edited November 2013
    DEC 5th mod 2 is coming out or so they've announced
  • elewyndylelewyndyl Member, Neverwinter Beta Users Posts: 0 Arc User
    edited November 2013
    xdeckar wrote: »
    so the GWF and TR are now useles, i don't think so
    Trickster Rogue has long been slightly(1 Rogue) popular, but for Dungeons 1 Cleric is must since currently no other class has been released that have even near Cleric healing abilities. Cleric is really needed. A tank is NOT needed even for Castle Never however in that case group has Wizards with control spells.

    A Great Weapon Fighter is not so popular in PvE Dungeon groups, but of course if they have good gearscore many will accept them.

    Trickster Rogue and Great Weapon fighter can do well in PvP.

    Wizards have long been popular due to the fact they have control spells. I am really interested how Rangers could use control. I am getting tired of those who say we need 3 Wizards for Castle Never when that is NOT true. This Wizard dominance should be removed. I really wonder when Wizards are going to be nerfed they are way to popular for Dungeon runs.

    For the record I do not hate Wizards. However I think it is unfair for other classes that people spam we need 3 Wizards for this Dungeon.
  • drrowdrrow Member, Neverwinter Beta Users Posts: 17 Arc User
    edited November 2013
    Will ranger have a chance to find primary weapon from old equipment packs/blue boxes ?
  • lolmeuplolmeup Member Posts: 2
    edited December 2013
    when Module 2: Shadowmantle and ranger with it will come live ??
  • lolmeuplolmeup Member Posts: 2
    edited December 2013
    when Module 2: Shadowmantle with ranger comes live??
  • rhoricrhoric Member Posts: 1 Arc User
    edited December 2013
    Dec 5th Module 2 goes Live.
  • kaiserschmarrnkaiserschmarrn Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 390
    edited December 2013
    elewyndyl wrote: »
    Trickster Rogue has long been slightly(1 Rogue) popular, but for Dungeons 1 Cleric is must since currently no other class has been released that have even near Cleric healing abilities. Cleric is really needed. A tank is NOT needed even for Castle Never however in that case group has Wizards with control spells.

    A Great Weapon Fighter is not so popular in PvE Dungeon groups, but of course if they have good gearscore many will accept them.

    Trickster Rogue and Great Weapon fighter can do well in PvP.

    Wizards have long been popular due to the fact they have control spells. I am really interested how Rangers could use control. I am getting tired of those who say we need 3 Wizards for Castle Never when that is NOT true. This Wizard dominance should be removed. I really wonder when Wizards are going to be nerfed they are way to popular for Dungeon runs.

    For the record I do not hate Wizards. However I think it is unfair for other classes that people spam we need 3 Wizards for this Dungeon.

    The necessity of CWs in endgame dungeons like Spellplague and CN is in my opinion a design flaw. That parties can do without a GF, a TR or a GWF as long as they have 1-2 CWs really makes the other classes look bad.

    If I started a party and took 1 TR, 3 CWs and 1 DC, then I would probably have an easier time in most dungeons as if I took a class mix.

    I doubt however that this will get fixed for the old dungeons, since it would require a complete balance pass of most tier 2 dungeons and different endgame mechanics instead of "spam endless adds".

    I hope however that the newer dungeons will not repeat the design flaws of the base game.
  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited December 2013
    The devs are going to have to make a tough decision. Just as a CW can lock down or force-position mobs via their powers, a GF and tanking GWF need to be able to FORCE enemies to break off of their current target, and focus on them instead. A GF and their mark ability need to be treated as a form of control - one which doesn't simply stop working because said enemy hits the GF once...
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  • rswikirswiki Member Posts: 4 Arc User
    edited December 2013
    Can't wait!
  • richard0mannrichard0mann Member Posts: 1 Arc User
    edited December 2013
    Does anyone know if we will be able to move our Hunter/Ranger from the preview shard to the main game shard?
  • rhoricrhoric Member Posts: 1 Arc User
    edited December 2013
    Your characters stay on the preview shard. Things would be abused if they allowed your character to be moved off of preview to live
  • chifawnchifawn Member Posts: 0 Arc User
    edited December 2013
    so after grinding the ranger 40 + levels now they say you cant play the ranger in the normal game? thats kind of a rip thats like watching a demo insted of a movie there should be an option for a payed transfer or something ..or an awaited time i mean whats the point to level up if it cant ever be part of the full game
  • rhoricrhoric Member Posts: 1 Arc User
    edited December 2013
    You have been here this long. Longer than me. What happens on preview stays on preview. Module 2 goes to Live on Dec 5th. At that time you can start a new character using the Hunter Ranger class.

    I have done 6 Hunter Ranger characters on Preview.
  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited December 2013
    chifawn wrote: »
    so after grinding the ranger 40 + levels now they say you cant play the ranger in the normal game? thats kind of a rip thats like watching a demo insted of a movie there should be an option for a payed transfer or something ..or an awaited time i mean whats the point to level up if it cant ever be part of the full game

    A better analogy would be getting a special FREE invitation to a preview screening of a movie, then complaining that they didn't also give you a free ticket to see it in a regular theater...

    If characters could be moved back from the preview server to the live one, there'd be no way to prevent people from getting unlimited copies of any item, or unlimited ADs...
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  • badgerpants999badgerpants999 Member, NW M9 Playtest Posts: 70 Arc User
    edited December 2013
    For a 5 man dungeon, you'd want:

    1 defender (guardian Fighter)
    1 leader (divine Cleric)
    1 controller (control Wizard)
    2 strikers (swords hunter Ranger, bow hunter Ranger)

    Ta-da :D

    Swords do much less damage for the HR, About %66 of an equivalent bow if my memory and math are correct, so substitute swords HR with TR and you're good to go
  • tornnomartornnomar Member, NW M9 Playtest Posts: 400 Arc User
    edited December 2013
    I'll give the HR a try. It looks promising. I like the melee/ranged aspect. But I'll feel like I'm cheating on my Rogues.
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited December 2013
    I believe the HR is designed to be primarily a ranged class with melee tucked-in as the "oh-****e, I'm swarmed" back-up; not intended to be the primary powers of the class. Though some will attempt to focus on the melee aspect, I suspect they'll have a difficult time.

    Those who focus on genuine hybrid (equal use of both stances) will do well, but I plan of focusing on ranged stance and melee for what it is: a back-up to inflict some damage before I scoot the heck out of the chaos. Just my own too-sense, everyone's mileage will vary, of course. :)
  • queenanahitaqueenanahita Member Posts: 4 Arc User
    edited January 2014
    I had the same problem of using more potion than arrows. :). What I did and it work excelent for me, I got some exp points so that I'm one lvl higher than the quest i'm doing. I mostly pve on my own and it were a struggle. But no more, I'm lvl 53 ranger and doing quests on lvl 52. I take out mobs 5 at a time before they can reach me they dead already. If you far enough of an foe, and I checked it. I gave 20% of the shots I made 13,000 dps. Mostly it runs between 4000 and 8000dps. Thats Aimed shots. My split shots do 4 to 5 arrows between 2000 and 3500 dps. Before they reach me I put a thorn ward just infront of me. It Worked for me. And just mention it for no particular reason. Maybe someone can use it.
  • meanieswmeaniesw Member Posts: 4 Arc User
    edited January 2014
    Ah see, I play one of those few Combat (Melee) HRs, I have no issues with it at all. As a matter or fact, I can kill 3 people before I ever come out of Forest Ghost. Now, in the PvE aspect, I don't do nearly as much damage as I would if I had stayed Archery. Combat is more bursty, Archery is more sustained. Archery = better PvE, Combat = Better PvP.
  • pprandompprandom Member Posts: 182 Arc User
    edited January 2014
    i know the aggro is balance their high damage. But it becomes annoying to the whole party, GF, TR and GWF can t fight, it benfits the cleric i guess but it is a bit dense
  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited January 2014
    pprandom wrote: »
    i know the aggro is balance their high damage. But it becomes annoying to the whole party, GF, TR and GWF can t fight, it benfits the cleric i guess but it is a bit dense

    I'm sorry, I don't understand the point you brought up. You can use something like forest ghost to drop aggro and/or just be careful about how, when, and where you use your AoE attacks. It's also a good idea to equip a mixture of offensive and support/defensive encounter powers, based upon the rest of the team's makeup.
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  • malevolent215malevolent215 Member Posts: 52 Arc User
    edited January 2014
    bioshrike wrote: »
    I'm sorry, I don't understand the point you brought up. You can use something like forest ghost to drop aggro and/or just be careful about how, when, and where you use your AoE attacks. It's also a good idea to equip a mixture of offensive and support/defensive encounter powers, based upon the rest of the team's makeup.


    Do you play a HR? (not being rude). Forest Ghost is great for escaping and using a quick potion, but far from an agro drop. Every single time I use it the mobs either run away or stand there looking dumb, then when it's over they come running right back. I am talking about dungeons btw. I honestly believe it's slightly broken as no agro is actually lost, only temporarily confuses them.

    As for your comment about AoE's... so you want us to give up a ton of DPS and use less AoE? Why not make us even less desired compared to a CW. Only reason we get spots is that or DPS can compete with CW and GWF, otherwise we are just a spot filler.

    Seriously though, I wasn't try to be rude in any way, to me your comments seem to lack experience with a HR. They need to make Ghost a true agro drop, and fix our dodge so the invulnerable state matches the animation. Those two things will solve so many complaints.
  • akanaroakanaro Member Posts: 51 Arc User
    edited January 2014
    I'll add this to the discussion on aggro. I agree with malevolent that some skills like Forest Ghost needs a bit of tweaking. Now my next statement will perhaps make some people unhappy but is it a tested and proven fact. HR aggro is not broken, our team mates are usually below the required standard to maintain aggro when we are around.

    Don't believe me? Test it for yourself then if you're an HR. I have 14.4K GS with P.Vorp. If I go into a dungeon with a GWF that has at least 16K GS (which btw is the equivalent of a 14K CW/HR & TR) then I rarely have to even worry about aggro.

    The reality is unfortunately that most often team composition is terrible. Either people lack gear, lack weapon enchants or lack skill so we have no choice but to compensate by switching to what I call 'kill zoning'. In other words lay down Split the Sky and Thorn Ward to mark kill zones and your team will usually keep the fight in that area while you assist in keeping stragglers at bay. Don't spam split shot too often because your kill zone is already doing a lot of dps.
  • rhoricrhoric Member Posts: 1 Arc User
    edited January 2014
    akanaro wrote: »
    The reality is unfortunately that most often team composition is terrible. Either people lack gear, lack weapon enchants or lack skill so we have no choice but to compensate by switching to what I call 'kill zoning'. In other words lay down Split the Sky and Thorn Ward to mark kill zones and your team will usually keep the fight in that area while you assist in keeping stragglers at bay. Don't spam split shot too often because your kill zone is already doing a lot of dps.

    This what I usually would do in FC in GG. I let the tank or whoever start on the mobs then I drop split the sky and thorn ward right where they are then use aimed shot on the mobs in the kill zone, split shot if there is several mobs near death to clear them out.
  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited January 2014
    Do you play a HR? (not being rude). Forest Ghost is great for escaping and using a quick potion, but far from an agro drop. Every single time I use it the mobs either run away or stand there looking dumb, then when it's over they come running right back. I am talking about dungeons btw. I honestly believe it's slightly broken as no agro is actually lost, only temporarily confuses them.

    As for your comment about AoE's... so you want us to give up a ton of DPS and use less AoE? Why not make us even less desired compared to a CW. Only reason we get spots is that or DPS can compete with CW and GWF, otherwise we are just a spot filler.

    Seriously though, I wasn't try to be rude in any way, to me your comments seem to lack experience with a HR. They need to make Ghost a true agro drop, and fix our dodge so the invulnerable state matches the animation. Those two things will solve so many complaints.

    Yes, I have a 60 HR. If you are on a team, and assuming others on your team are continuing to attack, forest ghost can and does act as an aggro drop. Obviously if you're solo, or your team is not attacking for some reason, then enemies will re-aggro on you once you come out.

    As for my comment on Aos - yes - if you carelessly aggro all the enemies with your poorly placed AoEs, then you deserve every bit of aggro you get. If you are smart, and choose where and when to use your AoEs, it won't be as much of an issue. To complain that if you stop using your AoEs your DPS will be lower means that you aren't considering the importance in AoE placement and the repercussions of using them. If you can deal enough DPS so that enemies die fast enough to not be a problem, then why are you even here complaining? It's an either-or scenario - either you use your AoEs recklessly and deal with the consequences, or you use them more carefully, deal lower DPS, but also suffer reduced aggro.
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  • vexul71vexul71 Member Posts: 1 Arc User
    edited February 2014
    What I found useful was when in dungeons drop all AoEs for boss fights so the ads don't just destroy you and when done go back to using your favorite at wills and encounter spells.
  • avengingangel93avengingangel93 Member Posts: 192 Arc User
    edited February 2014
    I have a 60 HR. Whilst I understand the terminology "aggro magnate", I have to admit I rarely draw aggro from the tank, and on the off occasion I do, I immediately run to the tank so they can help retrieve aggro.
  • bigwilly4bigwilly4 Member Posts: 1 Arc User
    edited February 2014
    I have a 60 HR. Whilst I understand the terminology "aggro magnate", I have to admit I rarely draw aggro from the tank, and on the off occasion I do, I immediately run to the tank so they can help retrieve aggro.

    I do that too if I aggro run on tank and turn around tank with them tank will take aggro very easy to do.:cool:
  • oddzoddz Member Posts: 43 Arc User
    edited March 2014
    mitigation is a weakness low defenc you have to be wery active to stay out of an enemies reach
  • oddzoddz Member Posts: 43 Arc User
    edited March 2014
    okey exsample taking from yes i know lords of rings when legoass is fighting that elefant giant and the soldier on top he dodge dodge and dodge innbetwen he fires of arrows deadly precision that is exactly how you have to play you hunter ranger in pvp
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