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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Kiting as a ranger
Chicago
Member, Alpha One, Alpha Two, Early Alpha Two
I think anyone playing ranger also loves the aspect of kiting and out playing people in PvP/pve, it's a bit of the class fantasy and I am really hoping that ranger can do this in the long run.
As of right now, here are my issues with kiting, we usually can get the opener with Camo but after you open almost all classes can catch you, fighters have leaps and charges, tanks have pulls and insane hard CC, bards have more movement speed, mages have sleeps and slows, and clerics also have a hard stun and mostly just use wands so kiting is not really even an option. The other issue is once they do catch you, we have zero hard CC and we are the only class with absolutely 0 defensives, other than try to kite
Once they do catch you we have some options, we have one cc break which doesn't really help to much because most classes have more than one cc, we have vine field which is a great ability but again at level 25 most classes can remove the root, we have air strike another decent ability but definitely needs some work.
Any of these abilities will help us gain a little distance but the issue that I found was, due to how combat works in AOC, auto attacks will self snare you and all of rangers abilities have a cast time, so kiting whilst attacking is next to impossible against a skilled opponent.
The other issue I found is, when you turn it is not fluid, you can't jump, 180, shoot and keep running in a straight line, the 180 feels like you are jumping through glue and you cant even make it back to your original position before you land, this highly effects kiting
I would love to hear people's thoughts on this and potential fixes
As of right now, here are my issues with kiting, we usually can get the opener with Camo but after you open almost all classes can catch you, fighters have leaps and charges, tanks have pulls and insane hard CC, bards have more movement speed, mages have sleeps and slows, and clerics also have a hard stun and mostly just use wands so kiting is not really even an option. The other issue is once they do catch you, we have zero hard CC and we are the only class with absolutely 0 defensives, other than try to kite
Once they do catch you we have some options, we have one cc break which doesn't really help to much because most classes have more than one cc, we have vine field which is a great ability but again at level 25 most classes can remove the root, we have air strike another decent ability but definitely needs some work.
Any of these abilities will help us gain a little distance but the issue that I found was, due to how combat works in AOC, auto attacks will self snare you and all of rangers abilities have a cast time, so kiting whilst attacking is next to impossible against a skilled opponent.
The other issue I found is, when you turn it is not fluid, you can't jump, 180, shoot and keep running in a straight line, the 180 feels like you are jumping through glue and you cant even make it back to your original position before you land, this highly effects kiting
I would love to hear people's thoughts on this and potential fixes
4
Comments
Some options:
1) Give Rangers a ranged interrupt with a moderate cooldown. Castable during other abilities. If interrupts are not in this game, then a short duration Silence option.
2) I've noticed something missing from older the design video. While Ranger abilities have no minimum range, they had talked about giving Rangers damage bonuses for long range. So far, this is missing (aside from Snipe crit buff talent), and would help out against other ranged classes. I could see this being a new tradeoff skill: either get a damage buff the longer the range to target is, or get a skirmisher-type ability.
All casts snare during animation, even "insta" casts. That looks like a design here to stay. This doesn't necessarily mean you can't kite, you just have to kite in bursts using gap-makers. Unfortunately, Rangers right now only have 1 big attack, and it's on a 20s cooldown. So it's not like getting that gap to cast uninterrupted gives you any offensive bonus. It's all defense.
This may be something that will only be solved by archtype options. But here's an idea: Ammo that speeds your movement speed during cast of Barrage, Scattershot and finishers.
Concussive is not a silence it's a 25% reduction in casting speed which is pretty useless right now.
it does daze and then the lightning shot is suppose to promote daze to a silence thats whats bugged because cause it currently doesnt promote the daze to a silence
... but I use an energy spellbook that chills targets.
It's more for pvp
down side with spell book though is you loose out on ranger passive bow mastery which reduces your cooldown on some of ur main skills which is quite big imo
Agree
Yep and this only works for melee mobs with bad ai