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Rangers mana consumption is too much

MindsEyeMindsEye Member, Alpha Two
edited December 16 in Ranger Archetype
Testing this class since October in all scenarios pve/pvp/pvx has lead me to the conclusion that Intrepid designed MANA VAMPIRES 🧛 more so than a ranger. Compared to a mage, rangers have to sit more often for rations to restore mana. Period. Nonstop feedback from bards, tell me rangers they have to weigh the party option of having a ranger or the ability to restore mana to the entire party because rangers simply consume too much mana vs their mana restoration rate. Their burst damage versus the mana restoration makes bards cry 😭. I went as far as getting mana resto rings and necklaces over crit to try to see if this can be compensated to no avail as even then the consumption of mana IS THAT EXTREME. Long battles will show (vs dragon for example before it bugs and like a mage, instant teleports and raid insta wipes) that rangers always hit rock bottom on mana FIRST. Even a mage, a pure caster, does not have this rate of consumption as i tried one! My ranger’s next name will be “MANA LEECH”.

Comments

  • MindsEyeMindsEye Member, Alpha Two
    edited December 16
    I believe the issue may be that their base damage with a bow is too low. In order to COMPENSATE, rangers use their mana intensive abilities as a crutch to get the feeling of being effective as a damage class. This results in the ranger always running out of mana as they are using their very mana intensive skills to compensate for the lackluster white bow damage. This manifests as the rangers over-taxing and depleting their mana pool just to get the feeling the archetype is effective in the game. This taxes bards heavily crying they cannot keep up and the ranger archetype forced to sit and eat rations more often than a mage/pure caster as the ranger archetype is being played as a pure caster JUST TO DO EFFECTIVE DAMAGE.

    Their is a fundamental hole in the damage output, and the result is pretending to be a mage with relying on the most intensive mana consuming damage abilities as compensation for said hole in the damage output
  • latelevellatelevel Member, Alpha Two
    I've mainly played Ranger since Nov 8th, and I agree. I'm constantly out of mana due to the constant need use every ability in our toolkit to do damage. On top of that, the need for roots (200 mana) in a group settings is high (PvE and PvP), I'm using root nearly off cooldown in a lot of situations. Ex. Using it on big pulls as mobs are coming in to prevent healer aggro + lowering incoming tank damage + preventing rolling goblins from teleporting all over(especially with lag). In big group PvP setting's, mana def becomes an issue, because you quickly OOM, then result to either trying to run away to sneak in a drink, or you have to sit there and pop root only off CD, because that's all your passive mana regen + bard will allow. Several of our abilities require too much mana, Root being the big one.
  • latelevellatelevel Member, Alpha Two
    I leveled a Mage just to get a little better perspective on Ranger and noticed that while on my Ranger, I had a lot of attacks missing (especially with barrage). Maybe I wasn't noticing it on the Mage, but I didn't see it happening at all (both times fighting mobs 1-3 lvls higher than my own level). So that's a big damage difference, if Rangers need accuracy for our hits to land (no lower level gear worth using has accuracy, and with how our damage feels right now, we would always take Str + Attack power + crit over accuracy).
  • DezmerizingDezmerizing Member, Alpha Two
    latelevel wrote: »
    I leveled a Mage just to get a little better perspective on Ranger and noticed that while on my Ranger, I had a lot of attacks missing (especially with barrage). Maybe I wasn't noticing it on the Mage, but I didn't see it happening at all (both times fighting mobs 1-3 lvls higher than my own level). So that's a big damage difference, if Rangers need accuracy for our hits to land (no lower level gear worth using has accuracy, and with how our damage feels right now, we would always take Str + Attack power + crit over accuracy).

    I (level 23) had a lot of pieces with accuracy - still missed a huge portion of my attacks.

    At the very least marks and snipe shouldnt even be able to miss due to the nature of these abilities...
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  • latelevellatelevel Member, Alpha Two
    edited December 17
    I dont like "hit rating" or "accuracy" as a stat in general (add that on top of "Bullet sponge" mobs, after recent 3 star changes). Intrepid do us all a favor and remove Magical Accuracy Rating and Physical Accuracy Rating from all gear, hit rating is a boring stat. Getting a little off topic here, but I agree that the auto-shot damage should be increased a little. Hopefully penetration once fixed, may help with this issue, but I def see a need to reduce mana cost on several abilities, root being one.
  • ShabooeyShabooey Member, Alpha Two
    latelevel wrote: »
    I leveled a Mage just to get a little better perspective on Ranger and noticed that while on my Ranger, I had a lot of attacks missing (especially with barrage). Maybe I wasn't noticing it on the Mage, but I didn't see it happening at all (both times fighting mobs 1-3 lvls higher than my own level). So that's a big damage difference, if Rangers need accuracy for our hits to land (no lower level gear worth using has accuracy, and with how our damage feels right now, we would always take Str + Attack power + crit over accuracy).

    I (level 23) had a lot of pieces with accuracy - still missed a huge portion of my attacks.

    At the very least marks and snipe shouldnt even be able to miss due to the nature of these abilities...

    Absolutely agree with you. The amount of times my Ranger misses attacks compared to a Mage is a bit ridiculous really, hopefully they will tighten this up. Also ye, Snipe should hit unless you roll dodge it in my opinion.
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