WumpusAmungus wrote: » What do I gain by going Ranger/Ranger as opposed to going Ranger/Fighter or Ranger/Mage?
Hinotori wrote: » WumpusAmungus wrote: » What do I gain by going Ranger/Ranger as opposed to going Ranger/Fighter or Ranger/Mage? You become a ranger squared. Aka... a powered ranger
Veeshan wrote: » check back near phase 3 of alpha2 cause we have no clue how archtypes work and phase 3 is when a couple classes seems to get them
WumpusAmungus wrote: » What is the advantage of choosing the same archetype as class ?
Rippley wrote: » The short answer is we don't know yet. But IMHO that's a good thing because it means we have an opportunity to advocate for the implementation of a better system. Personally, I think it makes sense for the double-down archetypes to provide advantageous stat distributions. The original idea for archetypes (I don't know if this is still the case) was that your stats would be modified by your archetype. For example; Fighter: +20% STR/-30% INT/+0% AGI/+10% CON Ranger: -20%STR/10%INT/+20% AGI/-10% CON If you go RANGER/FIGHTER your stats now look like this; Strider: +10%STR/-30%INT/+20%Agi/+0%CON But if you go RANGER/RANGER your stats look like this; Hawkeye: -20%STR/+20%INT/+30%AGi/-20%CON So you take on bigger penalties to the stats you don't really use as a Ranger, but in return you gain a bigger bonus to the stats that you really want. If you want to play the quintessential Ranged Ranger, the Hawkeye gives you ultra-specialization at the cost of durability and utility. However, if you want to play a hybrid Ranger that has some ability to dish out damage in melee and is a little more durable, the Strider still gives you a better stat spread for building that type of character.
Rippley wrote: » Ranger is one of the archetypes where I find it really easy to imagine OTHER archetypes augmenting THEM, but comparatively difficult to imagine what THEIR augments would look like on other classes. I suppose Ranger augments could be applied to a melee ability and turn it into a ranged ability or increase the range or area of effect of certain abilities. But how would that work with Ranger/Ranger?
Azherae wrote: » Rippley wrote: » Ranger is one of the archetypes where I find it really easy to imagine OTHER archetypes augmenting THEM, but comparatively difficult to imagine what THEIR augments would look like on other classes. I suppose Ranger augments could be applied to a melee ability and turn it into a ranged ability or increase the range or area of effect of certain abilities. But how would that work with Ranger/Ranger? Interestingly I again feel the exact opposite, because the 'Carry' itemization options in MOBAs (Predecessor being the main one that comes to mind) are almost always the ones most flexibly 'inserted' into basically any other attack build. And I'm not necessarily talking about the simple 'hit harder' or 'attack faster' ones either, though obviously, debuffing against damage or getting Penetration options would suit every Ranger player I can think of, while still not requiring it to be Ranged (and then it could be Ranged whenever that was suitable). Also, Rangers might get 'retreating mobility' or 'certain CC types' in the Augment space. It would be best for everyone, I think, if specific types of CC could be restricted to certain Archetypes, Augment wise. e.g. Tanks have Knockbacks, Fighters have Slows/Staggers, Rangers have Snares and Roots, Rogues have Detargeting and punish-bleeds.
Rippley wrote: » Azherae wrote: » Rippley wrote: » Ranger is one of the archetypes where I find it really easy to imagine OTHER archetypes augmenting THEM, but comparatively difficult to imagine what THEIR augments would look like on other classes. I suppose Ranger augments could be applied to a melee ability and turn it into a ranged ability or increase the range or area of effect of certain abilities. But how would that work with Ranger/Ranger? Interestingly I again feel the exact opposite, because the 'Carry' itemization options in MOBAs (Predecessor being the main one that comes to mind) are almost always the ones most flexibly 'inserted' into basically any other attack build. And I'm not necessarily talking about the simple 'hit harder' or 'attack faster' ones either, though obviously, debuffing against damage or getting Penetration options would suit every Ranger player I can think of, while still not requiring it to be Ranged (and then it could be Ranged whenever that was suitable). Also, Rangers might get 'retreating mobility' or 'certain CC types' in the Augment space. It would be best for everyone, I think, if specific types of CC could be restricted to certain Archetypes, Augment wise. e.g. Tanks have Knockbacks, Fighters have Slows/Staggers, Rangers have Snares and Roots, Rogues have Detargeting and punish-bleeds. So if Rangers already have snares and roots, what would a RANGER augment on a RANGER look like to you?