Post by sirra on Jan 18, 2015 22:57:16 GMT -5
I was recently messaged for some advice on playing (I'm going to assume they meant 'twinking', because otherwise I was the wrong person to ask) a ranger. I decided to make a thread about it because there are a couple people on this board better at twinking rangers than I am, (Delerak, for one), and others can correct me if my knowledge is outdated.
PART ONE - Where we establish the premise
Why Ranger?
Why not? You don't have the karma for a magicker, you're sick of playing warriors, and assassins suck. Burglars, pickpockets and merchants are boring.
Why Ranger for Reals?
Rangers are an interesting class. In many ways, they combine the best of what's nice about playing a warrior or one of the stealth classes, and just like merchants, you can potentially make a fortune on them. It's a very fair statement to say that a decent ranger can be as 90% as effective in any given area as the best representative of any other mundane class. I'll compare the ranger to each of the mundane classes, then touch briefly on magickers.
Ranger Vs. Warrior
This is one of the most thoroughly debated questions in the history of Armageddon. Nineteen out of twenty times, these are the two classes that get compared the most. So it's going to get the longest treatment. You will also encounter more warriors than anyone else, so you should know where you stand.
What can Warriors do a little better than Rangers?
* A warrior can disarm, bash or kick an opponent. Of these, disarm is the most dangerous, but not that bad, actually. A ranger only needs to worry about bash in the sparring circle - but more on that later.
* A warrior can use a shield effectively. This is probably the ability of the warriors that as a ranger, I found most envious. The best thing you can do to protect yourself in the wastes is have no-hands riding and carry a shield. I have seen a shield be the difference between life or death more than any other reason. If you die in battle as a ranger, chances are, you would have survived with a shield. Of course, most warriors can't ride for shit. But more on this later.
* A warrior gets access to advanced weapon skills. In theory, this sounds like a big advantage. In practice, this is one of those things that matter most in regards to sparring. Advanced weapon skills are difficult to pick up, but by the same token, a warrior who has skilled up an advanced weapon skill (and it's very hard to do) is the only warrior that will always beat you in the sparring circle. No matter what else you think you know, or what you have experienced - a great, twinky ranger is perfectly capable of beating up a great, twinky warrior in a straight fight in a sparring circle, granted that the warrior is using a standard weapon.
* Warriors get slightly higher parry. This makes a surprisingly big difference, but not as big a difference as raising all your weapons to at least <advanced>. A ranger with maxed parry, and <advanced> or greater weapon skills can out-parry a warrior that focused on only one weapon. When I fought people, if I knew they were unfamiliar with certain weapons, I'd switch to using those. Also? Getting all your weapon skills to advanced or greater is quite simple. This issue will come up later as well.
* Warriors are a bit better at rescuing and guarding. Rangers can get surprisingly good at rescue and guarding (they branching guarding when rescue is high enough), but no one will ever expect it of you. Most don't even know rangers can guard, because hardly anyone but ancient, maxed-out rangers work on rescue in their spare time. Also? Every time I tried to rescue someone in a OMFG situation, I died, and they lived. So screw them. In any other event, I was better off just attacking and killing their assailant rather than waste time failing a rescue. More importantly, what the fuck are you doing fighting with your feet on the ground?
* Subdue. Important if you're a mul, dwarf or an HG, and your opponent is an idiot. Not a huge deal otherwise. Although, subduing and punching someone in the head as a warrior is one of life's rare pleasures. It's extremely situational and only viable against people who are clueless or who you could defeat regardless.
* Flee. Surprisingly and incredibly important, but so underutilized as to be of no real meaning. But I love having maxed flee on a warrior. It's more useful than you'd think in pvp. Being able to flee in whatever direction you like, and know you'll succeed is great.
What can Rangers do much better than Warriors?
* Everything else you can think of. I will address a ranger's specific strengths further down.
Ranger vs Assassin
This is a less interesting question. Assassins are a fairly weak and specialized class. While it is true that you could claim that a Warrior is #1 at fighting, a Ranger is #2, and an Assassin is #3...That 2-3 is quite a descent. It is not a gentle, downwards slope. It's more like a dead drop. Also, unlike rangers and warriors, as a general rule, assassins and rangers tend to inhabit different ecosystems.
More on assassins that try to be rangers or warriors here: armageddonmud.boards.net/thread/167/warriors?page=7
Oldtwink, jkarr and myself all answered a query by Gunslinger on why more assassins don't twink their off/def.
What can Assassins do better than Rangers?
* Assassins can backstab or sap. This can be extremely powerful - and it better be - cause it can be difficult for some people to skill up, is less impressive than they thought it would be, even maxed, and is your main reason for existence. They pay for this by being crushed with a lower parry ceiling, and lacking access to slashing or chopping weapons. Which is a much bigger deal than most people understand. An assassin basically relies on the auto-poison of backstab (meaning the poison WILL take effect if landed with backstab), as their end-all, be-all.
* They can draw weapons without a room echo. I've seen it be useful...Once. Some dude went into a backroom with someone, and didn't realize the other person was armed until too late. That sounds cool, but in ~10-14 years, I've only seen this once.
* Assassins have some mild ability at breaking into places. Provided they go through a fuck-ton of picks and really work the meta-aspect of such B&E crap. But they won't be as good as burglars.
* They have city stealth and city tracking, but this isn't that big a deal. A ranger can too. In fact, a ranger/thief is a superior option to assassin in almost every conceivable respect. The only exception is backstab.
* They can kill themselves with trap.
What can Rangers do better than Assassins?
* Everything else. A ranger/thief can do everything in the city that an assassin can, except backstab or break into shitty locks, and can do things in the wilderness that an assassin couldn't dream of. If you want to play an assassin, play it for the sexual pleasure of engaging in a crippling masochistic fetish, or for RP reasons (so same thing). Don't do it for backstab, or you will be disappointed. And don't try to be the dwarf/HG/mul assassin/guard. It won't work out for you like it did for that one person.
Ranger vs Pickpocket & Burglars
I'm taking these two at a time with no sweat, like even a newbie ranger can do to most burglars and pickpockets.
What can Picks/Burglars do better than Rangers?
* Not much. Die, perhaps? Both classes are essentially gimmick classes, and the gimmick isn't even that great.
* Burglars: Bilbo Baggins you ain't. More like Bilbo Faggins, amirite? You get an equivalent throw to Assassins, and just barely enough poisoning and trapping ability to be more dangerous to yourself than anyone else. I'm not even lying. Burglar skill in traps and poisons caps so low (~40-50 IIRC), that you are literally more dangerous to yourself. I'm not being funny or sarcastic. A Burglar with maxed trap and maxed poison has a coin's toss chance of inflicting it on themselves.
* Burglars: What you can do is break into areas that an assassin couldn't, but what will you do once you're in there? Steal it to make sids? A ranger can make much more sids than a burglar can, and still have an interesting life and be useful to someone. A burglar is basically a useless fuckhole, and the best roleplayed burglar is the best roleplayed useless fuckhole of a character. I could go on, but it deserves its own post. The sole point of your existence is just to make people with non-clan compounds more careful in protecting their shit.
* Pickpockets: You have the Burglar ability to eke out a meaningless, Nietszchean existence with your pickpocket and haggle skills, while lacking the ability to do anything special or interesting with your sids. Also, unfortunately for pickpockets, they can only prey on those who are actually online and in the same room for them. You get a great peek, and a great steal, but a surprisingly shitty stealth and scan. You get sap (at a subguild-low level), but no bludgeoning weapons. I don't know why I'm even spending time on this. Pickpockets are lame, and they're only picked by the World's Best RPer (if you're reading this, and love pickpockets, I'll assume this is you), sex maniacs (13 year old rinthi orphan pickpocket for the win), and newbie jerkassses.
What can Rangers do better than Burglars/Pickpockets?
A better question is what CAN'T they do better. And the answer to that is...Not much. I mean, I just spent the burglar/pickpocket section talking about how much they sucked.
Ranger vs Merchant
You're playing a merchant because you either 1) have a specific clan role in mind, 2) Enjoy the crafting lifestyle or 3) Want to make a great big pile of sids with dreams of creating your own merchant house one day.
I can't help you if you're 1 or 2. If you're 3...You can make more sids as a ranger, while being less useless in every other capacity. If you want to start a merchant house, you need to start working on sucking Nyr's cock. Because there are only 4 warehouses available for players, and that's only the first step to founding a House. But I'm sure anyone can achieve it if they just work hard and are a good RPer (that rumbling sound in the distance is my eyes rolling back).
Ranger vs Gicker
This is more a question of mundane vs magicker. You're either playing a gicker, or you're not. But in so far as it matters, out of all the mundane classes, a ranger is the biggest threat. For every gicker that has died to an assassin's backstab or a warrior's bash, 9 more have died to a ranger's arrow.
So why Ranger?
* Rangers get access to all four of the main weapon styles, so can go toe to toe with any warrior who hasn't heavily skilled up an advanced weapon style. That's the vast majority of warriors. Though not such a vast majority as back before they showed you your skill level. Being able to see one's progress has motivated many people into working harder at skills that in years past would sit at journeyman with them thinking they were master. But unlike any other class, a ranger can get chopping, slashing, piercing and bludgeoning to the same level as a warrior.
* This is important, because skill level in weapons, and that of your opponent's, affects a great deal, from damage to parrying.
* Rangers have the best mundane stealth and perception abilities, lacking only peek. This only works in the wilderness, which is fine for many characters, such as delves. But can be made to work in the city as well. More on that under subguilds. Scan and tracking are pivotal pvp abilities, however much they're shit on by some gickers. Ask any delf how important scanning and tracking was to them.
* Rangers have the best riding. Every other class has to take a subguild (Nomad, usually) to even come close. No-hands riding is extremely important. So is charge and trample, even in their nerfed version. You can't be bashed while mounted, either! Charge is essentially a vastly more useful and dangerous bash, which warriors don't get.
* Rangers are the absolute best at finding, making and effectively using poisons.
* Rangers are incredible healers. They can make any tablet, and bandage better than anyone. More on this later.
* Rangers are the best at climbing. With only a little bit of climbing gear, they essentially can't fail. I've climbed up some crazy places in perfect safety.
* Rangers can forage up food and water. No Vivuadan? No problem.
* Rangers can forage up LOTS of useful things, and actually be able to benefit from what they find. A krathi with a few magick rings is 'meh'. A ranger with one or two magick rings they got from foraging up slate for their krathi buddy is bananas. Come on. What's more important? Playing by the docs and rightfully fearing mages, or getting a sweet, sweet AI+ strength or agility ring? Any other class has take scavenger for that kind of action, and those fuckers can't ride. And what use does a Ruk have for rings? They can already get their strength above AI, just lack the weapon skill to truly benefit from it.
* Rangers are the next best thing to a fireball or lightning bolt, at ranged combat. Maybe better, in some respects. A poison arrow from a 3-room bow, followed by stealthing away is very lethal. A great ranger can pick off a whole unit of Byn. Many mages have died from an errant arrow. They've got an almost as good throw. Which means that unless an assassin comes along, with a slightly higher throw, you'll always win the stone toss game, while beefy warriors struggle and look on in amazement.
* You have the second best parry in the game. But it's still high enough to be useful, and if you skill up the same weapon your opponent is using, it's quite effective. Add in the highest dual wield (though, not so high as it used to be in years past) and a superb riding, and out in the wastes, where most fights happen, and you'll be at the advantage.
* Your blind fighting is as good as a warrior's. This is probably, like rescue or guard, among the last things you'll increase. But it is noticeable when it helps.
* Direction sense: You are unparalleled at this. It works in darkness, and not just in sandstorms as well. Ranger level direction sense is why some people can put in 20 directions ahead of time and get to where they're going even in pitch darkness. Hugely important for any kind of meaningful, long-term existence outside the city.
* Fletchery, tanning and bandagemaking. Most guilds have to take a subguild for two neat little crafting skills. Every other mundane, excepting merchant, gets jack and shit. Warriors get a shitty form of bandagemaking. You'll spend a lot of time using these in your off hours. Bandagemaking especially, becomes something like an art form. Learn how to make the best bandages, and then be amazed at healing yourself for like 50+ hitpoints in one go.
* The best skinning. Incredibly useful for all kinds of things - like obtaining poison glands from cilops. A good moneymaker. Good to have around. Goes nicely with tanning.
* The ability to tame animals. Huge money maker. Huge money saver.
* Rangers start with a very high defense against critters (higher than a 10 day warrior could expect), which means they're able to start tackling animals right out of chargen, provided their stats are decent...despite not having parry or shield.
* The self-respect that comes from being independent and self-sufficient, and able to defeat all but the most hardcore, master twink warriors in a straight up fight inside a sparring circle.
More to come in part two.
PART ONE - Where we establish the premise
Why Ranger?
Why not? You don't have the karma for a magicker, you're sick of playing warriors, and assassins suck. Burglars, pickpockets and merchants are boring.
Why Ranger for Reals?
Rangers are an interesting class. In many ways, they combine the best of what's nice about playing a warrior or one of the stealth classes, and just like merchants, you can potentially make a fortune on them. It's a very fair statement to say that a decent ranger can be as 90% as effective in any given area as the best representative of any other mundane class. I'll compare the ranger to each of the mundane classes, then touch briefly on magickers.
Ranger Vs. Warrior
This is one of the most thoroughly debated questions in the history of Armageddon. Nineteen out of twenty times, these are the two classes that get compared the most. So it's going to get the longest treatment. You will also encounter more warriors than anyone else, so you should know where you stand.
What can Warriors do a little better than Rangers?
* A warrior can disarm, bash or kick an opponent. Of these, disarm is the most dangerous, but not that bad, actually. A ranger only needs to worry about bash in the sparring circle - but more on that later.
* A warrior can use a shield effectively. This is probably the ability of the warriors that as a ranger, I found most envious. The best thing you can do to protect yourself in the wastes is have no-hands riding and carry a shield. I have seen a shield be the difference between life or death more than any other reason. If you die in battle as a ranger, chances are, you would have survived with a shield. Of course, most warriors can't ride for shit. But more on this later.
* A warrior gets access to advanced weapon skills. In theory, this sounds like a big advantage. In practice, this is one of those things that matter most in regards to sparring. Advanced weapon skills are difficult to pick up, but by the same token, a warrior who has skilled up an advanced weapon skill (and it's very hard to do) is the only warrior that will always beat you in the sparring circle. No matter what else you think you know, or what you have experienced - a great, twinky ranger is perfectly capable of beating up a great, twinky warrior in a straight fight in a sparring circle, granted that the warrior is using a standard weapon.
* Warriors get slightly higher parry. This makes a surprisingly big difference, but not as big a difference as raising all your weapons to at least <advanced>. A ranger with maxed parry, and <advanced> or greater weapon skills can out-parry a warrior that focused on only one weapon. When I fought people, if I knew they were unfamiliar with certain weapons, I'd switch to using those. Also? Getting all your weapon skills to advanced or greater is quite simple. This issue will come up later as well.
* Warriors are a bit better at rescuing and guarding. Rangers can get surprisingly good at rescue and guarding (they branching guarding when rescue is high enough), but no one will ever expect it of you. Most don't even know rangers can guard, because hardly anyone but ancient, maxed-out rangers work on rescue in their spare time. Also? Every time I tried to rescue someone in a OMFG situation, I died, and they lived. So screw them. In any other event, I was better off just attacking and killing their assailant rather than waste time failing a rescue. More importantly, what the fuck are you doing fighting with your feet on the ground?
* Subdue. Important if you're a mul, dwarf or an HG, and your opponent is an idiot. Not a huge deal otherwise. Although, subduing and punching someone in the head as a warrior is one of life's rare pleasures. It's extremely situational and only viable against people who are clueless or who you could defeat regardless.
* Flee. Surprisingly and incredibly important, but so underutilized as to be of no real meaning. But I love having maxed flee on a warrior. It's more useful than you'd think in pvp. Being able to flee in whatever direction you like, and know you'll succeed is great.
What can Rangers do much better than Warriors?
* Everything else you can think of. I will address a ranger's specific strengths further down.
Ranger vs Assassin
This is a less interesting question. Assassins are a fairly weak and specialized class. While it is true that you could claim that a Warrior is #1 at fighting, a Ranger is #2, and an Assassin is #3...That 2-3 is quite a descent. It is not a gentle, downwards slope. It's more like a dead drop. Also, unlike rangers and warriors, as a general rule, assassins and rangers tend to inhabit different ecosystems.
More on assassins that try to be rangers or warriors here: armageddonmud.boards.net/thread/167/warriors?page=7
Oldtwink, jkarr and myself all answered a query by Gunslinger on why more assassins don't twink their off/def.
What can Assassins do better than Rangers?
* Assassins can backstab or sap. This can be extremely powerful - and it better be - cause it can be difficult for some people to skill up, is less impressive than they thought it would be, even maxed, and is your main reason for existence. They pay for this by being crushed with a lower parry ceiling, and lacking access to slashing or chopping weapons. Which is a much bigger deal than most people understand. An assassin basically relies on the auto-poison of backstab (meaning the poison WILL take effect if landed with backstab), as their end-all, be-all.
* They can draw weapons without a room echo. I've seen it be useful...Once. Some dude went into a backroom with someone, and didn't realize the other person was armed until too late. That sounds cool, but in ~10-14 years, I've only seen this once.
* Assassins have some mild ability at breaking into places. Provided they go through a fuck-ton of picks and really work the meta-aspect of such B&E crap. But they won't be as good as burglars.
* They have city stealth and city tracking, but this isn't that big a deal. A ranger can too. In fact, a ranger/thief is a superior option to assassin in almost every conceivable respect. The only exception is backstab.
* They can kill themselves with trap.
What can Rangers do better than Assassins?
* Everything else. A ranger/thief can do everything in the city that an assassin can, except backstab or break into shitty locks, and can do things in the wilderness that an assassin couldn't dream of. If you want to play an assassin, play it for the sexual pleasure of engaging in a crippling masochistic fetish, or for RP reasons (so same thing). Don't do it for backstab, or you will be disappointed. And don't try to be the dwarf/HG/mul assassin/guard. It won't work out for you like it did for that one person.
Ranger vs Pickpocket & Burglars
I'm taking these two at a time with no sweat, like even a newbie ranger can do to most burglars and pickpockets.
What can Picks/Burglars do better than Rangers?
* Not much. Die, perhaps? Both classes are essentially gimmick classes, and the gimmick isn't even that great.
* Burglars: Bilbo Baggins you ain't. More like Bilbo Faggins, amirite? You get an equivalent throw to Assassins, and just barely enough poisoning and trapping ability to be more dangerous to yourself than anyone else. I'm not even lying. Burglar skill in traps and poisons caps so low (~40-50 IIRC), that you are literally more dangerous to yourself. I'm not being funny or sarcastic. A Burglar with maxed trap and maxed poison has a coin's toss chance of inflicting it on themselves.
* Burglars: What you can do is break into areas that an assassin couldn't, but what will you do once you're in there? Steal it to make sids? A ranger can make much more sids than a burglar can, and still have an interesting life and be useful to someone. A burglar is basically a useless fuckhole, and the best roleplayed burglar is the best roleplayed useless fuckhole of a character. I could go on, but it deserves its own post. The sole point of your existence is just to make people with non-clan compounds more careful in protecting their shit.
* Pickpockets: You have the Burglar ability to eke out a meaningless, Nietszchean existence with your pickpocket and haggle skills, while lacking the ability to do anything special or interesting with your sids. Also, unfortunately for pickpockets, they can only prey on those who are actually online and in the same room for them. You get a great peek, and a great steal, but a surprisingly shitty stealth and scan. You get sap (at a subguild-low level), but no bludgeoning weapons. I don't know why I'm even spending time on this. Pickpockets are lame, and they're only picked by the World's Best RPer (if you're reading this, and love pickpockets, I'll assume this is you), sex maniacs (13 year old rinthi orphan pickpocket for the win), and newbie jerkassses.
What can Rangers do better than Burglars/Pickpockets?
A better question is what CAN'T they do better. And the answer to that is...Not much. I mean, I just spent the burglar/pickpocket section talking about how much they sucked.
Ranger vs Merchant
You're playing a merchant because you either 1) have a specific clan role in mind, 2) Enjoy the crafting lifestyle or 3) Want to make a great big pile of sids with dreams of creating your own merchant house one day.
I can't help you if you're 1 or 2. If you're 3...You can make more sids as a ranger, while being less useless in every other capacity. If you want to start a merchant house, you need to start working on sucking Nyr's cock. Because there are only 4 warehouses available for players, and that's only the first step to founding a House. But I'm sure anyone can achieve it if they just work hard and are a good RPer (that rumbling sound in the distance is my eyes rolling back).
Ranger vs Gicker
This is more a question of mundane vs magicker. You're either playing a gicker, or you're not. But in so far as it matters, out of all the mundane classes, a ranger is the biggest threat. For every gicker that has died to an assassin's backstab or a warrior's bash, 9 more have died to a ranger's arrow.
So why Ranger?
* Rangers get access to all four of the main weapon styles, so can go toe to toe with any warrior who hasn't heavily skilled up an advanced weapon style. That's the vast majority of warriors. Though not such a vast majority as back before they showed you your skill level. Being able to see one's progress has motivated many people into working harder at skills that in years past would sit at journeyman with them thinking they were master. But unlike any other class, a ranger can get chopping, slashing, piercing and bludgeoning to the same level as a warrior.
* This is important, because skill level in weapons, and that of your opponent's, affects a great deal, from damage to parrying.
* Rangers have the best mundane stealth and perception abilities, lacking only peek. This only works in the wilderness, which is fine for many characters, such as delves. But can be made to work in the city as well. More on that under subguilds. Scan and tracking are pivotal pvp abilities, however much they're shit on by some gickers. Ask any delf how important scanning and tracking was to them.
* Rangers have the best riding. Every other class has to take a subguild (Nomad, usually) to even come close. No-hands riding is extremely important. So is charge and trample, even in their nerfed version. You can't be bashed while mounted, either! Charge is essentially a vastly more useful and dangerous bash, which warriors don't get.
* Rangers are the absolute best at finding, making and effectively using poisons.
* Rangers are incredible healers. They can make any tablet, and bandage better than anyone. More on this later.
* Rangers are the best at climbing. With only a little bit of climbing gear, they essentially can't fail. I've climbed up some crazy places in perfect safety.
* Rangers can forage up food and water. No Vivuadan? No problem.
* Rangers can forage up LOTS of useful things, and actually be able to benefit from what they find. A krathi with a few magick rings is 'meh'. A ranger with one or two magick rings they got from foraging up slate for their krathi buddy is bananas. Come on. What's more important? Playing by the docs and rightfully fearing mages, or getting a sweet, sweet AI+ strength or agility ring? Any other class has take scavenger for that kind of action, and those fuckers can't ride. And what use does a Ruk have for rings? They can already get their strength above AI, just lack the weapon skill to truly benefit from it.
* Rangers are the next best thing to a fireball or lightning bolt, at ranged combat. Maybe better, in some respects. A poison arrow from a 3-room bow, followed by stealthing away is very lethal. A great ranger can pick off a whole unit of Byn. Many mages have died from an errant arrow. They've got an almost as good throw. Which means that unless an assassin comes along, with a slightly higher throw, you'll always win the stone toss game, while beefy warriors struggle and look on in amazement.
* You have the second best parry in the game. But it's still high enough to be useful, and if you skill up the same weapon your opponent is using, it's quite effective. Add in the highest dual wield (though, not so high as it used to be in years past) and a superb riding, and out in the wastes, where most fights happen, and you'll be at the advantage.
* Your blind fighting is as good as a warrior's. This is probably, like rescue or guard, among the last things you'll increase. But it is noticeable when it helps.
* Direction sense: You are unparalleled at this. It works in darkness, and not just in sandstorms as well. Ranger level direction sense is why some people can put in 20 directions ahead of time and get to where they're going even in pitch darkness. Hugely important for any kind of meaningful, long-term existence outside the city.
* Fletchery, tanning and bandagemaking. Most guilds have to take a subguild for two neat little crafting skills. Every other mundane, excepting merchant, gets jack and shit. Warriors get a shitty form of bandagemaking. You'll spend a lot of time using these in your off hours. Bandagemaking especially, becomes something like an art form. Learn how to make the best bandages, and then be amazed at healing yourself for like 50+ hitpoints in one go.
* The best skinning. Incredibly useful for all kinds of things - like obtaining poison glands from cilops. A good moneymaker. Good to have around. Goes nicely with tanning.
* The ability to tame animals. Huge money maker. Huge money saver.
* Rangers start with a very high defense against critters (higher than a 10 day warrior could expect), which means they're able to start tackling animals right out of chargen, provided their stats are decent...despite not having parry or shield.
* The self-respect that comes from being independent and self-sufficient, and able to defeat all but the most hardcore, master twink warriors in a straight up fight inside a sparring circle.
More to come in part two.