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  1. #1
    Community Member Requiro's Avatar
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    Smile Ranger Pass - Spell list improvement (with only 2 new Spell)

    Ranger Pass is almost over, but what that class still need is a little adjustment to Spell List.
    I know that Create new spell is very time consuming for Devs, that's why I create List of Spell, that concentrate mostly on already existing spells in games.
    I take spells that I think are useful, and suit Ranger flavor well.

    On the other hand some of the adjustment are not great or even necessary, as almost no one using these spells today.
    So if time to improve them, is too long, leave them are they are. No one will cry.

    Taking into consideration I group my Spells suggestion by Color:

    Green are OK (or noone care) and no needed any changes.
    Orange are average or poor, and it need improvement, but If time to improve them is too much, leave them, and concentrate on:
    Red - the most important changes/replace/add on that every Ranger player will be glad to have. Please concentrate on them Devs.
    Also Blue to indicate New Spells to the list

    LEVEL 1: (4 Ranger level)
    Resist Energy, Charm Animal, Camouflage, Jump, Merfolk’s Blessing, Pass Without Trace, Ram’s Might – OK
    Entangle – No reflex save when first caught, but still STR check every 2 second
    Longstrider – Change bonuses type (for stack reason) with reduce bonus to 5% or improve bonuses to +25% instead 15%
    Magic Fang – Improve bonuses per caster levels from 5 to 4.
    Tumble – add +1 every 3 caster levels
    Summon Nature’s Ally ICR rises to 2 or replace this spell with Summon Nature’s Ally II

    ADD already existing SPELL: Lesser Vigor

    LEVEL 2 (8 Ranger level)
    Protection from Energy, Cure Light Wounds, Hold Animal, Bear's Endurance, Cat's Grace, Owl's Wisdom, Camouflage, Mass – OK
    Snare – Faster casting, no save, first STR check after 5 second, Longer Cooldown: 10 second.
    Spike Growth – Faster casting, no reflex save against slowing movement, Improve damage cap to 15d4, Longer duration; 25 second.
    Summon Nature's Ally II CR rises to 4 or replace this spell with Summon Nature’s Ally IV
    Barkskin – Remove the cap

    ADD already existing SPELL: Vigor

    LEVEL 3 (11 Ranger level)
    Cure Moderate Wounds, Neutralize Poison, Remove Disease – OK
    Wild Instincts – add +1 every 3 caster level
    Summon Nature's Ally IIICR rises to 8 or replace this spell with Summon Nature’s Ally VI

    ADD already existing SPELL: Shield
    ADD already existing SPELL: Water Breathing
    ADD already existing SPELL: Lesser Restoration
    ADD already existing SPELL: Elemental Weapons

    ADD NEW SPELL: Elemental Arrow (like Flame Arrow spell, but only arrows with elemental of our choice), 500 stacks

    LEVEL 4 (14 Ranger level)
    Freedom of Movement, Cure Serious Wounds – OK
    Animal Growth – Add +4 size bonus to Damage, and remove -2 DEX penalty.
    Longstrider, Mass - Change bonuses type (for stack reason) with reduce bonus to 5% or improve bonuses to +25% instead 15%
    Summon Nature's Ally IV- CR rises to 12 or replace this spell with Summon Nature’s Ally VIII

    ADD already existing SPELL: Greater Vigor
    ADD already existing SPELL: Death Ward
    ADD already existing SPELL: Restoration
    ADD already existing SPELL: Dominate Animal

    ADD NEW SPELL: Foebane (Weapon grant Bane ability of your choice) – 1 min / caster level, Cooldown: 60 second

    I hope that at least some of the spell, that are in game already, will be add to the list of Ranger Spell list. That is a little time consuming, compare to create new spells (what will be great, but we all know that Devs don't have time for everything). Then, with AA improvement, Ranger pass will be complete.
    Last edited by Requiro; 09-28-2015 at 08:43 AM.
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  2. #2
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    I don't think Rangers get some of your suggestions are spells Rangers get in pnp and of they don't get them there they shouldn't get them here. They shouldn't b able to cover all the bases just because.


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  3. #3
    Community Member Requiro's Avatar
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    Quote Originally Posted by Uska View Post
    I don't think Rangers get some of your suggestions are spells Rangers get in pnp and of they don't get them there they shouldn't get them here. They shouldn't b able to cover all the bases just because.
    DDO in far, far away from pnp (unfortunately). That's why I post this.
    Devs already stated, that they don't have much time for new spells.

    So for me it's better than nothing.
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  4. #4
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    Quote Originally Posted by Requiro View Post
    DDO in far, far away from pnp (unfortunately). That's why I post this.
    Devs already stated, that they don't have much time for new spells.

    So for me it's better than nothing.
    Rangers have pretty much all the spells they should they for sure shouldn't get any restoration spells or death ward


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  5. #5
    Community Member Requiro's Avatar
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    Quote Originally Posted by Uska View Post
    Rangers have pretty much all the spells they should they for sure shouldn't get any restoration spells or death ward
    Why?

    Just to remind: They have 4 slot 4 levels spell, while only 2 are useful (FoM and CSW). You think it's ok?

    BTW: When Devs made Paladin Pass, they also improve their spells. Why can't do the same for Rangers? (not mention that they not only improve them, but made one OP spell as well)

    EDIT: Death Ward is powerful spell, but not on level 14. It's also Transmutation school spell. Lesser Restoration on level 11 and Restoration on level 14 are useful but not game braking (both Conjuration school). They don't improve any DPS, but give Ranger a little more survivability and SP (and spell slot) utility.
    Last edited by Requiro; 09-28-2015 at 10:28 AM.
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  6. #6
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    Because it's completely and utterly out of their history they have natural spells closer to Druids they should have different spells than Paladins who are closer to clerics you want them to have all the good paladin spells and still keep all their own unique spells it doesn't make sense.


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  7. #7
    Community Member Requiro's Avatar
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    Quote Originally Posted by Uska View Post
    Because it's completely and utterly out of their history they have natural spells closer to Druids they should have different spells than Paladins who are closer to clerics you want them to have all the good paladin spells and still keep all their own unique spells it doesn't make sense.
    Wait... What spells are Paladins? All of them (but Shield and Elemental Weapon) are Druids or Cleric.

    EDIT: Oh well - I see now. Paladin have also Death Ward and Restoration. It's seems that only Ranger don't get them. Well.. Maybe I should suggest Holy Sword version for Ranger? That will be something…
    Last edited by Requiro; 09-28-2015 at 10:36 AM.
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  8. #8
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    Quote Originally Posted by Requiro View Post
    Wait... What spells are Paladins? All of them (but Shield and Elemental Weapon) are Druids or Cleric.

    EDIT: Oh well - I see now. Paladin have also Death Ward and Restoration. It's seems that only Ranger don't get them. Well.. Maybe I should suggest Holy Sword version for Ranger? That will be something…
    No rangers have their own special spells not all casters should have the same spell lists. your list is bad doesnt fit rangers, are you familiar with the roots of the game at all? yeah we have moved beyond quite a bit but it doesnt mean we should leave it entirely epecailly on things like spells they can cast.


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  9. #9
    Hero JOTMON's Avatar
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    Some of the class spells from classes like Ranger, Paladin become worthless beyond the beginner levels.

    Barkskin has become garbage with the introduction of easily obtainable random gear with natural armor up to +11 when the ranger spell caps at +5.
    Change the spells from niche classes to be unique stacking buffs that are not easily replaced.
    Have them as something like Primal bonuses that stack with most other natural armors but not other sources of primal bonuses.

    Spells like Owls wisdom, Bears, bulls.. are all garbage spells beyond character level 7 since they become easily trumped by static gear and low level +4 stat potions.
    change them to +1 Profane bonus/10 character levels.. so a ranger at level 30 (when it gets here) can cast this as a +3 bonus.

    incentive to have each niche class bring a unique bonus to the mix encourages more diversity in groups.

    The game as far as I am concerned is losing its roots and is falling away from "stronger as a team" to Solo'ists sometimes grouping together.
    encouraging diversity in groups by offering bonuses only available from those unique classes needs to be revitalized.
    Argo: Degenerate Matter - 200
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  10. #10
    Community Member Grailhawk's Avatar
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    Quote Originally Posted by JOTMON View Post
    Some of the class spells from classes like Ranger, Paladin become worthless beyond the beginner levels.

    Barkskin has become garbage with the introduction of easily obtainable random gear with natural armor up to +11 when the ranger spell caps at +5.
    Change the spells from niche classes to be unique stacking buffs that are not easily replaced.
    Have them as something like Primal bonuses that stack with most other natural armors but not other sources of primal bonuses.

    Spells like Owls wisdom, Bears, bulls.. are all garbage spells beyond character level 7 since they become easily trumped by static gear and low level +4 stat potions.
    change them to +1 Profane bonus/10 character levels.. so a ranger at level 30 (when it gets here) can cast this as a +3 bonus.

    incentive to have each niche class bring a unique bonus to the mix encourages more diversity in groups.

    The game as far as I am concerned is losing its roots and is falling away from "stronger as a team" to Solo'ists sometimes grouping together.
    encouraging diversity in groups by offering bonuses only available from those unique classes needs to be revitalized.
    IMO just letting buff spells like Barkskin scale into epic levels would be good, aka remove the caster level 12 max from its growth (e.g. caster level 15 +6, caster level 18 +7, caster level 21 +8, caster level 24 +9 ...)

    This would help a lot of spells imo

  11. #11
    Hero JOTMON's Avatar
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    Quote Originally Posted by Grailhawk View Post
    IMO just letting buff spells like Barkskin scale into epic levels would be good, aka remove the caster level 12 max from its growth (e.g. caster level 15 +6, caster level 18 +7, caster level 21 +8, caster level 24 +9 ...)

    This would help a lot of spells imo
    Removing the spell cap would offer more usefulness to many spells across the board.
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  12. #12
    Community Member Hazelnut's Avatar
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    Personally, I don't think rangers need new spells but I do think many ranger spells need updating to reflect changes DDO.

    Entangle: the DC is too low and the area of effect is too limitted. I've never had entangle actually affect any monsters. Even if it did, since it cause the monsters to slow down as opposed to stop outright, it needs to affect the monsters over a much larger area. Snare and spike growth share this problem.

    Barkskin: It only adds to AC. While this is useful, the game has changed to include both PRR and MRR. These should be included. Like others have said, it is of limitted value at higher levels since gear will give you a natural bonus to armor that is far higher. Either increasing the benefit more with ranger level or changing it to a unique type would make more sense.

    Summon Nature's Ally: these summon a creature that is so far below the level of the ranger (even more so at higher levels) that it is nearly useless except as a mild distraction. Sadly this also renders many of the other ranger spells like magic fang useless. I would suggest that it should be turned into a auto-granted feat that works like the druid's dog and levels with the ranger. This would make magic fang and friends useful again.

    Merfolks blessing is largely pointless once one has an underwater action item (or a friend with the bubblehead spell). Sort of replacing it with a variation on the bubblehead spell I don't know what could be done to make it useful.

    Longstrider is of limitted use since people pick up speed items early on that give a bigger bonus and affect more than just running speed. By the time the ranger gets mass longstrider it is already useless because everyone has a speed item or other casters are offering the speed spell.

    In my opinion, the only spell that a ranger should get and doesn't is remove curse. Other spells would be nice but don't really fit with my ideas of ranger spells.
    Last edited by Hazelnut; 09-28-2015 at 04:41 PM.
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  13. #13
    Community Member Kawai's Avatar
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    Dire Tiger Pls.

    & since that will never happen, updating the already available spells would simply make sense.

    love the idea of Barkskin adding PRR/Dodge whtvr
    Entangle & Thorns = more stuck & more ouchie
    Add a twist to FOM, like some nifty +75% runspeed for x minutes. (Ranger only, yeaaaa)
    Jump can add a LEAP ability...

    & for Legolas Sake! CR28 Conjured Pets!!!!
    Baby Dragon pls

  14. #14
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    Quote Originally Posted by JOTMON View Post
    Some of the class spells from classes like Ranger, Paladin become worthless beyond the beginner levels.

    Barkskin has become garbage with the introduction of easily obtainable random gear with natural armor up to +11 when the ranger spell caps at +5.
    Change the spells from niche classes to be unique stacking buffs that are not easily replaced.
    Have them as something like Primal bonuses that stack with most other natural armors but not other sources of primal bonuses.

    Spells like Owls wisdom, Bears, bulls.. are all garbage spells beyond character level 7 since they become easily trumped by static gear and low level +4 stat potions.
    change them to +1 Profane bonus/10 character levels.. so a ranger at level 30 (when it gets here) can cast this as a +3 bonus.

    incentive to have each niche class bring a unique bonus to the mix encourages more diversity in groups.

    The game as far as I am concerned is losing its roots and is falling away from "stronger as a team" to Solo'ists sometimes grouping together.
    encouraging diversity in groups by offering bonuses only available from those unique classes needs to be revitalized.
    This is good not giving spells they shouldnt have making what spells they do get matter is the right way to go


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  15. #15
    Community Member Qhualor's Avatar
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    Quote Originally Posted by Hazelnut View Post
    Personally, I don't think rangers need new spells but I do think many ranger spells need updating to reflect changes DDO.

    Entangle: the DC is too low and the area of effect is too limitted. I've never had entangle actually affect any monsters. Even if it did, since it cause the monsters to slow down as opposed to stop outright, it needs to affect the monsters over a much larger area. Snare and spike growth share this problem.

    Barkskin: It only adds to AC. While this is useful, the game has changed to include both PRR and MRR. These should be included. Like others have said, it is of limitted value at higher levels since gear will give you a natural bonus to armor that is far higher. Either increasing the benefit more with ranger level or changing it to a unique type would make more sense.

    Summon Nature's Ally: these summon a creature that is so far below the level of the ranger (even more so at higher levels) that it is nearly useless except as a mild distraction. Sadly this also renders many of the other ranger spells like magic fang useless. I would suggest that it should be turned into a auto-granted feat that works like the druid's dog and levels with the ranger. This would make magic fang and friends useful again.

    Merfolks blessing is largely pointless once one has an underwater action item (or a friend with the bubblehead spell). Sort of replacing it with a variation on the bubblehead spell I don't know what could be done to make it useful.

    Longstrider is of limitted use since people pick up speed items early on that give a bigger bonus and affect more than just running speed. By the time the ranger gets mass longstrider it is already useless because everyone has a speed item or other casters are offering the speed spell.

    In my opinion, the only spell that a ranger should get and doesn't is remove curse. Other spells would be nice but don't really fit with my ideas of ranger spells.
    hey, while you guys are discussing AA over on the private boards, maybe you could include suggesting a ranger spell pass too? heres my suggestions from DWS thread

    Quote Originally Posted by Qhualor View Post
    a. detect snares and pits. ok, not a big boost, but these kinds of traps exist in DDO
    b. entangle. needs a boost similar to Evards
    c. summon natures ally. pointless and im sure even with druid past lives, augment summoning, etc it still wouldn't be worth a spell slot.
    d. barkskin. add PRR to the spell?
    e. bears endurance, owls wisdom, cats grace. pointless when you can equip a +4 item at the level you can slot the spell. have it scale and make it stacking +1 at level 8, +2 level 12, +3 level 16 and +4 level 20?
    f. snare. needs a boost.
    g. spike growth. needs more damage.
    h. *wind wall. similar to deflect arrows but with a twist.
    i. command plants. similar to charm and useful in Druids chain
    j. longstrider. add speed? or maybe a stacking striding?
    *remove Deflect Arrows if this were to be included as a spell since its too close to it.

    I would vote for you to be Player Council Member of the year if you could get dev attention on ranger spells.
    #MakeDDOGreatAgain

    You are the one choosing not to play alts.

    Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter

  16. #16
    Community Member Requiro's Avatar
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    Well guys - maybe I write English not well, but I wrote most of your suggestion here. Like remove Barkskin cap, Balance Nature Ally line spell, ect. ect. Probably not perfect, but I also explain why I add these new spells.

    Do I want new shiny spells, unique for Rangers? Hell yea! Do we get them? No we don't.

    That's why I post these changes, to get something while we are in the middle of Ranger Pass.

    When Ranger Pass gone, we will be forgotten like always Ranger was, for the next couple of years.

    There are some other threads that suggest new, cool spells for Ranger. But there is no single sign from Devs that they plan create any new spells for Ranger.

    For me it's better to have some utility with no occupied spell slot, even with less thematically but existing spells, then leave them just empty.
    Last edited by Requiro; 09-28-2015 at 06:29 PM.
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  17. #17
    Hopeless Romantic dunklezhan's Avatar
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    I'm good with removing spell level caps for rangers, and buffing their summons to something useful at the minimum levels you actually get access to them. Beyond that, I'm actually pretty happy with ranger spells.
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  18. #18
    Community Member Grailhawk's Avatar
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    Quote Originally Posted by Requiro View Post
    Well guys - maybe I write English not well, but I wrote most of your suggestion here. Like remove Barkskin cap, Balance Nature Ally line spell, ect. ect. Probably not perfect, but I also explain why I add these new spells.

    Do I want new shiny spells, unique for Rangers? Hell yea! Do we get them? No we don't.

    That's why I post these changes, to get something while we are in the middle of Ranger Pass.

    When Ranger Pass gone, we will be forgotten like always Ranger was, for the next couple of years.

    There are some other threads that suggest new, cool spells for Ranger. But there is no single sign from Devs that they plan create any new spells for Ranger.

    For me it's better to have some utility with no occupied spell slot, even with less thematically but existing spells, then leave them just empty.
    Not saying you shouldn't make these suggestion but IMO if Ranger spells ever get a pass it will be in a larger Spell pass when they look at Druid Spells. I don't see them touching Ranger spells until then.

    Another way to say that would be Ranger spells can get a look when Druid spells do so even if they don't look at them now there is still a chance later on.

  19. #19
    Community Member Requiro's Avatar
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    Quote Originally Posted by dunklezhan View Post
    I'm good with removing spell level caps for rangers, and buffing their summons to something useful at the minimum levels you actually get access to them. Beyond that, I'm actually pretty happy with ranger spells.
    Do you have ANY hard decision what put to your spell slot?

    Especially on Pure Ranger?

    Quote Originally Posted by Grailhawk View Post
    Not saying you shouldn't make these suggestion but IMO if Ranger spells ever get a pass it will be in a larger Spell pass when they look at Druid Spells. I don't see them touching Ranger spells until then.

    Another way to say that would be Ranger spells can get a look when Druid spells do so even if they don't look at them now there is still a chance later on.
    I don't like to think that WHEN they do Druid Pass, then MAYBE we get some "Fat Crumbs". Especially, that we don't even know IF and WHEN they do Druid Pass.

    I want use these empty spell slot now, not waiting another couple years.

    Just to remind: They already improve Ranger spells some time ago. And what we get? Charm Animal, Entangle, Pass Without Trace, Magic Fang, Spike Growth, Snare, Animal Growth - Are ANY of these useful? (Hilarious are Magic Fang and Animal Growth with useless summons...)
    Last edited by Requiro; 09-28-2015 at 06:50 PM.
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