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Making a Case for a Ranger Rework
#8
I do agree with the OP that Ranger is unfortunately mediocre in most regards.

The biggest change I'd like to make would be to Annorum, to make it's core mechanic more accessible and less punishing to use, which should make it much more fun to play with.

For example:
- Changing Annorum to be both less FP costly and to become 1 Momentum skill.
- Shifting the Cooldown from Annorum to the Annorum buffed Ranger Spell instead.

Even without critical hits, you'd be able to get 1 Annorum boosted Arrow and 1 non-boosted Ranger Skill in a Round, making it less reliant on Fleur to do so.

Additionally, giving most arrows additional benefits across the board so they're useful enough at base but exceptional with Annorum but at the cost of then being unusable for a while.

Annorum Thunder Bolt probably should lose it's Knockdown effect if Annorum is changed like this, as it would be incredibly strong as a 4M option. Annorum Cherry Blossom is also strong but at least you must set the tree first for it.


Here's a lump list of ideas for changes to (mostly) offensive skills:

Annorum
- FP Cost reduced to 10FP, Momentum Cost reduced to 1M.
- No cooldown on Annorum, instead the Cooldown is applied on the next Ranger Arcane Skill used (for 3 Rounds).

Forest Fiend
- Targets a Circle (2) area within 5 Range, by default.
- Annorum effect additionally leaves Cinders (LV = 50% Fire ATK) in the area for 3 Rounds.

Frigid Arrow
- Applies Celsius (LV 3) to the target for 3 Rounds, by default.
- It can also target a Rain Trap instead, doing so will end the effect, dealing it's damage and applying Celsius (LV 3) for 3 Rounds to enemies in the area and freeze the tiles it sprays over for 3 Rounds.

Wind Runner
- Targets in a wide line, by default. (Means it also hits enemies to the sides of the line.)
- If you have Fortune Wind in effect, using Wind Runner will refresh the duration of Fortune Wind to 3 Rounds.
- When you have both Annorum and Fortune Wind in effect, you will detonate Fortune Wind after you reach the end of the line.

Thunder Bolt
- Annorum effect no longer applies Knockdown, instead it applies Clumsy to affected enemies until your next turn.

Ghost Arrow
- May apply Hesitation (LV = Rank*4) for 3 Rounds, by default.
- Annorum effect: If it hits an enemy, you create a Ghostly Visage of them. The visage copies their stats, equipment and attacks with their weapon but has a fraction of their health (20% of their original maximum HP) and can only move and attack. It is removed automatically after 3 Rounds but can be removed immediately by unsummoning effects.

Pressure Fletch
- Removes 1 random positive effect from the target, by default.
- Annorum effect: Changes the targeting into a Circle (3) area, enemies in the area are damaged and have up to 3 random positive effects removed each (instead of 1), you also create Flooded Water tiles in the area that last 3 Rounds.

Deos Danzai
- Danzai arrows ignore Magic Armor.
- If Marked Target (Archer Main Class Skill) is applied on an enemy, the Danzai arrows will fire toward the nearest Marked Target enemy instead of the nearest enemy.
- Annorum effect: You fire off four Danzai arrows immediately, then set another four Danzai arrows and prime them all to be fired at the end of the Round.
- Enhanced Danzai Arrows no longer have an additional hit of protection.

Agile Androcobra
- Acidity LV is increased to LV Rank*2, lasting 3 Rounds.
- Annorum effect: Creates two additional arrows left and right of the original that also move in the same pattern. These arrows also pierce through enemies and inflict double the LV of Acidity.

Sonic Arrow
- May apply Confusion for 3 Rounds to the target, by default.
- Annorum effect: Spreads out in a sound wave, applying it's damage and possibly Confusion to all enemies in a Circle (3) Range from the target. The target itself may also be inflicted with Silence for 3 Rounds.

Rain Trap
- Max Rank changed to 3.
- Additionally deals Water physical damage to all enemies in the area based on GUI and Water ATK when triggered.

Twin Shot
- Max Rank changed to 3.
- Changed into a 1-2 targeting skill, it performs a basic attack on two selected enemies in Weapon Range.
- You can target the same enemy twice, however, the second attack will deal halved damage and this Skill will then go on Cooldown for 2 Rounds.
- Attacks deal Bonus Damage equal to Rank*10.
- FP costs changed to 20/18/16.

Retreat Flight
- Max Rank changed to 3.
- Hit bonus changed to Rank*5.
- FP costs changed to 18/16/14.
- Added Trickery Effect: If you have a Trap Skill equipped, automatically apply it at your current location before you retreat.

(Note: Retreat Flight is often not used due to Flip Shot's much more flexible movement and it's point blank range. I think the Trickery effect would add some oomph to it. I don't think it would be too strong as it won't trigger immediately and it moves you away.)

Flip Shot
- Max Rank changed to 3.
- Hit bonus changed to Rank*5.
- FP costs changed to 20/15/10.
[Image: 95e2774f19.png]
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Messages In This Thread
Making a Case for a Ranger Rework - by sadbot - 07-11-2022, 06:29 PM
RE: Making a Case for a Ranger Rework - by Kazzy - 07-12-2022, 01:38 AM
RE: Making a Case for a Ranger Rework - by sadbot - 07-12-2022, 04:57 PM
RE: Making a Case for a Ranger Rework - by Snake - 07-13-2022, 06:47 PM
RE: Making a Case for a Ranger Rework - by Slydria - 07-15-2022, 12:33 AM
RE: Making a Case for a Ranger Rework - by Snake - 07-15-2022, 11:25 PM
RE: Making a Case for a Ranger Rework - by sadbot - 07-20-2022, 08:12 AM

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