post some ideas in this thread since the lame excuse of a 2hr "Eagle Eye Shot" is easily outdamaged by higher level weaponskills
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post some ideas in this thread since the lame excuse of a 2hr "Eagle Eye Shot" is easily outdamaged by higher level weaponskills
Flurry Shot - For the next 30 seconds your ranged attacks will fire in the form of Barrage.
30 seconds of a barrage that last longer then 1 shot. Who needs DRK or MNK to zerg when you have a RNG? ^^
I liked my idea for the new 2hrs thread.
Blackout - Fires every single arrow in your ammo slot at one opponent. Enmity is reset for the RNG.
well, Not sure really for a new 2hour so much as adding some more JA's as well...
couple ideas i have in mind for that would be
-a ranged attack that stuns the target
-an ability to increase movement speed for a short duration while also increasing Evasion or -mdt.(every game with a ranger class has this but ff.)
-TRAPS (this is mentioned in another topic, but the idea of a trapper is very intriguing. esp if the traps were to add debuffs like blind/poison/slow/gravity)
-an ability that either heals you or removes a status ailment (rng is a master of the wild, removing ailments should be natural to them)
-an ability that can add an element to your arrow attacks. Such as Flame Arrow but actually being fire dmg and every shot for the duration being fire dmg on ur arrow. Hits for 200, addition dmg 25. for example.
again, I'm not really sure what you could do to replace EES, Enhance its dmg or lower it to a standard JA. I think these abilities i mentioned would also be great for just JA's. for EES replacement I really don't feel DMG is the way to go. Everything else does damage so why not make a sustained effect or enfeeble.. or both?
no name...
~for 30 seconds all projectiles will inflict, poison/slow/bind/bio/blind/paralyze/slow/gravity/defense down/attack down/accuracy down
sorry is best i got atm...
Quad damage with no level correction please! If not, 100% recycle with berserk so my cp (hope this gets an update) arrow can go to work :D
jesus just unnerf rng already so the emo stops
Nothing wrong with an instakill button every 2 hrs lol.
I think they should make it: Fires every arrow in your ammo slot but with barrage type calculation (once a miss occurs it stops firing). So there would be a 0.006 chance they'd all hit but it would be fabulous.
Or you know..just don't do something that insanly overpowerd..
May as well just give them a 2 hour that shoots a "death" arrow that won't be broken at all, nope.
If people are going to TRY to come up with an idea, let's try to make it more realistic and not retarded.
We already have to many bandwagon jobs like MNK and NIN as of late, last thing i want to see is everyone and there mother trying to level rng for some stupid death shot 2 hour idea.
Wouldn't it be enough to just update EES to not becoming inferior to other WSes as the ranger levels up?
Also, maybe it should have 100% (or 99%) accuracy? Most other two-hours won't be wasted if one of your attacks misses. It seems unfair that ranger's two hour, which is a single, high damage shot, is still subject to the same accuracy cap as any of their other attacks
Alternatively, give it more hits as the ranger levels up. This could be part of "make it stronger than other WSes" I mentioned earlier. More hits will reduce the chances of a complete miss significantly.
Considering that ranger is obviously meant to be a damage dealer, and other DDs can now deal over 5000 damage per WS in abyssea, it wouldn't be unfair if EES could deal upwards of 7-8000 damage in there. I don't even have Ukko's on my war, but my RRs still occasionally reach 5000 damage. Why shouldn't rng be able to do more than that with their 2hour?
Ballistic Sagitta: Ranged attacks are shot instantly, each range attack causes a knockback effect on target.
Recast Time: 2:00:00
Duration: 0:00:30
*TP gain is reduced.
*Range accuracy is reduced.
*Range attack is reduced.
*Range attacks cannot be interrupted upon moving.
[SIZE="5"]New Job Abilities[/SIZE]
Sniper Sight: Fire double the distance of the maxed range.
Recast Time: 0:03:00
Duration: 0:01:00
*Range delay is increased.
*Range attacks are critical hit damage.
*Range accuracy slightly increased.
*Weapon skills can be fired double the distance of the maxed range with Sniper sight activated.
Salvage Hunt: Retrieve limited ammunition used on target.
Recast Time: 0:03:00
Duration: Instant
*Can only retrieve ammunition used after target is dead.
*Can only retrieve ammunition from what was used in your inventory.
*Ability must be used before fallen target disappears.
*Limited amount of ammunition can be salvaged not what was completely used.
How do you see that as being a good idea? My arrows hit from like 200-600 dmg, times that by 99 and make it hate free. You think that's a reasonable two hour ability? Are you stoned?
Used in Abyssea. Let's say 600 dmg a shot. That's roughly 60k dmg. HATE FREE. Oh, I have a Revit, 120k dmg in a couple of seconds hate free.
Ya, nothing wrong with that.
Outside of Abyssea, let's say 400 dmg a shot. That's roughly 40k dmg, again, hate free. Oh, I have a Cor with me. 80k Dmg right there. Yep, not broken.
Man, why hasn't SE added this completely legit idea.
Cause you know, our current 2hr which deals 1/10 of a WAR's average non-2hr'd WS in abyssea is so totally not broken. Hey look, I can use sarcasm too.
Obviously there would be a need for adjustments, say an acc cap, aftermaths not affecting it, etc. Or even changing all of your current ammunition to 1/4, so the max possible is 25 in one shot. And besides, if you were a competent RNG you would be capping hate quickly via WS anyways. RNGs are DDs that have been strongly focused on spike damage much of the time (except for Holy Bolt builds which have become obsolete now).
what SE really need to do? they need to change 2hr to 1hr ability instead.
Eagle Eye's,
Your AIM your target, increasing for 1 min your critical hit rate (+50%) and Ranged Attack (+50%) and bound you also for 60 secondes.
____________________________
Rafale,
Your Ranged Attack and ranged attack speed is increase by 50% for 60 seconds durations
___________________________
Deadly Strike,
Physical Attack that deal damage over time (poison) at 50TP/tick For 2 Minutes, if the target isn't dead at the end of the DoT the ammo in the target's body will explode dealing Massive Magicial Damage
There are much worse 2hr abilities than Eagle Eye Shot. Yes, I would love if it had an update too, but people need to stop comparing every shitty two-hour ability to Hundred Fists and Mighty Strikes.
And chainspell, and manafont, and spirit surge, and meikyo shisui, and even perfect dodge. RNG is a DD, their 2hour is supposed to deal a lot of damage, but it doesn't. Just because a few other 2hours aren't super good, doesn't mean rng's doesn't need a buff.
100% agree. It doesn't need a new one, the idea that a rng's 2 hour does a burst of dmg makes a lot of sense. The problem is that burst doesn't scale, and it should. having it less than 100% makes it retarded as as well. Fix those two things and there shouldn't be any issue with EES.
Perfect Dodge? Are you serious?
Also no, Spirit Surge is not awesome. It's a good 2hr ability, but it's not awesome. Because whilst it gives 25% Haste, it is magic haste, and is lost to the Magic Haste cap as soon as you through Marches and Haste spell into the mix. In a zerg all it does is give you some extra STR and reset your Jump timers. Except in a zerg you don't have time to use all the JAs anyway. Last time I fought AV, by the time I had used Sekka, Med, Spirit and Soul Jump (And WSs between of course) he was almost dead. After spirit surging to reset jump timers I didn't actually have time to use them again before he died.
And perfect dodge? A good 2hr? Don't make me laugh.
Better than EES. But sure, it's not as good anymore now that there aren't many things thf isn't capping evasion on anyway.
As for spirit surge being magical haste, what would be a better choice? with hasso up you'd lose 10% of spirit surge's haste from the JA haste cap. Gear haste is usually close to cap as well. I can think of plenty of situations where I don't have both double march and haste spell on me.
Sounds like you're saying all 2hours which aren't perfect for a fully buffed zerg run is a bad 2hour.
I've seen SMN do some pretty insane crap with Odin and no one calls them broken. I've heard of some pretty insan damage from Jishnu's rdiance and Wildfire and no one says thats broken. A 0.6% chance every two hours of 30k damage is hardly broken. But I'm not demanding such a change i just happen to think it would be fun because of the random nature of it. But I'm a COR at heart so randomness is my life lol.Quote:
May as well just give them a 2 hour that shoots a "death" arrow that won't be broken at all, nope.
If you worked it like barrage and didn't allow crits into the equation, your chance at hitting full 99 would be 0.6%. Most of the time you'd hit for 10k or less. Maybe a bit broken but compared to what a DRK zerg used to do, not so insane.Quote:
How do you see that as being a good idea? My arrows hit from like 200-600 dmg, times that by 99 and make it hate free. You think that's a reasonable two hour ability? Are you stoned?
JA Haste or Equipment haste would be better. JA haste would allow you to go from 78.5 to 80% haste. Gear haste would allow you to wear non-aste DD gear, similar to when a Drk uses Catastrophe.
And EES is still better than Perfect Dodge. EES if nothing else gives a little extra damage every 2hrs. Perfect Dodge does sweet FA.
Gatling Shot. Consider this a rng chainspell. Duration 1 min. Extreme reduction of delay between ranged attacks. The delay should be reduced so as to allow maybe 20 shots to be fired in that time. Note that this could be combined with Camo and/or Decoy shot to reduce the chance of taking a dirt nap half way through.
The delay reduction could be a set % of equipped ranged delay. This would probably balance the damage between high delay weapons (which are normally higher damage) and low delay weapons.
And keep EES but make it a JA on a 5 or 10 min timer.
Now, I'm basing my numbers on what other people are saying, so if 20-30k isn't the damage that could be done with it, shoot them in the foot, not me.
Ranger parties say hi. SE didn't want a party of Scholars to be able to instantly kill Absolute Virtue which has somewhere south of 70k HP if I'm not mistaken, so why would Ranger be any different? Granted, Rangers would need to use their two hours, but four-six Rangers shooting at the same time could easily kill most mobs if they could do 20-30k damage.
I think Shinryu has somewhere south of 70k HP too, which would mean you could do Shinyru without a brew by getting a Monk/White Mage pair to proc Blue and four Rangers to instakill Shinryu before he could start to absorb damage.
Edit: This could even be considered balanced by some definition probably, but I just want to make sure it is clear how powerful this could be. I'm not saying Ranger should or should not get this as a two hour, just stating some numbers.
Old post is old but yes later throughout the thread I agreed that it could be possibly reworked to shoot maybe a max of 20-25 arrows to not be too overwhelming.
Just speed up the animation and make EES go off like 3 times. no hate. no need to get fancy
i think somebody said this already but could just make it 100% critical and hateless, would boost dmg a lot especially in abyssea.
I would certainly welcome some game balancing for 2HR abilities since there is a big difference between the haves (Chainspell, Hundred Fists, Azure Lore, Astral Flow, Wild Card, Meiko Shusyo etc) and have nots (EES, Perfect Dodge, Spirit Surge, Mijn Gakure, etc).
But I'd also say that fixing RNG 2HR is the least of the jobs needs right now. Ammo issues, falling behind in DD potential, enmity issues all require fixing before the devs focus on 2HR abilities.
Spirit Surge was almost good. Then Spirit and Soul Jump came along and made the JA Delay and recast timers not worth the damage you lost over that short period in a zerg.
(In a zerg with SV March, Magic haste will be capped, all you will gain is 25STR (@75, not sure on the number you get at 90?) and Jump timers reset, except you cant (or rather shouldnt use spirit/soul jump as your wyvern wont be out and you wont get the 2/3 TP bonus or auto crit.
Debateably, the minimal damge bonus you gain isn't worth the loss you lose in a zerg through JA delay.
If Spirit Surge made your jumps act as if they had the wyvern out (not rediculous as Spirit surge = "you and your wyvern combined") and give ths spirit/soul bonuses during the 2hr (the bonuses are with the wyvern out, but during 2hr you combine with the wyvern meaning surely you have your own abilities and the wyverns combined into one?) then it'd be worthwile.
As it is, in every zerg I've passed recently, after the innitial Meditate/Soul/Spirit Jump, Swinign fr 100%TP has ben better parsed damage than 2hr'ing to reset jump timers pretty much due to JA delay.
Yeah jump reset adds 2 hits but the JA delay offsets that when you could just be swinging at 75-78% haste.
Eagle eye shot is a barrage on a 2 hour cooldown, completely unacceptable.
I really don't know how Mijin Gakure could be listed as a have not, when it is easily one of the best abilities a Ninja has compared to other jobs that tank. Every time White Mages talk about a new ability to mitigate Weakened, or even improving Benediction (which imo, is underwhelming for a two hour given the shear lack of status ailments it cures despite the description) the inevitable direction is how it would nerf Ninja's two hour. While I definitely think adding a Reraise effect to Mijin Gakure would be nice, it is currently a very nice effect, considering.
I've also listened to Blue Mages complain about Azure Lore until the planned updates for the next version update were announced.