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  1. #1
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,988
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100

    Job Idea: Ranger (DPS)

    *Please note, this was designed purely for fun and I do NOT expect SE to implement it in any way, shape, or form.*

    Ranger (RNG)
    Mixed-Range Pet DPS
    Weapon: Hatchet and Crossbow (both are together in the main-hand slot)
    Attack Type: Slashing, Close-Range for Hatchet, Piercing, Long-Range for Crossbow
    Armor: Scouting
    Limit Break: Primal Rend (Melee)
    Role Abilities: Melee
    Party Bonus: Dexterity
    Important Stats: Dexterity for DPS, MP for Pets, TP for Weaponskill
    Inspiration: Ranger from V, Ranger and Beastmaster from XI, Standard RPG Ranger-type characters

    TL;DR version: Beastmaster + Ranger



    Using a mixture of survival tools and magicks, Rangers roam Hydaelyn, protecting nature, referring to it as "The Green".
    Wielding hatchets and crossbows, Rangers can dispatch enemies from any range but the true strength of a Ranger comes from fighting with the aid of their Spirit Companion.
    Tapping into and shaping the aether from the Green can call forth Spirit Companions, then use their own aether to strengthen and alter their form.


    Special Mechanics
    Spirit Companions
    Rangers learned to use the aether found in nature to summon aetheric-companions called Spirit Companions.
    While not dissimilar to the constructs of the Arcanists, Summoners, or Scholars, Spirit Companions lack the autonomy of aether, having to use their owner's to preform their special attacks (via MP).
    This aetheric-link however does grant the Ranger far better control of their companion as well as another boon, the ability to change their companion's shape at will.
    Starting out, Spirit Companions take on the form of the Spirit Wolf but using the spells Spirit of the Bear or Spirit of the Falcon will change them for a limited time into their titular animals.
    Spirit Bears hit harder then Spirit Wolves while Spirit Falcons can hit from afar and take less damage.
    Spirit Companions will always auto-attack their owner's target.
    As Pet abilities are spells, they cost MP and do Magical Damage (they still use the user's Dexterity).
    The Spirt Wolf and Spirit Bear do Slashing Damage and the Spirit Falcon does Piercing Damage.

    Hatchet vs Crossbow
    Using the tools of their trade, Rangers are skilled in both close-range and long-range combat.
    Hatchet skills and abilities focus on getting close to enemies and damaging them, while Crossbow skills and abilites lean more towards subterfuge by granting boons to the user, negative effects to an enemy, or being slyly used inbetween weaponskills.
    Crossbow weaponskills will not cancel Hatchet weaponskill-combos.
    The user will use the Hatchet for auto-attacks when in 5-yalms of the target and the Crossbow when in 6 or more yalms from the target. The Crossbow's auto-attack will only do 80% of the damage.

    Special Gauge(s): Spirit Companion's Bestiary
    Shows the user's Spirit Companion's current HP, their aggro, what form they are in (Wolf, Bear, or Falcon) and its effect time, and if they are under the effect of Evocation and its effect time.

    Skills
    Pet Skills
    - Spirit of the Wolf: GCD Spell. Summon a Spirit Wolf to fight along your side. 3 second cast time. 2.5 second cooldown.
    - Spirit of the Bear: oGCD Spell. Changes the user's Spirit Wolf into a Spirit Bear for 15 seconds. While under this effect, increase the user's pet's damage by 10%. When activated, remove any Spirit of the Falcon effect from the user's pet. Remove effect early by activating the ability ability a second time. Instant cast time. 60 second cooldown. Shares cooldown with Spirit of the Falcon.
    - Spirit of the Falcon: oGCD Spell. Changes the user's Spirit Wolf into a Spirit Falcon for 15 seconds. While under this effect, the user's pet can attack from up to 15 yalms away and decrease damage they take by 10%. When activated, remove any Spirit of the Bear effect from the user's pet. Remove effect early by activating the ability a second time. Instant cast time. 60 second cooldown. Shares cooldown with Spirit of the Bear.
    - Onslaught: oGCD Spell. Can only be used when the user's pet is under the effect of Evocation. Effect changes depending on the user's pet. Instant cast time. 9 second cooldown.
    Spirit of the Wolf: Pet damages all enemies with in 5 yalms of them. Potency of 300.
    Spirit of the Bear: Pet damages a selected target. Potency of 400.
    Spirit of the Falcon: Pet damages a selected target. Additionally, place a damage-over-time effect on the target for 9 seconds. Potency of 100 for both burst and damage-over-time effect.
    - Razor Fang: oGCD Spell. User's pet damages a selected target. Potency of 130. Instant cast time. 15 second cooldown.
    - Reward: oGCD Spell. Place a Regen-like effect on the user's pet for 20 seconds. Uses the user's Dexterity. Instant cast time. 2.5 second cooldown.
    - Unleash: oGCD Spell. Effect changes depending on the user's pet. Instant cast time. 30 second cooldown.
    Spirit Wolf: Pet damage a selected target and all enemies with in 5 yalms of them. Potency of 300 for the target, then decrease by 10% for the second, 20% for the third, 30% for the fourth, 40% for the fifth, and 50% for any remaining.
    Spirit Bear: Pet damage a selected target. Potency of 400.
    Spirit Falcon: Pet damage a selected target. Additionally, decrease Damage done by the target by 10% for 10 seconds. Potency of 200.
    - Beast Affinity: oGCD Ability. Grant a buff to all partymember based on the user's pet for 10 seconds. Instant cast time. 60 second cooldown.
    Spirit of the Wolf: Increase the Skill Speed and Spell Speed of the affected by 5%.
    Spirit of the Bear: Increase Damage done by the affected by 5%.
    Spirit of the Falcon: Decrease Damage done onto the affected by 5%
    - Evocation: oGCD Ability. For 20 seconds, transform the user's pet into stonger versions while also increase the user's pet's damage done and decrease damage done onto them by 10%. Additionally, if the pet is under the effect of Spirit of the Bear or Spirit of the Falcon, those effects will not end until this effects ends. Instant cast time. 120 second cast time.
    - Spiritual Guidance: oGCD Ability. Can only be used when the user's pet is under the effect of Evocation and removes it. Effect changed depending on the user's pet. Afterwards, decrease damage the user's pet does by 20% for 20 seconds. Instant cast time. 120 second cooldown.
    Spirit Wolf: For 20 seconds, reduce MP and TP cost of all partymembers with in 15 yalms of the user by 25%.
    Spirit Bear: For 20 seconds, increase the Direct Hit rate of all partymebers with in 15 yalms of the user by 10%.
    Spirit Falcon: For 20 seconds, increase Block, Parry, and Evasion of all partymembers with in 15 yalms of the user by 10%
    Hatchet Weaponskills and Offensive Abilities
    - Vermin Killer: GCD Weaponskill. Damage a selected target. Potency of 150. Instant cast time. 2.5 second cooldown.
    - Raging Cleave: GCD Weaponskill. Damage a selected target. Potency of 100. Instant cast time. 2.5 second cooldown
    Combo: Vermin Killer > Raging Cleave: Potency of 200
    Combo: Piercing Bolt > Raging Cleave: Potency of 200.
    - Decimator: GCD Weaponskill. Damage a selected target. Potency of 100. Instant cast time. 2.5 second cooldown.
    Combo: Raging Cleave> Decimator: Additionally, damage the target over time for 24 seconds. Potency of 35.
    -Shellsplitter: GCD Weaponskill. Damage a selected target. Potency of 100. Instant cast time. 2.5 second cooldown.
    Combo: Raging Cleave > Shellsplitter: Potency of 260.
    - Dark Harvest: GCD Weaponskill. Damage a selected target. Potency of 100. Instant cast time. 2.5 second cooldown.
    Combo: Shellsplitter > Dark Harvest: Potency of 300. Converts some of the damage into MP.
    - Swarming Strike: oGCD Ability. The user and their pet rush towards a selected target and damage them. Potency of 70 each. Instant cast time. 60 second cooldown.

    Crossbow Weaponskills and Offensive Abilities
    - Cloudparter: GCD Weaponkill. Damage a selected target. Additionally, if the user's pet is under the effect of Evocation, increase Damage done onto the target by 10% for 10 seconds (this effect cannot be stacked with similar effects). Potency of 200. Instant cast time. 60 second cooldown.
    - Piercing Bolt: GCD Weaponskill. Damage a selected target. Potency of 140. Instant cast time. 2.5 second cooldown.
    - Shrapnel Bolt: GCD Weaponskill. Damage a selected target and all enemies with 5 yalms of them. Potency of 100. Instant cast time. 2.5 second cooldown.
    - Velocity Bolt: oGCD Weaponskill. Damage a selected target. Additionally, increase the user's Attack Speed by 10% for 30 seconds. Potency of 100. Instant cast time. 2.5 second cooldown.
    - Wasp Sting: oGCD Weaponskill. Damage a selected target. Additionally, damage them over time for 21 seconds. Potency of 50, 30 for damage-over-time. Instant cast time. 2.5 second cooldown.
    - Bramble Trap: oGCD Ability. For 15 seconds, envelope a designated, 5 yalm area in thorns, damaging all enemies within. Potency of 50. Instant cast time. 30 second cooldown.
    - Camouflaged Escape: oGCD Ability. The user and their pet damage a target then jump 15 yalms away. Must be with in 7 yalms or less of the target to use. Potency of 70 each. Instant cast time. 30 second cooldown.

    Other Abilities
    - Aetheric Lantern: oGCD Ability. Grant a Refresh-like effect on the user for 21 seconds. Potency of 80. Instant cast time. 120 second cooldown.
    - Familiar: oGCD Ability. Increase the damage dealt and/or healed by all partymembers' pets by 10% for 20 seconds. Instant cast time. 60 second cooldown.
    - Herbology: oGCD Ability. Remove one detrimental effect from all partymembers with in 15 yalms of the user. Instant cast time. 120 second cooldown.


    Skill Levels and Traits
    Skill Levels
    1. Vermin Killer
    2. Spirit of the Wolf
    2. Razor Fang
    4. Wasp Sting
    6. Raging Cleave
    10. Velocity Bolt
    15. Reward
    18. Piercing Bolt
    26. Aetheric Lantern
    30. Spirit of the Falcon
    35. Camouflaged Escape
    40. Spirit of the Bear
    42. Shrapnel Bolt
    45. Swarming Strike
    50. Shellsplitter
    50. Familiar
    52. Decimator
    54. Bramble Trap
    56. Herbology
    58. Beast Affinity
    60. Unleash
    62. Evocation
    64. Cloudparter
    66. Dark Harvest
    68. Onslaught
    70. Spiritual Guidance

    Traits
    14. Wide Scan: See enemies that are farther way from the user on the mini-map.
    20. Enhanced Dexterity: Increases Dexterity by 8.
    36. Run Wild: Whenever the user lands a Direct Hit or a Critical Hit, increase damage the user's pet does via actions by 20% for 10 seconds.
    40. Enhanced Dexterity II: Increases Dexterity by 16.
    40. Enhanced Razor Fang: The effect of Razor Fang now changes depending on what pet the user has out.
    Spirit Wolf: Damage a selected target and all enemies with in 5 yalms of them. Potency of 130.
    Spirit Bear and Spirit Falcon: Damage a selected target. Potency of 150.
    60. Enhanced Dexterity III: Increases Dexterity by 24.
    62. Spiritual Calling: While the user's pet is under the effect of Evocation, Spirit of the Bear and Spirit of the Falcon's cooldown is 9 seconds.
    68. Stout Servant: Whenever the user and their pet takes damage from the same attack/weaponskill/spell/ability (excluding environmental effects), there is a 50% chance that the pet will not receive more damage then the user (even if hit with a Direct or Critical Hit). This trait's effect goes to a 100% chance while the pet is under the effect of Evocation.
    (10)
    Last edited by Mimilu; 02-22-2018 at 02:18 AM.

  2. #2
    Player
    Kazrah's Avatar
    Join Date
    Jan 2015
    Posts
    1,464
    Character
    Nonni Brilante
    World
    Moogle
    Main Class
    Paladin Lv 60
    This is definitely one of the more interesting approaches to a concept for Ranger that I've seen, especially when they usually tend to look more like "archer: the job".

    Camouflaged Escape seems more like it should be for Hatchet rather than Crossbow though. In fact, it almost feels like it'd make more sense to set up a stance-like system for the two weapon types, with Swarming Strike and Camouflaged Escape being the means of switching between them.
    (1)

  3. #3
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,988
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Kazrah View Post
    Camouflaged Escape seems more like it should be for Hatchet rather than Crossbow though. In fact, it almost feels like it'd make more sense to set up a stance-like system for the two weapon types, with Swarming Strike and Camouflaged Escape being the means of switching between them.
    Originally, Camouflaged Escape and Swarming Strike were going to be pet spells but changed them thinking that the job could use more abilities that don't require their pet (even though it would be extremely watered down).
    My thought with Camouflaged Escape is that your crossbow will propel you backwards while your pet lunges forward then jumps back with you.
    I had thought of trying a Weapon Switch Mechanic when I first started designing the job concept but thought it might be too complicated and instead wanted to focus on weaving your oGCD crossbow and pet's abilities with your GCD Hatchet skills.
    (0)

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,634
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I'd like to see what all can be accomplished with Ranger and Beastmaster separately, but this seems a really solid fall-back if XIV makes a hybridization of the two the more logical choice (in terms of roster to fill, new gameplay opportunities, and meshable lore).

    Also reminds me of when we had skills that specifically dealt bonus damage to, say, treekin, or could incapacitate/confuse undead, etc. (by beheading them), and that target-specificity (Vermin Killer) in addition to source-specificity (Wasp Sting, Razor Fang) here feels really, really "Ranger" to me, for whatever reason.
    (2)

  5. #5
    Player
    Rasikko's Avatar
    Join Date
    Jan 2018
    Posts
    1,394
    Character
    Rasikko Rakitto
    World
    Lamia
    Main Class
    Dark Knight Lv 64
    I'm surprised anyone is actually interested in this job, considering the various well known nerfs it got in FFXI which equated to mass people quitting. :/ Also, Bard started out basically as a ranger.. and then well, you know the rest.

    My opinion, these guys can't design/balance ranged jobs well at all, the history shows it.
    (0)

  6. #6
    Player
    VanilleFang's Avatar
    Join Date
    Sep 2014
    Posts
    1,655
    Character
    Estellise Valesti
    World
    Adamantoise
    Main Class
    White Mage Lv 70
    But BTN uses hatchets, and they don't do shit to anything but trees!

    That aside this seems like an interesting concept, though I'm not sure how I really feel about it.

    Familiar is very... weird and niche for example.
    (0)

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,634
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by VanilleFang View Post
    That aside this seems like an interesting concept, though I'm not sure how I really feel about it.

    Familiar is very... weird and niche for example.
    Idk, that part somehow felt very 1.x Gridanian / Old Ishgardian to me, even if the enclosing lore doesn't pop to mind as easily in today's versions of the citystates. It felt weirdly... familiar...

    I, too, am not sure how I feel about it being an aether construct though, and even less so about how it'd actually play out in combat, especially if designed as an actual independent unit.
    (0)

  8. #8
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,988
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by VanilleFang View Post
    But BTN uses hatchets, and they don't do shit to anything but trees!

    That aside this seems like an interesting concept, though I'm not sure how I really feel about it.

    Familiar is very... weird and niche for example.
    Even though they're called hatchets ingame, BTN just use a standard axe. In order for an axe to be considered a hatchet, you need to be able to use it in just one hand. There's also hand-axes, which have a longer shaft then a hatchet but a shorter one then an axe, which allows you to hold it either way. :B

    With Familiar, I wanted to bring out the Beastmaster part of my Ranger concept, having them not only bring out the best of their own pets, but the whole party's (chocobos included).

    Quote Originally Posted by Shurrikhan View Post
    I, too, am not sure how I feel about it being an aether construct though, and even less so about how it'd actually play out in combat, especially if designed as an actual independent unit.
    They're independent units but they lack autonamy, like the Egis and Fairies have.
    With my Ranger concept, there wouldn't be a pet hotbar as all the pet's abilities are on your normal hotbar and they will always auto-attack what you're attacking.
    I wanted the design to emphasize having control over your pet and weaving its abilities with your's.
    (0)
    Last edited by Mimilu; 02-20-2018 at 03:24 PM.

  9. #9
    Player
    Rinuko's Avatar
    Join Date
    Jan 2015
    Posts
    1,212
    Character
    Lele Inoch
    World
    Zodiark
    Main Class
    Black Mage Lv 80
    I just want Ranger from FFXI. I thought we did with Archer but then they ruined it with "Bard".
    (0)

  10. #10
    Player
    Ryaz's Avatar
    Join Date
    Jun 2015
    Location
    Mist Ward 21, Plot 45
    Posts
    1,845
    Character
    Ryaz Darksbane
    World
    Brynhildr
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Rasikko View Post
    I'm surprised anyone is actually interested in this job, considering the various well known nerfs it got in FFXI which equated to mass people quitting. :/ Also, Bard started out basically as a ranger.. and then well, you know the rest.

    My opinion, these guys can't design/balance ranged jobs well at all, the history shows it.
    Ranger had some problems in XI. It had the highest DPS output, but relied on mass amounts of money to be able to do it. Which encouraged people to buy gil so they were the top class. It was just ugly.
    (0)

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