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#1 Report | Quote[en] 

I saw a forum post dated 2008 saying that ranged was not suited for PvE play. https://forums.ryzom.com/showthread.php?t=32475

Is this still the case or have there been changes to ranged since that time?

#2 Report | Quote[en] 

Since you 'Train' Range fighting on 'Entities' I suppose it is possible to use it, the only problem is, Range fighting, such as Launchers, is an AoE hit (Area of Effect). It hits all MoBs' in the area. Hence, you are going to have more than one angry creature after you if you use it. Just be ready is all I am saying. :D

#3 Report | Quote[en] 

As for the question of changes in ranged since 2008 -- no changes.

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#4 Report | Quote[en] 

There are a few possible uses for range in PvE but really I would only use it for running away from nameds (or any mob really). Using a tekkie rifle/pistol with aim for head you can effectively stun mobs whilst running away from them. This of course can be done using affliction enchants but then you would need to be prepared with multiple afflictions ready to use as enchants.

You could use the same stunning-method above to tank a boss or replace an affy-user whilst still doing dps but tbh its not really worth the time of digging the materials for.

As Naema said you can use the Launcher's AoE which is one of the biggest dps' you can achieve. Other than its limited uses (maybe kitin lairs, certain bosses like kizokoo) and the issue Naema mentioned with hitting non-aggro mobs, the hardest thing will be the weight of the ammo and having to trek your packers everywhere, making this not very viable.

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#5 Report | Quote[en] 

One more issue with launchers is ammo, it's heavy and you can't hold many of them in your bag.

#6 Report | Quote[en] 

1. I would not pursue ranged until you have at least mastered 1 melee and 1 magic skill.

2. There have been some changes in ranged since 2004, but since i lost our compendium of patch notes when bunnynet went down, i couldn't tell you when they occurred.

3. Ranged is a fine skill to use when you are solo ... best bet is to train on something fat and slow... Arma is a goof example... Horncher works ... as does Timari.

4. So basically ya just shoot the chosen mob and run away (aka kiting) . Since you can run while shooting and since you faster than the fatties, you should take 0 damage other than credits.

5. Another approach that many folks use to cut down on digging ammo mats is to use enchants .... once you get damage down in ranged, you can put on amps with an enchanted elemental spell 9as long as spell is lower level than ranged skill) and finish it off with spell enchants.

6. I would recommend doing this w/ a packer. For launcher and auto launcher, best put them on follow. Fill the packer with mats, then craft up some ammo filling your bag and spare room in packer. Put packer on follow and 'run and gun" ... not only will this allow you to take more ammo from inventory on the run but the packer will also work like a fullback blocking for the runner as the mob(s) chase you.

7. I, and many others did this w/ multiple packers and it was like have a whole bunch of linemen blocking for you :). Hornchers at Loria Ponds is a popular "get to master" site as the AoE effect grabs multiple mobs and they also quite social... so you are almost always running in circles pulling 6 mobs. Running the mobs into trees, branches and around other obstacles is also a help.

Edited 2 times | Last edited by Fyrosfreddy (3 weeks ago)

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#7 Report | Quote[en] 

Fyrosfreddy
[...]
5. Another approach that many folks use to cut down on digging ammo mats is to use enchants .... once you get damage down in ranged, you canĀ  put on amps with an enchanted elemental spell 9as long as spell is lower level than ranged skill) and finish it off with spell enchants.
[...]
...or staff. Staff can have insane amount of charges for the echangement (I believe the most out of all types of weapons), cheaper to make, cheaper to get, "cheaper" to maintain.

Just do not get caught. Why? Because... it's just a stick... :D

Edited 2 times | Last edited by Nudge (3 weeks ago)

#8 Report | Quote[en] 

Yes but staff doesn't have magic capabilities ( no +X % for a given magic as amps have) except the one provided at the merged time. Not really worth-it since you will waste tons of sap reload.
But staff is cool !

#9 Report | Quote[en] 

It makes me feel better to be able to run, and shoot back at the chasers.

and... those could be root, fear or some other fun stuff

#10 Report | Quote[en] 

well, main advantages for using staff is the parry bonus it's giving you when you master it +20 parry is not negligeable while running away :P

#11 Report | Quote[en] 

I'd say that Rifle is probably the best single ranged weapon for PvE.

+ Better DPS than Pistol
+ Better range than pistol
+ Ammo is far less bulky than Launcher/Autolauncher; no packers required
+ Ammo is light enough that you can carry a full stack, yet bulky enough that you're less likely to nail yourself ot the ground like Pistol
+ No risk of accidental AoE like Launcher/Autolauncher

- DPS is still lower than any weapon except Dagger or Pistol
- 20% fewer crits/minute than Pistol
- Sometimes AoE is a good thing

IMO, launcher and autolauncher are a bit too conditional while Pistol is better at racking up crits than in taking down mobs; better for team support or PvP than as a solo PvE weapon.

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#12 Report | Quote[en] 

Nudge
...or staff. Staff can have insane amount of charges for the echangement (I believe the most out of all types of weapons), cheaper to make, cheaper to get, "cheaper" to maintain.

The issue, well main one anyway ... twice the amount of crystals ... twice the amount of credits, twice the amount of damage taken if something catches up to you as it takes twice as long to kill due to lack of the amp's boost.

And yes, twice is rounded as I am assuming we talking 1.84 (84% amps) - 1.97 (97 % amps)

And I agree with Gidg ... recommend rifle as 1st Ranged Skill

Last edited by Fyrosfreddy (3 weeks ago)

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