After a few recent mentions, i decided to play ranger for the first time since shortly after my first win, years ago. It's a really strange class: very weak til level 20 (as well as the first ego bow.) Then quite tedious as melee lags, and you spend arrows at a ridiculous rate, but spell-casting still lags: fail rates and mana costs for utility spells is higher than for a rogue. Then you home T level 40, and the game is a joke. 3 overwhelming spells and 3 overwhelming shots.
The spells:
Enchant+ brand ammo
Rune of protection (!)
*Destruction*, though I never bothered to cast it this game, and won before the fail rate dropped below 30%.
Runr in particular is just nuts for a half-caster. It's. Even high wyrms are no threat with this spell--you can retreat around a corner to spam CLW, then go back into the fight.
Fight with Morgorth:
2 *heal*, one rod activation, 1 !heal
1 !Restore mana
1 ?*Destruction*
2 stacks of holy might ammo, 1/2 stack of Slay evil. (I had a total of 4 stacks, and 118 arrows total. Also had MoD +2 attacks, at 585 damage/turn.)
Possible actions:
Get rid of rune spell. I'm ambivalent on this. This is one huge difference from rogue, and allows a different strategy--easy, but different.
Get rid of enchant ammo; leave brand ammo, so it becomes impossible to use store ammo with more than +5 or +6 damage.
Get rid of third shot.
Lower mana cost on a number of spells. 30MP for half-assed attack spells is a joke. Make the Treasure detection spell full strength, or much lower level. Granting weak detection at level 33, at high mana and fail rate is just an insult--not to mention useless.
The spells:
Enchant+ brand ammo
Rune of protection (!)
*Destruction*, though I never bothered to cast it this game, and won before the fail rate dropped below 30%.
Runr in particular is just nuts for a half-caster. It's. Even high wyrms are no threat with this spell--you can retreat around a corner to spam CLW, then go back into the fight.
Fight with Morgorth:
2 *heal*, one rod activation, 1 !heal
1 !Restore mana
1 ?*Destruction*
2 stacks of holy might ammo, 1/2 stack of Slay evil. (I had a total of 4 stacks, and 118 arrows total. Also had MoD +2 attacks, at 585 damage/turn.)
Possible actions:
Get rid of rune spell. I'm ambivalent on this. This is one huge difference from rogue, and allows a different strategy--easy, but different.
Get rid of enchant ammo; leave brand ammo, so it becomes impossible to use store ammo with more than +5 or +6 damage.
Get rid of third shot.
Lower mana cost on a number of spells. 30MP for half-assed attack spells is a joke. Make the Treasure detection spell full strength, or much lower level. Granting weak detection at level 33, at high mana and fail rate is just an insult--not to mention useless.
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