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Sounds just like blizzard kiddies playing WoW and crying about NERF NERF OMGZZZ!!!!11one.

You are right about the tedium though, like waiting on airships and pointless crap that just causes you to spend more time doing nothing but paying SE money.
 
Vondoom said:
CmdrFly said:
I'm sorry if SE is asking you to think while hitting that RA macro. Most rng I see and know can handle it. Those bitching about this "nerf", obviously, cannot.

The movement dosent so much anger me as the screwing up of pty stability. If I wanted to run around in circles I'd play BRD or THF. The damge output of RNG has always been the incentive to the cost. Just sayin it's fucked-up to screw with that.

I don't remember the last time i partied with a rng who didn't sub nin. Why the hell would you run around after pulling hate now? Stand your ass still and let your shadows shed hate for you while provoke gets ready, and just don't shoot for a sec.

A good ranger will get the hang of this system pretty fast. All you have to do is position your tank, pull, and then you and him have not fucking move. Running around like a god damn retard isn't helping anybody, stand still and wait for the mob to go back to the tank and you won't have to move at all.
 
rng

umm.... did anyone else think it makes sense job wise to have distance when you shoot?! ><; Rng get TP like crazy with duel weild daggers + ranged up in the mob's face. So with scs like every other second + high dmg... meh.. the job doesn't seem very balanced. I am glad they are nerfing the job :P It makes more sense anyways then a point blank shot each time

I still love rngs don't get me wrong :)
 
just to add

I also think this "nerf" will allow for a more set of accepted subjobs to rng other than nin.
 
Re: just to add

Reya said:
I also think this "nerf" will allow for a more set of accepted subjobs to rng other than nin.

RNGs sub nin to dual wield stat enhancing weapons and use utsusemi. The faster attacks 50+ are just a bonus.

I guess they could sub war to do the uber damage with berserk to counter the range thing, but then they loose +7-14 racc and utsusemi...
 
elitemage said:
i love how everyone bitches about the changes.. "OMGASH NIN WONT TANK nOE MORE!!1!11"

So, how many of you work for SE and get to bete test up coming paches before they are released? NONE OF YOU

wait till the update is out try the so called "nerfs" and THAN come post here, kthxbi =)
Here's a question, how can rng and thf (or /thf) SC now?

Old method: rng uses ws, pulls hate and turns mob, 180, SC partner SATA WS onto the tank.

New method 1: Rng uses ws from close range, does 60% of the normal damage (this is a number I've seen based on normal ranged attack damage at close range) not turning the mob, SATA WS becomes gimp, and you end up losing more than half the damage of the SC.

New method 2: Rng uses ws from "optimal range," mob decides to dance 3 circles around the rng before settling on a place to attack from (I love the AI of this game, mobs can't run straight at you) and 15 seconds later thf uses SATA WS, losing the SC, and of course, tossing out any chance of a MB.

New method 3: Save TP til the sc and resulting MB will kill the mob, and have the thf open the SC with SATA ws onto a mage or other member, or skip the TA if using /thf.

I don't see this as stopping the rng cannon parties, I see it as doing the exact opposite. It takes away some of the survivability of rng in a standard exp party setup.
 
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