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After playing BB4 for several hours, I'm sold on my Beguiler/Ghost Heart (Seer) Watcher. While the build certainly falls in the viable but not optimal category, it suits my character's backstory: a wandering neutral good type whose destiny is guided by spirits (often manifesting as wolves), and whose lack of enthusiasm and cosmopolitan skills are often overlooked for his grit, honesty, and kindness toward the downtrodden. This isn't set in stone obviously, as release and subsequent upgrades will probably shift it. That being said, I'd appreciate any feedback - with an understanding some decisions are RP. I plan on taking this Watcher through Hard Mode/upscaling on critical path with story companions. Seer (Beguiler/Ghost Heart) Race: Pale Elf Culture/Background: White that Wends/Mystic Pet: Ghostly Wolf Level: 9 Primary Active Skills: Alchemy, Stealth, a bit of Athletics (I may reverse the latter two). Primary Passive Skills: Metaphysics, Insight, Survival Mig: 15 Con: 8 Dex: 13 Per: 15(+1) Int: 16 Res: 10 (Again, these stats are for RP purposes. Even though the character is a backliner, I don't want to dump RES because I feel surviving in the White that Wends would require a degree of resilience. I didn't mind dumping CON a bit, though, since my character's physical development was a bit stunted, stemming from undefinable, haunting visions that kept nights long and friends fair-weather.) Weapons: War Bow, Hunting Bow, Rod (Blast), Arquebus (for alpha strikes), maybe Crossbow for interrupts. These choices will largely depend on unique weapons, but I would like to stick to bows if possible. Core Ideas: This build combines ranged damage and afflictions along with an upgraded, disposable pet that can easily move through the battlefield (immune to disengagement attacks) to disrupt enemy spellcasters and archers/gunners or help the backline in an emergency. Unfortunately, both Rangers and Ciphers are starved for ability points compared to other class combinations (no freebees beyond character creation), which can impede optimization. (Though you could also argue no point goes to waste like multi-class Fighter). Beguiler: Beguiler's range bonus (20 percent) to Deception Powers couples well with a Seer and often allows faster, safer opportunities to cast wide afflictions on mid and backliners. Ideally, enemies should always be covered in afflications (other party members like a Blast Rogue or Druid will offer redundancy), which generate Focus when attacking or casting Deceptions. This character will always initiate combat from Stealth, negating Beguiler's attack and Focus generation penalties when target is ineligible for Sneak Attack. Beguiler Abilities: Powers: Eyestrike, Whisper of Treason, Phantom Foes, Secret Horrors Eyestrike being a third level affliction right out the door is nice and Whisper of Treason offers some useful tricks with Stealth. While its effect is weak, Phantom Foes casts quickly and can cover a wide area, often hitting backliners when directed at stragglers racing to the frontlines; and since Mental Binding has fallen from grace, it gets tossed out for a passive or Ranger ability. Secret Horrors is a solid Power, which disables active abilities and lowers CON and RES, which helps Eyestrike and physical attacks land along with increasing affliction durations across the board. Passives: Beguiler, Biting Whip, Hammering Thoughts Since there's not a large choice of Powers, I picked Biting Whip and Hammering Thoughts for extra ranged damage. I skipped the 10 percent duration bonus to afflictions (name escapes me atm) since I felt having an INT at 16 and a good Focus flow was enough. Ghost Heart: A Seer Mystic summoning a fallen companion from beyond is appealing to me, and I never liked the Grieving Bond penalty, so Ghost Heart became my immediate choice. Calling the beast into Eora is quick and doesn't incur a recovery penalty, which lets the Seer immediately follow the ritual with Powers. Higher INT boosts the summon duration, extending the companion's use. Unfortunately, the skill has a short range, making timing an important factor in narrow encounters: before foes are bottlenecked but after they are engaged. (I try to time the summon into my Priest's rotation so the pet gets an inspiration while heading out.) The ghostly companion has its own set of properties, which makes it different from its living counterparts. It functions as a spirit-type with its associated strengths and weaknesses (afaik its not possible to actually see these effects) and is immune to disengagement attacks, which allows it to effortlessly swap between enemies when needed and bypass the opposition's frontliners. Ghost Hearts cannot learn the skills Heal Pet and Revive Pet, though this may not be such a sacrifice considering their hefty Bond costs and ability investment. When the pet expires due to death or duration, the Seer will not be affected by Grieving Bond, which will keep his Powers and attacks accurate. Side Note: Ghost Heart companions are handy at distracting, kiting, and blocking small side groups of enemies, and at one Bond point and short cast and recovery, can easily be summoned when necessary. A ghostly bear or antelope could make for a resilient (albeit temporary) tank. Ghost Heart Abilities: Bond: Wolf Companion, Takedown, Marked for the Hunt I chose the wolf (named 'im Volkhavaar) for my companion for RP and extra damage - lions make a good secondary choice for their increased attack speed. Takedown disrupts enemy backliners and can be upgraded for extra PEN or a damage boost. Marked for the Hunt deserves its own mention. Its baseline ability (Marked Prey) is far superior to Wounding Shot: the latter has been repeatedly nerfed, the Wounding effect doesn't generate Focus, and spending two ability points for a level one affliction or a selfish accuracy buff is a waste in a crunched build. Marked Prey and Marked for the Hunt never miss, cast fast, have no recovery, and last as long as the marked target; and Ciphers always appreciate more accuracy. Marked for the Hunt transfers the effect when the marked foe is killed, and combined with the Ghost pet's immunity to disengagement, allows the strange apparition to safely move to the next target - often messing up enemy pathing for a brief time. The ability's jump-on-death effect seems to have no limit, which helps cut down on Bond points in longer battles; however, it can vanish if its next target dies too fast. Passives: Ghost Heart, Marksman, Merciless Companion, Vicious Companion Marksman plus Marked Prey/Marked for the Hunt synergize, giving the Seer a +15 bonus to accuracy from over four meters away; and as mentioned earlier, Beguiler's ranged bonus to Deception powers lets him stay a touch back. The Companion passives are there to increase damage, add PEN, and apply a moderate Sneak Attack bonus, which will be triggered often. Rotation Example Start the battle in Stealth with an Arquebus (modal on). If possible, position your frontliners in a way that can open a path for the pet. Begin the frontline engagement/prep inspirations/shoot a long-range foe with your Arquebus to generate some Focus. By using an Arquebus, recovery is at 0. Follow the shot with Marked for the Hunt on a ranged foe (no recovery), then summon your pet (also no recovery). (Note: Marked for the Hunt breaks Stealth, which is why I shoot before using it. Casting Deceptions from Stealth can be useful, but recovery can significantly hinder the rotation.) Have your pet attack or use Takedown on the Marked foe depending on the circumstance, then cast Phantom Foes on an enemy that gives the most coverage. Follow this by swapping to a bow or rod, then work to cast Secret Horrors and Eyestrike. Follow Marked for the Hunt as it bounces through enemies and focus fire for the best effect. Continue casting Deceptions, attacking marked targets, and summoning when needed. --Will add other thoughts and variations after waking up. Thanks for reading.
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.. very annoying wondering why he wont attack to have to remember to turn the AI for the pet on every single fight.
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For Deadfire I'm planning on importing my PoE character, an arquebus-wielding ranger with a bear companion. I found the Apprentice Sneak Attack talent in PoE to be great. My question is two-fold: Firstly, to be dealing out the damage, should I be looking at playing a Scout for the Sneak Attack and other abilites or would a single-class ranger work fine? Secondly, does a Scout play much differently to a Ranger? What's the "feel" of both options? Thanks heaps, TheDogProfessor
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I really want to play a ranger again (because I want an animal companion ), but I got a few questions first; 1. Best ranger build in your opinion? 2. Best abilities? 3. Armour type? 4. Do I..... (get mentally prepared for this question...seriously....) Do I......have to be....ranged? With a...ranger...? ((XD) If by any chance , I don't have to.....make sure the build you mention etc reflects that. )) But hey, I can do ranged if it's the only way to have an animal companion lol. Info: Probably gonna play on normal or on hard (hard more likely) in this playthrough. Finished one ranger playthrough on normal a year back or so.... Kinda getting tired of story mod re-plays. xD Not so fun anymore, I want to dive more into combat. )
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In the first PoE I didn’t really played much with Ciphers (reading class description felt kind of weird with its “powers requried people to activate” or something to that effect… which in reality wasn’t really what I was imagining) even though I generally like playing psionic characters. Made a few GM quests and that’s it. However, since we get this not yet dead wonderful multiclassing thing I thought of making my custom supporting ranger a Ranger/Cipher. She is a projection of protagonist’s mind so that should be fine RP-wise. (Current mass muscular atrophy aside) is there anything interesting cipher can add to ranger in battle who is primarily ranged specialist with her wolf knocking down dragons on the side? // I don’t have beta access.
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Howdy Ranger experts, I'm finally getting a chance to really dig in to PoE! I don't know if you're as excited about that as I am, but I'm pretty excited. I'll probably try starting on Hard and see how it goes. I started a game last night as a Cipher but stayed up way too late just learning the rule set (I think I read the entire Cyclopedia). The Cipher seem extremely cool, but my mind kept going back to Rangers. Ever since I first played D&D in high school Rangers have been my favorite class. Now, I remember when the game first came out Rangers were getting dunked on pretty hard, but I also know a TON of updates have happened since then, so I'm wondering how they stack up now. Since this is my first deep-dive into the game I wanted to look over an in-depth character guide to get an idea how the class works and I found this on over on the Obsidian forums and I'm wondering if it's outdated or not. Also, any tips for playing it from the start? It looks like it focuses pretty heavily on the Stormcaller bow (as do most of the Ranger threads I've seen), which I think is in the expansion? So I'm guessing there's a lot of game between starting out and getting my hands on it. Absolutely any help would be appreciated! tl;dr - How's this build look? Any Ranger tips you can think of? Thanks!
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I recently tried to play as ranger, but I found what I consider to be a detrimental factor in its balancing, other than in the fun playing it. Or you develop Ranged abilities Or you take pet's ones. Mixing is unsatisfying in my experience. Now, my frustration comes from the fact that the pet IS a second character, I am forced to keep it but its death cripples my Ranger performance. Therefore to augment its functionality and survive-ability I must devolve the points gained from levelling up on said improvements. This result in a very boring Ranger. If instead I decide to strengthen my Ranger, then the pet becomes much of a burden and more frustrating than fun. I've been pondering a lot about it, and I honestly think that the "pet only" abilities (like DR reduction, knock-down, or damage boost) should be automatically unlocked upon levelling up much as the priest spells do. Another way to do it would be to allow me to level up my animal companion independently (separate pet XP). In this way I would still have some chance to learn some new abilities and to progress my Ranger ranged proper development. I feel this change should be implemented by Obsidian, but since probably it won't happen, I would like to know if anybody could Mod it according my suggestion, or teach me how to do it myself. Thanks for the reading.
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I would like a balanced and damage oriented Ranger with the ability to (off)tank need should arise. So, for sure I need Might to deal damage, Dex to DPS, Per to crit and reflexes, Int for skills and Res for melee survive-ability. You see where I'm going... Might and Dex or Per should be maxed (18ish), but then I only have a bunch of points for Dex or Per, Int and Res. And no, dumping Con it's a baaad idea IMO. Now, I could forget to increase Res (and probably regret it first time I enter in melee) but still, Dex/Per and Int aren't gonna be as effective. I tried with a: Migh 18 Con 10 Dex 14 Per 18 Int 10 Res 10 Melee hurts bad and my skills are not as effective as I would dream. So I am asking the opinion of some of our RPG experts. 1. Which stats are easier to keep up by other means than char-gen? 2. What is most important to achieve the results I am aiming for? 3. In the aforementioned build, should I keep Dex at 10 and put those 4 points in Int? 4. Wood elf is good at ranged but I would go Human for more balance, is that ok? 5. What advice you have for me? Thank you! ^^
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For some reason Ituumak has a movement speed of 0. Buffs to his movement speed allow him to move again at the speed being added (the only one I could easily find that could effect a ranger's companion animal was the chant Blessed Was Wengridh, Quickest of His Tribe) No clue what caused it, but some stuff that might logically relate that took place between when I last saw my good pup move and when I noticed his crippling disability: I put the boots of speed on Sagani for a while, and then took them off. I got revive companion and used it several times, including atleast one time where he died immediately on being revived. I loaded my cloud save from another computer for the first time. Kind of a bummer since I have a lot invested in Sagani, and I can't imagine she's taking it well that her hunting companion has been crippled.
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Hello folks. I don't really have much experience with PoE yet other than blasting through it right now on hard with the default companions. I'm not too far into the game but so far it seems a tad too easy. I was thinking of starting an alternate playthrough with a solo character on POTD. I know there are builds out there but it kinda looks like most of them are outdated so I thought I'd ask you guys for some help / recommendations. The classes I'm taking into account are rogue and chanter. Maybe ranger if you convince me but I'd really like the build to be melee. Not really a fan of wizards and such because of the ancient mechanic of rest that should die a long time ago but hey, a man's gotta be open-minded. I'm thinking both rogue and chanter should be more than doable and I could probably figure out some builds on my own but I'm very interested in what you guys think about this. Thanks in advance for any input.
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Ranger is heavily bugged
Kefky posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
First, Vicious Companion and Predator's Sense are affecting the Ranger instead of the pet in 2.0. Second, Resilient Companion said it gave +3 Damage Reduction when I took it at level 4, then it said +4 in the character screen. When I saved and loaded, it said +3 again. I'm not sure if the actual effect changed. It had 9 DR at level 3 and 14 DR at level 4 + Resilient Companion. Third, I'm not sure if this is a bug, but before 2.0 I would get a class skill every 3-4 levels (can't remember) that increased the pet's abilities. This is no longer the case. Fourth, the Stalker's Torc extra damage remains under "active effects" even when unequipped. It does disappear from Stalker's Link's description, and I'm not sure if the effect remains. Also, the effect under "active effects" keeps increasing when I level up (up to +140% extra damage at level 14), though it doesn't increase in Stalker's Link's description when equipped. This doesn't happen every time, I'm not sure what the trigger is. Edit: It seems to be leveling up with the Torc equipped. I attached a save. If you go south and fight some guls, you can check that my character has 3 DR bypass and +15% damage from Vicious Companion and 50% attack increase to enemies suffering damage over time. I don't have Stalker's Link in this save, but I do have the Torc, so you can add experience with the console to check it out. ac3a9032508f479db8b851d24624bf32 10128579 AnslgsCompass.zip -
Itumaak move speed bug
Nakeru posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
In battle, Itumaak is moving incredible slow, probably at half speed. Out of battle, moves completely normal. I've had the new 3.01 patch for a bit and it didn 't happen until recently, last couple days. Tried restarting game, removing her from party, resting, nothing works. -
3.01 Pet AI not working
psychoq10 posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Ranger Pet AI seems to be completely non-functional. I don't play a ranger, but Sagani's fox Itumaak stands inert until I command him. If his target drops, he does nothing until commanded to again. Reseting the AI to passive and back to Aggressive does not work, kicking Sagani out of the party and re-inviting her does not work. -
I got this game right after it came out. Despite being the two classes I was looking forward to most, the ranger and druid classes were a huge let-down. Ranger: Despite being marketed as one of the main damaging classes, the ranger's DPS was nothing to write home about. Neither was the animal companion. (But I kept playing anyway, because I love animals.) The Druid was an even bigger let-down. Despite all the pre-release updates gushing about the spiritshifting abilities, it turned out to be very weak. It was only mildly effective during the first few levels of the game, but then it failed to scale up with the character. That, combined with the complete lack of special abilities to boost it the way you got tons of abilities to boost your spellcasting, meant you quickly had to abandon it and stick to spellcasting exclusively. (I know I sound greedy and ungrateful since the druid was one of the best spellcasters at the time, but it was the spiritshifting ability I really wanted. I would have gladly taken the option to focus on spiritshifting over spellcrafting, and sacrificed being able to become a first-rate spellcaster to become a second-rate warrior if only it meant spiritshifting didn't get me killed every battle.) There was some talk about the devs eventually balancing them better, but I quickly finished my first playthrough then moved onto other games and projects while I waited. Now I'm back, and I'd like to know if anything has changed since I've been away? Or should I aim to finish my cipher or chanter instead?
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I finally managed to kill him with my ranger an I must say it was easier than expected considering that my character wasn't even fully optimized (no durgan enchantments, no scale breaker...). Now I am 100% positive that a ranger can also beat the game solo without skipping any encounter. https://youtu.be/NBPgwipx3OM
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One of my rangers' pets stops moving in stealth mode. Send pet somewhere, pet goes. Enter stealth mode, pet stops moving. Drop stealth, pet resumes movement. Every other char and pet continues moving normally in stealth. I run 4 rangers and currently also Sagani. Other 4 pets are fine, 1 is misbehaving, Duk's pet. This was happening before 2.0. Was hoping it will be fixed in 2.0 so I waited a few days but the issue persists in 2.0 as well. I tried removing from party and readding, changing formations and so on but doesn't help. It is super annoying as I always move in stealth as default as I believe everyone does in new areas. Savegame, output_log, dxdiag: https://drive.google.com/folderview?id=0B2zq1BH5JRHffnNUQ191TmZvLXZzRkFjYjFlbWhCV21maVQ3TUMtSHJlSWdFc3RFSlBiV2M&usp=sharing
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I dont know why people say ranger class sucks? I think class is pretty good beacuse it has very good supportive sides and gameplay is so much fun. Before somebody comes with argue, that have i tried other classes. Yes i have. Every class has their + and - side. I know that ranger is little bit weak in late game and have less damage output than other classes. But ranger can be pretty effective either melee or long range battles. Personally i like ranger class and i want learn more about it than wiki can say. I want hear people differend experiences and opinions about rangers. And its sad, this isnt openworld game but no can do. Its so much fun to play anyway pillars of eternity and i really want marriage ending too for him. Like one of female followers would be good wife or you can find differend females and have romantic story until game ends and you get marriage ending too. Another way is make own follower which you marry and you can make for custom companions somekind backstory or depending player choises, they have backstory already done when yoou choose, where they are from,race, were they slaves or mech etc. There is so much potential have man other things too. I love long story-driven rpgs and they are my number one games. When i bought pillars of eternity, i was so excited and i didnt had disappointed except bug where as example dun gets stuck and laggs there forever. So u need send him away. But if custom companion stucks, you just need load last save which is annoying if its before bossfight and companion got stuck between walls while in fght. So how you can send custom companion away if that happens? But this game isnt too hard, neither too easy. I like how challenging it is and how costly bad engagements are. If you make good engage, you get good price from it. if you do bad, it might cost you whole fight but most misplays you can even fix thanks to pause option and time to think. Its just too fun play this game. Obsidian: I love your game and i hope there will be more games like pillars of eternity. <3
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For people interested how to defeat the Adra Dragon with a ranger solo here's a little video. https://youtu.be/ewxtIFixUb8 In the video I forgot to show my accuracy vs dragon defenses in the logs. My max accuracy was 126 with bow while the dragon's lowest deflection was 96. I had 100 accuracy when I used Binding Roots and the dragon had 100 reflex. With Scale Breaker and the debuff from Lenas Er the dragon had 119 fortitude.
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So... 1.06 was "about Paladin". If we assume that Obsidian listens to its community, the next update could be the other class which received the most complaints... Yes, I look at you, Ranger ! In your opinion, what could be this patch ? For me it could be quite different from what they did with Paladin : boosting its abilities. In my opinion, many of Ranger's abilities are pretty solid and appealing : stacking accuracy abilities, stunning shots, driving flights... Some may be subpar, but any other classes has subpar abilities too. IMO, the ranger's problems are of 2 kinds : - Its defining trait, the pet, is not that great. Sure, it has its uses. The most complaints come from the fact that it keeps dying all the time, leading to a big malus to Ranger's abilities. The problem appears especially in boss fights and harder difficulties... exactly when you would like your party members to be the most effective ! - The other problem is that Rangers do not really have a critical purpose where they would excel : rogue is better at ranged damages, the pet itself is a weak melee and a poor off-tank. The requirement to have your pet in melee simply cancel the advantage of a ranged hitter. Currently, its "2 in 1" nature makes it a passable filler for a party, but it is hard to imagine why one would use a ranger to fullfill a given role. The solution should be about what makes ranger unique : their pets. Pets have indeed some cool traits : - They are infinite pools of health (something I think only melee wizard with "Infuse Vital Essence" could be ) ) - They have 2 engagements (which makes melee ranger the class with the maximum possible engagements, equalling fighters !) Pets could work as meat shields... if only it didn't trigger sadness ! (not to mention the lost abilities like staker link) And currently, nothing is more frustrating than loosing a pet in a fight, especially due to the rarity of resurrection powers... and no second chance for your pet ) So, what I would find really cool : - Pet overall buff, especially at high level (classic) - A pet resurrection ability !!!! something like 1x per encounter (with a nice buff like "Unbroken". A short duration and important buff to "revenging" pet damages would be a really cool "trap" to use.) or maybe 3x Rest (which would address the problem of boss fights. - Suppression of the sadness malus - Defensive Bond modification : I currently find it far too situational to be attractive (even if the idea was cool). Something like a boosted deflection and / or reflexes when the pet is close from its master would be more appealing, especially for melee ranger build. - Applying some Passive Talents and/or abilities to both Ranger and pet : Superior deflection, Interrupting blows, Aiming skills, etc... This would remove the need to "choose" between master and pets at each level up, and would enable a better scaling for the pet. (IMO this would be cooler than an overall buff... It would be far more interesting to build ) Not sure it would really address the "ranger purpose" problem though. But I'm pretty sure a "per encounter resurrection skills" by itself would make it far less frustrating to play. Do you have any other ideas ? PS : And one minor thing would be cool : let pet damages be counted as Ranger damages ! Currently, it is not the case, so this "heavy hitter" damages appear to be even lower than what they actually are !
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Description: Detection circle isn't showing up for my Ranger's animal companion. The detection mechanic is still working, and I hear the 'ping' when the AC is detected and combat starts. Didn't notice at first because Calisca/Heodan was always at the fore. Since Valewood, the lion's been leading and no yellow/red detection timer has been showing for it. Have since tested with 3 different companions at start of game - none show a detection circle. Steps to Reproduce the Issue: Start a new game, normal difficulty. Create a Ranger with Lion, Wolf or Stag (haven't tested the others) animal companion. (Wood-Elf / Pale-Elf, Living-lands, Hunter background if that makes a difference). Approach first wolf enemy with the AC - no detection circle shows up, though it does work for Calisca and PC. Expected Behaviour: AC gets a detection circle (especially as wolf is said to be a good scout) (Last ranger I had was Sagani in 1.04 - I'm pretty sure Itumaak had a detection circle then) Can't upload save-game to dropbox/mediafire/4shared as they're blocked in China - if nobody else is having this problem, I'll try a full reinstall.
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Not surprisingly, I thought the ranger was prett lack-luster. Although I don't think the ranger's in danger of winning any overpoweredness contests, I actually didn't think the ranger was too weak. The ranger is really just the pet-owner class. Other than the fact that D&D also had (and struggled with) animal companions, the class barely feels like a ranger at all. This wouldn't be a huge problem if it didn't mean that, in the end, there's almost nothing to do with the ranger in both character building and combat. In my opinion, the ranger would make more sense (and probably be a lot more fun) as a series of talents available to any character. (Think about it: then Sagani could be a rogue!) That's a pretty dire verdict on a class. I'm not joking though. At this point, if I had to fix the ranger I would just get rid of it completely and allow any character to buy into the ranger pet through a series of talents (starting with something weaker, of course, since a whole ranger pet would be a bit OPed for just one talent). The remaining abilities could be divided among other classes as made sense. I'm not being hyperbolically negative here either. I actually think this would be a nice improvement to the game--allowing characters to be distinguished by the fact that they have an animal companion rather than defined by the fact they have an animal companion. The fighter with a pet wolf would feel a lot different than one without, both mechanically and from a storytelling perspective. Same for every other class.
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Itumaak (and I assume the other animals) seem to have the equivalent of 0 athletic skills and gets fatigued extremely easily. My lvl 9 party has a minimum of 3 athletics and after a few fights none of my party is tired while Itumaak suffers critical fatigue. Critical fatigue = -15 all defense, -30 accuracy, 50% max endurance It makes him useless in combat after a few fights and I suspect most people don't know this is happening because the only indicator is buried at the bottom of the hunters stat sheet. I even tried to cheat and give him 10 athletic skill and it didn't help. My guess is that animal_companions don't use skills and they don't ever increase their fatigue resistance.
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I am currently playing with the ranger and chose a bear animal companion. A couple of things regarding the animal companion mechanics are not clear too me and I could not find hints in the manual or strategy guide. When the animal companion endurance is decreased during combat, after combat its health actually never changes. For the player and normal companions the lost endurance is removed from health points. Is this indendet? Can my animal companion actually never die? If the endurance of my animal companion drops to zero my main character gets a penalty. But after combat the animal companion just recovers to full health and endurance. Is there actually no penalty for an animal companion dropping to 0 endurance?
