[Ranger] List of very bad traits

[Ranger] List of very bad traits

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Posted by: gawker.8340

gawker.8340

Marksmanship:
1. Keen edge – is not affected by wilderness knowledge.
2. Opening strike – not viable. Poor concept.
3. Alpha training – not viable. Poor concept.
4. Precise strike – not viable. Poor concept.
5. Piercing arrows- arrows should pierce by default.
6. Signet of the beastmaster – signet’s active effect should be granted to the player by default.
7. Remorseless – not viable. Poor concept.

Skirmishing:
1. Primal reflexes – cool down too long.
2. Agility training – pet should move faster than players by default.

Wilderness survival:
1. Healer’s celerity – swiftness should be switched to stability.
2. Shared anguish – cool down too long.
3. Expertise training – change to +500 condition damage.
4. Oakheart salve – change to reduce condition duration of bleeding, poison, burning 33%
5. Hide in plain sight – change camouflage to stealth.
6. Bark skin – change to increase duration of protection 50%

Nature magic:
1. Circle of life – change to increase healing spring duration 20%
2. Fortifying bond – change grant vigor to stability.

Beastmastery:
1. Instinctual Bond : change to pet gain quickness when you are disabled.
2. Master’s Bond : change to increase base pet stats by 35 points.
3. Compassion training : change to +500 healing power.

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Posted by: Sasajoe.1509

Sasajoe.1509

quite a lot ;D but still don’t expect a fix in near future

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Posted by: Atherakhia.4086

Atherakhia.4086

What’s really sad is even though so many traits in Marskmanship are awful, you still can’t build a power based longbow ranger without making very critical choices because of how bloated that tree is.

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Posted by: gawker.8340

gawker.8340

What’s really sad is even though so many traits in Marskmanship are awful, you still can’t build a power based longbow ranger without making very critical choices because of how bloated that tree is.

Exactly. The best trait in marksmanship is malicious training (a mediocre adept trait). The other good one is spotter, which you have to spend 20 points (precision stat is most affected by diminishing returns).

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Posted by: Silhouette.5631

Silhouette.5631

Arrows should never pierce by default. Ill agree on agility training, I mean we are talking about 4 legged killing machines here. Opening strike has potential but you have to take the grandmaster trait for it to be really worth anything, otherwise those minor traits aren’t near as strong as others. And you only get stealth from like 2 places as a ranger Alot of the rangers traits work..you just really have to bottleneck yourself into a certain build to do it. Also i don’t think signets effecting ranger to by default is the way to go, its a good concept, its just that the pets tend to be abit difficult to use.

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Posted by: Prysin.8542

Prysin.8542

Uhm, bark skin is borderline OP as is. Buffing it to apply at 50% would make rangers almost impossible to kill 1v1

Lv 80 Guard, Ranger, Ele, Thief, warr, engi
Currently @ some T1 server in EU

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Posted by: gawker.8340

gawker.8340

Uhm, bark skin is borderline OP as is. Buffing it to apply at 50% would make rangers almost impossible to kill 1v1

I’ve yet to see one rational reason to use bark skin (as is) instead of Emphatic bond. The health threshold currently is 25% which is really really low margin to have a strategic advantage in battle. Most (99%) rangers have a max health of 18-21k, 25% of that is 4-5k hp. At about 5k hp, just 5 stacks of bleed applied by someone with 1200 condi dmg would kill you in 10 seconds. In the same situation, EB will remove bleed+vuln+poison which would save your kitten.

BTW, +50% protection duration is not OP because ranger have 3 sources to get it.

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Posted by: gawker.8340

gawker.8340

Arrows should never pierce by default. Ill agree on agility training, I mean we are talking about 4 legged killing machines here. Opening strike has potential but you have to take the grandmaster trait for it to be really worth anything, otherwise those minor traits aren’t near as strong as others. And you only get stealth from like 2 places as a ranger Alot of the rangers traits work..you just really have to bottleneck yourself into a certain build to do it. Also i don’t think signets effecting ranger to by default is the way to go, its a good concept, its just that the pets tend to be abit difficult to use.

Ranger has one source of stealth (Hide in plain sight is not a stealth). Opening strike is so so so so so bad COMPARED to the trait concept of other professions.
Ex.
Thief power line
Serpent’s touch: apply poison(10s) on steal.
Lotus poison: apply weakness(4s) to foes that are poisoned.
Exposed weakness: +10% dmg to foes that have condition.

Thief combo makes so much more sense and is so much better.

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Posted by: Silhouette.5631

Silhouette.5631

So it either needs to be scrapped completely, or given more chances to be used(without needing a grandmaster trait).

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Posted by: gawker.8340

gawker.8340

So it either needs to be scrapped completely, or given more chances to be used(without needing a grandmaster trait).

Agreed. It should be compressed into one trait so that new traits could be introduced. I like the sound of:
Opening strike: You and your pet apply vulnerability on first hit. Opening strike has 100% critical chance.
Remorseless: Pet regain opening strike on pet swap. You regain Opening strike when entering stealth.

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Posted by: clint.5681

clint.5681

Yea rangers have some of the worst traits in the game. This list is pretty cool. I feel like oakheart salve could be 50% reduction of those conditions.

Rangir Dangir – Ranger | Mr. Ragr- Guardian| Sneak Stab – Thief | Mr. Ragir- Warrior
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Posted by: Jine.6130

Jine.6130

Piercing Arrows should be the grandmaster trait in marksmanship because it is build defining.

Signet of the Beastmaster should be in the adept tier so everyone who chooses to use signets could get it easily.

Signet Mastery could be a adept tier trait in the skirmish traitline.

Hide in Plain Sight could be in the master tier of marksmanship (also stealth not camoflage). Would fit perfect with Remorseless but you could not take Spotter and have to decide which you like more. Encouraging build diversaty hence to personal preference.

edit: trouble with url

(edited by Jine.6130)

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Posted by: Azure.8670

Azure.8670

I agree with everything OP said

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Posted by: Diehard.1432

Diehard.1432

Do you play rangers, Anet?

Garuda X, lvl 80 human Siamoth Ranger JQ SEA
[VaL]

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Posted by: Valerith.6512

Valerith.6512

It’s not that these traits are bad. They are just very situational. IMO there should be changes like these:
- merge traits Beastmaster’s Might and Signet Mastery and put it in Adept tier,
- Move Signet of the Beastmaster trait to Master tier,
- make new Grandmaster trait in Marksmanship tree.

Remorseless is a good trait, combined with longbow with cd reduction, much better than sigil of Intelligence. The main issue in this trait is that the only skill that is strong enough to benefit from this trait is Maul. I suggest to remake some of lb skills so they can benefit from stealth and Opening Strike (something like +50% dmg on autoattack when you stand still while shooting – then Stealth gives us an opportunity to get a position to make a powerful shot, while we have 100% crit chance because of regaining Opening Strike).
Another issue is combining Moment of Clarity trait with weapon skills. Right now Ranger has one interrupt on sb, one on lb and two on gs. Again, this trait has weak synergy with weapon skills, because sb is not burst weapon, is more focused on sustain dps. GS has good synergy because of Swoop and Maul. LB has mediocre synergy, Rapid fire is affected only in 1st hit and autoattack has distance penalties.
It would be also great if 3rd skill on lb had no dmg at all. Then we could make combo like Point Blank Shot (with Moment of Clarity) > Hunter’s Shot (regain Opening Strike by Remorseless trait and NOT losing Attack of Opportunity) > swap to gs > maul/swoop while stealthed.

[SHN]
Blacktide

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Posted by: Sasajoe.1509

Sasajoe.1509

Do you play rangers, Anet?

They don’t play rangers obviously they play only thieves & warriors … duh

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Posted by: Rym.1469

Rym.1469

Ranger should be made from a scratch and relied on their descreption concept.
Anything less atm is just like giving a dead man a pillow. That’s kind, but doesn’t change the fact nothing really changes for him or that he doesn’t care anymore

[rude]Antagonistka – Revenant, EU.
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Posted by: FolhaVerde.2197

FolhaVerde.2197

Change Traid Line:
Trapper’s Expertise and Trap Potency should be moved to Wilderness Survival.

Don’t have sense Trapper’s Expertise and Trap Potency in Skirmish.

“May my fists unite all!….One day we’ll be as one!”

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Posted by: thefantasticg.3984

thefantasticg.3984

Was this OP supposed to pretain to [PVE], [WVW], or [PVP]? Depending on which it is determines the reponse.

I will assume [PVE]. I use none of those traits except for piercing arrows when I’m tagging with the long bow… I don’t use them because they aren’t DPS based… and I’m not wasting a spot for the Signet of the Beastmaster when there are other traits to use to increase damage all the time vs a very very short time.

RNG is a bell curve. Better hope you’re on the right side.

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Posted by: Aveneo.2068

Aveneo.2068

(this is a post I made almost a year ago)

While I fully agree that Ranger Traits are probably the worst random collection of crap, here is a small list for some of the other changes the Ranger needs in my humble opinion

  • A Camouflage utility (be it as an opener or escape) – 3s Stealth + 10s Swiftness (similar to the Wintersday Scout ability). Could replace the active effect on Signet of the Hunt because currently that active effect is pretty pointless.
  • Point Blank Shot: Change name to Sniper Shot and add a secondary effect. If you tap it once it will function as it currently does, but if you choose to press and hold the ability, it will channel and fire one shot dealing massive damage (as per the Wintersday Scout ability).
  • Signets should apply their active component to Pet and Ranger by default without requiring you to use Signet of the Beastmaster.
  • A utility or effect that allows Rangers to see stealthed targets. At present time stealth has no counter and is not fun to play against. The Ranger would be most befitting to provide that counter (being a tracker and having pets). See the video on Counterplay: http://youtu.be/BRBcjsOt0_g
  • [i]for the above, if signets would apply their active effects to Pet+Ranger without the need for Signet of the Beastmaster, that Grandmaster trait could be changed to Sight of the Beastmaster, allowing stealth detection as a passive ability and make stealthed targets appear in a similar fashion as we now see stealthed allies (that Predator like camouflage) if players spend 30 points in Marksmanship and choose the trait[i]. In my humble opinion the Ranger should be the direct counter to a Thief.
  • Some signet active effects need a rework because some of them are pointless (even dangerous) to use (try Signet of Renewal with Signet of the Beastmaster active).
  • Some shouts need a rework as they mostly revolve around sacrificing your pet (~30% of your damage potential) at present time.
  • A ‘fix’ for all the OBSTRUCTED messages when firing arrows when there’s absolutely no reason for them to become obstructed.
  • More reliable AI and pathfinding for our pets and being able to hit moving targets (maybe increase their effective attack radius and cleave?).
  • 75% reduction of AoE damage for our pets (with the option to trait it to 95%).
  • F2 abilities that fire near-instantly. The pet just has to cancel any current action and immediately go through the F2 command.
  • Some traits need to switch position as it makes no sense in having Trap traits in Skirmishing when they should be in Wilderness Survival. Same with traits like Martial Mastery which should have been in Skirmishing instead of Wilderness Survival. As stated above, trait lines are just one gigantic mess at the moment and make no sense nor offer any form of synergy.
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Posted by: xXxOrcaxXx.9328

xXxOrcaxXx.9328

Marksmanship:
6. Signet of the beastmaster – signet’s active effect should be granted to the player by default.

“Signet of Stone
Passive: Improves toughness for you and your pet.
Active: Your pet takes no damage from attacks. "

Perma active effect for ranger, seems legit…

Ranger - Guardian - Warrior - Elementalist - Necromancer - Mesmer
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Posted by: Ltomato.8649

Ltomato.8649

“Signet of Stone
Passive: Improves toughness for you and your pet.
Active: Your pet takes no damage from attacks. "

Perma active effect for ranger, seems legit…

He means that signet actives should affect the player on use by default.
Currently there are 4 signets for rangers.
Renewal
Hunt
Wild
Stone

Even with Signet of the Beastmaster, Signet of Renewal active doesn’t do anything on the player. Not that you’d want it to, since it’s Ranger’s only utility condition clear outside of Healing Spring, and drawing all the conditions to you with no other source of condition removal is suicide.

Signet of the Wild becomes a 7 or 8 second stability on a 60 second cooldown with a one second cast time. Yaaaaay. That’s almost absolutely useless considering Rampage as One gives more stability per cooldown as well as other buffs.

Signet of Stone becomes actually useful, making you immune to damage for 6 seconds.
A nice panic button. Better than “Protect Me” because it doesn’t require your pet to also stay alive. (NOTE: As with Rampage as One and Protect Me and other inter-pet buffs, if you swap pets in the middle, the effect is completely negated.)

Signet of the Hunt is decent. A 150% attack every 30 seconds isn’t too bad. Good combination with greatsword maul and bursty type pets.

Signet of the Beastmaster right now requires rangers to trait 30 points into Marksmanship to get those secondary effects. As signets are now, Renewal can be used for an emergency aoe condition clear, and Hunt is useful for run speed.

Therefore making Signet of the Beastmaster on by default would be a pretty good decision, as it would open up the overcrowded marksmanship tree to more variety.

(edited by Ltomato.8649)

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Posted by: thefantasticg.3984

thefantasticg.3984

I’m still mystified on why my shouts on my warrior and guard are instant cast but the shouts on my ranger are not when the shouts on my warrior and guard are much more powerful/useful.

RNG is a bell curve. Better hope you’re on the right side.

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Posted by: stale.9785

stale.9785

Ok, I once did a complete workthrough of all ranger traits, but I can’t be kitten d digging it up to repost here.

Some things that should be looked at – the sheer number of “your pet” or “you and your pet” traits that are outside of beastmastery is far too high. A lot of the traits are for things that should be base function of pets or for things that should come as part of another trait.

- Alpha Training. This should be part of the Opening Strikes skill.

- Malicious Training. Merge with Expertise Training and place in Beastmastery.

- Agility Training. Merge with Speed Training. Or better yet, make it a base function of pets.

- Carnivorous Appetite. Merge with Rending Attacks. Make Rending Attacks/Stability Training/Intimidation Training work across all pets – not divided by type.

- Concentration Training. Merge with Compassion Training, or outright replace Compassion Training.

There’s 5 spots opened across the other trait lines for something useful. Other things that should be done:

- Eagle Eye should be the 15pt minor trait in Marksmanship.

- Quick Draw really belongs in Marksmanship as well

- Martial Mastery would make more sense in Skirmishing.

- all the trap traits would make far more sense in Wilderness Survival. Or, traps need their direct damage increased greatly to be useful to power/crit builds.

- The trap traits themselves are strange. The adept level should be “Traps Recharge 20% faster and cover a greater area” Master level should be “Damage from traps is increased 100%. Conditions inflicted by traps last twice as long.” Grandmaster should be “Traps use ground targetting”.

- Signets. Our signets are just wrong. The base functionality should ALWAYS be for the ranger – if needed, trait to have them affect the pet as well.

- Signet of Renewal should just remove all conditions on activation – not attempt to kill our pet with them.

- Empathic Bond suffers from the same issue as Signet of Renewal. It should be “Pets periodically clean conditions for you.” No more of this sacrificing our “companion”.

I’m sure there’s more, but these all jump to mind as things that I would do, given the power to do so.

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Posted by: gawker.8340

gawker.8340

Ok, I once did a complete workthrough of all ranger traits, but I can’t be kitten d digging it up to repost here.

Some things that should be looked at – the sheer number of “your pet” or “you and your pet” traits that are outside of beastmastery is far too high. A lot of the traits are for things that should be base function of pets or for things that should come as part of another trait.

- Alpha Training. This should be part of the Opening Strikes skill.

- Malicious Training. Merge with Expertise Training and place in Beastmastery.

- Agility Training. Merge with Speed Training. Or better yet, make it a base function of pets.

- Carnivorous Appetite. Merge with Rending Attacks. Make Rending Attacks/Stability Training/Intimidation Training work across all pets – not divided by type.

- Concentration Training. Merge with Compassion Training, or outright replace Compassion Training.

There’s 5 spots opened across the other trait lines for something useful. Other things that should be done:

- Eagle Eye should be the 15pt minor trait in Marksmanship.

- Quick Draw really belongs in Marksmanship as well

- Martial Mastery would make more sense in Skirmishing.

- all the trap traits would make far more sense in Wilderness Survival. Or, traps need their direct damage increased greatly to be useful to power/crit builds.

- The trap traits themselves are strange. The adept level should be “Traps Recharge 20% faster and cover a greater area” Master level should be “Damage from traps is increased 100%. Conditions inflicted by traps last twice as long.” Grandmaster should be “Traps use ground targetting”.

- Signets. Our signets are just wrong. The base functionality should ALWAYS be for the ranger – if needed, trait to have them affect the pet as well.

- Signet of Renewal should just remove all conditions on activation – not attempt to kill our pet with them.

- Empathic Bond suffers from the same issue as Signet of Renewal. It should be “Pets periodically clean conditions for you.” No more of this sacrificing our “companion”.

I’m sure there’s more, but these all jump to mind as things that I would do, given the power to do so.

I agree on the most part. Here are some additional suggestions:
-Signet of Renewal needs a cap if it’s going to clear condi (~4 conditions).
-Traps are fine as they are believe it or not. Just make trap potency affect immobilize on spike trap. And increase the radius to match engineer’s grenade fields.

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Posted by: OGDeadHead.8326

OGDeadHead.8326

- The trap traits themselves are strange. The adept level should be “Traps Recharge 20% faster and cover a greater area” Master level should be “Damage from traps is increased 100%. Conditions inflicted by traps last twice as long.” Grandmaster should be “Traps use ground targetting”.

Yes please.

I for one don’t like the ground targeting aspect of traps, while many others love it. If changes like this would be implemented, it would be very nice. The GM trait could even get some other benefit other than ground targeting, to make it worth a GM slot.

Win10 pro | Xeon 5650 @ 4 GHz | R9 280x toxic | 24 Gig Ram | Process Lasso user

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Posted by: Ltomato.8649

Ltomato.8649

Also, just a heads up- I just found this in-game:
Tthe Skirmishing 15 minor trait, furious grip actually only gives about half of what the tooltip says it should. 5 seconds of fury vs the tooltip’s 9 or 10.

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Posted by: Boomstin.3460

Boomstin.3460

Also, just a heads up- I just found this in-game:
Tthe Skirmishing 15 minor trait, furious grip actually only gives about half of what the tooltip says it should. 5 seconds of fury vs the tooltip’s 9 or 10.

Known issue. But they only fix the bugs that have a positive effect.

All is vain.

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Posted by: gawker.8340

gawker.8340

I’m still mystified on why my shouts on my warrior and guard are instant cast but the shouts on my ranger are not when the shouts on my warrior and guard are much more powerful/useful.

Yes, this is true. Compare the usefulness of warrior’s best shout versus ranger’s best: Berserker Stance
60s cd
80% less condition duration
adrenaline gain
instant cast

vs

Sic’em

40s cd
increase pet damage+speed (get’s canceled when pet dies, activate F2, or pet swap)
applies 4s revealed (but requires a target to activate)
instant cast (after you pick a target)

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Posted by: gawker.8340

gawker.8340

Also, just a heads up- I just found this in-game:
Tthe Skirmishing 15 minor trait, furious grip actually only gives about half of what the tooltip says it should. 5 seconds of fury vs the tooltip’s 9 or 10.

Been there since beta. I forgone putting these on because 4s of fury on a 9s cd is still nice.

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Posted by: Ltomato.8649

Ltomato.8649

That doesn’t make me too optimistic about the future then. Geez.

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Posted by: gawker.8340

gawker.8340

Marksmanship:
6. Signet of the beastmaster – signet’s active effect should be granted to the player by default.

“Signet of Stone
Passive: Improves toughness for you and your pet.
Active: Your pet takes no damage from attacks. "

Perma active effect for ranger, seems legit…

Signet of stone’s active is on 80cd and lasts 6 seconds. It’s not “perma”. It’s one of 3 source of damage mitigation (the others being Protect Me!, and GS#4). Rangers have very crap damage mitigation in general.

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Posted by: gawker.8340

gawker.8340

That doesn’t make me too optimistic about the future then. Geez.

Anet said they open this sub-forum to hear from us about balance. So I will let them hear it. Hopefully, they help us out.

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Posted by: stale.9785

stale.9785

Why would SoR have a cap on conditions cleansed? The similar warrior signet has no cap. If it’s not OP on a warrior, it cannot be OP on us…

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Posted by: Ltomato.8649

Ltomato.8649

Why would SoR have a cap on conditions cleansed? The similar warrior signet has no cap. If it’s not OP on a warrior, it cannot be OP on us…

As if. Apparently Natural Vigor was OP for a trait, while Warriors have a signet that did and still does the same thing.

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Posted by: gawker.8340

gawker.8340

Why would SoR have a cap on conditions cleansed? The similar warrior signet has no cap. If it’s not OP on a warrior, it cannot be OP on us…

You’re right. I just read what signet of stamina does and i’m impressed. I really want to keep the “remove condition from nearby allies” of our signet though if possible.

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Posted by: solrik.6028

solrik.6028

2. Opening strike – not viable. Poor concept.
3. Alpha training – not viable. Poor concept.
4. Precise strike – not viable. Poor concept.

MM 2 & 3 & 4 – Should be one minor or adept trait. The traits are good, but they don’t give much compared with what you can get for the same amount of points in other traitlines. (Endurance, Swap CD reduction, Fury on wep swap etc)

5. Piercing arrows- arrows should pierce by default.
MM 5 – This would make rangers real “Unparalleled archers”. The trait can be changed to “Sonic Boom” or something that makes arrows cause a small air explosion (a sonic boom) on each hit that can cause damage to 2 additional very close targets.

1. Primal reflexes – cool down too long.
Skir 1 – This should imo be changed to 6, 7 or 8 seconds of vigor to compensate for the endurance nerf.

2. Agility training – pet should move faster than players by default.
Skir 2 – The pet’s base speed should be increased for reality’s sake, but how would this affect the AI’s pathfinding?

*1. Healer’s celerity – swiftness should be switched to stability. *
WS 1 – In addition to Retaliation. Give us some revive ability Anet

2. Shared anguish – cool down too long.
WS 2 – 90s is a very long CD considering that the effect isn’t ignored but transferred and indirectly affects the ranger’s damage output.

3. Expertise training – change to +500 condition damage.
WS 3 – I almost never take this because of the thought “It is so little”.

4. Oakheart salve – change to reduce condition duration of bleeding, poison, burning 33%
WS 4 – I always wondered why we got regeneration there. Is it supposed to offset the damage?

5. Hide in plain sight – change camouflage to stealth.
WS 5 – The camouflage is okay imo. I just wish it had a shorter CD.

*6. Bark skin – change to increase duration of protection 50% *
WS 6 – I think the only problem with this trait is that it benefits tanky builds by making them more tankier. The best change imo would be to change the threshold to a fixed amount of health. I would suggest it activates at 5000 health.

1. Circle of life – change to increase healing spring duration 20%
2. Fortifying bond – change grant vigor to stability.
NM 1 – No comment, I never use this.
NM 2 – Vigor for pet is indeed stupid. Stability too. It rarely gets disabled in a fight.

1. Instinctual Bond : change to pet gain quickness when you are disabled.
2. Master’s Bond : change to increase base pet stats by 35 points.
3. Compassion training : change to +500 healing power.

BM 1 – Another trait focused on going down…
BM 2 – Change to disappear only if ranger is downed.
BM 3 – Same here as for the other one

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Posted by: felixdacat.3804

felixdacat.3804

(this is a post I made almost a year ago)

While I fully agree that Ranger Traits are probably the worst random collection of crap, here is a small list for some of the other changes the Ranger needs in my humble opinion

  • A Camouflage utility (be it as an opener or escape) – 3s Stealth + 10s Swiftness (similar to the Wintersday Scout ability). Could replace the active effect on Signet of the Hunt because currently that active effect is pretty pointless.
  • Point Blank Shot: Change name to Sniper Shot and add a secondary effect. If you tap it once it will function as it currently does, but if you choose to press and hold the ability, it will channel and fire one shot dealing massive damage (as per the Wintersday Scout ability).
  • Signets should apply their active component to Pet and Ranger by default without requiring you to use Signet of the Beastmaster.
  • A utility or effect that allows Rangers to see stealthed targets. At present time stealth has no counter and is not fun to play against. The Ranger would be most befitting to provide that counter (being a tracker and having pets). See the video on Counterplay: http://youtu.be/BRBcjsOt0_g
  • [i]for the above, if signets would apply their active effects to Pet+Ranger without the need for Signet of the Beastmaster, that Grandmaster trait could be changed to Sight of the Beastmaster, allowing stealth detection as a passive ability and make stealthed targets appear in a similar fashion as we now see stealthed allies (that Predator like camouflage) if players spend 30 points in Marksmanship and choose the trait[i]. In my humble opinion the Ranger should be the direct counter to a Thief.
  • Some signet active effects need a rework because some of them are pointless (even dangerous) to use (try Signet of Renewal with Signet of the Beastmaster active).
  • Some shouts need a rework as they mostly revolve around sacrificing your pet (~30% of your damage potential) at present time.
  • A ‘fix’ for all the OBSTRUCTED messages when firing arrows when there’s absolutely no reason for them to become obstructed.
  • More reliable AI and pathfinding for our pets and being able to hit moving targets (maybe increase their effective attack radius and cleave?).
  • 75% reduction of AoE damage for our pets (with the option to trait it to 95%).
  • F2 abilities that fire near-instantly. The pet just has to cancel any current action and immediately go through the F2 command.
  • Some traits need to switch position as it makes no sense in having Trap traits in Skirmishing when they should be in Wilderness Survival. Same with traits like Martial Mastery which should have been in Skirmishing instead of Wilderness Survival. As stated above, trait lines are just one gigantic mess at the moment and make no sense nor offer any form of synergy.

Would love to see some of these implemented… especially having the Ranger see stealthed targets. Would really give the Ranger a niche role to fulfill.

[Ranger] List of very bad traits

in Profession Balance

Posted by: Hyper Cutter.9376

Hyper Cutter.9376

They should move Eagle Eye down into the Adept tier (where Stronger Bowstrings, its warrior counterpart, is), because the Adept traits in Marksmanship are pretty awful, and too many bow traits are clustered in the Master tier.

Also, something needs to be done about all those overly-specific pet traits in the Master tier of Beast Mastery. Maybe make all of them apply to all pets, so you can choose which one you want without needing to use specific types.

[Ranger] List of very bad traits

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Posted by: Paulie.6215

Paulie.6215

Do you play rangers, Anet?

I think we ALL know the answer to that. BUT HEY LET’S BUFF WARRIORS SOME MORE!!

[Ranger] List of very bad traits

in Profession Balance

Posted by: kyubi.3620

kyubi.3620

Get signet of the beastmaster down to beast mastery tree already, its where it belonged all along.

Master Bond should either give enormous stats or stay until ranger itself is dead

Instinctual Bond – could be sooooo better then this, If you actualy dont plan on making the pet scale in damage with player attack power at least make it so Instinctual bond provide quickness to pet every 20 second when the ranger score a critical hit

Compassion training – For the love of melandru even if pets has healing power it is of next to no relevance because the pet use no healing spell on its own save for bear auto regeneration (wich doesnt stack with ranger proc regeneration btway) drake healing bite (realy poor) moa healing shout, and F2 regeneration buff. Either make it so pet heal 50% more from all effect the ranger procs such as healing spring and heal as one (including auto regeneration 30 point trait) or remove it from the game.

Heal as one – This spell is a total parody of what it used to be in guild wars 2, people all run healing spring because despite the low cooldown heal as one just doesnt match in a build. there is 3 way to make the spell actualy interesting again

1. Make it so heal as one also ressurect the pet on use

2. Make it so heal as one provide the ranger the base healing + make the pet heal the ranger and himself for a set amount for every hit it lands. an exemple would be

Heal as one – heals you and your pet for 3500 and for the next 10 second pets attack heals you and your pet for 350

Making heal as one a viable option would likely give some sense to using the regeneration on shout trait from the Nature magic tree wich right now appeals to no one due to the overuse of healing spring wich already provide regeneration + the fact healing spring is one of our main condition cleanse

Crystal Desert, The Darknest Community P.E.T.A.
BM: I want to present you my lovely jingle bear mia
If pet had voices: Mommy, I did it! :3

(edited by kyubi.3620)

[Ranger] List of very bad traits

in Profession Balance

Posted by: sminkiottone.6972

sminkiottone.6972

2. Master’s Bond : change to increase base pet stats by 35 points.

This trait is also bugged, entering/leaving the water with an amphibious pet still resets the stacks.

[Ranger] List of very bad traits

in Profession Balance

Posted by: kyubi.3620

kyubi.3620

It actualy work as intended because when going underwater you use defrent pets. its just the same as if you switched pet out. The issue is not going underwater its the fact its removed upon pet switching and takes an insane load of time to charge up. It should either make it so that every 15 second the pet is out (and alive) it gets a stack of it and it loose all stack once dead or just remain in place until ranger itself is dead either way works.

Crystal Desert, The Darknest Community P.E.T.A.
BM: I want to present you my lovely jingle bear mia
If pet had voices: Mommy, I did it! :3