Hi, I have played Gw1 and GW2 for an exceptional amount of time. Not trying to compare the features side by side, but the ranger change has bugged me since pre-day 1. I have an 80 ranger, have played with it in pvp, wvw, and pve often and understand how most things work on it, it relies on the pet. It feeds off the pet. But what if we don’t want the pet? How does one seperate an entire profession mechanic and still maintain the unique flavor this profession offers? (or should). I have been brainstorming and would like to share now.
First off, change how stowing pet works. It should be a constant, that is toggled. In other words, when you click to stow pet it should stay stowed no matter if you enter water, take any sort of damage, or w/e. Now this would require a change to the cd on stow so for now, lets say when you stow a pet, it goes on a 60 second cooldown and summoning a pet goes on a 60 second cooldown for re-stowing(this does not affect swapping pets, this is only towards stow).
Secondly, we need a reason to stow pet other than being embarresed that our pet couldn’t help us when needed most. ANY values I post on this part are subject to change, and are only to give the feel of what is getting benefitied. Lets start by acknowledging the vast majority of ranger skills revolve around the pet, can’t exactly just remove that. So lets add to them in this new stow mechanic
=Traits
(Marksmanship)
-Steady Focus: Same 10% dmg when endurance full but an additional 15% dmg while pet is stowed (in combat) The idea of this is to introduce the feel of playing without the pet if the player wants to but also to not force players to the end of this tree just to get this effect.
-Spotter: Maintain same current effects, but add the option of IF your pet is stowed, increase this bonus to 140.
-Remorseless: Maintain same current effect but if a pet is stowed, regain opening strike every 15 ranged attacks (ranged weapons).
(Skirmishing)
-Primal Reflexes: Maintain same current effect but add the bonus of 25% endurance if a pet is stowed.(so vigor for 5 seconds and 25% of your endurance)
-Companions Might: Maintain same current effect but add the option of 1 stack of might for 3 seconds to yourself on critical hit while pet is stowed (Cooldown 5 seconds).
-Agility Training: Maintain same current effect but add the option of 15% bonus movement speed to you while in combat while pet is stowed.
-Carnivorous Appetite: Maintain same current effect but while pet is stowed, you gain that healing effect on critical hits with a 5 second cooldown(scales off your healing power).
-Moment of Clarity: Maintain same current effect but increase this value to 200% while a pet is stowed. (so it goes from 150% to 200%, not 200% more incase that confused anyone)
(Wilderness Survival)
-Expertise Training: Maintain same current effect but add the option of 175 cond dmg to yourself while pet is stowed.
-Hide in plain sight: Maintain same current effect but while pet is stowed gain stealth for 3 seconds, move 50% slower for 3 seconds, and remove the effect (daze, stun, launch, kd, kb, etc). This cannot occur if your pet was stowed within the last 3 seconds (if so, the old effect takes place).
-Bark skin: Maintain same current effect but while pet is stowed your pet will automatically be summoned(under 25% hp) and activate “Protect Me”. This effect (while stowed) cannot occur more than once every 75 seconds.
(Nature Magic)
-Bountiful Hunter: Maintain same current effect but increase dmg to 10% while pet is stowed.
-Vigorous spirits: Maintain same current effect but spirit takes 25% less damage while pet is stowed.
-Nature’s vengence: Maintain same current effect but add the option of gain protection (for 5 seconds) when spirit is killed while pet is stowed.
-Spiritual knowledge: Maintain same current effect but add an option of retaliation to itself while a pet is stowed.
-Enlargement: Maintain same current effect but add the option of stability to yourself(and dmg bonus) for the same duration when you reach 25% health and your pet is stowed (cooldown 90 seconds.)
-Spirits Unbound: Maintain same current effect but Spirits apply a cripple effect 2s per pulse (every second) while moving in a 380 unit radius around it while pet is stowed.
Nothing for beastmaster since that trait line is centered around pets (mostly).
Also, I suggest any effects while a pet is stowed be immediatly removed IF the player calls upon the pet as to not overlap the two. The goal is to add an option for players who’d like to play without a pet without simply making pet summoning a selectable skill(like in Gw1).
I would suggest (and have opinions) changes to the current weapon/healing/utility/elite skills while a pet is stowed but 1 step at a time (I feel like traits were the biggest change).
break. I feel like they should be back by now..”
(edited by NinjaEd.3946)