Re: Fear that we will only work on pets
- Don’t stress about this. We wanted to look at the class as a whole with you. We didn’t make this thread specifically to get feedback on the pets. It just happens to be one of (if not the biggest) the top issues with Ranger right now.
So, you want the class itself to have some input? Is this my moment to shine?
Rangers themselves do need help. From your description, I have a myriad of ideas.
Specific Game Mode
PvP
Proposal Overview
Give Rangers more resilience.
Goal of Proposal
Rangers are suppose to be the sustain damage class while being resilient. This is Anet’s vision of the class as per Allie said.
The problem is, Rangers are not resilient. If anet wants rangers to be resilient, then it needs to be resilient.
Proposal Functionality
Weapon skills
Every ranger weapon set need some sort of reliable defense without needing to trait for it. Like necro weapons have a snare for their attrition class.
Sword- evades need to break immobilize and allow dodging while auto-attacking. Reduce auto-attack damage to compensate the buff.
Dagger- evades need to break immobilize.
GS- Improve auto-attack damage. The resilient factor is fine here.
OH Axe- Fine in resilient factor, but could use improvements elsewhere.
Axe- Remove winter’s bite and put cripple in Splitblade. Then add a new third skill that transfer a condition. I propose removing winter’s bite because Axe is not a single target weapon, it is an AoE weapon. Otherwise, add a leap to it. Then the dual axe ranger can charge in and then use Whirling defense or the axe ranger can leap to safety.
Torch- Throw torch inflict fear because enemy is crying in pain. Bonfire removes Bleeding and chill because Rangers can use fire to burn the skin to stop bleeding and defrost the snow.
Warhorn- Warhorn Birds give blind and/or Warhorn 5 removes condition.
Shortbow- Give cripple in quickshot. Keep Crippling shot the way it is. The problem with this is that Crippling shot is not flexible. Quick shot is.
Longbow- Hunter shot or PBS give immobilize when hit. Longbow needs help in maintaining distance since it is not a flexible weapon. Many skills requires the enemy to be in front of the ranger or be rooted. Unlike the Mesmer GS, the mesmer can be running away while casting spells. Rangers cannot.
Utility skills
Huge change in survival skills- Every single one of them needs to remove certain Condition in some ways. Lightning Reflex can remove Immobilize, chill and cripple. Muddy terrain removes bleeding, burning, torment. Quickening Zephyr removes weakness, blind, and confusion. Sharpening stone needs change, should apply cripple AND bleed.
Traps get a grandmaster trait- “Bide Time.” Remove a condition and gain regeneration when a trap is activated. The idea here is that Rangers uses the moment that slowed the enemy to recuperate.
Shouts- Protect me should transfer condition, stuns, damage straight to the pet. Other than that, shouts are fine.
Signet- Should not require me to take Signet of the Beastmaster to use the active effect. If anything, it should be reversed. SotB will give the pet the active effect instead.
Traits
Empathetic bond changed Melandru’s resilience, which reduce 33% condition duration. This is a very ranger like skill. Since my Rangers suggestion get loads of condition removal, current EB would be a bad trait.
Fortifying Bond- Need a vice versa. Especially for bearbow rangers.
Other traits-
Beastmaster adept trait- Activating a F2 skill will remove conditions.
Skirmishing Master trait- If you leap and doesn’t hit anything(or just leap in general), you gain swiftness. So that when swoop and Monarch leap is used to escape, you get to run away.
Everything here is about raising survivability and control which rangers lack really hard especially on a resilient class that cannot burst.
tl;dr: Add more control/support skills and condi removal!
Associated Risks
When you buff something, it runs into a chance of being OP. Rangers is suppose to trade burst for survivability which is a good trade to me for PvP. But right now, we trade burst for nothing.
5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant