Posted by: Allie Murdock
Also, I don’t want this thread to be entirely about pets. We’ve seen a ton of great feedback about them, and I would like to hear more about utilities that need help (and aren’t viable unless spec’d into) as I haven’t seen as much on that front!
Thanks all
There has been a lot of posts about traits and utilities, many of them very well thought out and balanced if implemented properly. I do agree, though, that we should get off pets for awhile on this CDI, we’re beating a dead horse (which resembles my pet during most boss fights).
I’ll highlight some of my favorite suggestions on weapons and utilities, but will forgo the suggested format as I am pressed for time.
Weapons:
Warhorn 4: Add a blind to the bird attacks and allow it to ignore line of sight OR add a condition removal OR add a protection/stability/regen buff (or just one of those).
Longbow 1: Increase damage at close range, add vulnerability debuff based on range instead of damage increase. Also, increase missile travel time as it is very easy to dodge or side-step glitch.
LB 2: Keep damage the same, decrease channel time. Add cripple or immobilize
LB 4: Add a cast-time to the skill. One click keeps damage/knockback the same. Hold the cast bar for increased range, damage and knockback.
LB 5: Allow for movement during channel, add immobilize on first pulse. Or remove and rework the skill as it has a lot of issues in WvW
Shortbow 1: Have bleed stack regardless of position, add torment or increase damage if used while flanking.
Shortbow 4: Add torment
Shortbow 5: Add confusion
GS 1: Increase damage okitten
S 2: Add blast finisher
GS 3: Add evade to swoop
MH Axe 1: Increase damage – at least on primary target
Torch 4: AoE fire burst when it hits
Torch 5: Increase duration of bonfire, remove conditions when in it.
OH Axe: Allow projectile to travel on the Z axis.
Sword 1: You know what to do.
Sword 2: Reduce animation time on evade.
Weapons General: A look at damage coefficient may be in order to make up for AI. Also, weapon skills beside the AA should have damage looked at as we are the only glass whose best damage abilities come from the Auto Attack.
Heals:
Troll Unguent: Add condition removal on each pulse or at least on initial pulse.
Heal as One: Allow it to revive down pet.
Utilities:
Signets: Allow all signets to affect ranger and pet without needing Beastmaster Signet trait
Signet of Stone: Change toughness to damage reduction like Guardian and Warrior signets
Shouts: In general are considered weak across the board. Cooldowns and durations should be looked at.
Sic ’Em: Grant stability to pet
Protect Me: Grant protection to pet
Guard: Reveals stealth in target area (remove protection from pet if necessary) increase damage of pet when in area.
Search and Rescue: 1st click: skill functions as normal. 2nd click: pet shadow steps to ranger with downed player.
Sharpening Stone: Have it increase damage of next attacks by 5-10% and bleed (for power rangers)
Muddy Terrain: Knocks Down when cast
QZ: Remove blindness, weakness, chill
Lightning Reflexes: Remove Immobilize, cripple, chill. Have it hit 5 targets
Traps: Increase damage when triggered so they can be used as another form of burst and not just condition pressure. Increase radius and duration of fields.
Spirits: I won’t get into a lot of detail on these since I think we’re going to see some changes on this front. I will say that the RNG nature of their skills should go in favor of a static buff.
Storm Spirit: Remove swiftness and add another buff or give attacks condition cleansing, boon removal or some other benefit.
Utilities General:
Cooldowns should be looked at across the board. Signets and shouts especially but all should be looked at for what they give and how long they are on cooldown.