Changes I would give the Ranger
Like ur idea on the spirits, would be great to have them with 100% chance of granting ‘x’ every ‘x’ amount of seconds, kinds of like guardian virtues imo.
|-Swiftpaw Sharpclaw [DnT]-|
Sounds like a rational, workable set of improvements. Let me just slip that into the dev’s suggestion box*.
*box is in reality a poorly disguised paper shredder
I notice how you completely forgot to mention the 1-handed sword. So unused it’s completely forgotten.
( They need to remove the rooting and leap from the first skill chain)
I notice how you completely forgot to mention the 1-handed sword. So unused it’s completely forgotten.
( They need to remove the rooting and leap from the first skill chain)
MH sword is unused and forgotten? Surely you jest. It’s probably one of the single most viable weapons we have because of its high damage output and cripple spam to aid our pets. The evades are nice as well – not to mention that our offhands (except for Axe) are actually pretty awesome and the MH sword is better than the MH axe in general.
Sure, it would be nice to remove rooting/self-interrupts from the chain, but that’s not a “simple change.” That’s a complete rework of the animation that may remove its greatest strength – the fact that it’s crazy difficult to escape from.
+1. If I could do that more than once, I would. Add F1 and F3 working instantly (along with F2) so that it interrupts whatever the pet is doing, and you’ve reduced a great deal of the headaches for a Ranger.
I would say that all the longbow projectiles need their speed increased greatly – 30-50%. Add my changes to the OP’s, and you might see rangers being something other than a handicap on a team.
These are just the simple ones:
Pets
F2 skills are now instant. Numbers may be rebalanced after the new balance state is determined.Longbow
Long Range Shot –
Now applies a 1 second cripple.
Lowered arc slightly or increased flight speed to improve accuracy at a distance.Barrage -
Lowered cooldown to 25 seconds.Greatsword
Swoop now applies a 2 second cripple.
Axe
Ricochet-
Your pet now “counts” as a foe for the sake of this skill. The axe will bounce to and off them, dealing no damage to them but allowing the Ricochet to hit your foe twice in 1v1 duels.Winter’s Bite-
Increased damage.Off-hand Axe
Path of Scars -
Slightly increased damage.Whirling Defense-
You can now move, but you are crippled while channeling this skill.Spirits
Spirits are now invulnerable. Further changes to be made after their new balance state is discovered.Attack of Opportunity
Now functions as a “stacking” buff in that each time it is gained, it adds a counter, consuming one counter for 50% bonus damage with each attack. What this means is that triggering Moment of Clarity with Hilt Bash no longer wastes a proc and that multiple sources can of AoO can be used in rapid succession without wasting procs.
LB
- i would actually like to see the arc increased so that you can actually hit the mobs on the walls and shoot over ledges in W3 without having to stand on the ledge, arrow speed needs to be increased though. make it a chain where every 3’rd or 2nd gets get cripple.
GS
- i hit fine with swoop, fix the damage so that it actually adds to your dps instead of hinders it if used in melee range. i really have no problems hitting people with my gs, using i have 2 dog knockdowns and a stun
Axe
- i like that idea, but i’d prefer if the first hit for a lot more than the subsequent hits. i don’t mind if they scale down (slightly) the bounce and put it on the first, this way it increases single target viability. or have the axe correctly jump off walls.
- i would prefer a longer chill instead of more damage, or reduce cd
off hand axe
- agreed
- i wouldn’t say crippled i would let you move at the same speed as block for the gs
Spirits
i would prefer that their boons proc 50% untraited, 100% traited. perhaps increase the range they can proc for and have them ground targeted when summoned so that you can put them on safe zones
- perhaps add trait that allows all individuals in range get buff (not just 5)
AoO
agreed.
furthermore…
spike trap – so long as it’s visible it works like caltrops (instead of single point on crossing). it’s silly when i see people roll over spikes and and then walk back onto it as it’s disappearing. or having a pet trigger it and then the people behind walk on the spikes just fine.
(edited by Luriyu.6873)