Druid fix (synergy; damage; buffs; fix)

Druid fix (synergy; damage; buffs; fix)

in Ranger

Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

Aleksander Suburb.4287:]The idea for this druid fix is:
1. Better synergy with the ranger core class: weapons, traits, builds
2. More damage on staff
3. More boons for support, instead just heal, Heal, HEAL (synergy with new attribute concentration and nature magic)
4. Fix the unplayable functions of this class

The Main issue is to give all ranger weapons a heal to reload celestial avatar. So you don’t need staff for celestial avatar. Give Staff damage and more non-healing traits, so you don’t need to be a primary healer as staff user and you can also use staff without a group


Celestial Avatar
Don’t remove astral force, after fight
Start avatar only with full astral force
Keep 10 second avatar-cooldown
Don’t remove astral force while in celestial avatar
Every skill use astral force as mana
Use 25% of astral force for entering


Avatar Skills
1 Cosmic Ray:
Damage on targeted Area

2 Seed of Life:
On blossom cleanse condition and give regeneration

3 Lunar Impact:
It’s OK

4 Rejuvenating:
Creates a water field

5 Natural Convergence:
decrease channeling time to 2 s
Instead of immobilizing, Push enemies back


Staff
1 Solar Beam:
Remove Healing from Staff auto attack (Bring it back with minor trait)
Add Short Burn on Solar Beam (Single Target)

2 Astral Wisp:
Add 2 Second Resilence for allies around enemy-target

3 Ancestral Grace:
It’s ok

4 Vine Surge
Longer immobilize
Instead of cleanse condtion, give allies 2 Second 2 stack Stability

5 Sublime Conversion
Higher Wall or a dome
Allies moving through the wall get 2s protection


Minor Traits
1. Minor Celestial Being:
It’s ok

2. Minor Natural Mending:
Autoattack of every weapon heals allies.
Longbow/Shortbow/Staff: Heal with Projectile/Beam. Lower heal on shortbow.
Greatsword/Sword: Heal around you when hitting an enemy (just one per hit)
Axe: Heal allies around first hitted enemy

3. Minor Live Vicariously:
previous Live Vicariously + previous Natural Mender: Increasing healing and heal yourself for healing an ally

Major Traits
1. Adept<New Name>
Reduce recharge of staff skills;
Weapon switch create a wisp around you

2. Adept Druidic Clarity:
It’s ok (Becoming avatar removes condition and break stun)

3. Adept Primal Echoes:
Stuns enemies around your “old” pet-position, after switching pets [Non-healing trait]

1. Master Celestial Shadow:
Grants superspeed and quickness to nearby allies when leaving celestial avatar

2. Master Verdant Etching:
It’s ok (glyph recharging and use glyph plant a seed removing condition and granting regeneration)

3. Master Natural Stride:
It’s ok [Non-healing trait]

1. Grandmaster Grace of the land:
It’s ok (Allies affected by your celestial avatar abilities gain damage and condition damage increase)

2. Grandmaster Lingering Light:
Healing an ally grants him retaliation

3. Grandmaster Ancient Seeds:
It’s ok [Non-healing trait]


Glyphs
It’s another topic. I think the glyphs should have the same function in celestial form + bonus. So you don’t need to handle your weapon, your pet, the position of your allies, your aoe AND the current fuction of your glyphs. It’s too much. Just give them an additional boon or condition in celestial avatar form

Guild Wars balancing concept: Never change a ruined system!

(edited by Aleksander Suburb.4287)