After pointing some fixes to the pet that i think were well received i’d like to point out some changes to the trait lines so they become useful and less subpar and broken in a sense that nothing makes sense in them.
[rant time]
Although i guess the head developer (Irenio) is really bussy now with the Druid would be good some form of communication from the dev team to let us know if the ranger is being reworked/fixed so i can be at the same bout as other classes and not swimming behind while the other classes have a free bar in the cruiser.
The actual spite in this forums in manly because of the lack of communication from the Anet developers leading as always to not fix or apply all the wrong changes like is being happening from ever.
So to fix this Irenio and his team (if there is any) should get involved in this forums, so the people that has invested thousands of hours in their toons don’t feel insulted and despised. That’s a really bad PR if you ask me.
[/end of rant time]
let’s begin:
Marksmanship
- Alpha Training merged with minor Opening Strike.
- Steady Focus changed to master minor.
- New master trait to apply +20% cripple duration and vulnerability when you apply cripple. 1 stack for 5 seconds. This way sword AA would be able to apply max of 6 stacks.
- Lead the wind: Change to apply piercing to both bows so we aren’t forced in one trit line if we choose Shortbow. Attack speed increased to 30%. LB AA would be attacking every 1/2 second instead 3/4 second. Not much of a difference but enough to be appreciated.
Skirmishing
- strider’s deffense: Change to 25% chance of evade 1/2 second while executing a melee attack. We have only two melee weapons: Sword and GS. Sword don’t have any evades in the AA chain, this is needed to make the ranger to actually have a chance against any melee class.
- Light on your feet. Change to apply piercing to both bows. The on dodge mechanic is fancy not adequate for the game. You have to waste one of your precious dodges to get just an 10% extra dmg for the next attack. change to permanent +10% damage and 10% duration in conditions would be in order.
- Most dangerous game: Another fancy but very impractical trait. Average ranger has 18K HP half of that could be taken with one burst. Not suited for this game i could say. Also 9 stacks of might is simply bad.
To keep the idea of As closed to the death as i am the dangerous i became this changes would be in order: up to 50% HP : 1stack might/ 15% damage reduction. Up to 25% HP : 2 stacks of might / 30% damage reduction.
This way you have better chances to build the might and also an alternative to Bark Skin. - Quick Draw: Increase the buff to 10 seconds so some skills can finish the casting (Axe#5)
Wilderness Survival
- Oakheart Salve:
conditions are very strong now. Burning does 130/tick with 0 condition damage. Change to cast 50% healing troll unguent (450hp/sec – 5 seconds) boon when affected by bleeding, poison or burning. CD 15 seconds. This is to avoid to merge with regeneration what would undermine the effectiveness of the trait. Move this trait to master.
Apply Resistance Boon for 5 seconds when affected by bleeding, poison or burning. ICD 15 seconds. - Expertise training. change to duration increase 50%. Pets don’t do hard conditions (torment, confusion(only pink moa), burning) and this would help with some of the shortest conditions from them. In numbers Pink moa would get only 1 extra second of confusion.
- Refined Toxins : change to apply poison on crit same way as sharpened edges. 33% chance on crit. Change poison duration to 3 seconds. Move this trait to Adept.
- Empathic Bond shouldn’t be here. Here should be the Horned Axes.
Honed Axes change to Increase Attack in Axe up to 30%. Right now the axe is 1 second attack and Axe#2 has 2 seconds delay after the cast. The weapon feels clunky and unresponsive. Axe#3 attack changed to the same mechanic as Axe#1 hitting max of 3 targets applying chill to each one made baseline for the Axe.
Nature Magic
- Rejuvenation seems to be a filler minor. Should be scratched out.
- Bountiful hunter. Another fancy trait that actually is not that useful unless you play with a shout guardian or a dd ele. Ranger don’t drop many boons and all of them are short duration. Change to a flat +10% damage when you have boons on you. That way we will have an alternative to Marksmanship and don’t loose to much damage output.
- Instinctive Reaction. Change to 7% Vitality to Power like it was before. So tanky builds would stop being so extremely subpar. Also give an alternative play for rangers that don’t want to depend in constant boons.
- Vigorous Training take the place of Rejuvenation Minor. Instead of this bring back Spirits Unbound. Some rangers like the idea of immobile spirits most of them find them useless because of the poor active abilities range and their weak passive.
- Natures Vengeance: change the duration of the boon to 3 seconds.
Killing the spirit trigger the active effect like included Spirit of Nature. One free rally every 2 minutes is not much, and even less with the debuffs applied when you are downed. This is basic for the spirits that we can not see how long have they left.
Beastmastery
- Empathic Bond should be in place of Honed Axes. So rangers can have an alternative to Wilderness Survival to cleanse conditions. Also this trait need to work like Necromacer’s Plage Sending. When the number of condition in the ranger are equal or greater than 2 up to 3 conditions are sent to the pet. Then enter in a Internal CoolDown of 10 seconds. This trair is being always too RNG to be actually useful. This way the rangers can have more control over it.
What do you think? Are those changes good? Do you see another could be applied?
(edited by anduriell.6280)