Ghillie Suit utility skill?
Would be extremely useful, I think a skill like this should be given to the rangers. Have it be dispelled when one is in an enemy controlled point, i.e a tower, supply camp, keep, castle.
5 rangers standing still and invisible inside SM. Suddenly SM flips. Cant sweep for something that’s perma invisible.
I don’t think it should work on man made objects. It would be pretty silly to be able to apply camo on yourself on carpet or concrete floors, lol. Plus it doesn’t work with the theme of the class.
I was thinking you could only use this skill if the ranger was standing on something natural, like grass or water, or beneath a tree. That way, it’s very limited sweep for keeps as there are very few areas in inner Lowlands or SM that has shrubs and grass.
My original intent for this was to be used for scouting and roaming and not so much ninja flipping.
I actually run pure GC and tried it with 25 stacks of bloodlust and might stacks. That signet’s active effect is garbage. Under no circumstance is it better than taking piercing arrow and eagle eye if you care about damage. So in no shape of form is that skill perfectly fine. But if you think that’s a good active signet by all means use it.
In my books, all the signets need to be reworked and/or have their cooldowns drastically reduced.
You re confalting the signet and the trait here. But ill argue the trait is pretty awesome IF your not using longbow all the time, or that often, especially if you have some points in BM.
Which is basically if you are a skirmisher type ranger. I dont love longbow, its best use is at a distance, and to apply some strong vulnerability/interupt for me. Hence signet of the beast master looks better to me than eagle eye. Also you can use it to give yourself invulnerable, which is pretty useful in WvW or if you are skirmisher/melee type. and a 12 second stability with 25% damage boost is also pretty useful. I understand for you, youd rather have longer range, but its about build diversity here, its a trait for a different type of build.
I will agree that signets cooldowns seem out of wack. while i think signet of the hunt has a really good cool down time, and a complimentary passive ability. (give up speed for more damage for a short time) its only 30 seconds, and gets lower with traits. However the other ones cool downs are so long it doesnt give you much to play with
anyhow, ill keep my signet of the hunt, works pretty well for my BM, i understand you just want run speed and active you find more useful for your build, but like i said its about build diversity
@phys
It’s not so much lackluster as incredibly incredibly limited.
The biggest problem with that Attack of Opportunity is that it’s multiplying your next hit in a very literal sense. Drake breath, Rapid Fire? Just the first hit. Bird F2? Only half.
It’s a neat concept.
But aside from Maul and Swoop, a large swath of Ranger and the Pet’s damaging skills are delivered through multiple hits. It seriously needs to multiply all the attacks within the next skill that connects, instead of just the next hit that connects.
yeah but in terms of spike its powerful, and useful in times where you probably wont need run speed for the next 25 seconds or so. While it would be better all around if it multiplied multiple hits, its pretty decent depending on the pet, and if you trait signets, 150% on yourself is pretty decent especially with a maul dmg boost, mmmm tasty spike
I actually run pure GC and tried it with 25 stacks of bloodlust and might stacks. That signet’s active effect is garbage. Under no circumstance is it better than taking piercing arrow and eagle eye if you care about damage. So in no shape of form is that skill perfectly fine. But if you think that’s a good active signet by all means use it.
In my books, all the signets need to be reworked and/or have their cooldowns drastically reduced.
You re confalting the signet and the trait here. But ill argue the trait is pretty awesome IF your not using longbow all the time, or that often, especially if you have some points in BM.
Which is basically if you are a skirmisher type ranger. I dont love longbow, its best use is at a distance, and to apply some strong vulnerability/interupt for me. Hence signet of the beast master looks better to me than eagle eye. Also you can use it to give yourself invulnerable, which is pretty useful in WvW or if you are skirmisher/melee type. and a 12 second stability with 25% damage boost is also pretty useful. I understand for you, youd rather have longer range, but its about build diversity here, its a trait for a different type of build.I will agree that signets cooldowns seem out of wack. while i think signet of the hunt has a really good cool down time, and a complimentary passive ability. (give up speed for more damage for a short time) its only 30 seconds, and gets lower with traits. However the other ones cool downs are so long it doesnt give you much to play with
anyhow, ill keep my signet of the hunt, works pretty well for my BM, i understand you just want run speed and active you find more useful for your build, but like i said its about build diversity
I have huge issues with the Beast mastery trait. It’s the epitome of what’s wrong with this class; that is having to put in more effort for less returns. Other classes do not need to trait to get invulnerability. Protect me doesn’t count since everything gets melted unless it’s a bear. Longbow? Need 2 traits. Piecing and cool down is on one trait for rifle.
When you force someone to go full MS to get a signet benefit, that’s hardly conducive to diverse builds. That hampers it even more because you’re forced to spec MS if you want the utility to function properly. Even if you go down that route, you’re probably more likely to feel forced to take another signet just to make it worth your while despite them being crummy utilities. It makes no sense for min/maxing so the alternative is not to use the signets at all. These things do not help build diversity. Signets should be good enough on their own without traits.
Even the current full active benefit is nothing to write home about. Have you looked at what a vanilla warrior signet could do? The precision one without traiting could fill up the adrenaline bar every 30 seconds. So it’s a guaranteed killshot or eviscerate. And you think adding 50% damage to one attack for a class that has zero burst is adequate? We’re just going to have to agree to disagree on this.
You think SotH helps your build, what you don’t realize is if the utility was made better it’ll be even better for your build and everyone else’s.
(edited by Aridia.3042)
5 rangers standing still and invisible inside SM. Suddenly SM flips. Cant sweep for something that’s perma invisible.
I don’t think it should work on man made objects. It would be pretty silly to be able to apply camo on yourself on carpet or concrete floors, lol. Plus it doesn’t work with the theme of the class.
I was thinking you could only use this skill if the ranger was standing on something natural, like grass or water, or beneath a tree. That way, it’s very limited sweep for keeps as there are very few areas in inner Lowlands or SM that has shrubs and grass.
My original intent for this was to be used for scouting and roaming and not so much ninja flipping.
Regardless of intent it will be abused by players to no end. this was probably why it was removed in the first place. I think instead of a full invis it should be transforms the Ranger into either some form of vegetation (lol) or the nearest mob type WITHOUT having the invader tag over his head.
That shouldn’t be too hard to implement as its no different then drinking a morphing tonic. To make it even easier just turn players into Rabbits. Those buggers are everywhere and in some random as hell places.
Sophia Theos Beast Master
[Fissure of Woe]
5 rangers standing still and invisible inside SM. Suddenly SM flips. Cant sweep for something that’s perma invisible.
I don’t think it should work on man made objects. It would be pretty silly to be able to apply camo on yourself on carpet or concrete floors, lol. Plus it doesn’t work with the theme of the class.
I was thinking you could only use this skill if the ranger was standing on something natural, like grass or water, or beneath a tree. That way, it’s very limited sweep for keeps as there are very few areas in inner Lowlands or SM that has shrubs and grass.
My original intent for this was to be used for scouting and roaming and not so much ninja flipping.
Regardless of intent it will be abused by players to no end. this was probably why it was removed in the first place. I think instead of a full invis it should be transforms the Ranger into either some form of vegetation (lol) or the nearest mob type WITHOUT having the invader tag over his head.
That shouldn’t be too hard to implement as its no different then drinking a morphing tonic. To make it even easier just turn players into Rabbits. Those buggers are everywhere and in some random as hell places.
As long as we could mingle with the nearest mob type and not draw aggro from them.
How about an actual Ghillie Suit skill? One that actually applies the foliage to your character when you have it slotted. Activating it causes your character to drop prone, stow the pet, apply the current ground texture to the suit fibres, and your nameplate vanishes outside of 600 range (Large enough for you to be found when sweeping a contested area in WvW or PvP, small enough to get the jump on someone with Axe, Bow or GS#3).
It remains until deactivated with non-walking movement or an attack, and when it deactivates it grants boons suitable for an ambush that might also stack on Opening Strike.
…
Or you could blend it into the Spirits line: Spirit of Shrubbery: removes nameplates from itself and nearby allied players and covers them in foliage. Has a 35% chance on attack that your character will shout ‘Ni!’ which causes the attack to become an interrupt.
And the Ranger would do what, exactly, when they pop out of this utility? Exploit the element of surprise and kill their target— Pffffcchht! I’m sorry, I couldn’t finish that with a straight face!
…adding stealth to the Ranger doesn’t fix their problem.
True, it overall would not fix the fact that we are vastly under-powered as a profession. I say one step in any direction is more right than taking no steps at all, correct? Contrary to popular belief, we are NOT likely to see ranger “fixed” in just one patch.
And if that’s the way you feel, I’m saddened for your ranger. I can take camps solo in WvW with mine if not interrupted. My two companions and I have been known to take towers. In packs though, rangers are downright scary. Also thieves are little trouble regardless of whether or not I’m alone. Your average thief has anywhere between 12-15k health. After traps and AoE, all of which a d/d thief absolutely must pass in order to strike me, I’ve usually easily dropped their health by 1/2 to 2/3. A good thief at that point, their burst likely exhausted, turns away. A fleeing thief is just as much a victory as a dead one… Not like you’re going to catch them in any case anyhow, so chasing one is rather redundant.
Commander to [SLVR], Housepet to [GH]
(edited by KStudios.2850)
KStudios, I agree with what you’re saying – ranger can cap a camp solo in 1-2 mins, and you can solo cap a tower if the enemy doesn’t check it for 5-10 mins while you cata the wall and kite the lord around (pretty similar time to doing it on my ele, if not faster). You can drop burst thieves pretty frequently too.
Problem with using this stealth as an ambush is that a lot of ranger builds simply don’t have the burst for this to be worth a lot against a decent player. Sure you can catch an upleveled off guard and get him to 50% before he starts to get really into the fight, or tear into a gc thief who thinks hes safe, but a decent player will react and the fight won’t be any different than if you hit them from behind with some arrows in any normal fight. All the stealth is doing is making you immobile and unable to hunt targets down, instead waiting for them to come to you.
The only time i could see this being beneficial for ambushing is in an open field where you couldn’t approach the enemy without being seen, and running the best dps burst build you can throw together as a ranger (idk, some kind of QZ+Rapid Fire thing with zerker gear?), and personally i think im just gimping myself when running full glass.
If its designed in a way that we can use it to our advantage, like say spying on a large zerg, or waiting on that vista hill north of SM to go contest it every few mins, id love some kind of stealth/camo, but if its focused on ambushes I can’t see much use for it in my playstyle.
Blacktalon
Army of Devona [AoD]
Good point! In WWW, a long stealth would be nice for Scouting…
30 sec Invisibility, 5 minute recharge. Limited move time.
Not a bad idea.
“A man chooses; a slave obeys.” | “Want HardMode? Play Ranger!”
The only time i could see this being beneficial for ambushing is in an open field where you couldn’t approach the enemy without being seen, and running the best dps burst build you can throw together as a ranger (idk, some kind of QZ+Rapid Fire thing with zerker gear?), and personally i think im just gimping myself when running full glass.
If its designed in a way that we can use it to our advantage, like say spying on a large zerg, or waiting on that vista hill north of SM to go contest it every few mins, id love some kind of stealth/camo, but if its focused on ambushes I can’t see much use for it in my playstyle.
General survivability was my main focus here. Moving from point A to point B in an efficient and preferably unseen fashion. I dunno about you, but I for one don’t like going full “glass cannon” either. At the same time, we’re still medium armor (same as thieves) so we’re still pretty squishie overall. Now, I know someone can argue, “Well casters are squishier still!” This is a valid point, though only when damage output statistics are not added into the equation. Any mes or ele worth their weight in badges of honor is still putting out FAR more damage than even the cannon’iest of high gloss Windex rangers. In short, that greatsaw blade still goes through us like butter, and we often don’t have the punch necessary to fight our way out of the situation. I thought this was a reasonable step in the right direction for keeping our kind off the endangered professions list, lol.
Commander to [SLVR], Housepet to [GH]
Good point! In WWW, a long stealth would be nice for Scouting…
30 sec Invisibility, 5 minute recharge. Limited move time.
Not a bad idea.
a 5 min recharge would be longer than EVERY ELITE in the game…. i doubt it’d be a 5min recharge otherwise no one would use it.
As their mother, I have to grant them their wish. – Forever Fyonna
I thought a long-duration stealth that auto revealed when somebody got closer than 400 or 600 range of you would have been interesting.
Hmmm. I think an immobile stealth element on Ranger would be awesome. However… a 15-20 second immobile stealth seems utterly useless.
Oolune :: Engineer — Arrow Of Oolune :: Human Ranger -- Shadow Of Oolune :: Human Thief
Box The Turtle :: Human Warrior — Bolobuns Of Steel :: Human Guardian
Hmmm. I think an immobile stealth element on Ranger would be awesome. However… a 15-20 second immobile stealth seems utterly useless.
Then make it slower than normal stealth movement.
I think it would be really cool to have a literal camouflage skill.
You don’t completely disappear, you just become more transparent and blend in to the environment better. The skill would make the name above your head go away too, of course.
So it wouldn’t technically be stealth, it would just be a type of transparency camouflage.
The lack of stealth or camoflage for rangers always seemed odd to me too… It seems such a natural thing for us to have, more so than for a mesmer. I like a lot of the suggestions made here. Honetly even just a passive trait effect which removed your name tag would be huge in WvW. Would actually be quite fun to “manually” hide behind trees or round corners without your name giving you away.
Gunnar’s Hold