2015-2016
Fort Aspenwood
I’m sure this has been brought up before numerous times; however, I think it’s worth revisiting. I know there are other more important fixes that need to happen to the class first but here is something I thought of on my way back from work.
Currently, Ranger is the only class with signets that does not have a healing signet. Ranger, is also one of two classes with signets that does not have an elite signet.
Healing Signet:
Signet of Loyalty
Passive: Heals when your pet lands an attack
Active: Heals yourself and grants your pet 5 seconds of resistance
Cool Down on active: 25 seconds
Elite Signet:
Signet of Nature
Passive: 50% chance on projectile hit to apply one of the following conditions:
1 stack of Burning
1 Stack of Poison
1 Stack of Chill
1 Stack of Bleed
50% Chance on Critical to remove the following conditions from yourself:
Burning
Poison
Chill
Bleed
Signet Active: Applies the following conditions to foes within a 400 Radius:
3 Stacks of Burning
3 Stacks of Poison
3 Stacks of Chill
3 Stacks of Bleeding
Removes the following conditions from yourself:
Burning
Poison
Chill
Bleeding
Cool Down: 60 Seconds
Ranger Projectile Skills that the elite would effect:
Short Bow 1-5
Long Bow 1-5
Axe 1-4
Dagger 5
Staff 2
Torch 4
Spear 4
Harpoon Gun 1-4
Down State 1
Existing trait that would work with these:
Brutish Seals — Activating a signet grants might to you and your pet. Signets recharge faster.
The healing signet I think would be cool since it would give your pet a little more importance and force you to pay attention to their health a little more.
The Elite will give us another condi option and give us that pseudo feel of being able to imbue our arrows…
Signet of Nature could have some really simple passive though, I feel the suggested passive are a bit too much
Signet of Nature
(edited by ProtoMarcus.7649)
For the healing signet, I long thought of something similar to what you suggested, but works both ways -
Signet of Synergy
The healing would be:
If player has more health than pet:
If pet has more health than player:
(edited by ProtoMarcus.7649)
Not as good as it can be. More brash ideas incoming.
[Heal]
Signet of Nature
Passive: Your attacks heal your pet. Your pet’s attacks heal you.
Active: You and your pet heal. For 3s, any damage you receive heals your pet and damage your pet receives heals you.
Cooldown: 25s
[Elite]
Signet of the Beastmaster (ala old trait of the same name)
Passive: Your pet deals 10% more damage and takes 10% less damage.
Active: Calls out your second pet to aid you in combat for 60s (ala formerly planned Ranger elite).
Pet swap cooldown not affected if secondary pet is defeated. Pet swap ends active effect. Pet swapping leaves the secondary pet in its current status (health, boons, conditions, etc.).
Cooldown: 180s
(edited by Wondrouswall.7169)
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