Just High Five, Rangers!

Just High Five, Rangers!

in Ranger

Posted by: Rym.1469

Rym.1469

After the preview, I feel like I got a hope for Ranger.

It motivates me to continue a project I’ve abandoned some time ago and you’ll probably see the effects of it in near future.

Numbers are not balanced

I’m here to present you four of my ideas that could be easily included in future patch, making lacking things very interesting and useful.

1. Heal As One – This healing skill lies in the cellar covered with webs, for now. It’s uninteresting. Rough heal. Let’s change it.

Escape (15-20s cd, 1/4 cast time)
Heal yourself when leaping backwards. For next 4(5 – ?) seconds, if you’re struck by attack within 360 range, your pet will immidiately intervene, charging towards you, freeing you from Cripple, (Chill/Blind – ? ) and Immobilize effects, stunning up to 5 targets within 360 range around you for 1.5 second.


Now this is something not categorized. I try to avoid healing skills which are affected by traiting to make them powerful because it’s something Ranger is already really plagued by. Developers tend to balance categorized skills always “at the best performance” inlcuding all possible traits, perfect outcome. We know that there’s nothing like perfection and I don’t want skill skipped by most of players, just because they’re not traited for it.

Heal itself is a leap backwards, without combo finisher of any sorts. It works similar to Acid Bomb, but Travel distance should be around 700-900. The main idea of it is, surprise, escaping.

By writing it up like this, I achieved couple interesting niches.

Firstly, it’s a long gapmaker, so needed for kiting and using bows to best degree.

Secondly, it’s not an evade and doesn’t cleanse movement impairing effects on first cast, making it counterable. It allows to, in theory, throw in a little bit more powerful healing than similar skills.

Thirdly, it’s our lifesaver from Thieves and Warriors, professions which hamper our kiting the most. It can, in theory (not baseline!) when used against unaware opponent, mindlessly gapclosing:

-Frees us from anti-kite conditions like Cripple and Immobilize (Blind/Chill is not mandatory. It could be, but I’d like to make Chill more dangerous and allow Glacial Heart Guards/Necromancers/Chill Rangers to not be outclassed)
-Punishes mindless gapclosing with quick (Pet, non-MC)stun
-Brings our pet close to us, allowing it to react

It can also be used offensivly as an AoE interrupt, forcing hit and stun.

Don’t want to give Ranger the advantage? Keep calm and wait for effect to wear off, then gapclose.

2. Shortbow – I want to give this weapon particular niche.

  1. Auto – Applies short Cripple (0.5 s) to foes struck withing 300 range.
  2. Poison Volley – Bonus power scaling, Inflicts bonus Torment to foes suffering from Cripple or Immobilize
  3. Quick Shot – Longer Swiftness, add Cripple
  4. Crippling Shot -> Melandru’s Shot
  5. Concussive Shot – + If you interrupt an ability with 10 or longer cooldown, Concussive Shot’s cooldown is reduced by half.

Melandru’s Shot (12-15s cd, 1/2s cast)
Shoot an arrow at foe which explodes on impact (150-200 radius), crippling. Enemies already affected by Cripple gain two stacks of Bleeding (15s). For the next 3 seconds if any of affected foes cleanses one of following conditions:
-Bleeding
-Poison
-Torment
-Burning
will be instantly striked for % of total amount of this condition’s damage.
In addition, your pet gains Might (10 seconds) for every condition cleansed or faded.

3. Counterattack – Immune to Blind

4. Hunter’s Shot – Both Player and Pet gain Haste (100% movement speed) for the duration of stealth created by this ability. Swapping weapon cancels Haste. Both player and pet are affected by Stealth.

5. Trap Potency – 100% Condition duration is now baseline. Instead, this trait improves pulse/activation and condition damage dealt by traps by 100%.

Attachments:

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

(edited by Rym.1469)