Firs off, I would like to say thank you, these changes look very nice!
I just have some issues that I, and a few people, have some questions about
Now Ranger Traits. I actually like pets. I also don’t mind having to invest into utility to make it strong. Sort of makes you define yourself as a trap, spirit, signet, or shout ranger, then make yourself unique outside of that.
Shout-Beast Master
Spirit- Nature Magic
Signet – Marksmanship
Trap- Skirmisher?
My issue is some of the traits are a mess. For example, when I think traps I think DoT damage, and some rugged survival man. Neither of which say “skirmisher” to me. They say wilderness survival. To that, I feel Trapers Expertise and Trapers potency should be moved to Wilderness Survival Tree. Traps are DoT based moves, and more in line with the idea of a wildland survival man. This would also make it so Trappers would not have to choose between Short Bow or Traps.
The Skirmisher line could take on "Vigorous Renewal* from wilderness survival, and Two Handed Mastery from Natures Magic.
In *Nature Magic add an adept level trait which causes heal skills to instantly remove 3 conditions. * to replace Two Handed Mastery. Add a Grandmaster Level Trait that allows you to place all spirits at one time.
Take Natures Voice and move it to beast mastery. Which brings me to my next point.
Shouts are not that strong. Now Sic’ Em, is a strong CD for beast masters, however the other shouts are somewhat lacking, and have a weird cast timers. I ask if you could look intro increasing the viability of beast masters by improving shouts. This could be done by introducing new traits at the master level of Beastmastery. The current master level traits are ways to improve pets, however could be improved to increase a beastmasters group viability. Making it so shouts increase damage, provide group buffs, etc.
Thank you again!
Anyway main points:
Traps in a Precision Tree
Only Condition Removal a grand master trait
Lack of viability of shouts
Weird location of Two Handed Mastery
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