Kind reminder of the improvements needed.
I don’t like the idea of replacing Vigorous Training, it is definitely one of my favorite traits. Perma Vigor for a whole party with a single trait is pretty awesome. Why not just make Spirits Unbound a part of Nature’s Vengeance?
A couple more to the list…
- Move Alpha Training into Opening Strike.
- Alpha Training becomes “Deal +% more damage to targets with vulnerability”
- Divide recharge and duration of Predator’s Instinct by 5 and remove the 50% health condition.
- Precise Strike retains it’s functionality, plus refreshes Opening Strike on kill.
- Remorseless, add back in the refresh on stealth.
- Combine Tail Wind and Furious Grip.
- Move Sharpened Edges to Furious Grip position, remove the critical hit condition.
- New trait for Sharpened Edges position; Cast Sharpening Stone when your target reaches 50% health, same CDs as skill.
- Remove the sword condition from Striders Defense quickness, or make it apply to GS as well.
- Change Hunter’s Tactics to bleeding foes, not positional.
- Make MDG pulse Might below 75% health, Fury below 50% health and Protection below 25%. Cumulative.
- Make Empathic Bond 1 condi every 3s.
- Make Poison Master first attacks both you and the pet.
- Instinctive Reaction, swap the stats given, so Power becomes Healing Power, not the other way.
- Make Invigorating Bond remove 3 conditions.
- Change Honed axes Ferocity to 250 when axe in offhand and 250 condition damage when in main hand. Add in Ricochet now bounces an additional time.
I’d rather have Vigorous Training replace Instinctive Reaction, then have Spirits Unbound as a master in Nature Magic. As for the other stuff, sure. Having more self-synergy on weapons would be a nice mix-up, too.
Like, if Ricochet bled targets it struck that were chilled, making Winter’s Bite, the AOE from Honed Axes, and even Frost Trap and chill pets to have more use – bringing back the Frost Ranger niche.
I kinda wish Sharpened Edges would get a minor buff to compromise between 33% and 66% – a 50% chance on critical would suffice since it’s a trait that must be selected rather than a minor as with other professions.
An increase of the poison damage on Poison Master back to 50% and altering the pet poison to apply on their F2 like Wilting Strike – so the poison applies to each foe that is affected only once.
That limits the poison application depending on F2 cooldowns while making it much more viable on pets with an AOE F2 or very low cooldowns like Hawk, Eagle, Tiger, and even the Arctodus.
It also benefits so F2 moves that have multiple hits don’t lose out on poisoning other foes like the Fire Wyvern or Drakes, since currently, the poison applies only to the first attack and the first target struck.
Will update once Path of Fire releases.
(edited by Wondrouswall.7169)
Um signets are not underperforming and if they ever increase shortbow to 1500 range I will find it’s hard counter and make anyone who runs it ragequit.
I’m disappointed people don’t want sharpened edges restored to it’s former self. All or none on that trait when they freely make monstrous changes to deathly chill by 3×.
SotW is pretty mediocre. I don’t really mind it because it does a little bit of everything which makes it useful for a variety of builds, like if you need AF.
The other two signets are awesome. I’m constantly terrified they’re going to nerf SoR actually. Although bad PvPers on other professions tend to view SoS as a problem and not realize how effective SoR actually is, since it’s less visible.
The one with the traps is not quiet clear. FT needs love though.
The trap trait could actually do something actively like laying down a spiketrap when disabled. And frosttrap could use a CD reduction and a pull.
Muddy terrain should work like the leap skill on mallyx from rev or stomp from warrior.
9 Sylvari, 9 unique Builds.
These in particular are fantastic changes:
1. Move Sharpened Edges to Furious Grip position, remove the critical hit condition.
2. Change Hunter’s Tactics to bleeding foes, not positional.
3. Sword#2 and skill Lightning Reflexes to get an directional arrow so the ranger can choose the direction the skills moves the player.
4. Fortifying Bond to become baseline for the core ranger.
I also support a lot of the changes in the OP’s post.
Guild Leader of Favorable Winds [Wind]
I literally said this 2 years ago. Make spirits ground targeted on summon AND skill activation with an in-built teleportation on latter. Quicker activation times, and the boosted health from the trait baseline.
Fixed. This pet zoo thing people are still moaning about is getting tiresome, and it was a bad concept anyway. I don’t want Spirits Unbound built into the gm trait, and neither do I want two different spirit traits with the current trait system.
Chiming in once more to add 2 more small, but important things to the main list:
- Ricochet’s additional bounce returned.
- Crippling Thrust’s (sword 1b auto) number of targets increased from 1 to 3.
It’s some of the lowest of the lowest hanging fruit out there, but I’m really hoping those two things make it in somewhere before this next expansion releases.
Will update once Path of Fire releases.
Two Handed Training – Could do with some love, if you compare it to Forceful Greatsword. At least the CD could be reduced to make it work with Remorseless better.
Poison Master – It’s pretty lack lustre when compared to Potent Poison on Thief.
Storm Spirit – Could have it’s effect recharge reduced significantly and Nature’s Vengeance also could give something other than Swiftness for Storm Spirit, it’s pretty redundant with the amount of Swiftness around and especially since the spirits are stationary.
All spirits – 0.5s cast time.
Signet of the Hunt – Could give a flat damage bonus or Power increase (as passive effect) instead of the movement speed, since there is a lot of Swiftness access already and Natural Stride. The CD could be shaved by 10s to give more synergy with Brutish Seals and Might generation, AoO on demand is OK but when compared to Cruel Repercussion on Revenant with a passive 15s CD and you are giving up a utility slot, it’s not great.
“Sic Em!” – Teleport the pet to the target and give it Super Speed.
Spike Trap – Give it the same 30s recharge in PvE as it has in PvP.
Frost Trap – Make it scale better with Power so it can be used in Power builds, should really be similar to Procession of Blades. Compare PoB’s damage calculation (Damage (10x): 1,460 (5.5)) compared to FTs damage calculation (4x): 468 (1.76) and you can see it is woeful, it has a longer CD and no boon on activation. The Chill is a decent effect though.
Muddy Terrain – Could use some hard CC instead of the Immob, like a KD to let it see use, Slick Shoes on Engineer has a 2s KD with a 40s CD. A 1s KD perhaps?
Signet of Renewal – Could use some Resistance on the active for the pet, so it’s a bit easier to swap it before it dies. Also gives some play with WHaO for the Ranger.
…Make spirits ground targeted on summon AND skill activation with an in-built teleportation on latter. Quicker activation times, and the boosted health from the trait baseline…
This would be awesome.
I’ve made multiple posts about sword 2 having directional arrows but here’s my suggestions.
-Sword 2 directional arrows.
-Staff 2 rework.
-Spirits ground target able. Extra special if they could stick to surfaces like walls, so they would have to be shot down.
-Traps reworked to be low damage but long lasting (opposite of dh).
-All fall damage traits to be reworked to something skill based like “-75% if dodge roll within 1/4s”.
-All less than x% hp traits reworked as they are never used and contradict most used rune, rune of scholar.
-Axe to make its mind up if it’s power or condi.
-Trap trait to make throwable but blockable/reflectable. Remove all other parts of trait except cd reduction.
I could probably go on a lot longer, lol.
-All less than x% hp traits reworked as they are never used and contradict most used rune, rune of scholar.
That’s something I can get behind – rune of the scholar or not.
Will update once Path of Fire releases.
-All less than x% hp traits reworked as they are never used and contradict most used rune, rune of scholar.
That’s something I can get behind – rune of the scholar or not.
And that reason is because of druid easy heal to full bunker stuff. I’m actually surprised to see fewer bunker druids in wvw now though, not sure what class they all went to. Maybe condi reapers idk.