Time to fix this class. Let’s get started:
PETS:
I implemented a new system for pets. Gone is the old POS system that gave you almost zero customization for pets. Under my system all pets will start with the exact same base stats. Rangers will be given 4 new equipment slots, one for each pet (2 land, 2 sea). These equipment slots allow players to equip “Pet Collars.” These pet collars will further define the stats of the pets based on popular weapon prefixes.
For example, a Dire pet collar will greatly increase a pets Condition Damage (Primary), Vitality, and Toughness. This will allow rangers to further customize their pets. In order for Rangers to keep up with the power creep of ascended gear, pet collars will come in rarities that range up to legendary. The legendary collar will allow the player to freely switch stats just like a normal legendary weapon and will also have the effect of turning all the pets into ghost versions (ghost shark? hell yes).
Additionally, pets will also gain stats for each point put into ranger trait trees. For example, rangers putting points into Wilderness Survival will passively add toughness and condition damage to their pet’s stats. This allows for further customization. In Beast Mastery, aside from adding healing power to the pet, each point of beast mastery will add an additional 1 movement speed to the pet. At 30 BM, the pet will have a permenant 30 speed boost at all times.
This system allows a ranger to build condition pets to support condition builds. No longer will pets be taking up bleed spots with 20dmg bleeds. Pets can also be built against the specialization of the player, such as a glass ranger building a tanky or condition damage based pet. Because trait points are factored into the pet’s final stats along with the collar, the pet will always have a portion of its master’s stats reflect unto itself.
So why these changes? The ranger is designed to be reliant on the pet, but only one trait tree supports the pet. Without going full BM, the pet is garbage. Because the pet is so symbiotic with the ranger, no matter how the ranger builds the pet SHOULD ALWAYS BE USEFUL.
This system is designed to do that, it is also designed to give players a way to boost their pet to keep up with the power creep of gear through collars.
Collars can be found as drops and also forged by Huntsman crafters.
PET F2s:
Pet F2s will now override ANY action the pet is performing to immediately activate. Any interrupted skill goes on a short ICD just like when a player dodge cancels their own skills.
TRAITS:
Some ranger traits are a mess. Let’s fix them up, especially since we are adding a new pet system. Here we go:
Agility Training:
Since BM is adding speed to the pet passively, I’m changing the functionality of this skill. Now each time the ranger swaps pets, the next time the master orders the pet to attack the pet will shadow step to the enemy, the next time the pet is recalled it shadow steps back to the master. Each trigger of this ability adds one attack step and one return step. 900m range. If used out of range the pet will run the distance then shadow step to the location when within 900m. 25s internal CD. A debuff indicator will apear once used to tell the ranger when the proc is recharged. This gives players the ability to quickly get their pet in and out of areas.
Expertise Training:
Now merged with Rending Attacks, which will be changed. Expertise Training now adds X condition damage to the pet stats and the pet will bleed on normal attack crits.
Compassion Training:
With compassion training the F2 attack on any pet will now cause an AOE heal that scales off pet healing power.
Stability Training, Vigorious Training, Intimidation Training:
Now not linked to pet types and will work on any pet.
Rending Attacks:
Functionality changed, now causes all pet F2s to cause the pet to pulse with physical aoe damage similiar to the old Guildwars 1 zealot’s fire.
(CONT)
(edited by lordhelmos.7623)