Guild Leader of Favorable Winds [Wind]
(edited by shadowpass.4236)
Let’s be honest… Opening Strike is a terrible investment for rangers. Even with Remorseless, its still pretty bad and only affects the first attack when you engage without this trait.
So, I’m proposing a non-overpowered minor trait tweaks for the Marksmanship line and a change to Remorseless.
1 Point Minor: You and your pet apply 1 stack of Vulnerability (5s) on critical hits. 1 second cooldown
3 Point Minor:You and your pet deal 3% more damage to targets with Vulnerability.
5 Point Minor: Vulnerability lasts 20% longer.
Remorseless: Gain 2% Critical Chance for every stack of Vulnerability on your target.
Thoughts?
(edited by shadowpass.4236)
Would be awesome, but I doubt it will be changed. There are many useless minors in game :/
Usually I come into suggestion threads thinking they will be totally off-base and dumb, but these sound really nice and balanced.
However, I suggest the 3 point and 5 point minor traits are swapped and the damage increase to a target with vulnerability is increased to 5%. Only so it stays in line with other minor traits as the 5 pointers are usually the ones with a damage boost.
Changes sound reasonable, except Remorseless. Tone down to 1% critical chance per vulnerability stack and it’ll be all right.
Maybe go as far as having the 1st minor point for both the ranger and the pet. Same for remorseless applying the crit chance to the pet as well for each vuln stack.
Rapid Fire = 10 Vulnerability if every hit lands.
1% per stack = 10% crit chance and imo, that’s not worth taking over Read the Wind. That’s why I left it at 2%.
Rapid Fire = 10 Vulnerability if every hit lands.
1% per stack = 10% crit chance and imo, that’s not worth taking over Read the Wind. That’s why I left it at 2%.
You are missing a point.
You’ll take it into PvE and you’ll get free 50% crit chance.
Do you have any idea on how much that is? How much Ferocity you can get instead of precision this way? No, that 2% is way too much. Even the 1% seems a bit too much. 25% damage increase into PvE environment for a single trait is still way too much.
It might get fine in open PvE bosses and PvP, but that’s definitely not the case for Dungeons, Fractals and what not.
Taking into account other players and sources that can apply vulnerability, + 2% crit chance is still on the high side. One way to keep it in check though is " + 2% crit chance for every time you apply vulnerability" and each stack of vulnerability applied provides the buff for a limited time that can be stacked up to 25.
ANet can make a PvE version of the trait at 1% then. 2% in WvW and sPvP
Usually I come into suggestion threads thinking they will be totally off-base and dumb, but these sound really nice and balanced.
However, I suggest the 3 point and 5 point minor traits are swapped and the damage increase to a target with vulnerability is increased to 5%. Only so it stays in line with other minor traits as the 5 pointers are usually the ones with a damage boost.
Yup, that’s exactly what crossed my mind as well. Though I think ANet is wary of adding any more damage modifiers :p One can hope…
Let’s be honest… Opening Strike is a terrible investment for rangers. Even with Remorseless, its still pretty bad and only affects the first attack when you engage without this trait.
So, I’m proposing a non-overpowered minor trait tweaks for the Marksmanship line and a change to Remorseless.
1 Point Minor: Apply 1 stack of Vulnerability (5s) on critical hits. 1 second cooldown
3 Point Minor: Vulnerability lasts 20% longer.
5 Point Minor: You and your pet deal 5% more damage to targets with Vulnerability.Remorseless: Gain 2% Critical Chance for every stack of Vulnerability on your target.
Thoughts?
I like point 1, but it should be “You AND your pet”. I don’t think they would want to add in more calculations/multipliers like the 5 point idea or Remorseless. I would like the minor 5 to do something like “your pet shadow steps to your target when you use Opening Strike” That would be pretty cool with Remorseless.
I originally had 3 and 5 switched. With 3% modifier instead of 5% but others suggested I change it.
Good suggestion, definatelt needs ro be looked at.
Pretty sad that the minor traits can only be used once per fight unless we take a GM trait and one specific weapon.
I like opening strike. Guaranteed first shot is crit is nice.
Been toying around with similar ideas myself.
It only seems right that the marksmanship minor traits should expand on utilizing vulnerability.
Every profession has their “ok this is in my build” minor traits. It really doesn’t bother me at all since everyone has them. Sometimes you can incorporate them into the playstyle; in this case, spiking bosses in PvE.
Honestly there are plenty of times even before the LB buff I’ve manage to kill someone off those vulnerabilities and crit. Catch a ton of different builds off guard and you can make them explode. (Zerker necro with no DS?)
Opening Strike is great!
Other classes simply remove aegis with an attack or a utility. No class.
Us rangers do it with style, with a CRIT!
ANet can make a PvE version of the trait at 1% then. 2% in WvW and sPvP
Why not change the whole idea of that damage increase into:
“Your Rapid Fire ability now has 100% increased critical chance to targets with 10 or more vulnerability stacks or while under Revealed debuff (ICD 10).”
Rather than improving the already meh cheesy statistical damage output, I’d improve the burst we are able to pull out.
Also, with this change, only his team presence would go up (where he lacks a lot) and his prolonged and successful pressure duels (since you can’t apply lots of Vulnerability yourself, but every consecutive successful Rapid Fire would be the thing you are looking for).
Would also allow better build options since you might not exactly seek that much precision if the only thing you want is the burst.
And while people might think it is going to be too powerful, keep in mind that the current Rapid Fire is the only thing that is being blocked or dodged while fighting, and you should keep in mind that current builds already have roughly 70% crit chance while under effects of Fury.
So the damage of Rapid Fire would only go up around 30%, while trading it for Read the Wind – which basically is the only reason why Ranger is able to shoot from 1100+ range.
Also, if you wanted to pressure your target – you’d have to sacrifice your only reposition tool for that purpose.
(edited by Tragic Positive.9356)
ANet can make a PvE version of the trait at 1% then. 2% in WvW and sPvP
Why not change the whole idea of that damage increase into:
“Your Rapid Fire ability now has 100% increased critical chance to targets with 10 or more vulnerability stacks or while under Revealed debuff (ICD 10).”
Rather than improving the already meh cheesy statistical damage output, I’d improve the burst we are able to pull out.Also, with this change, only his team presence would go up (where he lacks a lot) and his prolonged and successful pressure duels (since you can’t apply lots of Vulnerability yourself, but every consecutive successful Rapid Fire would be the thing you are looking for).
Would also allow better build options since you might not exactly seek that much precision if the only thing you want is the burst.And while people might think it is going to be too powerful, keep in mind that the current Rapid Fire is the only thing that is being blocked or dodged while fighting, and you should keep in mind that current builds already have roughly 70% crit chance while under effects of Fury.
So the damage of Rapid Fire would only go up around 30%, while trading it for Read the Wind – which basically is the only reason why Ranger is able to shoot from 1100+ range.
Also, if you wanted to pressure your target – you’d have to sacrifice your only reposition tool for that purpose.
No.
RF’s already crazy strong. It’s being dodged not because it’s the only worthwhile thing worth dodging but it’s being dodged because it will outright kill people if it isn’t. That also just breaks thieves/over-emphasizes the utility on Sic ‘Em. My RF would deal a bare minimum of 21k damage with this. That’s just totally absurd, sorry.
(edited by DeceiverX.8361)
I agree, that would be too strong.
I still think that a pet shadowstep would be cool.
…
No.
RF’s already crazy strong. It’s not being dodged because it’s the only worthwhile thing worth dodging but it’s being dodged because it will outright kill people if it isn’t. That also just breaks thieves/over-emphasizes the utility on Sic ‘Em. My RF would deal a bare minimum of 21k damage with this. That’s just totally absurd, sorry.
Are we speaking of WvW perspective?
Because if we are – I do agree. But once taken cPvP into account, you’ll see that you won’t 100-0 not even a full glass mesmer with a mere Rapid Fire. Not even under effects of Signet of the Wild.
Also… Which build using LB does include Sic’Em, again?
Anyways, my whole idea about rapid fire was to reduce all it’s cast times, cooldown and damage by 30% some time ago. The biggest danger of Rapid Fire is the sigil of Air + Fire application. Not really the damage itself.
…
No.
RF’s already crazy strong. It’s not being dodged because it’s the only worthwhile thing worth dodging but it’s being dodged because it will outright kill people if it isn’t. That also just breaks thieves/over-emphasizes the utility on Sic ‘Em. My RF would deal a bare minimum of 21k damage with this. That’s just totally absurd, sorry.
Are we speaking of WvW perspective?
Because if we are – I do agree. But once taken cPvP into account, you’ll see that you won’t 100-0 not even a full glass mesmer with a mere Rapid Fire. Not even under effects of Signet of the Wild.Also… Which build using LB does include Sic’Em, again?
Anyway, my whole idea about rapid fire was to reduce all it’s cast times, cool down and damage by 30% some time ago. The biggest danger of Rapid Fire is the sigil of Air + Fire application. Not really the damage itself.
I don’t see where the danger with the sigils are. Air and Fire do the damage of a basic attack (no crit) around 1k i my build i don’t remember wrong.
This said you would get like two impacts that hit for double damage (again no crit) so for example: 1.8K impact + 900 fire + 900 air. And that is all for rest of RF because those sigils has 3-5 secs cool down.
I think RF is fine like it is now. Although i agree the minor traits are trash, i think this happens in any other class, that at least have one trait line with useless minor traits.
(edited by anduriell.6280)
Would love these minor traits instead of the ones we currently have
…
No.
RF’s already crazy strong. It’s not being dodged because it’s the only worthwhile thing worth dodging but it’s being dodged because it will outright kill people if it isn’t. That also just breaks thieves/over-emphasizes the utility on Sic ‘Em. My RF would deal a bare minimum of 21k damage with this. That’s just totally absurd, sorry.
Are we speaking of WvW perspective?
Because if we are – I do agree. But once taken cPvP into account, you’ll see that you won’t 100-0 not even a full glass mesmer with a mere Rapid Fire. Not even under effects of Signet of the Wild.Also… Which build using LB does include Sic’Em, again?
Anyways, my whole idea about rapid fire was to reduce all it’s cast times, cooldown and damage by 30% some time ago. The biggest danger of Rapid Fire is the sigil of Air + Fire application. Not really the damage itself.
Both. WvW this would be totally broken, and still extremely busted in sPvP seeing as it does quite literally nothing to reward skilled play.
My RF hits for around 10-13k in sPvP still, meaning some classes and builds are thus killable with a single auto-attack, and a air/fire RF.
The description of the revised skill stated it would gain 100% crit chance against targets under the revealed debuff. Sic ‘Em applies the revealed debuff to the target, thus giving the skill a 100% crit chance no matter what enemy is chosen, meanwhile still gaining the utility of stealth prevention on Sic ’Em so often used for shutting down thieves +1’ing fights or roaming in stealth. Comboing this skill would bolster damage very easily to around a 15-17k damage margin very easily, which 100-0’s thieves and a little extra. This way, the vuln stacking isn’t even needed.
The suggested change just creates arbitrary hard-counters to matchups which should already be won easily while not enhancing the skill ceiling of the ranger, and if anything, dropping it to be even lower with higher reward.
So no, this idea is honestly just not a good one to what is already a non-issue.
I don’t see where the danger with the sigils are. Air and Fire do the damage of a basic attack (no crit) around 1k i my build i don’t remember wrong.
This said you would get like two impacts that hit for double damage (again no crit) so for example: 1.8K impact + 900 fire + 900 air. And that is all for rest of RF because those sigils has 3-5 secs cool down.I think RF is fine like it is now. Although i agree the minor traits are trash, i think this happens in any other class, that at least have one trait line with useless minor traits.
Maths incoming.
RF deals 1,320 * (3.75) * power / armor = 1320 * 3,75 * (around 2600) / (around 2200 for glass builds) = 5850 damage
With 200% crit damage and 50% crit chance > 5850 * 1,5 = 8775 damage.
(Glass Mesmers would result in 10450 damage)
Into full glass Thieves. You guyz are missing around 3,5K damage into cPvP. That’s a lot.
More importantly, Sigil of Air has a raw multiplier of 1.1. Which at 2600 power makes it 2860 damage / +- 2200 = 1300 damage on a 3 second cooldown
Sigil of Fire has 0,85 coef. resulting in roughly 1000 (2210 / 2200) damage on a 3 second cooldown.
Which adds whole 2300 damage from which 1000 is AoE. Now compare it to the 8775 Rapid Fire. We’ll get a pleasant 25% of the damage that Rapid Fire is able to deal.
And you don’t find it a danger? Don’t forget that you can escape Rapid Fire, but you can never escape the sigils. They proc exactly at a time where the direct hit occurs – which means it cannot be blocked, nor evaded. While it’s sufficient to hit 2 shots of RF, and deal 1755 damage, you usually proc the 2300 burst from sigils regardless.
I have no idea where do you come up with such ridiculous numbers as you say, but I haven’t witnessed anything similar in sPvP for ages. Only in WvW where I wear Ascended armor and I meet people that didn’t even fully level up.
Please, keep in mind that meta is played at around 2600-2800 armor. If you see a thief, you usually live for 3 seconds. Assuming the Thief knows his purpose.
(edited by Tragic Positive.9356)
I like opening strike. Guaranteed first shot is crit is nice.
Design wise is kind of doesn’t work well with how the ranger works. The profession is basically death by a thousand cuts (often paper cuts at that) with the exception of maul there isn’t any large burst.
Just comparing it the similarly designed sigil which allows for the next 3 attack to crit kind of bring it more into perspective for me.
I honestly am okay with these traits. I know they aren’t the best, but they work. An IMMEDIATE 5% damage increase to any enemy (especially solo) is amazing. Combo it with LB #2 or GS #2 and boom, even more damage, which means more burst. As a ranger, we don’t have much burst like warrior or thief, thus giving us the option to run through people with 10-15% extra damage. Given the traits could use an update (like it resets right after you leave combat, not 20 seconds later, or make the next ability crit, not just the next attack.) it still has tons of uses. Dungeon running is awesome because a majority of classes cannot stack vulnerability as passively as a ranger.
I have no idea where do you come up with such ridiculous numbers as you say, but I haven’t witnessed anything similar in sPvP for ages.
Possible with Signet of the Wild?
I have no idea where do you come up with such ridiculous numbers as you say, but I haven’t witnessed anything similar in sPvP for ages.
Possible with Signet of the Wild?
Yep, that is.
Into a full glass mesmer assuming that he won’t dodge or reflect it. Yes.
Still, the HP of a standard mesmer is around 18K hp. Still a way to go from oneshotting.
But why would you state it as “usual” when this can occur only once per 50 seconds or more (depending on trait build). It’s more of a “casual” or “situational”. More suitable to be called an exception.
But yes, under those circumstances – it is possible. However, that would be really limited since glass Mesmers are the only ones who’ll run under these armor numbers.
SotW + QZ… pick that sweet moment!
SotW + QZ… pick that sweet moment!
And watch the spam of Evades popping up =D
… Reflects would be ugly as well.
You usually have to either put a Point Blank Shot somewhere in between.
Here’s a suggestion for remorseless, whenever you apply vulnerability you and nearby allies gain fury for 3s (w/e CD). Additionally, Fury you apply has its effectiveness increased by 5%.
It’d add a lot of crit % to you and the group without making it OP, and more importantly it’d give us a better “support” option, which is something we’re in desperate need of anyway.
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