Marksmanship needs some changes

Marksmanship needs some changes

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Posted by: RedBeard.9607

RedBeard.9607

As the title says I think marksmanship needs to be changed. Specifically with opening strikes. I see that anet has tried improving it by adding changes to the longbow and remorseless so that it can be used more than once in a fight.

But for other builds that might be wanting the signet traits opening strikes stays relatively useless. In most dungeons, spvp fights, and wvwvw the 5 seconds of vulnerability and 2 critical strikes from you and your pet become insignificant very quickly with these longer fights. Assuming you wouldn’t have already gotten a critical hit in the first place would make the damage bonus from the combined effort of 3 minor traits very small.

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Posted by: Atherakhia.4086

Atherakhia.4086

The issue for me is the fact it’s 3 traits moreso than it being underwhelming. A lot of traits are underwhelming and very situational, which is fine.

I think the first 2 should be combined, the grandmaster moved to master, and the grandmaster changed to piercing shots.

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Posted by: RedBeard.9607

RedBeard.9607

I agree because a lot of minor traits will be underwhelming for different builds but useful for others, but I don’t think all three minors and one grand master trait in one trait line should all revolve around one situational idea.

It sometimes makes me regret going into marksmanship without planning on taking remorseless because I wont get the synergy I want from the trait line.

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Posted by: Kal Spiro.9745

Kal Spiro.9745

The issue for me is the fact it’s 3 traits moreso than it being underwhelming. A lot of traits are underwhelming and very situational, which is fine.

I think the first 2 should be combined, the grandmaster moved to master, and the grandmaster changed to piercing shots.

No no no no no… did I say no? NO!
Why are you trying to mess with piercing shot? You’re trying to force me to choose between personal invulnerability and having a useful weapon, really? That’s not acceptable.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
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Posted by: Atherakhia.4086

Atherakhia.4086

The issue for me is the fact it’s 3 traits moreso than it being underwhelming. A lot of traits are underwhelming and very situational, which is fine.

I think the first 2 should be combined, the grandmaster moved to master, and the grandmaster changed to piercing shots.

No no no no no… did I say no? NO!
Why are you trying to mess with piercing shot? You’re trying to force me to choose between personal invulnerability and having a useful weapon, really? That’s not acceptable.

I have no idea what you just said.

We’re talking minor traits here… meaning Piercing Shot would be a minor trait.. given to you for free for putting 25 points into marksmanship. Which means they can replace it with something else entirely.

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Posted by: Castaliea.3156

Castaliea.3156

One major change I’ve actually been wanting to see is switching the Condition duration and Critical Damage attribute bonuses from Marksmanship and Skirmishing. Just throwing that out there.

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Posted by: Kal Spiro.9745

Kal Spiro.9745

I agree because a lot of minor traits will be underwhelming for different builds but useful for others, but I don’t think all three minors and one grand master trait in one trait line should all revolve around one situational idea.

It sometimes makes me regret going into marksmanship without planning on taking remorseless because I wont get the synergy I want from the trait line.

So I just went through all of the trait lines of all the classes and I learned that most of them don’t synergize at all. Only one line per class really synergizes completely, and a couple classes have a second trait line that has a bunch of things happen in specific conditions but otherwise don’t synergize well.

For Ranger Nature is our synergizing line. Gain regen(boon) at 75% hp, share boons with pet, deal 5% more damage while having a boon. Marksmen is our conditional a bunch of stuff happens together line. First shot inflict vuln, pet does it too, first shot is a crit.

For Elementalist it’s their Power line – Fire
For Warrior it’s their Precision line – Arms
For Necromancer it’s their Vitality line – Blood Magic
For Guardian it’s their Unique line – Virtues
For Thief it’s their Power line – Deadly Arts
For Engineer it’s their Precision line – Fire Arms
For Mesmer it’s their Power line – Domination
and for Ranger it’s our Vitality line, not our Power line, which is why it’s very situationally useful.

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Posted by: Kal Spiro.9745

Kal Spiro.9745

The issue for me is the fact it’s 3 traits moreso than it being underwhelming. A lot of traits are underwhelming and very situational, which is fine.

I think the first 2 should be combined, the grandmaster moved to master, and the grandmaster changed to piercing shots.

No no no no no… did I say no? NO!
Why are you trying to mess with piercing shot? You’re trying to force me to choose between personal invulnerability and having a useful weapon, really? That’s not acceptable.

I have no idea what you just said.

We’re talking minor traits here… meaning Piercing Shot would be a minor trait.. given to you for free for putting 25 points into marksmanship. Which means they can replace it with something else entirely.

Oh, well then I take it back, I thought you were talking about remorseless as the grandmaster, since it’s the thing that makes the whole line work. Nevermind entirely.

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Posted by: Kal Spiro.9745

Kal Spiro.9745

One major change I’ve actually been wanting to see is switching the Condition duration and Critical Damage attribute bonuses from Marksmanship and Skirmishing. Just throwing that out there.

So, you want crit damage and crit chance to not be on the same line? Does that really make sense?

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Posted by: Castaliea.3156

Castaliea.3156

One major change I’ve actually been wanting to see is switching the Condition duration and Critical Damage attribute bonuses from Marksmanship and Skirmishing. Just throwing that out there.

So, you want crit damage and crit chance to not be on the same line? Does that really make sense?

Does it really make sense to have a bunch of trap traits on Crit and crit damage line?

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Posted by: Killsmith.8169

Killsmith.8169

I think rangers just need more trait compression in general. We have lowered skill coefficients and a number of traits and skills that affect only the ranger or only the pet. It makes sense that we would have more trait compression to counteract how the split waters down our traits.

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Posted by: Kal Spiro.9745

Kal Spiro.9745

For a properly synergized trait line it should be, % chance to inflict vulnerable on crit, pet shares trait, 5% more damage to vulnerable targets. This might actually help fix a lot of problems since it becomes so easy for us to put vulnerable even without the first two traits, we get an automatic 5% bonus on top of the increased damage from vulnerable itself. Would that work for everyone?

One major change I’ve actually been wanting to see is switching the Condition duration and Critical Damage attribute bonuses from Marksmanship and Skirmishing. Just throwing that out there.

So, you want crit damage and crit chance to not be on the same line? Does that really make sense?

Does it really make sense to have a bunch of trap traits on Crit and crit damage line?

That’s a different matter entirely. I do agree that the lineup isn’t necessarily reasonable and it would be nice to have conditions in the same place as traps. But I like getting a longer duration on my cripples and vulnerables with marksmen, even though that’s really all the conditions I have.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
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Posted by: RedBeard.9607

RedBeard.9607

I agree because a lot of minor traits will be underwhelming for different builds but useful for others, but I don’t think all three minors and one grand master trait in one trait line should all revolve around one situational idea.

It sometimes makes me regret going into marksmanship without planning on taking remorseless because I wont get the synergy I want from the trait line.

So I just went through all of the trait lines of all the classes and I learned that most of them don’t synergize at all. Only one line per class really synergizes completely, and a couple classes have a second trait line that has a bunch of things happen in specific conditions but otherwise don’t synergize well.

For Ranger Nature is our synergizing line. Gain regen(boon) at 75% hp, share boons with pet, deal 5% more damage while having a boon. Marksmen is our conditional a bunch of stuff happens together line. First shot inflict vuln, pet does it too, first shot is a crit.

Although most trait lines don’t synergize most trait lines also don’t have 3 minor traits revolving around the same thing. Its ok if one maybe two minors don’t work for your build, but usually you will at least find one minor in a trait line that will be like the cherry on top for your build.

Also nature magic does synergize very well even though its purpose might be spirits, a lot of builds can gain something from investing into nature magic imo.

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Posted by: Kal Spiro.9745

Kal Spiro.9745

I agree because a lot of minor traits will be underwhelming for different builds but useful for others, but I don’t think all three minors and one grand master trait in one trait line should all revolve around one situational idea.

It sometimes makes me regret going into marksmanship without planning on taking remorseless because I wont get the synergy I want from the trait line.

So I just went through all of the trait lines of all the classes and I learned that most of them don’t synergize at all. Only one line per class really synergizes completely, and a couple classes have a second trait line that has a bunch of things happen in specific conditions but otherwise don’t synergize well.

For Ranger Nature is our synergizing line. Gain regen(boon) at 75% hp, share boons with pet, deal 5% more damage while having a boon. Marksmen is our conditional a bunch of stuff happens together line. First shot inflict vuln, pet does it too, first shot is a crit.

Although most trait lines don’t synergize most trait lines also don’t have 3 minor traits revolving around the same thing. Its ok if one maybe two minors don’t work for your build, but usually you will at least find one minor in a trait line that will be like the cherry on top for your build.

Also nature magic does synergize very well even though its purpose might be spirits, a lot of builds can gain something from investing into nature magic imo.

Like I said, only some of the other classes have a line like Marksmen, Mesmer is one that revolves around phantoms doing things, for engineer it’s explosives. And it’s still only one line in the set for those that do. Ours is the worse, though, because it’s the most conditional.

What do you think of my suggested synergy just about your post?

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Posted by: Solandri.9640

Solandri.9640

We’re talking minor traits here… meaning Piercing Shot would be a minor trait.. given to you for free for putting 25 points into marksmanship. Which means they can replace it with something else entirely.

No. Just no. I know that piercing arrows are “required” for WvW, but the ranger gets a grand total of two single-target main-hand weapons – shortbow and longbow. If you make piercing arrows automatic, you make it virtually impossible for a ranger to fight a single red mob mixed amongst a bunch of yellow neutral mobs in PvE.

Piercing arrows is fine where it is – a selectable trait. Turn it on/off as you need it. If you want to add more to it go ahead (I doubt Anet will since it’s already a highly desirable trait as-is). But do not make it un-selectable.

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Posted by: RedBeard.9607

RedBeard.9607

For a properly synergized trait line it should be, % chance to inflict vulnerable on crit, pet shares trait, 5% more damage to vulnerable targets. This might actually help fix a lot of problems since it becomes so easy for us to put vulnerable even without the first two traits, we get an automatic 5% bonus on top of the increased damage from vulnerable itself. Would that work for everyone?

That would defiantly be much better than what is there now because at least your keep some extra damage through out the fight and you have an extra reason to keep vulnerability up as much as possible. Instead of before were you get a slight boost in damage for 5 seconds that is not even that noticeable if you already crit a lot.

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Posted by: Kal Spiro.9745

Kal Spiro.9745

We’re talking minor traits here… meaning Piercing Shot would be a minor trait.. given to you for free for putting 25 points into marksmanship. Which means they can replace it with something else entirely.

No. Just no. I know that piercing arrows are “required” for WvW, but the ranger gets a grand total of two single-target main-hand weapons – shortbow and longbow. If you make piercing arrows automatic, you make it virtually impossible for a ranger to fight a single red mob mixed amongst a bunch of yellow neutral mobs in PvE.

Piercing arrows is fine where it is – a selectable trait. Turn it on/off as you need it. If you want to add more to it go ahead (I doubt Anet will since it’s already a highly desirable trait as-is). But do not make it un-selectable.

I have piercing arrow and I can fight single targets just fine without agroing everything else around it.

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Posted by: Solandri.9640

Solandri.9640

I have piercing arrow and I can fight single targets just fine without agroing everything else around it.

If you stand in one spot, sure. Some of us move around, dodge, evade like we’re supposed to.

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Posted by: ChillyChinaman.6057

ChillyChinaman.6057

Personally, I would like to see Opening Strike and Alpha Training combined and Precise Strikes brought down to master. For the now empty grandmaster slot remorseless would be nice but unlikely. So perhaps +10% damage against vulnerable foes. If remorseless were demoted it could be replaced with a trait that causes opening strike to cause daze/stun/knockdown/knockback.

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Posted by: Kal Spiro.9745

Kal Spiro.9745

I have piercing arrow and I can fight single targets just fine without agroing everything else around it.

If you stand in one spot, sure. Some of us move around, dodge, evade like we’re supposed to.

If you’re fighting one thing, what possible reason could you have to need to dodge and evade?

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Posted by: Kal Spiro.9745

Kal Spiro.9745

Personally, I would like to see Opening Strike and Alpha Training combined and Precise Strikes brought down to master. For the now empty grandmaster slot remorseless would be nice but unlikely. So perhaps +10% damage against vulnerable foes. If remorseless were demoted it could be replaced with a trait that causes opening strike to cause daze/stun/knockdown/knockback.

Sounds familiar. Opening strike remains very limited and situational, but at least it makes a remorseless build more meaningful with the bonus damage.

Concidering that every stack of Vulnerability is 1% increased damage against the target already asking for +10% is probably a bit much, which is why I went with 5%.

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Posted by: ChillyChinaman.6057

ChillyChinaman.6057

Personally, I would like to see Opening Strike and Alpha Training combined and Precise Strikes brought down to master. For the now empty grandmaster slot remorseless would be nice but unlikely. So perhaps +10% damage against vulnerable foes. If remorseless were demoted it could be replaced with a trait that causes opening strike to cause daze/stun/knockdown/knockback.

Sounds familiar. Opening strike remains very limited and situational, but at least it makes a remorseless build more meaningful with the bonus damage.

Concidering that every stack of Vulnerability is 1% increased damage against the target already asking for +10% is probably a bit much, which is why I went with 5%.

I think 10% is fair because if you’re not running axe or longbow, opening strikes only lasts ~5s. So you either have 5s of 55+10=20% damage, or if you stagger it with your pet 10s of 5+10% damage. We also have to keep in mind that rangers benefit less from +% because of our pets. Assuming a generous ratio of 80%:20%, that +10% is actually adding +8% to our total damage.

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Posted by: RedBeard.9607

RedBeard.9607

Personally, I would like to see Opening Strike and Alpha Training combined and Precise Strikes brought down to master. For the now empty grandmaster slot remorseless would be nice but unlikely. So perhaps +10% damage against vulnerable foes. If remorseless were demoted it could be replaced with a trait that causes opening strike to cause daze/stun/knockdown/knockback.

Sounds familiar. Opening strike remains very limited and situational, but at least it makes a remorseless build more meaningful with the bonus damage.

Concidering that every stack of Vulnerability is 1% increased damage against the target already asking for +10% is probably a bit much, which is why I went with 5%.

I think 10% is fair because if you’re not running axe or longbow, opening strikes only lasts ~5s. So you either have 5s of 55+10=20% damage, or if you stagger it with your pet 10s of 5+10% damage. We also have to keep in mind that rangers benefit less from +% because of our pets. Assuming a generous ratio of 80%:20%, that +10% is actually adding +8% to our total damage.

After running around with a longbow and remorseless for a little bit I found out you can actually get a lot of vulnerability on a target with opening strikes and rapid fire, and maybe adding 5% or 10% damage to a vulnerable target is a little op.

I just wish you didn’t have to take a grand master trait for your 3 minor traits to work so I can make a signet build without sacrificing some invested points.

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Posted by: ChillyChinaman.6057

ChillyChinaman.6057

After running around with a longbow and remorseless for a little bit I found out you can actually get a lot of vulnerability on a target with opening strikes and rapid fire, and maybe adding 5% or 10% damage to a vulnerable target is a little op.

I just wish you didn’t have to take a grand master trait for your 3 minor traits to work so I can make a signet build without sacrificing some invested points.

IF you take longbow…I was trying to make it more universally appealing since most Grandmaster traits, with the exception of a few, do not require you to use a certain weapon to get the most out of it. Certain skill types yes, but rarely a single weapon option.

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Posted by: Kal Spiro.9745

Kal Spiro.9745

After running around with a longbow and remorseless for a little bit I found out you can actually get a lot of vulnerability on a target with opening strikes and rapid fire, and maybe adding 5% or 10% damage to a vulnerable target is a little op.

I just wish you didn’t have to take a grand master trait for your 3 minor traits to work so I can make a signet build without sacrificing some invested points.

IF you take longbow…I was trying to make it more universally appealing since most Grandmaster traits, with the exception of a few, do not require you to use a certain weapon to get the most out of it. Certain skill types yes, but rarely a single weapon option.

Why would you be running 30 or even 25 in Marksman if you weren’t using a bow? It’s still not going to be usiversally appealing, and there are better options in different lines if you’re not going with bow.

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Posted by: Taushullu.6180

Taushullu.6180

I made a suggestion regarding Opening Strike and Remorseless before, so I’ll just repost it here.

Minor Traits:
Adept – Opening Strike: Apply 5 stacks of vulnerability for 5 seconds with your first strike when entering combat. This effect recharges when you kill a foe (10 second cooldown) or reset combat.
Master – Remorseless: Regain Opening Strike when you gain stealth or use a heal skill. (Shares cooldown with Opening Strike.)
Grandmaster – Sundering Strike: You and your pet deal 5% more damage to vulnerable foes.

IMO, the current Marksmanship tree doesn’t offer any choice; you either build around Opening Strike(s) (30 points deep + Remorseless) or you don’t calculate them to have any effect on your build. The current Minor Traits have some “okay” effects, but with no other way to reapply them but to take Remorseless, I find it very hard to build around them. Basically, I’d like to be able to spec 5/15/25 points into the tree and not feel bad about it.

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Posted by: Razor.9872

Razor.9872

I think it will grow better if A-net adds more stealth skills.

NSPride <3

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Posted by: ChillyChinaman.6057

ChillyChinaman.6057

Why would you be running 30 or even 25 in Marksman if you weren’t using a bow? It’s still not going to be usiversally appealing, and there are better options in different lines if you’re not going with bow.

Easy, I was running a Signet build with greatsword.

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Posted by: RedBeard.9607

RedBeard.9607

Why would you be running 30 or even 25 in Marksman if you weren’t using a bow? It’s still not going to be usiversally appealing, and there are better options in different lines if you’re not going with bow.

Easy, I was running a Signet build with greatsword.

Same here. And if they maybe gave the greatsword a way to reset opening strikes then they would synergize very well.

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Posted by: Seetoo.9316

Seetoo.9316

Regain opening strike on
- pet swap. All ranger builds have access to pet swap.
- every x attacks. All ranger builds have access to attacking.

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Posted by: Zenith.7301

Zenith.7301

The whole opening strikes is just awful.

Even if you can regain it every 15 secs it’d still be crap on a build that doesn’t carry cover conditions. Your vulnerability will get immediately cleansed midfight.

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Posted by: RedBeard.9607

RedBeard.9607

The whole opening strikes is just awful.

Even if you can regain it every 15 secs it’d still be crap on a build that doesn’t carry cover conditions. Your vulnerability will get immediately cleansed midfight.

That is true in spvp because everyone has condition removal and then you only have 1 5 sec condition lol. Still if opening strikes did recover mid fight for more than just the longbow it could be viable outside of spvp

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Posted by: Kal Spiro.9745

Kal Spiro.9745

The whole opening strikes is just awful.

Even if you can regain it every 15 secs it’d still be crap on a build that doesn’t carry cover conditions. Your vulnerability will get immediately cleansed midfight.

This specifically isn’t why I would change it to a % chance on crit to add vuln, but the general uselessness of the trait in general is. This a bit too specific of a situation to warrant the concern.

It is a valid complaint, though. No other class has a trait that applies a condition only once during a fight without the use of a major trait to augment it.

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Posted by: Khayoss.2019

Khayoss.2019

Some thoughts on Marksman trait line. Thread is a bit older and some points from posts in the chain have actually been implemented in this last patch so they can be scratched out… the trait line change suggestions still apply though:
https://forum-en.gw2archive.eu/forum/game/suggestions/Complete-Ranger-class-suggestions/first#post2305313

Marksman:
The Marksman trait line was expected to receive major overhauls in the 6/25 patch, but what was received was underwhelming at best. Of all trait lines, this one has the most wrong with it. Adept level traits are all equally useful dependant on the direction of your build, but when it comes to Master and Grandmaster traits, there are really only 3 traits that anyone is interested in: Piercing Arrows, Eagle Eye and Signet of the Beastmaster.
– Spotter is, at best, an adept level trait, and even with the recent buff, no one placing points in this line would choose this over any of the other Master options.
- I haven’t talked to a single Ranger since launch that has found a place in their build for Remorseless. This is possibly the most underwhelming option at the Grandmaster level across any class.

No minor trait in the marksman line is very compelling either, especially Precise Strike at the Grandmaster level. By comparison, examine options available to other classes in the Power trait lines:
Ranger: Adept – First hit inflicts 5sec vulnerability, Master – Pets get same ability, Grand – First hit is a crit.
Thief: Adept – stealing inflicts 10 seconds poison, Master – Poison inflicts 4 seconds weakness, Grand – +10% damage when target has a condition.
Mesmer: Adept – 5 seconds vulnerability on interrupt, Master – Dazing inflicts 5 seconds vulnerability, Grand – +5% damage to inactive targets
Warrior: Adept – Damage foes at end of dodge roll, Master – Burst skills restore endurance, Grand – +3% Damage when endurance is not full.

In review, Rangers minor traits center around adding vulnerability at the beginning of a fight, and 25 point trait gives us a single guaranteed critical hit once per fight. In contrast Thieves gain access to 2 separate conditions for performing an act that they would perform once per fight generally and are not restricted to leaving combat in order to regain this ability, as well as application of vulnerability in conjunction with another condition they have nearly unlimited access to. Where Rangers receive a single guaranteed critical hit, thieves build on this by getting 10% damage boost for all targets carrying conditions. Mesmers gain the same 5 seconds of vulnerability at adept level, but rather than once in a fight they can apply it as often as they can interrupt. Warriors have damage at the end of a dodge roll, then a mechanism to allow them to dodge more often, plus a further damage bonus for dodging more often. These minor traits do not add up to any kind of balance – especially at the Grandmaster level.

Suggestions:
•Adept trait should apply vulnerability in conjunction with another condition or with an action that the Ranger normally performs – evades, interrupts etc on an internal cooldown.
•Minor Master trait should add blindness or cripple whenever vulnerability is applied.
•Move Piercing Arrows to the 25 point GM trait
•Add Shortbow range increase to Eagle Eye
•Replace Spotter and Piercing Arrows with some kind of boon stripping or condition removal option linked to Bow attacks
•Replace Remorseless with a further option to cripple targets with Bow attacks.

Khayoss / Khayotica / Mistasia
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(edited by Khayoss.2019)

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Posted by: Kal Spiro.9745

Kal Spiro.9745

Ok, here’s a line
Adept 20% chance to apply Vulnerable on Crit
Master Pet gains same
Grand Master +10% Crit Damage when target is vulnerable
Remorseless Apply Torment on crit when target is vulnerable

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

Marksmanship needs some changes

in Ranger

Posted by: RedBeard.9607

RedBeard.9607

Some thoughts on Marksman trait line. Thread is a bit older and some points from posts in the chain have actually been implemented in this last patch so they can be scratched out… the trait line change suggestions still apply though:
https://forum-en.gw2archive.eu/forum/game/suggestions/Complete-Ranger-class-suggestions/first#post2305313

Marksman:
The Marksman trait line was expected to receive major overhauls in the 6/25 patch, but what was received was underwhelming at best. Of all trait lines, this one has the most wrong with it. Adept level traits are all equally useful dependant on the direction of your build, but when it comes to Master and Grandmaster traits, there are really only 3 traits that anyone is interested in: Piercing Arrows, Eagle Eye and Signet of the Beastmaster.
– Spotter is, at best, an adept level trait, and even with the recent buff, no one placing points in this line would choose this over any of the other Master options.
- I haven’t talked to a single Ranger since launch that has found a place in their build for Remorseless. This is possibly the most underwhelming option at the Grandmaster level across any class.

No minor trait in the marksman line is very compelling either, especially Precise Strike at the Grandmaster level. By comparison, examine options available to other classes in the Power trait lines:
Ranger: Adept – First hit inflicts 5sec vulnerability, Master – Pets get same ability, Grand – First hit is a crit.
Thief: Adept – stealing inflicts 10 seconds poison, Master – Poison inflicts 4 seconds weakness, Grand – +10% damage when target has a condition.
Mesmer: Adept – 5 seconds vulnerability on interrupt, Master – Dazing inflicts 5 seconds vulnerability, Grand – +5% damage to inactive targets
Warrior: Adept – Damage foes at end of dodge roll, Master – Burst skills restore endurance, Grand – +3% Damage when endurance is not full.

In review, Rangers minor traits center around adding vulnerability at the beginning of a fight, and 25 point trait gives us a single guaranteed critical hit once per fight. In contrast Thieves gain access to 2 separate conditions for performing an act that they would perform once per fight generally and are not restricted to leaving combat in order to regain this ability, as well as application of vulnerability in conjunction with another condition they have nearly unlimited access to. Where Rangers receive a single guaranteed critical hit, thieves build on this by getting 10% damage boost for all targets carrying conditions. Mesmers gain the same 5 seconds of vulnerability at adept level, but rather than once in a fight they can apply it as often as they can interrupt. Warriors have damage at the end of a dodge roll, then a mechanism to allow them to dodge more often, plus a further damage bonus for dodging more often. These minor traits do not add up to any kind of balance – especially at the Grandmaster level.

Suggestions:
•Adept trait should apply vulnerability in conjunction with another condition or with an action that the Ranger normally performs – evades, interrupts etc on an internal cooldown.
•Minor Master trait should add blindness or cripple whenever vulnerability is applied.
•Move Piercing Arrows to the 25 point GM trait
•Add Shortbow range increase to Eagle Eye
•Replace Spotter and Piercing Arrows with some kind of boon stripping or condition removal option linked to Bow attacks
•Replace Remorseless with a further option to cripple targets with Bow attacks.

Honestly the very first suggestion would make the ranger class perfect for me. Then opening strikes would be useful throughout a fight like most other classes minors, because right now opening strikes without a longbow and remorseless isn’t viable.

Hopefully anet sees the problem with opening strikes and makes some changes.

Marksmanship needs some changes

in Ranger

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

I have no idea what you just said.

We’re talking minor traits here… meaning Piercing Shot would be a minor trait.. given to you for free for putting 25 points into marksmanship. Which means they can replace it with something else entirely.

I love that idea. Right now, it’s enormously frustrating having to choose between remorseless and piercing arrows.

Marksmanship needs some changes

in Ranger

Posted by: Kal Spiro.9745

Kal Spiro.9745

I have no idea what you just said.

We’re talking minor traits here… meaning Piercing Shot would be a minor trait.. given to you for free for putting 25 points into marksmanship. Which means they can replace it with something else entirely.

I love that idea. Right now, it’s enormously frustrating having to choose between remorseless and piercing arrows.

Most people are probably choosing between Piercing Arrows and Eagle Eye, but the simple fact is Piercing Arrows is just too good a trait for them to ever give it to a minor

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

Marksmanship needs some changes

in Ranger

Posted by: jcbroe.4329

jcbroe.4329

With everything the way it is right now, Remorseless should be combined with Precise Strike (the minor). Especially since the Grandmaster trait focuses on the longbow a bit too much, and doesn’t improve any weapon other than the longbow at all (at least piercing arrows has some effect).

Then they would have an open grandmaster trait to work with. The same thing could be done to Moment of Clarity imo (make it the 25 point trait, 10% damage while flanking and daze/stun lasts 50% longer).

That would open up 2 slots to play around with that could essentially be “cornerstone” traits, the way that Spirits Unbound, Traps Unbound, and Signet of the Beastmaster are (traits which take a set of tools that the ranger has and makes them more defining and better in function).

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