Most Dangerous Game trait = Lame
In its current form its forgetable.
buffed it’s still forgetable.
Reflection on evade:1sec cd.
Boom done, nothing complicated.
The might duration is too short.
You’re not going to spend a long amount of time below 50%, especially with the change to Bark Skin.
You’re either going down, or healing back up. I honestly don’t see this proccing more that once. Why would you even want it to proc more than once?
I do see some synergy with zephyer’s speed, beastmaster’s might, brawler rune, and battle sigil though.
-50% HP -> MDG -> Heal -> pet swap -> weapon swap -> burn SotH -> Maul
That’s an instant 14 stacks of might for your 150% damage Maul.
Could work with TU. It works gradually so you wouldn’t necessarily be above 50% right away. As above, I can see this working only with FB and MH axe.
I do agree that no one is taking it if it goes GM.
6 might is hardly a large benefit and it sure doesn’t make you Most Dangerous anything.
How many non-external, non-elite ways to stack might does ranger have?
We aren’t talking about a warrior or elementalist here. Ranger can’t constantly pump out 25 stacks of might.
That’s why in a party there’s a PS war or ele anyway… and why I won’t be using that trait no matter what lol especially not if it’s a GM.
In its current form its forgetable.
buffed it’s still forgetable.Reflection on evade:1sec cd.
Boom done, nothing complicated.
Applied to Ranger and Pet? I’d take it.
6 might is hardly a large benefit and it sure doesn’t make you Most Dangerous anything.
How many non-external, non-elite ways to stack might does ranger have?
We aren’t talking about a warrior or elementalist here. Ranger can’t constantly pump out 25 stacks of might.That’s why in a party there’s a PS war or ele anyway… and why I won’t be using that trait no matter what lol especially not if it’s a GM.
Why would you pick a trait that requires you to drop below 50% when you are in a party?
This is clearly a roaming trait.
The mob has spoken and the turrets shall be burnt at the stake.
If this was a GM, it would literally see ZERO usage, as if you would take it over Quickdraw! As it is, it will only be used because its the least skritt for a power build in adept skirmishing. Although, I would much prefer Sharpened Edges with 0 condition damage to this.
It will get chosen in its current position since its only competing with bleeds on crit and spike trap on rez…
Space Marine Z [GLTY]
Its fine. Combined with enlargement and beastmasters might its gonna work just fine
I have a feeling it will not be buffed (at least at first) when it is moved to the Grandmaster tier. Peters didn’t seem to like the trait even as a grandmaster, I just hope it isn’t reduced to useless as a grand master when it launches just so they can play it safe.
The trait is plain weak for a grandmaster.
… Not bad for the early trait placement like it is currently proposed, but absurdly weak for the grandmaster. Just saying.
Like I said, I’d rather take bleeds on crit, at least that’s another 85 damage per proc. The amount of times it will actually apply bleed will far outweigh the amount of time I spend under 50% health, even at 0 condi damage.
The trait is plain weak for a grandmaster.
… Not bad for the early trait placement like it is currently proposed, but absurdly weak for the grandmaster. Just saying.
I would agree with you, but so long as the developers (read Peters) think that it is too strong to remain as a adept choice they will change it. It still think that Peters had not been keeping up with was being worked on where ranger was concerned and was blind-sided by the trait and had a knee-jerk reaction.
The trait is plain weak for a grandmaster.
… Not bad for the early trait placement like it is currently proposed, but absurdly weak for the grandmaster. Just saying.I would agree with you, but so long as the developers (read Peters) think that it is too strong to remain as a adept choice they will change it. It still think that Peters had not been keeping up with was being worked on where ranger was concerned and was blind-sided by the trait and had a knee-jerk reaction.
The thing is that 6 might increases your raw damage by roughly 7,5% …
… Condition damage is hard to say since it’s addition system, not a multiplication.
Grandmaster of these values is ill to think about.
I have a feeling it will not be buffed (at least at first) when it is moved to the Grandmaster tier. Peters didn’t seem to like the trait even as a grandmaster, I just hope it isn’t reduced to useless as a grand master when it launches just so they can play it safe.
The trait is plain weak for a grandmaster.
… Not bad for the early trait placement like it is currently proposed, but absurdly weak for the grandmaster. Just saying.
The issue is not whether is it powerful enough to be a ‘grandmaster’ trait. If you choose that specialisation, you fully invest into the trait line. Therefore the trait would be need to compared out of the 3 options you get to choose.
If the status quo remains, and Most Dangerous Game remains in the Adept slot. You’ll compare it to Sharpened Edges and Trapper’s Defense. Since Trapper’s Defense is a joke, on a Power build, you’ll most likely pick Most Dangerous Game. Sharpened Edges for primarily a condition build.
If the trait was to be moved to the Grandmaster slot, and Light on Feet/Trapper’s Expertise moved to Masters/Adept respectively. The comparison is with Quick Draw and Strider’s Defense. Strider’s defense for sword swaps and unfortunately Quick draw would be the better trait contender to power builds.
Either scenario, it appears the Skirmisher specialisation tree is still better suited for Condition builds than power longbow.
The trait is plain weak for a grandmaster.
… Not bad for the early trait placement like it is currently proposed, but absurdly weak for the grandmaster. Just saying.I would agree with you, but so long as the developers (read Peters) think that it is too strong to remain as a adept choice they will change it. It still think that Peters had not been keeping up with was being worked on where ranger was concerned and was blind-sided by the trait and had a knee-jerk reaction.
The thing is that 6 might increases your raw damage by roughly 7,5% …
… Condition damage is hard to say since it’s addition system, not a multiplication.Grandmaster of these values is ill to think about.
I agree, i DK why A.net think so highly of this trait. ATM its a mehaa trait , especially now that boon duration is harder to come by. If its a GM trait it should have like 10 sec might duration so that together with NM tait+ strength rune it will be 15 sec duration(so up to 15 might). This build(6-6-0-6-0), synergies very nicely with signets, Beastmaster’s Might and enlargement(atm signets got the lowest synergy potential, out of all the utility skill sets)
Moving LoyF OR Trappers expertise to Adept would be a terrible change and kill our condition builds outright.
I don’t get it either Lugh, if they are even thinking of moving this to GM, they need to have a close look at forceful Greatsword and Phalanx Strength. These are good might stacking skills that do not require you to be under 50% health to get 6 might. With these two traits alone, you can stack 125 might on your party in seconds.
If they made this trait give 6s of might to you AND your pet, per attack, under 50% health, then yes it would be good. As it is, its hardly deserving of an Adept slot let alone a GM.
Moving LoyF OR Trappers expertise to Adept would be a terrible change and kill our condition builds outright.
I don’t get it either Lugh, if they are even thinking of moving this to GM, they need to have a close look at forceful Greatsword and Phalanx Strength. These are good might stacking skills that do not require you to be under 50% health to get 6 might. With these two traits alone, you can stack 125 might on your party in seconds.
If they made this trait give 6s of might to you AND your pet, per attack, under 50% health, then yes it would be good. As it is, its hardly deserving of an Adept slot let alone a GM.
Its an easy fix – Trapper’s Expertise+Trapper’s Defense as GM skill – SB adept skill – dangerous game – GM skill(10 sec duration) – Sharpened Edges master trait – new adept trait (Carnivorous Appetite) pet remove boon on hit(10 sec? CD).
That would be good. But Sharpened Edges could include the pet for a 2s bleed if it is going to compete with Spotter and Primal Reflexes
It already is …. Sharpened Edges: You and your pet have a chance (66%) to cause bleeding (3s) on critical hits.
Its both you and your pet and they raised the duration to 3 sec, kinda strong trait.
Hahahah! I did not notice that! Sweet!
Now, we just need to get them to make Rending attacks remove a boon and we are good.
Edit: WELL, that makes MDG even more lame imo.
MDG should be a key part in a build arch type together with signets and enlargement – I got a very nice idea but it involves changes to both WS and NM trait line GM traits. Its about merging EB and IB make it remove UP TO 3 condis on F2(or turning them into boons)- 20 sec CD
Protective Ward goes to WS(it makes sense) and new GM trait for NM(at 20% threshold refresh the CD of all signets (90 sec CD)
The idea is to to make signets might stacking build with a reaver theme(strongest at low hp). NM is the boon tarit line with 20% boon duration so it makes good sense it should synergie with signets, Beastmaster’s Might and MDG.
(edited by LughLongArm.5460)
I imagine they will buff it as part of moving it to a Grandmaster trait … but I watched the video so that might have some influence on my opinion :-p
Let’s look at this trait as it currently is if we just take Strength runes:
- +45% Might duration
- +5% damage when you have Might
6s * 1.45 = 8.7s duration on the Might that you gain every 3s.
Start … 3x Might Total … 3x Might(8.7s)
3s …. 6x Might Total … 3x Might(5.7 s) + 3x Might(8.7)
6s … 9x Might Total … 3x Might(2.7) + 3x Might(5.7) + 3xMight(8.7)
So you’ll have 9 stacks of Might except for a brief 0.3 seconds
9 Stacks of Might constantly replenishing itself regardless of what weapon you have is quite nice. It’s even nicer when its shared with your pet via Nature Magic and supplemented by the abundance of other sources of Might we now have as well.
It’s also nice in that Might affects both Power and Condition Damage. I’m not sure how many of you have noticed, but many Ranger weapons do both Power and Condition damage.
Now, if your build also includes Nature Magic, on top of sharing the Might with your pet you’ll gain another +20% Boon Duration which will push your Might Duration from +45% to +65%
6s * 1.65 = 9.9s duration on the Might that you gain every 3s.
Start … 3x Might Total … 3x Might(9.9s)
3s …. 6x Might Total … 3x Might(6.9 s) + 3x Might(9.9)
6s … 9x Might Total … 3x Might(3.9) + 3x Might(6.9) + 3xMight(9.9)
9s … 12x Might Total … 3x Might (0.9) + 3x Might(3.9) + 3x Might (6.9) + 3x Might (9.9)
So you’ll briefly have 12 stacks of Might for almost a second and then safely revert back to a solid 9 stacks of Might.
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.
It already is …. Sharpened Edges: You and your pet have a chance (66%) to cause bleeding (3s) on critical hits.
Its both you and your pet and they raised the duration to 3 sec, kinda strong trait.
Offtopic but I keep meaning to ask this…
I saw the duration was 3s on this trait now, is that actually a confirmed change or did the character they showed it on in the Stream just have +duration boosting it to 3?
Gunnar’s Hold
if it’s moved to GM, it needs to get buffed to be twice as effective, at least. in its current state, it would work fine as adept. would need a slight buff if moved to master.
on paper it might seem ok, and I think that’s what Peters is basing his understanding on. in practice, no one will stay under 50% HP for more than a few seconds. this is why I think might needs to stack every second, 1-2 stacks per second.
(edited by mistsim.2748)
@Cufufalating:
Given that there isn’t any more +%Condition Duration from traits/specializations … and I don’t believe they had any food on them … and doubt that they were wielding Giver weapons, it is fairly safe to assume it is now a 3 second bleed.
… though we don’t know what runes/sigils they were wearing … but you’d need +50% duration for it to change from 2s to 3s.
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.
Either way, our pet is getting it too, so that is a dream come true! Now I can say that our traits are definetly not near completed, since Rending attacks is still there, those two are an obvious merge and Rending hasn’t been removed/changed as yet.
Might not be complete … or it might be a way for our pets to apply conditions even more. Birds and Cats have very high precision values. They could largely benefit from a 100% and 66% chance to bleed on-crit. That’s 0 to 2 bleeds per crit. With the +CondDmg and +CondDuration trait, this could be even meaner.
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.
Meh, I’d prefer something else, like boon removal or cripple on crit.
@Heimskarl:
Aye, if you’ve read a fraction of my posts on the Ranger forums, then you know I’m right there with you with wanting boon removal on my Ranger. I want that so darn badly.
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.