My thoughts from maining Ranger for 1 year

My thoughts from maining Ranger for 1 year

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Posted by: Dardamaniac.1295

Dardamaniac.1295

I will try not to make you bored

Signets: Signets have the main Rangers problem…They require too many traits to take from them the 100% and its almost not good without traiting for them.
I would like to see some of their actives effects effect the Ranger as well..
Example
Signet of the Stone: Gives toughness and on activation reduce 20% dmg taken to Ranger and 100% on pet.If traited reduce 100% as it is now
The same goes with the other signets..give a small portion of the actives to Rangers as well

Shouts: I like the reveal on Sick em and i think that this is the way shouts must go..Affecting only the pet was a bit lackluster.
Protect me is working only with bears,i would like to see some additional effect on it.Like giving protection to the pet would be a nice idea,so the pet doesnt die so often.
Guard needs an additional effect too,its like Sick em,it affects only the pet and this is where it lacks.It gives stealth and prot but it does totally nothing for the Ranger or the party around it..Skills that are pets only arent a first pick

Survival skills: They are good,AoE immo,haste,stunbreaker,bleed,nice skills..I would like to see Lightning Reflexes more of a punishing skill,increase the dmg and reduce-remove the vigor.The dmg as it is its totally useless,i barely notice it and mainly in pvp noone thinks “i will stun the Ranger now but i wont go close to him cause he might have this stunbreak that makes dmg”

Spirits: Well many have talked about em..Some people are hating the AI,some are hating the passiveness.They are cool in pve but they are bad for pvp and for a clear view.I know its hard to nerf em cause they will disappear from pve as well (were they are already unwanted).I think that one solution maybe would be to reduce the number of spirits that Ranger need to take,like merge 2 spirits in one…I know that this may be too hard to achieve but it will surely clear things up in the screens

Traps: Traps are fine.maybe an additional cast range will be better..but still fine

Traits
Some traitlines are having so many good traits and some others hardly 2-3…There always a strong connection with weapon sets in every traitline that makes builds lackluster.
Skirmishing traitline is having some of the coolest pet boosting traits,if you want to be a Power Zerker Ranger you totally have nothing that you really want from that traitline(only Quick Draw and if you are playing with LB) and if you want to boost pets dmg you should invest at least 20 points on it.I dont disagree with traps being there,adding some crit dmg on the condition universe of Traps is a cool idea.
Generally traits should improve skills and mechanics that are allready strong and viable.Something like adding a 20% boost to them..Signet of Beastmastery takes the signets from 50% to 100%.Signets should allready be at a 80% level

Weapons:
One of the main reasons i main Ranger is the animal animations attacks..Especially GS which i think is one of the most beautifull weapons out there.It needed the boost on Mauls dmg but it still has a bear animation for players to dodge it.An excellent gap closer-traveler skill,survivability in auto attack and #4 and stun-daze on #5 for extra pet dmg..I think all weapons should be in that direction,i think they must be more clear of what they do and how you use em..Shortbow for a long time was a power Rangers option even tho there was the best bleed stacking in the game…Axes mainhand role isnt clear either,although #2 has bleed,the Honed Axes trait is for power builds.I dont say that weapons shouldnt have conditions and power dmg on them,i say that they role should be more clear,they must be very strong in one role and not being so all around..
Some will say i like mixing things up but imo in the end all this mixing is making a weapon weaker in every role..you cant have a weapon being strong in both condition dmg and power dmg for example…It will make it OP,you must lower both dmgs.And then you make a hybrid build to fit em,but its OP again cause you have much mobility for example,so they must nerf the mobility,but it destroys another build etc etc etc

I would like to thank any fearless reader that spent some time reading this!
Cheers!

(edited by Dardamaniac.1295)

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Posted by: Chopps.5047

Chopps.5047

Stone signet being on shorter CD untraited might be a huge help to rangers with dyin pets problems. A bit of a modification of your idea.

Tin Foil Hat Hearer »—> Ranger Extraordinaire »—> “Be like water…”

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Posted by: Baylon.8097

Baylon.8097

I recently started to main a ranger. I agree with everything said here, especially about the weapons. I love the gs, but with some of the other weapons were more versatile. I always get all the weapon skills on every character, and i could not find a good enough reason to use it.
And the animations on the gs are amazing. Anet should try and continue this on all weapons to give us a somewhat unique animations.

~ Zynomy 80 Ranger~~ JQ~~>.>

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Posted by: NargofWoV.4267

NargofWoV.4267

I believe the Dev team is addressing weapons in the near future… Talked about inc. weapon numbers for the Ranger, hopefully to compensate for the lack of increase in corresponding pet damage, that co habitats our over-all DPS figure.

Narg, Ranger JQ
Heavy Halo, Warrior JQ

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Posted by: Durzlla.6295

Durzlla.6295

Personally I think signets are fine, they indirectly bring a lot of support to the group, Sig of Wild can guarantee a buff or CC skill your pet brings gets off (EX: Moa Heal, wolf fear, Moa prot, bear weakness, drake breathe etc), hunt allows you and your pet to get around easily, stone can give you those precious 6 seconds needed to swap your pet to safety, and then renewal , well that’s a kittening AoE condi purge on allies in the radius. The traits certainly are nice for signets, but I find they’re great for both.

My favorite LR idea I saw was that if you use it as a stun breaker it strips stability from nearby enemies and stuns them for 2s, because it requires you to break a CC with it it couldn’t be abused for the boon strip + stun but it’d absolutely make people hesitant to stun CC a ranger and fight in Melee range.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: thefantasticg.3984

thefantasticg.3984

I disagree that Signets are the biggest problem. Pets far-and-away hold that title. Feel free to search my posts on why. I like using the signets for the passives, but that’s it. I’m pretty happy with the weapons and traps. I would Main my ranger again in a hot second if there was a way to perma-stow the pet.

RNG is a bell curve. Better hope you’re on the right side.

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Posted by: Dardamaniac.1295

Dardamaniac.1295

Personally I think signets are fine, they indirectly bring a lot of support to the group, Sig of Wild can guarantee a buff or CC skill your pet brings gets off (EX: Moa Heal, wolf fear, Moa prot, bear weakness, drake breathe etc), hunt allows you and your pet to get around easily, stone can give you those precious 6 seconds needed to swap your pet to safety, and then renewal , well that’s a kittening AoE condi purge on allies in the radius. The traits certainly are nice for signets, but I find they’re great for both.

My favorite LR idea I saw was that if you use it as a stun breaker it strips stability from nearby enemies and stuns them for 2s, because it requires you to break a CC with it it couldn’t be abused for the boon strip + stun but it’d absolutely make people hesitant to stun CC a ranger and fight in Melee range.

I dont think that Singet of the Wild worth taking it for safe casting of totally RNG skills..Moa most of the times use heal whenever so it may be good that they get interupted…
As for LR its a good idea i think..

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Posted by: Durzlla.6295

Durzlla.6295

Personally I think signets are fine, they indirectly bring a lot of support to the group, Sig of Wild can guarantee a buff or CC skill your pet brings gets off (EX: Moa Heal, wolf fear, Moa prot, bear weakness, drake breathe etc), hunt allows you and your pet to get around easily, stone can give you those precious 6 seconds needed to swap your pet to safety, and then renewal , well that’s a kittening AoE condi purge on allies in the radius. The traits certainly are nice for signets, but I find they’re great for both.

My favorite LR idea I saw was that if you use it as a stun breaker it strips stability from nearby enemies and stuns them for 2s, because it requires you to break a CC with it it couldn’t be abused for the boon strip + stun but it’d absolutely make people hesitant to stun CC a ranger and fight in Melee range.

I dont think that Singet of the Wild worth taking it for safe casting of totally RNG skills..Moa most of the times use heal whenever so it may be good that they get interupted…
As for LR its a good idea i think..

Moas heal is far from random, if you, the owner, reaches 50% health and are within range (even if just passing through) the Moa itself is at 75% health, or an ally is ~25% health the Moa will heal, it has a VERY obvious wind up for it to , it stomps it’s foot and waves it’s wings around as it gets ready to sing.

Not to mention most the things I listed weren’t RNG, but a 3.5k AoE heal is just waaaaaaay too good to be allowed to be wasted due to CC imo.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: Dardamaniac.1295

Dardamaniac.1295

I want the heal to be cast when I want to be cast,eitherwise is pretty much RNG,some random player does some aoe dmg to Moa,75%,everybody run around full life,casts heal….Oh let me put stability on it so it wont get interupt,cause everytime enemies are seeing a Moa heals they focusing interupt fire on it.Dat 3,5k stationary healing on small aoe is so OP.Not to mention that no player will stop moving to stay close to a healing Moa..
Exept Wolfs aoe fear,the other skills can be cast pretty easily cause noone really interupts a 4 sec protection,or the aoe Weakness (they will cleanse it anyway) or a pretty obvious dodgeable breath that totally roots the Pet(They just need to go behind it).The main problem on pets missing their skills doesnt comes from them missing stability…