My thoughts on Ranger Trait Problems

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Unspecified.9142

Unspecified.9142

It seems fairly well accepted on this sub-forum that ranger traits need work. So in the interest of being constructive I thought I’d outline what traits I think need to most work and why. Also some suggestions about what can be done to fix it.

Marksmanship
Opening Strike – 5 stacks of vulnerability for 5 seconds on the first attack when entering combat.

This one has always bothered me. It seems like a good idea in theory but in practice I find it severely lacking. On it’s own (only 5 points in MS) it’s actually pretty terrible. Against a single target 5% more damage for 5 seconds is either 1) pointless because the enemy is weak, or 2) Useless because it’s a hard enemy and 5% for 5 seconds is nothing (champs and such). Against a group of enemies it only effects one target so overall it is also completely useless.

The 15 point trait that gives it to your pet as well really doesn’t change anything. It’s still pretty bad.

At 25 you get auto-crit on opening strikes but that really isn’t that useful either. Sure a free crit to start a fight is nice but for a 25 point minor it’s BAD. Also without +crit damage crits really aren’t a huge DPS boost and if you’ve put enough into +crit% to make it worthwhile you’ve either got ~50% crit rate or you’re an idiot. With a 50% crit rate a free crit is really not useful.

The last part of this whole Opening Strike debacle is Remorseless (Regain Opening Strikes when you kill a for). This slightly improves OS but let’s be honest, the situations where you really want OS to be constantly reapplied things aren’t dying constantly. Situations like a hard boss fight in a dungeon/fractal, sPvP, or WvW there isn’t constant deaths and if there is you probably don’t really need 5% more damage for 5 seconds against a single target.

Solution (?)
What I would like to see is this:
5 points – You and your pet gain Opening Strike.
15 points – Opening Strikes always crit (Should probably be more than just a free crit but not sure what)
25 points – Regain Opening Strikes on weapon swap This is really the big thing for me. There needs to be a way to easily and reliably reapply that 5 stacks of vulnerability during the long drawn out fights you actually want it for.
Remorseless – Gone. Just get rid of it and make a new trait.

Skirmishing
Sharpened Edges – This needs to be either scrapped or improved. 1 stack of bleeding for 1 second is garbage and in any group setting can be VERY detrimental. If an enemy is floating around the 25 bleed stack cap and you apply a 1 second bleed 0.5 seconds before a necro tries to apply a nice 5+ second bleed you may have just screwed the group out of 4 seconds of bleeding.
Solution (?)
Scrap it or make the bleed 3+ seconds minimum.

Trapper’s Defense – Does anyone actually use this? I just don’t see why anyone would take this over other traits in this line.
Solution (?)
Scrap it.

Companion’s Might – This needs some serious work. 1 stack of might for 1 second to your pet on a critical hit is not worth taking. Might is great but a 1 second duration on your pet is terrible. Pets only attack every 2-3 seconds as it is so the odds of your pet actually attacking in that 1 second duration is only ~33% in the first place. When you then consider the odds of the pet actually hitting the target it gets even worse.
Solution (?)
Just increase the duration of the might stack to 3 seconds so that there’s at least a reasonable change the pet will hit something while the might stack is active.

Trapper’s Expertise and Trap Potency – The trouble with these traits is tied to the trouble with traps. Without at least Trapper’s Expertise traps are garbage. There’s also the matter of why they are in Skirmishing in the first place. Instead of beating a dead horse I’ll just propose solutions.
Solution (?)
1) Remove Trapper’s Expertise entirely and make traps ground target by default.
2) (new) Trap Potency – Traps recharge 20% faster, are 50% larger and conditions last twice as long.
3) Move Trap Potency to a Master level trait in Wilderness Survival.

Moment of Clarity – This trait seems great on paper and out of context. The problem is the Ranger’s severe lack of stuns and dazes and other interrupts. It’s just not worth taking with the Ranger’s current skill set especially since it doesn’t apply to interrupts done by pets.
Solution (?)
Scrap it entirely unless the Ranger is getting more ways to interrupt, especially more stuns and dazes to make it a worthwhile Grandmaster Trait.

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Unspecified.9142

Unspecified.9142

Wilderness Survival
Healer’s Celerity – I just can’t ever think of a build where I actually want this. Swiftness on rez just isn’t useful. Swiftness is a great boon for some situations but after rezzing someone you probably don’t care about it one way or another.
Solution (?)
Change it to Vigor, Regen, Protection, or even fury or might to make up for the lost dps from rezzing. Just not Swiftness.

Hide in Plain Sight – I wish I could like this trait. It sounds so good on paper but it just doesn’t work out well. The biggest problem is the stealth effect is short lived so odds are you aren’t going to get to move anywhere before it wears off. Anyone who knows about this ability (in WvW or PvP) is going to know exactly where you are so it won’t help you at all in most situations since most attacks don’t need a target. A Bullrush -> Hundred Blades warrior doesn’t care if he can see you or not, you’re getting hit anyway. I’ve run across rangers using this in WvW and I just don’t care. I just use some attack that works fine without a target on the spot I know they are standing.
Solution (?)
Either ranger stealth needs to be fleshed out and more full-featured (even defensively), add a small teleport (even 100 ranger would be enough) or just scrap it (maybe in favour of the above mentioned Trap Potency?).

Nature Magic I’m not going to even touch the spirit related traits because until the spirit utilities aren’t so problematic the traits for them are irrelevant and may as well be replaced

Circle of Life – There’s nothing really wrong with this trait it’s just horribly out-shined by other options that are available. You shouldn’t be traiting to making dying less painful. You should be traiting to die less.
Solution (?)
If this was changed to also trigger when rezzing someone it might be worth taking.

Two-Handed Training – Also nothing really wrong with this trait but it feels weird being in Nature Magic and 5% isn’t really much. This trait line is used for either better healing/regen or spirits and both of those already take all your traits so there’s never really a build you want to take this for.
Solution (?)
It’s needs something more to be worth anything. I would suggest just scrapping it and adding the effect of it to Martial Mastery in Wilderness Survival making a single trait.

Enlargement – I’ve read some people like this trait but personally I find it pretty bad. If I’m at 25% health I don’t really care if my pet does more damage and has stability. That isn’t going to help me in 90% of situations since I can’t reliably use my pet’s new found strength for anything. I’m still screwed.
Solution (?)
I’d just scrap it but making it effect the ranger as well wouldn’t be terrible. Though that would be effectively painting a target on yourself when you hit 25% health. (“Oh, the ranger got bigger he’s almost dead time to focus fire”)

Evasive Purity – This trait makes me cry. I played with it in beta when it was actually worth a kitten though. This trait is seriously useless. It has no place as a Grandmaster trait and it really has no place in any build at all.
Solution (?)
Return it to it’s former glory (probably OP) or just get rid of it altogether and put in a grandmaster trait people might actually use.

Beast Mastery
Master’s Bond – Wonderful concept and great at lower levels but complete garbage for any sort of content aimed at 80s. I hate to beat a dead horse but here are the problems,
1) It directly conflicts with Zephyr’s Speed making one of the 2 traits useless
2) It resets on pet swap and pet swapping is almost required to keep pets alive
3) It resets when you go in the water
Solution (?)
Make it a buff that is shared between all pets that only resets if a pet dies (any pet dies and the stack resets) but as long as your pet never dies any pet you use benefits from the stacks. This way Ranger’s can actually go in and out of water or swap pets with losing the stacks.

Rending Attacks, Stability Training, Intimidation Training, and Vigorous Training – These traits just feel entirely too restrictive forcing you to either use a limited set of pets or have a useless trait 50% of the time.
Solution (?)
Merge these 4 traits in to a single trait called “Advanced Training” or something.

Instinctual Bond – This just isn’t helpful. It might be if it overlapped with Lick Wounds but the CD on Lick Wounds and the duration of Instinctual Bond ensure that never happens. It is not worthy of being a Grandmaster Trait either.
Solution (?)
Just scrap it entirely or bump it down to a master level trait at least.

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Unspecified.9142

Unspecified.9142

No one has any other traits they think or useless or wants to explain how I’m wrong about one of these traits?

This is the kind of thing we need to do if we want to see real changes to the ranger traits. Lay it out for Anet what exactly isn’t working, why it isn’t working and what can be done to fix it. If you have an idea for a new trait to fill one of the (many) gaps that would be created by my suggestions that’s something too.

I know traits are a complicated issue but a little bit of brainstorming never hurt.

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Pneg.7302

Pneg.7302

Wall of text, but after skimming through the ones you suggested alterations for I can’t say any more than that I agree in full on which Traits are lacking.

One should not have to let out a “do I have to?” when selecting some traits. Where’s the fun in feeling like you must pick a, to be honest, really crappy trait in order to reach a mediocre one?

Even our “good” traits are severly lacking in afterthought..
i.e. Evasive Purity removes only the two rarest conditions in the game.
i.e. Empathic Removal?(30 Wilderness) is awesome! BUT! It kills your pet!
i.e. Signet of the Beastmaster! Would’ve been great if the CDs on signets weren’t averaging 90 seconds!

The list goes on.

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Durzlla.6295

Durzlla.6295

Instinctual bond -was- amazing, but they nerfed it to hard, now no one uses it, they need to buff the quickness it applies to your pet and lower the CD.

Don’t MERGE those 4 traits, remove their restrictions, make it so regardless of what pets you’re using it will have that effect, IE "If your pet is CCed it gains 3s of Stability (still on the 10s ICD), if your pet crits it applies bleeding etc.

Don’t you kittening touch my enlargement, it’s an amazing skill, it makes your pets hitbox bigger as well, this means your pet will eat more ranged attacks for you as it’s immune to CC and deals more damage. Leave it be unless you know what it actually does.

Evasive Purity needs some help, it has a 10s CD that is triggered on Dodge Roll not the removing of one of the 3 conditions it removes (it turns out it also removes chill, weird, but idc), i think it should remove weakness as well, that’d be 4 (really kittening annoying conditions) that would be purged on a dodge roll, and also make the CD not trigger unless it removes a condition.

Circle of Life triggers on Downed, however i think it should be merged with Healers Celerity, Strength of Spirit, Nature’s Bounty, or Nature’s Protection (that may make it to strong if it’s merged with Nature’s Protection)

Healers Celerity, WE ARE NOT DPS, do not think that every trait needs to up our damage, this trait is not designed for damage it’s designed so that you will rez your allie and then the both of you can quickly get out of harms way, and for that it works really well.

Hide in Plane Site, it’s a really powerful and good skill, i do however think it should teleport your backwards or maybe even in a random direction so you’re not still eating melee attacks if you get nailed with a stun as part of say hundred blades combo.

Trappers Expertise , For gods sake don’t make it a ground target by default, the only reason i don’t take that stupid trait -because- it makes it ground targeted, i want traps to be placed at my feet, i never liked the idea of throwing them ever since they made it so they couldn’t be placed on walls anymore. They should just make it so the traps have the AoE size the trait gives them by default and make them thrown if you trait it because plenty of people don’t want the traps to be thrown because it’s just not that useful for their play style.

Trappers Potency is fine, it’s a good grandmaster trait and it really really deserves to stay there (i personally think that ALL the trap traits should be moved to Marksman and ALL the signet traits should be moved to Skirmishing, that just makes more sense to me).

Trappers Defense is used by me in a few of my builds, it’s a lot more useful than you think, is it ZOMGWTF amazing? no, it’s not, it’s an adept trait, it’s good against melee trying to come cleave your face off due to the immob, but it -could- be better, or at least be a super buffed radius for it (say double of what it would be if you have trappers expertise) to make it a lot more of a defense instead of a “i’ll stop them mere inches before they can hit me!”

Moment of Clarity, i think you and your pet dealing 150% more damage on your next attack after a stun and interrupt AND Stuns and dazes lasting longer (this applies to your pet) is a REALLY powerful trait, i personally think they need to throw a stun/daze (or pull) to the path of scars skill like it is with Cheiftan, which would make it useable with all mainhand weapons minus harpoon gun.

PS: I know it sounds like i disagree with all your points, which i don’t, i just disagree with a lot of your solutions and a lot of your reasonings as to why traits are bad.

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

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Unspecified.9142

Unspecified.9142

Wall of text,

Sorry about that, I tried to format it a bit but I find the formatting options to be severely lacking here. There just isn’t a good way to really break it up with sub-titles, titles and indentations that I’ve found (maybe I’m missing something).

PS: I know it sounds like i disagree with all your points, which i don’t, i just disagree with a lot of your solutions and a lot of your reasonings as to why traits are bad.

That’s fine with me. I actually learned a few things from your post that I didn’t know (e.g. what makes enlargement good). It’s also never a bad thing to have multiple suggestions about how to possibly fix traits that are lacking.

I guess I can understand your point about not wanting traps to be ground target but I’m just so used to them being ground target I throw them at my feet if that’s where I want them.

Your suggestion to swap traps and signets would definitely make sense. Given that signets are best in a power/crit build and traps would at least get condition duration there (which is the only thing that helps frost trap).

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Durzlla.6295

Durzlla.6295

Wall of text,

Sorry about that, I tried to format it a bit but I find the formatting options to be severely lacking here. There just isn’t a good way to really break it up with sub-titles, titles and indentations that I’ve found (maybe I’m missing something).

PS: I know it sounds like i disagree with all your points, which i don’t, i just disagree with a lot of your solutions and a lot of your reasonings as to why traits are bad.

That’s fine with me. I actually learned a few things from your post that I didn’t know (e.g. what makes enlargement good). It’s also never a bad thing to have multiple suggestions about how to possibly fix traits that are lacking.

I guess I can understand your point about not wanting traps to be ground target but I’m just so used to them being ground target I throw them at my feet if that’s where I want them.

Your suggestion to swap traps and signets would definitely make sense. Given that signets are best in a power/crit build and traps would at least get condition duration there (which is the only thing that helps frost trap).

Yeah that’s why i suggested making traps have larger range by default (or hell maybe roll that into trappers defense? ) and then just have a trait (trapers expertise) that keeps it able to made into a thrown.

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

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Taym.8326

Taym.8326

i personally think that ALL the trap traits should be moved to Marksman and ALL the signet traits should be moved to Skirmishing, that just makes more sense to me.

I am personally more of a fan of swapping marksmanships condition duration for skirmishings critical damage. This would allow there to be a point of having a crit to bleed skill in skirmishing. This would also allow condition spec’d rangers to have access to swiftness (Warhorn is a power weapon) and fury which is severly lacking. When you compare these minor traits to Opening strikes (5 stacks of vulnerability) for you and your pet and opening strikes are always criticals its obvious that Marksmanship is not the place for conditions. Swapping the sub stat bonus’ for Marksmaship and Skirmishing will also minimally impact most of the developed builds as power usually spec’s far into both Marksman and Skirmishing (20/25/20/0/5).

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Durzlla.6295

Durzlla.6295

i personally think that ALL the trap traits should be moved to Marksman and ALL the signet traits should be moved to Skirmishing, that just makes more sense to me.

I am personally more of a fan of swapping marksmanships condition duration for skirmishings critical damage. This would allow there to be a point of having a crit to bleed skill in skirmishing. This would also allow condition spec’d rangers to have access to swiftness (Warhorn is a power weapon) and fury which is severly lacking. When you compare these minor traits to Opening strikes (5 stacks of vulnerability) for you and your pet and opening strikes are always criticals its obvious that Marksmanship is not the place for conditions. Swapping the sub stat bonus’ for Marksmaship and Skirmishing will also minimally impact most of the developed builds as power usually spec’s far into both Marksman and Skirmishing (20/25/20/0/5).

Um, it kinda hammers home the whole condition thing, what a lot of people don’t realize is that condition duration is A LOT stronger on conditions that don’t deal damage, AKA cripple, chill, vuln, blind, weakness, fear(we don’t really have much of that), and in some cases poison is better with condi duration than damage due to the whole it reduces healing thing.

And idk why having an adept lv trait that procs bleeding on crit -doesn’t- belong in the crit tree, you know, it kinda does damage REGARDLESS of if you have condi gear or not, and just because you put points in the crit tree doesn’t mean that you can’t wear condi gear, i know my condi build didn’t even have WS traits, and there’s always Rabid/Rampagers gear…

PS: Warhorn can easily be a condi weapon if you take Sharpened edges, you have a guaranteed 20% crit from Fury, and 35 condi damage from might, and then you have Hunters Call which hits like 16 times in the course of a 2 seconds or so, which even with mediocre crit can throw a ton of bleeding up really fast.

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

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Taym.8326

Taym.8326

Um, it kinda hammers home the whole condition thing, what a lot of people don’t realize is that condition duration is A LOT stronger on conditions that don’t deal damage, AKA cripple, chill, vuln, blind, weakness, fear(we don’t really have much of that), and in some cases poison is better with condi duration than damage due to the whole it reduces healing thing.

And idk why having an adept lv trait that procs bleeding on crit -doesn’t- belong in the crit tree, you know, it kinda does damage REGARDLESS of if you have condi gear or not, and just because you put points in the crit tree doesn’t mean that you can’t wear condi gear, i know my condi build didn’t even have WS traits, and there’s always Rabid/Rampagers gear…

PS: Warhorn can easily be a condi weapon if you take Sharpened edges, you have a guaranteed 20% crit from Fury, and 35 condi damage from might, and then you have Hunters Call which hits like 16 times in the course of a 2 seconds or so, which even with mediocre crit can throw a ton of bleeding up really fast.

Actually one of the strongest things you can do for bleed stacking is increasing a low duration bleed (say a 3 second base crossfire to 4 seconds). It is also something that cannot be made up by adding condition damage. I agree that adding condition duration to non damage based conditions is great, but it affects damage conditions in the exact same way, and not LESS than condition damage. I am still confused as to why since duration does not mean anything would you want to swap the trap traits into marksmanship, do you think the traps synergize the best with power? No you are wanting it for the condition duration which is the exact same as my idea. However my idea would not affect the current main builds whereas yours would cause most traps rangers to change and gain useless minor traits for vulnerability which does not affect condis, and yay an auto crit. The largest issue with my idea is that non-trap condi rangers would have to rethink the build.

I never proposed moving the crit trait, I used it as more reasoning as why the skirmishing tree should be Critical % and Condition Duration (Marksmanship would be Power and Critical Dmg). In this way both lines are recieving benifiets matching their intended purpose. I also exclusively play PvP so its not something that can be just thrown on to gear, there are specific stats that you can take to tailor your armor to suit your exact needs.

So Warhorn when paired with a condition utility can be used as a condition weapon, how profound. however this utility can be used to its full effect without that offhand. Warhorn used to be a very good offhand for conditions (before the earth sigil timer) where with high crit it could be used to stack an ungodly amount of bleeds. However since the change it has been underwhelming, the fury might and swiftness is “good” but it can be obtained through weapon swapping traits by just changing weapons (which is what you would have to do anyway to get these weapons out). The bleed on crit itself is not on every crit either, it is a % chance even further lessening its effect. For example Crippling talon tooltip dmg is 422 (in my current spec) with 6 second cripple and a 3 stack of bleeds lasting for 11 seconds, whereas the total tooltip damage for the bird call is 976. (using 50% crit and 100% chance to add a 1 second bleed on crit bleed tick for 109) Using these numbers you will get the 16 bird giving you a total of 2238.4 damage in a condition spec, whereas crippling talon from dagger would give you a total of 4242.3 damage. Just for the sake of fun lets say all 16 hits crit and apply a bleed stack, Bird damage would then skyrocket to a gigantic total of 3500.8 versus Crippling Talon’s 4465.6. The utility can be disregarded as it will add the da/mage regardless of weapon choice. You can even do a quick thing to check for comparison and just take the condi damage portions for a quick comparison (3 bleeds for 11 seconds… 33 bleed ticks, 16 atks 50% chance to bleed for 1 second is 8 bleeds). The best rebuttal you have is for the addition of might (35 condi damage and power), 35 condition damage is roughly equal to 5/3 extra dmg per bleed. Another thing which I did not factor in is the cooldown of both abilities which is Crippling Talon’s 18 second CD vs Hunters call 25 second CD.

Calc’s Used:
1.8 = crit damage multiplier
Hunters Call: 976*(1-Crit Chance) + 976*1.8*Crit Chance + Bleed Dmg*16*Crit Chance*Chance to Bleed on Crit
Crippling Talon: 422*(1-Crit Chance) + 422*Crit Chance*1.8 + 11*3*Bleed Dmg + Bleed Dmg*Crit Chance*Chance to Bleed on Crit

(edited by Taym.8326)

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Indoles.1467

Indoles.1467

I agree almost entirely. My one exception is the Moment of Clarity trait after recent buff. The +50% stun and daze duration works great in Wv3 where those kinds of things can make all the difference. It gives significantly more time after I interrupt (or fail to but still apply a daze) to dps my target. However, it seems to be only useful for a single type of build, so it does deserve to proc if your pets interrupts.

Everything else you mentioned seem like good changes that aren’t overpowered at a glance.

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Eurantien.4632

Eurantien.4632

Actually Empathic removal does not kill your pet right now. Empathic removal says, “Pets periodically take conditions from you.” However, this is not what occurs. Instead the conditions just vanish. The conditions are not transferred to the pet.

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Rocklin.4106

Rocklin.4106

i love Master’s Bond and am constantly running it while solo-pveing / farming and sometimes even in wvw, your ideas would just make it way stronger and perhaps even an obligatory skill.

not quiet sure and cant test now but i think at maxed stacks it gives +150 to all stats, combined with the at least +100 from 10 points bm your pets should very rarely die in solo pve unless you run it into a champion, im fine if a trait isnt as useful in pvp or dungeons as it is in solo-pve or vice-versa.

instead they should just fix the bug of the stacks disappearing when you go swimming but have the same pets for underwater as on land.

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Zi Yang.5387

Zi Yang.5387

How to make Moment of Clarity OP.
You and your pet’s interrupts are 50% stronger.
Include stun,daze,knockdown,push,pull and fear(and sink and float).
Although I don’t know how to make push and pull 50% stronger.
And ranger can’t access pull, sink and float though.
Anyway,now welcome the ranger the CC machine.

My thoughts on Ranger Trait Problems

in Ranger

Posted by: xev.9476

xev.9476

Healers Celerity, WE ARE NOT DPS, do not think that every trait needs to up our damage, this trait is not designed for damage it’s designed so that you will rez your allie and then the both of you can quickly get out of harms way, and for that it works really well.

Even when dipping into Wilderness Survival it’s quite easy to build a DPS ranger; your insistence that rangers aren’t DPS is just bizarre, and your justification for Healers Celerity is silly. I generally only take these sorts of traits – like the guardian’s bubble on rez, or the mesmer’s feedback bubble on rez – when I know I might have to rez someone in the thick of AoE. Most people are smart enough to immediately (double) dodge roll out of AoE after they’ve been rezzed, though – that’s what gets you away from potential incoming damage, not a swiftness boon. I can’t think of a single situation where running out of AoE would be more effective than dodging out of it.

It’s worthless.

(edited by xev.9476)

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Durzlla.6295

Durzlla.6295

@Taym, well the whole point of usin warhorn for bleed is kinda BURST codi dmg…. And when compared to crippling talon it’s clearly superior in that regard…

@xev, I prefer not to waste my dodges on things they aren’t needed for…. I’m not saying don’t make it stronger (I think prot and/or vigor in addition on a successful revive would be awesome) I’m saying don’t give us fury and might and all that because its not as useful for the point of the trait.

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

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Orion Templar.4589

Orion Templar.4589

Agreed on Master’s Bond. I really would like to see Master’s Bond not reset on pet swap. It should only reset when either the player or the pet is downed. To me it should be similar to sigil of bloodlust where swapping does not reset the counter. Just because a pet is swapped he should not lose his stat buff since he is not dead/downed. It’s especially annoying if you run/swim through a patch of water for two seconds and lose the bond stack.

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Grakor.3450

Grakor.3450

Two-Handed Training is rather fine where it is. It’s a good “niche” trait that you don’t take all the time, but is useful for the builds that spec heavily into WS/NM. Basically, it exists so that if tanky-support builds want to temporarily slot in some extra damage (such as when they’re going solo) they can do so.

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Asthalon.6875

Asthalon.6875

Agreed on Master’s Bond. I really would like to see Master’s Bond not reset on pet swap. It should only reset when either the player or the pet is downed. To me it should be similar to sigil of bloodlust where swapping does not reset the counter. Just because a pet is swapped he should not lose his stat buff since he is not dead/downed. It’s especially annoying if you run/swim through a patch of water for two seconds and lose the bond stack.

I think the happy medium here would be to remember stacks individually on Pets, and wipe it if they are moved out of the Pet Management selection or downed. You’d have to build stacks separately on each pet, but you wouldn’t have to lose that effort everytime you wanted to switch pets, which is generally pretty often and usually for a variety of reasons.

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Orion Templar.4589

Orion Templar.4589

I think the happy medium here would be to remember stacks individually on Pets, and wipe it if they are moved out of the Pet Management selection or downed. You’d have to build stacks separately on each pet, but you wouldn’t have to lose that effort everytime you wanted to switch pets, which is generally pretty often and usually for a variety of reasons.

Agreed – that would be acceptable. Have each pet maintain their own stack, and have each pet only reset the stack when the pet or player is downed, but not upon pet swap.

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Asthalon.6875

Asthalon.6875

Player down should reset all pets’ stacks imo… I think that would be a nice perk/incentive to trying harder to avoid the downed state.

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Orion Templar.4589

Orion Templar.4589

Yep – added bold to prior post.

Agreed – that would be acceptable. Have each pet maintain their own stack, and have each pet only reset the stack when the pet or player is downed, but not upon pet swap.

My thoughts on Ranger Trait Problems

in Ranger

Posted by: Blindseer.7126

Blindseer.7126

For me the biggest problems with the traits is the overlap between utility and weapon. For example, going into Skirmishing I can’t go full traps and ranged weapons, so I’m instantly locked out of some customization (which I understand you can’t be everything to everyone).

I just wish Tier 1 was where all the utility traits were at, Tier 2 was all the weapon traits were, Tier 3 was an uber for weapons or utilities, and all the other abilities were spread out in-between.