(edited by Chrispy.5641)
New Class Mechanic idea
WEAPON SKILL CHANGES
- I am showing suggestions for changing Skill 3 and Skill 5 on every weapon set as that was the original idea. It is possible to have it for every weapon skill, but that might be complicated.
- There are bonuses for reaching Tier 2 and Tier 3 of Focus.
- Tier 2 of Focus requires 2 full Focus Charges, and Tier 3 requires 3 full Focus Charges.
- There is no bonus for having just 1 full focus charge.
- No bonus for reaching Tier 4 or 5 since you only have 3 charges by default.
- Focus Bonuses Stack.
Examples
Greatsword
- Swoop
- Tier 2 – Swoop has 100 more Range and applies 2 seconds of Cripple on hit.
- Tier 3 – Swoop has 100 more Range and applies 2 additonal seconds of Cripple on hit. (for 1300 total range and 4 total seconds of cripple)
- Hilt Bash
- Tier 2 – Stun your foe from any direction.
- Tier 3 – Stun lasts 33% longer (for 2 seconds total untraited).
Longbow
- Hunter’s Shot
- Tier 2 – Grants 1 additional second of Stealth on hit
- Tier 3 – Grants 1 additional second of Stealth on hit. (for 5 total seconds)
- Barrage
- Tier 2 – Barrage attacks Inflict 1 second of Weakness
- Tier 3 – First wave of Barrage Arrows Immobilize targets for 3 seconds
Shortbow
- Quick Shot
- Tier 2 – Grants 2 seconds of Quickness on hit
- Tier 3 – Grants 2 additional seconds of Quickness on hit. (for 4 total)
- Concussion Shot
- Tier 2 – Stun your foe from any direction.
- Tier 3 – Deal 100% more damage on hit.
Dagger
- Crippling Talon
- Tier 2 – Applies 2 stacks of Torment for 8 seconds on hit.
- Tier 3 – Applies 2 stacks of Torment for 8 seconds on hit. (for 4 total)
Torch
- Bonfire
- Tier 2 – 3 additional pulses of damage (for 12 total). Bonfire lasts 3 seconds longer.
- Tier 3 – 3 additional pulses of damage (for 15 total). Bonfire lasts 3 seconds longer.
Harpoon gun
- Feeding Frenzy
- Tier 2 – Applies 5 seconds of Fury
- Tier 3 – Has a 100% larger Radius
- Ink Blast
- Tier 2 – Retreating backwards also evades attacks.
- Tier 3 – Ink Blast dazes foes in the area for 1 second.
HEALING SKILL CHANGES
- Nothing too complex. I was thinking that Tier 2 gives 10% extra healing and Tier 3 removes a condition on heal.
UTILITY SKILL CHANGES
Traps
- Tier 2 – Traps have an additional Pulse of damage
- Tier 3 – Traps have an additional Pulse of damage
- Tier 2 – (Spike Trap) Cripple and Bleeding last 1 second longer.
- Tier 3 – (Spike Trap) Cripple and Bleeding last 1 second longer.
Spirits
- Tier 2 – Effects are 10% Stronger.
(Frost spirit gives an 11% damage bonus. Earth Spirit gives 3.3 seconds of protection, etc.) - Tier 3 – Effects are 20% Stronger. (30% total)
Signets
- Tier 2 – Signet effects are 10% stronger.
(stone gives 198 extra toughness, hunt gives +27% movement speed, Wild gives 10% more health regen) - Tier 3 – Signet effects are 10% stronger. Signet of Renewal cures an additional condition every 10 seconds.
(stone gives 216 toughness total, hunt gives +30% total movement speed, Wild gives 20% more health regen total)
Survival
- Sharpening Stone (works with Keen Edge trait too)
- Tier 2 – 1 additional attack cause bleeding. (for 6 total)
- Tier 3 – 2 additional attacks cause bleeding. (for 8 total)
- Muddy Terrain
- Tier 2 – Lasts 2 seconds longer. (pulses 2 more times)
- Tier 3 – Affects twice as many targets.
- Lightning Reflexes
- Tier 2 – Removes Cripple
- Tier 3 – Removes Chill
- Quickening Zephyr
- Tier 2 – 1 more second of Quickness
- Tier 3 – 1 more second of Quickness
ELITE SKILL CHANGES
- Changed Rampage as One around…
- Bestial Fury
- Gain Fury, Swiftness, and Stability
- Focus is at maximum for the duration of this skill, allowing you to use any Expertise skills that are off cooldown.
BEASTMASTER (new skill type, replaces Shouts)
- I don’t want to completely get rid of our pets.
- Beastmaster skills summon different animals to fight by your side. They stay until they die or you die.
- You can summon up to 5 pets with these new Beastmaster Skills.
- Pets stay alive until killed.
- They attack your Target.
- Like Spirits, they have an Active skill that you can use at any time. Unlike some Necromancer Minions, this does not kill them.
- Focus works with all Beastmaster skills by reducing their Active skill cooldowns by 10% for each level of Focus you have. I accounted for the healing pet to be affected by Focus for both of its skill types.
- Attacks also count as your own attacks, so their attacks will fill up Focus charges as well.
- Most traits that affect pets will also affect these pets now too, with minimal changes, except for the beastmastery trait line, which wont exist anymore.
- All stats are based off of your own, but scaling is going to be rather low because you can have up to 5 out at a time. These pets would also have much lower attack and hp than our current pets as a result. The exception would be the elite skill, which would have similar stats to what it has now.
HEAL SKILL
Call of Healing (1 second activation)(20 second cooldown)
- Summon a Fern Hound to Heal Allies.
- Lick – Heals you or an Ally for 1000 hp. (0.5 coefficient)(4 second cooldown)
- Symbiosis – Transfer a Condition from ally to self(pet) (10 second cooldown)
(Will always prioritize the Ranger that summoned it over itself or allies) - (active) Regenerate (instant for ranger, 1/2 second activation for pet)(25 second cooldown)
- Howl to Heal and Grant Regeneration to Allies.
- Heals Ranger for 4000 hp (1 coefficient)
- Grants Ranger and allies 10 seconds of Regeneration.
UTILITY SKILL
Call of the Flock (1 second activation)(20 second cooldown)
- Summons 2 Ravens
- Slash – Slash your foe to deal damage
- Quickening Screech – Grants swiftness to nearby allies
- (active) Blinding Slash(1/2 second activation for pet)(25 second cooldown)
- Damages and Blinds target for 5 seconds. once for each bird. Summons a new Raven if one of the birds is already dead.
Call of Protection (1 second activation)(20 second cooldown)
- Summons a Turtle
- (Has 2 Passive Skills)
- Bite – Bite foe to deal damage
- Defy Pain – Prevent damage for 5 seconds (45 second cooldown)
- (active) “Protect Me”(1/2 second activation for pet)(70 second cooldown)
- Takes Damage in place of the Ranger for up to 6 seconds or until pet dies.
- Grants Ranger 6 seconds of Protection
- Breaks Stun
- Prevents capture point contribution
ELITE SKILL
Call of Power (1 second activation)(60 second cooldown)
- Summons a Bear
- (Has 3 Passive Skills, same as regular bear skills)
- Slash
- Bite
- Defy Pain
- (active) Fierce Roar (1 second activation for pet)(35 second cooldown)
- Roar fiercly, inflicting a number of debilitating conditions on surrounding foes
- Inflicts Chill, Cripple, Weakness, Vulnerability, and Fear for various durations
- Unblockable
(yeah there’s only 4. there should be 2 more utility skills, but I’m not sure of what they could be)
(edited by Chrispy.5641)
TRAIT CHANGES
There are some Changes to the Trait trees for this to work right, and beastmastery doesn’t even exist with this idea. The reworked trait lines and stats are as follows ::::
Marksmanship – Power; Critical Damage
Skirmishing – Precision; Condition Damage
Wilderness Survival Toughness; Healing Power
Nature Magic Vitality; Boon Duration
Expertise – Expertise Skill Recharge (30% total); Condition Duration
Marksmanship
Alpha Strike – Summoned Allies have Opening Strike
II – Pet’s Prowess – Pets do more damage on Critical hits.
VI – Beastmaster’s Bond – Gain Fury and Might when a Pet of Spirit’s health reaches 50%
XII – Predator’s Onslaught – You and Pets deal more damage if target is crippled, chilled, or immobilized.
Skirmishing
I – Expert Focus – Critical hits grant Focus.
V – Companion’s Might Critical hits grant Might to Pets.
VI – Agility Training Pets and Spirits Move Faster.
VII – Main-Hand Training Sword and Mainhand Axe damage is increased. Sword and Axe attacks have a chance to grant Vigor on hit. (This is to counter/ add on to the awful Primal Reflexes trait, the worst vigor trait in the game, and also that we no longer have a vigor trait in beastmastery with this idea.)
Wilderness Survival
Companion’s Defense – Grants Protection to you, Pets and Spirits on Dodge Roll.
III – Shared Anguish – Incoming disabling conditions are transferred to a Pet or Spirit instead
V – Entanglement – Dodge Rolling reveals Entangling Vines that Immobilizes foes that run into it. (10s cool down)
XI – Empathic Bond – Every 10 seconds, each Pet and Spirit takes a condition from you.
XII – Bark Skin – You, Pets, and Spirits take less damage when below the health threshold.
XIII – Poison Master – Poison Damage is increased. Pets inflict poison on their first attack after summoning.
Nature Magic
Fortifying Bond – Any boon you get is shared with Pets and Spirits.
Bountiful Hunter – You and Pets deal more damage when you have a boon.
II – Concentration – Focus builds faster when affected by Regeneration.
IV – Vigorous Spirits – Pets and Spirits have increased health (50% for pet, normal 100% for spirit). Spirits have a greater chance to trigger their benefits.
XII – Nature’s Voice – Summoning Spirits and Pets applies Regeneration and a special boon/effect to Allies depending on pet or spirit.
(Frost Spirit – Frost Armor; Fire Spirit – Stealth (or Fire Aura); Earth Spirit – Magnetic Aura; Storm Spirit – Light Aura)
(Fern Hound – Vigor; Ravens -Fury; Turtle – Aegis)
(Nature Spirit – Removes 2 conditions on summon; Bear – Stability)
Expertise
Focused Attacks – Damage increase for each unused Focus Charge is larger. (2%)
Focused – Grants a 4th Focus bar for Expertise Skills.
Under Fire – Increase Damage for each condition on you (1%)
I – Storm Chaser – Expertise Skills grant Swiftness and Fury when activated. (5s)
II – Comfort Animal – Pets and Spirits are affected by your healing skills.
III – Primal Synergy – Pet Damage is affected by Focus.
IV – Always Prepared – Throw Dirt has a 50% shorter cooldown.
V – Stampede – Bestial Fury(RaO) affects Pets and Spirits.
VI – Under Pressure – Attacks grant twice as much focus on hit.
VII – Druid’s Defense – Expertise Skills Grant Aegis when used. (5s)
VIII – The Calm – Tranquility and Dryder’s Defense affect allies.
IX – Focused Healing – Doubles the effect of Focus on Healing skills.
X – Hunter’s Expertise – All skills recharge faster when Focus is full. (3%/6%/9%/12%)
XI – Escape Artist – Doubles the Duration of Escape effect.
XII – Hunter’s Precision – Critical Chance is increased when Focus is full. (7%/15%/22%)
XIII – Extreme Focus – Grants a 5th Focus bar for Expertise Skills.
The way I saw it, the Expertise Tree would reward you the longer you were in combat, which is mostly the opposite of Marksmanship, which gives you all the advantages at the start of Combat. I changed a majority of pet/spirit traits to affect spirits and pets. Other than that, mostly unchanged.
Any suggestions or changes? I know people hate petting zoos, but its all I could think of for now to replace shouts that wont do anything without pets…
please… no. I play ranger for pets
BM: I want to present you my lovely jingle bear mia
If pet had voices: Mommy, I did it! :3
dude…. get a hobby this scares me… and no
Should I go left where nothing is right,
or right where nothing is left?
Change the Skirmishing line to the name of :
Ranger = Expertise , the more you trait further into the Expertise line Reduces the cool downs of Utility skills and Elites , each Teir adept 6% , Master 8% , Grandmaster 10% cooldown Reductions on Utilities, in addition to the Traits that can give % off like Quick draw it would not effect weapons.
this will allow the use of traits on a reduced cooldown and Utilities on a cooldown , lighting reflexes is 32secs traited with 20% total 35% if you take x,6,2,x,x it will put LR on a 26sec cooldown, allowing the ranger to take useful Utilities instead of Dual signets or Dual Survival skills for condi removes/stuns as Shared anguish + LR would be enough to sustain the ranger in combat, freeing up two slots for more variety adding in a spike Trap with larger radius+ ground targeting with reduced cooldown inaddition to Moment of Clairty as a grandmaster , the trap becomes a low cooldown Soft CC Utility rather than traiting it for damage.
doing this can allow a rangers utility to be ether traited for Soft or damaging CC just be changing a Grandmaster thanks to the lower cooldown the trap will do damage more often , and do more soft CC more often .
with Trap master as a grandmaster trait it will allow a total of 30% off Trap Cooldowns, it will reduce Spike traps cooldown by 7.5secs , down to 17.5secs for this to work and to be more balanced for fights , Adding the Gound Animation of a small sized Bramle bush/thorn/rose bush(if using Kudzu) on the ground (20yards square) the more often use of this Utility will give rangers More CC options while traited for full Expertise aka Skirmishing
of course Utilities would have a Slight increase in Cooldowns but this will allow for some Extreame Custom Utility builds , and it won’t effect too much of the Utilities that are already on a low cooldown .
this would also reduced the Cooldown of Rampage as one and Signets without the use of Signet mastery (then Signet mastery Can be Removed or Changed)
i think each class should have somthing like i Suggested to Deepen the depth of the classes even more.
warroirs Burst mastery : inherit 1 adreniline per hit/ hit taken at an Grandmaster lvl if they take max Burst mastery it will allow up to 3 per hit and 3 per hit taken,
balances out so Burst mastery builds have a Natural higher out up of Adreniline ,
to balance increasing the amount of adreniline needed to use the f1` to balance the amount of Adrenline gained , traits in other lines can be used to gain adrenline but doing so Equals less traited for Burst mastery Reducing the % gain.
Necros: increased Life siphions 2% adpet, 4% master 6% grandmaster for soul reaping would allow more hp sustain for Siphion builds built with soul reaping or parshall soul reaping for a % increase traiting else where would Reduce the gain of %, there for reducing Sustain gain.
Mesmers : need a added boost to the Inspiration line, Clones/Illusions have increased hp , 4% adpet, 6% master, 8% Grandmaster, clones live longer giving the mesmer more time to plan attacks and higher damage sustain when not Using shatter Tactics.
Thiefs : Increase stealth durations , attacted to the shadow arts line , Adpet +1sec , Master +2 secs , Grandmaster +3secs , this would reduce the amount of stealths needed and reward a near stealthless build where only one stealth is needed adding Benifit of being able to take a Extra Utility for damage or somthing that don’t grant other source of stealth . thanks to the increased duration.
Guardains , Radiance trait tree Added effect in addition to Precision, Condition Damage stats. Reduce the recharge of Virtues , 2% adept , 4% master , 6% grandmaster.
Elementalists , Arcana= reduces the cooldown of Attunements 4% adept , 6% master , 8% grandmaster , a few slight ajustments to Elemental Attunement and Elemental surge to prevent power creep from Switching Attunements fast , though it wouldn’t be too much of a Overall Boost reducing the above traits by 2% will be made up for slightly more often Attuement swaps.
other builds and benifit from slightly fast attunements, giving the Elementalist s tiny bit more Freedom to attune swap, and could open more Rotation choices.
if class machanics need improving i think this is the best way around it rather than causing things to fall out of Balanc/imbalance adding somthing Unique to a trait line for each class might be a way forwards broadening the depth of trait lines that effect class Machanics .
Reason for the Ranger one being different , since Pets are in a Hard place to Balance thanks to Ai, gw1 Expertise increase the Effectiveness of the rangers Ability to Kite and use CC to kite doing what i Suggested would also do the same effects but Restricting them to Utilities only, so if some one wants a weapon to improve its Kiting Ability Weapon Traits still apply.
(edited by Zenos Osgorma.2936)
I like that idea. Definitely needs lots of adjustment and balancing to avoid power creep and ridiculously low skill cool downs.
dude…. get a hobby this scares me… and no
boredom is scary!!!
Also, I would rather have the variety of skills and utility that pets give us now than to see it get replaced with a more boring set of skills. The obvious best thing for Rangers would be if pets were fixed to be more reliable and not useless in most situations. (hitting moving targets without stopping to execute attack animations is a good first step)
(edited by Chrispy.5641)
Pretty good ideas to be honest, but some of them need some tweaking and balancing. f2 for example, 1 condition and 2 secs of inmunity seems more accurate.
But I don’t see this happening.
please… no. I play ranger for pets
THen you should buy a dog :P