Guild Leader of Favorable Winds [Wind]
(edited by shadowpass.4236)
Skirmishing
Strider’s Speed
Critical hits reduce recharge times on utility skills.
Recharge Reduced: .5 seconds
Internal Cooldown: 1 second
(edited by shadowpass.4236)
Hah. No. Die. Now.
Hah. No. Die. Now.
?
Hah. No. Die. Now.
?
i think he means Never Die
Example
Spec full zerker
+ use 6/6/x/x/x traits including this trait
+ use protect me and signet of stone
+ Chain inv
= immortal damage dealer
Hah. No. Die. Now.
?
i think he means Never Die
Example
Spec full zerker
+ use 6/6/x/x/x traits including this trait
+ use protect me and signet of stone
+ Chain inv
= immortal damage dealer
LOL invincible ak’s with puppies and kitties. THE GLORY
With 100% critical uptime…..
Use signet of stone, goes on 80 second cool down. Lasts for 6 seconds. has an uptime of 7.5%
Each critical hit reduces cool down by 1/2 second and it has a 1 second internal cool down. If you constantly critically hit the targets, it could reduce utility skill cool downs by as much as 33%
It would take roughly 54 seconds of constant critical damage of some form to bring the skill off of cool down and use again, 11 seconds less than with an adept trait, and it would give you a total of 11% uptime with Signet of Stone. This is Definitely worthy of being a grandmaster trait. but lets check the traited version…
If it were traited and had the 64 second cool down instead…..
It would take 43 seconds of constant critical hits to bring the skill off of cooldown. 21 seconds less than the traited version, and with 14% uptime. Doesn’t even double the skill’s uptime.
With Protect me….
60 second cool down with 6 seconds of uptime. 10% uptime
new cooldown would be 40 seconds, 8 seconds less than the traited version, 15% uptime.
Traited it has a 48 second cooldown….
cooldown would be 32 seconds, 18 seconds less than the traited version, 18.75% uptime.
(with both skills used one immediately after the other…)
untraited total uptime for invulnerability (not really an invulnerability though, just no physical damage) is 8.2%
Traited total uptime for invulnerability is 10.1%
untraited (but with this grandmaster) total uptime for invulnerability is 12%
Traited (but with this grandmaster) total uptime for invulnerability is 14.8%. This requires THREE traits, all in different trees to work.
This hardly makes you immortal as it barely doubles the uptime of the invulnerabilities. If you’re concerned about it being used on a bunker build, only Magi Gear has precision and defensive stats, and its not used all that often (due to the lack of power)
trait would reduce the cool downs of traps, but since the trap cooldown trait is a grandmaster, it wouldn’t work. Trait could work with spirits, shouts and survival skills though, the most extreme version probably being “Guard”
12 second cooldown traited. It would take 8 seconds of constant critical hits to take skill of off cooldown. Since a traited guard already has over 100% uptime for every effect except for stealth (some of those effects requiring its own grandmaster trait), lets look at stealth, which is pet only.
untraited, total uptime is 66%.
Traited, total uptime is 83%
Untraited, but with the grandmaster, total uptime is 100%
traited, and traited with the grandmaster, total uptime is 125%. If you want all the effects of Guard, you need 3 traits across three trees, two of which are grandmaster.
That’s not really anything to complain about either. I think this grandmaster trait could work, and it sounds a hell of a lot cooler than the entirely passive Strider’s Defense.
(edited by Chrispy.5641)
Really like the idea, a lot. But I do think it’s OP with those numbers. You can pretty easily get 100% crit chance which would essentially just mean all our CDs would be reduced by 33%.
Just thinking on TU alone, you could use it every 16s. For a heal which heals 8500 without any Healing Power to be on a 16s CD… That’s insane.
Really like the idea, a lot. But I do think it’s OP with those numbers. You can pretty easily get 100% crit chance which would essentially just mean all our CDs would be reduced by 33%.
Just thinking on TU alone, you could use it every 16s. For a heal which heals 8500 without any Healing Power to be on a 16s CD… That’s insane.
I meant just utility skills haha. It doesn’t apply to healing skills or elites.
My bad
Hmm.. interesting then. I will re-itterate that I like the idea a lot… I always thought Rangers needed more “On-Crit” effects. I mean I feel like Rangers are by lore a very “precise” class, and even mechanicly we have amazing access to fury as well as spotter, and yet we can’t really do much with our crits other than bleeding, which several other classes can do.
So, I think I will say I support the idea
what about trapper focus triggering trap reduce trap recharge by 3 seconds?
Really like the idea, a lot. But I do think it’s OP with those numbers. You can pretty easily get 100% crit chance which would essentially just mean all our CDs would be reduced by 33%.
Just thinking on TU alone, you could use it every 16s. For a heal which heals 8500 without any Healing Power to be on a 16s CD… That’s insane.
Exactly, why not just say GM trait gives 20% additional cooldown reduction if in combat ?
Hint, just fix Strider’s Defense instead (and make it reflect if projectile) and change it to 600 range from target/any Ranger weapon attack.
My bad
Hmm.. interesting then. I will re-itterate that I like the idea a lot… I always thought Rangers needed more “On-Crit” effects. I mean I feel like Rangers are by lore a very “precise” class, and even mechanicly we have amazing access to fury as well as spotter, and yet we can’t really do much with our crits other than bleeding, which several other classes can do.
So, I think I will say I support the idea
Enhanced damage through crits is not enough?
My bad
Hmm.. interesting then. I will re-itterate that I like the idea a lot… I always thought Rangers needed more “On-Crit” effects. I mean I feel like Rangers are by lore a very “precise” class, and even mechanicly we have amazing access to fury as well as spotter, and yet we can’t really do much with our crits other than bleeding, which several other classes can do.
So, I think I will say I support the idea
Enhanced damage through crits is not enough?
every class can crit… your post has no relevance and/or sense to it
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