Post a useless skill/trait with your rework!
Predator’s Instinct
If you hit an enemy below 50% HP, you gain 2 seconds of Super Speed and apply 3 seconds of Cripple.
15 sec cooldown
Most Dangerous Game
If you drop below health threshold you reflect 66% damage taken back to the enemy (conditions do not count).
Health Threshold: 35%
Most Dangerous Game:
Under Health Threshold 75%->
10% increased damage
Under Health Threshold 50%
20% increased damage
Under Health Threshold 25%
0% increased damage
Light On Your Feet
After successfully Dodging gain 5 seconds of quickness. ICD 8 secs
Shortbow attacks apply 1 stack of bleeding.
Condi Duration increase 10%.
(SB perice moved to baseline for weapon)
Lingering Light
Applies buff on being healed. Buff can be consumed two ways. ICD 8 seconds.
If team mate skill hits you, you are healed = 1/2 the damage the total skill would have done to the player. EG a full hundred blades channel would heal a lot.
If enemy attacks hits you, interrupt and apply 10 secs of regen.
I Play WvW to have fun. I don’t find it fun anymore. Therefore I don’t play.
(edited by Eval.2371)
Light On Your Feet
After successfully Dodging gain 5 seconds of quickness. ICD 8 secs
Wow, now that would be soo op, lol!
*
I’d like to see Invigorating Bond merged with Natural Healing in BM traitline, and put a new GM into NM.
Sharpening Stone, your and pet’s next 5 attacks cause bleeding. Each attack uses 1 stone and causes bleeding to all foes struck.
Predator’s Instinct
If you hit an enemy below 50% HP, you gain 2 seconds of Super Speed and apply 3 seconds of Cripple.
15 sec cooldown
That is just… Perfect. Would definitely consider using this trait.
Skirmishing
- Primal Reflexes
When you successfully evade an attack, gain Vigor
Gain quickness (1s) whenever you gain vigor
- Hidden Barbs
Bleeding you cause is more dangerous (33%)
Cast Sharpening Stone when your opponent falls under 75% health
- Strider’s Defense
Chance to destroy a projectile on melee attack (50% chance)
Chance to deflect a projectile on evade while using melee weapons (50% chance)
Sword Skills recharge faster
Despite the buff from 25% to 50%, this trait competes with 2 other very powerful traits. An additionnal effect would be good. Maybe even just a stat modifier on wielding a sword or GS would be nice, such as +200 power or something
- Light on your Feet
Damage and Condition Duration is increased for a while after a successful Evade. Shortbow skills recharge faster and now pierce.
The synergy with EVADING instead of DODGE would be incredible; dagger 4, shortbow 3, sword 3, if evade successful the attack cast would instantly be 10% stronger and the applied condi instantly 10% longer in duration. Oh and of course, GS auto attack.
- Most dangerous game
While your health is below a certain threshold, gain Might
When you gain Might while your health is under a certain threshold, also gain Fury
Health Threshold: 50%
5 Might 3s
Fury 1.5s
Wilderness Survival
- Refined Toxins
While you are above the health threshold, your strikes inflict poison. While your pet’s health is above the health threshold, its strikes inflict poison. When you apply poison, apply vulnerability as well (6s)
- Shared Anguish
Lower the CD from 60s to 30s
OR
*Cast “Protect Me!” on incoming disables (keep “Protect Me!”’s cooldown, so can be traited)
Other professions have EXCELLENT anti-disable trait, a simple transfer to pet on a 60s CD is a bit… Underwhelming.
- Empathic Bond
Change it to 1 condition every 3 seconds
Nature Magic
- Vigorous Training
Pets grant vigor and regeneration (5s) to nearby allies when activated.
- Envigorating Bond
Your pet heals allies and removes 1 condition from them in an area when executing a command [F2] ability.
- Nature’s Vengeance
Your spirits have increased health and grant a boon to allies around them. Spirit-activated skills affect a larger area and trigger when the spirit dies.
I mean, it’s called ’Nature’s Vengeance’ after all… I DO miss my mobile spirits though…
Beastmastery
- Natural Healing
Apply the healing effect to the player as well (like the old version of the trait)
- Hones Axes
Gain +200 condition damage when wielding an axe in your main hand
Gain +200 Ferocity when wielding an axe in your off hand
Axe Recharge Reduced (20%)
Winter’s Bite AoE becomes core
The necessity of MAIN HAND only is a bit ridiculous. But not as ridiculous as the fact that axe main-hand is a Hybrid Weapon and the attribute modifier is FEROCITY? The off hand axe is power weapon so ferocity would fit for that
Most Dangerous Game
Gain might & fury when under the health threshold.
Honed Axes
Axe skills recharge faster and are more powerful.
- Ricochet might duration doubled.
- Splitblades are 100% projectile finishers.
- Winter’s Bite explodes on impact.
- Path of Scars dazes on the first, outgoing strike.
- Whirling Defense grants stability for 4s and retaliation is shared with nearby allies.
Refined Toxins
When you or your pet applies poison, also apply Torment (3s) – 1s ICD.
Will update once Path of Fire releases.
I think some are missing the spirit of this thread, one each. Its nice not seeing a wall of text for a change.
the only change I’d like to see is:
Fortifying bond = BASE LINE , Replace with 10% of direct Damage is Transfered to the pet.
(this combined with the new shouts you could make a Tanky Power Nature ranger without relying on wilderness survival for Damage reductions) opens a world of new build style and a Stronger Core ranger.
Healing Skills
- Water Spirit
Boost all healing values and coefficients by 20%
Make it so Cultivated Synergy also triggers on the Spirit Active cast
Maybe add a Condition Removal on the Spirit Active?
Maybe create a water field on death/active?
- Glyph of Rejuvenation
Boost the healing values by 15% and the coefficient by 10%
Make it so the ‘player heal’ is applied to the pet too
The cooldown vs healing is a little low, especially when compared to ‘We Heal as One’, on an even lower cooldown.
Utility Skills
- “Sic ’Em!”
Grant 8s Fury to the player and pet
Change the reveal to an AoE reveal, 800 radius around the pet
- Signet of Renewal
Lower CD from 60s to 50s
Apply 3s Resistance to Pet
5 allies full of conditions transferring all those condi to the pet…hurts a little bit, ressitance would give a little boost to survivability
- Signet of the Hunt
Lower the CD from 30s to 25s
Add the effect of making the next attack a guaranteed critical hit.
- Spirits (General)
Since you removed the mobility aspect, we need more options in positioning – Make them Ground Targeted
Reduce the cast time of the spirits’ Active
- Muddy Terrain
Reduce the cast time to 1/2 second
- Sharpening Stone
Either Double the Bleeding stacks per Hit and boost the base duration OR
Lower the CD greatly (30s)
- Frost Trap
Lower base CD from 30s to 25s
- Spike Trap
Lower base CD from 45 seconds to 40s
Elite Skills
- “Strength of the Pack!”
Lower cast time from 1s to 0.5s
- Spirit of Nature
Lower CD from 120s to 90s
- Glyph of Unity
Make the non-celestial form copy incoming conditions to tethered foes (shorter duration than those applied to you)
Make the celestial form to copy incoming boons to tethered allies (shorter duration than those applied to you)
Maybe add a minor pulsing damage component and healing component to add some utility when no incoming damage or heals?
Windborn Notes
Using a Warhorn skill gives you and your pet Resistance (3 seconds). Warhorn skills recharge 20% faster.
Shared Anguish
Incoming disables are transferred to your pet instead. Applies camouflage when you are disabled.
Or something that manages to merge the two.
Well, the most useless of the useless..
Honed Axes: 150 precision for each axe wielded, 10 % attack speed when wielding an axe (either hand). Make aoe Winter’s Bite aoe and reduce aftercast as baseline changes to the axe skills.
TracigPositive’s Preditor’s Instinct idea is spot on. Hands down the worst trait in the game at the moment.
Spirits. Ground targeted, half the cast time, make the health from the trait baseline and make them teleport to target area on activation. Reduce the elite spirit’s cooldown slightly. The water spirit could have a short lived water field spawn upon activation, but that might be stepping on Healing Spring’s toes (at least make both summon and the activation skill work with the Cultivated Synergy trait).
Cut the Signet of the Hunt cooldown in half (add opening strike refresh to the signet trait as a bonus – just having might on activation always felt lazy when looking at the ranger signets and their cooldowns).
Wyverns. Delete them if nothing else. They are an insult to rangers and stand for everything that were wrong with vanilla pets (short range, long cast times mainly). And while on pets, and since they’re technical “skills”: tune the melee pets to have the same autoattack range as the smokescale, from 130 to 190. Not that they’re useless, this particular issue just really bugs me for the time being.
(edited by Lazze.9870)
Crossfire
Apply bleeding to your target. Apply 2 stacks when attacking from the side or behind.
Predator’s Instinct
Apply cripple to foes you hit while they are below the health threshold. Whenever you apply cripple apply bleeding (4 seconds).
This is pretty cool with a high variety of traits and skills. It would add some great condi damage to a weapon like longbow (barrage would apply many stacks since cripple gets reapplied very often) but would also help shortbow, dagger or even greatsword. It would also buff Muddy Terrain which is hardly ever used nowadays. I really like traits like this one.
Invigorating Bond
Your pet Heals allies in an area when executing an F2 ability and applies 2 seconds of resistance.
Natural healing
You and your pet gain natural hp regeneration while your pet is alive. your pet gains increased healing power.
Make the pet healing better (let’s say 200hp) and the ranger gets 1/3 of it, or something like that.
Honed Axes
While holding a main hand axe gain 10% condition duration. While holding a offhand axe gain 150 ferocity. Winter’s bite is a aoe and you can move at a reduced speed while channeling Whirling Defense (similar how a guardian moves slower while doing the great sword spin).
muddy terrain
Cover the target area with mud that cripple foes with each puls and immobilizes on the first (same as now). Enemies who are standing on mud cannot gain swiftness or super speed.
sharpening stone
Your next 5 attacks bleed foes and have a 15% increased chance to critically hit. Also lower the cooldown to 30 sec.
and the last one because it kittenes me off, not because it is a bad trait
quick draw
duration of the quick draw effect increased from 5 to 9 seconds.
Because if you do not finish (or cancel) a channeled skill such has rapid fire or barrage before the effect ends the skill does not get a cd reduction. most noticeable with Whirling Defense where you cannot get a cd reduction if you let the skill go on for the entire duration.
Spotter
Increases the effectiveness of Fury. Pulse Fury to nearby allies.
Interval: 3seconds, Radius: 600, Effectiveness increase: 50%
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
Spotter
Increases the effectiveness of Fury. Pulse Fury to nearby allies.
Interval: 3seconds, Radius: 600, Effectiveness increase: 50%
This actually sounds way too broken to me.
Spotter
Increases the effectiveness of Fury. Pulse Fury to nearby allies.
Interval: 3seconds, Radius: 600, Effectiveness increase: 50%This actually sounds way too broken to me.
It would be strong for sure.
Re-reading though, I may not have worded it correctly so to clarify:
As long as you, the Ranger, are in combat, the effects of Fury applied by you are increased (30% critical chance) and will be pulsed to nearby allies.
Basically just a critical chance boost making Fury a better boon. Not much different than Spotter but it could be further buffed with boon duration stuff.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
Spotter
Increases the effectiveness of Fury. Pulse Fury to nearby allies.
Interval: 3seconds, Radius: 600, Effectiveness increase: 50%This actually sounds way too broken to me.
It would be strong for sure.
Re-reading though, I may not have worded it correctly so to clarify:
As long as you, the Ranger, are in combat, the effects of Fury applied by you are increased (30% critical chance) and will be pulsed to nearby allies.Basically just a critical chance boost making Fury a better boon. Not much different than Spotter but it could be further buffed with boon duration stuff.
Spotter is like 8-9%. This would be perma fury + Spotter + 1-2% crit chance.
Ranger worked well needing only a few tweaks with the pet before he trait line change.
Spirits need mobility to make them viable.Reduced the recharge on spike trap by 10 seconds.Fix barrage so it has an equivalent radius as meteor storm has Fix Entangle so it entangles right like all the other immobilize skills other classes have. Fix the sword so you can withdraw when you need to .Fix Heal as one so it doesn’t keep failing in a fight.
Finally, DITCH the druid and give the ranger a specialization as aggressive as the other classes.
(edited by Mokk.2397)
Pulsing fury every third second for rangers in combination with remorseless would be totally broken. That 25% damage increase would have almost permanent uptime for ranger + pet, especially if you factor in other sources of fury as well (teammates, pets, two handed training, runes).
Fury is almost useless unless your crit chance is over 40 – 50 % which makes rangers to glassy .So having all those fury boosts makes no sense unless you like running back to your team all day.
Spotter
Increases the effectiveness of Fury. Pulse Fury to nearby allies.
Interval: 3seconds, Radius: 600, Effectiveness increase: 50%This actually sounds way too broken to me.
It would be strong for sure.
Re-reading though, I may not have worded it correctly so to clarify:
As long as you, the Ranger, are in combat, the effects of Fury applied by you are increased (30% critical chance) and will be pulsed to nearby allies.Basically just a critical chance boost making Fury a better boon. Not much different than Spotter but it could be further buffed with boon duration stuff.
Spotter is like 8-9%. This would be perma fury + Spotter + 1-2% crit chance.
Spotter is 7,14 precisely.
This would become perma fury + Remorseless every 3 seconds + 2,86% more crit than spotter.
Yep. Would be broken as hell. Spotter is fine imo.
Trapper’s Expertise
Boons and conditions caused by traps last 20% longer (was 60% before, 40% now baseline). Traps recharge 20% faster and cause cripple.
Frost Trap
Set a trap that chills foes and applies Resistance to allies (1 second per tick, 4 ticks)