Preparations to replace bad traits

Preparations to replace bad traits

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Posted by: UnitedChaos.8364

UnitedChaos.8364

SUGGESTION Hitting poisoned targets spread their poison stacks. ICD 3 Seconds. 300 Radius. 1 Stack transferred every 3 seconds.

“ABSOLUTELY! Refined Toxins is a terrible trait. I LOVE YOUR SUGGESTION. What a unique trait! Name it “Choking Gas” after the GW1 Ranger preparation. I think it should transfer their entire poison stack." – United Chi


This was a recent thread taking about a rework to Refined Toxins. I commented that it should be named Choking Gas (after the gw1 preparation skill). I thought that this was such a cool idea that I went and looked at the list of gw1 preparation skills, paired them up with each gw2 trait line, and reworked the poorly designed and unused traits. I feel that these traits are much more unique and interesting than the current, bland ranger traits that noone uses. The thread I was refering to.


PREPARATIONS

Marksmanship
Old – Steady Focus
“Damage is increased when endurance is full.”

New – Seeking Arrows
“The next time an attack is blocked. Your attacks become unblockable for 8 seconds and deal 5% more damage.” 30s ICD.

Skirmishing
Old – Sharpened Edges
“Chance for you and the pet to cause bleeding on critical hits.”

New – Barbed arrows
(Same as Sharpened Edges)
Move Sharpened Edges Barbed arrows to Master trait line.
Move Hidden Barbs to Adept trait line. Change functionality to bleeding and poison.

Wilderness Survival
Old – 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.”

New -Choking Gas
“Striking a poisoned target spreads their poison to nearby enemies.” ICD 15s. Maximum Targets 5. 400 radius.

Nature Magic
Old – Vigorous Training
“Pets grant vigor to nearby allies when you swap pets.”

New – Read the Wind
“Striking an enemy with vigor removes it and grants the remaining duration to you and nearby allies.” ICD 10s. Maximum allies 5. 600 radius.

Beastmastery
Old – Natural Healing
“Your pet gains natural health regeneration and improved healing.”

New – Disrupting Accuracy
“Whenever you pet strikes an disabled foe (daze, stun, kd, etc). They gain x health.”

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(edited by UnitedChaos.8364)

Preparations to replace bad traits

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Posted by: Mr Pin.6728

Mr Pin.6728

I can’t say I liked any of these changes. I understand that they are most likely geared with a very pvp mentality in mind but the steady focus change alone is a straight 10% dps reduction on a class that isn’t exactly a dps powerhouse. Hurts pve unless you add that back in baseline to weapons. I’d rather we have a change in a utility to avoid projectile hate. Or projectile hate on other classes is balanced down as a whole. The rest seem very situational. I mean choking gas could be alright but rangers only have two weapon sets (dagger/ shortbow am I missing any?) to apply poison. Wouldn’t that narrow build/gear diversity? Barbed arrows is confusing, no change in functionality? Why make it compete with spotter? You are losing trait synergy with that move. Also hidden barbs would be a tad over balanced for an adept.

Preparations to replace bad traits

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Posted by: UnitedChaos.8364

UnitedChaos.8364

I can’t say I liked any of these changes. I understand that they are most likely geared with a very pvp mentality in mind but the steady focus change alone is a straight 10% dps reduction on a class that isn’t exactly a dps powerhouse. Hurts pve unless you add that back in baseline to weapons. I’d rather we have a change in a utility to avoid projectile hate. Or projectile hate on other classes is balanced down as a whole. The rest seem very situational. I mean choking gas could be alright but rangers only have two weapon sets (dagger/ shortbow am I missing any?) to apply poison. Wouldn’t that narrow build/gear diversity? Barbed arrows is confusing, no change in functionality? Why make it compete with spotter? You are losing trait synergy with that move. Also hidden barbs would be a tad over balanced for an adept.

Yes, I’m pretty play PvP and wvw exclusively.
For the posion, fields would also apply poison even if not directly from you. Necromancers inflict heavy poison stacks which would also play well with this trait.

1. Seeking arrows would overcome heavy guardian and warrior blocks.
2. I moved barbed arrows to make it a master trait to be in line with the other traits.
3. I feel Choking Gas is much more powerful than the current and would work in all game modes.
4. Read the wind keeps the current functionality idea (vigor to allies) but is in line with preparations as well as a boon removal. This would be terrible in pve.
5. Disrupting accuracy allows you to control the heals on your pet. For example, you can cc a foe then use bristleback’s F2 for a big heal.

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(edited by UnitedChaos.8364)

Preparations to replace bad traits

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Posted by: foste.3098

foste.3098

Remove the ‘when ever you gain fury regain opening strike’ from remorseless and give it to precise strike. And then change it to ‘whenever you gain fury or swap pets while in combat regain opening strike’.

Berzerkers ‘always angry’ trait used to work in a similar fashion as our opening strike traits where it only did something when they entered combat but it got changed because a trait that only ever does something once at the start of a fight is terrible. If berzerker could get something useful in place of a crappy ‘when you enter combat’ trait so should ranger.

see no evil ,until i stab you

Preparations to replace bad traits

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Posted by: StickerHappy.8052

StickerHappy.8052

I can’t say I liked any of these changes. I understand that they are most likely geared with a very pvp mentality in mind but the steady focus change alone is a straight 10% dps reduction on a class that isn’t exactly a dps powerhouse. Hurts pve unless you add that back in baseline to weapons. I’d rather we have a change in a utility to avoid projectile hate. Or projectile hate on other classes is balanced down as a whole. The rest seem very situational. I mean choking gas could be alright but rangers only have two weapon sets (dagger/ shortbow am I missing any?) to apply poison. Wouldn’t that narrow build/gear diversity? Barbed arrows is confusing, no change in functionality? Why make it compete with spotter? You are losing trait synergy with that move. Also hidden barbs would be a tad over balanced for an adept.

Why limit yourself to weapon sets?

Some pets by default have poison application: Marsh Drake, Spiders, Venom Sac via forage, etc.

Poison master makes every pet and you poison applicators.

Viper nest, Serpent sting also deal poison.

Every weapon can also be a poison applicator via:

Sigil of doom, Sigil of Blight (AOE)

Runes:

Afflicted, Rata Sum, Orr, Thorns, etc.

The possibilities are endless for choking gas, any build can use them if you use atleast one of the above I mentioned.

Sinister builds for pve will also benefit from this, perma AoE poison plus poison master is super good.

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Preparations to replace bad traits

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Posted by: bearshaman.3421

bearshaman.3421

Another argument for a PvP/PvE split. some of these are utterly worthless in PvE, like Lead the Wind.

Preparations to replace bad traits

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Posted by: StickerHappy.8052

StickerHappy.8052

I can’t say I liked any of these changes. I understand that they are most likely geared with a very pvp mentality in mind but the steady focus change alone is a straight 10% dps reduction on a class that isn’t exactly a dps powerhouse. Hurts pve unless you add that back in baseline to weapons. I’d rather we have a change in a utility to avoid projectile hate. Or projectile hate on other classes is balanced down as a whole. The rest seem very situational. I mean choking gas could be alright but rangers only have two weapon sets (dagger/ shortbow am I missing any?) to apply poison. Wouldn’t that narrow build/gear diversity? Barbed arrows is confusing, no change in functionality? Why make it compete with spotter? You are losing trait synergy with that move. Also hidden barbs would be a tad over balanced for an adept.

Yes, I’m pretty play PvP and wvw exclusively.
For the posion, fields would also apply poison even if not directly from you. Necromancers inflict heavy poison stacks which would also play well with this trait.

1. Seeking arrows would overcome heavy guardian and warrior blocks.
2. I moved barbed arrows to make it a master trait to be in line with the other traits.
3. I feel Choking Gas is much more powerful than the current and would work in all game modes.
4. Read the wind keeps the current functionality idea (vigor to allies) but is in line with preparations as well as a boon removal. This would be terrible in pve.
5. Disrupting accuracy allows you to control the heals on your pet. For example, you can cc a foe then use bristleback’s F3 for a big heal.

1.) 25 second CD atleast, the amount of blocks in the game right now is terrible, only a handful unblockable stuff in the game exist (assuming you build around them)

2.) Can you please explain barbed arrows and hidden barbs change?

3.) Choking gas is very good, now with the stability change, poison for ressing is much needed because stability isn’t that easy to strip anymore.

4.) This is highly situational, might as well make it 2-3 random boons, 20 second ICD. What if the enemy does not have vigor? Also 1 specific boon is pretty weak for a master trait, it might be better as an adept.

5.) Do not limit it to hard CC, make it usable with soft CCs like cripple, chill, slow, immob too (perfect synergy with Predator’s Onslaught). I would add additonal 5% damage when pet is above 90% hp so that you have an incentive to keep them above 90%.

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Preparations to replace bad traits

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Posted by: Mr Pin.6728

Mr Pin.6728

I like the idea behind a lot of the changes. I’d put the unblockable attacks maybe in brutish seals, I feel that would allow for more active play, counter play, through activation times of sigils and the cool down could be absorbed into sigils themselves, which tend to have long cool downs. Also theoretically the ranger would give up something to set up something. I like that idea more then passive traits which seem to be a bit askew currently.

Preparations to replace bad traits

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Posted by: UnitedChaos.8364

UnitedChaos.8364

The possibilities are endless for choking gas, any build can use them if you use atleast one of the above I mentioned.

Sinister builds for pve will also benefit from this, perma AoE poison plus poison master is super good.

I totally forgot about spiders. Their aoe poison blob would be awesome with this skill because it would also generate a field for projeciles.

2.) Can you please explain barbed arrows and hidden barbs .

Sure.
First, I just renamed sharpened edges to “barbed arrows”.
Second, I moved it from adept to master to be parallel with the other “preparation” traits I made.
Third, I moved Hidden Barbs from master to adept to accommodate #2 and gave it a buff to synergizes well with Choking Gas.

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Preparations to replace bad traits

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Posted by: StickerHappy.8052

StickerHappy.8052

The possibilities are endless for choking gas, any build can use them if you use atleast one of the above I mentioned.

Sinister builds for pve will also benefit from this, perma AoE poison plus poison master is super good.

I totally forgot about spiders. Their aoe poison blob would be awesome with this skill because it would also generate a field for projeciles.

2.) Can you please explain barbed arrows and hidden barbs .

Sure.
First, I just renamed sharpened edges to “barbed arrows”.
Second, I moved it from adept to master to be parallel with the other “preparation” traits I made.
Third, I moved Hidden Barbs from master to adept to accommodate #2 and gave it a buff to synergizes well with Choking Gas.

One major problem that I see, moving it to adept major still makes it compete with the trap trait like sharpened edges compete with it now.

I think adept minor is better.

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Preparations to replace bad traits

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Posted by: Wondrouswall.7169

Wondrouswall.7169

I like none of these suggestions. The fact that you excluded a rework for Predator’s Instinct and have more traits with more ICDs sickens me. Rather than interesting and balanced around active play so there can be no ICDs, these traits seem more hindering.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Preparations to replace bad traits

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Posted by: UnitedChaos.8364

UnitedChaos.8364

I like none of these suggestions. The fact that you excluded a rework for Predator’s Instinct and have more traits with more ICDs sickens me. Rather than interesting and balanced around active play so there can be no ICDs, these traits seem more hindering.

Currently 2/5 have ICD. My suggestion has 3/5 with ICD. While I can appreciate you disliking ICDs (as do i, ranger traits have much longer ICDs compared to other professions), I think my suggestions are more flavorful Tham the current “+10÷damage”.

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Preparations to replace bad traits

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

if the reformed hidden barbs and Choking gas sounds like a very nice Addition but its simply a way to get a AoE poison effect and it Sacrifices the trappers expertise (which vipers nest causes a lot of Aoe poison anyway)

Hidden barbs being adept removes the High amount of Bleeds we apply through rapid attack although it increases poison damage which is only useful to weapon which apply poison and Poison master is a stack apply trait with the (current Refined toxins every petswap applies 4 Poison stacks at around 5k over 12seconds unbuffed with might ect ( on my poison master druid i can get refined toxins(2.1k+poison master(6k) with a might stacks a total of 8.1k over 14seconds (578dps+bleeds adds up to over 1k per second for 14seconds from condi alone)
up if both ranger and pet are still above 90%) thats a decent amount of poison+bleed dps for only swapping pets and doing crits.

if hidden barbs competes with Sharpen edges we;d loose bleeds and a high chunk of bleed dps (to counter the dps loss we’ll need a hidden barbs to be increased to 50% damage , makes poison master + 25% totals 75% more poison damage under your reformed traits)

the main problem here is the traits you have pointed out will be come very limited to weapons that Cause Poison or a person will be Forced to take poison mastery with weapons that don’t need it or don’t have enough application to make use of (new hidden barbs)

segregating the two trait lines as its requirements to make ether or Poison or bleeds builds not ever again being able to do both unless you are Axe main or SB.

I don’t Agree with a Passive Vigour steal trait acting as a very poor boon removal (this is not fit for a trait , anything that acts around Transfering or removing boons needs to be skill bound and not restricted to only vigour)

steady focus needs to be changed ether way full endurance for 10% damage isn’t worth the effort and only works in WvW , for pvp and pve its a very bad trait this trait needs to be a Stright up dps boost flexiable between all weapon sets and most builds, now if Steady focus was this >

Steady focus
While the pet is above 50%hp the pet and you gain 10% damage or
While under the effects of swiftness gain 10% damage (this is pretty much perma unless you are not running shouts ect in any game mode)
last version of steady focus:
gain 10% damage if you are more than 600yard away and the pet gains 10% damage while under 600yards from a target (this works with any weapon limited to the range of the skills/pet ranges , Benifiting more Ranged weapons and more for melee pets than some ranged pets. (makes the trait more intresting and improves dps overall averaging out to a 15% boost while above 600yards and 10% at lower than 600yards if the pet hits) , this generaly gives it more focus on ranged weapons but overall it always gives a 10% damage boost how much damage boost depends on weapon/build/playstyle and pet types.

anet wants pets to be more useful and most of our current traits require too many other traits for survival / combo traits to get things to work adding more combo traits like your idea for hidden barbs+choking gas makes picking traits even more Complex.

we kind of need more in depth traits not more Combo/complex traits which are required for other traits to even be viable just like our current steady focus.

(edited by Zenos Osgorma.2936)

Preparations to replace bad traits

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Posted by: UnitedChaos.8364

UnitedChaos.8364

if the reformed hidden barbs and Choking gas sounds like a very nice Addition but its simply a way to get a AoE poison effect and it Sacrifices the trappers expertise (which vipers nest causes a lot of Aoe poison anyway)

we kind of need more in depth traits not more Combo/complex traits which are required for other traits to even be viable just like our current steady focus.

Umm.. Thanks?

Add “United Chi” to your friends list or guild!

Preparations to replace bad traits

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

if the reformed hidden barbs and Choking gas sounds like a very nice Addition but its simply a way to get a AoE poison effect and it Sacrifices the trappers expertise (which vipers nest causes a lot of Aoe poison anyway)

we kind of need more in depth traits not more Combo/complex traits which are required for other traits to even be viable just like our current steady focus.

Umm.. Thanks?

Steady focus requires near perma Vigour upkeep and evades so the enduance bar can be topped up its very Restrictive to many weapon sets and trait lines.

Seeking Arrows : 8seconds of unblockable attack is overkill most of the rangers burst damage comes from high spike or Rapid Multipul hits of which we can do both in a reasonable time , could you imagin a RF+Seeking Arrows chained after with unblockable pbs > pet f2 leap and then ancient seeds .

this trait would be the unwanted toppings that we simply don’t need .

(edited by Zenos Osgorma.2936)

Preparations to replace bad traits

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Posted by: UnitedChaos.8364

UnitedChaos.8364

if the reformed hidden barbs and Choking gas sounds like a very nice Addition but its simply a way to get a AoE poison effect and it Sacrifices the trappers expertise (which vipers nest causes a lot of Aoe poison anyway)

we kind of need more in depth traits not more Combo/complex traits which are required for other traits to even be viable just like our current steady focus.

Umm.. Thanks?

Steady focus requires near perma Vigour upkeep and evades so the enduance bar can be topped up its very Restrictive to many weapon sets and trait lines.

Seeking Arrows : 8seconds of unblockable attack is overkill most of the rangers burst damage comes from high spike or Rapid Multipul hits of which we can do both in a reasonable time , could you imagin a RF+Seeking Arrows chained after with unblockable pbs > pet f2 leap and then ancient seeds .

this trait would be the unwanted toppings that we simply don’t need .

I, for one, only use Steady focus when standing at range with my bow. Which means I always have 100% endurance and it guarantees a permanent +10% damage. Where as my suggestion was you only gain +5% damage and your attacks are unblockable when and only when an attack is blocked. So, there is a gate on this trait that an attack has to be blocked before you gain any benefit from this trait. Yes, an unblockable rapid fire sounds powerful, but it’s only negating blocks, not reflects, dodges, los, etc.

In general, for most of these traits, I feel that a “+5% damage and your attacks are unblockable” is more flavourful trait than a permanent “+10% damage.” If you’re playing WvW, for example, and you like standing on walls sniping players, if you’re not running a permanent +10% damage, you’re essentially limiting your dps. Whereas a trait that allows use outside of rangers standing at max distance pew pewing, is more useful.

Add “United Chi” to your friends list or guild!

Preparations to replace bad traits

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Posted by: Sartharina.3542

Sartharina.3542

if the reformed hidden barbs and Choking gas sounds like a very nice Addition but its simply a way to get a AoE poison effect and it Sacrifices the trappers expertise (which vipers nest causes a lot of Aoe poison anyway)

we kind of need more in depth traits not more Combo/complex traits which are required for other traits to even be viable just like our current steady focus.

Umm.. Thanks?

Steady focus requires near perma Vigour upkeep and evades so the enduance bar can be topped up its very Restrictive to many weapon sets and trait lines.

Seeking Arrows : 8seconds of unblockable attack is overkill most of the rangers burst damage comes from high spike or Rapid Multipul hits of which we can do both in a reasonable time , could you imagin a RF+Seeking Arrows chained after with unblockable pbs > pet f2 leap and then ancient seeds .

this trait would be the unwanted toppings that we simply don’t need .

I, for one, only use Steady focus when standing at range with my bow. Which means I always have 100% endurance and it guarantees a permanent +10% damage. Where as my suggestion was you only gain +5% damage and your attacks are unblockable when and only when an attack is blocked. So, there is a gate on this trait that an attack has to be blocked before you gain any benefit from this trait. Yes, an unblockable rapid fire sounds powerful, but it’s only negating blocks, not reflects, dodges, los, etc.

In general, for most of these traits, I feel that a “+5% damage and your attacks are unblockable” is more flavourful trait than a permanent “+10% damage.” If you’re playing WvW, for example, and you like standing on walls sniping players, if you’re not running a permanent +10% damage, you’re essentially limiting your dps. Whereas a trait that allows use outside of rangers standing at max distance pew pewing, is more useful.

Not “More flavorful”… it’s “Ludicrously overpowered”. As pointed out above, it turns defensive options such as Warrior Shield and Guardian Shelter into “murder me while I’m helpless”. Now, “Next Attack is unblockable” could be useful, but 8 seconds of shredding through defenses (On an ICD only slightly longer than those defenses it shreds) is obscene.

Preparations to replace bad traits

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Posted by: UnitedChaos.8364

UnitedChaos.8364

if the reformed hidden barbs and Choking gas sounds like a very nice Addition but its simply a way to get a AoE poison effect and it Sacrifices the trappers expertise (which vipers nest causes a lot of Aoe poison anyway)

we kind of need more in depth traits not more Combo/complex traits which are required for other traits to even be viable just like our current steady focus.

Umm.. Thanks?

Steady focus requires near perma Vigour upkeep and evades so the enduance bar can be topped up its very Restrictive to many weapon sets and trait lines.

Seeking Arrows : 8seconds of unblockable attack is overkill most of the rangers burst damage comes from high spike or Rapid Multipul hits of which we can do both in a reasonable time , could you imagin a RF+Seeking Arrows chained after with unblockable pbs > pet f2 leap and then ancient seeds .

this trait would be the unwanted toppings that we simply don’t need .

I, for one, only use Steady focus when standing at range with my bow. Which means I always have 100% endurance and it guarantees a permanent +10% damage. Where as my suggestion was you only gain +5% damage and your attacks are unblockable when and only when an attack is blocked. So, there is a gate on this trait that an attack has to be blocked before you gain any benefit from this trait. Yes, an unblockable rapid fire sounds powerful, but it’s only negating blocks, not reflects, dodges, los, etc.

In general, for most of these traits, I feel that a “+5% damage and your attacks are unblockable” is more flavourful trait than a permanent “+10% damage.” If you’re playing WvW, for example, and you like standing on walls sniping players, if you’re not running a permanent +10% damage, you’re essentially limiting your dps. Whereas a trait that allows use outside of rangers standing at max distance pew pewing, is more useful.

Not “More flavorful”… it’s “Ludicrously overpowered”. As pointed out above, it turns defensive options such as Warrior Shield and Guardian Shelter into “murder me while I’m helpless”. Now, “Next Attack is unblockable” could be useful, but 8 seconds of shredding through defenses (On an ICD only slightly longer than those defenses it shreds) is obscene.

Signet of might and “Nothing can save you” I guess if other classes have it, rangers shouldn’t be allowed something equally as powerful…on a longer cd…

Add “United Chi” to your friends list or guild!

Preparations to replace bad traits

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

if the reformed hidden barbs and Choking gas sounds like a very nice Addition but its simply a way to get a AoE poison effect and it Sacrifices the trappers expertise (which vipers nest causes a lot of Aoe poison anyway)

we kind of need more in depth traits not more Combo/complex traits which are required for other traits to even be viable just like our current steady focus.

Umm.. Thanks?

Steady focus requires near perma Vigour upkeep and evades so the enduance bar can be topped up its very Restrictive to many weapon sets and trait lines.

Seeking Arrows : 8seconds of unblockable attack is overkill most of the rangers burst damage comes from high spike or Rapid Multipul hits of which we can do both in a reasonable time , could you imagin a RF+Seeking Arrows chained after with unblockable pbs > pet f2 leap and then ancient seeds .

this trait would be the unwanted toppings that we simply don’t need .

I, for one, only use Steady focus when standing at range with my bow. Which means I always have 100% endurance and it guarantees a permanent +10% damage. Where as my suggestion was you only gain +5% damage and your attacks are unblockable when and only when an attack is blocked. So, there is a gate on this trait that an attack has to be blocked before you gain any benefit from this trait. Yes, an unblockable rapid fire sounds powerful, but it’s only negating blocks, not reflects, dodges, los, etc.

In general, for most of these traits, I feel that a “+5% damage and your attacks are unblockable” is more flavourful trait than a permanent “+10% damage.” If you’re playing WvW, for example, and you like standing on walls sniping players, if you’re not running a permanent +10% damage, you’re essentially limiting your dps. Whereas a trait that allows use outside of rangers standing at max distance pew pewing, is more useful.

Not “More flavorful”… it’s “Ludicrously overpowered”. As pointed out above, it turns defensive options such as Warrior Shield and Guardian Shelter into “murder me while I’m helpless”. Now, “Next Attack is unblockable” could be useful, but 8 seconds of shredding through defenses (On an ICD only slightly longer than those defenses it shreds) is obscene.

Signet of might and “Nothing can save you” I guess if other classes have it, rangers shouldn’t be allowed something equally as powerful…on a longer cd…

the point there is those block mechanics cooldowns like shields and warroirs sword off hand and Guardains shelter do have around a 25-35second cooldowns on them and at 30seconds for Seeking arrows i can Garrentee that it will trigger each and every time , it basicly removes Blocking defences (which is the most common form of melee and projecile defence for most classes excluding Druid/ele and a traited engi ect even though it don’t go through reflects ,dodges ect just remeber most classes can’t have both Blocks and Reflects in the same build and solely rely on blocks to heal up aka Guardain (this will wreak guardains each time they hit that heal button.)

Preparations to replace bad traits

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Posted by: UnitedChaos.8364

UnitedChaos.8364

if the reformed hidden barbs and Choking gas sounds like a very nice Addition but its simply a way to get a AoE poison effect and it Sacrifices the trappers expertise (which vipers nest causes a lot of Aoe poison anyway)

we kind of need more in depth traits not more Combo/complex traits which are required for other traits to even be viable just like our current steady focus.

Umm.. Thanks?

Steady focus requires near perma Vigour upkeep and evades so the enduance bar can be topped up its very Restrictive to many weapon sets and trait lines.

Seeking Arrows : 8seconds of unblockable attack is overkill most of the rangers burst damage comes from high spike or Rapid Multipul hits of which we can do both in a reasonable time , could you imagin a RF+Seeking Arrows chained after with unblockable pbs > pet f2 leap and then ancient seeds .

this trait would be the unwanted toppings that we simply don’t need .

I, for one, only use Steady focus when standing at range with my bow. Which means I always have 100% endurance and it guarantees a permanent +10% damage. Where as my suggestion was you only gain +5% damage and your attacks are unblockable when and only when an attack is blocked. So, there is a gate on this trait that an attack has to be blocked before you gain any benefit from this trait. Yes, an unblockable rapid fire sounds powerful, but it’s only negating blocks, not reflects, dodges, los, etc.

In general, for most of these traits, I feel that a “+5% damage and your attacks are unblockable” is more flavourful trait than a permanent “+10% damage.” If you’re playing WvW, for example, and you like standing on walls sniping players, if you’re not running a permanent +10% damage, you’re essentially limiting your dps. Whereas a trait that allows use outside of rangers standing at max distance pew pewing, is more useful.

Not “More flavorful”… it’s “Ludicrously overpowered”. As pointed out above, it turns defensive options such as Warrior Shield and Guardian Shelter into “murder me while I’m helpless”. Now, “Next Attack is unblockable” could be useful, but 8 seconds of shredding through defenses (On an ICD only slightly longer than those defenses it shreds) is obscene.

Signet of might and “Nothing can save you” I guess if other classes have it, rangers shouldn’t be allowed something equally as powerful…on a longer cd…

the point there is those block mechanics cooldowns like shields and warroirs sword off hand and Guardains shelter do have around a 25-35second cooldowns on them and at 30seconds for Seeking arrows i can Garrentee that it will trigger each and every time , it basicly removes Blocking defences (which is the most common form of melee and projecile defence for most classes excluding Druid/ele and a traited engi ect even though it don’t go through reflects ,dodges ect just remeber most classes can’t have both Blocks and Reflects in the same build and solely rely on blocks to heal up aka Guardain (this will wreak guardains each time they hit that heal button.)

Same goes for the traits I mentioned. (A guard starts to heal > Signet of Might > Killshot > Done.) If the cooldown is what the issue is, I could settle for a 40s cooldown, but then it would be outclassed by the aforementioned, skills. Yea, if the only “block” guardians used was their heal, obviously it would trigger. Guardians have access to lots of other blocks. One of their virtues grants aegis as well has having tons of skills/traits that grant aegis. The argument that classes that use a block instantly die becomes invalid when other unblockable skills/traits already exist. To further my point, if a guardian starts to heal, the skill doesn’t interrupt, you would have to follow it up with point blank shot for example. The heal would continue and succeed.

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Posted by: Sartharina.3542

Sartharina.3542

if the reformed hidden barbs and Choking gas sounds like a very nice Addition but its simply a way to get a AoE poison effect and it Sacrifices the trappers expertise (which vipers nest causes a lot of Aoe poison anyway)

we kind of need more in depth traits not more Combo/complex traits which are required for other traits to even be viable just like our current steady focus.

Umm.. Thanks?

Steady focus requires near perma Vigour upkeep and evades so the enduance bar can be topped up its very Restrictive to many weapon sets and trait lines.

Seeking Arrows : 8seconds of unblockable attack is overkill most of the rangers burst damage comes from high spike or Rapid Multipul hits of which we can do both in a reasonable time , could you imagin a RF+Seeking Arrows chained after with unblockable pbs > pet f2 leap and then ancient seeds .

this trait would be the unwanted toppings that we simply don’t need .

I, for one, only use Steady focus when standing at range with my bow. Which means I always have 100% endurance and it guarantees a permanent +10% damage. Where as my suggestion was you only gain +5% damage and your attacks are unblockable when and only when an attack is blocked. So, there is a gate on this trait that an attack has to be blocked before you gain any benefit from this trait. Yes, an unblockable rapid fire sounds powerful, but it’s only negating blocks, not reflects, dodges, los, etc.

In general, for most of these traits, I feel that a “+5% damage and your attacks are unblockable” is more flavourful trait than a permanent “+10% damage.” If you’re playing WvW, for example, and you like standing on walls sniping players, if you’re not running a permanent +10% damage, you’re essentially limiting your dps. Whereas a trait that allows use outside of rangers standing at max distance pew pewing, is more useful.

Not “More flavorful”… it’s “Ludicrously overpowered”. As pointed out above, it turns defensive options such as Warrior Shield and Guardian Shelter into “murder me while I’m helpless”. Now, “Next Attack is unblockable” could be useful, but 8 seconds of shredding through defenses (On an ICD only slightly longer than those defenses it shreds) is obscene.

Signet of might and “Nothing can save you” I guess if other classes have it, rangers shouldn’t be allowed something equally as powerful…on a longer cd…

And require a utility slot (Of which you only have 3 at any time, instead of the 9 major traits you have), active activation (instead of reactive activation), shorter durations, and, in the case of the Warrior, an obvious tell, and in the necromancer, a cast time.

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Posted by: StickerHappy.8052

StickerHappy.8052

if the reformed hidden barbs and Choking gas sounds like a very nice Addition but its simply a way to get a AoE poison effect and it Sacrifices the trappers expertise (which vipers nest causes a lot of Aoe poison anyway)

we kind of need more in depth traits not more Combo/complex traits which are required for other traits to even be viable just like our current steady focus.

Umm.. Thanks?

Steady focus requires near perma Vigour upkeep and evades so the enduance bar can be topped up its very Restrictive to many weapon sets and trait lines.

Seeking Arrows : 8seconds of unblockable attack is overkill most of the rangers burst damage comes from high spike or Rapid Multipul hits of which we can do both in a reasonable time , could you imagin a RF+Seeking Arrows chained after with unblockable pbs > pet f2 leap and then ancient seeds .

this trait would be the unwanted toppings that we simply don’t need .

I, for one, only use Steady focus when standing at range with my bow. Which means I always have 100% endurance and it guarantees a permanent +10% damage. Where as my suggestion was you only gain +5% damage and your attacks are unblockable when and only when an attack is blocked. So, there is a gate on this trait that an attack has to be blocked before you gain any benefit from this trait. Yes, an unblockable rapid fire sounds powerful, but it’s only negating blocks, not reflects, dodges, los, etc.

In general, for most of these traits, I feel that a “+5% damage and your attacks are unblockable” is more flavourful trait than a permanent “+10% damage.” If you’re playing WvW, for example, and you like standing on walls sniping players, if you’re not running a permanent +10% damage, you’re essentially limiting your dps. Whereas a trait that allows use outside of rangers standing at max distance pew pewing, is more useful.

Not “More flavorful”… it’s “Ludicrously overpowered”. As pointed out above, it turns defensive options such as Warrior Shield and Guardian Shelter into “murder me while I’m helpless”. Now, “Next Attack is unblockable” could be useful, but 8 seconds of shredding through defenses (On an ICD only slightly longer than those defenses it shreds) is obscene.

Signet of might and “Nothing can save you” I guess if other classes have it, rangers shouldn’t be allowed something equally as powerful…on a longer cd…

And require a utility slot (Of which you only have 3 at any time, instead of the 9 major traits you have), active activation (instead of reactive activation), shorter durations, and, in the case of the Warrior, an obvious tell, and in the necromancer, a cast time.

Exactly the point of the changes Chi made.

Almost all of the unblockable stuff in the game needs you to build around them, (necro+staff+trait marks, warrior+signet+Trait)

With the absurd amount of blocks we have in the game,, we need more counterplay to them.

Meta rev has 2-3 blocks already. Mesmer has 2. Not counting aegis. So the best class for this job is necro just because coincidentally their staff is meta, what if its not?

As a ranger the only counterplay you have is traps, which they NEED to sit through. And we all know that ranger traps fail in comparison with DH. There is also too much projectile hate in the game, don’t you guys want ranger to have more diversity other than staff?

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

im not against the idea of unblockable attacks , im against the idea of it being a IDC trait as that would effect every build we use rather than just the ones we have to build for and it doesn’t take up a utility slot or a weapon choice.

the perfect example of a QoL improvement would be to do this

Signet of the hunt (increase from 20seconds to 25seconds) or 18seconds traited with brutish seals)
you and your pets next attack is unblockable plu deals 50% more damage

this would be the same as other classes , takes up a build type , weapon and utility slot.

and with its 1 attack only unblockable it stops Mulitipul hitting attacks becomming Overpowered vs said defences , the use of the signet is a finisher still but that single attack can no longer be blocked.

so you’d have to skillfully remove things like Aegis or make a foe burn his first block then attack with Signet of the hunt+a burst skill(just remember all unblockable attacks are limited to a certian amount of hits or a single hit or one effect per skill)

in this case signet of the hunt could even make the next 3 attacks unblockable but then the cooldown would have to increase to 30seconds (24seconds traited) or reduce the 50% damage boost to 25% keeping the 20second cooldown, then slightly increase some weapons coefficient of friction to recover some of the damage loss from the hunt.

(edited by Zenos Osgorma.2936)

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Posted by: StickerHappy.8052

StickerHappy.8052

im not against the idea of unblockable attacks , im against the idea of it being a IDC trait as that would effect every build we use rather than just the ones we have to build for and it doesn’t take up a utility slot or a weapon choice.

the perfect example of a QoL improvement would be to do this

Signet of the hunt (increase from 20seconds to 25seconds) or 18seconds traited with brutish seals)
you and your pets next attack is unblockable plu deals 50% more damage

this would be the same as other classes , takes up a build type , weapon and utility slot.

and with its 1 attack only unblockable it stops Mulitipul hitting attacks becomming Overpowered vs said defences , the use of the signet is a finisher still but that single attack can no longer be blocked.

so you’d have to skillfully remove things like Aegis or make a foe burn his first block then attack with Signet of the hunt+a burst skill(just remember all unblockable attacks are limited to a certian amount of hits or a single hit or one effect per skill)

in this case signet of the hunt could even make the next 3 attacks unblockable but then the cooldown would have to increase to 30seconds (24seconds traited) or reduce the 50% damage boost to 25% keeping the 20second cooldown, then slightly increase some weapons coefficient of friction to recover some of the damage loss from the hunt.

But you have to build for it too, not every build can afford to go MM.

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

im not against the idea of unblockable attacks , im against the idea of it being a IDC trait as that would effect every build we use rather than just the ones we have to build for and it doesn’t take up a utility slot or a weapon choice.

the perfect example of a QoL improvement would be to do this

Signet of the hunt (increase from 20seconds to 25seconds) or 18seconds traited with brutish seals)
you and your pets next attack is unblockable plu deals 50% more damage

this would be the same as other classes , takes up a build type , weapon and utility slot.

and with its 1 attack only unblockable it stops Mulitipul hitting attacks becomming Overpowered vs said defences , the use of the signet is a finisher still but that single attack can no longer be blocked.

so you’d have to skillfully remove things like Aegis or make a foe burn his first block then attack with Signet of the hunt+a burst skill(just remember all unblockable attacks are limited to a certian amount of hits or a single hit or one effect per skill)

in this case signet of the hunt could even make the next 3 attacks unblockable but then the cooldown would have to increase to 30seconds (24seconds traited) or reduce the 50% damage boost to 25% keeping the 20second cooldown, then slightly increase some weapons coefficient of friction to recover some of the damage loss from the hunt.

But you have to build for it too, not every build can afford to go MM.

same goes for warroirs ect they have to use thier rifle line and a signet also to gain unblockable attacks same for necros needing a trait line for unblockable wells ect.

so the choice is Marksman or just use Signet of the hunt (untraited and still gain the unblockable attack) its still useable without marksmanship.

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Posted by: InsaneQR.7412

InsaneQR.7412

SUGGESTION Hitting poisoned targets spread their poison stacks. ICD 3 Seconds. 300 Radius. 1 Stack transferred every 3 seconds.

“ABSOLUTELY! Refined Toxins is a terrible trait. I LOVE YOUR SUGGESTION. What a unique trait! Name it “Choking Gas” after the GW1 Ranger preparation. I think it should transfer their entire poison stack." – United Chi


This was a recent thread taking about a rework to Refined Toxins. I commented that it should be named Choking Gas (after the gw1 preparation skill). I thought that this was such a cool idea that I went and looked at the list of gw1 preparation skills, paired them up with each gw2 trait line, and reworked the poorly designed and unused traits. I feel that these traits are much more unique and interesting than the current, bland ranger traits that noone uses. The thread I was refering to.


PREPARATIONS

Marksmanship
Old – Steady Focus
“Damage is increased when endurance is full.”

New – Seeking Arrows
“The next time an attack is blocked. Your attacks become unblockable for 8 seconds and deal 5% more damage.” 30s ICD.

Skirmishing
Old – Sharpened Edges
“Chance for you and the pet to cause bleeding on critical hits.”

New – Barbed arrows
(Same as Sharpened Edges)
Move Sharpened Edges Barbed arrows to Master trait line.
Move Hidden Barbs to Adept trait line. Change functionality to bleeding and poison.

Wilderness Survival
Old – 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.”

New -Choking Gas
“Striking a poisoned target spreads their poison to nearby enemies.” ICD 15s. Maximum Targets 5. 400 radius.

Nature Magic
Old – Vigorous Training
“Pets grant vigor to nearby allies when you swap pets.”

New – Read the Wind
“Striking an enemy with vigor removes it and grants the remaining duration to you and nearby allies.” ICD 10s. Maximum allies 5. 600 radius.

Beastmastery
Old – Natural Healing
“Your pet gains natural health regeneration and improved healing.”

New – Disrupting Accuracy
“Whenever you pet strikes an disabled foe (daze, stun, kd, etc). They gain x health.”

First: Pvp is not all, main game is pve.

Steady focus: With this change you loose dps. Best you gain 7% more dmg when endurance is full and additional 7% under the effect of vigor.

Barbed edges/sharpend edges: Why the name change?
Barbed edges gives duration dmg for poison and bleed.
Sharpend edges: Chance to Activate sharpening stone on crit (more synergy with survival)

Poison master and refined toxins:
Your "choking gas idea is not bad but i would symplify it.
I would put it into poison master: When you swap pets or weapons create a poison field on your next attack arround your target.

Refined toxins: Each time you apply a poison stack, apply an additional one (1s icd)
Does also count for pet.

Your “read the wind” idea is terrible it is to situational and only usable in pvp/wvw.
Vigourus training new idea: Gives vigor and resistance.

Your “disruptive accuracy” idea isn’t good either. The regen on your pet makes it a lot tankier in pve.
I would actually change the trait, which makes your pet heal when executibg the pet abbility. I would change it to a heal when pet hits disabled foe (icd 10s per target).

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9 Sylvari, 9 unique Builds.

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Posted by: Wondrouswall.7169

Wondrouswall.7169

don’t you guys want ranger to have more diversity other than staff?

We do, but not like that. No one should even bring up Reaper’s “Nothing Can Save You!” and Warrior’s Signet of Might as they have different styles of play and thematics. If Rangers want an unblockable and for it to be accessed and controlled, then it should be done in a way that improves a traitline and provides synergy with other traits.

That 8s unblockable with a 5% damage boost on a 30s ICD is a standalone trait that does nothing but being there for the sake of having an unblockable when blocked. Not even Revenant’s unblockable when blocked traits are that extreme.

Instead, break down other traits and move and merge things around that fit with some of the current builds.

  • Alpha Training merged into Opening Strikes
  • Precise Strikes moved down to a Master minor
  • Move half of Remorseless as a Grandmaster minor. Gain an Opening Strike when gain fury.
  • Have Remorseless be: “Opening Strike deals 25% more damage and is unblockable”

Those changes will make Opening Strikes available to multiple builds and continuous battles without relying on Remorseless. On the flip side, a player can have access and control when to use an unblockable attack with a damage boost by applying fury.

No hindrance of an ICD and being less effective to useless against classes/builds that don’t have or use blocks. It’s an improvement across the board on multiple aspects rather than being a powerful single trait with no synergy and various levels of effectiveness.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Exactly the point of the changes Chi made.

Almost all of the unblockable stuff in the game needs you to build around them, (necro+staff+trait marks, warrior+signet+Trait)

With the absurd amount of blocks we have in the game,, we need more counterplay to them.

Meta rev has 2-3 blocks already. Mesmer has 2. Not counting aegis. So the best class for this job is necro just because coincidentally their staff is meta, what if its not?

As a ranger the only counterplay you have is traps, which they NEED to sit through. And we all know that ranger traps fail in comparison with DH. There is also too much projectile hate in the game, don’t you guys want ranger to have more diversity other than staff?

I feel the same. There are so many blocks. Many classes have multiple, ranger only has 1 across all weapons (besides axe 5 and staff 5).

im not against the idea of unblockable attacks , im against the idea of it being a IDC trait as that would effect every build we use rather than just the ones we have to build for and it doesn’t take up a utility slot or a weapon choice.

the perfect example of a QoL improvement would be to do this

Signet of the hunt (increase from 20seconds to 25seconds) or 18seconds traited with brutish seals)
you and your pets next attack is unblockable plu deals 50% more damage

this would be the same as other classes , takes up a build type , weapon and utility slot.

and with its 1 attack only unblockable it stops Mulitipul hitting attacks becomming Overpowered vs said defences , the use of the signet is a finisher still but that single attack can no longer be blocked.

so you’d have to skillfully remove things like Aegis or make a foe burn his first block then attack with Signet of the hunt+a burst skill(just remember all unblockable attacks are limited to a certian amount of hits or a single hit or one effect per skill)

in this case signet of the hunt could even make the next 3 attacks unblockable but then the cooldown would have to increase to 30seconds (24seconds traited) or reduce the 50% damage boost to 25% keeping the 20second cooldown, then slightly increase some weapons coefficient of friction to recover some of the damage loss from the hunt.

I like the idea of using Signet of the Hunt, but that signet is probably one of the worst utilities in the game. The grandmaster trait, Remorseless, is the trait version of this sigil and grants 100x more of the sigils active. Sigil of the hunt needs at maximum a 10s CD. 8s traited, to be useful. Pretty much further explained by the quote below.

But you have to build for it too, not every build can afford to go MM.

Yup.

First: Pvp is not all, main game is pve.

Steady focus: With this change you loose dps. Best you gain 7% more dmg when endurance is full and additional 7% under the effect of vigor.

Barbed edges/sharpend edges: Why the name change?
Barbed edges gives duration dmg for poison and bleed.
Sharpend edges: Chance to Activate sharpening stone on crit (more synergy with survival)

Poison master and refined toxins:
Your "choking gas idea is not bad but i would symplify it.
I would put it into poison master: When you swap pets or weapons create a poison field on your next attack arround your target.

Refined toxins: Each time you apply a poison stack, apply an additional one (1s icd)
Does also count for pet.

Your “read the wind” idea is terrible it is to situational and only usable in pvp/wvw.
Vigourus training new idea: Gives vigor and resistance.

Your “disruptive accuracy” idea isn’t good either. The regen on your pet makes it a lot tankier in pve.
I would actually change the trait, which makes your pet heal when executibg the pet abbility. I would change it to a heal when pet hits disabled foe (icd 10s per target).

Re: PvP. I disagree. I find that Guildwars2 is pushing their pvp to the point where I would consider it the main game. Seasons are filled with players and the esl is actually building up some viewership.

Re: Barbed Arrows. I explained the change in a quote above. It was just for making all these traits in the same ‘master’ tier as well as some synergy with Choking Gas.

Re: Choking Gas. Your idea for ‘Choking Gas’ is nice. It would be a clear identifier for the ranger when the trait procs, as well as a clear identifier for the receiving party and allow them to dodge out. My idea there is no clear identification as to when you would receive the poison. You, the ranger, would never see it happen; and the enemy would be confused why they randomly acquired a stack of poison all of a sudden.

Re: Read the Wind. I’m still open to any vigorous training reworks.

Re: Disruptive Accuracy. I thought this would make it more fun. Rather than just having your pet passively heal, you can provide a big heal by interrupting a foe and, for example, using Bristlebacks F2.

don’t you guys want ranger to have more diversity other than staff?

We do, but not like that. No one should even bring up Reaper’s “Nothing Can Save You!” and Warrior’s Signet of Might as they have different styles of play and thematics. If Rangers want an unblockable and for it to be accessed and controlled, then it should be done in a way that improves a traitline and provides synergy with other traits.

That 8s unblockable with a 5% damage boost on a 30s ICD is a standalone trait that does nothing but being there for the sake of having an unblockable when blocked. Not even Revenant’s unblockable when blocked traits are that extreme.

Instead, break down other traits and move and merge things around that fit with some of the current builds.

  • Alpha Training merged into Opening Strikes
  • Precise Strikes moved down to a Master minor
  • Move half of Remorseless as a Grandmaster minor. Gain an Opening Strike when gain fury.
  • Have Remorseless be: “Opening Strike deals 25% more damage and is unblockable”

Those changes will make Opening Strikes available to multiple builds and continuous battles without relying on Remorseless. On the flip side, a player can have access and control when to use an unblockable attack with a damage boost by applying fury.

No hindrance of an ICD and being less effective to useless against classes/builds that don’t have or use blocks. It’s an improvement across the board on multiple aspects rather than being a powerful single trait with no synergy and various levels of effectiveness.

I think that both the Warrior’s Sigil and especially the Necromancer’s “NCSY!” are both way more powerful than what I proposed. You only gain the 5% boost for the duration of the unblockable buff.

I like your ideas for moving some of the traits around especially the change you proposed to Remorseless. This would give that “unblockable” aspect I’ve been after.

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Posted by: Sartharina.3542

Sartharina.3542

I like the idea of using Signet of the Hunt, but that signet is probably one of the worst utilities in the game. The grandmaster trait, Remorseless, is the trait version of this sigil and grants 100x more of the sigils active. Sigil of the hunt needs at maximum a 10s CD. 8s traited, to be useful. Pretty much further explained by the quote below.

Signet of the Hunt’s greatest asset is the 25% passive movespeed for PvE. But giving it unblockable sounds like it would solve a lot of problems with it in PvP.

Re: PvP. I disagree. I find that Guildwars2 is pushing their pvp to the point where I would consider it the main game. Seasons are filled with players and the esl is actually building up some viewership.

Re: Barbed Arrows. I explained the change in a quote above. It was just for making all these traits in the same ‘master’ tier as well as some synergy with Choking Gas.

But Sharpened Edges currently applies to my Greatsword, too! I like that.

I think that both the Warrior’s Sigil and especially the Necromancer’s “NCSY!” are both way more powerful than what I proposed. You only gain the 5% boost for the duration of the unblockable buff.

They are more powerful than what you proposed, but sigils and traits is apples and oranges. I will admit – I main warrior, and would hate to see Warrior Shield 5 get rendered useless the way your trait rework adds it (Especially since it sounds invisible). But Signet of Might has extremely fierce competition for Utility slots due to the complete lack of utility on Warrior weapon skills (I think they have a single dodge, and all their boons are on a dedicated boon-granting weapon (warhorn) that is otherwise useless.) Ranger Greatsword alone provides more survivability than the entire warrior kitten nal.

EDIT: Wow… the censor hits a synonym for “collection of weapons”

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Posted by: UnitedChaos.8364

UnitedChaos.8364

I like the idea of using Signet of the Hunt, but that signet is probably one of the worst utilities in the game. The grandmaster trait, Remorseless, is the trait version of this sigil and grants 100x more of the sigils active. Sigil of the hunt needs at maximum a 10s CD. 8s traited, to be useful. Pretty much further explained by the quote below.

Signet of the Hunt’s greatest asset is the 25% passive movespeed for PvE. But giving it unblockable sounds like it would solve a lot of problems with it in PvP.

Re: PvP. I disagree. I find that Guildwars2 is pushing their pvp to the point where I would consider it the main game. Seasons are filled with players and the esl is actually building up some viewership.

Re: Barbed Arrows. I explained the change in a quote above. It was just for making all these traits in the same ‘master’ tier as well as some synergy with Choking Gas.

But Sharpened Edges currently applies to my Greatsword, too! I like that.

I think that both the Warrior’s Sigil and especially the Necromancer’s “NCSY!” are both way more powerful than what I proposed. You only gain the 5% boost for the duration of the unblockable buff.

They are more powerful than what you proposed, but sigils and traits is apples and oranges. I will admit – I main warrior, and would hate to see Warrior Shield 5 get rendered useless the way your trait rework adds it (Especially since it sounds invisible). But Signet of Might has extremely fierce competition for Utility slots due to the complete lack of utility on Warrior weapon skills (I think they have a single dodge, and all their boons are on a dedicated boon-granting weapon (warhorn) that is otherwise useless.) Ranger Greatsword alone provides more survivability than the entire warrior kitten nal.

EDIT: Wow… the censor hits a synonym for “collection of weapons”

I know that I named the trait “barbed arrows”, but I didn’t say it was exclusive to “bows” ;3

You said you don’t want to see Shield Stance Rendered useless? I already described above how it can be penetrated, by a warrior, nonetheless. (Warrior using shield stance? Warrior uses Signet of Might > Warrior uses Killshot > Shield penetrated). There are already ways around it, just zero for a ranger.

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