(edited by Toxsa.2701)
Proposed Wilderness Survival Traits change
2. Wilderness Knowledge
Use Sharpening Stone when you strike a foe below the health threshold (75%). Survival skills have 20% reduced recharge and remove 2 conditions.
You nerfed the fury^^
2. Wilderness Knowledge
Use Sharpening Stone when you strike a foe below the health threshold (75%). Survival skills have 20% reduced recharge and remove 2 conditions.You nerfed the fury^^
Forgot to add the full info, chill man. I’ll edit the post.
2. Wilderness Knowledge
Use Sharpening Stone when you strike a foe below the health threshold (75%). Survival skills have 20% reduced recharge and remove 2 conditions.You nerfed the fury^^
Forgot to add the full info, chill man. I’ll edit the post.
???
2. Wilderness Knowledge
Use Sharpening Stone when you strike a foe below the health threshold (75%). Survival skills have 20% reduced recharge and remove 2 conditions.You nerfed the fury^^
Forgot to add the full info, chill man. I’ll edit the post.
???
I edited the post, check again.
Ya nice I saw that, didn’t get the, “chill man”.
I just really want my Hide in Plain Sight and I’ll be happy. Other than that all the trait changes are pretty good, imo.
Umm, no-one has any comment about the suggested changes?
What do you think? Is it appropriate? Is it under/over-powered? Is it reasonable?
Or everyone thinks the current Wilderness Survival show case is fine as it is?
Major traits:
Adept:
1. Shared Anguish: (merged with soften the fall)
You take 50% less damage from falling.
When you get CCed, your pet take the CC instead. (CD30)
(Do note thief version: “hard to catch” auto breakstun at 30 CD, does not sacrifices their class mechanic (pet), and also refill endurance. It is reasonable for ranger to get the similar thing, instead of a vastly inferior version of “hard to catch”)
How about instead of merging Soften the Fall with Shared Anguish, we let Soften the Fall also trigger when you’re knocked down, knocked back or pulled? (not all CC). This would trigger Wilderness Knowledge. Kinda funny when I think about it.
I’d leave Shared Anguish in the Master spot, but reduce its cooldown to 30s, like Hard to Catch.
2. Ambidexterity: Gain 150 condition damage while wielding a torch or dagger. Torch and Dagger skills recharge 20% faster. Torch/dagger radius/range increased by 25%.
I agree here.
3. Expertise Training Pets deal 350 extra condition damage and have their condition durations increased by 20%. You gain 150 condition damage and 10% increased in condition duration. (Currently it’s just too weak that only pet gets the effect)
Sounds reasonable. I think I’d make a minor adjustment and bring the pet condi duration back to +50%, as it used to be. I’d remove the player condi dmg however. If you want to build for condi, you can easily do this via your gear, since there are many different condi specs to choose from.
Master:
1. Oakheart Salve:
Gain regeneration when you suffer from bleeding, poison, burning, torment, or confusion. While you have regeneration you take 5% reduced damage.
Yeah, this trait should trigger on all dmg inflicting conditions. Not sure what to think of the -5% dmg effect. Sounds pretty meh at first. Not sure whether -10% would be too strong or about right. Requires testing.
Grandmaster:
1. Empathic Bond:
Pets periodically take 3 condition from you (10s). Pet loses 2 condition every 10 seconds. (Again, sacrificing our class mechanic for cleanse is not reasonable)
How about …
Pets periodically take 3 conditions from you (ICD 10s).
Whenever pets transfer conditions from allies to themselves, they receive resistance for each unique condition transferred.
Resistance per condition: 2s
(resistance would also trigger on Signet of Renewal)
(edited by Girion.5483)
Major traits:
Adept:
1. Shared Anguish: (merged with soften the fall)
You take 50% less damage from falling.
When you get CCed, your pet take the CC instead. (CD30)
(Do note thief version: “hard to catch” auto breakstun at 30 CD, does not sacrifices their class mechanic (pet), and also refill endurance. It is reasonable for ranger to get the similar thing, instead of a vastly inferior version of “hard to catch”)How about instead of merging Soften the Fall with Shared Anguish, we let Soften the Fall also trigger when you’re knocked down, knocked back or pulled? (not all CC). This would trigger Wilderness Knowledge. Kinda funny when I think about it.
I’d leave Shared Anguish in the Master spot, but reduce its cooldown to 30s, like Hard to Catch.2. Ambidexterity: Gain 150 condition damage while wielding a torch or dagger. Torch and Dagger skills recharge 20% faster. Torch/dagger radius/range increased by 25%.
I agree here.
3. Expertise Training Pets deal 350 extra condition damage and have their condition durations increased by 20%. You gain 150 condition damage and 10% increased in condition duration. (Currently it’s just too weak that only pet gets the effect)
Sounds reasonable. I think I’d make a minor adjustment and bring the pet condi duration back to +50%, as it used to be. I’d remove the player condi dmg however. If you want to build for condi, you can easily do this via your gear, since there are many different condi specs to choose from.
Master:
1. Oakheart Salve:
Gain regeneration when you suffer from bleeding, poison, burning, torment, or confusion. While you have regeneration you take 5% reduced damage.Yeah, this trait should trigger on all dmg inflicting conditions. Not sure what to think of the -5% dmg effect. Sounds pretty meh at first. Not sure whether -10% would be too strong or about right. Requires testing.
Grandmaster:
1. Empathic Bond:
Pets periodically take 3 condition from you (10s). Pet loses 2 condition every 10 seconds. (Again, sacrificing our class mechanic for cleanse is not reasonable)How about …
Pets periodically take 3 conditions from you (ICD 10s).
Whenever pets transfer conditions from allies to themselves, they receive resistance for each unique condition transferred.
Resistance per condition: 2s
(resistance would also trigger on Signet of Renewal)
Thanks for the Feedback.
Btw I did not add the 5% reduction for Oakheart Salve. Anet proposed that change.
All I did is add the additional triggered condition. (torment and confusion)
http://dulfy.net/wp-content/uploads/2015/04/gw2-ranger-wilderness-survival-specialization.jpg
You never thought about the possibility, that the range/radius increase on offhand training might be baseline now?
The mob has spoken and the turrets shall be burnt at the stake.
You never thought about the possibility, that the range/radius increase on offhand training might be baseline now?
You never thought about the possibility of making it bigger? Currently it’s still smaller than Warrior’s LB F1 even with trait.
Torch 5 – Wildfire
Create a large circle of fire. Any trees in range will also catch fire, creating the wildfire efect on their own. When using in Maguuma, beware of chain reactions.
Ever thought, making it even bigger might be a bad idea?
The mob has spoken and the turrets shall be burnt at the stake.
Torch 5 – Wildfire
Create a large circle of fire. Any trees in range will also catch fire, creating the wildfire efect on their own. When using in Maguuma, beware of chain reactions.Ever thought, making it even bigger might be a bad idea?
The maximum target is still 3 if you don’t know that already
https://wiki.guildwars2.com/wiki/Bonfire
If warrior’s version is acceptable to be this big, why not ranger?
Not to mention post patch warrior gain 20% damage bonus for 10 sec, cleanse 3 conditions whenever they use their LB F1.
http://wiki.guildwars2.com/wiki/Combustive_Shot
Don’t forget, not only does cumbustive shot hit wider (360 radius), it also hit 5 targets. Currently it takes around 5 secs for Warrior to get full 3 bars of adrenaline in combat.
Hmm, Sounds logical right? No wonder Shoutbow becomes meta, not condition ranger.
(edited by Toxsa.2701)