Proposed Wilderness Survival Traits change

Proposed Wilderness Survival Traits change

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Posted by: Toxsa.2701

Toxsa.2701

Anet kind of mess up this trait line by moving alot of core traits away from their appropriate location. I do understand the Grandmaster minor and major are nice, but the problem lies with the adapt and master traits.

Here’re the proposed change I expect Anet to take consideration of:

Minor traits:

Add Hide in Plain Sight in one of the minor traits. Doesn’t matter which.

Major traits:

Adapt:

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”)

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%.
(That’s consider the current traited radius is baseline already. This adds additional radius, so bonefire can hit as wide as 300 radius, still smaller than combustive shot but more reasonable)

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)

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.

2. Peak Strength:
You and your pet deal 10% more damage while your health is above the threshold (90%).

3. Poison Master:
After swapping pets, your pet’s first attack will inflict poison. Your poison damage is increased by 50%. Your poison duration increased by 33%.
(Thief’s version has 50% increased in poison damage AND 33% increase in poison duration. Also I do not think this trait justifies the grandmaster slot because almost everyone will pick the other 2 if they’re going to pick this line)

Grandmaster:

1. Empathic Bond:
Pets periodically take 3 condition from you (10s). Pet has a 50% chance to transfer 1 condition every time it hits a target. (10 secs ICD)

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. Grant fury when using a survival skill.

3. Natural Purification:
The condition applied to you have their duration reduced by 50% when you’re not moving. (It adds abit of risk factor, yet not being too OP because not moving in PVP is a great risk as well. Great risk comes with great reward.)

(edited by Toxsa.2701)

Proposed Wilderness Survival Traits change

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Posted by: LughLongArm.5460

LughLongArm.5460

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^^

Proposed Wilderness Survival Traits change

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Posted by: Toxsa.2701

Toxsa.2701

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.

Proposed Wilderness Survival Traits change

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Posted by: LughLongArm.5460

LughLongArm.5460

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.

???

Proposed Wilderness Survival Traits change

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Posted by: Toxsa.2701

Toxsa.2701

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.

Proposed Wilderness Survival Traits change

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Posted by: LughLongArm.5460

LughLongArm.5460

Ya nice I saw that, didn’t get the, “chill man”.

Proposed Wilderness Survival Traits change

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Posted by: Javi.4359

Javi.4359

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.

Proposed Wilderness Survival Traits change

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Posted by: Toxsa.2701

Toxsa.2701

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?

Proposed Wilderness Survival Traits change

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Posted by: Girion.5483

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)

(edited by Girion.5483)

Proposed Wilderness Survival Traits change

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Posted by: Toxsa.2701

Toxsa.2701

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

Proposed Wilderness Survival Traits change

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Posted by: naphack.9346

naphack.9346

You never thought about the possibility, that the range/radius increase on offhand training might be baseline now?

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Proposed Wilderness Survival Traits change

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Posted by: Toxsa.2701

Toxsa.2701

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.

Proposed Wilderness Survival Traits change

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Posted by: naphack.9346

naphack.9346

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 only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

Proposed Wilderness Survival Traits change

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Posted by: Toxsa.2701

Toxsa.2701

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)