all changes below. traps and spirits are subject to most changes in the near future. i added my suggestions in brackets below, please add yours. please keep feedback focused. Let me know if i missed anything.
General:
1. Troll Unguent is now a survival skill.
(incredible. meaning we now get fury, condi removal, and CD reduction?!?)
2. HaO and Rampage are now shouts.
(they are pushing for a shout line. may be good only if all other shouts are buffed greatly, otherwise HaO and Rampage will remain the best shouts; RaO will synergize with beastmastery which makes sense)
3. Traps now have 0.5s arming time; all trap traits are now one master trait.
(absolutely not enough. traps need additional utility to make them useful, e.g. built in stun breakers, boons, stealth, etc. that is the problem with traps – no utility, no survivability)
4. Spirits reworked to be area denial skills, no longer move with ranger.
(very cool, especially with upcoming buffs to their passives, actives, and CD)
6. not sure where Healing Spring will go (joking about making it a trap)
(remove the spirit heal, make HS a spirit. solved.)
Marksmanship
Adept:
- Call of Wild cast when swapping pets: fury, might and swiftness + blast finisher; affected by WH traiting like +regen
(great strides toward making WH viable. love the double blast finish. my suggestion is to remove the might stack and make CoW remove 1 condi off allies. Hunter’s Call still needs fixing, either more damage, aoe effect, or additional utility like blind, cripple, etc.)
Master:
- Beastmaster’s Might – activating a signet refreshes opening strike and grants 3 might stacks to pet and ranger; -20% signet CD’s
- MoC is now master
Grandmaster
- Predator’s Onslaught: +10% dmg from pet and ranger against dazed and stunned opponents in addition to crippled, chilled and immob’d
(most of the time, the target wont be chilled, dazed, crippled, stunned, or immob’d; this is mostly due to the many cleanses that exist in game. therefore, when these condis are applied by ranger and pet, damage bonus needs to be greater; 10 —> 15-20 should do it to make the grandmaster competitive in pvp)
- Remorseless: opening strikes now deal +25% damage and is refreshed every time we gain fury (no ICD currently)
- RTW —> Lead the Wind (LTW) – same as RTW in addition to piercing arrows and -20% LB CD’s
Skirmishing
Adept:
- Sharpened Edges applies to ranger and pet
- Most Dangerous Game: when below 50% health, rangers gains +3 might (6s) every 3s, will be become grandmaster likely
(MDG could be a beautiful trait that encourages evasion, mobility, and adds excitement. unfortunately, it’s crippled by the short might duration and lack of utility. either add some utility to it, or buff the might stacking aspect of it. double the might duration to allow ranger to stack at least 9 might, then move it to grandmaster)
Master:
- Primal Reflexes: gain 5s vigor (10s CD) when successfully evading an attack
(when successfully evading an attack now means seeing the “evade” word on the screen)
- Trapper’s Expertise: all trap traits in one (will be moved to adept)
(as mentioned above, traps need utility. either for the ranger, or the group. also they shouldnt be dodgeable i.e. wasted by someone dodge rolling over them)
Grandmaster
- Quickdraw: when swapping weapons, next weapon skill used recharges 66% faster
(i love it. leave it, let us play with it. we need more game-changing skill like this one.)
- Light On Your Feet: +10% SB damage, 20% SB CD reduction, +10% condi duration; SB arrows pierce (may be moved to master)
(i’ve been wanting to love the SB since release; this would be decent if SB received a baseline buff; well with poison stacking in intensity, #2 might be a cool condi burst)
- Strider’s Defense: 20% sword skill recharge, 50% chance to destroy projectile while executing melee attack, +10% damage with sword
(without sword skill reworks, kind of useless; 1-1-1’ing with the sword is suicide, not because of projectiles, but because we get popped by other melee that do so much more damage in addition to bringing a lot of utility)
Wilderness Survival
- Bark Skin: now minor; ranger and pet take 50% less damage while above 90% HP
Adept:
- Ambidexterity: +150 condi damage while holding dagger or torch; -20% torch and dagger CD’s
- expertise Training: pets gain +250 condi damage and +20% condi duration
Master
- Oakheart Salve: -5% damage taken while regenning; regen when burning, poisoned or bleeding
- Peak Strength: pet and ranger deal +10% if health is above 90%
Grandmaster
- SotF + Sharpening stone proc when target gets below 75% now combined
- Poison Master: same as now, but poison as a general condition will stack increasing damage (not -healing)
(edited by mistsim.2748)