Ranger Signet buff
No, because signet builds are terrible and should be discouraged.
The only remotely good one is signet auramancer. I cringe whenever I see a 3sig ranger/5sig warrior/3sig necro/4sig guardian/etc.
Signet of the hunt grants you an attack of opportunity which boosts your next attack by 50% damage. If you’re a glass cannon already, that’s a fairly nice boost to damage.
Imo 3 signets aint bad if you go BM bunker build. Signet of the Wild for the regen and Renewal for stunbreak +extra cond removal. Signet of the hunt lets your ravens stick on your target better to do more dmg while giving you a speed boost to kite better. It also makes blinding slash hit like a TRUCK.
Signet of the hunt grants you an attack of opportunity which boosts your next attack by 50% damage. If you’re a glass cannon already, that’s a fairly nice boost to damage.
But the Ranger does not have many high base damage skills to begin with.
The best options would be [Swoop] or [Path of Scars] and even with the boost skills like a <50% [Heartseeker] or [Backstab] by a Thief still deal more damage.
i wish they’d lower the cooldown on these signets. but definitely signet of the wild and hunt. I’d be surprised if anyone ran around without those 2. you and your pet mind as well be walking. Running with a warhorn in the off hand but i’d imagine that’d lower your dps a bit especially if you’re a condition build. Anything else and i think you’re throwing away survivability for dps,which is fine outside dungeons and pvp
ive never understand something in the Signet of renewal.Its ok when its not traited so the active effects applied to the Ranger.I mean i can active it to clear my cond and other teammates too and then swap pet so it wont die.but I dont want to take every cond team has around me..For what reason since i will be dead?I cant make them into boons like other class do and i cant clear them all at once.
Except the Signet of the hunt the other signets need some rework too imo.But the Signet of renewal is totally broken traited,unfinished job
Signets problems are the incredibly long cooldown attached with them
The only signets that have longer cooldowns then ours are the Rez ones from Necro’s and Guardians
most signets have 20-45 second cooldowns
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos
(edited by Xsorus.2507)
Signet of the hunt grants you an attack of opportunity which boosts your next attack by 50% damage. If you’re a glass cannon already, that’s a fairly nice boost to damage.
But the Ranger does not have many high base damage skills to begin with.
The best options would be [Swoop] or [Path of Scars] and even with the boost skills like a <50% [Heartseeker] or [Backstab] by a Thief still deal more damage.
No they don’t, but it’s a good add if you are a glass cannon, have an enemy running from you with low health and need that extra bit of damage to take them down for example with full range auto-attack from longbow or Monarch’s Leap.
The signet cooldowns definitely have to be looked into because the active benefits aren’t great enough to justify those type of cooldowns. It’s as if you’re only supposed to fight every 2 minutes.
it would be nice if signet actives had much lower CD’s so they added a bit more micromanagement and APM to the style. currently, signets are super boring.
Signets problems are the incredibly long cooldown attached with them
The only signets that have longer cooldowns then ours are the Rez ones from Necro’s and Guardians
most signets have 20-45 second cooldowns
This, i can understand sig of stone and sig of wild having long CD’s, but really? 120s long? That’s a bit much isn’t it? Maybe 90s or something, but those two certainly need a reduction to them…
PS: Keep in mind our signets are a bit, well, stronger than other profs, that being said they do need a reduction on CD with the exception of SotH that one is the only one in a sane place.
As their mother, I have to grant them their wish. – Forever Fyonna
Signets problems are the incredibly long cooldown attached with them
The only signets that have longer cooldowns then ours are the Rez ones from Necro’s and Guardians
most signets have 20-45 second cooldowns
This, i can understand sig of stone and sig of wild having long CD’s, but really? 120s long? That’s a bit much isn’t it? Maybe 90s or something, but those two certainly need a reduction to them…
PS: Keep in mind our signets are a bit, well, stronger than other profs, that being said they do need a reduction on CD with the exception of SotH that one is the only one in a sane place.
They need to be 60 seconds..
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos
Signets problems are the incredibly long cooldown attached with them
The only signets that have longer cooldowns then ours are the Rez ones from Necro’s and Guardians
most signets have 20-45 second cooldowns
This, i can understand sig of stone and sig of wild having long CD’s, but really? 120s long? That’s a bit much isn’t it? Maybe 90s or something, but those two certainly need a reduction to them…
PS: Keep in mind our signets are a bit, well, stronger than other profs, that being said they do need a reduction on CD with the exception of SotH that one is the only one in a sane place.
They need to be 60 seconds..
I’d be 100% ok with this tbh, the only thing i’d say about making SoS 60s is because it’s an invuln active, but at the same time, that doesn’t affect you until you spend 30pts and i feel they shouldn’t balance the skill around the having grandmaster trait, well entirely around it.
As their mother, I have to grant them their wish. – Forever Fyonna
ive never understand something in the Signet of renewal.Its ok when its not traited so the active effects applied to the Ranger.I mean i can active it to clear my cond and other teammates too and then swap pet so it wont die.but I dont want to take every cond team has around me..For what reason since i will be dead?I cant make them into boons like other class do and i cant clear them all at once.
Except the Signet of the hunt the other signets need some rework too imo.But the Signet of renewal is totally broken traited,unfinished job
does it do this? I assumed the grandmaster trait had no effect on this skill, as yeah it actually makes it worse in most circumstances.
As for the Hunt active, i know it gives you +50% dmg (says +150% which might actually be worth it) but rangers have no high dmg attacks, the only way we can deal damage is with lots of low dmg attacks, usually with quickness or via conditions – whereas giving it to a pet like the jaguar is obviously really nice. So the Hunt signet is barely improved by the grandmaster trait at all, certainly nowhere near enough to sacrifice the passive (unless you currently have swiftness)
I run 3 signets (Stone, Wild, Renewal) with double Moas. Honestly, the only reason why I run Stone and Wild is because of the passive it provides my pet. Stone is great for saving the pet when swap is down and Wild’s regen works well with Stone’s toughness. Renewal is purely because I don’t run HS, as I prefer Troll Unguent for my pet.
I would really like Ranger signets to be more standardized and have Renewal also remove a condition from the pet every 10 seconds. Signet of Renewal is also the only signet that doesn’t benefit the pet in anyway, but I don’t have a good solution for that.
Signets problems are the incredibly long cooldown attached with them
The only signets that have longer cooldowns then ours are the Rez ones from Necro’s and Guardians
most signets have 20-45 second cooldowns
This, i can understand sig of stone and sig of wild having long CD’s, but really? 120s long? That’s a bit much isn’t it? Maybe 90s or something, but those two certainly need a reduction to them…
PS: Keep in mind our signets are a bit, well, stronger than other profs, that being said they do need a reduction on CD with the exception of SotH that one is the only one in a sane place.
They need to be 60 seconds..
I’d be 100% ok with this tbh, the only thing i’d say about making SoS 60s is because it’s an invuln active, but at the same time, that doesn’t affect you until you spend 30pts and i feel they shouldn’t balance the skill around the having grandmaster trait, well entirely around it.
It’d be same cooldown as Endure Pain for warriors…but with a Talent cost.
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos
Ranger signets are only good for PvE. This way, you can run around and ignore your utility skills.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Ranger signets are only good for PvE. This way, you can run around and ignore your utility skills.
Only if you want to be reported as a bot. I seriously think that a decent portion of the developers are still upset about all the ranger bot trains and now the ranger community suffers for it.
My quick take on our signets:
- Most remain passive on my skillbar because the passive is better than the active ability or the cooldown doesn’t justify using them.
- The grandmaster trait is only beneficial to 2 of our 4 signets: SoS and SoW. Of course, those are the 2 with too long 120s cooldowns. The trait with SoR is a backfire and will kill us since we don’t get anything to counteract the conditions (also, do i and my pet split the conditions we draw?). And SoH active w/ the trait is pointless because we don’t have a spike skill to warrant using it.
[TTBH] [HATE], Yak’s Bend(NA)
Signets should work on rangers first and then pets when traited if they wish to justify the cooldowns.
Signet of the wild gets stronger with healing power:P Gets more and more fun with more ignore of attacks.
Good thing about Signet of the Hunt is that you can pop up the active and wait for 30 seconds to get the passive back, while still possessing the attack of opportunity for 16 minutes. As a result you and your pet’s opening attack will always do 50% more damage while never truly sacrificing your movement speed.
But I agree that 50% boost to a single ranger attack isn’t going to be much unless playing glass cannon. Even then it’s not as if you have killshots, backstabs or eviscerates.
(edited by TheGreatA.4192)
Signets should work on rangers first and then pets when traited if they wish to justify the cooldowns.
My think is.
Signet effect ranger+pet at start.
When got grandmaster traits will effect with friend.
Good thing about Signet of the Hunt is that you can pop up the active and wait for 30 seconds to get the passive back, while still possessing the attack of opportunity for 16 minutes. As a result you and your pet’s opening attack will always do 50% more damage while never truly sacrificing your movement speed.
But I agree that 50% boost to a single ranger attack isn’t going to be much unless playing glass cannon. Even then it’s not as if you have killshots, backstabs or eviscerates.
Ran it for a week on a pure gc. Absolutely worthless. Even stacking soth and sotw does anemic damage. Stick with piecing arrow and eagle eye. Giving a class a boost in one single attack when they have no burst is lol designs.
The duplication of active effects is something that needs to be changed. Soth should give you boost of 10 attacks thats storable. Sotw should give some status to boon conversion instead and lower, far lower cool down.
Signets should work on rangers first and then pets when traited if they wish to justify the cooldowns.
My think is.
Signet effect ranger+pet at start.
When got grandmaster traits will effect with friend.
+1
Like the thief with venomous aura which is also a grandmaster trait. This class is getting completely short changed.
Signets should work on rangers first and then pets when traited if they wish to justify the cooldowns.
My think is.
Signet effect ranger+pet at start.
When got grandmaster traits will effect with friend.+1
Like the thief with venomous aura which is also a grandmaster trait. This class is getting completely short changed.
Exactly what I was thinking about! This would make Rangers worth adding to a group again. Just think of it:
- Signet of the Stone: a whole group invurnable for 6 seconds
- Signet of the Wild: everyone gets bigger, deals more damage and gains Stability for 12 seconds
- Signet of the Hunt: each party member plus your pet deals +50% damage with their next attack
I do think the Signet of Renewal should be changed though, so it works better with the trait.
This would totally make Ranger more viable and worth investing 30 Points in one trait line.
I was also think of moving Beastmaster Sig to Master trait and create a new Grandmaster Trait.
Signets should work on rangers first and then pets when traited if they wish to justify the cooldowns.
My think is.
Signet effect ranger+pet at start.
When got grandmaster traits will effect with friend.+1
Like the thief with venomous aura which is also a grandmaster trait. This class is getting completely short changed.
Exactly what I was thinking about! This would make Rangers worth adding to a group again. Just think of it:
- Signet of the Stone: a whole group invurnable for 6 seconds
- Signet of the Wild: everyone gets bigger, deals more damage and gains Stability for 12 seconds
- Signet of the Hunt: each party member plus your pet deals +50% damage with their next attack
I do think the Signet of Renewal should be changed though, so it works better with the trait.
This would totally make Ranger more viable and worth investing 30 Points in one trait line.
Great idea, but 12 second stability is way too much.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Signets should work on rangers first and then pets when traited if they wish to justify the cooldowns.
My think is.
Signet effect ranger+pet at start.
When got grandmaster traits will effect with friend.+1
Like the thief with venomous aura which is also a grandmaster trait. This class is getting completely short changed.
Exactly what I was thinking about! This would make Rangers worth adding to a group again. Just think of it:
- Signet of the Stone: a whole group invurnable for 6 seconds
- Signet of the Wild: everyone gets bigger, deals more damage and gains Stability for 12 seconds
- Signet of the Hunt: each party member plus your pet deals +50% damage with their next attack
I do think the Signet of Renewal should be changed though, so it works better with the trait.
This would totally make Ranger more viable and worth investing 30 Points in one trait line.
While I do like that, it’s OP and it’s called spirits. That’s what Ranger’s party-wide buffs are supposed to be. But our spirits are lackluster of course. And while Guardian & Warrior shouts help everyone, ours only apply to our pets. So….yea let’s buff our spirits for better party-wide support and make our signets more effective for ourselves (and pets).
[TTBH] [HATE], Yak’s Bend(NA)
50% increased damage on one attack is nothing to get excited about, it’s basically weaker than a single crit. Active effects for the majority of ranger signets are really poor.
Scarlett Daguer (Thief) | Gritt Bloodstone (Warrior) | Sirius Zand (Guardian)
- Whiteside Ridge [EU] -
50% increased damage on one attack is nothing to get excited about, it’s basically weaker than a single crit. Active effects for the majority of ranger signets are really poor.
Um, no? 50% increased damage is a crit (with 0 crit dmg) that can then crit… it’s something that you could get very excited about, not to mention that it’s pretty much the only signet we have that has an even remotely reasonable CD>
As their mother, I have to grant them their wish. – Forever Fyonna
Signets should work on rangers first and then pets when traited if they wish to justify the cooldowns.
My think is.
Signet effect ranger+pet at start.
When got grandmaster traits will effect with friend.+1
Like the thief with venomous aura which is also a grandmaster trait. This class is getting completely short changed.
Exactly what I was thinking about! This would make Rangers worth adding to a group again. Just think of it:
- Signet of the Stone: a whole group invurnable for 6 seconds
- Signet of the Wild: everyone gets bigger, deals more damage and gains Stability for 12 seconds
- Signet of the Hunt: each party member plus your pet deals +50% damage with their next attack
I do think the Signet of Renewal should be changed though, so it works better with the trait.
This would totally make Ranger more viable and worth investing 30 Points in one trait line.Great idea, but 12 second stability is way too much.
Then at grand master traits your friend got effect passive signet100% and 50% effect from active signet should be help
Signet of Renewal trans condition to all friend = win!!(LOL)
Nah just use same rule condi trans to pet is good but “break stun” effect to your friend too.
About spirit I guess
Basic spirit can “target place” not random pop up we can adjust them in good place for best effect and safe aera.
-Vigorous Spirits *2Hp and get Unshakable.
- Nature’s Vengeance Grand boon(per-type of spirt) on master aera and active effect when die.
-Spiritual Knowledge reduce20%cooldown on spirit skill / +15%better effect.
-Spirits Unbound *2aera aura from spirit and active skill from spirit can target by user.
50% increased damage on one attack is nothing to get excited about, it’s basically weaker than a single crit. Active effects for the majority of ranger signets are really poor.
Um, no? 50% increased damage is a crit (with 0 crit dmg) that can then crit… it’s something that you could get very excited about, not to mention that it’s pretty much the only signet we have that has an even remotely reasonable CD>
I must be slow to excite, +50% to ONE attack is really weak for a signet active, in my book. The fact you need a 30 point grandmaster to get it at all is just comical. I pop blind and leech on the equivalent signet on my other toons, but it doesn’t seem worth it on ranger.
Scarlett Daguer (Thief) | Gritt Bloodstone (Warrior) | Sirius Zand (Guardian)
- Whiteside Ridge [EU] -
Its not that great for a single attack, hell I can have 4 of them with the build i run if i want.
I certainly wouldn’t give up in combat speed for it.
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos
50% increased damage on one attack is nothing to get excited about, it’s basically weaker than a single crit. Active effects for the majority of ranger signets are really poor.
Um, no? 50% increased damage is a crit (with 0 crit dmg) that can then crit… it’s something that you could get very excited about, not to mention that it’s pretty much the only signet we have that has an even remotely reasonable CD>
I must be slow to excite, +50% to ONE attack is really weak for a signet active, in my book. The fact you need a 30 point grandmaster to get it at all is just comical. I pop blind and leech on the equivalent signet on my other toons, but it doesn’t seem worth it on ranger.
I pop my sig of the hunt A LOT and I don’t have 30pts in Marks, I’d suggest you look at how hard some of the pet attacks hit, like blinding slash, or the cat pounces and pop it as they are going in to use the skill, it’s pretty devastating seeing as how our pets can hit harder than we do per attack.
As their mother, I have to grant them their wish. – Forever Fyonna
I don’t know, it just doesn’t seem worth the loss of movement speed to me. It’s definitely less useful for me than the necro and thief equivalents, in any case.
Scarlett Daguer (Thief) | Gritt Bloodstone (Warrior) | Sirius Zand (Guardian)
- Whiteside Ridge [EU] -
Signets problems are the incredibly long cooldown attached with them
The only signets that have longer cooldowns then ours are the Rez ones from Necro’s and Guardians
most signets have 20-45 second cooldowns
This, i can understand sig of stone and sig of wild having long CD’s, but really? 120s long? That’s a bit much isn’t it? Maybe 90s or something, but those two certainly need a reduction to them…
PS: Keep in mind our signets are a bit, well, stronger than other profs, that being said they do need a reduction on CD with the exception of SotH that one is the only one in a sane place.
They need to be 60 seconds..
I’d be 100% ok with this tbh, the only thing i’d say about making SoS 60s is because it’s an invuln active, but at the same time, that doesn’t affect you until you spend 30pts and i feel they shouldn’t balance the skill around the having grandmaster trait, well entirely around it.
It’d be same cooldown as Endure Pain for warriors…but with a Talent cost.
There is a skill called “Protect me” meant for this purpose.
I don’t know, it just doesn’t seem worth the loss of movement speed to me. It’s definitely less useful for me than the necro and thief equivalents, in any case.
The point of signets is to want to keep the passive most the time and only use the active when you need it, I only activate the signet when I need burst, but I’d say a good 95% of the time it stays inactive (better than all the other ranger sigs..)
As their mother, I have to grant them their wish. – Forever Fyonna
Signets problems are the incredibly long cooldown attached with them
The only signets that have longer cooldowns then ours are the Rez ones from Necro’s and Guardians
most signets have 20-45 second cooldowns
This, i can understand sig of stone and sig of wild having long CD’s, but really? 120s long? That’s a bit much isn’t it? Maybe 90s or something, but those two certainly need a reduction to them…
PS: Keep in mind our signets are a bit, well, stronger than other profs, that being said they do need a reduction on CD with the exception of SotH that one is the only one in a sane place.
They need to be 60 seconds..
I’d be 100% ok with this tbh, the only thing i’d say about making SoS 60s is because it’s an invuln active, but at the same time, that doesn’t affect you until you spend 30pts and i feel they shouldn’t balance the skill around the having grandmaster trait, well entirely around it.
It’d be same cooldown as Endure Pain for warriors…but with a Talent cost.
There is a skill called “Protect me” meant for this purpose.
Transferring damage to a pet is not the same as invulnerability, especially when it usually kills your pet – i.e. half of you/your effectiveness, and only lasts for 2 seconds before the pet dies.
Signets problems are the incredibly long cooldown attached with them
The only signets that have longer cooldowns then ours are the Rez ones from Necro’s and Guardians
most signets have 20-45 second cooldowns
This, i can understand sig of stone and sig of wild having long CD’s, but really? 120s long? That’s a bit much isn’t it? Maybe 90s or something, but those two certainly need a reduction to them…
PS: Keep in mind our signets are a bit, well, stronger than other profs, that being said they do need a reduction on CD with the exception of SotH that one is the only one in a sane place.
They need to be 60 seconds..
I’d be 100% ok with this tbh, the only thing i’d say about making SoS 60s is because it’s an invuln active, but at the same time, that doesn’t affect you until you spend 30pts and i feel they shouldn’t balance the skill around the having grandmaster trait, well entirely around it.
It’d be same cooldown as Endure Pain for warriors…but with a Talent cost.
There is a skill called “Protect me” meant for this purpose.
Transferring damage to a pet is not the same as invulnerability, especially when it usually kills your pet – i.e. half of you/your effectiveness, and only lasts for 2 seconds before the pet dies.
Solution, stop using a 0BM cat/bird
As their mother, I have to grant them their wish. – Forever Fyonna
Signets problems are the incredibly long cooldown attached with them
The only signets that have longer cooldowns then ours are the Rez ones from Necro’s and Guardians
most signets have 20-45 second cooldowns
This, i can understand sig of stone and sig of wild having long CD’s, but really? 120s long? That’s a bit much isn’t it? Maybe 90s or something, but those two certainly need a reduction to them…
PS: Keep in mind our signets are a bit, well, stronger than other profs, that being said they do need a reduction on CD with the exception of SotH that one is the only one in a sane place.
They need to be 60 seconds..
I’d be 100% ok with this tbh, the only thing i’d say about making SoS 60s is because it’s an invuln active, but at the same time, that doesn’t affect you until you spend 30pts and i feel they shouldn’t balance the skill around the having grandmaster trait, well entirely around it.
It’d be same cooldown as Endure Pain for warriors…but with a Talent cost.
There is a skill called “Protect me” meant for this purpose.
Transferring damage to a pet is not the same as invulnerability, especially when it usually kills your pet – i.e. half of you/your effectiveness, and only lasts for 2 seconds before the pet dies.
Solution, stop using a 0BM cat/bird
lol are you suggesting that a 30 bm bear could last the full 6 seconds of 1 thief attacking it? let alone 2 or more! And even if it did, it can’t attack during that time, so the ability is clearly much worse than straight-up invulnerability, that’s all i was saying.
Does anyone know for sure what happens when you use Signet of Renewal with the Signet of the Beastmaster trait? As far as I can tell, both of you pull all conditions, but your pet’s goes second. So if you’re near your pet, your pet gets everything and you get a clean slate.
So on one hand, if you’re really far away from your pet when you use it, you get stuck holding the bag. But on the other, you extend the range of condition pull to include everyone near your pet and yourself, with everything going to the pet.
That being said, the obvious uses of Signet of the Beastmaster are Signet of Stone and Signet of the Wild, and they’re powerful enough to justify its grandmaster status, in my opinion.
It’s pretty obvious, and nobody’s impressed.
Signets problems are the incredibly long cooldown attached with them
The only signets that have longer cooldowns then ours are the Rez ones from Necro’s and Guardians
most signets have 20-45 second cooldowns
This, i can understand sig of stone and sig of wild having long CD’s, but really? 120s long? That’s a bit much isn’t it? Maybe 90s or something, but those two certainly need a reduction to them…
PS: Keep in mind our signets are a bit, well, stronger than other profs, that being said they do need a reduction on CD with the exception of SotH that one is the only one in a sane place.
They need to be 60 seconds..
I’d be 100% ok with this tbh, the only thing i’d say about making SoS 60s is because it’s an invuln active, but at the same time, that doesn’t affect you until you spend 30pts and i feel they shouldn’t balance the skill around the having grandmaster trait, well entirely around it.
It’d be same cooldown as Endure Pain for warriors…but with a Talent cost.
There is a skill called “Protect me” meant for this purpose.
Transferring damage to a pet is not the same as invulnerability, especially when it usually kills your pet – i.e. half of you/your effectiveness, and only lasts for 2 seconds before the pet dies.
Solution, stop using a 0BM cat/bird
lol are you suggesting that a 30 bm bear could last the full 6 seconds of 1 thief attacking it? let alone 2 or more! And even if it did, it can’t attack during that time, so the ability is clearly much worse than straight-up invulnerability, that’s all i was saying.
Well seeing as how most rangers run 30pts in WS if you take bark skin that triggers when your pet hits 25% making that bear take even less damage, and then the fact that bears will still use their defy pain making them immune to damage and the while bears have like 8k vitality…. Yes, yes they can, Beary Bearington has saved my life time and time again because he’s an absolute monster.
Oh yeah, and if you use a black bear like I do you can throw weakness up on those pesky thieves making their burst significantly less threatening, and butchers their endurance regen.
As their mother, I have to grant them their wish. – Forever Fyonna
Signets problems are the incredibly long cooldown attached with them
The only signets that have longer cooldowns then ours are the Rez ones from Necro’s and Guardians
most signets have 20-45 second cooldowns
This, i can understand sig of stone and sig of wild having long CD’s, but really? 120s long? That’s a bit much isn’t it? Maybe 90s or something, but those two certainly need a reduction to them…
PS: Keep in mind our signets are a bit, well, stronger than other profs, that being said they do need a reduction on CD with the exception of SotH that one is the only one in a sane place.
They need to be 60 seconds..
I’d be 100% ok with this tbh, the only thing i’d say about making SoS 60s is because it’s an invuln active, but at the same time, that doesn’t affect you until you spend 30pts and i feel they shouldn’t balance the skill around the having grandmaster trait, well entirely around it.
It’d be same cooldown as Endure Pain for warriors…but with a Talent cost.
There is a skill called “Protect me” meant for this purpose.
Transferring damage to a pet is not the same as invulnerability, especially when it usually kills your pet – i.e. half of you/your effectiveness, and only lasts for 2 seconds before the pet dies.
Solution, stop using a 0BM cat/bird
lol are you suggesting that a 30 bm bear could last the full 6 seconds of 1 thief attacking it? let alone 2 or more! And even if it did, it can’t attack during that time, so the ability is clearly much worse than straight-up invulnerability, that’s all i was saying.
Well seeing as how most rangers run 30pts in WS if you take bark skin that triggers when your pet hits 25% making that bear take even less damage, and then the fact that bears will still use their defy pain making them immune to damage and the while bears have like 8k vitality…. Yes, yes they can, Beary Bearington has saved my life time and time again because he’s an absolute monster.
Oh yeah, and if you use a black bear like I do you can throw weakness up on those pesky thieves making their burst significantly less threatening, and butchers their endurance regen.
loving the pet name, and yeah if they use invulnerability they will survive it but you can’t count on that – and bark skin requires 30 points and GM trait – whilst these things work, they’re nowhere near as good as straight-up invulnerability would be, just the fact you need a bear makes it a huge sacrifice imho.
Signets problems are the incredibly long cooldown attached with them
The only signets that have longer cooldowns then ours are the Rez ones from Necro’s and Guardians
most signets have 20-45 second cooldowns
This, i can understand sig of stone and sig of wild having long CD’s, but really? 120s long? That’s a bit much isn’t it? Maybe 90s or something, but those two certainly need a reduction to them…
PS: Keep in mind our signets are a bit, well, stronger than other profs, that being said they do need a reduction on CD with the exception of SotH that one is the only one in a sane place.
They need to be 60 seconds..
I’d be 100% ok with this tbh, the only thing i’d say about making SoS 60s is because it’s an invuln active, but at the same time, that doesn’t affect you until you spend 30pts and i feel they shouldn’t balance the skill around the having grandmaster trait, well entirely around it.
It’d be same cooldown as Endure Pain for warriors…but with a Talent cost.
There is a skill called “Protect me” meant for this purpose.
Transferring damage to a pet is not the same as invulnerability, especially when it usually kills your pet – i.e. half of you/your effectiveness, and only lasts for 2 seconds before the pet dies.
Solution, stop using a 0BM cat/bird
lol are you suggesting that a 30 bm bear could last the full 6 seconds of 1 thief attacking it? let alone 2 or more! And even if it did, it can’t attack during that time, so the ability is clearly much worse than straight-up invulnerability, that’s all i was saying.
Well seeing as how most rangers run 30pts in WS if you take bark skin that triggers when your pet hits 25% making that bear take even less damage, and then the fact that bears will still use their defy pain making them immune to damage and the while bears have like 8k vitality…. Yes, yes they can, Beary Bearington has saved my life time and time again because he’s an absolute monster.
Oh yeah, and if you use a black bear like I do you can throw weakness up on those pesky thieves making their burst significantly less threatening, and butchers their endurance regen.
loving the pet name, and yeah if they use invulnerability they will survive it but you can’t count on that – and bark skin requires 30 points and GM trait – whilst these things work, they’re nowhere near as good as straight-up invulnerability would be, just the fact you need a bear makes it a huge sacrifice imho.
I actually found out my Moa Clucky can also survive from Protect me while running a 0/5/20/5/30 build, I can do it with my fern hound as well, but that cuts it pretty close and always makes me nervous.
Oh, another thing I noticed with “Protect Me!” Is that the damage gets mitigated twice, once via your stats, again via your pets stats so if you pop protect me! At 25% health or lower and have bark skin, once your pet joins you at 25% health that damage is being cut by 60% and then if you get prot from dodging…. Well your pet isn’t taking much of anything anymore!
Still, as you said it takes a lot of things to add up to make it better, I think that you and your pet should both get Protection when using protect me to make it just all around better, on top of the current effect.
As their mother, I have to grant them their wish. – Forever Fyonna
Signets problems are the incredibly long cooldown attached with them
The only signets that have longer cooldowns then ours are the Rez ones from Necro’s and Guardians
most signets have 20-45 second cooldowns
This, i can understand sig of stone and sig of wild having long CD’s, but really? 120s long? That’s a bit much isn’t it? Maybe 90s or something, but those two certainly need a reduction to them…
PS: Keep in mind our signets are a bit, well, stronger than other profs, that being said they do need a reduction on CD with the exception of SotH that one is the only one in a sane place.
They need to be 60 seconds..
I’d be 100% ok with this tbh, the only thing i’d say about making SoS 60s is because it’s an invuln active, but at the same time, that doesn’t affect you until you spend 30pts and i feel they shouldn’t balance the skill around the having grandmaster trait, well entirely around it.
It’d be same cooldown as Endure Pain for warriors…but with a Talent cost.
There is a skill called “Protect me” meant for this purpose.
Transferring damage to a pet is not the same as invulnerability, especially when it usually kills your pet – i.e. half of you/your effectiveness, and only lasts for 2 seconds before the pet dies.
Solution, stop using a 0BM cat/bird
lol are you suggesting that a 30 bm bear could last the full 6 seconds of 1 thief attacking it? let alone 2 or more! And even if it did, it can’t attack during that time, so the ability is clearly much worse than straight-up invulnerability, that’s all i was saying.
Well seeing as how most rangers run 30pts in WS if you take bark skin that triggers when your pet hits 25% making that bear take even less damage, and then the fact that bears will still use their defy pain making them immune to damage and the while bears have like 8k vitality…. Yes, yes they can, Beary Bearington has saved my life time and time again because he’s an absolute monster.
Oh yeah, and if you use a black bear like I do you can throw weakness up on those pesky thieves making their burst significantly less threatening, and butchers their endurance regen.
loving the pet name, and yeah if they use invulnerability they will survive it but you can’t count on that – and bark skin requires 30 points and GM trait – whilst these things work, they’re nowhere near as good as straight-up invulnerability would be, just the fact you need a bear makes it a huge sacrifice imho.
I actually found out my Moa Clucky can also survive from Protect me while running a 0/5/20/5/30 build, I can do it with my fern hound as well, but that cuts it pretty close and always makes me nervous.
Oh, another thing I noticed with “Protect Me!” Is that the damage gets mitigated twice, once via your stats, again via your pets stats so if you pop protect me! At 25% health or lower and have bark skin, once your pet joins you at 25% health that damage is being cut by 60% and then if you get prot from dodging…. Well your pet isn’t taking much of anything anymore!
Still, as you said it takes a lot of things to add up to make it better, I think that you and your pet should both get Protection when using protect me to make it just all around better, on top of the current effect.
That is interesting! So if you and your pet both have protection, and are both under 25% health with bark skin does that mean you gain health when attacked? :P
Signets problems are the incredibly long cooldown attached with them
The only signets that have longer cooldowns then ours are the Rez ones from Necro’s and Guardians
most signets have 20-45 second cooldowns
This, i can understand sig of stone and sig of wild having long CD’s, but really? 120s long? That’s a bit much isn’t it? Maybe 90s or something, but those two certainly need a reduction to them…
PS: Keep in mind our signets are a bit, well, stronger than other profs, that being said they do need a reduction on CD with the exception of SotH that one is the only one in a sane place.
They need to be 60 seconds..
I’d be 100% ok with this tbh, the only thing i’d say about making SoS 60s is because it’s an invuln active, but at the same time, that doesn’t affect you until you spend 30pts and i feel they shouldn’t balance the skill around the having grandmaster trait, well entirely around it.
It’d be same cooldown as Endure Pain for warriors…but with a Talent cost.
There is a skill called “Protect me” meant for this purpose.
Transferring damage to a pet is not the same as invulnerability, especially when it usually kills your pet – i.e. half of you/your effectiveness, and only lasts for 2 seconds before the pet dies.
Solution, stop using a 0BM cat/bird
lol are you suggesting that a 30 bm bear could last the full 6 seconds of 1 thief attacking it? let alone 2 or more! And even if it did, it can’t attack during that time, so the ability is clearly much worse than straight-up invulnerability, that’s all i was saying.
Well seeing as how most rangers run 30pts in WS if you take bark skin that triggers when your pet hits 25% making that bear take even less damage, and then the fact that bears will still use their defy pain making them immune to damage and the while bears have like 8k vitality…. Yes, yes they can, Beary Bearington has saved my life time and time again because he’s an absolute monster.
Oh yeah, and if you use a black bear like I do you can throw weakness up on those pesky thieves making their burst significantly less threatening, and butchers their endurance regen.
loving the pet name, and yeah if they use invulnerability they will survive it but you can’t count on that – and bark skin requires 30 points and GM trait – whilst these things work, they’re nowhere near as good as straight-up invulnerability would be, just the fact you need a bear makes it a huge sacrifice imho.
I actually found out my Moa Clucky can also survive from Protect me while running a 0/5/20/5/30 build, I can do it with my fern hound as well, but that cuts it pretty close and always makes me nervous.
Oh, another thing I noticed with “Protect Me!” Is that the damage gets mitigated twice, once via your stats, again via your pets stats so if you pop protect me! At 25% health or lower and have bark skin, once your pet joins you at 25% health that damage is being cut by 60% and then if you get prot from dodging…. Well your pet isn’t taking much of anything anymore!
Still, as you said it takes a lot of things to add up to make it better, I think that you and your pet should both get Protection when using protect me to make it just all around better, on top of the current effect.
That is interesting! So if you and your pet both have protection, and are both under 25% health with bark skin does that mean you gain health when attacked? :P
I have not checked this loo, I just know that me and my pet were under 25% and I was able to eat 2 backstabs and an initiative bar of heart seekers and my pets health bar barely even moved xD
As their mother, I have to grant them their wish. – Forever Fyonna