(edited by Dojo.1867)
Ranger Trait Ideas
All trap traits should be moved – since they are condition damage @devs! – into marksmanship or wildernes survival.
I don’t get what these guys are doing. Its just annoying.
Oh I thought about that aswell. Wonder why I didn’t include it.
- New Trait Tier 3 (Skirmishing): Trap’s do initial damage upon activating. (Such as the Ranger’s in AC Exp)
- New Trait Tier 3 (Marksmanship): Decreases the cast time of all Longbow skills by 15%
-Adjustments to the current Traits-
Trapper’s Expertise (Skirmishing)
- Trap skill’s use ground targeting (1000 Ranged) and are 50% larger (Currently, their range is 600, which feels too short)
Beastmaster’s Bond (Marksmanship)
- Gain fury and 10 might when your pet’s health reaches 50% (30 Second CD) (Currently, you only get 1 might, which is pathetic)
Beastmaster’s Signet (Marksmanship)
- Activating a Signet grants 8 might (Currently, you only get 1 might, which again is pathetic)
Companion’s Might (Skirmishing)
- Critical hits grant might to your pets (Increase the duration of the might applied to the pet to 10 seconds, as opposed to the 2 or so seconds it is now).
Master’s Bond (Beastmastery)
- Your pet has a bond with you that increases its attributes each time you kill a foe. When it is defeated, the bond is reset (Change it so you can swap your pet and still keep the bonus. Otherwise, this trait is completely contradicting it’s minor trait “Zephyr’s Speed”)
Martial Mastery (Wilderness Survival)
- Sword, greatsword, and spear skills recharge 20% faster and increases damage by 5%
Vigorous Spirits (Nature Magic)
- Spirits share the Ranger’s Vitality (as opposed to giving them twice as much health) and are immune to Area of Effects
Spiritual Knowledge (Nature Magic)
- Spirit bonuses have a 30% better chance of providing their benefits (as opposed to the 15% it is currently) and increases their buff range.
Agility Training (Skirmishing)
- “Return to Me” now makes the pet Shadowstep back to the Ranger. (as opposed to the 30% faster speed increase) 15 second Cooldown
Healer’s Clerity (Wilderness Survival)
- Grants regeneration to you and your ally when you revive someone (currently, it applies Swiftness).
Hide in Plain Sight (Wilderness Survival)
- Apply stealth (as opposed to camouflage) when you are dazed, knocked down, launched, pushed back, or stunned. This effect cannot trigger more than once every 30 seconds.
Enlargement (Nature Magic)
- Pets get enlarged when you reach 50% health (as opposed to the 25% it is now)
Instinctual Bond (Beastmastery)
- When you reach 25% health, your pet gains quickness for 5 seconds (currently, this only works when you are downed) 50 second cooldown.
Shared Anguish (Wilderness Survival)
- Incoming disabling conditions (stun, daze, knockback, knockdown, sink, float, fear, launch) are reflected back to the enemy instead 90 second cooldown (currently, it is transferred to your pet and why would we want that?)