Ranger Trait Ideas

Ranger Trait Ideas

in Ranger

Posted by: Dojo.1867

Dojo.1867

So we have a whole lot of bad traits, traits that should be merged into one or just replaced, etc, etc. Here are some ideas of what would be cool for the class and generally help with its weaknesses:

Evasion Traits
There are many traits for other classes that do something on blocks like make enemies burn for guardian. The counterpart for blocking of ranger is evasion so why not give us “on evade” effects. Maybe one of these:

  • gain a stack of might
  • remove a condition
  • blinds enemy that missed

Because normal dodging allows to evade this should be either exlcuded or the effects should get appropriate internal cooldowns.

Mobility Traits
Warrior has Mobile Strikes (Movement skills break immobilize.). Wouldn’t that be very fitting (imo even more fitting) for the ranger class aswell? There are many traits that are shared for multiple classes and we could definitely use this one!

Trap Traits
These are missplaced completly. If you go traps you need condition damager which is in the Wilderness Survival traitline. Trap traits belong there, too while there is actually stuff in Wilderness survival that would be way more fitting for Skirmishing (like GS cooldown reduction). I really think this is actually just rushed and ended up like this by mistake. I personally also think the range increase is to massive for a trait. They should be 25% bigger by default and get another 25% + the ground targeting with the trait.

Attack of Opportunity
This is currently an “on next attack” buff you can obtain by running Moment of Clarity (12 Skirmishing) and successfully interrupting a target or the active effect of the speed signet traited for applying to the pet and the player. It makes your next attack deal 50% more damage (wrong tooltip say 150% increase). I love the idea of this but for the effort it feels a bit weak. This should either just be “your next attack crits” which would benefit from crit damage but still be atleast 50% OR it should just trigger whenever you stun/daze (not having to interrupt).
Your ideas?

(edited by Dojo.1867)

Ranger Trait Ideas

in Ranger

Posted by: raubvogel.5071

raubvogel.5071

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.

Ranger Trait Ideas

in Ranger

Posted by: Dojo.1867

Dojo.1867

Oh I thought about that aswell. Wonder why I didn’t include it.

Ranger Trait Ideas

in Ranger

Posted by: Nurse.1085

Nurse.1085

  • 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?)