Ranger ideas :) Please add to the list!
I am actually in the progress of writing a complete Ranger overhaul thread. Do not wait around for it, though. My real life goes first.
That said, I will copy/paste a few suggestions I have to get some feedback here.
On the Greatsword skill #5, change the increased pet damage to “You activate Signet of the Hunt.” For people without signet traits, there would be no functional difference. If you choose to use those traits however, you give a lot more burst potential to Maul (for example.) Because face it, the signet traits are currently underwhelming and the Ranger could use some more “Oomph!”
Co-founder of Flying Pink Unicorns [PWNY], Ring of Fire
I understand what you are talking about We could definetly use more “oomph!” haha
Using traits to help signets does work, but the signet itself is just underwhelming! especially when it only applies itself for one attack, sheesh! !!!
Thanks for sharing! looking forward to more of your suggestions!
Well Signet of the Hunt is one skill I do not have much of a problem with. In most cases, if you find yourself with it on your skill bar you chose it for the passive effect. A more worthwhile active effect would be fun to use, but my previous suggestion was more of a work-around to avoid having to tinker with that skill in particular.
Co-founder of Flying Pink Unicorns [PWNY], Ring of Fire
Complete Ranger revision with informative descreptions on way, will be released around Christmas as I need some time for other classes too.
Just one of ideas I’ll post:
Remove passive pet healing from BM tree. Now every pet regenerates 1% of total health every second while under 75% health. Vigor Boon boosts the healing to 2% every second and works without certain health level cap till the boon is up – just a passive heal, helping all pets with staying up during the fight and finally Pet affected by Vigor in some way
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Pets:
right now the biggest problems with pets is their unresponsive F2 abilities. What if we changed the F2 abilities to no longer be cast from the pet?
Instead, the Ranger will push F2 and summon a spirit representing their current pet and shortly after the spirit is summoned, it uses an ability centered around the spirit you’ve chosen. This way you solve the unresponsive issue of the pet and ensure the F2 abilities are available even when the pet is dead (or not if you see fit).
So for example… I have the Timbre Wolf out and I push F2. It immediately summons a spirit wolf by my side and shortly later (.25 – .5 seconds) the spirit wolf howls and fears up to 5 people away from me. Similarly if you had a Crow active… you hit F2, it summons a spirit crow next to you, shortly later it turns into a beam of light and strikes the target for high damage and blinds them.
Signet of the Hunt:
I absolutely agree with you. Activating the trinket just isn’t all that inspiring. Most people just activate it when they zone in and walk around with the buff since it lasts so long and don’t even notice when it goes off.
I say change its active to give us a special attack depending on the weapon we have activated at the moment. This could solve your other issue as well..
Shortbow: Next # attacks cause your target to burn.
Longbow: Take aim for 1 second and release a kill shot.
etc etc.
This mechanic works with the majority of abilities
I posted a simple idea just yesterday. Give the pets a sic ’em like ability for speed and quickness for a short burst of effective attacking or to cast the F2.
I would like to see this thread used more, rather than creating a new one for every single cunning idea. It would make for a much more interesting read.
In my first post here I said I would come back with some more ideas. I still want some feedback, so let’s have it.
“Guard!”: currently this skill seems underwhelming as you take a utility skill only to… trigger a 30 point trait and in the process make your pet a bit beefier.
I would suggest adding the idea of adding an additional 150 range to pet attacks to this skill (in the area in which it is cast.*) If you do not need it (such as when playing Player versus Environment or when using ranged pets) there is nothing to give up or take into account for. In other scenario’s you would have to consider if more accurate pet attacks are worth an utility slot, or if you would rather stay away from utilizing them.
*I do not know if this mechanic would even be possible to be implemented, but it would force the player to (Ugh!..) cast the shout at a strategic location.
On that matter, one thing that has always bugged me is how “Guard!” is actually a shout, but has a cast time either way. Combined with my previous suggestion, removing the cast time might actually be too powerful. But what do you think?
Co-founder of Flying Pink Unicorns [PWNY], Ring of Fire