Ranger staff improvements

Ranger staff improvements

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Posted by: Swagger.1459

Swagger.1459

Staff is mediocre in pve and not good in wvw.

Skill 1- decent except for sound. Maybe a more “beefed up” beam.

Skill 2- increase radius and add burning damage.

Skill 3- good

Skill 4- Make it a ranged aoe that so you can hit stuff on walls in wvw. Keep the effects the same… Immobilize/damage/remove conditions…

Skill 5- Make it a healing dome that heals and removes conditions. Have it centered around the caster and keep the “incoming ranged attacks are turned into heals” part.

New Main- 80 Thief – P/P- Vault Spam Pro

221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.

Ranger staff improvements

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Posted by: Wetpaw.3487

Wetpaw.3487

I like some of your ideas, to add, I would change CA Cosmic Ray to Solar Beam but with the damage and healing number swapped so a Druid could continue dealing a little damage but stay consistent w/the healing priority of CA form.

JQ Druid

Ranger staff improvements

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Posted by: Levetty.1279

Levetty.1279

If they added burning to the auto and some damaging conditions to skill 4 as well then combined with your ideas it would be a decent weapon.

Ranger staff improvements

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Posted by: Fiodoir.4801

Fiodoir.4801

I generally agree with you, though I think some of the changes could also be optional new traits to give staff/Druid some more offensive capabilities.

For example, start off by giving Staff 1 a bit of burning as a baseline. This might end up being part of a trait itself, but I don’t think it would be overpowered to make it baseline.

Next step – new trait that works with burning. For example:

Solar Attunement – Staff 1 now gives a unique effect to target enemy called “Solar Attunement” – 1 stack that lasts 10 seconds per attack, stacks intensity. If you use Staff 1 on a target with 3 stacks of “Solar Attunement”, the target loses all stacks of it and bursts into flame, afflicting them with additional burning and creating a small fire field around them that does minor burning to all foes who stand in it.

^- More damage for Druid and fire fields for might are also useful in group settings, win-win.

Another idea:

Solar Magnification – Staff 1 now afflicts targets with a unique effect called “Solar Magnification” – 1 stack that lasts 7 seconds per attack, stacks intensity. Solar Magnification increases the duration (and/or damage, depending on balancing) of all burning applied to the target. Maybe 5-10% increased duration/damage per stack?

^- Like the previous trait idea, more damage for Druid but also syncs well with professions that use lots of burning (Berserker Warriors, Guardians, etc.). Also has a lot of synergy with Sun Spirit (as well as being flavorful given that they both have to do with the sun). Unique effects also make a profession/spec stand out more, though of course this makes it harder to balance because no one else has it.

What do people think of these ideas?

“Better a witty fool than a foolish wit”
- Shakespeare