Shout UTILITY thread remade
We are, indeed, reading.
We particularly take time to read the constructive and well-crafted feedback posts.
I don’t want to make promises, which as many of you have pointed out can go horribly awry for a variety of reasons, but we are hoping to make some changes to the old ranger shouts (pre-WHAO & SotP).
Is there any sort of plan to make a pass on Guard ever?
It’s functionality doesn’t seem to tie in well with anything you’d want to do in any game mode. There have been a ton of great rework suggestions over time, but really, “Guard” has only ever functioned as fodder to get regen and swiftness through traiting, and even the changeover of WHaO to a shout has replaced that usage.
Cooldown adjustments given, some of my favorite suggestions that I’ve seen are:
- makes the pet instantly travel to an area, instead of traversing the terrain (so a pet teleport)
- becomes a two part skill, allowing rangers for the second part to then swap positions with their pet
- reveals enemies walking in the area being guarded
- grants boons to allies while in the area being guarded
This skill really seems like the only skill left in need of some sort of functionality adjustment for the time being. So if shouts are being looked it, seeing Guard on the list would be nice.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
We are, indeed, reading.
We particularly take time to read the constructive and well-crafted feedback posts.
I don’t want to make promises, which as many of you have pointed out can go horribly awry for a variety of reasons, but we are hoping to make some changes to the old ranger shouts (pre-WHAO & SotP).
Irenio ranger has been left behind since day one. We need a total overhaul NOW and not who knows when….
1) We need more damage
2) We need more sustain
3) Pets need to be less dumb
4) It’s been 3 years since we keep giving constructive feedback. Unfortunatly Now we all are a bit tired and let’ s be honest we are epicly disappointed.
So what we have reached so far.
Guard needs either an aoe denial or an aoe support component.
Search and rescue could work if it was an puling aoe heal with ground targeted functionality. (Pet runs to an area and pulses aoe healing for downed and living players). The idea of a weaker version of transfusion. The cooldown could be adjusted to keep in line with other support skills (either leaving it as it is or lowering it -.- Were trying to make this skill WANTED.)
Protect me needs a rework. The “im going to kill my pet” keeps it from even being a true invuln. The idea of a 50% transfer is still the best I can think of at this time. What if it was a tether between the ranger and the pet? That way it would have some visual sign for enemies in pvp/wvw to know its happening. In its current state protect me can be confusing. Edit: It was also mentioned that the adding of protection&resistance to this affect for the ranger/pet would help it in its current form.
Sic Em It seems like everyone agrees has is a good idea. However its mechanics can make it unwieldy to use. Or even downright frustrating if the fight dynamic changes and we have to cancel it.
Edit: Also please stay on topic. Don’t derail this thread just because a red post has commented. Please keep it to the core conversation.
(edited by Shadelang.3012)
I really like this thread, there are some good suggestions in here. Personally I really like the idea of the shouts becoming more boon based, creating the possibility for internal synergy with the new “We heal as One”.
One thing that really bothers me however is that by default all Ranger shouts are selfish, only affection ourselves and our pets. The only rune that currently enhances shouts is Rune of the Trooper —> remove conditions from affected allies. I can only conclude that Rangers get the shorter end of the stick if we wanted to use this rune to its fullest potential because of this selfish nature.
It gets interesting however: when we look at our traits, resounding trimble DOES, in fact, affect our allies but DOESN’T currently proc the rune.
So, while we are here reviewing the shouts, I for one would like to see this functionality added/looked at. It would also be an awesome extra tool for especially druid that I see using a tanky healing build for which this rune would be perfect.
(edited by Rinse.6094)
Search and Rescue could send the pet to a targeted area, pulling a downed ally to the ranger’s position, pulsing a rez (like necro transfusion) for a few seconds as they return.
Guard could send the pet to location and cast aoe taunt, otherwise functioning as it currently is.
Sic’ em could make the pet unstoppable (like risen abomination) have a lesser damage buff, maybe 15 or 20 percent, and superspeed.
Protect Me! could have damage resistance added to pet and allow it to attack, but give it a shorter leash range, maybe 360 around the ranger. Even though this skill currently kills the pet, I like the idea of ranger pets willing to sacrifice themselves to save their master.
What if
ALL ranger shouts had the ‘Copy Boons’ effect with its current base duration? Or at least 50% higher base duration
Was thinking about it when thinking about fortifying bond
It could be the only tweak needed to all the other shouts, and with the PRETTY low Base Duration, it wouldn’t be TOO powerful,
I mean untraited, the durations are
- 20s – WHaO
- 15s – Guard
- 60s – Protect Me!
- 85s – Search and Rescue!
- 40s – Sic ’Em!
- 60s – SotP
Also, the boon copy would occur AFTER the Shout is cast, so for
- ‘Guard’ – the ranger would get the Protection Boon when it is cast
- ‘SotP’ – The Ranger would get double Fury/Stab/Swift duration on cast
Would add something different and something new to the ranger, make shouts slightly more useful. IF there’s also 1 or 2 added boons per shout, it could be very beneficial to the ranger (Resist on Protect me, Fury on Sic ’Em, Stability/Aegis on Search and Rescue)
Discuss
We are, indeed, reading.
We particularly take time to read the constructive and well-crafted feedback posts.
I don’t want to make promises, which as many of you have pointed out can go horribly awry for a variety of reasons, but we are hoping to make some changes to the old ranger shouts (pre-WHAO & SotP).
Is there any sort of plan to make a pass on Guard ever?
It’s functionality doesn’t seem to tie in well with anything you’d want to do in any game mode. There have been a ton of great rework suggestions over time, but really, “Guard” has only ever functioned as fodder to get regen and swiftness through traiting, and even the changeover of WHaO to a shout has replaced that usage.
Cooldown adjustments given, some of my favorite suggestions that I’ve seen are:
- makes the pet instantly travel to an area, instead of traversing the terrain (so a pet teleport)
- becomes a two part skill, allowing rangers for the second part to then swap positions with their pet
- reveals enemies walking in the area being guarded
- grants boons to allies while in the area being guarded
This skill really seems like the only skill left in need of some sort of functionality adjustment for the time being. So if shouts are being looked it, seeing Guard on the list would be nice.
Unless the ranger is traveling through the earth with nature magic, I don’t think teleportation fits thematically. Boons and reveals sound great though.
( With my previous suggestion, all shouts get boon copy effect, Change ‘Guard’ base CD to like 20s )
What if
ALL ranger shouts had the ‘Copy Boons’ effect with its current base duration? Or at least 50% higher base duration
Was thinking about it when thinking about fortifying bond
It could be the only tweak needed to all the other shouts, and with the PRETTY low Base Duration, it wouldn’t be TOO powerful,
I mean untraited, the durations are
- 20s – WHaO
- 15s – Guard
- 60s – Protect Me!
- 85s – Search and Rescue!
- 40s – Sic ’Em!
- 60s – SotP
Also, the boon copy would occur AFTER the Shout is cast, so for
- ‘Guard’ – the ranger would get the Protection Boon when it is cast
- ‘SotP’ – The Ranger would get double Fury/Stab/Swift duration on cast
Would add something different and something new to the ranger, make shouts slightly more useful. IF there’s also 1 or 2 added boons per shout, it could be very beneficial to the ranger (Resist on Protect me, Fury on Sic ’Em, Stability/Aegis on Search and Rescue)
Discuss
Maybe I’m a simpleton, but I would rather have an Invigorating Bond rework that just gives me all boons my pet receives. From shouts and other allies, it could be inverse fortifying bond. Much cleaner.
With the current “We Heal as One” boon durations, some are almost too quick. We get as much protection from a dodge roll with WS Companion’s Defense, as we get from that transfer. With the long cooldowns of some of the shouts, it wouldn’t be worth adding very short boons to them. Plus, that might encourage rangers to blow all their shouts at once for boons, instead of using them for their own tactical purposes.
We are, indeed, reading.
We particularly take time to read the constructive and well-crafted feedback posts.
I don’t want to make promises, which as many of you have pointed out can go horribly awry for a variety of reasons, but we are hoping to make some changes to the old ranger shouts (pre-WHAO & SotP).
Is there any sort of plan to make a pass on Guard ever?
It’s functionality doesn’t seem to tie in well with anything you’d want to do in any game mode. There have been a ton of great rework suggestions over time, but really, “Guard” has only ever functioned as fodder to get regen and swiftness through traiting, and even the changeover of WHaO to a shout has replaced that usage.
Cooldown adjustments given, some of my favorite suggestions that I’ve seen are:
- makes the pet instantly travel to an area, instead of traversing the terrain (so a pet teleport)
- becomes a two part skill, allowing rangers for the second part to then swap positions with their pet
- reveals enemies walking in the area being guarded
- grants boons to allies while in the area being guarded
This skill really seems like the only skill left in need of some sort of functionality adjustment for the time being. So if shouts are being looked it, seeing Guard on the list would be nice.
Unless the ranger is traveling through the earth with nature magic, I don’t think teleportation fits thematically. Boons and reveals sound great though.
http://wiki.guildwars.com/wiki/Strike_as_One
There is precedence for at least the pet doing it so I don’t see why Ranger shouldn’t be able to do it either.
On the topic of Search and Rescue. What if it was reworked to be a ground targted ability that hte pet would run into an area and pulse out aoe healing. That healing would have a similar affect to a weaker version of transfusion on the downed. But it would also affect those still standing.
+1 to that brilliant idea.
Or how bout adding in passive buffs for each type of pet, for example Bear would give toughness passively to allies around it.
I would actually like to see Sic Em apply the buff to the Ranger himself too. And I feel that the current Signet of the Wild is a mess, its passive effect being interval healing and active stab and damage increase??! It just feels all over the place. And do we really need a second source of stability?
Proposed changes:
-Sic Em apply Reveal and gain 25% dmg increase and 50% movement for both pet and ranger (the active effect of Signet of the Wild).
-Signet of the Wild rework to, instant cast and breakstun and gives Resistance of X seconds to both pet and ranger. Passive effect stays the same. (Now we have a source of resistance and this can combo well with……. Signet of Renewal!)
What do you guys think?
http://wiki.guildwars.com/wiki/Strike_as_One
There is precedence for at least the pet doing it so I don’t see why Ranger shouldn’t be able to do it either.
Disagree with Strike as One as it will just blow my pet up in WvW or PVE.
Since it’s on topic…
Postception!
I will quote myself from more than month ago:
I really enjoyed playing Beastmastery after the patch.
From me, couple things:
1. Fortifying Bond should’ve been baseline or as one of Beastmastery minors. It’s incredibly important for any build with Pet as Damage role in mind. To achieve really good BM build, we need 4 traitlines together.
2. I haven’t tested if all the bugs with “Sic’ Em” were adressed in the patch, yet to see it for myself, but in case they weren’t, that needs fixing. Shout itself could use some love, like small CDR.
3. “Protect Me!” should keep it’s cooldown, apply Protection and Ranger should just gain bonus health equivalent of Pet’s max health for the period of Shout, similar to how Plague adds health.
4. “Guard!” and “Search and Rescue!” need to be changed:
1) Shout similar to this one – “Enraged Lunge”: http://wiki.guildwars.com/wiki/Enraged_Lunge_.
Shout. Immobilize the foe (1s) and apply Might (5s). Your pet’s next successful strike removes 1 condition and does +25% damage for each of your recharging shouts.
2) Shout similar to this one – “I Will Avenge You!”:
http://tinyurl.com/pyudhgo – in memory of W/R“Shout. Apply Quickness (3s), Protection (3s) to your allies and Slow (2s) to foes for each downed ally within the range. Ressurect your Pet. If your Pet was ressurected, this Shout recharges 50% faster.”
As a bonus:
“Sic ’Em!” – As stated above, possibly small Cooldown reduction (35s untraited?) and 40% bonus speed simply turned into superspeed.
Enraged Lunge-like skill described above could alternatively be ground-targeted attack with long-range Leap for pet instead of “on next attack” effect, probably with it’s own damage scalling from Player or Pet.
Heal as One and Ramp..Strenght of the Pack are absolutely nuts already and don’t need any more changes.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
http://wiki.guildwars.com/wiki/Strike_as_One
There is precedence for at least the pet doing it so I don’t see why Ranger shouldn’t be able to do it either.Disagree with Strike as One as it will just blow my pet up in WvW or PVE.
Don’t make your pet teleport into AoE? You don’t have to cast it lol, but the point was that its not outside the range of possibility for say the Ranger to have a teleport skill.
I’d make some changes to shouts like this;
“Sic Em!” – I’d make this a pet teleport to target and give them Super Speed instead of the flat 40% for the duration. That would make this skill so great. Like described above, like Strike as One.
“Search and Rescue” – I’d leave this skills functionality intact, but increase the revive speed to 50%, its currently at 33%. Could do with a CD shave too and perhaps 1 stack of stability for the pet for 10s.
“Guard!” – I think it is so close to being great, but misses the mark. Make it pulse Protection on the pet for the duration. Make the pet unable to move from the set area. Increase the leash range by 50% temporarily, for the duration. Make the pet have the Berserk effect (deal +20% more damage). Make the Shout have a flip skill “Return” that cancels the shout and returns the pets leash range to normal and makes it come to you. So you can actually place it somewhere to guard something and it stays there until you tell it to come to you. You cannot have infinite leash range, but extending it for the duration of this skill would be advantageous.
“Protect Me!” – Simply add Protection to the pet and Retaliation to both the Ranger and pet for 6s and this would be a very good skill.
Oh, and stop other shouts and commands from cancelling the shout effects.
My $0.02
Heim if we’re gonna slot shouts (other than WHaO and SoTP) in pvp, we need them to be solid utilities for multiple situations. so we’re talking: stun breaking, condi clearing, big damage, etc. Protect Me is actually quite close to being usable, it just needs a bit of something else. Sic ‘Em, S&R and Guard aren’t even close to being usable in a competitive pvp environment.
Heim if we’re gonna slot shouts (other than WHaO and SoTP) in pvp, we need them to be solid utilities for multiple situations. so we’re talking: stun breaking, condi clearing, big damage, etc. Protect Me is actually quite close to being usable, it just needs a bit of something else. Sic ‘Em, S&R and Guard aren’t even close to being usable in a competitive pvp environment.
Well, you can have that with a full shout build. Stun breaking is on “PM!”. “Sic Em!” would be big damage if the pet could catch up and keep up with people, something a teleport and Super Speed would achieve. Condi clearing can come from Trooper Runes. I don’t think S&R needs much to become good, which is why I suggested those changes, Guard as well. Did you think I did not think about those things? Because I absolutely did. You have to remain in the realm of balance and reality of coding it though.
Condi clearing can come from Trooper Runes. I don’t think S&R needs much to become good, which is why I suggested those changes, Guard as well. .
sry I disagree man. condi clearing needs to be baseline or at the very least traited. S&R doesn’t do anything for us baseline and neither does guard. Sic Em just doesn’t work because the pet doesn’t reach the target reliably. it probably needs to give the pet quickness and/or superspeed baseline, as suggested by someone. in summary, shouts must do something significant for the ranger, as well as the pet. SotP is a good example.
(edited by mistsim.2748)
If shouts didn’t cancel on F2 and Guard got the damage modifier being talked about a shout build would have two different damage modifier skills on their bar that also provide swiftness and regen and can cure a condition.
Say you have a drake. Open with Guard and while it’s invisible it’ll have an easier time landing Tail Swipe with Opening Strike and the Guard bonus damage. Just gotta lead the enemy into it and maybe open with Hilt Bash. Then chain to Sic ’Em for another damage boost and hit F2 for a 20%+40% bonus damage Lightning Breath. That guy is gonna be in a bad place.
Condi clearing can come from Trooper Runes. I don’t think S&R needs much to become good, which is why I suggested those changes, Guard as well. .
sry I disagree man. condi clearing needs to be baseline or at the very least traited. S&R doesn’t do anything for us baseline and neither does guard. Sic Em just doesn’t work because the pet doesn’t reach the target reliably. it probably needs to give the pet quickness and/or superspeed baseline, as suggested by someone. in summary, shouts must do something significant for the ranger, as well as the pet. SotP is a good example.
I’m not sure you read my OP because I describe those changes right there.
I think someone suggested this ages ago but anyway:
“Guard!”: Add a second activation to either teleport you to the area that your pet is guarding or it trades places between you and your pet (you teleport to the GUARD AREA, your pet teleports to you, 1200 range max), either would work.
Increase base CD to 18 or 20 seconds. Don’t know how long you should have to activate this second skill. Maybe 6 seconds after use?
“Protect Me!”: Like others have said, add some sort of boon/s to the pet. Protection, Resistance, Retaliation and fix the skill so other shouts/commands don’t overwrite it.
“Search and Rescue!”: I think there needs to be 2 versions of this skill, 1 for the trait and 1 for the utility. Trait should function as is. Utility should have be a 1200 ranger AoE so you can direct the pet where to revive someone. Also, give stability (2-3 stacks) or stealth to the pet for both versions of the skill.
Also, if removing 1 condition when activating a shout could be baseline for all shouts, it would go a long way.
edit: hit post instead of preview, updated to include the other 2 shouts
(edited by Draeyon.4392)
I haven’t read the whole thread so forgive me if I am repeating something that has already been suggested.
Trooper runes- Need to remove conditions from party members when you use a shout.
Invigorating Bond- Should be changed to “After using a shout your pets next attack steals 2 boons and transfers them to you”
Allies’ Aid- Shouts convert a condition on allies to a boon, when you begin reviving an ally, you use search and rescue on them. Increase revive speed.
Guard- Pet teleports to target area and inflicts aoe chill. If players are already stunned, dazed, or suffering from a movement impairing condition they will also be knocked down.
Sick ’Em- Using other pet skills no longer cancels the damage buff to the pet, increase the revealed duration to 8 sec, grant 5 seconds of super speed to allies.
Protect me- Grants 8 seconds of protection to allies, for 15 seconds your pets attacks steal health from your opponents healing you and your pet. Still a stun break.
Search and Rescue- Lower cooldown to 60 seconds. Pulse “Slow” around the ranger for 6 seconds when the skill is cast.
We Heal as One- Remove the boon share that was nerfed into the dirt. Replace it with WHaO revives downed pets to 60% health.
Strength of the Pack is fine
(edited by Puck.9612)
IF Sick’Em will transfer all conditions from your pet to targeted enemy, than will increase pet’s surv.
Also, pets can Get BASELINE condition damage reduction, like Scrappers and necromancers.
Or Condition immunity, like Elementalists.
Or Condition duration reduction like Engi.
Here is a list of changes in reguarding shouts that I was saving for a rainy day.
I think shouts really don’t do what they should with the exception of sickem. I also dont kinda like resounding timber either. Here how I would change/envision them.
Guard
Guard should be area denial. Be it for holding a point or stoping an advancement. Guard currently only serves to set up taunts or apply regen. Here is how I would change that:
Tooltip: You mark the ground and your pet actively guards an area. While your pet is in the area, it gains defensive boons and attempts to knock opponents out of the area.
- Removed stealth and protection for player
- Guard zone radius 600
- Denies cap
- Modified Pet gains retaliation in addition to protection while in the area
- Added Pet gains knockback attack(unblockable) ever two seconds while in the area.
- Pet attacks the target closets to the center of the guarded area. Retuns to center if there are opponents in its radius
- if the pet leaves the guarded area, guard is ended.
- Duration: 12 seconds.
- cooldown : 30 seconds
This allows the pet to defend an area by pushing targets out and not being allowed to be bursted while on its point. Additionally the guard has counterplay here, as the pet can be cc’d out of its defending area thus ending the skill. Rangers telling their pet to return or attack a target would also do the same if the pet left the guarded area
Protect Me
Protect me could be an awesome skill but currently it kills our main mechanic and we have a signet that does a similar job. I would alter the skills intention to be protect us allowing the skill to be used on allies and provide a heal functionality that rewards us both on the pet dying or managing to get through the skill duration.
Protect Us
Tooltip: Instead of attacking your pet channels taking all damage for a target. At the end of the channel your pet heals both the target and the pet for half the amount of damage. If the pet dies, the target is healed the full amount of damage taken.
- capture prevention removed.
- channel duration 5 seconds.
- Stunbreaks target
- if no target is selected assumed self cast.
- can only target allies.
This allows our pet to protect any target not just our selves. It gives some play and use out of the fact that our pet may die for using the skill. Also it adds some counter play by allowing the pet to be interrupted.
Search and rescue
Currently this skill is lack luster because the pet can be cleaved or stunned out its cast.
Tooltip: your pet seeks out and revive allies.
- pet pulses every 3 seconds granting stability and agis on its self for every downed friendly in the area.
- max target 2 .
- Duration 15 seconds.
These changes allow the skill to actually function, the pet can res without being interrupted and will be more effective at not being cleaved down during the skill duration.
Sickem
I personally like sickem. The damage increase and stealth reveal are nice. I would suggest what some people have already done. Change the movement speed boost for quickness and the damage boost for furry.
We Heal as One
With the whole recent buff/nerf diabolical, I think the idea of coping boons to the pet is a great idea, but we have a trait that already does this in an unpopular line. I think this updated version of the heal could function alongside the trait or provide a much needed gap for those who do not go down nature magic.
- Removed copy duration caps.
- Copies boons from player to pet only.
This allows our pet to effectively be the sixth party member by getting the boons we have.
Resounding Timbre
Personally, the regen feels too passive and to long. While I like the swiftness I feel it is out of place as we already have tones of mobility. Currently I think ranger would add a lot more to a group if it had furry for the group and it would synergize well with remorseless.
Trait tootip: Shouts apply regen and furry to allies. Shouts reduced by 20%.
- Halved the regen duration but adjusted the regen amount to be 75% of the current.
- swiftness changed furry application.
I Play WvW to have fun. I don’t find it fun anymore. Therefore I don’t play.
IF Sick’Em will transfer all conditions from your pet to targeted enemy, than will increase pet’s surv.
Also, pets can Get BASELINE condition damage reduction, like Scrappers and necromancers.
Or Condition immunity, like Elementalists.
Or Condition duration reduction like Engi.
Absolutely. I have been advocating this for ages for both direct and condi damage, the mechanic is already in the game for fractals. You can’t really just make it baseline ALL damage, because people could not kill pets, well not reasonably, which is a decent counter play. It needs to be when untargeted only.
My feedback:
Shouts have great support potential with Resounding Timbre. Unfortunately, they are all terrible and the trait can’t make up for that. There’s potential to make Rangers a strong support spec here (a role they sorely lack), if Anet has the sense to grab it.
We Heal As One: The only good shout, now even better with boon sharing. Unfortunately it’s usefulness is negated by traiting into Nature Magic and the Fortifying Bond minor. Even with the new feature, it still has trouble competing with Troll Unguent when traited into Wilderness Survival (fury+condition removal).
Guard: Useful in PVE for the permanent Protection on the pet. Has no other use. The “Pet move HERE” function should be a baseline part of the pet bar. I suggest a complete rework to a new function. One idea I had was to stun break, teleport the pet back to the player, and have them instantly counterattack anything that hits you in melee. Do something unique like that.
Protect Me: Doesn’t work if the pet is out of range. This kills the skill. It’s 100% useless because of this. It also makes your pet die. A VERY bad thing to do on purpose.
Sic ‘Em: Situationally usefull. The Reveal is it’s strongest part; this one skill counters 2 entire classes. However, outside of that situation, it’s pretty much useless, and isn’t worth the slot on a build unless you know ahead of time you are going to face Stealthers. The DPS boost sounds nice, but the pet is so terrible at staying on target that even with the run boost the DPS is lost. Fixing the pet would fix this skill.
provide a service that I’m willing to purchase.” – Fortuna.7259
My thought on this:
Guard – 15 Second CD w/o trait
Guard is no longer ground targetted AOE instead pet will remain near the ranger and only attack the target that is within 600 radius of ranger.
Pet will not chase the enemy unless ranger directly orders to which will end Guard discarding remaining time.
Pet guards an area pursing cripple for 1 second per second.
Pet and ranger gains protection for 1 second per second.
Pet casts (instant cast) taunt for 2 seconds on any enemies attacking ranger. (10 seconds ICD)
No stealth on the pet, but grants ranger stealth for 3 seconds.
Enemy’s point-capture contribution is slowed.
Guard should act as a mean for the ranger to protect him/herself during the cast. So pet should make any enemies trying to bypass the pet to go straight to the ranger during the effective duration. To compensate the effect should only last for 10 second.
Sic’em – 40 second CD w/o trait
Pet gains super speed and immune to condition for 10 seconds.
Pet periodically purses reveal and vulnerability for 10 seconds.
Ranger and pet deal additional 20% damage for 10 seconds.
Search and Rescue – 60 second CD w/o trait
Pet shadowsteps to the downed player, reviving for 5% per second until player is revived or pet is dead.
Pet gains 5 stacks of stability and 10 second of protection. Effects end immidiately upon successful revivial.
Pet applies Protection and Regeneration on the player and the pet itself for 5 seconds and 10 seconds.
Unlike other revival ability, Search and Rescue actually needs the pet to do the manual reviving. So it must have other functions to compensate. Not having cast time versus having 3 cast time is irrelavant in my opinion.
Protect me – 60 second CD w/o trait
Pet becomes Rampage (warrior skill) and casts weakness around the ranger.
Ranger gains invulnerability and gains resistance for 6 seconds.
Prevents capture-point contribution.
This skill is stun-break for the pet and the ranger.
No skills for the ranger should kill the pet or forces it to stop attacking with no benefit. Instead of pet taking damage instead and not attacking, ranger just becomes invulnerable and pet applies more pressure, but no damage enhancement as this is a defensive shout.
We heal as one – 20 seconds cd w/o trait
When used it activates the trait fortyfying bond.
Might share cap removed.
I believe the biggest issue with WHAO currently have is the might share cap. Remove this, and this skill will really shine on many different game modes.
Strength of the pack – 60 seconds cd w/o trait
Mostly stays the same.
Lastly, for Fortyfing bond: Ranger shares any boons which he/she gets to the pet and pet shares any boons to the ranger. This will make Strength of the pack seemingly overpowered but considering how rare might is for ranger compare to other classes, I don’t believe this will matter in any significance other than QQ.
Wanted to step in and thank everyone for staying on topic. Ive seen alot of different ideas from different playstyles/perspectives. Too many for me to create a proper grouping of. Some are horendously OP. Others seem to be a bit UP. But nearly all of them seem to be honest attempts to fix some of the core issues with these utilities. I havn’t been able to pay this thread as much attention as I would have liked in the last 14-16 hours or so but im trying to stay abreast of everything haha.
Theres alot of reading involved though.
One thing I would like to say however. In a few cases I see places where people diverge pretty heavily from the skills current theoretical role. If possible I would like to see them improved in ways that enable them to fulfill there current roles more effectively. As the ideas of the shouts themselves aren’t bad.
Note. This is just my opinion of course. And should have absolutely no bearing on your own decisions beyond that of any other random voice on the internet. But heres what I am hoping comes from this thread.
Guard:Becomes either an area support or denial skill. One that benefits allies from being near the affect. Or harms enemies for being near the affect.
Protect Me: Probably needs the biggest rework. Should be seperated from SoS in functionality so its not directly competing with a superior skill. Should be given its own method of protecting the ranger in a way that encourages its use in a shout build.
Sic Em: A “Chaser” skill and the closest to being in decent working condition in most game modes. Id like to see this receive mostly a mechanical change as its current form can be frustrating to use in many situations. Simply not having this cancel when you call back the pet or have it switch targets would do amazing things for this skill.
Search & Rescue. Arguably useful in VERY specific situations. Id like to see this skill have a broader range of uses OR turned into a RELIABLE rez skill. I would rather see this have some kind of direct support element to it.
Ranger needs stuff to help others. Here are my suggestions for shouts with the pet centric concept behind them left intact.
Sicem:
Add : “pet well transfer movement impeding conditions from itself and allies in the radius to its target. Conditions transferred per hit: 1 (priority: pet over ally)”
Search and Rescue:
The pet well run to the lowest health other ally (not the player). On arrival the pet will clear 3 conditions and will heal that ally for 4k and other allies in aoe for 2k. Has no effect without a target.
Protect me
The pet will move to the player. Upon arrival it will attack, removing stability, knocking down opponents, and applying weakness.
Guard:
The pet will guard an area. Allies within the area have 20% of incoming direct damage redirected to the pet.
Ranger needs stuff to help others. Here are my suggestions for shouts with the pet centric concept behind them left intact.
Sicem:
Add : “pet well transfer movement impeding conditions from itself and allies in the radius to its target. Conditions transferred per hit: 1 (priority: pet over ally)”Search and Rescue:
The pet well run to the lowest health other ally (not the player). On arrival the pet will clear 3 conditions and will heal that ally for 4k and other allies in aoe for 2k. Has no effect without a target.Protect me
The pet will move to the player. Upon arrival it will attack, removing stability, knocking down opponents, and applying weakness.Guard:
The pet will guard an area. Allies within the area have 20% of incoming direct damage redirected to the pet.
On your opinion of guard I have to strongly advice against that. More suicide buttons for the pet is the last thing shouts need. A damage transfer between us and the pet is hard enough to control. If that was across five One zerk staff eles lava font could kill it pretty much instantly. even at 20%. I would if I could get rid of the current suicide button (protect me) as the idea of ordering your companion to kill itself just seems WRONG to me in a utility designed on improving its capabilities for short durations.
I am completely okay with guard becoming either an aoe support or control skill. Ive said this before. But an aoe damage transfer is asking for the core that these utilties are designed around to get spiked down by things outside our capability to interact with or otherwise mitigate.
Wanted to step in and thank everyone for staying on topic. Ive seen alot of different ideas from different playstyles/perspectives. Too many for me to create a proper grouping of. Some are horendously OP. Others seem to be a bit UP. But nearly all of them seem to be honest attempts to fix some of the core issues with these utilities. I havn’t been able to pay this thread as much attention as I would have liked in the last 14-16 hours or so but im trying to stay abreast of everything haha.
Theres alot of reading involved though.
One thing I would like to say however. In a few cases I see places where people diverge pretty heavily from the skills current theoretical role. If possible I would like to see them improved in ways that enable them to fulfill there current roles more effectively. As the ideas of the shouts themselves aren’t bad.
Note. This is just my opinion of course. And should have absolutely no bearing on your own decisions beyond that of any other random voice on the internet. But heres what I am hoping comes from this thread.
Guard:Becomes either an area support or denial skill. One that benefits allies from being near the affect. Or harms enemies for being near the affect.
Protect Me: Probably needs the biggest rework. Should be seperated from SoS in functionality so its not directly competing with a superior skill. Should be given its own method of protecting the ranger in a way that encourages its use in a shout build.
Sic Em: A “Chaser” skill and the closest to being in decent working condition in most game modes. Id like to see this receive mostly a mechanical change as its current form can be frustrating to use in many situations. Simply not having this cancel when you call back the pet or have it switch targets would do amazing things for this skill.
Search & Rescue. Arguably useful in VERY specific situations. Id like to see this skill have a broader range of uses OR turned into a RELIABLE rez skill. I would rather see this have some kind of direct support element to it.
Well, like in every threads we never know what game mod people have in mind and it’s huge bias. But i like the fact that you keep a sens of proportion.
In addition to a little rework of shouts (honestly, they are all closed to be good in their mechanics) we could have something very specific to ranger’s shouts (hardly tied to the pet). Maybe something like :
Resounding Timbre : Shouts apply regeneration and swiftness to allies. Reduces recharge on shouts. Your pet gain Aura Of Nature when activating a shout 3s.
Tchuu Tchuu Im A Train [TCHU] – Gandara
https://www.youtube.com/channel/UChUmRHtHLgPckvtrPImxK3A
(edited by borya.2964)
Ranger needs stuff to help others. Here are my suggestions for shouts with the pet centric concept behind them left intact.
The problem is “to help others”
3 Years Now I understand. There is no harmony in war.
Everyone wants to be the top. Everyone wants to win. Everyone would do everything possible to be king.
Aura of Nature is a cool idea,+1.
Personally i’d like the shouts to become commands that behave like switches, they stay active as long as you don’t cancel it. But that could break the actual mechanics between the shouts, runes and trait.
Any change would be good, We Heal As One is amazing now.
I’m a huge ranger fan since guild wars, for the shouts on the ranger I’ve always seen them as a selfish shout, I’ve always thought shouts could be re-worked as a form of pet management. This is my idea borrowing from Guild Wars.
1: Call of Protection, Shout. For 60 seconds, your animal companion has a base damage reduction to all forms of damage.Recharge 60 seconds if traited it’d be less. Nothing crazy maybe 25% damage reduction.
2: Predatory Bond, Shout. For 20 seconds, your animal companion attacks 25% faster and heals you. Recharge 40 seconds if traited will be less.
3: Symbiotic Bond, Shout. For 10 seconds, your animal companion gains regenaration and half of all damage dealt to your animal companion is redirected to you. If you take damage greater then 10% of your health you gain regeneration and protection for 5 seconds. Recharge 20 seconds can be less if traited.
The ranger elite shout is fine even though it should of stayed as rampage as one, the shout heal we heal as one, just doesn’t feel right you buffed it too much on sept 29th, then you demolished it a day later because of that, you guys where too heavy handed on that one yes 100% up time on quickness was bad.
My idea on We heal as one is like so;
Initial heal Healing: 5,520 for you and your pet
Heal yourself and your pet, your pet steals health when ever it attacks. You and your companion are both healed whilst your pet is attacking, this lasts for 10 seconds, (like siphon health). Negated if your pet is dead.
If your pet is dead you revive him/her instead of the heal yourself and pet portion of the shout. Recharge 20 seconds activation instant.
These will be overpowered but I’m not a balancing kind of person hence why I said these was selfish in a kind of way
Neither the leash range nor the ability to send them up on walls was insanely OP. The leash range had some bugs in it that would allow a pet to be out of combat state while still attacking, and the ranger could also be out of combat while the pet was in combat because of it. They could’ve fixed the bugs. The extreme leash reduction was a bit over the top imho. I still find myself hitting F1 to attack things but being out of range. It’s annoying to this day!
The leash range had an aggravating factor: sPvPers complained about it, as the ranger could fight on a point with the pet fighting on another one.
It really is annoying to this day alright. The pet really feels leashed, rather than a friendly wild beast roaming away from you. It was great to chase away a thief or put pressure on distant siege.
Save the Bell Choir activity!
I think in addition to individual skill changes a blanket change could help spice up the shouts a bit. Firstly i love the change to WHaO but it doesnt seem to fit with a heal skill. It feel it would make more sense for the new change to WHaO to be a trait which applies the effect to all shouts with an ICD of 15/6sec.
My only other suggestion is a simple one, for ‘Protect Me’ to apply protection to the ranger/pet (Dependent on the mechanics of the damage transfer). This not only fits thematically, but would also stop it being just a nuke button for the pet.
Shout problem is lack of support and synergy while playing with a team (not 1vs1), so that’s my proposal:
Guard! —> Breaks Stun. Grants regen , aegis and 3 sec stealth to you and your allies
Protect Me! —> Renamed to “Protect Us!” You and your pet will receive reduced damage (20% maybe), grant aegis and protection to you and your allies.
Search and Rescue!-→ Deleted because of the trait, we don’t need that bugged skill. Replaced by Feel our fury! —> Grants fury and Attack of Opportunity to you (your pet) and your allies.
Sic ’Em! —> You, your pet and your allies deal 20% of damage to the objective. Area reveal (even if you fail to target) and your pet moves and attack faster.
Random comments on suggestions:
- I’d be very wary of changing Sic’Em too much. It’s a very useful skill for spiking up stealth-spamming target, in a very small set of Reveal-applying skills. I’d even argue that the 6s Reveal debuff is much stronger than a simple “aoe pop-out-of-stealth” effect which will simply be cancelled out by the next stealth skill. The current shout’s combo of speed, damage and reveal is very efficient at what it does. It’d be a pity to water it down.
- regarding stealth, it is an awful unfun (for the opposition) mechanic imho, and we don’t really need more of it. Trapper runes have been slightly mitigated by the throwing trap nerf, but adding player stealth (or worse, aoe stealth) on Guard would inevitably lead to invisibility spamming tactics only fun for one side.
Save the Bell Choir activity!
And do we really need a second source of stability?
You wanna bound our only source of stability to an elite with an activation time? It’s bad enough not having instant stability.
Why not just kill off the class at that point.
Resounding Timbre : Shouts apply regeneration and swiftness to allies. Reduces recharge on shouts. Your pet gain Aura Of Nature when activating a shout 3s.
I like it, but it suffers from having the effect wear off before getting the chance to take advantage of it.
Why not go all out for once, and make the pet apply the auro to nearby allies aswell.
Neither the leash range nor the ability to send them up on walls was insanely OP. The leash range had some bugs in it that would allow a pet to be out of combat state while still attacking, and the ranger could also be out of combat while the pet was in combat because of it. They could’ve fixed the bugs. The extreme leash reduction was a bit over the top imho. I still find myself hitting F1 to attack things but being out of range. It’s annoying to this day!
The leash range had an aggravating factor: sPvPers complained about it, as the ranger could fight on a point with the pet fighting on another one.
It really is annoying to this day alright. The pet really feels leashed, rather than a friendly wild beast roaming away from you. It was great to chase away a thief or put pressure on distant siege.
Yeah, the leash really should be increased (not removed), if people want to QQ about it, they can just kill the pet as a counter, its not hard, they have no defenses. Being able to fight in two different places at once should be something that sets Ranger apart.
Resounding Timbre : Shouts apply regeneration and swiftness to allies. Reduces recharge on shouts. Your pet gain Aura Of Nature when activating a shout 3s.
I like it, but it suffers from having the effect wear off before getting the chance to take advantage of it.
Why not go all out for once, and make the pet apply the auro to nearby allies aswell.
Even better.
I feel like most Ranger utilities need attention. Trying to build a working kit is harder on Ranger than any other profession because they lack coherent theming and synergy. The closest I’ve been able to get is like “bleeds” with sharpened blades, spike trap, entangle, and crits traited to bleed, but that happens to share a trait tier with improved traps.
If you wanted to focus on burning you’d want fire trap and sun spirit and torch, but iirc the trait for those are spread across 3 trait lines so if you trait for improved fire trap, improved torch, and improved spirits, you’re left with no wiggle room.
I had slightly more luck making a Chill Ranger with the axe trait to make winter’s bite AoE and frost trap, skipping frost spirit since it only chills on activation. But then your only sources of Chill aside from pet abilities and sigils are winter’s bite, frost trap, and finishers out of the chill field the trap creates.
And none of these builds cover the class mechanically. They always miss out of stunbreak, condi removal, mobility, etc.
It feels like a lot of the trait consolidation that helped out a lot of classes didn’t do as much for Ranger. And even in design, you can play, for example, a Stance Warrior or Cantrip Ele or Elixir Engineer or Meditation Guardian and have all major mechanic needs met. You can have defense against major forms of attack, be it direct damage, conditions, control abilities, etc, then also have a steroid ability or burst damage, stunbreaks, immunities and evasion, mobility, etc. The closest Ranger gets to that is Survival skills. The other utility families don’t offer up diverse mechanic coverage. I really don’t think it’s a coincidence that the strongest PvP specs are the ones with the best mechanic coverage and the ones that struggle are the specs with one or two gimmicks.
As for shouts specifically:
“Sic ’Em!”
The best utility shout by far. The only one that feels really usable. I only wish it did more for the Ranger, like applying vulnerability when your pet attacks, or cripple.
I think about what a dog trainer has in mind when they train a police K9 unit or pitbull to attack a target. They want that dog to tackle them and subdue them for its handler. If “Sic ’Em!” could cripple, immobilize, daze, or even stun the target when the pet catches them, it’d make it a lot more attractive and it’d make players care more about the pet rushing at them, which they should if they’re fighting a Beastmaster / Shout Ranger.
It might also synergize well with the traits that make dazes/stuns last longer, and trigger bonus damage after dazing/stunning, AND synergize with the Druid trait that triggers Entangle after controlling a target! It’d be great.
“Protect Me!”
I’ve actually tried to use this one lately in PvP as part of a Shout build and it just didn’t seem to work a lot of the time. I dunno if it has an unlisted range requirement and my pets were getting too far away or what. But on top of that possible bugginess, the trait’s just boring.
But it’s important to shouts as it fills the crucial stunbreak/immunity role. I would like to see the pet rush to you when you use it, and maybe give you Retaliation, so players hitting you with it up take some damage. Or perhaps short term Weakness on the level of 3 or 4 seconds. A duration increase might not hurt either given the damage is not actually mitigated, but instead seems to feed directly to your pet. I’ve seen my pet melt in 2 seconds after activating the skill, but that may just be the massive AoE in a PvP teamfight.
In that light, maybe if the ability gave you, and maybe your pet, protection it’d be a bit more attractive.
“Guard!”
I actually have no clue what this ability is even designed for. I’ve heard you can combo it with Sic ‘Em! and Signet of the Wild or Signet of the Hunt or Quickening Zephyr to have your pet pop up next to someone and burst them but the execution, in practice, seems like a lot of work for little payoff. In PvE you probably do more damage just rushing your target, and it’s likely the same in PvP on top of the fact that your target may well rush past your sneaking pet to slap YOU in the face. Which will require you to have defensive abilities slotted, but you used all your slots on pet burst and just used most of em so now you’re a sitting duck.
I like the idea of pet stealth and protection, but the execution seems impossible.
If this skill stealthed and protected you BOTH it’d be incredible. It’d automatically become a favorite utility among Rangers, who sorely lack in the camouflage/stealth design elements. But ALL Ranger players want to be the camouflaged hunter that uses stealth to ambush enemies and to reposition between volleys of arrows. Runes of the Trapper, which are sorely lacking from sPvP, play on this desire.
Stealth and Protection would also synergize very well with Resounding Timbre giving you Swiftness and Regen, and it seems like Beastmastery favors close range Ranger combat. It has Greatsword and Axe traits, after all. If “Guard!” also stealthed you, it’d set you up to land Hilt Bashes and point blank Whirling Defenses in the middle of team fights. It’d function very well on a Ranger built to run into the thick of combat. It’d probably need its cooldown doubled, though.
“Search and Rescue!”
It’s a neat idea but it’s very barebones and the cooldown is extremely long. And now Scrappers are getting this ability, plus an execute, all on a shorter cooldown, without taking a large chunk of their damage and utility out of the fight. This ability probably needs a rework more than almost any other in the game.
It seems to epitomize that feeling that Ranger is lacking in polish. Consider also that the Ranger +10% res time trait simply triggers Search and Rescue. Nothing else. No neat shield, no bubble, no stealth, no well of blood, none of the cool things other professions get. Healing Spring might be nice, and I think the Ranger revive trait used to do that.
I can’t think of how I’d improve Search and Rescue. It seems bad at its core. What does Ranger need in that last Shout utility slot? Condition Removal and Stability. Perhaps Mobility.
If the ability, probably renamed to just “Rescue!” or “Steady!” (voice acted as “Steady…!”) or something, gave you and your pet condition immunity and stability for a few seconds it’d be a lot more useful.
That leaves Resounding Timbre. I like the trait but it doesn’t really help the Ranger heal at all. (I say that keeping in mind Druid is coming, but base Ranger and future Elites might not all be heal-heavy.) Regen is slow and in PvP it’s highly corruptible. I’d like to see a condition removal per shout, honestly. I’m not sure if Trooper runes work with Ranger but even if they do, it’s unreasonable to make a spec, in this case a Shout Ranger, sacrifice its runes just to be functional.
And right now conditional removal is critical. Playing in sPvP or Verdant Brink without a way to cleanse immobilize, bleeds, torment, confusion, poison, etc, is a quick, easy way to die. So most Rangers need to run something with a lot of condition removal, which is traited Survival skills for most, and Signet of Renewal for some. Which is a bad utility, imo, because it sacrifices your pet. Transferring 16 burning stacks to your beloved companion doesn’t feel very Ranger-y to me. The alternative is just to die every time a Burn Guardian or other condition build looks at you.
As an aside: It might also be neat if Resounding Timbre were changed to apply Shouts to nearby allies as well. In the event that Shouts get reworked a little, if Guard! stealthed all allies or Steady! gave them all condi immunity and stability and Sic Em! gave em all swiftness and might or something, that’d be cool.
Might raises one last point from me: Ranger has poor boon generation compared to other professions. In a world where several classes can stack a lot of boons, including 25 might, fairly easily, Ranger is still stuck popping out 3 might every 30 seconds. We Heal as One seemed to help that slightly, very slightly, but it still left the entire class sub-par. And yet it was still nerfed.
Unless your intent is to shaft Rangers into being Druid Healbots and you’re intentionally wanting them to be bad offensively, several things need to be revised in the class.
Neither the leash range nor the ability to send them up on walls was insanely OP. The leash range had some bugs in it that would allow a pet to be out of combat state while still attacking, and the ranger could also be out of combat while the pet was in combat because of it. They could’ve fixed the bugs. The extreme leash reduction was a bit over the top imho. I still find myself hitting F1 to attack things but being out of range. It’s annoying to this day!
The leash range had an aggravating factor: sPvPers complained about it, as the ranger could fight on a point with the pet fighting on another one.
It really is annoying to this day alright. The pet really feels leashed, rather than a friendly wild beast roaming away from you. It was great to chase away a thief or put pressure on distant siege.
Yeah, the leash really should be increased (not removed), if people want to QQ about it, they can just kill the pet as a counter, its not hard, they have no defenses. Being able to fight in two different places at once should be something that sets Ranger apart.
Couldn’t agree more. That should be the main benefit of a pet class. Otherwise it’s just splitting damage/hp for the sake of it.
Save the Bell Choir activity!
1. “We heal as one!”. I have no complaints against this one. Short recharge, cedent health. Not a bad effect even after the last change that capped it.
2. Guard. If this can’t capture points or prevent point capture, it’s pointless. The pet alone is easily defeated, and enemies can also just ignore it. So it can’t be used to keep the attention from enemies while the ranger is away, and to order the pet around, you can just use F1 instead.
3a. Protect me has a shorter recharge than Signet of Stone, but it’s unreliable. It takes too long to start, so by the time the pet actually protects you, you may be down already.
I’d unite those two into a single “Protect!” shout that works in a similar way to Phantasmal Defender. Still ground-targeted, the pet would run to the location, and take reduced damage while the effect lasts, but it will take part of the damage from up to 5 allies within the radius of the effect.
With two skills rolled into one, there’s room for another one.
3b. I’d make this another offensive one. Since “Sick’em!” is a single-target attack, so it should be an AoE one. Either something with CC (“Trip’em!”, knocksdow up to 5 enemies around the pet) or something with conditions (“Go for the Jugular!”, AoE bleed).
4. “Search and Rescue!” only revives, and rather slowly. And skills that only do that are kind of boring to bring. They are useful, but boring, and they have long recharges, so they feel like a waste of space in your skill bar even if they really aren’t. If increasing the revive speed or decreasing the recharge are not possible, an additional effect would be something nice to have. For example, while the effect lasts it could transfer conditions from allies to itself. Or maybe it could apply revealed for 3s in an area when it starts to revive, so the ranger can kick away any cloaked enemy that may be trying to take out the ally before the pet starts to revive it.
5. “Sick’Em” no complains about this one either. Nice 1-target damage boost. Not too long recharge. The recharge isn’t too long when traited considering the effect.
6. “Strength of the Pack!” is good, but not elite good. Since each profession has several incomplete sets of skills, missing 1 healing and 2 elites, I’d move the effects of Strength of the Pack to the ‘missing’ ranger elite signet so it can also have a passive effect, and make the elite shout something different. For example, a shout that fully heals your current pet if it’s defeated, and calls forward the ranger’s second pet for a little while, and that switches into the pet’s skill while it’s up to give the order separately to the other pet’s F2. It would have to be a short time, though, as it’ll be very powerful. This would also fit better with shouting “Strength of the Pack!”, as 2 isn’t much of a pack, but 3 starts getting there.
Late to the party, but here it goes:
Shout rework by Dru
We heal as one!
Recharge: 20s
Cast: 1s
Description: Heal you and your pet for X hp, if your pet is dead, it is revived.
Traited: Grants 10s of swiftness and regeneration to allies in 240 radius.
Protect me!
Recharge: 60s
Cast: Instant
Description: Your pet is teleported to your location and taunts nearby enemies for 2s, this skill breaks stuns.
Traited: Grants 3s of resistance and 1 stack of aegis to allies in 240 radius.
Search and Rescue!
Recharge: 60s
Cast: Instant
Description: Your pet seeks the area for downed allies emitting a healing aura that heals allies in a 240 range, including downed allies. Ground targeted.
Traited: Grants 3s of stability and protection to allies in 240 radius.
Guard!
Recharge: 40s
Cast: Instant
Description: The pet gains camoflage and stays in the area until called for. if an enemy gets within 240 range of the pet it emmits an immobile aura snaring the enemy for 2s, the pet is revealed and attacks, ground targeted.
Traited: Grants 2s of stealth to allies in 240 radius.
Sic em!
Recharge: 30s
Cast: Instant
Description: Targeted enemy is reavealed, and the pet instantly teleports to the target knocking it down.
Traited: Grants 5 stacks of might to allies for 5s in 240 radius.
Resounding Timbre, Trait
Description: Lower the recharge on shouts by 20%, grants benefits to allies depending on the shout within a 240 radius of the ranger.
And do we really need a second source of stability?
You wanna bound our only source of stability to an elite with an activation time? It’s bad enough not having instant stability.
Why not just kill off the class at that point.
What are you trying t say when sotw also has a cast time? having 2 stab source = same effect as instant cast stab? awesome logic.