Currently @ some T1 server in EU
(edited by Prysin.8542)
Right, and here goes another thread on signets.
Our signets are, decent, but could need some further TLC from the devs. It is not as much the bonuses themselves, but their lack of utility, beyond the rangers own use.
So, here is my suggestions:
http://wiki.guildwars2.com/wiki/Signet_of_Renewal
Signet of Renewal:
Passive: Cures a condition every ten seconds.
Active: Your pet pulls all conditions from nearby allies to itself.
Suggestion:
Passive: Ranger gets 5 stacks of “Defiant” (http://wiki.guildwars2.com/wiki/Defiant). One stack regenerates every 36 seconds while out of combat. If all stacks are lost, the skill goes on full cooldown (180 seconds)
Active: Your pet converts all conditions from nearby allies to random boons.
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http://wiki.guildwars2.com/wiki/Signet_of_Stone
Signet of Stone: No change. Last update made it perfect!
http://wiki.guildwars2.com/wiki/Signet_of_the_Hunt
Signet of the Hunt:
Passive: Grants 25% increased movement speed to you and your pet.
Active: Your pet’s next attack deals more damage.
Suggestion:
Passive: Grants 25% increased movement speed to you and your pet.
Active: Grant 12 seconds of Quickness to allies in a small radius (360, traitable to 600. Max targets 25)
Active/Passive Cooldown: 240 (traitable outside sPVP)
http://wiki.guildwars2.com/wiki/Signet_of_the_Wild
Signet of the Wild:
Passive: Grants health regeneration to you and your pet.
Active: Your pet grows larger, dealing more damage and gaining stability.
Signet of the Wild: 62 Heal
Heals the Ranger for:
Healing: 62 (0.06)? per second.
Heals the Ranger’s pet for:
Healing: 125 (0.25)? per second (even while pet is downed).
Suggestion:
Passive: Grants health regeneration to you and your pet.
Healing: 100 x(0.15)? per second (even while pet is downed).
Active: Regeneration is applied to allies only, Ranger and Pet gains Vigor and Protection during this period.
Range: 600, traitable to 900. Max targets: 25
Healing: 125 x(0.06)? per second
Active/Passive Cooldown: 180 seconds. Not traitable.
Traits related to Signets:
Adept Trait
Signet Mastery: Signets recharge 20% faster.
No change
Master Trait
Beastmaster’s Might Activating a signet grants 3 stacks of might (15 seconds).
No Change
Grandmaster Trait
Signet of the Beastmaster Active effects of signets also affect you.
Suggestion:
Signet of the Beastmaster Active effects of signet’s affects a larger area.
The main idea behind these suggestions are to provide rangers with more group support, while still keeping it within reasonable levels in 1 v 1 situations. Thus cooldowns have been increased greatly.
(edited by Prysin.8542)
I like your idea for gaining unshakeable.
Some form of your idea could shore up our need for stability and replace some passive condition removal that is being complained about.
active signets MUST affect your player and IF TRAITED both (you and your pet).
Hmmm. Would be a waste of a Grandmaster talent at that point and wouldn’t get used. It already doesn’t get used much.
I think moving it to Master talent and keeping it the same would be good.
Your suggestion for Signet of Renewal is op. Just because it wouldn’t be able to be stripped without hitting the ranger with 5 CC abilities. At least opponents can save Stuns and what not until after stability wears off or they can strip the boon. But if you forced them to burn through Unshakeable a lot of classes wouldn’t be able to deal with that imo.
Yeah I agree with 5 stacks is a bit much, but it is an interesting idea. Some form of this idea could be nice if toned down properly.
Maybe it’s 2 stacks for instance.
Your suggestion for Signet of Renewal is op. Just because it wouldn’t be able to be stripped without hitting the ranger with 5 CC abilities. At least opponents can save Stuns and what not until after stability wears off or they can strip the boon. But if you forced them to burn through Unshakeable a lot of classes wouldn’t be able to deal with that imo.
5 might be too much, in 1 v 1. However some classes such as guardians and warriors, have so many stuns/daze’s that it’s not even funny. And if properly geared, they cannot be beaten, because you will be stuck on the ground, dieing.
Edit: that being said, the fact that you have to spend more then half a minute outside combat to regain ONE charge, makes it hard to maintain those 5 charges. And depending on the foe, those charges will only give you an initial advantage.
In zergs, you will have a massive issue, as someone in the zerg always enters combat (and for some reason, if you are close enough, you too are part of it)
(edited by Prysin.8542)
Basicly, Signets should always buff up the ranger when activated.
Effects on pets (that we can enoy whith the trait) should be additional.
Anyway, they need some nice effect too.
For example, the Signet of Hunt may give us beast-like footprints, or Signet of Wild gives us a little dirt trait as an illusion of charge.
The spirits needs unique models…etc…
All in [iR] Ranger Redesign topic.
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