Soulbeast needs more combo fields

Soulbeast needs more combo fields

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Posted by: beatthedown.2651

beatthedown.2651

Am I the only one who thinks that access to more combo fields could improve soulbeast quite a lot? With the new pet skills and dagger we get tons of finishers, but we can only use them in teamfights or with niche builds. (Yeah I know that traps exist, but they need an overhaul)

I would be very excited for a new trait that drops a specific combo field as you use a stance. Could make soulbeast a very decent, less boring spec.

Soulbeast needs more combo fields

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Posted by: Cufufalating.8479

Cufufalating.8479

Sounds like a good time to make traps viable!

Cufufalating – Ranger / Part-Time Mesmer
Gunnar’s Hold

Soulbeast needs more combo fields

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Posted by: Hawken.7932

Hawken.7932

I guess in the context of normal group fights, there are always a lot of fields on the ground, and as I see it, we now have more options to finish, which is cool.

Seems to me though there are a few bugs existing. As I recall, there was a smoke field I can lay down with my pet which couldn’t be finished when I swapped into best mode. The effect was still there, but couldn’t make use of it.

Soulbeast needs more combo fields

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

I think we needs more placeable damage “fields” like marks for nekro. For wvw zergs we’ve just 2. The interrupt in avatar form and barrage from longbow. (Interrupt isn’t useable from distance with its clunky and timed system)

The throwable traps would be nice

Guild Wars balancing concept: Never change a ruined system!