Suggestion: Grandmaster changes Cele form

Suggestion: Grandmaster changes Cele form

in Ranger

Posted by: runeblade.7514

runeblade.7514

  • Grace of the Land: Giving Boons will increase your Astral force generation. Cosmic Ray will give might and protection to allies. Allies affected by your celestial avatar abilities gain damage and condition damage increase.
  • Ancient Seeds: Cosmic Ray will burn and damage enemies. Damaging enemeis will increase your astral force generation. Striking a stunned, dazed, knocked down, or launched foe summons roots to entangle them.
  • Lingering Light: Healing allies will increase your astral force generation. Cosmic ray will heal allies. When you heal an ally their next outgoing attack will heal them (based upon your healing) and blind their target.

If I have Grace of the Land, My priority is supporting through buffs. If I have Ancient Seeds, I am most likely a offensive oriented build. If I have Lingering Light, I should be playing a healbot.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Suggestion: Grandmaster changes Cele form

in Ranger

Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

I like the sentiment, but your suggestions are too specific, imo.

Why add them to the Gm traits? Why not put 1% AF generation per boon placed on allies into the minor adept? Base AF generation from damage should just be increased across the board.
Why not just put a burn on Cosmic Ray, baseline anyway? As long as the duration is not too long, its not OP.
I don’t agree that if you have LL you should be playing a healbot, it looks to be very powerful for any druid build that uses staff.

TLDR; These buffs could just be baseline.

Suggestion: Grandmaster changes Cele form

in Ranger

Posted by: runeblade.7514

runeblade.7514

It is meant to be specific.

  • I wouldn’t use Ancient seed if I was playing a healing druid. I wouldn’t use Lingering Light if I was playing a Power druid.
  • I wouldn’t want to be taken out of stealth if I was trying to heal or buff people.
  • Heal + might/protection is too strong together even when excluding burn/damage.
5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant