Two-Handed Training in Nature magic

Two-Handed Training in Nature magic

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Posted by: CMstorm.8679

CMstorm.8679

I’ve always wondered why Two-handed Training is in the Nature Magic trait line. Wouldn’t you agree that’s not exactly fitting for it? And also i’ve included a little addition to the trait. (Yes, i’m aware that the patch is in 3 days :P)

this is what I might do: combine Two-Handed Training and Martial Mastery IF Two-handed training weren’t getting the fury buff.

(it’d look similar to warrior’s Forceful Greatsword minus the might-gain.)
Two-Handed Training – Your Greatsword and spear attacks deal 5% extra damage. Reduced recharge on sword, spear, and great sword attack skills. 20%.

I almost forgot that Martial Mastery included sword skills too…so idk.

And i might move the new Two-Handed Training into the Skirmishing Line and combine Trapper’s Defense with Healer’s Celerity into Wilderness Survival.
Obviously 2handed training wouldn’t be an adept trait in Skirmishing. It might have to stay as a master trait, but I think i’d move Honed Axes down to adept to fill in the spot where Trapper’s Defense was so Two-Handed Training can be in skirmishing as a master trait.

whoops. i almost forgot about the empty slot in Nature Magic from Two-Handed Training! But i wouldn’t know which trait to move/adjust to fill that slot.

What do you think? Agree?Disagree? maybe?

Two-Handed Training in Nature magic

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Posted by: Substance E.4852

Substance E.4852

I would agree but the last few updates makes me think they want us to play power builds as some kind of regen pseudo tank that lasts long but hits like a pool noodle so the odd placement of Two-handed training is just their way of trying to make their odd vision of the class work.

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Two-Handed Training in Nature magic

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Posted by: CMstorm.8679

CMstorm.8679

Rangers do have a lot of +power/damage traits and because of pets, there’s just a ridiculous amount of might they can gain from pets/traits and I wouldn’t be surprised if some of that might was nerfed a bit.

Power builds aren’t necessarily bad ya know. But I’ve seen just too many Condi-builds with spirit rangers and short bow/axe+dagger or something like that.
I really like these traits: Strength of Spirit, Bountiful Hunter, Natures Wrath, Steady Focus, Eagle Eye. And frost spirit adds a nice damage boost too.
You could actually do a power axe build with some of those traits and maybe Signet of the Beastmaster if u can manage to keep some of those other +damage traits along with precision and crit damage.

Two-Handed Training in Nature magic

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Posted by: Bombsaway.7198

Bombsaway.7198

I think the answer is a whole lot simpler than we think.
There just are too many traits to place in the other lines.
You have: traps, spirits, and pets in addition to all the “normal” trait types for weapons.
I think they simply had no where else to put it and keep a relative balance in the number of traits available even.

Two-Handed Training in Nature magic

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Posted by: Chrispy.5641

Chrispy.5641

I think they simply had no where else to put it and keep a relative balance in the number of traits available even.

Which makes me wonder why there has to be exactly 12 traits in each line? This game isn’t going to be looking very good in another year or two if everyone still has the same old skills and traits they did at launch, with one or two exceptions.

Two-Handed Training in Nature magic

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Posted by: Bombsaway.7198

Bombsaway.7198

That is a tough one Chrispy. When you start stacking a trait line with more than 12 you get a LOT of problems of having no room.

I wonder if the game would play better if you put your trait points in lines THEN had X number of skill points which you could buy from ANY line you had unlocked.

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Posted by: Sube Dai.8496

Sube Dai.8496

I would agree but the last few updates makes me think they want us to play power builds as some kind of regen pseudo tank that lasts long but hits like a pool noodle so the odd placement of Two-handed training is just their way of trying to make their odd vision of the class work.

It plays out like that too, high surivability with no damage. They seem to think that adding fury to this trait will help but you need 30 in skirmishing (with moment of clarity) to do damage with GS. And in that case I probably dont need fury as I’ll have high precision.

Spirit of strength is also particularly weak where it is. With a 5% conversion I need to have 2000 vitality to make this even on par with putting 10 points in power. again to have that much vitality I will have no trait points left for precision/crit damage, in which case I won’t be able to kill anything.

Hell even zerker rangers can hardly kill warriors atm. Our direct damage is so weak…

John Snowman [GLTY]
Space Marine Z [GLTY]

Two-Handed Training in Nature magic

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Posted by: Chrispy.5641

Chrispy.5641

That I think would be better, or just a total redesign of the entire system.

Very few Traits actually depend on any specific stat anyways, and just as few traits depend on the actual theme of the traitline. In what way are our signets actually related to Marskmanship in any way, for example? How, are our traps related to Skirmishing at all, if precision and Critical damage don’t actually do anything for them, because none of them even do any damage of note? Skirmishing is just a name, and most of traits don’t actually contribute to the flavor value of that name, so if thats the reason, its a lame reason. If the reason is for balance, I don’t see how having both grandmaster traits in Skirmishing is overpowered.

The way the Trait system is currently designed is just like the Armor types in this game (light, medium, heavy). They seem more like a habitual vestige of past MMO’s and is what is keeping Guild Wars 2 from ever setting itself apart as a game that throws almost everything out the window as far as traditional MMO’s is concerned (secret world for example)