Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos
(edited by Xsorus.2507)
I wanted to make a post going over Traits that need to be changed, removed, or put in new lines, The whole idea of this is to open up more builds for the Ranger, and fixing some of our redundant more useless traits.
Marksman
Major Traits
__________________
—Adept Traits—
Steady Focus – This Trait needs no change
Malicious Training – This Trait needs no change
Keen Edges – After recent patch, this Trait is now perfect
Signet Mastery – This Trait has been combined with Beastmaster’s Might Trait
New Trait Added
Poison Tipped Arrow – Longbow/Shortbow now has a chance on crit to apply a 3 second Poison to the target
Predator’s Instinct – This has been changed to a 3 second immobilize when the target drops below 25% health.
Beastmaster’s Bond – This talent now also grants you 3 seconds of stability when your pet reaches 50% life.
_____________________
—Master Traits—
Spotter – This Trait no longer needs a change after the last patch
Piercing Arrows – This Trait has been combined with Eagle Eye Trait
New Trait Added
Horn Mastery – Hunter’s Call now Dazes the target for 2 seconds, Call of the Wild now grants 10 seconds of Retal to your pet.
Beastmaster’s Might – Has been combined with signet mastery trait, now grants 20% reduction in signet cooldowns along with the 3 stacks of might for 15 seconds.
Eagle Eye – Now grants shortbow/longbow/harpoon the ability to pierce target’s, increases Longbow/Harpoon Range, Increases Longbow/Harpoon damage.
______________________________
—Grandmaster Traits—
Signet of the Beastmaster – This Trait has been redesigned, Signets no longer require this trait to grant the active to the Ranger, This opens up Signet usage to other builds as currently most don’t even pop signets they have due to it only working on the pet. This Trait now Coverts 1 condition into 1 boon on the ranger, and 2 conditions into 2 boons on the Ranger Pet on Signet Use. This change gives the Ranger ranger more active condition removal instead of relying on passive condition removal.
Remorseless – This has been redesigned, Your pet now consumes a condition on itself every 5 seconds, Causes your pet to have a 15% chance to cleave on critical hits, Your pet now applies 5 stacks of Vulnerability on its next attack each time it consumes a Condition.
________________________
Minor Traits
Opening Strikes – Alpha Training has been combined with this trait.
Alpha Training – Your pets opening strike now grants 3 stacks of might to all who are 500 radius around him.
Precise Strike – This Trait has not changed
(edited by Xsorus.2507)
Skirmishing
Major Traits
_______________________
—Adept Traits—
Pet Prowess – This Trait has not changed
Sharpened Edges – This trait has been increased to 2 seconds duration.
Trapper’s Defense – This Trait now also lays frost trap along with spiked trap
Primal Reflexes – This Trait has not changed
Companions Might – This Trait has not changed.
Agility Training – This Trait has not changed.
__________________
—Master Traits—
Carnivorous Appetite – This trait has been combined with Compassion Training in Beastmastery line.
New Trait Added
Excessive Baggage – You now drop a random trap at your location when you dodge, This has a 15 second ICD.
Trapper’s Expertise – This has been combined with Trap Potency
Honed Axes – This Trait now grants the Ranger 5 seconds of might on axe critical hits, increases axe critical damage by 10%. This opens up Axe/Axe Builds to multiple specs.
Quickdraw – This Trait has not changed
__________________________
—Grandmaster Traits—
Moment of Clarity – This Trait has been redesigned, Currently this trait is ok only if you’re Asura and have access to Technobabble, Making a Grantmaster trait reliant so much on a racial ability is silly. Keeping with granting Rangers more Active Condition removal this trait now removes 2 Conditions from the Ranger when he Interrupts a target. Dazes and Stun Duration are increased by 50%. This makes weapon attacks such as the longbow knockback, path of scars, shortbow and great sword dazes as active condition removals for the Ranger.
New Trait Added
Flight Control – This Trait has replaced Trap Potency which was combined with Trapper’s Expertise, This Trait increases Shortbow/Axe Mainhand range to 1200.
_________________________
Minor Traits
Tail Wind – This trait has not changed
Furious Grip – This trait has not changed
Hunter’s tactic – This trait has not changed
(edited by Xsorus.2507)
Wilderness Survival
Major Traits
______________
—Adept Traits—
Soften the Fall – This trait has not changed
Healer’s Celerity – This trait now grants 5 seconds of stability along with swiftness on reviving a target
Shared Anguish – This trait has been redesigned, This now grants the pet Aegis for 10 seconds whenever it receives cripple/chill/immobilize. This has a 30 second ICD.
Vigorous Renewal – This trait has not changed.
Expertise Training – This trait has been changed, Now increases the pets condition damage by 30 each time it applies a condition for a maximum of 25 stacks, This Decays at 1 second very 2 seconds outside of combat, This resets on Pet Swap or Pet Death.
Wilderness Knowledge – This trait has not changed.
__________________________
—Master Traits—
Offhand Training – This trait has not changed
Oakheart Slave – This trait has not changed
Hide in Plain Sight – This trait now allows you to move while Camouflaged, 30 second ICD still in effect.
Martial Mastery – This trait has not changed.
________________________
—Grandmaster Traits—
Empathetic Bond – This now transfer’s a condition to your pet whenever you evade an attack, This can only happen once every 2 seconds (So a bunch of people spamming attacks don’t instantly removal all conditions on you), This removes the Rangers more passive condition removal, and instead moves it towards a more active role. Things like Lightning Reflexes, Shortbow, Sword/Dagger become condition removal abilities.
Barkskin – This trait has not changed.
__________________
Minor Traits
Natural Vigor – this trait has not changed
Companion’s Defense – this trait has not changed
Peak Strength – This has been changed to 80% health.
(edited by Xsorus.2507)
Nature Magic
Major Traits
____________
—Adept Traits—
Circle of Life – This trait has been redesigned, Causes a Healing Spring on the area of the death of the Ranger and the Ranger pet.
Concentration Training – This trait has not changed
Nature’s Bounty – This trait has not changed
Spiritual Knowledge – This trait has not changed
Strength of Spirit – This trait has not changed
Nature’s Protection – This trait has not changed
___________________
—Master Traits—
Nature’s Vengeance – This Trait now also causes the pet to leave a combo field based on which spirit died, Stone Spirit leaves a Smoke Field, Frost Spirit Leaves an Ice Field, Sun Spirit Leaves a Fire Field, Storm Spirit Leaves a Lightning Field.
Evasive Purity – This trait has not changed.
Two handed Training – This Trait now also grants Might for 5 seconds on critical hit attacks for Greatsword/Spear
Enlargement – This Trait has been removed
New Trait Added
Reflective Personality – Whenever you Block or Reflect an attack, You Enrage your pet causing it to grow in size, and grant fury/might for 5 seconds to those around it in a 360 radius. This has a 1 Second ICD.
_________________
—Grandmaster Traits—
Spirits Unbound – This trait has been redesigned, Spirits can now move freely, Whenever a spirit dies it removes 2 condition from allies in a 360 radius around it. This opens up Condition Removal for Spirits specs, and Makes Ranger spirits more useful for zerg fights when following the ranger. It also keeps with more Active Control.
Nature’s Voice – This trait has not changed.
______________________
Minor Traits
Rejuvenation – This trait has not changed.
Fortifying Bond – This trait has not changed.
Bountiful Hunter – This Trait has been redesigned, you and your pet now do 2% extra damage for each boon you have.
(edited by Xsorus.2507)
Beastmastery
Major Traits
_______________
—Adept Traits—
Speed Training – This Trait has been combined with Commanding Voice
New Trait Added
Pet Cemetery – Whenever your pet dies, The ghost of said pet will now follow the target who killed him for 15 seconds in an unwavering rage.
Master’s Bond – This trait has been redesigned, Now increases the pet attribute by 1 for every second the pet is active in combat for a max of 25 stacks, Decays at 1 stack every 2 seconds outside of combat. Resets on Pets Death, or Pet Swap.
Shout Mastery – This trait has not changed.
Compassion Training – This trait has been combined with Carnivorous Training from Skirmishing Line, Now grants the pet health whenever it critical hits, This is based off the pet healing stat
Commanding Voice – This trait was combined with Speed Training, It now reduces pet cooldowns by 20%
Mighty Swap – This trait now grants the Ranger 3 Might stacks on swap along with the pet.
_________________
—Master Traits—
Rending Attacks – This Trait hasn’t been changed.
Stability Training – This trait has been removed.
New Trait Added
Psychedelic Truffle – The Enemies face now looks like a giant truffle to your Pig, The Pig Gains the ability to strip 2 boons from the target for 10 seconds on crit after using its (F2), 1 Boon goes to the Pet, the other goes to the Ranger.
Intimidation Training – This trait has been redesigned, Now causes the Spiders (F2) abilities to Cripple the Target, Now causes the Canines (F2) to cause 7 seconds of Weakness to all enemies hit by it. Bears (F2) ability now grants Aegis to all allies around it in a 360 radius for 5 seconds.
Vigorous Training – This trait has been redesigned Birds/Jellyfish Grant Vigor on Swap for 5 seconds, Moa’s (F2) Abilities are now Blast Finishers.
__________________
—Grandmaster Traits—
Zephyr’s Speed – This trait has not changed
Natural Healing – This trait has been redesigned it now applies to all allies in a 360 radius around the Ranger and Ranger Pet, The Ranger and Ranger pet no longer have a passive regen from this ability. To get the Regen from this ability, they must be within radius of one another.
_________________________
Minor Traits
Instinctual Bond – This trait instantly summons the pet to you on death, causes the pets next attack to daze for 1 second, grants the pet 3 seconds of quickness.
Loud Whistle – This trait has not changed
Nature’s Wrath – This trait has not changed.
(edited by Xsorus.2507)
If the Ranger Community ends up liking this type of post, I’ll do one for the pets next.
and yes, I came up with most of these off the top of my head while making each post.
This was great fun to read I love all of these ideas, pet cemetary!!! heh master’s bond would likely be too good this way though why on earth pick anything else if all you have to do is have the pet out for 25s to gain so much? it’ll make a 10bm pet a 35bm pet just by waiting before heading anywhere not that I would complain if I had it XD
The first 2 or 3 trees I liked, granted 2s daze on hunters call is a bit over the top (2 would be better), the NM ones I’m not a huge fan of, get your grubby little paws away from my Enlargement and Circle of Life(comes up on downed and the regen can even rally you if you Hit 4 fast enough)!
I really like Pet Cemetary, I must have it!!
This was great fun to read I love all of these ideas, pet cemetary!!! heh master’s bond would likely be too good this way though why on earth pick anything else if all you have to do is have the pet out for 25s to gain so much? it’ll make a 10bm pet a 35bm pet just by waiting before heading anywhere not that I would complain if I had it XD
Lol not to mention that when MB gave 10 pts cats were capable of 15k crits in the beta (IF they felt like obeying you), but since the recent nerf to pets and if they made it every 5s instead, I feel it wouldn’t be too strong.
hmm, some of those seems a bit over the top. But as an example/suggestion to trait changes they are mostly fine.
love the change suggested for Marksman and Skirmishing.
The first 2 or 3 trees I liked, granted 2s daze on hunters call is a bit over the top (2 would be better), the NM ones I’m not a huge fan of, get your grubby little paws away from my Enlargement and Circle of Life(comes up on downed and the regen can even rally you if you Hit 4 fast enough)!
I really like Pet Cemetary, I must have it!!
What you mean by 2 would be better on Hunter’s Call? It would just be a 2 second Daze, not a 2 second Daze per each hit.
I don’t see a lot of people using Enlargement and Circle of Life, So i tried to come up with something new for them..
I thought about keeping Circle of Life, but adding something new to it.
Figured the Spirit idea would fit more with the line.
Enlargement I wanted to replace with something that would give more utility to Offhand axe and Greatsword Line, this wouldn’t effect he ranger, would be more group utility for example (though I think it probably needs a ICD for the one I listed, maybe 2 seconds like Empathetic Bond idea, so your entire zerg doesn’t get a massive Protection Buff)
(edited by Xsorus.2507)
This was great fun to read I love all of these ideas, pet cemetary!!! heh master’s bond would likely be too good this way though why on earth pick anything else if all you have to do is have the pet out for 25s to gain so much? it’ll make a 10bm pet a 35bm pet just by waiting before heading anywhere not that I would complain if I had it XD
Lol not to mention that when MB gave 10 pts cats were capable of 15k crits in the beta (IF they felt like obeying you), but since the recent nerf to pets and if they made it every 5s instead, I feel it wouldn’t be too strong.
I probably should word it better, It’d work like the MB right now, Only instead of running around getting 25 kills, You have to keep your pet active for 25 seconds, You could also change it to something like requiring it to be every 2 seconds, So a pet would need to stay up for 50 seconds for example to get full stacks.
This is designed more around zerg fights and World vs World, as swimming or the pet dying constantly in zerg fights just resets it.
This was great fun to read I love all of these ideas, pet cemetary!!! heh master’s bond would likely be too good this way though why on earth pick anything else if all you have to do is have the pet out for 25s to gain so much? it’ll make a 10bm pet a 35bm pet just by waiting before heading anywhere not that I would complain if I had it XD
Lol not to mention that when MB gave 10 pts cats were capable of 15k crits in the beta (IF they felt like obeying you), but since the recent nerf to pets and if they made it every 5s instead, I feel it wouldn’t be too strong.
That would be better I can already envision it roaming wvw with my friends, friends: “manekk, c’mon kitten let’kitten the camp today dammit!” me: “can’t I only have 16stacks yet” XD
This was great fun to read I love all of these ideas, pet cemetary!!! heh master’s bond would likely be too good this way though why on earth pick anything else if all you have to do is have the pet out for 25s to gain so much? it’ll make a 10bm pet a 35bm pet just by waiting before heading anywhere not that I would complain if I had it XD
Lol not to mention that when MB gave 10 pts cats were capable of 15k crits in the beta (IF they felt like obeying you), but since the recent nerf to pets and if they made it every 5s instead, I feel it wouldn’t be too strong.
I probably should word it better, It’d work like the MB right now, Only instead of running around getting 25 kills, You have to keep your pet active for 25 seconds, You could also change it to something like requiring it to be every 2 seconds, So a pet would need to stay up for 50 seconds for example to get full stacks.
This is designed more around zerg fights and World vs World, as swimming or the pet dying constantly in zerg fights just resets it.
It could stack only when in combat that would work, or maybe that is what you meant? it could also give the pet healing power on the stacks (pretty sure it doesn’t curently, or does it?) that way it’d be a little useful to have a pet with a healing ability at your side in a zerg for instance even if you can’t send it to fight just then and there.
(edited by Manekk.6981)
This was great fun to read I love all of these ideas, pet cemetary!!! heh master’s bond would likely be too good this way though why on earth pick anything else if all you have to do is have the pet out for 25s to gain so much? it’ll make a 10bm pet a 35bm pet just by waiting before heading anywhere not that I would complain if I had it XD
Lol not to mention that when MB gave 10 pts cats were capable of 15k crits in the beta (IF they felt like obeying you), but since the recent nerf to pets and if they made it every 5s instead, I feel it wouldn’t be too strong.
I probably should word it better, It’d work like the MB right now, Only instead of running around getting 25 kills, You have to keep your pet active for 25 seconds, You could also change it to something like requiring it to be every 2 seconds, So a pet would need to stay up for 50 seconds for example to get full stacks.
This is designed more around zerg fights and World vs World, as swimming or the pet dying constantly in zerg fights just resets it.
It could stack only when in combat that would work, or maybe that is what you meant?
That’d work, Also have it decay outside of combat.
In fact let me reword it for something like that.
I reworded it better, and took that idea of yours (cause that’s a good one)
Master’s Bond – This trait has been redesigned, Now increases the pet attribute by 1 for every second the pet is active in combat for a max of 25 stacks, Decays at 1 stack every 2 seconds outside of combat. Resets on Pets Death, or Pet Swap.
(edited by Xsorus.2507)
K, redid Circle of Life, this keeps the original utility of it, while extending it to the pet as well (so it has some group utility also)
Circle of Life – This trait has been redesigned, Causes a Healing Spring on the area of the death of the Ranger and the Ranger pet.
Also new idea on the old Enlargement
Reflective Personality – Whenever you Block or Reflect an attack, You Enrage your pet causing it to grow in size, and grant fury/might for 5 seconds to those around it in a 360 radius. This has a 1 Second ICD.
This keeps Enlargement, gives it group utility (for example, Greatsword Block would be 15 Seconds of Fury and 3 stacks of might, for those around your pet if someone is attacking you)
(edited by Xsorus.2507)
I wish I could come up with something on Pigs besides moving them to Rending Attacks, Moa’s I think I handled pretty good by allowing their (F2’s) to become Blast Finisher’s, but Pigs are harder to handle without changing their F2 abilities completely.
I don’t think you should need heavy traits just for the offhand axe to not be garbage.
Abilities and utilities should be good baseline, not need heavy trait support to work.
Compassion/Malicious training also are pretty terrible. 350 condi damage or 10% condi duration for the pet is such a bad investment for a trait. The pets, like phantasms, should inherit the ranger’s stats.
Change the BM traitline bonus to just decrease the cd of all pet and f2 skills depending on the investment.
I don’t think you should need heavy traits just for the offhand axe to not be garbage.
Abilities and utilities should be good baseline, not need heavy trait support to work.
Compassion/Malicious training also are pretty terrible. 350 condi damage or 10% condi duration for the pet is such a bad investment for a trait. The pets, like phantasms, should inherit the ranger’s stats.
Change the BM traitline bonus to just decrease the cd of all pet and f2 skills depending on the investment.
Malicious Training is 50%, not 10%
Compassion Training has the Heal with it now. You’re thinking Expertise Training, I could also change it up, Maybe have something like reduces the pets power by 1000, increases the pets condition damage by 1000.
Only problem with that is the hyena would have to be reworked because it has like 800 strength I think.
You have a point on Offhand Axe Mastery though, I’ll try and think of something else.
(edited by Xsorus.2507)
I don’t think you should need heavy traits just for the offhand axe to not be garbage.
Abilities and utilities should be good baseline, not need heavy trait support to work.
Compassion/Malicious training also are pretty terrible. 350 condi damage or 10% condi duration for the pet is such a bad investment for a trait. The pets, like phantasms, should inherit the ranger’s stats.
Change the BM traitline bonus to just decrease the cd of all pet and f2 skills depending on the investment.
I think it’s actually 50% condi duration from that trait, that’s pretty darn good actually
Removed Stability Training
added
Beef Bus – Pigs now have a 50% to proc their forage abilities on critical hits
This basically allows them to proc random forage abilities on their critical hits (it won’t summon the item, but instead proc the actual ability, for example..Plasma which would give the pet a bunch of buffs, or a heal, stealth, a stun ect ect)
Since pigs have a fairly low crit rate I don’t think it’d be to bad, if it was over the top they could drop the chance down to 25% for chance on crit for example.
I don’t think you should need heavy traits just for the offhand axe to not be garbage.
Abilities and utilities should be good baseline, not need heavy trait support to work.
Compassion/Malicious training also are pretty terrible. 350 condi damage or 10% condi duration for the pet is such a bad investment for a trait. The pets, like phantasms, should inherit the ranger’s stats.
Change the BM traitline bonus to just decrease the cd of all pet and f2 skills depending on the investment.
I think it’s actually 50% condi duration from that trait, that’s pretty darn good actually
You’re right. I was confusing it with some other trait. Compassion training and the condition damage one is pretty bad though. 350 of healing power/condi damage only, really negligible.
Removed Offhand Axe Mastery Trait,
added
Excessive Baggage – You now drop a random trap at your location when you dodge, This has a 15 second ICD.
I don’t think you should need heavy traits just for the offhand axe to not be garbage.
Abilities and utilities should be good baseline, not need heavy trait support to work.
Compassion/Malicious training also are pretty terrible. 350 condi damage or 10% condi duration for the pet is such a bad investment for a trait. The pets, like phantasms, should inherit the ranger’s stats.
Change the BM traitline bonus to just decrease the cd of all pet and f2 skills depending on the investment.
I think it’s actually 50% condi duration from that trait, that’s pretty darn good actually
You’re right. I was confusing it with some other trait. Compassion training and the condition damage one is pretty bad though. 350 of healing power/condi damage only, really negligible.
Compassion I made better by attaching the crit on heal for it, So that’s actually not bad now for a talent, Expertise I could improve, but it’d have to be something like I listed before, Let me see what I can do.
I have an idea on Expertise training going to change it up.
(edited by Xsorus.2507)
I don’t think you should need heavy traits just for the offhand axe to not be garbage.
Abilities and utilities should be good baseline, not need heavy trait support to work.
Compassion/Malicious training also are pretty terrible. 350 condi damage or 10% condi duration for the pet is such a bad investment for a trait. The pets, like phantasms, should inherit the ranger’s stats.
Change the BM traitline bonus to just decrease the cd of all pet and f2 skills depending on the investment.
I think it’s actually 50% condi duration from that trait, that’s pretty darn good actually
You’re right. I was confusing it with some other trait. Compassion training and the condition damage one is pretty bad though. 350 of healing power/condi damage only, really negligible.
depends how well the heals scale with it, for example it used to bring natural healing on you from 133 to 177 or similar wich is really good scaling even if it’s not very attractive still cause it’s only every 3seconds, however imagine if it did the same for the heal on the pet itself wich is every second then it’d be freaking awesome for petregen.
I don’t think you should need heavy traits just for the offhand axe to not be garbage.
Abilities and utilities should be good baseline, not need heavy trait support to work.
Compassion/Malicious training also are pretty terrible. 350 condi damage or 10% condi duration for the pet is such a bad investment for a trait. The pets, like phantasms, should inherit the ranger’s stats.
Change the BM traitline bonus to just decrease the cd of all pet and f2 skills depending on the investment.
I think it’s actually 50% condi duration from that trait, that’s pretty darn good actually
You’re right. I was confusing it with some other trait. Compassion training and the condition damage one is pretty bad though. 350 of healing power/condi damage only, really negligible.
depends how well the heals scale with it, for example it used to bring natural healing on you from 133 to 177 or similar wich is really good scaling even if it’s not very attractive still cause it’s only every 3seconds, however imagine if it did the same for the heal on the pet itself wich is every second then it’d be freaking awesome for petregen.
With the change I did it would improve the Heal from the Crit the pet gets, and it’d also improve its healing capability with the Natural Healing Trait (which would mean those people around your pet would get a good increase in health)
I don’t like flight control giving shortbow range I think that should defiently be included in eagle eye instead, add a bonus for a diffrent weapon there like1200 throwing axe maybe XD (heh heh heh this is really fun)
Changed Expertise Training
Expertise Training – This trait has been changed, Now increases the pets condition damage by 30 each time it applies a condition for a maximum of 25 stacks, This Decays at 1 second very 2 seconds outside of combat, This resets on Pet Swap or Pet Death.
This ends up being 750 Condition damage if you let the pet get 25 stacks, Forcing the Ranger to Swap will reset the ability, Not doing it will cause you to suffer.
I don’t like flight control giving shortbow range I think that should defiently be included in eagle eye instead, add a bonus for a diffrent weapon there like1200 throwing axe maybe XD (heh heh heh this is really fun)
They had said they might add it at a Grandmaster Talent later on, I could actually change it up some, in fact I will… one sec.
I have another idea that would make a little more sense (I think) I kinda fell your idea of remorseless felt out of place for the pet to get cleave like that rather have a trait in the BM line that can give pets cleave deep in to make BM pets really stand out by having cleave maybe a new GM trait even that gives all pets a cleave… or I was thinking all pets get a chance for a cleave upon crits that is another thought I liked it should then probably be a master trait, maybe something for the pigs idk…
Remorseless could work like keen edges actually and reset if the target goes below 50% health it makes some sense too with the name.
(edited by Manekk.6981)
I have no idea why they use these noob devs at arenanet they should totally hire us
I have another idea that would make a little more sense (I think) I kinda fell your idea of remorseless felt out of place for the pet to get cleave like that rather have a trait in the BM line that can give pets cleave deep in to make BM pets really stand out by having cleave maybe a new GM trait even that gives all pets a cleave… or I was thinking all pets get a chance for a cleave upon crits that is another thought I liked it should then probably be a master trait, maybe something for the pigs idk…
The idea with Remorseless is it’ll cleave on its first couple attacks, which means everyone will eat the Vulnerability that it applies, Plus whatever hit will be a Crit as well.
Though I don’t know how well that stands up to be honest.. I feel it needs something else, but i’m not certain what.
I’ll see if i can think up a better idea.
K, I think I have an idea
This has nothing to do with traits but can I please have a crossbow too? I’m making a Van Helsing set now it needs a crossbow!
K Changed Remorseless
Remorseless – This has been redesigned, Your pet now consumes a condition on itself every 5 seconds, Causes your pet to have a 15% chance to cleave on critical hits, Your pet now applies 5 stacks of Vulnerability on its next attack each time it consumes a Condition.
Every 5 seconds, it’ll basically consume a condition and make its next attack apply 5 stacks of Vulnerability to the target.
It also gains the ability to have a chance to cleave on critical hits.
K Changed Remorseless
Remorseless – This has been redesigned, Your pet now consumes a condition on itself every 5 seconds, Causes your pet to have a 15% chance to cleave on critical hits, Your pet now applies 5 stacks of Vulnerability on its next attack each time it consumes a Condition.
Every 5 seconds, it’ll basically consume a condition and make its next attack apply 5 stacks of Vulnerability to the target.
It also gains the ability to have a chance to cleave on critical hits.
You can now also rename it “necroslaughter” XD
K Changed Remorseless
Remorseless – This has been redesigned, Your pet now consumes a condition on itself every 5 seconds, Causes your pet to have a 15% chance to cleave on critical hits, Your pet now applies 5 stacks of Vulnerability on its next attack each time it consumes a Condition.
Every 5 seconds, it’ll basically consume a condition and make its next attack apply 5 stacks of Vulnerability to the target.
It also gains the ability to have a chance to cleave on critical hits.
You can now also rename it “necroslaughter” XD
It’d only remove 1 condition off the pet every 5 seconds, The Ranger himself would give up his own condition removal to get the ability.
I wouldn’t call it Necro Slaughter to much, as i’m pretty sure a Necro would still eat a Power Ranger fairly easily.
I would like Fortifying Bond to be changed. I think that boons affecting the ranger should affect the pet by default, and that Fortifying Bond should serve some other purpose.
I think boons that affect the ranger should affect the pet by default because no other class has boons becoming less effective because of their class mechanics. If a ranger doesn’t put the 15 pts for Fortifying Bond then they are not receiving the full benefits from might, for instance, as other classes would.(Speaking in a group setting)
Removed Beef Bus – Pigs now have a 50% to proc their forage abilities on critical hits
New Trait Added
Psychedelic Truffle – The Enemies face now looks like a giant truffle to your Pig, The Pig Gains the ability to strip 2 boons from the target for 10 seconds on crit after using its (F2), 1 Boon goes to the Pet, the other goes to the Ranger.
I would like Fortifying Bond to be changed. I think that boons affecting the ranger should affect the pet by default, and that Fortifying Bond should serve some other purpose.
I think boons that affect the ranger should affect the pet by default because no other class has boons becoming less effective because of their class mechanics. If a ranger doesn’t put the 15 pts for Fortifying Bond then they are not receiving the full benefits from might, for instance, as other classes would.(Speaking in a group setting)
While i agree in principle, it might make the Ranger pet to overpowered, Plus the way Fortifying Bond works it actually keeps builds in check, and allows other builds to exist that wouldn’t otherwise, which is why I think it should stay.
I would like Fortifying Bond to be changed. I think that boons affecting the ranger should affect the pet by default, and that Fortifying Bond should serve some other purpose.
I think boons that affect the ranger should affect the pet by default because no other class has boons becoming less effective because of their class mechanics. If a ranger doesn’t put the 15 pts for Fortifying Bond then they are not receiving the full benefits from might, for instance, as other classes would.(Speaking in a group setting)
While i agree in principle, it might make the Ranger pet to overpowered, Plus the way Fortifying Bond works it actually keeps builds in check, and allows other builds to exist that wouldn’t otherwise, which is why I think it should stay.
Yeah I just don’t feel its fair to builds that can’t/don’t put 15 pts in WS just to get the basic effectiveness that they should already be getting from the class mechanic.
Its one of those things that I agree with like Signet of Beastmaster (Signets shouldn’t require a trait to make them work on us for example, as you’re basically making trait actives half as effective on the ranger as other classes are since pets make up a portion our damage), It also makes the ranger kind of dull for some specs, where you never use your Signet Active Abilities and at all….
However with Fortifying Bond, This opens up certain Cleric/BM Bunker Builds that actually need things like this, as their damage is naturally lower then Condition Based BM builds.
Plus think about the changes I did for axe that give might for axe critical hits, That change will open up a new spec for Rangers
Knights Axe/Axe specs with 30 Skirmishing/20 Beast/20 Nature’s
Reason Nature’s is being used for example is cause of things like Fortifying Bond, which would mean the person could easily drop those 20 Nature Points into something like Wilderness or Marksman instead which might overpower it.
Haha I used to think that it should be changed so that it made boons affecting the pet affect the ranger, but after the recent changes that allow very easy might stacking on the pet now, and with your suggestions that would be way too op ^^.
K Changed Remorseless
Remorseless – This has been redesigned, Your pet now consumes a condition on itself every 5 seconds, Causes your pet to have a 15% chance to cleave on critical hits, Your pet now applies 5 stacks of Vulnerability on its next attack each time it consumes a Condition.
Every 5 seconds, it’ll basically consume a condition and make its next attack apply 5 stacks of Vulnerability to the target.
It also gains the ability to have a chance to cleave on critical hits.
You can now also rename it “necroslaughter” XD
It’d only remove 1 condition off the pet every 5 seconds, The Ranger himself would give up his own condition removal to get the ability.
I wouldn’t call it Necro Slaughter to much, as i’m pretty sure a Necro would still eat a Power Ranger fairly easily.
Not this power ranger
Anyways it just sounded very anti necro I was joking abit on the name of course…
(edited by Manekk.6981)
I agree with Mcrocha. The idea behind your Honed Axes trait is nice, but it’s just too strong. You’d stack Might like mad on yourself and your pet with high crit chance and Fortifying Bond. Keep in mind that the Axe auto-attack bounces. So let’s assume that with a high base crit chance and under the effects of fury you apply 2-3 Might stacks per auto-attack. Granted, it’s only 5 seconds, but still a bit over the top.
Also, why the nerf to Natural Healing? This severely punishes bow/axe + melee pet combos which a grandmaster trait (!) shouldn’t do.
Removed Offhand Axe Mastery Trait,
added
Excessive Baggage – You now drop a random trap at your location when you dodge, This has a 15 second ICD.
This would make a great LB build trait which doesn’t involve changing the LB into the SB in order to boost survivability. ICD might be too low though for a master trait as you can kite all day with axe/dagger.
I agree with Mcrocha. The idea behind your Honed Axes trait is nice, but it’s just too strong. You’d stack Might like mad on yourself and your pet with high crit chance and Fortifying Bond. Keep in mind that the Axe auto-attack bounces. So let’s assume that with a high base crit chance and under the effects of fury you apply 2-3 Might stacks per auto-attack. Granted, it’s only 5 seconds, but still a bit over the top.
Also, why the nerf to Natural Healing? This severely punishes bow/axe + melee pet combos which a grandmaster trait (!) shouldn’t do.
Its about in line with Greatsword for Warriors, which is able to stack incredible amount of Might per second as well. A lot of classes can do this basically. We’re one of the few classes that cannot.
As for Nerf to Natural Healing, right now Natural Healing has lost some of its luster, While this would be a nerf to the solo capability of the Trait, it would actually be a rather large boost to the group utility of the trait…
Removed Offhand Axe Mastery Trait,
added
Excessive Baggage – You now drop a random trap at your location when you dodge, This has a 15 second ICD.
This would make a great LB build trait which doesn’t involve changing the LB into the SB in order to boost survivability. ICD might be too low though for a master trait as you can kite all day with axe/dagger.
Its random what you’d get, Flame Trap, and the Poison one wouldn’t really do much for kiting, you might get Frost Trap or Spike trap though. Which would help, if it was to much you could bump it to 20 ICD.
Nice ideas from Xsorus again..The only thing that i disagree is that you add to much cond removal,its a nice idea to remove the necessity of Empathetic Bond and the 30 points in WS traitline but it would be OP imo
But all these changes will made Rangers a very strong class and defently we dont want that..We want Ranger to have broken-useless traits-skills cause every class have a lot too and it wouldnt be fair..
Thats why it took em 7 months to fix Companions Might,its not like they are so ignorant to actually think that 1 might for 1sec on pets it would be an interesting option
(edited by Dardamaniac.1295)
Hide in Plain Sight – This trait now allows you to move while Camouflaged, 30 second ICD still in effect.
It should be a passive skill that allowed rangers to become invisible while out of combat. Like in the old days.
Sharpened Edges is still a joke, especially if you compare it to your “Poison Tipped Arrow” suggestion.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.