https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!
(edited by snow.8097)
1. why are traps not placable anymore? (imo a nerf to a fun build to play, unneccessary nerf)
2. which radius do have spirit actives? do they stay the same (when yes, how do you think any player with brain would walk into that radius?)
3. Axe offhand, where is CD reduction and radius increase? (just because less ranger play it, doesnt mean we dont need it)
4. what are 5% condi duration (LOYF) on their own in this game? (+5% condi dmg would be a bit better)
5. Why are the only two options of condi removal in the ame place? (i hope druid gets another option)
6. which boon each spirit gets? (1s boon every 3s. i hope dat boons are worth it, like stability, aegis, resist,..)
7. Allies Aid : has an ICD?
8. Hones Axes: why only Fero buff when we use it MH, why not in OH too? (its honed axeS!)
9. Pls give a description of how healing spring works. I see that everyone wished it, but i see that we will get a lot of trouble to heal ourselfs with that change.
10. heal as one, troll unguent got a category? guardian shelter did not for example, they could need a buff now coz of that change to HS
11, does quick draw effect AA?
that are my questions i have, i hope anet can answer them next time
add your questions, pls stay constructive, when not we will gain no answer
(edited by snow.8097)
1) Anet didn’t want Rangers to throw traps like “Grenades.”
2) 240 default and 360 with Nature’s Vengeance. Yes, the actives will function the same, granted the actives received a few buffs. No player with a brain would walk into that radius. Most likely scenario is casting something like Storm Spirit in a middle of a contested point and detonate it as soon as you pop it. Spirit-Bomb niche incoming!
3) No idea. Honed Axes during the original AMA had 20% reduced recharge for all axe skills. Last we heard, off-hand training range was made baseline. Speculation why those 2 notes were absent during the recent update is chalked up to oversight and Josh crunching over 200 power point slides solo up until the stream began.
4) Unsure due to the wording. Might be only for SB, might be for everything. Either way, it’s being discussed in other threads, including suggestions of what others would like to see.
5) Most likely for Rangers to choose a condi removal GM trait according to their build. Personally, this bothered me a bit. After taking awhile stewing about it, EB and WK together isn’t so bad. If you take Survival Utilities, than WK will be the trait of choice. If not, EB is the clear choice.
I hope Druid gets another option, too.
6) No confirmed details, though one dev let it slip that one spirit may grant Stability. I hope they use meaningful boons as well. For a GM trait and only 1s every 3s, Resistance, Aegis, Quickness, and Stability better be among the chosen boons.
7) Will most likely share the same CD as Search and Rescue with possible synergy to lower the ICD and grant boons with Resounding Timbre.
8) No idea. Ferocity isn’t even that fitting for Axe mainhand in general, so your guess is as good as any.
9) ½ second cast time to lay down HS, another ½ second for it to “arm” itself, then it opens up when triggered by you or an ally. The dev seemed confused though on whether or not it will trigger when you have full health.
A lot of Rangers wished only for HS to receive the trap category to synergize with Trapper’s Expertise (mainly for the reduced cd), but we got the full package instead. Go figure! But it opens up the possibility of procing back-to-back Healing Springs. Not practical in PvE or WvW zergs, but it’s an option elsewhere.
10) Unsure. See the second half of #3.
11) Very interesting question. I never thought about Quick Draw being wasted and procing on the AA…
(edited by Wondrouswall.7169)
3) By my understating the radius is now baseline, along with torch and dagger increased radius. The CD reduction comes with the honed axes.
2) i dislike the radus with the way the new spirits work
it seems like u have two options:
a) u place the spirits outside ur fight point (probably pvp points because fighting offpoint is just kitten with chilling spirits) so that u gain the passives but not the actives
b) u place then on node, they get killed fast, u gain a bit passive and when it works bad not even active.
rezzing and safe stomping is now harder than before. id like to see that the real NV is part of the new one. they activate active when they die. They die when we activate and they activate when they die. seems valid to gain all effects
9) so first its a activation nerf as expected.
second, so we can trigger our own trap. Does that mean we get our heal only then or do we get splitted heal like DH´s heal? how much heal do the allies get? only the regen?
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