Showing Posts For Aurawind.8429:
I figure this would be a fun topic to talk about.
As the title implies what skins would you like to see for gliders in GW2?
Personally, I would love if they made a glider skin variant of the Decorative Molten Jetpack. I’ve had it for sooo long on my engi, and I personally love it so much.
I would also feel really rewarded for having a somewhat rare skin.
Thoughts?
Spawned as soon as T4 Hit.
They spawn ONE at a time periodically.
Tame quick because its first come first serve as they spawn.
Hunter’s Shot - its hard to me to see this skill being instant since it does shoot a projectile.
- You would have to make it unblockable so that it is a bit more reliable.
Or - Make it be instant, do no damage, and cause immobilize or something.
I do agree that pets need to be reworked in the regards to gaining boons/getting healed.
Love the idea of traps being 900 range. would make rangers moderately more viable in WvW
(edited by Aurawind.8429)
Bringing up the post.
I use Knights armor on my ranger with Zerk/Cavalier accessories. Versatile in the sense that you will always need pow/prec/tough no matter what you do. Or Dire stats if you are going for Condi dmg.
Kinda like this: http://gw2skills.net/editor/?fNAQNBjYDbkQlOWbZxkFqWDsHUrDgC4sZNwuP4iotr4uKA-T1CEwAE3fIlOBYq/Q4CAsVJITlHGeAASVi1RTDgDQwjDCAZA0XAA-w
(edited by Aurawind.8429)
Nobody really kicks anyone from dungeons based on your class, there are builds rangers can use viably. If you love archers, theres no reason why you wouldnt like ranger. They will probably make ranger better in more aspects later.
I would not say rangers suck, they are just harder to play then most classes.
The only ones I can think of are… Spirits and Regen Ranger like Pure said. That’s about it. Both builds give a lot of HP overtime.
2/0/6/6/0 Spirits or….
I think the regen ranger build is like 0/0/6/4/4 with dwayna runes and tough/heal/condi dmg armor(As long as you are traiting in the wildernerness, nature, or beast trees it should be fine). Youd run Troll Unguent, signet of the wild, signet of renewal, and rampage as one. Leaving an optional utility open. Weapons would probably be Mainhands sword and axe with offhands dagger and torch.
(edited by Aurawind.8429)
If you want ideas for weapon/trait/utility changes, check out this thread:
https://forum-en.gw2archive.eu/forum/professions/ranger/Power-to-the-Rangers-Brainstorming-Changes/first
Utilities
- I feel like for “Protect Me”, the pet should take 50% dmg reduction, but still take the dmg you would take.
- I am fine with “Sic ’em”, you have to use it wisely. The duration of the the buff should last its full duration though.
- I like the idea of Muddy Terrain applying reveal. It would be like watching invisible footsteps in the mud. lol
- I love the idea of Dust Trap. GW1 Skill FTW!
If you want ideas for weapon/trait/utility changes, check out this thread:
https://forum-en.gw2archive.eu/forum/professions/ranger/Power-to-the-Rangers-Brainstorming-Changes/first
Traits
Skirmishing
- Trapper’s Defense – I love your idea of a dust trap and it being a smoke field.
- Strider’s Defense – I feel as though this ability should possibly provide a 25% to evade an attack. with a 10sec cooldown.
Wilderness Survival
- Your version of Healer’s Celerity would be kinda overpowered in PVP. Possibly add a little aid from your pet, but not as strong as Lick Wounds.
- I agree on the Shared Anguish trait having a reduced cooldown.
- Hide in plain sight needs to keep its cooldwon.
- I like your idea of Oakheart Salve.
Nature Magic
- I LOVE your idea of Circle of Life. I feel this would need to be a Master trait.
- I like your idea on enlargement proc at 50%.
Beast Mastery
- I like your idea of Stability Training.
- I like your idea of Speed Training.
(edited by Aurawind.8429)
If you want ideas for weapon/trait/utility changes, check out this thread:
https://forum-en.gw2archive.eu/forum/professions/ranger/Power-to-the-Rangers-Brainstorming-Changes/first
Longbow
- I like your idea on the Hunter’s Shot gaining immobilize. However, the more I think about it… I don’t have many issues with Longbow the way it is. I would say that in my experience the issues I have are not being able to do close quarters skirmishes with my alternate weapon set. I feel like Longbow is designed for those long ranged shots, but I do think that the range dmg thresholds should be altered a bit.
- I cannot fully agree with your opinion on Rapid Fire. I feel as though it is pretty strong in the sense that it can track stealthed players. If you had that on a shorter cooldown you could simply spam that skill and they wouldn’t have anywhere to hide.
- I don’t mind barrage the way it is. That skill can get a lot of tags and cut off a zerg in WvW. It also provides decent pressure on points in pvp.
Greatsword
- I agree to bring the dmg up a bit on the auto attack.
- I disagree about increasing Maul’s dmg because it does have really HIGH base dmg for a relatively short cooldwon. At 2k Power, Maul’s base dmg is is about 1370ish. Increasing the dmg by 50% would mean a base of 2k. That is like an eviscerate on an 8sec cooldown.
- I am uncertain how I feel about Swoop knocking people down. That just sounds like Maul combo to be a little too devastating while following it up with a daze/stun on the Hilt Bash.
- I am fine with how Counter Attack works.
- I am fine with how Hilt Bash works currently.
Sword
- All I ask for as an auto attack chain is personally something that doesn’t lock you in place. The rooting auto attacks prevent the reactive style of play I feel the sword is designed for. Giving the first 2 auto attacks might seems a little over the top for me. Guardians have a similar ability except they only gain 1 stack of might on their last hit in the chain.
- I am fine with the way Hornet’s Sting is.
- Mostly fine with Serpent’s Strike, I just want the evade time to match the start and end of the skill.
Axe
- I do agree on the increase in dmg for Ricochet.
- I am fine with how this skill works for condition ranger purposes. The shotgun bleed isn’t too bad. 5 stacks of Torment seems really over the top. I personally think Torment is overpowered lol.
- I am also fine with Winter’s Bite.
- Possibly apply a few stacks of torment to Path of Scars. maybe about 2 or 3.
- I feel like Whirling Defense doesn’t hit hard enough.
Shortbow
- This was mentioned a couple of posts above, but I do agree that the auto attack should always cause bleed on hit regardless of which side they were hit from like necros and engis. But since the auto attack is quite fast, I think the bleed stack should only be 1sec.
- I am fine with Poison Volley, Quick Shot, and Crippling Shot the way they are.
- I feel like Concussion shot should have a shaved off cooldown. To promote more GW1 interrupt style of play since they lack a bit of CC. If not that, then definitely increased the daze/stun duration.
Warhorn
- I like your idea on Hunter’s Call.
- I agree with the reduced cooldowns. The boon durations would have to be decreased a bit. I am uncertain about the condition cleansing.
(edited by Aurawind.8429)
Why move the pet traits to beastmastery?
The Beastmastery tree is extremely underused in the Ranger community due to the massive amount of QQ about pets in general, and moving every single trait to that one tree will just lead to more QQ about pets, at least spreading them out give people more variety when it comes to building a ranger AND including your pet in that build.
Lol, you are probably right, it might just be my thought process of fitting themed-like traits in to the trees you would most likely see them in. :P
Weapons & Skills
Shortbow
- Crossfire - Remove the requirement of having to bleed on flanking. I find it unfair that engis and necros can toss out more conditions as well as having no requirement for constant auto attack pressure. In most cases one cannot ideally position himself the way they would like for this to be effective.
The rate of fire of SB is so high though. I could maintain ~8 stacks of bleeds easily with current restrictions. If they were lifted, i would imagine the bleeding on SB will be very OP.
That is a good point. Possibly do a 1sec bleed? Or just straight up make the cast time longer a bit.
I personally like the cast time. So probably do a reduced bleed duration I think.
(edited by Aurawind.8429)
Pets
I see a lot of diversity on this topic. Some say that pets are completely useless and are a liability. Some say they dislike the fact that you do less damage because you rely on your pet to do a portion of the dmg. Some wish that the pet should just be a tool for buffs, debuffs, and cc while contributing no dmg.
I feel as though I am personally on the side of the pet being a tool. I love the idea of it being there for buffs, debuffs, and cc.
Ideas of how to make pets more effective
- Combine some of the already existing traits. (like Pet’s Prowess and Agility Training)
- Add traits to possibly increase their attack speed.
- Give them an option to be able to pulse buffs kinda like Experimental Turrets. While the Ranger is doing what it does best in the back line, it can help support his team with the pet in the front line.
- Add a trait in which the pet gains more of your stats. Might help promote Beast Masters.
(edited by Aurawind.8429)
Weapons & Skills
Warhorn
- Hunter’s Call - I feel like this ability should probably cause blindness in some way. Could help being moderately defensive in certain situations. A fine example would be when you are wielding an Axe mainhand and you are lacking mobility/evasion. Blind could help mitigate not being a complete sitting duck.
- Call of the Wild - Reduce the cooldown to 20 or 25sec. Reduce the duration of the boons given. Could help aid WvW by having a more reliable blast finisher up and ready.
Shortbow
- Crossfire - Remove the requirement of having to bleed on flanking. I find it unfair that engis and necros can toss out more conditions as well as having no requirement for constant auto attack pressure. In most cases one cannot ideally position himself the way they would like for this to be effective.
- Concussion Shot - possibly shave off the cooldown to 15 or 20sec to help promote GW1 style of play being an interrupt ranger. Could remove stun if necessary. Compared to other classes, Ranger lacks CC.
Sword
- This being a popular topic that I am sure is well known.
Simply polish the clunky Auto-Attack. I understand that this is a unique chain of attacks by having 2 of the chain skills being leaps. However, unfortunately more often then not it gets you killed. Changing this to a regular sword chain could also promote a better PVE experience and a more reactive style PVP experience. - Serpent’s Strike - I believe this skill should match its evade time from start to the attack execution.
(edited by Aurawind.8429)
Next are some of my concerns about utilities. Mostly traps and how they can improve. Giving Rangers a bit more options for AoE. I also feel like they could use a few tweaks on their heal skills. Lastly, I feel as though a variety of other utilities could be looked at.
Utilities
- Heal as One - Reduce the cooldown to 15sec. Reduce the heal the amount to a fair spot similar to that of Mirror or Withdraw. Could promote actively keeping an eye on your pet’s health without having too much down time to worry about yourself when you need it. Could also promote certain Rune builds with heal skill effects. (example: Rune of Lyssa's {4})
- Healing Spring Shave off the cooldown a bit to possibly 25sec. Initial condition cleanse to 2 with 2 additional cleanses every 3 sec for 6sec. Or something of this nature because at times I find it rather difficult to sit in the spring for multiple cleanses the whole time, So hopefully you would get a little more out of it while not being completely confined to an area that is most likely getting bombed. I’m not trying to compete too much since Healing Spring has a longer water field, but it is hard to keep up with engi’s healing turret when they have a shorter cooldown and bigger burst heal as well as a trait that brings their heal off cooldown.
- Troll Unguent This skill is pretty strong, but I wouldn’t want it to share a similar cooldown with Healing Spring. Possibly reduce the healing a bit but not too much since it is a heal overtime.
- Spike Trap could be more useful if it was like GW1’s Spike Trap in that it caused knockdown when triggered. Trap Rangers lack hard CC. Remove cripple effect.
- Frost Trap - Possibly apply a small dmg per pulse. So that maybe some power builds could have access to at least 1 trap.
- Viper’s Nest - Make this trap cause cripple. Nobody in their right mind likes walking through snakes… right?
- Flame Trap Possibly cause blindness on initial hit. A soft CC that might be kinda useful if you decided to run a trap build since you would most likely lack a stun break.
- “Guard” - Possibly give your pet Fury.
- Sharpening Stone - Cooldown seems a bit high for simply just bleed stacks that don’t last too long.
New Utilities
- Dust Trap – Trap that causes blindness per pulse. Smoke Field. Edited (shadowpass)
(edited by Aurawind.8429)
Some of my major concerns about Rangers are their traits and the way they are organized. I feel as though they are very inefficient. Consider moving/combining/altering traits particularly in the Skirmishing, Wilderness Survival, and Beast Mastery Trees. Combining and moving traits could promote newer traits coming to light.
Traits
Skirmishing
- Trait #1 Pet’s Prowess could possibly be combined with Trait #6 Agility Training or even moved to Beast Mastery tree. Freeing some space for new traits.
- Trait #3 Trapper’s Defense (I’ll talk more about this later down the post when talking about skills)
- Trait #7 Carnivorous Appetite - Probably move this one down to Beast Mastery.
- Trait #8 Trapper’s Expertise and Trait #11 Trap Potency are both trap related which is ‘wilderness survival’ themed. Should probably be moved.
- Trait #13 Strider’s Defense - I feel like this trait is incredibly underwhelming.
Wilderness Survial
- Trait #2 Healer’s Celerity - This trait needs a better effect. Swiftness only is underwhelming. The revive speed is an ‘ok’ segment, but maybe it could be a bit stronger.
- Trait #7 Offhand-Training - Possibly move to Skirmishing tree. Master?
- Trait #10 Martial Mastery - Also could be moved to skirmishing tree. Adept?
Nature Magic - Edited
- Trait #1 Circle of Life - Use Healing Spring at 25% HP. Move to Master trait. Edited (shadowpass)
- Trait #12 Nature’s Voice - Unsure if this is worthy of a Grandmaster trait. Shouts are uncommon as it is.
Beast Mastery
- Trait # 1 Speed Training and Trait #5 Commanding Voice - I personally do not see a reason for why these are split. Simply make all pet related skills shorter c/d.
- Trait #8 Stability Training - Your pet getting CC’d should be the least of your worries in my opinion.
- Trait #9 Intimidation Training - I feel like this trait is in most cases redundant regarding canine and spider pets whom already have a snare inherent to their F2’s (Chill/Immobilize).
Possible future/new traits
For those out there(I’m positive there are many of you lol) who believe Ranger lack cleave or AoE dmg in most cases.
- New Trait – Glass Arrows or Splinter Shot – These traits could be used for Bows in that possibly whenever they land a critical hit the shots would splinter and do AoE dmg. Give this trait a 1sec internal cooldown to prevent splinter piercing spam on stacked mobs. (Bringing back some GW1 named skills!)
(edited by Aurawind.8429)
My goal for this thread is to bring the minds together of those who want to be as detailed as possible about what the Ranger lacks and how we can improve them. I have been browsing threads all day since the Balance video on Friday, and I have found a lot of very disappointed/rage threads. Those of which have resulted in people arguing and insulting each other. I want this thread to be the place people come to for civil discussions about what they would like to improve to the ranger in their perspective. Give and take ideas from other people. Agree and disagree about certain things, but please be civil!
Voice off your opinions. Try to be detailed. Section off your posts with areas of specific focus like traits, cleave/aoe, pets, weapon skills, utilities, etc. Feel free to talk about whatever area you feel you want to discuss.
If you think the Ranger is fine then please refrain from posting.
Again, please be respectful of other people and DO NOT turn this in to a rage thread.
(edited by Aurawind.8429)
Since dyes are going account bound, and you get 1 unidentified dye for each double on your account. What will happen to those who have multiple exclusive dyes on one account?
Example: If you have 1 Cinders dye on 2 characters, will you get 1 unidentified Flame and Frost dye? Or just some random unidentified dye?
I’m sure I’m not the only one out there dying to have the option to change between different profiles. Meaning, one could simply switch between profiles that have different traits, sets of armor, and jewels(while out of combat with a small internal cooldown).
Profiles could be purchased with Gems.
Pros:
1) Easy change for tanky characters that need to have more dps in some groups.
2) The simple change between a crit and condition sets.
3) Could possibly Open up more inventory space.
4) Helpful for having PvE and PvP sets.
Cons:
1) Possible threat to WvW for roaming and having specific counter-builds. (only thing i can think of at the moment).
What do you guys think?
Allow for a “PvP mouse mode” Right click is permanently activated so during pvp we can use the mouse without having to hold right click ALL THE TIME.
This is very interesting. /iLike
Agreed, this is the worst function in the game. This wasnt even a function in GW1.. why the hell does it operate this way in GW2?
Scenario in Descending order:
Initially have primary enemy targeted >
Right click trying to rotate camera >
Target Another enemy > Target Ally > Ranger Pet > Mesmer Clone > Random bunny… while trying to avoid the middle of your screen.
Plz remove this function, its terrible.
(edited by Aurawind.8429)
Craftable back pieces are an amazing idea.
Quivers need to be a must as a back slot. You can choose to wear or hide if it clips that bad. Regardless of clipping, in my opinion, I’d still wear a quiver. There needs to be more Back Accessories in general.
(edited by Aurawind.8429)