Power Rangers
One idea we talked about for Greatsword would be to take the evade off of the 3rd attack of the auto-chain and put it on swoop. This would give you a second on-demand defensive skill and instead we put something less timing based (for example a whirl finisher) on that third attack to empower it.This is such a bad idea that I’m hoping it was suggested as something to use to scare us and then not do, so putting in the natural vigor change despite our objections seem better.
That evade is what makes it possible for Power/Precision rangers to use their greatsword in crowds, where it hits multiple opponents and lets them attack a boss when there are other mobs around. Evades/dodges are how power/precision rangers survive.
Please don’t make this the patch that forces people to put points into vitality/toughness like a fancy version of later-patch Daiblo 2 where life is all that matters for almost every class.
He pretty much retracted that statement as soon as he made it. While I agree that the evade is very valuable, it’s kind of a lazy approach to this class’ problem with melee combat. Not to mention GS #1 is less than productive as it is because the damage is just so low.
Really, and I’ve said it numerous times, more than anything else, this class needs more burst or AE before a power option will ever work. This class has little else than chaining #1 skills behind rapid fire or the often catastrophic option of swapping to GS in hopes a swoop+hilt+maul will finish someone off as you took who knows how long whittling someone down slowly with auto and rapid fire.
Even just one other skill to combo into would resolve a lot of the problems power Rangers face.
A trait to reduce the cooldown of weapon swaps seems the easiest solution given what we have to work with. If we weren’t tied to offhand axe or greatsword for 10 seconds after swapping we could make better use of our burst as we won’t be stuck with a completely lackluster weapon waiting for maul to come off cooldown.
Alternatively we could swap things around to make room for a burst skill. My preferred route to take is to remove spike trap (because it sucks),
A third method, assuming it’s possible, would be to change one of our lackluster signets (Signet of the Hunt) to offer a unique skill dependent on the weapon we have selected at the moment of activation similar to how the Glyphs work for the Elementalist with their various attunements.
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Signet of the hunt is not a lackluster skill. It is our burst skill. Hit for 8k with a GS and then come back and say we have no burst skills. The problem people have is if they want to have “burst” they one have to build up a rotation of attacks and two they have to go far glassier than other classes. You either burst or you survive. Find your happy medium and stop trying to ask for everything. Signets need love, but its far more in the region of SotW and SoR end and not signet of the hunt.
Reduce recast on signet of SoR, make it only cleanse conditions like warr signet of stamina and you have a great stun break, active cond cleanse and power build option for classes. You dont even have to overdo it. a 50 sec cast time without signet mastery and full trait lines is fine, then give those who want to specialize in the traits an incentive like casting removes 2 cond from nearby allies etc.
What youd get: remove 1 condition every 10 sec, active cleanse all conditions on self.
With grandmastery trait heal all conditions on self/pet 1-2 on surrounding allies from caster (can be modified based on overall balance)
Or better yet, make heal as one a viable heal by introducing a condition cleanse component for pet and caster. Thus making it a viable heal. Decrease overall heal HP to a lower component, decrease recast time to 15 seconds, heal 1 condition and decrease healing power scaling. This creates a better heal for power builds that removes poison without overpowering healing power spiking condition builds
=What youd get 15 sec recast heal base of 4750-5000 ( at a 333.3 base for healing based off second) and 1 condtion removal on cast HP scaling can remain as 1.0 or be decreased top 0.5 (this allows it to compete with troll unguent at a lower health return per second but at a higher gain for power builds).
(edited by Malachi.1836)