Showing Posts For Mitchwise.3514:
When people started requesting a Hunter as the next elite spec for Rangers in GW2, I honestly hated the idea. The concept has been done and redone in so many different MMOs and its just a little bit stale. Not to mention, Arena Net has adamantly held firm against the temptation to give their rangers firearms, and for good reason. I think the Ranger concept they’ve put together as a hardy, nature-friendly, survivalist is not very compatible with a giant musket. So I decided to create an alternative option for Hunter specialization development.
Weapon: Speargun- Lock down a single enemy with conditions, and other forms of single target control, and then use superior mobility and targeted attacks to frustrate the opponent and get around their defenses.
Skill 1- Pursuing Shot- (Projectile Finisher) Applies cripple on critical hit.
Skill 2- Overloaded Shot- (Projectile Finisher) Upon activation, the hunter will begin overloading the speargun. Upon release, the hunter releases an overloaded shot that pierces enemies and deals additional damage depending upon the duration of overload.
Skill 3- Hookshot- (Ground Targeted Skillshot) The hunter fires a hookshot spear, that upon contact with any terrain, obstacle, or enemy unit, pulls the Hunter to the point of contact.
Skill 4- Plant Decoy- (Clone Skill) The hunter uses a spear to prop up a clone of their pet at their location. Any enemies within the decoy radius are taunted and confused.
Skill 5- Tether Shot- The hunter fires a tethered spear that impales the target. Upon impact, the hunter anchors the tether into the ground at the hunter’s location. If the target leaves the tether range, they are pulled towards the tether and knocked down. (Duration~10s) (Cooldown~ 7s) (Effectively works similar to a Guardian Ward skill creating a big circle around the cast point that the target must stay within. However, because of the shorter cooldown, multiple tethers can be created, narrowing the area the target must stay within if used strategically. Could easily be countered though by a stun break or a well-timed dodge, and also only works on the target as opposed to Guardian wards that affect multiple foes.)
Slot Skills: Preparations
In GW1 rangers used preparations for a variety of different things. I think the Hunter should bring preparations back in GW2, and they should be treated similarly to the Mesmer’s mantras. Each preparation has a long set-up time (about 3 seconds), and then an instant activation time, however unlike mantras which have only active effects, preparations also have passive effects similar to the thief’s venoms that apply on-hit effects. Below are some strong suggestions for preparations that could be brought back as slot skills.
Healing- Marksman’s Wager- Upon activation, the Hunter heals for xx health and for 8 seconds heals for xx health every time one of the Hunter’s attacks hits, but loses xx health every time one of the Hunter’s attacks misses. (Can activate only once every ½ second.)
Slot Skill 1- Read the Wind- Upon activation, the Hunter pushes enemies in target direction (like a wind gust), and for 8s the Hunter’s projectile and leap finishers have increased range and fly twice as fast.
Slot Skill 2- Apply Poison- Upon activation, the Hunter gains resistance, and for 8 seconds the Hunter’s attacks apply poison (1 sec CD).
Slot Skill 3- Choking Gas- Upon activation, the Hunter creates a poison combo field that applies weakness and daze to foes inside the field. For 4 seconds, your attacks interrupt the target and other enemies within a small radius.
Elite Skill- Kindle Weapons- Upon activation the Hunter creates a bonfire at their location dealing heavy fire damage, burning foes, and creating a combo field. For 8 seconds the Hunter’s attacks cause burning and fear (2 sec CD, 1 sec duration) on hit.
Class Mechanic- Hunter Pets
Hunters typically use pets such as hunting dogs for three reasons; 1) Corner, Point to, or Tree the animals they want to hunt. 2) Retrieve dead animals such as birds. 3) Protect them from potentially dangerous animals like bears, cats, boars, etc. Taking this into consideration, I designed a class mechanic for the Hunter that I feel gives certain members of the community something that they’ve always wanted (removal of active pets, if only partial removal), but still makes the pet a very integral part of ranger gameplay.
1. Hunters would have their 2nd pet deactivated, and would only use the first pet in their pet menu.
2. Hunter pets would have two different stances that would swap when F4 is entered. An “Active” stance behaves as normal, and a “Passive” stance which would cause the pet to enter an untargetable, invulnerable state. These two stances would have a cooldown timer similar to the current pet swap mechanic on F4. If the pet dies in the Active stance, both stances are disabled for a short time.
3. In the Passive stance the pet can not attack using any of its abilities, and its F1, F2, and F3 skills are all swapped out for three Passive stance skills usable by the Hunter on command. Each skill provides a different effect when activated, and will continue to be in effect until a different skill is selected, however each skill also has a moderate cooldown (probably about 10 seconds).
F1- Point- The pet points at the targeted enemy, and exposes their weak points. The targeted enemy takes +15% damage from all sources. (Point does not stack
F2- Retrieve- The pet performs functional tasks appointed by the Hunter (similar to the forge function drone). The pet can revive allies, finish downed enemies, collect loot, etc.
F3- Protect- The pet defends the Hunter and lashes out at attacking enemies, granting the Hunter retaliation periodically while active.
F4- Active Stance