Showing Posts For RedBeard.9607:
Honestly I think its fine where it is right now. Because if healing signet healed for 30 secs which is the cd for healing surge it would heal for about 2k more. But if an enemy gets poison on you, then you can remove it before using healing surge, but with healing signet you are forced to loose healing until you can remove it.
Also it won’t do well against burst damage, but I think a lot of the complaining is coming from when the burst damage fails slightly because there is a less room for mistakes and then the warrior recovers.
And, healing surge has the added effect of filling up your adrenaline bar and with cleansing ire you get some condition removal immediately following your heal so I think comparatively these healing skills are equal and no one is complaining about healing surge so we are good
I have been holding off from playing my ranger hoping that in the next patch we will see some improvement.
But imo the worst trait line is marksmanship. I am pretty sure its the only trait line in the game where 3 minor traits revolve around the same relatively useless thing because the 10 seconds of vulnerability become very useless very quickly in a long fight, and if you have a high crit chance then one guaranteed crit a fight doesn’t help either. Remorseless is now a lot better because it synergizes with the longbow, but if you want a signet build with a greatsword then opening strikes stays useless.
Maybe remorseless should be tied to some in game mechanic. Don’t get me wrong having it work with longbow stealth is very cool, but now I feel restricted to a specific weapon and build because if I will spend most my time using a longbow for this I might as well go into skirmishing for the 20% cd reduction as well.
Also like some people were saying the signet traits should be moved to BM because the traits already there are very kitten, and signets are mostly for your pet until you get the grandmaster trait.
Some thoughts on Marksman trait line. Thread is a bit older and some points from posts in the chain have actually been implemented in this last patch so they can be scratched out… the trait line change suggestions still apply though:
https://forum-en.gw2archive.eu/forum/game/suggestions/Complete-Ranger-class-suggestions/first#post2305313Marksman:
The Marksman trait line was expected to receive major overhauls in the 6/25 patch, but what was received was underwhelming at best. Of all trait lines, this one has the most wrong with it. Adept level traits are all equally useful dependant on the direction of your build, but when it comes to Master and Grandmaster traits, there are really only 3 traits that anyone is interested in: Piercing Arrows, Eagle Eye and Signet of the Beastmaster.
– Spotter is, at best, an adept level trait, and even with the recent buff, no one placing points in this line would choose this over any of the other Master options.
- I haven’t talked to a single Ranger since launch that has found a place in their build for Remorseless. This is possibly the most underwhelming option at the Grandmaster level across any class.No minor trait in the marksman line is very compelling either, especially Precise Strike at the Grandmaster level. By comparison, examine options available to other classes in the Power trait lines:
Ranger: Adept – First hit inflicts 5sec vulnerability, Master – Pets get same ability, Grand – First hit is a crit.
Thief: Adept – stealing inflicts 10 seconds poison, Master – Poison inflicts 4 seconds weakness, Grand – +10% damage when target has a condition.
Mesmer: Adept – 5 seconds vulnerability on interrupt, Master – Dazing inflicts 5 seconds vulnerability, Grand – +5% damage to inactive targets
Warrior: Adept – Damage foes at end of dodge roll, Master – Burst skills restore endurance, Grand – +3% Damage when endurance is not full.In review, Rangers minor traits center around adding vulnerability at the beginning of a fight, and 25 point trait gives us a single guaranteed critical hit once per fight. In contrast Thieves gain access to 2 separate conditions for performing an act that they would perform once per fight generally and are not restricted to leaving combat in order to regain this ability, as well as application of vulnerability in conjunction with another condition they have nearly unlimited access to. Where Rangers receive a single guaranteed critical hit, thieves build on this by getting 10% damage boost for all targets carrying conditions. Mesmers gain the same 5 seconds of vulnerability at adept level, but rather than once in a fight they can apply it as often as they can interrupt. Warriors have damage at the end of a dodge roll, then a mechanism to allow them to dodge more often, plus a further damage bonus for dodging more often. These minor traits do not add up to any kind of balance – especially at the Grandmaster level.
Suggestions:
•Adept trait should apply vulnerability in conjunction with another condition or with an action that the Ranger normally performs – evades, interrupts etc on an internal cooldown.
•Minor Master trait should add blindness or cripple whenever vulnerability is applied.
•Move Piercing Arrows to the 25 point GM trait
•Add Shortbow range increase to Eagle Eye
•Replace Spotter and Piercing Arrows with some kind of boon stripping or condition removal option linked to Bow attacks
•Replace Remorseless with a further option to cripple targets with Bow attacks.
Honestly the very first suggestion would make the ranger class perfect for me. Then opening strikes would be useful throughout a fight like most other classes minors, because right now opening strikes without a longbow and remorseless isn’t viable.
Hopefully anet sees the problem with opening strikes and makes some changes.
The whole opening strikes is just awful.
Even if you can regain it every 15 secs it’d still be crap on a build that doesn’t carry cover conditions. Your vulnerability will get immediately cleansed midfight.
That is true in spvp because everyone has condition removal and then you only have 1 5 sec condition lol. Still if opening strikes did recover mid fight for more than just the longbow it could be viable outside of spvp
Why would you be running 30 or even 25 in Marksman if you weren’t using a bow? It’s still not going to be usiversally appealing, and there are better options in different lines if you’re not going with bow.
Easy, I was running a Signet build with greatsword.
Same here. And if they maybe gave the greatsword a way to reset opening strikes then they would synergize very well.
Personally, I would like to see Opening Strike and Alpha Training combined and Precise Strikes brought down to master. For the now empty grandmaster slot remorseless would be nice but unlikely. So perhaps +10% damage against vulnerable foes. If remorseless were demoted it could be replaced with a trait that causes opening strike to cause daze/stun/knockdown/knockback.
Sounds familiar. Opening strike remains very limited and situational, but at least it makes a remorseless build more meaningful with the bonus damage.
Concidering that every stack of Vulnerability is 1% increased damage against the target already asking for +10% is probably a bit much, which is why I went with 5%.
I think 10% is fair because if you’re not running axe or longbow, opening strikes only lasts ~5s. So you either have 5s of 55+10=20% damage, or if you stagger it with your pet 10s of 5+10% damage. We also have to keep in mind that rangers benefit less from +% because of our pets. Assuming a generous ratio of 80%:20%, that +10% is actually adding +8% to our total damage.
After running around with a longbow and remorseless for a little bit I found out you can actually get a lot of vulnerability on a target with opening strikes and rapid fire, and maybe adding 5% or 10% damage to a vulnerable target is a little op.
I just wish you didn’t have to take a grand master trait for your 3 minor traits to work so I can make a signet build without sacrificing some invested points.
For a properly synergized trait line it should be, % chance to inflict vulnerable on crit, pet shares trait, 5% more damage to vulnerable targets. This might actually help fix a lot of problems since it becomes so easy for us to put vulnerable even without the first two traits, we get an automatic 5% bonus on top of the increased damage from vulnerable itself. Would that work for everyone?
That would defiantly be much better than what is there now because at least your keep some extra damage through out the fight and you have an extra reason to keep vulnerability up as much as possible. Instead of before were you get a slight boost in damage for 5 seconds that is not even that noticeable if you already crit a lot.
I agree because a lot of minor traits will be underwhelming for different builds but useful for others, but I don’t think all three minors and one grand master trait in one trait line should all revolve around one situational idea.
It sometimes makes me regret going into marksmanship without planning on taking remorseless because I wont get the synergy I want from the trait line.
So I just went through all of the trait lines of all the classes and I learned that most of them don’t synergize at all. Only one line per class really synergizes completely, and a couple classes have a second trait line that has a bunch of things happen in specific conditions but otherwise don’t synergize well.
For Ranger Nature is our synergizing line. Gain regen(boon) at 75% hp, share boons with pet, deal 5% more damage while having a boon. Marksmen is our conditional a bunch of stuff happens together line. First shot inflict vuln, pet does it too, first shot is a crit.
Although most trait lines don’t synergize most trait lines also don’t have 3 minor traits revolving around the same thing. Its ok if one maybe two minors don’t work for your build, but usually you will at least find one minor in a trait line that will be like the cherry on top for your build.
Also nature magic does synergize very well even though its purpose might be spirits, a lot of builds can gain something from investing into nature magic imo.
I agree because a lot of minor traits will be underwhelming for different builds but useful for others, but I don’t think all three minors and one grand master trait in one trait line should all revolve around one situational idea.
It sometimes makes me regret going into marksmanship without planning on taking remorseless because I wont get the synergy I want from the trait line.
As the title says I think marksmanship needs to be changed. Specifically with opening strikes. I see that anet has tried improving it by adding changes to the longbow and remorseless so that it can be used more than once in a fight.
But for other builds that might be wanting the signet traits opening strikes stays relatively useless. In most dungeons, spvp fights, and wvwvw the 5 seconds of vulnerability and 2 critical strikes from you and your pet become insignificant very quickly with these longer fights. Assuming you wouldn’t have already gotten a critical hit in the first place would make the damage bonus from the combined effort of 3 minor traits very small.