Showing Posts For Roontek.1568:
As much fun as it might be having a hoard of minions (pet + spirits) following you around, I think this idea is completely flawed and marks the Ranger an easy target in WvW (everyone knows that when they spot a ranger with 1 or more glowing tree pets along side them, its an easy kill).
That got me to thinking… What if the concept of spirits as they are now is done away with and changed completely? Would it give the class an an edge?
Here’s what I propose:
-Remove spirits from the game completely, including all skills/traits pertaining thereto.
Change:
-Make spirits an endowment unto your main pets. What is an endowment? Essentially you will be enhancing the pets with spirit auras that will provide unique benefits. If we used the same old chance on hit that current spirits have, your talking chance to chill, immobilize, blind and so on. You may be saying to yourself, “well pets already have abilities that do those same things…” In which case you would be right.
Here is where your ideas come into play with mine:
-What would you like these endowments to be? Skill based that you need to activate?
-Perhaps you would like them to be traits that you select that give passive enhancements and so on…
If the main mechanic of the Ranger is his/her pet, then this makes more sense to add uniqueness to that mechanic rather then having another sub-pet mechanic that is currently very broken. Albeit, the ranger pets themselves will need to be improved drastically for this to really make sense and work properly…
Many of you may know about various bomberman builds for sPvP.
I’ve attempted to adopt that same play style in PvE play, more specifically in dungeons.
However, the mileage you get from this build differs greatly in PvE. I’m curious to know others that run a similar build. Here is the link to what I am currently running.
My gear is full ascalon Precision/Healing/Vitality with 6/6 Monk runes. With Clerics rings/amulet/accessories.
I’m currently sitting close to 1,500 healing and honestly am not seeing much benefit to the heal associated with each explosion. Right now I’m averaging ~260 health per explosion. The rate of spamming #1 bomb isn’t all that amazing.
Take into account having regeneration constantly ticking on top of the bomb heal, even then it still feels like its doing very little. With the low rate of healing I feel as though this build is hindering my groups rather than helping (#1 bomb damage is average 900ish with 1,500-1,800 crits)
Weapon sigil is Sigil of Life (+7 healing for every kill, stack to 25) and even with an added 175 healing, its still not enough.
Any suggestions before I scrap this build until healing is improved and/or bomb healing is a % of damage done on top of additional healing power?
Thanks!
Being in software development myself I find that being able to have my user base create threads in which they are providing specific feedback or bug reports in makes my life a lot easier.
My suggestion is that you create stickies in each profession sub-forum.
Label them as such:
-Trait Suggestions/Bugs
-Weapon Suggestions/Bugs
-Skills Suggestions/Bugs
-Other Profession Mechanics (e.g. Ranger Pets, Necro Pets, Engineer Turrets…)
This will provide your QA and Development staff a place to go for specific issues.
It works out really well if you are focusing on a BM build. If you’re looming close to 900+ healing, you will want to combine this signet with Troll Ungent.
Together you and your pet will be able to take a bit of burst and survive in WvW.