Showing Posts For Zorpi.5904:
I would be happy if they leave thous leafs and roots around ranger, but remove that green gas effect.
Stanses are not that impressive. Effects are sure nice but short duration combined with long cooldowns and no cooldown reduction trait.
Bear and Dolyak are very good. Moa has some potential. The elite comes off as a gimmick.
Yeah some of them have potential but is that enough reason to pick soulbeast traitline? Maybe it is only that i am just not that impressed by what i see.
Even less reason to use soulbeast over core ranger…
Atm it seams like dagger is at same line whit shortbow when it comes to dealin damege.
Pet skills have pitiful damage and thous extra stats are nowhere near enough compensation for giving up pet.
Stanses are not that impressive. Effects are sure nice but short duration combined with long cooldowns and no cooldown reduction trait.
We onlty know place for Unstoppable union, Twice as vicious, Eternal bond, Oppressive superiority and Leader of the pack. All the rest is just guess some one made in reddit.
‘’Traits that affect your pet may affect you differently while in beastmode.’’
Eh. What? You’d rather have cooldown trait for stances than the ability to run Fortfying bond, use heal as one, enter beastmode and gain all those boons? You realize Fortifying bond is completely useless whenever we enter beastmode without a trait like this, no? Or even sharing boons to our pet at all before entering beastmode?
I would rather have cooldown trait for stances(or something else) than Fresh reinforcement. There should not be need for trait like that at all.
Excuse me, but do you ranger at all?
We got one heal, one trait in nature magic and now one trait with soulbeast revolved around sharing boons with our class mechanic. You’re wrong when you’re saying Fresh Reinforcement is too much. You got two other traits to chose between. This trait is perfect in combination with Nature Magic. Period. It was needed.There already is a stance trait. You can roll that boring stance cooldown suggestion of yours into that trait instead. Anet doesn’t do multiple traits for single type of utility skills anymore, except passives procs (and if its anything this game doesn’t need more of, it’s passive procs of defensive utility skills).
No i dont play ranger. Only come here to get my daily ammount of salt.
Seriously speaking i don’t have problem with boon shearing as it is now. But in this case i don’t see eany point adding new trait to move boons from pet to ranger, when i would ben far more reasonable have fortifying bond to do same thing when enterin beastmode.
Eh. What? You’d rather have cooldown trait for stances than the ability to run Fortfying bond, use heal as one, enter beastmode and gain all those boons? You realize Fortifying bond is completely useless whenever we enter beastmode without a trait like this, no? Or even sharing boons to our pet at all before entering beastmode?
I would rather have cooldown trait for stances(or something else) than Fresh reinforcement. There should not be need for trait like that at all.
(edited by Zorpi.5904)
Fresh Reinforcement made me wonder do is it totaly new trait in soulbeast line or is it added effect on Fortifying Bond.
New trait, but being able to run Fortifying Bond and then copy the boons over when entering beastmode is exactly what we needed.
Personaly i don’t think endles boon copying is good desing and ranger already have fortifying bond and heal as one for that. So why have one more when that space could be used something more unique or simple to add cooldown reduction trait for stanses
Fresh Reinforcement made me wonder do is it totaly new trait in soulbeast line or is it added effect on Fortifying Bond.
I’d delete the link if I were you, posting links to datamined items is forbidden, I just had a post deleted an hour ago for it. Instead say it exists on Imgur etc.
Good point. Seartch from reddit ‘’Soulbeast and Renegade traits’’
Seartch from reddit ‘’Soulbeast and Renegade traits’’ for more info
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At the moment moust of BM skills seams useful only as utility and enterin to BM overal realy situational, but maybe it’s better wait week and do some real testing before we do any more speculation,
Stout gives 100 vit and 200 toughness and its skill ignores damage, stun breaks and ignores movement imparing contions. Bears also do give you the defy pain and black bears are stout pets.
Versatile gives 200 vit and 225 concentration and has that 300 range pull/imob
Supportive gives 100 vit and 25% healing increase and has the aoe heal with resistance.
Deadly gives 200 condition damage and 100 precision. Skill is the AoE bleed and vuln.
Ferocious 200 power 100 Ferocity. High damage aoe ground slam.
Skills seems nice(exept realy low damage numbers) and those bonus stats from enterin sbeast feels realy low for losing pets dps.
(edited by Zorpi.5904)
Mid/low gold atm, 20played, 12wins(2loss as engi and 1 as thief).
Solo que.
http://gw2skills.net/editor/?vNAQNAV3fnUqA1Ci9CCOsAUtgFMBDumuTLqNLrBQA45GsqqYlI8zA-TJRWABE/EAg+iAIcZAA2fAACondi. Ew. Trader :P
Why no condi pets?
Tiger and bristle have great burst.
Mid/low gold atm, 20played, 12wins(2loss as engi and 1 as thief).
Solo que.
http://gw2skills.net/editor/?vNAQNAV3fnUqA1Ci9CCOsAUtgFMBDumuTLqNLrBQA45GsqqYlI8zA-TJRWABE/EAg+iAIcZAA2fAA
(edited by Zorpi.5904)
Far as i know Quiks Shots backwardsjump range is 240, which feel quite short when trying to get out from mele range or AoE ring.
Yeah it is annoying frustratingto keep asking same thing over and over, but it took them years make changes on sword auto attack, buff shortbow, etc minor and major changes here and there that we keep on asking. Can’t see how this could be any different, unless we stop asking it , like it doesnt matter anymore. Add Fortifying Bond to rangers baseline is one of thous low hanging fruits that can improve build diversity, buff rangers overal performance and same time open up spot for some nice minor trait in Naure Magic trait line(which could fit on it theme as support trait line better than selfis pet buffing trait). Sure boon sharing in form of Fortifying Bondis not same thing as full sharing on everything(food, utility, special boons, etc) like we have asked for moust of time far as i remember, but atleast whit it there is no need to worry boon looping like what happened whit WHaO when it get boon sharing added on it.
By first reading that idea of adding unblockable on Attack of Opportunity sure sound good, but then i start think it more and have to say that at least i would rather take short duration over on hit. Bigest reason for that is same thing why i personaly dont find Attack of Opportunity as it is now fitting for ranger and that reason is simple the fact that this class dont have one swing big hit skills except maul, why eavent that should be altered more on favour of multiple hit with lower dmg boost per hit(look Assassin’s Signet or Light on your Feet). Also adding more traits to get unblockable on Marksmanship will make it too strong line and would only lead eventyaly to Moment of Clarity nerf.
And to end one more old suggsestion. Add short cripple on Precise Strike trait.
(edited by Zorpi.5904)
Thanks Wondrouswall for linking this. Sure seems to be more up to date(wondering why i wasn’t abel to find this…) and have some good suggestion.
Here is some old stuff i think should be added.
Add Fortifying Bond to rangers baseline.
Longer backwardjump on Quick Shot.
Switch Signet of the Hunt active from +50% dmg to 6sec of unblockable like warriors Signet of Might.
More range on Signet of Renewal.
Rather necroing old tread than starting new with same old topic.
Add Fortifying Bond to rangers baseline.
More like forced to use it than robbed by it, but that is problem with most elite specs. They add something on class, instead altering the way it should be played.
1. When i win some one i know i was better player and not just playing some op class.
2. Once ranger always ranger.
3. Point blank shot trolling.
Observe→ Learn→ Adapt and keep pushing forward. No easy way out if you play ranger.
Yeah… Not ugly when you zoom in much as you can. But ugly as hell when you zoom out and have nothing to do with druid.
Immobilaze, knock down or stun from Trapper’s expertise instead instead of cripple would be nice.
Regeneration do not build astral force or trigger live vicariously.
All they need to do is make regeneration generate AF and we have much more versail elite spec. And redo staff 1(cant use it whit action camera).
100 more range does miracles(pet fixed)
@ Wondrouswall & Ehecatl
I just want to make it clear that I do not think my ideas are the best or have to be implemented, they are just ones I came up with at the time and felt like making the tooltips for, mostly its to generate specific discussion about the different areas of Druid. So, on that point, thanks for the discussion!
Well even if they may not be the best they are more like thous devs have time to make atm as they dont have some fancy mechanics and moust likely will make druid more than just one trick pony. Anyway +1 from me on these suggestions also and Anet should hire you to work as ranger dev:P
-Heal from regen and damage from conditions should add astral force.
-Staff need some changes (there is topic about this made by Heimskarl Ashfiend)
-Staff 1 needs to be usable without target
-Astral form weapon skill 1 need biger aoe ring and some dmg/other extra effect
-Healing seeds need to pop faster 3-4 sec is to mutch with current condi burst meta
-Glyps need increased effect range and some other utilityes like stun break
-When leaving astarl form remaining astral force should remain at energy pool or be used in some sort of aoe heal etc that scale debending how mutch energy was left
Great looking changes and deffinetly something that weapon need , eaven though staff 1 still seams to need target to work and that is bigest problem i have with it.
Dosent fill at all from regen…
What if boon sharing between ranger and pet was baseline for the class, and the ranger got 50% of the boon stacks applied to the pet, which could then be increased to something like ~75% through traits?
That would prevent the ranger from becoming the minute-long boon machine that apparently everyone and their mother fears, but at the same time make pet/ranger synergy actually matter more than it does now.
Thoughts?
Yes please
Dunno maybe it is better this way… Atleast no one can say ranger is op like some other classes. I do say im unhappy about that might stack limit, but can learn to live whit it as WHaO is still bether now than before and somehow i feel increasing isent realy what ranger need. Mutch rather i would like to see this start to share boons whit every one in party instead just ranger and pet. That could increas base class ranger options for group support and have some nice synergy whit druid as back line healer while pet is in front. Garhering different boons from everyone in party and share them to everyone eaven for short duration sounds nice for me atleast. Would also make atleast one of our heals less selfis.
(edited by Zorpi.5904)
Yes We heal as one is realy strong atm but think how will thing be after one month when moust of classes can stack 25 might by them self have hig fury up time/crit chanse easily + other stuff like that.
Red in the ranger forum, tis an exciting time indeed.
Mentioned earlier but I think having solar beam bounce between enemy targets so you could potentially form a lazer beam healing array would be cool. Some people mentioned having it able to target allies, it’s our basic attack so should function primarily as an attack.
The vine surge animation could stay in place for a while crippling and bleeding? anyone who walks through it, acting as a short term soft barrier.
Glyphs feel wierd being all melee range when the staff has high range.
New pets are fantastic except for the slow attacks that have a higher chance of missing. I’d take weaker faster attacks from the pets any day.I’ll need to take another proper look at the druid info for more.
I agree – the solar beam may need a tweak. What distracts me the most is that it shares the same name as Pokemon move :P
I like your “array” idea. If Solar Beam was changed so that upon impact with the target enemy there were, say, 3 strands of light that bounced off that enemy and hit 3 other enemies in its vicinity (IDK, say 240 -300 radius?) it would be a nice touch. Those additional three strands of light might add random conditions instead of damage perhaps? Or both?
ORRRR – the additional light array may not hit enemies, but instead hit 3-5 allies surrounding your target enemy, providing random boons like vigor, protection, resistance and regen. You could then re-name Solar Beam as “Solar Array” or “Solar Dispersion” and escape looking as though you’ve copied pokemon :P
Yes I like this… so, so much potential.
Well that is one way they can do it. Personaly i would like to see them alter that skill to be more like guardians Receive the light(old Healing breeze). Mid range (600-900) cone attack which heals ally and damage enemyes, whitout need for taking target.
What if Solar Beam was a simple beam that hit the target enemy (No healing aspect), but then once it hit a foe, it split into rays that bounced to allies, and those rays applied the healing effect?
Even then druid need something to target and hit to make that skill do anything which make it less useful for damage dealing and healing.
Red in the ranger forum, tis an exciting time indeed.
Mentioned earlier but I think having solar beam bounce between enemy targets so you could potentially form a lazer beam healing array would be cool. Some people mentioned having it able to target allies, it’s our basic attack so should function primarily as an attack.
The vine surge animation could stay in place for a while crippling and bleeding? anyone who walks through it, acting as a short term soft barrier.
Glyphs feel wierd being all melee range when the staff has high range.
New pets are fantastic except for the slow attacks that have a higher chance of missing. I’d take weaker faster attacks from the pets any day.I’ll need to take another proper look at the druid info for more.
I agree – the solar beam may need a tweak. What distracts me the most is that it shares the same name as Pokemon move :P
I like your “array” idea. If Solar Beam was changed so that upon impact with the target enemy there were, say, 3 strands of light that bounced off that enemy and hit 3 other enemies in its vicinity (IDK, say 240 -300 radius?) it would be a nice touch. Those additional three strands of light might add random conditions instead of damage perhaps? Or both?
ORRRR – the additional light array may not hit enemies, but instead hit 3-5 allies surrounding your target enemy, providing random boons like vigor, protection, resistance and regen. You could then re-name Solar Beam as “Solar Array” or “Solar Dispersion” and escape looking as though you’ve copied pokemon :P
Yes I like this… so, so much potential.
Well that is one way they can do it. Personaly i would like to see them alter that skill to be more like guardians Receive the light(old Healing breeze). Mid range (600-900) cone attack which heals ally and damage enemyes, whitout need for taking target.
Zorpi
SFR
PvX
Moust of theas seems like good changes, but some of those seems litle to much.
1. 33% dmg buff on long bow aa sounds litle high at 1000+ range, it would be better if they remove lowest range and merke that range with mid range so that longbow dmg ranges would be 0-750 and 751-1500.
2. I don’t personaly like that channel idea on point blank shot, but splitting knockback to 3 arrows sound nice.
3.Knockback on swoop? Why would i want knock enemy back with my charge? Knockdown and evade on it and it is good.
4. I don’t realy like yor changes on warhorn. Only thing i would change on it would small aoe dmg around Hunter’s call target and maybe litle lower cooldowns.
All the rest seems realy good to me. +1
Barrage may be good in some situations but overall it is not very good skill and doesn’t fit well in longbow. With out need to stay in one place and long casting time it would be different story but as it is now not very good and here have been some good suggestions to replace it. Personally i think long range shot is not very good either and it would be nice replace it with skill that cause more dmg to target with low hp which would add more pressure on target. Or replaced some skill like splinter shot that have larger splash radius around to target further away. Rapid shot need its casting time reduced or replaced with something new. What i suggested was replace it with old style hunters shot that hits harder and add thous vulnerability stacks, sure this is not that good vs thief’s and mesmers, but would open up space to some cc skills.
Specific Game Mode
PvX
Proposal Overview
Increase ranger survival by adding traits that produce weakness.
Goal of Proposal
Ranger is supposed to be steady dmg dealer with out burst and to do that they need high survival and one way to get that is debuff opponent instead ranger him self. At the moment ranger cant have steady supply of protection to defend him/her self from other classes/bosses that have access ability to burst/one hit kill mechanic , so counter this it would be good have ways to lower dmg our opponents can do to us and our pet/party members.
Proposal Functionality
-Adept/Master trait on skirmish tree that produce weakness to target on crit.
-Minor/Adept/Master trait on WS tree that produce weakness to target when poison is applied.
-Adept/Master trait on BM tree that produce aoe weakness on pet swap.
-Add weakness on GS aa line on 1st or 2nd strike(might need evade moved from 3rd strike to keep things in balance(swoop would be good choice like some one suggested;))).
Associated Risks
-Too much is to much for sure.
-Might turn condi builds even stronger option.
-Might turn BM builds op as ranger can build on even more on survival and let pet deal dmg.
Zo Rbi
SFR
PvX WvW
Personally i think it should be only 10sec like weapons what ever pet is a life or downed and first beast master minor trait should drop that time to 5sec. Pet is only clumsy AI controlled extra weapon in my point of view and that why it should not have any more swap time.
Perhaps, but what people were suggesting was a rebalance of the class to make up for the current state of pet AI. In essence, that would mean tweaking the numbers of all Ranger traits and skills to account for the lack of pet. However, that would not be fair to the players that still want to play pets, as we would essentially be talking about completely removing the pet at that point.
What we won’t do is remove the pet from the class completely.
Does that make sense or is it still confusing?
Well you can put that thing other way around and that’s why i like to ask from you how is it fair to keep things as they are now for thous rangers that don’t want to play as beast master? Anet advertised this game by saying play how you want and as far as i have understand that supposed to one core design of this game but still it sounds like keeping ranger class design is more important to you than make possible for us to play as we want? I don’t say you should remove pet or make permastow possible but i say you really should make possible to us play and be as effective without relying to pet. Of course that would not be necessary if you can make sure that pet survive in all situation and do things we need them to do when we need them, but that cant happen with out giving us full control of they skills and making them almost invulnerable when used right, same time pet have to be so deadly that our opponents cant just ignore it or so important to our survival so they have to take it down first. So can you devs make pet worth to be ranger class mechanic and are you ready to do it or should you think alternative options?
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Specific Game Mode
PvX
Proposal Overview
Make rangers dmg sharing with pet something player can affect.
Goal of Proposal
Give more freedom of choice to ranger of how they want to share dmg with pet. Open up build diversity.
Proposal Functionality
Instead of current system where ranger dmg is shared with pet make it so that ranger it self do 95% of dmg that this class should have and pet do 5% if no point is invested on bm tree. When player choose put points on bm tree he transfer dmg from hes attacks to pet attacks. So if no point is used on bm tree pet doesn’t do much dmg but still work as extra utility and can cause conditions and buffs. In other hand if player chose spend 30 points on bm tree pet come as strong it can get atm and ranger dmg is decreased to same it is now.
Associated Risks
(edited by Zorpi.5904)
Scepter with whip like skills why not.
Staff no
Focus no