Skirmishing: Strider’s Defense – You have a 15% chance to block ranged attacks while in melee.
Please consider revising this trait ANet. No one will go for this investment 30 (or 6 new meta soon) deep in Skirmishing for a 15% chance to block ranged attacks? 15% is so small for a grandmaster. I know you guys got this trait from here:
http://wiki.guildwars.com/wiki/Escape
15% chance is not even considered Major in sigil terms so why should this be a Grandmaster trait?
Rework:
Strider’s Defense: You have a 33% chance to block ranged attacks while in melee. Gain 1 might for 5s when you block. (Similar to Warriors)
hahaha rangers will never be good at zerging, and frankly who cares? btw i looked at some of your older posts, all you’re doing is spreading hate, please switch classes already.
I kind of like Survival of the fittest, thought it would all depend whether there is a CD and what kind of CD it has…
“who will take this and why”
I would take it in WvW bussing (depending on CD)… cause it does not relate on the pet that’s too often dead…
I just wish they didnt put Survival of the Fittest 30 deep in NM, a lot of people are complaining about needing to put 30 deep to make our utilities viable and they did it again.
I imagine even the fanbois have had a taste of reality now? After seeing the new traits, the lack of updates, the fact no trait changes are coming, and how lightning reflexes now breaking immobilize is likely the only real improvement coming on 4/15, can anyone still sit here thinking ANet has a single employee who plays this class?
Chrispy? Prysin? Any other die hard, anet can do no wrong-ers?
I see your point. But:
Skirmishing: Strider’s Defense – You have a 15% chance to block ranged attacks while in melee.
Wilderness Survival : Poison Master – Poison you apply deals 50% extra damage. Poison your pet’s first attack when they are swapped to.
Nature Magic: Survival of the fittest – Remove two conditions and gain fury when using a survival skill.
Beast Mastery: Invigorating Bond- Your pet heals in an area when executing command abilities (i.e. your F2 skill now heals in an area)
Theyre not big changes, but pair up condi bunker now with rune changes plus poison master wouldnt be half bad. Invigorating Bond though is what Im curious about, cause they didnt give numbers on this. If they can heal for 1000+ or more per pet skill use, then its pretty good if you equip eagle and hawk, that would be a lot of resistance from Ranger even considering other class changes.
Im still maining Ranger regardless of class changes.
Did you really need to create a new thread instead of updating your old one?
you mean the one that turned toxic? no thanks. just saw the last poster, comparing is good but crying, no thanks.
Marksmanship: Read the Wind: Longbow and Harpoon Gun projectile velocity is increased by 100%.
Skirmishing: Strider’s Defense – You have a 15% chance to block ranged attacks while in melee.
Wilderness Survival : Poison Master – Poison you apply deals 50% extra damage. Poison your pet’s first attack when they are swapped to.
Nature Magic: Survival of the fittest – Remove two conditions and gain fury when using a survival skill.
Beast Mastery: Invigorating Bond- Your pet heals in an area when executing command abilities (i.e. your F2 skill now heals in an area)
If you can’t make a build out of these by just reading, then I don’t know. Poison Master scales with Ranger condition damage instead of pets.
Might not be the best ones compare to others, but good start IMO.
Resource: http://dulfy.net/2014/03/21/gw2-ready-up-episode-8-developer-livestream/
Leader of the Pack – Beastmaster
Both of your pets are active all the time. They have to be from the same family.
i like that.
Overall the description is crap. Later on I heard that there will be a ready up, maybe ANet can turn this trait into gold by elaborating into it more than just increase arrow speed. If not, then there is no future for this class since its been more than a year and no improvements have been made, just bandages over broken mechanics and weapon sets and now traits like these.
So what can we Rangers look forward to? if Devs can’t even figure out how to fix this class.
You realize those wouldn’t work as traits at all right lol?
Yes you’re right. LOL!
but….
since there are 4 more traits remaining for ANet to impress us. Im wondering which ones those are. If any of you could guess…
I say one of my suggestions will be the new trait which is
Companionship: Your pet receives 7% stats bonus from the Ranger Beastmaster.
40 new traits. 8 professions. 5 new traits for each classes.
1.) Read the Wind
Ranger: Your arrows are swift and deadly, but in some scenarios they are not as fast as they need to be and your enemies can dodge them easily. With Marksmanship’s new Read the Wind, your longbow arrows will fire at twice their base velocity, allowing for supreme accuracy at long range.
2.) Empowered Training
Beastmaster: Your pets will now be able to hit any moving foes within its 300 radius without missing.
3.) Tree-jutsu
Nature Magic: You will be transformed into a Seed Pod for 260 seconds to heal nearby allies and cure conditions on them.
4.) Arrowcart-jutsu
Skirmishing: You will be transformed into an Arrowcart for 260 seconds to provide real impact in WVW. Ally friendly.
5.) Ranger’s Gift
Nature Magic: You and your pet sacrifice your lives to resurrect down allies to 100% health and 100% stamina. Max 5.
Number 5 is my fav.
I just love how ANet wants us to invest 30 deep into Marksmanship to get a faster projectile travel on LB only. Now if Read The Wind could do something else rather than faster projectile speed, could someone from the community humour us… cough… Allie… I know you’re reading…cough.
Double the speed on arrow released is definitely underrated, they should at least increase the critical chance and/or critical damage by about 15% and it would make sense because if you can read the wind, not only will your attacks be faster, but they will be much more accurate and deadlier.
While we are at it, might as well make a post on the balance forums about this and flood the kitten out of it so that it doesn’t take them 1 year to make an update to the new trait.
LOL! and you would think ANet learned from that CDI. Hopefully like most of you are suggesting they rework MM or this is just a small preview of a bigger picture for Rangers. If not then I find this a joke, 40 traits 8 professions meaning 5 new traits for each, 1 revealed, 4 more left for us.
Easy there everyone…we don’t know the other changes coming to the class. It’s a little premature to judge how that trait will impact us without seeing the big picture.
I’m optimistic that the CDI wasn’t a complete waste of time and we’ll see some good changes.
I really hope so. Its just that compare to other profession we get this quality of life change that should’ve been given a few months back. I really hope you’re right though. I really hope.
To be honest, if the rest of the traits we get new are like that… I mean, what the actual kitten. A grandmaster trait for something that should already work from the beginning? You don’t even need to dodge, simple sidestepping and you’re safe… For what does the longbow has this much range if it won’t work. Welcome to the ranger. When I look at the mesmer’s one, I’d like to puke. "The new trait for mesmers allows them to gain additional benefit when disrupting enemy skills. Power Block will be introduced to the Domination line and will change the recharge of an interrupted skill from 5 seconds to 10 seconds. "
Yup. When I looked at Mesmer’s new trait you know it will be a bad day for everyone, specially for a thief who can spam their skills = more chance to interrupt.
I wish ANet could elaborate on Read The Wind more, if its just increase in arrow speed then this is just crap. But if they also give us extra Power with it like +150 together with increase arrow speed then sure.
Too bad thiefs don’t need to give a kitten because they don’t have any cooldowns… (except for heal and elites, ofc)
LOL. Do you even know what this means for you thieves? It means you will get cooldowns if you get interrupted by Mesmer with this trait.
Im also under the impression you haven’t played GW1, if not, then welcome to what the real Mesmers can do. Enjoy your baptismal once this goes live.
Have you seen some of the other Traits?
Have you seen Mesmer’s traits? Move out of the way, GW1 Mesmer in revival coming
To be honest, if the rest of the traits we get new are like that… I mean, what the actual kitten. A grandmaster trait for something that should already work from the beginning? You don’t even need to dodge, simple sidestepping and you’re safe… For what does the longbow has this much range if it won’t work. Welcome to the ranger. When I look at the mesmer’s one, I’d like to puke. "The new trait for mesmers allows them to gain additional benefit when disrupting enemy skills. Power Block will be introduced to the Domination line and will change the recharge of an interrupted skill from 5 seconds to 10 seconds. "
Yup. When I looked at Mesmer’s new trait you know it will be a bad day for everyone, specially for a thief who can spam their skills = more chance to interrupt.
I wish ANet could elaborate on Read The Wind more, if its just increase in arrow speed then this is just crap. But if they also give us extra Power with it like +150 together with increase arrow speed then sure.
Ranger: Read the Wind
Ranger: Your arrows are swift and deadly, but in some scenarios they are not as fast as they need to be and your enemies can dodge them easily. With Marksmanship’s new Read the Wind, your longbow arrows will fire at twice their base velocity, allowing for supreme accuracy at long range.
Got me excited there for a bit ANet and this is the leak that you want to post for Rangers? could’ve been better and for Grandmaster trait?, hopefully it buffs our damage as well
Source: https://www.guildwars2.com/en/news/traits-unleashed-forty-new-traits-and-more/?utm_source=client
No way. If ANet should nerf something, nerf the damage on conditions not CCs like immobalize and chill. as a ranger only main with 48% win rate in solo tpvp this is my only way of kiting an imbalance hambow healing signet build warrior, phantasmal mesmer, burst thieves, guards, and condi necro meta. yeah as a ranger i can stack immobalize from pet and 8s chill from pet, but everyone in this game can close gap easy. immobalize and chill shouldnt even be that big of a problem really.
You have 5 skills very strong conditons.
1. Axe skill 2 (splitblade) bleeding 6700 at 9 sec.
2. Pet skill (Lynx) bleeding 9600 at 16 sec.
3. Spike (Trap) bleeding 5800 at 13 sec.
4. Entahngle (skill 0) bleeding 25000 at 12 sec.
5. S/Bow skill 2 poison 4400 at 3 sec.Totle (51500) damage conditions at 30 sec without critcal damage.
I think you can kill any player in a matter of seconds with this condition build.
It’s really an amazing build.
not that just though, this build is basically anti melee with spider as 2nd pet you have weakness to mitigate enemy damage, plus winter’s bite on axe thats perma weakness againts spike targets like thieves plus the chill for kiting and landing your trap. I never really use Axe main though, but this is good.
ty guys for ur notes.
but my build is full bleed that why.
i use Weakening Venom for
x3 Vulnerability (11s) 3% Incoming Damage + Weakness (5.1/5s) -50% Endurance…
Rending Pounce for
x4 Bleeding (14s) 5,990 DamageThat make me kill fast
1st broke him
2nd bleed him
3rd my axe + shortbow with bleed too very fast killThat my tactic
Ever thought of actually considering what people are suggesting instead of dismissing everything like if we just proposed random changes?
Your current (bleed) build is wasting a lot of stats. Firstly, since you focus on crap-conditions first to put on your bleeds after to actually deal damage, a lot of condition duration is wasted. A condition won’t, in normal conditions, stay on target for over 7-10 seconds, depending on which class it is. That is why you can either focus on increasing the duration of your short-duration bleeds or focus on increasing condition damage for your long-duration bleeds (spike trap, splitblade etc).
The sweet spots for condition duration is usually 25-50-75-100 percent because those numbers tend to be whole. Your current build has a lot of wasted condition duration because you have skills with many 0.25/5/75 durations. Especially the crossfire which applies a 4.75 seconds long bleed.
Too much bleed isn’t good either because when you start meeting skilled opponents, you will have problems because you have so many bleeds on him that there is never a pause between them. That is, when you put cripple and the other conditions on him, the time to stack up bleed is very short because there is so much of it that the big stack won’t ever run out and it will just be cleansed after the first 2 or 4 crap-conditions you apply.
why dont you make a video of your self with your ranger? id like to see what you’re talking about since its a good suggestion and post it in the forum.
oh kitten . Caedmon and SkiTz the most toxic players in the forums. This will be productive.
I’d like to see Dev’s 1v1 these players who are asking for it. Please put them in the next scrimmage so i can LOL
So when is Allie wrapping this thread up? so we can go to the next phase?
Game Mode: PVE
Goal: To provide smooth game play on Longbow with its skill sets and rework some of its skills to even-out the damage, currently, most Rangers find that auto attacking is better than using other skills in LB and that is not right.
Function
Longbow
2. Rapid Fire make so that it is casts faster, this can be done by reducing shots fired from 10 to 5 arrows dealing vulnerability each hit that lasts for 8 seconds, in time to shoot 3 more auto attacks with bonus 5% damage. Increase damage coefficient to compensate. Devs might also want to consider reducing recharge time of this skill to 8s untraited.
3. Make so that it also provides swiftness to the player.
4. Might want to increase range to 1200, for a Power Ranger this is comparable to GW1 Ranger Quick Shot, making it possible to reset auto attack to increase consistent damage to foe. Reduce recharge time to 10 secs as this is LB’s only gap increaser.
5. Reduce shots fired from 12 to 6 arrows, compensate damage by increasing power coefficient per arrows. Reduce recharge of skill to 20secs. Please consider, because this is the most underused skill for LB
Risks: Might promote skill spamming in game instead of auto attacking.
TL;DR: The customizable zone is too large. Other games allow only 10-15% difference between builds, while GW2 allows a big range between bunker and zerker builds; that makes balancing very hard. I suggest we significantly reduce the stats point given by traits and gears, while significantly increase the base stats for each professions. The goal is to keep the customizable range small, and that comes with many benefits.
Let’s acknowledge it, ANet tried to balance the game. Whether they succeeded or failed, everyone has their opinion, although the consensus seems to be that they didn’t do a great job. Why? Lets take a look at other successful pvp games.
League of Legends allows a lot of customization. You have talent boards, you have gem slots. However, if you notice, they only allow the talent to change a tiny bit of the power, less than 1% of the power. In total, a full talent board traited for damage is max 10% stronger than a talent board traited for tanking, on the dps scale. That’s how they can achieve great balance, because the allowed customizable range is small, if an OP build exists, it can only be max 10% stronger than the normal build, which is still within acceptable range. It let them be able to fine tune the numbers, while still allow people to play with the traits they like.
Where did they learn it from? Hint: many of their employees are from the old Blizzard. It’s from the old Blizzard, who were so great at balancing, with great games like Warcraft, Starcraft, and Diablo (old), that they learned having smaller range of customization is the key to achieve balance. They follow the simple rule: if it’s customizable, don’t make the range too big, or else people will go to the extreme, and the balance will be broken. The current Blizzard failed at balancing because they let World of Warcraft grew too big, and their talent boards gives a much wider range of customizations (still not as broken as GW2).
GW2 now can’t really be balance because they let you swing too radically between bunker and zerker. An ele that go full glass can have 500% the damage of a bunker ele. With such a wide range of variable, any attempt to balance will fail:
- The damage for the bunker build is too low? Let’s buff the damage? Side effect: its zerker build can become really strong (example: scepter ele).
- The survivability for the zerker build is too low? Let’s buff the sustain? Side effect: the soldier build will become unkillable (example: warrior).
- A build is too weak in pve, even when they geared for full damage (Spirit Rangers)? Buff it, and it becomes too strong in pvp, when people play it with radically different gears.What GW2 really need is an overhaul, closing the gap between bunker and zerker. Make the trait point give 1 stat points instead of 10 stats point, and bring both the base stats dramatically up, and the top stats down. Add more base stats, and make gears give less stats too.
Pros:
- Much easier to balance, due to the significant smaller variable range.
- Reduce gears dependence. In spvp, it means player’s skill will have more impact than the choice of gears/sigils/runes/traits. In wvw, it means that an up level player can still fight with a fully geared ascended player, albeit the winning chance is low. In pve, we will see more people playing more diverse builds, instead of just go full berserker like right now. Sacrificing 10% of my damage to play the way I like? Count me in. Sacrificing 50% of my damage to play the way I like? well, my dungeons/tpvp buddies will kick me.
- The game designers can change the game more often, with less risk, since as long as they keep the customizable zone small, OP builds have much smaller impact.
- More happy players, more gems for ANet, better paycheck for the employees!
Cons:
- Requires a reorg
- It takes time to readjust all the numbers; however, if ANet has a testing realm, I’m sure this is not a problem since many people will volunteer to test it for ANet.
TL;DR: The customizable zone is too large. Other games allow only 10-15% difference between builds, while GW2 allows a big range between bunker and zerker builds; that makes balancing very hard. I suggest we significantly reduce the stats point given by traits and gears, while significantly increase the base stats for each professions. The goal is to keep the customizable range small, and that comes with many benefits.
Well explained. This would fix the whole game and if they do this type of balance, I would be a pretty happy Ranger.
Note: To Allie and friends, for the complete lists of all of my Ranger traits rework/revisions please look at my older posts for reference.
Game Mode: PVE
Overview: Nature Magic traits rework to showcase Ranger’s relationship with Nature.
Goal: My goal with these changes is to fit Anet’s vision of a Ranger in game and to provide a clear understanding of the Ranger’s relationship with Nature and Spirits through its trait lines and to promote Ranger as a team player with these traits. Trait ideas are Dervish inspired.
Risks: New Master trait: Healing Wind might be too OP in WvW, especially if it scales with Healing Power.
Nature Magic
Trait Rework
Adept: Rejuvenation – gain regeneration when your health drops below threshold.
New Master: Healing Wind – heals nearby allies for 60 in a 300 radius whenever a boon on you ends.
Grandmaster: Bountiful Hunter – you and your pet deals more damage while you have a boon.
Adept: I. Circle of Life – Creates a healing spring when you’re downed.
New Adept: II. Ebon Cloak – You and your Pet gain extra 1% armor for each condition on you.
New Adept: III. Nature’s Renewal – Increase boon duration of nearby allies by 10% in a 300 radius for 3 seconds, interval 9 seconds.
Adept: IV. Vigorous Spirit – Spirits have increased health and a greater chance to trigger their benefits.
Adept: V. Strength of Spirit – Gain power based on your vitality.
Adept: VI. Nature’s Protection – Receive protection when you take damage greater than a percentage of your maximum health.
Master: VII. Spirits Unbound – Spirits can move and follow you.
Master: VIII. Evasive Purity – Dodging removes 1 condition from you and your pet.
Master: IX. Two-Handed Training – Greatsword and spear damage is increased. Greatsword and spear attacks have a chance to grant fury on hit.
Master: X. Enlargement – Use Signet of the Wild when your health drops below certain threshold.
Grandmaster: XI. Nature’s Vengeance – Activated skills of spirits are larger and trigger when the spirit is killed.
Grandmaster: XII. Nature’s Voice – Shouts apply boons to allies.
(Should consider changing to provide build diversity in team game plays for each Shouts instead of applying the same boons for each)
Fortifying Bond IMO should just be a given trait for this Class.
(edited by AEFA.9035)
So, there are a few specific skins for Greatsword and Dagger that I really, really like.
I also like the concept of the Ranger’s pet. Partly because it seems like a rather versatile mechanic, with many different effects and roles (damage, tanking, support) available, and partly because I’m a friendless loser and that virtual companion fills a void in my life that I can otherwise never realistically fill!
So, I’d like input from more experienced Rangers out there… How could I make something work within those confines? Seems to me like it’d be along the lines of one of those bunker beastmaster builds, but I’m not even entirely certain how those work. Could be that I should be using an entirely different approach!
My primary intention is just PvE and, occasionally, dungeons. I enjoy WvW, but I’m admittedly pretty easily overwhelmed in fast-paced duels, and to my knowledge, Ranger is kitten-poor in zerg scenarios. I’d love to be told I’m wrong on that, though. Alternatively, I could just try to get better at fast-paced fights. Maybe head into PvP for practice or something.
Anyway, question asked! Hopefully someone else has ideas, because I’m not quite up to snuff on every little consideration that has to be made in GW2 for a successful build.
If your aim for now is PVE and farming Dungeons, Sword and Greatsword is a good choice due to their mobility that they provide.
I find my self using mostly sword in PVE and dungeons because of its DPS damage. If you want to do damage as a Ranger sword is your only good choice that are on par with other classes.
Greatsword is a good utility weapon, mostly defensive and mobility that are good for running from mobs in dungeons, you’ll be using this one a lot. (ex: ascalon catacombs, twilight arbor, crucible of eternity.)
But if you want to have synergy with your teammate best to use Warhorn with your sword because of its blast finisher utility. Its a good combo with Elementalist who stack up or put down fire fields for area might, Mesmer chaos field for area Chaos armor. Most importantly area healing from your Healing Spring.
Your second best choice would be Axe off hand, Axe #4 skill provides heavy damage if you hit twice with it. Its equivalent to Longbow skill #4 but higher damage, very useful in Ascalon burrows together with your auto attack sword.
Dagger is mostly for condition spec builds, if you want condition this is required. But i dont see a lot of people running this in power build. I personally only use dagger in PVP Tournament, never in PVE.
Like the above mentioned, if eventually you will run WVW its better to have different gears in game, dont just run 1 gear set. Later on you’ll never know, what ANet has in set for Rangers. Good luck. Feel free to add me in game if you have any questions.
Again, guys, this is your opinion. I’ve seen meditation guardians easily kill “any warrior builds” and vice versa.
@ AEFA, really mate? Have you even fought against top engineers? I assume not because you are talking kitten.
This topic leads to nowhere, since every player has different opinions.
Edit: by top I don’t mean perplexity confusion spammers
Im talking? Im just stating what I see in game and I when I play hot joint PVP, solo tPVP, and team tPvP in game, go on ahead in your WvW world with all that running around. My top 10 wouldn’t consist of one single Engineer regardless of skills. My decisions basing on:
1. CC provided
2. Team support provided
3. Resiliency in game
Simply players in PVP Tournaments have their own reasons.
I’ve fought an eng who does 20-25 k condition damage in under 5 seconds.
how many stacks of confusion did he stack on you?
also how many times did you auto within the 5s to do that amount of damage to yourself?
was actually under the impression that he killed himself not the engies condi killing him. LOL. maybe turn off auto attack next time and cleanse your self if you have at least 3 conditions on you.
Engies are kitten theyre not in top 10? one of you said condi Engie beat them all? LOL.
Necro> Engie
Warrior > Engie
Mesmer > Engie
Ranger RRR > Engie
Hell even Water Ele> Engie
Engie definitely not in top 10, but would be in top 20 for sure.
Removing the pet is not an option and since reworking the AI will not be done in a few days, I think we can try to find other ways to get arround the AI problem.
One of them could be to render the pet completely passive, no more HP, no more damages, no action at all except standing by your side.
Then you can put 3 skills per pet under player’s direct control (F1/2 family based, F3 the same as current F2, F4 for swap). Your Lynx would for exemple run to your target to use Maul when you command it (could add a trait for a shadowstep).
No more 70%/30%, just 90~95 + whatever your pet can addThe +:
-Pet is still part of the ranger
-No more DPS loss because of pet dying or moving targets
-More control over pet skills
-Some pets skills could entirely be devoted to support with no damages, fixing ranger’s lack or group support abilities for exemple
-Pets don’t steal boons anymoreThe -:
-Pets can’t serve as a meatshield anymore, especially in PvE for tanking mobs or in PvP as an additionnal target
-Downed state will become OP since the pet can’t be disabled anymore, Lick Wound will probably need a to be nerfed down or get a revamp
-Many skills and traits will need a revamp or tweeks here and there but we’re here to eventually discuss that
-Will probably need as much time to make this that it would take to fix pet AII think it would be
goodbetter for Dungeons and WvW.
PvE roamers and new players will probably suffer the most from this since the pet won’t hold aggro anymore but with the damage increase on ranger it probably won’t be that bad.
Not sure about PvP and that’s where I’d like to hear your thoughts, provided we keep Shared Anguish and Empathic Bond working as they are.Before I start to develop on trait/skill tweeks, what do you think about this?
Sidenote: devs are probably away for the week
Exactly what I was thinking and some other people made a posts like this but not entirely. My mind set was, they go in and do whatever skill they have and just go back out of the battle, and it works perfectly all pets have 4 skills, that could be all put in our F# keys similar to an Engi. When I was thinking this, think of the old Marvel vs Capcom 2. Tag team style basically, you call up your partner to do a signature skill to damage opponent then they get out. Same principle. Hope the Dev’s see this and consider.
pet qq here…pet qq there…qq people from other discussions everywhere.
any other themes then our pets? its about the ranger in general and not just the pet
Please look at my post if you want see some productivity rather than arguments. I made posts about traits rework from marksmanship, longbow, greatsword, skirmishing traits rework, wilderness survival rework, beastmaster trait rework, and porcine rework. Just click my name. Maybe you can revised my overall work. Later on I might do Nature Magic trait rework as well and Axe main hand rework plus other unused pets like: devourer.
Just wanted to chime in and voice something of a great step in the right direction:
Viper’s Nest updated to the Poison Field.What possibility does this open up?
When Drakes perform their Blast finisher, they also apply weakness to foes… But since they’re using a blast finisher, it will also trigger the weakness from Viper Nest.
By using two Drakes to blast the Poison combo field, you can stack 25-30 seconds of AoE Weakness on foes, within only the space of a few seconds. On a very low cool-down as well, of only 20 seconds.
It’s worth noting Asura could already do this using Radiation Field, and stack much higher duration of AoE weakness. However, what makes Viper Nest unique is its low cool-down.
It took awhile for me to realize how amazing a change this is, and ever since then, I have been incredibly excited for this buff.
Yeah pretty strong IMO specially in PVP where Drakes could be pretty decent with a skilled Ranger. Been playing around with Drakes lately for past 2 days in tourny, Tail Swipe on field could be a pretty good combo since its blast. But Im not that big of a fan of traps, just cause of play style preference. It is nice though nonetheless if you’re sick of running spirits.
Game Mode: PVE
Goal: These changes is to give a different perspective to, in my opinion, one of the most underused family of pets in game.
Functionality: Currently the porcine family are barely use because of its random skill forage, this is a big problem to a player when your pet may or may not be able to provide the certain item/support that you need in that exact moment. Also picking up the foraged item makes them more less desirable than other pets.
Risks: No associated risk. Just improvements.
Porcine family rework
- Brutal Charge to have reduced cast time of 2 seconds, down from 2.5 seconds. Speed improved to increase chance of hitting foes.
1. Boar
from its forage items, it is safe to assume that this porcine specializes on crown control.
New F2 skill Headbutt: Leap. Deals # damage to your foe, leaving them stunned for 3s. Range: 300 radius. (CD: 30 secs)
2. Siamoth
from its forage items, it is safe to assume that this porcine specializes on stealth and blinding foes.
New F2 skill Track: Reveals stealth or camouflage enemies in a 600 radius for 3 seconds. (CD: 30 secs)
3. Pig
from its forage items, it is safe to assume that this porcine specializes on team support.
New F2 skill Healing Seed: Gives regeneration and cures condition for you and your allies in a 600 radius for 4 seconds. (CD: 45 secs)
4. Warthog
from its forage items, it is safe to assume that this porcine specializes on inflicting conditions.
New F2 skill Body Slam: Deals # damage to your foe, inflicting weakness and cripple for #s. Range: 300 radius. (CD: 30 secs)
Hey. I dont mean to offend anyone here. But since most of you are arguing and have a good topic, as i was reading about pets and their sucky skills. Might as well do something productive and make a lists of broken traits that the devs should change. what i dont like is when people argue and push on problems that rangers know instead of creating a solution to the problem.
You dont like something? Pile them up and propose a solution since most of you are at it arguing about pet family skills, drakes cone shape inaccurate shrieks, moa cone shrieks etc. Propose a solution, bigger problem are as follow, not sure if its been solved:
1. Traps moving to another trait. Allie mentioned this is on the menu. Question is where to put them
2. Ranger pets in WvW
3. Someone mentioned Shouts before offering different boons to allies when traited 30 deep in NM. This is the bread and butter IMO that could open up team support as ranger in wvw than spirits.
Ex: protect me traited gives allies and pet protection for 6 secs in a 600 radius
4. Pet family and skill. Youre all at it, might as well theory craft or revised the whole pet skills per family. I dont see why not.
We have tried since release to create solutions… anet can’t do it, when will you get that?
the last 1.5 years have been nothing in terms of making rangers and their pets viable
What makes you think anet will all of a sudden make it work nowTheres almost 50 pages worth of solutions in this thread alone
Want more? the devs can read the ranger forums for even more specific onesThe solutions are already out there
Community has given their ideas and feedback, its up to anet now to make something of it.
Well first of all, a negative mind will never give you a positive outcome. And you all wonder why we barely see Dev’s responding in Ranger forums back then and now is because of people like this in game who cry and cant forget about the past. The CDI is now, meaning the chance for a change is now and half of the thread are people arguing. I wish I have that much time in my life to demoralize people online.
Hey. I dont mean to offend anyone here. But since most of you are arguing and have a good topic, as i was reading about pets and their sucky skills. Might as well do something productive and make a lists of broken traits that the devs should change. what i dont like is when people argue and push on problems that rangers know instead of creating a solution to the problem.
You dont like something? Pile them up and propose a solution since most of you are at it arguing about pet family skills, drakes cone shape inaccurate shrieks, moa cone shrieks etc. Propose a solution, bigger problem are as follow, not sure if its been solved:
1. Traps moving to another trait. Allie mentioned this is on the menu. Question is where to put them
2. Ranger pets in WvW
3. Someone mentioned Shouts before offering different boons to allies when traited 30 deep in NM. This is the bread and butter IMO that could open up team support as ranger in wvw than spirits.
Ex: protect me traited gives allies and pet protection for 6 secs in a 600 radius
4. Pet family and skill. Youre all at it, might as well theory craft or revised the whole pet skills per family. I dont see why not.
Allie one of the biggest problems with Rangers right now is the fact we have a lot of redundant and crappy pets that serve no purpose.
Devourers, There is zero reason to run with these zero..now I know someone is going to pop in and say “Well you see, i run PVE and I like using it so it won’t die cause its ranged” completely ignoring the fact you can run a lot of other pets, That will probably die in a fight, and they’ll still probably do more damage then Devourers who stay alive the whole time. The only time a Devourer is good is when you’re underwater, Because it actually has a very good Stun ability.. That is the only time.
Moa’s Again, are pretty much redundant….You basically have one that’s used for its fury, and nothing else…..There is no reason to run any of them.
Pretty much every single pet that has a Howl or a Screech that applies a Chill..Completely worthless as an ability… ..The only good pet that’s good with Chill is the Snow Leopard, because that bloody chill is like 7 or 8 seconds long, and 11 with the dang Malicious Training.
Bears in General, There is really zero reason to run any bear other then Brown Bear if you’re going to run them…You have a bunch of crappy F2’s basically.
Eagle and its cousin the hawk, There is no reason to run these birds….Some will say “But they have a good F2 with a bleed” ….The Bleed is worthless, and it basically hits less then the auto attack they do..No reason to use them.
Pigs in general are awful, You get some pretty good abilities if you bother wasting time picking up the environmental items they summon (and that’s a whole other annoyance) but then you have to deal with a Pet that does awful damage, and has a Knockdown that in general is awful…. Some will say “But its a 3 second cone knockdown” and my reply is, Its a 3 second Cast time Knockdown that has 300 range…Meaning that person has to stand in the same spot as the Pig basically for 3 bloody seconds without moving for your pig to come close to landing its Knockdown…You basically have to hope the pig randomly gets lucky…That’s basically what it comes down to. Its complete luck if you land it….There is no counter play or skill involved, its simply luck..
Drakes…Do you know why people primarily use the river and marsh drakes with a few idiots using the Reef Drake (why people still use that Drake i’ll never understand)
Its because they’re the only drakes that have a chance in hell of actually hitting something that’s not standing still, and is afk. Even then..It takes them so bloody long to cast their ability, you have to actually hope your Drake isn’t near the target when it starts to cast..Because chances are, they’ll probably run through it and waste the cast.
What pets are actually good?
Most of the Dogs, because they have reliable CC
Cats, Because they DPS..but since they’ve been nerfed, there really isn’t a reason to use them over Dogs in PvP.
and Spiders…Because they’re actually our only good PvP pet now….mainly cause they have a bloody 4 second Immobilize.
Everyone This is a good example of players who shouldn’t have the right to post in CDI threads like these and should roll another class. Waste of time and Dev’s resources reading unproductive posts like these. Do yourself a favour and save a minute of your life from reading this.
Like somebody else said, due to awesome randomness anybody can be top 1 ladder board, farming lvls 1 is not very difficult.
HAHAHAHA!!! xD That R1 player got baptized good for sure.
Also, you guys can’t see this due to the limitations of formatting on our forums, but a lot of these points were made by many of you guys. As such, they are much more emphasized in the email threads and discussions we have internally.
First, thank you for your summary. What I think got missed in the pile was the idea that pet damage should be rebalanced so that they no longer draw 30% of our damage from us in the first place. All other classes core mechanics add to base damage where as rangers loose almost a third of our player damage in order to have an AI run around with us. If our pets hit every time and are never dead, we just get to 100% base damage of every other class capping us at 100% a warrior hits 115% with his/her core mechanic.
This does not take into account the loss of gear stats on the pet which is significant.
I’m not saying this isn’t possible, but I want you to understand exactly what that suggestion means. It would mean completely rebalancing the Ranger.
The Ranger is designed to have a pet. If the pet was taken away or didn’t do damage, then it wouldn’t be a Ranger anymore. Does that make sense?
The only reason Rangers lose damage is because the AI is not currently what it ought to be. That doesn’t necessarily mean that we should completely redesign the Ranger and get rid of the pet.
Think of it this way: You’re building a house and a 2×4 breaks while you’re trying to screw it in to something. Do you scrap the house and completely rebuild it because that one piece broke, or do you grab a new 2×4 and use that instead? Which do you think would be more efficient?
What I’ve been seeing a lot of is that you guys don’t necessarily dislike pets. What you dislike is how they act and how they are controlled. It seems to me that these are feelings that have been built up over time, and have culminated into “pets have to go” because you guys haven’t seen the improvements that should be made to pets to make them desirable. I certainly don’t blame you for getting to this point, but I do want to know the core of the problem before we start talking about rebalancing an entire class.
I love this Dev. Well explained.
Heeeyyyyy there…
Game Mode: PvE
Goal: These changes is to fit ANet’s vision of a Ranger in game and it’s Pets and to provide a clear understanding of the term Resilient fighter through its traits lines. Some of these traits are inspired from Warriors, Engi, and Guardians.
Overview: Trait line overall rework, provided that Wilderness Survival is still: Toughness and Condition Damage.
Risks: Empathic Bond players might rage quit because they can’t grasp the concept of the new Ranger. Mind you, I look over and over again and thought hard about these changes.
Traits Rework
Wilderness Survival
Adept: Natural Vigor – Increases endurance regeneration. (same)
Master: Companion’s Defense – You and your pet gain protection when you dodge roll. (same)
Revised Grandmaster: Resilient Strength – Deal 5% damage. 1% extra damage for each condition on you.
Adept: I. Soften the Fall – Creates Muddy Terrain when you take falling damage. Take less from falling damage.
Revised Adept: II. Healer’s Celerity – You and your ally gain swiftness and vigor when you revive them. Revive speed is increased. (Guardian like)
New Adept: III. Wilderness Expert – Incoming conditions applied to you and your pet expired 20% faster. (Warrior like)
Adept: IV. Vigorous Renewal – Grants vigor when using a healing skill.
Adept: V. Trapper’s Expertise – Your traps use ground targeting and recharge faster.
Revised Adept: VI. Wilderness Knowledge – Reduces recharge on Survival skills. Heals you and your pet for # whenever you use a Survival skill. (Guardian like)
New Master: VII. Off-hand Cleansing – Reduces recharge on off-hand weapons. Warhorn and Torch skills cures a condition. (CD: 20s) (Warrior like)
Revised Master: VIII. Oak Heart Salve – Gain regeneration when you suffer from Bleeding, poison, burning, or torment. (CD: 12 secs)
Revised Master: IX. Hide in Plain Sight – Applies camouflage when you are dazed, stun, knockdown, launched or pushed back. Grants protection (2s) after. (CD: 18 secs)
Master: X. Martial Mastery – Reduce recharge on sword, Greatsword, and Spear skills.
Grandmaster: XI. Trap Potency – Conditions applied by your traps last longer. Traps are much bigger.
Revised Grandmaster: XII. Bark Skin – You and your pet takes # % less damage when your health is below # %. Conditions applied to has # % chance to convert into Boons. (Engineer like)
Note: Again Im trying to make fair changes here in all game modes because I do play them all with my Ranger just to give the Devs a productive read and show that im not biased, before you comment about these wild changes look at my posts history first on why these changes.
(edited by AEFA.9035)
Specific Game Mode
PvEProposal Overview
Potential Longbow Skill Changes (non-overhaul)Goal of Proposal
Many players feel that the Longbow is an underwhelming weapon. I am offering some non-overhaul skill tweaks, since I (as someone who has put waaaay too much time into longbow ranger) believe that the basic design mechanics of the longbow are sound, unique, and engaging.Proposal Functionality
s1- Long Range Shot: Increase projectile speed to allow more reliable hits against enemies, as this is a targeted skill and very easy to walk out of the way of at > 1200 range. Doesn’t need to be undodge-able, just more reliable.
: Alternatively- Decrease channel time. The skill would feel more reactive and less “clunky”.s2- Rapid Fire: Decrease channel time by 1 second while maintaining the damage output. This would make the skill a bit more of a burst of damage, as well as maintaining a higher concentration of vulnerability. (Low cooldown and still comparatively long channel time to damage still allows this to be considered “sustained damage”)
s3-Hunter’s Shot: In addition to current functionality, add 1/2 second of evade on use. This would give the skill more of a use of an escape, providing a better feeling of reactionary dodging.
: Alternatively- In addition to current functionality, add Apply Revealed on target on hit. This would allow Rangers to effectively counter stealth.
s4- Point Blank Shot: Unblockable/Unreflectable. Makes this skill more of a failsafe, and actually effective against enemies that are looming in upon the ranger that may be reflecting projectiles or have some sort of block. Cooldown could be increased to 15 seconds to counteract a very powerful skill.
:Alternatively- Increase base range to 1200. Makes a little less sense since it’s no longer “point-blank”, but maintains the range as other longbow attacks, making it less clunky to use.s5- Barrage: Buff into more of a projectile storm than an AoE, ala Ice Bow’s skill 4. This would increase damage and enemies affected, which seems fitting for its long cooldown and rooted channel.
:Alternatively- Allow movement while channeling. Evens out the risk/reward balance for using the skill.
:Alternatively- Immobilizes enemies hit by the first barrage or entering the AoE for 1 second. Makes the skill more useful even if the entire channel isn’t launched.Associated Risks
The skill additions I’m suggesting are very strong. The Longbow is currently still underestimated, and too much tweaking could easily push it over the edge. Just two or three of these suggested skill additions would improve longbow ranger quality of life greatly.All of them might be a bit much, but very, very fun.
These would also impact PvP and WvW, especially s3 alternative and my suggestions for s5.
I like this guy. Most of these Rangers posts under the impression that the class is just pure useless when they post in CDI. Been reading your post, good stuff. Though LB 4 CD increased to compensate I dont agree on, this is our only gap increaser in game. If LB auto is changed sure. Was thinking ANet should lower CD from this skill actually. I love point blank, using this after your auto animation is just too good plus the the knock back. I do agree this should be on a 1200 range though. Good stuff
I like this guy too.
Ltomato’s proposed changes are far simpler and direct than most of the “re-invent the wheel” suggestions regarding LB. And btw, to me, the whole, “more damage the farther you are concept” is IMO nuts.
LB 1 does not need (or should have) an added CC component, but rather, and as suggested, a slightly faster reliable-consistent-and flat damage component. Also, the much maligned LB 2 is actually near perfect – it does not need to be re-invented, the problem is the channel time and CD.
Great suggestions Ltomato, +1
Yeah, did you see that 3cc (or 4 forgot the number) proposal component on LB? Its ridiculous, what some of these players posts just to tweak Rangers and make them desirable. Agree with your posts as well, now, Barrage. I made a proposal about this and I believe 3 more Rangers somewhere in this forum, this for me is the most underused skill in LB kitten nal as of now IMO.
Should change:
1. Reduce cast time
2. Increase damage coefficient per arrows hit
3. Improve accuracy of arrows to make sure they hit and do damage. (IMO can be done by reducing arrows shot to 6 instead of 12, compensate by increasing damage for arrow see 2)
4. Most importantly allow Ranger to move while channeling skill. Reduce movement speed by 50% to compensate if needed.
New trait: Master: Cleansing Swap: When you swap pets, you lose 2 conditions (ICD of 10 seconds).
Counterplay – when ranger swaps pets, the pet loses boons
Gives Rangers a good option for mobile condi removal.Why does ranger design and suggestions always treat the pet like a secondary factor even when it’s a suggestion for a trait specifically dealing with said mechanic?
The pet swap mechanic should be about accessing and interacting with your pets. For the pet mechanic to have meaning, it has to be designed so that the ranger is engaging with what the pet does not what the swap does.
I was sad when quickness was removed from pet swap because it was quite powerful and the BM line became completely unappealing for me. Part of me was happy because I hated that the game encouraged me to swap pets for reasons completely unrelated to the pet. If I am going to use a pet swap, why should it be for a reason other than my intention to interact with and utilise the pet?
Removing conditions on pet swap is going to lead to rangers caring less about what the pet does and more about having an on demand condition removal. You might argue it’s an interesting choice – help yourself or potentially swap to a less useful pet but I would argue that it actively designs against the class mechanic, it uses a pet mechanic for a reason that has nothing to do with the pet and the drawback of that design is that the pet might be less desirable than the one you previously had in the fight.
Scenario: I’m pressuring the engineer on home but I’m taking too many conditions. I am using my jaguar for DPS but I have a wolf on swap for its F2 skill. I swap to the wolf so that I can cleanse some conditions and buy myself more time, but now I don’t have jaguar DPS (the wolf also has to get back into range). I don’t need my wolf’s knockdown now (he uses it anyway) and I don’t need his howl. If I get downed or want the fear on swap later on, I can’t access it because I wasted the swap to cleanse a condition.
A trait like this actively designs against the pet as a mechanic (and cynicaly views pet swap as a generic resource and not as it’s true purpose – a pet mechanic). It hinders pet performance by getting you to make pet resource choices for non-pet gameplay. This will just exasperate pet issues and hinder design which tries to best focus on how to utilise the pet and not exploit mechanics tied to the pet for non-pet reasons.
Basically ^^^ cleanse on pet swap looks is nice but think about your damage having your pet out i believe in battle is more important. This gameplay would make pets more desirable to dismiss.
Specific Game Mode
PvX
Proposal Overview
Preparations!
GW1 preparations: http://wiki.guildwars.com/wiki/Preparations
Adapt them to GW2 style, a few examples:
Read the Wind: Preparation. (10 seconds). +X damage. Your projectiles move twice as fast.
Apply Poison: Preparation. (10 seconds.) Your next X physical attacks inflict Poisoned condition.
Kindle Projectile: Preparation. (10 seconds.) Your next X projectile attacks inflict burning.
Ignite Projectile: Preparation. (10 seconds.) Your arrows deal +x damage to target and foes adjacent to target. Blast finisher.
Troll Unguent: Change to preparation. Add: Your next X attacks remove 1 condition.
You can only use one preparation at same time (no stacking problem).
Add a new grandmaster trait to survival:
Trait XIII: When you use a preparation skill, you apply the effects to all nearby allies as well.
Goal of Proposal
Improve power builds (Kindle Projectile), and condition builds(Apply Poison) without using pasive skills (spirits).
Improve party support sharing preparations like Troll Unguent
Lol. Thought youre going to revised Wilderness Survival trait with your post, been wanting for someone to look into that trait if Traps do move. Preperations are always a good choice heheh. good stuff
Specific Game Mode
PvEProposal Overview
Potential Longbow Skill Changes (non-overhaul)Goal of Proposal
Many players feel that the Longbow is an underwhelming weapon. I am offering some non-overhaul skill tweaks, since I (as someone who has put waaaay too much time into longbow ranger) believe that the basic design mechanics of the longbow are sound, unique, and engaging.Proposal Functionality
s1- Long Range Shot: Increase projectile speed to allow more reliable hits against enemies, as this is a targeted skill and very easy to walk out of the way of at > 1200 range. Doesn’t need to be undodge-able, just more reliable.
: Alternatively- Decrease channel time. The skill would feel more reactive and less “clunky”.s2- Rapid Fire: Decrease channel time by 1 second while maintaining the damage output. This would make the skill a bit more of a burst of damage, as well as maintaining a higher concentration of vulnerability. (Low cooldown and still comparatively long channel time to damage still allows this to be considered “sustained damage”)
s3-Hunter’s Shot: In addition to current functionality, add 1/2 second of evade on use. This would give the skill more of a use of an escape, providing a better feeling of reactionary dodging.
: Alternatively- In addition to current functionality, add Apply Revealed on target on hit. This would allow Rangers to effectively counter stealth.
s4- Point Blank Shot: Unblockable/Unreflectable. Makes this skill more of a failsafe, and actually effective against enemies that are looming in upon the ranger that may be reflecting projectiles or have some sort of block. Cooldown could be increased to 15 seconds to counteract a very powerful skill.
:Alternatively- Increase base range to 1200. Makes a little less sense since it’s no longer “point-blank”, but maintains the range as other longbow attacks, making it less clunky to use.s5- Barrage: Buff into more of a projectile storm than an AoE, ala Ice Bow’s skill 4. This would increase damage and enemies affected, which seems fitting for its long cooldown and rooted channel.
:Alternatively- Allow movement while channeling. Evens out the risk/reward balance for using the skill.
:Alternatively- Immobilizes enemies hit by the first barrage or entering the AoE for 1 second. Makes the skill more useful even if the entire channel isn’t launched.Associated Risks
The skill additions I’m suggesting are very strong. The Longbow is currently still underestimated, and too much tweaking could easily push it over the edge. Just two or three of these suggested skill additions would improve longbow ranger quality of life greatly.All of them might be a bit much, but very, very fun.
These would also impact PvP and WvW, especially s3 alternative and my suggestions for s5.
I like this guy. Most of these Rangers posts under the impression that the class is just pure useless when they post in CDI. Been reading your post, good stuff. Though LB 4 CD increased to compensate I dont agree on, this is our only gap increaser in game. If LB auto is changed sure. Was thinking ANet should lower CD from this skill actually. I love point blank, using this after your auto animation is just too good plus the the knock back. I do agree this should be on a 1200 range though. Good stuff
- VII. Spotter – Should be moved to Skirmishing as Gradmaster minor.
- Rework to 5% crit chance & 3% crit damage
- Change VII to Hunter’s Tactics – +3% increase damage on disabled enemies (stun/daze/knockdown/fear/immob)
Not sure who suggested this but unless “Hunter’s Tactics” is also an aura like Spotter or other classes’ auras, then this is a horrible tradeoff if we are to ever be more desirable in WvW. Crit chance and damage is virtually useless to a zerg of PVT heavies whereas a damage buff on a stuned target is a HUGE buff to the hammer train meta. Rangers go from the butt of every WvW joke to almost a must have for zerg combat. It’s just that easy to fix us.
We lose 2% crit chance and have it moved up a tier and to a different tree for something that is just another highly circumstantial trait that relies on our pets to land their very short duration stuns for us.
Im the one who made all of those PVE suggestions mentioned by Allie actually. If you can’t get your head around the changes and why these changes, sorry but you need to play more Ranger bro.
X. Eagle Eye – Include shortbow. Provides 200 range and +5% damage on longbow and harpoon gun. (no range bonus for shortbow)
Why the change from the current 300 range to 200? Thieves can already steal as far, and engineers can throw grenades as far. This doesn’t make sense.
This must be a typo, it simply must be. Otherwise I would lose my faith in ArenaNet as a player.
Yeah thats a typo, actually all those PVE changes that Allie mentioned are all my suggestions was at work so i had typos, except for that Axe changes. Range is still 300 not 200 on Eagle Eye and Remorseless trait is still the same when you gain stealth making vulnerability more frequent than just opening in combat.
Game Mode: PvP
Goal: These changes that Im suggesting is to fit ANet’s vision of a Ranger and its Pets in game and to provide a clear understanding of the the term Skirmishers through its trait lines. Some of these traits are inspired from Mesmers, Guardians, and GW1 Ranger.
Function: As I mentioned before in CDI (page 1; please look at my first post before you comment about these wild changes) Skirmishing should focus on weapon switching, stuns, dazes, mobility in combat, and harassment to an enemy.
Overview: trait line over all rework provided that Skirmishing is still : Precision and Critical Damage
Traits Rework
Revised Adept: Tail Wind – Provides 20% bonus movement speed to you and your pet while in combat. (like Engineer trait)
Revised Master: Furious Grip – Provides fury (9s) while switching weapons in combat. (duration is increased from 5 secs)
New Grandmaster: Spotter – Nearby allies in 600 radius, gain +5% increase critical chance and +3% critical damage. (like Guardian trait)
Adept: I. Pet’s Prowess – Pet’s do 30% more critical damage.
Adept: II. Sharpened Edges – 66% chance to cause bleeding (2s) on critical hits.
New Adept: III. Whirling Defense – create Whirling Defense while reviving an ally. (like Mesmer & Guardian trait)
Revised Adept: IV. Primal Reflexes – Gain vigor (5s) when you are struct by critical hit. (reduce cd: 10s)
Revised Adept: V. Companion’s Might – Critical hits grants might (3s) to your allies in a 600 radius. (like Guardian Trait)
New Adept: VI. Called Strike – Inflicts 3 vulnerability (7s) when you interrupt a foe. (like Mesmer Trait)
New Master: VII. Beastial Mauling – Inflicts Daze (2s) whenever your pet interrupts a foe. (GW1)
New Master: VIII. Cleansing Winds – Switching weapons in combat cleanses 1 condition for you and your pet.
Revised Master: IX. Honed Axes – Increased # power while wielding an Axe. Reduces recharge on Axe skills. (like Mesmer trait)
Revised Master: X. Quick Draw – Reduces recharge on Shortbow, Longbow, and Harpoon Gun skills.
New Grandmaster: XI. Punishing Strike – Deals # damage whenever you and your pet interrupts a foe. (like Mesmer Trait)
New Grandmaster: XII. Magebane Strike – Switching weapons in combat inflicts Daze (1s) to your foe on your next attack. Dazes and Stuns inflicted by you and your pet last longer. (GW1)
Note: Again Im trying to make fair changes here in all game modes because I do play them all with my Ranger just to give the Devs a productive read and show that im not biased, before you comment about these wild changes look at my first posts on page 1.
(edited by AEFA.9035)
Game mode: PVP
Proposal overview/Goal: To change Signet funtionality, and to promote team play while increasing pet survivability with traited signet.
Association Risks: 1.Players not being able to adapt to changes, therefore flaming and raging in the forums. 2. Right now it is not OP, but might be OP in the future
Signets
1. Signet of Renewal (stun break still)- Passive cures a condition to you and your pet every 10 secs
Active cures 2 condition to you and your pet (cd: 45 secs)
Traited Passive cures 2 conditions to you and your pet every 10 secs
Active cures 2 conditions to you, your pet, and allies in a 300 radius
2. Signet of the Hunt – Passive: same as current
Active you and your pet’s next attack inflicts 5 vulnerability for 12 seconds
Traited Passive grants double movement speed to your pet
Active you, your pet, and allies in a 300 radius next attack inflicts 5 vulnerability for 12 seconds
Why Change: Signet of the Hunt currently is a burst set up utility with Attack of Opportunity that doesn’t compliment Ranger’s sustained damage play style and weapon sets styles.
3. Signet of the Wild – Passive: same as current
Active you and your pet gain quickness 6 seconds and stability for 6 seconds
Traited Passive grants increase health regeneration to you and your pet (25% increase)
Active grants you, your pet, and allies quickness and stability for 6 seconds in a 300 radius
Why Change: With quickness replacing Enlargement, this should be able to compensate at least on par with the old. IMO it suits Ranger’s wear down tear down image that ANet is pushing.
4. Signet of Stone – Passive:same as current
Active grants you and your pet Magnetic Aura for 6 seconds (cd: 60 secs)
Traited Passive: same as current
Active grants you, your pet, and allies Protection and Magnetic Aura in a 300 radius for 6 seconds (Elementalists inspired)
Why Change: Some of you might see this as a nerf to Ranger, but being invulnerable to damage IMO is too OP for any class. I think no one in game should have access to invulnerability except through Elites like Guardians. (Wink wink balance team)
Note: Im trying to be as fair here as possible with these changes not just in PVP but in PVE, and WvW as well.
Summary reply and revisions
Hey Allie.
I read your summary. This reply is about your posts or players posts about Ranger CDI changes. These are things IMO that shouldn’t be considered in game at all when changes go live Reason being is that they are/will be OP/ doesn’t make sense or promote diversity build in game, IMO.
1. Remove spirits. They clutter up the map and provide less strategic value with target changes.
Player who posts this_Is this in a WvW perspective?_ cause I assure you in PvP turning these into aura or aspects would make PvP Rangers very OP. Applying these to pets wouldn’t change anything at all in WvW perspective because of survivability issues remember? WvW = AoE = dead pet.
2. Pet survivability. Pets should take 30% damage from AoEs, be immune to one shot mechanics and take 25% damage from cleaves when not the selected target.
Anet you should also consider the learning curve of a Ranger, your pet being 1 shot to death is a learn to play issue IMO.
3. Use new UI symbols for each pet type and combine Rending Attacks, Stability Training and Intimidation training into one trait.
Combine 4 traits into 1? no. Where is build diversity in that?
4. New trait: Grand Master: Camaraderie: When you swap pets, the inactive pet gains the same boons as the active pet (boon values are capped).
Don’t see where we’re going with this trait at all.
Weapons
1. Longbow: Reward max range and synergize with pet.
-Vulnerability instead of damage increase with range (s1), cripple (s2), immobilize (s3), knockdown (s5)
Need to ask your self, how often can we maintain LB max range in game. Cripple, Immobalize, and Knockdown all in 1 weapon set? no
2. Shortbow: Condition Damage. <—- (no, power build option too pls)
– Burning (s3), Torment (s4), s3 should be s5 w/ leapback + confusion
This is just pure OP who ever posted this. Have you ever played PvP? Though Torment is nice on SB #4 with Bleed on pet next attack, everything else is just OP. Burning and Confusion should be a utility for Ranger when we get new skills in game.
3. Warhorn: Group/Pet buffs
– s4 gives Protection, Regen and Vigor to nearby allies
What? no that’s OP. Warhorn skills could be traited instead to give boons or extra boons per skill use.
Wilderness Survival
1. Wilderness experts should be the masters of poisons. Therefore, Rangers should have the most potent poisons available.
What? No Resilient remember? Rangers should have the most counter skill set traits in this line to survive longer in battle
2. Rangers should be given some trait options to improve poison in various ways (extended duration, improved healing suppression, higher damage values, bonuses against poisoned foes, etc.).
Sounds like a Thief to me. Duration increase is in game already assuming this is poison condition still.
Axe
1. Winter’s Bite – Throw an axe that removes two boons. Your pet’s next attack inflicts Chilled. [Chilled] 3.25s (Increase the base damage by a bit)
Too OP, similar to Thieves’ skill (forgot the name). Remove 1 boon instead, maybe.
I don’t really get it, this discussion. U can buy these weapons on the tp, and they’re fairly cheap now.
About the “GW1 players there’s clearly no place for us” cuz they didn’t give u a brand new dungeon (yet) where u can earn this skin, is just unfair. GW1 isn’t GW2, and this discussion is pointless; if they didnt make these weapons ppl are whining, if they make m and put m in the gemstore (logical choice) ppl are whining. ANet has no way of pleasing everyone…
Ppl ask about this weapon, and they make it, it costs about 90g to buy atm. And ppl go on about the fact that it’s rng chested. 800 gems will give u more than 90g atm, so what is the difference between buying it for 800 gems, and converting the 800 gems to gold…
I definitely dont want ANet to hand this to GW1 players. My point being is the history about these weapons and its lore can you grasp what a lore is? In GW2 have you ever play for the story of the game? Or do you mindlessly zerg around in queensdale or flip items in TP? as a way of making money and buying kitten in game?
I love that theyre in game, great kitten. Honestly. But to be put in RNG lion chest or just buy them in TP which seems like youre suggesting is just a low blow.
A solution ANet couldve done to implement this right is through Fractals. This is the only dungeon that could replay the past or future of the game. And Fractals as of now is dead because by now a lot of people have their rings already or back pieces. Theres no point of playing Fractals anymore for most people.