Will update once Path of Fire releases.
Will update once Path of Fire releases.
Healing Bolts from Sublime Conversion are low probably due to it being a Water Field. Irenio may have tuned it this way. If it wasn’t a water field, sure, bump up the heal, but since it is one, the healing from projectiles converted are just a minor bonus.
Tether range on Unity should be higher. 600 seems right, as it’s the same as Necro’s Tainted Shackles.
Will update once Path of Fire releases.
Agreed. I would like Druid to hold the staff like a caster and not a melee brawler. Solar Beam is giving me issues. Even with max settings, the beam often does not show up, and when it does, it’s a rather lackluster string of light.
The animation for it is also weird for any Druid that isn’t an Asura. All the rest of the skills are ace, though. Major kudos for the hippie, peace ‘n’ love wallflower.
Also #AsuraDruidMasterRace
Will update once Path of Fire releases.
Will update once Path of Fire releases.
I made #1 a cone because a ground targeted AA is a terrible idea imo, I really hate Grenade kit for that but totally want to use it at the same time. I wish it worked like it does underwater, above water.
Fair enough. As someone that also mains an Engineer, Cosmic Ray currently has makes me feel right at home. If they ever removed ground-targeting from Grenade Kit, I’d actually cry.
Will update once Path of Fire releases.
F5 -> Glyph of Tides -> Lunar Impact -> Natural Conversion -> F5 -> Glyph of Equality -> GS Maul -> Swap to Staff -> Entangle -> Ancestral Grace away -> Vine Surge.
Will update once Path of Fire releases.
Tagging is not a great issue while running with a group but Anet has to change the way you “contribute” to the battle. Putting a damage component on your heal skills is not a solution.
Agreed.
Will update once Path of Fire releases.
No thanks on the cone for Cosmic Ray. Increase the radius to 180 and it would be fine as 120 is too small. Lunar Impact daze duration would be fine at 2s or even at 3s with an increased cooldown of 8s. Poison is fine on #2.
Skill #4 is better served as a fire & forgot skill. It’s a water field and already has a high base amount of healing. It doesn’t need regeneration and that 1 stack of stability, though helpful, isn’t much. ½s cast time and let it pulse.
Not sure about adding torment to skill 5 – just seems like a random way to add more damage when that damage should be allocated elsewhere so CAF has a bit of damage spread out among its skill set instead of on a couple.
Will update once Path of Fire releases.
I tried to say during the reveal ¼% on damage was too low. Anyway, I’m game for Regeneration adding to Astral Force, but only on application.
Will update once Path of Fire releases.
Works for me.
/15char
Will update once Path of Fire releases.
This build is what I have been using for PVE for this Beta Event: Control Druid
I’ll note that Druid of any build will not be as effective in old-world PVE content, but in the new areas, I can actually see my contribution during events against enemies and bosses. Been able to crush break bars entirely or take out significant chucks to the point where it is noticeable, even in large scale events such as the Wyvern fight.
Will update once Path of Fire releases.
I like the Electric Wyvern’s F2, just not Wyverns in general. Been using Smokescale + Bristleback/Tiger.
Will update once Path of Fire releases.
All good suggestions fellas, but the ground targeting? Uuuugh, not for me tyvm, I really like the PBAoE nature of them, although they need a bigger range.
Not sure if you’ve been able to log in to test these out yourself, but adding ground-targeting to some of them adds more benefits to them than simply increasing the range in practice.
Alignment and Tides are two that I can think off where being able to cast it at a range extends their utility and makes them much more flexible with different styles. A lot more. The other ones can remain PBAOEs.
Will update once Path of Fire releases.
Thanks for taking the time to read our feedback, Irenio.
I like the Druid in terms of offering something different to the Ranger class. It’s bold, fresh, and has focus. It’s support and control with an emphasis as heals. The Druid does have its drawbacks and flaws. There is a lack of synergy with the core class that could be expanded on with a few tweaks, but overall, it is very close (in my opinion) to reaching that point.
Celestial Avatar Form has drawbacks in the way it has been designed that does not offer enough reward for remaining in it for its entire duration (20-seconds). I recognize that your aim was to have the Druid be heavily focused on healing, however, I feel that adding damage and changing the way some spells function while in this form could increase the appeal to more players and create more diversity with different styles of play.
Cosmic Ray – Adding damage to this while extending the radius to 180 would vastly improve it. I cannot suggest how much damage should be added, but I propose that it should be more than Staff and less than Longbow so remaining in Celestial Avatar Form is worthwhile.
Seed of Life – Another skill I suggest adding damage to. Have the damage be a bit more burst, and to compensate, increase the cooldown to about 3-seconds so it is similar to the Elementalist “Shatterstone” on Scepter.
Lunar Impact – This skill has strong synergy with Moment of Clarity, and in practice, it works well with coordination and is weak on its own merits. That said, I would also suggest adding damage to this and increasing the cooldown to compensate. Possibly, around 8-seconds.
Rejuvenating Tides – This skill locks you into a channel for a portable Water Field. I highly suggest changing the way this skill is activated and have the cast be ½-second cast rather than a complete channel.
This way, Druids are not locked into just being a portable Water Field. We would be able to freely augment ourselves by performing Finishers of all types or casting other skills to aid our allies and ourselves.
Natural Convergence – The only thing I suggest is to be able to use this skill while moving. The effects are potent but the execution is a hindrance.
The way how Druids use the Staff is unique and serves a great deal of utility. There are many that want to see the damage increased, which I too, agree with. However, I also feel that there does not need to be much of one, as balancing out the entire aspects of the Druid reduces the need for such buffs in an extensive manner on the Staff (reference Celestial Avatar Form Feedback).
Solar Beam – I would suggest increasing the damage on the auto attack. The degree in which it is increased is up to you via tests and tweaks. Increase accordingly depending on how much damage (if any) is added to Celestial Avatar Form skills.
Astral Wisp – The velocity in which the Wisp travels is rather slow. I suggest increasing the velocity anywhere between 50% to 100% so it can reach its target in a more prompt manner. I also suggest that the Wisp pulse the same amount of damage each second once active. By allowing it to pulse its damage, it further reduces having to buff the damage elsewhere on Staff.
Ancestral Grace – This is one of the few skill (in my opinion) that is spot-on. I would not change a thing.
Vine Surge – Could we possibly have the number of targets increased to 5? 3 seems just right but I feel as though an increase of targets would make it perfect.
Sublime Conversion – Another Staff skill that is an absolute of great design. Creative, unique, and functional.
Interesting how Glyphs were approached differently on the Druid. Most of them (to me) resemble a cross between the utility of Warrior/Guardian shouts and the offensive nature of the Reaper shouts, but with half the range.
However, I will also note that they, too, feel close to being perfect. With a slight modification here and there on a few of them, they would have more of their own identity and act more like Glyphs than Shouts.
Glyph of Rejuvenation – I rather like this one, both the normal and the inverse versions. However, I feel as though it would benefit from the base cooldown being reduced to 20-seconds so it can be competitive with “We Heal as One!”
Glyph of Alignment – The base condition durations are a bit low for now, but almost to the right spot. Increase the durations from 3-seconds to 5-seconds and that aspect should be fine. I would also like to see both versions of this Glyph become ground-targeted, so you can aid allies from nearby or afar.
Glyph of Equality – I would like to see the normal version of this Glyph have a self stun break. This way, we have a reliable stun breaker for ourselves without having to drop in (and possibly right back out of) Celestial Form to use the inverse, while at the same time not completely wasting the inverse version if we are the only one that requires the stun break.
Equality should be the stun break Glyph, so there is consistency rather than spreading out the stun break onto a normal version of another Glyph. Reduces the confusion of people asking why Equality’s inverse has a group stun break and not the regular and so forth. Kills two birds with one stone.
Glyph of Tides – I absolutely love this Glyph! Both the normal and inverse versions. To further augment this, I would like to see both of these become ground-targeted and Blast Finishers.
Tides seems perfect as a Blast Finisher. It has the animation and the impact due to its knockback and vortex pull nature. As for altering Tides so both version are ground-targeted, this would increase its utility a bit further than just positioning yourself, but also finding ample opportunities to position foes before engaging combat.
Glyph of Empowerment – The duration for the beta was increased from 5-seconds to 6-seconds since the reveal at TwitchCon. This is greatly appreciated.
Glyph of Unity – The tethering range is rather short. As an Elite, could it be increased to 600 so it can be a bit easier to manage?
There is an inherent lack of meaningful synergy in the Druid traitline, not only with itself, but with the core Ranger. It’s a lot of healing when healing, which is the sum of it.
Minor Traits
Celestial Being – The Astral Force has been set to favor healing over doing damage to build it up. If this was the intended purpose, than I disagree on this approach as the Astral Force accumulation is far too low when dealing damage with minor healing and the accumulation is far too high when focused on healing with minor damage.
I hope this is tweaked. I propose a reduction on the Astral Force on Heal down to 2%, increase Astral Force on Damage up to 1%, and add a third variable of 3% Astra Force on Condition Cleanse. This way, there is much more flexibility with other play-styles and synergy with other traits and utilities such as Healing Spring, Wilderness Knowledge, Verdant Etchings, and associated utilities/traits.
Live Vicariously – This should also heal the pet to promote its survivability, an issue you and all Rangers are well aware of.
Natural Mender – This trait should be swapped with Natural Stride as it is very geared towards active healing, which some may or may not utilize to the fullest when selecting the Druid line. Having it as an option for dedicated healers would situate it in a good place as a Master trait.
Adept Traits
Cultivated Synergy – This trait feels like a Rune bonus. The idea is there, but the synergy is not strong at all. It’s just more heals on top of healing. I would opt for changing it to heal allies around you and your pet when you cleanse conditions on either allies or yourself.
This will give it a stronger synergy with Celestial Being in terms of building up Astral Force at a faster rate, and with Verdant Etchings plus the use of Glyphs since activating them will spawn the blossom that will cleanse conditions. To compensate, lower the amount of healing done and place a 1-second internal cooldown to moderate it.
Druidic Clarity – This trait sticks out to me since the Druid is all about supporting allies. This trait is very selfish. I propose adding some group-friendly function to this, such as healing nearby allies for a small amount when entering Celestial Form.
Primal Echoes – I feel this could use a bit of experimentation. There have been weapon traits in the past that have tried to take advantage of having an active cooldown reduction based on performance but was ineffective in practice. With how the Staff is designed, I feel as though it would benefit greatly by having the weapon skills reduced by a % for every heal done to yourself or an ally.
For those that plan to fully utilize Staff, this could be a tremendous advantage during team battles (and Raids) where a Druid can access skills faster than a standard 20% cooldown reduction would allow because they are actively healing allies. This would build more diversity for Staff-oriented Druids so they could drop Skirmishing without feeling as though they would need Quickdraw to access Staff skills faster.
Master Traits
Celestial Shadow – Splitting up this skill would expand its utility. Have the stealth upon entering Celestial Avatar Form so you can hide yourself and allies while healing them in the shadows, then grant Super Speed upon exiting for faster re-positioning or retreat. Do that and it would be perfect.
Natural Stride – Standard movement trait that also reduces movement-impending conditions. Most have already stated that this should be a Grandmaster Minor and swapped with Natural Mender. I agree with that sentiment.
Verdant Etching – Nothing to complain about. It’s straight-forward and effective. With some other proposed changes, it will be able to have some strong synergy.
Grandmaster Traits
Ancient Seeds – Entangled as a trait. Many thanks for this one!
Grace of the Land – One of the few traits that makes remaining in Celestial Form rewarding. I like this trait a lot.
Lingering Light – This is the weakest trait of the bunch. What I propose is have the Wisp effect moved to Natural Mending (assuming it is swapped with Natural Stride) to give it more functionality.
I also would like to propose changing Lingering Light so Astral Force drains slower, extending the duration from 20-seconds to 30-seconds. Mind you, this suggestion is weak on its own without making changes to Celestial Form, so it is rewarding while remaining in it (see Celestial Avatar Form Feedback).
The new pets have inherited issues of the old ones. Depending on the pet, these issues range from a lack of range, long cast times, significant after-cast times, or weak skill sets.
Tiger – This is one of two pets in the new batch that is perfect. I guess this is due to following the same template as other Felines, however, it has a bonus of having a short cooldown of 10-seconds on its F2 command. I would like to see the Jungle Stalker F2 command modified in the same way: As a pounce instead of a roar.
Smokescale – The second pet of the new batch done perfectly. Sturdy amount of toughness, a fair amount of vitality, great power coefficients with moderate precision,
and a skill set that is entirely useful for the pet in terms of how it deals its damage. The F2 command is a nice touch to add more survivability and group utility.
Bristleback – Just to get this out of the way, the vitality during the Beta does not reflect its actual health pool. The current health pool is slightly underneath the Ursine (Bear) family while the vitality stat list is the lowest of any family to date.
I urge that the Bristleback retain this high health pool as it is immensely beneficial to this cute, clumsy critter’s means of survival. That said, the Bristtleback could use a buff to its F2 command.
Currently, it applies 5-seconds of bleeding on the next 5 attacks on a 30-second cooldown, which is far too low. I propose increasing the duration by 100% so it applies 10-second bleeds to make the cooldown worthwhile.
Wyverns – Each of the Wyverns’ F2 commands are top-notch. However, their base attacks suffer immensely due to long cast times and an additional after-cast in which they reposition their entire body before doing another attack.
This needs to be addressed to have them even compete with Drakes as a cleaving pet. I suggest reducing the cast time of the Wing Swipe (auto attack) down from 2-seconds to 1-second. This alone would improve its DPS significantly, even with the after-cast present.
Another suggestion would be to extend the range of the Tail Slash from 130 to 225, equal to Tail Swipe on Drakes. Also, reduce the cast slightly so it can connect more reliably from 1½-second down to 1¼-second. It’s a minor adjustment that will pay off in spades.
These are small tweaks that would greatly improve these pets. The shine of the Wyverns are already fading for some Rangers because of slow, unreliable auto attacks. If these issues can be addressed, it would promote a healthier competition among pet families when a Ranger is selecting the right pet for the right situation.
Edited for grammar.
Will update once Path of Fire releases.
(edited by Wondrouswall.7169)
Works for me, but it’s not as quick to apply its effects as slotting the signet.
Will update once Path of Fire releases.
I wanted to post my build, but I’m a dedicated control Druid. =/
Will update once Path of Fire releases.
Still a lack of synergy in the trait lines. Some improvements to traits, but small ones.
Will update once Path of Fire releases.
Not liking these suggestions. I’d rather opt for some of the Glyphs to be ground-targeted and unifying their radius to 360 with Tides. Only ones I agree with is a self stun-break on the normal version of Equality and extending the condition durations of Alignment.
Will update once Path of Fire releases.
More powerful than the old ones? Hardly. New pets suffer from the same issues as the old ones, with the difference of a few of the new pets’ F2 commands being tuned as a “step in the right direction” from my stand point.
Take a look at the Tiger’s F2. It has a base 10sec cooldown and gives allies Fury within a 240 radius where it lands. Other felines that have pouncing abilities are on a 30sec cooldown. That said, I would like to see the old pets looked at and have cooldowns reduced to some degree for higher usage.
Then we have F2 commands of the Wyverns. The Wyverns themselves are horrible pets but their F2 abilities are nice and instant. The Electric Wyvern has an instant F2 command that I would like to see applied to old pets (as you mentioned) as well.
On a side note, I really wish they would turn the Jungle Stalker’s “Mighty Roar” just like the Tiger’s Pounce. No more 3s animation doing no DPS. Just a straight up, hard 2-hit combo pounce that grants allies Might would improve it so much.
Will update once Path of Fire releases.
First thing I noticed- You lose all your celestial “shroud” bar when leaving early. May I know the reasoning behind it?
Probably to avoid having a cooldown placed on it.
Will update once Path of Fire releases.
Druid idle animation for staff is so… eh. It’s like wielding a hammer when it should be a staff.
Also, the Druid auto attack depends on race. Only the Asura do the auto attack right, all the other races hold the staff up above their head oddly. The Asura point it forward and fire from the hip like a boss.
Will update once Path of Fire releases.
Yes projectile combos will apply regen to allies that pass through it. During the Wyvern boss event in Verdant Brink, I often lay Staff 5 on top of the people within melee range of it so they can get regen from finishers.
Pretty nifty toy so far.
Will update once Path of Fire releases.
You think that’s bad. If only Wyverns could be used in PVP. From my experience so far in open-world.
- Wyvern does 2s channel 1-2 punch combo.
- Enemy moves out of range and the 1st punch of the auto attack misses.
- Wyvern remains in the same spot continuing the auto attack and punches air.
- Wyvern readjusts its body position before moving on.
I’ve stopped using Wyverns completely in PVE. Could only imagine how bad they are chasing actual players.
Will update once Path of Fire releases.
I figured a light field would be good, so the projectiles that come in to heal also combo and give regeneration.
Water fields give regen, not light fields. Light fields cleanse conditions with projectile finishers. Staff 5 is a water field as mentioned. Pretty good where it’s at.
Will update once Path of Fire releases.
Not even the removal of the rooting effect on Axe #5?
That is also a real big one if you would ask me..
Sure. Change the animation to Whirling Axe and have it move. I’m fine with that. There was so many proposals I was bound to overlook something.
Will update once Path of Fire releases.
Only things I can agree with:
- CD reduction on Sharpening Stone & Quickening Zephyr
- Shortbow auto attack applying bleed on hit & shortbow 3 being a possible leap.
That’s literally it.
Will update once Path of Fire releases.
Made this prediction at the reveal. A daze duration reduction on Lunar Impact down to 2s or the cooldown would be increased to 8-10s are the most-likely outcomes. Wouldn’t surprise me though if both measures were taken.
Will update once Path of Fire releases.
Nice to hear and good afternoon!
Will update once Path of Fire releases.
It’s actually a 20s cd (assuming BM wasn’t slotted, which it does not appear to be so from the trait review) as seen on the video reveal which could be 16s with BM line so it could be up pretty frequently.
Yes, I had to re-watch the footage out of curiosity. It seems Irenio had Marksmanship, Skirmishing, and Druid trait lines slotted throughout the stream: Even better that the base duration is 20s. >:)
Will update once Path of Fire releases.
Interesting. I’d possibly like this alternative. It’s more guaranteed and does benefit others when some allies may be at full health.
I’ll give a +1 to this.
Will update once Path of Fire releases.
Giving this another bump so finding our pets in the menu is not as difficult as finding them in the open-world. (obvious stretch)
Will update once Path of Fire releases.
I don’t want to do that. but I’m just saying a smoke field on a 25s cd is very, very strong, given how many blast and leap finishers we have.
Really? Compared to Thief or an Engineer…
…Really…
Will update once Path of Fire releases.
What exactly happened to the 3 years worth of suggestions that have been posted in this forum already? Why should we believe that “they are really listening this time”?
I want to think that they are listening (this time). Back then, there were no forum specialist reading, reporting, and communicating directly with Anet staff. Irenio is also new (to our knowledge) on the balance team.
Take that for what it is, but usually, new people have fresh ideas. Also, take note that there are a few developers that are no longer with Anet that, I felt, held the game back more than push it forward.
Jonathan Sharp is no longer present, and he is noted for being against adding more class mechanic keys and keybinds because he feared things would become “too complicated” for the players. Now, we have a keybind for toggling pet aggression and other classes have gained an additional class mechanic button.
Jon Peters is no longer with the company, so the unbalanced “balance” is a presence that will not be missed. One that seemed to turn-the-cheek to flawed design and simply told the player base to “L2P.” Let’s not forget that sword is working as intended and there are no plans of that changing.
That said, maybe I’m being naive. I’m certainly salty through 3 years of Ranger “balance” that led me to take a 1-year hiatus from the game. However, I’m going to put some faith in Irenio. The guy has shown with both the Ranger and Engineer (the two classes I play the most) that he has ideas, creativity, and initiative.
Seriously, we haven’t had a developer openly say that he plays a Ranger since Robert Hrouda. I’ve said it before, and I’ll say it again: Irenio gave us Quickdraw. Just think about what impact and direction he could have on the class if given more control.
Will update once Path of Fire releases.
and the smokescale’s smoke field would be huge for us. I certainly hope we can interact with that field. now that you mention it though, this sounds a bit too good to be true because it would give us an insane amount of stealth. one idea would be to simply give it a long CD, maybe 1 min.
Why would you want to increase the CD of the Smokescale’s F2 when it’s on par in both duration and cooldown with the other utilities that provide a smoke field? It’s a 5-sec field on a 25-sec cooldown.
Will update once Path of Fire releases.
Yes, that’s the presentation. It’s an interesting piece to watch, even if one may not have too much interest in it. Highly recommended for every Ranger to watch since it will (possibly) impact us the most.
Will update once Path of Fire releases.
look at the new pets. they were beautifully designed, and all 4 will be immensely useful. now to your point, they need to go back to the old pets and give them that same
Beautiful, yes. Beautifully designed, not really. Take a look at the footage again when they showcased the new pets. There are obvious issues with them that hinder them when you look past the flash.
HERE were my concerns on them that was also posted in the Druid feedback. Not sure if Irenio read it, but it apparently went over most peoples’ heads because they can’t get over being able to charm dragons.
Will update once Path of Fire releases.
To add on allowing more controls on pets and their skills, I would like to suggest the following (as it does not include overhauls).
- “Attack My Target” & “Return To Me” are keybind options.
- F1 & F3 are replaced with the other pet skills.
QoL stuff that would further augment pets and management.
- Stow/Activate Pet keybind option.
- Visible Pet Boons & Conditions on our UI.
- An organized selection panel. (shameless self-plug – see signature)
- More pets that can cleave.
- Foods and other consumables to also affect the pet.
Will update once Path of Fire releases.
They should just make Hunters Call a cut/paste of the Mad king (6) bonus imo. Would be a massive improvement.
Either that or the other thing I’d like to see is it remain single target, but add a 1/2s blind per strike on it for burst shutdown utility.
Right? Literally both of those and Hunter’s Call would be SO much better. Though, I would really like it if Windborne Notes improved HC in some way as well. Even if it adds that regen to it.
I digress here, but traits like Windborne Notes & Honed Axes that affect/improve only one of a weapon’s skill set bother me because so much more potential is just left untouched.
Will update once Path of Fire releases.
There was a presentation about improving the AI. It should transfer over to our Pets, but at the same time, I wouldn’t want an exact copy since Ranger pets have access to skills the AI does not have and vice-versa.
We’ll see though. If I can see pets like the Bristleback run away back to 1200 range when an enemy closes in and drops an AOE on top of him, I would probably get a stroke from the shock.
Will update once Path of Fire releases.
If only they were as quick to hotfix mainhand sword not locking you out of dodging
That seems to be tied to the range attached to 1b and 1c. It’s just a hunch on my part after observing how Moa form works and other physical skills with range that exceed 170.
I honestly don’t think there is a hot-fix for main-hand sword the way it’s coded to allow dodges while retaining its current behavior. There are alternatives, but those seem to cause more controversy to the minority that like sword the way it is.
IE: Reduce the range to 130-150 on 1b & 1c; Convert the entire auto attack chain to a standard sword chain; code 1b & 1c to output coned strikes so the attacks can retain the range at the cost of the player not leaping towards the direction/target (think Lightning Whip on Elementalist main-hand dagger – 300 range).
Again, all speculation.
Edited to add more.
Will update once Path of Fire releases.
(edited by Wondrouswall.7169)
Indeed, boon stripping doesn’t have a theme attached to it. Apparently, the class is either given it or not. As you pointed out, it doesn’t make “thematic sense” on thieves, either.
Bountiful Theft for example, so a thief can steal boons/enchantments? Okay. If that flies, then I guess they can add some boon strip to a trait to have pets remove boons from foes, or have a specific weapon remove boons.
Going back to your suggestion of Hunter’s Call, I guess that would be the odd-one-out since it hits multiple times. I know this sounds like a shot to the devs (it’s not), but they probably don’t know how to approach adding triggers to multi-hit attacks without getting into further complications.
Do they attach it to the first hit? The first strike that lands? Does it happen at set intervals? Does the intervals start on cast or when the first strike lands? A bit different than just laying down a static field that automatically pulse an effect.
Probably attach boon strip to something simpler. A trait, a shout, or weapon skill (that isn’t multi-hit). Either/or and even all of the above.
Will update once Path of Fire releases.
(edited by Wondrouswall.7169)
Usually when I see “piercing” I envision a very narrow lane (arrow piercing) vs the standard wide-cone cleave, thus why I disagreed before.
Last I recall, Monarch’s Leap does the same damage as the 1c, final auto chain. I’d be up for increasing the damage, even doubling it.
Wasn’t sure about your Serpent’s Strike suggestion either. “Spray” is a different way of saying “cleave” for sure.
Will update once Path of Fire releases.
necros are masters of condis, yet they get to strip and convert boons.
Necros are masters of condition manipulation which is why they have such a vast amount of boon strip and corruption.
Will update once Path of Fire releases.
Disagree with these suggestions. Besides the auto attack being able to be broken to evade, sword 2 and 3 need minor tweaks overall.
- Kick on 1b auto attack chain needs to cleave. Either strike 2 or up to 3 targets. It’s limiting and also flawed when an Ascalonian Ranger (NPC enemy) can do a roundhouse kick and strike up to 3 players but player Ranger can only hit 1 target.
- Hornet’s Sting needs to have the cast time removed. Plain and simple. Hornet’s Sting & Monarch’s Leap also need to cleave up to 3 targets.
- Serpent’s Sting needs to cleave up to 3 targets. The skill is pretty nice for the evade and poison.
Sword is too focused on striking individual targets when the past update to daggers hit more. That (to me) is wrong.
Will update once Path of Fire releases.
Barrage arrows are just a visual effect. It actually just pulses damage to the 5 enemies closest to the center. Would be awesome if barrage behaved similar to ele’s Meteor Shower though.
Agreed. It would be so nice to have each arrow have it’s own impact.
As for boon strip on Hunter’s Call, maybe. I kinda wish they would improve Hunter’s Call before adding anything. It’s kind of sad how the 6th bonus of a rune (Mad King) is better than Hunter’s Call since it can attack multiple foes instead of just one.
Will update once Path of Fire releases.
Okay, cool. Thanks for the quick replies!
Will update once Path of Fire releases.
Couldn’t find anything on this but when using Reaper Shroud underwater, will it have its own skills or will it be using the DS ones?
Will update once Path of Fire releases.
Hi, Irenio.
Will update once Path of Fire releases.
I think while Roy was the one to implement the change it was likely at Peters direction.
That being said the ranger community puts up with things a lot better than most of the other profession, even those most other profession get some warning and time to discuss changes instead of hasty knee-jerk reactions.John Peters isn’t with ANet anymore.
Good riddance to bad rubbish
what happened?
Peters left to join another company around June. He hasn’t been at Anet for awhile.
Will update once Path of Fire releases.
Tried to say it before. Anet looks only at if it can be done or not. There is no care about whether it’s viable or not.
Next up on the slate: Daze durations, Moment of Clarity, and the Druid. Mark these words: More nerfs are coming, and it’s going to hit the Druid hardest and trickle further down affecting the core Ranger.
Will update once Path of Fire releases.