Stowing pets for buffs/pets is never going to happen. Especially since they got renamed Venoms and we’re given to thieves.
Someone suggested giving rangers a token skill to replace f2 while pets are down. That seems much more likely.
Well true that Thieves got a version of preparations but it still doesn’t quite capture the essence of it imo. Having an extra effect for a few attacks is diff than having a consistent effect with % chance of proccing. I know the pet idea is a definite long shot but I hope they could consider the GS idea.
I have some suggestions regarding the changes being made and a suggestion regarding the issue with people not wanting pets (bear with me on this).
First off, I love the idea of taking off the evade on GS 1 and adding it to Swoop, now we can actually choose when to dodge skills as well as gap close. Here are some suggestions for GS also:
-Add maul as the 3rd attack on GS1 with balancing of numbers of course
-GS2 new attack: Hit your target removing x conditions, if the target is hit from the side/back conditions are applied to the target (this last part might be overkill)
What this allows is for us rangers to have the active condition removal we desperately need. If the condition transfer part is too powerful it could be a trait instead.
Second part and this is the one regarding the pets and will require substantial rework of the profession I admit.
Stowing your pet will remove your pet from play and it will not come back if you enter combat/are attacked (as it currently is). Instead your pet skills are replaced with Preparations Skills.
Preparations Skills – F1-F4 function as modes that you are in akin to elemental attunments.
F1- Incendiary Arrows : Your arrows have a % chance to cause an explosion in a small radius.
F2- Apply Poison: Your arrows have a % chance to inflict your target with poison.
F3- Marksmen’s Wager: Your arrows have a % chance to cause weakness.
F4- Read the Wind: Your arrows have a % chance of giving you quickness for Y sec.
The following restriction apply:
-You may only have one preparation active at any given time with a global CD switching between each.
-Calling on your pet will remove any benefits of Preparations
-Stowing your pet to activate Preparations will remove any benefits you have obtained from pets
Possible traits:
- Practiced Preparations: The % chance of your preparations proccing are increased to X%
- Well-Prepared (possible gradmaster trait): Activating a preparation adds an effect to the first attack done.
-F1: Burning Arrows: Your first attack will cause your target to Burn dealing X dmg
-F2: Choking Poison: Your first attack will daze your target for X sec
-F3: Marksmen’s Focus: Your first attack will immobilize your foe for X sec
-F4: Marskmen’s Expertise: Your first attack will apply swiftness for Y sec.
Each has a X CD before it can be used again.
Before you yell and scream saying that’s too OP numbers can be changed and put in mind that a good portion of our dmg is not available still they will be stowed (pets).
Stowing & Calling on your pets will have a set CD
Edit: I apologize for the HUGE post.
I don’t know if 3 veterans are supposed to spawn with the champion or not. But I know for a fact that its bugged and it won’t consider the champion as one of the separatists.
Really pissed off about the bug because me and a warrior friend duo-ed the whole dungeon and managed to kill the final boss only to find it bugged. Just tried it with a full 5 man group now and its still bugged.