Tchuu Tchuu Im A Train [TCHU] – Gandara
https://www.youtube.com/channel/UChUmRHtHLgPckvtrPImxK3A
(edited by borya.2964)
Obviously you don’t need that much cleans neither in TPvP nor GVG, in the first one you’ll just kit or leave the fight and in the second one decicated classes will do the job for you + direct damage is far superior to conditions in group fight.
Problem goes when roaming in WvW while playing a ranger where you definitely need cleans because half of the solo roamers run conditions (it’s probably more reassuring).
Here you simply don’t find settler rangers cuz it’s not effective that much, you can’t kill another guy fast enough before other ones come. But you can find another classes who are closed to be immuned to conditions aswell and still will be after HOT. If a “settler” ranger is a cheese who have to die, i don’t know how we can call a dire perplexity thief. And don’t forget that some builds will loose between 300 and 550 vitality.
Again, there is no decent reasons to put 2 of our only 3 clean traits int the same grandmaster slot.
(edited by borya.2964)
I have to ask … what classes have access to condition removal traits in more than one specialization? That would be a good check for whether or not we need to have EB and SotF in different specializations as the OP is requesting.
I take into account all ways to deal with conditions in HOT (clean, immunity, decreasing, transfer etc), if i am not mistaken (quantitatively) :
*Warrior 10 :
- 5 traits in 3 different lines & different slots.
- Based : 1 weapon skill, 1 heal, 3 utilities.
*Thief 9 :
- 4 traits in 3 different lines & slots.
- Based : 1 weapon skill, 1 heal, 3 utilites.
*Ele 12 :
- 3 traits in 2 different lines & slots.
- Based : 4 weapon skills, 2 heals, 3 utilities.
*Mesmer 8 :
- 4 traits in 3 different lines & slots.
- Based : utilities 4.
*Guard 8/9 :
- 4 traits in 3 different lines, 2 in the same slot (adept).
- Based : 2 weapon skills (not sure about Cleansing Flame), 1 heal, 3 utilities.
*Engi 13 :
- 5 traits in 4 different lines & slots.
- Based : 3 healing skills + toolbet, 5 utilities + toolbet.
*Necro 8 :
- 3 traits in 2 different lines & slots.
- Based : 2 weapon skills, 1 heal, 2 utilities
*Ranger 6 :
- 3 traits in 2 different lines, 2 in the same slot (grandmaster)
Based : 1 healing skill, 1 pet, 2 utilities.
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SoR should get the forty five second CD and removal, not transfer. Take a look at Signet of Stamina's active.
I like the idea with halving the CD/Durations on Protect Me, but I don’t think it needs condi removal though. Maybe give Resistance to the Ranger for the duration.
Our signet is a joke. For two years it didn’t bring nothing to the ranger if not traited, it can kill our pet in sec, or you can simply miss it if your pet is dead or if he’s too far away. I know we all know that, but seriously… The change is just common sense.
I hardly suspect some good cleans through our new utlities, it’s the only decent reason to put EB and SOTF in the same slot.
Since it’s a pvp perspective am not sure to help a lot, but if i keep WvW in mind, i would say that you lack conditions. You have to kit a lot, to dodge symbols, teleport or just wait the end of focus’s SoW etc. Conditions will help you to keep some damage while kitting, you have no access to poison and QZ is not very useful. I could suggest something like this :
It keep your fury uptime, almost the same direct damage but with a lot of bleed, a good access to poison and more evades etc. You lost the range, but max range is not so useful to fight a medi guard.
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Siamoth is your best friend, there is no point to run a ranger without your ugly siamoth.
I extremely strongly disagree. Pigs are one of the families that should basically never be used. They do some cool stuff, but when compared to canines they just don’t compare.
I was kidding, people run the pets they want, who care.
I like the siamoth, he fit my playstyle and my build, and he literally saved me dozens of times. He also have a great pull, dunno where it come from since it’s not in the skills description. Siamtoh/wolf, i can’t remember the last time i tried another pets. Am sappy.
I know Flopy uses one though, and I get it since he apparently likes to 1vX on a LB. You could also compare that to the fact that ROM carries PUGs on a berserk GS warrior.
I read attentively, i promise you, but i don’t understand.
Siamoth is your best friend, there is no point to run a ranger without your ugly siamoth.
@borya.2964 I don’t contradict myself, you just need to read the context of privious posts. jcbroe.4329 clamied its by desighn that A.net does not want us to go both SOTF and EB cus its imba condi removal and I told him that even now I find myself not taking both by choise, after patch new SOTF is even stronger so i think investing in both EB and SOTF after patch is over condi defence and doesnt worth the invesment. Also i claimed EB get worse with every additional condi cleanse due to the fact the chances that it will clear only 0-2 condis goes way up. I sugested ways to make SOTF and EB even worse combo. I by all means think EB and SOTF shouldnt compete as i dont think they should be on the same trait line. They need to split so they can open up build diversity.
I totally agree. I talked about what jcbroe said, but i probably misunderstood his point. I read fast and i am not mastering english that much, pretty bad combo . ..
Dude that video was a joke.
My fingers weren’t on the right keys because I was fumbling around with fraps, which I can’t get to work. At the beginning of the video I was moving forward with the arrow keys.
Also please read any of the thread before commenting, what you wrote is annoying.
Allrighty.
Still a bad solo roaming build to me.
I’ll take your advice into account and take the time to read more attentively.
I would be glad to please you, bro.
Hi @jcbroe.4329, I dont think putting EB in WS as a GM trait is a good desighn.
There are lots of posible fixes for what you described like doing what @Heimskarl Ashfiend.9582 saied or making EB a master trait(after changes it realy looks like a master trait in power). Also dont forget traps will get HS synergie and spirits will have evasive purity( the GM trait for spirits realy doesnt look like a must, we’ll have to see) and spirit of nature as condi removals.
I actually think protective ward should be a GM trait in WS and NM as the “boons” trait line should have a GM trait that have somthing to do with either resistence or signets CD refreshments.And what I’m saying is that if anybody thinks ANet doesn’t know that the change they made hurts builds running both EB and SotF and thinks ANet is thinking of making these changes and affecting the traits unintentionally, they are mistaken.
I absolutely believe that regardless of what ANet decides to do elsewhere, that they fully intend to remain with the decision to make running both EB and SotF impossible.
That’s why it’s a stupid nerf. And you contradict yoursefl since you said that most ranger already choose between EB and SOTF, it means that rangers doesn’t usually run with both even if it’s possible. But now they ruined Poison Master and made EB (now with the heal and elitsurvivals) a worst GM trait. There is no class that have ONLY two GM traits in the same slot to deal with conditions , period.
I hope we will have access to cleans with the new utilities, otherwise it’s pretty dumb.
Yep very nice opening show (the fights are always good anyway).
Build points:
- YOU DON’T NEED TO HEAL OR USE YOUR UTILITIES
Fixed it for you (am only half kidding).
You ‘re terribly slow, you can clean one condi busrt but that’s it, you have no armor like Frou said, using a dagger without Off-Hand Training is meh, there’s no point to use celestial stats ect.
There is simply not point to make a build to kill only on type of another build, mostly in WvW. Everybody is looking for the most versatile build wich fit his playstyle, well, it’s my point of vue. The vid reinforced my feeling.
It’s like you knew this ranger was terrible. You engaged at half your HP, it’s crazy, you just dodge one time if i rememer well. Since am a GUARD SPAMMER, i would have come closed much more faster, dodging one time and then using Stalker’s Strike (Off-Hand say hi) , engaging full HP. Why you didn’t use Hornet Sting, Countterattack or Swoop is a total mystery.
…WH (with regen) will probably be mandatory for a support staff build. The problem is that we don’t have a good main one-handed weapon to fit this role and i don’t see a better group support heal than HS. Enough heal i think, i’d rather like to see something else…
I don’t think I’ll use WH with staff, it is hardly mandatory.
What I will be using is Beastmaster’s Bond, MoC, Remorseless, Resounding Timbre, 2HT, ZS with the other as 3 Druid traits. GS/Staff, “HaO”, LR, “Sic Em”, “Protect Me”, “RaO”, Trooper or Defender Runes. Lots of damage, sustain and still perma regen/swiftness on everyone.I suppose if you wanted to go full support, you would go quite different, but not a lot of places call for full support.
I said “support” staff build. Your build is much more selfish (i don’t even see why you would use a staff), i already bring perma swiftness and regen in my party with Guard, but it’s not what i call support. Someone want more heal utilities, i just said that we have enough heal support with HS and WH (with now regen), so in a heal/CC/ boons perspective, i’d like something else. I won’t focus on damage, i’ll keep my ranger for that. I want to try something that ranger could not do before.
Point is there is no shout in game with 60+s CD, and they are regular skills, RaO is elite, so it’s expected to be stronger and less CD. 60-75s CD is kind of acceptable, what ever is longer, is not acceptable no longer, since this skill is in category of SHOUT. Definition of shout is to be short and frequent & instantly casted, 10s is more then enough every 60s.
Ranger should not have own source of stability to cover entire fight. Therefore 10sec every 60 sec is more then enough stability to sustain own fights.
I don’t think your definition of shout is correct.
They are not all instant, nor short and frequent.
Warrior ’s Rampage will also become a shout.
Yeah, something like an AoE Hunter’s Call would be sick too. I’m thinking that the vines attack we see on the video is something along the lines of Zealot’s Embrace but I’m also hoping the animation is just that and it sends out the AoE immobile to the target foes area.
WH (with regen) will probably be mandatory for a support staff build. The problem is that we don’t have a good main one-handed weapon to fit this role and i don’t see a better group support heal than HS. Enough heal i think, i’d rather like to see something else.
If the staff itself have good AoE and CC, i don’t know if we will recieve team support utilities that much ( i mean, am afraid it could happen). In the vid the staff throw something pretty fast (we don’t know what’s the result) and the vines are probably an addition effect, following the projectile (the cast time is nearly2 s).
Consecration could be nice (but those are utilities with high CD).
Global teleportation.
Cantrip, Meditation or Manipulation offer a teleport and could also fit the new spec.
The Mistforged Hero and Wupwup (from wvw chest) ones are the only both decent staffs i have. So, i gues something like this :
Battle Norn Druid : http://hpics.li/2ecf2ba
But probably more something like this (if we have a viable spec for wvw), my asura one : http://hpics.li/1a6842b
+ 4k, only roaming, do i win something ?
From a wvw perspective, 20s on 120cd is perfectly fine for me. That’s long enough to go survive the first zerg crash, push through a choke, and is a lot of might and fury when backlining with a ranged pet. 10s would make it a bit of a stretch.
But then, i kinda liked the Ranger’s access to long duration skills and they all get progressively spammier (Muddy Terrain, Healing Spring, Entangle…).
I agree while i think it’s much more a matter of habits ( remember Etangle on 150 CD ?). Reduce a bit the CD of RaO can’t be bad, but 48s traited, nope.
The torch is a condition damage based weapon, basically, the highest source of damage in a classical A/D and S/T build. It need nothing that would shut down the burning duration.
Pulling this one up from the depths, because I really think the torch needs something else. Who has some ideas?
A pull ofc, what else ?
Guard may be useful and a lot of apothecary rangers run it, but its still a very very badly designed skill.
Most rangers use Guard only because of its access to Nature’s Voice on a short cooldown. You will hardly see any rangers running Guard without the trait. Honestly, there are no viable builds out there that runs Guard without taking Nature’s Voice.
Do you have a viable build using untraited traps, untraited spirits, untraited survival skills ? A lot of utitlities need traits to work, no matter the class. I don’t see your point.
Those skills have specific purposes that they are brought for on their own. Regen builds would still bring Guard to spam NV even if guard did absolutely nothing.
Send your pet where you want without a target is absolutley nothing, stealth your pet is absolutley nothing, giving him high protection up time is absolutely nothing. I get it. Now that you can take a third line like BM, Guard will even be better , send your
pet somewhere and taunt your traget from stealth etc. Guard + NV is great, “+”, you know, like in addition to. But keep thinking i like it for NV + absolutely nothing.
Anyway, i am done to talk about absolutely nothing.
“It’s high time we (who ?) stopped trying to shove ranger into a pure condir role”.
If it’s true , why LB meta power rangers are everywhere ? Obviously cuz it’s not true, nobody force rangers to neither play the terrible LB power meta build (Fluffball missed the point where LB, S/D made a really good use of SOFT and the extra 300 condi damage with Sharpened Edges) nor a condition one. There is no condi rangers in PVE (i guess), probably a bit more in spvp (i guess) and very few in wvw (for sure).
Pew pew rangers are a group of rebels who doesn’t want to be tied in a condi build ?
Edit: note that i’am a pew pew ranger most of the time.
(edited by borya.2964)
Look at wvw, 90 % of LB power rangers doesn’t care of the pets, it’s just an extra F2. They are tied to a dead class mechanic, the pet is dead half of the time. How do you want to explain why Guard is a good skill ? It’s sad.
Our condi builds right now aren’t that great. We don’t have a steady way to apply conditions. Our main “condi” weapon, the axe, has a single skill that applies a small amount of bleeds.
Most ranger weapons are hybrid by nature. Condi builds arose because 1) they could go ridiculously overboard with defense in WvW through gear and 2) the fact that traits basically forced you to go condi with every build we had. For a long time our only condi removal trait meant that you had an extra 300 condi damage whether you liked it or not. Also that and the NM, two defensive condi lines, had almost all of our good traits for years.
It’s high time we stopped trying to shove rangers in to a pure condi role.
PVE LB power meta ( i don’t care). PVP/WvW LB meta everywhere. Excuse me, it’s time for what ? I am confused.
I believe you, but don’t forget you’re in a thread where the op don’t give a kitten of the synergy between Guard and Natures’ voice (will be an adpet, again, much better) and also want to improve the skill, no matter the CD, to make it useful in a kitten dungeon.
Every proposal with a higher CD and a stealth removal is just dumb to me.
The point is that even with the trait, the skill is bad. If you trait traps or spirits or survivals, they at least serve a purpose and the skill itself becomes better whereas “Guard” only serves to activate Nature’s Voice.
Honestly, i am fed up with this argument, i explained already why i like Guard, the Nature’s Voice effect is simply half the thing (while it’s an integral part of the fonction). And it perfectly works with a LB. Obviously you nerver saw you opponent being pulled from nowhere buy a siamoth, while both your pet and you are in stealth. Now that Nature’s Voice is an adept tier, you want to destroy Guard ? Again, you can be serious.
Face it ?
No offense, but i play with Guard + Nature’s Voices with both my power and condi builds for month with a lot of success in solo and small scale roaming, the only mod i play in this game since launch. There is simply no argument i can accept from non Guard users to change it, period.
What’s the purpose of untraited traps, survivals and spirits ? Don’t tell me that there are effective builds like above, it’s not true.
(edited by borya.2964)
Well, i had to say that i was thinking about non trappers condition builds who are tied to a specific runes set to get a minimum sustain.
While we have plenty of + x % more damage everywhere, i feel that they shut down our condition builds. The new Light On Your Feet for short bow is even more hybrid oriented, Honed Axes is power oriented. In WS, a more condition line to me, the two only traits with condition based are in the same adept slot (Ambidexterity and Expertise Training, the first is mandatory), worst, we still have a + x % more damage master trait (?)
Classical A/D and S/T builds will have to choose too many useless traits.
Some proposal changes, not especially the all ones :
- merge Expertise Training and Rending Attacks
- Bountiful Hunter : you and your pet have increase condition damage (or duration) for each boon on you
- Nature ’s Wrath : gain condition damage based on your healing
- reverse Wilting Strike in BM ( pet F2 cause weakness) and Peak Strength in WS (deal more damage while above the health treshold)
What do you think ?
Edit : i realize i don’t even like my proposal changes :)
(edited by borya.2964)
Actually, I see lots of builds using untraited survival skills, and I think I did see one power hybrid build that is popular now in WvW roaming use only partially traited traps (spirits are another matter, untraited spirits feel useless). But the point is if Survival skills and signets can do it, there isn’t any reason our shouts can’t either.
Just a note, traited HaO will have a 16sec cooldown.
Untraited survival skills are still used very often.
For traps and spirits, you’ve just proved my point. We both agree these two skill types do not work unless traited. That is why Anet’s changing the way spirits and traps work. Our shout requires the same attention too.
A lot of build use LR (it never quit my bar). But right now you can easily half trait it with CD reduction, no matter the build. Those who use one or two survivals like Entangle do it. Same with traps, you can easily half trait those skills to make it work for non full trap build (trageting ones). So no, it’s rarely untraited skills. And you won’t be able to do it after HOT cuz it will be all in one traits.
I like guard, i don’t want a change that would break the way you can actually use it. You can still propose your changes for a skill you never use, i am ok with that, but please, i am not going to use my heal skill for barely half the effects i like with guard (high swiftness uptime fo me and my mates), this is kitten ridiculous (and i’ll use TU).
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Ripping 16 boons off one target is pretty OP on a 25s CD mate.
There are already remove all boons skill and that convert them into condis or remove on area etc.
Btw warriors warhorne removes 40 condis, turn 10 in boons, give swiftnes on 12 sec cd and remove 5 more condi convert to boons, aoe vigor, blast finisher + aoe weakness on 16 sec
Am i missed something?
Yeah, Quick Breathing (war WH trait) is an adpet one, our is GM and in the same slot that Evasive Purity.
From what i read so far, we won’t be able to use the new utilities without a staff, is this right ?
Guard may be useful and a lot of apothecary rangers run it, but its still a very very badly designed skill.
Most rangers use Guard only because of its access to Nature’s Voice on a short cooldown. You will hardly see any rangers running Guard without the trait. Honestly, there are no viable builds out there that runs Guard without taking Nature’s Voice.
Do you have a viable build using untraited traps, untraited spirits, untraited survival skills ? A lot of utitlities need traits to work, no matter the class. I don’t see your point.
If we got rid of EB out of WS and had a spare slot, how about a stance?
Natural Stride-ish; “When you are under the effects of swiftness, conditions have -33% duration, when you receive a condition you gain 5s of swiftness.”
Well, it’s not the good topic to talk about this, but i agree that it have to be a competitive trait with SOTF to help trappers, signets rangers etc. do deal with conditions. It could be a good spot to introduce the new Resistance boon for rangers.
There is a thing i don’t understand. The trait have neither CD nor duration right ? You’re not stucked at 6 staks of might, you can have more than that. In a 6/6/0/0/6 point of view , you gain 3 staks of might every 3 seconds under 50 % treshold, you can have fury, swiftness, quickness and 4 other staks of might swapping pet, 3 other using a signet… It’s 13 stacks in 6 sec, possibly invulnerable for the same duration with signet of stone till you heal up and ready for your RP. You guys can’t be serious, there is no way to panic that much at 50 % health…
I am not going to further discuss about rhetoric.
When one uses Guard, they are generally sending the pet in the direction of the enemy, no? This same task can be accomplished easily be selecting the enemy and pressing F1 (That’s what you can do with our profession mechanic).
That’s why you failed to understand the utility of guard and the pet management part.
There you go again, assuming things. Why would you think I am speaking solely from a PvE perspective? Actually, I’m inclined to feel like I’m speaking from a PvX perspective.
You spoke about mobs, aggro and the so-called uselessness of stealth. So yes, it’s a PVE point of vue.
Perhaps. Think a 25 second base is sufficient?
Lol ?
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The reason you "have to explain why [you] love guard while [I don’t] even explain why it’s a “poor” skill" is simply because I asked you to explain, while no one asked me. But I will take your implied snobbishness as the question."
Of course no one asked you. You made a statement in your opening tread that you’re not really assuming, saying that everybody agree that Guard is a “poor” skill as if it were self-evident. So you don’t have to explain why and you can directly propose a change. This is a fact, not an offense. Same to the fact that you want to change a skill you never use.
The thing you missed is that i actually like ALL the things i explained in the SAME time. You can’t basically answer with a point-by-point basis.
As an aside, i don’t know how you can already send your pet in an area if you have no target (that’s what you can do with Guard).
And since you clearly speak from a PVE perspective only, we won’t agree for sure.
Don’t even kitten think to change Guard . They already had taunt and i think its’ a good where it is. Don’t propose changes to skills you never use please.
Can you explain why you think guard is good the way it is currently? They did not already have taunt, that is something that is coming. But having more than one source of it would be ideal. The face that I never use this skill and my reasoning for proposing a change to it are only partially related.
I have to explain why i love guard while youd’ont even explain why it’s a “poor” skill, a fact that would be “largely agreed” ?
Well, Guard offers a great synergy combined with the actual Nature’s Voice (but not the incoming Resounding Timbre since you won’t be able to share the boons with your pets, it’s already a nerf). I like the pet being invisible, gaining protection, swiftness and regen, it’s great for pet management when you know how to use it. I like the swiftness (and regen in more condi regen oriented build) it provides to me, enough to gain a slot without to take SOTH or any runes with + X % movement speed. I like the fact that you can use it when your pet is stowed and i like the way it buffs your party in a short CD. All in a single skill. Nothing more that Guard users already know.
Don’t even kitten think to change Guard . They already had taunt and i think its’ a good where it is. Don’t propose changes to skills you never use please.
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So I slept over it and came up with this:
Rending Attacks
Each attack of your pet causes bleeding. If the target has three or more stacks of bleeding, the attack will remove a boon on hit (5 seconds cooldown).
Bleeding (6 seconds)
Bleed threshold: 3
Very bad idea.
Boon removal need to be an active skill, can you imagine saying to your mates on TS : Ok, am gonna remove his boons, well, wait for the pet to attacks guys, wel, hum, wait i need 3 stacks of bleed on the target ! You promote horrible passive play.
And if you really want boon removal, first go take a sigil or ( boon duration will be nerfed) it need to be in Nature Magic, cuz this line is pretty bad with the changes, something more like “steal” boons rather than “remove” boon since NM is the boon duration line.
GS is fine where it is. There is no decent reason to give the GS power so easily to LB/GS rangers, mostly in WS. 6/6/6/0/0 Power monster ranger with + X % damage everywhere, reduce recharge for both weapons and perma fury on both weapons and SOTF ? No way.
(edited by borya.2964)
I actually have EB, SoR and one cleansing sigil in each weapon sets (basically a clean on weapon swap) in my power build, without SOTF. It’s a hard counter against moderate conditionners but i can still die against heavy ones (cuz it kill my pets, we all know that). A full survival ranger With SOTF will take something else more usefull, really, rather than EB which need to move from WS.
It’s terrible to read, i agree. The goal was to keep an overview, well.
Wilderness Survival :
Share Anguish is a terrible trait, even worst since we have less traits. I moved it in adpet minor while merging Companion’s Defense + Natural Vigor. You have now a good trait to slot. Name: Gain Resistance when you successfully evade an attack. Resistance 5 s. CD 15 s. (NEW) is a good way to help trappers or signet rangers who won’t take SOTF to deal with condtions.
I removed EB from grandmaster traits. So we need a competitive trait, again, to help trappers or signet rangers etc. So, Name: When your endurance is full, incoming conditions cripple, chill and immobilize are reduced. Duration reduce: 33 %. (NEW), but i have no idea really.
Nature Magic (this line need much more love) :
Bountiful Hunter is a poor trait, we can’t maintain more than 3 boons. Merged with Fortifying Bond minor. I removed Healer celerity, merged with Spike Trap. I have two slots, i took Resounding Timbre since it make more sens to share the boons with your pets while using a shout. I had to create a new one, i though about a skill to steal boons (it’s the boon line). I moved Windborn notes wich is redundant with Resounding Timbre. We have a new slot (i haven’t a good idea). No changes to grandmaster traits while i think they are too weak.
Beast Mastery :
Wildborn Notes is an adpet trait wich take place instead of Resounding Timbre. Natural healing is merge with EB.
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And Stalker’s Strike with no range is meh. I hope the range is tied to the ranger by default.
It’s fine how it is now. SotF in NM, EB is WS.
Not really. How trait that is all about survival skills fits Nature Magic better than Wilderness Survival?
I agree plus the fact that Cufu left WS with only two grandmaster traits and NM with 4.
EB need to be removed from the same slot that SOFT, everybody is ok with that, the hard part is to find a new competitive grandmaster trait for those who don’t use survival skills.
(edited by borya.2964)
BEAST MASTERY
Instinctual Bound + old Circle of Life: Create a healing spring when you are downed, your pet gain quickness.
Loud Whistle: reduce recharge on pet skills and swapping. Pet Skill recharge 20 %. Pet swapping Recharge 20 %. (no change)
Pet’s prowess: Pets move faster and deal more damage on critical hits. Ferocity Increase 450. Movement Speed Increase 30 %. (no change)
Adept
Companion s’ Might: your critical hits grant might to your pet. (no change)
Rending Attacks: Pets inflict bleeding when they critically hit with their basic attack. (no change)
Windborne Notes: Call of the Wild also grants Regeneration and warhorn skills recharge faster. Regen 18 s. Recharge Reduce 20 %.
Master
Wilting Strike: Activated attack abilities for pets cause weakness. This effect will only occur once on each target affected by abilities. Weakness 4 s. (no change)
Two-Handed Training: Greatsword and spear damage is increased and those skills recharge faster. Greatsword and spear attacks have a chance to grant fury on hit. Chance on hit 50 %. Damage increased 5 %. Fury 3 s. Recharge Reduce 20 %. (no change)
Natural Healing + Emphatic Bound: Your pet gain natural regeneration and periodically take conditions from you. Conditions Removed 3. Interval 10 s.
Grandmaster
Beasty Warden: Your pet taunts foes near to them when executing a command F2 ability. (no change)
Zephyr’s Speed: You and your pet gain might and quickness when you swap pets. Quickness 3 s. Might (3stacks) 15 s. Combat Only. (no change)
Honed Axes: Gain Ferocity while wielding an axe in your main hand. Winter’s Bite is now AOE. Axe skills recharge faster. Ferocity 150. Recharge Reduce. 20 %. (no change)
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NATURE MAGIC
*Healer celerity is merged with Spike Trap.
Rejuvenation: Gain regeneration when your health drops the threshold. Health Threshold: 75 %. Regen 6 s. (no change)
Lingering Magic: Boons applied by you and your pets last longer. Pet Boon duration 50 %. Player Boon Duration 20 %.(no change)
Fortifying Bond + Bountiful Hunter (half): Any boon you get is shared with your pet. You gain more damage per boon on your pet. Damage per boon: 1 %.
Adept
Nature’s Wrath: Gain power based on your healing. Your pet gain extra stats. Gain Power based on a percent of Healing Power 10 %. (no change)
Resounding Timbre: Shouts apply regeneration and swiftness to allies. Reduce recharge on shouts. Regen 10 s, Swiftness 10 s. Recharge reduce 20 %. Radius 600.
Name: Pet’s F2 steal boons from your foe and gives it to you. 2 boons. CD 30 s. (NEW)
Master
Vigorous Training: Pets grant Vigor to nearby allies when you swap pets. Vigor 6 s. Radius 600. (no change)
Evasive purity: Dodging removes blindness, cripple and poison. (no change)
Name: Increase boon duration of nearby allies. Boon Duration Increase 10 %. (NEW)
Grandmaster
Nature‘s vengeance: Activated skills of spirits are larger and trigger when the spirit is killed. (no change)
Protective Ward: When you receive damage foes are weakened and you (?) gain protection. Weakness 6 s. Protection 8 s. Radius 360. CD 12 s.
Invigorating bound: Your pet heals allies in an area when executing a command F2 ability. Healing 1,518. Radius 360. (no change)
(edited by borya.2964)
Since i am not comfortable that much in english i won’t explain all my choices. But some things hurted me, for example Nature’s Voice have been removed in the BM line, but where is the synergy if you can’t share the boons with your pets while using a shout ? Well, here come the changes. Note that i had to create some new traits, it could be better ideas.
WILDERNESS SURVIVAL
Shared Anguish: Incoming disabling conditions are transferred to your pet instead. 60 s
Companion’s Defense + Natural Vigor: You and your pet gain protection when you dodge. Increases endurance regeneration.
Bark Skin: You and your pet take less damage while your health is above the threshold. Damage Reduced: 50 %. Health Threshold: 90 %. (no change)
Adept:
Muddy terrain: Create Muddy Terrain when you take falling damage. You take less falling damage. Damage reduce: 50 %. (No change)
Ambidexterity: Gain condition damage while wielding a torch or dagger. Torch and Dagger skills recharge faster. Condition Damage: + 150. Recharge Reduced: 20 %. (no change)
Expertise Training: Pets deal extra condition damage and have their condition durations increase. Attribute Adjust 350. Duration Increase 20 %. Combat only (no change)
Master:
Oakheart Salve: Gain regeneration when you suffer from bleeding, poison or burning. While you have regeneration you take less damage. Damage Reduced 5 %. Regen 5 s. CD 10 s. (no change)
Peak Strength: You deal more damage while your health is above the threshold and your pet is immune to condition Damage. Damage Increase: 10 %. Health Threshold 90 %.
Name: Gain Resistance when you successfully evade an attack. Resistance 5 s. CD 15 s. (NEW)
Grandmaster:
Name: When your endurance is full, incoming conditions cripple, chill and immobilize are reduced. Duration reduce: 33 %. (NEW)
Wilderness Knowledge: Use sharpening stone when you strike a foe below the health threshold. Survival skills have reduced recharge and remove conditions. Health Threshold 75 %. Fury 6 s. Conditions removed: 2. Recharge Reduce 20 %. (no change)
Poison Master: After swapping pets, your pest’s first attack will inflict poison, your poison damage is increase. Damage Increase 50 %. Poison (2 stacks) 8 s. (no change)
(edited by borya.2964)
Against power ranger, yeah. I don’t see it op, you won’t engage with RF, that’s it. It’s useless against condi ranger. Think in the other hand : condi regen BM bunker (who usually already run toughness as as secondary stat) will have 55 % damage reduction (while perma regen) opening a fight (without toughness). It’s crazy, you can almost negate a first thief burst without to do nothing.
Well, condi regen BM bunker (0,0,6,6,6) will be very powerfull (think you will possibly run with two heals traited and two elites traited, swapping out of combat when you need) with great F2 i agree. I love my siamoth (play him since launch) and my wolf, but active clean is really too important to be assigned to my pet despite all my love.
Is Poison Master’s new -66% healing not catching anybody’s attention? Or does nobody care because it competes with the new Sotf and EB? :o
Since it’s in competition between the only TWO traits wich help you to deal with conditions, yeah, it’s barely noticable to me.
They could merge EB with natural healing (decrease a bit the second one), it make sens to me : Pet gain natural regen and/or x healing and take periodically conditions from you. Let’s be honest if you merge the two traits the pet can deal with what, 2 or 3 stacks of bleed, i don’t see it op.
Even better, combaine it with Invigorating bond, we always wanted EB to be playable and not inconsistent stuped passive.
Well, i don’t think it fit a fight that much, i always had a problem with traits that merge offensive and defensive skills in the same time (like SOTF with half offensive skills). If i want my wolf to fear, i don’t especially want him to remove conditions. And it become a bit op with bird (attack, bleed, heal and remove 3 conditions ?) or you have to increase the cooldown and make EB useless since you have something else to remember while figthing rather than : will i have EB on this F2 ?since how many sec i used it ?
Is Poison Master’s new -66% healing not catching anybody’s attention? Or does nobody care because it competes with the new Sotf and EB? :o
Since it’s in competition between the only TWO traits wich help you to deal with conditions, yeah, it’s barely noticable to me.
They could merge EB with natural healing (decrease a bit the second one), it make sens to me : Pet gain natural regen and/or x healing and take periodically conditions from you. Let’s be honest if you merge the two traits the pet can deal with what, 2 or 3 stacks of bleed, i don’t see it op.
(edited by borya.2964)
protective ward give protection to your pet only.
Did they say that? the pic of the trait doesn’t mention pet only.
Well, its pretty fuzzy right now. Also did someone notice that all our new off-hand weapons traits loose the increase range from the actual off hand training ? dagger and torch with no range anymore, really ?
(edited by borya.2964)
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