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Old Feb 28, 2011, 12:05 PM // 12:05   #21
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Call of haste needs to stay the way it is.
If you want pets to shadowstep change something else, or just take Strike as One. CoH with it's boost is already helpful.

Your Symbiosis is going to create God mode. Some abuses are "Save Yourselves" with "There's nothing to fear" and then Symbiosis to reduce the damage further. Assassins with shadowform can also get someone to bring Symbiosis for them which will basically end any threat they could possibly have as with shadowform already reducing damage symbiosis will reduce it further, Sins will just sit nice and pretty. One example was making the party near unkillable, the other was for the assassin. Even in area's with enchantment removal the enemies have to take your enchantments down before they're really going to do any damage to you, and with any smart play you'll have relatively easy to place enchantments with you.
Your Symbiotic bond also reduces damage too much at later levels. The pet already takes less damage inherently and then also Symbiotic bonds mechanics make it take armor into account already. Tune the numbers.

Mostly for nature rituals their issues weren't really adressed they were just changed.
Long recharge skills with effects that apply both-ways meaning your party needs to be able to capitalize on this benefit, they are not necessarily general skills.

I also do not think you carried out Traps correctly. Even if improved traps are not something you use in the middle of a battle and outside of a battle you need to lure the enemies into a trap which is tedious and mostly ineffective for what the rest of the party brings. In addition why not just say "you can't have more then 6 traps" at once from the beginning instead of having this requirement to have the 6 traps? With low wilderness survival the traps still won't compare to high level WS traps if the fear was someone having 12 expertise, 12 marksmanship and 8 WS for example, that's still not a big enough deal to justify the progressive limit in my opinion. If traps had static damage or something it would make more sense from my perspective to have a limit like you explain but since the damage already scales with WS, the limit seems pointless.

For roaring winds. Keep it like it currently is in game, but drop that recharge to 30. Then put "Ranged attacks have an additional 30% chance to miss"

Nature rituals in general take far too long to recharge so we correct that first, since you want this thing to be somewhat mobile. We keep it as it is, so shouts and chants cost more energy, that's fine. Then we put "Ranged attacks have an additional 30% chance to miss" and the additional part means it stacks with winds, but the key thing is that Ranger characters have Asuran Scan to ignore the drawback. This means you can reduce damage from enemy projectile users while using Asuran scan to keep your own damage up. Also why increase lightning damage of all things? Is it not already making enough damage with DwG and Invoke intensity?

I would like to see every BM elite except Lacerate bring your Pet along with you.
As well I would like the current iteration of Revive Animal to bring your pet along with you.
Finally I would just change the Pet attack mechanics to cancel the pets current attack so that they can use the pet attack immediately instead of after their current attack.
Pet's already do some pretty good damage, considering you can buff them.

Melandru's assault could hit twice for that +20 damage imo.

Also don't change kindle arrows.
I want to use Greater conflageration with Winter, with Kindle arrows, kthx.

I think for PvE, just make trapper's Speed make traps recharge 50% faster (from it's current 25%) instead of mechanic changes and we can call it a day. For general play they'll take too long to set for average parties for h/h you can move at your own tempo and micro everbody successfully to get what you want.
Sure we could make them mechanicly different, but why bother? They'll be fine if you can get them to recharge 50% faster. It's also less messy and pretty fluid, just create Trapper's Speed (PvE) where it goes 50% faster.
Trappers focus could make your traps cost 3 less energy.
Snare should be an in the area affect instead of nearby.


Pets really just need an Ai improvement everything else for them is pretty much fine. If that pause between the initial attack is removed for one, greatly improved. Pets don't really need more +damage skills, they just need to work.

Last edited by ensoriki; Feb 28, 2011 at 12:45 PM // 12:45..
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Old Feb 28, 2011, 06:13 PM // 18:13   #22
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Originally Posted by WhiteAsIce View Post
Honestly though, which preps would you use with Barrage/Volley? RtW? Ignite?
unlike most people, i still like to use conditions, so a barrage of bleeding/poison looks interesting to me
ignite and kindle would be a nice addon to a fire barrage

there might be a few preparations that should be stripped during a barrage for "balance" purposes, RtW and expert focus jump to mind, but over all the ranger class does need some tweaking and changes to the BM line just aren't enough

another possibility would be to allow 2 preparations to stack.
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Old Feb 28, 2011, 06:38 PM // 18:38   #23
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Some changes are interesting , but they would also need to change pet's IA , which is almost as crap as heroes. And i know what i'm talking about( I will quote again hero battles , but well since many played 3 r/ps there , they know about pet stucked and not moving for 5mn , pet not attacking , pet not using skill when clicked , etc....)
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Old Mar 01, 2011, 01:18 PM // 13:18   #24
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Some changes are interesting , but they would also need to change pet's IA , which is almost as crap as heroes.
Pet AI definitely needs tweaking but that's it.

As far as the skills go they are fine as is. A r/p puts massive amounts of pressure on a target. 9/10 monks cant handle it and either they die or their team starts dying bc they have to heal themselves constantly. Only times they survive is when pet AI fails or they are a pro high ranked monk.

Last edited by Swingline; Mar 01, 2011 at 01:56 PM // 13:56..
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Old Mar 01, 2011, 02:05 PM // 14:05   #25
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Pet AI definitely needs tweaking but that's it.
Hoping that it could be done with the meele heores AI fix, that should came with 7 heroes update....
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