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Old Jan 03, 2010, 03:18 PM // 15:18   #21
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You can adapt your team for their effect, the mobs can't.

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Originally Posted by lilondra View Post
I was talking on spikes.
You want to nerf all spikes, or just Rangers spiking?

Last edited by Amy Awien; Jan 03, 2010 at 03:20 PM // 15:20..
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Old Jan 03, 2010, 04:01 PM // 16:01   #22
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Originally Posted by Amy Awien View Post
You can adapt your team for their effect, the mobs can't.



You want to nerf all spikes, or just Rangers spiking?
I have nothing against spikes.Just spikes fueled by Midliners that can be defensive aswell.Or Midliners in general (midliners should assist in spikes imo not spike themselves but thats just me)
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Old Jan 03, 2010, 04:33 PM // 16:33   #23
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If you desire more narrowly defined and predictable roles assigned to the classes/professions, there are other games.

A small boost to spirits might be in shorter recharge times, for some of them at least.
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Old Jan 05, 2010, 09:35 AM // 09:35   #24
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Originally Posted by Tenebrae View Post
"I am a pve player so i hope to see buff to spirits and traps to make those skills viable in pve "
Thats a good wish , i hope they do something but ... i dont think they´ll do. For the rest , "heal as one" should be modified and some BM skills. Also the pets attack rate but pfff .... i dont think they are in the mood.
Pet AI in general needs a buff. It's annoying as hell when you have your pet locked on a target and it doesn't launch an attack until two seconds after it has reached said target.

I agree with Heal as One, and that the other BM skills need attention. Too many of them are ignored simply because they suck, which defeats the purpose of having such a large skill list.

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Originally Posted by Amy Awien View Post
You want to nerf all spikes, or just Rangers spiking?
We're just going to nerf spikes until all we have is "pressure" (lol), then we'll nerf party heals again and the game will hit a complete standstill.
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Old Jan 05, 2010, 10:28 AM // 10:28   #25
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Since the beggining pets should have be so powerful that a player would doubt to leave its "power" into a dumb AI pets hands. Theyre still not and at this rate i think they will never be. Maybe in 3 months Rangers , Mesmers and Motivation att get some buffs ? bloody long shot . :/
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Old Jan 09, 2010, 05:55 AM // 05:55   #26
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Some hopes of mine to help balance the ranger and make it more versatile in build selection-- some of this stuff is probably OP and needs number tweaking.

PvE Only Changes-
Favorable Winds: 3 second cast maybe boost damage to the 10...15 range to level the playing field with SoH.

PvP/PvE-

Poison Arrow: 1 second activation add some small + damage perhaps

Hunters Shot: 1 second activation

Healing Spring: 5e

Barbed Trap: 10e

Dust Trap: 20e

Spike Trap: Deals +15 damage (per pulse) if foes were bleeding

Storm Chaser (functionality change): Stance. Move 33% faster and your attacks deal +5...10 Lightning Damage for 1...7...8 seconds (same as nat stride). 5 energy 12 recharge

Trappers Speed (functionality change): Stance. Move 33% faster and your traps activate and recharge 33% (25%?) faster for 1...7...8 seconds. 5 energy 12 recharge

PvP only changes-

Lightning Reflexes: Ends if a non-attack skill is used. This will help with its annoyance factor since it cant be kept up after using a prep or mend touch.

Dual Shot/Forked Arrow: Your current stance ends

Power Shot/Penetrating Shot/Sundering Attack/Precision Shot: Normal Activation time. Generally any non-elite bow attack with +damage should not have 1 second activation.

I generally think that nature rituals shouldn't exceed a 3 second cast time but they should be looked at individually. Most pet problems lay in the poor ai so I really have no suggestions there.
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Old Jan 09, 2010, 09:19 AM // 09:19   #27
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Charlotte even that spirit ritual have a 1/4 cast time and 10 sec recharge most of them are simply useless.
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Old Jan 09, 2010, 09:45 AM // 09:45   #28
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All i want is 1/4sec EoE - Thank You!
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Old Jan 09, 2010, 10:34 AM // 10:34   #29
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Quote:
Originally Posted by Tenebrae View Post
Since the beggining pets should have be so powerful that a player would doubt to leave its "power" into a dumb AI pets hands. Theyre still not and at this rate i think they will never be. Maybe in 3 months Rangers , Mesmers and Motivation att get some buffs ? bloody long shot . :/
They absolutely don't need any buffs.....
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Old Jan 09, 2010, 11:33 AM // 11:33   #30
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For rangers I realy hope they take a good look at beast mastery for PvE. I hope that some of the skills will be more like Run As One, that not only your pet, but also your own character is affected. For exemple:

Otyugh's Cry - For 10...22 seconds you and your animal companion gains +10...22 armor and cannot be blocked. This shout ends if you or your animal companion dies

In general PvE there aren't too mutch foes that block and the armor is a nice bonus. But make the shout end if you or your pet die, because your kinda working together.

Symbiotic Bond - For 120...264 seconds,you and your your animal companion gain 1...3 health regeneration, and all damage is equally divided between you. This shout ends if you or your animal companion dies.

Share the amound of health the two of you have. This way you can take more damage from single target skills, but will take more damage from AoE skills. And again make the skill end when one of you die.

Heal as One - make recharge 15s and energie 10. -you and your animal companion have a 5...10 base damage reduction. If you or your animal companion gets below 90...66% Health, you are both healed for 45...151 Health and Heal as One ends. If your companion is dead, it is resurrected with 50% Health. If you have Heal as One equipped, your animal companion will travel with you.

This way it's actualy a elite skill. The old effect of "If you or your animal companion are below 75% Health, you are both healed for 25...121 Health" is pretty much useless. I mean any respectable monk is able to heal over 121 health even when someone is over 75% health. So put in some damage recution that last untill one of you gets under 90...66% health. This way there is damage recution but on low lvls of beast mastery its harder for healers to keep you and your pet above the 90...66% health.

This way i'll be more attractive to take a pet with you because of the increased survivability even though the dumbness of your pet. And your still able to deal some damage with pet and normal attacks.

Last edited by Ratman; Jan 10, 2010 at 03:12 PM // 15:12..
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Old Jan 09, 2010, 02:06 PM // 14:06   #31
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Quote:
Originally Posted by The Mad Addict View Post
They absolutely don't need any buffs.....
You lack ingame high-end PvE experience , try again.
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Old Jan 09, 2010, 02:35 PM // 14:35   #32
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Quote:
Originally Posted by Tenebrae View Post
You lack ingame high-end PvE experience , try again.
Personally I'd say they don't need buffs,HM "high end" pve just is retarded.But thats just me.
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Old Jan 09, 2010, 02:37 PM // 14:37   #33
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Quote:
Originally Posted by Charlotte the Harlot View Post
Some hopes of mine to help balance the ranger and make it more versatile in build selection-- some of this stuff is probably OP and needs number tweaking.

PvE Only Changes-
Favorable Winds: 3 second cast maybe boost damage to the 10...15 range to level the playing field with SoH.

PvP/PvE-

Poison Arrow: 1 second activation add some small + damage perhaps

Hunters Shot: 1 second activation

Healing Spring: 5e

Barbed Trap: 10e

Dust Trap: 20e

Spike Trap: Deals +15 damage (per pulse) if foes were bleeding

Storm Chaser (functionality change): Stance. Move 33% faster and your attacks deal +5...10 Lightning Damage for 1...7...8 seconds (same as nat stride). 5 energy 12 recharge

Trappers Speed (functionality change): Stance. Move 33% faster and your traps activate and recharge 33% (25%?) faster for 1...7...8 seconds. 5 energy 12 recharge

PvP only changes-

Lightning Reflexes: Ends if a non-attack skill is used. This will help with its annoyance factor since it cant be kept up after using a prep or mend touch.

Dual Shot/Forked Arrow: Your current stance ends

Power Shot/Penetrating Shot/Sundering Attack/Precision Shot: Normal Activation time. Generally any non-elite bow attack with +damage should not have 1 second activation.

I generally think that nature rituals shouldn't exceed a 3 second cast time but they should be looked at individually. Most pet problems lay in the poor ai so I really have no suggestions there.
Storm chase is really dangerous,Traps shouldn't be buffed imo.
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Old Jan 09, 2010, 05:17 PM // 17:17   #34
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Originally Posted by lilondra View Post
Storm chase is really dangerous,Traps shouldn't be buffed imo.
I think you have adequately deimonstrated how good your opinion is thank you.
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Old Jan 09, 2010, 09:16 PM // 21:16   #35
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Quote:
Originally Posted by Charlotte the Harlot View Post
Storm Chaser (functionality change): Stance. Move 33% faster and your attacks deal +5...10 Lightning Damage for 1...7...8 seconds (same as nat stride). 5 energy 12 recharge
No. Stop that. I like Storm Chaser in its current form in PvE, and applying this proposed change to PvP is a bad idea.
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Old Jan 10, 2010, 01:49 AM // 01:49   #36
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/wants bigger +damage and smaller recharges on some bow skills pls. more pew pew!

I want more dakka dakka dakka with prepshot/wager!
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Old Jan 10, 2010, 11:56 AM // 11:56   #37
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Maybe this skill update is delayed for so long that they unite 2 of em ? . Dont think they are going to boost pve ranger damage ever ( except BM ).
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Old Jan 12, 2010, 07:09 AM // 07:09   #38
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Quote:
Originally Posted by Charlotte the Harlot View Post
Storm Chaser (functionality change): Stance. Move 33% faster and your attacks deal +5...10 Lightning Damage for 1...7...8 seconds (same as nat stride). 5 energy 12 recharge
doooon't touch storm chaser.. this kind of change will just put an end to the few solo farm options there is for ranger, since it's a great e-management skill along with defense and sliver from earth magic.


But i really like the idea of improving BM, especially the survivability part. A skill like the mentioned Heal As One would put Rangers up for a nice option on tanking (PVE bunny thumpers?)

But the bow attack would need some buffs. they are just not that useful in pve. Even a skill like barrage is made better by crit sins or splinter rits with 16 channeling. Buff the + dmg on barrage and make it cost more energy? make it useful to rangers!
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Old Jan 12, 2010, 06:41 PM // 18:41   #39
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The main problem with BM now is the stupid pet AI and near total lack of control, it would be better if it had hero controls.

And storm chaser really does not need that stupid suggestion, it's currently one of the very few nice ranger skills.
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Old Jan 14, 2010, 08:33 AM // 08:33   #40
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calm down it was just one idea I really didn't think they were all perfect.

How would people feel about changing some pet attacks to costing adrenaline? Seems like it would fit better on the rangers bar and work better with teams.
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