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Old Jan 19, 2006, 04:43 PM // 16:43   #21
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I would like the cost of skills in the skillbar updated to show the new energy cost due to assignment of points into Expertise. Maybe it's just me but sometimes when my energy is low, I tend to look at the cost of skills and use what I think I can without taking into account that they actually cost less than stated.
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Old Jan 19, 2006, 05:10 PM // 17:10   #22
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Agree with Caged. We need to see the new cost of skills (even from the skill list) to take into account Expertise.

I would also like to see the avatars of spirits be unique.

Not only for Rangers:

I would like to see the numerical value of party members health and allies if you click on the members/allies health bar.

I would also like to see what enchantments an ally or party members has currently if you target that member/ally.
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Old Jan 19, 2006, 05:14 PM // 17:14   #23
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i actually like the druid armor.. if you dont want less wood and leaves make a female ranger and i suggest getting 15 k druids
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Old Jan 19, 2006, 05:44 PM // 17:44   #24
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Hey, just started a R/N build...what should skills and attribute points should i use?

I love the multiple pets idea. Anybody have news of the assassin comming out?
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Old Jan 19, 2006, 06:02 PM // 18:02   #25
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I like Roupe's idea of "Pet Vission". Pet can and should do lot more than just attacks.

Charm Beast [Elite]
Description: Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Beast equipped.
Energy Cost: 10.
Casting Time: 10 seconds.
Recharge Time: None.
Linked Attribute: Beast Mastery. No effect.
Skill Type: Skill.

Fetch Body
Description: Order your pet to retrive the body of a fallen ally. Carry his/her body to next to you.
Energy Cost: 5.
Casting Time: 1 seconds.
Recharge Time: None.
Linked Attribute: Beast Mastery. No effect.
Skill Type: Skill.

Play Dead
Description: Order Your pet to pretend to be dead for 5 seconds.
Energy Cost: 5.
Casting Time: 1 seconds.
Recharge Time: None.
Linked Attribute: Beast Mastery. No effect.
Skill Type: Skill.

Heel Drag
Description: Your Pet will cause Cripple on target and on it self for T seconds.
Energy Cost: 10.
Casting Time: 1 seconds.
Recharge Time: None.
Linked Attribute: Beast Mastery. No effect.
Skill Type: Skill.
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Old Jan 19, 2006, 06:17 PM // 18:17   #26
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Thumbs up Pet Attacks

Quote:
Originally Posted by actionjack
I like Roupe's idea of "Pet Vission". Pet can and should do lot more than just attacks.

Charm Beast [Elite]
Description: Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Beast equipped.
Energy Cost: 10.
Casting Time: 10 seconds.
Recharge Time: None.
Linked Attribute: Beast Mastery. No effect.
Skill Type: Skill.

Fetch Body
Description: Order your pet to retrive the body of a fallen ally. Carry his/her body to next to you.
Energy Cost: 5.
Casting Time: 1 seconds.
Recharge Time: None.
Linked Attribute: Beast Mastery. No effect.
Skill Type: Skill.

Play Dead
Description: Order Your pet to pretend to be dead for 5 seconds.
Energy Cost: 5.
Casting Time: 1 seconds.
Recharge Time: None.
Linked Attribute: Beast Mastery. No effect.
Skill Type: Skill.

Heel Drag
Description: Your Pet will cause Cripple on target and on it self for T seconds.
Energy Cost: 10.
Casting Time: 1 seconds.
Recharge Time: None.
Linked Attribute: Beast Mastery. No effect.
Skill Type: Skill.
Those are some great attacks. But what would the use of play dead be? I just don't see much value in it. I do think your other ideas are great.

They should add an attack that lures enemies to you. Something called "Lure" that you can send your pet in and have it lure enemies towards you. I think it would be very effective when taking on huge amounts of enemies.
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Old Jan 19, 2006, 06:34 PM // 18:34   #27
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Quote:
Originally Posted by Kassad
Shouldnt it be Wild. Surv. If your being undetectable in the wilderness? Also, 35-55 for basicly invincibility is waaaay too much, Max 5-15.
5-15 would probably be too low with only a 25% movement speed. I went for expertise as it's the ranger only attribute to make the skill only useful to ranger primaries.

...and yes, the assassin will probably have the skill, but ranger's should be able to move stealthy in the wilderness - its a rangers natural skill in any other RPG.
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Old Jan 19, 2006, 06:35 PM // 18:35   #28
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Rangers should be natural scouters. I think a nice way to implement it would be to not have them go invisible but more the stealth mode.

Scouting:
"Aggro circle" is halved
For duration of skill you move 50% slower
For duration fo skill you may not attack or use other skills

This would keep in the flavor of the scout who wants to sneak and spy what is coming. But will cut the risk of intermingling with the assassing stealth by not letting you attack. Also you would still have to have some aggro range. After all, if you were really scouting you wouldn't be able to get too close without being noticed.

The only problem with this skill could be the pop up creatures. Spides and devourers could be a problem if you are not allowed to attack and are moving very slow.
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Old Jan 19, 2006, 08:14 PM // 20:14   #29
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Rangers need better looking armor. I like the male Druids (but not the 15K druids). Most of the rest of the armors look drab or silly, including FoW armor. This is especially true for the males. I like my 1.5K druids, but it doesn't have a lot of dye options and if I want a change of look, my choices are null.

Quote:
Originally Posted by Neily
They should add an attack that lures enemies to you. Something called "Lure" that you can send your pet in and have it lure enemies towards you. I think it would be very effective when taking on huge amounts of enemies.
This is a great idea. In fact, rangers are known as the best pullers in GW with their traps, evasions, running skills, and longbows. It'd be fantastic if we got more skills that emphasized pulling. How about a pet fetch command like Neily suggested? Ah! Idea just came to me. How about a skill like this:
Long Shot
Bow Attack
Marksmanship
Energy 10
Reuse 10
Effect: The range on this attack is [15 - 35%] farther than normal and the arrow moves 3 times as fast.

Perfect pulling skill.

Last edited by Undivine; Jan 19, 2006 at 08:22 PM // 20:22..
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Old Jan 19, 2006, 08:34 PM // 20:34   #30
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small fact:
Did you know that in the first open beta (E3fE), Ranger's primary was Stealth? It was a small uproar when it was later change to experties, and lots of skills were broken from their original attributes.

I think stealth is better save for other class, but a Ranger could use some camouflage skill them self to help them be a better scout. Also how about increase their Radar range to be wider, allow them to "see" foes earlier. (will help in PvP as well, if given ctrl targeting have a range)

I think a Ass/Ranger Sniper build would be sweet.

I got few bow skill in mind too.. maybe will put it up later... and sadly, the search is not working, so I couldn't add my link of the thread about Pet Skills...
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Old Jan 20, 2006, 01:28 AM // 01:28   #31
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Just wondering your guy's builds...what do you use as secondary with ranger? I use necro...
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Old Jan 20, 2006, 04:12 AM // 04:12   #32
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I liked Actionjacks play dead skill (i can think of several uses for it) and the elite charm skill for an extra pet.

--
semi off topic
As for my rangers secondary profession, its Monk. Reasons, better healing, unlimited ressurections for soloing with hirelings & that Judges Insight is good to combo with Barrage.
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Old Jan 20, 2006, 03:25 PM // 15:25   #33
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For my secondary I went with Warrior. My original thoughts were to use Frenzy and Flurry for increased rate of fire. The bows shoot so slowly now it pains me but I love the ranger class. I also started using the Warriors run skills with the Rangers to stay out of trouble.
I love the longer shot idea for pulling. I would also like to see some more elemental based arrow shots or more shots that do bleeding damage. It would make since to me that Ignite Arrows, while it does a small AoE, would penetrate a foe then explode. This would naturaly cause a fleshy foe to bleed as they now have a hole in them. Kindle arrows, as I stated in a previous post should (at least I think) act like Immolate.
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Old Jan 21, 2006, 01:17 AM // 01:17   #34
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I love mesmers, so my secondary is mesmer. Hex Breaker is useful to any class. I've made some modest use out of Epidemic. One can make great use of Fragility with the right ranger condition skills. But more importantly, if you want to be a trapper you simply must have Mantra of Resolve. This allows you to set traps mid-battle without getting interrupted.

Quote:
Originally Posted by WasAGuest
It would make since to me that Ignite Arrows, while it does a small AoE, would penetrate a foe then explode. This would naturaly cause a fleshy foe to bleed as they now have a hole in them.
It would also make sense that the fire from Ignite Arrow would cauterize the wound making it not bleed.
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Old Jan 21, 2006, 01:51 AM // 01:51   #35
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Quote:
Originally Posted by Undivine
I love mesmers, so my secondary is mesmer. Hex Breaker is useful to any class. I've made some modest use out of Epidemic. One can make great use of Fragility with the right ranger condition skills. But more importantly, if you want to be a trapper you simply must have Mantra of Resolve. This allows you to set traps mid-battle without getting interrupted.



It would also make sense that the fire from Ignite Arrow would cauterize the wound making it not bleed.
umm, good point.
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Old Jan 21, 2006, 04:46 PM // 16:46   #36
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Lightbulb

Quote:
Originally Posted by Neily
Just wondering your guy's builds...what do you use as secondary with ranger? I use necro...
I use Ranger/Warrior/Necromancer

Ranger/Warrior I used in Roleplaying, when I got bored of constantly shooting with the bow, I switched to Axe, Hammer, or Sword, which in fact a Ranger is equally capable of handling as a warrior, just no additional help from the "strength" attribute.

Swords go just fine with Ranger because a ranger's expertise takes off all that energy cost. A warrior cannot do this, and his energy is the lowest in the game.

Speed attacks greatly help the ranger, and this is more effective with ranger than warrior since a ranger can keep his attack speed up more.

I am still working with hammer builds, and to tell you, I enjoy them a lot with R/W

Axe mastery is pure fun with a ranger, just slicing everything up while no one can hit you.

As for the necro part, there are so many things you can do, but I wont go further into that, because I am still in experimentation with the R/N.


********************

I have updated the top and first post, adding some of your own suggestions to the collection. Thank you everyone, and let us hope that ArenaNet takes this thread into account.

Keep it up, Ranger Fanatics!
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Old Jan 21, 2006, 07:42 PM // 19:42   #37
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So I was playing Trapper Ranger this weekend... and those come into mind..


Energizing Spring
Description: For the next 10 seconds, creatures adjacent to this location Gain 1-3 energy every 2 seconds. While activating this skill, you are easily interrupted.
Energy Cost: 25.
Casting Time: 2 seconds.
Recharge Time: 30 seconds.
Skill Type: Trap.

Venom Trap [Elite]
Description: When Venom Trap is triggered, all foes in the area take 10 -22 piercing damage and become Posion and suffer Weakness for 3/9/11 seconds. Venom Trap expires after 90 seconds. While activating this skill, you are easily interrupted.
Energy Cost: 15.
Casting Time: 2 seconds.
Recharge Time: 30 seconds.
Skill Type: Trap.

Caged Beast
Description: When Caged Beast is triggered, For the next 10 seconds, all Pets within the area gain +1..12 more attack power and cause Cripple on all foe with health below 50%. Caged Beast expires after 90 seconds. While activating this skill, you are easily interrupted.
Energy Cost: 10.
Casting Time: 2 seconds.
Recharge Time: 30 seconds.
Skill Type: Trap.

Target Range
Description: When Target Range is triggered, For the next 3-17 seconds, all foe in the area will be "Marked", and suffer 2-16 extra damage from all Piercing Attacks. Traget Range expires after 90 seconds. While activating this skill, you are easily interrupted.
Energy Cost: 10.
Casting Time: 2 seconds.
Recharge Time: 30 seconds.
Skill Type: Trap.

Hide Your Traps
Description: When Active this skill, all nearby allies's trap will not be trigger when a foe step near its range. All the traps will be trigger on second activation of this skill.
Energy Cost: 10.
Casting Time: 0 seconds.
Recharge Time: 45 seconds.
Skill Type: Shout

Of couse, would also need to add some Anti-Traps skills such as....

Light Foot
Description: In the next T seconds, you will not trigger any Traps

Trap Finder
Description: In the next T seconds, you will be able to see the location of Traps

Trap Breaker
Description: You destory all nearby Traps.
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Old Jan 21, 2006, 10:24 PM // 22:24   #38
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Trap Breaker would pretty much make Light Foot moot, but I love some of your ideas. Especially venom trap. If there was a way rangers could cause weakness, I'm all for it.
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Old Jan 21, 2006, 11:00 PM // 23:00   #39
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Overpowering Shot
10 Energy, 6 second recharge
Target Foe takes +?? Damage and suffers from weakness for ?? seconds

OR

Elite Preparation
Wind Breaker
Your arrows move twice as fast and cause Weakening
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Old Jan 21, 2006, 11:02 PM // 23:02   #40
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Lightbulb Tripping Shot

Tripping Shot
15 energy.

If you hit target for while they are running, they are knocked down for 3 seconds and cripped for ?? seconds.
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