May 08, 2011, 03:55 AM // 03:55
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#1
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Forge Runner
Join Date: Sep 2010
Location: Somewhere far away from you
Guild: The Mirror of Reason[SNOW]
Profession: W/
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The Ranger - Skill Changes
As the game has progressed over the years the ranger seems to have been forgotten in many skill updates. Its very sad to see one of the best and versatile classes taking the back seat of the live teams minds as far as updates go so I decided to make some skill changes and post them here.
- All skill changes are for PvE only since I retired from GvG a very long time ago and I am not familiar with the current meta. Anet can split skills between PvE and PvP so there should be no problem.
- The function of ranger attributes will remain untouched.
- I assume most know that pet AI is horrible and has been discussed before on other threads. I am sure the live team knows this so its all in their hands.
- As a quick reference all spirits remain unchanged except for the casting and recharge times (this excludes Favorable Winds). All spirit casting times are 1 second and recharge times that were 60 seconds are now 45 seconds.
- As a quick reference traps are no longer easy to interrupt by themselves but the rest of their stats and descriptions are unchanged.
- If you don't like a certain skill change don't let it be a deal breaker for the rest. Please state the skill(s) and why you don't like it/them and offer some of your own ideas if you think they are better. If it your idea is better I will change it. If the skill seems too powerful(or funky) I will revert it back.
- If a skill is not listed it is because I feel it does not need to be changed at all. If you think there is a skill not listed that should be changed speak up but just an FYI I am trying to keep the list short as possible.
- Some skills have been moved to other attributes. The goal is to make rangers more fun, not assassins.
- Even if all I did was change the casting time or something small I included entire skill descriptions to give it a polished look and to make future changes if necessary.
Beast Mastery(Nothing but spirits listed)
Edge of Extinction
Energy: 5
Activation Time: 1 second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Deals 14...43...50 damage to creatures in its range whenever a creature of the same type dies. Does not affect spirits. No damage to creatures above 90% Health.
Energizing Wind
Energy: 15
Activation Time: 1 second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (1...25...31 second lifespan). Skills cost 15 less energy (minimum cost 10 energy) and recharge 25% slower for creatures in range. Does not affect spirits.
Fertile Season
Energy: 5
Activation Time: 1 second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Party members and pets in range have +20...56...62 maximum health and +8 armor.
Lacerate
Energy: 10
Activation Time: 1 second
Recharge Time: 15 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Bleeding foes in range have -2 Health degeneration. End effect: Inflicts Bleeding condition (5...21...25 seconds) on foes in range that have less than 90% health. Does not affect spirits.
Predatory Season
Energy: 10
Activation Time: 1 second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Foes in range receive 1...7...10% less from healing. Party members and pets in range gain 5 health each time they hit with an attack.
Primal Echoes
Energy: 5
Activation Time: 1 second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Pets in range have a +6...18...21% chance to critically hit when their owner activates a pet attack.
Symbiosis
Energy: 5
Activation Time: 1 second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Party members and pets in range have +5...17...20 maximum health for each enchantment on them. Does not affect spirits.
Toxicity
Energy: 10
Activation Time: 1 second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan.) Poisoned or Diseased foes within range have -1 Health degeneration.
Expertise
Disrupting Accuracy
Energy: 10
Activation Time: 1 second
Recharge Time: 12 Seconds
Preparation. (24 seconds.) Your arrows deal +3...9...10 damage and interrupt actions when they critical. No effect unless Expertise 8 or higher.
*** Moved to discourage crit barragers ***
Expert Focus
Energy: 10
Activation Time: 1 second
Recharge Time: 8 Seconds
Preparation. (36 seconds.) Your arrows have a 0...4...5% chance to critically hit and do +1...8...10 damage.
*** First part changed because Barrage and Volley would be too cheap ***
Glass Arrows
Energy: 5
Activation Time: 1 second
Recharge Time: 12 Seconds
Elite Preparation. (18 seconds.) Your arrows deal +5...17...20 damage and inflicts Bleeding condition (4...10...11 seconds).
Infuriating Heat
Energy: 5
Activation Time: 1 second
Recharge Time: 15 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Increases adrenaline gain for party members in range by 25%.
Lightning Reflexes
Energy: 10
Recharge Time: 30 Seconds
Stance. (5...10...11 seconds.)
Practiced Stance
Energy: 5
Recharge Time: 15 Seconds
Elite Stance. (5...15...18 seconds.) You attack 25% faster and bow attacks recharge 10...22...25% faster.
*** Changed since preparations have faster casting and recharge times ***
Trapper's Focus
Energy: 5
Activation Time: 1 second
Recharge Time: 8 Seconds
Elite Preparation. (12...22...24 seconds.) If a trap would be interrupted you instead lose 2 energy or Trapper‘s Focus ends. You gain +0...2...2 to your Wilderness Survival attribute.
*** First part changed because traps by themselves are no longer easy to interrupt ***
Marksmanship
Barrage
Energy: 5
Recharge Time: 1 Second
Elite Bow Attack. Deals +5...17...20 damage. Hits 6 foes adjacent to your target.
*** Yes, this skill no longer removes preparations and fires 1 arrow at the target and up to 6 arrows at adjacent foes like in the description. ***
Body Shot
Energy: 5
Recharge Time: 8 Seconds
Bow Attack. If this attack hits, you deal +5...17...20 damage. If it hits a foe with a condition, you gain 0...3...4 Energy.
*** Changed since Forked Arrow inflicts cracked armor ***
Determined Shot
Energy: 5
Recharge Time: 10 Seconds
Bow Attack. Deals +5...17...20 damage. Your next non-elite attack skill recharges instantly.
*** Changed to be more useful than the current in game version ***
Dual Shot
Energy: 10
Recharge: 10 Seconds
Bow Attack. Shoot two arrows simultaneously at target foe. These arrows deal 30...23...20% less damage.
***Moved from No Attribute to Marksmanship since Forked Arrow has been changed***
Favorable Winds
Energy: 5
Activation Time: 1 second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Arrows move twice as fast and are unaffected by low elevations. Does not affect spirits.
*** The latter effect applies to shooting arrows uphill and acts is if the target(s) are at the same elevation as you(shooting them downhill still increases damage) ***
Forked Arrow
Energy: 5
Recharge Time: 6 Seconds
Bow Attack. Deals +5...17...20 damage. Inflict Cracked Armor (5...17...20 seconds) if you land a critical hit.
*** Current in game version sucks ***
Rapid Fire
Energy: 5
Recharge Time: 10 Seconds
Stance. (1...6...7 seconds.) You attack 33% faster. -10 armor
Read the Wind
Energy: 5
Activation Time: 1 Second
Recharge Time: 8 Seconds
Preparation. (36 seconds). +3...9...10 damage. Your arrows move twice as fast.
Splinter Shot
Energy: 10
Recharge: 5 Seconds
Bow Attack. Deals +3...13...15 damage. Deals 5...13...15 damage to adjacent foes if it hits.
*** AoE damage from this attack would be armor ignoring ***
Volley
Energy: 10
Recharge: 2 Seconds
Bow Attack. Deals +1...8...10 damage. Hits up to 2 foes adjacent to your target.
Wilderness Survival
Apply Poison
Energy: 15
Activation Time: 1 Second
Recharge Time: 12 Seconds
Preparation. (24 seconds.) Your physical attacks inflict Poisoned condition (3...13...15 seconds).
Barbed Arrows
Energy: 10
Activation Time: 1 Second
Recharge Time: 24 Seconds
Preparation. (18 seconds.) Your arrows inflict Bleeding condition (3...13...15 seconds).
Choking Gas
Energy: 15
Activation Time: 1 Second
Recharge Time: 8 Seconds
Preparation.(3...8...12) Your arrows deal +1...7...8 damage and spread Choking Gas to foes adjacent to target. Choking Gas interrupts spells.
Dryder's Defenses
Energy: 5
Recharge: 30 Seconds
Stance. (5...10...11 seconds.) You have 75% chance to block and +18...30...33 armor against elemental damage.
*** Changed to give Rangers a bit more defense since Lightning Reflexes lost its block mechanic ***
Dust Trap
Energy: 25
Activation Time: 2 Seconds
Recharge Time: 30 Seconds
Trap. (90 seconds.) Affects nearby foes. Deals 10...22...25 earth damage every second (5 seconds.) Inflicts Blindness condition (3...7...8 seconds) every second (5 seconds).
Equinox
Energy: 10
Activation Time: 1 Second
Recharge Time: 15 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Exhaustion is doubled for Exhaustion-causing spells cast within range.
Famine
Energy: 10
Activation Time: 1 Second
Recharge Time: 15 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 lifespan). Deals 10...30...35 damage to creatures in range that reach 0 energy. Does not affect spirits.
Flame Trap
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 20 Seconds
Trap. (90 seconds.) Affects nearby foes. Deals 5...17...20 fire damage every second (3 seconds). Inflicts Burning condition (1...3...3 seconds).
Frozen Soil
Energy: 10
Activation Time: 1 Second
Recharge Time: 15 Seconds
Nature Ritual. Creates a level 1...8...10 spirit. (30...54...60 second lifespan). Resurrection skills have a 50% chance to fail for foes in range. Does not affect spirits.
Greater Conflagration
Energy: 5
Activation Time: 1 Second
Recharge Time: 15 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Converts physical damage to fire damage for creatures in range. Does not affect spirits.
Healing Spring
Energy: 10
Activation Time: 1 Second
Recharge Time: 20 Seconds
Trap. (10 seconds.) Affects adjacent allies. Heals for 15...51...60 every 2 seconds.
Ignite Arrows
Energy: 10
Activation Time: 1 Second
Recharge Time: 8 Seconds
Preparation. (24 seconds.) Your arrows deal 3...15...18 fire damage to target and foes adjacent to target.
Kindle Arrows
Energy: 5
Activation Time: 1 Second
Recharge Time: 8 Seconds
Preparation. (24 seconds.) +3...20...24 fire damage. Your arrows deal fire damage.
Melandru's Arrows
Energy: 5
Activation Time: 1 Second
Recharge Time: 8 Seconds
Elite Preparation. (24 seconds.) Your arrows deal +1...13...16 earth damage. When your arrows hit a foe with a condition adjacent foes take 1...13...16 earth damage. No affect unless wielding an earth weapon.
*** Changed because glass arrows inflicts bleeding condition ***
Muddy Terrain
Energy: 5
Activation Time: 1 Second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Foes in range have 15% slower movement. Does not affect spirits.
Nature's Renewal
Energy: 5
Activation Time: 1 Second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan). For foes in range, enchantments and Hexes[sic] take 50% longer to cast and it costs twice as much Energy to maintain enchantments. Does not affect spirits.
Pestilence
Energy: 5
Activation Time: 1 Second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan). When any foe in range dies, conditions on that foe spread to one foe in the area with a condition. Spirits are not affected.
Piercing Trap
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 30 Seconds
Trap. (90 seconds.) Affects nearby foes. Deals 5...41...50 piercing damage. Deals 6...12...18 more damage to any foes with a condition.
*** Changed because forked arrow inflicts cracked armor ***
Quickening Zephyr
Energy: 25
Activation Time: 1 Second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (15...39...45 second lifespan). Skills cost 30% more Energy and recharge twice as fast for creatures in range. Does not affect spirits.
Quicksand
Energy: 10
Activation Time: 1 Second
Recharge Time: 30 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan). Creatures lose 1 Energy each time they attack or use a skill. Does not affect spirits.
Roaring Winds
Energy: 5
Activation Time: 1 Second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Chants and shouts cost 1...4...5 more Energy for foes in range.
Serpent's Quickness
Energy: 5
Recharge Time: 45 Seconds
Stance. (15...27...30 seconds.) Your skills recharge 33% faster.
*** No longer ends if health drops below 50% ***
Smoke Trap
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 20 Seconds
Elite Trap. (90 seconds.) Inflicts Blinded and Dazed conditions (5...9...10 seconds) to nearby foes.
Snare
Energy: 5
Activation Time: 2 Seconds
Recharge Time: 20 Seconds
Trap. (90 seconds.) Affects nearby foes. Inflicts Crippled condition (3...13...15 seconds).
Spike Trap
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 20 Seconds
Elite Trap. (90 seconds.) Affects nearby foes. Every second, (for 2 seconds), this trap deals 10...34...40 piercing damage, causes knockdown, and inflicts
Crippled condition (3...21...25 seconds).
Tranquility
Energy: 10
Activation Time: 1 Second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (1...25...31 second lifespan). Hexes expire 15% faster on party members and pets in range.
Tripwire
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 30 Seconds
Trap. (90 seconds.) Deals 5...17...20 piercing damage to nearby foes. Causes knock-down to Crippled foes.
Troll Unguent
Energy: 5
Activation Time: 1 Second
Recharge Time: 10 Seconds
Skill. (13 seconds.) You have +3...9...10 Health regeneration.
Viper's Nest
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 20 Seconds
Trap. (90 seconds.) Affects nearby foes. Deals 5...29...35 piercing damage. Inflicts Poisoned condition (5...17...20 seconds).
*** Moved to be with its family ***
Winnowing
Energy: 5
Activation Time: 1 Second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Increases physical damage by +4 for party members and pets in range.
Winter
Energy: 5
Activation Time: 1 Second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Converts elemental damage to cold damage for creatures in range. Does not affect spirits.ttributes will remain untouched.
- I assume most know that pet AI is horrible and has been discussed before on other threads. I am sure the live team knows this so its all in their hands.
- As a quick reference all spirits remain unchanged except for the casting and recharge times (this excludes Favorable Winds). All spirit casting times are 1 second and recharge times that were 60 seconds are now 45 seconds.
- As a quick reference traps are no longer easy to interrupt by themselves but the rest of their stats and descriptions are unchanged.
- If you don't like a certain skill change don't let it be a deal breaker for the rest. Please state the skill(s) and why you don't like it/them and offer some of your own ideas if you think they are better. If it your idea is better I will change it. If the skill seems too powerful(or funky) I will revert it back.
- If a skill is not listed it is because I feel it does not need to be changed at all. If you think there is a skill not listed that should be changed speak up but just an FYI I am trying to keep the list short as possible.
- Some skills have been moved to other attributes. The goal is to make rangers more fun, not assassins.
- Even if all I did was change the casting time or something small I included entire skill descriptions to give it a polished look and to make future changes if necessary.
Beast Mastery(Nothing but spirits listed)
Edge of Extinction
Energy: 5
Activation Time: 1 second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Deals 14...43...50 damage to creatures in its range whenever a creature of the same type dies. Does not affect spirits. No damage to creatures above 90% Health.
Energizing Wind
Energy: 15
Activation Time: 1 second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (1...25...31 second lifespan). Skills cost 15 less energy (minimum cost 10 energy) and recharge 25% slower for creatures in range. Does not affect spirits.
Fertile Season
Energy: 15
Activation Time: 1 second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (15...39...45 second lifespan). Creatures in range have +50...130...150 maximum health and +8 armor. Does not affect spirits.
Lacerate
Energy: 10
Activation Time: 1 second
Recharge Time: 15 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Bleeding creatures in range have -2 Health degeneration. End effect: Inflicts Bleeding condition (5...21...25 seconds) on creatures in range that have less than 90% health. Does not affect spirits.
Predatory Season
Energy: 10
Activation Time: 1 second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Creatures in range receive 20% less from healing. Creatures gain 5 health each time they hit with an attack. Does not affect spirits.
Primal Echoes
Energy: 5
Activation Time: 1 second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Signets cost 10 energy for creatures in range. Does not affect spirits.
Symbiosis
Energy: 5
Activation Time: 1 second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Creatures in range have +27...125...150 maximum health for each enchantment on them. Does not affect spirits.
Toxicity
Energy: 10
Activation Time: 1 second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan.) Poisoned or Diseased creatures within range have -2 Health degeneration.
Expertise
Disrupting Accuracy
Energy: 10
Activation Time: 1 second
Recharge Time: 12 Seconds
Preparation. (24 seconds.) Your arrows deal +3...9...10 damage and interrupt actions when they critical. No effect unless Expertise 8 or higher.
*** Moved to discourage crit barragers ***
Expert Focus
Energy: 10
Activation Time: 1 second
Recharge Time: 8 Seconds
Preparation. (36 seconds.) Your arrows have a 0...4...5% chance to critically hit and do +1...8...10 damage.
*** First part changed because Barrage and Volley would be too cheap ***
Glass Arrows
Energy: 10
Activation Time: 1 second
Recharge Time: 20 Seconds
Elite Preparation. (18 seconds.) Your arrows deal +5...17...20 damage and inflicts Bleeding condition (4...10...12 seconds).
Infuriating Heat
Energy: 5
Activation Time: 1 second
Recharge Time: 15 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Doubles adrenaline gain for creatures in range.
Lightning Reflexes
Energy: 10
Recharge Time: 12 Seconds
Stance. (3...9...10 seconds.) You attack 33% faster. You have -10 armor.
*** Changed to give Rangers a decent IAS stance instead of Bestial Fury/Tiger's Stance and a preparation (Rapid Fire) ***
Practiced Stance
Energy: 5
Recharge Time: 15 Seconds
Elite Stance. (5...15...18 seconds.) You attack 25% faster and bow attacks recharge 10...22...25% faster.
*** Changed since preparations have faster casting and recharge times ***
Trapper's Focus
Energy: 5
Activation Time: 1 second
Recharge Time: 8 Seconds
Elite Preparation. (12...22...24 seconds.) If a trap would be interrupted you instead lose 2 energy or Trapper‘s Focus ends. You gain +0...2...2 to your
Wilderness Survival attribute.
*** First part changed because traps by themselves are no longer easy to interrupt ***
Marksmanship
Barrage
Energy: 10
Recharge Time: 1 Second
Elite Bow Attack. Deals +5...17...20 damage. Hits 6 foes adjacent to your target.
*** Yes, this skill no longer removes preparations and fires 1 arrow at the target and up to 6 arrows at adjacent foes like in the description. ***
Body Shot
Energy: 5
Recharge Time: 8 Seconds
Bow Attack. If this attack hits, you deal +5...17...20 damage. If it hits a foe with a condition, you gain 0...2...2 Energy.
*** Changed since Forked Arrow inflicts cracked armor ***
Determined Shot
Energy: 5
Recharge Time: 10 Seconds
Bow Attack. Deals +5...17...20 damage. Your next non-elite attack skill recharges instantly.
*** Changed to be more useful than the current in game version ***
Dual Shot
Energy: 10
Recharge: 10 Seconds
Bow Attack. Shoot two arrows simultaneously at target foe. These arrows deal 30...23...20% less damage.
***Moved from No Attribute to Marksmanship since Forked Arrow has been changed***
Favorable Winds
Energy: 5
Activation Time: 1 second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Arrows move twice as fast and are unaffected by low elevations. Does not affect spirits.
*** The latter effect applies to shooting arrows uphill and acts is if the target(s) are at the same elevation as you(shooting them downhill still increases damage) ***
Forked Arrow
Energy: 5
Recharge Time: 5 Seconds
Bow Attack. Inflict Cracked Armor (5...17...20 seconds) if your target is hit.
*** Current in game version sucks ***
Rapid Fire
Energy: 5
Activation Time: 1 Second
Recharge Time: 8 Seconds
Preparation. (36 seconds.) You attack 33% faster while wielding a bow.
Read the Wind
Energy: 5
Activation Time: 1 Second
Recharge Time: 8 Seconds
Preparation. (36 seconds). +3...9...10 damage. Your arrows move twice as fast.
Splinter Shot
Energy: 10
Recharge: 5 Seconds
Bow Attack. Deals +3...13...15 damage. Deals 5...13...15 damage to adjacent foes if it hits.
*** AoE damage from this attack would be armor ignoring ***
Volley
Energy: 10
Recharge: 2 Seconds
Bow Attack. Deals +1...8...10 damage. Hits up to 2 foes adjacent to your target.
Wilderness Survival
Apply Poison
Energy: 15
Activation Time: 1 Second
Recharge Time: 12 Seconds
Preparation. (24 seconds.) Your physical attacks inflict Poisoned condition (3...13...15 seconds).
Barbed Arrows
Energy: 10
Activation Time: 1 Second
Recharge Time: 24 Seconds
Preparation. (18 seconds.) Your arrows inflict Bleeding condition (3...13...15 seconds).
Choking Gas
Energy: 15
Activation Time: 1 Second
Recharge Time: 8 Seconds
Preparation.(3...8...12) Your arrows deal +1...7...8 damage and spread Choking Gas to foes adjacent to target. Choking Gas interrupts spells.
Dryder's Defenses
Energy: 5
Recharge: 30 Seconds
Stance. (5...10...11 seconds.) You have 75% chance to block and +18...30...32 armor against elemental damage.
*** Changed to give Rangers a bit more defense since Lightning Reflexes lost its block mechanic ***
Dust Trap
Energy: 25
Activation Time: 2 Seconds
Recharge Time: 30 Seconds
Trap. (90 seconds.) Affects nearby foes. Deals 10...22...25 earth damage every second (5 seconds.) Inflicts Blindness condition (3...7...8 seconds) every second (5 seconds).
Equinox
Energy: 10
Activation Time: 1 Second
Recharge Time: 15 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Exhaustion is doubled for Exhaustion-causing spells cast within range.
Famine
Energy: 10
Activation Time: 1 Second
Recharge Time: 15 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 lifespan). Deals 10...30...35 damage to creatures in range that reach 0 energy. Does not affect spirits.
Flame Trap
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 20 Seconds
Trap. (90 seconds.) Affects nearby foes. Deals 5...17...20 fire damage every second (3 seconds). Inflicts Burning condition (1...3...3 seconds).
Frozen Soil
Energy: 10
Activation Time: 1 Second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit. (30...78...90 second lifespan). Creatures in range cannot activate resurrection skills. Does not affect spirits.
Greater Conflagration
Energy: 5
Activation Time: 1 Second
Recharge Time: 15 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Converts physical damage to fire damage for creatures in range. Does not affect spirits.
Healing Spring
Energy: 10
Activation Time: 1 Second
Recharge Time: 20 Seconds
Trap. (10 seconds.) Affects adjacent allies. Heals for 15...51...60 every 2 seconds.
Ignite Arrows
Energy: 10
Activation Time: 1 Second
Recharge Time: 8 Seconds
Preparation. (24 seconds.) Your arrows deal 3...15...18 fire damage to target and foes adjacent to target.
Kindle Arrows
Energy: 5
Activation Time: 1 Second
Recharge Time: 8 Seconds
Preparation. (24 seconds.) +3...20...24 fire damage. Your arrows deal fire damage.
Melandru's Arrows
Energy: 5
Activation Time: 1 Second
Recharge Time: 8 Seconds
Elite Preparation. (24 seconds.) Your arrows deal Earth damage and deal +8...28...34 damage.
*** Rangers should have a prep that deals earth damage especially if the prep has their own earth goddess in the name ***
*** Changed because glass arrows inflicts bleeding condition ***
Muddy Terrain
Energy: 5
Activation Time: 1 Second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan). Creatures in range have 10% slower movement: also negates speed boosts. Does not affect spirits.
Nature's Renewal
Energy: 5
Activation Time: 1 Second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). For creatures in range, enchantments and Hexes[sic] take twice as long to cast and it costs twice as much Energy to maintain enchantments. Does not affect spirits.
Pestilence
Energy: 5
Activation Time: 1 Second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan). When any creature in range dies, conditions on this creature spread to any creature in the area with a condition. Spirits are not affected.
Piercing Trap
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 30 Seconds
Trap. (90 seconds.) Affects nearby foes. Deals 5...41...50 piercing damage. Deals 6...12...18 more damage to any foes with a condition.
*** Changed because forked arrow inflicts cracked armor ***
Quickening Zephyr
Energy: 25
Activation Time: 1 Second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (15...39...45 second lifespan). Skills cost 30% more Energy and recharge twice as fast for creatures in range. Does not affect spirits.
Quicksand
Energy: 10
Activation Time: 1 Second
Recharge Time: 30 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan). Creatures lose 1 Energy each time they attack or use a skill. Does not affect spirits.
Roaring Winds
Energy: 10
Activation Time: 1 Second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Chants and shouts cost 1...4...5 more Energy for creatures in range.
Serpent's Quickness
Energy: 5
Recharge Time: 45 Seconds
Stance. (15...27...30 seconds.) Your skills recharge 33% faster.
*** No longer ends if health drops below 50% ***
Smoke Trap
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 20 Seconds
Elite Trap. (90 seconds.) Inflicts Blinded and Dazed conditions (5...9...10 seconds) to nearby foes.
Snare
Energy: 5
Activation Time: 2 Seconds
Recharge Time: 20 Seconds
Trap. (90 seconds.) Affects nearby foes. Inflicts Crippled condition (3...13...15 seconds).
Spike Trap
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 20 Seconds
Elite Trap. (90 seconds.) Affects nearby foes. Every second, (for 2 seconds), this trap deals 10...34...40 piercing damage, causes knockdown, and inflicts
Crippled condition (3...21...25 seconds).
Tranquility
Energy: 15
Activation Time: 1 Second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (15...51...60 second lifespan). Enchantments expire 20...44...50% faster on creatures in range. Does not affect spirits.
Tripwire
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 30 Seconds
Trap. (90 seconds.) Deals 5...17...20 piercing damage to nearby foes. Causes knock-down to Crippled foes.
Troll Unguent
Energy: 5
Activation Time: 1 Second
Recharge Time: 10 Seconds
Skill. (13 seconds.) You have +3...9...10 Health regeneration.
Viper's Nest
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 20 Seconds
Trap. (90 seconds.) Affects nearby foes. Deals 5...29...35 piercing damage. Inflicts Poisoned condition (5...17...20 seconds).
*** Moved to be with its family ***
Winnowing
Energy: 5
Activation Time: 1 Second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Increases physical damage by +4 for creatures in range. Does not affect spirits.
Winter
Energy: 5
Activation Time: 1 Second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Converts elemental damage to cold damage for creatures in range. Does not affect spirits.
Last edited by Swingline; May 19, 2011 at 03:10 PM // 15:10..
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May 08, 2011, 04:48 AM // 04:48
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#2
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Krytan Explorer
Join Date: Sep 2010
Location: Home
Guild: En Caligne Veritas [DARK]
Profession: R/Rt
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Lot of ppl in guru have been voicing out about the ranger. And I do hope that with more voices, Anet will really do something. Come on, live team, you guys may want to consider the ranger as your next upcoming project. Ranger, after all is in gw2. Will be a great way to do some advertising too.
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May 08, 2011, 06:44 AM // 06:44
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#3
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Frost Gate Guardian
Join Date: Sep 2009
Guild: Avalons Wraiths
Profession: R/Rt
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I do not really consider any of the preparations enough broken coupled with barrage or volley to justify a nerf. Rangers will have to compete with much more potent classes in pve and i feel that to give barrage increased energy cost while letting most preparations you would really use it for (like ignite and chocking gas) be nerfed instead looks not only as a nerf to those preparations, but a nerf to incendiary as well (ok i know, who cares about that skill anyways ). To have ignite not ending for example would maybe create a viable choice for barragers to compete with splinter weapon and the likes (to have the ranger actually dealing the damage and not the ritu) while chocking gas do not look like its a big deal compared to a panic mesmer with dual wastrels and mistrust that blows the entire mob up with rupts and damage in matter of seconds. Of course we do not want to powercreep them to an unwanted level, but right now it looks like some of these changes would leave rangers at nearly the same situation they where in before. As for spirits fixing the recharges and cast times is only fixing one part of the problem. The spirits are dual in their functions and the effect is commonly pretty weak since it got a huge aoe. And they are still stationary and easily killed even when put far back since mobs have this lust for smacking low armor and low health units. Then added to that we have the "nah let the ua grab it" situation. In thigh parties a non ranger could often use the spirit in question in the few situations it is viable to nearly its full extent. It is a tough nut to crack and i realize that.
And to make traps a viable choice it won't help with making dust trap deal earth damage, revert back to armor ignoring since it is the primary trap for trappers (spike trap is for holding down the mob over the dust traps).
Though it would be nice to finnaly see viper nest moved to ws. Why on earth did they put it in bm?
But it is good to see that someone care for rangers.
It is neatly balanced suggestions, but the question is weather they are too neatly balanced.
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May 08, 2011, 07:58 AM // 07:58
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#4
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Desert Nomad
Join Date: Jan 2008
Profession: Mo/
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Seems like balanced suggestion. However, I have an alternative suggestion for anti-barrage/volley preparations:
Instead of ending after hitting an adjacent target, end after firing (x..x) arrows. In essence multiple arrows will use up the preparation faster. This should be balanced so most preparations will last for full duration at 33% IAS with single arrows @8 rank.
Barragers could of course use multiple preparation to counter this which is ok, they do it at the cost of an additional skill slot.
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May 08, 2011, 03:26 PM // 15:26
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#5
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Ascalonian Squire
Join Date: Jan 2010
Location: Butte, Mt (That's funny enough as is.)
Guild: Guildies with Kiddies [Kids]
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Honestly, my ranger is my main and I don't think they need much of an update. Maybe a few skills here or there to make more builds viable, but nothing big. I think the biggest problem with the ranger isn't the skills, but their perception by the playerbase and I think making them OP is not a good solution to that.
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May 08, 2011, 05:05 PM // 17:05
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#6
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Forge Runner
Join Date: Dec 2005
Guild: Super Fans Of Gaile [ban]
Profession: W/
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Quote:
Originally Posted by Kojima
Lot of ppl in guru have been voicing out about the ranger. And I do hope that with more voices, Anet will really do something. Come on, live team, you guys may want to consider the ranger as your next upcoming project. Ranger, after all is in gw2. Will be a great way to do some advertising too.
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Yes, please just keep roundtable buffing each class. Its not like powercreep has made PvP worse and less diverse or that it has turned PvE into a c-space easymode.
Quote:
The point imo is mostly make all above thing actually viable, more than introduce dmg.
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That is powercreep.
Last edited by Reverend Dr; May 08, 2011 at 05:41 PM // 17:41..
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May 08, 2011, 05:35 PM // 17:35
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#7
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Jungle Guide
Join Date: May 2010
Location: Italy, Turin
Guild: Lake
Profession: E/
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Tbh, the real problem of the ranger isn't get moar powercreep for him, but actually use the skills he already have...
I mean, every prof has his chunk of stupid skills, some more, some less, but the ranger have:
-the usual amount of stupid skills
-the TRAPS. Really, in normal/not for lulz PvE, do anyone of you use them? (Defensive missions excluded).
-Nature rituals. The best way to buff your enemies. And the old-like spirit cast time and recharge doesn't help. Prolly the only 2 constantly used are EoE (cause your team isn't expected to die) and FS (with the not really nice drawback of no res for you too).
-Beast mastery (aka: stupid pets AI). Ok, BM builds exists, some works too.....but they do not worth it generally.
And tons of skils that do the same thing.
The point imo is mostly make all above thing actually viable, more than introduce dmg.
(Same goes for paras. Eles instead are different, cause 90% of their skills are intended for pure dmg. They lack of it in HM, which makes them really underpowered using their skills).
Obviously the pvp side is much better(as for eles :P), but pets are harder to use, traps even less useful (no stupid AI, exclude Z Elite), rituals even more a double-edged weapon.
P.S:I haven't played ranger myself in very high pve, but played a lot with a friend using it.
My 2 cents.
Last edited by AndrewSX; May 08, 2011 at 05:38 PM // 17:38..
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May 08, 2011, 06:11 PM // 18:11
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#8
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Forge Runner
Join Date: Mar 2008
Location: Wolfenstein: Goldrush
Guild: Zombies Go Nom Nom [Nom]
Profession: N/
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Some of the changes are ok (For PvE of course, 1 second spirits in pvp is too fast).
But it seems you are saying many skills suck when in fact, they don't.
Current forked arrow is better than your suggestion, yours is still inferior to other applications.
Archer's signet does have use although limited.
Disrupting would go from some use to zero use. Rangers don't crit enuff and bows fire too slow to use rangers.
Lightning reflexes - Unneeded
Practiced Stance - You lower prep time already, then a skill makes them instant cast? No
I could go on, but these are all mainly useless. Preps could use a 1s cast time in PvE, but the only main spirit used is EoE, which has someone dragging it around constantly.
Most of the bow attack changes are pointless. Try again
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May 09, 2011, 01:01 AM // 01:01
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#9
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Furnace Stoker
Join Date: Oct 2006
Guild: GWAR
Profession: Me/Mo
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In my opinion there are 2 guild wars.
Original guild wars where the idea was for players to team up and the designers felt that every class had its place in parties.
Over time this proved not to be the case while many classes were chosen as secondary not every class had the same value as a primary in teams. Mesmer was a prime example of this prejudice later Assassins and Ritualists to were dismissed as bad or just badly played.
Now we are in New Guild wars where power creep is the norm and once it starts its impossible to go back.
So the only way it to review each class and boost them till they are on a par with all the others.
New Guild wars demands that all classes have the ability to solo or team up and can run equally powerful builds so they can be accepted into parties.
Its bs of course but its the only way to go now they have started down that rout.
On a plus point many things have been learned about what works and what doesn's so GW2 shouldn't make the same mistakes.
Last edited by gremlin; May 09, 2011 at 01:04 AM // 01:04..
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May 09, 2011, 10:47 AM // 10:47
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#10
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Forge Runner
Join Date: Sep 2010
Location: Somewhere far away from you
Guild: The Mirror of Reason[SNOW]
Profession: W/
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Made some changes and cleaned up the post a bit.
All preparations now have 1 second cast times and 8 second recharge times.
Chocking gas, Ignite Arrows and Kindle Arrows are no longer removed by barrage and volley.
Archer's Signet: Now inflicts cracked armor instead of deep wound.
Lightning Reflexes: Recharge reduced to 8 seconds.
Practiced Stance: Instead of being related to preps it now is an IAS and recharges bow attacks faster.
Forked Arrow: Reduced energy cost and increased cracked armor duration
Melandru's Arrows: Instead of inflicting bleeding condition it now deals earth damage and additional damage.
Quote:
Originally Posted by IronSheik
Some of the changes are ok (For PvE of course, 1 second spirits in pvp is too fast).
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As I said this is for PvE only.
Quote:
Originally Posted by IronSheik
But it seems you are saying many skills suck when in fact, they don't.
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For general pve play they do.
Quote:
Originally Posted by IronSheik
Current forked arrow is better than your suggestion, yours is still inferior to other applications.
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The current forked arrow is a joke with dual shot and the current pve skill triple shot. If you become enchanted by an ally or hexed by an enemy the skill becomes a wasted skill slot and I dont want to have to micro heroes to not cast enchants(which are a huge part of the game) and remove hexes constantly for a single skill. I find it silly that rangers are the masters of conditions yet they have no way of inflicting cracked armor within their own class. They even have a skill that benefits from cracked armor.
Quote:
Originally Posted by IronSheik
Archer's signet does have use although limited.
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Again not for general pve play. Making conditions last longer is pointless since mobs usually die fast even in HM. Not to mention there are elites way better than the current Archer's Signet.
Quote:
Originally Posted by IronSheik
Disrupting would go from some use to zero use. Rangers don't crit enuff and bows fire too slow to use rangers.
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This I know. I am having trouble thinking a way to make this skill better. With Chocking Gas buffed Disrupting seems useless. I will be thinking about this skill.
Quote:
Originally Posted by IronSheik
Lightning reflexes - Unneeded
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Are you sure? Currently the only IAS for rangers are in beast mastery and in the form of a prep. With this they can now have one without having to invest in beast mastery or wasting a prep spot. Reflexes is not horribly OP though since you would then have 60 armor while its active.
Quote:
Originally Posted by IronSheik
Practiced Stance - You lower prep time already, then a skill makes them instant cast? No
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This I agree with but I couldn't think of a way for it to really be involved with preps at the time once I lowered the casting and recharge but now I switched it to recharge bow attacks along with being an IAS for rangers
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May 09, 2011, 11:03 AM // 11:03
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#11
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Frost Gate Guardian
Join Date: Sep 2009
Guild: Avalons Wraiths
Profession: R/Rt
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Hmm the new prepared stance looks somewhat useable but 25% skill recharge on bow attacks is pretty vanilla, not that i am suggesting that we get the old experts dexterity back.
EDIT: and forked arrow could be good support if introduced in pvp, rangers have no means of damage themselves anymore anyways.
Last edited by miriforst; May 09, 2011 at 11:10 AM // 11:10..
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May 09, 2011, 11:36 AM // 11:36
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#12
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Forge Runner
Join Date: Sep 2010
Location: Somewhere far away from you
Guild: The Mirror of Reason[SNOW]
Profession: W/
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Quote:
Originally Posted by miriforst
Hmm the new prepared stance looks somewhat useable but 25% skill recharge on bow attacks is pretty vanilla, not that i am suggesting that we get the old experts dexterity back.
EDIT: and forked arrow could be good support if introduced in pvp, rangers have no means of damage themselves anymore anyways.
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how would you feel if I made it a solid 33% faster recharge?
Also I have been thinking of putting "Weapon spells have no effect" for barrage and volley. Rangers would take barrage and volley back from the Ritualist and make sure preps are used with barrage for damage. This of course would not affect defensive weapon spells at all.
Last edited by Swingline; May 09, 2011 at 11:55 AM // 11:55..
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May 09, 2011, 02:20 PM // 14:20
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#13
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Forge Runner
Join Date: Mar 2008
Location: Wolfenstein: Goldrush
Guild: Zombies Go Nom Nom [Nom]
Profession: N/
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Archer's signet is mostly used with technobabble for a 10s daze.
Your suggestion could see minor use if coupled with volley, but unlikely since the conditions are random (There's a reason drunken blow is rarely used)
Never rampage alone is a upkeepable IAS (Also, a skill-not removable) with no investment minus bringing a pet. Current lightning reflexes is 2/3 upkeepable with dwarven stability.
Forked Arrow: There's a reason they don't have a skill that inflicts cracked armor, it's because they have a skill that benefits from it. Let me know when warriors can use body blow for the DW. Or paragons can use chest thumper effectively.
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May 09, 2011, 05:49 PM // 17:49
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#14
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Desert Nomad
Join Date: Mar 2010
Guild: Anna
Profession: A/
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Quote:
Originally Posted by Reverend Dr
Yes, please just keep roundtable buffing each class. Its not like powercreep has made PvP worse and less diverse or that it has turned PvE into a c-space easymode.
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I gotta agree with this to be honest.. Most of [xx] profession love update had big impact on PvP ( usually very bad one ) but didn't do anything on PvE , whereas i guess their point was the opposite....
Just to say , whole PvE except let's say endgame areas and a few HM dungeons is doable with anything,... It was already doable with 3 heroes + henchs , and now with 7 heroes it's even easier....
So to be honest , i understand players want to have fun playing their own profession , but :
- at this state of the game , it pretty much won't change anything at all for PvE. The best they could do would be to change meta builds used to farm places such as DoA , UW , etc....Doing simple nerfs that will affect NM and HM vanquishs eventually are pointless
- disaster impacts on PvP : new professions which need revamps( warrior looks a joke after dervishs ) , and etc.... There will always be one profession better than an other , and this can be solved only by reversing all skills at their original function when game was released...
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May 09, 2011, 06:20 PM // 18:20
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#15
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Forge Runner
Join Date: Sep 2010
Location: Somewhere far away from you
Guild: The Mirror of Reason[SNOW]
Profession: W/
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Quote:
Originally Posted by Missing HB
reversing all skills at their original function when game was released...
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I wish...
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May 09, 2011, 06:49 PM // 18:49
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#16
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Furnace Stoker
Join Date: May 2006
Profession: R/
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Holy powercreep....
Change traps and spirits to be useful in general PvE, that's all I really want to see for rangers. All the damage++ stuff is way too much.
Quote:
Most of [xx] profession love update had big impact on PvP ( usually very bad one ) but didn't do anything on PvE , whereas i guess their point was the opposite....
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That's not true. Mesmer update made mesmers crazy popular in PvE, it's even normal to run with 2 or 3 of 'em.
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May 09, 2011, 07:12 PM // 19:12
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#17
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Jungle Guide
Join Date: May 2010
Location: Italy, Turin
Guild: Lake
Profession: E/
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Quote:
Originally Posted by Skyy High
Holy powercreep....
Change traps and spirits to be useful in general PvE, that's all I really want to see for rangers. All the damage++ stuff is way too much.
That's not true. Mesmer update made mesmers crazy popular in PvE, it's even normal to run with 2 or 3 of 'em.
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Quote for truth.
I'd add pets, but maybe is just me.
And if the mes update was awesome both pve wise (mes, both human and heroes are top bars now) and pvp (very powerful in right hands, but not massively OP), the derv one is a balance fail(and following fixes too!) so far in pvp perspective.
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May 09, 2011, 11:59 PM // 23:59
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#18
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Forge Runner
Join Date: Sep 2010
Location: Somewhere far away from you
Guild: The Mirror of Reason[SNOW]
Profession: W/
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Quote:
Originally Posted by Skyy High
Holy powercreep....
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This more or less turned into screwing around with skills and not being serious.
3 Things I do want are...
1. Better pet AI
2. 1 Sec spirits for pve
3. 1 Sec preps
I would be a happy camper.
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May 10, 2011, 01:59 AM // 01:59
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#19
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Lion's Arch Merchant
Join Date: Jun 2009
Profession: N/E
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Quote:
Originally Posted by Swingline
This more or less turned into screwing around with skills and not being serious.
3 Things I do want are...
1. Better pet AI
2. 1 Sec spirits for pve
3. 1 Sec preps
I would be a happy camper.
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Ditto. I want to use my pets.
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May 13, 2011, 06:23 AM // 06:23
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#20
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Frost Gate Guardian
Join Date: Sep 2009
Guild: Avalons Wraiths
Profession: R/Rt
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Heroes actually got better ai than pets imo.
Ctrl + copy from it and it would be less awkward.
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