A Collection of Ranger Suggestions
Meneldil
A Collection of Ranger Suggestions
NOTICE: PLEASE post a comment when you view this thread, the more feedback we receive, the better we can evaluate the suggestions, and the better Guild Wars can see what the people want in their game.
This thread is dedicated to any ideas concerning the Ranger profession. These may include but are not strictly limited to
-Skills
-Weapons/Armor
-Appearance
-Any bugs/annoyances you find
-and etcétera.
Do not put down anyone's ideas, instead tell us why you like or dislike the idea.
********************
COLLECTION OF RANGER SUGGESTIONS-->
These are the suggestions I have received, some ideas were conceived by myself and some from friends.
-Rangers need quivers. Quivers don't have to be an item in the game, in fact, this suggestions does not want it to be. This suggestion requests that
1)Rangers always have a quiver on their back. When they are not wielding a bow, however, they can toggle the quiver on/off like a cape or a helmet/mask/eye/tatoo. In Towns they may always toggle on or off.
2)When other classes wield a bow, they get a quiver on their back automatically, and when they store the bow in their bag, the quiver disappears. [One must realize that in order to do this, the cape's engine must be altered so that the cape does not flow through the quiver.]
-When firing Dual Shot, two arrows should be seen fired, not just one.
-(also applies to other professions) correct hair so that it does not go through an avatar's head. (When Rangers shoot their bows, their hair does just this, and many players see it as a bug that needs to be fixed)
-Fix druid's armor so that you are not wearing so much wood and leaves.
-Correct some hairstyles so that their hair is more realistic. For example, the first ranger hair shown when making a ranger has a hairline that is way too low in front, and the hair in back "magically" hovers in air behind your back. The headband in one hair style is too large, and should be decreased in size. [basically, new hairstyles are wanted.]
-Spirits should not all look the same, each one should have a unique avatar.
-When firing fiery arrows/icy arrows/etcétera, this should affect the arrows appearance accordingly.
-More Pets: Hawks/birds that rest on your shoulder when they are not attacking. And more pets in general (ok first of all why can I charm a freaking spider in UW, but I cant charm a moss spider? Spiders are not animals, why should you be allowed to have one as a pet?)
-Bows should have strings!
-When you shoot an arrow, your bow bends, but if you are hit before you shoot, you shoot with your bow looking like you never bent it (if you dont get what i mean, go get hit by an attack while shooting, you will see the bent bow go back to default). Not a big deal, just more suggestions to help the ranger profession out.
-The 'Healing Spring' spell should have a visible area; perhaps like a light-blue version of a Necromancer 'well'. Most people don't know that Rangers have an area heal spell, and when it's cast it's not readily apparent. Unless you tell people, or they know, most people won't know to move into, or not move out of, the area of effect.
-NEW SKILL:Etherial shot
--Energy 10. Speed - normal shot. Recharge 10
--Bow Attack skill. Your arrow passes through solid objects, unable to get target obscurred. Attack has 25% reduced range.
--No attribute based.
-Modify Charm Animal and Comfort Animal skills by moving pet res to charm animal - then if you weant to heal your pet take comfort otherwise let a monk heal or alternatively let monk resurects and res sig's be usuable on pets too.
-A Stealthy Skill, so the ranger can scout ahead like a ranger should.
Ranger cannot be seen by foes, but moves 75% slower.
something like that.
-I remember a suggestion in an earlier thread about the option to have the pets as mounts, (perhaps after they have evolved to their large form) - depending on the skill of beastmastery
-LOOK AT actionjack 's post on page 1 for more PET suggestions
-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.
-CROSSBOWS WE NEED EM
********************
*** *** *** *** ***
The following is not a Ranger-based suggestion, however many want to see this suggestion in the game:
-Ability to change your character's appearance (skin color, height, hair style and color, face...) after you made your character. An NPC in each major city could help you do this, and you could have a price, like 500 gold to change your appearance.
*** *** *** *** ***
Feel free to send suggestions of your own, some may be posted in this first post. Feedback is greatly appreciated. Please, no putting down of anyone's suggestions.
Fork in us
I'D Like to say that al the above ideas sem fine since they are visual fixes.<edit since you like the idea ill expand on it a little><If you have any ideas for small pets ill gladly add them>
I think we should have 2 (or more) pets.
ill start a table to see if more would like 2 pets at once or one at a time.
_____________________________
1 at a time| 1
_____________________________
2 at a time|
---------------------------------
---Primary pet(larg pet)
-One of the large pets like a wolf bear or moa bird.
-This pet would still do the same damage.
----Secondary pet(small pet)
-A small animal that you get from a quest
-This pet would be something like a hawk or a badger
-They would have a specail attack (taking a space on you skill bar)Such as a blinding strike or a crippling attack
-weak armor
-low health
-They would also do a small amount of normal damage
Badger
-specail attack
-Crippling lunge |cost:5|recharge:45|
|Pet Badger attempts a crippling strike if hits foe is crippled for 7-15 seconds|
Eagle
-specail attack
-Blinding dive|cost:5|recharge:45|
|Pet eagle attempts a blinding dive if succsesful target foe is blind for 7-20 seconds|
Snake
-Specail atack
-Poison bite|cost:10|recharge:60|
|Pet snake attempts a poison bite target foe is poisened for 4-12 seconds|
I think we should have 2 (or more) pets.
ill start a table to see if more would like 2 pets at once or one at a time.
_____________________________
1 at a time| 1
_____________________________
2 at a time|
---------------------------------
---Primary pet(larg pet)
-One of the large pets like a wolf bear or moa bird.
-This pet would still do the same damage.
----Secondary pet(small pet)
-A small animal that you get from a quest
-This pet would be something like a hawk or a badger
-They would have a specail attack (taking a space on you skill bar)Such as a blinding strike or a crippling attack
-weak armor
-low health
-They would also do a small amount of normal damage
Badger
-specail attack
-Crippling lunge |cost:5|recharge:45|
|Pet Badger attempts a crippling strike if hits foe is crippled for 7-15 seconds|
Eagle
-specail attack
-Blinding dive|cost:5|recharge:45|
|Pet eagle attempts a blinding dive if succsesful target foe is blind for 7-20 seconds|
Snake
-Specail atack
-Poison bite|cost:10|recharge:60|
|Pet snake attempts a poison bite target foe is poisened for 4-12 seconds|
Meneldil
Yes, a very good suggestion is to add more animals to the game. Hawks are a very cool idea, I will add it to the top.
Meneldil
Does anyone else have any more suggestions?
And do you like these ideas, or some of them?
And do you like these ideas, or some of them?
TheOneAndOnlyX
I like them a lot but they should also add string to the bows....
Kakumei
yeah ok let's alter a bunch of the game engine to fix some minor graphical glitches and inconsistencies sure
TheOneAndOnlyX
forget that there is more to what he is saying than the hair
Lambentviper
Quote:
Originally Posted by Meneldil
-When firing Dual Shot, two arrows should be seen fired, not just one.
|
But im all for the bird/hawk that can actually fly and rest on your shoulder. That would be sweet!
Meneldil
Quote:
Originally Posted by Lambentviper
I always see two arrows shoot whenever i use this skill.
But im all for the bird/hawk that can actually fly and rest on your shoulder. That would be sweet! |
Quote:
Originally Posted by TheOneAndOnlyX
I like them a lot but they should also add string to the bows....
|
Meneldil
Just a reminder:
Any more suggestions that are posted in this thread will be posted to the top, and I am also searching for more Ranger-based suggestions in the suggestions forums.
Any more suggestions that are posted in this thread will be posted to the top, and I am also searching for more Ranger-based suggestions in the suggestions forums.
chris_nin00
Quote:
Originally Posted by Meneldil
NO WAY??!? You see two arrows? I don't! Does anyone else see two arrows?
|
I see arrows too!
Thanks for making this thread Menedil. Rangers are loved.
-I'd like more pets too .
-Quivers are cool.
Uh, I'll come back when I think of something.
Meneldil
Quote:
Originally Posted by chris_nin00
/raisehand
I see arrows too! Thanks for making this thread Menedil. Rangers are loved. -I'd like more pets too . -Quivers are cool. Uh, I'll come back when I think of something. |
WAIT CHRIS so is that a confirmation that you do indeed see two arrows when firing dual shot?
Meneldil
i just hope they fix ANY of these when factions comes out...
Also, be reminded that when Guild Wars: Factions is boxed and ready for production, doesnt mean that is the version you will play. When you install Factions on to your computer, Guild Wars will download any additional updates to Factions that was made after they boxed the games, just like when they released the original Guild Wars. So, suggestions still have hope!
Also, be reminded that when Guild Wars: Factions is boxed and ready for production, doesnt mean that is the version you will play. When you install Factions on to your computer, Guild Wars will download any additional updates to Factions that was made after they boxed the games, just like when they released the original Guild Wars. So, suggestions still have hope!
Mandy Memory
Quote:
Originally Posted by Meneldil
-Rangers need quivers. Quivers don't have to be an item in the game, in fact, this suggestions does not want it to be. This suggestion requests that 1)Rangers always have a quiver on their back. When they are not wielding a bow, however, they can toggle the quiver on/off like a cape or a helmet/mask/eye/tatoo. In Towns they may always toggle on or off. 2)When other classes wield a bow, they get a quiver on their back automatically, and when they store the bow in their bag, the quiver disappears. [One must realize that in order to do this, the cape's engine must be altered so that the cape does not flow through the quiver.] |
Why not make the quiver go in the offhand spot? That was it would still be optional
Meneldil
Quote:
Originally Posted by Mandy Memory
Why not make the quiver go in the offhand spot? That was it would still be optional
|
Pompeyfan
Modify Charm Animal and Comfort Animal skills by moving pet res to charm animal - then if you weant to heal your pet take comfort otherwise let a monk heal or alternatively let monk resurects and res sig's be usuable on pets too.
Add a Stealth skill, rtanger's should be able to scouit ahead and be virtually undetactable in the wilderness - something like:
Stealth
Ranger cannot be seen by foes, but moves 75% slower.
Duration 35-55 seconds depending on Expertise.
Energy Cost 25
Recharge time 60 secs.
Cannot be used if aggro already got.
Add a Stealth skill, rtanger's should be able to scouit ahead and be virtually undetactable in the wilderness - something like:
Stealth
Ranger cannot be seen by foes, but moves 75% slower.
Duration 35-55 seconds depending on Expertise.
Energy Cost 25
Recharge time 60 secs.
Cannot be used if aggro already got.
Kassad
Quote:
Originally Posted by Pompeyfan
Add a Stealth skill, rtanger's should be able to scouit ahead and be virtually undetactable in the wilderness - something like:
Stealth Ranger cannot be seen by foes, but moves 75% slower. Duration 35-55 seconds depending on Expertise. Energy Cost 25 Recharge time 60 secs. Cannot be used if aggro already got. |
WasAGuest
Quivers would be wonderful.
New hair would be great as well - something a little less "wild" looking.
Bows need a slight Rate of Fire increase. I think it's way to slow right now; normal shots should be increased while skill shots should remain as they are.
Pet commands! "Go get em 'Nibbles'!"
Agree with the merging of Charm Animal and Comfort Animal.
General pet AR increase. I stopped taking my poor pet with me due to him always dieing.
Kindle Arrows acting as an Immolate spell. Doing normal arrow damage but setting target on fire for 1-3 seconds (ala Immoate).
Stealth would be cool, have a feeling a Ranger/Assassin will be doing this, but yea, a Ranger scouting would be great.
More pets -- after I get commands so I can put them to use.
New hair would be great as well - something a little less "wild" looking.
Bows need a slight Rate of Fire increase. I think it's way to slow right now; normal shots should be increased while skill shots should remain as they are.
Pet commands! "Go get em 'Nibbles'!"
Agree with the merging of Charm Animal and Comfort Animal.
General pet AR increase. I stopped taking my poor pet with me due to him always dieing.
Kindle Arrows acting as an Immolate spell. Doing normal arrow damage but setting target on fire for 1-3 seconds (ala Immoate).
Stealth would be cool, have a feeling a Ranger/Assassin will be doing this, but yea, a Ranger scouting would be great.
More pets -- after I get commands so I can put them to use.
Ninjutsu Honor Code
Quote:
Originally Posted by Pompeyfan
Modify Charm Animal and Comfort Animal skills by moving pet res to charm animal - then if you weant to heal your pet take comfort otherwise let a monk heal or alternatively let monk resurects and res sig's be usuable on pets too.
Add a Stealth skill, rtanger's should be able to scouit ahead and be virtually undetactable in the wilderness - something like: Stealth Ranger cannot be seen by foes, but moves 75% slower. Duration 35-55 seconds depending on Expertise. Energy Cost 25 Recharge time 60 secs. Cannot be used if aggro already got. |
Maybe a cool idea to add more reptiles as pets like a snake (boas) Crocodiles. And how about pet type specified attacks (wich they do all random you know monsteronly attacks wich require adrenaline but they just do them so they are not timed).
Like a spider can do a constrict to slow opponents for 50%
A snake can do poison (4 or 5 secs).
A moa bird interupt?
A bear already has a attack
A croc do more damage from 1 attack or gain life from it
A wolf deep wound (6 secs)
A tiger bleeding (11 secs)
A lizard disease (for like 3 or 4 secs of course
Roupe
*the smaller Flying birds or insects, could scout map and detect certain enemies, the ranger can switch to the pets view, but leaves his "body" unattended while scouting through the pet (similar to watching other players when dead)
*I remember a suggestion in an earlier thread about the option to have the pets as mounts, (perhaps after they have evolved to their large form) - depending on the skill of beastmastery
*concealment skill, that lets the ranger sneak (walk slowly) and attract less attention from mobs (though this might be considered to great of advantage)
*nature spirits that adds poison to all physical damage
*nature spirits that heal nearby creatures
*nature spirit that attracts monsters (and possible enemy players)( for players it looks like some cool item for instance)
*I remember a suggestion in an earlier thread about the option to have the pets as mounts, (perhaps after they have evolved to their large form) - depending on the skill of beastmastery
*concealment skill, that lets the ranger sneak (walk slowly) and attract less attention from mobs (though this might be considered to great of advantage)
*nature spirits that adds poison to all physical damage
*nature spirits that heal nearby creatures
*nature spirit that attracts monsters (and possible enemy players)( for players it looks like some cool item for instance)
Caged Fury
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.
Dougal Kronik
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.
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.
fiery
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
Neily
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?
I love the multiple pets idea. Anybody have news of the assassin comming out?
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.
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.
Neily
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. |
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.
Pompeyfan
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.
|
...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.
Cherno
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.
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.
Undivine
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.
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:
Perfect pulling skill.
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.
|
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.
actionjack
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...
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...
Neily
Just wondering your guy's builds...what do you use as secondary with ranger? I use necro...
Roupe
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.
--
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.
WasAGuest
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.
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.
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.
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.
|
WasAGuest
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. |
Meneldil
Quote:
Originally Posted by Neily
Just wondering your guy's builds...what do you use as secondary with ranger? I use necro...
|
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!
actionjack
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.
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.
Undivine
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.
Meneldil
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
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
Meneldil
Tripping Shot
15 energy.
If you hit target for while they are running, they are knocked down for 3 seconds and cripped for ?? seconds.
15 energy.
If you hit target for while they are running, they are knocked down for 3 seconds and cripped for ?? seconds.