Jump to content
  • Sign Up

Hydrolysis.6810

Members
  • Posts

    6
  • Joined

  • Last visited

Hydrolysis.6810's Achievements

  1. Mace Ambush: Rampant Growth (MTG) It's hard to hit with the skill as it travels towards where you are facing and not in the direction of your target. Change it to a ground target skill or make it as wide as Searing Fissure from rev mace. Skill 3: Oaken Cudgel The range is too short for a proper engage skill. Increase the range to 600 or reduce the travel time. Especially if we are going to give up sword, great sword, or hammer. Other thoughts It is difficult to stack nature’s strength on the offhand as it requires you to cast the skills in a particular order and time to get 6 stacks. Increase nature’s strength duration to 20 sec or make it so you don’t lose stacks while in combat or just make each skill give 2 stacks if hit. Give some value for having individual stacks of Nature’s strength (or name change since you are not gaining any strength. Nature’s Charge) just to alleviate the anxiety of having to get the perfect rotation for force of nature which only have a 5 second window. I was getting a small inconsistent healing from Wave of Healing on every 3 complete cycles of the auto attack, not seeing anything on the tool tip.
  2. It would be nice if you would remap "attack my target" and "return to me" to profession skill 1 and profession skill 3 for consistency or change them on core, druid and soulbeast. It’s kind of difficult for someone who constantly switches elite spec to get used to especially since it's doing the same function on a new key even if you rebound. Imagine if you spontaneously switch fire attunement to profession skill 6 on an elite spec. While I like the ambush skills (immobilize on the axe is great), can you please consider one of two options: 1. make it available while off CD when unleashed (every 15sec or 20 sec). 2. put back the cd on the unleash and remove it from the ambush skill (so whenever I unleased I know my auto will do the ambush). Just saying it’s a bit difficult to juggle so many CDs mentally and I constantly miss the opportunity to use it because I was stuck in another animation for the short window when it's available after being unleashed. Final thought f1 needs to be different for ranged pets please (teleport near the target (600 range) then the next attack cause venomous burst on the target. (again please make this the f6).
  3. So while playing with the untamed I notice some issues that would affect my enjoyment of playing the spec, more so I can not identify the overall benefits of playing this spec over the core, druid or soul-beast. Unleashing other weapons(subtle recommendation) Like adding special effects and/boons to the skills 4 of each weapon set. The Greatsword - counter-attack add might to each successful block, the flip over return crippling throw with the same effects as the original version. Longbow - point-blank shot change it to something like a true shot and add quickness instead of swiftness to the pet if hits (More dmg the closer the target is). ... To the unleashed mechanic (It should work for you and your pet) Vow of the untamed: 10% damage increase for who is unleashed and 10% damage reduction for who is not (lower the the damage increase or something , don’t do the negative side effects especially the on for the damage) the damage does not out perform soul-beast in the current state so why suffer for it? Cleaning unleashed : (1 damaging and 1 movement impaired removal) again pet is affected as well Bolstering unleashed: might and quickness while unsealed, resolution(or resistance) and stability when switched, ranger and pet. Need more access to stability. Blind outburst: kinda feels useless as a trait. Pet Now there is no way of setting your pet to a new target without wasting a skill. You can only mouse click to return the pet, so I have a few suggestions, one a lower CD on pet swap, so the pet can be recalled out of danger more quickly or eliminate pet swap and allow the f4 to recall the pet, keeping the death penalties at 15-20sec as core pet swap CD and since the unleashed can still move to and from the ranger, the pet's death wouldn't be as overbearing as a core ranger if they keep unleashed traits and f-skills functionality. Pet skills(normal skills) F1 - set the lowest CD attack skill for the pet to F!, also should be able to set it to auto cast-off CD, and allow the ranger to use it to change the pet's target even on CD without triggering the actual skill (like a flip over). F2 - remain as the regular f2. F3 - remaining utility type skills or big burst skills. Unleashed Pet skills F1 - ground target or different effect for ranged and melee pets F2 - should be an on-hit effect and cast differently from ranged or melee, for melee pets they should track to the target before using the skill. F3 - pet should return to the ranger before using this skill and apply a boon or effect based on the pet type. If the pet is dead the unleased pet skills should be cast for the ranger (with limited effect).
  4. "B. Pet dies and timer stays at 16-20s when swap is triggered, no 60s CD BS" That's exactly what it should which would put it in line with SB and it also allows you to keep your pet swap traits on a consistent CD, like any other profession that triggers a trait with a F-Skill. I don't care about the pets tbh, but more so the inconsistency with the F-skills CDs and being barred from traits due to a dead profession mechanic. I'll take a nerf pet if my pet swap traits are intact. They already have ICDs on traits and pet skills to prevent spam and if part of the ranger's damage or utility is the pet (ranger Mechanics) then why place a barrier outside of the regular CD that all other professions suffer? Why not increase to CD of a mes if they shatter without a clone. or a guard that didn't block with their f3. or a thief that misses with steal or warrior with a burst While the above can't equate to a pet, the analogy that I am trying to get at is that if you miss managing your profession's skills you should be punished just as a ranger would be (or the ranger should not be punished in a similar fashion).
  5. @Anet have you noticed that core rangers and druids when their pets die: Loses their profession skill(f2). Lose access to some of their traits (on Pet Swap). Lose some of their damage. The ranger class is the only profession that suffers a penalty for not keeping their class mechanic alive. You will lose access to your f1 - f3 abilities and the damage from your pet if they die. Why further penalize the ranger by taking away access to the pet swap and thus access to a lot of its traits? The pet can stay dead as a means of punishment but at least let the ranger keeps their trait similar to if a guardian takes the trait to remove a condition with f2, if they did not cure a condition they don't suffer from an increased CD. Soul beast has a constant CD on their merger, plus the ability to revive their pet. All I am saying is that in wvwvw even if you place the pet on avoiding combat it still dies almost instantly, and you then lose your pet swap CD as well as any f skill and damage, three penalties and I have not seen that on any other professions. Also there is a bug with the f2 timer if pet was chilled or gained alacrity.
×
×
  • Create New...