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The Ranger Specialization I Wanted But Never Got -- The Hunter


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My vision of The Hunter.

The Ranger has spent years training its pet in coordinated hunting techniques.

Gains access to Rifle.

  1. Rifle Shot auto chain - 1) deals a bit of damage - 2) deals a bit higher damage with a bleed - 3) deals decent damage with a couple bleeds
  2. Slug Shot - Charges like warrior kill shot to enhance damage output & bleed stacks. When charge begins, it causes the pet's next attack to be unblockable and deal 10x vuln stacks.
  3. Blend In - If out of combat, stealth yourself and the pet, and stay in stealth until you or the pet moves or hits with an attack. If used while in combat, it breaks enemy targeting and causes the pet's next attack to land 1s immob and 1s slow.
  4. Rifle Butt - No animation instant melee 1/4th second daze. If the pet's next attack hits, it applies a 2 second knockdown.
  5. Buck Shot - Piercing 600 range cone that pulses 3x consecutive shots in fast succession AoE, dealing both power & bleed damage, as well as blinds & vuln. The 3rd pulse triggers an Attack Of Opportunity for the pet.

 Hunter specialization traits:

  • Gain access to "Track" F5 skill - While tracking, the hunter can see an opponent or target even when they go into stealth. Track is not a reveal. It only allows the hunter to see the target, which will appear as a greyed out model. The hunter cannot target the stealthed opponents, but it can watch them and follow them, or hit them with non-targeted melee cleaves & ground target AoEs. If the tracked target moves behind LOS, the hunter can still see where it is moving behind LOS. It will display a red outline of the moving character's model through the LOS, so the player can see where the tracked target is moving, even if it is stealth. A tracked target's icon will always show on the mini map so the hunter can always see where it is. Furthermore, the longer the hunter waits before attacking, the track begins to build a damage modifier of +1% every 1s up to maximum of 20s for +20% damage. When an attack is used, the track is expended and goes on cool-down. If the hunter attacks a target it is not tracking, it does not get the damage bonus.
  • Minor Traits -- 1) Pet gains +10% crit on flanking strikes -- 2) Pet gains +10% damage on flanking strikes -- 3) Pet deals 1 stack torment on flanking strikes.
  • Gain +7% crit chance when attacking a tracked target.
  • Major Traits -- 1) +120 power while wielding rifle -- 2) 1s evade when attacked by tracked target-- 3) 33% chance crits deal a stack of torment.
  • Gain +7% damage when attacking a tracked target.
  • Master Traits -- 1) Trap skills trigger twice -- 2) While tracking, pulse alacrity for yourself and allies -- 3) When attacking and expending track, gain 4s of quickness, fury, and 10 stacks of might.

New trap skills:

  • Heal Utility "Feast" - Trap trigger deals 10x pulses of life steal for 250 damage/heal per pulse, per target.
  • Utility 1 "Kill" - Trap trigger deals 1x pulse of hard power damage vs. all targets in radius.
  • Utility 2 "Disable" - Trap trigger converts 3x boons into condis vs. all targets in radius.
  • Utility 3 "Stagger" - Trap trigger throws smaller AoE caltrops around the trigger area, that deal small damage and cripple/slow if crossed.
  • Utility 4 "Bait" - Trap trigger summons a clone of the hunter that taunts all targets in the radius for 1s.
  • Elite "Catch & Release" - Set trap "Catch" and when trap triggers, short lived tethers will attach to the targets which will pull them back to the center of the trap radius if they try to cross out. Once "Catch" is triggered, the trap skill is replaced with "Release" which is a ranged ground target skill with 1200 range. When using Release, it will teleport all targets that still have tethers on them, into the desired position that the hunter targets "Release". If the targets try to cross out of "Catch" and get pulled by the tether which will remove the tether, they cannot be effected by "Release". For the purposes of pve, of course the Catch & Release can have some real damage & breakbar effects.

My morning coffee thoughts for you. This was meant to be designed more for competitive modes rather than for pve benchmarking.

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Rifle looks like shortbow, but with infinite stealth, which would be used for just that.

F5 is extremely weak, 20s to do 20% more damage on one hit, which would be obvious for dodge. The traits are bland, weak and just weird (alac trait seems to want you to do nothing to provide alac).

Traps need to be renamed to something else, since we already have traps. Some are ok on paper and some are just traps we already have.

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5 hours ago, Beddo.1907 said:

Rifle looks like shortbow, but with infinite stealth, which would be used for just that.

F5 is extremely weak, 20s to do 20% more damage on one hit, which would be obvious for dodge. The traits are bland, weak and just weird (alac trait seems to want you to do nothing to provide alac).

Traps need to be renamed to something else, since we already have traps. Some are ok on paper and some are just traps we already have.

This is a very short sighted analysis of what could be done with the template I provided.

Typical though. Same type of thing everyone says/thinks when something new is released "oh this sucks" and then 2 weeks later it's an OP meta after people have figured out the tricks that aren't so apparent at first glance.

If you can't see why that template would be great in competitive modes, and a lot of fun to play, I'm not going to explain it.

It's w/e. Thanks for the feedback.

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I'll have to say that I agree with Beddo.

  • The rifle isn't exciting and the only selling point would indeed be the stealth. It's nice that you give something to the pet with each skill but what you give isn't exciting either...
  • F5 is a very "competitive mode" tool and the bonus associated is like Deadeye bonus but with the annoying condition that you can't attack the foe for who know how long...
  • "Minor traits" are all looking the same. It's easy to design them like this but very annoying to the player when they actually get such traits.
  • "Major traits" are boring and weak.
  • "Master traits" are alright I guess.
  • When it come to trap, I agree with Beddo, they ain't going to be called traps just like warrior's berserker's utilities weren't called "physical" despite being "physical 2.0" or catalyst's utility skills weren't called stances despite being "stances 2.0". Thief's preparations would be fitting for them and it would give the spec more control over their effects.
  • The "traps" themselves, are alright I guess, I could see many of them being "necromancer themed" traps, with one being "mesmer themed" trap.

Overall, I think it still need a lot of work. F5 letting you keep an eye on a stealthed foe is fine but the bonus shouldn't be time related. If you want it to be built over time, tie it to the use of a some skills. For example, make it build a ressource on hit or on skill use, when at the maximum it change the pet's F2 into a new buff skill (common to all pets and not sharing the CD of the regular F2) which would be the way to release it.

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7 hours ago, Trevor Boyer.6524 said:

This is a very short sighted analysis of what could be done with the template I provided.

Typical though. Same type of thing everyone says/thinks when something new is released "oh this sucks" and then 2 weeks later it's an OP meta after people have figured out the tricks that aren't so apparent at first glance.

If you can't see why that template would be great in competitive modes, and a lot of fun to play, I'm not going to explain it.

It's w/e. Thanks for the feedback.

Sorry, I don't have enough to work with to give better feedback.
You have a power spec with condi weapon (or hybrid?), that has no pet synergy, with pet related traits.
The core of the espec, which is F5, doesn't work very well. It rewards waiting and hitting once, but ranger range burst is multi hit and melee is too obvious and lack mobility without expending F5.

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Posted (edited)

After thinking about it a bit, you could even twist this e-spec around the concept of "smell" which should fit the ranger's thematic. After all many animals rely on their sense of smell to "hunt" more than their sense of sight. The "track" effect could simply create a nebulous cloud where your target stand.

You could have traits and skills effects that take advantage of the scent pf blood or the scent of something burning or whatever kind of scent you can think of (for example, a trait that make you and your pet hit harder on target with a strong scent of blood aka: "you deal more damage the more stack on blood on your tracked foe").

Your rifle could send projectiles that hit their target and release smelly clouds with various effect (like a poisonous scent, dizzying scent, alluring scent... etc.)

Edited by Dadnir.5038
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Reject boring conventional gun, embrace Tyranid-style biogun splattering the enemy with honey so they get swarmed by insects Mordrem Troll-style.

If you do insist on breaking the ranger paradigm by giving them a conventional rifle in an elite specialisation, though, don't go half way. Go full on Wild West frontiersman with trusty dog (or moa or smokescale or whatever) at their side. Drop the generic magical traps and delve into the sort of technological tools a Blood Legion scout or beastmaster might employ to survive in the wilds or to catch their marks. Cans of gunpowder with lids attached to a string so that a good yank causes a lit match to fall in and cause the contraption to explode, spraying nails everywhere. A thumper device that CCs nearby targets when triggered. That sort of thing. If you're going to do it, commit.

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