Feedback:User/Arghore/GW2 Ranger
GW2 Ranger | |
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User | Arghore |
Categories | Mechanics |
To keep this suggestion somewhat short i will link to the argumentation asto why i think some things need to be different, as well as what these things are: [1]
The above analysis lead me to redo the ranger utility skills with a stronger focus on the ranger theme and clear choices for the ranger mechanics. To finish the picture i also worked on the ranger weapon skills with the same analysis in mind, and to give each weapon a clear use and make them different from eachother, while incorporating more nature and 'ranger' references...
Utilities
In general the analysis came down to about 4 skills in each of the bolded catagories below, covering about 4 skills in each soft trinity catagory 'DPS, Support, Controll'; leaving 2x4 skills for Pets and Flavour. Some skills have a 'might option' which seems appropriate for the skill but might not be balanced.
Traps
Traps are largely used for DPS, they can be thrown through Traiting 'trapping'
1. Spike trap: does damage and applies cripple (can be traited with barbs to apply bleed, or vennonspikes to apply poison.) spikes lunge from the ground, it would be cool if based upon the trait these spikes would either have extra side spikes, or have a green fume comming from them, to visually cue the trait.
2. Vipers Nest: does damage and applies poison (can be traited to apply vulnarability, or to apply weakness.) snakes appear in the area effected by the trap, making biting moves
3. Pollen Trap: does damage and applies blindness. (might be traited with Daze) A yellowish clowd is released from the trap
4. Entangling Trap: does damage and applies immobilized, with destructable vines. (might be traited with brables to apply bleed) vines spring up in the area effected by the trap, if traited it would be cool if the vines have thorns on them.
[elite] Boogy Men: does damage and applies fear, vulnerability and daze. (the addition of daze is to make it usefull against immobile bosses) Scary skeletons on sticks springs up from the ground similar to the welknown 'welcome to the jungle' signs in Indiana Jones movies.
Spirits
spirits are permanent entities with permanent effects, they can be destroyed by foes. They have an activation option that lets the ranger destroy the spirit, the duration of the destruction/power effect is linked to the spirits health at the moment it gets destroyed by the ranger, the range of the destroy effect is large than the spirits original AoE, it splashes appart... If the spirit is killed before the ranger envokes/destroys it nothing happens. These spirits have a clear visible effect on the area they effect.
1. Mountain Spirit: applies a Chill effect to all foes in it's range. (can be traited with grants a protection boon to all allies within it's range) > activation: Send stone shard flying around knocking down foes in the area. (can be traited with either, vulnerability for foes or swiftness for allies) Changes the ground area into granite, with snowy patches, a 'king of the mountain' like spirit head is connected to this patch and snow flakes fall down from it, this is also the target to destroy.
2. Desert Spirit: applies a weakness boon to foes in the spirits reach. (can be traited with applies a might boon to allies) > activation: Send either sand flying around or a big flash blinding foes in the area. (can be traited with either setting foes on fire for a degen, or giving allies a regen.) Changes the ground area into sand, with tiny dunes, heat shiver radiates above it and forms the torso of a female, one that looks as good as an oasis in a dry desert.
3. Bog/marsh/Jungle Spirit: foes within range of the spirit and under the effect of A condition gain vulnarability and poison. (can be traited with allies within range of the spirit apply bleeding with their attacks) > activation: sends dark/green water splashing around, all foes within reach gain vulnarability and poison. (can be traited to either, also apply chill to foes, or to remove 4 to 1 conditions from allies (depending on the amount of health left when the spirit got activated.)) Changes the ground area into a water layer (with splash effect), and rotting roots here and there, fumes rise from this water to form a spirit that looks like a rotting skull made of entwined roots
4. Forest spirit: foes within range of the spirit get knocked down every X sec. (can be traited with Allies within range of the spirit gain a Vigor boon) > Activation: All foes within reach are immobilized with vines (can be traited with brambles to apply bleeding to foes, or with a protection boon on allies in reach) Changes the ground into leafs with resprouting tree trunks and small bushes, a spirit in the shape of the oakheart concept art stands firm within the area, leafs whirl down from it
[elite] Nature's renewal: grants stability and a Vigor and Regen boon on Allies in reach (whether alive or downed), foes within reach get Dazed every X seconds. > Activation: Allies gain a Fury and Might boon, Foes get stunned. Changes the ground into a grassy area with blooming flowers and butterflies/bees flying around, a spirit torso of a lady, with a flowery appearance hovers above this area, flower pettals fall down from her.
Nature
Nature skills are largely ground targetted AoE skills with a set timer, they can't be destroyed
1. Roaring winds: foes in the area loose a boon every X sec they are in the area. (can be traited with either, foes without boons get knocked down, or allies gain a swiftness boon that lasts X sec) ground wind picks up leafs and has them floating around, in a slow tornado like fashion.
2. Vine wall: throw vineseeds onto an area, they grow into a wall of vines blocking incomming projectiles, foes moving through the wall are crippled (can be traited with bleed or poison thorns) vines grow outof the ground to create a wall
3. Bog Water: Throw a bottle of rancid bog water on the ground that breaks and forms a dark green/brown watery patch, foes in the area are Dazed for X seconds by the fumes, attacks pick up poison when traveling through the fumes.
4. Sugary Water: Throw a bottle of sweet water on the ground that breaks and forms a yellowish watery patch, attracking all sorts of insects (bees and ants f/e), applying weakness for X seconds and Blind. (can be traited to give allies in the area a Vigor or A Regen boon)
[elite]Mighty Roots: Throw a bottle of furtilizer on the ground that (or call upon) causes roots to rapidly grow, lauching any foe trying to enter the area and applying criple. (can be traited to apply bleeding or vulnerability to foes)
Pet support
1. Feral signet: pet has a permanent might boon > activate, remove all or X conditions and the might boon from the pet (recharge signet)
2. Vitality Signet: you and your pet get a swiftness boon every X sec, lasting Y sec. > activate: you and the pet get a swiftness and fury boon lasting Z sec. (recharge signet)
3. Camouflage Signet: you and your pet gain invisibility aslong as neither move or attack. > activate: you and your pet gain invisibility for 3 sec or untill you attack. (recharge signet)
4. Beastly Roar: summon a pet creature with a swiftness boon, native to the area, to fight along side you for X sec. the pet spawns at a distance to the side of you, from a whirl wind of leafs (hopefully far enough to make it look like it came outof the area, and not a summon, some pets like devourer might warrent comming from the ground)
[elite]Alpha strike: bring out all eligible pet for X sec.
[elite]Rampage as One: you and pet get a swiftness boon, a fury boon, a might boon, a protection boon and a regeneration boon for X seconds.
Flavor
1. Forrage: pull a weapon/skill from your surroundings.
2. Tracking: Highlight foes in the area on the team's mini map.
3. Antidote Signet: loose a condition every X seconds > Activation: all allies in area loose X conditions (recharge signet) (can be traited to increase X)
4. Companionship: every ally in the area is granted an individually random boon, since everybody is affected differently when feeling companionship
Weapon skills
Each weapon has a more defined fighting style, though all weapons are slightly mobile and a little 'dirty'. The skillsnames are more related to animals, by using a style of attack that fits the animal. For the bows i made a clear choice to use names and effects related to IRL arrowheads or shaft property. All in all they paint a stronger picture of the Ranger's theme.
Greatsword:
The ranger's choice for right up front pressure and pester, the kind of weapon you will glady take 'rampage as one' with...
1. Slash: Slash your foe. [No recharge]
> Bash: hilt bash your foe, causing a short 1,5sec Stun if hit from behind. [No recharge]
>> Devourer Stab: Stab your foe. [No recharge] arc body with blade up high, then stab, mimicing a devourer stab
2. Panther Stike: (Run in while evading attacks if needed) & leap at your foe and strike. [8s] shows a ghostly panter animation with the ranger action
3. Whirling Blade: Block incomming attacks (projectile & melee) [15s] circles the blade infront of the ranger as a slight angle. (3. can be traited to: applies upto 3 stacks of bleed given it hits, or 3 stacks of poison)
4. Kick Dirt: Kicks up dirt with sword, blinding foes, also applies cripple if the sword hits a foe [20s] Ranger slams sword into the ground and kicks it, throwing up a cone of dirt
5. Bull's Charge: physically bash into your foe knocking them back, roll forward. Knockdown and daze them if you hit from behind, roll forward. [30s] shows a bull's ghostly 'charge' in the animation.
Sword:
Melee scirmish weapon, can be combined with off hands for different tactics
1. Tiger Slash: Slash at your foe 2 times, hitting forth/back/forth/back. [No recharge] with each slash a 'tiger slash' appear above/behind the ranger(can be traited with bleed)
> Kick: Knock back inactive foes with a kick. [No recharge]
>> Pounce: Leap at target foe and strike. [No recharge]
2. Crane Twist: Stab at foe and twist the Sword to cause Vulnerability [8sec] Hold the sword with a pretwisted wrist, sword plus hand form a crane's head, stab, and twist, like a crane twists his head after a catch..
3. Crab's Defence: Hold up sword like a crabs pincers to block an attack, then roll back. [10s]
Axe | Main hand:
Ranged 'melee', can be combined with off hands for different tactics
1. Cleeve: Throw an axe at your foe [No recharge]
> Beaver's Bite: roll forwards and slash at your foes legs, causing cripply [no recharge]
>> Cheek to cheek: hit your foe with the flat side of your axe causing a short daze, roll backwards [no recharge]
2. Corded Ware: Throw an axe at target area, where it rotates 1x damaging foes, and back striking foes each way. [6s]
3. Ricochet: Bounce your axe off multiple foes.[10s]
Axe | Off hand:
Defensive off hand, makes sword very defensive, normal defense for axe, ally boon.
4. Whirling Defense: Blocks projectiles while damaging nearby foes. [25s]
5. "Timber!": Shout 'Timber' to warn imminent incomming and grants nearby allies swiftness and protection.[25s]
Dagger | Off hand:
Offensive off hand, makes sword more scirmish, makes Axe more ranged/keep distance
4. Serpent Strike: Throw knive at your foe to poison them. [15s] a green ghostly snake follows the knive
5. Hornet Sting: Stab to poison your foe and roll back [15s]
Torch:
AoE off hand, interesting invis tactic for defense/offense, offensive AoE fire
4. Smoke Screen: Set a pile of green wood on fire causing a smoke patch, giving you and allies 3 sec of invisibility (breaks on attack).[25s]
5. Set Ablaze: Throw your torch and set a fire to an area burning any foes. [20s]
Warhorn:
Ranged 'offensive' off hand, with ally boons
4. Hunter's Call: Call hawks to swarm your foe. More attacks when traited. [20s]
5. Call of the Wild: Grant Fury, Might to yourself and nearby allies. [25s]
Shortbow:
Mid-range scirmish.
A. Shortbows can be traited with serrated heads (bleed) or poisoned heads, inflicting one stack of either condition on a hit, with skills 1-4.
1. Cross Fire: Fire an arrow, that weakens your target if it hits your foe from behind or the sides. [No recharge]
2. Broad Head Arrow: Fire an arrow that causes one stack of bleed to your target.[6s]
> Rip Arrow: (Run in while evading attacks if needed) roll in and rip the broadhead arrow out of your foe, causing another stack of bleed [active untill recharged]
3. Swift Kick: Knockback your foe with a kick then fire a quick shot. Gain swiftness if the shot hits. [8s]
4. Splintering shaft: Shoot an arrow that splinters on impact crippling any foes in range. [10s]
5. Blunt Arrow: Daze your foe with an arrow. Stuns them if you hit from behind. [15s]
Longbow:
Long range with a tad more AoE...
A. Longbows can be traited with serrated heads (bleed) or poisoned heads, causing either condition on hit, with skills 1-4.
1. Long Range Shot: Shoot your foe from long range. The further the arrow flies the more damage it does. [No recharge]
2. Hardened Bodkinheads: Rapidly fire 3 arrows at your foe, causing vulnerability for every hit. [8s]
3. Barrage: Barrage target area with a hail arrows. [20s] (can be traited with crippling)
4. Weight Down Arrow: Knock back your foe with a Weight Down Arrow. The closer they are, the further it knocks back. [15s]
5. Entangling Shot: Fire an arrow with entangling seeds at an area, immobilizing foes when the seeds hit the ground. [30s]
> Release Seeds: forms a cone shape area where the release is activated.
Staff:
the staff is a long range weapon centered around beast mastery and nature skills
1. Swarm of insects: have a foe festered by insects doing dot. [no recharge]
2. Binding roots: immobilize a single target with roots [6s]
3. Rodent Menace: Mole hills appear and rabbits come from the ground in a certain locations, causing foes to get crippled. [20s]
4. Thorn wave: cone shaped attack blasting a wave of thorns at foes.[10s]
5. Bird of Prey: call upon a bird of prey to fly in and attack your foe, with bleed and dot [30s]