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No Johns
Bonfire
Combustive Shot
As you see in the Screenshot, i compeletely Spiked Bullet Haz Frenzy in this one!
I agree that bonfire is op.
I dont know if this matters that much but isnt one of them a burst skill and the other not. So it may not be fair to compare them in a “vacuum”.
I dont know if this matters that much but isnt one of them a burst skill and the other not. So it may not be fair to compare them in a “vacuum”.
Considering Bonfire is a #5 torch move on a Ranger, and he’s comparing it to the highest damaging “fire field” type move, I think he’s trying to say subtly that it needs a buff.
It would need a buff maybe only a little in the damage department and for a placeable firefield on a quick cast time(bonfire) its reasonable with its 8×1sec burns .
the only changes i can see to bring this up As a Quaility of life change, would be to up the bonfire Radius to 180.
then up the Off-hand training http://wiki.guildwars2.com/wiki/Off-Hand_Training.
this trait only effects skills like bonfire by a portioned amount currently bon fire is 120 to a 180radius with this trait.
Current
Increases the radius of Bonfire from 120 to 180.
Increases the reflection radius of Whirling Defense from 150 to 225.
Increases the radius of Call of the Wild from 600 to 750.
Qol changes
bonfire = increase to 240
Whirling defence= No change
Call of the wild = increased to 800
the 300+ range for Ranged attacks Remains unchanged.
this would provide a larger boon Area , a more noticeable firefield.
8×1sec as a base is good though for it to last 2secs would need runes+food and 30% in MM, restricting the potentional of this skill.
8×1sec (1sec increased to 6×1.5 secs now will = 3sec burn duration with 100% condi duration)
duration still 8secs.
so
bonfire
Radius 120 (240 Traited off-hand training)
Cooldown 20secs (16secs Traited)
damage 90 (this skill could go up to 100)
Burning Duration 6×1.5secs
Field duration 8secs(unchanged)
the problem with this skill is it need 6 in Marksman to even get any result of a Extended burn.
6 needed for duration % , takes away from the trait lines that effect this skill the most, wilderness(damage) unless you traited for 6,2,6,0,0 would be the only reasonable set up to get the most from this skill without stating for it with runes ect.
to get this skill up to 2sec burns would only require you to have 50% condition duration. mostly Aquired through food , and will allow only 2 in marksman for the skill to be effective.
and most people stand in a bonfie for 2secs max where the burns would only last 2secs, though it does make using a condi clear pointless since its only 1sec,
my problem with this is that it requires too much Investment to just to get it to a effective and Contributing standards.
6 marksman, 6 wilderness and Food+runes for a 2sec burn, costs too much.
Qol changes no instant damage increase, 6procs instead of 8 slightly longer burning duration also radius increase if traited.
agree? disagree ?
(edited by Zenos Osgorma.2936)
it always kind of surprises me when people say they run builds that use torch, regardless of profession.
3 professions have torch as an option, 3 professions mostly ignore torch because it sucks.
rangers, in denial, decided that they’ll use torch for that fire shield.
I dont know if this matters that much but isnt one of them a burst skill and the other not. So it may not be fair to compare them in a “vacuum”.
Considering Bonfire is a #5 torch move on a Ranger, and he’s comparing it to the highest damaging “fire field” type move, I think he’s trying to say subtly that it needs a buff.
Even comparing class mechanics to class mechanics, does any Ranger pet come remotely close to being as impactful as Combustive Shot? It’s like one guy has a bazooka for a class mechanic and the other was tossed as a squirt gun.
Comes with some aggro abilities (occasionally a bad thing), some additional damage independent of the user’s stats and some conditions/control skills that you don’t have complete control over.
Rangers’ mechanic can’t be compared to warriors’ mechanic, they don’t function anywhere near the same way. The closest analogue to ranger pets are mesmer clones, and the closest analogue to burst skills on warriors is guardians’ virtues – provides some benefit when skills are not used, more benefit when the skills are used but removes passive effect.
Rangers’ mechanic can’t be compared to warriors’ mechanic, they don’t function anywhere near the same way. The closest analogue to ranger pets are mesmer clones, and the closest analogue to burst skills on warriors is guardians’ virtues – provides some benefit when skills are not used, more benefit when the skills are used but removes passive effect.
+1
Thank you for saying it so I don’t have to for the millionth time.
Bonfire, if anything – increase radius slightly as suggested earlier, and allow it to do more direct damage (like 20% more then currently).
While such a change would make near no difference for pure condi, trappers often build hybrid (rabid) and thus they need the direct damage increase.
Same damage increase should also happen for all ranger traps.
Rangers’ mechanic can’t be compared to warriors’ mechanic, they don’t function anywhere near the same way. The closest analogue to ranger pets are mesmer clones, and the closest analogue to burst skills on warriors is guardians’ virtues – provides some benefit when skills are not used, more benefit when the skills are used but removes passive effect.
1. I dont compare Mechanics, simply 2 Skills.
2. Warriors only benefit from thier Adrenaline when they traited for it.
3. It is not like the 3 Adrenaline Bars would be much to offer in order get such a huge Bonus. Considering a traited Combustive Shot costs only 2 Bars instead of 3 and provides a condition cleanse every 7 Seconds, noone can deny Bonfire is a Joke.
Rangers’ mechanic can’t be compared to warriors’ mechanic, they don’t function anywhere near the same way. The closest analogue to ranger pets are mesmer clones, and the closest analogue to burst skills on warriors is guardians’ virtues – provides some benefit when skills are not used, more benefit when the skills are used but removes passive effect.
1. I dont compare Mechanics, simply 2 Skills.
2. Warriors only benefit from thier Adrenaline when they traited for it.
3. It is not like the 3 Adrenaline Bars would be much to offer in order get such a huge Bonus. Considering a traited Combustive Shot costs only 2 Bars instead of 3 and provides a condition cleanse every 7 Seconds, noone can deny Bonfire is a Joke.
it’s also warrior’s only combo field and ranger were never meant to have nice things
Bonfire needs a buff, but you are comparing it to a skill that needs a nerf.
Considering a traited Combustive Shot costs only 2 Bars instead of 3 and provides a condition cleanse every 7 Seconds, noone can deny Torches are a Joke.
FTFY.
it’s also warrior’s only combo field and ranger were never meant to have nice things
Oh okay if its like this xD
Ranger torches need a buff, i concur
Ranger torches need a buff, i concur
Not really, I would prefer combustive shot radius to be nerfed instead of buffing other AoE’s. There’ nothing skillfull about AoE spam that covers an entiere PvP point.
lol then what would be the radius with 1 bar of adrenaline? Many skills can cover almost or all a pvp point so many: caltrops,barrage,bombs,chaos storm,staff ele,traited symbol… and AI does count lol.
combustive shot (3 bars) is larger then most of those.
Staff ele has 4 times the CD on node covering skills or have to use a trait (which shouldnt be taken over another trait) to increase radius.
Barrage is 3x CD of combustive shot, deals less damage and roots the ranger on cast
Chaos storm is negligeble and can in most cases be ignored.
Traited symbols hit like a wet noodle, if you die to one you simply are doing something wrong. also, longer CD in most cases
Necro marks/wells – 4x CD of combustive shot, less damage/mark then combustive shot. Gotta use 2 of them to do same damage, takes utility slot for some of them.
Caltrops – short duration bleed, half size of combustive shot, only deals 2-4 stacks of bleed + some cripple.
Engineer bombs – about as big tell to these as to eviscerate. if you fail to dodge it, you just fail at the game.
Pets – no pet AOE hits that hard, or that wide.
In short – yes combustive shot needs a shaving. Not much, but it needs a slight shaving.
They already nerfed combu shot twice…
The ticks are so slow you could walk over and get zero damage. That why its so big.
If it was made smaller (they did on lvl 2) they also should increase the ticks again.
And for the record, its a burst attack.. And you compare it to a normal attack..
With the upcomming change to Adrenaline they should tweak Combustive Shot or the Longbow will become even more important than it already is.
When missing any other Burst skill drains your Adrenaline the guaranteed “hit” from Combustive Shot will make it way better to trigger Cleansing Ire.
Here’s an example how it could work:
Torch #4 is fine, although it’d be nice if it was a projectile (don’t tell me throwing doesn’t work because dancing dagger is a projectile).
Torch #5 could just use a bigger field and a little more damage per tick. The condition portion of it is very strong it just needs a radius increase which making off-hand mastery cover that would be more than enough of a buff.
You cannot compare only 2 skills, you need to see all the picture. Trap rangers can have torch 4 / 5 for burning plus traps. All of them in a point.
The skill is balanced for what you can achieve with other skills together.
Most rangers don’t use Off-hand torch with traps , they need a shortbow and s/d for their survival options.
generaly torch is used in hybrid sb, s/T or dual melee , Gs , S/T (no traps or only 1 trap and its spike)
currently its very limited in what torch 5 can do , its not effected by Trap traits (only offhand Training) also limits the use of Traits in certain lines , like Condition duration (marksman, skirmishing)
getting skill 5 on torch a slightly longer burn , would mean you wouldn’t have to invest 6 in MM and 4 in Wilderness just to get bonfire to be at its highest potentional.
that only leaves you with 4 points , ether for skirmishing and only the Adpet traits are worth takening if your the melee hybrid gs/ S+d and quick draw if using a shortbow costing the full 4 spare points.
to get Bonfire to Dangerous condi damage lvls you need a 100% condi damage build and Scarifice any chance of getting it any higher than 1sec, only possible way is to add Burning duration runes and food, 6 in marksman.
6×1.5sec burns= total burn duration 9sec(before buffs) and if the target stays in the field 100% of the Field duration.
not having to spend so much investment Not just in traits but nearly every Aspect of gear to get it to 2secs , is very limiting to Trait set up for this skill.
it doesn’t have that much of a place in any build other than a Condi damage hybrid.
the slight changes would be a slight increase in burn duration/ 1 more sec of burning damage and a slightly bigger radius traited means we could be a second option for firefields. Quailty of life and a little bit of Diversity for this skill to not just be Restricted to full condi builds.
conbustive shot maybe a burst just dont’t forget that cooldown and how easy you can land it.
unless your fighting a single target it might be problamatic but it is pretty easy to work out his movement habbits after a fisty cuff punches.
(edited by Zenos Osgorma.2936)
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