Vote for the Profession Collaborative Development
1. Ranger (broken since launch, traits in wrong lines, pets can’t hit kitten etc)
2. Elementalist (overnerfed)
3. Mesmer (nothing more than veil- and portalbots in WvW)
Fojja – Vyxxi – Nymmra – Mymmra – Champion of Dwayna .. and more
Highly Over Powered Explorers [HOPE] – Desolation EU
(edited by Aveneo.2068)
1. Ele
2. Mesmer
3. Ranger
If I could select a fourth it would be Engi.
Retired.
WvW Medium/Large-Scale Perspective:
1. Ranger (not a serious profession for WvW raids)
2. Engineer (bomb explosion delay, retaliation, stability)
3. Mesmer (used mostly for veil and null field in guild raids)
1. Ranger
2. Necro
3. Ele
1. Ranger
2. Ele
3. Mesmer
(4. Thief, 5. Necro 6. Engi, 7. Guard, 8. Warrior)
(edited by Curunen.8729)
1. Elementalist
2. Ranger
3. Thief (dual pistol)
1. Ranger
2. Engineer
3. Elementalist
- Necromancer – needs less condition-based, more power-based options, probably a spike option, fix minion AI
- Thief – need more weapon set, fix traps, fix venom, several non-functioning/bugged traits
- Elementalist – no weapon swapping is crippling, allow elemental specializations thru weapon swap, attunement dancing is mind-numbing/monotonous/boring, weapon swapping is fun
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
Necromancer
Ranger
guys ist about Balance, not only buffs=P
1) Warrior (too much of everything, slight corrections and i think he is balanced)
2) PU Mesmer ( defensive of enorm condi dmg and dmg of phantasms is too much)
3) Ranger ( Ranger is not as bad as everyone thinks, just some synergy between skills, effects and traits would be cool )
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!
1.Ranger: because theyre stuck with a class mechanic that is far too unreliable and sloooow
2.Necro: because a lot of the traits and mechanics need help. and instead of being an anttrition class with good standing power, necros are really bursty atm.
3.rangers pet: srsly, kittening do something.
Gunnar’s Hold
1. Ranger
2. Elementalist
3. Necromancer
1. Ranger
2. Elementalist
3. Engineer
guys ist about Balance, not only buffs=P
1) Warrior (too much of everything, slight corrections and i think he is balanced)
2) PU Mesmer ( defensive of enorm condi dmg and dmg of phantasms is too much)
3) Ranger ( Ranger is not as bad as everyone thinks, just some synergy between skills, effects and traits would be cool )
OP says “needs the most help” => sounds like buff rather than balance to me.
1) Ranger
2) Elementalist
3) Guardian
Update 5.9.2013: getting better ANet, still way to go!
A Lannister always pays his debts – For everyone else, there’s Mastercard.
1. Ranger
2. Necromancer
3. Engineer
1. Necromancer
2. Engineer
3. Elementalist
Thief
Rangers
Elementialist
In that order
1. Ranger
2. Necromancer
3. Elementalist
1- Ranger
2- Elem
3- thief!
1.) Ranger.
Pets feel unpolished. Pet skills don’t always go off despite the fact that they’re supposed to be most of a Ranger’s utility. Pet names don’t get saved reliably. Pet attacks are slow and clumsy. Pets don’t die as easily as they used to, but they still die more easily than they should, given that they’re 30% of a ranger’s damage.
Sword is especially irritating. The 1 skill prevents dodging and initiating finishers. The solution given is to take it off auto attack. However, the 1 skill also has a tendency to send the ranger flying when hit after an enemy dies (I think it depends on where in the sequence the mob dies). So, you know, if you hit it an extra time (as you might if you’re not auto-attacking), you might end up falling off a ledge, or going right into another mob. The solution to that is either to auto-attack, or to be absolutely perfect in your execution. I think that, in this case, asking perfection from players is asking too much; no other auto-attack has this problem.
2.) Necro. They’re viable, but buggy.
3.) Engineers. The mechanics are clunky, and the kits/ascended thing is an issue.
Honorable mention: I play a warrior. I love my warrior. However, the damage/survivability curve on them seems a bit too forgiving.
1. Elementalist
2. Ranger
3. Engineer
1. Thief
2. Necromancer
3. Ranger
Grab the Wall
guys ist about Balance, not only buffs=P
1) Warrior (too much of everything, slight corrections and i think he is balanced)
2) PU Mesmer ( defensive of enorm condi dmg and dmg of phantasms is too much)
3) Ranger ( Ranger is not as bad as everyone thinks, just some synergy between skills, effects and traits would be cool )OP says “needs the most help” => sounds like buff rather than balance to me.
Too late. the dev’s will look at that and be like “O.O what warriors need help? We’re on it >:(.”
1. Necromancer
2. Ranger
3. Elementalist
1) Elementalist
2) Engineer
3) Necromancer
Champion Genius & Phantom
~No Stomp No Glory [PWND]
1. Elementalist
2. Ranger
3. Mesmer (mainly bug fix)
1. Thief
2. Ranger
3. Elementalist
1. Ranger
2. Engineer
3. Elementalist
(reverse alphabetic order FTW)
1. Ranger
2. Elementalist
3. Engineer
1. Elementalist
2. Ranger
3. Mesmer
1. Ranger
2. Engineer
3. Elementalist
1.Ranger
2.Ele
3.Engie
4.Necro 5.Thief 6.Mesmer 7.Guard 8.Warrior
1. Elementalist (this class is worthless in PvP)
2. Warrior (Overpowered, from someone who gone from Guardian to Warrior, Warrior just feels like a truck, I hit harder even when I’m more tough than a Guardian)
3. Necromancer (Too strong with Condis, too weak with Power)
1. Ranger
2. Elementalist
3. Whatever
1. Elementalist
2. Ranger
3. Engineer
1. ranger
2. thief
3. engi
head here to discuss wvw without fear of infractions
I only PvE so that’s what my suggestions are focused on:
1. Ranger bows – In general are currently frowned upon if seen using one.
2. Engineer Turrets – Bugs galor on ALL turrets. Healing Turret is only used cause it provides good support/cleanse yet its over-change doesn’t scale with healing power at all, and its best heal (Med Kit if solo).
3. Engineer Hobosacks – Option to have on & off. When on, let it use dye it.
1. Elementalist
2. Ranger
3. Necromancer
1. Elementalist
2. Engineer
3. Necromancer
- Elementalist:
- Passive healing is too low. Signet of Restoration would be nice to be able to use, but we lose cleanses, or blasts, and that’s too much to lose. This forces us to use blasts in staff to heal up, or more vitality on gear, or attain guard defense stacks in WvW/EotM, or vitality based foods.
- Health pool is too low. What is it, 11k health in zerkers? Does our damage make up for that? Maybe every 180s with tornado it does. Do our cantrips make up for it? If you’re very, very, careful. We are highly dependent on other players keeping ememies away from us, in order to put out the most damage we can. It just happens to be worth it, because it is the most fun.
- Mobility was stripped from us in x/D, and given longer cooldowns. Basically D/D eles were breaking combat to heal up when things were turned against their favor. Yet warriors, thieves, rangers, engineers, mesmers, (whatever else), are still able to do this with the utmost ease. This is probably the most irritating thing to me. I don’t even bother with D/D anymore because of it. And a lot of people don’t even bother with this class because of it. The focus (weapon) desperately needs sprint in it somewhere.
- Our condition uptimes are too low, and lacking in damage types. Longer chills, burns, and cripples would help.
2. Ranger – I don’t know much about this class. The common theme is that everyone else can do it better than whatever the ranger can do.
3. Downscaling other classes. Take a hard look at the mobility of warrior and thief, and weigh those against what those classes are already able to do attack-wise, and defense-wise. Then scale them down to match what other classes have to endure. These 2 classes break the balance of the game. Look at how many other classes are using 6/6 travelers to make up for their slowness.
1) Necromancer- Just not fun to play even with condition staff build. Minions are useless in pve generally.
2) Elementalist- Just a pile of “ugh” everywhere.
3)Engineer- Just not a desired class anywhere except when they use bombs.
1. Engineer (Flamethrower!)
2. Ranger
3. Mesmer
1 Elementalist
2 Thief
3 Engineer
1. Elementalist
2. Mesmer
3. Necromancer
1. Ranger
2. Thief – to cheesey, not strong enough when not cheesing
3. Warrior – to good at every thing all the time
1. Mesmer
2. Ele
3. Necro
Warriors need a good look at too> High DPS paired with high mobility, high heals every tick and heavy armor?
1. Necromancer
2. Ranger
3. Elementalist