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Ancient Seeds
Yup yup yup, +1. It made no sense to turn an elite into a trait with a 10 sec icd…
Break stun quickly and you can walk out without even clearing the immob. The seeds take a while to grow. Or if the ranger is a bit slow on the attack you may not even need to break stun, just get up and walk away while the seeds grow onto nothing.
Break stun quickly and you can walk out without even clearing the immob. The seeds take a while to grow. Or if the ranger is a bit slow on the attack you may not even need to break stun, just get up and walk away while the seeds grow onto nothing.
If I stunbreak it before they can proc AS, then AS is still off cooldown and Druid has far more dazes and knockdowns than I could possibly have in stunbreaks. And of course once e gets the inevitable AS proc, he can just LB2 me into oblivion.
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Only reason druid is used in dps builds
Bad Elementalist
Only reason druid is used in dps builds
Support traitlines shouldn’t be used in dps builds, but when you’ve got a trait that godly……
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its cd is pretty short I gotta say…
I’d be okay with it if I got an auto basi every 10 sec on my thief.
I’d be okay with it if I got an auto basi every 10 sec on my thief.
Can my necro get auto CttB too?
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I wouldn’t mind the roots/entangle skills as much if they weren’t so buggy. I still get stuck-bugged, or have melee attacks fail to damage the roots, and all the other annoying little things. If I were allowed to eliminate one thing from this game, it would probably be the pulsing immob abilities. The passive trait that triggers from any attack without the caster even having to set it up is just bad design.
Still, it’s part of what gives druid its role. Power ranger has been a pain for necro for a long time. I don’t like it, but it seems to be the design intent.
If I stunbreak it before they can proc AS, then AS is still off cooldown and Druid has far more dazes and knockdowns than I could possibly have in stunbreaks. And of course once e gets the inevitable AS proc, he can just LB2 me into oblivion.
Well there’s your problem. Once AS triggers you can simply walk out of it. Don’t stun break so fast no human can react, just make you are able to walk out of the seeds. Like I said if the druid is slow you may not even need to stun break at all, just simply move forward.
Also LB2 into oblvion on a mender’s tank amulet? Um…
If I stunbreak it before they can proc AS, then AS is still off cooldown and Druid has far more dazes and knockdowns than I could possibly have in stunbreaks. And of course once e gets the inevitable AS proc, he can just LB2 me into oblivion.
Well there’s your problem. Once AS triggers you can simply walk out of it. Don’t stun break so fast no human can react, just make you are able to walk out of the seeds. Like I said if the druid is slow you may not even need to stun break at all, just simply move forward.
Also LB2 into oblvion on a mender’s tank amulet? Um…
To suggest balance on the skill of a certain player is a null argument. Balance should be made for skill caps, not the lowest common denominator.
I kind of don’t mind the elite operating the normal way. (although a 60 c/d is kind of low for a reapplying zoning immobilize but whatever.)
The trait should probably have a “one response solution” though to keep it consistent with the rest of the game. It should also be up to the player to apply cover condis not just be part of the trait.
“Maybe I was the illusion all along!”
My suggestion for the trait is first, increase ICD to 20 seconds, and then reduce the duration to 3 seconds, and then lastly to reduce the hp of the roots so that that counterplay that anyone can do is more effective against it. Only then will I consider this trait balanced. I think it’s good that the requirements to make it proc are strict. Your target must be under some kind of CC and then you need to hit that target. So many auto procs just need you to hit something below a certain hp or just hit them at all and it’ll proc. So at least it has that keep it in check.
pulsing immob is just terrible design.
it needs to go.
My suggestion for the trait is first, increase ICD to 20 seconds, and then reduce the duration to 3 seconds, and then lastly to reduce the hp of the roots so that that counterplay that anyone can do is more effective against it. Only then will I consider this trait balanced. I think it’s good that the requirements to make it proc are strict. Your target must be under some kind of CC and then you need to hit that target. So many auto procs just need you to hit something below a certain hp or just hit them at all and it’ll proc. So at least it has that keep it in check.
Yeah, that sure sounds GM worthy… lol!
To suggest balance on the skill of a certain player is a null argument. Balance should be made for skill caps, not the lowest common denominator.
The balance skill cap is that you simply walk forward. I’m not sure what you’re even arguing. The lowest common demonstrator is someone who can’t find their W key…
To suggest balance on the skill of a certain player is a null argument. Balance should be made for skill caps, not the lowest common denominator.
The balance skill cap is that you simply walk forward. I’m not sure what you’re even arguing. The lowest common demonstrator is someone who can’t find their W key…
The immob as far as I can tell is instant application. You need resistance to walk out.
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I’m not a fan of the pulsing immob on this trait. It should be reduced to 1 application of 3 sec of Immobilize. That’s still allows for an absolutely incredibly 30% uptime on immob from this single trait
The vine doesn’t instantly spawn as I have seen some who would stun-break PBS (mostly mid range) before it could appear to grab them, or walk out of the spot/gap close if they were further away. Oftentimes its easy to snag someone with it while they’re unaware, unprepared (say, getting knocked down from a pet and then struck) or distracted from focus fire, but 1v1, I’ve seen a number of players who dont have much problems dealing with it generally. It doesn’t help that the vines themselves are also frail and dissipate easily, but I could see their health getting reduced to “1-hit kill via AA” level
In any case its the only Grand Master trait that actually has a good use outside of CA and has some benefit to Core Ranger so I cant readily agree to it getting nerfed into garbage when its just above average as is. If it changes from pulsing, it’ll need to be a reliable instant bind at least.
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The vine doesn’t instantly spawn as I have seen some who would stun-break PBS (mostly mid range) before it could appear to grab them, or walk out of the spot/gap close if they were further away.
They are breaking before the trait is proc’ed. The immob still goes off the moment the trait is activated, same as Entangle.
In any case its the only Grand Master trait that actually has a good use outside of CA and has some benefit to Core Ranger so I cant readily agree to it getting nerfed into garbage when its just above average as is. If it changes from pulsing, it’ll need to be a reliable instant bind at least.
You do realize that Ancient Seeds is a druid trait not a core one right?
Also it’s significantly stronger than the majority of grandmaster traits in the game, and I would argue that it’s the single strongest offensive proc in the game.
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Yay immobilize !
Let me go play bloodyroar/arc divider for some easier lols.
It’s kinda strange all the ranger players defending Ancient Seeds, while pre-HoT they were on the receiving end. How quickly people forget. Pre-HoT if a guardian used Hammer #5 and teleported to you from a far, a range usually couldn’t do anything but die, if he didn’t have stability. Now, if you don’t have any condition removal instant and ready, you simply die like ranger used to.