Rangers deleted from pvp, again
The class isn’t dead at all lol
Of course the ranger class isn’t dead. Any good player will still excel at playing a ranger and beginning players will get destroyed even faster.
The spirit build, however, is dead.
Spirits are still good,actually now i dont feel so dirty playing a Spirit Ranger…Even if Spirit is on CD you still got their passives,you just dont have their actives,this was a “hit” to actives,you now must use em correctly instead of spamming em.
The exact build of four spirits and depending on Shared Anguish alone is dead, but we’ll see how it goes with how people want to support their teammates.
Spirits are still good support for a Condi team.
Anet has no flying &^$% idea what a ranger should be in this game. I won’t go as far as saying they killed spirit rangers because i haven’t even played one since patch BUT 1 engi focusing spirits with nades is enough to let all your utilities on CD and you’ll be seeing dat 25sec quite a lot…
Spirit build is most likely dead now in PvP…and now so horribly useless in PvE. Once again, PvP QQing causes an across the board nerf.
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
-All spirits can now be launched, knocked down, and knocked back.
This was a bug fix which now will allow more counter-play when fighting spirits.
-Storm Spirit, Frost Spirit, Sun Spirit, Stone Spirit, and Spirit of Nature will now begin their recharge when the spirit dies instead of when the spirit is summoned.
-Storm Spirit, Frost Spirit, Sun Spirit, and Stone Spirit: Recharge has been reduced from 60 seconds to 25 seconds.
-Spirit of Nature: Recharge has been reduced from 240 seconds to 180 seconds.
Previously you were able to pre-cast spirits before a fight so that when they would die you could instantly re-summon them. This made it feel like there was little to no counter play. Players could take the time to AOE them down simply to have to deal with another set of spirits. These changes were made so that there is a time window where the ranger will be without spirits once they die. Since the spirits now die after their duration, we had to reduce the recharge to compensate. In fights where they are dying often, the shorter recharge is a buff.
Solar Flare: Fixed a bug so this skill no longer applies a duplicate infinite duration blind.
This was a simple bug fix removing unintended functionality.
I work on systems, combat, skills, and balance.
Spirits are still good support for a Condi team.
Spirits are terrible for team support now because everyone knows once they are killed they are down for at least 30 seconds and there is zero team support. Spirits will be killed at the onset of every encounter, so why bother wasting the points/signet slots?
They could have nerfed spirits and still made them usable. The fact that they didn’t and there is already a shortage of viable builds in the game really concerns me.
-All spirits can now be launched, knocked down, and knocked back.
This was a bug fix which now will allow more counter-play when fighting spirits.
-Storm Spirit, Frost Spirit, Sun Spirit, Stone Spirit, and Spirit of Nature will now begin their recharge when the spirit dies instead of when the spirit is summoned.
-Storm Spirit, Frost Spirit, Sun Spirit, and Stone Spirit: Recharge has been reduced from 60 seconds to 25 seconds.
-Spirit of Nature: Recharge has been reduced from 240 seconds to 180 seconds.
Previously you were able to pre-cast spirits before a fight so that when they would die you could instantly re-summon them. This made it feel like there was little to no counter play. Players could take the time to AOE them down simply to have to deal with another set of spirits. These changes were made so that there is a time window where the ranger will be without spirits once they die. Since the spirits now die after their duration, we had to reduce the recharge to compensate. In fights where they are dying often, the shorter recharge is a buff.
Solar Flare: Fixed a bug so this skill no longer applies a duplicate infinite duration blind.
This was a simple bug fix removing unintended functionality.
I understand the knockdown thing (although that could be the hardest nerf out of the 2) BUT I thought the timing the spirits was one of the few things spirit rangers had to actually plan out.
I mean that’s removing the potential for good gameplay is what that nerf is. Now if people still play spirits it will be even more mindless and less beneficial :/
so when spirits die, ranger is left defenseless for 25 seconds? wow. lol
LOL defenseless? Have you forgotten the amount of evades you have?
I used to run the Academy Gaming tournaments for GW2.
I agree with the “spirit” of these changes, and time will tell if this was enough of an adjustment to the build. People complaining over much at such an early point before anyone has had a chance to properly test these adjustments in high level games are simply overreacting.
-All spirits can now be launched, knocked down, and knocked back.
This was a bug fix which now will allow more counter-play when fighting spirits.
-Storm Spirit, Frost Spirit, Sun Spirit, Stone Spirit, and Spirit of Nature will now begin their recharge when the spirit dies instead of when the spirit is summoned.
-Storm Spirit, Frost Spirit, Sun Spirit, and Stone Spirit: Recharge has been reduced from 60 seconds to 25 seconds.
-Spirit of Nature: Recharge has been reduced from 240 seconds to 180 seconds.
Previously you were able to pre-cast spirits before a fight so that when they would die you could instantly re-summon them. This made it feel like there was little to no counter play. Players could take the time to AOE them down simply to have to deal with another set of spirits. These changes were made so that there is a time window where the ranger will be without spirits once they die. Since the spirits now die after their duration, we had to reduce the recharge to compensate. In fights where they are dying often, the shorter recharge is a buff.
Solar Flare: Fixed a bug so this skill no longer applies a duplicate infinite duration blind.
This was a simple bug fix removing unintended functionality.
sweet fail again to listen to the forum qqers, but ok do what you whant.
now think about the cast time, then im fine with this fail.
because when the spirits are down, the cast time is rly huuuge and in this time a spirit ranger eat much dmg vs good players.
the noobs will for sure let u summon them without interrupt this long cast time or go massive offensive, because in this time they know u cant dodge.
oh and you need to give spirits now more hp again, because it was important to play them in teamfight and a 1vs1 with fast resummon.
back to guardian, till next buff.
sry anet but you are a bit kitten.
it cant be true to buff things for nerf them again.
give me the old spirit ranger before the last big buff patch back, because its now more bad then before :P
Spirit Ranger Yilvina Darnus
Bunker Guardian Morwenna Darnus
(edited by Oidmetala.8426)
I actually predict that a few rangers will stop taking the “Spirits move with you” trait for something else, and just start planting them in locations where they are less likely to get killed by AoE and trigger that cooldown, which is GREAT, allowing rangers to setup in interesting ways without giving away the nature of their build.
-All spirits can now be launched, knocked down, and knocked back.
This was a bug fix which now will allow more counter-play when fighting spirits.
-Storm Spirit, Frost Spirit, Sun Spirit, Stone Spirit, and Spirit of Nature will now begin their recharge when the spirit dies instead of when the spirit is summoned.
-Storm Spirit, Frost Spirit, Sun Spirit, and Stone Spirit: Recharge has been reduced from 60 seconds to 25 seconds.
-Spirit of Nature: Recharge has been reduced from 240 seconds to 180 seconds.
Previously you were able to pre-cast spirits before a fight so that when they would die you could instantly re-summon them. This made it feel like there was little to no counter play. Players could take the time to AOE them down simply to have to deal with another set of spirits. These changes were made so that there is a time window where the ranger will be without spirits once they die. Since the spirits now die after their duration, we had to reduce the recharge to compensate. In fights where they are dying often, the shorter recharge is a buff.
Solar Flare: Fixed a bug so this skill no longer applies a duplicate infinite duration blind.
This was a simple bug fix removing unintended functionality.
That’s all well and good. I am fine with the change because it makes spirits more inline with other summonable pets. The problem is you guys failed to consider that most other summonable pets are worthless and are never used.
You all changed them exactly how I would have… but every patch you all make for the Ranger you reinforce my notion that you have no direction or goal you want the Ranger to fill. It’s already the least useful class in WvW. Has questionable value in PvE. Is the second most numerous class in the game, but I’d wager that statistic is only measuring how many people have one and not how many peopel actively play it.
I would love to hear just what role you feel the Ranger is supposed to fill in this game. No player I’ve spoken to has been able to come up with an answer. At least if we knew what you wanted the Ranger to actually do in this game we could focus our efforts suggesting ways to fulfil that goal.
-All spirits can now be launched, knocked down, and knocked back.
This was a bug fix which now will allow more counter-play when fighting spirits.
-Storm Spirit, Frost Spirit, Sun Spirit, Stone Spirit, and Spirit of Nature will now begin their recharge when the spirit dies instead of when the spirit is summoned.
-Storm Spirit, Frost Spirit, Sun Spirit, and Stone Spirit: Recharge has been reduced from 60 seconds to 25 seconds.
-Spirit of Nature: Recharge has been reduced from 240 seconds to 180 seconds.
Players could take the time to AOE them down simply to have to deal with another set of spirits.
So the only way you have to counter spirits is spamming aoe on them. Seems healthy for the game.
-All spirits can now be launched, knocked down, and knocked back.
This was a bug fix which now will allow more counter-play when fighting spirits.
-Storm Spirit, Frost Spirit, Sun Spirit, Stone Spirit, and Spirit of Nature will now begin their recharge when the spirit dies instead of when the spirit is summoned.
-Storm Spirit, Frost Spirit, Sun Spirit, and Stone Spirit: Recharge has been reduced from 60 seconds to 25 seconds.
-Spirit of Nature: Recharge has been reduced from 240 seconds to 180 seconds.
Previously you were able to pre-cast spirits before a fight so that when they would die you could instantly re-summon them. This made it feel like there was little to no counter play. Players could take the time to AOE them down simply to have to deal with another set of spirits. These changes were made so that there is a time window where the ranger will be without spirits once they die. Since the spirits now die after their duration, we had to reduce the recharge to compensate. In fights where they are dying often, the shorter recharge is a buff.
Solar Flare: Fixed a bug so this skill no longer applies a duplicate infinite duration blind.
This was a simple bug fix removing unintended functionality.
Fine job.No sarcasm
BM bunker should still be playable at least, I far prefer it to spirits anyway.
BM bunker was, and still is, quite brutal. If you are willing to invest the effort.
Currently @ some T1 server in EU
Spirits are still good support for a Condi team.
Spirits are terrible for team support now because everyone knows once they are killed they are down for at least 30 seconds and there is zero team support. Spirits will be killed at the onset of every encounter, so why bother wasting the points/signet slots?
They could have nerfed spirits and still made them usable. The fact that they didn’t and there is already a shortage of viable builds in the game really concerns me.
That depends on how they position and the matchup.
Viable in this game has meant overpowered for the longest time that this community doesn’t even really understand what diversity is.
If the number of builds that are overpowered are decreased does that not increase the range of builds? Is it really that bad to have to consider other options based on your team’s needs and the matchup?
top lel
have enough people complain about something enough and it gets nerfed to oblivion.
well played anet
/applaud
So, one well placed aoe will completely nullify 30 trait points and 3 signet slots. To me, that doesn’t sound like “shaving”.
Spirit rangers deserve to be removed from the game, it is a no skill trash build that anyone could pick up and be a master with after playing a few games (talking less than 5 games to be a pro). Now if you want to argue for other ranger builds to be viable I can understand, but the spirit build was completely over the top and everyone has started playing rangers because of it.
-All spirits can now be launched, knocked down, and knocked back.
This was a bug fix which now will allow more counter-play when fighting spirits.
-Storm Spirit, Frost Spirit, Sun Spirit, Stone Spirit, and Spirit of Nature will now begin their recharge when the spirit dies instead of when the spirit is summoned.
-Storm Spirit, Frost Spirit, Sun Spirit, and Stone Spirit: Recharge has been reduced from 60 seconds to 25 seconds.
-Spirit of Nature: Recharge has been reduced from 240 seconds to 180 seconds.
Previously you were able to pre-cast spirits before a fight so that when they would die you could instantly re-summon them. This made it feel like there was little to no counter play. Players could take the time to AOE them down simply to have to deal with another set of spirits. These changes were made so that there is a time window where the ranger will be without spirits once they die. Since the spirits now die after their duration, we had to reduce the recharge to compensate. In fights where they are dying often, the shorter recharge is a buff.
Solar Flare: Fixed a bug so this skill no longer applies a duplicate infinite duration blind.
This was a simple bug fix removing unintended functionality.
indeed, for once, spirits might become more viable for WvW too, as they are now possible to resummon “shortly” after the initial AOE spammage
Currently @ some T1 server in EU
same old story:
ranger not viable => ranger viable => ranger not viable => ranger viable => ranger viable => ranger not viable
ranger free kill all ppls remember this and whant this back =>
trapper ranger => trapper ranger op qq on forum => hgh engi build found, bb trapper ranger => bm ranger build found => bm ranger op qq on forum => stupid anet listen to forum noobs => bm ranger nerf => spirit ranger build finaly viable => spirit ranger op qq on forum => stupid anet listen to stupid forum noobs => future, lets see, pff
forum noobs and anet work rly fine toghether in nerf things.
most big luck i have is to learned early enough to play guardian well,
because this one never need changes, its like a rule, but its the most strong bunker for teamfight, there is no alternative, hm.
whats now with longbow and longsword?
whats with power ranger builds? to much work?
whats with controllable pet skills, also to much work.
when you listen to forum bobs then make ranger more “hard to play” and give pet controll
Spirit Ranger Yilvina Darnus
Bunker Guardian Morwenna Darnus
Can you blame anybody for despising a class that doesn’t have a single utility that makes you think “That might be tricky to pull off?”
Hahahahahahahaha. This thread….. hahahahahahahaha. People like OP are why rangers have a bad rep.
That depends on how they position and the matchup.
If the number of builds that are overpowered are decreased does that not increase the range of builds? Is it really that bad to have to consider other options based on your team’s needs and the matchup?
I suppose if a ranger positions himself at range and uses his LB, the spirits would have a better chance to survive – assuming nobody thinks to kill them. At that point, what are they really adding to the team fight?
What we do know is that rangers having more evades and stun breaks again will surely make some builds obsolete. In any event, we know it eliminated one build for sure.
In the end, I think it’s a little naive to think that there won’t be consequences for completely eliminating a popular build. The way this nerf went down can only be bad for the game.
For real, Ethics…
Rangers have some of the best combo field synergy in the game. They can have 2189 toughness, 1236 condi dmg, and 644 healing power base with the right amulet, runes, and traits. Anybody who runs Shamans, Undead, and 30 WS already has a good build the rest is customizable based on role.
Ranger is fine lol
At least rangers are left with Crossfire spam lol
-All spirits can now be launched, knocked down, and knocked back.
This was a bug fix which now will allow more counter-play when fighting spirits.
-Storm Spirit, Frost Spirit, Sun Spirit, Stone Spirit, and Spirit of Nature will now begin their recharge when the spirit dies instead of when the spirit is summoned.
-Storm Spirit, Frost Spirit, Sun Spirit, and Stone Spirit: Recharge has been reduced from 60 seconds to 25 seconds.
-Spirit of Nature: Recharge has been reduced from 240 seconds to 180 seconds.
Previously you were able to pre-cast spirits before a fight so that when they would die you could instantly re-summon them. This made it feel like there was little to no counter play. Players could take the time to AOE them down simply to have to deal with another set of spirits. These changes were made so that there is a time window where the ranger will be without spirits once they die. Since the spirits now die after their duration, we had to reduce the recharge to compensate. In fights where they are dying often, the shorter recharge is a buff.
Solar Flare: Fixed a bug so this skill no longer applies a duplicate infinite duration blind.
This was a simple bug fix removing unintended functionality.
I understand the knockdown thing (although that could be the hardest nerf out of the 2) BUT I thought the timing the spirits was one of the few things spirit rangers had to actually plan out.
I mean that’s removing the potential for good gameplay is what that nerf is. Now if people still play spirits it will be even more mindless and less beneficial :/
How does this change remove the potential for good game play? Before a spirit ranger could go into a fight with spirits already out and off recharge allowing them to instantly re-summon them once they died. There is no counter play to that.
The spirits last for a limited duration so that the ranger must make a conscious choice when to summon them or else they could go on recharge early in a fight if you use them ‘mindlessly’. This also provides a downtime window of 25 seconds once they have died that a player knows they can deal with the ranger. This works consistently with other minions now.
We are obviously watching any changes we make closely and will make adjustments if it is necessary.
I work on systems, combat, skills, and balance.
That depends on how they position and the matchup.
If the number of builds that are overpowered are decreased does that not increase the range of builds? Is it really that bad to have to consider other options based on your team’s needs and the matchup?
I suppose if a ranger positions himself at range and uses his LB, the spirits would have a better chance to survive – assuming nobody thinks to kill them. At that point, what are they really adding to the team fight?
What we do know is that rangers having more evades and stun breaks again will surely make some builds obsolete. In any event, we know it eliminated one build for sure.
In the end, I think it’s a little naive to think that there won’t be consequences for completely eliminating a popular build. The way this nerf went down can only be bad for the game.
Necros attack from range. Rangers attack from range. SB and Axe/Torch with a Necro lets them stay together at range.
Warriors do a lot of damage to them through CC, but that depends on how the Ranger and Necro build. We saw what happens when you have too little defense against stuns in the Finals in small engagements, but SYNC was competitive in the last match because they are very strong in teamfights. Zombify + Spirit Ranger = carnage lol
The consequence is that Rangers will probably in the short term use more BM and Trap builds. They still work. Spirits will be seen as “not viable” until teams start thinking about more just the previous metagame.
Other things to consider – the spirits still proc their on-death effects. The burst from storm spirit is still NUTS. Frost Spirit has a pretty strong damage boost throughout the fight. Perhaps people can adapt spirits to be more of a power build – I can tell you that I would like a Ranger teammate as a Warrior / Thief / Mesmer that has Frost Spirit up.
Swiftness and 10% extra damage for burst classes is pretty powerful. Even if the spirits are targeted, how does Ranger not help an opening teamfight with an S/F Ele and Shatter Mesmer with those spirits?
(edited by jmatb.6307)
A better “shave” would have been to nerf them but reduce the cast time (give them the same cast time as underwater) and not require 30 points traited before they will follow.
It just seems like more of a guillotine than a “shave”!
The return on spirits is such that they deserve a cooldown. Their actives can be used potentially three times, twice while up, and when they die.
How is that not powerful as is?
/facepalm
Who came out with this decision with these spirit adjustments?
I just want to shake your hand, because this was a great chance for such a mindless build that everybody and their grandmas could run.
Thank you for making this game little bit better.
-All spirits can now be launched, knocked down, and knocked back.
This was a bug fix which now will allow more counter-play when fighting spirits.
-Storm Spirit, Frost Spirit, Sun Spirit, Stone Spirit, and Spirit of Nature will now begin their recharge when the spirit dies instead of when the spirit is summoned.
-Storm Spirit, Frost Spirit, Sun Spirit, and Stone Spirit: Recharge has been reduced from 60 seconds to 25 seconds.
-Spirit of Nature: Recharge has been reduced from 240 seconds to 180 seconds.
Previously you were able to pre-cast spirits before a fight so that when they would die you could instantly re-summon them. This made it feel like there was little to no counter play. Players could take the time to AOE them down simply to have to deal with another set of spirits. These changes were made so that there is a time window where the ranger will be without spirits once they die. Since the spirits now die after their duration, we had to reduce the recharge to compensate. In fights where they are dying often, the shorter recharge is a buff.
Solar Flare: Fixed a bug so this skill no longer applies a duplicate infinite duration blind.
This was a simple bug fix removing unintended functionality.
I understand the knockdown thing (although that could be the hardest nerf out of the 2) BUT I thought the timing the spirits was one of the few things spirit rangers had to actually plan out.
I mean that’s removing the potential for good gameplay is what that nerf is. Now if people still play spirits it will be even more mindless and less beneficial :/
How does this change remove the potential for good game play? Before a spirit ranger could go into a fight with spirits already out and off recharge allowing them to instantly re-summon them once they died. There is no counter play to that.
The spirits last for a limited duration so that the ranger must make a conscious choice when to summon them or else they could go on recharge early in a fight if you use them ‘mindlessly’. This also provides a downtime window of 25 seconds once they have died that a player knows they can deal with the ranger. This works consistently with other minions now.
We are obviously watching any changes we make closely and will make adjustments if it is necessary.
Well you guys really need the tone down the condi spamming thats part of the reason why the spirit build was Op in the first place. the way conditions can be reapplied just as quick as you brush them off is utterly ridiculous by all means Spirit ranger isnt viable anymore by any means since this nerf nore have i seen any successful runs with the build. with spirit rangers even on my team.
Oh and please. for the love of god give guardians and freakin eles some buff love.. like you got to be kidding me.. calling them balanced balanced my kitten man like come on EVERY ELE ive come across EVEN VETS have switched to S/D full glass cannon builds as because its the only viable build that lets you put out damage to murder some 1 but if u come across a bunker ur pretty much useless. and guardians really need some serious attention in pvp across the boards. honestly the first character i go to fight is a guardian because i know i can murder them regardless of what build they are on and thats saying something -_-
Thanks guys!
We’re being very mindful about the way the Sigil of Para fix will hit Warriors. We’ve already got another balance patch brewing, and we’re being very careful to watch all the classes and see how they feel after we shave down the condition spam classes slightly.
As others have said, once we bring down the conditions that “hold down” some of the physical based classes, they will feel stronger. We’re aware of that!
Thanks again for the feedback!
Condi spam is being brought in line
i personally find the change reasonable. it doesn’t kill spirit rangers, but at the same time the spirit army that follows them around won’t be instantly available to them as soon as they die. having to be mindful of your spirits is a step in the right direction.
Ya Spirit Ranger is more micro oriented now. Do I want to use this spirit right now or should I save it for a bit until I know they’re not gonna be able to burst it?
Rolling into a teamfight with your zootourage should be a stupid decision, and now it is. A PATIENT spirit ranger can summon them up after a bit and still get the benefit of them without completely giving away that he is in fact a spirit ranger at the start of the match
-All spirits can now be launched, knocked down, and knocked back.
This was a bug fix which now will allow more counter-play when fighting spirits.
-Storm Spirit, Frost Spirit, Sun Spirit, Stone Spirit, and Spirit of Nature will now begin their recharge when the spirit dies instead of when the spirit is summoned.
-Storm Spirit, Frost Spirit, Sun Spirit, and Stone Spirit: Recharge has been reduced from 60 seconds to 25 seconds.
-Spirit of Nature: Recharge has been reduced from 240 seconds to 180 seconds.
Previously you were able to pre-cast spirits before a fight so that when they would die you could instantly re-summon them. This made it feel like there was little to no counter play. Players could take the time to AOE them down simply to have to deal with another set of spirits. These changes were made so that there is a time window where the ranger will be without spirits once they die. Since the spirits now die after their duration, we had to reduce the recharge to compensate. In fights where they are dying often, the shorter recharge is a buff.
Solar Flare: Fixed a bug so this skill no longer applies a duplicate infinite duration blind.
This was a simple bug fix removing unintended functionality.
I understand the knockdown thing (although that could be the hardest nerf out of the 2) BUT I thought the timing the spirits was one of the few things spirit rangers had to actually plan out.
I mean that’s removing the potential for good gameplay is what that nerf is. Now if people still play spirits it will be even more mindless and less beneficial :/
How does this change remove the potential for good game play? Before a spirit ranger could go into a fight with spirits already out and off recharge allowing them to instantly re-summon them once they died. There is no counter play to that.
The spirits last for a limited duration so that the ranger must make a conscious choice when to summon them or else they could go on recharge early in a fight if you use them ‘mindlessly’. This also provides a downtime window of 25 seconds once they have died that a player knows they can deal with the ranger. This works consistently with other minions now.
We are obviously watching any changes we make closely and will make adjustments if it is necessary.
I have no issue with the change as a ranger, it basically kills spirits but whatever I guess. All these people saying Oh evade forever. Great Who can evade for that long? no one can, also evading does nothing for the mass conditions that will still be on me.
On top of that Rangers were no longer OP, the meta changed away from rangers already and most classes could beat rangers.
The thing I’m tired of the most is, this massive swing in killing our abilities/Raising them. We are constantly completely killed then completely over fixed, I don’t know how anyone with a brain can look at these changes and assume ranger will be ok in pvp with really no other big loss to other classes as well.
This whole were going to make you suffer while we think of the next over fix for you has got to stop.
Also to those talking about traps and BM being viable, they pretty much were because they were decent vs Spirit rangers. The only reason you will see them for a little while now is because people will be trying all sorts of new builds to find something that works.
Here is a suggestion to help rangers, stop making every utility dependent on 2-3 traits to be useful.
lol. Rangers are fine. This was a much needed normalization (I won’t even call it a nerf, because it really isn’t) of spirit functionality. They still have decent HP, bodyblock, and provide all of their utility. They just don’t have 100% uptime, which means you actually have take time to prep them before a fight instead of just throwing them up on cooldown.
Meh, 2500 hours on ranger and I’ve been treated like a second class citizen for a full year. Rangers are not fine at all.
wow, i never thought id finally see you admit this. good for you chopps.
I’m really disappointed by this update. Spirits are effectively worthless for fights now and there has been no buffs to increase the viability of other builds.
People played spirits because other builds were bad. Removing spirits won’t make other builds good, now we will simply underperform more in equivalent situations.
Now, now spirit rangers…
Come here for a hug… and I will crush your weak body! HAHAHAHA!
On a positive note, if you win a fight don’t let anyone tell you you are unskilled now.
The most frustrating thing for people who want to play spirits now are those classes that can run up to you and instagib your spirits all of them at once. Yes people can do that.
Dear Spirit Rangers,
We understand how you feel. There is a support club for the rest of us already.
Signed
Minion Mancers, Spirit Weapon Guardians, Turret Engineers, and Conjured Weapon Elementalists.
(edited by Bas.7406)
The most frustrating thing for people who want to play spirits now are those classes that can run up to you and instagib your spirits all of them at once. Yes people can do that.
hint: maybe you shouldn’t be walking around with the whole petting zoo out, waiting to be instagibbed.
So I should let the warrior come up and stun lock me until I’m dead and try and get my spirits out then?
Having played a bit spirit rangers are still seem very strong.
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
I actually predict that a few rangers will stop taking the “Spirits move with you” trait for something else, and just start planting them in locations where they are less likely to get killed by AoE and trigger that cooldown, which is GREAT, allowing rangers to setup in interesting ways without giving away the nature of their build.
This doesn’t work because spirit range is not large enough which I’ve mentioned in the past. Part of the reason warriors drop banners on a point is for optimal coverage where you need it. For a spirit to do the same it always has to be in danger due to the range.
Dear Spirit Rangers,
We understand how you feel. There is a support club for the rest of us already.
Signed
Minion Mancers, Spirit Weapon Guardians, Turret Engineers, and Conjured Weapon Elementalists.
Um. I don’t think you don’t. Running spirits is the only useful build the ranger has for GROUP play. Every other build is single target (besides trap ranger but why bring that when you could have a necro) and complete crap compared to other classes. However the spirit nerf is fair and hopefully people can stop whining about “Spirit Ranger OPness”
As I said in the ranger forum this is an awful patch. They just wanted to stop the sheetstorm on the boards, and decided to feed the haters spirit rangers. No balancing involved. No other class touched. Changes weren’t carefully weighted, there was no shaving, they just chopped it so they won’t have to publicly feel ashamed anymore of their own work.
So I should let the warrior come up and stun lock me until I’m dead and try and get my spirits out then?
maybe it’s time to start carrying stunbreaks again.
or don’t pop all spirits at once.