Bonfire vs Combustive Shot!

Bonfire vs Combustive Shot!

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Posted by: Skullduggery.2054

Skullduggery.2054

Bonfire

  • Aoe Radius: 120
  • Cooldown: 20 Seconds
  • Damage (Crit): ~90
  • Burning Duration: 8×1 seconds
  • Duration: 8 Seconds
  • Maximum targets: 3

Combustive Shot

  • Aoe Radius: 360
  • Cooldown: 9 Seconds (7 3/4 traited)
  • Damage (Crit): ~1200
  • Burning Duration: 4×3 seconds
  • Duration: 9 Seconds
  • Maximum targets: 5

As you see in the Screenshot, i compeletely Spiked Bullet Haz Frenzy in this one!

Attachments:

Tom
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Posted by: Zefrost.3425

Zefrost.3425

I agree that bonfire is op.

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Posted by: Muchacho.2390

Muchacho.2390

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”.

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Posted by: RyuDragnier.9476

RyuDragnier.9476

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.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

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)

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Posted by: BrunoBRS.5178

BrunoBRS.5178

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.

LegendaryMythril/Zihark Darshell

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Posted by: roamzero.9486

roamzero.9486

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.

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Posted by: Hayashi.3416

Hayashi.3416

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.

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Posted by: BurrTheKing.8571

BurrTheKing.8571

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.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

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Posted by: Prysin.8542

Prysin.8542

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.

Lv 80 Guard, Ranger, Ele, Thief, warr, engi
Currently @ some T1 server in EU

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Posted by: Skullduggery.2054

Skullduggery.2054

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.

Tom
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Posted by: BobbyT.7192

BobbyT.7192

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

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Posted by: Axialbloom.8109

Axialbloom.8109

Bonfire needs a buff, but you are comparing it to a skill that needs a nerf.

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Posted by: Hayashi.3416

Hayashi.3416

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.

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Posted by: Skullduggery.2054

Skullduggery.2054

it’s also warrior’s only combo field and ranger were never meant to have nice things

Oh okay if its like this xD

Tom
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Posted by: Chokolata.1870

Chokolata.1870

Ranger torches need a buff, i concur

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Posted by: Sagat.3285

Sagat.3285

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.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: Prysin.8542

Prysin.8542

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.

Lv 80 Guard, Ranger, Ele, Thief, warr, engi
Currently @ some T1 server in EU

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Posted by: nicknamenick.2437

nicknamenick.2437

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..

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Posted by: Rengaru.4730

Rengaru.4730

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:

  • The initial hit does more damage, but if it misses Cleansing Ire will not trigger.
  • The field will apply 1 second of burning every second (so it applies burning more reliable).
  • The field no longer does physical damage (to prevent this skill from generating loads of Adrenaline).

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Posted by: NinjaEd.3946

NinjaEd.3946

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.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

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Posted by: silentnight warrior.2714

silentnight warrior.2714

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.

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

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)