Quinn Wintersnight, Guardian
High Level PvP Skill Improvements
Quinn Wintersnight, Guardian
I think the only thing ranger needs is a vertical port to compete for the role of a thief or mesmer.
As far as bunkering goes I think we need a new main hand weapon. I’d say dagger with bleeds on auto attack, a forward leap on a short cool down for dagger 2, and an evasive roll backwards while crippling and poison on dagger 3.
This would keep with the evasive play style of the ranger but it would be a much smoother weapon for fighting on point. Sword is great for dueling but if you are fighting multiple people on point the forced leaps are a big handicap.
LGN
Ranger is viable. Cele specs are OP. If you buff ranger you create an even bigger powercreep.
They just need to nerf cele amulet.
I think the only thing ranger needs is a vertical port to compete for the role of a thief or mesmer.
As far as bunkering goes I think we need a new main hand weapon. I’d say dagger with bleeds on auto attack, a forward leap on a short cool down for dagger 2, and an evasive roll backwards while crippling and poison on dagger 3.
This would keep with the evasive play style of the ranger but it would be a much smoother weapon for fighting on point. Sword is great for dueling but if you are fighting multiple people on point the forced leaps are a big handicap.
I like your suggestions, but those would increase damage, I’m not sure we need any increase in the damage department.
Adding a Leap to Lightening Reflexes gives would give strong players more tools to be successful, without giving more damage to the class.
I like the idea of a teleport… would be nice
My idea to give Muddy Terrain a smoke field would help us compete for the thief spot due to it’s area stealth ability, but would not increase our damage abilities.
What do you think?
Quinn Wintersnight, Guardian
Ranger is viable. Cele specs are OP. If you buff ranger you create an even bigger powercreep.
They just need to nerf cele amulet.
I disagree – I don’t think the cele amulet is OP, I think the ability to might stack so fast for d/d Ele and shoutbow is the issue.
Giving a ranger more high-end tools that raise the skill bar, is a good thing.
Quinn Wintersnight, Guardian
Thief’s easy access to stealth isn’t the reason they have a spot in high level pvp, it’s their mobility. Right now we can compete with them for a spot on a couple maps but when they can do things like teleport directly into the clock tower while we have to run around there is no reason to bring a ranger over a thief.
The main hand dagger suggestion is more about being able to fight on point while having full control of your character more than it is about damage.
LGN
Thief’s easy access to stealth isn’t the reason they have a spot in high level pvp, it’s their mobility. Right now we can compete with them for a spot on a couple maps but when they can do things like teleport directly into the clock tower while we have to run around there is no reason to bring a ranger over a thief.
The main hand dagger suggestion is more about being able to fight on point while having full control of your character more than it is about damage.
I didn’t say it was the reason, I said it would help.
Giving rangers more tools is what I’m trying to figure out… without giving them more damage tools – which no one is going to give to the Ranger
Right now, the LB Ranger brings heavy, single target ranged pressure, but very weak team utility in every other way
So, how can we help to give the lb ranger more team utility, without more damage, while at the same time giving him some better escape and/or team stomp/rez support
Having lightening reflexes as a leap is one good idea as it would allow us to jump over fences to kite a little better.
Another is access to 1 more stealth tool that requires a weapon switch, and a 2 step process… which would be harder to pull off and give team utility.
Quinn Wintersnight, Guardian
Ranger is viable. Cele specs are OP. If you buff ranger you create an even bigger powercreep.
They just need to nerf cele amulet.
I disagree – I don’t think the cele amulet is OP, I think the ability to might stack so fast for d/d Ele and shoutbow is the issue.
Giving a ranger more high-end tools that raise the skill bar, is a good thing.
Cele engi does not stack might it’s still OP. The damage was never the real problem, the sustain is. Shoutbow does a relatively bad damage but it’ll outsustain nearly everything in a 1v1 and it’s just spamming.
Cele specs simply outsustain their enemy. Why do you think a cele duel lasts forever? Because they have broken sustain.
Ranger is viable. Cele specs are OP. If you buff ranger you create an even bigger powercreep.
They just need to nerf cele amulet.
I disagree – I don’t think the cele amulet is OP, I think the ability to might stack so fast for d/d Ele and shoutbow is the issue.
Giving a ranger more high-end tools that raise the skill bar, is a good thing.
Cele engi does not stack might it’s still OP. The damage was never the real problem, the sustain is. Shoutbow does a relatively bad damage but it’ll outsustain nearly everything in a 1v1 and it’s just spamming.
Why do you think a cele duel lasts forever?
We can both agree – that we both think the other is unbelievability bad at this game and leave it at that.
I came here with an idea on how to help the ranger class have more high-end pvp tools that don’t buff damage.
Enjoy your day
Quinn Wintersnight, Guardian
Thief’s easy access to stealth isn’t the reason they have a spot in high level pvp, it’s their mobility. Right now we can compete with them for a spot on a couple maps but when they can do things like teleport directly into the clock tower while we have to run around there is no reason to bring a ranger over a thief.
The main hand dagger suggestion is more about being able to fight on point while having full control of your character more than it is about damage.
I didn’t say it was the reason, I said it would help.
Giving rangers more tools is what I’m trying to figure out… without giving them more damage tools – which no one is going to give to the Ranger
Right now, the LB Ranger brings heavy, single target ranged pressure, but very weak team utility in every other waySo, how can we help to give the lb ranger more team utility, without more damage, while at the same time giving him some better escape and/or team stomp/rez support
Having lightening reflexes as a leap is one good idea as it would allow us to jump over fences to kite a little better.
Another is access to 1 more stealth tool that requires a weapon switch, and a 2 step process… which would be harder to pull off and give team utility.
Support builds and side node builds are totally different things. You shouldn’t be trying to bring support to lb ranger, that’s not its role. As Jim says the only thing ranger needs to be viable is more mobility.
If you want to make a support ranger viable then you should be looking at how to bring spirits back into the meta.
ATM they provide weak buffs and they die too easy. Start from there.
Space Marine Z [GLTY]
Lightning Reflexes is already a skill that basically every ranger takes on their bar. Why do we need to buff it? There’s already a lot going on with it.
Muddy Terrain meanwhile is also a staple in survival builds and has a very clear purpose.
I entered this topic thinking you’d post something about ways to make shouts more interesting and enable shout builds, or to help underused traps or signets have a niche. If you think a smoke field would be a cool tool for a Ranger to have, you should change spike trap into smoke trap or something. Don’t just overload the skills that Rangers already use and make builds even more locked in.
If it is only that mobility enabled by those map sound like the designer failed to see the clear mechanical advantage give there and should just adjust those skills accordingly, or just give a statement of intent and reaffirm what is is they want the profession to be doing (also possible try to do something about the efficiency of stacking certain profession within team composition, but I doubt that can happen without the complete redesign of the stackable professions).
Lightning Reflexes is already a skill that basically every ranger takes on their bar. Why do we need to buff it? There’s already a lot going on with it.
Muddy Terrain meanwhile is also a staple in survival builds and has a very clear purpose.
I entered this topic thinking you’d post something about ways to make shouts more interesting and enable shout builds, or to help underused traps or signets have a niche. If you think a smoke field would be a cool tool for a Ranger to have, you should change spike trap into smoke trap or something. Don’t just overload the skills that Rangers already use and make builds even more locked in.
I would also like to see the role of shouts changed to be support skills. Traited guard is a good support skill but the other 3 would never make it onto a PvP bar.
Space Marine Z [GLTY]
Lightning Reflexes is already a skill that basically every ranger takes on their bar. Why do we need to buff it? There’s already a lot going on with it.
Muddy Terrain meanwhile is also a staple in survival builds and has a very clear purpose.
I entered this topic thinking you’d post something about ways to make shouts more interesting and enable shout builds, or to help underused traps or signets have a niche. If you think a smoke field would be a cool tool for a Ranger to have, you should change spike trap into smoke trap or something. Don’t just overload the skills that Rangers already use and make builds even more locked in.
I would also like to see the role of shouts changed to be support skills. Traited guard is a good support skill but the other 3 would never make it onto a PvP bar.
This is something that rangers have been asking for since day one. You’d think we’d have gotten something back in the big ranger buff patch.
Though, protect me is ok provided you have a tanky pet. Everything else is niche. Guard is for a trait only, sick em is for thieves (and the buff is still removed if you use any f1-4 skills), and search and rescue isn’t used at all.
I think for starters Lightning Reflexes should also remove cripple and chilled. Most similar skills do that already like Withdraw, Roll for Initiative and Rocket Boots. I don’t think it would be overloading the skill by bringing it up to similar standards. They had the chance once when they added an immobilize break but stopped short.
As for the leap finisher on LR, I agree that it could be too much for a skill already on everyone’s bar. Besides though, a blast finisher makes so much more sense with the crack of lightning. Ranger is seriously lacking on blast finishers.
I like the skill Sharpening Stone, but I feel it could use a cooldown reduction. 5 bleeds every 45 seconds is kind of meh beyond combining them with a splitblade. Drop it down to 35-30 seconds or maybe add 5 stacks of might to it.
What traps need are better traits centered around them. The duration boost should be baseline, while bringing the 20% cooldown down to adept. A new grandmaster that adds either unique boons to each trap or extra conditions to further their potency. A shame there’s already trapper runes that grant stealth on use because that would be a fantastic grandmaster trait.
Shouts are just in a bad place, to be frank. I had a whole paragraph written out on them and decided that they are just a lost cause.
I think for starters Lightning Reflexes should also remove cripple and chilled. Most similar skills do that already like Withdraw, Roll for Initiative and Rocket Boots. I don’t think it would be overloading the skill by bringing it up to similar standards. They had the chance once when they added an immobilize break but stopped short.
As for the leap finisher on LR, I agree that it could be too much for a skill already on everyone’s bar. Besides though, a blast finisher makes so much more sense with the crack of lightning. Ranger is seriously lacking on blast finishers.
I like the skill Sharpening Stone, but I feel it could use a cooldown reduction. 5 bleeds every 45 seconds is kind of meh beyond combining them with a splitblade. Drop it down to 35-30 seconds or maybe add 5 stacks of might to it.
What traps need are better traits centered around them. The duration boost should be baseline, while bringing the 20% cooldown down to adept. A new grandmaster that adds either unique boons to each trap or extra conditions to further their potency. A shame there’s already trapper runes that grant stealth on use because that would be a fantastic grandmaster trait.
Shouts are just in a bad place, to be frank. I had a whole paragraph written out on them and decided that they are just a lost cause.
How would that help at all?
Rangers don’t have a problem with DPS, they have a problem with support and mobility.
Space Marine Z [GLTY]
I think for starters Lightning Reflexes should also remove cripple and chilled. Most similar skills do that already like Withdraw, Roll for Initiative and Rocket Boots. I don’t think it would be overloading the skill by bringing it up to similar standards. They had the chance once when they added an immobilize break but stopped short.
The reason it doesn’t is because of survival of the fittest. If the skill removed movement impairing conditions as well the skill as a whole would remove a potential total of 5 conditions from you (6 if it breaks fear) . 3(4) are the start of the skill and 2 at the end.
We already have ample condi removal.
I think for starters Lightning Reflexes should also remove cripple and chilled. Most similar skills do that already like Withdraw, Roll for Initiative and Rocket Boots. I don’t think it would be overloading the skill by bringing it up to similar standards. They had the chance once when they added an immobilize break but stopped short.
As for the leap finisher on LR, I agree that it could be too much for a skill already on everyone’s bar. Besides though, a blast finisher makes so much more sense with the crack of lightning. Ranger is seriously lacking on blast finishers.
I like the skill Sharpening Stone, but I feel it could use a cooldown reduction. 5 bleeds every 45 seconds is kind of meh beyond combining them with a splitblade. Drop it down to 35-30 seconds or maybe add 5 stacks of might to it.
What traps need are better traits centered around them. The duration boost should be baseline, while bringing the 20% cooldown down to adept. A new grandmaster that adds either unique boons to each trap or extra conditions to further their potency. A shame there’s already trapper runes that grant stealth on use because that would be a fantastic grandmaster trait.
Shouts are just in a bad place, to be frank. I had a whole paragraph written out on them and decided that they are just a lost cause.
How would that help at all?
Rangers don’t have a problem with DPS, they have a problem with support and mobility.
I merely laid out a few suggestions, no need to be so stiff.
If you think that those suggestions would have zero positive effect on the ranger, well then that’s just fine. Thanks for your feedback.
I think for starters Lightning Reflexes should also remove cripple and chilled. Most similar skills do that already like Withdraw, Roll for Initiative and Rocket Boots. I don’t think it would be overloading the skill by bringing it up to similar standards. They had the chance once when they added an immobilize break but stopped short.
The reason it doesn’t is because of survival of the fittest. If the skill removed movement impairing conditions as well the skill as a whole would remove a potential total of 5 conditions from you (6 if it breaks fear) . 3(4) are the start of the skill and 2 at the end.
We already have ample condi removal.
The skill has been like that since before SotF came out last April, so I don’t think that’s a valid reason to why the skill was like that in the first place. Not all builds that use Lightning Reflexes use SotF either, especially power builds. I don’t see an issue with clearing movement impairing conditions +2 when using SotF. It’s a grandmaster trait, you shouldn’t have to use it for the skill to do what similar skills do.
The skill has been like that since before SotF came out last April, so I don’t think that’s a valid reason to why the skill was like that in the first place. Not all builds that use Lightning Reflexes use SotF either, especially power builds. I don’t see an issue with clearing movement impairing conditions +2 when using SotF. It’s a grandmaster trait, you shouldn’t have to use it for the skill to do what similar skills do.
You do realize it took them almost (over if you count the prebeta development stages) to give the ranger signets that work like they do on other profession without a grandmaster trait.
It is part of ranger they got this overexpection of the its performance and design built in handicaps all the while avoiding the issue that the behavior system they designed is would have been find in a 10-15 year old stand and cast game, but for the action based combat system that they are so proud of it has no place.
I think for starters Lightning Reflexes should also remove cripple and chilled. Most similar skills do that already like Withdraw, Roll for Initiative and Rocket Boots. I don’t think it would be overloading the skill by bringing it up to similar standards. They had the chance once when they added an immobilize break but stopped short.
As for the leap finisher on LR, I agree that it could be too much for a skill already on everyone’s bar. Besides though, a blast finisher makes so much more sense with the crack of lightning. Ranger is seriously lacking on blast finishers.
I like the skill Sharpening Stone, but I feel it could use a cooldown reduction. 5 bleeds every 45 seconds is kind of meh beyond combining them with a splitblade. Drop it down to 35-30 seconds or maybe add 5 stacks of might to it.
What traps need are better traits centered around them. The duration boost should be baseline, while bringing the 20% cooldown down to adept. A new grandmaster that adds either unique boons to each trap or extra conditions to further their potency. A shame there’s already trapper runes that grant stealth on use because that would be a fantastic grandmaster trait.
Shouts are just in a bad place, to be frank. I had a whole paragraph written out on them and decided that they are just a lost cause.
How would that help at all?
Rangers don’t have a problem with DPS, they have a problem with support and mobility.
I merely laid out a few suggestions, no need to be so stiff.
If you think that those suggestions would have zero positive effect on the ranger, well then that’s just fine. Thanks for your feedback.
I think for starters Lightning Reflexes should also remove cripple and chilled. Most similar skills do that already like Withdraw, Roll for Initiative and Rocket Boots. I don’t think it would be overloading the skill by bringing it up to similar standards. They had the chance once when they added an immobilize break but stopped short.
The reason it doesn’t is because of survival of the fittest. If the skill removed movement impairing conditions as well the skill as a whole would remove a potential total of 5 conditions from you (6 if it breaks fear) . 3(4) are the start of the skill and 2 at the end.
We already have ample condi removal.
The skill has been like that since before SotF came out last April, so I don’t think that’s a valid reason to why the skill was like that in the first place. Not all builds that use Lightning Reflexes use SotF either, especially power builds. I don’t see an issue with clearing movement impairing conditions +2 when using SotF. It’s a grandmaster trait, you shouldn’t have to use it for the skill to do what similar skills do.
Actually there was a period before sotf where lightening reflexes was a stunbreak, but didn’t remove immobilised. It was after they made immobilise a condition.
The skill was totally useless and no one was using it at all.
Space Marine Z [GLTY]
tl;dr i’m not a game developer and most people hate rangers enough to think any positive update for them is bad, so you might want to skip my post. it’s also quite long, i apologize for that
survival skills(with the exception of sharpening stone) are all fantastic and don’t need anything added to them(though i absolutely detest getting crippled/chilled while using LR). what does need work is shouts(all of them) and spirits. while i think signet of the hunt could be changed too, that’s lower on priority list in my opinion
i would, first and foremost, like to see shouts completely re-made: currently, almost all of them are useless, and the few that aren’t are not used for their original purpose or are seemingly broken
1. instead of having a grandmaster trait designed to make one shout useful, simply give rangers a shout that gives a regen/swift buff, similar to “retreat!”. the base ability is 1,690 hp/13s, and swiftness/13s, with a 15s cd(12s traited)(effects are accounting for the nature spirits bonus of +300 healing power and +30% boon duration. its actual base is 1,300/10s and 10s of swift). i would rather see 2,280 hp/20s, swiftness/20s, 40s cd(32s traited)
2. personally, i like search and rescue, but it doesn’t even work most of the times you use it and it takes up a slot from a more useful ability. i’d like to see this work more like signet of undeath, where the pet roars and revives 1-3 players closest to it
3. “protect me”, rather than just being an unused source of immunity and totally sacrificing this pet you’re suppose to have some kind of spiritual connection with, should be functionally similar to “shake it off!”, but instead of curing conditions, it should break stun and give 10s of protection
4. “sick ’em” is currently a good skill, but i dislike how telling my pet to do anything after it’s enabled, disables it. some pets tend to be quite a bit useful when actually able to use their abilities. part of me feels this is a bug, so i’m not really sure what to say about it
as for spirits, “spirits unbound” should be baseline and replaced with something more useful. spirits themselves should be untargetable/unkillable “entities” that float around the player like faeries/orbs of light that drop their activated skills on top of where the player is currently standing, instead of at random x,y
traits:
“spirits unbound” changed to “spirit mastery”, switching places with vigorous spirits for adept slot. spirit mastery reduces the cooldown on spirits and spirit abilities by 20%
“vigorous spirits”: 20% spirit duration(72s), +35% trigger chance(unchanged)
“nature’s vengeance”: skills are larger(120 radius) and persist longer(+2 seconds)
1. water spirit is literally useless currently, especially since it can die. the traited 70% chance is fine if its icd was removed(like every other heal like it).
2. storm spirit is completely pointless, gaining swift while actively attacking something is doing nothing for you unless you’re chasing someone who’s running from a ranger(lol). rather than a swift buff, i think it should give a “lightning strike”-like effect, or a blindness effect, preferably with a reduced icd
3. frost spirit is fine, but i don’t see why damage was tacked onto ice rather than fire. i’d prefer to see: 70% chance to cause 1s of chill, 10s icd
4. sun spirit would be good if its burn actually did good damage, if burn stacked, and if there wasn’t already such an immense amount of sources of burning. on the sun spirit, instead of burning, i’d give it the 70% chance for +10% damage per hit
5. stone spirit has potential, but i dislike how it’s applied. i believe it would make more sense to apply the protection when receiving damage, rather than delivering it. with this change, i would increase its duration to 6 seconds and keep its 10s icd
6. spirit of natures range is, imo, too short. i think its healing turret should have at least 900 range, and its ‘revive everyone around me’ thing could benefit from ground targeting.
‘signet of the hunt’, i really think its active effect would make a helluva lot more sense if it gave 5 seconds of super speed or 3 seconds of stealth. i currently don’t see the point in why it has the effect it does
and if i could add a note for non-utility skills, i’d also like to see some changes to longbow: i think “rapid fire” should be changed from a 10-shot charged attack to a double-shot that hits 25~33% lower than it currently does without the stupid cast time. it’ll hit lower, which should make everyone happy, and i won’t have to lose half of my atack because someone noticed i was the one killing them or because los. i also think it’d be cool if that, instead of hunter shot just giving you stealth if someone doesn’t dodge your attack, that you instead dropped a smoke bomb that offeres you and allies stealth while inside of it/enemies blind(like thiefs refuge, but significantly lower duration/radius)
(edited by arron.7348)
i wanted to add this to my above post, but apparently there’s a character limit per post
i understand that a lot of people might see what i’ve said about spirits to be too powerful(i’m just thinking outloud, i obviously can’t field test these things), but i think there’s a way to potentially balance that:
instead of dropping the spirits effects under the player(like i originally said to do), they could be ground-targeted abilities that send the spirit away from you for a time, and while it’s gone, you lose its benefits
i understand that a lot of people might see what i’ve said about spirits to be too powerful
There still a subset in the community that think spirits (as they are now) are overpowered just for being use to bodyblock/add targets towards the target caps regardless of the effect/uses of the individual skills.
Honestly I don’t even see many posts that highlight the core issue that ranger builds face in high level PvP. There are people that are hitting the nail on the head, but to state/restate the problems ranger builds face:
- An utter lack of effective AoE damage. Mesmers shatter, have bouncing attacks, and cleaving phantasms. Thief has shortbow. Warrior is obvious, ele, necro, etc. Rangers have…. Maul, Barrage, Poison Volley, Bonfire, and Traps, and every other classes options just flat outclass Ranger options. Rangers are amazing 1v1 duelists, but it is a “jack of all trades” role meta where one build can be tanky, roam, bunker, and deal single and AoE damage. Rangers might not need increased damage values, but are in definite need of increased area damage, and traps need to compete better with other classes AoE condition options to ever get picked again.
- Lack of enemy boon removal. Reason number 1 why Rangers will NEVER compete for a spot against a mesmer or a thief. Mesmers have AoE removal, thief has steal. We can’t rip any boons as rangers, and the lack of that utility or a subsequent ability to deal with boons like Destruction of the Empowered makes us incapable of competing for a spot that another class will offer better utility where as all we offer is better range. Opening Strikes, Traps, and/or Pet traiting should all be able to remove some amount of boons. Other traits like “take x% less damage from foes for each unique boon they have” and “your conditions last longer for each unique boon enemies have on them” should be implemented as boon counterplay, heck, even pets should be able to “eat” boons and effectively take them away from enemies and apply them to themselves. Anything to bring us up to par in this area, since boons have been running rampant in this game for a particularly long time and there aren’t nearly enough ways and play to deal with them.
- Lack of Mobility. Honestly, rangers just don’t traverse the PvP maps well. They all have a large sense of verticality, and having just a few leaps and a speed signet doesn’t cut it. Swiftness and area traversal skills such as teleports and skills like Ride the Lightning (yes, very ele specific, but still) dominate map mobility and also set the precedence for necessary mobility, and the current options we have just don’t compete. This items tie into the next bullet, so any/all solutions will be incorporated there.
- Escapes. We have Lightning Reflexes and a Leap or 2. Without Survival of the Fittest, we can’t on demand cleanse any crippling conditions, and thieves, which are at the very least the bane of power builds (not exclusive to rangers, they hardcounter mesmers as well at top tier gameplay levels), and are inescapable with just the available options. Longer Range leaps, more predictable/reliable evades on our leaps, a stealth that doesn’t require a target or a combo field, and turning guard into a 2 part teleport/shadowstep skill (moves pet to location, you swap locations with your pet) would all be a fantastic additions to make ranger equally competitive with other classes mobility, as well as making swiftness on weaponswap work outside of combat (it would still have its internal cooldown).
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
(edited by jcbroe.4329)
Unless they have changed their view on boon removal/hate then ranger will never get that as it is an intended weakness of the profession. Similarly could be said on the whole AoE situation. Funny though there are so many complains from other profession about the general strength/focus that the developers are allowing rangers to keep. Just can’t win with there I guess.
Just the very existence of thief will limit the amount to stealth ranger will receive less the two be too similar.
Actually there was a period before sotf where lightening reflexes was a stunbreak, but didn’t remove immobilised. It was after they made immobilise a condition.
The skill was totally useless and no one was using it at all.
Indeed.
I think for starters Lightning Reflexes should also remove cripple and chilled. Most similar skills do that already like Withdraw, Roll for Initiative and Rocket Boots. I don’t think it would be overloading the skill by bringing it up to similar standards. They had the chance once when they added an immobilize break but stopped short.
>.>
- Escapes. We have Lightning Reflexes and a Leap or 2. Without Survival of the Fittest, we can’t on demand cleanse any crippling conditions, and thieves, which are at the very least the bane of power builds (not exclusive to rangers, they hardcounter mesmers as well at top tier gameplay levels), and are inescapable with just the available options. Longer Range leaps, more predictable/reliable evades on our leaps, a stealth that doesn’t require a target or a combo field, and turning guard into a 2 part teleport/shadowstep skill (moves pet to location, you swap locations with your pet) would all be a fantastic additions to make ranger equally competitive with other classes mobility, as well as making swiftness on weaponswap work outside of combat (it would still have its internal cooldown).
I find that Lightning Reflexes > Hornet Sting > Monarch’s Leap is pretty effective as an escape on it’s own right now. Maybe it’s because I come from a guardian background where escapes are taboo, but it seems to work well in both power and condition builds. It would certainly be more effective if it cleared the cripple and chill though.
I like how you worked a teleport into Guard. Instead of granting stealth to the pet though, I’d like to see the ranger get 3 seconds of stealth. I never understood why the pet was stealthed with protection to guard something. It would certainly need a higher cooldown though if that were the case. A 12s teleport might be a bit much.
I haven’t really done any pvp, but I really like trapper ranger (with trapper runes) in WvW.
For those that do a lot of pvp, if trapper runes were allowed in pvp matches, would trapper rangers be more viable? (Runes give super speed and stealth on trap deployment)
I would really like to try stronghold when it comes out, but I’m thinking my current build would just be too slow and not help the team enough
I haven’t really done any pvp, but I really like trapper ranger (with trapper runes) in WvW.
For those that do a lot of pvp, if trapper runes were allowed in pvp matches, would trapper rangers be more viable? (Runes give super speed and stealth on trap deployment)
I would really like to try stronghold when it comes out, but I’m thinking my current build would just be too slow and not help the team enough
I think trapper runes may find their way into pvp. Particularly as people have been asking them to add more survivability to trapper builds.
ANET also have a habit of testing new gear in WvW before adding it to pvp (torment, etc).
I don’t those runes changing our role on a team though, or being better than what we can currently do.
Space Marine Z [GLTY]
There still a subset in the community that think spirits (as they are now) are overpowered just for being use to bodyblock/add targets towards the target caps regardless of the effect/uses of the individual skills.
my changes would remove this entirely and just have the base effects, not a 1-hit wall
Actually there was a period before sotf where lightening reflexes was a stunbreak, but didn’t remove immobilised. It was after they made immobilise a condition.
The skill was totally useless and no one was using it at all.
Indeed.
I think for starters Lightning Reflexes should also remove cripple and chilled. Most similar skills do that already like Withdraw, Roll for Initiative and Rocket Boots. I don’t think it would be overloading the skill by bringing it up to similar standards. They had the chance once when they added an immobilize break but stopped short.
>.>
- Escapes. We have Lightning Reflexes and a Leap or 2. Without Survival of the Fittest, we can’t on demand cleanse any crippling conditions, and thieves, which are at the very least the bane of power builds (not exclusive to rangers, they hardcounter mesmers as well at top tier gameplay levels), and are inescapable with just the available options. Longer Range leaps, more predictable/reliable evades on our leaps, a stealth that doesn’t require a target or a combo field, and turning guard into a 2 part teleport/shadowstep skill (moves pet to location, you swap locations with your pet) would all be a fantastic additions to make ranger equally competitive with other classes mobility, as well as making swiftness on weaponswap work outside of combat (it would still have its internal cooldown).
I find that Lightning Reflexes > Hornet Sting > Monarch’s Leap is pretty effective as an escape on it’s own right now. Maybe it’s because I come from a guardian background where escapes are taboo, but it seems to work well in both power and condition builds. It would certainly be more effective if it cleared the cripple and chill though.
I like how you worked a teleport into Guard. Instead of granting stealth to the pet though, I’d like to see the ranger get 3 seconds of stealth. I never understood why the pet was stealthed with protection to guard something. It would certainly need a higher cooldown though if that were the case. A 12s teleport might be a bit much.
its effective but having to use LR for movement to a point then not having it ready to use because of said movement really limits the mobility after its first use and could cripple you in combat if used in such away , making them much slower than the mobile ports/teleports and more mobile classes that have access to swiftness on kit swaps / out of combat skills without sloting a warhorn or pet bird or being in combat with weapon swap requires you to go into combat slow yourself down to trigger the swiftness .
will be very effective if they cut the tail wind swiftness by 1sec and made avaible for out of combat use, we already have so many traits that require being in combat already for pet damage , having swiftness out of combat would also improve pet movement for builds that have no swiftness beyond 2 in skirmishing and to swap weapons sick the pet without the need to use Huntershot , dynamicly improving those builds with a lack of movement, like Axe+Axe , S+D with trap set up where it only has one Lateral movement on sword 2 for movement, out of combat swiftness with this build will allow the ranger to roam point to point using traps as Support damage/CC, without having to stay he can leave, and use weapon swaps to repostion to a different as soon as he breaks combat without having to use LR or a utility slot.
though improve the ICD by a little bit so its used a Speed boost between points or a boost of speed incombat with a shorter window of speed.
(edited by Zenos Osgorma.2936)
I think a gs + s/x melee ranger could genuinely compete with thief for the mobility spot, if GS received a decent damage boost.
Space Marine Z [GLTY]
I think a gs + s/x melee ranger could genuinely compete with thief for the mobility spot, if GS received a decent damage boost.
Not without access to vertical ports we can’t.
LGN
muddy terrain more than anything needs its cast time removed. it’s such a garbage skill.
a cool way to make LR amazing would be to combine it with WASD and simply allow us to evade in any direction we want.
@Shanks;
Yeah, I understand the combo, and it isn’t necessarily that it isn’t good, it’s that the main problem is that other PvP meta builds, particularly thieves and eles, can mitigate all of that distance with just Infiltrator’s Signet → Steal/Shadow Shot/Infiltrator’s Step or Ride the Lightning + (Ele teleport) if needed respectively.
So it’s 100% true it might not be that ranger options need improving as much as other classes options need some adjusting (particularly thieves and lack of LoS needed for teleports).
I also didn’t mess with the cooldown of Guard in the idea because while Guard has a short cooldown, if it was turned into a 2 part teleport, the cooldown wouldn’t trigger until after the 2nd toggle, and it isn’t like a necros flesh worm; the pet has to manually navigate the terrain, so that there is a time frame in between setup and use that also demands that we temporarily remove the pet mechanic from active combat where it could be used/needed. So I just didn’t mess with any of the variables because it would be a lot of testing and tweaking to come up with a perfect idea for the change lol.
muddy terrain more than anything needs its cast time removed. it’s such a garbage skill.
a cool way to make LR amazing would be to combine it with WASD and simply allow us to evade in any direction we want.
This 100%. Bothers me infinitely I can do it with Withdraw on thief but not with LR, and although it may seem minor to some people, from experience I can say it is infinitely useful to be able to aim where you go instead of just “away” from target and when aimed properly can give some incredible maneuvers that allow for strategic leaps from position to position.
I think it’s probably not doing it now because it treats LR as an attack and incorporates it into the attacking targeting system.
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In recent 5 months I have spent more time on my ranger than any other of my 8 characters. Here are few things I would like to see improved.
The Pet
By far the biggest problem with the ranger profession.
Current situation: Even the sturdiest pets, like the ursine, tend to die very fast in AoE heavy situations, like WvWvW zerging. Many ranger traits require the pet to be alive. Thus rangers are not part of the WvWvW zerg meta. I would love to see more rangers also dive inside the melee train instead of being pewpew long bow snipers from the flanks.
Solution: Allow the pet to be put to spirit mode. In spirit mode the ranger pet does no active effects and doesn’t attack, but it is invulnerable to damage. Pet which is in spirit mode cannot revive (lick wounds won’t function)
I would also like to see the pet follow ranger and her targets more closely. Now even pressing “Return to me” (F3) button the pet is often too far from the ranger and just stands in the AoE damage.
Putting the pet to Avoid combat mode should immediately cause it to return to the ranger.
Maul http://wiki.guildwars2.com/wiki/Maul_
- blast finisher
- increase cooldown to 8 s (to compensate the addition of blast finisher, for comparison guardian hammer #2, mighty blow, has 5/4 s cooldown, which I consider overpowered)
Hilt Bash http://wiki.guildwars2.com/wiki/Hilt_Bash
- Either increase the damage multiplier to 1.5x (from 0.5x) or make it always stun
- Currently weak skill considering it’s 25 s cooldown and in 1 vs 1 difficult to get behind enemy to land the blow
Lighting Reflexes http://wiki.guildwars2.com/wiki/Lightning_Reflexes
- Removes also chilled and cripple (just like engi rocket boots and similar skills)
- becomes a leap finisher
Signet of the Hunt http://wiki.guildwars2.com/wiki/Signet_of_the_hunt
- Combination of 25% speed buff (passive) +150% damage buff (active) is a bit weird, I would like to see more utility in terms closing in targets or disengaging
- redesign: active gives 600 s leap, cures immobilize/chill/cripple
Entangle http://wiki.guildwars2.com/wiki/Entangle
- Should be unblockable like the skill description says
Here are some traits which would need love:
Nature’s Protection http://wiki.guildwars2.com/wiki/Nature%27s_Protection
Reduce cooldown to 20 s, would give ranger a bit more survivability if traited
Two-Handed Training http://wiki.guildwars2.com/wiki/Two-Handed_Training
Increase fury duration to 6 s (current 3 s fury is very short)
Honestly I don’t even see many posts that highlight the core issue that ranger builds face in high level PvP. There are people that are hitting the nail on the head, but to state/restate the problems ranger builds face:
- An utter lack of effective AoE damage.
…
- Lack of enemy boon removal.
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- Lack of Mobility.
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- Escapes.
I agree with most of this analysis. But to be fair: Each profession has some strong points and weaknesses. Ranger is supposed to be the master of ranged single-target damage. And it really is that with a fully traited longbow.
Only two professions do the boon removal effectively: mesmer and necromancer. Engineer throw mine/mine field is rarely used and doesn’t fit any meta build.
Ranger’s lack of AoE damage I can still still understand as an intended design choice. Mesmer and thief are also mostly single damage, while the elementalist really shines on AoE damage.
You forgot one thing: Ranger lacks group support. Water field from healing springs is not much. This is important in big fights. Guardians, Warriors and Elementalists are the best in group support, thus part of the GWEN wvwvw meta. Necromancers are needed for boon removal and burst AoE damage via wells. Mesmer is needed for its utilities and boon removal. Thieves are most common roamers. Engineers and rangers still lack a role, but still rangers are at least 2-3 times more common than engineers in WvWvW. I suggested to add a blast finisher to GS#2 maul to give ranger more group support. Ranger could also get a lighting field, perhaps added to a skill which suits it well, like lighting reflexes or juvenile river drake’s lightning breath.
The lack of mobility and escapes is seriously hurting ranger’s on high level play. I am expecting ranger to have same level of mobility which a thief or warrior has, but a little more would be good.
Movement impairing conditions, especially immobilize, is a death sentence to ranger. I use that to kill enemy rangers (works 99% of the time) and in my WvWvW solo roaming as ranger myself, the times I die are almost almost related to being rooted. Ranger is usually the 1st target by the enemy players. When I play my ranger often the all the enemies focus their fire on me. If I switch to playing some other profession, I get much less focus fire.
That is why I suggested to give a little bit more mobility the ranger: change the signet of the hunt active to a leap and make lightning reflexes also cleanse cripple and chilled.
muddy terrain more than anything needs its cast time removed. it’s such a garbage skill.
a cool way to make LR amazing would be to combine it with WASD and simply allow us to evade in any direction we want.
This would be such an awesome change to LR. being able to actually control the direction of travel when you break the stun would mean that on maps like skyhammer LR would save your life instead of ending it.