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Oh really? <(O.o)> (that’s my suspicious face)
I wish. /15 char
Dream on, you crazy dreamer.
This is actually pretty good :O
Tho, I like the evasive purity we have already. And 5s stability on pet swap would be way too OP.
Besides that. Good list
Everything but the Honed Axes is good. Keep the 10% crit damage, and add 50% condition duration. I would be real unhappy without the crit on it.
Drooling*****
Anet hire this man.
Half these changes are broken and overpowered.
Like this, “Signet of the Beastmaster – Effect changed to, Signets active effects now affect nearby allies.”
Really?
So,
Cure all conditions on yourself, your pet, and all allies, 60 second CD
You, your pet, and all nearby allies are immune to damage for 6 seconds, 80 second CD
You, your pet, and all nearby allies deal 25% additional damage and gains stability for 8 seconds, 60 second CD
Nope, don’t see a problem with any of that.
Signet of the Hunt would actually be a great one because of the cross-class synergy, but the rest of them are just glaringly broken.
(edited by Larynx.2453)
Half these changes are broken and overpowered.
Like this, “Signet of the Beastmaster – Effect changed to, Signets active effects now affect nearby allies.”
Really?
So,
Cure all conditions on yourself, your pet, and all allies, 60 second CD
You, your pet, and all nearby allies are immune to damage for 6 seconds, 80 second CD
You, your pet, and all nearby allies deal 25% additional damage and gains stability for 8 seconds, 60 second CDNope, don’t see a problem with any of that.
Signet of the Hunt would actually be a great one because of the cross-class synergy, but the rest of them are just glaringly broken.
Yeah. Some of those are blatantly OP. That’s how we can all tell that they’re not all going to happen. But, as a whole, there are some very good ideas in there that should be considered.
This is like GW2 ranger porn.
Only thing I want from this patch is that they won’t “fix” the frost spirits icd to 10 seconds as it’s listed. That alone would destroy the little usage that rangers see in higher class dungeon running.
Only thing I want from this patch is that they won’t “fix” the frost spirits icd to 10 seconds as it’s listed. That alone would destroy the little usage that rangers see in higher class dungeon running.
I think we all hope that. Honestly there should be no ICD on any of them.
Every patch I go straight to the Ranger bit, I have never failed to be really disappointed.
Every patch I go straight to the Ranger bit, I have never failed to be really disappointed.
Same here. This one truly promises to be different, though. I doubt it will be everything we need, but it looks like it will quite easily be our best patch. Though, honestly, that’s not hard to do. >.<
Half these changes are broken and overpowered.
Like this, “Signet of the Beastmaster – Effect changed to, Signets active effects now affect nearby allies.”
Really?
So,
Cure all conditions on yourself, your pet, and all allies, 60 second CD
You, your pet, and all nearby allies are immune to damage for 6 seconds, 80 second CD
You, your pet, and all nearby allies deal 25% additional damage and gains stability for 8 seconds, 60 second CDNope, don’t see a problem with any of that.
Signet of the Hunt would actually be a great one because of the cross-class synergy, but the rest of them are just glaringly broken.
Yeah. Some of those are blatantly OP. That’s how we can all tell that they’re not all going to happen. But, as a whole, there are some very good ideas in there that should be considered.
The OP didn’t say ALL signets effect the allies around you, he said:
“Signets active abilities will always affect you and your pet.
Signet of Renewal- Active changes to, cleanse all conditions from you and your pet."
Signet of the Wild would be the only signet that would effect allies. And, considering its cooldown in addition to the skills many other professions offer, it wouldn’t be op.
I say everything on here was pretty spot-on with how things need to be balanced. There is more, but this was a lot of it.
Yeah. Some of those are blatantly OP. That’s how we can all tell that they’re not all going to happen. But, as a whole, there are some very good ideas in there that should be considered.
The OP didn’t say ALL signets effect the allies around you, he said:
“Signets active abilities will always affect you and your pet.
Signet of Renewal- Active changes to, cleanse all conditions from you and your pet."
Signet of the Wild would be the only signet that would effect allies. And, considering its cooldown in addition to the skills many other professions offer, it wouldn’t be op.
I say everything on here was pretty spot-on with how things need to be balanced. There is more, but this was a lot of it.
I still hold that several of them are OP, but I agree that many look like they’re what we need.
Yeah. Some of those are blatantly OP. That’s how we can all tell that they’re not all going to happen. But, as a whole, there are some very good ideas in there that should be considered.
The OP didn’t say ALL signets effect the allies around you, he said:
“Signets active abilities will always affect you and your pet.
Signet of Renewal- Active changes to, cleanse all conditions from you and your pet."
Signet of the Wild would be the only signet that would effect allies. And, considering its cooldown in addition to the skills many other professions offer, it wouldn’t be op.
I say everything on here was pretty spot-on with how things need to be balanced. There is more, but this was a lot of it.
I still hold that several of them are OP, but I agree that many look like they’re what we need.
Just out of curiosity, could you point out which you think are OP? I want to see if I agree or if I can give a reason for it not to be. Or you could be right. Again, just curious.
I love your patchnotes !
Just out of curiosity, could you point out which you think are OP? I want to see if I agree or if I can give a reason for it not to be. Or you could be right. Again, just curious.
Signet of the Beastmaster – Effect changed to, Signets active effects now affect nearby allies.
- Applying the active effects to the entire party would be quite broken as you could grant the entire party invuln, stability, and increased damage.
Piercing Arrows changed to Incendiary Arrows – Effect becomes, Arrows that hit targets explode and deal damage in a 90 degree radius. (They still pierce)
- Exploding piercing arrows? That could cause heavy, heavy group damage. Larger damage potential than any current AoE unless the explosion damage was negligible. Then what would the point be?
Honed Axes – Changed to, conditions dealt with axes last 50% longer.
- Probably a bit too long of an increase in duration.
Evasive purity – Changed to, remove two conditions when dodging. ICD of 10.
- Making dodges gain the ability to remove anything short of stun is a bit broken. Makes immobilize and fear impotent against rangers as valid CC without needing a skill.
Rending Attacks – Changed to, pets bleed on critical hits with their basic attacks.
- Probably make the bleed require a proc. Maybe 33%-50%? All hits causing bleed could add a lot of damage.
Stability training – Changed to, grants 5 seconds of stability to you, your pet, and nearby allies when swapping pets.
- Group 5 second stability on a 20 second timer? Or 16 seconds if traited for pet swap. That’s a bit too powerful. That’s even better than a guardian can do.
Vigorous Training – Changed to, grants 10 seconds of vigor to you, your pet, and nearby allies when swapping pets.
- Group 10 second vigor on a 20/16 second timer? That’s at least 50% uptime without any boon duration increase. You could solo perma-maintain vigor for the entire party nearly effortlessly. That’s … kinda crazy OP.
Just out of curiosity, could you point out which you think are OP? I want to see if I agree or if I can give a reason for it not to be. Or you could be right. Again, just curious.
Signet of the Beastmaster – Effect changed to, Signets active effects now affect nearby allies.
- Applying the active effects to the entire party would be quite broken as you could grant the entire party invuln, stability, and increased damage.Piercing Arrows changed to Incendiary Arrows – Effect becomes, Arrows that hit targets explode and deal damage in a 90 degree radius. (They still pierce)
- Exploding piercing arrows? That could cause heavy, heavy group damage. Larger damage potential than any current AoE unless the explosion damage was negligible. Then what would the point be?Honed Axes – Changed to, conditions dealt with axes last 50% longer.
- Probably a bit too long of an increase in duration.Evasive purity – Changed to, remove two conditions when dodging. ICD of 10.
- Making dodges gain the ability to remove anything short of stun is a bit broken. Makes immobilize and fear impotent against rangers as valid CC without needing a skill.Rending Attacks – Changed to, pets bleed on critical hits with their basic attacks.
- Probably make the bleed require a proc. Maybe 33%-50%? All hits causing bleed could add a lot of damage.Stability training – Changed to, grants 5 seconds of stability to you, your pet, and nearby allies when swapping pets.
- Group 5 second stability on a 20 second timer? Or 16 seconds if traited for pet swap. That’s a bit too powerful. That’s even better than a guardian can do.Vigorous Training – Changed to, grants 10 seconds of vigor to you, your pet, and nearby allies when swapping pets.
- Group 10 second vigor on a 20/16 second timer? That’s at least 50% uptime without any boon duration increase. You could solo perma-maintain vigor for the entire party nearly effortlessly. That’s … kinda crazy OP.
You’re right about the signet actives and evasive purity. Vigor and stability granted on pet swap I don’t think are op but I’ll tone them down a little.
Rending attacks is not op because only birds and felines have high crit percentage. And even then lets not forget how unreliable they are.
Honed axes is not op because you would only apply a 9 second bleed, 41/2 second chill, and 15 second weakness.
Neither is incendiary arrows because a 90 degree radius is very small and the ranger really needs more aoe as it is. It would not work with barrage, however.
(edited by Soilder.3607)
Ok, fair enough, here’s my take:
Signet of the Beastmaster – Effect changed to, Signets active effects now affect nearby allies.
- Applying the active effects to the entire party would be quite broken as you could grant the entire party invuln, stability, and increased damage.
Rangers need more group support. Guardians has a skills that grands 12 stacks of might to nearby allies & heals for a base of 1,500 — on a 20 second cooldown. Thieves and mesmers can gift stealth to nearby allies — arguably a very powerful buff. Rangers being able to give a brief 6 seconds of 25% damage boost & stability (there is no invulnerability) wouldn’t be op, but rather supportive and desirable.
Piercing Arrows changed to Incendiary Arrows – Effect becomes, Arrows that hit targets explode and deal damage in a 90 degree radius. (They still pierce)
- Exploding piercing arrows? That could cause heavy, heavy group damage. Larger damage potential than any current AoE unless the explosion damage was negligible. Then what would the point be?
Arrows by themselves are pretty weak, even from a Ranger — a supposed master of archery. In addition, Rangers are pretty lacking in the aoe department. Adding that extra -oomph- to arrows wouldn’t be that bad considering it’s a master tiered trait.
Honed Axes – Changed to, conditions dealt with axes last 50% longer.
- Probably a bit too long of an increase in duration.
Yeah, I agree with you on this one. Necromancers have a grand-master trait called “Lingering Curse” that makes “Conditions inflicted by scepter skills last 33% longer.” If the axe trait was also a grand-master trait, and the 50% was changed to 33% to be on-par with Necromancers, that would be better.
Evasive purity – Changed to, remove two conditions when dodging. ICD of 10.
- Making dodges gain the ability to remove anything short of stun is a bit broken. Makes immobilize and fear impotent against rangers as valid CC without needing a skill.
I also agree with you here. At the same time, I still think the trait is a little lackluster. Perhaps adding a cripple, and/or burning to the list would be good? Perhaps not burning, but it would make sense as a “stop, drop, and roll” sorta idea for Rangers.
Rending Attacks – Changed to, pets bleed on critical hits with their basic attacks.
- Probably make the bleed require a proc. Maybe 33%-50%? All hits causing bleed could add a lot of damage.
I’m pretty sure it already does (it just doesn’t say so in the trait yet). The only thing that the OP is asking for, is for it to be able to affect all pets — not just felines and drakes. Even if he wasn’t, it wouldn’t be that bad…pets can hardly hit anything moving anyway.
Stability training – Changed to, grants 5 seconds of stability to you, your pet, and nearby allies when swapping pets.
- Group 5 second stability on a 20 second timer? Or 16 seconds if traited for pet swap. That’s a bit too powerful. That’s even better than a guardian can do.
That’s true. The cooldown would have to be increased to, say, 35 seconds? That would put it in the area of “Stand Your Ground!” But without the retaliation, but also with the possibility of it being 2 seconds faster on cooldown. Maybe give it a 900 range too? That would make it different than “Stand Your Ground!” without making it OP.
Vigorous Training – Changed to, grants 10 seconds of vigor to you, your pet, and nearby allies when swapping pets.
- Group 10 second vigor on a 20/16 second timer? That’s at least 50% uptime without any boon duration increase. You could solo perma-maintain vigor for the entire party nearly effortlessly. That’s … kinda crazy OP.
I can agree here too. Maybe 4 seconds of vigor would be better.
Kk, thanks for your take. I just wanted to put the whole picture into perspective, and perhaps improve the overall thread.
Some things are OP, but… meh, back to sad reality
These things must happen:
- all ranger AoE and Cleave skills hit 5 targets instead of 3.
- cast time removed from ‘Guard’.
- cast time removed from ‘Signet of the Wild’.
- pet swap cooldown lowered for dead pets.
- ‘Search & Rescue’ requires a valid downed target and won’t activate without it.
These things should happen:
- pet gains evade on player dodge.
- pet “shadowsteps” to its target with ‘Search & Rescue’. Pet is also healed to full health.
- pet “shadowsteps” to the player with ‘Lick Wounds’ (downed skill). Pet is also healed to full health.
- pet “shadowsteps” to the player on F3.
- ‘Signet of Renewal’ revives the pet before activation. Pet swap goes on full cooldown if a pet was revived.
- ‘Protect Me’ revives the pet before activation. Pet swap goes on full cooldown if a pet was revived.
- ‘Search & Rescue’ revives the pet before activation. Pet swap goes on full cooldown if a pet was revived.
(edited by Holland.9351)
Pets will have 70% increase in their hp so i geuss this is gonna be awesome, still they gonna die in some boss fights but they give us some time to micromanage them.
Signets need some love
Some Weapons need some love too
But my biggest complain is shouts, shouts need A LOT of love..I like “sic em”, “protect me” but they need to be more effective…“Sic em” will have a reveal which is very good, i would like to see “protect me” adding prot to pet and a rework to the other shouts.
@SynfulChaot;
While I agree with your list of why things would be okay, I just wanted to nitpick a little and say that Evasive Purity wouldn’t be able to remove fear, because you can’t dodge when you’re feared.
Just wanted to throw that in there, it isn’t something that makes the change any less powerful.
what you smoking send me some
none form changes posted in first arent OP in compare how anet balance some classes ..
(edited by Dina Van Heyr.3018)
There’s one change you forgot…
Search and Rescue – Now revives dead players, but will not work on NPCs.
I can’t hit anything with longbow up close so I hope they don’t nerf the long range shot at 1200 range.
As someone else said – Anet should hire this man.
I love your patchnotes !
It’s easy to like porn. That doesn’t make it good game design .
I don’t know if you’ve all noticed but I’ve made some changes to some skills that might’ve been op. I think these suggestions are all fair tbh. Some are powerful, I agree, but I don’t think they’re anywhere near ground breaking.
(edited by Soilder.3607)
All I wish for is all arrow to pierce. I’d be happy with just that :<
@SynfulChaot;
While I agree with your list of why things would be okay, I just wanted to nitpick a little and say that Evasive Purity wouldn’t be able to remove fear, because you can’t dodge when you’re feared.
Just wanted to throw that in there, it isn’t something that makes the change any less powerful.
Same goes for Immob, AKA immobilizes would still be the death of you as a ranger…
Evasive Purity: You can now dodge while immobilized.
-OR-
Evasive Purity: You can now dodge while immobilized. Cures all movement impairing effects on dodge. 20-30 second cooldown.
I think “movement impairing effects” include cripple, chilled, immobilized, and torment. The long cooldown compared to other classes’ “remove-X-condition-on-dodge” is to compensate for the very powerful cleanse it provides.
And is it just me, or was the Signet of the Beastmaster trait listed by the OP “passive effects of signets are now granted to allies,” or was it changed from “active effects of signets granted to allies”?
Because I think if it was just the passive effects, that would be fine by me. >_>;;
I am all set , switched to warrior as a main . Smooth sailing
Evasive Purity: You can now dodge while immobilized.
-OR-
Evasive Purity: You can now dodge while immobilized. Cures all movement impairing effects on dodge. 20-30 second cooldown.
I think “movement impairing effects” include cripple, chilled, immobilized, and torment. The long cooldown compared to other classes’ “remove-X-condition-on-dodge” is to compensate for the very powerful cleanse it provides.
And is it just me, or was the Signet of the Beastmaster trait listed by the OP “passive effects of signets are now granted to allies,” or was it changed from “active effects of signets granted to allies”?
Because I think if it was just the passive effects, that would be fine by me. >_>;;
I changed Signet of the Beastmaster to only make the passive effects affect allies. Group invulnerability for 6’s kinda is op as well as group 60% damage increase with signet of the wild. But giving those passive effects in a group is kittening sweet. Aoe regen, aoe speed boost, aoe cd removal, aoe toughness..
I think evasive purity is better off being able to remove any two conditions, even if it’s ICD is 20. If it were all movement impairing effects, including immobilize and torment, plus the additional two conditions, then that’d be too strong imo.
What you say about Barrage is so true, after playing with the Warriors f1 shoot and forget AoE, the Ranger Barrage has got to change to a cast while moving or cast and forget.
It is not fair this ability v. the Warrior ability is so different. I can hop up onto a wall, hit my Warrior f1 at the gate, hop off run and hide, and watch the Condition ticks roll.
What you say about Barrage is so true, after playing with the Warriors f1 shoot and forget AoE, the Ranger Barrage has got to change to a cast while moving or cast and forget.
It is not fair this ability v. the Warrior ability is so different. I can hop up onto a wall, hit my Warrior f1 at the gate, hop off run and hide, and watch the Condition ticks roll.
Not just that, but I’ve seen my warriors longbow 3 crit for like 4k damage in one hit, and I’m not even built that zerker heavy (I only have like 45% crit chance and 60% crit damage).
Full zerker geared warrior with self buffed 8 stacks of might can crit about 10k with the Arcing Arrow. And the F1 burst skill ticks for about 1,5k on the same spec.
Full zerker geared warrior with self buffed 8 stacks of might can crit about 10k with the Arcing Arrow. And the F1 burst skill ticks for about 1,5k on the same spec.
That sounds way too high to me mate. I know the skill is strong but you’d need like a base damage of at least 3.5k to get hits that high.
I find too many op and some don’t make much sense. Arrows explode and pierce? How can this happen?
Anyway, been leveling a warrior because they are obviously the favorite profession. It won’t be long before warriors are all you see in wvw and spvp. I wish I had high hopes for ranger.
I find too many op and some don’t make much sense. Arrows explode and pierce? How can this happen?
Anyway, been leveling a warrior because they are obviously the favorite profession. It won’t be long before warriors are all you see in wvw and spvp. I wish I had high hopes for ranger.
Engineer already has exploding and piercing pistol shots. We have practically no strong AoE. And what traits do you find overpowered? I’ve done a lot of adjustment and everything seemed fair to me.
LB #1 – Damage reduction with range removed. Base damage stays at 1000+ level.
All auto attacks will have their power scaling increased by 20%. (Especially if this pertains to longbow as well.)
Protect Me- Changed to, for 6 seconds, all damage you would take is redirected to your pet. That damage is reduced by 50%. Breaks stuns. (Pet no longer stops attacking during the duration of the skill.) (Kind of makes Signet of Stone worthless.)
Guard – Casting time removed. Changed to, you and your pet gain protection for 6s and stability for 6s. Recharge increased to 25 seconds. Breaks stuns. (If traited this is a 20s cd 6s stability and protection. That’s pretty strong.)
Primal reflexes – Changed to, You gain 10 seconds of vigor when hit by a critical hit. 20s ICD (50% vigor up time potentially from a single trait.)
Vigorous Renewal – No longer pulses with healing spring. Vigor granted increased to 10s. (If you use Troll Unguent or Heal as One this will give you crazy vigor up time.)
Mighty Swap – Changed to, grants 3 stacks of might for 10s to you, your pet, and nearby allies when swapping pets.
Stability training – Changed to, grants 4 seconds of stability to you, your pet, and nearby allies when swapping pets.
Vigorous Training – Changed to, grants 8 seconds of vigor to you, your pet, and nearby allies when swapping pets. (All of these are crazy strong. Remember this has a potential 16s cd, which would mean 50% up time on vigor, 25% on stability, and 62.5% on 3 stacks of might.)
I’m not saying change you list, just that I find these would be highly unlikely and are very much high hopes.
LB #1 – Damage reduction with range removed. Base damage stays at 1000+ level.
All auto attacks will have their power scaling increased by 20%. (Especially if this pertains to longbow as well.)
Protect Me- Changed to, for 6 seconds, all damage you would take is redirected to your pet. That damage is reduced by 50%. Breaks stuns. (Pet no longer stops attacking during the duration of the skill.) (Kind of makes Signet of Stone worthless.)
Guard – Casting time removed. Changed to, you and your pet gain protection for 6s and stability for 6s. Recharge increased to 25 seconds. Breaks stuns. (If traited this is a 20s cd 6s stability and protection. That’s pretty strong.)
Primal reflexes – Changed to, You gain 10 seconds of vigor when hit by a critical hit. 20s ICD (50% vigor up time potentially from a single trait.)
Vigorous Renewal – No longer pulses with healing spring. Vigor granted increased to 10s. (If you use Troll Unguent or Heal as One this will give you crazy vigor up time.)
Mighty Swap – Changed to, grants 3 stacks of might for 10s to you, your pet, and nearby allies when swapping pets.
Stability training – Changed to, grants 4 seconds of stability to you, your pet, and nearby allies when swapping pets.
Vigorous Training – Changed to, grants 8 seconds of vigor to you, your pet, and nearby allies when swapping pets. (All of these are crazy strong. Remember this has a potential 16s cd, which would mean 50% up time on vigor, 25% on stability, and 62.5% on 3 stacks of might.)I’m not saying change you list, just that I find these would be highly unlikely and are very much high hopes.
We have bad power scaling and it needs to be improved. If pets were more dependable, then maybe not, but since they aren’t, increased power is necessary. Not only that, but power builds in general need to be stronger because of the cd meta were already in. LB auto attack, even with these boosts, would not be op because the weapons fires once every 1.10 seconds. Sword auto attack easily out damages it. And while you could argue that since sword is a melee weapon and deserves to have a higher damage output, I believe that this class should be a master of ranged damage and that our ranged weapons should out damage our melee ones. Even with this change, however, the lb wouldn’t outdamage the sword.
Signet of Stone would still be good for someone not wanting to risk the chance of pet death. Protect me would be used mainly for anyone running a very tanky pet, such as bear and drake.
You’re right about guard, I’m going to have to change that.
Primal reflexes is only really reliable if your target has high precision. If you’re fighting against anyone without it, the trait is pretty much useless. For this reason, it needs to be strong.
Vigorous renewal was changed to match the thief trait. Not only that, but it used to grant much more vigor if used with healing spring. My change allows it to be useful for anyone who doesn’t want to run healing spring.
Mighty swap is nowhere near overpowered. Other classes can maintain well over three stacks of perma might, while this three stacks has a max of 62.5% uptime only under the right circumstances.
The same goes for vigorous training and stability training. They should be strong because they do not have a guaranteed uptime. The pet can and will die often, knocking that recharge to 60s or 48s if traited. Good pet management needs to be rewarded strongly. Maybe this can be toned down for sPvP, but definitely not PvE and WvW.
(edited by Soilder.3607)
I changed Signet of the Beastmaster to only make the passive effects affect allies. Group invulnerability for 6’s kinda is op as well as group 60% damage increase with signet of the wild. But giving those passive effects in a group is kittening sweet. Aoe regen, aoe speed boost, aoe cd removal, aoe toughness..
I think evasive purity is better off being able to remove any two conditions, even if it’s ICD is 20. If it were all movement impairing effects, including immobilize and torment, plus the additional two conditions, then that’d be too strong imo.
Well, I -know- that Thieves have two skills that cure all movement impairing effects on activation. One is their heal skill, and the other is Roll For Initiative. My version of Evasive Purity would be similar to that, except you need to dodge in order to activate it, and it only cures those conditions I listed (as they are all movement impairing effects). Not all of those and -then- two more.
Is this the thread where we write down dreams?
Rampage As One becomes a Signet. The Might stacking ability of the skill becomes the passive signet bonus.
:P
Is this the thread where we write down dreams?
Rampage As One becomes a Signet. The Might stacking ability of the skill becomes the passive signet bonus.
:P
I think i got an orgasm..Only for Ranger in passive, whens active for both and only on pets critical…to not make it totally OP
Full zerker geared warrior with self buffed 8 stacks of might can crit about 10k with the Arcing Arrow. And the F1 burst skill ticks for about 1,5k on the same spec.
That sounds way too high to me mate. I know the skill is strong but you’d need like a base damage of at least 3.5k to get hits that high.
it really isn’t that high… seeing as how warriors can crit for +30k with their kill shot, and can 100% to nothing glass cannons with hundred blades, because you know… warrior is THE big number class, that seems about right…
Push the Ranger/Pet DPS split towards the player.
That’s all for me.
Make pet more utility based, change up skills and stats, whatever, but losing 60% of your DPS output because it relies on a AI unable to
walk away AoEs
dodge
and which have a 60sec CD on respawn
is just bad.
I know that the (right, i’m not denying that) objection will be “Well, it’s the appeal of Ranger being tied to their pets”. But this doesn’t make it less stupid to my eyes.
Make pet more utility based, change up skills and stats, whatever, but losing 60% of your DPS output because it relies on a AI unable to
walk away AoEs
dodge
and which have a 60sec CD on respawnis just bad.
I really, really hate to have to be the one to say this, but … if your pet is responsible for 60% of your DPS then you’re doing something horribly wrong.
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