How the Ranger Could become a WvW class
all for man you could even make a elite skill that consumes pets energy and gives it to the player basically what you say in number 2. Or even a grand master trait that is you number 2 suggestion
I for one believe that instead of buffing our damage when pet is stowed or defeated, that we should already have damage equivalent to the other professions form the start. Why are we kitten because of our “unique” class mechanic in the first place.
It’s not just about missing damage and people need to understand that. Every day there is a new post saying, “Take pets away and give us damage, that will solve everything.” It doesn’t. The problem is so much more deeply seeded than that and a shallow solution like a damage buff wont fix it.
The problem is so much more deeply seeded than that and a shallow solution like a damage buff wont fix it.
I agree. This isn’t going to fix anything. Also most of our traits and skills are too close linked to our pet. The problem is actually so complex i really doubt it will ever be fixed.
Fixing the damage though would be a step in the right direction
Ranger is definitely viable as a frontliner as I will discuss in an upcoming guide. You likely aren’t using the right gear and weapons.
I do agree that spirits are absolute garbage in wvw though
and dont forget pets. useless at tower attack, deffense, open field fights… well mostly everywhere in wvw
Just the WvW
R3200+
As a zerging Ranger, we are more viable than players think and very underestimate with what we do bring to a group. Our major problem comes from two professions: Guardian and Elementalists. Because these two professions bring all you need to a group, it makes our support look lackluster in comparison which it isn’t.
One thing I never see from enemy zergs is the use of Muddy Terrian, Entange and Spike Trap, These skills if done by more them 1 Ranger (at less 3 Rangers) in a coordinated effort with the other profession’s CC is just the icing on the cake to wiping large groups. The builds I run can be found on my Anook blog (signature below) and they work great.
IMHO, the best way to improve Rangers in group/zergs is by overhauling our current traits and allow some passives such as Companions Defense, Furious Grip, Beastmater’s Might or even Nature Healing or Signets of the Beastmaster to affect the players around them.
Also, I think weapons like the Greatsword needs a blast finisher. I am for removing the leap finisher on Swoop in exchange for a blast finisher on Maul. By switching the effects of these skills will allow Rangers to blast a little less often as a Guardian’s Hammer 2 but at the same time not abuse finishing on Healing Spring if we still had leap finisher on Swoop.
As a zerging Ranger, we are more viable than players think and very underestimate with what we do bring to a group. Our major problem comes from other professions: Guardian, Elementalists, Warriors, Necromancers, Engineers, and even Thieves and Mesmers. Because these professions bring all you need to a group (Fields, Boons, Boon Removal, Powerful and unique Utility skills, Spamable Blast Finishers, Hard and soft Control, and tons of debilitating conditions) it makes our support look lackluster in comparison which it is.
One thing I never see from enemy zergs is the use of Muddy Terrian, Entange and Spike Trap, because these skills have long recharges, can be destroyed, or simply don’t efffect me due to the other 49 people around. These skills if done by more then 1 Ranger (at less 3 Rangers) in a coordinated effort with the other profession’s CC is just the icing on the cake to wiping large groups. The builds I run can be found on my Anook blog (signature below) and they work great.
IMHO, the best way to improve Rangers in group/zergs is by overhauling our current traits and allow some passives such as Companions Defense, Furious Grip, Beastmater’s Might or even Nature Healing or Signets of the Beastmaster to affect the players around them.
Also, I think weapons like the Greatsword needs a blast finisher. I am for removing the leap finisher on Swoop in exchange for a blast finisher on Maul. By switching the effects of these skills will allow Rangers to blast a little less often as a Guardian’s Hammer 2 but at the same time not abuse finishing on Healing Spring if we still had leap finisher on Swoop.
First,
fixed* lol
Second,
On a serious note, if you are going to use a Ranger in such a setting those are the skills you want to bring. It is viable and using them wisely can bring nice results.
Lastly,
And not once was a profession mechanic mentioned. What a sad normal day for a Ranger Beastmaster.
(edited by Castaliea.3156)