My Dream WvW Ranger

My Dream WvW Ranger

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Posted by: Xaros.3986

Xaros.3986

So today while day dreaming, I was thinking about what changes I would make to the Ranger class to fit what I think is the ideal Ranger play style in WvW.

While I don’t actually expect these suggestions to ever become reality, I have tried to keep the changes balanced and in line with the spirit of the class and of the game. Also, I have assumed that all bugs have been fixed. What changes to the class would you make if it was up to you? Please be constructive and keep balance in mind if you want to play :-)

Without further ado, here is my Dream WvW Ranger!

Weapon slot 1: Longbow

1. Long Range Shot. Fire three arrows in rapid succession, each traveling farther and doing more damage than the previous one. If your foe is not within range for the first shot, the successive shots will not be fired.

First shot: 1200 range (1500 with trait)
Second shot: +150 range, +x% damage (e.g. x=10%)
Third shot: +300 range, +2x% damage (i.e. if x=10%, then 2x is 20%)

(Note: The average damage and speed should be improved compared to the current Long Range Shot)

2. Rapid Fire. No changes.

3. Hunter’s Shot. Fire an arrow to make your foe vulnerable. Chance to cripple your foe.

(Note: No changes except that the pet swiftness is exchanged or complemented by a x% (e.g. 50%) chance to inflict 4s cripple [-50% movement speed] on your foe)

4. Point Blank Shot Charged Shot. Ready an arrow that pushes back your foe. The longer you charge your shot, the more damage and the higher chance for a critical hit. Edit: I removed the part about chance to knockback, it will knockback 100% of the time even at 0s charge

Knockback: No changes.

Charge:
>1s: +10% damage, +10% critical hit chance, +1% critical hit damage
>2s: +20% damage, +20% critical hit chance, +2% critical hit damage
>3s: +30% damage, +30% critical hit chance, +3% critical hit damage
>4s: +40% damage, +40% critical hit chance, +4% critical hit damage
>5s: +50% damage, +50% critical hit chance, +5% critical hit damage

Range: 600 (750 with trait)

(Note: If there is no charge up, or only a very short charge up [e.g. <2s], the damage should be lower than the current Point Blank Shot. At the higher charges [e.g. >3-5s], it should definitely out damage the current Point Blank Shot).

5. Barrage. No changes.

Weapon slot 2: Shortbow

1. Crossfire. No changes.
2. Poison Volley. No changes.

3. Quick shot. Fire a quick shot while leaping. Gain swiftness if the shot hits.

(Note: No changes except that instead of jumping backwards, you jump in the direction that you’re currently moving)

4. Crippling Shot. No changes.
5. Concussion Shot. No changes.

Heal: Heal as One. No changes.

Util 1: Quickening Zephyr. No changes.

Util 2: Signet of the Hunt.

Signet Passive: Grants x% increased movement speed to you and your pet.
Signt Active: Doubles your movement speed for 10 seconds (Cooldown: 35 seconds, during which the passive does nothing)

(Note: x = 25-33%)

Util 3: “Track Prey”

Shout. Your pet will sniff out and track foes that have recently passed through the area.

Footprints of the x closest foes are made visible for 20 seconds (Cooldown: 120 seconds), select one footprint to have your pet track down its source (infinite duration).

(Note: x could be, say, 1-5 foes. The footprints could be visible on the minimap and/or in your normal PoV. Tracking could either make the pet run towards the chosen foe so that you may follow it, and/or simply keep the footprints visible indefinitely [unless the foe logs out/dies])

Elite: Camouflage. Camouflage yourself and your pet, making yourself invisible to foes.

Camouflage (300s). You and your pet are invisible to foes (Casttime 5s during which you cannot move; Cooldown 150s; Camouflage breaks if you move or enter combat).

(Note: Camo is different from Stealth in that it has a lot longer duration, however, you cannot move while camouflaged. Its purpose is to avoid or ambush passing foes).

Camouflage also replaces the #1 weapon skill in similar fashion to the thief’s “Backstab”, “Surprise Shot”, etc. Examples:

Longbow:
1. Sniper Shot. Fire an arrow from the shadows that make your foe vulnerable. The arrow does additional damage if you hit from the side or from behind.

Vulnurability (10s): 10% Incoming Damage.
Side Damage: x + 50%
Back Damage: x + 100%

(Note: x should be roughly twice the normal Longbow damage. Side damage would thus equal 3x damage [e.g. 100 * 2 * 1.5 = 300], and back damage about 4x damage [100 * 2 * 2 = 400])

Range: 1200 (1500 with trait)

Shortbow:
1. Assault. Leap at your foe and hit them over the head with your Shortbow. Stun your foe if you hit them from behind or from the side; knock them back if you hit them from the front.

Stun: 1 second
Knockback: 600

Range: 600

Xáros – Necromancer

(edited by Xaros.3986)

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Posted by: Yasha.5963

Yasha.5963

The knockback idea on longbow is quite a big nerf. Think about when and why you would use knockback in pvp. Do you have time to charge up for 5secs! (with only a 70% chance of knockback!!!!) when a warrior is about to unleash 100B on you (for example).

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Posted by: Xaros.3986

Xaros.3986

You’re right. Maybe it should just stay 100% chance throughout, while damage and distance can increase with the charge.

Xáros – Necromancer

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Posted by: Ultravalefor.5038

Ultravalefor.5038

Absolutely not to longbow #4.
When jumping up onto a keep wall to spike someone off a cliff (location example: Dawn’s Eyrie and similar borderlands keeps) quickly before getting destroyed by AoE, I don’t have time to charge anything, I need the knockback right now.

Increasing the time to get the effect on anything is not a good idea for WvW. Someone dangerous rushing you and just pressing and releasing 4 with no charge doesn’t knock them back? No thanks.

Phaynel – recently voted the hottest Ranger in GW2 by everyone
married to Railspike the Red Alpha Golem
[PiNK] Toast Forever.

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Posted by: Durzlla.6295

Durzlla.6295

As said above… absolutely not to the longbow 4… as for the longbow 3 I don’t want my pet to not be able to close the gap should some kitten who dodgerolls on CD happen to dodge at the right time, i want my pet to be able to get into the fray and cripple/knock them down (he’s a fern Mastiff) regardless of if i hit…

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: deepwinter.9015

deepwinter.9015

1. Crossfire. No changes.

While I agree with everyone else’s statement about your proposed Longbow 4, to state that Shortbow 1 does not need a change is to say that its fine the way it is. It is not fine. The positional requirement to apply Crossfire’s Bleed effect is absurd when a Warrior can apply a Bleed in any direction with two different ranged weapons (Rifle and Longbow).

It is simply not always possible to flank a target. Many situations even forbid or strongly restrict flanking. For example, in WvW, you are often facing opposing zergs head on and, thus, cannot get to the side or the rear of your target(s) – especially if you’re on a wall. In PvE, encounters often limit your approach to a target or, due to heavy particle effects, you simply cannot see which side of the target is the rear!

Azhandris – Sylvari Thief
Tarnished Coast

(edited by Moderator)

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Posted by: Durzlla.6295

Durzlla.6295

1. Crossfire. No changes.

Here is where you lost any credit you might’ve had.

While I agree with everyone else’s statement about your proposed Longbow 4, to state that Shortbow 1 does not need a change is to say that its fine the way it is. It is not fine. The positional requirement to apply Crossfire’s Bleed effect is absurd when a Warrior can apply a Bleed in any direction with two different ranged weapons (Rifle and Longbow).

It is simply not always possible to flank a target. Many situations even forbid or strongly restrict flanking. For example, in WvW, you are often facing opposing zergs head on and, thus, cannot get to the side or the rear of your target(s) – especially if you’re on a wall. In PvE, encounters often limit your approach to a target or, due to heavy particle effects, you simply cannot see which side of the target is the rear!

Crossfire is EASIER to land in WvW then in sPvP (PVE I’d say I’d the easiest because you can just walk around them as they’re focused on a pet)

Crossfire works WONDERS in Zerg v Zerg battles because it fits the definition of the skill, you have so many people fighting that aren’t focusing on you that it’s so easy to just walk behind someone and unload into their spine, it’s quite evil really…

As for the “it’s hard to get behind people” thing yeah, no, stone spirit, muddy terrain, entangle, spiders( black widow and jungle have 2), Spike trap, all provide ways to root someone so you can get behind em, stun them and then claim their soul with the hail of arrows you can produce from hitting 1, not to mention if they’re knocked down, launched, or blown out you can hit them from any direction and it’ll count as “flanking”

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: Yasha.5963

Yasha.5963

I think crossfire is fine too-mabye speed it up 40ms and get rid of the animation bug when using quickness; Upping the damage or bleed duration would be good too.

Anyway OP- what is your “vision” behind this dream ranger? Like how do you see the skills playing out in pvp? That would help others understand your dream better.

For example, my dream ranger would have a gap closer on longsword with a jump back (essentially the opposite of current longsword skill) because in pvp I could use it offensively by jumping to an opponent laying traps then cripple/jump back and unload at range (or just stay in the trap hell I created swap pets and auto attack the poor bugga to death with quickness while my pet wailed on them).

Or I could use it defensively as a mobility skill, you know those times you want to run away but horn 4 is on CD and you don’t have a greatsword equiped because you liked the idea of being at least something of an archer? Use the new longsword gap closer to RUN AWAY!!! (yes I know it is theoretically possible to use it to run away now, but I like to have skills that work as easily as they do on other classes, not ones that spell certain death if you fumble some complex combination of deselecting target, turning and twisting and praying that you jump back in the right direction)

If you lay out some examples of how you envision the skills to work like that its easier to understand where you are coming from.

(edited by Yasha.5963)

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Posted by: Obsidian.1328

Obsidian.1328

I dig the camouflage part, at one point it was supposed to be available to rangers anyway. And it fits the profession very well.

Obsidian Sky – SoR
I troll because I care

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Posted by: Dante Dragonhand.2538

Dante Dragonhand.2538

Not a fan. Long ranged shot should be the slow casting super hard hitting arrow. Rapid fire should be compressed into 2-5 arrows like rifles volley but with more damage. Hunters should needs something, more damage, another condi like cripple, something. Point blank is fine, it could use more damage but its more about the CC. Barrage needs a bit more damage, or possibly more range, overall longbow needs more damage, and faster arrow projectiles to match that of a rifles bullets. I do like the idea of cammo changing the number 1 ability of w/e weapon you are using, pointless with most weps tho depending on the situation. Id like them to allow you to move with cammo up.

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Posted by: Durzlla.6295

Durzlla.6295

Not a fan. Long ranged shot should be the slow casting super hard hitting arrow. Rapid fire should be compressed into 2-5 arrows like rifles volley but with more damage. Hunters should needs something, more damage, another condi like cripple, something. Point blank is fine, it could use more damage but its more about the CC. Barrage needs a bit more damage, or possibly more range, overall longbow needs more damage, and faster arrow projectiles to match that of a rifles bullets. I do like the idea of cammo changing the number 1 ability of w/e weapon you are using, pointless with most weps tho depending on the situation. Id like them to allow you to move with cammo up.

I gotta say as much as i love the advantage bows give over rifles of being significantly longer range (turn off auto targeting and you can snipe people from across a sPvP map with a longbow, it’s hilarious lol), we really do need a missile speed increase, the fact that a simple side step will cause my arrow to miss is ridiculous, i can understand juking and that causing it to miss, but seriously? A side step?

I would love hunter shot if it also poisoned them… as long as it stays as a “Marked for Death” ability i’m good with it…just think of this…. hunters shot applys vuln and cripple on your arrow shot, then your pet is sped up (as is) and applies poison on the next attack, now THAT would be a sexy ability, yet i feel it’d be OP….

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: Dante Dragonhand.2538

Dante Dragonhand.2538

@Durzlla.6295

Good idea with the poison, but I dont think it would be op. It would only add a way to kite, melee have 5 different gap closers, we have point blank shot, thats it. Giving hunters shot a cripple +poison gives us kiteability and a healing debuff so we can preasure bunkers. Also we need to have vulnerability last longer, I mean we are shooting them with a effing arrow to get it, it should last like 20 seconds without traits.

And yea faster projectile speed is almost a must, its sad watching someone turn a corner and see my arrow fly completely in the opposite direction, then go on engineer and use hipshot and watch as bulet turns mid air…magic bullets?

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Posted by: Shilian.5873

Shilian.5873

Charged shot is nice but i would change it on a single shot burst pure damage…

Ready an arrow that does more damage and is more likely to land a critical strike, the longer it is charged. Pressing once readies the arrow, pressing again releases it.
Warning at max extend you will suffer 5 second of bleed or something else

1s: +120% auto-attack damage, +50% chance to Critically hit
2s: +180% auto-attack damage, +55% chance to Critically hit
3s: +240% auto-attack damage, 60% chance to Critically hit
4s: +300% auto-attack damage, 65% chance to Critically hit
5s: +500% auto-attack damage 70% chance to Critically hit, inflict random debuff to the user

it will be like hitting 5 shot in 5 second and with a nice 100% crit…is not that op as it sound…lets say i can it for 2k on max range vs a tough guy….it will be just 10k damage i see warriors doing that already with a kitten rifle…
AH forgot that, 5 second cd.

(edited by Shilian.5873)

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Posted by: Xaros.3986

Xaros.3986

Yasha: “Anyway OP- what is your “vision” behind this dream ranger? Like how do you see the skills playing out in pvp? That would help others understand your dream better.”

My vision was to establish the Ranger as the obvious “scouting class”. For that I think it needs better speed, ability to hide and ambush, and so on. The changes to the weapons are actually not that important to the vision, however I think some of them would be cool, especially those that fire out of Camouflage. But yeah, knockback should stay 100% chance on #4 for CC purposes. However, I like the idea of being able to ready the shot before an encounter and get some kind of bonus depending on how long the shot has been charged (e.g. +damage, +crit chance).

deepwinter: "1. Crossfire. No changes.

I’m not saying Crossfire is perfect and never needs to change, what I’m saying is that I don’t think changes are necessary to realize my vision. To me, the Shortbow is the weapon of choice when I have control over the fight, and I would primarily use it in small scale “up close” battles. Currently, I use Longbow for WvW and Shortbow for sPvP. However, if I could get speed from an utility instead of the warhorn, then I would definitely equip the Shortbow in WvW for those types of fights. I use it all the time in sPvP and I don’t think the positional bleed is a problem. In fact, it is very effective at stacking bleeds, at least the way I play it. I haven’t played warrior so I can’t comment on whether it’s too easy or not to apply bleeds for them.

Xáros – Necromancer

(edited by Moderator)

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Posted by: Yasha.5963

Yasha.5963

Yes that sounds like a cool concept. I can understand why you thought of those skills now- the double run speed to quicky retreat from a scouted position, the camoflage and sniper shot to set up ambushes etc, sounds good.

The charged shot you are proposing sounds a lot like an archer skill called “penetrating arrow” in this mmo called Tera; in that game you had to actually aim your arrows like shooting in a fps , so you could charge up your shot but if the enemy was moving around a lot you could easily miss, was kind of neat.

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Posted by: Durzlla.6295

Durzlla.6295

Yes that sounds like a cool concept. I can understand why you thought of those skills now- the double run speed to quicky retreat from a scouted position, the camoflage and sniper shot to set up ambushes etc, sounds good.

The charged shot you are proposing sounds a lot like an archer skill called “penetrating arrow” in this mmo called Tera; in that game you had to actually aim your arrows like shooting in a fps , so you could charge up your shot but if the enemy was moving around a lot you could easily miss, was kind of neat.

You can aim your arrows in GW2 also, i run around without auto targeting and without “target assist” a lot of the time so i can have my pet maul something and then i can pew pew at something else, not to mention WITHOUT auto targeting you can shoot exponentially further (especially with a long bow) then you can with it, for example, while standing at waterfall/quarry in the Legacy of the Foe Fire map i can shoot the keep gate AND defend the point at the same time.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: deepwinter.9015

deepwinter.9015

As for the “it’s hard to get behind people” thing yeah, no, stone spirit, muddy terrain, entangle, spiders( black widow and jungle have 2), Spike trap, all provide ways to root someone so you can get behind em, stun them and then claim their soul with the hail of arrows you can produce from hitting 1, not to mention if they’re knocked down, launched, or blown out you can hit them from any direction and it’ll count as “flanking”

Durzlla, you talk a lot on these forums, but in each of your posts I see a lot of hate and exaggerated understanding of the profession.

Spike Trap roots a target for 1 second when it activates. Spike Trap is on a 45 second cooldown. How do you propose this is a mechanic we can utilize to flank a target and stack Crossfire Bleed effects?

Stone Spirit. If you’re using this for a root in WvW, you’re going to have a bad day. I’m sure you’ll throw a bunch of situations at me to prove a point, but you’ll always ignore the fact that Spirits cannot be sustained in a Zerg on Zerg or a castle offense (arrow carts, catapults, AoEs). Stone Spirits also have a short distance AoE, a long cast time, a longer cooldown and a 2 second root. If an opponent does manage to stray near your Spirit, you happen to get it off and managed to get behind them… then congratulations! You’ve managed to apply one or two Bleed effects before your target turns back around to face you!

Entangle. A great elite utility on a long cooldown; however, most classes have utilities to escape these Binding Roots – unlike us. And don’t say Sigil of Renewal can remove Binding Roots. It can’t. Its been tested and documented. It will remove the Immobilize condition, but it will not remove the roots themselves and, thus, keep the target in place.

Knockdowns. Currently, we have a few abilities that can knock a target down. The first of which is Longbow 4. However, this is on another weapon and if you have to swap to your Shortbow your target will already be back on their feet before you can put more than a couple Bleeds on them. If you are using the Longbow’s knockback for a Shortbow bleed you’re, again, going to have a bad day. You’re also on a weapon swap cooldown.

Canines can also knock down, but this is a condition we have no control over so damage cannot be consistent. A spider has a root (web) as an F2 ability (unresponsive), but is also on a long cooldown, roots for 2 seconds, can be removed by other class abilities and, again, provides insufficient time to maintain a flanking position.

You’ll likely attempt to say that all these situations combined hasn’t had an effect on your “OP Ranger,” and I respect that. I would love to live in the world you live in were Rangers work as intended and are just fine. But in the real world with real math, science and computer programing the Rangers are sub-par and require some much needed attention from the developers.

Azhandris – Sylvari Thief
Tarnished Coast

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Posted by: Sco.9615

Sco.9615

4. Point Blank Shot Charged Shot. Ready an arrow that pushes back your foe. The longer you charge your shot, the more damage and the higher chance for a critical hit. Edit: I removed the part about chance to knockback, it will knockback 100% of the time even at 0s charge

Knockback: No changes.

Charge:
>1s: +10% damage, +10% critical hit chance, +1% critical hit damage
>2s: +20% damage, +20% critical hit chance, +2% critical hit damage
>3s: +30% damage, +30% critical hit chance, +3% critical hit damage
>4s: +40% damage, +40% critical hit chance, +4% critical hit damage
>5s: +50% damage, +50% critical hit chance, +5% critical hit damage

Range: 600 (750 with trait)

(Note: If there is no charge up, or only a very short charge up [e.g. <2s], the damage should be lower than the current Point Blank Shot. At the higher charges [e.g. >3-5s], it should definitely out damage the current Point Blank Shot).

Change this to have full range but only Knockback a foe if they’re within 600 (or 750) range and I’m on board.

Communication is the greatest gift the world of today can offer us.
So why do we choose to ignore it?

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Posted by: Twookie.5684

Twookie.5684

I’d like a higher velocity on the arrows as well, as it is pretty easy to dodge the arrows in WvW/PvP.

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Posted by: Durzlla.6295

Durzlla.6295

As for the “it’s hard to get behind people” thing yeah, no, stone spirit, muddy terrain, entangle, spiders( black widow and jungle have 2), Spike trap, all provide ways to root someone so you can get behind em, stun them and then claim their soul with the hail of arrows you can produce from hitting 1, not to mention if they’re knocked down, launched, or blown out you can hit them from any direction and it’ll count as “flanking”

Durzlla, you talk a lot on these forums, but in each of your posts I see a lot of hate and exaggerated understanding of the profession.

Spike Trap roots a target for 1 second when it activates. Spike Trap is on a 45 second cooldown. How do you propose this is a mechanic we can utilize to flank a target and stack Crossfire Bleed effects?

Stone Spirit. If you’re using this for a root in WvW, you’re going to have a bad day. I’m sure you’ll throw a bunch of situations at me to prove a point, but you’ll always ignore the fact that Spirits cannot be sustained in a Zerg on Zerg or a castle offense (arrow carts, catapults, AoEs). Stone Spirits also have a short distance AoE, a long cast time, a longer cooldown and a 2 second root. If an opponent does manage to stray near your Spirit, you happen to get it off and managed to get behind them… then congratulations! You’ve managed to apply one or two Bleed effects before your target turns back around to face you!

Entangle. A great elite utility on a long cooldown; however, most classes have utilities to escape these Binding Roots – unlike us. And don’t say Sigil of Renewal can remove Binding Roots. It can’t. Its been tested and documented. It will remove the Immobilize condition, but it will not remove the roots themselves and, thus, keep the target in place.

Knockdowns. Currently, we have a few abilities that can knock a target down. The first of which is Longbow 4. However, this is on another weapon and if you have to swap to your Shortbow your target will already be back on their feet before you can put more than a couple Bleeds on them. If you are using the Longbow’s knockback for a Shortbow bleed you’re, again, going to have a bad day. You’re also on a weapon swap cooldown.

Canines can also knock down, but this is a condition we have no control over so damage cannot be consistent. A spider has a root (web) as an F2 ability (unresponsive), but is also on a long cooldown, roots for 2 seconds, can be removed by other class abilities and, again, provides insufficient time to maintain a flanking position.

You’ll likely attempt to say that all these situations combined hasn’t had an effect on your “OP Ranger,” and I respect that. I would love to live in the world you live in were Rangers work as intended and are just fine. But in the real world with real math, science and computer programing the Rangers are sub-par and require some much needed attention from the developers.

You have no idea what you’re talking about, 1) i never said you need to root people in WvW in WvW it’s extremely easy to hit them in the back because there are tons of people not paying attention to you and it’s easy to get behind them.

2) There are 2 spiders that have an immob as their EXTREMELY RESPONSIVE F2 (it’s an instant cast for crying out loud), not to mention if you swap pets as soon as they use their F2 and their other immob then it’s only on a 15s CD, not the “super long” CD you think it is.

3) Spike traps 1 sec immob can give you PLENTY of bleed stacks, you just need to know what you’re doing, place the trap, lure them into it and hit 3 as they’d go in to place yourself behind them, congrats you can get a good 3 stacks on them easy.

4) you completely ignored Muddy Terrain which has a 2sec immob and god knows how much cripple (which makes it very easy to get behind people) and it’s only a 24 sec CD if you take the trait to reduce survival skills (which also effects Entangle mind you).

5) Spirit of stone in a tPvP environment is extremely easy to catch people with for both offensive and defensive purposes and it’s an exact equivalent to muddy terrain just a shorter duration (for obvious reasons)

Btw, i never said “Rangers are fine and don’t need any adjustments” no, they have plenty of bugs and lack luster abilities, however the shortbow (which is what we’re talking about) is fine, and i fail to see any problems with it that can’t be fixed by clever gameplay.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: deepwinter.9015

deepwinter.9015

This is a WvW thread and thus the topic is about WvW. tPvP is another beast all together and is beyond the scope of this thread. I’m not sure which worlds you’re going up against, Durzlla, but any top tier world isn’t going to allow flanking. The worlds I face every week won’t tolerate that.

Now here comes the math: How fast is the Shortbow’s attack speed? How many stacks of Bleed can you put on a target in a 1 second window?

Second, Muddy Terrain’s cripple: You stated “God knows how much cripple.” I’m not God, but I know its 50%. I also know that cripple does not affect how fast I can move my character’s body along an x-axis. If you’re fighting keyboard-turners, then your argument is valid. However, if you’re fighting anyone using a mouse, then your argument quickly becomes invalid.

The Crossfire Bleed effect is more work than needed to sustain damage on a target. It requires an ungodly amount of utility and set-up to work as intended and that is why I argue it needs to be reworked! But you sound like the kind of guy who prefers making life harder on yourself, as if you have something to prove, so Imma let you keep on keeping on.

Azhandris – Sylvari Thief
Tarnished Coast

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Posted by: Durzlla.6295

Durzlla.6295

This is a WvW thread and thus the topic is about WvW. tPvP is another beast all together and is beyond the scope of this thread. I’m not sure which worlds you’re going up against, Durzlla, but any top tier world isn’t going to allow flanking. The worlds I face every week won’t tolerate that.

Now here comes the math: How fast is the Shortbow’s attack speed? How many stacks of Bleed can you put on a target in a 1 second window?

Second, Muddy Terrain’s cripple: You stated “God knows how much cripple.” I’m not God, but I know its 50%. I also know that cripple does not affect how fast I can move my character’s body along an x-axis. If you’re fighting keyboard-turners, then your argument is valid. However, if you’re fighting anyone using a mouse, then your argument quickly becomes invalid.

The Crossfire Bleed effect is more work than needed to sustain damage on a target. It requires an ungodly amount of utility and set-up to work as intended and that is why I argue it needs to be reworked! But you sound like the kind of guy who prefers making life harder on yourself, as if you have something to prove, so Imma let you keep on keeping on.

Well i said god knows because i don’t feel like doing the exact math on it, however i do know that it helps with getting around people, is it better or as good as immob? Hardly, but it helps.

For the 1sec immob i tend to get ~3 stacks of bleeds, it’s not bad, is it amazing? no, but it’s pretty good.

I don’t think you realize what i mean by flanking to them in WvW, you don’t need to FLANK, you need to get to the side of the character, in a head on zerg vs zerg most people aren’t going to delve into the depths of your zergs to kill the ranger, you stand behind the front line (my server tends to have a large amount of melee that charge into their zerg so maybe yours is different) and just position yourself to the side of your target and pew pew them while they’re distracted by someone else, or you just put on the penetrating arrows trait, turn off auto targeting and spray and pray into the mob and watching all the bleeding numbers dancing across your screen because of how many people you’re hitting in the chaos.

Like i said in my original post on this thread, the definition of the word Cross Fire fits the ability sooooooooo well in WvW.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: deepwinter.9015

deepwinter.9015

1) It says 50% on the ability. All Cripple conditions are 50%. It does not affect turning speed.
2) “Flanking” means to “be situated on each side of or on one side of (someone or something).” In GW2, anything not 90 degrees in front of a target is considered “flanking.” I kinda know what flanking means.

Azhandris – Sylvari Thief
Tarnished Coast

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Posted by: Durzlla.6295

Durzlla.6295

1) It says 50% on the ability. All Cripple conditions are 50%. It does not affect turning speed.
2) “Flanking” means to “be situated on each side of or on one side of (someone or something).” In GW2, anything not 90 degrees in front of a target is considered “flanking.” I kinda know what flanking means.

1) I’m not saying the EFFECT of cripple i’m saying the DURATION of the cripple, it applies 1 second but it creates a pulsing field like the frost trap in WoW, except it’s cooler… and not a trap…

2) Well, i fail to see how you have a problem flanking people in PvP then, especially WvW, where as i said, they don’t pay attention to you…

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: Gulbrandr.9047

Gulbrandr.9047

So… you want a ~30% uptime, +50% movespeed buff. And in the downtime, it’s at 25-33% (nearly perma-swiftness). And you don’t see how that’s a bit crazily overpowered?

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Posted by: Xaros.3986

Xaros.3986

So… you want a ~30% uptime, +50% movespeed buff. And in the downtime, it’s at 25-33% (nearly perma-swiftness). And you don’t see how that’s a bit crazily overpowered?

As stated, the passive part of the sigil does nothing while the active effect is on cooldown. If you choose to hit the active, you get +50-66% movement for 10 seconds, followed by 35 seconds of cooldown with +0% movement, followed by reactivation of the passive with +25-33% movement. In other words, activating the “speed burst” comes with a risk, as you will be without speed for a significant period of time following its use. As for perma-swiftness being crazily overpowered, at least two other classes already have easy access to 25-33% perma-swiftness (Thief and Engineer). It should not be a big deal to give it to the Ranger as well. It fits well with the description of the class, as speed is important in order to patrol large distances effectively.

Xáros – Necromancer

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Posted by: AlexRD.7914

AlexRD.7914

please make camouflage happen

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Posted by: Haya jii san.1978

Haya jii san.1978

I like most of the ideas (if not all)
Charged Shot, Camo and Track Pray mostly

Cheers !

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Posted by: Chesire.9043

Chesire.9043

You know.. If it wasn’t for pets being completely and utterly useless in WvW, the state we’re in really wouldn’t bother me too much.

I feel so kitten with a worthless pet in WvW. Any time it isn’t standing up my butt the entire time I’m in WvW, it seems like all my character says is “My pet is down!” even with reduced swap time for the QZ proc. It’s quite sad, actually. :/

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Posted by: StoneWolf.7930

StoneWolf.7930

1. Long Range Shot. Fire three arrows in rapid succession, each traveling farther and doing more damage than the previous one. If your foe is not within range for the first shot, the successive shots will not be fired.

instead of the whole increasing range, why not just give that skill +200range (so either 1400, or 1700) and giving it a constant damage rate of say 800damage per shot without any added power? While keeping the increased speed of each arrow fired

Longbow:
1. Sniper Shot. Fire an arrow from the shadows that make your foe vulnerable. The arrow does additional damage if you hit from the side or from behind.

Vulnurability (10s): 10% Incoming Damage.
Side Damage: x + 50%
Back Damage: x + 100%

(Note: x should be roughly twice the normal Longbow damage. Side damage would thus equal 3x damage [e.g. 100 * 2 * 1.5 = 300], and back damage about 4x damage [100 * 2 * 2 = 400])

Range: 1200 (1500 with trait)

just over powered. i already hit 3k-4k or so on a critical at long range(99%damage) get rid of the vulnerability, and have side damage do 2x and back 3x i would think for someone set up in a glass cannon/marksman/skirmish trait line a 9k shot would be powerful but not over powerful. just imagine, anything with less than 16k health getting 1 shot killed at 3000range, maybe more depending on the trajectory of the arrow.

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Posted by: Shilian.5873

Shilian.5873

@ stonewolf
Please tell me how to hit for 3k-4k or so on a critical at max range…i am not trolling but there is something wrong with my ranger then, the screen show the stats, i am using scholar rune everything else is exotic berserker’s i got 30/25/10/0/5 trait’s and 94%crit damage…
when i see 3k+ crit is because i target an up-levelled character.
What i am doing wrong?
ah don’t mind the utility bar i was testing something

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Posted by: StoneWolf.7930

StoneWolf.7930

i run 30/30/0/5/5 full exotic berserker ranger runes.
also stack on the 100precision 10%critical damage. i know this sounds very very brief but beyond that i dont know, i hope you have trait 10 in marksmanship, that might also bring you up more. normally those 4kshots are without vulnerability too.

(edited by StoneWolf.7930)