Pet responsiveness update in Feature Patch
Didn’t we already receive the keen edge change? Or has it really been that long since they’ve told us about this and an actual patch :/
I’m also very disappointed as this highlight is probably the best we have to look forward to. There goes any hope of trait reallignment or adjustments.
Curious about the F2 overhaul. It’s great that when we push F2 the pet will do something. Hopefully this means they’ve adjusted the actual cast time of F2 skills as well as it does no one any good to push F2 only for your pet to stop moving and spend 3 seconds casting a spell.
All our hopes now rest on 4 new GM traits with the one we’ve heard of being the biggest disappointment this class has faced since aquaman.
(edited by Atherakhia.4086)
heh just made a post on this ;p I don’t know i have been waiting/begging on a pet ai overhaul for months.
Kaiji Ruko – 80 Ranger, Revanat Shadowdeath – 80 Necromancer
If it sounds too good to true for rangers, it probably is…
nah jk idk. I’m still getting my hopes up.
Meh. About time. Next up to beotch about topic: insanely long cast time on pet F2s.
Why? Because now it’ll be brought to the forefront just how long it takes for F2s to go off.
This is just two changes. We don’t know how many changes we’re getting this patch so I’ll hold my judgement until we see the full patch notes.
F2 responsiveness will be great, but we’ll see how instantaneous the cast really is.
Keen Edge…one of the lower requested improvements, but an improvement nonetheless.
Crossing fingers for more class specific info these next few updates.
I thought pets were already supposed to function correctly. This fix brings us back near other profession levels. It’s not any bonus to us. The other professions are receiving something additional. Why don’t we get anything?
Awesome, so now my pet will work as intended for the first time since launch. Have no idea why I still play this game sometimes.
Awesome, so now my pet will work as intended for the first time since launch. Have no idea why I still play this game sometimes.
maybe work as intended. Maybe. Depends on the cast times. But in general, it is a massive fix. If pet responds, then for once, we get the utility we should have gotten to begin with. But hey, i now will be able to play, without having massive headaches due to a malfunctioning furball.
Currently @ some T1 server in EU
Now all they have to do is get rid of the massive activation times of pet skills and the pet might be worth it.
Oh and the “sorry I was running/activating when I tried to use that skill, please wait for the cooldown to end to try again” error needs to go as well. Not sure if this will fix that but the pet interrupting it’s own skill and setting it on full cooldown is beyond annoying.
Oh mah guddd… Rangers finally get what they want, but everyone’s still whining about nothing.
Be happy with what you get for one kitten time!
I’m a ranger and an ele btw.
ITS OFFICIAL FROM THE STREAM; IMMOB REMOVAL ON LIGHTNING REFLEXES. YYYYYYYYYEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSS
Currently @ some T1 server in EU
ITS OFFICIAL FROM THE STREAM; IMMOB REMOVAL ON LIGHTNING REFLEXES. YYYYYYYYYEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSS
Have they previewed the other traits yet?
ITS OFFICIAL FROM THE STREAM; IMMOB REMOVAL ON LIGHTNING REFLEXES. YYYYYYYYYEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSS
Have they previewed the other traits yet?
Yes;
Here goes;
Skirmish – 15% chance to block ranged attacks while in melee
WS – All poison damage does 50% more damage, pets apply poison on attack after swap (pet poison damage on swap scales with player condi damage)
NM – Survival Skills cleanse 2 condies and give fury
BM – Pet F2 heals allies in a AOE (i can just smell OP fern hound with this)
The NM and WS ones are really strong given our poison uptime not to mention stuff like Muddy Terrain will now cleanse condies, give fury and immob + cripple on 20 sec CD
Currently @ some T1 server in EU
Hawk with Inspirational Bond – Responsive damage and condition damage plus AoE healing every 6s (4.8s traited).
Woohoo?
Hawk with Inspirational Bond – Responsive damage and condition damage plus AoE healing every 6s (4.8s traited).
Woohoo?
yes, absolutely. As it had no ICD listed, i hope it will be like that.
Edit: the healing amount has not been listed, but generally these kind of heals are around 350-800 base + healing power. So it will be interesting to see how this will play out.
all i can say is that these traits, especially the VS one, is very very strong. Forest Spider + Malicious Training with this new trait will equal 7x poison applications in short timeframe (ive already seen a spider apply 44 seconds poison duration in like 10 seconds just a few days ago….)
Currently @ some T1 server in EU
ITS OFFICIAL FROM THE STREAM; IMMOB REMOVAL ON LIGHTNING REFLEXES. YYYYYYYYYEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSS
Have they previewed the other traits yet?
Yes;
Here goes;
Skirmish – 15% chance to block ranged attacks while in melee
WS – All poison damage does 50% more damage, pets apply poison on attack after swap (pet poison damage on swap scales with player condi damage)
NM – Survival Skills cleanse 2 condies and give fury
BM – Pet F2 heals allies in a AOE (i can just smell OP fern hound with this)The NM and WS ones are really strong given our poison uptime not to mention stuff like Muddy Terrain will now cleanse condies, give fury and immob + cripple on 20 sec CD
Skirmish – This is nice, but is 100% RNG
WS – What is the point of the damage increase?
NM – That is really nice!
BM – AoE heal almost every 4.8 seconds with eagle? Hmmm… Sounds a bit fishy.
all i can say is that these traits, especially the VS one, is very very strong. Forest Spider + Malicious Training with this new trait will equal 7x poison applications in short timeframe (ive already seen a spider apply 44 seconds poison duration in like 10 seconds just a few days ago….)[/quote]
44 seconds of poison will never be on the opponent for even half of that. Please explain to me, because I don’t see how 44 seconds poison is of any use.
ITS OFFICIAL FROM THE STREAM; IMMOB REMOVAL ON LIGHTNING REFLEXES. YYYYYYYYYEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSS
Have they previewed the other traits yet?
Yes;
Here goes;
Skirmish – 15% chance to block ranged attacks while in melee
WS – All poison damage does 50% more damage, pets apply poison on attack after swap (pet poison damage on swap scales with player condi damage)
NM – Survival Skills cleanse 2 condies and give fury
BM – Pet F2 heals allies in a AOE (i can just smell OP fern hound with this)The NM and WS ones are really strong given our poison uptime not to mention stuff like Muddy Terrain will now cleanse condies, give fury and immob + cripple on 20 sec CD
Skirmish – This is nice, but is 100% RNG
WS – What is the point of the damage increase?
NM – That is really nice!
BM – AoE heal almost every 4.8 seconds with eagle? Hmmm… Sounds a bit fishy.
Ok, the WS one, let me explain by linking a build;
http://gw2skills.net/editor/?vMAQNAsYVCdrEIWFAU7hmMvlGxTA-zECBIOCi0Cgk0AZSFRjtaqIas6GYKWER1eFFRrmUALKNC-w
The poison application in that build, should provide 700-900 poison/second. Now apply 50% raw increase in damage/second and you are looking at 1050-1350 poison damage/second. Which is an increase of 350-450 damage, RAW output.
Now given our insane upkeep of poison, even without any condi damage except the 300 gained from WS, you will still do noticable damage, even if you run a power build with 30 points (or 6 with the new system that is coming) you can imagine doing 3-500 poison damage/second. It will help hybrid builds, condition builds, pet builds.
EDIT: (flood control circumvention)
all i can say is that these traits, especially the VS one, is very very strong. Forest Spider + Malicious Training with this new trait will equal 7x poison applications in short timeframe (ive already seen a spider apply 44 seconds poison duration in like 10 seconds just a few days ago….)
44 seconds of poison will never be on the opponent for even half of that. Please explain to me, because I don’t see how 44 seconds poison is of any use.[/quote]
44 seconds is from the pet alone, not you.
As is, if we go into a hypothetical scenario, rangers can dish out close to 1.5 minutes of poison duration. by blowing all CD’s at once. However, reality means cleansing will happen.
In a skirmishing setting, poison is extremely strong, in groups, it will be cleansed more often so it requires you to time your application before a heal. Now, poison is an underestimated condition simply because oyu never get to see them epic near 3000 damage/tick applications like you do with bleeds, torment, confusion, burning and whatnot. With this, even our basic, non condition builds, will have a seriously strong condition DPS + that it reduces healing by 33%.
It is not the raw damage, but how easily we can maintain that uptime on ridiculously short CD’s.
Currently @ some T1 server in EU
(edited by Prysin.8542)
The Nature Magic one sounds like it would combo with muddy terrain well, but the others sound too underwhelming with our current skill/trait set.
It’d be great if they previewed any other trait changes along with this.
The Nature Magic one sounds like it would combo with muddy terrain well, but the others sound too underwhelming with our current skill/trait set.
It’d be great if they previewed any other trait changes along with this.
the WS one will be incredibly strong with condition builds, no doubt.
I can see the BM one being very effective with BM + Shouts mix. With a more responsive and functional F2, pet utility alongside added healing and massive regeneration will further push us towards extreme healing support. Which is nice.
Granted, if we get some form of stability sharing, we may phase out guardians in roaming groups as we apply almost as much healing already, but lack the otherwise critical utilities.
Currently @ some T1 server in EU
These are all grandmaster traits you realize that right?
Ours seem so lack luster compared to some of the OP traits other classes just got
thieves just got 50% reduced damage in stealth….
eles got perma blindness and immune to critical hits in earth lol
I don’t see anything that WOWs me as a ranger… this is pathethic. I expected major buffs…
we got some versatile utility and condi cleansing (which guardians are WAAY better at so I could just play guard if i wanted to do these things) but still, no buff to damage at all.
Looks like anet wants to stick this class to a pure support/condi ,
no other true build diversity here, re-roll time
(edited by SkiTz.4590)
These are all grandmaster traits you realize that right?
Ours seem so lack luster compared to some of the OP traits other classes just got
thieves just got 50% reduced damage in stealth….
eles got perma blindness and immune to critical hits in earth lolI don’t see anything that WOWs me as a ranger… this is pathethic. I expected major buffs…
we got some versatile utility and condi cleansing (which guardians are WAAY better at so I could just play guard if i wanted to do these things) but still, no buff to damage at all.
Looks like anet wants to stick this class to a pure support/condi ,no other true build diversity here, re-roll time
Pretty much everyone got mostly utility and support / defense. They said at the start of the segment that these grandmaster traits were mostly going to focus on utility and survival.
These are all grandmaster traits you realize that right?
Ours seem so lack luster compared to some of the OP traits other classes just got
thieves just got 50% reduced damage in stealth….
eles got perma blindness and immune to critical hits in earth lolI don’t see anything that WOWs me as a ranger… this is pathethic. I expected major buffs…
we got some versatile utility and condi cleansing (which guardians are WAAY better at so I could just play guard if i wanted to do these things) but still, no buff to damage at all.
Looks like anet wants to stick this class to a pure support/condi ,no other true build diversity here, re-roll time
Pretty much everyone got mostly utility and support / defense. They said at the start of the segment that these grandmaster traits were mostly going to focus on utility and survival.
True but you really can’t even begin to compare things like “immunity to crit damage whiel attuned to earth” or “-50% damage while in stealth” to “15% chance to block ranged attacks while in melee.”
That skirmishing one is almost worse than the marksmanship trait and I didn’t even think that was possible.
The poison application in that build, should provide 700-900 poison/second. Now apply 50% raw increase in damage/second and you are looking at 1050-1350 poison damage/second. Which is an increase of 350-450 damage, RAW output. _
_Now given our insane upkeep of poison, even without any condi damage except the 300 gained from WS, you will still do noticable damage, even if you run a power build with 30 points (or 6 with the new system that is coming) you can imagine doing 3-500 poison damage/second. It will help hybrid builds, condition builds, pet builds.
Did I miss something? Poison ticking for 700 would require at least 6000 condition damage. I still don’t see how it’s helpful, because Poison is mostly used for heal denial, rather than damage.
The poison application in that build, should provide 700-900 poison/second. Now apply 50% raw increase in damage/second and you are looking at 1050-1350 poison damage/second. Which is an increase of 350-450 damage, RAW output. _
_Now given our insane upkeep of poison, even without any condi damage except the 300 gained from WS, you will still do noticable damage, even if you run a power build with 30 points (or 6 with the new system that is coming) you can imagine doing 3-500 poison damage/second. It will help hybrid builds, condition builds, pet builds.Did I miss something? Poison ticking for 700 would require at least 6000 condition damage. I still don’t see how it’s helpful, because Poison is mostly used for heal denial, rather than damage.
Poison hits for Bleed*2. The trait makes it hit for Bleed*3. No idea where the above numbers came from.
The poison application in that build, should provide 700-900 poison/second. Now apply 50% raw increase in damage/second and you are looking at 1050-1350 poison damage/second. Which is an increase of 350-450 damage, RAW output. _
_Now given our insane upkeep of poison, even without any condi damage except the 300 gained from WS, you will still do noticable damage, even if you run a power build with 30 points (or 6 with the new system that is coming) you can imagine doing 3-500 poison damage/second. It will help hybrid builds, condition builds, pet builds.Did I miss something? Poison ticking for 700 would require at least 6000 condition damage. I still don’t see how it’s helpful, because Poison is mostly used for heal denial, rather than damage.
Poison hits for Bleed*2. The trait makes it hit for Bleed*3. No idea where the above numbers came from.
Official wiki says “84 + (0.1 * Condition Damage) per second at Level 80” or is it something I missed about the patch?
Edit: The big difference is that poison stacks in duration, which makes it much weaker than bleed, without considering it’s heal reduction. Bleed is also easily stackable and it is very rare that someone applies and maintains only one stack of bleed
(edited by solrik.6028)
The poison application in that build, should provide 700-900 poison/second. Now apply 50% raw increase in damage/second and you are looking at 1050-1350 poison damage/second. Which is an increase of 350-450 damage, RAW output. _
_Now given our insane upkeep of poison, even without any condi damage except the 300 gained from WS, you will still do noticable damage, even if you run a power build with 30 points (or 6 with the new system that is coming) you can imagine doing 3-500 poison damage/second. It will help hybrid builds, condition builds, pet builds.Did I miss something? Poison ticking for 700 would require at least 6000 condition damage. I still don’t see how it’s helpful, because Poison is mostly used for heal denial, rather than damage.
Poison hits for Bleed*2. The trait makes it hit for Bleed*3. No idea where the above numbers came from.
Official wiki says “84 + (0.1 * Condition Damage) per second at Level 80” or is it something I missed about the patch?
That’s what it is, yes. Which happens to be the same damage 2 stacks of bleeds do. Burn is 6 stacks of bleed. Torment 1.5 when moving.
These are all grandmaster traits you realize that right?
Ours seem so lack luster compared to some of the OP traits other classes just got
thieves just got 50% reduced damage in stealth….
eles got perma blindness and immune to critical hits in earth lolI don’t see anything that WOWs me as a ranger… this is pathethic. I expected major buffs…
we got some versatile utility and condi cleansing (which guardians are WAAY better at so I could just play guard if i wanted to do these things) but still, no buff to damage at all.
Looks like anet wants to stick this class to a pure support/condi ,no other true build diversity here, re-roll time
Pretty much everyone got mostly utility and support / defense. They said at the start of the segment that these grandmaster traits were mostly going to focus on utility and survival.
True but you really can’t even begin to compare things like “immunity to crit damage whiel attuned to earth” or “-50% damage while in stealth” to “15% chance to block
rangedattacks while in melee.”That skirmishing one is almost worse than the marksmanship trait and I didn’t even think that was possible.
Funny how you can make the ranger’s new trait so much better by removing one word.
-BnooMaGoo.5690
If pet responsiveness becomes what they say it will be, then I expect this will be particularly good for using a raven pet. Ravens are already good pets, but the delay and over-the-top attack animations often prevent attacks from landing and keep the blind on F2 from really being that reliable as a defense.