Shortbow.
I agree with a lot of this, the only real issue I have is converting poison volley into a single target shot. Ranger lacks AOE already, it would be nice to keep it on poison volley somehow.
Yeah having to be in shotgun range to get the full effect is a bit annoying, which is why I wish something like a preparation could be implemented. It would actually tie all of our suggestions together if each arrow inflicted poison for a short duration. While not AOE, it would allow more than one target to be affected, and I’d be fine with that.
In regards to the shotgun effect of Poison Volley it can actually work quite well as is.
I run a Survival condition build with Sword/Torch and Shortbow, Troll Unguent, Lightning Reflexes, Signet Of Stone, Sharpening Stone and Entangle.
I start on my target with sword, usually opening with a Throw Torch for the initial pressure and to bait out cleanses. I dance around my target a bit, get my pet in for some hits, lay a Serpent’s Strike and from there, just as Serpent’s Strike connects, I swap to shortbow, activate Sharpening Stone and use Poison Volley in melee range. It will insta-stack between 5 and 10 bleeds on top of a good few stacks of poison (usually 5 – 8 depending on how quickly I do this combo. The first few stacks being from Serpent’s Strike) and works similarly to how Splitblade works if you pop Sharpening Stone before attacking except instead of more bleeds you get more poison.
Of course it all depends on how the fight plays out but just stating that it can be quite deadly in the right scenario.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
The shotgun effect can be effective if used in that way, but the rest of the weapon is designed around being a kiting weapon with strong emphasis on positioning. Which is kinda the opposite of this skill. I would like to see it if it were one arrow that exploded on hit, dealing the poison to the target hit and to foes in a radius.
-A Collaborative Thread By The Ranger Community-
Ever since the condition damage update I feel like shortbow is probably the the most underwhelming weapon that the ranger has which is sad because it is our only real “ranged” condition damage option. A base range increase to 1,200 would be very nice. A base damage increase of all weapon skills by 10% would really help this weapon fit into a “hybrid” kind of niche.
Crossfire: Inflicts one stack of bleed for 3 seconds when strikeing a foe from behind or the side . . . Considering bleed damage is pathetic this skill is really bad. I would Increase the bleed to 3 stacks for 2 seconds when striking a foe from behind or the side or I would make it so the bleed is applied no matter where the arrow hits.
Cross fire: Maby make it into a chain attack that bleeds every hit regardless of direction but on the 4th hit will cause a few stacks of torment for a few seconds.
Poison Volley: Fire a spread of 5 poison arrows. This is a really great skill that kind of defeats the point of shortbow as you have to be in close combat to use it. I would suggest making this skill a single 900 ranger projectile that that inflicts 5 stacks of poison on hit. This change would make the short bow feel alot more like the ranged weapon it is. (as has been suggested before.)
Poison Volley: A single arrow that inflicts 5 stacks of poison and inflicts a poison field if it strikes from behind or the side."
Poison Volley: Rapidly fire 5 arrows that splinter on impact dealing damage and applying 5s poison around the target, also applies 3s torment if flanking.
Poison Volley: Maby make it so its a single arrow that aoe (250) 5 stacks of poison on hit.
Quick Shot: Fire a quick shot in an evasive retreat. Gain swiftness if shot hit. This is one of the only skills on the shortbow I think is fine. Maby a “pet cripples for 3 seconds on its next attack” kind of thing would be nice but i really dont think its nessary. This skill should be a projectile finisher.
Quick shot: Maby add a “you and your pet gain superspeed for 2 seconds on hit. Projectile Finisher.”
Crippling Shot: Fire an arrow that cripples and adds 1 stack of bleeding to your foe. This is deffintaly one of the most disipointing skills on the shortbow. I would suggest removeing the bleed on hit but allowing to skill to add an additional 3-4 bleeds stacks if the target is moving when struck as a way to help out shortbow bleed stacking.
Crippleing Shot: Still cripples but remove the single bleed on hit and applie 4 stacks of torment for 3 seconds if target is moving while hit.
Crippleing Shot: Increase the Cripple duration from Crippling Shot by 3seconds. Your next 3 attacks inflict Torment if your target has 3 or more conditions on them.
Concussion Shot: Daze your foe with an arrow, stun if strikeing from behind or the side. I think this skill is fine.
Concussion Shot: Keep the same but add a few stacks 2-3 of confusion when striking from behind or the side. Alternatively gives 3-5 stacks of confusion when interrupting a foe.
Concussion Shot: Keep the same but add 1 stack of torment and 1 stack of confusion for 3-4 seconds on hit from behind or the side. Alternatively add 2 stack of confusion and 2 stack of torment for 3-4 seconds on an interrupt.
Maximum potato: Concussion Shot: Stun your target, based on how far away they are from you.
(900-600 range: 0.5s)
(600-300 range: 1s)
(-300 range: 1.5s)If anyone else has any suggestions for the Shortbow please post them here. Hopefully the Devs will see it.
I think your suggestions are really good.
I would say for the AA of the SB 1 Stack of Bleed (4s) if you hit from the front, 2 Stacks (5s) hit from the side and 3 Stacks (6s) from behind. This way the Shortbow has still his positioning mechanic but is more powerfull.
Poisonvolley: I would made this skill something like the Alpha-Version of Barage. You shoot a volley of arrows in an arch and when they hit the ground they produce a poison field (Ranger lacks poison fields), i would say eather ground targeted or PBAoe arround the target.
Quickshot: Give swiftness baseline and quickness if you evade an attack. Add projektile finisher.
Crippling Shot: Cripple foe apply 2 stacks of Torment and apply 2 additional ones if the target is crippled, chilled or disabled (Synergy with traits and concussive shot)
Concussive Shot apply daze and confusion (2 stacks for 6s), stun 2 if you hit from the side or behind(+1 confussion stack) . Knock down if foe is disabled (Stun, daze etc.)
And of course a baseline 10-15% dmg increase.
This are my suggestions to make the SB better and still unique in his playstyle.
9 Sylvari, 9 unique Builds.
Guys (all of the poster)
I am wondering Do you guys have any ideas to make shortbow make really well with pets? As of now there is only 1 skill that interacts with the pet. It would really interesting to have a weapon with a lot of synergy with the pet.
The shortbow works very well with pets that deal condition damage, like the lashtail devoured and the bristleback. It’s also a very nimble weapon that benefits greatly from quickness, high precision builds, and traits which act on crit like Companion’s Might and sharpened edges, which holds further synergy with pets. Shortbow is actually very good about that kind of thing.
InsaneQR.7412: Concussive Shot apply daze and confusion (2 stacks for 6s), stun 2 if you hit from the side or behind(+1 confussion stack) . Knock down if foe is disabled (Stun, daze etc.)
I am really liking this suggestion. I it would give this skill good synergy with pets, traps.
(edited by Padra.1678)
And I really think that you are incorrect when you say "I think I speak for most rangers in saying I actually really like the positional requirements of “Cross fire”, if it wasn’t for that, it would be vastly more popular.
Definitely not most rangers …
… But I like the flanking mechanic myself. I just don’t like the numbers, that’s all.
I mean, having it a dancing PvP weapon weak from head to head combat but deadly from behind is what I’d definitely like. I don’t enjoy the boring afk-auto attack pattern on all the weapons we have.
And Rangers do seem like the flanking class. There’s plenty of the traits and weapons to support that kind of play.
I would really enjoy more reward from being able to get behind your opponent’s back.
If the Direct Damage was 25% lower from front (75% of current), and 100% more powerful from behind (aka 150% of current) applying 2sec Torment and 2sec Bleeding, I’d definitely play the weapon any day.
(Numbers can be changed according to balance anyways, that’s not the point. The idea matters)
It’s just that … I don’t feel the difference of flanking or not. People just randomly die while I jump around.
OP has good ideas
Here are my personal suggestions for Shortbow:
- Crossfire should bleed on hit, regardless of positioning.
- Poison Volley is fine.
- Quick Shot is fine.
- Crippling Shot should apply two stacks of bleed and 6s of cripple.
- Concussion Shot should also apply two stacks of confusion.
Last but not least, two other important things that need to change for Ranger Shortbow builds to be solid and functional again:
- Turn the bleed damage up “just a bit”.
- Skirmishing: Trapper’s Expertise and Strider’s Defense need to swap positions so that we can run both Sharpened Edges and Trapper’s Expertise for condi/trap specs.
(edited by Trevor Boyer.6524)
Guys (all of the poster)
I am wondering Do you guys have any ideas to make shortbow make really well with pets? As of now there is only 1 skill that interacts with the pet. It would really interesting to have a weapon with a lot of synergy with the pet.
SB #4 would be the best place for this IMO. I suggested to have the pet be the one to apply cripple on next hit (instead of bleed). Actual effect of arrow could be anything…I suggested weakness, but I also see torment being suggested.
I think this would be a big boon for the SB ranger, as usually the pet is running someone down, so it would make sense they are the ones doing the crippling.
It would also bring my build back to where I could have pets cripple on F2…
And I really think that you are incorrect when you say "I think I speak for most rangers in saying I actually really like the positional requirements of “Cross fire”, if it wasn’t for that, it would be vastly more popular.
Definitely not most rangers …
… But I like the flanking mechanic myself. I just don’t like the numbers, that’s all.I mean, having it a dancing PvP weapon weak from head to head combat but deadly from behind is what I’d definitely like. I don’t enjoy the boring afk-auto attack pattern on all the weapons we have.
And Rangers do seem like the flanking class. There’s plenty of the traits and weapons to support that kind of play.
I would really enjoy more reward from being able to get behind your opponent’s back.If the Direct Damage was 25% lower from front (75% of current), and 100% more powerful from behind (aka 150% of current) applying 2sec Torment and 2sec Bleeding, I’d definitely play the weapon any day.
(Numbers can be changed according to balance anyways, that’s not the point. The idea matters)It’s just that … I don’t feel the difference of flanking or not. People just randomly die while I jump around.
While I don’t mind flanking as a mechanic, I don’t think it has a place as the condition with which to apply a bleed on AA. Even though the angle requirement for flanking is quite small, its not easy to maintain if someone if pressuring you with offense, the main time when you need to maintain your pressure. If it were adding a short Torment as well as the bleed, then it would be great.
I think having short bleeds on the AA like it does makes SB very interesting and fun to play. Because the AA can keep up a lot of pressure you are free to concentrate on kiting and positioning as well as watching for animations to use Concussion Shot to interrupt. I really wish it were competitive when compared to LB, because its really more of a Ranger weapon, imo, it just whittles people away while you dance around them. Love it with S/D on swap.
The autoattack feels more like an AK47 than a bow!
And 90% of the damage comes from it!
A ranged autoattack chain like necro septer would be awesome with a new animation.
The autoattack feels more like an AK47 than a bow!
And 90% of the damage comes from it!
A ranged autoattack chain like necro septer would be awesome with a new animation.
Yeah, that would be cool.
Could make it very different to what it is now. Like, 2s Bleed / 2s Cripple if flanking / 2s Torment. Would love that.
And I really think that you are incorrect when you say "I think I speak for most rangers in saying I actually really like the positional requirements of “Cross fire”, if it wasn’t for that, it would be vastly more popular.
Definitely not most rangers …
… But I like the flanking mechanic myself. I just don’t like the numbers, that’s all.I mean, having it a dancing PvP weapon weak from head to head combat but deadly from behind is what I’d definitely like. I don’t enjoy the boring afk-auto attack pattern on all the weapons we have.
And Rangers do seem like the flanking class. There’s plenty of the traits and weapons to support that kind of play.
I would really enjoy more reward from being able to get behind your opponent’s back.If the Direct Damage was 25% lower from front (75% of current), and 100% more powerful from behind (aka 150% of current) applying 2sec Torment and 2sec Bleeding, I’d definitely play the weapon any day.
(Numbers can be changed according to balance anyways, that’s not the point. The idea matters)It’s just that … I don’t feel the difference of flanking or not. People just randomly die while I jump around.
While I don’t mind flanking as a mechanic, I don’t think it has a place as the condition with which to apply a bleed on AA. Even though the angle requirement for flanking is quite small, its not easy to maintain if someone if pressuring you with offense, the main time when you need to maintain your pressure. If it were adding a short Torment as well as the bleed, then it would be great.
I think having short bleeds on the AA like it does makes SB very interesting and fun to play. Because the AA can keep up a lot of pressure you are free to concentrate on kiting and positioning as well as watching for animations to use Concussion Shot to interrupt. I really wish it were competitive when compared to LB, because its really more of a Ranger weapon, imo, it just whittles people away while you dance around them. Love it with S/D on swap.
But dont you think Bleeds and only bleeds on SB 1 will be easy to cleanse?
What if.
Crossfire – Bleed your foe each attack, Torment when Flanking (no bleeds)
And I really think that you are incorrect when you say "I think I speak for most rangers in saying I actually really like the positional requirements of “Cross fire”, if it wasn’t for that, it would be vastly more popular.
Definitely not most rangers …
… But I like the flanking mechanic myself. I just don’t like the numbers, that’s all.I mean, having it a dancing PvP weapon weak from head to head combat but deadly from behind is what I’d definitely like. I don’t enjoy the boring afk-auto attack pattern on all the weapons we have.
And Rangers do seem like the flanking class. There’s plenty of the traits and weapons to support that kind of play.
I would really enjoy more reward from being able to get behind your opponent’s back.If the Direct Damage was 25% lower from front (75% of current), and 100% more powerful from behind (aka 150% of current) applying 2sec Torment and 2sec Bleeding, I’d definitely play the weapon any day.
(Numbers can be changed according to balance anyways, that’s not the point. The idea matters)It’s just that … I don’t feel the difference of flanking or not. People just randomly die while I jump around.
While I don’t mind flanking as a mechanic, I don’t think it has a place as the condition with which to apply a bleed on AA. Even though the angle requirement for flanking is quite small, its not easy to maintain if someone if pressuring you with offense, the main time when you need to maintain your pressure. If it were adding a short Torment as well as the bleed, then it would be great.
I think having short bleeds on the AA like it does makes SB very interesting and fun to play. Because the AA can keep up a lot of pressure you are free to concentrate on kiting and positioning as well as watching for animations to use Concussion Shot to interrupt. I really wish it were competitive when compared to LB, because its really more of a Ranger weapon, imo, it just whittles people away while you dance around them. Love it with S/D on swap.
But dont you think Bleeds and only bleeds on SB 1 will be easy to cleanse?
What if.
Crossfire – Bleed your foe each attack, Torment when Flanking (no bleeds)
Because you are applying bleeds every 1/2 second and they are short duration, it doesn’t really matter if they are cleansed because you just continually apply them. So people will either waste clears on half a dozen stacks, or wait until you stack a lot up. It’s not really a condi burst play style, its attrition. Which, imo, is exactly the right play style for a SB, it just needs tuning.
https://wiki.guildwars2.com/wiki/Splinter_Shot
That should have been the auto. Simple and effective. I do like the additional effect that skill had in GW1, but tagging it on an autoattack is a bit too much.
More importantly, the weapon suffers from having an extremely boring playstyle. Any effective reworks that would change that is appreciated.
Swaping Trapper’s Expertise and Strider’s Defense would defiantly make the short bow a much more desirable weapon on any codi build. I cant imagine why anet put both Trappers Expertise and Sharpened edges in the same tree but I really hope they come to their senses.
If you have been around the game long enough then you well know that devs don’t compare across professions like this.
There is a good reason too. For instance, the warrior has to be in melee range of you to hit with sword. As a ranger, you can be 900 units away. That in itself makes the two things non-comparable really.
ele scepter is also 900 range and applies 3 bleeds per auto attack
Trapper’s Expertise and Strider’s Defense really do need to swap positions.
I like the IDEA of a positional requirement, I just think that ArenaNet implemented it in the absolute worst conceivable way possible.
Done correctly, each skill on the SB should have a base effect AND a positional effect.
The base effect should primarily be DPS related and the positional effect should be primarily Control/Support related (obviously there should be some overlap where correct positioning also leads to a DPS increase as well on some skills).