Signet of the Hunt active
Regardless of what the effects are, I want it to be a stunbreaker. At least then it would guarantee that no matter what the function is, it wouldn’t be a totally useless signet that is only taken for the passive speed buff.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
Why though? What could we possibly do once stealthed? We don’t have any burst or AE skills to line up. It would be mostly used for defense just like nearly all of our utility. This class needs some activated offensive tools.
Make it like the glyphs for Elementalist where activating it based on your weapon does different things.
Shortbow could gain a flaming arrow attack. Something like your next 3 strikes cause burning.
Longbow could be given a killshot style move.
Sword could be given a blurred frenzy type move.
Greatsword could be given a leaping attack that impales a target to the ground for 2 seconds.
Axe could gain a move so your next 5 attacks also cause ricochet (so you basically throw 2 axes instead of 1, or 1 axe in addition to your other moves).
Regardless of what the effects are, I want it to be a stunbreaker. At least then it would guarantee that no matter what the function is, it wouldn’t be a totally useless signet that is only taken for the passive speed buff.
I used to preload the effect since it lasts 16 minutes till I realized doing 600 damage on a 400 damage attack wasn’t worth the 30 seconds of slower running.
I’d like to introduce you guys to Arenanet. This is something I learned about them during the years of balancing efforts aimed at Guild Wars 1.
Not every skill will be useful or totally useful in this case(since we use the passive just fine). They will even intentionally nerf skills, while buffing others, to change which skills are in meta and keep play styles from becoming stagnant.
I’d like to introduce you guys to Arenanet. This is something I learned about them during the years of balancing efforts aimed at Guild Wars 1.
Not every skill will be useful or totally useful in this case(since we use the passive just fine). They will even intentionally nerf skills, while buffing others, to change which skills are in meta and keep play styles from becoming stagnant.
I’ve actually found balance to be the exact opposite that it was in guild wars 1. In guild wars 1, big changes happened frequently, the meta was always changing, and new options were almost always being brought up to be competitive.
The hundreds upon hundreds of skills weren’t all getting love, no, but it is a lot of skills to account for, and many of them had duplicate or almost duplicate functions anyhow.
Guild Wars 2 however…. Rangers for example have had the same exact builds since like Last September. Sure the effectiveness of them has been reduced (yeah, really only reduced. Shortbow attack speed nerf, quickness nerf, Empathic Bond nerf, pet nerf), but they are the same stagnant builds with the same stagnant play. Skills are almost never changed, and most of the changes made are so insignificant that the effect on gameplay is rarely noticeable, and it again, never changes the builds.
TPvP being the focal point of balance, the devs said last December Empathic Bond was a problem and that a big part of the rangers problem is that they had to rely on it for cleansing, and it was an Apex Predator problem that needed to be solved.
But really we’re playing basically the same game with the same builds that we were last year. Maybe a few builds have adapted to players that try to shift the metagame and popularize new variants of new builds, or OP perplexity runes get added that make people have to run hard counters, but overall, stagnant gameplay is the guild wars 2 balance teams trademark.
You can always rely on the the stagnant changes, the never-changing builds and gameplay, and the overall lack of exciting patch notes, which initially look good but never make a difference.
So yeah, there’s that.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
(edited by jcbroe.4329)
I’d like to introduce you guys to Arenanet. This is something I learned about them during the years of balancing efforts aimed at Guild Wars 1.
Not every skill will be useful or totally useful in this case(since we use the passive just fine). They will even intentionally nerf skills, while buffing others, to change which skills are in meta and keep play styles from becoming stagnant.
I’ve actually found balance to be the exact opposite that it was in guild wars 1. In guild wars 1, big changes happened frequently, the meta was always changing, and new options were almost always being brought up to be competitive.
The hundreds upon hundreds of skills weren’t all getting love, no, but it is a lot of skills to account for, and many of them had duplicate or almost duplicate functions anyhow.
Guild Wars 2 however…. Rangers for example have had the same exact builds since like Last September. Sure the effectiveness of them has been reduced (yeah, really only reduced. Shortbow attack speed nerf, quickness nerf, Empathic Bond nerf, pet nerf), but they are the same stagnant builds with the same stagnant play. Skills are almost never changed, and most of the changes made are so insignificant that the effect on gameplay is rarely noticeable, and it again, never changes the builds.
TPvP being the focal point of balance, the devs said last December Empathic Bond was a problem and that a big part of the rangers problem is that they had to rely on it for cleansing, and it was an Apex Predator problem that needed to be solved.
But really we’re playing basically the same game with the same builds that we were last year. Maybe a few builds have adapted to players that try to shift the metagame and popularize new variants of new builds, or OP perplexity runes get added that make people have to run hard counters, but overall, stagnant gameplay is the guild wars 2 balance teams trademark.
You can always rely on the the stagnant changes, the never-changing builds and gameplay, and the overall lack of exciting patch notes, which initially look good but never make a difference.
So yeah, there’s that.
Ya, I have to agree with this. Anet’s balance, specifically Isaiah Cartwright GW1 balance, was filled with major overhauls in both how skills worked and how the meta worked in general. Builds could go from being OP as kitten to worthless overnight by simply changing the way a skill worked.
It wasn’t always the best, especially if you were on the nerf end of the stick, but it kept the game fresh and alive in between the injections of content with new games.
That’s not to say that GW2 is free from this especially when we look at what has happened to the warrior but Ranger has had nothing of it and when we do get big changes it’s usually them doing silly stuff like cutting short bow range or nerfing pet damage hard to the point that we lose what little we could pass off as burst damage.
The biggest, positive, build change we’ve gotten was the creation of apothecary gear.
(edited by Substance E.4852)
What sad is its actually a really good active.. I am sure thieves or warriors would LOVE +50% on demand, but we just dont have any skills which can take advantage of it.
Gunnar’s Hold
What sad is its actually a really good active.. I am sure thieves or warriors would LOVE +50% on demand, but we just dont have any skills which can take advantage of it.
and you need 30 points to make signet affect you….
(edited by urdriel.8496)
I’ve been always thinking of something like:
Chasing The Prey
Upon activation, your pet tracks enemies in stealth in 600 radius around it for 6 seconds
Combined with SoB, you’d be, same like your pet, able to see and target all stealthed enemies within range. They could also leave some kind of footsteps, allowing us, ya know, to “track” them. Ranger/Hunter thingy.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Take away the damage buff, give 6 secs of stability.
Kal Snow – Norn Guardian
Maybe Signet of the Hunt could get camouflage added to its active.
Take away the damage buff, give 6 secs of stability.
http://wiki.guildwars2.com/wiki/Signet_of_the_wild
Too much overlap.
What sad is its actually a really good active.. I am sure thieves or warriors would LOVE +50% on demand, but we just dont have any skills which can take advantage of it.
There is in fact one skill that takes advantage of Attack of Opportunity, that being the GS’s Maul skill. The problem is that it doesn’t seem worthwhile to spend 30 points in Marksmanship. Maybe it is, though, I’ll give it a try sometime.
Take away the damage buff, give 6 secs of stability.
http://wiki.guildwars2.com/wiki/Signet_of_the_wild
Too much overlap.
I don’t believe there is such a thing as too much stability.
I always thought that merging “Sic ’Em” into Signet of the Hunt, to become its active effect, would be a nice move. Both skills attempt essentially the same: boost pet damage. So why not combine them? I’d definitely use the signet active during combat then and the passive when travelling outside of combat.
This would free up a slot to come up with an entirely new shout. Perhaps a real one this time that actually affects our allies within range and not some clunky niche skill like “Guard”.
I always thought that merging “Sic ’Em” into Signet of the Hunt, to become its active effect, would be a nice move. Both skills attempt essentially the same: boost pet damage. So why not combine them? I’d definitely use the signet active during combat then and the passive when travelling outside of combat.
This would free up a slot to come up with an entirely new shout. Perhaps a real one this time that actually affects our allies within range and not some clunky niche skill like “Guard”.
While I would love this, it would be heavily OP unless they bumped the cooldown to 60+ seconds which would make the skill even more situational than it already is. The thing about signets is that they have an effect when not in use unlike normal skills so they need to have weaker effects for the cooldown compared to normal skills.
3-4 seconds of reveal? Maybe, but not with the pet buff on top of it.
I always thought that merging “Sic ’Em” into Signet of the Hunt, to become its active effect, would be a nice move. Both skills attempt essentially the same: boost pet damage. So why not combine them? I’d definitely use the signet active during combat then and the passive when travelling outside of combat.
Sic ’em gives 40% movement speed and 40% damage for 10 seconds.
I don’t think they’d be willing to give Rangers either. However, x% damage for 10 seconds would be much nicer than 50% once. But then again, that’s basically Signet of the Wild.
That said, I don’t think they’ll ever be improving Signet of the Hunt. It’s probably the most used utility skill for Rangers, so it must already be good enough and doesn’t need to be improved.
That said, I don’t think they’ll ever be improving Signet of the Hunt. It’s probably the most used utility skill for Rangers, so it must already be good enough and doesn’t need to be improved.
You can’t judge it based on how much it’s used, because that also depends on how good the class’ other utilities are. One of my big complaints about ranger is that all the utilities are rather meh and I pick some just to fill a slot. When I play other classes, I’m really torn over which utilities to load because they’re so good.
A better way to evaluate it is to compare it directly to the other classes which get a 25% speed signet:
http://wiki.guildwars2.com/wiki/Signet_of_Shadows
http://wiki.guildwars2.com/wiki/Signet_of_Air
http://wiki.guildwars2.com/wiki/Signet_of_the_Locust
To summarize:
Thief: 5 sec ranged AOE blind usable while stunned, 30 sec cooldown
Elementalist: 5 sec range AOE blind, damage, and stun break, 30 sec cooldown
Necro: damage, AOE health steal, 60 sec cooldown
Ranger: pet does 50% more damage on next hit, 30 sec cooldown, 16+ min duration
If you ask me, without the GM trait I think it’s inferior to the others. With the GM trait it’s superior to the others. IMHO this means its effect should be buffed because without the trait it should be about equal to the others. Any benefit it gives with the GM trait can and should be attributed to the trait (it’s a GM trait after all), not to the signet.
or just remove the GM trait xD
There are ways to 1 shot people with the drake using this signet…
Am I good?… I’m good.
There are ways to 1 shot people with the drake using this signet…
I’m gonna have to play the pics or it didn’t happen card on this one.
I always thought that merging “Sic ’Em” into Signet of the Hunt, to become its active effect, would be a nice move. Both skills attempt essentially the same: boost pet damage. So why not combine them? I’d definitely use the signet active during combat then and the passive when travelling outside of combat.
Sic ’em gives 40% movement speed and 40% damage for 10 seconds.
I don’t think they’d be willing to give Rangers either. However, x% damage for 10 seconds would be much nicer than 50% once. But then again, that’s basically Signet of the Wild.That said, I don’t think they’ll ever be improving Signet of the Hunt. It’s probably the most used utility skill for Rangers, so it must already be good enough and doesn’t need to be improved.
Don’t forget the fact that then Sic’em would be a signet boost instead of a pet command and wouldn’t get overridden by using f2 skills and other pet commands.
As it is Sic’em is very lackluster because if you want to take advantage of the dmg/speed boost you have to leave your pet on it’s own or else it gets removed.
I LIKE DOING MY 9K DMG with maul… so cant agree on this
I LIKE DOING MY 9K DMG with maul… so cant agree on this
Hi m8, how can you get 9k maul damage? I have like 3k power and 65% +crit damage and i don’t do more then 6k-6.5k(with SOH active) whats your secret?
Once i did 8k dmg to a glassy target in spvp with my Jaguar..No BM at all, this was the build….
http://gw2skills.net/editor/?fMAQJATRjIV91BWKWs2Bi1DCtf/wUcIG5UgKPlxPlI7B-ToAA1CnIGSNkbIzQyhsDNEZJC
Tell me again a class that can do this kind of dmg in spvp with a Soldiers amulet?
The only problem is that is not reliable..
They need to fix the pets functionality…and skills like signets will come along
I like it. It also helps make remorseless an interesting trait.
The other would be to give us a huge increase in movement speed (you could charge or run like the wind to get away).
Once i did 8k dmg to a glassy target in spvp with my Jaguar..No BM at all, this was the build….
http://gw2skills.net/editor/?fMAQJATRjIV91BWKWs2Bi1DCtf/wUcIG5UgKPlxPlI7B-ToAA1CnIGSNkbIzQyhsDNEZJCTell me again a class that can do this kind of dmg in spvp with a Soldiers amulet?
The only problem is that is not reliable..
They need to fix the pets functionality…and skills like signets will come along
I’m pretty sure a thief can, or at least come close, with backstab if they stack some crit damage runes and go 30 in Critical for 100 crit chance from stealth, and take all of the damage bonuses they can stack with traits on top of that.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
I LIKE DOING MY 9K DMG with maul… so cant agree on this
Hi m8, how can you get 9k maul damage? I have like 3k power and 65% +crit damage and i don’t do more then 6k-6.5k(with SOH active) whats your secret?
To summarize, Valkyrie build (power, vit, crit damage) relying on opening strike to guarantee that the first hit (maul) is a critical.
- Strength of spirit converts 5% of your vit into power.
- Signet of the hunt active (50% extra damage)
- Signet of the wild active (25% extra damage)
- 10% extra damage while flanking
- 10% extra damage when endurance is full
- 10% extra damage from frost spirit (70% chance)
- 10% extra damage when hp over 90% (from scholar runes)
Adds up to a ridiculous amount of damage on your initial hit (and only your initial hit).
Once i did 8k dmg to a glassy target in spvp with my Jaguar..No BM at all, this was the build….
http://gw2skills.net/editor/?fMAQJATRjIV91BWKWs2Bi1DCtf/wUcIG5UgKPlxPlI7B-ToAA1CnIGSNkbIzQyhsDNEZJCTell me again a class that can do this kind of dmg in spvp with a Soldiers amulet?
How long ago was this? The biggest damage skill on the cats was nerfed twice. Before the nerfs, 4k was common against the heavy golem in the Mists, 6k was probably possible (I didn’t see a 6k myself during testing, but saw a lot of high 5ks). After the nerfs I doubt you’ll get much over 2k.
(edited by Solandri.9640)
after nerf ofc..there where some changes in the build..i added runes of lyssa to combo with the fortyfing bond..ill try to record some numbers in fraps and show it to you all…
When you hunt, you either chase or creep and stalk the target. Since the passive is speed up, or running, the active should be a stalking skill.
It should stealth and act like camouflage as long as you stand on something that’s tied to nature and not man made. (e.g. grass, water, mud, snow etc. So no, you wouldn’t be able to camp towers or SM3 with it and should be used for scouting.)
Am I really the only one that wants it to be a stun breaker? I mean, regardless of what the active is, if it were a stun breaker, it would be infinitely more useful to every single build because now it has a function outside of being just an increased movement speed passive.
It would help tremendously with skill bar compression to the point were it would even open up another utility slot that at this point is otherwise being used for Lightning Reflexes or Signet of Renewal. Especially on Trap/Spirit builds which generally need 2 utilities of their category to even be useful, often sacrificing the last slot for either a stun breaker or Signet of the Hunt, which now with a stun breaker added to SotH wouldn’t be necessary.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
Am I really the only one that wants it to be a stun breaker? I mean, regardless of what the active is, if it were a stun breaker, it would be infinitely more useful to every single build because now it has a function outside of being just an increased movement speed passive.
It would help tremendously with skill bar compression to the point were it would even open up another utility slot that at this point is otherwise being used for Lightning Reflexes or Signet of Renewal. Especially on Trap/Spirit builds which generally need 2 utilities of their category to even be useful, often sacrificing the last slot for either a stun breaker or Signet of the Hunt, which now with a stun breaker added to SotH wouldn’t be necessary.
I’d rather they change our minor BM trait to “Break stun on pet swap” and get rid of the kitten one they gave us currently when they decided quickness on swap was all of a sudden “super leet!”.
Am I really the only one that wants it to be a stun breaker? I mean, regardless of what the active is, if it were a stun breaker, it would be infinitely more useful to every single build because now it has a function outside of being just an increased movement speed passive.
It would help tremendously with skill bar compression to the point were it would even open up another utility slot that at this point is otherwise being used for Lightning Reflexes or Signet of Renewal. Especially on Trap/Spirit builds which generally need 2 utilities of their category to even be useful, often sacrificing the last slot for either a stun breaker or Signet of the Hunt, which now with a stun breaker added to SotH wouldn’t be necessary.
I’d rather they change our minor BM trait to “Break stun on pet swap” and get rid of the kitten one they gave us currently when they decided quickness on swap was all of a sudden “super leet!”.
I’m not trying to bump my old thread (honestly I’m really not) but I think I address everything I want to see happen with traits here, which I think would alleviate most of the not good ones (don’t wanna get infracted cuz I said something mean about the not good traits other than them not being good).
Here: https://forum-en.gw2archive.eu/forum/professions/ranger/Trait-Rework-extensive/
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
Wow, i use this trait all the time for finishing people with ranged axe , maul, , counter attack sword throw, point blank shot(fast reaction and can do 6k or so without buffs). Will do 10k+ with maul or 8k+ with path of scars. You can even preload it throw path of scars and click it for crazy dmg on both hits plus knockdown. Or combo it with longbow knockdown. Use it with longbow auto attack and you’ll hit someone for 6k while they are trying to run away or as a surprise. There are many useful situations for this.
Playing since headstart.
Am I really don’t careonly one that wants it to be a stun breaker? I mean, regardless of what the active is, if it were a stun breaker, it would be infinitely more useful to every single build because now it has a function outside of being just an increased movement speed passive.
It would help tremendously with skill bar compression to the point were it would even open up another utility slot that at this point is otherwise being used for Lightning Reflexes or Signet of Renewal. Especially on Trap/Spirit builds which generally need 2 utilities of their category to even be useful, often sacrificing the last slot for either a stun breaker or Signet of the Hunt, which now with a stun breaker added to SotH wouldn’t be necessary.
Not since immob was made a condition. I dont care about stability or stun breaks anymore…
The treated damage buff is good on maul and path of scars. One of our more useful utilities I’d say, but that’s because the rest suck.
Space Marine Z [GLTY]
My Suggestion, for this signet only, make the passive effect remain even when the active is used. Would justify a weaker active and not punish you so much for using it.
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
I LIKE DOING MY 9K DMG with maul… so cant agree on this
Hi m8, how can you get 9k maul damage? I have like 3k power and 65% +crit damage and i don’t do more then 6k-6.5k(with SOH active) whats your secret?
To summarize, Valkyrie build (power, vit, crit damage) relying on opening strike to guarantee that the first hit (maul) is a critical.
- Strength of spirit converts 5% of your vit into power.
- Signet of the hunt active (50% extra damage)
- Signet of the wild active (25% extra damage)
- 10% extra damage while flanking
- 10% extra damage when endurance is full
- 10% extra damage from frost spirit (70% chance)
- 10% extra damage when hp over 90% (from scholar runes)
Adds up to a ridiculous amount of damage on your initial hit (and only your initial hit).
Once i did 8k dmg to a glassy target in spvp with my Jaguar..No BM at all, this was the build….
http://gw2skills.net/editor/?fMAQJATRjIV91BWKWs2Bi1DCtf/wUcIG5UgKPlxPlI7B-ToAA1CnIGSNkbIzQyhsDNEZJCTell me again a class that can do this kind of dmg in spvp with a Soldiers amulet?
How long ago was this? The biggest damage skill on the cats was nerfed twice. Before the nerfs, 4k was common against the heavy golem in the Mists, 6k was probably possible (I didn’t see a 6k myself during testing, but saw a lot of high 5ks). After the nerfs I doubt you’ll get much over 2k.
:P..this is what a signet build can do…the problem as i said before is that is not so reliable due to the micromanaging you need to make to pets to get the full potential of them..
There are ways to 1 shot people with the drake using this signet…
I’m gonna have to play the pics or it didn’t happen card on this one.
How about, 30/10/0/0/30. Use SoW, SoH, RaO, Barrage, Sic Em. So, drake has 25 might stacks, guaranteed crit, + 65% dmg? from SoW and sic em, + 30% dmg from 10 in skirmishing trait for the guaranteed crit, and the first skill it should use is tail swipe so you get like a 13kish tail swipe or something. Been awhile since i’ve done this build, did it like twice cause it leaves you as the ranger with nothing to survive.
Am I good?… I’m good.
There are ways to 1 shot people with the drake using this signet…
I’m gonna have to play the pics or it didn’t happen card on this one.
How about, 30/10/0/0/30. Use SoW, SoH, RaO, Barrage, Sic Em. So, drake has 25 might stacks, guaranteed crit, + 65% dmg? from SoW and sic em, + 30% dmg from 10 in skirmishing trait for the guaranteed crit, and the first skill it should use is tail swipe so you get like a 13kish tail swipe or something. Been awhile since i’ve done this build, did it like twice cause it leaves you as the ranger with nothing to survive.
I may be wrong, but didn’t they nerf tail swipe?
There are ways to 1 shot people with the drake using this signet…
I’m gonna have to play the pics or it didn’t happen card on this one.
How about, 30/10/0/0/30. Use SoW, SoH, RaO, Barrage, Sic Em. So, drake has 25 might stacks, guaranteed crit, + 65% dmg? from SoW and sic em, + 30% dmg from 10 in skirmishing trait for the guaranteed crit, and the first skill it should use is tail swipe so you get like a 13kish tail swipe or something. Been awhile since i’ve done this build, did it like twice cause it leaves you as the ranger with nothing to survive.
Sounds about as practical as those 20k Maul Crit setups…
Can anyone confirm if the active buff is 50% or 150%? The wiki has both values…
Space Marine Z [GLTY]
Can anyone confirm if the active buff is 50% or 150%? The wiki has both values…
50%. So it becomes 150% of the original amount of damage.
If an attack does 100 damage, then it will do 150 damage with the signet active.
this is what a signet build can do…the problem as i said before is that is not so reliable due to the micromanaging you need to make to pets to get the full potential of them..
You didn’t have any signets active on the cat when it hit for 7k. The cat is in stealth and I presume sharing the 9 might stacks with you.
I think I know what’s going on. It looks like a bug I reported way back while they were nerfing cat damage. From the testing I did throughout their nerfs, the inexplicable conclusion I came to was that the damage ranges for a pet skill’s regular hits and critical hits are coded separately. I have no idea why they would program it that way, but that’s the only conclusion that fit the large amount of data I collected. The ratios of average non-crit damage to average crit damage simply weren’t consistent between skills, even though they should be exactly the same.
It also looked like the min and max damage were set separately, although I wasn’t able to determine that with statistical certainty with my data set. (Makes sense if you think about it – player damage range is determined by the weapon, but pets don’t have weapons. So pet damage range needs to be hard-coded in somewhere.)
Whoever was implementing the nerfs kept nerfing some numbers but not others. So e.g. one patch I’d see crit damage nerfed, but regular hits doing the same damage as before. The patch after that it was switched the other way around. I gave up reporting the bug after a couple rounds of this – I have better things to do than spend hours reverse engineering the game after every patch just to send bug reports to someone who’s too lazy to take a few seconds to code it right after the first bug report tells him what he’s doing wrong. There was another pet damage nerf after that with lots of complaining here so I assumed they finally fixed it.
The cat’s highest damage skill is used to be Maul. It has a distinctive double-hit and two damage numbers pop up together. The second hit used to be twice the damage of the first hit, which is where you’d get the biggest damage numbers from the cats. I could’ve sworn they fixed this bug for Maul.
The 7k hit in your video is a single hit, so it wasn’t the cat’s Maul skill. It was probably Bite. If they nerfed Bite properly, it should be doing about half the damage of Maul. My hunch is they didn’t nerf Bite’s max crit damage, and what you’re seeing in your video is Bite’s pre-nerf crit damage which has somehow survived all the nerfs.
Good catch! My first investigation into pet damage (before the nerfs) started because someone else also saw something unusual in their pet’s damage like you did.