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Posted by: Singer.8740

Singer.8740

As the title says. Discuss

Etheeria (The mad bomber). If you don’t have shellshock your not doing it right.

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Posted by: Aylpse.6280

Aylpse.6280

B E A S T M A S T E R
I S
B A C K

Taking the higher moral ground since 1993.

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Posted by: OGDeadHead.8326

OGDeadHead.8326

Changes looking gooood!

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Posted by: OGDeadHead.8326

OGDeadHead.8326

I wonder what they did about the 1500 range though… maybe base on longbow now?

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Posted by: StevenMah.9854

StevenMah.9854

I missed the Ranger part!!! They’re talking about Warriors now. Can someone summarise please?

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Posted by: Pockets.3201

Pockets.3201

Did they mention anything about piercing arrows?

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Posted by: TheFantasticGman.9451

TheFantasticGman.9451

I wonder what they did about the 1500 range though… maybe base on longbow now?

Well, did they put the Granadier 1500 range trait as the baseline for Engineer? If so then they probably did it for the LB.

Ranger

+ Troll’s Unguent: Survival, Heal As One: Shout
+ Trap has 0.5 sec delay on activation after cast

Markmanship
+ Minors: no change
+ Enlargement (SotW on 25% HP), Predator’s Instinct, Beastmaster’s bond (cast Call of Arms when swapping pet)
+ Beastmaster’s Might (activate signet refreshes Opening strike and grants might, signet cd reduced)
+ Predator’s Onslaught (added Daze and Stun), Remorseless (gain Opening Strike on gaining Fury)
+ Lead the Wind (long bow 3 traits in 1: Recharge, Atk speed, Pierce)

Skirmishing
+ Minor: no change
+ Sharpened Edges (Bleeding on crit), Trapper’s Defense (Spike trap on revive), Most Dangerous Game (gain recurring 6 Might at 50% HP)
+ Primal Reflex (Vigor on evade), Spotter, Trapper’s expertise (longer duration, shorter recharge, bigger area)
+ Quick Draw (Reduce 66% cd time of the next skill after weapon swap), Light on Your feet (Dmg and condition increase while moving, shortbow skills), Strider’s Defense (50% chance to destroy projectiles on melee attack, sword skills)

Survival
+ Bark Skin (50% less damage when HP >90%)
+ Ambidexterity (Condi buff on torch or dagger, torch and dagger skills), Expertise Training (Pet)
+ Oakheart Salve (+ 5% less damage under effect of regen, shorter cd), Shared Anguish, Troll’s unguent
+ Wilderness Knowledge (combined all Survival traits+ casting Sharpening Stone), Poison Master (pet deals 2 stacks of Poison after swapping, poison dmg increase)

+ Lingering Magic (Boon applied last longer)
+ Bountiful Hunter (more dmg per boon), Nature’s Wrath, Healer’s Celerity
+ Evasive, Vigorous Training (gain vigor when swapping pet), Windborne Notes (Call to Arms gains Regen, warhorn recharge),
+ Nature’s Vengeance (skills activated on killed and are larger), Protective Ward (gain Protection and deal Weakness on getting hit, 12s cd)

Beastmaster
+ Minor: Pets move faster, deal more dmg, swapping and pet skills recharge reduced
+ Resounding Timbre (Shouts applies Regen, Swiftness, cd reduced)
+ Two-hand training (Gsword and Spear skills), Nature Healing (pet get regen and heal)
+ Beastly Warden (Pet taunts foe on f2), Zephyr’s Quickness (pet swap grants quickness and might), Honed Axes (Winter’s bite becomes AoE, Axe skills)

Baseline: Spirits no longer move

Spirits no longer move?

I’m not watching the stream so if anyone can clarify that’d be great.

And yeah, my Ranger build (my favorite in the game) thankfully will not change much.

Speaking from a PVE-only point of view…

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Posted by: StevenMah.9854

StevenMah.9854

IF I am not mistaken, the guys just verbally confirmed very quickly: ‘1500 range ranger? yeah……no, we’re not taking that away’

A very quick comment. In between discussion of warrior specs.

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Posted by: Slalom.3174

Slalom.3174

fyi, engineer… grenade kit range is 900; mortar will be long-range (1500?)

Thank you for the summary, TheFantasticGman.9451

And yes, Spirits will no longer move.

“Please accept my text in the jovial, friendly manner that it is intended.”

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Posted by: Gotejjeken.1267

Gotejjeken.1267

Wait, where is Survival of the Fittest in that list?

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Posted by: StevenMah.9854

StevenMah.9854

Markmanship
+ Lead the Wind (long bow 3 traits in 1: Recharge, Atk speed, Pierce)

Skirmishing
Most Dangerous Game (gain recurring 6 Might at 50% HP)
Quick Draw (Reduce 66% cd time of the next skill after weapon swap)

Survival
Oakheart Salve (+ 5% less damage under effect of regen, shorter cd)
Bountiful Hunter (more dmg per boon)
Protective Ward (gain Protection and deal Weakness on getting hit, 12s cd)

Beastmaster
Minor: Pets move faster, deal more dmg, swapping and pet skills recharge reduced
Honed Axes (Winter’s bite becomes AoE, Axe skills)

The above interest me

Especially that Lead the Wind!!!!! 3 in 1!!!! Now I am wasting 3 traits for them.

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Posted by: TheFantasticGman.9451

TheFantasticGman.9451

I didn’t sum it up, someone else did in another thread in the Fractal subsection. I just C&P’d it over here.

Well, there goes my speculation on Power+Spirits being worth something. Out the window with that idea. I don’t think I’ll be going into the Beastmaster line either. Probably just the first 3 trait lines with all the damage modifiers.

Speaking from a PVE-only point of view…

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Posted by: Unspecified.9142

Unspecified.9142

Wait, where is Survival of the Fittest in that list?

It’s Wilderness Knowledge(?) They just added Sharpened Edges, Sharpening Stone at 75% target health to it. It’s still the same and in the same line.

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Posted by: Relshdan.6854

Relshdan.6854

Wait, where is Survival of the Fittest in that list?

it’s part of Wilderness Knowledge grandmaster now

Chaos Organ (Ele), Pistol Opera (Thief), Modular Man (Eng)
MARA (EU) Gunnar’s Hold

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Posted by: Slalom.3174

Slalom.3174

Poison stacks?

“Please accept my text in the jovial, friendly manner that it is intended.”

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Posted by: khani.4786

khani.4786

Ground targeted traps? Did they remove that?

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Posted by: Belzebu.3912

Belzebu.3912

Ground targeted traps? Did they remove that?

It will be default now, no trait needed.

Charter Vanguard [CV] – HoD
Bardy Belzebuson – Ranger Sir Belzebu – Herald
(and the other 8 elite specs maxed too)

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Posted by: khani.4786

khani.4786

Ground targeted traps? Did they remove that?

It will be default now, no trait needed.

Awesome thanks. I missed that part.

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Posted by: Adrian Guardian.9480

Adrian Guardian.9480

Immobile spirits and lower CDs: sounds great, hope it make spirits less boring (it’s like the least engaging ranger build atm imho) – engineer turrets after all are fun to use, as you have to think about placement.

Arming time on traps: love it, more trap feeling! Bit short though.

Beastmaster line looks great – finally a focused line for pet stuff.

Marksmanship is a lot of odd traits, but at least you don’t need it anymore now that longbow got the key traits (the 1500 range and the arrow speed) as baseline. The call of the wild trait could be annoying to use out of combat – having to time 30s between swaps instead of being able to enjot scenery.

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Posted by: snow.8097

snow.8097

I am sceptical to spirit change
It makes spirit ranger extremly static. Ever saw a spirit ranger without spirits unbound? No? Because they r useless when they just stand there.
They are easy targets and woth even less hp than turrets they fast. When we activate them and need to move, they just chill there and we can do nothing about it. Necro minions follow. U can grap turrets. U can take banners. Spirits will chill to death before even the cd starts.
The ranger will loose one of the really few abilitys to safe stomp. The sun spirit active was a great way to blend them when we want and not when the raven feels like it.
The support of spirit ranger is halfway gone in my eyes. When u see while running to mid ur ally is about to get downed, u activate elite spirit and can heal him when u time it good. The rezz takes one second to activate. Now u need to run there. Activate the spirit in that small aoe of the heal and then press the active. That will cost at least 3s. In most cases ur ally is stomped.
A would be forced to be a point defender. The passives have a radous of 1000. Thats no problem. But the actives are more important and no brained player stand in their range to eat it.

For me when they really want to make it more immobile than banners, spirits need a lower cast time, a bigger active aoe and a way to transport or place them better. A la banner maybe

Safi/Clio Del Ray |Ranger, Elonas Reach,
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!

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Posted by: xarallei.4279

xarallei.4279

IF I am not mistaken, the guys just verbally confirmed very quickly: ‘1500 range ranger? yeah……no, we’re not taking that away’

A very quick comment. In between discussion of warrior specs.

Yeah, it was a blink and you’ll miss it moment during the warrior part of the stream and only because a bunch of us kept bugging them over and over about it in the twitch chat. lol.

However, they did not confirm whether the damage portion of the eagle eye trait is also baseline. They really just skipped the ranger baseline bit completely.

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Posted by: enkeny.6937

enkeny.6937

You forget something, spirits can be interrupted! So you need to cast, wait 1 sec use the skill, pray for not bugged again. And than interrupted! Nice…

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Posted by: Skullface.7293

Skullface.7293

Hopefully they give a bigger health pool to spirits now since they can’t move now. I never was a huge fan of spirit ranger but they are way too easily killed.

Hiro || Talgo
Main: Ranger
Twitch: http://www.twitch.tv/hirothebeast

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Posted by: Gotejjeken.1267

Gotejjeken.1267

If LB is 1500 base, then SB better be 1200 base.

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Posted by: Tragic Positive.9356

Tragic Positive.9356

I wasn’t able to step into action the other day…
… Is there a source where can I read/watch back through all of the changes?

“Observe, learn and counter.”

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Posted by: Turamarth.3248

Turamarth.3248

I wasn’t able to step into action the other day…
… Is there a source where can I read/watch back through all of the changes?

http://dulfy.net/2015/04/24/gw2-specializations-ama-livestream-notes/
http://www.twitch.tv/guildwars2/c/6594135

Brandar – Kodash [DE]
[SPQR]

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Posted by: Tragic Positive.9356

Tragic Positive.9356

I wasn’t able to step into action the other day…
… Is there a source where can I read/watch back through all of the changes?

http://dulfy.net/2015/04/24/gw2-specializations-ama-livestream-notes/
http://www.twitch.tv/guildwars2/c/6594135

Thank you a lot, dear Sir.

“Observe, learn and counter.”

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Posted by: sprhavkdogi.9408

sprhavkdogi.9408

I also have to point out that getting rid of spirits unbound will be a major mistake. You state that you want to increase build diversity while keeping current builds intact. I can understand how looking at it in a pvp lense spirit ranger can still serve its role as a bunker (which honestly makes it a horrible excuse of a turret engi which does the job 100x better). Turrets are not only tougher than ranger spirits, they also last longer without going into cd (want to compare 60 seconds to 5 minutes?), can provide the same types of boons using experimental turrets and more, can attack the opponent which provides more dps, turrets can be picked up to reduce cd or blown up to give an easy blast finisher and extra damage as a parting shot which can’t happen with spirits, and the heal turret is actually useful as opposed to the water spirit
But no one is discussing the PvE side of it. I run a spirit ranger so that i can provide support to my team and increase our overall dps. In particular, i run it in areas such as fractals and SW where i need to move around a lot.
You also removed two spirit related traits completely. I don’t know how many people have mentioned the loss of Vigorous spirits which increased spirit health and made its passives trigger twice as often along with spirits unbound.
A potential solution is to make spirits unbound a grandmaster trait that borrows the spirits activate their effects when killed from nature’s vengeance then move nature’s vengeance without the effect when killed down to a master trait. Let’s also not forget that Anet intentionally moved spirits unbound down to a master trait in order to allow more spirit builds when it used to be a grandmaster trait. so why not move it back?
The other solution and what I hope was considered when the decision to drop spirits unbound was made is that the druid specialization will include this trait which will make all of my above arguments null and void

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Posted by: sprhavkdogi.9408

sprhavkdogi.9408

I also forgot to mention, as stated above, spirits can have their skills interrupted while turrets can’t

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Posted by: Sube Dai.8496

Sube Dai.8496

Vigorous spirits is baseline, so its not gone.

I agree tho, spirits that can’t move just sound like crap turrets.

John Snowman [GLTY]
Space Marine Z [GLTY]

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Posted by: Akikaze.1307

Akikaze.1307

Dev 1: Looks like players wanted us to fix our AI pathing for Rangers.
Dev 2: Oh really? Was anything useful suggested on how to change them?
Dev 1: Not much, just complaints about summons getting stuck on terrains.
Dev 2: Stuck eh? I got the perfect solution.
Dev 1: ???
Dev 2: Lets make it so summoned Spirits don’t move, pathing issues solved!
Dev 1: I don’t think players would like that very much.
Dev 2: Trust me. They’ll be too worried about the missing longbow range to notice.

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Posted by: Durzlla.6295

Durzlla.6295

People keep raging about the spirit change, but it’s apparent you didn’t listen to what they said when they mentioned this. They said that they wanted spirits to be immobile so they could be a support version of area denial. They went on to mention how they want them to essentially be the support version of spirits, in other words, you put the spirit down and if there’s a fight near it your enemy is going to get ROCKED unless they get the spirit out of there.

If they follow through with this style (which i’ve been pushing for since beta since this is how spirits worked in GW1), I’ll be ecstatic. And judging from how well the other changes are, I have high hopes that they’ll actually follow through. However, the spirit active effects better be ground targeted if they’re not moving, because as they are now they’re garbage.

Also, Natures Vengeance is still a horrible GM trait, that kitten needs to be buffed.

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: OGDeadHead.8326

OGDeadHead.8326

People keep raging about the spirit change, but it’s apparent you didn’t listen to what they said when they mentioned this. They said that they wanted spirits to be immobile so they could be a support version of area denial. They went on to mention how they want them to essentially be the support version of spirits, in other words, you put the spirit down and if there’s a fight near it your enemy is going to get ROCKED unless they get the spirit out of there.

If they follow through with this style (which i’ve been pushing for since beta since this is how spirits worked in GW1), I’ll be ecstatic. And judging from how well the other changes are, I have high hopes that they’ll actually follow through. However, the spirit active effects better be ground targeted if they’re not moving, because as they are now they’re garbage.

Also, Natures Vengeance is still a horrible GM trait, that kitten needs to be buffed.

I think they could remove the actives of the spirits tbh, and instead make their passives worth it alone. More like GW1 spirits. Also, if they’re not mobile, increase their range or reduce cd on them so we can use them more frequently.

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Posted by: TheFantasticGman.9451

TheFantasticGman.9451

And while they are at it make it 100% chance instead of 75%. RNG + Spirits = Sucks

Speaking from a PVE-only point of view…

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Posted by: Durzlla.6295

Durzlla.6295

People keep raging about the spirit change, but it’s apparent you didn’t listen to what they said when they mentioned this. They said that they wanted spirits to be immobile so they could be a support version of area denial. They went on to mention how they want them to essentially be the support version of spirits, in other words, you put the spirit down and if there’s a fight near it your enemy is going to get ROCKED unless they get the spirit out of there.

If they follow through with this style (which i’ve been pushing for since beta since this is how spirits worked in GW1), I’ll be ecstatic. And judging from how well the other changes are, I have high hopes that they’ll actually follow through. However, the spirit active effects better be ground targeted if they’re not moving, because as they are now they’re garbage.

Also, Natures Vengeance is still a horrible GM trait, that kitten needs to be buffed.

I think they could remove the actives of the spirits tbh, and instead make their passives worth it alone. More like GW1 spirits. Also, if they’re not mobile, increase their range or reduce cd on them so we can use them more frequently.

CD is already stated to be significantly shorter than it is now. So i’d guess probably about 20s now instead of 25 (i’m not getting too carried away with my expectations), and i would not be upset if the actives went away, they could then make Natures Vengeance just increase the range of spirits.

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: Durzlla.6295

Durzlla.6295

And while they are at it make it 100% chance instead of 75%. RNG + Spirits = Sucks

I can not even begin to tell you how stupid having a % chance for the effect of spirits to trigger + having an ICD is…

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: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

And while they are at it make it 100% chance instead of 75%. RNG + Spirits = Sucks

I can not even begin to tell you how stupid having a % chance for the effect of spirits to trigger + having an ICD is…

IKR, why have both? Take away the RNG and balance with a ICD. Or, make it trigger every attack and balance with charges until spirit death.

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Posted by: Bran.7425

Bran.7425

The only certainty we have on the spirits will be they will be good at not moving, beyond that we will have to see, kind of feels like it will be whack-a-spirit-mole balancing again.

Pets have been hidden due to rising Player complaints.