(edited by HHR LostProphet.4801)
Unofficial Upcoming Patch Notes
What high level dungeons? SotW is a significant boost against most dungeon bosses because most of the bosses melt down fast enough for it to be worth bringing.
I rarely if ever get any problems Hunter’s Tactic or scholar runes.
So you want to tell me that you never ever get hit by any boss and you always stay above 90% health? Unlikely.
Also, if you stack correctly, all will stand on top of each other. The enemy is always facing one of your allies, which means it’s facing you. So a nono for Hunter’s Tactics.I told you I don’t any problems with it, meaning that in most fights I keep my health above 90 % or my guard is aware enough to know when to trigger his aegis. I honestely can’t think of a single encounter where I struggle to keep my health above 90 % most of the time.
And I don’t need someone who obviously are having problems playing his ranger in dungeons to tell me how to stack properly.
As Obi-Wan would say: The insults are strong in you.
And please tell me how you keep your health above 90% all the time vs. subject alpha who’s burning you or the golem in CoE who has perma retaliation or against frost in CM, or the necro guy in CM, or Leurent in TA, or most of the bosses in Arah?
Haha, Alpha? Are you kidding me?
Get a proper team to play with. That’s how.
Haha, Alpha? Are you kidding me?
Get a proper team to play with. That’s how.
So you’re suggesting your team should heal you?
Haha, Alpha? Are you kidding me?
Get a proper team to play with. That’s how.So you’re suggesting your team should heal you?
No, but I’m gonna suggest that you stop making funny assumptions.
Here. CoE golem above 90 % health. All the time.
http://www.youtube.com/watch?v=wQcIvKy7HTQ&t=4m10s
Haha, Alpha? Are you kidding me?
Get a proper team to play with. That’s how.So you’re suggesting your team should heal you?
No, but I’m gonna suggest that you stop making funny assumptions.
Here. CoE golem above 90 % health. All the time.
http://www.youtube.com/watch?v=wQcIvKy7HTQ&t=4m10s
Proof that Anet made a stupid mistake allowing this poor Golem to move
He’s harder when he’s not moving/ unable to move his location. LOL
Another victim of FGS.
I think FGS really is the toxin of the game.
Anet should either add a new layer of AI that bosses will reset as soon as he runs into a corner, or complete change FGS 4 damage modifier.
That way, this “scholar meta” may one day be fixed.
(edited by Aomine.5012)
That way, this “scholar meta” may one day be fixed.
Good thing we got ranger runes anyway. Doesn’t make much of a difference.
Most of those problems is simply fixed by turning auto attack off or learning how to time #2 and #3(I do admit this is kittening hard when you don’t have the best latency), you can dodge or interrupt anytime in your attack chain with auto attack off.
The main problem is that you can’t melee max ranger at all when it is required for the encounter and forced to go GS, I do agree with you regarding removing leap to remedy this problem. I guess they are going with what TurtleDragon posted there…
Laziest solution would be a overall damage buff for the class and/or sword. It’d still be high risk and high skill cap, but it would atleast have the high reward associated with it.Sword is designed against a single target, they want the GS to fill in the role of melee aoe DPS (reinforcing this further with Maul buff).
As I said to Prysin already, opinions. For you it’s a mechanic, for me it’s sloppy design.
http://www.dtguilds.com/forum/m/6563292/viewthread/13086970-who-picks-up-fgs
Just add 10% modifier for the 6/5/0/3/0 ranger. I’ll try to post later actual FGS damage ingame.
That… err… proves my point?
I explicitly said POST PATCH we will approximately hit close to a thief/ele with FGS.
And 1.9k isn’t really max you should get right now.
Here is damage with no EA:
(edited by Izaya.2906)
Most of those problems is simply fixed by turning auto attack off or learning how to time #2 and #3(I do admit this is kittening hard when you don’t have the best latency), you can dodge or interrupt anytime in your attack chain with auto attack off.
The main problem is that you can’t melee max ranger at all when it is required for the encounter and forced to go GS, I do agree with you regarding removing leap to remedy this problem. I guess they are going with what TurtleDragon posted there…
Laziest solution would be a overall damage buff for the class and/or sword. It’d still be high risk and high skill cap, but it would atleast have the high reward associated with it.Sword is designed against a single target, they want the GS to fill in the role of melee aoe DPS (reinforcing this further with Maul buff).
As I said to Prysin already, opinions. For you it’s a mechanic, for me it’s sloppy design.
http://www.dtguilds.com/forum/m/6563292/viewthread/13086970-who-picks-up-fgs
Just add 10% modifier for the 6/5/0/3/0 ranger. I’ll try to post later actual FGS damage ingame.
That… err… proves my point?
I explicitly said POST PATCH we will approximately hit close to a thief/ele with FGS.
And 1.9k isn’t really max you should get right now.
Here is damage with no EA:
LOLOL! HHHlostprophet been seeing your post ever since i started playing. this guy is never pleased with anything relating to ranger but still post in ranger forums.
(edited by AEFA.9035)
Lots of constructive changes for power builds. That’s nice to see.
When is the ETA for this patch?
ETA is the other side of September earliest I think from listening to the noise across the forums.
These changes are huge but are fixing only a smaller part of the problem.
What remains:
-pet pathing and inability to control all abilities
-traps
-shouts
-20 or so traits, minor or major (opening strike is the biggest offender here)
ETA on patch: 3rd week of september at the earliest
(edited by Chokolata.1870)
I’m thinking about how will it affect me. On the LB and GS part, really nicely.
Not sure if I will sacrifice 1500 range tho… it is essential in WWW if you don’t want to catch a random spell in the face. So this should be added to the upcomming buffs for Longbows.
I’m sad because it isn’t Today’s patch, and yeah… propably have to wait the end of Tournament at least. Let that end with really crappy ranger state ^^ lol?
I’m not a professional economist, but could manage time to fix rangers and else before a hyped Tournament. Right now, it seems a pounch in eSport’s face… well…
“A man chooses; a slave obeys.” | “Want HardMode? Play Ranger!”
That axe change really took me by surprise and made me happy, even more so then the signet changes for some reason.
The changes are good, except strider’s defence: that trait is just broken.
I’m thinking about how will it affect me. On the LB and GS part, really nicely.
Not sure if I will sacrifice 1500 range tho… it is essential in WWW if you don’t want to catch a random spell in the face. So this should be added to the upcomming buffs for Longbows.I’m sad because it isn’t Today’s patch, and yeah… propably have to wait the end of Tournament at least. Let that end with really crappy ranger state ^^ lol?
I’m not a professional economist, but could manage time to fix rangers and else before a hyped Tournament. Right now, it seems a pounch in eSport’s face… well…
There’s 2 sides to that. Assume you patch ahead of the tournament and don’t leave enough time for any bugs to get fixed with the tournament coming up and make people play an even buggier game.
The small PvP community would only get smaller with the outrage that would come from that, because they would rather have a working game that they could practice with no matter how broken the balance is, than a broken game entirely.
Not to mention patching today would basically swing the next qualifiers this weekend as far as advantages/disadvantages go. People would argue that teams are getting carried by a shifted meta instead of deserving to be there all together, and certain players “top tier” egos would make them speak out against the tournament and take any mindless drone followers into that mindset with them because “it wasn’t as competitive as it should have been because they made changes that shifted the meta instead of letting the meta play out which all the teams have practiced, not to mention all of the bugs, etc etc etc.”
It’s like a tightrope walk for ANet, and just saying, but because ANet is providing the gems for the weekly tourny winners in PvP, I’m pretty sure they I know whose side of the situation they land on when deciding to make changes.
I DO think that the least they could do is patch the game after the ToL but before gamescom, since gamescom is a LAN tournament. They could just patch the live game, but keep the LAN servers they are going to be using in the old version so the meta doesn’t shift for the competitive part of that event, but the rest of the players get the patch they want sooner than having to wait for a tournament that admittedly most people just don’t care about when you weigh it against getting a balance patch.
Especially since the Gamescom tournament isn’t even a competitive event to begin with. It’s a team that practices and plays together and won the first ToL EU side against super pugs of NA and Asian players; some of the NA players haven’t even been on a competitive team for a while, and are just well known players that used to play competitively.
So I really don’t see why the balance of the game for that particular tournament even matters at that point. It’s a pick-up game with a bunch of personalities there for show-off, ego stroking, “funzies.” The rest of the players would rather have their balance patch than cater to such a silly event.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
Either way, plenty of time to craft an ascended set
Space Marine Z [GLTY]
Either way, plenty of time to craft an ascended set
glassbow assassins + zerker mix…. Hit hard, often…..
Ofc, you gotta go LB + Axe Axe…. Signet of Stone + Wild + Sic’em
Oh and let us not forget traits; 6/4/1/3/0
Currently @ some T1 server in EU
glassbow assassins + zerker mix…. Hit hard, often…..
Ofc, you gotta go LB + Axe Axe…. Signet of Stone + Wild + Sic’em
Oh and let us not forget traits; 6/4/1/3/0
Ascended Zerker set: Checked
Ascended Assassin axe + Legendary axe: Check
Ascended Trinkets … 300+ laurels / 200+ guild commendations: Check
Ascended LB: Pending
Should I aim for zerker or assassin LB? I probably have material for that in my bank.
(and the other 8 elite specs maxed too)
Assassin. The extra crit chance will give you better average damage then the power from zerker will.
Currently @ some T1 server in EU
Assassin. The extra crit chance will give you better average damage then the power from zerker will.
Hmmm, the statement seems untrue after the nerf to crit damage (ferocity) patch.
Any actual testing going on?
More power also has the advantage of taking down seige weapons more effectively, which a 1500 range(in fact it’s 1600+) Longbow can easily do.
Assassin. The extra crit chance will give you better average damage then the power from zerker will.
I’m wondering which would be the most optimal critchance. The build you’ve proposed lacks perma fury but you’ll certainly have fury at weaponswap and if you take RaO for quite a while. On the other hand 100% critchance seems a bit wasted imo.
Should one aim for 60% to 70% critchance?
Uhh….
Why would you take assassins? Power is always better than crit chance. Especially these days with double sigil procs.
Uhh….
Why would you take assassins? Power is always better than crit chance. Especially these days with double sigil procs.
Meh, don’t know. Sigils add a nice burst but they’re not that noticeable. However more than twice the normal damage as crit every time is noticeable.
They’re finally going to make the Master level pet traits universal and not tied to specific pet types? Halleluia!
Now if only they’d combine the pet skill cooldown / pet F2 cooldown traits (because seriously, having 2 traits that do the same thing but 1 that works on 2 skills and 1 that works on only 1 is super lame), the Beastmaster trait tree as a whole would be pretty solid.
Also, mainhand Axe + Fortifying Bond is going to be so fantastic. Free might for me AND my pet every time I attack? Yes please. I already preferred mainhand Axe as my mainhand weapon anyway even though it was somewhat underpowered, but now its going to synergize darn near perfectly with my build.
(edited by Electro.4173)
Defo needs changes to Marksman opening strikes, Bad minors.
only good for WvW sniping , maybe a few trash mob farming in PvE , long events its dead as a doe doe.
Change Skirmishing Tree Vigour to 10secs cooldown, so it is the same as other classes with 50% uptime in vigour.
do we really need two traits on vigour to get that 50%-60% up time, without having to use Lighting reflexs , thats just not flexiable. (on one of them isn’t in our control , if it triggers while we have full Endurance its a total waste of a trait.)
last one , is the Sharpen edges this should be bleeds on crits not 66% chance on crit. some other classes get Vun or bleeds on crits as a Minor Trait , its not that great in terms of Balance. I hope these get updated too.
Assassin. The extra crit chance will give you better average damage then the power from zerker will.
Hmmm, the statement seems untrue after the nerf to crit damage (ferocity) patch.
Any actual testing going on?
More power also has the advantage of taking down seige weapons more effectively, which a 1500 range(in fact it’s 1600+) Longbow can easily do.
Before the ferocity patch, it was full zerker with 2 assassin pieces (shoulder and legs?) for optimal dps. Now, I think going full zerker is best.
http://www.reddit.com/r/Guildwars2/comments/1li5q3/breakeven_points_of_power_vs_precision_mathtable
Edit: But then with the new might stacks with axe AA, might be worth picking up 1 or 2 assassin pieces. Will need proper testing once the patch comes out.
(edited by kiwituatara.6053)
I see something… axe + fortifying bond + rending attacks + expertise training + eagle/hawk
Ok let me explain why you go assassins on a few pieces.
PvE, zerk is better because in 95% of all events, there will be people helping you maintain fury. In wvw, you are less likely to receive that help becausemost of the support is sustain based and not dps. Therefore in wvw, to achieve the best possible damage you gotta raise crit chance as much as possible to maintain a higher average damage. This do work for PvE too, but in a lesser degree.
Currently @ some T1 server in EU
Yeah, I think assassin will be better, specially that it may open space to use the zerker/valk asc trinkets, where you change a bit of precision for vitality so the assassin weapon covers that and I can go back to full zerker (but weapon) when needed.
BTW, we are all talking WvW in this case, right?
(and the other 8 elite specs maxed too)
Here’s some math for your discussion. Let me start by saying that the total values were taken from the GW2Skills calculator so if you have total power/crit/dmg values that differ that’s why.
These values were based off a full berserker set vs a full assassin set with berserker trinkets (no assassin ascended trinkets).
The values are obviously close (inconsequentially so), so it’s whatever your gut tells you is better. But in practice, you’ll never reach a point where losing power at the expense of crit chance or damage is worth it.
Power 2003 1855
Chance 49% 56%
Damage 213% 213%
Regular 693.3461538 642.1153846
Critical 1476.827308 1367.705769
Effective 1077.251919 1048.446
(critical hit * crit chance) + (normal hit * (1 – crit chance))
[edit…] I give up, this formatted text tag isn’t behaving. Hopefully you understand what’s presented.
(edited by Atherakhia.4086)
Theoretically zerker will always be better than assassin with current ferocity system , specially if you count in party buffs, BUT if you can’t count with party buffs and add sigil triggers like fire/air and foods like omnomberry pie the average damage rises with assassin, but mathematically hard to show.
(and the other 8 elite specs maxed too)
Internal cooldowns kind of nullify any advantage onCrit procs offer though. This is what leads people to the conclusion that there’s diminished returns with crit chance over 50% (there isn’t, but it ‘feels’ that way)
I think crit only starts to get “too much” over ~80% (with all buffs) under that you end getting too many non crit hits.
The ideal in my opinion is to maintain about 80~85% crit rate and then get as much power as possible.
(and the other 8 elite specs maxed too)
I don’t do that silly PVP stuff like WvW or stupid point capture.
So, PVE is where I stay.
As far as these changes go I’m sorta excited. 1st update in over 6 months I’ve been at least a little happy for with the Ranger… Still not enough to bring any hope back that the pets will go away, but, whatever. I decided to use my Ranger for fractals since I know how to play it the best out of all my toons and we usually don’t have a Ranger in party.
After the changes go into effect I’ll be trying out a signet “burst” type build.
Now, if they could just keybind active/guard…….
Oh, and the elite is a net nerf, imo.
I don’t do that silly PVP stuff like WvW or stupid point capture.
So, PVE is where I stay.
Most “exclusively PVErs” use the above statement as excuse because they can’t stand being stomped by other players.
I pretty much finished everything that exist in PVE, but I still find PVP is a huge depth of ocean for me to explore. Stop claiming that PVP is stupid if you can’t learn to improve yourself. Any sane person knows it is way more indepth than shallow and silly computer AI in PVE.
BTW, we are all talking WvW in this case, right?
Yes, Zerker with scholar runes is the best for dungeons since you get the buff from other teammates and you should’ve spotter equiped.
However the question is how much critchance would be optimal in a solo setting only with fury granted.
I don’t do that silly PVP stuff like WvW or stupid point capture.
So, PVE is where I stay.
Most “exclusively PVErs” use the above statement as excuse because they can’t stand being stomped by other players.
I pretty much finished everything that exist in PVE, but I still find PVP is a huge depth of ocean for me to explore. Stop claiming that PVP is stupid if you can’t learn to improve yourself. Any sane person knows it is way more indepth than shallow and silly computer AI in PVE.
Your “most” I doesn’t apply to me then. I’m not competitive against other players. I’m competitive against myself. PVP just doesn’t get my jiggilies all jiggilying like it does for you. Don’t be kitten just because I think PVE is more fun by an extremely LARGE margin. And yes, point capture is just boring. Extremely boring. Far and away more boring than any silly computer AI in general PVE or dungeons. Oh, and nice jackarsery there assuming my skill level. Good job.
(edited by thefantasticg.3984)
BTW, we are all talking WvW in this case, right?
Yes, Zerker with scholar runes is the best for dungeons since you get the buff from other teammates and you should’ve spotter equiped.
However the question is how much critchance would be optimal in a solo setting only with fury granted.
i usually aim for 55-60% chance. Given how easily rangers get fury that translates to ~75-80% which is way more then you need.
Currently @ some T1 server in EU
Ok let me explain why you go assassins on a few pieces.
PvE, zerk is better because in 95% of all events, there will be people helping you maintain fury. In wvw, you are less likely to receive that help becausemost of the support is sustain based and not dps. Therefore in wvw, to achieve the best possible damage you gotta raise crit chance as much as possible to maintain a higher average damage. This do work for PvE too, but in a lesser degree.
At start when the MF patch striked and i saw the Assasin stats i thought the same.
Then i i started and do some maths and in anverage go full zerk is often better then mix match.
For example i used an old side (of course with old crit dmg, but because it is just zerk/assa the effect is the same) with asc zerk armor+trinkets without anything else and just changed the stats of the LB
under effective power u can see in comparison that u do more dmg with zerk bow.
Of course These numbers are very dry but i believe them.
Keep in mind that u loose direct power on non crits and gain lesser heavy crits with kitten set.
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!
Striders defence needs something additional to it to be taken seriously. It really is nowhere near the usefulness of the other two GM traits.
And heal as one still needs that minor buff. If you ask me, it should follow the Rampage as One skill design. RaO is an offensive skill that grants offensive buffs and then a unique offensive buff. HaO should do the same, but defensively.
Oh and opening strike needs to be reworked as well. There was a good thread with many ideas on it, one of them being that opening strike resets on weapon and can also be unblockable, which would be great if they came true.
(edited by Soilder.3607)
You know what isn’t mentioned, but needs to be really be changed?
Fortifying Bond.
Why does this give Vigor when pets do not dodge. Why does it not give stability?
It’s so backwards…
Striders defence needs something additional to it to be taken seriously. It really is nowhere near the usefulness of the other two GM traits.
I really want to see this changed. It is the only survival trait we have access to in our two offensive lines, and its crap.
We need something at the level of a bark skin or EB to be in this line, to give offensive rangers some survival options.
At the moment you must trait into WS or NM for pvp. Why not change that up a bit?
Space Marine Z [GLTY]
Survival of the Fittest would have been great in the Skirmishing line. Also Spotter.
To be honest, I find the whole Skirmishing(crit) line lackluster.
- it has many traits “wasted” on pets:
Agility Training, Companion’s Might, Pet’s Prowess and Carnivorous Appetite
- it has many traits “wasted” on condition damage:
Sharpened Edges, Trapper’s Expertise, Trap Potency
Which only leaves these for non-pet / power builds:
Primal Reflexes, Quick Draw, Honed Axes, Strider’s Defense, Moment of Clarity
I find myself using Moment of Clarity a lot, not because it’s good for my WvW longbow build, but because there is nothing else in the whole line that can even remotely benefit me.
I don’t use traps, I don’t use axes, I don’t use pets offensively (need them alive and nearby) and I rarely use melee weapons. So I’m stuck picking Sharpened Edges and Moment of Clarity eventhough I don’t have conditon damage and I don’t have a stun/daze on my longbow. I’m all about damage, so they could both benefit me, but they’re both not much good at doing that.
I wish they would change the line a bit:
Sharpened Edges could be changed to give Fury on crit.
Carniverous Appetite could be removed from the game.
Trapper’s Expertise and Trap Potency could be moved to Wilderness Survival. Give Bark Skin and Hide in Plain Sight to Skirmishing.
(edited by Holland.9351)
If they placed ferocity in the MM line and condition duration in the skirmishing line, then having condition damage traits would make sense.
If they placed ferocity in the MM line and condition duration in the skirmishing line, then having condition damage traits would make sense.
Well that would definitely help with power builds, and my build in particular, it would only compile the issues we have with the Skirmishing line as far as power builds are concerned.
To a certain extent, power builds NEED precision. Condition builds don’t, and the Skirmishing traitline is primarily filled with Condition and Beastmaster related traits.
The change could still be made, but functionality wise, the line should probably get more crit procs first and foremost, since I think that as rangers we might actually have the least amount of crit proc traits, which seems very, very odd.
Give the line maybe another interrupt specific trait (or traits even) to play off of Moment of Clarity, and give some more weapon swapping traits to the line outside of the minors, and we would be looking at an extremely well rounded traitline functionality wise that would be worth using for more than just its stat bonuses.
That’s my thoughts on it anyways. Like, it would be really cool if Primal Reflexes was changed to give vigor on weaponswap and make the ICD 9s, and maybe a might or vulnerability on crit type trait (I’d prefer the might since it would help with trap builds too if the trait doesn’t compete with trap traits).
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
Well what I would do:
- critical damage to marksmanship and condition duration to skirmishing
-combine agility training with pet prowess into a single trait and move it to the master level
-move quick draw to adept level
-carnivorous appetite affects ranger as well. ICD of 1 second
-new minor trait “random cool name”- convert 1 condition into a boon on weapon swap (ICD 9 seconds)
-opening strike refreshes on weapon swap as well. Pet opening strike refreshes on Pet swap as well.
There, i fixed it :p
Well what I would do:
- critical damage to marksmanship and condition duration to skirmishing
-combine agility training with pet prowess into a single trait and move it to the master level
-move quick draw to adept level
-carnivorous appetite affects ranger as well. ICD of 1 second
-new minor trait “random cool name”- convert 1 condition into a boon on weapon swap (ICD 9 seconds)
-opening strike refreshes on weapon swap as well. Pet opening strike refreshes on Pet swap as well.There, i fixed it :p
I’ll take it! lol.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
Well what I would do:
- critical damage to marksmanship and condition duration to skirmishing
-combine agility training with pet prowess into a single trait and move it to the master level
-move quick draw to adept level
-carnivorous appetite affects ranger as well. ICD of 1 second
-new minor trait “random cool name”- convert 1 condition into a boon on weapon swap (ICD 9 seconds)
-opening strike refreshes on weapon swap as well. Pet opening strike refreshes on Pet swap as well.There, i fixed it :p
Voting Chokolata to become the next developer!
Well what I would do:
- critical damage to marksmanship and condition duration to skirmishing
-combine agility training with pet prowess into a single trait and move it to the master level
-move quick draw to adept level
-carnivorous appetite affects ranger as well. ICD of 1 second
-new minor trait “random cool name”- convert 1 condition into a boon on weapon swap (ICD 9 seconds)
-opening strike refreshes on weapon swap as well. Pet opening strike refreshes on Pet swap as well.There, i fixed it :p
That carnivorous appetite under 1s ICD would be a bit OP, 3~5s sounds more reasonable.
Everything else would be just amazing.
(and the other 8 elite specs maxed too)
Well what I would do:
-new minor trait “random cool name”- convert 1 condition into a boon on weapon swap (ICD 9 seconds)
Voting Chokolata to become the next developer!
I had an idea just like this for skirmishing line that i proposed for cdi. Combine (1) tail wind and (3) furious grip and make that the adept minor trait. Replace furious grip with “cleansing grip” which removes 1 condition and grants 2 sec regen on weapon swap.
Opening strike should be both pet and player on MM (1), 100% crit should be (3), and remorseless should move from grandmaster major to minor
(edited by Zatoichi.1049)