Vine Surge

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Posted by: Soilder.3607

Soilder.3607

This skill is too hard to land on a moving target unless you’re in melee range. The cast time needs to be reduced, preferably to 1/4s, and the travel speed of the roots should be increased along with the duration of the immobilize.

Aside from that, the skill isn’t too bad, but it’s reliability is the problem.

Stormbluff Isle

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Posted by: Scrimschaw.5784

Scrimschaw.5784

I have been very disappointed with the staff, save for Ancestral Grace (which is currently bugged), due to its lack of reliability as a whole. Even in PvE, Staff 4 can’t hit anything. After BWE3, I suggested a wider, cone-shaped attack, but honestly a lot of things have to be changed on Staff before I use it for anything other than individual fights with projectile-hate. Making Vine Surge useful would definitely help put Staff in my good graces, but the developers have said nothing about making changes to Staff.

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Posted by: RebornbyFire.7913

RebornbyFire.7913

I would love to see Vine Surge improved a bit; it could also REALLY use a little longer root, and/or a damaging condition component. Ideally, it would be slightly larger, root slightly longer, move slightly faster, and include the functionality: “Your pet’s next attack inflicts Poison for 8 seconds.” (Or something like that)

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Posted by: Holland.9351

Holland.9351

I’m only using Staff 1 and Staff 3. Extremely rarely might I use Staff 2, Staff 4 and Staff 5, but that’s usually just randomly.

Staff 2 has so much potential, but does absolutely nothing.
Staff 4 is extremely slow and can’t hit anything. When it does hit, it has no punch.
Staff 5 is ok because it’s a waterfield and a projectile destroy.

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Posted by: Mcrocha.3891

Mcrocha.3891

It’s function is good bc it can be used on allies as well, but yeah it needs to cast faster. Skill shots shouldn’t take so long to cast since you have to aim them.

Local Charr Ruins Everything

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Posted by: aB EXT.1287

aB EXT.1287

What they need to do is fix the ability queing on staff, making it work the same way as mesmer GS.

Due to the fact that the auto attack is a channeled ability and does not have a chain, it needs to be interrupted upon the cast of a new spell. This would fix a lot of problems with the staff fluidity.

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Posted by: Krispera.5087

Krispera.5087

It’s really a bad skill ! They did zero change to staff animation. What I had like issues have been said.

I would like to shift your attention to Coalescence of Ruin (https://wiki.guildwars2.com/wiki/Coalescence_of_Ruin) about how it works. I get it, some of you think druid should do 0 damage and be a heal bot, apples and oranges yadadada, but look at it : 2 sec recharge, bigger aoe, better damage, BETTER and FASTER animation.

Yet, Vine Surge is on a 20 seconde recharge untraited (LOL), slow, small, low damage and a short CC.

With all the nerfs to Druid and no buff, I can’t see but this is a glaring issue.

Also (it’s not what the thread is about), Astral Wisp is bad too : it’s slow and follows the ground. It’s classified as a projectile, but doesn’t work like one. You can’t throw it from up to ground or ground to up, neither Vine Surge. So what you do when you’re in a fight with height issue ? Yes, you’re right, you just spam 1.

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Posted by: Daharahj.1325

Daharahj.1325

If they ever want to compensate somewhere else after the next batch of nerfs, this is definitely it. Vine Surge could use QoL changes, such as removing the initial cast, increase its width to match the animation or make it cleanse DoTs as well.

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Posted by: AgitatedFox.5287

AgitatedFox.5287

I really like Vine Surge, such a beautiful skill but yes, it could do with some work. Cast time for sure needs to be reduced, I find myself cancelling it out every now and then when I try to use a second skill after pressing 4 as I think it’s done. So yes, a shorter cast time would be massively appreciated, but I believe some added condi’s (such as a poison or bleed) would help it go a long way.

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