Kaiji Ruko – 80 Ranger, Revanat Shadowdeath – 80 Necromancer
leaked/unconfirmed Trait changes.
Kaiji Ruko – 80 Ranger, Revanat Shadowdeath – 80 Necromancer
Always will cringe when people think LB is good damage… and going to be better with those changes. It would be a quality of life buff nothing more. Less “Obstruction” messages and being able to hit moving targets more reliably from range.
A 10k channel on a 5 second spread is actually pretty terrible. I can crit long range shot easy for 3.5k so in the time it takes you to channel rapid fire I squeezed 4-5 arrows for more than that amount you have.
But feel free to believe your 10k rapid fire is any good when warrior volley from rifle does way more than that at a lower channel lol.
Always will cringe when people think LB is good damage… and going to be better with those changes. It would be a quality of life buff nothing more. Less “Obstruction” messages and being able to hit moving targets more reliably from range.
Then I’ll ask again:
Btw. any idea what:
“Long Range Shot: Reduced the aftercast on this skill from .5 seconds to .25 seconds. "
means? What is aftercast in this case?
Isn’t aftercast a time before next cast begins? If so, lowering it by .25s (with 1,2s total cast) means ~20% more dps on auto attack.
The flight speed boost is also very good thing. Idk how much it will help, but anything that makes my shots hit enemy is good :p
A 10k channel on a 5 second spread is actually pretty terrible. I can crit long range shot easy for 3.5k so in the time it takes you to channel rapid fire I squeezed 4-5 arrows for more than that amount you have.
But feel free to believe your 10k rapid fire is any good when warrior volley from rifle does way more than that at a lower channel lol.
And what? He can do big numbers, but I NEVER lost against warrior (especially not rifle one lol) since I’m 80 and fully geared. And I run with LB.
And I see LB topic starting again… my voice in discussion is my movie linked under post.
I don’t know about you guys but my head is spinning from reading this. I don’t know if these changes will be good or bad =/
Ah, good to know you can win duels against warriors; everybody can. But this is a team fight game, and nobody wants your sorry ranger kitten in a dungeon when those BIG NUMBERS actually matter, or in wvw teamfights where you do nothing for a group besides barrage and muddy terrain that a staff ele or engineer doesn’t do better.
These changes are bad if true . They gutted dps pet damage , reduced leash range , gutted the short bow and gave no real compensation otherwise . The ranger was middle tier , and saw very limited use in tournaments . Couple this with buffs other classes got and we are in for a rough patch
I have a feeling we are going to be seeing a lot more lb builds after this update
The only reason I can see why is the shortbow is becoming one of the worst weapons in the game. A loss of 300 on your range is a massive nerf, on top of one of the worst DPS hits any class weapon has gotten in this game from a prior “animation glitch”. The longbow is still going to do kitten DPS (just like the shortbow did before and will continue to do now while in more danger) but now the pet will also do worse DPS, will have kitten survivability and ranged combat is further pushed out of the game (why have ranged combat if you’re going to make melee combat significantly better?). You can throw and axe the same distance you can shoot an arrow. Ranged weapons in this game are a kittening joke.
When the devs buffed the vitality of pets it was beyond me why they would make those buffs for both PvE and PvP. Beast master builds had no problems keeping their pets alive in sPvP so buffing pet vitality for sPvP was a really dumb decision while at the same time, it didn’t solve anything in PvE (pets were either OP in open world or walking corpses in dungeons, the vitality buff did very little to change this for most pets outside of BM builds). The devs say the vitality buff made pets too tanky in sPvP so they are bringing…. their DPS down?!?!?!?!?!? In both sPvP and PvE?!?!?!?! Why does too tanky = nerf DPS?!?!?!??! Now pets do less damage in PvE AND they have survivability issues. It’s so clear the devs don’t play the ranger class and have no idea how non-BM rangers or dungeon rangers work because they don’t see those builds in sPvP (and the devs balance around sPvP). The pet is the worst mechanic in the game. The insane survivability and auto pilot DPS of one build does not make it OP or even viable for most content, fix the build don’t nerf a bad mechanic.
I would be bothered more by the swapping of Instinctual Bond and Zephyr’s Speed but tbh, quickness sucks now. Two or (now) three seconds of it isn’t worth much, let alone investing 30 points in the worst class mechanic in the game that gives nothing to the ranger himself except healing power.
It is amazing to me that they didn’t merge Piercing Arrows (arrows pierce targets), Eagle Eye (longbows and harpoon gun have 1,500 range and do 5% more damage) and Quick Draw (bow skills recharge 20% faster). That seemed to be the most obvious trait merge, especially now that they’ve royally kittened over SB rangers twice. Ranged weapons are in a bad place already, making them worse without touching melee weapons (not talking about ranger melee here) is hurting all the people out there who don’t want to melee but are forced to because ranged DPS is increasingly less viable with almost no advantages given to it.
They need to change the behaviour of ranger support skills, not tweak the numbers. I don’t think any dungeon players are going to care about swiftness and regeneration (one of the worst party boons in the game), especially tied to a skill type designed to be incredibly situational. Shouts are some of the most niche skills in the game, a generic party buff when using them doesn’t support their niche use. Even a spammable one like “Guard!” forces you to tell your pet to guard an area… honestly, how often do you want your pet to stay in an area without leaving it without you also being in that area? Isn’t it an inconvenience the majority of the time that you have to accept this functionality to access the stealth, protection, swiftness and regeneration? Ranger shouts don’t work like warrior and guardian shouts, so adding a buff to them that assumes they do doesn’t help their existing functionality.
Maybe it’s because when I want competitive PvP I go play League of Legends, but whenever I see the devs work on balance, it reminds of those WvW players who are trying to take back a supply camp with a 15 man guild team with siege aimed at the choke points while the enemy main zerg is bashing down the inner gate to your fully upgraded keep.
I hope these are troll notes for this reason: “When possible, we try very hard not to take away too much potency from popular builds because we know that a lot of people enjoy them – but occasionally we do need to bring some abilities down in power. Why don’t we just increase the power of weaker skills to match the most popular ones? Well, the problem is that then we get into something called power creep; the power of all builds and classes keeps rising as we keep making improvements, which causes instability in game balance.” The shortbow is not a potent weapon.
Ah, good to know you can win duels against warriors; everybody can. But this is a team fight game, and nobody wants your sorry ranger kitten in a dungeon when those BIG NUMBERS actually matter, or in wvw teamfights where you do nothing for a group besides barrage and muddy terrain that a staff ele or engineer doesn’t do better.
I already have my dungeon master (done only on ranger), so I don’t care about dungs. So you say ranger is weak in team fights? Ever played tPvP?
I don’t know about you, but if I really felt so bad as ranger (and I’m aware it’s still UP) I’d just reroll instead of wasting time here.
So Anet’s answer to make the longbow more viable is to deal some nerfs to the shortbow.. hmm..
It doesn’t matter to me either way, I already used the longbow much more than the shortbow anyway. It’s just brutal they took that route.
I checked it and it seems this aftercast reduction should buff longbow dps. Shame it’s RoF buff not dmg, but dps is dps.
If they really want to nerf shortbow range, it might be helpful if they added a trait fix:
“Eagle Eye” – increases longbow, shortbow, and harpoon gun range; increases longbow, shortbow, and harpoon gun range by 5%.
That would somewhat fix the range problem (requiring a trait to put it back to 1200; yes, its still a nerf, but at least it would address the range and ‘animation’ glitch dps issues to some degree),
Ah, good to know you can win duels against warriors; everybody can. But this is a team fight game, and nobody wants your sorry ranger kitten in a dungeon when those BIG NUMBERS actually matter, or in wvw teamfights where you do nothing for a group besides barrage and muddy terrain that a staff ele or engineer doesn’t do better.
I already have my dungeon master (done only on ranger), so I don’t care about dungs. So you say ranger is weak in team fights? Ever played tPvP?
I don’t know about you, but if I really felt so bad as ranger (and I’m aware it’s still UP) I’d just reroll instead of wasting time here.
There are no longbow rangers in tpvp, nor will there be any with these changes.
And who gives a kitten about your Dungeon Master title. Some people like to do dungeons more than once, and efficiently. Like high level fractals.
P.S. 7 lv80 toons, I’m not wasting anything. I’d just like the option to play the kitten ranger toon without a handicap, because quite frankly thief/mesmer/ele/guardian is getting boring.
I’m still getting a kick at all the “Bear” Rangers out there that think Rangers will suddenly have all these new an amazing builds to work with.
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos
Everyone should wait until the real patchnotes get released. Don’t forget that these are leaked ones. So they are not necessarily true.
word “range” but from “to range”.
They’re true
They might change some though before release
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos
And how do you know that?
word “range” but from “to range”.
And how do you know that?
Go ask someone who has access to the test server if they’re fake.
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos
And how do you know that?
Go ask someone who has access to the test server if they’re fake.
^ this.
Not sure why everyone would be so hyped about the Path of Scars change, it hits you once and then you know its going to return making for a easy dodge. Or you know… just strafe.
Because if you have a large group of foes and you throw it into them you’ll pull a group of them 1,200 units to your feet allowing your team to dominate them quickly lowering the numbers you’re facing.
Also it makes it that much harder to run from a S/A Ranger.
Finally, Because pulls are just fun as hell.
It took about 2 years for the ranger to reach it’s full potential and be recognized for it in the first guild wars. Which sounds more bleak than positive, but still.
No it didn’t. Rangers were gods in pvp from day 1. Don’t you remember the cripshot build with distortion and storm chaser?
Anet failed rangers in gw2, unfortunately. Just like they did with mesmers.
I meant full potential meaning multiple builds with different roles that could be filled. Rangers were always good, but then along the lines, Burning Arrow and Melandrus Shot came along, allowing rangers to change one skill and effectively change the entire dynamic of their build, because it went from CC (cripshot) to CC pressure (melsShot) to Damage (BA) while keeping all of the same utilities that were desired on a team.
Eventually, Magebane Shot got a buff and turned it into my favorite build for rangers, since the disabling capabilities of it were so strong, and it opened up a slot for whatever else you wanted to run (Pin Down) to still support the team with CC/Pressure.
But yes, regardless of whether we agree on when exactly people realized the full potential of their classes in Guild Wars 1, I agree with you that ANet dropped the ball on the Ranger and Mesmer in the transition between the games. Though I have to say that at least the Mesmers clones are a unique and better implemented idea than just anchoring the Ranger to their pet that nobody used in serious competition in the first Guild Wars because of how poor it was versus other builds.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
I hope for some undocumented changes, like:
- the family restriction removed from the master pet traits,
- the flanking restriction removed from the shortbow,
- the out-of-range pet restriction removed from the Signet of Renewal,
- the living pet restriction removed from the Signet of Renewal.
- the out-of-range pet restriction removed from Protect Me,
- Search & Rescue not going on cooldown when it’s not used,
- Search & Rescue causing the pet to instantly blink to the target,
- Pets gaining an evade on ranger dodge.
- Pets becoming immune to AoE damage in dungeons and fractals.
- Melee pets being able to attack the Elemental boss in the snow fractal.
My god, I would love these.
Hopefully these notes aren’t legit.
Sanctum of Rall
I hope for some undocumented changes, like:
- the family restriction removed from the master pet traits,
- the flanking restriction removed from the shortbow,
- the out-of-range pet restriction removed from the Signet of Renewal,
- the living pet restriction removed from the Signet of Renewal.
- the out-of-range pet restriction removed from Protect Me,
- Search & Rescue not going on cooldown when it’s not used,
- Search & Rescue causing the pet to instantly blink to the target,
- Pets gaining an evade on ranger dodge.
- Pets becoming immune to AoE damage in dungeons and fractals.
- Melee pets being able to attack the Elemental boss in the snow fractal.My god, I would love these.
Just adding to the quote that is being referred to (as I agree with chopps), wouldn’t it make sense just to extend the range of all ranger shouts(and signets) to 2000 range, since the new leash range in those “notes” was adjusted to 2000 range? Just putting that out there, as it would be easier to adjust the range than remove all restrictions entirely.
Also, I have felt the need for the bleed on the shortbow to be made unconditional since day 1. Adjust the damage or do whatever needs to be done, be please do it, because I’m tired of the ranger being the only class that I build conditions on that can’t apply conditions on its autoattack without restriction.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
If these patch notes are legit.
I won’t be seeing so many “carry-me-pet Rangers” who 90% of you fakes spec into BM with “infinite” pet roaming capabilities and insane pet damage. Finally glad to see such changes taking effect.
You FOTM Rangers will be in my back pocket come the 26th. Not that you guys weren’t already, but this sealed it for sure.
/satisified
Dragon
Platinnum – Zerker Guardian
Got to say, looking extremely legit just from a balance perspective. If these are fake I would be shocked. Was somewhat excited at first but after finishing I am disappointed. Very much lacking in terms of improving build diversity. It seems like we will see more regen rangers.
Some notable ones are:
- Path of Scars: Now pulls enemies on the return flight. (We will see much more axe off-hand.)
- Muddy Terrain: Decreased the duration from 20s->10s. Increased cripple duration per pulse from 1s->2s. Decreased the cooldown from 30s->25s. (Makes muddy terrain more potent as a control tool imo as before everyone just rolled out of it and never walked back in.)
- Lightning reflexes: travel distance has been halved underwater. (One huge reason I think these are legit as most wouldn’t know how op that was as a disengage underwater.)
- Armor Fish: Bite: Reduced damage by 50%. (Huge nerf to this pet, but then again, it was op for how tanky it was.)
- Bird: Slash: Increased damage by 15%. (Birds are dead.)
- Eagle: Lacerating Slash: Reduced damage by 50%. (Birds are dead.)
- Raven: Blinding Slash: Reduced damage by 34%. (Birds are dead.)
- Instinctual Bond: This trait has been swapped with Zephyr’s Speed. Quickness increased to 3s. (I’m not sure what to make of this. Does this means Zephyr’s Speed is a Grandmaster trait? Wow. The X/X/X/X/5 setup is dead.)
- Spotter: This trait has been increased from 70 precision to 150. (7% crit chance increase, will be the new glass-cannon trait.)
- Companion’s Might: This trait now grants 5 seconds of might to your pet, up from 1 second. (Promising, could bring back the trait, but I’m not so sure.)
All in all, BM/regen rangers won’t see a big nerf as long as they avoid the birds and test jaguar to see if it is still viable. Hell, they might even be buffed. Spirits didn’t get much of a change to make them worth a kitten. Dps rangers will see some more buffs, consistent damage, and utility, but are still lacking as their main pet (canines) are getting nerfed. Shortbow is … not sure what to make of it, possibly buffed at least for my style of play as I am almost always around the 600-900 range when fighting other players. Longbow will still be dead against players as gap closers are too prevalent. Axe both main-hand and off-hand are much stronger, will probably pull quite a large audience.
Edit: If these aren’t real, congratz to whoever made these fairly balanced and believable changes. Seriously, good job as they are all viable changes.
(edited by Indoles.1467)
Just change Jag for another cat. Heck, go canines. I run them anyways for the most part, so I’m barely even getting a hit with this pet nerf.
In fact, I think jags may still be completely viable. Run 0/0/30/30/10, use the “guard” skill (10s pet invisibility on 15s cooldown), and then you also have swiftness and regeneration. That’s dangerous as hell to fight against, especially when boon durations are 20% longer even than before and you have more health. The 200 hit is healing power and slightly lower pet damage isn’t the end of the world.
Menorah | Charr Cat | Some Cat Thing
Still running my old RRR build because why not
Just change Jag for another cat. Heck, go canines. I run them anyways for the most part, so I’m barely even getting a hit with this pet nerf.
In fact, I think jags may still be completely viable. Run 0/0/30/30/10, use the “guard” skill (10s pet invisibility on 15s cooldown), and then you also have swiftness and regeneration. That’s dangerous as hell to fight against, especially when boon durations are 20% longer even than before and you have more health. The 200 hit is healing power and slightly lower pet damage isn’t the end of the world.
Canine auto attack was reduced by 27%
based off this guy’s work:
https://forum-en.gw2archive.eu/forum/professions/ranger/Pet-Damage-Formula-found/first#post2063986
Despite having higher toughness, feline/bird auto-attacks are hitting harder despite canine/drake’s higher power. And this is ignoring their higher crit rates. At base stats against 2600 armor, the difference in damage is about 77dmg/attack. Also according to the wiki, site, drake AA has a slight cleave. Other than their opening KD, canines are looking kinda shot, like rangers as a whole.
Finally, this one is off topic, but does attacking drop the stealth granted from Guard?
Just change Jag for another cat. Heck, go canines. I run them anyways for the most part, so I’m barely even getting a hit with this pet nerf.
In fact, I think jags may still be completely viable. Run 0/0/30/30/10, use the “guard” skill (10s pet invisibility on 15s cooldown), and then you also have swiftness and regeneration. That’s dangerous as hell to fight against, especially when boon durations are 20% longer even than before and you have more health. The 200 hit is healing power and slightly lower pet damage isn’t the end of the world.
Canine auto attack was reduced by 27%
based off this guy’s work:https://forum-en.gw2archive.eu/forum/professions/ranger/Pet-Damage-Formula-found/first#post2063986
Despite having higher toughness, feline/bird auto-attacks are hitting harder despite canine/drake’s higher power. And this is ignoring their higher crit rates. At base stats against 2600 armor, the difference in damage is about 77dmg/attack. Also according to the wiki, site, drake AA has a slight cleave. Other than their opening KD, canines are looking kinda shot, like rangers as a whole.
Finally, this one is off topic, but does attacking drop the stealth granted from Guard?
Are you taking into account the attack rate of the pets? Some pets have stupidly long attack animations, not only resulting in less attacks in the same period of time, but also resulting in a lot more misses. This is a huge problem for birds in particular. You have to be Jabba the Hut to be hit by that thing.
I’m not sure if it drops stealth tbh. It’s one of those skills that I never really felt like I needed to use.
Menorah | Charr Cat | Some Cat Thing
Still running my old RRR build because why not
Imagine Path of Scars in WvW. It could really mess up a zerg! (Piercing skills have no target limit, unlike Mesmer pull maxed at 5.)
That said, I am still waiting for them to fix 1h sword…
Just change Jag for another cat. Heck, go canines. I run them anyways for the most part, so I’m barely even getting a hit with this pet nerf.
In fact, I think jags may still be completely viable. Run 0/0/30/30/10, use the “guard” skill (10s pet invisibility on 15s cooldown), and then you also have swiftness and regeneration. That’s dangerous as hell to fight against, especially when boon durations are 20% longer even than before and you have more health. The 200 hit is healing power and slightly lower pet damage isn’t the end of the world.
Canine auto attack was reduced by 27%
based off this guy’s work:https://forum-en.gw2archive.eu/forum/professions/ranger/Pet-Damage-Formula-found/first#post2063986
Despite having higher toughness, feline/bird auto-attacks are hitting harder despite canine/drake’s higher power. And this is ignoring their higher crit rates. At base stats against 2600 armor, the difference in damage is about 77dmg/attack. Also according to the wiki, site, drake AA has a slight cleave. Other than their opening KD, canines are looking kinda shot, like rangers as a whole.
Finally, this one is off topic, but does attacking drop the stealth granted from Guard?
Are you taking into account the attack rate of the pets? Some pets have stupidly long attack animations, not only resulting in less attacks in the same period of time, but also resulting in a lot more misses. This is a huge problem for birds in particular. You have to be Jabba the Hut to be hit by that thing.
Fair point, I’ll test attack speed later today.
Finally, this one is off topic, but does attacking drop the stealth granted from Guard?
Yes it drops, unlike the jaguar’s stalk (F2) which stays up. You can use guard to get a jaguar in position and then F2 it to put its unbreakable stealth up, plus of course it gets protection to help its squishiness, should you have sent it into a hotspot.
Oh, I should say guard’s stealth drops when the pet hits, because if it misses it stays hidden. So if you use say… F2 on a carrion devourer to launch its poison cloud it will stay stealth until the cloud has actually exploded and hit something, during which time you could have recalled the pet out of sight with F3.
Another thing with the new 2k range leash on the pets is that a ranged pet with 900 range can still engage an enemy at up to 2,900 range. I did some testing a while back and the pet is smart enough to know if it can shoot a target outside leash range with a projectile. So yeah, if a melee pet won’t engage a distant enemy a ranged pet might as long as it can shoot from within leash range.
I re-read the patch notes. Before we all start QQing, check out:
Companion’s Might: This trait now grants 5 seconds of might to your pet, up from 1 second.
If it has no cooldown, this will be overpowered as heck!
Pet damage vastly increased in the longrun!
“Unconditional need for bleed” sounds like a cool name for a build…didn’t xsorsus bring up a rampager bleed build the other day? That sounded pretty fun to me.
I re-read the patch notes. Before we all start QQing, check out:
Companion’s Might: This trait now grants 5 seconds of might to your pet, up from 1 second.
If it has no cooldown, this will be overpowered as heck!
Pet damage vastly increased in the longrun!
Indeed, this could make up for lost power. Be aware that boons can be stripped or corrupted. Nonetheless, I see this becoming the new ‘Pet Prowess’ in terms of cranking up pet damage.
Are you taking into account the attack rate of the pets? Some pets have stupidly long attack animations, not only resulting in less attacks in the same period of time, but also resulting in a lot more misses. This is a huge problem for birds in particular. You have to be Jabba the Hut to be hit by that thing.
Back with data.
I did not confirm Puandro’s data yet, but I ran 3 quick tests w/ canines against heavy golems.
T1 22s/16 attacks – attack speed 1.37
T2 21s/16 attacks – attack speed 1.31
T3 20s/15 attacks – attack speed 1.33
So Feline>Canine>Drake when it comes to speed.
Edit:
Drakes
T1 15s/12a – 1.25
T2 16s/12a -1.33
T3 13s/10a -1.3
Feline
T1 11s/10a – 1.1
T2 9s/8a – 1.13
T3 10s/9a -1.11
Birds
T1 11/5 – 2.2
T2 8/4 – 2.0
T3 12/6 – 2.0
So from this very RAW data, it seems that Felines>Canine=Drake>Bird at ~1.1<1.3<2.1
Between Canines and Drakes, drakes do more damage and cleave(tested), while Canines provide some nice control.
On birds, if they’re going to get a AA buff of 15% they’d end up doing up 3% more damage then felines. Since they’re basic attacks have stayed mostly intact, this would also put them above felines based on numbers. They’re AA also double strikes, so this compensates they’re slow attack somewhat when coupled with their innate swiftness when already in melee.
(edited by ChillyChinaman.6057)
Wanted to point out that the Jaguar F2 “nerf” isn’t really that bad. Jaguar has a base precision of 2061, with that in mind, I’ll throw some calculations below to demonstrate my point.
2061 = 59% + 25% = 84% (16% reduction in crit chance)
2361 = 73% + 25% = 98% (2% reduction)
Basically, if you put 30 in BM you will see a 2% reduction in crit chance during jaguar F2 which is unnoticeable to most. However, If you place 0 in BM you will see a noticeable reduction in critical hits. The maul nerf is bad though.
What I’m more concerned about is this:
- Instinctual Bond: This trait has been swapped with Zephyr’s Speed. Quickness increased to 3s.
Did they mean that Zephyr’s Speed is now a GM trait? O_O
first quickness is nerfed by 50% now we are losing zephyr’s speed unless you put 30pt into BM? this is gonna hurt if it’s true
Would have been nice if they reworked remorseless and opening strike a little. Have the vuln last a little longer and instead of resetting on kill with remorseless have it regen every 10s.
Would have been nice if they reworked remorseless and opening strike a little. Have the vuln last a little longer and instead of resetting on kill with remorseless have it regen every 10s.
Agreed 100% that the power traitline needs some reworks like that. Opening Strike is very very lackluster, and having an entire set of minor traits and a grandmaster one devoted to it is just a waste in its current state.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
I re-read the patch notes. Before we all start QQing, check out:
Companion’s Might: This trait now grants 5 seconds of might to your pet, up from 1 second.
If it has no cooldown, this will be overpowered as heck!
Pet damage vastly increased in the longrun!
One factor you might be forgetting: Companion’s Might only applies might on a critical hit by your pet. Pets do not gain any of your stats or gear bonuses to their critical hit chance. The highest pet ‘precision’ trait for critical hits are cats and birds. The only way to influence that number would be by putting points in the Beastmaster trait line. So for BM builds, this might be a “must have”. But without points in Beastmastery, with a pet without much critical hit chance, this trait won’t fire (and hence be useless).
Someone with better math skills than I could probably calculate it out in more precise detail.
EDIT: Thanks for the feedback clarification. Glad it works off the Ranger and not the pet.
(edited by Taran Redleaf.7912)
One factor you might be forgetting: Companion’s Might only applies might on a critical hit by your pet.
Nope, according to the wiki, the crits from the Ranger and not the pet set this off.
I re-read the patch notes. Before we all start QQing, check out:
Companion’s Might: This trait now grants 5 seconds of might to your pet, up from 1 second.
If it has no cooldown, this will be overpowered as heck!
Pet damage vastly increased in the longrun!
One factor you might be forgetting: Companion’s Might only applies might on a critical hit by your pet. Pets do not gain any of your stats or gear bonuses to their critical hit chance. The highest pet ‘precision’ trait for critical hits are cats and birds. The only way to influence that number would be by putting points in the Beastmaster trait line. So for BM builds, this might be a “must have”. But without points in Beastmastery, with a pet without much critical hit chance, this trait won’t fire (and hence be useless).
Someone with better math skills than I could probably calculate it out in more precise detail.
Nope.
Companion’s Might
Critical hits grant might to your pets.
— In-game description
Notes
Grants 1 stack of might for 1 second.
The critical hits must come from the Ranger.
Critical hits coming from the pet have no effect.
-wiki
I re-read the patch notes. Before we all start QQing, check out:
Companion’s Might: This trait now grants 5 seconds of might to your pet, up from 1 second.
If it has no cooldown, this will be overpowered as heck!
Pet damage vastly increased in the longrun!
One factor you might be forgetting: Companion’s Might only applies might on a critical hit by your pet. Pets do not gain any of your stats or gear bonuses to their critical hit chance. The highest pet ‘precision’ trait for critical hits are cats and birds. The only way to influence that number would be by putting points in the Beastmaster trait line. So for BM builds, this might be a “must have”. But without points in Beastmastery, with a pet without much critical hit chance, this trait won’t fire (and hence be useless).
Someone with better math skills than I could probably calculate it out in more precise detail.
Ehhh Companion’s Might works off your critical hits, not your pets..
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos
Assuming these will be the real patch notes:
- Not enough was done to make up for the pet nerfs.
- A lot more could have been done for traits.
- Giving path of scars, a damage focused skill, the ability to pull opponents will ruin the skill for axe/axe in PvE. If I’m a ranged character I do not want to be pulling enemies away from my allies and towards me!
- Winters bite is screwed over, having its weakness duration cut by 70% even though weakness won’t be all that more powerful. Against monsters with unshakable this will only last 1.5 seconds. Overall this skill will be much weaker than it was before. Essentially what weakness will do is this: targets physical damage is reduced by 12.5% for 3 seconds (1.5 for enemies with unshakable). Doesn’t that seem underwhelming?
(edited by Bri.8354)
haha poor pets got the middle finger.
In the future, ranger ranged group support will likely come in the form of the staff. And, ranger CC will become more prominent when we can finally pick up a hammer.
Just change Jag for another cat. Heck, go canines. I run them anyways for the most part, so I’m barely even getting a hit with this pet nerf.
In fact, I think jags may still be completely viable. Run 0/0/30/30/10, use the “guard” skill (10s pet invisibility on 15s cooldown), and then you also have swiftness and regeneration. That’s dangerous as hell to fight against, especially when boon durations are 20% longer even than before and you have more health. The 200 hit is healing power and slightly lower pet damage isn’t the end of the world.
It is for pve rangers. They got no damage compensation for the huge hit to dps from pets.
TBH the 900 range on shortbow isnt bad, you’re not even past 700-800 in most fights, for someone who likes to skirmish/roam. now for PvE this could potentially be a problem?