sword autoattack is horrible
i think it could be fixed by taking the leap part out of the second attack, but it looks like arena net isn’t inclined to fix this issue anytime soon.
heck, a person with a tag has even come on once before saying they had no intention of fixing it and it is working like intended.
personally i don’t hold much stock in that since it truly is horrible and people have been crying out for a fix since forever.
This is likely the 10000th thread on this matter. Devs already stated it was intended that the auto-sequence super-ceded your dodge function.
Don’t compare it with the Guardian, Warrior, Thief or Mesmer swords. The ranger sword is unique in it’s own right: 400 range leaps built in the auto attack with a cripple allows for great anti-kiting.
I won’t lie… it’s killed me too many times to count. But oh well. Official response is official.
Will probably want to disable its autoattack, and use Immersive Combat mod instead. Just saying.
Is there any way to prevent from leaping all around AFTER the target is dead ? I have the autoattack on sword disabled but sometimes when i do the skill rotations i might smash 1 again during the leap and my character just flies around the map.
Lost count how many time i’ve fallen off cliffs, bridges , jumped into mobs etc for that kitten -,-
This will be fun on the new edge map in wvw. And bam, there goes another ranger with the stupid hoppping sword attack.
Just turn off auto attack. You really shouldn’t have it on to begin with unless you want to kill yourself.
Playing since headstart.
Just turn off auto attack. You really shouldn’t have it on to begin with unless you want to kill yourself.
You’ll have it on if you want to maximize DPS…
This is what you guys are advocating here. Take a DPS hit so you can use a weapon for a class that already provides middle tier damage to live with a mechanic that no other class needs to deal with.
But as others have said… this is ANet’s desire as well so no reason to continue on with the discussion.
So basically you’re saying to not use a weapon a profession has if you can’t handle taking damage for no reason? I have all 8 professions level 80. The only reason why I don’t use the ranger all that much is the sword autoattack is anger inducing. Getting downed because you’re trying to dodge but you can’t due to that horrible 2 seconds of leap attack. Not to mention you are stuck in that position too.
I sort of see why people use bows, swords require a deal MORE effort.
i think it could be fixed by taking the leap part out of the second attack, but it looks like arena net isn’t inclined to fix this issue anytime soon.
I’m pretty sure the problem is a bug which prevents you from dodging after you finish leaping.
https://forum-en.gw2archive.eu/forum/support/bugs/Cannot-dodge-after-a-leap-skill/first#post3140248
That said, even if the bug were fixed you’d still have to turn off autoattack. Even if you do manage to dodge while autoattacking, 67% of the time autoattack will then leap you right back to where you were. The only way to prevent this is to play with autoattack off.
Fixing the bug would mean you could dodge when needed with sword, instead of having to do a two-key move-dodge combo, or wait after you’ve stopped attacking. You can test it for yourself – try moving while using sword. There are still blocks of time when you can’t move (because you’re leaping), but for the most part you’re able to move within a fraction of a second of stopping attacking. If they fixed this bug, you’d be able to dodge at those times instead of having to wait even longer.
Is there any way to prevent from leaping all around AFTER the target is dead ? I have the autoattack on sword disabled but sometimes when i do the skill rotations i might smash 1 again during the leap and my character just flies around the map.
Lost count how many time i’ve fallen off cliffs, bridges , jumped into mobs etc for that kitten -,-
Only way to prevent it (aside from not smashing 1 an extra time) is to have auto-target on and for there to be another enemy for your targeting to automatically switch over.
Unfortunately, having auto-target on will send your pet attacking the nearest mob if you use “utility” weapon skills like horn 5 (if you have a ranged weapon equipped and are in range, you’ll attack too). Or at least it used to. I turned it off a year ago because it was so annoying. Maybe they’ve fixed this. I vaguely recall a problem with picking up neutrals as targets too.
Otherwise, all you can do is try to position yourself so you won’t jump off a cliff if the target dies. I also try to stop mashing 1 before the target dies. Sometimes that means it takes a little longer to finish off the target, but that’s preferable to leaping to your death. The only time it happens to me now is when other people are helping kill my target, causing it to die before I expect it to.
To be honest, I dont find dps on sword to be that great anyway. Not sure what the coefficient comparison is like but seemed like my necro melts things way faster with just a dagger.
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
Dev’s have said they like the animation, there are a lot of folks that like the animation, they’re not changing anything.
Heavy Halo, Warrior JQ
To be honest, I dont find dps on sword to be that great anyway. Not sure what the coefficient comparison is like but seemed like my necro melts things way faster with just a dagger.
Dagger is the necros best singeltarget dps weapon. Rangersword needs a Cat too. If u´re cat is attacking and u with a swordranger dps will be higher then necros.
The Problem is the sword AA, GS is horrible in DPS and no good option.
If the sword can´t be fixed (or shouldn´t cause the AA is rly hard to kite) rangers need another Weapon to deal DPS.
At the moment it should be the greatsword.
Warriors Axe and Greatsword or guardian sword/greatsword (hammer a little bit lower but protection so it´s a good option too) are nearly balanced too….
(edited by Norjena.5172)
I compare the ranger sword to nun chucks. It the hands of the inexperience they will just end up hurting or killing themselves. Those that master it are quite deadly and can take out multiple foes.
Yes other classes don’t have to deal with it. No other class can stick to a target like the ranger. A ranger can chain 5 evades together (more with the right set-up).
This is really a L2p issue. It has a place in both power and condition builds one just needs to learn to master it.
everyone should fear becoming mentally clouded and obsessed with one small section of truth.
Just so everyone is aware, sword auto #2 is actually not 400 range. Its the same range as all melee attacks but the tool tip has been wrong since launch. Only the third skill in the auto attack chain has 400 range.
To be honest, I dont find dps on sword to be that great anyway. Not sure what the coefficient comparison is like but seemed like my necro melts things way faster with just a dagger.
Dagger is the necros best singeltarget dps weapon. Rangersword needs a Cat too. If u´re cat is attacking and u with a swordranger dps will be higher then necros.
The Problem is the sword AA, GS is horrible in DPS and no good option.
If the sword can´t be fixed (or shouldn´t cause the AA is rly hard to kite) rangers need another Weapon to deal DPS.
At the moment it should be the greatsword.Warriors Axe and Greatsword or guardian sword/greatsword (hammer a little bit lower but protection so it´s a good option too) are nearly balanced too….
Well I looked it up and most our autoattacks skills are tops .65 coeff, while necro are .7,.9,1.2, so I guess arenanet thinks pets make up at least third our damage.
Really … looking here
http://sentinelark.wordpress.com/2013/10/05/skill-coefficients-for-the-ranger/
assuming thats correct the difference between gs (.55 mainly) and sword (.6) is really a drop in the bucket compared to necro (.93 avg) damage, barely worth quibbling about. At least gs has some great bursts.
Its a bit unsatisfying after playing a necro as a main for a year and seeing stuff really melt..
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
(edited by Kilger.5490)
one must also consider the speed of attack. Those numbers don’t tell the whole story
everyone should fear becoming mentally clouded and obsessed with one small section of truth.
The exact quote from Jon Peters, to dispel confusion.
From: https://forum-en.gw2archive.eu/forum/game/gw2/Dec-10th-Balance-Preview-Updated-Nov-6th/page/26
Main-hand sword
I just want to clarify for good that main hand sword is currently working as intended. All movement skills cannot be interrupted by dodging and this is currently intentional. It has a very specific play style, and I would like it to remain. I understand that rangers want a one handed melee option that is more mobile, but that will have to wait, as I know there are a mix of players who also like how this weapon plays and I do not want to take away one of the more unique playstyles that we have and replace it with something that is fairly common.
I’ve washed my hands of that battle. I still disagree with it with a fiery passion, but it’s not worth the fuss. Not when they’ve made up their minds and not over a profession with so many other major bugs and design issues that it still feels like it hasn’t left the beta. Afterall, I can choose not to use the sword. I can’t choose to keep my pet from being inadvertently kited by basic movement. I can’t stop him from running off in random directions just because I told him to disengage out of a red circle (that he’ll still get hit by from all that spazzing out).
A lack of basic control is just how rangers do.
(edited by Clockwork Bard.3105)
Just so everyone is aware, sword auto #2 is actually not 400 range. Its the same range as all melee attacks but the tool tip has been wrong since launch. Only the third skill in the auto attack chain has 400 range.
The whole chain is kinda weird. In order:
- Slash cleaves and normally isn’t a leap. But if it immediately follows a pounce which doesn’t hit a target, it does about a 300 range leap.
- Kick is single target and has a really small leap.
- Pounce cleaves and is about a 400 range leap, maybe a little less.
I’m basing the distance of the leaps on Hornet’s Sting, assuming that’s a 400 range leap.
- If you Slash and Kick, click the ground to lose the target, then Pounce, you’ll jump forward. If you then hit Hornet’s Sting, you’ll be just slightly behind where you started.
- If you Slash and Kick, click the ground to lose the target, then Pounce and Slash, you’ll jump forward twice. If you then hit Hornet’s Sting twice (let Monarch’s Leap time out), you’ll be further behind where you started.
If you’re skilled, you can use this to jump to your next target. If it looks like your pet or your teammates are going to finish off your current target soon, find another target. Just before your pounce, click on that target and hit 1 twice. Your pounce and slash will leap you up to about 700 units towards your new target.
If you’re really skilled, you can use this to open up a huge amount of distance between you and the original target. Just before your Pounce, click the ground to lose your target. Hit 1 twice to leap forward 400 then 300. Then spin around, hit 2 for a 400 leap. Spin around again, hit 2 for a 600 leap. Switch to greatsword and Swoop for a 1100 leap. Total distance is 2800 in about 2 seconds.
Well I looked it up and most our autoattacks skills are tops .65 coeff, while necro are .7,.9,1.2, so I guess arenanet thinks pets make up at least third our damage.
Weapon coefficient just tells you damage per hit. You have to factor in attack rate to get DPS. Sword is a relatively quick weapon – the three attacks happen in 1.8 sec, for a 0.6 sec per attack average. Two of the attacks cleave as well.
I don’t have a necro so can’t tell you what the attack rate on their dagger is. If the wiki is right, the chain takes 2.1 sec, which yields a coeff/sec of 1.33. Ranger sword coeff/sec is 1.06. So the pet would need to make up 0.28, or 21% of overall damage.
That actually sounds pretty reasonable. It just puts the ranger at a huge disadvantage if the pet can’t hit a moving target, or is dead because it walked through a red circle while following you.
(edited by Solandri.9640)
Well until they fix the animation on it you might as well keep auto attack off. You will be dead in no time if you keep it on in WvW or PvP. In its current state you have a lot more control without it on, but if you need to maximise your DPS then go ahead and be a robot if thats what you want.
Playing since headstart.
(edited by Gufuu.6384)
Sword AA is great.
It deals good dmg, gives might to your pet, and cripples your enemy, all that while sticking to your target like a heartseeker spamming thief.
If you are talking about dungeons, it’s still great if you and your party deals enough dps to not have to worry about getting rooted for too long.
It’s broken, has been broken since beta – the fix is obvious, but they REFUSE to do anything to fix it. It’kitten a point where people are claiming it’s a feature.
Just give us a mainhand dagger with a crippling autoattack and we have the sword for the rangers who want to keep it and a dagger for the rest.