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HoT longbow changes.

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Posted by: Aerathnor.8305

Aerathnor.8305

Aeranthor – they merged it into
Lead the Wind (Arrows Pierce, 20% recharge, 10% att speed)
- Grandmaster Trait

And yep, the build possibilities are going to be vast. For MM and overall as well

We’ll that’s just dandy. You wouldn’t happen to have a link for the Spec lines? I’m having trouble finding one..

HoT longbow changes.

in Ranger

Posted by: Aerathnor.8305

Aerathnor.8305

How many people will even run marksmanship with lb after patch? Probably same number that make this same post about no more +300 lb range.

It will be necessary for running lb with a zerg so your arrows pierce (unless they baselined that without me knowing).

Otherwise it opens up 0/6/6/6/0, or even LB BM builds.

Edit:Autocorrect Fail

(edited by Aerathnor.8305)

LB range bug. when the fix?

in Ranger

Posted by: Aerathnor.8305

Aerathnor.8305

But this is ranger forum so lols expect to get shutdown when you try speaking these things.

I think you just have to stop for a moment and look at the mirror really. You only get shut down for being ignorant, not understanding the mechanics and how things actually work, coming up with nonsense arguments or things that has gotten posted bazillion times in the past. People try to explain but you refuse to understand or believe which then seems to make you even angrier, in return people give you answers in the similar tone you are posting and the vicious cycle goes on and on. The range of the LB-topic has been discussed so many times before, it’s getting really old now. Devs stated it’s not a bug, it’s not a glitch, it’s working as intended. Move on already.

And yet the poster above you just confirmed another 1500 range projectile from another class doesn’t touch the longbow. And no doubt you are thinking read the wind! But that too has been seen to not increase the lb max range and we all know how bad the speed of non traited arrows are.

I confirmed it with caveats. AB flies like a bird with a hurt wing. The difference I noticed is roughly 200 units shooting at a dummy from the same place with the same elevation. I think it has more to do with the pathing/tracking of AB more than anything (which I must add is hitting beyond its stated 1500 range, like it should).

If there are other class abilities with 1500 range we should try them as well, I’m not aware of any beyond AB. Basically I have 4 skills that are hitting at the same range and one that is not. AB is the outlier that seems to not be functioning like the other 1500 range skills.

What are the other 4?

Sadly we do not have anymore 1500 range projectiles ingame. Other 1500 range skills are ground targeted (nades, belt rocket, mortar), bullet type skills (rifle burst) or absolute range type skills (traited steal). The only other possible 1500 range projectile was
Mimic->Echo but was removed from game. Yet another reason to mourn its passing ;-( http://wiki.guildwars2.com/wiki/Echo

I’m referring to the 4 projectile skills on the LB.

Basically I’m saying that Anet seems to believe 1500 range skills should function like the ranger LB. AB does not. The question should be “When are they fixing AB?” as it is the outlier.

Since AB is of limited usefulness as a utility (you would have to halve it’s cd for me to even consider it over AW as projectile finishers are simply blegh), I doubt that it will ever be fixed/changed.

Ideally they would all function the same, unfortunately they dont.

LB range bug. when the fix?

in Ranger

Posted by: Aerathnor.8305

Aerathnor.8305

But this is ranger forum so lols expect to get shutdown when you try speaking these things.

I think you just have to stop for a moment and look at the mirror really. You only get shut down for being ignorant, not understanding the mechanics and how things actually work, coming up with nonsense arguments or things that has gotten posted bazillion times in the past. People try to explain but you refuse to understand or believe which then seems to make you even angrier, in return people give you answers in the similar tone you are posting and the vicious cycle goes on and on. The range of the LB-topic has been discussed so many times before, it’s getting really old now. Devs stated it’s not a bug, it’s not a glitch, it’s working as intended. Move on already.

And yet the poster above you just confirmed another 1500 range projectile from another class doesn’t touch the longbow. And no doubt you are thinking read the wind! But that too has been seen to not increase the lb max range and we all know how bad the speed of non traited arrows are.

I confirmed it with caveats. AB flies like a bird with a hurt wing. The difference I noticed is roughly 200 units shooting at a dummy from the same place with the same elevation. I think it has more to do with the pathing/tracking of AB more than anything (which I must add is hitting beyond its stated 1500 range, like it should).

If there are other class abilities with 1500 range we should try them as well, I’m not aware of any beyond AB. Basically I have 4 skills that are hitting at the same range and one that is not. AB is the outlier that seems to not be functioning like the other 1500 range skills.

what exactly is wrong with Spirits?

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Posted by: Aerathnor.8305

Aerathnor.8305

I’d rather have a spirit ranger on my PvP team than a banner warrior or MM necro. Spirits are lame, but they’re still effective.

True, I probably shouldn’t have said “less effective”.

“Lame, but effective” probably sums up most of the hate spirits get from rangers and other classes :p

what exactly is wrong with Spirits?

in Ranger

Posted by: Aerathnor.8305

Aerathnor.8305

Boring is about the best answer.

Its a shame really that so many ranger skills are amazing fun but at same time we get boring signets and then get slammed with another boring passive system with spirits. Basically AoE signets lol.

I always thought our Signets (other than SotH) were more interesting than the other classes, but that’s just me.

Oh they certainly are. 6sec dmg invulnerability? +25% dmg/stability/HUGE 8sec? Those 2 are crazy. But getting meh spirit passives stacked with a class that has full signet set too?

Im afraid while removing the spirits traits and making them base/non moveable will seem cool its still going to be boring passive cast and forget. Should make their special attack useable. No spirit AA or anything silly, just another skill a ranger can use periodically at like 10sec recharge so its active.

Yeah, spirits have always been “blegh” to me, I posted earlier about how the spirit ranger meta pushed me out of Spvp. They’re like the unwanted children of MM necros and banner warrs whill being less effective than both.

Tall or Short Charr ranger?

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Posted by: Aerathnor.8305

Aerathnor.8305

@Aerathnor,
Yes, I did that on my Human, Asura and Sylvari rangers.
Am wondering if there is any benefit to go Max height that I am not seeing.

Thanks.

FYI,
My new Norn ranger is midway between Max and Min Heights.
He seems so large and clutzy sometimes, but am getting used to him.
He is playing a full melee style and only lvl 42 atm.

Yeah, the only time I ever experimented with a tall character was on a Norn mesmer for massive clones. Basically I wanted to clutter the enemy screen as much as possible.

Otherwise taller characters just feel slow to me. I know there is no difference in speed, but size relative to the ground moving past you makes it feel slow to me.

LB range bug. when the fix?

in Ranger

Posted by: Aerathnor.8305

Aerathnor.8305

Read the Wind does NOT affect longbow max range. Go test it.

And btw ele 1500 range projectiles do not even come close to the rangers 1500 longbow skills.

But this is ranger forum so lols expect to get shutdown when you try speaking these things.

That’s because ele staff has 1200 range…

I play them both, the main reason I don’t want it fixed changed for ranger LB is that it will shorten the range for my ele staff as well. They both take advantage of the same mechanic, you can’t single one out because it can be traited to a higher base range (Raising the amount of “bonus range” as a result).

http://wiki.guildwars2.com/wiki/Arcane_Blast
smh….

So the one utility skill is what you’re angry about?

I’m going to test it regardless since I couldn’t find a video comparing the two, but I can honestly say that I didn’t know AB was 1500, nor do I think it gains anything from having that range.

I’ve only ever used it when trying to make a max burst scepter build, which is all done at mid range, and screwing around with a staff condi build (proc burning through a fire field). In general it is vastly outshined by arcane wave (can’t be reflected/destroyed, aoe, blast finisher) so it almost never gets put on my bar.

Good on you for showing an ele skill that has 1500 range, I don’t see how it not traveling as far as a lb shot (if that is the case) effects the use of the skill.

Edit: Yep, AB is roughly 200 units shorter best I can tell. The flight path is also very wobbly and not so much and arc compared to Ranger LB.

I’m not so sure this is because the Ranger LB is shooting farther than it should, but more because of the pathing on AB.

(edited by Aerathnor.8305)

what exactly is wrong with Spirits?

in Ranger

Posted by: Aerathnor.8305

Aerathnor.8305

Boring is about the best answer.

Its a shame really that so many ranger skills are amazing fun but at same time we get boring signets and then get slammed with another boring passive system with spirits. Basically AoE signets lol.

I always thought our Signets (other than SotH) were more interesting than the other classes, but that’s just me.

Tall or Short Charr ranger?

in Ranger

Posted by: Aerathnor.8305

Aerathnor.8305

I always go short no matter the race.

LB range bug. when the fix?

in Ranger

Posted by: Aerathnor.8305

Aerathnor.8305

Read the Wind does NOT affect longbow max range. Go test it.

And btw ele 1500 range projectiles do not even come close to the rangers 1500 longbow skills.

But this is ranger forum so lols expect to get shutdown when you try speaking these things.

That’s because ele staff has 1200 range…

I play them both, the main reason I don’t want it fixed changed for ranger LB is that it will shorten the range for my ele staff as well. They both take advantage of the same mechanic, you can’t single one out because it can be traited to a higher base range (Raising the amount of “bonus range” as a result).

HoT longbow changes.

in Ranger

Posted by: Aerathnor.8305

Aerathnor.8305

The isn’t a big deal considering we’ll finally be able to run all the relevant perks for LB.

They could always add it in to the piercing perk if we’re that concerned about it, we won’t know until they release the new spec lines.

Reaper Wipes the Floor With GS Ranger

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Posted by: Aerathnor.8305

Aerathnor.8305

WHY WOULD YOU COMPARE AN ELITE CLASS TO THE BASE CLASS?

/FACEPALM

Actually… given what they’ve said about power creep in the past… we should be able to compare elite specs to base specs.

Agreed.

Elite specs will have to be balanced with vanilla specs or else they will become mandatory. It’s not like we’re going to be shelving all other specs and running double staff with druid :/

WvW Passive Upgrade System….[DISCUSS]

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Posted by: Aerathnor.8305

Aerathnor.8305

The real issue here is that this change will destroy servers with poor off-hours coverage.
Previously servers with poor off-hours coverage would lose all their t3 structures during the night, but at least they would be paper in the morning since no one on the enemy server would bother to pay for upgrades.
Now, all those structures will upgrade automatically, meaning a losing server will log into wvw and all their structures will be tier 3 enemy controlled.
This change will only aggravate the population imbalance problem to the point that it will break wvw for some servers.

This. This right here.

Agreed 100%. As things stand, the enemy must make a commitment of time and gold to upgrade a structure even if they are unopposed on the map. They might do it for one or two structures, but aren’t going to blanket the map with upgrades. With the new system they merely need to paint the map their color and then go elsewhere, knowing that their control of the map will be almost total within hours, even if some insomniac defender shows up and flips a camp. They will have waypoints into the heartland of the server that was already in a worse position, and they won’t even have to work for them.

Meanwhile, I can easily see the “clock wars” attitude becoming prevalent. Why bother to defend something in which you have no investment of time, effort, and money? Let it flip, then flip it back. Watch the tick. Me, if I spend 45 silver to fully upgrade a camp because I need it for the upgrade of a tower on which I’m spending 1.6g and several hours and a bunch of siege, you’d better believe I’m going to be watching both like a hawk.

Just going to point out that you only get WP’s in keeps closest to your base camp. So if they take your Garrison they will never get a WP there.

I do agree that this will be a problem that can really hurt anyone not in T1 or T2

(edited by Aerathnor.8305)

Healing Spring: Make It a Signet

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Posted by: Aerathnor.8305

Aerathnor.8305

The only one of our 3 “unclassified” heals that makes sense as a signet to me is TU. It is already quite passive with its high uptime.

Obviously our healing signet can’t have a passive heal as it steps on the toes of SotW. So it needs to be more like the Guarding signet with a beneficial non-healing passive and a healing active.

HS makes sense as is as survival or a trap to me, no need to change it drastically to make it a signet. The Water field and condi cleanse are enough “bonus” for the skill.

Solve Ele Staff Issues With This ONE Trick!!

in Elementalist

Posted by: Aerathnor.8305

Aerathnor.8305

Eh, gust needs to change, and I’d make Air 1 a piercing straight line shot with no travel time. Think lightning bolt from D&D. The travel time and damage against single targets of our electric cotton balls is just lackluster. A piercing ability could have its base damage upped as it isn’t guaranteed to hit multiple targets and is more of a skill shot.

healing spring should be a trap.

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Posted by: Aerathnor.8305

Aerathnor.8305

Honestly I’d rather Troll just become a signet with a passive of 25% run speed and the same active it has now.

Change signet of the hunt.

Put healing spring as survival, it resembles muddy terrain more than a trap imo.

That has more to do with me not wanting a knock off of the DH heal trap though. If HS is made a trap and functions the same as it does now I’m fine with that.

LB range bug. when the fix?

in Ranger

Posted by: Aerathnor.8305

Aerathnor.8305

Any projectile weapon functions in the same way. Ele staff auto attacks go beyond 1200 for example.

newb Ele tips please?

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Posted by: Aerathnor.8305

Aerathnor.8305

Some tips to increase your dps output and speed as an ele

  • You can change attunements during a spell cast and your spell will still complete. This is useful for chaining a frost field right after a meteor shower and necessary for the current D/D ele might stack rotation
  • Meteor shower will get its full damage output after about 50% of its cast bar is complete. You can start cast on another spell after this point to boost your dps or utility.
  • A well placed static field can wipe an enemy zerg in WvW assuming your zerg is dumping aoes out on top of it. Same goes for an earth wall (Earth staff 4)
  • Save water fields for recovery stage in WvW or healing in pve. You can dodge roll through it with evasive arcana to get an extra water hit, then earth attune and dodge into a water field for the blast finish, which is another water heal.
  • Dagger Dagger rotation: Start in air attunement then
    Air 4, Air 5 (most players will try to dodge air 5). Fire attunement while flying from Air 5, Fire 3, Fire 4, Fire 5, dodge backward, switch to earth attune during dodge (evasive arcana blast), earth 4, water attunement, Water 3, switch back to air for dps and static field. If you do this while on the meta DD ele you’ll have a near 21 stack of might on you.
  • While leveling, dagger dagger will in my opinion do more damage output than staff, especially if you use the rotation above. If you spec 6,2,0,0,6 you can have near permanent fury and full might stacks. Sub 80 DD still lets you stack might. Look for Minor and Major runes that increase might duration.
  • IN WvW you’re pretty much the sole source of the recovery phase. Don’t let this keep you from doing damage. Let it keep you out of water attunement though with the exception of going in to use a water field. Work with the air and earth utility and fire for dps. When zergging use the staff. When solo you can go dagger/dagger or other combos.

*Fire dagger 3 and fire staff 4 (i forget the names off the top of my head) are fire fields even though they don’t show the combo markers on the ground. You can blast finish off them for might stacks.

Just want to add for the second D/D rotation your E4 will still be on CD. So I like to use F3-F4-W3-Earth Dodge-E5+Lightning Flash(optional depending on if you are in a position where you can get it off safely).

This gets you three more might blasts to keep you highly stacked longer.

healing spring should be a trap.

in Ranger

Posted by: Aerathnor.8305

Aerathnor.8305

Yes, heal+stealth would be quite nice.

what exactly is wrong with Spirits?

in Ranger

Posted by: Aerathnor.8305

Aerathnor.8305

The devs are very aware of why people don’t like spirits, but for your clarification:

  • At the moment, you have to invest all your traits in to them to get them to be any good. And if you stick all your traits into them, you need to take at least two for it to be worth the investment. That’s already being changed with the upcoming trait revamp.
  • Incredibly boring playstyle, both to play with and to play against. AI spam in this game is horrible. That’s being fixed a bit with the trait revamp by having them be stationary.
  • Speaking of stationary, warrior banners can’t be killed and have 100% effectiveness with better effects. Spirits can be killed, have random procs, and have crappy effects. Supposedly all of this is being addressed with the trait revamp, but we haven’t seen any examples yet.

I think the thought was that our spirits can move with use without having to pick them up/plant them like warrior banners so they needed a counter.

That being said I’ve always hated them and particularly hated when it was the only real PvP build. Spirit rangers + Hambows was the worst meta imo and actually drove me to level to 80 for WvW since you could run a functional Power build there. Haven’t been back to SPVP since then.

Hopefully the devs will make them more interesting and not so passive. I could see them functioning similarly to necro wells, but they have seen many ideas and I don’t really want to go into all the ways the could be better right now :/

Forced name change....... after 3years ???

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Posted by: Aerathnor.8305

Aerathnor.8305

Tree Kitten would be a great char ranger name.

Pets are getting a buff for non BM in HoT?

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Posted by: Aerathnor.8305

Aerathnor.8305

You rarely see BM builds because they are actually harder to use than you’d imagine … but there are those of us that use them.

Occassionally when a friend has another friend that wants to “learn Ranger”, I’m happy to oblige and BM is one of the first things I show them since so few people seem to be aware of what you can do with it. I then let them use whatever build and see how I use the BM one against them. This often highlights the big differences in available Ranger builds which helps lead into us talking about the variety of builds available to Rangers, pros/cons of each, what suits them, all the subtle nuances, etc.

I’ve messed around with it before and I do remember BM bunker being a good build once. I’ve tried more builds than I care to remember on ranger.

I wasn’t really commenting on the viability of BM builds, just that this is going to be a straight buff to our most popular builds. Free damage and more pet survivability (indirectly helps EB users absorb more condi bursts), could cause more tears about us in WvW particularly. Possibly in SPvP as well, but I haven’t done that in over a year so my knowledge of that is dated.

Pets are getting a buff for non BM in HoT?

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Aerathnor.8305

Correct me if I’m wrong, but it was said that class specific stats from trait lines are being split so that half are baked into the class while the other half will come from a spec (BM for ranger).

This would mean that anyone not taking BM will still receive a buff to their pets of half of the current BM stat bonus.

So this is a buff to specs that ignore BM? Is this going to cause pets to get nerfed? I’m just curious if anyone else has realized this or thought about the benefit/negatives this could bring.

I doubt it’ll bring any negatives, you have to keep in mind that other profs are getting the same treatment. But yes, all non BM pets will be buffed from how they are today.

Yeah, I understand that every class is getting some version of it. I’m just not sure that any other class ignores their class specific line as much as ranger does. I may be wrong there, but I rarely see BM builds.

As far as nerfs I’m more worried for the condi builds out there as they already get some flack for being able to bring a burst pet to do some spike damage in a condi-centric build.

Basically I’m worried because our meta builds are getting a damage buff where other classes that have metas that use their class trait line are just staying the same causing a perceived buff to rangers.

Don’t get me wrong, I’m happy for it, but as a WvW player rangers get enough crap for “press 2 to win” without our birds/wolves/spiders doing extra “passive” damage.

I know the new spec lines will shake up the meta, but I’m sure there will still be old favorites still running around.

Also, I’m sure that the extra 150 stats will come from BM, it would just be odd for them to shift it towards NM.

WvW Passive Upgrade System….[DISCUSS]

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Posted by: Aerathnor.8305

Aerathnor.8305

So which upgrades have priority? Sometimes we want a WP before full walls and gates, sometimes after. More choice is better.

In any case I suspect the real reason for this change is that Anet is unwilling to spend any further effort policing griefers and trolls and this removes the ability to supply grief.

As for upgrades progressing without yaks: totally lame.

They still can supply troll, it’s just not as easy or effective. Upgrades are great, but if you can’t build an AC because someone filled the courtyard with rams cannons/oil/mortars will only get you so far.

WvW Passive Upgrade System….[DISCUSS]

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Posted by: Aerathnor.8305

Aerathnor.8305

An idea.

Keep the requirement that workers have to actually upgrade things.

Make workers leave the keep/tower to work on the outside of the walls/gate.

If a worker dies it has a 5-10 min respawn time.

If a keep/tower has no workers it’s automatic upgrade timer is halted.

Workers can be revived.

A yak shipment automatically revives workers and drops the time remaining.

This way a place under siege won’t just auto upgrade the walls and seal/split a group taking it because it’s timer went up.

Defenders can keep upgrades going by running yaks to an alternate gate.

Roamers can delay the upgrades by assassinating workers.

It promotes active defense to the passive upgrade system and allows an enemy to actively halt upgrades rather than just slowing them down to their maximum time by killing yaks.

Applied Fortitude and Strength to be removed

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Aerathnor.8305

I’m actually happy about the upgrade change. Nothing worse than someone burning all the supply in a keep/smc before prime because they’re new/trolling.

Now they just need to allow you to override a claim if it’s providing no buffs.

What is the advantage of playing WVW now?

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Posted by: Aerathnor.8305

Aerathnor.8305

I would really like the pvp track system to be put into WvW, or something similar.

Doing those gives valuable rewards, wearable and sometimes exclusive items and handy stuff, like transmutations.

Currently all we get is to salvage some items and hope for silk.

So much this, you pray for light armor so you can sell that silk.

newb Ele tips please?

in Elementalist

Posted by: Aerathnor.8305

Aerathnor.8305

Lightning Flash can be used while casting other spells. Its extremely useful for landing D/D abilities like F3, E4 for surprise knockdowns, and E5 which has a ridiculous cast time but hits like a truck.

Getting good with lightning flash will make a big difference in your success rate as D/D (if you so choose to use that).

Roaming Just got Hardmode ;-(

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Lastly, before the spring goes out, leap through it with greatsword for extra healing.

Nah I prefer not leaping healing spring. Its just not my style as it feels too cheese.

Then you are setting a limitation on yourself that is further allowing condi classes to drop you. Your enemies are not going to stop using perplexity runes because they are cheese.

stealth bug, guard/archer bug.....

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Posted by: Aerathnor.8305

Aerathnor.8305

I love the turncoat guards, this bug at least is hilarious xD

I gotta say, it at least makes the whole world feel more alive.

They should allow us to send out war parties (not just siegerazer) to attack towers in the BL. Or just make them randomly occur.

Ele hard countered by Reaper

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Posted by: Aerathnor.8305

Aerathnor.8305

1900 range pewpew that does 18k damage rolling your face on the keyboard, like the ranger.

That’s nonsense. I’ve never hit for more than 13k + AirFire procc with Rapid Fire in PvP

I don’t think I’ve ever hit 13k in pvp…I might have a 5 digit flame grab screenshot somewhere though (it’s on a troll 6/6/0/0/2 D/D build).

I’ve tried that, it hurts a lot on both ends.

Roaming Just got Hardmode ;-(

in Ranger

Posted by: Aerathnor.8305

Aerathnor.8305

Haven’t roamed on my ranger yet, I did on my ele and have been having some fun fights with the new tier. I’m more concerned about them 2 banging our borderlands, which they seem to love.

I always bring condi removal when roaming with either EB or SotF. It’s just kitten near mandatory as you can only avoid the condi burst so much before you make a mistake. I couldn’t tell what food you were running on my phone, but I never leave home without -40% condi duration food if I’m going to roam.

You could always roll a thief and screw around with it in Spvp to get a good idea of how and when their burst is coming, though I have no idea if condi thieves are even viable there as I haven’t played it in a year. Still, just fighting the class npcs there as a thief will give you a basic idea of what to avoid and when.

(edited by Aerathnor.8305)

Re-Imagining the Ele by Functionality

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Posted by: Aerathnor.8305

Aerathnor.8305

Vapor blade is used to burn a blind/aegis and proc our healing signet at range while still inflicting a little damage. So yes, I have used it on purpose, not that it was a major game changer.

Fire 3 can be used offensively or defensively.

Earth is already used primarily for its kd, root, projectile block, blast finishers, with the only true offense in it coming from churning earth (which requires lightning flash to land it reliably).

Water is already used the way you suggest, cone of cold is used as much for healing as damage, 4 is for buffs, 3 is used as much for the blast as it is for the chill. 5 is the outlier as it is purely a support skill, but fits the theme of going water to heal and buff up before going back to lightning.

Speaking of which, lightning 2 is defensive, 3 is for buffs and the stun, 4 can be used offensively or defensively (if you absolutely must disengage), and 5 is a kb that we all know is a setup for our burst combo, though it could theoretically be used to create some distance.

All in all, only our auto attacks, Fire 2/4/5 (fitting your theme), and earth 5 are pure offense. So as I see it, we already are pretty much set up the way you describe.

Other classes do have a mix on single sets, but even those often times can be used both offensively or defensively.

Ranger GS 4 is a block with kb, or a ranged cripple, GS 3 is a gap closer/creator/evade/leap finisher. Sword 2/3 are both evades with an attack attached, Dagger 4 is another evade+damage/condi.

Mesmer sword 4 is a block+counter hit+clone or can be activated again for a ranged daze.

I can go on, but the idea that weapon skills are either offensive or defensive is just not supported in many of the sets. I do agree that D/D lacks a lot of active defense beyond dodging (which can be offensive withe EA), but that is the sacrifice you make when picking Dagger OH over focus. I personally love the “balls to the wall” play style that it affords. It has been nerfed many times (and is getting nerfed again), but it still pops up as an effective build in spite of it all. Unless the tempest sword brings something really interesting to melee ele, I’ll likely keep playing D/D and adjust to whatever makes it effective.

Would "Protect Me!" Work on dead pet?

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Aerathnor.8305

While under the effect of protect me, the pet become passive and come to it’s owner.

Which also makes it weaker against bouncing attacks as your pet is basically taking double or triple damage (Mes GS2, Ranger Axe, Mes Staff, etc…)

Condi ranger: dagger or torch?

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Aerathnor.8305

If you’re only using one I prefer Dagger for the ranged cripple, evade, and source of poison. Even if using sword and shortbow I like to have as many poison sources as possible to counter condi cleanses (I don’t stack them all at once ) and wreck enemy sustain.

That being said, most of condi builds use both so it’s rarely an either or thing.

Pets are getting a buff for non BM in HoT?

in Ranger

Posted by: Aerathnor.8305

Aerathnor.8305

Correct me if I’m wrong, but it was said that class specific stats from trait lines are being split so that half are baked into the class while the other half will come from a spec (BM for ranger).

This would mean that anyone not taking BM will still receive a buff to their pets of half of the current BM stat bonus.

So this is a buff to specs that ignore BM? Is this going to cause pets to get nerfed? I’m just curious if anyone else has realized this or thought about the benefit/negatives this could bring.

Boon Duration (ANet plz)

in Elementalist

Posted by: Aerathnor.8305

Aerathnor.8305

Iirc they’re not completely removing stats from the spec lines, just halving them so you don’t feel forced into a line for specific stats.

I have been worried about this for more than just the ele as the % based stats are taking a bigger hit than point based ones. I’d like to see them all moved to a point based system and have our armor sets either modified to have a 4th stat (other than celestial), or new sets released so we have more options for our boon and condi duration needs.

So we are going to get a 15% nerf to boon duration, which is big, but it’s not like we’re losing all of it.

Edit: I went back and read the post again, we are losing all stats except the profession specific ones, half of which will be standard to the class, the other half will be from a spec.

Looking around I can’t find anything Anet has said in regards to boon/condi duration.

(edited by Aerathnor.8305)

Some D/D WvW optimization help.

in Elementalist

Posted by: Aerathnor.8305

Aerathnor.8305

I just want to point out that condi dmg might have a bigger impact on the dd ele spec after HoT. With the changes to burn stacking and the loss of condi duration on traitlines we might be able to get more dmg out of fast burn stacks.

I run a (almost)full celestial build in WvW (not the meta one, but similar) and the extra condi dmg you get from celestial, using GoEP for extra burns in some fights, can stack quite some dmg with condi duration food.

Yeah, Dagger 2 in fire could become a real threat with burn stacking.

I’m actually running more celestial than the meta calls for and I mess around with trait points a lot so I’m not just looking for the meta build. I like the added condi damage, especially when you manage to land a churning earth/lightning flash combo.

It seems that celestial is going to be a big factor after HoT so I’m starting on the armor now.

Question about celestial ele

in Players Helping Players

Posted by: Aerathnor.8305

Aerathnor.8305

If you have the laurels you can just buy the trinkets. The first year I played this game I only did SPVP and when I jumped to WvW I was able to just by ascended Celestial trinkets. I went full boat celestial on my trinkets, zerker on the daggers, and knights/clerics on my armor (though I’m in the process of changing my armor to get a bit more ferocity).

I’m working on the armor set just to have options, but it is by no means necessary.

Level up -> full hp/knockback..

in WvW

Posted by: Aerathnor.8305

Aerathnor.8305

Do those “Gain one level” scrolls work in combat? >:-)

They did work a while ago, but Anet put an end to that.

Good, really I don’t see it as too much of a problem, so much so that I don’t think I’ve ever seen it happen in small groups or roaming. I may have and just assumed it was a rally and heal, never been knocked back though.

You’d think they could just suspend the function in WvW, but since they can’t fix ranger pets auto attacks without breaking the game, it may be more difficult than we think.

Level up -> full hp/knockback..

in WvW

Posted by: Aerathnor.8305

Aerathnor.8305

Do those “Gain one level” scrolls work in combat? >:-)

Staff Ele Wipes the Floor With Staff Ranger

in Ranger

Posted by: Aerathnor.8305

Aerathnor.8305

Well we all know that the Engy spec is going to have mobile turrets. Who cares what everyone else is going to get, TURRETS UNDERWATER!!! All is vain…

A pug rangers pov

in Fractals, Dungeons & Raids

Posted by: Aerathnor.8305

Aerathnor.8305

The problem with ranger in dungeons is that the meta weapon has a built in “Don’t kill yourself” mini game. It can become second nature to you, but the sword 1 chain is still a handicap.

Longer has its uses, but camping in it will just net you less dps and if you hate the sword too much just slap on a GS for cleave and easy evades.

You won’t be doing as much damage as Sword/Axe, but you won’t be eating the ground as much either. Dead men do 0 dps :/

Personally I’d just stick with thief for dungeons, I view my ranger as a “luxury” toon that is just there for roaming in WvW. Everything else is done on my Ele as you’ll almost never hear crying about them joining a dungeon.

Some D/D WvW optimization help.

in Elementalist

Posted by: Aerathnor.8305

Aerathnor.8305

Thanks again, just swapping Daggers got my ferocity to 181%, hp is a about 2k short of 14000 somehow, and healing is a bit high yet, maybe switching a clerics piece to pvt or something like that will get my hp up.

(edited by Aerathnor.8305)

Some D/D WvW optimization help.

in Elementalist

Posted by: Aerathnor.8305

Aerathnor.8305

for wvw roaming pack runes are better. u will get perma swiftness uptime, making traveler runes obsolete. you dont have enough crit damage with the gear you have. id recommend switching your weapons to zerker, armor to celestial/calvalier and your trinkets zerker/ what ever you need to get proper stats.

Only problem I have with the celestial gear is that it’s time gated and I am completely nooby when it comes to fractals (I haven’t even done a dungeon since I hit 80) as I like to spend my time in WvW.

I can start working on it, but I’m not 100% sure it’s worth the investment if I can get a similar stat distribution through my celestial accessories mixed with different armor pieces/weapons.

Is there a ferocity break point I should aim for? I know I’m low on the stat so I want to get it up to turn some of the stalemates into victories.

its hard to say, because with the new trait system they are reworking stat allocation. The reason i said go for celestial is because after we lose stats from our traitline you will be without 300 vitality. Making celestial gear might be the safest thing for us eles to make right now.

Alright, I guess it’s fractals for me as I really should have a set of celestial gear. I know everything is going to change, but without a release date that could be end of the year or even next year.

For the time being I’ll probably replace my daggers with zerk and my Valk with some cav. Possibly replace my clerics gear, but I’ll see where I stand for survivability vs ferocity before I commit to that.

Thank you for your responses.

[Suggestion] Tornado turned into a Skill

in Elementalist

Posted by: Aerathnor.8305

Aerathnor.8305

Make it a cantrip and change one of the activated skills on it to “Hail Stones” that pulses short duration regen to friendlies near you and randomly launches ice projectiles that chill enemies and heal allies.

Rapidly cleanses conditions when traited and let’s you either heal up the back line or heal/support the bruisers.

It’s useless as an offensive cooldown, might as well make it defensive/support.

Some D/D WvW optimization help.

in Elementalist

Posted by: Aerathnor.8305

Aerathnor.8305

for wvw roaming pack runes are better. u will get perma swiftness uptime, making traveler runes obsolete. you dont have enough crit damage with the gear you have. id recommend switching your weapons to zerker, armor to celestial/calvalier and your trinkets zerker/ what ever you need to get proper stats.

Only problem I have with the celestial gear is that it’s time gated and I am completely nooby when it comes to fractals (I haven’t even done a dungeon since I hit 80) as I like to spend my time in WvW.

I can start working on it, but I’m not 100% sure it’s worth the investment if I can get a similar stat distribution through my celestial accessories mixed with different armor pieces/weapons.

Is there a ferocity break point I should aim for? I know I’m low on the stat so I want to get it up to turn some of the stalemates into victories.

Some D/D WvW optimization help.

in Elementalist

Posted by: Aerathnor.8305

Aerathnor.8305

I’m looking to optimize my WvW build for my D/D ele and after reading the meta battle sheet on it I had some questions. I came back about a month ago from a year of not playing (had to give ESO and Destiny a shot) so I know my setup is sub optimal due to the might/travelers changes.

First: The gear I have
2 Clerics Daggers (Might on crit and swap)
All ascended Celestial trinkets.
2 Knights armor
2 Clerics armor
2 Valk armor
Traveler’s Runes

I’m definitely replacing the daggers to Zerk as I just have too much healing right now. I’m not opposed to buying a whole new set of armor (minus trinkets), but I’m thinking just replacing the Valk with one soldiers and one knights would get me closer to what I’m aiming for. It really depends on the next part.

Runes/Sigils:
Meta says to run Doom/battle for Sigils which I’m fine with as I’m replacing my daggers anyway.

It says to run Hoelbrak for runes (which is why I’m ok with replacing the whole set to keep a set with travelers).
How wrong am I for wanting to keep my travelers runes?

I love the passive speed increase for roaming and twisting auras/attunement only grants so much swiftness while possibly leaving you short of fury if they are on cd when you get into a fight. Windborne Dagger isn’t worth dropping permanent vigor for. So do I just need to suck it up that I’m losing my passive speed increase, or can I still get away with travelers?

I can might stack fine and either win, or fight to stalemates in the majority of my 1v1 and can occasionally pull of 1vX. So I may not need to change anything, I just want to add a little more offense and optimize my runes/Sigils if necessary.

Thank you for your time

(edited by Aerathnor.8305)

[Speculation] Merge with Pet

in Ranger

Posted by: Aerathnor.8305

Aerathnor.8305

First Kaio-Ken in the form of Rampage As One now we’re doing the Fusion Dance with our pet?

Would be a much better version of rampage as one. Activate it once and you fuse with your pet gaining a unique F2 skill and stats, persists until you deactivate it.

It should give a theoretical reduction of damage where you gain half of the damage your pet would do so it would still be preferable to have a pet, but at least we have zerg mode now.

Pet must do the fusion dance as well.