Instead of stability, what about resistance? Or maybe both boons
(edited by Aleksander Suburb.4287)
Djinns were very common in vaabi
They must fix that we’re leavind beastmode while mounting. They must also fix, that we’re leaving beastmode, when we’re diving.
If you throw a 2nd trap, the first trap is removed. You’ve to rewrite the whole teapping system for ammunition on traps
me too. But the beastmode skills doesn’t look great
I would prefer raven with 1200 leap and group swiftness. Maybe iboga as second for its 1200 pull on pet f2 :-)
For my taste there were more cool looking armors in gw1 for rangers, than mediums in gw2. Their are plenty medium armors, but really cool are 1 maybe 2 sets. Most have spikes/daggers all around, are piratelike or have coats.
I wish a comeback for drake scale armor (male version)
Or just give pigs different boons instant for ranger. stability, resilence or some stealth, unblocking etc.
[Feedback]Path of Fire Elite Specialization Preview - August 18-20
Posted by: Aleksander Suburb.4287
Many classes too strong in survivability. There are permanent dodges, permanent invul or resilence or block or dodge and permanents auras with fast heal. Every second opponent couldn’t be hitted by any ranger arrow without unblocking.
The dagger of soulbeast ist too slow. skill 2 is just a better auto attack. skill 3 has a too short range and a very clunky landing.
Ranger lose beastmode by water contact and soulbeast aura is too long in duration
Ranger couldn’t change pet in beastmode.
Many pet/sb skills are useless:
SB bird swoop is just 400 distance instead 1200 and a clunky landing
SB Devourer retreat needs stealth and the pet skill needs something other
PET pig F2 is useless and clunky from beginning
SB feline bite is worser than an autoattack!!
Change the “big” damage to something utility (drake tail swipe i.e.)
Most SB attacks are just worser than the pet skills + the melee hit distance is very slow or casttime too long.
Primal cry, spiritual reprieve and worldly blast are just too slow. Primal cry needs better conditions.
List of all land pet skills
stances are too bad or bugged and there is no trait with reload reduction.
traits seems uninteresting. heal for poison seems nice, but it don’t really scale with an attribute.
(edited by Aleksander Suburb.4287)
The pull of the iboga over 1200 distance is really cool Hope they won’t nerf it for wvw
…
I am talking mostly of wvw. maul lol yea try landing that in a zerg fight with the current condi meta, you would die before maul finish casting. No one use off hand axe in wvw, the longbow 5 is the only good aoe skill and is not that great. Going full marksmanship for piercing arrows is not worth it. Compare to other classes we bring nothing to wvw, hammer revenants as backline with number 2 does ridiculous damage on low cooldown and is aoe to mention an example, we dont have any of that. Why you think no one bring rangers to wvw, not serious players at least and if they do they either dont invite them to raids or put them alone in groups, We bring nothing, no damage, no aoe, no support, no boon strip, no nothing, the only kind of good usable is healing druid and i hate healing plus elementalist is probably better at that so.
That is crux of the matter.
Plus the druid specialisation brings no dmg and a very clunky, short-time mechanic, that is interrupted whole the time, because ranger is sooo slow and only usable with permanent quickness.
(edited by Aleksander Suburb.4287)
Feline:
(SB) Bite: dmg, 1 target, range 200 add a 900 distance teleport
(Pet) Bite: high dmg, 200 range add a 900 distance teleport
(SB) Maul: low dmg, 4×10s bleeding, range 130, 3 targets increase range to 200, add 1s knockdown, when attack is blocked or opponent has invulnerabilty
(Pet) Maul: low dmg 4×10s bleeding, range 200 add 1s knockdown, when attack is blocked or opponent has invulnerabilty
Moa:
(SB) Harmonic Cry: healing, 5 targets, 240 range, 25s reload increase range to 400, add 3s resilence
(Pet) Harmonic Cry: healing, 5 targets, 240 circle, 1500 range add 3s resilence, decrease reload from 40s to 30s
(SB) Frenzied Attack: 5 vulnerability, 130 range, 5xdmg change skill to: stunbreak+1stack 3s stability to 5 targets, distance 300
(Pet) Frenzied Attack: 4vulnerability, 4x dmg, range 130 change skill to: stunbreak+1stack 3s stability to 5 targets, distance 300
Porcine:
(SB) Maul: 2xdmg, 2×6s bleeding, range 130 increase range to 300, add fury for higher reload 12s->18s
(Pet) Maul: 2xdmg, 4×6s bleeding, range 200 increase range to 300, add fury for higher reload 12s->15s
(SB) Brutal Charge: 3s knockdown, 450 distance leap, 3 targets decrease reload from 30s to 20s, decrease knockdown from 3s to 2s
(Pet) Brutal Charge: 3s knockdown, range 300, finisher leap, 3 targets, dmg decrease reload from 30s to 25s
(Pet F2) Finally change the mechanic to get some direct buffs dependent on pig type (stability, resilence, unblockable, invisible)
Smokescale:
(SB) Takedown: 2s knockdown, 130 range increase range to 300, add 3s quickness
(Pet) Takedown: 1s knockdown, 240 range, dmg add 3s quickness to 3 nearby allies, increase reload to 25s
(SB) Smoke Assault: low dmg, 1.5s evade, add might, radius 300, range 750, kittens instead of gaining might, inflict blindness per hit
(Pet) Smoke Assault: dmg, 1.5s evade, add might, radius 300, range 750, kittens instead of gaining might, inflict blindness per hit
Spider:
(SB) Entangling Web: 3s, immobilize, 900 range, projectile immobilize 5 targets in a 240 circle
(Pet) Entangling Web: dmg, 3s immobilize, 900 range, projectile immobilize 5 targets in a 240 circle
(SB) Poison Gas: unblockable, 4s poison field, 900 range, 4s poison per tick, 1/2s casttime increase poisonfield duration to 5s, faster projectile
(Pet) Poison Gas: unblockable, 4s poison field, 900 range, 4s poison per tick decrease 1.5s casttime to 3/4s
Wyvern:
(SB) Wing Buffet: 300 knockback, 5 targets, range 240 increase range to 300, instead of knockback the opponent get launched
(Pet) Wing Buffet: 4x high dmg, 80 knockback, radius 360, range 240 lowering dmg, launch enemy 300
(SB) Tail Lash: 4s cripple, 5 targets, range 180 increase range to 300, add lightning combo field 3s, increase reload from 12s to 18s
(Pet) Tail Lash: dmg, 6s cripple, range 200, 5 targets increase range to 300, decrease cripple to 4s, add lightning combo field 4s, increase reload from 12s to 18s
Can’t say much about the new pets, except for the bugged rock gazelle. No multiple hits on one stucked target.
I think the beastmode and the ranger pet could be very potent, if they buff the skills to the same level.
F3 Beastmode skills:
Unflinching Fortitude: 4s take no dmg, breakstun, remove cripple, freeze, immo Great skill. casttime from 1/4 to 0 so you can cast instant while doing other skills
Primal Cry: 1,25s casttime, rooted, targets 5, radius 360, 3xdmg, 3bleeding, 9 vulnerability. no rooting, instead of more vulnerability, 3 poison, 3s taunt
Prelude Lash: 2s immobilize, 5 targets, pull 300, radius 300 great skill, just change 1/4 casttime to 0, so you can use other skills while pulling
Worldly Impact: high damage, 5 targets, combo finisher: leap (0 distance), radius 240 1 s casttime is too slow- change to 1/2s, combo finisher: blast
Spiritual Reprieve: Healing, radius 600, 3s resistance, 5 ally targets the 1,25s casttime are too long, change to 1/2s
Bear:
(SB) Bite: dmg+Regeneration. need some resilence too make the tank skills round
(Pet) Bite: dmg+Regeneration. some resilence would be nice here too
(SB) Defy Pain: 3s no incoming dmg. + 2 stacks stability
(Pet) Defy Pain: 5s no incoming dmg. 45 reload + 2 stacks stability to pet and 2 nearby allies
Bird:
(SB) Swoop: 5 vulnerability, 3 tragets, 1200 range leap (bugged!) nice skill without the bug currently 400 range -.-
(Pet) Swoop: 130 range leap 1vulerability need some longer range 800 maybe, vulnerability ok for 8s reload
(SB) Quickening Screech: 5 targets, 10s swiftness, 480 radius nice skill, maybe unimportant, when mounts come into play, then it needs buff
(Pet) Quickening Screech: 3/4 casttime, rooted, range 1200, swiftness 10s no rooting on pet! maybe a buff after implementing mounts
Bristleback:
(SB) Rain of Spikes: Launch spikes in radius 600, bleeding, 3 targets per missile this skill feels a bit clumsy, needs more precision or bigger effects
(Pet) Rain of Spikes: Launch spikes in Radius 600, Bleeding, 1,75s casttime lower casttime, needs more precision or bigger effects
(SB) Sharpen Spines: Next 5 attacks inflicts bleeding add the next 5 attacks are unblockable and reduce casttime or add ammo
(Pet) Sharpen Spines: Next 5 attacks inflicts bleeding next 5 attacks are unblockable and reduce casttime to 20s
Canine:
(SB) Crippling Leap: damage, 5s crippled, 3 targets, 400 range leap nice skill, maybe an 2s immobilize if hit from behind
(Pet) Crippling Leap: damage, 5s cripple, 180 range needs leap distance 400, maybe a higher casttime 1/2s
(SB) Brutal Charge: 2s Knockdown, high dmg, 3 targets, 600 distance leap very nice skill. Instead of damage -> unblockable
(Pet) Brutal Charge: 2s Knockdown, high dmg, 1 target, 350 distance leap increase leap distance to 500, reduce reload from 30s to 25s
Devourer:
(SB) Tail Lash: 360 Knockback, 3 targets, Range 130 increase range to 300, increase knockback distance to 500 or decrease reload from 20s to 15s
(Pet) Tail Lash: 360 Knockback, Range 130 increase range to 350, reduce casttime from 1,25s to 1/4s, add 3s cripple
(SB) Devourer Retreat: 3/4s, 300 retreat distance add 3s invisbility, increase distance to 500
(Pet) Devourer Retreat: 1,75s evade, 200 retreat distance big heal devourer, 5s poison
Drake:
(SB) Chomp: dmg, heal per hit, 3 targets, range 130 increase range to 300, unblockable, increase reload from 10 to 15s. Make it easier to hit for higher reload
(Pet) Chomp: high dmg, 3 targets, heals drake, range 200 increase range to 300, heals nearby allies a bit
(SB) Tail Swipe: High dmg, 5s weakness, 5 targets, blast finisher, range 225 increase range to 280 like petskill
(Pet) Tail Swipe: High dmg, 5s weakness, blast finisher, 280 range, 5 targets lower reload from 24 to 20s
I hope that gw3 will go back to its root. A corpg with tactic and not just copy an imba build an faceroll over the board. A game with teamplay story missions and not running from one instance to another for just speaking with a trahearne, rytloch or thackeray. a game with build diversity, a counterplay for every meta build and a game where you understand what just right happens in a fight and why you died, instead of a millenium firework in each skill.
I think we need a source for resilence, more sources of stability or a new condition that prevent opponents from doging >:) There is oooo much dodging/reflect/block/invulnerabilty in this game. Every second opponent in wvw ignore damage out of 3 sources. Or it ignores damage for the half time and has a damage output of a full berserker-rapid fire.
predators cunning looks nice, but it is too low. If I remeber correctly it was 4 health more with 300 more healing attribute … -.-
It would be nice if every second attack would bring a poison or every poison tick would heal.
It is shafted again. Druid is op in some skills for pvp, but just if you put your whole gear in healing and don’t damage something. In addition the half of its skill is broken until today. The half glyphs are bad, the half skills of avatar form are bad, the avatar form itself is very bad and the half of its staff skills are bad.
Soulbeast is much better in design, but the dagger skills are worse and the pet skills seems so randomly designed. Some are really good and a soulbeast worthy, other are single target and worser than an autoattack -.-
(edited by Aleksander Suburb.4287)
My observation is, that people don’t test the elite specialisation against other class like in wvw or pvp. Especially against the old invulnerable warrior, the deadeye, the non-stop stance/aura weaver, the “I’ve-more-dodges-than-a-daredevil”-mirage or the drive by scourge.
For pve it is great. Just like the rest of the ranger.
Your leading swip with “your next skill is unblockable” brings nothing except another hit, if the opponent starts a block right after this autoattack.
It would be better if you give “the next attack is unblockable” to a unblockable skill.
I would prefer for Instintive Engage something like
beastmode: your attack is unblockable. If you hit your attacks are unblockable for 3 seconds.
The rest of the weapons look very nice. Its something different instead of what dagger gets now (like I said in my thread last week)
Your One Wolf Pack is much too strong if you hit the enemy with something strong like maul or means “two additional hits” the same as it means in the current evrsion of the stance? Then it is too low :P. In addition how would you share your One Wolf Pack with your team? They don’t have a pet.
Can’t say much to the traits
Primeaval Beasts & Humanoid Beastform: It seems to me like a complete new elite specialisation :P
(edited by Aleksander Suburb.4287)
I think we needs more placeable damage “fields” like marks for nekro. For wvw zergs we’ve just 2. The interrupt in avatar form and barrage from longbow. (Interrupt isn’t useable from distance with its clunky and timed system)
The throwable traps would be nice
How about Essence of Speed makes Quickness 50% more effective?
or get superspeed while have quickness
@woundrouswall: yes you’re right :P stupid idea of me
(edited by Aleksander Suburb.4287)
out of beastmode it is also very bad. transfers conditions around your pet. If you don’t stand next to your pet, you will lose not one condition -.-
3/4 s oneshot dead with a thief rifle is balanced
A 2,5s rapid fire that halfs the opponents healthbar, when every arrow hits is imbalance. (Because it is ranger!)
Soulbeast gets many nice skills, but they all need too long activation time and you cant use it before you:
– get interrupted
– stop skill before recognizing that enemy has block/reflect/dodge/invulnerability
– die
I wish I could say, that i’m dissappointed about soulbeast. I expected it.
Some pets are really cool, but the soulbeast skills are often very bad.
- the feline bite do as much damage as auto attack on just a single target
- bird swoop is just 400 distance leap instead of 1200 and when the hit landed on no target, the soulbeast rotates.
- griffon stance is just … meh. 45 cooldowan for a bit endurance and a little bit endurance regeneration. The only cool thing is getting might while evading, thats all.
- There is no trait with cooldownreduction for stances
- one wolf pack has a 3/4 casttime…its too long to activate it in fight
- you lose beastmode when entering water.
- instinctive engage need more distance or need to be much smoother. Sometimes you’re slower with engage instead of just running.
(edited by Aleksander Suburb.4287)
- bird – swoop best-skill has just 400 distance leap instead of 1200
- beastmode ends when enter water …. its so annoying
I can’t see any relations to a dervish. The soulbeast seems to me a copy of guard speciality: Aditional Skills on F1-F3 with some nice power ups. (without passive effects sadly).
Maybe ranger spirits get the ammo system, but it will not really change the usability of spirits …
Balance Update for ranger follows always the same concept:
Never change a one ruined system
…
15s of straight damage immunity and 1200 range disengage + second heal + resist isn’t strong enough for you?
…
Sounds like basic warrior in wvw
The jumpiung sound of the raptor annoys me. There is so much jumping, because of speed increase and everytime you get the sound of a leap…
In addition you cant use the “look behing”-key on a raptor
The new soulbeast skills look great so far (especially for ranger skills )
But some skills seems very low:
feline-skill bite:
560 dmg, melee, on 1 target, 8s reload
Its nearly the melee dmg of greatsword-autoattack. But Auto attack reload is faster and has 3 targets … So I think it is really bad.
Devourer-skill devourer retreat:
a 3/4s dodge, distance 300, reload 15
Just another dodge with reload 15 and hard to use, cause it is a beast-skill.
Spider-skill Entangling web:
projectile, 900 distance, 1 target, 3s immobilize, 20s reload.
Projectiles are useless, cause of the thousands blocks, reflects, dosges etc. And 20s reload is too much for just 3s immo and a little dmg
What do you think about the beast-kills? If you don’t know where you can read the skills: Ranger beta character -> Pet Management screen
I’m not excited. Last time I become excited, we get the unfinished druid. I will wait until release.
The soulbeast seems powerful for conditionbuilds. So I will try traps and shortbow first
…
The CDI was full of people who didn’t play ranger, at least not as a main. The ranger is fundamentally a pet class and anyone who didn’t want a pet simply should have picked something else. There are certainly situations where you may not want to have a pet out (like a longbow ranger fighting a zerg) but the idea that the ranger community doesn’t want the pet is simply false – anyone who didn’t want a pet obviously wouldn’t pick the only class who’s fundamental mechanic is a pet. …
We pick a ranger because we want to role play a ranger and not a beastmaster.
You might have wanted to be a lone wolf skirmisher of the wilds, but that was never the ranger. The ranger is defined at its very core by the pet.
It was the ranger in guild wars 1 and there is no other class for this type of gameplay.
The soulbeast is fundamentally a non-pet class and anyone who want a pet simply should have picked something else
600 is okay for me. In wvw it doesn’t matter, because everbody stands in a zerg next to next. And in PvE it would be much more fun if you can give it to all teammates and not just the one or two standing next to you
Ok if you guys like poison in bleeding so much, what about:
skill 2: doubling the stacks of bleeding and poison + longer recharge
That would be a skill with a minimum of tactical use.
Yes it seems clunky. Either Soul Beasts should only be allowed 1 pet or you should be able to swap from BM.
If it’s a balance thing, which it might be, then they should balance it a different way. Making something clunky and make players fight against their UI as a balancing tool is not good game design.
And we’ve already a specialisation that fights with its UI. We need something new … something that … works fine
What about Evennia?
She is vengeful … perfect for the god of war :P
Come up with an idea that isn’t already implemented then.
The dagger could use slowness, torment or confusion. That would be new for rangers.
Or the dagger use something completly new conditions:
– A condition that prohibit to block or to use reflection.
– A condition that blocks the special ability of a class
Or the dagger attack set enemy utilities or weapon-skills on recharge.
Or a daggerskill that blocks and give resilence (a buff that is lorewise perfectly for rangers, but anet hate us :P)
Or a daggerskill that shorten the recharge of the elite with every hit.
Or set a trap that remove auras, stances, invisibility and invulnerability
Or give permanent camouflage(https://wiki.guildwars2.com/wiki/Hide_in_Plain_Sight), a ranger skill in guild wars 2 beta and recycled in some traits.
(edited by Aleksander Suburb.4287)
The new Dagger for soulbeast seems good, but the skills are really boring. It doesn’t bring something new.
Autoattack and skill 2 brings bleeding and poison (and a bit vulnerability) but we get this with hundred other skills, too.
The skill 3 is a leap. This leap seems really cool, cause you can use it multiple times in a row. But we’ve a (very stupid and clunky) leap for sword and a leap for greatsword.
Where is the really cool stuff about the dagger, the new weapon?!?
And what should it have instead?
I think the effects of the stances will be too powerful in wvw zergs. So they must seperate them from pve.
absolutly agree!
The effect is nice, but should not be permanent.
Look at that stances. I know what arenanet will nerf first -.-
The Iboga Beastmode-Skills from guildnews.de
https://guildnews.de/wp-content/uploads/2017/08/Seelenwandler-Beastmode-768x206.jpg
Not lore-friendly are big fluffy bunnies or pink raptors with ballons around them. And yes this trash will come into the shops and everybody will buy it just to troll -.-
… Sure, they left the old pets and mechanics in the dust, but imo that’s ok. at worst, we’ll have two great elite specs to work with, and 7-8 decent pets. ….
Yeah, …. ehm … but what is the second great elite spec Oo
This link shows some more of the specialisation mechanic of the soulbeast
After melting you get the unique ability of the pet and the abilities of its archetype
I think this petanimations around the ranger are his stances.
Because the melting animation is for every pet the same in the trailer.
I want a turtle, cause I love turtles
Why does it always seems to me, that every specialisation gets a deepen concept and in the end the developers says: oops, we need something for ranger … put something together.
The druid was first announced and didn’t get a beta so it was released with a clumsy mechanic (as clumsy as the revenant :P )
And in the trailer there was only the information that he fights with dagger and can combine with his pet. (Just 30s of information while other specialisation get 35-56s). In addition, the german comunity manager said, that he don’t know the current state of the ranger. There were concepts of a permanent petless class and temporary petless class.
I’ve low expectations -.-
I would prefer a brilliant new elite class called:
The Ranger
He can use his bow and can hit some object from distance without “block”, “reflect” or “obstruct” popup.
His Special Ability is:
He can call his pet or fight without and using a pet specific buff
Warrior:
Increased Duration or decreased recharge time for invulnerability skills
More Damage
Aditional stun effect
Ranger:
+1% Damage for Axe
But maybe we will finally fix the hilt bash bug for ranger … thats great isn’t it?
Edit: Ok, seriously:
I hope, that spirits are useful and druid finally leaves his beta status. But it will not happen.
The best thing anet could do, is nef everything in the ground. Maybe higher activation times for nearly all instant skills. At the moment there are so many skill bombs and too much invulnerability, stability and resistance/condi clean. There is no tactic, just push every button you’ve instant -.-
(edited by Aleksander Suburb.4287)