Hey there,
As the title says, I was looking at the Mind Wrack tooltip damage and I didn’t see any damage difference being reflected there with or without clones up. I just need a confirmation that it’s a tooltip error or does it not affect Wrack?
Hey thieves guild,
Managed to level up my thief a week ago and have been doing some free roaming in wvw with mixed results so far.
At first I started with a 2/6/0/0/6 build but I felt that the complete lack of condi cleanse got me killed more often than not so I switched to a 0/6/4/0/4 one to get the condi cleanse while in stealth. I’ve liked it so far cuz it lets me get the extra initiative and the boon rip but I encountered a brick wall in the form of a D/P 2/6/6/0/0 thief that seemed to have been doing everything I could but better. My question is… is the HPS while in stealth and the might on stealth worth dropping the boon ripping and 3 extra initiative?
What would be the most up to date option for D/P thief in wvw roaming atm?
Should I just opt for a D/D spec instead?
Thank you in advance for the tips.
I run a condi build too… but having more than 1500 condi damage does help a lot in dropping targets left and right.
If I play this slow, I’m gonna kill myself or fall asleep at the keyboard
Kudos to you sir, loved it. If anything I feel overpowered with my ranger rather than being the odd one out.
I logged in yesterday after about a month of time off and I couldn’t help but notice that all the spirits would now cast their on use skills instantly as opposed to the 1-1.5 secs delay before. Is it just me or did they stealth “fix” this to prevent self rezz? I only got to play the nature spirit once yesterday for the rezz and failed at it but it could’ve been just me taking a little too long to drop the last 1k health.
If it’s not just me observing this, can somebody confirm or deny self rezz as an available option still?
I will agree that there’s a certain necro spec that can spam fear you to death in a small scale environment if you have limited access to stability/stun breaks, however that spec doesn’t condi bomb nearly as hard so it evens out.
Note I do not play a Necro myself so I’m unbiased.
All I understood from the OP was:
“I can’t kill 2 Condi Bunkers alone, because conditions are OP, please nerf so I can faceroll properly”
To start this off, you will never find a build backed by a lot of people, because online gamers are generally a hateful bunch.
With that being said, going with a meta-ish build and tweaking it to your likings would be optimal. Depending on your server’s tier your build will vary, higher tier will mean you’ll likely be playing uneven fights all the time so you need to spec accordingly, and lower tier giving you the option of going for a more glassy solution.
Me personally, I play EPIC cheese spirit condi build with dire gear because on my tier, against servers like YB, SBI and the rest of the marry bunch I’m guaranteed to fight 1v2+ or not fight at all. If I was on the lower tiers I’d pick rabid any day. Regen build was not my cup’o’tea but I still go for it every now and then. I’m hearing a lot of good things about the Condi BM regen build, haven’t tried it tho. The condi trapper seems to be an interesting choice and I’ve seen a lot of people playing it effectively.I laughed at SBI and YB server 1vs2++. Im from SBI and on our tier, FA and HoD are WAY more populous than SBI and YB. IoJ also have similar population with SBI and YB . Therefore, its the fact you choose to solo roam that put you to 1vs2++ not the server
This is a solo roaming thread, no?
I would suggest a condi dmg rune set, undead or something to get some higher DoT ticks rolling, also the altruism sigils are kinda meh, energy or maybe geomancy would be more fitting methinks. Sic’ em in my personal opinion is highly overrated for its cooldown, I’d rather go for renewal, lightning reflexes or hell even protect me.
To start this off, you will never find a build backed by a lot of people, because online gamers are generally a hateful bunch.
With that being said, going with a meta-ish build and tweaking it to your likings would be optimal. Depending on your server’s tier your build will vary, higher tier will mean you’ll likely be playing uneven fights all the time so you need to spec accordingly, and lower tier giving you the option of going for a more glassy solution.
Me personally, I play EPIC cheese spirit condi build with dire gear because on my tier, against servers like YB, SBI and the rest of the marry bunch I’m guaranteed to fight 1v2+ or not fight at all. If I was on the lower tiers I’d pick rabid any day. Regen build was not my cup’o’tea but I still go for it every now and then. I’m hearing a lot of good things about the Condi BM regen build, haven’t tried it tho. The condi trapper seems to be an interesting choice and I’ve seen a lot of people playing it effectively.
I can’t remember the last time the guys from Blizz pulled any of the stuff you guys pull on a weekly basis, where does this end?
Stealth condi-bombs. Good lord
I ken haz?!
I have 8 free keybinds on my ranger (without counting the 12 free buttons on the Naga) that I would love to fill up, if only there was something to bind on them. I still remember old WoW arenas where you needed 35-50 binds on average to avoid clicking mid-fight like a… well like a clicker. Now I got 17… Seventeen! 17! One-next-to-Seven! Gimme something to work with.
With most classes you can pick the meta build and roll. Ranger feels like it requires more personal touch and some tweaking to your playstyle and what you end up playing against most of the time. Once you get that covered and feel comfortable, the class is really versatile and quite honestly kicks some serious rear.
This is what I’ve been using with an across the board success:
Note that I play, very and I mean VERY offensive and I don’t stop pushing no matter what. 5 stacks of Applied Fortitude, 25 stacks of corruption and whatever Robust(?) health bonus + the BL stacks from the ruins will net you anywhere between 26700 (at the very least) and ~29k HP which makes even the “I win” specced thieves fair game. My rune choice is because a) it screws thieves so bad (every little TP, every stealth and more or less all their mobility perks punish for ~1k unless cleared instantly). I picked shortbow because it requires a lot less focus on weapon rotation and allows you to focus on offense and nothing but offense aaaand it’s that golden interrupt for the 5 stacks of confusion. The reason why I go with the River Drake (Wolf as off pet) is because the bouncing triple shot with fair range applies the bleed stacks from Crippling Shot almost instantly. When I started with the build at first I was running torch instead of dagger and I ended up switching them around for the sake of the experiment and I really loved the dodges and the extra cripple with 3 bleed stacks. I run axe/dagger and sword/torch on my regen spec and I find myself spending too much time aiming and watching for distances to keep my bleeds up. It’s all personal preference and the gear I picked is what I have now (yea I know, no almighty rainbow out of your kitten legendary weapons or full ascended gear, I don’t farm, I just roam and fight). I started with my Rabid sPvP build and I was faced with an option, be tougher or do faster condi bombs. Depending on what fits your place style better you can go either/or. For me Dire is better, especially against the 1 trick pony Thieves that pop all cooldowns and hope to 3 shot you down before you can return the favor. So uuum yea that’s it I guess.
I don’t sPvP much, but last time I went in there about 2 months ago with my rabid spirit meta build I ended up killing 1v3 the entire opponent team on the node, after they rage quitted and the autobalance kicked in, killed my former teammates and after they left as well, I had to finish Skyhammer by myself. I think that pretty much sums it up. What you have to realize is that for unknown to me reason, the Ranger profession attracts a large portion of the tunnel vision players that think this is WoW where you mash your 3 buttons to insta gib someone. I’ve played with and against rangers that are a total nightmare to kill in anything short of a zerg rush.
I’ve personally never got used to the Axe and I was really inadequate with the regen build until I went back to the SB, and reworked my build to a regen spirit so I can get the burn back and compensate for the torch loss. It’s a fun build but my personal preference, Dire gear with perp runes any day. 29k HP with applied fortitude, 17-19xx condi dmg (playing corruption sigil for kicks) ~31xx armor, all that with the meta spirit build and I engage 2v1 without any hesitation knowing I got more than fair chances to win unless I get outplayed. Ranger is by far the class that fits my playstyle best and offers me the most versatility. Only draw back is escape mechanics other than the more than generous health pool and armor that allow you a lot of slack in every encounter.
The class has its drawbacks but over time you learn how to work around them using the terrain and better positioning to your advantage.
I do want to mention that I exclusively roam in small group of <= 3. Depending on your playstyle, you’ll either hate the class or love it.
I quit my Guardian because the consistent failure to give them any build/playstyle diverisity since… uuum how many patches has it been now? The class has not had a single new “toy” that was worth a dime since launch. Yea so they’re balanced, don’t buff them give them something to give them the option to play differently for Christ’s sake. It’s like ANet made kitten borringmancer of epic dullness and are completely happy with the class as it is. Look around the class is literary a 1 month wonder and then is just discarded and rerolled.
I hope on top of F2 skill’s casting issues, they also resolve auto attack issues when the enemy is running around and the pet tries to land a single hit in vain.
Phantasm sword-mesmers can kill thieves. Phantasms target-lock, and the swordsmen jump away after each hit so the stealth AoE blind is useless.
Every time they destealth they take an instant 8000-14000 damage without the mesmer actually doing anything else. Stealth also does not break the phantasm interrupt-cast.
The one-hit wonder elementalist build can kill anything if you don’t avoid its attack. It’s pretty much a guaranteed 24,000+ damage on zerk thieves. Elementalists with any survivability stat however, have no chance. But those die to everything else in a 1v1 of equal skill anyway so it’s more an issue of Elementalists being weak in 1v1 pvp content.
Condition rangers can kill thieves; the backstab does negligible damage against full Dire. Power rangers are just asking to die. To pretty much anything.
Necros can Fear thieves out of stealth and condition-blast it to death before its Revealed status can fade.
Bomb engineers kill them very easily because approaching a bomb engineer to melee it is asking for death in 3 seconds.
Warriors can kill thieves if they spot them first, and then use Kill Shot for a guaranteed one shot kill if the thief doesn’t evade. If the Kill Shot fails, the warrior dies unless the thief is really, really bad.
Of course, thieves can kill other thieves.
In short: Only guardians can’t. There are guardians the thieves can’t kill but those can’t kill the thieves either; it’s a permanent stalemate.
The thing about thieves is not that they’re necessarily that strong in 1v1, but that using stealth they can force a 1v1 even when outnumbered all the time. Against players who don’t know how to counter stealth, it’s a death sentence. If a group has 4 warriors then without a doubt all 4 will die one by one unless the thief fails.
There are hackers of course. And yes, you can’t kill them, of course. That has nothing to do with the class though…
Try a Power Medi guardian they kill thiefs so easy it isn’t funny. I main a thief so maybe that’s why I can kill them. Killing thiefs is a L2P issue.
Pretty much this, Medi Guardian is prolly the easiest class to kill a thief with.
Condi Bunker Ranger is prolly the second easiest for me to kill Thieves with after my Guardian so uuum yea they’re doable.
For your consideration though:
http://www.twitch.tv/phantaram/c/3823520
Videos speak better than words
(edited by Arlette.9684)
My point was that the HP they have in WvW doesn’t match their Vitality. I mean regardless of pet toughness, a wolf with 14k HP instead of the 22k that it should have and does have anywhere outside of WvW. A warrior AoE’s for more than the HP of that pet.
Ranger pets are as survivable as it gets? Alright, I invite you to look at these two SS I just took and tell me what’s the difference.
http://imageshack.com/a/img703/8910/4x5o.jpg
and
I would like to get some clarification about the upcoming Pet Fix, is it just limited to pet responsiveness or does it also fix the WvW HP of all pets? I mean that alone renders the pets unable to contribute 30% of our damage, Wolf pets have 14k HP, what’s up with that?
Evidently no matter how many complaints you write, how much math you post, how much you try to compare your traits to similar traits for other classes, well it just doesn’t mean a thing. Because before JP & Co. start balancing they first light up the crack pipe and then get to work.
6% huh, ok so I’ll lose 15% crit damage and gain +10 all stats (on a full set)? I would love to have some of what Roy and the hippie guy have been smoking because that thing is obviously potent enough to melt brains.
I mean you just took a set that takes 30 days to make and trashed it.
I’m calling it now!
Other four GM traits that Ranger will get is worse than “Read the Wind”
I second that.
It’s sadly hilarious that when they were deciding which trait to tease us with, they thought this was the one that would make rangers excited. Maybe they decided to go with the worst just so that we’ll be pleasantly surprised for once?
Yea… let’s be realistic. ANet has become infamous for the letdowns. Brace for impact once again.
I don’t think this change would achieve much given how fast Initiative replenishes.
This! They need to make stealth a more limited mechanic. Been guaranteed the first hit in the fight alone, is a huge advantage. The proposed change with the initiative just won’t cut it. Either let BS drop stealth even if it’s dodged/blocked etc. or they can go for the whole initiative refund deal on dmg but the initiative cost needs to be increased so that it actually penalizes the thief if he fails to hit.
Edit: The initiative system when considering intiative, skill cost, initiative recovery needs to flat out come close to the cooldowns of the other classes. Easiest way to look at it is 10 actions every 20 secs from say a Guardian (excluding auto attacks) has to translate into 10 actions from the thief for the same time period. Does that make sense?
(edited by Arlette.9684)
Heck no. Without change games get stale. Better to change frequently and adjust quickly. The only mode of gameplay that gets a bit more unbalanced is PvP but even then, the pace of change is too slow in this game not too fast (even for PvP).
There are far more casual players than hypercompetitive ones. There will be balance issues, but probably only a few critical ones.
But see that’s exactly the problem here, they don’t change frequently at all and they’re definitely not adjusting anything. I mean we’ve been waiting for that patch since before the december 10 when they gave us the kittenized mini version of it and told us the rest ain’t ready, it will be ready soon though
The only time I really feel inferior with my Ranger is when I end up fighting a terrormancer, like I just see him and I know what’s coming (I got no stability so 2-3-4 fear GG) and I just go make coffee or something while he’s killing me. Other than that I haven’t felt like I don’t stand a chance against any of the other classes or specs. I mean people here raise valid points about zerg fights and what not but for the small scale WvW that I do exclusively, Ranger is exactly what I need to get the job done.
You guys need to keep in mind that as they’re introducing new grandmaster traits they’re likely going to move some of the old ones around and possibly drop some to the lower tiers (seeing as we have so many grandmaster traits that don’t even deserve an adept slot). So I wouldn’t be thinking “what to sacrifice to get it?” just yet. Hopefully tomorrow’s Ready Up will be not as rushed and childishly presented as the preview we got some months ago.
I’d like to raise a valid question. Projectile speed being increased would mean that target would be able to dodge double the amount of shots in a single dodge roll? From what I’ve seen dodge acts like the evade mechanics that a variety of weapons have. As in you don’t just dodge the first attack but every subsequent attack while the dodge animation is rolling. So if projectiles travel twice as fast and you pop rapid fire… well, you see where I’m getting.
To make it simple…
(fake numbers coming)
if
today we can launch 1 arrow per second that takes 0.5 seconds to reach the target,
the trait will make it so we would
still launch 1 arrow per second, but it would only take 0.25 seconds to reach the target…
that’s the only change…
it will not be two arrows per second
Attack speed (rate of fire) is not going to be faster with this trait, only the arrow will fly faster (travel speed)…So “would mean that target would be able to dodge double the amount of shots in a single dodge roll?”
Answer is no. Not if only that trait is used…
Yea I didn’t consider that, even with Rapid fire it would still be the same as the total channel will remain the same. Well in that case it is a good trait, but honestly, this shouldn’t even be a trait but god given mechanic from lvl 1. I actually started just AD-ing like mad whenever a ranger comes my way with a LB and just fire back with the sbow watching that poor soul trying to hit me while I’m tearing him a new rear. It’s just sad… I don’t even have to dodge as long as he’s not in my face I can just skip 70% of his arrows. Sounds like “working as intended” mechanic right?
I was refering to Rapid Fire projectile speed
As the title says, I’m puzzled as to which one is better. While I was lvling I did a little bit of sPvP to get a feel of how the pvp flows, made the cookie cutter petting zoo (sort of) build and since pvp doesn’t offer dire, I got rabid with a 0/10/30/30/0 spec (nothing surprising), I did 5-6 quick joins and it felt ridiculously easy to execute and at teh same time incredibly fast to down people left and right. With that being said, once I would get focused by more than 2 people I’d drop dead as soon as protect me was over, more or less. So when I got to 80 few days ago I was presented with a choice and this time I went for Dire cuz I wanted to feel like a bunker. And it does feel really tough, while still being able to dish out enough condition stacks to kill people.
I’d like to hear the old guns’ opinion Rabid vs Dire in WvW and why?
Oh, while I’m at it and to avoid spamming threads, do you think the Dog pets (in general) having all the sweet looking CCs are worth taking considering the 1.5 secs cast time on their skills? Would an Eagle pet with that almost spammable 2 stacks of bleed be a viable substitute for a Wolf or a Krytan hound?
Aaaand last, How do you deal with terrormancer as spirit bunker? My first and so far last encounter with a terrormancer was a 3-4 fears while I’m comfortably sitting under all the good stuff and coming out of the last fear a split second before i drop down.
I’d like to raise a valid question. Projectile speed being increased would mean that target would be able to dodge double the amount of shots in a single dodge roll? From what I’ve seen dodge acts like the evade mechanics that a variety of weapons have. As in you don’t just dodge the first attack but every subsequent attack while the dodge animation is rolling. So if projectiles travel twice as fast and you pop rapid fire… well, you see where I’m getting.
Make all Stealth Attacks (Backstab, Tactical Strike, Sneak Attack, etc) cost 2 initiative.
If the attack hits, the thief will take back 2 initiative.
If the attack does not hit due to block, immunity, dodge, blind etc no initiative is returned.This change will promote skillful play from thieves (not spam 111 for 4 seconds until it hits), it will bring the D/P closer to balance vs D/D, and will also reward the thief’s opponents for dodging or blocking the right time (this is a huge one).
This comes from a thief player. I hope this change will be enough to stop all this “thief is OP” meta, and will make fighting a thief more fair for defensive classes and also more enjoyable.
that’s worse than the current thief initiative mechanics.
what thieves really need (yes, all professions need work because they are terrible)…
-attacks on cool down like everyone else.
-better base hp.
-opening attack and long cool down emergency escape only stealth mechanics. so no stealth while actively in combat.
-burst toned down (applies to all profession attacks that have ridiculous damage numbers).this is coming from a thief and someone who played a much faster paced game where everyone in pvp had access to abilities like stealth, invisibility and an invulnerability state called phase.
This pretty much, backstab needs to become “make it count, son” ability where you can’t just mindlessly spam it. Backstab in its current state is, I dare say worse than Spirit ranger’s shortbow 11111111 spam.
The only fix for thieves at this point would be a rework of the whole stealth system.
I’ll be brief,
Thief is the only class in the game that you can build around a rotation, as in you can create a rotation that fits your playstyle the best and just execute that rotation time and time again with great success rate. ANet wanted to distinguish Thieves from the rest, alright but the initiative system allows for tunnel vision behavior, it’s not entertaining, it’s abusive and it’s just plain useless.
Quite honestly, I’ve never had much problem with thieves on any of my toons (Guardian, Ranger, Mezz). Usually if I lose to a thief it’s because I don’t have Guard Leech, Applied Fortitude buffs and they do. At that point I just tell myself (he played longer, has more wvw ranks so he has those and I don’t, I’ll play some more and get the above mentioned buffs and go wreck face). I find that Thieves are easiest for me with my DPS Medi Guardian.
If there’s one thing that I’m unhappy with is the whole stealth mechanic which is just a case of bad design by our buddies JP & Co. Or more like the combination of Stealth spams and endless evades that blows things out of proportion a bit. One of the two needs to go, but they need to introduce something else instead.
I’d like to just point out the obvious WoW reference where Thief can re-stealth only if they drop combat or pop Vanish (on a fairly long cooldown). And even with those serious limitations, stealth is still extremely powerful. Now why is it that ANet fails to realize it if Blizzard figured it out back in 2004? It’s like we’re trying to rediscover fire here.
my 2 cents.
Hey there, as the title says I’m looking for some assistance in picking my runes.
I’m currently running:
http://gw2skills.net/editor/?vMAQNAV8IjEq0savKEtGIWFEU7RmMPmcPK1pIFA-zkxAoOBZyTgykFRjV3gpYJiq9KFRrmUAwMHA-w
with undead runes in.
I’m looking for ideas on whether getting perplexity runes would be better? In a sense i won’t be able to stack confusion like crazy but… even 1 stack would help tremendously cuz it’s a trash debuff. Is it worth the 20 gold though? If not, are there any better alternatives?
Please feel free to throw any opinions my way, I don’t want to spend the 20 gold and then realize there’s a better option or that I should’ve stayed with the undead ones all along.
Thank you all in advance for the help.
Edit: I forgot to mention, this is all very small scale roaming WvW.
(edited by Arlette.9684)
Profession Changes
[… stuff]
Warrior:
Our changes for warrior focus on providing telegraphs to stronger skills and to reduce the passive benefit gained from Healing Signet.
- Healing Signet: Reduced the passive heal by 8%.
- We’re looking for ways to incentivize using Healing Signet’s active without increasing overall sustain. We’d love to hear your thoughts on this.
- Pin Down: Added a telegraph animation to the skill. Increased the cast time from 1/4 second to 3/4 second.
I have an idea for healing signet that harkens back to the GW1 roots:
Passive: heal x HP per second (whatever it is currently healing for), but take double damage from physical attacks (reduce toughness/ armor by x% or x magnitude).
Active: Heal (x * 16) over the next 8 seconds (should be about 6000, so about 1.2k a second), but turns off the double damage. (the reason for x* 16 over 8 seconds is if they take 20% off signets will increase the efficacy of the active).
In this setup the warriors gain no more sustainability, but turns off a negative of the passive. There is also 2 reasons to use the active since it gets rid of double damage and does not give less healing. This should also make some of the other warrior healing skills more appealing by giving healing signet a downside.
I actually dig this, Troll Unguent with a twist.
As the devs have repeated every time they talk about this preview, including in the opening post of this thread: This is NOT everything. These are just some examples.
I can only hope that the rest of the skill updates arent as kitten as the ones we know.
Your hopes are in vain, think about when was the last time ANet pleasantly surprised you?
well theres always this bit that was said:
As promised, here is the balance preview for the first feature build that will launch after the first Living World season ends.
wich means its not all the changes to be made j ust that they cant overhaul the whole game at once
it is better to simply release bit by bits seeing how everything fits in and adjust accordingly before changing something else. or so i think i dunno what this guys are actually doing but its too early to asume things
That’s the thing, it takes them 3 months to boot “a bit”. With this tempo it will take em 3-4 years easy to get it right. By then we’d all have forgotten what Guild Wars 2 is.
Decisive action is needed, now and not tomorrow (figure of speech). If they prolong this there might not be anyone left to fix the game for.
Armor penetration brought about one of the biggest imbalances in WoW history, introducing it here with TTK being incredibly low already will be a catastrophy
I just feel like you guys have ran out of ideas on how to fix the problems that are right in everyone’s face. Overall damage reduction of 10% is nice and all but it doesn’t solve the condition problems, get the food in line with the other foods out there and end this madness already. And for the love of god, give warriors some semblance of balance, either bring 7 classes on par with them or drop the 1 class that rules us all on par with the other 7.
This farce has gone long enough and now you tell us that what we’ve been waiting for 3 months is THIS. Well I’m sorry but if it took you 3 months to come up with this much, how long will it take you to actually put the game back on tracks? And NO a vague “more to come” doesn’t cut it. Is there more or are you just trowing dirt in the face to minimize the angry customer outbreak?
It’s not like people haven’t provided you with millions upon millions of ideas on how to fix those issues, some of those ideas are far better than you guys have came up with for a year and a half, it’s mind blowing indecisiveness that holds this game up. It feels like after so many trials and errors you guys just lost the cojones to try harder.
/rant off
Hey there,
I tried to submit a refund request just now and when I went and selected Purchase issue the ticket form won’t let me “Issue” further down even though it’s a required field and I can’t submit my ticket without it.
Help!
I’ll ask the question that’s probably in everyone’s mind right now,
IS THAT ALL?
Cuz if that’s all I feel HeartStone calling me…
apothecary: as spirit ranger u do not need so much healing power. with almost perma protection the normal heal is good enough.
rabid: all in all the perfect ranger stat combination. i play my pvp ranger with rabid. u will make good dmg together with very good sustain.
dire: good choice when u want to play more bunker. the only dmg u will do is the condition dmg.
water spirit: its a nice heal the only problem is the long cast time of the heal. very helpful in group play.
troll unguent: one of the strongest heals in game. start the heal when the fight starts and u gdt almost no dmg the first seconds.
when u play wvw with ur guild or other little groups play rabid with water spirit. in big zerg fights use dire and healing spring! a water field and every two seconds one condition clean for u and ur allies is very helpful in fights.
the effects of the spirits trigger around the spirits themselfs.
when u use empathic bond: protect me. when u use bark skin: signet of renewal.
Thanks a lot for the detailed explanation. Kudos to you