Showing Posts For Bakabaka.6185:
Just give them a 10,000 passive range. That is what it would take if they persist with non-movement.
And a total climate change aswell just call in Fire/sand/ice storm
I hope they will change our class mechanism
They will add a new class mechanic for each specialisation, yes so don’t worry :P
EDIT: or thoroughly change the existing ones, I forget which…
I hope they will add the aspect thing. What i miss for a long time are the touch skills and the epic ranger stances and ahhh… the preparations
yeah sounds good, rampage as one should be a stance too. they should add preparations for sure, between thief poison and warriors stance in. It should effect our attack but also have the duration of a stance. If they do not add a long cast time to it, it prob also get a max number of hits like thief poison utilities.
It would be nice if you can spam a preparation utility but instead it has a long casting time, that can distinguish ranger more from other classes.
they should also add more elite skills with lower cooldown than 180sec.. in gw1 you do not even have a elite with that cool down and it does not have to be an OP elite but an elite that you can use in your rotation more often, something that you can really use in your playstyle. Not just a rage button. Thief seems to have one of 45 sec.
I would rather trade my rampage as one rage mode button of 180 sec cd for something like what thief has with 45 sec. maybe for gw1 Crippling Shot with 45 sec cd, broad head arrow, magebaneshot, strike as one or escape. If they add preparation glass arrows.
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Ranger sucks. We all know that.
no way xD, you should not play ranger anymore.
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Ranger, remove the second r !
Anyway other then the name, ranger is specialized in long range combat, none of the class will ever be equal to it on long range, in the same way that ranger`s melee damage will never be better then Warriors/Thiefs melee damage for example.Ranger’s do more damage in melee than warriors though, and multiple professions can compete with ranger at range, particularly ele which can out damage rangers.
And the name is not related to that type of “range”, although I’m guessing you were joking.
Ofc i was joking with the name, but you missed a word there “LONG” put all the classes at 1200 range and invite them to shoot some thargets, tell me who will deal the most damage, futhermore traited it will add 300 more range so it will be far superior at long range damage.
And i still believe that if you put full berz 6/6/2 on ranger and warrior and invite them to fight the same target with melee the warrior will end up dealing more damage .1500 range grenade engineer ;p
but they fly in an arc you will miss 90% in pvp and about 30%-40% if you try to hit a moving mob at that distance.
Hey guys.I’m new at the game and i have some questions that i need advices and i hope players will help me.
So my first question is about my skills.I play most PvE and solo wit Longbow.At the moment i have using this skills : Signet of the wild , Quick Zephyr , Signest of the hunt , Rampage as one , and for healing i use Troll Unguent.Do i need to change skills for better DPS at solo PvE and if i need to change something please tell me how to build to have better dps.
My second question is about the Traits.I start the build wit Marksmenship and Skrimishing.Do this 2 is the right way for the dps PvE or i need to change ??
Other question is for the secondary weapons what is the best choice ? At the moment i use short sword and torch.Some other idea or to stay on this 2 ?
Last question is for the best pet to use.At the moment im using the Wolf cuz i dont know what to use and i dont have something else then the Wolf and the Snow Leopard.
I will be very glad if you guys respond to me and help me to make good ranger.
Analyse your own class first and you will find your answers, you have to do it one day anyway or you already did it but just need to reflect on it.
good luck
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no more summons
nobody ingame ever said to me that GS is not accepted or kicked me for that reason.
Players that have not played GW1 should adapt to the play style.
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trapper = condi = bleh
Until the condi cap is removed I’ll never end up running a condi build on anything… except an Engie since that’s the only thing I see them being good in, but that’s only if there’s not another in the party already tossing conditions in.
that is not true if you look futher away you will see that is not the only thing that engi are good in and they can outdps most of you team members in your own exotic bezerker gear. (Tip its all about rotation)
I guess so few know this rotation… are you counting in condis for this DPS? I do like that they can dang near instantly put 15 stacks of vul on a target.
What is optimum rotation for good engie DPS? I don’t play my engie much. Was thinking about Sinister gear on it for using it in dungeons…
this will help
https://www.youtube.com/watch?v=cYWpstTq528
In the beginning it might be uneasy, but you will get use to it, if you use it several times and you will love the output.
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I can’t find many pets, seems that ANet have deleted most of them.
No just put some effort into it and you will find them, nothing in this world is free.
if you use Piercing Arrows you can also use your camera to aim and hit things in that direction rather than hit a target, that is sometime easier than searching for a mob that is lining up with another mob
I have no problems with pets so far?
trapper = condi = bleh
Until the condi cap is removed I’ll never end up running a condi build on anything… except an Engie since that’s the only thing I see them being good in, but that’s only if there’s not another in the party already tossing conditions in.
that is not true if you look futher away you will see that is not the only thing that engi are good in and they can outdps most of you team members in your own exotic bezerker gear. (Tip its all about rotation)
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What is exactly the specialization or I prob do not see the hole picture, the only thing that I see so far is just a Ranger + staff = Druid, they will add a new weapon and some traits. And I do not know why anet name those specializations, because in the end everyone will run the same meta build ish. In GW1 there was no specialization and you defined your own class and define your own picture of a Druid. Now everyone get the same package, which is just another build with just new weapon.
For me the specialization “Druid” that they came up with is just to make it sound beautiful, but it is a good thing that other weapon types will be available for the classes.
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The HGH trait in Alchemy of engineers tooltip says: all elixers gives 2 stacks of might.
Which does not work correctly on the Toss Elixers. It only grant you 1 might, instead of 2 stacks of might as shown on the trait and on the Toss Elixer tooltips.
And the trait explosive minor 25 Steel-packed powder: explosions cause vulnerability,
Which also works on Toss Elixers B and C. I am not sure about the other Elixers.
Bakabaka~
Both of those are nice. I like your daggers ideas the best.
Personally, I want a main hand spear and off hand shield. It would fit the ranger/ warden lore …
agreed
I have almost the same
http://intothemists.com/calc/?build=-ss-BC0-RKkN0_4wKVQ0;9;6T9T;41892;023A;69cV19cV16gm
I have 0/0/30/10/30
you should get Discipline to 30, then you can spam Earthshaker with 7 sec cooldown.
Its a build with Shout Adrenaline Utilities and 1 aoe blaster.
you could try to use double Mace as second weapon, that gives you almost perma stun. First:
Earthshaker 2 sec stun > Hammer Shock(if close)> Stagger Blow 1 sec knockback > use backbreaker right after, meanwhile you walk to your target
(1 sec activation time, should make it in time) 2 sec knockdown > Swap to mace > Crushing Blow > Pommel Bash 1 sec daze > Tremor 2 sec Knock down > auto attack > when he stands up use Skullcrack 3 sec Stun.
If there is alot of enemies just Hit and run with Earthshaker and other Aoe’s, make use of the leap of Earthshaker never to get out the fight only to get back in or when blinded for 7 or more sec.
You will stun EVERYONE atleast for 2 sec every 7 sec in this way….(1000-2000dmg)
and you have 25k HP with high defense, believe me this will really bother your enemies and will faceroll bomber engineers.
You worst enemy is the thief, aegis and blind condition, those are your only concerns. when blinded do not stay in the middle of the fight just run out and leap with Earthshaker back to the fight.
This is also the best way and easiest to cap a location where an engineer or any other class that is capping or occupying a spot.
In pvp the enemy will do anything to occupy the circle, use it against them in the end they will leave it if you hold you on the tactics, the more campacted in the circle the better for you and teammates and bad for the morale of the enemies. ( keep an eye on field finishers from your team 2 sec stun every 7sec means Blaster finishers every 7sec!!)
You should always aim for capping points or search for Zergfest. Stay always near the capping point do not be scared to engage as first in 1 or 2 enemies that are capping or defending.
always try to let your enemy think that you just want to cap or want to take over and lure nearby enemies with you to a capping point or to a teammate when you are on your way, ignore if they hit you, but avoid to bring them to your own territory.
The harder you try to take over the point, the harder the enemy try to prevent that and that idea is exacly what you want,they will all hug the circle and that means hammertime for you.
Remember that your advantage is at the capping circle not in the open field.
You will cap or uncap, hold the enemy off or kill, that all at the same time.
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Why should somebody who is building for anything other than using the pet be forced to put traits into it? There’s a kitten good reason why ANet seperated the traitlines like this, and that’s to prevent making any one build more OP than any other due to doubling up on amazing stats in a single traitline. How kitten ed would you be if another class was able to put points in a single traitline and get both a boost in vitality and toughness at the same time? Don’t say it’s not the same thing, when it kitten well is. You’re asking them to combine two powerful main traitline stats into the same one.
As I mentioned Beastmastery only have Natural healing. That trait line totally lack heal. Healing power is kittening useless if you do not slot Natural Healing (not even sure or this even benefits from Healing power).
Will the ranger be OP if it has better use to Healing power???
Or they could switch Healing Power with Boon Duration so the Beastmastery deals with better boons and our pet.
Or this is the only solution to deal with it. But they will have change both traits.
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So you want to make an already OP build even more OP? If you put Vitality into Beastmastery, then you’re going to call down a WHOLE lot of nerfing onto the Ranger. As is, you can put 30 into Beastmastery, and then either 20/20 into 2 other traitlines (one will most likely be Nature Magic), or 30 into one and 10 into another just to make yourself survivable. Imagine if they made Vitality into Beastmastery. Congratulations, not only is your pet super strong, so are you. Now you can put a full 30 points into Wilderness Survival and go full tank with an extra 10 probably in Nature Magic for the healing. That’s far too OP.
You talk only for the sake of the pet condition bunker build, but not for the whole.
That is exacly what it should be independent, it need variations.
You cannot say that the ’’Ranger’’ will be OP or have to much survivability after that.
If the Ranger is OP, then it is obviously 1 certain build.
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I don’t mind the pet being out permanently, but it needs the survivability to do so. This worked in WoW, but that can be attributed to the pet having it’s own talent tree. At least we could spec the thing to make it nearly indestructible.
I love the idea the OP is suggesting, but I think a lot of the pet’s problems can be solved by giving it it’s own trait line or restructuring Beastmastery to directly affect the pet (and not the ranger).
I would like to see the Beastmastery trait line be able to turn the pet into either a Dps powerhouse (glass cannon), a nearly indestructible tank (at the cost of damage), or a balance between the 2. In doing so, the basic abilities of the trait line could be either damage reduction, damage increase, miss % of incoming attacks. Stacking these will turn your pet into something particular. Additional abilities could be detect stealth, reduce incoming AoE damage, cleave, regeneration, sacrifice (kills oneself to give the ranger additional stats.
I also think this would be a good alternative.
I like it too, but I do not think that is realistic. Because it will take to much effort.
It will take alot of time: All pets needs to be considered, The current stats of the pets, balance between the pets, pet AI, Pet balance in pvp, pve and wvw.
They have to remove all the pet traits in our trait sets which is about 49 traits, that means that Anet have to replace all 49 traits and creat a hole new set for the pet.
If they make a small mistake in any of those aspect, it can screw the pet up and the class.
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I’ve posted this before but here goes again, it’s as simple as it can get it terms of a fix:
Pets should give a passive aura buff and increases the ranger’s DPS, like Aura of the Hunt or something if the pet is on passive mode and not attacking so the potential missing DPS is folded into the ranger. The reason is that it’s a pet class, and it’ll actually give a reason for people to target pets which is an indirect boost to the class, and it encourages active management of pets and at the same time gives the ranger their missing damage back when pets usage is not feasible.
The moment the pet starts attacking or dies, you lose the damage aura buff.
I actually like having the option to send a pet out to attack. Very useful when you have siege wars in open field to send a drake out to F2 cata/ac. F1 should become a toggle for attack/retreat. F2 stays as is being a utility. F3 goes into toggle for active/passive mode. F4 would be a dodge.
I do not argree with that, it should be the other way around.
I prefer a dps Buff for rangers, like other classes and add a debuff on the pet. Which will lower your dps to compensate with the pet that is on the field.
This methode will be also alot easier for Anet to execute.
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Or they could switch Healing Power with Boon Duration so the Beastmastery deals with better boons and our pet.
I do like the Idea, but that call for many changes to the Nature magic line, because of the Spirit boons and other boon traits. It would need a overhawl in that way.
But I think Nature magic should not depend on the Beastmastry line.But wouldn’t having vitality in Beastmastery actually make Nature Magic MORE dependent on that traitline?
No Why would you need Vitality in Nature Magic??
And why would you need it in Beastmastery? That would only force people into a role they may not want to have. Plus there’s nothing in Beastmastery that requires a use of Vitality, and it also breaks their usual traitline setup.
Traitline 1: Power
Traitline 2: Precision
Traitline 3: Toughness
Traitline 4: Vitality
Traitline 5: Class mechanic
Beastmastery only have Natural healing, that line totally lack heal.
Natural Magic succeed in what Beastmastery fails.
So why would you need Natural healing for Beastmastery??? anything would be better.
Its also more logic when you spend more points on Beastmastery you are ’’Squishier’’. Healing won’t help much as Vitality would to make you less Squishy and it makes Natural magic better at the same time.
Or they could switch Healing Power with Boon Duration so the Beastmastery deals with better boons and our pet.
I do like the Idea, but that call for many changes to the Nature magic line, because of the Spirit boons and other boon traits. It would need a overhawl in that way.
But I think Nature magic should not depend on the Beastmastry line.But wouldn’t having vitality in Beastmastery actually make Nature Magic MORE dependent on that traitline?
No Why would you need Vitality in Nature Magic??
I like your Idea for the ranger and how the the major traits for the pet are more pushed to the beastmastery line.
I think that in the Marksmanship line have to many traits that give might and some should be converted in vulnerability condition. As the Marksmanship gives +30% condition duration and the Grandmaster minor gives +5% damage for vulnerability, which I think is a better combi.
In wilderness survival:
9. Hide in Plain side is I think op. its almost the same as mesmer Stealth elite.
having a big group suddenly in stealth is very strong, as defense and as offence.
In the Nature magic is Sysmbiosis op, because you do not actually remove the condition, but convert it and Also share the boon with your pet which is a double ++.
In Beastmastery nr.9 33% is bit to much, especially with quickness. This will make pet the best boon remover, this will best Necro and Mesmer Boon removal.
What I had in mind was to move the Compassion (healing boost) to the Nature Magic trait line, because it would fit in Nature magic with the rangers current trait and I think that the Beastmastery still lack the traits for the Healing boost attribute.
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Or they could switch Healing Power with Boon Duration so the Beastmastery deals with better boons and our pet.
I do like the Idea, but that call for many changes to the Nature magic line, because of the Spirit boons and other boon traits. It would need a overhawl in that way.
But I think Nature magic should not depend on the Beastmastry line.
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My only concern is that the pet takes so much attribute points before it really means something for a ranger.
You need 30 points for the pet to let it really function as a part of the ranger and that is a problem at the same time.Exactly! It’s a problem on both ends of the spectrum. There’s no in between for rangers. Rangers that don’t want to build for pets are forced to use pets as part of their damage with no investment, and players that want to build for pets have to invest a lot of their trait points into that line in order to be successful, which pigeonholes their build options.
Hidden within my OP and responses, I’m also trying to suggest that Beastmastery doesn’t do enough for pets. A simple static increase to stats and hardly any access to traits within beastmastery that truly improve the pets performance is just a hindrance to the class.
What it makes it even worser is that Pet traits is spread out over other trait lines. Which narrows the scale and options of other protential traits which do not deal with the pet.
In Marksmanship are 3 Pet traits.
Skirmishing are 4 Pet traits.
Wilderness Survival are 2 pet traits.
Nature Magic are 3 pet traits.
In Beastmastery all traits.
Every class have in total 75 traits minior included.
49 traits concerns the PET!!!!. 75-49= 26 traits that are for the ranger self………
More than 50% of the ranger Traits are for the PET, which is rediculous.
Not mentioned how many Pet traits are trash….
I cannot imagine what traits we could get instead of the 49 pet traits.
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Tbh, I kind of like the idea lol. That may just be me being selfish though since it’d benefit my current build more :P
+1 :P
One thing though @OP Natural healing doesn’t get affected by the healing power you get at all, it comes from the pet and can only be buffed by increasing pet healing power with the trait for that.
What is the point from getting healing power of the Beastmastery line, if not a single trait is making use of healing power????
I cannot think of any other logic explanation than that Anet just messed up with placement of the Compassion( Healing power) Attribute.
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Omg who cares if this class is called ’’ranger’’ or should be something else.
Its what it is.
And that is a class that deal with: Marksmanship, Skirmishing, Wilderness Survival, Nature Magic and Beastmastery (check trait line).
THAT’S IT.
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My only concern is that the pet takes so much attribute points before it really means something for a ranger.
You need 30 points for the pet to let it really function as a part of the ranger and that is a problem at the same time.
gw1 pet system was much better. if u want the pet. u must to equick a skill. no forcing to do that! btw nearly nobody did that in serious games. only one good build used that, the bunny thumper
(ranger with hammer! whohaaa! i want a hammer!)
The Ranger Spear build with perma rampage as one was my favorite pet build:p.
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I vastly prefer having to actually learn how an opponent’s build works to know when to interrupt, versus “There’s a cast bar -> Interrupt”.
How do you want to learn them all?
Everyone have their own playstyle own rotations, that means that you have to observe all the players in a fight. That is almost impossible in such a sort time and its vital in a tournement.
I mean pvp should be based on experience, timing, reflex, surroundings, communication, teamplay and position.
In pvp people mostly spam all their cooldowns and conditions. People almost do not even think about what they are doing, as long they do not go down and kill the target. especially in a big fight.
A activation bar will also give people better control over their dodge roll and let people think twice before they go rampage on a target.
The activation bar calls for more experience, timing, reflex, surroundings, teamplay, communication and position.
Check some PVP tournement on twitch and youtube with Teamspeak. They only contribute location and position, but never communicate about the Combat, situation or teamplay(only zerg and location).
Because there is totally no control over fights in PVP.
(Edit in op)
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I think to get a precursor from the mystic forge is based on the timing of when you toss the weapons in.
For example Zap. Lets say that the precursor appears after 5000×4 exotic swords are thrown in the mystic forge.
You have to gamble on when you will be in the last of the 5000.
At the same time you to take other players from other EU servers in account that are doing the same thing as well, in the end there is only 1 winner on a server that will get the paticulair precusor.
And the rare weapons that reduce the 5000 in a smaller amount aswell.
But in the end rare and exotic items shares the chances from the same value to get a precusor.
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Like now the Pet is a burden for many things.
And it forces players to use the Beastmastery, to get the ’’Balance’’ of the ranger class.
Beside that if you have lesser than 30 points in Beastmastery trait line its useless. The pet Swap Quickness and Pet HP regen are now both grandmaster traits and is the only usefull trait in that line
The pet system is the main cause for all the whining about the ranger weapons.
FIRST Anet should fix the pet system and make it optional and remove the damage reduction in comparison.
Then we will see how the weapons will work.
Trolllololololol
That way you would completely kill a build and a style
That will not kill a style and build. that will create an opportunity to more builds and styles. The Vitality and Healing Boost does not fit in their trait line at all.
I do not understand how that would kill a build or style. It would make Both trait lines more Efficient and Better, because atm the vitality in the Nature magic and Healing power in the Beastmaster line needs exacly the opposite of each other.
Tbh, I kind of like the idea lol. That may just be me being selfish though since it’d benefit my current build more :P
Not just for the benefit, it is just Strange why would a trait line with the most Healing traits do not have any Healing power attribute???
there is no other trait line of other classes that have no Healing boost in their major healing Traits.
GW2 pvp really feels random, you either use as many skills as possible, spam condition as much as possible or just burn your target down.
Unlike gw1 there was a activation time bar that you could see on your target.
But in GW2 it is almost impossible to have control over your interrup skills.
you either have to memorize all of the movements and animation of each class . . . .
Know all the builds that people use.
Or follow your intuition and take the gamble.
I think Anet should at the activation bar for the sake of all GW2 classes
(EDIT: Activation bar for all Skills as most of them have an activation time so not only caster class).
Especially in the tournements the activation bar will create an extra demension to the battles and teamplay.
Atm GW2 pvp is not even close to GW1 pvp
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The pet should be optional for the rangers.
Atm it is like forcing a GW1 ranger to play with a pet.
In GW1 there was only about 2 effective Short range Bow builds that was the Interrup and Burning Poison condition build.
In GW2 they just devived the effective ranger Builds from GW1 and mixed it with the Key attributes of the Class, which combination do not go along and made a mess of the ranger class and weapon.
Especially when you are forced to use the Pet. That is why a Bunker pet build is so effective, because they go with thoughts and gameplay that Anet have in mind.
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Vitality attribute is in the Nature Magic trait line and Healing power attribute in the Beastmastery trait line.
But why would you need Healing power in the Beastmastery trait line? The Nature magic has alot more traits that benefit from the Healing powers about 4 and 2 of them are Grand master traits as Regeneration benefits from Healing power.
In Beastmastery you only have the Compassion training trait and Natural healing trait.
The Healing power is only important for the Natural Healing trait and that is it…..
All rangers with the Natural Healing trait have the same amount of healing for their pet or they have to stack Healing powers to make it stronger.
How many rangers would stack Healing Power just for the Natural Healing trait?
The Healing power in the Beastmastery line is almost totally useless if you do not spend 30 points on Beastmastery.
The Natural magic line depend alot more on Healing powers then the Beastmastery line does. The Natural magic give more benefit for regeneration than other boons about 50% of the traits.
if you spend 30 in Natural magic and 0 in Beastmastery, then you only benefit about 50% from the Natural magic trait line.
A ranger with 2 or more spirits usually has the Spirit unbound trait and the Elite Spirit, which benefits of the Healing power.
In order to make fully use of the Healing in the Nature magic line it requires the Beastmastery line. And that is what makes any other build with Nature Magic weak and not efficient as it should be.
Imo the Vitality and Healing power attributes are not efficient in the current trait line and should swap.
sorry for my bad English.
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I wished they developed GW1 futher instead of making the ’’GW2’’, which is not even close to GW1.
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Mesmers do not have alot slow conditions and mobility like the Thief class.
I think the main challenge is for the melee class, when it faces 3 clones and the mobility of the Mesmer.
Imo The Necro should be the class that benefit the most from the Torment condition.
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I think Anet should be carefull with the torment conditions combined with the cripple and chill conditions on the Thief class, by for example replacing the the Cripple effect on Dancing Dagger to Torment condition
(or a effect like http://wiki.guildwars.com/wiki/Shameful_Fear).
Thief can almost spam slow conditions. Especially the Shortbow allows the Thief perma cripple and if with Torment, with a Combo like that they will be able to kite like a Boss and dps in PVP/WVW and PVE (solo Boss)
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(ranger with hammer! whohaaa! i want a hammer!)