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Elite Speculation: The Summoner

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Posted by: Barry Moonfang.6897

Barry Moonfang.6897

Elite
The elite skill changes depending on the pet/infused pet that is currently out. The Elite skills have a shared cooldown and will end any infusion your pet is currently in.


G.L.E.E.P. – Gelatinous Absorption -AT: 1s -CD: 90s
G.L.E.E.P. hurries towards its master, using its own body to shield them from all harm.
Effect: Your pet takes all damage and conditions you would have taken. You cannot move.
Duration: 10s or until G.L.E.E.P. dies

Fenrir – The Great Hunt -AT: 1s -CD: 90s
Fenrir calls forth some of his kin from the mists, these Kveldulfs use lesser versions of Fenrir’s skills.
Effect: Summon 2 Kveldulfs, these Kveldulfs can be controlled as you would do with a normal pet (attack target, come back).
Duration: 20s

Fenghuang – Immortal Flame -AT: 1s -CD: 90s
Fenghuang sacrifices his own life energy to cast an immoral flame over his master and his allies, creatures affected with immoral flame cannot die.
Effect: Creatures effected with Immoral Flame cannot fall below 1 Health
Duration: 5s

Aijundu – Queens Tremor -AT: 1s -CD: 90s
Aijundu infuses the earth around her with magical energy, creating unstable ground. Unstable ground knocks enemies back and grants allies stability.
Duration: 10s

Rakoff – Twisting Jaws -AT: 1s -CD: 90s
Rakoff bites her foe with razorsharp fangs, targets suffer from an open wound. Downed enemies struck with this ability are finished.
Effect: Creatures with Open Wound suffer from bleeding each second
Duration: 10s

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Traits
The three trait line each have a different focus, the first line focusses on controlling your pet, the second line focuses on Infusions and channeling powers from the mists and the third line focusses on the Spear.


Minor Adapt – Spiritual Conduct
You can equip Spears on land and gain access to Infusions. G.L.E.E.P. replaces your pets.

Minor Master – Rallying Essence
When rallying G.L.E.E.P. give it a copy of your boons

Minor Grandmaster – Mightiest Infusion
You and your pet gain Might when using an Infusion skill.
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Major Adapt – Relentless Assault
When using your you mark a target, your pet will now relentlessly attack the selected target even when its master changes targets. When activating Relentless Assault your pet gains superspeed (3s ITC 10s).

Major Master – At Your Command
Reduces the recharge of Commands (20%). Commands remove movement impairing conditions (Cripple, Immobilized, Chill) from your pet.

Major Grandmaster – Lingering Spirit
When an infused G.L.E.E.P. returns to his original form some of its former power sticks to you granting an effect based on the mist creature you conjured. (Fenrir: +100 Power/Precision, Fenghuang: +100 Healing Power/Concentration, Aijundu: +100 Toughness/Vitality, Rekoff: +100 Ferocity/Condition Damage)
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Major Adapt – Fragmented Power
Casting a Infusion infuses nearby allies with a fraction of its power.
Infusion of Fangs (5x Might, 10s), Infusion of Wings (Regeneration, 10s), Infusion of Husks (Protection, 5s) and Infusion of Claws (Fury, 10s)

Major Master – Mistfire Familiar
Your strong spiritual presence draws a Lesser Mistfire Familiar which feeds on conditions converting those to boons (convert a condition every 10s).

Major aster– Infuse Life
Casting a Spiritual Infusion fully heals your pet, you are able to revive allies from range (Range: 600).
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Major Adapt – Lock-on
You deal an additional 15% damage against foes tethered to you or your pet.

Major Master – Spear Chucker
Reduces recharge of your Spear skills (20%). While wielding a spear you attack 20% faster.

Major Grandmaster – Sun’s Spear, Moon’s Shield
While wielding a spear create a shield to block an attack every 5 seconds. If the shield is destroyed, it explodes and damages nearby foes.

I’m still looking for feedback, what do you like, what don’t you like.
Also any suggestions are welcome.

Elite Speculation: The Summoner

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Posted by: Barry Moonfang.6897

Barry Moonfang.6897

New skills: Infusions
Infuse your G.L.E.E.P. with the energy of powerful creatures from the mists. Infusions Utility Skills replaces the currently equipped Utility Skills with Commands that activate from the location of your pet.
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Healing: Soul Resonance -AT: 1s -CD: 20s
You and your pet attunes to one another healing, when your pet is down heal for less and revive your pet.
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Utility: Infusion of Fangs -AT: 1s -CD: 10s
This infusion causes G.L.E.E.P. to transform in Fenrir, the leader of the Kveldulf’s. Fenrir deals a moderate amount of direct damage while hindering foes with different control abilities.


Gash (AA) -AT: 1/4s
Fenrir bites his foe dealing damage and crippling them for a short duration.

1. Vengeful Charge -AT: 3/4s -CD: 20s
Fenrir dashes through the mists appearing next to your opponent dealing damage and knocking them down.

2. Challenging Howl -AT: 1s -CD: 30s
Fenrir lets out a challenging howl taunting and dealing damage to all opponents.

3. Natural Temper -AT: 3/4s -CD: 30s
Fenrir builds stacks of Blood Lust when attacking increasing his attack speed. When activated he howls and grants superspeed and quickness to nearby allies for each stack of Blood Lust.

Utility: Infusion of Wings -AT: 1s -CD: 10s
This infusion causes your G.L.E.E.P. to transform in Fenghuang, the Rainbow Phoenix. Fenghuang supports his allies with a variety of boons while dealing moderate condition damage.


Rainbow Fire (AA) -AT: 1/2s
Fenghuang summons flaming wisps that bounce between targets, dealing damage and burning foes while granting allies random boons

1. Solar Flare -AT: 1/2s -CD: 10s
Fenhuang shines brilliantly blinding and burning enemies

2. Revitalizing Feathers -AT: 1s -CD: 30s
Fenghuang drops some of his feathers around her, allies can pick up these feathers gaining regeneration and enormously increasing the effectiveness of regeneration.

3. Aura of Eternity -AT: 1/4s -CD: 30s
Fenghuang passively generates random boons. When activated this skill prevents the expiration of boons on allies.

Utility: Infusion of Husks -AT: 1s -CD: 10s
This infusion causes your G.L.E.E.P. to transform in Aijundu, the Junundu Queen. Aijundu is an immobile (but moveable) high damage tank, that is able to attack targets from high range.


Junundu Siege (AA) -AT: 1s
Aijundu hurls a large, slow moving, homing boulder towards an enemy, dealing a high amount of damage in a small radius.

1. Junundu Tunnel -AT: 3/4s -CD: 10s
Aijundu digs into the ground and reappears some time later at the targeted location dealing damage and knocking back enemies.

2. Tunnelling Assault -AT: 1/2s -CD: 15s
Aijundu partially burrows herself and travels to a target’s location, dealing damage and crippling foes along her path.

3. Royal Traversal -AT: 2s -CD: 30s
Aijundu tunnels and after a short delay appears at her master’s location. Swallowing allies and transporting them to her original location.
(Works on downed allies)

Utility: Infusion of Claws -AT: 1s -CD: 10s
This infusion causes your G.L.E.E.P. to transform in Rekoff, the Broodmother. Rekoff is a fast-moving, fast-attacking assassin that is able to deal high amounts of condition damage.


Vicious Assault (Auto Attack) -AT: 1/2s
Rekoff viciously strikes a foe twice, dealing damage and inflicting bleeding

1. Sharpen Claws -CD: 15s
Rekoff’s sharp claws inflict bleeding and make her target vulnerable when she attacks.

2. Infectious Talons -CD: 20s
Rekoff starts attacking with her talons inflicting poison and weakening her foes.

3. Broodmother’s Promise -CD: 30s
Rakoff passively transfers her conditions to a foe when attacking. When activated Rakoff transfers all conditions from her master to herself.

(edited by Barry Moonfang.6897)

Elite Speculation: The Summoner

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Posted by: Barry Moonfang.6897

Barry Moonfang.6897

Hello fellow rangers, today I finally decided to finish a long term project of mine, a speculation for a new Elite Specialization. With the announcement of the Soulbeast a.k.a. the petless ranger I present you, the Summoner, the full pet ranger.

Overview:
In order to combat the dragon thread the races of Tyria have searched for methods to deal with the excess energies destabilizing Tyria that erupt on the death of an Elder Dragon. One such project was the Gelatinous Ley Energy Extraction Project, or G.L.E.E.P. for short (kudos to those who get that reference). While successful the G.L.E.E.P. was extremely dangerous taking the shape of the energies it absorbed and would properly do more harm than good unless trained by an expert ranger. Tame and channel the energies of powerful creatures into your new companion, while controlling it’s every move.


In this post I use some abbreviations for those of you who are unfamiliar with these this is what they mean:

  • AA = Auto Attack, the basic attack of you and your pet, has no Cool Down.
  • AT = Activation Time, the time it takes to activate a skill (not counting aftercast).
  • CD = Cool Down, the time it takes for a skill to recharge.

New weapon: Spear (land), Range: 900


1. Mighty Throw/Vicious Attack (AA)

Mighty Throw: Attack a foe at range, gaining might, gain more might the less health your target has.

Vicious Attack: Attack a close range foe dealing more damage the less health your target has.
Range threshold: 150

2. Spear of Fury – AT: 1/2s -CD: 5s
Throw a spear that grants you fury when it hits an enemy. Your pet next attack cripples them.

3. Spear of Redemption -CD: 15s
Block attacks, you and your pet lose one condition each time you block an attack.

4. Chained Throw -AT: 1/2s -CD:10s
Hurl a spear that tethers enemies struck and after a while immobilizes them.
Maximum Count: 2
Count Recharge: 10s

5. Unblockable Throw -AT: 1/2s-2s -CD: 25s
Charge a powerful throw with your spear that can’t be blocked
When fully charged knockdown your foe

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New mechanic: G.L.E.E.P.
G.L.E.E.P. replaces the ranger’s pets, and swap pets becomes Rally G.L.E.E.P.
Rally G.L.E.E.P. revives G.L.E.E.P. and applies traited buffs from pet swapping.
Rally G.L.E.E.P. reverts a transformed G.L.E.E.P. into his original form.

G.L.E.E.P. skills:


1. Throw Glob (AA):
G.L.E.E.P. throws a glob of its highly volatile slime towards an opponent exploding on impact.

2. Symbiotic Bond -CD: 8s
The love G.L.E.E.P. has for its master makes it periodically granting a copy of its boons to its master.

3. Gelatinous Attraction -AT: 3/4s -CD: 15
G.L.E.E.P. tethers itself to an enemy, enemies that attack its master are pulled toward GLEEP and are taunted.

F2. Volatile Slingshot -AT: 1s -CD: 20s
G.L.E.E.P. launches itself towards a targeted location exploding and launching enemies in range. The explosion leaves behind volatile globs of ooze that heal allies and deal damage to enemies that walks over them.

Useless Traits

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Posted by: Barry Moonfang.6897

Barry Moonfang.6897

2. i think most dangerous game is or rather should have been designed to be a more defensive trait / a trait that is more useful the longer you life not the more you hit.

To me, the name “Most Dangerous Game” doesn’t feel defensive at all. Looking a the other traits in the Skirmishing traitline I would categorize Quick Draw as utility, Light on your Feet as damage. Maybe something like could fill the gap:

Most Dangerous Game
While your pet is down you deal … (20%?) bonus damage, and heal your pet for the amount of damage dealt.

This would give rangers compensation for the damage lost then you lose your pet. Also it would enable you to revive your pet without petswapping (to do this something needs to be done about the extra health pets get when they are down).

Useless Traits

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Posted by: Barry Moonfang.6897

Barry Moonfang.6897

Replace Most Dangerous Game with Critical Eye.
Critical Eye:

At 100% crit change and perfect timing this would be a 25% cooldown reduction. Really like the concept, but would buff it slightly to 33% CDR or even 50% CDR. Example: Reduce active cooldowns on critical hits by 1 sec, ICD 2-3 seconds.

Empathic Bond:
Rather would want this trait to have a more reactive component, like removes conditions on a condition threshold or when disabled.

Ambidexterity:
Just add the immobilize effect to the current trait, that should make it more interesting.

Steady Focus:
Does this effect stack with multiple rangers? Either way feel like the 3% damage increase would be to powerful for large scale PvE events. Maybe increase pet attack speed by 5% on each hit with a max of 5 stacks?

Predator’s Instinct:
In place of what trait? Either way +1.

Replace Refined Toxins with Poison Master.
Poison Master:

Think the trait is good as it is.

Shared Anguish:
Maybe buff to 10%? Either way +1.

Invigorating Bond:
Numbers seem a bit high since signet of the wild regen is less than 100 each second, maybe heal allies around pet each time it attacks (note doesn’t need to hit). ICD 1, heal 100 (*0,1 of your Healing Power).

Natural Healing:
A flat +450 Healing Power would be way to powerful, reduce to 150, maybe 200. And maybe give the health regen a range to trigger, like 600 between you and your pet. This would promote staying close to one another.

Strider’s Defense:
Personally I like the quickness because of the extra damage, maybe change the name to Strider’s Offence/retaliation though.

Celestial Avatar:
Like it the way it is, including current skills.

Cultivated Synergy:
Properly to powerful, would rather have the AoE of the celestial avatar skills increased by 200/300?

Longbow:
Rename Barrage to Infected Barrage:
Infected Barrage:

I like barrage the way it is.

Glass Arrows:
Sounds like a good trait, +1

Extremely low pet damage

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Posted by: Barry Moonfang.6897

Barry Moonfang.6897

While traveling through Auric Basin in I noticed my Bristleback dealing very low damage against the Veteran Mordrem Vinetooth from the “Slay the veteran Mordrem vinetooth” event in Arrowhead Vale.
The damage from the basic attacks only did 3-5 damage on hit, also the F2 ability was unable to hit for more then 6 damage.

Do any other rangers noticed this bug? Mabye on other enemies?

Edit:
While doing an other “Slay the veteran Mordrem vinetooth” event (this time in Bristleback Chasm) again my pet only did 3-5 damage on each hit.

(edited by Barry Moonfang.6897)

If you could have one bow from GW1

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Posted by: Barry Moonfang.6897

Barry Moonfang.6897

Still love the Silverwing Recurve Bow, this one must be my favorite bow of GW1. But I agree there are a lot of beautiful skins from GW1. Like the Bramble Longbow, or the original Zodiac Longbow.

(edited by Barry Moonfang.6897)

Minion Master advice...

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Posted by: Barry Moonfang.6897

Barry Moonfang.6897

Personaly I run this:
http://gw2skills.net/editor/?vRAQJAWRnM0AdbiN1Ae1As3glpBTaAUACAxfwTYLcqldBqAA-TRSBAB4phJvDJwP7PUmyPAeSBIqLoRlgjq+zCXABA-e

I like the Celestial Runes because they give me a bit of everything. Rune of the Lich isn’t optimal but I like having as much minions as possible. I’ve a friend that runs this build with full zerker. The differense in survivability is supprising. Where this build allows me to solo champions quite easily, my friend with the zeker build dies more often.

Druid PvP Problems Season 4

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Posted by: Barry Moonfang.6897

Barry Moonfang.6897

Yes, playing a Druid will be tough this season unless the enemy team has no idea how to focus one. And with the ridiculously high CC from DH/Zerker combo, it’s hard to stay on point long enough to heal anyone.

Isn’t “Strength of the Pack!” able to mitigate some of this weakness? I haven’t played PvP this season yet though. The Stability from SotP should be able to counter warrior/DH to some extent.

Just activate SotP before engaging (or being engaged), hopefully the warrior/DH will blow their CC abilities. Keep stacking might with SotP and use “We Heal as One!” to get max might stacks + fury and start doing some real damage.

rework shortbow

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Posted by: Barry Moonfang.6897

Barry Moonfang.6897

Posted this a while back:

I believe that the Short Bow should greatly enhance the mobility of the ranger while preventing opponents from getting close/getting away. The damage from a Short Bow should come from a combination of direct damage and short-lasting conditions.

  • Crossfire
    Fire an arrow to Bleed your target. If you hit them from behind or from the side deal 50% bonus damage.
    I believe the application of bleeding should be on its AA, the bonus damage on hitting an enemy from behind or from the side encourages proper positioning and will reward the player with higher damage.
  • Poison Volley Cast Time ¼s, CD 9s
    Fire a spread of five arrows, poisoning (4s) and slowing enemies hit (1s).
    I think Poison Volley is already a good skill but it could use some extra flavour. Slowing enemies hit for every arrow should accomplish just that. With the theme of the Short Bow being hitting without getting hit slowing your opponents should help you kite their abilities. Also the closer your enemies are the more effective this skill becomes (more arrows hitting your target).
  • Quick Shot Cast Time ¾s, CD 9s
    Fire a quick shot in an evasive retreat and remove immobilized. Gain Superspeed (3s) if the shot hits. This can be used while retreating.
    Quick Shot must be my favourite skill from the Short Bow, for a long time I’ve used this skill to dodge all kind attacks. Now with the huge amounts of immobilized in sPvP and properly WvW dodging with this ability is almost impossible. With this ability you should be able to keep moving while you have a guaranteed evade.
  • Crippling Shot Cast Time ¼s, CD 12s
    Fire an arrow that cripples (5s) your target. Your pet’s next two attacks inflict immobilized (1s).
    Crippling Shot should do exactly as the name implies, cripple your opponent. In its current form a 3s Cripple and Bleeding on your pets next 3 attacks is pretty lacking in doing so. The application of Immobilized from your pet should help triggering the bonus damage from Crossfire and help you keep a safe distance from your opponent.
  • Concussion Shot Cast Time ¼s, CD 25s
    Daze (2s) your foe with an arrow. Stun (2s) them if you hit from behind or from the side. Interrupting a foe lowers this skills cooldown by a fixed amount (10s).
    To truly cause a concussion I’ve upped the damage from this ability, also the Recharge Reduction on interrupt promotes skilful use of the ability. I’ve seen some people suggest adding Confusion in addition to the Daze/Stun but I find this counterproductive since your opponent shouldn’t be unable to use skills during the Daze/Stun (Stunbreakers excluded).

Shortbow fills a nice niche as a damage/condition damage weapon. Only the condition damage is very unreliable at the moment. Also make Light on your Feet a more interesting trait, just triggering the effect on an evade would be a mayor improvement.

(edited by Barry Moonfang.6897)

Dodge bug

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Posted by: Barry Moonfang.6897

Barry Moonfang.6897

So after the update of 28-7 I’ve encountered a possible bug. When I try to dodge by doubletapping “W” I should do a forward dodge. When I was playing yesterday more than once when I doubletapped “W” I dodged backwards.
Now while I’m still dodging it doesn’t help with my positioning. I’ve haven’t tried it with other directions.

Has anyone else experienced this bug since the 28-7 update?

King Thorn’s offensive finale

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Posted by: Barry Moonfang.6897

Barry Moonfang.6897

So I guess most of us know the character Oswald “Mad King” Thorn, and I think it is a character you either love, or love to hate. But I’ve always thought that he could be a bit more mean. He is the spirit of Halloween after all. So this is what I suggest, even though Helloween still months away.

King Thorn’s comedic final!, the last day of Halloween our beloved (his words, not mine) King Thorn has a final treat for us. We get to attend our King’s newest stand-up comedy act. During this event he’ll tell us the hilarious jokes he has been working on during his time in the Realm of Madness. As payment for this ones in a lifetime show all what our dear king asks for is our opinion. (Of course we’ll love him because you know how he handles criticism)

For a sneak peak of our kings fantastic show, open the spoiler (Possible spoilers for Guild Wars 2 and Guild Wars 2: Heart of Thorns).


“Do you know why Trahearne won’t be attending this year’s family dinner…
Last year he blew it!”

“Have you heard, Braham is thinking about starting a family?
They say it is because he would like to have a heir again!”

“I wonder what happened to that brilliant Asura Zoja.
Guess something Snaffed out her light!”

“How do you call a lonely Charr on Claw Island?
Tybalt all that’s Left is a Paw!”

“I can tell you Orrians know how to party, once met a girl named Sieran on Claw Island, well…
After the party we called her Ceasar Salad!”

This and many, many more jokes.

So as you can see (or not if you don’t want any spoilers) King Thorn’s jokes can seem a bit offensive to some people. Well, good think he asked for your feedback isn’t it. After one of many (soon to be) classic jokes you can express your opinion.

https://i.imgsafe.org/7aecb032c4.jpg
(I’m lazy I know)

So do you find his jokes:

  1. Hilarious
  2. Funny
  3. Meh
  4. What did you say?
  5. By [insert deity/religion here] you did not say that!

At the end of the event King Thorn has something for all of you, the people that didn’t like his show, they get… To eat mud! People that didn’t seem to care get… To ear mud! And finally the people that liked his show (properly all people) get a farewell gift sent by mail… That explodes so they can eat mud!

Attendants will also get a (yearly acquirable) title that reflects their standing on the hilarious King Thorn. The people that loved the show shall be knowns as: Heartless. People that didn’t seem to get the jokes (if they did it would have been hilarious) shall be known as: Indifferent. And finally the people that don’t have a sense of humour shall be named: Kitten King Thom.

(edited by Barry Moonfang.6897)

Ranger Elite Trap; Mistfire Wolf Elite.

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Posted by: Barry Moonfang.6897

Barry Moonfang.6897

entangle is the elite trap.
entangle and strength of the pack are both better than mistfire wolf regardless of your build. Well…except maybe if you are going for a petting zoo, then its probably better than the spirit, maybe.

Entangle is a survival skill, so not a trap. I hope Anet will someday give us some new elites, seeing as most of the rangers take RaO or Entangle. (Anyone that takes Nature Spirit?)

Engineer noob questions.

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Posted by: Barry Moonfang.6897

Barry Moonfang.6897

Thank you for all of the information. based on 5), I’m guessing Engineer might in fact not be the class for me. I am really not interested in a lot of moveset swapping like that, though, it feels like the whole game is designed around that as all of the classes seem to rely on that. So, simply, is there a class that is more… reliant on something consistent?

If you don’t want to swap weapons this build might be something for you. Flametrower/Elixer non-HoT.
It has a good balance between defense and offense, mainly in PvE. When using the proper skill rotation you’ll have an upkeep of 20-25 stacks Might that’ll increase your damage output. Also the permenent Swiftness is nice for running in PvE

If you do own HoT and your character reaches lvl 80 you can change for this build Flametrower/Elixer HoT
This variant has an easier time maintaining 25 stacks of might, and has higher damage due to the Quickness. You lose the Swiftness unfortunalty.

There are proberly a lot of better builds, but I had a lot of fun using this one, and the only weapons swapping you have to do is activating and deactivating the Flametrower for the Sigil of Battle activation.

(edited by Barry Moonfang.6897)

How's Ranger now in PvE/PvP?

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Posted by: Barry Moonfang.6897

Barry Moonfang.6897

One thing on this note that I am curious about; what makes Druid so popular for PvP, and staff in particular? Is it glyph condi clear, CC abilities, something like that? Or is celestial avatar useful in some way (it really doesn’t seem to mesh on a zerker build to the point I actually forget to use it – but I haven’t done PvP in a while)?
Staff is great for a healbot but I assume that’s not what’s going on in PvP, but it still sounds like it’s popular (or at least used to be). I assume you don’t actually auto-attack with it.

Staff has some uses, first because of the heal it provides it loads up your celestial avatar. Your celestial avatar is your main source of condition removal via the Druidic Clarity trait.
Second staff has Ancestral Grace what will give you movement, this is very important for PvP.
Also staff has Vine Surge which is a immobilize and a condi clance for allies.

Needed Buffs/Tweaks 2016

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Posted by: Barry Moonfang.6897

Barry Moonfang.6897

Short Bow – Hypermobile hybrid weapon


I believe that the Short Bow should greatly enhance the mobility of the ranger while preventing opponents from getting close/getting away. The damage from a Short Bow should come from a combination of direct damage and short-lasting conditions.

  • Crossfire
    Fire an arrow to Bleed your target. If you hit them from behind or from the side deal 50% bonus damage.
    Damage: 134 (0.6)
    Bonus damage from flanking: 67 (0.6)
    Bleeding (3s): 66 Damage
    Range: 900
    Combo Finisher: Physical Projectile (20% change)

Like StickerHappy.8052 I believe the application of bleeding should be on its AA, the bonus damage on hitting an enemy from behind or from the side encourages proper positioning and will reward the player with higher damage. Also I would like to create some interaction with Light on your Feet but more on that later.

  • Poison Volley Cast Time ¼s, CD 9s
    Fire a spread of five arrows, poisoning and slowing enemies hit.
    Damage (5x): 170 (0.5)
    Poison (5x) (4s): 670 Damage, -33% Healing Effectiveness
    Slow (5x) (1s): Increases the activation time of skills and abilities by 50%
    Range: 900
    Pierces

I think Poison Volley is already a good skill but it could use some extra flavour. Slowing enemies hit for every arrow should accomplish just that. With the theme of the Short Bow being hitting without getting hit slowing your opponents should help you kite their abilities. Also the closer your enemies are the more effective this skill becomes (more arrows hitting your target).

  • Quick Shot Cast Time ¾s, CD 9s
    Fire a quick shot in an evasive retreat and remove immobilized. Gain Superspeed if the shot hits. This can be used while retreating.
    Damage: 118 (0.5)
    Superspeed (3s): Movement speed is greatly increased.
    Evade: ½s
    Combo Finisher: Physical Projectile
    Range: 900

Quick Shot must be my favourite skill from the Short Bow, for a long time I’ve used this skill to dodge all kind attacks. Now with the huge amounts of immobilized in sPvP and properly WvW dodging with this ability is almost impossible. With this ability you should be able to keep moving while you have a guaranteed evade.

  • Crippling Shot Cast Time ¼s, CD 12s
    Fire an arrow that cripples your target. Your pet’s next three attacks inflict immobilized.
    Damage: 118 (0.5)
    Crippled (4s): -50% Movement Speed
    Immobilized (½s): Unable to move
    Combo Finisher: Physical Projectile
    Range: 900

Crippling Shot should do exactly as the name implies, cripple your opponent. In its current form a 3s Cripple and Bleeding on your pets next 3 attacks is pretty lacking in doing so. The application of Immobilized from your pet should help triggering the bonus damage from Crossfire and help you keep a safe distance from your opponent.

  • Concussion Shot Cast Time ¼s, CD 25s
    Daze your foe with an arrow. Stun them if you hit from behind or from the side. Interrupting a foe lowers this skills cooldown by a fixed amount.
    Damage: 128 (0.5)
    Daze (2s)
    Stun (2s)
    Recharge Reduction on interrupt: 5s
    Combo Finisher: Physical Projectile
    Range: 900

To truly cause a concussion I’ve upped the damage from this ability, also the Recharge Reduction on interrupt promotes skilful use of the ability. I’ve seen some people suggest adding Confusion in addition to the Daze/Stun but I find this counterproductive since your opponent shouldn’t be unable to use skills during the Daze/Stun (Stunbreakers excluded). When traited and used correctly the cooldown of this ability would 15s.

Sword & Dagger – Stab, Evade, Repeat


I think that the combination of Sword & Dagger should enable Rangers to stay close range, while not taking a ton of damage while acting as sitting ducks. With the Sword & Dagger Rangers would have access to 3 different skills with an evade. And with the revamped Minor Traits this should enable the Ranger the dance around their opponents. With properly timed evades Sword & Dagger Ranger will deal plenty of damage.
Sword

  • Slash Cast Time ½s
    Slash your foe. Deal bonus damage if you hit your target from behind or from the side. (33% bonus damage).
    Damage: 257 (0.7)
    Bonus damage from flanking: 92 (0.7)
    Number of targets: 3
    Range: 130
  • Crippling Trust Cast Time ¼s
    Stab your foe, crippling them for a short time.
    Damage: 257 (0.7)
    Crippled (3s): -50% Movement Speed
    Number of targets: 3
    Range: 130
  • Precision Swipe Cast Time ¾s
    Deliver a blow to your foe. You and your pet gain might when hitting a movement-impaired foe.
    Damage: 257 (0.7)
    Might (5s): +30 Power, +30 Condition Damage
    Number of targets: 3
    Range: 130

The auto attack from the Sword should promote positioning and make use of the cripple condition. This could make it very difficult for your opponents to get away from you. Since a lot of people think the Sword AA should deal more damage, I’ve increased the damage output when positioning correctly.

  • Hornet Sting Cast Time ¼s, CD 8s
    Stab your foe, then evade backward.
    Damage: 293 (0.8)
    Evade: ½s
    Number of targets: 3
    Range: 130
  • Monarch’s Leap Cast Time ½s
    Leap back into the fight, crippling your foe.
    Damage: 403 (0.7)
    Crippled (3s): -50% Movement Speed
    Combo Finisher: Leap
    Range: 600

Slightly reduced the Cast Time of the ability so evasions with that ability are easier to use.

  • Serpent’s Strike Cast Time ¾s, CD 15s
    Do an evasive roll around your target, striking them and poisoning them.
    Damage: 293 (0.8)
    2x Poison (8s): 536 Damage, -33% Healing Effectiveness
    Evade: ¾s
    Number of targets: 3
    Range: 130

Slightly reduced the Cast Time of the ability and increased the poison duration.

Dagger

  • Stalker’s Strike Cast Time ½s, CD 10s
    Do an evasive roll around your target, striking them and poisoning them. Deal double damage if your target is already poisoned
    Damage: 87 (0.5)
    Bonus damage when poisoned: 87 (0.5)
    3x Poison (8s): 804 Damage, -33% Healing Effectiveness
    Evade: 1¼s
    Range: 250

Added bonus damage from foes already suffering from poison, the damage is still low, but at least it’s higher than before.

  • Crippling Talon Cast Time 1s, CD 15s
    Leap at the legs of your foe, Crippling and Bleeding them
    Damage: 252 (0.75)
    Crippled (6s): -50% Movement Speed
    3x Bleeding (8s): 528 Damage
    Combo Finisher: Leap
    Range: 600

Due to the lack of a good initiate on the Sword I’ve added the leap on the dagger. This way closing in with on your target should be faster, also launching at the legs of your foes sounded like something a dangerous animal would do.

This is what I think about the Skirmishing trait line, the Short Bow, Sword and Dagger. Maybe I’ll do another one later.

(edited by Barry Moonfang.6897)

Needed Buffs/Tweaks 2016

in Ranger

Posted by: Barry Moonfang.6897

Barry Moonfang.6897

While I mostly play casual PvE, and sometimes play sPvP I just wanted to add some of my ideas. I believe every trait line should support a specific playstyle. Right now some of the traits feel lacking in achieving said playstyle (for example Skirmishing). In this thread I’ve already read several good suggestions. So I’ll shall use some of these and elaborate on the ideas.

These are the changes I would suggest, for these changes I’ve tied trait lines to corresponding weapons. Also I’ve tried to give a short summary of the playstyle I think goes well with the trait line.

Skirmishing
Corresponding weapons: Short Bow, Sword and Dagger
Playstyle: Highly mobile playstyle with hybrid damage and Traps.


When taking Skirmishing the go-to weapons in my opinion should be Short Bow, Sword and Dagger. All three weapons are fast attacking, highly mobile weapons. These weapons all have some form of an evade, something I think should be the main feature of the Skirmishing trait line. For this I’ve reworked the minor traits and some of the major traits. The deference with the Daredevil is that this trait line focusses on evasion from weapon skills instead of using the dodge mechanic.

Minor Traits
I find the current Minor Traits weak in their current form. Minor Traits are the traits you’ll always have access to when taking Skirmishing, so they should be the most versatile. Swiftness and Fury are both boons Rangers already have plenty of access to. I do however like the idea of Hunter’s Tactics.

When playing with Short Bow (Quick Shot), Sword (Hornet Sting & Serpent’s Strike), Dagger (Stalker’s Strike), Greatsword (Power Stab & Swoop) or Staff (Ancestral Grace) these minor traits will enhance your playstyle.

  • Minor Adapt Hunter’s Tactics name changed to Hunter’s Insight
    Chance to critically strike is increased by 10% after evading (5s duration)
    I likes the way Hunter’s Tactics used flanking to increase critical strike chance, so I wanted to incorporate the ability so it would fit thematically with the evasion playstyle from Skirmishing. The change to having the 10% increased change to critically strike after evading makes the effect trigger on the evasive skill of a player instead of the ability to flank your opponents.
  • Minor Master Tailwind name changed to: Vigorous Wind
    Gain Vigor (5s) and Swiftness (5s) after evading (CD 5s)
    I’ve combined the original Tailwind and Primal Reflexes and made them into this Minor Trait. While the 5s Swiftness on a weapon swap is kind of boring when combining it with Vigor gain it could make for a much more meaningful trait. Also the activation on evasion promotes proper timing when using dodges/evades separating good Rangers from Great ones. The CD for this trait is in place to prevent massive Vigor and Swiftness stacking from dodge/evasion spamming.
  • Minor Grandmaster Furious Grip name changed to: Evasive Assault
    Damage and condition duration is increased by 10% after evading (4s duration).
    Concept taken from Light on your Feet, I’ve replaced dodging with evading. When an experienced Ranger (or a lucky one for that matter) times his evades correctly he/she is rewarded with a short damage and condition duration boost. The greater the ability to time evades the higher the damage output will be.

Major Traits
I believe that the Major Traits should achieve the following:

  • Support the corresponding weapons (Short Bow, Sword and Dagger)
  • Support the mobility of the Ranger
  • Support short lasting, stacking conditions
  • Support Traps
    By doing so the traits will add to the playstyle I think would suit this trait line.

Adapt Traits

  • Primal Reflexes Merged with Tailwind into Vigorous Wind
    (New) Cleansing Strife
    Periodically lose conditions while moving (1 condition removed every 8s, priorities Torment)
    While moving works great to avoid direct damage, it is less effective against condition damage. Especially Torment can utterly destroy anyone that continuous to move while inflicted with the condition. By making the condition cleanse tied to movement, experienced players can use proper timing to make the most out of this trait.
  • Sharpened Edges Merge with Hidden Barbs into Serrated Hunter
    Chance for you and your pet to cause bleeding (3s) on critical hits (66% change). Bleeding you cause is more dangerous (damage increase 33%)
    While as two separate traits both feel weak and unrewarding to take, combining the two makes for a much more meaningful choice. Especially Rangers that want to deal more damage through bleeding.
  • Trapper’s Expertise
    Boons and conditions caused by traps last longer (Recharge reduced 20%, Duration increase 60%). Traps recharge faster. Offensive traps cause cripple (3s) and defensive traps grant Resistance (2s).
    While I like this trait in its current form I’ve always felt that defensive trap should grant some kind of boon. Granting a short Resistance boon should help Rangers with this trait to keep moving even when under movement impairing conditions. Also this way Rangers will have access to the boon.

Master Traits

  • Hidden Barbs Merged with Sharpend Edges into Serrated Hunter
    (New) Evasive Bond
    When you evade give your pet a ¾s Blur
    A lot of people are asking for an ability that allows pets to dodge, this seemed to fit in with the theme of evading and dodging.
  • Spotter exchanged for Predator’s Onslaught
    You and your pet deal increased damage (10%) and condition damage (10%) to disabled or movement-impaired foes. Affected conditions are: Stun, Taunt, Daze, Cripple, Fear, Immobilize and Chilled.
    While Spotter itself is an very useful trait I’ve always found it a trait more befitting to the Marksmanship trait line, while Predator’s Onslaught seemed more befitting for the Skirmishing trait line. Also added increased condition damage while cutting the power by 5%.
  • Strider’s Defence name changed to [Viper’s Defence]
    [i]Sword and Dagger skills recharge faster (20% recharge reduction). Gain increased condition duration (15% increased duration) while wielding a Sword or Dagger. Inflicting poison has a change to blind (4s) your opponent (50% change to blind, CD 10s).[i]
    When going for condition damage most Ranges will use a Torch instead of the Dagger. While the Dagger is a more mobile weapon better fitting the hybrid playstyle. So I’ve moved the Dagger CDR to this trait and added an interaction with poison. A condition both the Sword and Dagger have access to.

Grandmaster Traits

  • Light on your Feet
    Short bow skills recharge faster (20% recharge reduction). Crossfire removes movement impairing conditions (CD 5s) Affected conditions are: Cripple, Immobilize and Chilled.
    I find the ability to keep moving with a Short Bow very important. However due to the high amounts of Immobilize in sPvP and WvW this can be very hard. So instead of having piercing arrows I would rather have a condition cleanse for movement impairing conditions. The bonus damage from dodges is now on Evasive Assault
  • Most Dangerous Game
    Increase condition duration (duration increase 25%) when if you hit your target from behind or from the side. When you hit a target suffering from cripple gain 1 stack of might (10s).
    The current form of Most Dangerous Game encourages being low on health. This makes it a dangerous and unrewarding trait to use. I rather have this trait promote skilful positioning and utilizing the cripple condition then almost dying. Now you really are the Most Dangerous Game!
  • Quick Draw
    When swapping weapons, the next ranger weapon skill you use will recharge faster (66% increased recharge).
    Personally I don’t use this trait, but I know there are plenty of people who (ab)use this skill, so I’ll keep it the same.

(edited by Barry Moonfang.6897)

Pet wishlist (for the future)

in Ranger

Posted by: Barry Moonfang.6897

Barry Moonfang.6897

The Chickenado with an F2 skill that is a pull
or
A small pack of minature karkas that stick to your foes

:)

(edited by Barry Moonfang.6897)

Pre-Purchase Community Address

in Guild Wars 2: Heart of Thorns

Posted by: Barry Moonfang.6897

Barry Moonfang.6897

Thank you ANet (and also Gaile) for listening to your fanbase.
I’ll now definitely be purchasing HoT.

Aren't you all taking this too far?

in Guild Wars 2: Heart of Thorns

Posted by: Barry Moonfang.6897

Barry Moonfang.6897

My problem isn’t that ANet is greedy (imo they’re not). It’s that right now it feels that it’s a bad thing that I’ve played the game.

If I hadn’t bought GW2, I would get HoT with the core game for free (I’m not discussing if the core game price is included inside the package).

But right now I’ll only get HoT for the same price. And that’s without a character slot to play the new Renavant. Where a new player could chose to play a Renavant without removing a existing character.

It’s not that ANet is greedy, it just seems unfair for players who already have bought the core game.

HoT Price Feedback + Base game included [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Barry Moonfang.6897

Barry Moonfang.6897

Can you really blame Arenanet / Ncsoft for doing this? B2p systems are based on consistantly drawing in new players. The biggest chunk of the revenue comes from the game sales after all. It is a smart marketing decision to me.

It is true that most revenue comes from game sales, only I think that most of these sales come from the “veteran” players. The people hyped out for HoT are almost all “veteran” players (including myself). If ArenaNet really wanted to make a profit they’re better of selling the game to people already playing.
I’m not saying new players should get nothing, i’m saying with the pre-purchase as it is now they’ll lose a lot of profit from “veteran” players not buying the game.

I was a keen pre-purchaser right up until pre-purchase was announced and then I wasn’t.

What happen? I hesitated…..

I can very much relate to this. At first I was doubting what pakkage (Deluxe or Ultimate) I would get. At least until someone told me about the core game being included inside HoT. I would encourage Anet to sell a package including the both games at a discount price. But not if it’s the only option.

I’ve played GW2 since release and am still very happy with my purchase. But i’m not willing to buy HoT with a core game that I can’t use. If I can get a bonus character slot instead of the (extra) core game I would have bought the game yesterday.

Right now, i’m not sure what to do. I’ll just keep waiting for Anet to respond

HoT Price Feedback + Base game included [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Barry Moonfang.6897

Barry Moonfang.6897

The free addition of GW2 is only free for new players
specifically, that the GW2 is described as a free extra, but is not separate form the expansion, meaning that the “free” extra is only available to new players

The Expansion adds a new class, but does not add a new character slot
arenanet has always added free character slots equal to the number of new classes before, and the break from this tradition is troubling, especially since it may cause people to go for the delux edition over the standard – meaning many people may being paying $25 more just for a character slot

The free addition of GW2 is only free for new players
I’ve been hyping myself for several months now, and this is a major bummer. It’s nice that new players get the core game for free, but I feel left out as a veteran (gem paying) user. I would like some appreciation for my continued support. Not a slap in the face.

The Expansion adds a new class, but does not add a new character slot
Like most people the Revenant is one of the main reasons I planned to buy this expansion. Not getting a character slot, especially when the expansion is a whopping € 45,- is pretty disappointing.

I’m seriously considering not getting the expansion right now. It’s a shame, I love the game and i’m very curious what the expansion would bring. But this slap in the face is a major turnoff. I’m willing too buy the game, but only if all players get a little something, the veterans for their continued support, and the new players to help them get started.