(edited by Da Poolp.6809)
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Nobody want to discuss about that ?
They need to change the way Entangle work, like I said in another post.
This spell is from the druid spell “Entangle” in D&D and must work like it. It means the area (where you casted it) must be “trapped”, and everybody who walk inside will be rooted, not just ones who were here at this moment and don’t cleanse it.
Hi everyone.
First, I want to say I’m really happy with devs work on Ranger. They listen players, it’s really pleasant.
But, there is always more to do, so here is my 2 cents.
In italic, less important changes or maybe lil too powerfull ones.
Weapons
Greatsword
- Vulnerabilty on Maul is great but 3 stacks is a lil too low, 5 could be better. Maybe another condition instead (like Weakness). Or why not a boon, instead of a condition.
- Maul : cast time decrease to ½ from ¾.
- Maul is now a blast finisher.
- Swoop now snare your foe for 3s.
Sword
- Evade during the 3rd strike of #1 chain.
- Serpent’s Strike : make the animation of this skill more reliable with foe movement.
Pets
- Pet should be able to strike while moving
- Decreased all pets stats but pets get now x% of your own stats
- Your pet will now dodge when you dodge.
- Possibility to name them permanently . Evolution (at least the size) with leveling.
Traits
Markmanship
- Opening strike : Cause vulnerabilty with your, and your pet, first strike when entering combat. (Merge of 5 & 15 trait) (Adept)
- Precise strike : Opening strike always critical hits. (Moved from Grandmaster to Master)
- Remorless is now the 25 markmanship trait.
- XII trait : new one.
- Seady Focus : Damage increases by 10% when endurance is NOT full. (More logical for a ranger who is a « dodger »))
Skirmishing
- Martial Mastery : Moved from Wilderness survival to Skirmishing (Master VII)
- Trait XI : new one. (ex : Your pet critical hit give you might for 5sec or heal you for X).
Wilderness Survival
- Shared Anguish & Hide in Plain Sight merged, cooldown 60sec. (Adept III)
- Bark Skin : Moved from Grandmaster XII to Master IX.
- Trapper expertise : Moved from Skirmishing to Wilderness Survival (Master X)
- Trap Potency : Moved from Skirmishing to Wilderness Survival (Grandmaster XII)
Nature Magic
- Evasive Purity : No internal cooldown OR removes snare & chill too.
Beastmastery
- Master’s Bond : Your pet get Y% of your own stats instead of X%.
Skills
- Signet of stone : this skill will now break stun.
- Signet of the wild : Cast time decreased to ½ from 1.
- Muddy terrain : Cast time decreased to ½ rom ¾.
- Lightning Reflexes: This skill now break root too.
- Entangle (elite) : This skill now « trap » the area during all the duration instead of ennemies when casted. Ennemies who come inside before the end can be rooted. (like D&D druid spell)
(edited by Da Poolp.6809)
There is a mistake about cats & birds, I think.
Cats strike twice much faster, but with a single hit. Birds strike twice less faster, but 2 hits each time.
Cats is squishier than birds, birds got more vitality.
Mine. Really good damage (Maul → 8-12k) with good survivability/mobility
For me, the main problem with sword in PvE is the “root” effect on #1.
If you don’t disable it, you’ll take a lot of damage you must evade.
If you disable it, you’ll be able to dodge when needed, but you’ll loose a lot of damage (because you’ll strike slower)
It’s a really fun weapon, I love it, but the solution against that annoying root effect bring others problems (especially in PvE)
Hi everybody
As asked when ascended trinkets was added in the game, the fact our pet stats doesn’t scale with that gear is a possible problem.
But soon, we’ll be able to wear an entire ascended gear, and our pets will stay as they are now.
Pet is one of ranger’s main problems, and “loosing” stats will not fix that, it will increase it.
It’s like if warrior burst skills got damages calculated on fixed values, and if gear can’t change it.
So, Anet, do you think about that and search for a solution ?
For me, even without ascended gear, ranger’s pet should get a % of their master stats (but should have lesser stats than now, before that). This solution fix several problem like ascended gear problem, “cheated” build like bunker BM (tanky ranger with dps pet), make more synergy between the ranger and his pet, etc. A new trait could be added in BM trait line, like “Your pet get Y% of yours stats instead of X%”
It’s not a bad build, but your damage will be really low with that power and critical chance.
You got a lot a vigor and prot, so, maybe a berserker trinket could be better imo.
Taking the trait IV instead of the I in skirmishing could be a better choice.
A sigil of superior energy, on an one-hand weapon, could be better too.
(edited by Da Poolp.6809)
GS is a balanced weapon between def/dmg/mobility (and the better ranger weapon to burst). What we really miss is a real control (like a lil stun), one we can control not one with 2+min cd or used by pet when he want to use it.
But I agree that the bleed effect on Maul is pretty useless for a GS Ranger, Vulnerabilty or something like that would be better.
I’m using QZ since the beginning, but I always agreed Quickness buff was OP.
It’s a totally fair change.
Thats the problem we are trying to lighten up here on this topic.
That’s the problem you try to convince yourself, it’s always easier than loosing with honnor.
About the condition removal on activation and poison. The direct heal amount is calculate before or after the poison debuff is cured ?
- Entangle: Immoblize for varying amounts of time (stupid people get it for a long time)
Not only “stupid people”, roots can’t be damage by the foe’s ranged weapons. So if you don’t have a “melee” weapon, or AOE, you’re not able to break it.
I know what you wanna mean, but the problem of the title is not the “probably” word but “the best”. It’s because everybody could want a different gameplay there is no “best” build but “favorite” ^^ (or the best for that kind of gameplay)
(edited by Da Poolp.6809)
There is no “best build” but “my favorite build”
Alpine stalker !
I’m using a greatsword, and I take 25 in NM.
The new Nature’s Protection is completly awesome, I take Two-Handed Training, and Bountiful Hunter. When you already got 20 points in NM, 5% for only 5 traits points is really nice (better than 100 power for example), and I always have a boon on me.
916 + marksmanship+stuff. With 300 in marksmanship, you can get more than 2000 easily.
@OP: Attack numbers doesn’t mean anything, and it’s never used (it’s just power+weapon(s) max damage).
(edited by Da Poolp.6809)
2000 total power is the minimum (without buff)
Speargun is more interesting than longbow ^^ I love the execute skill !
Rally for pets when a foe die !
Such a troll, but I’ll bite. Lick Wounds can be interrupted if the pet takes any direct or AoE damage. Compared to the other profession’s downed abilities, its grossly UNDERpowered.
Damages don’t stop the pet during Lick Wounds
GS get a lowest DPS but a really better burst than Sword, it’s pretty logical.
But, I don’t think the better way to calculate weapons DPS is with the duration of only 3 fights, except if you have 100% or 0% critical chance.
In term of pure DPS, with tooltip, you can see GS #1 is equal to ~75% of Sword #1, and with GS #2, #3 and #4, 85% of Sword DPS.
EDIT: For GS DPS, you can use Crippling Throw too, same damage/cast as Swoop
EDIT2: You should use Hornet Sting/Monarch’s Leap for Sword, damage/cast ratio is better than #1.
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They really need to fix Swoop. It should do more damage then maul but it doesn’t. Instead it does the same damage as crippling throw which it shouldn’t. Since the Swoop skill consists out of pure damage and doesn’t provide any condition or boon it should be our highest damaging greatsword skill just as the tooltip describes.
On tooltip, the swoop coeff is 1.4, maybe it’s a lil too high. 1.2 to Swoop (it’s 1.0 in game), but a better one for the #1 could be nice.
GreatSword #3: Swoop
There is a difference between tooltip damage and real damage.
Damage in tooltip is calculated with a coeff of 1.4, but real damage is with ~0.9/1
I don’t know if the bug is on the tooltip or the in-game damage (but I hope it’s the in-game damage :P)
Whatever you do, drop Pain Inverter. We want to see ranger combat, not asura combat.
+1
Great idea. Considering the fact that pets are useless in so many situations, they should be removed. IF they COULD attack moving targets and IF they weren´t that squishy… Well the moving-targets-thing seems to be something which cannot be fixed over night. I just don´t understand why they implemented them the way they are right now…
It’s not just our pet, but all mobs in the game.
@OP: I hope they will never do that :x
Still wont effect speed during combat, I’ll stick to shooting bunnies.
Signet of the Hunt boost speed during combat too.
Agreed. Signet of the hunt needs to and will go to 25%.
o..m..g… OMG !
I love you JonPeters :p
Everybody forget something with the GS, the #3 and #4 deals good damages too.
The #5 give to your pet +50% damage on his next attack too, the GS is the best melee weapon to burst.ranger can’t burst. thats one of its problems.
PvP is controlled by burst classes and those without burst get left behindRanger can, not like a rogue of course, but we can. I’m testing a pure melee build, and I can deal ~10k damage in less than 3sec, without big cooldown.
Actually rangers can burst just as heavy and well as thieves, its just that no one knows how to control pets properly. I can do a 15-20k burst in under 3 seconds.
I was talking without our pet, but I agree, 90% of rangers don’t know how to use it.
Everybody forget something with the GS, the #3 and #4 deals good damages too.
The #5 give to your pet +50% damage on his next attack too, the GS is the best melee weapon to burst.ranger can’t burst. thats one of its problems.
PvP is controlled by burst classes and those without burst get left behind
Ranger can, not like a rogue of course, but we can. I’m testing a pure melee build, and I can deal ~10k damage in less than 3sec, without big cooldown.
Everybody forget something with the GS, the #3 and #4 deals good damages too.
The #5 give to your pet +50% damage on his next attack too, the GS is the best melee weapon to burst.
It’s a pretty classic build, but it’s good yes ^^
I’m playing with drake in dungeons for a while, and they are pretty good to survive in it (except with “OS” boss of course), thougness + self heal + ranger heal skill is really nice (and I never take more than 5 points in BM)
In character panel you can see your real HP poolp, in the red bubble, you can see your HP pool with WvW bonus. It’s not a bug.
Each healing skill get its own % of healing power. You can easily know it in mists, by using cleric stuff, for example, and seeing the %.
For example, according to the wiki: “each point of Healing Power adds 0.125 healing for Regeneration, 0.06 healing for Rejuvenation”
Its 150% increased dmg and has a short cd.
Afaik it is 50% increase on 1 hit.
Like 750 instead of 500.
Considering our level of control over pet….Please make me a favor..Go to the Mists pick up a Jaguar,pick up the signet of the hunt and activate it.Dont do anything now…just click on your Jaguar….it have an icon saying attack of opportunity…and below says 150% more dmg in the next hit
“Attack of Opportunity is an effect that makes the next attack do 50% more damage”
http://wiki.guildwars2.com/wiki/Attack_of_Opportunity_
There are several aggro system in GW2, depends on the boss, like the closest one, the most resistant one, the weakest one, the first one who attacked the boss, etc… There is no tank like we could see before, accept that.
Agree for the buff speed, but we already got enough dodges with weapons/vigor buffs.
Off Hand axe need some love too. Not too much.
Be able to move during the 5 (why not at 50% of normal speed) and an effect on the 4 (like a lil root or a grapple when the axe come back, like some mobs have)
If my memory is good, during alpha, ranger got a skill that stealth him and his pet, untill they move. I love this idea, for scouting.
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Pets with a leap attack are pretty good against moving target.
Mostly, when your pet move faster than your target (snare on foe, or speed boost on pet) it would be able to hit him.
Or Tail Wind usable out of combat, with an internal cooldown (5sec) like engineer.
They fixed it, it was really quick.
I hope this is just the first step for ranger fixes.
The Maul up doesn’t seem to be effective, is it ?
Melee ranger is viable but you’ll see you can’t do big number with one or two skills, it need some practices.
Each classes got finishers, the one that has the least is necro with 4
Yes, I guess so