Showing Posts For Echo.2087:
Ranged weapons should never match or even come close to melee weapon damage. Adding a chain attack to rifle auto attack would be imbalanced.
Melee is all about the risk of putting yourself in greater danger balanced by the fact that you deal considerably more damage.
Upsetting this balance should never happen.
I do this all the time. Can confirm it’s just cosmetic.
Any skill with a casting bar just gets stuck in an animation loop when you use it and swap weapons at the same time. You can keep the animation going perpetually if you use an instant-cast utility skill (such as shouts) periodically.
Ranged is viable, but it should never be your primary focus. There are many encounters in the game that are far simpler to fight from range, so IMO every warrior should have a longbow or rifle in secondary weapon slot, with few exceptions.
Personally use longbow. Used rifle in the past, but I think the versatility of longbow wins out. I love that AOE from burst and #3.
Updated drivers for my AMD Radeon 6650m. Upon opening the launcher it freezes my entire system, and the only way to regain control was to manually shut off and restart the computer. Rolled back the drivers and I no longer encountered the launcher error, but I consider this a temporary solution.
How could I get my updated drivers to work with the game?
I run an “offensive support” build, and it looks like this is mainly what you’re looking to do here.
If you’re running dungeons as a warrior and you have all signets you’re doing it wrong imo, the reason being signets only affect you. Shouts and Banners are superior in every way when you consider they affect multiple players. They will also greatly improve your survivability – twofold when you consider they improve everyone else’s survivability as well. Rending Strikes is, imo, superior to Deep Cuts for the same reason when you consider that it improves everybody’s DPS. With Rending Strikes, On My Mark, and a Superior Sigil of Frailty you’re going to improve the entire party’s damage output considerably by stacking Vulnerability. Between For Great Justice, sword’s +10% crit, a crit sigil in your shield, and any precision you may have from gear, you’ll have more than enough crit chance to make good use of these things.
With sword+shield/longbow, you’re going to be using your adrenaline for your burst skills so you may not get a lot of mileage out of those adrenaline traits. I did away with them.
I would say either 0/20/20/30/0 or 0/25/15/30/0 – running a shout or banner build, with the only difference being the choice between Attack of Opportunity (10% more damage when target is bleeding, which it will always be bleeding) or Shield Master. Personally, I couldn’t really decide between the two so it’s really your discretion here.
Here’s my suggestion in detail:
http://www.guildhead.com/skill-calc#mcRkcm0MzmRNaMmRNaM0GGx0VRVsokb
In reality, it’s probably something that slipped through that is actually coming in a later patch since they have stated they wish to do small adjustments rather than a massive number of changes.
This buff won’t come for no reason, as Greatsword is already pretty good without using the burst skill and actually makes me worried about a nerf to Greatsword.
Doesn’t fit the caracter, leave it to warriors and engineers… bows all the way !
Why not?
In a world were firearms exists, it makes perfect sense for hunters to use them.
hunters
Do you see the problem here?
Also this topic has been done to death.
Maybe. Definitely seems touchy, but I rarely use bows. Axe/Warhorn is still (imo) the superior kiting set up. Swiftness and Chill is amazing.
Warrior. Shout build actually has good group support and I’m still very effective dps.
Two things rangers lack. Group support and good dps.
There is a very simple explanation for this – and no, it is not a bug: You may find from time to time when you are downed that your pet has low health, in fact it may even be continuing to take damage from nearby enemies when you are downed. Now, when you call your pet to come rez you, it does not give the pet full health and consequently it may die right after you call it – appearing to have “failed”. As another poster pointed out, you still have entire control over your pets when you are downed and it is recommened to swap (if the cooldown is up), when you are downed in order to have a pet with full HP reviving you.
I know that if the pet dies after you use the skill it won’t heal you, or will stop.
This is not what everyone is referring to.
In sequential order: Your pet is alive or downed, you use the skill (reviving it, if it is downed), then the pet successfully moves to you and does absolutely nothing.
Did not work at all for me yesterday after switching back to my ranger for a day (I’m playing warrior now.) In over 10 uses of the skill I never got any healing. I have hundreds of hours playing ranger, I know when it works and when it doesn’t. It wasn’t so small I didn’t notice, it was just nothing.
At least with Vengeance it’s by design that I die after using it. Lick Wounds doesn’t even do what it says it does.
Enjoy playing another class, My first character was a warrior, then I found I enjoyed ranger more. I’ll enjoy playing my ranger that consistently wins 1v1 fights because my build is rare enough that noone knows how to fight me.
Fewer people playing ranger is fewer people experimenting with builds, and fewer people developing a counter to such unexpectedly effective setups.
“I have this super secret build that nobody has ever found, ever.”
Sure you do buddy.
Just to be clear I posted this here and not the Ranger forum since it affects other classes as well and is primarily an issue with Fractals and not other dungeons since many of the paths have some glaring issue that affects pets.
Here’s a post I made in the dungeon forum:
https://forum-en.gw2archive.eu/forum/game/dungeons/Pet-problems-in-Fractals/first#post820658
Relevant to ranger issues.
Even level boss is the Jade Sea, sorry.
To elaborate, the problem is mainly that the boss targeting the pets there can elongate the battle. True that it can save lives on occasion, but for those who have a lot of practice with the battle, it can just drag it out longer.
All pets, in particular ranger pets, suffer from some serious issues in several of the fractal dungeons. In the underwater fractal, the Jellyfish will attempt to eat pets, which do not struggle and result in the jellyfish healing and taking reduced damage for a significant length of time. In the Uncategorized fractal, pets cannot move within range to attack the harpies. In the Jade Sea fractal, the boss targets pets (including, oddly, downed ranger pets.) In the Dredge fractal, the boss will often turn to attack pets resulting in significant slow down.
The only work around is to not use pets, or in some cases, a halfway workaround is to not use melee pets. This is not a true solution however, as pet classes, most prominently rangers since it comprises a huge portion of their damage output, should be able to use them if they wish to.
The harpy one is probably the least fixable one but also the least severe. Likewise with the bosses in the Dredge one, it just takes some skill. The jellyfish and Jade Sea boss should simply not use those skills on pets, since they are not players and cannot possibly work around those bosses’ particular attacks.
A party member got knocked off a platform but survived the fall and ended up in an endless desert. Given there’s no waypoints in the zone, and no way to die down there (that she found) this creates an obvious problem.
The problem with this particular fractal is that without the wisp portion the dungeon is too short, but with it, it’s too frustrating.
Should be same for Engineers, just for completeness sake.
This works with carnivorous appetite, correct? It’s a little hard to tell.
Why would you EVER main a longbow? Especially as a warrior?
Ranger’s 4 and 5 on Longbow have some use. Especially 5. Otherwise you’re correct.
Only Rangers absolutely, irrevocably need to depend on their pets just to achieve parity with the bottom end of everyone else.
With you on that 100%. Nerfing Ranger damage to such a large degree because of the presence of our pets hurts us as a class. Other classes are not affected in such a way by their mechanics, often turning their unique mechanic into a useful or powerful tool, where ours some times feels like a shackle.
Anything with Power, Precision and Crit %.
Note though that just because it worked while leveling doesn’t mean it will keep working well. You can make glass cannon work, just don’t expect it to be the same as when leveling.
You’re only level 12. You do not yet have a complete grasp of the class and its mechanics, quirks, shortfalls and bugs. In open world PvE we have very few problems, which is why it’s such a common class for bots. In dungeons, WvW and PvP is where the problems start.
Just look for healing numbers above your pet. If the thing you’re fighting uses poison, it will reduce the effectiveness of healing.
Also bears aren’t the best for carnivorous appetite.
If she is bad at jumping puzzles, or you are good, she will love you to death for going mesmer thanks to teleports.
I got mine after maybe 100 bags. A friend has opened thousands. That’s just the way it goes, you need to put it into perspective that it’s a very rare chance at it. You’re not guaranteed to get it no matter how much you spend.
It’s gambling if you spend money on it. If you’re not comfortable spending money on it, farm for candy corn or ask friends who have or don’t care about the endless tonic to send you their candy corn.
I don’t use them because of their F2 ability being relatively worthless and because they die easily.
Raven and Owl user here. Good (and very fast) F2, good damage, and with traits, extremely sturdy.
Also they’re small (and thus non-intrusive), and party friendly.
I really dislike the complaining over this. At the risk of sounding snobbish, I had a difficult time completing this puzzle, but I chugged through it. A friend finished it several times just for fun and to guide us through. As much as I raged at failing it over and over, I realize design like this is borderline genius – more games need difficulty like this in them. This is a challenge that is available to everybody, no matter how casual or hardcore, no matter your gear, it’s almost completely fair (trait speed bonuses probably not intended by design, but it can be finished without it.)
Complaining about this is just juvenile, silly, and shortsighted.
Sylvari Ranger
Easily the most challenging jumping puzzle ever designed. Made me look at the rest of the game in an entirely new light, as everything else by comparison is easy.
Don’t listen to the whiners, you guys did a wonderful job designing it, devs.
Please, search the forums first… this has been beaten to death.
how can the next patch be bad?.. It is impossible thus saying to improve signets,shouts and spirits.
They could improve signets, shouts and spirit relative to survival and traps, by nerfing survival and traps, much like they improved shortbow 2-5 relative to 1 by nerfing 1.
Thank you for the response. It’s been long awaited and sounds optimistic.
I might be splitting hairs here, but I stress that “many signets, a shout or two, and spirits” are more than “a bit lackluster”. Some might be described that way, but others are downright useless and hurt you just to equip them in your utility loadout. Utilities are a large part of our problem, but not the only one. Thank you for acknowledging that.
All spirits are worthless aside from the elite one, which is still pretty bad IMO. Their HP is terrible, their area effect is terrible, the randomness of their effects is just a bad idea. They might possibly do absolutely nothing at all due to chance and their short life span, so they often hurt just to equip. Just revise the idea and start from scratch.
All Signets should affect both pet and ranger by default. Pets are part of the class, I believe the line drawn between ranger and his or her pet should be reduced in many aspects.
Signet of Renewal – Good idea on paper, bad in practice, mainly due to pets not being alive often enough to be relied upon. I’d rather depend on Healing Spring.
Signet of the Hunt – The passive is alright, the active ability is worthless though. 30 second cooldown for a small damage bonus is just not worth it.
Signet of Stone – Bad passive, too few Toughness. Active is good only when traited to affect you as well. Cooldown is a bit high, though.
Signet of the Wild – Nice passive, bad active for the cooldown length.
Shouts need a rehaul. In some cases I think they should just be scrapped.
“Sick ’em” is too much like Signet of the Hunt. Just scrap it and give us something more varied.
“Protect me” isn’t too bad, but anything that relies on a pet to function needs examining IMO. Maybe give it something good with traits, such as fully healing your pet, and/or instantly reviving it. It’s some times something you use in an emergency, you should be able to rely on it.
“Search and Rescue” needs some bug fixing, particularly when your pets goes to find somebody and gets “distracted” and does nothing. The healing from your pet should be equal to that of a player, not arbitrarily reduced.
“Guard” sucks. It’s just bad and of questionable utility. Give us something else.
Most gear is already fairly easy to get, diluting the appeal of the better looking armors. Tier 2 isn’t much more expensive than Tier 1. Tier 3 is very expensive, yes, but it should be rare or it loses its appeal. I don’t agree with this.
I liked the suggestion I read once to improve longbow by making projectile speed very fast, have the #1 skill have no penalty for range (current version makes no sense, is impractical), and have #2 be a slow attack burst damage effect (net result being the same damage as its current incarnation.)
The other longbow skills are fine.
If they want shortbow to be slower, they need to compensate for it somehow. #2 could be changed to be more like longbow’s current #2, a rapid fire shot suits shortbow’s speedy, skirmish-like qualities, can keep the poison, perhaps only applying it on the first shot. #3 should be changed to be less glitchy, 4-5 are fine.
(edited by Echo.2087)
You can find a tamable one in some Skritt cave in Brisban Wildlands and a few other places I can’t recall.
Gonna add my voice to the (already many) voices out there protesting this change.
As several have already stated, the 2-5 skills on Short bow have situational purpose. Longbow is the only weapon skill we have where I can see spamming something other than 1 on a regular basis.
If it is the opinion of the devs to change how Short bow works, that is fine – but a nerf to one of our most effective weapons with no other change or compensation to the weapon is not going to make many people happy, nor does it change how Short bow really works (other than making it weaker.)
There is a real lack of alternative weapons too. Axe/Horn is (imo) the only viable alternative to Short bow for range.
People are upset because of the neglect in addressing our issues with the Short bow nerf, the lack of response to Quickening Zephyr’s bug with Short bow, and the fact that your supposed reason for this change does nothing to help us with the issue of us being shoehorned into few viable skills.
I have never noticed the 20 stacks it supposedly applies.
If it makes you feel better getting those kills doesn’t take terribly long. I’m not super crazy about pvp either but it’s fairly painless to complete it. I had more fun with WvW than I was expecting. Just try it.
Really need to look at your code here guys… this is getting silly.
HotW path one: Leader got 45, everyone else 60. ~40 minutes
HotW path two: Leader got 30, I got 45, everyone else 60. ~50 minutes
This is not speedrunning, just normally playing through the content as designed, no exploits, no bypassing content shenanigans. Everyone in the party had done it for the very first time today.
There should be no diminishing returns system for speedrunning anyway, unless it’s just fail-safes against exploiting (i.e. Magg exploits).
Minor issue, but also tokens don’t stack with old tokens.
Trahearne wasn’t a very good character, but I think a lot of people here are forgetting something vital in regards to him “taking over your story”. Perhaps it’s because he is not particularly likeable, so I don’t blame you.
There is a lot of room for improvement in the story, particularly making your past decisions matter more… but I also feel that by taking somewhat of a back seat to Trahearne, this gives you, and your character, greater heights to aspire to in the future. Your personal story is meant to represent your character growing in legend and becoming a hero. You start off taking care of personal business and helping your nation, then one of the three orders in the world working to defeat Zhaitan, then you help form a massive army comprised of these three orders with the help of Trahearne.
There are a few elder dragons yet, and a lot of the world has yet to be released – there will doubtless be more to your personal story. By making you work alongside Trahearne and share in the glory, you still have room to grow and take center stage. For those that finished the story, you’ve become something of a world-renowned hero alongside Trahearne and Destiny’s Edge. The story and NPCs could reflect this fact more, and there is a lot of room for improvement in the writing and making your decisions matter, but as far as Trahearne and Destiny’s Edge goes, I’d say if ArenaNet plays it right, it could simply be another step in developing your story – not the final one.
It’s fine imo. To add to what Garenthal said, teleporting quickly will probably save you money in the long term, since you’ll get busy doing whatever it is you teleported to do more quickly, which often involves earning back silver.
Most of my pet names are kind of silly…
Common pet loadout:
Fern Hound: Lettucebark
Murellow: Currently named Bubbi Wubbi. Previously named Cutie Pie, goes through a lot of names. Was briefly Pinkie Pie just to annoy my group mates.
Shark: Omnomnom (saw somebody else here named it that too.)
Armorfish: Bismuth. Not silly, just in homage to Dwarf Fortress.
I think this a brilliant idea on its own, but when I read your post I imagined something different: dynamic dungeons similar to dynamic events. Imagine wandering around Orr when a Pact member rushes up to you (as some npcs often do to notify you of nearby events) but instead asks for help in a dungeon? A dungeon unique from the one in the current zone that several players (or your entire party) can meet up in, beat back the trash and bosses, and collect tokens – much like a dynamic event, but much more difficult, and with token rewards.