Showing Posts For Funky.9762:
No idea i’m the complete opposite no PvE at all.
We are still looking for the next build, but i don’t see 1 coming unless we get skill changes ( October 1st )
For your alt pick whatever is fun for you. Atm necro is stronger than the other 2, but in a month or two meta will shift again and who knows what the good classes will be.
Please go whine on warrior forums
Lies, lies everywhere
No argument it’s better with bond, but certainly not impossible. I bet this will work just as much as any other viable/semi-viable build we have atm – you will not slaughter a whole team, but certainly be able to hold your own in normal situations.
I assume he picked HS over TU because of the condis
Well guard used to be good for harassing for a short time, but they fixed that to being useless again.
Even broken Sic’em is still the best of the shouts.
Search and rescue was ok for PvE, now it has no use at all, it should be replaced by an instant or short cast res skill or a different type of shout. After all we have spirit ulti res which can be used for other ppl on your team too
Protect me can save you a couple of hits if you are lucky, but you need to be careful to switch the pet before it dies otherwise it gimps you at the end ( not necessarily a bad thing as it requires some attention to the screen ).
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They lowered it without increasing your share in the total dmg. I would actually be happy if they did a trade-off between pet and our dmg.
Sword dps… We are back to the total dmg being lower because there was no compensation for pet cut down. Also sword dmg for PvP is not the most reliable one.
Besides all that aside, coming back to the original topic:
Ascended items are WvW/PvE, so unless they split the changes with PvP ( not happening ) they cannot balance the change for all game modes.
after it was cut by 50% across the board? no.
All i see in this video is a thief spamming 3 for auto evade/dps. Besides this is not a 1v1 game and those warriors are mostly good for countering spirit rangers and necros. As soon as Anet changes those 2 builds you will see the warriors less often.
Give this a go http://intothemists.com/calc/?build=-FF77k;1FFv-j23EF-0;9k8;4JTJ;426-36A57;7TsW6TsW69cS
You can swap out 1 of the offhands for the horn, or one of the spirits for the signet, you can also transition between all spirit to shout buff on the go. It’s not tweaked or tested too much but for now it works for me
Why is this suddenly a thief vs ranger discussion? Back to traps please.
I did some testing on this long ago, i’m pretty sure it still works the same way.
https://forum-en.gw2archive.eu/forum/professions/ranger/Trap-Potency-Question/first#post862281
It doesn’t matter if other games started without LFG, wow launched 100 years ago, GW2 launched in 2012, LFG is common sense now.
They got other ppl to post, doesn’t make much difference. People are tired of being promised changes and big patches and then getting another useless event + icon changes.
90% of the topics here are dear jon letters and the only time we got an answer it turned out to be absolutely pointless, because nothing that was promised or hinted was delivered. On top of that according to the forum rules staff is forbidden to reply if you call them out. Either play and accept the class with all upcoming ninja nerfs or move to another one.
I don’t think glass cannon works on Rangers since half of the cannon is the pet. So to get full potential you need to go deep into power or precision and deep into beastmaster and try to compensate the lack of power or prec with jewelry and warhorn.
I never tested this, just a starter idea i guess:
http://intothemists.com/calc/?build=VGF-W;1sE-u-f2REV-0;9-0a;19T;0T3;004B;4254;6m7YBm7YB4kC
I prefer axe offhand fireballs
The best thing is we’re not limited to the weapons we use. In wvw 1v1 you usually have enough time to switch before you engage
As he said the video shows the damage of the build only. In an actual situation it will only work if you manage to somehow surprise the enemy after all they just need to wave around their weapons and the slight breeze will kill you with this build
Toughness => You don’t get killed by everyone and their grandmother in 1 second
Healing power => Works good for ranger because we have multiple sources of healing that can run at the same time so combined with toughness works better than vitality ( at least for me )
Condition damage => It’s not as high as it can get, but still very reasonable and for me conditions are better than direct damage for ranger
Sword offhand, make shorbows look more like longbows => me happy
A good starting point is the 0 0 30 10 30 build, equip full apothecary ( shaman in the mist ) or cleric gear ( i think toughness + healing > toughness + vitality plus they offer some condition or direct dmg ). From this point start tweaking it to balance damage vs surviveability.
I think this build is fine, but to pull it off you need to already have some experience because it’s not as tanky, for a starter build i think BM toughness/healing is better.
People complaining about rangers… we lived to see it. It will be hilarious when they actually fix all of our bugs.
P.s @ whoever finds it strange that ppl choose torch over wh even tho they already have flame trap.
I personally value the ability to keep conditions on the target and reapply them. With all the condition removal going around you need to be able not only to stack them but reapply them all the time
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both.
Apothecary
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It’s people venting because they realize 222222222222 just isn’t gonna cut it anymore ( against most classes )
I’m curious if this will affect sword 1:
World Polish – Other
Fixed a bug that could cause chain skills to sometimes interrupt dodge rolls.
Not holding my breath too much tho
If you check your pet panel you will see that the only thing that increases condition dmg is might. And you need a good stack to get an improvement on the bleeds. I think pets are usually better with direct dmg and conditions are just a bonus.
p.s and the trait that gives pets more condition dmg
Only one will apply
If you focus healing it helps greatly vs conditions. Enough to sustain you and let one of your condition removals to kick in.
The genius was someone frustrated of how thiefs suck in 80% of the mmo’s unless they are geared with the absolute omfg best gear possible.
Strength is kinda situational. First you need high crit. Then comes the 10% chance itself. If you aoe a lot it’s easy to maintain several stacks but against a single target i don’t believe that you can get any noticeable amount.
In case of aoe – my test shows that cooldown still applies after each proc but you get more chances (one test of 10% from each target, and no 10 targets don’t make 100% ) for a proc if you hit multiple targets.
Try it in the mists – on golems it works wonders in real games it’s nothing game changing.
The fact that pets don’t scale with our stats actually helps alot in this case. You can easily have high survivability + reasonable condition dmg ( or power ) + a dps pet. We scale worse with gear from other classes like many complain but on the other hand we do not loose as much from going defensive either.
Copy/paste
http://intothemists.com/calc/?build=VGF3g;1wEVt-f2kDk-0;9-6G;29TT;23;027A25B;9nBnBnBnB9NI
Spirit ulti if you’re stationary ( rez+healing )
Rampage as one if you are running ( stability )
Carry several weapons when possible
well i can’t login right now to check for sure but:
http://wiki.guildwars2.com/wiki/Healing_power
About TU being better vs raw dmg, that’s more like my personal experience. I play high toughness/healing so i don’t take much damage and there are plenty of ways to apply regen which stacks only duration. So instead of a 1 time heal and extra regen duration i prefer TU for a more sustained healing vs raw dmg.
If i’m vs conditions i prefer the condition removal over the healing ammount => healing spring.
It depends on what you are against.
Healing spring is better vs conditions imo and helps the team.
TU is better vs raw dmg.
You can’t go wrong with +healing imo so switch them based on the situation it doesn’t cost anything.
I’m not saying thieves are easy to kill by any chance but:
1. If you can’ take 2 hits from him you are too glassy. This is not a ranger problem it’s generally true for all. Besides armor is more important than life. You can take more hits with 16k life and high armor than 25k life and low armor.
2. If he uses the build from this video, he just doesn’t kill you in 2 hits.
Half of the time the people in this video were shooting him with auto attacks. No class can survive being outnumbered vs players of equal skill with and adequate build.
Energy will help a lot with your kiting. Might stacking works to some extent but it’s not game changing ( works better if you share boons with pets ). I suggest you go to the mists find a small server so you don’t get zerged or ask someone to duel and try different setups firsthand.
Conditions + reflexes and/or toughness.
Don’t chase too much try to make them step in to the fields/traps.
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Toughness/healing/anything build + the attack speed of sword + water field = immortal
the chance would have to be really low.
that would open a lot of new options combined with the amount of fields ranges can use
might stacking to the pet works
Results:
1. Condition duration – even tho the tooltip doesn’t change it does work.
Went to a golem put down a spike trap, did twice as much dmg with the trait on.
2. Traps critting:
a. Spike – possible to crit only on first hit ( activation ), no consecutive crits since it doesn’t pulse
c. Fiper’s nest – possible to crit on activation and on each pulse.
d. Bonfire – not a trap but behaves the same way as flame trap. Works with offhand training.
3. Crits are calculated individually per target
4. Trap crits work with:
a. Sigils ( pretty much all on crit )
– sigil of fire
– sigil of earth
– sigil of air
– sigil of frailty
– sigil of strength
– sigil of ice
– probably the 2 healing sigils. could not test that on golems.
They seem to trigger on only 1 target at a time.
– Companions might
- Sharpened edges
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Haven’t tested it in a while it did use to work.
to me it seems that they stack
1. empathic bond
2. signet of renewal
3. there is a trait that triggers regen when poisoned, bled etc.
4. another trait allows you to clear bleeding and blindness? i think on dodge roll
5. bear
6. healing spring
if you combine a couple of them + some healing it’s not that big of a problem