Showing Posts For Hydd.5172:
The Drake pets 1st special “Chomp” is messed up. The description says that its supposed to regain health, but the attack stats underneath the description show no healing, and indeed I have never ever seen my Drake heal at all. I’ve let it finish entire battles on its own, just watching for any bit of healing, and nothing. Needs to either have healing added as per the description, or change the description and the cooldown to just make it a high-damage attack like the cat families’ bite special. I’d prefer the former, some healing would be very good for the Drake if it actually worked. And fix the tooltip as well.
Honestly, I’m not sure Chomp even triggers at all. It may be in the same boat as Tail Swipe and just not work at all period (in which case maybe the attack does heal but since it just never triggers obviously you won’t see it). Thats actually what I’m leaning towards. But I’m not completely sure on that, given the fact that the animation would probably be similar and the fact that right now it only does slightly more damage than a basic attack, it might be triggering and I just can’t tell.
Don’t know if it would be nessicarily be considered a bug, but Drakes’ basic attacks cause AoE damage. The description for the attack does not mention this at all. Should alter the description so that it reflects the AoE damage of the attack.
Also, the very brief poison field created by the Spider families 2nd special ability (the 3-shot poison blast) seems to obstruct ranged projectiles for its duration if the target enemy is in the center of the attack (where the projectiles actually impact), and triggering field combos with ranged attacks using said poison field seems to be very hit-or-miss, though that might just be because of the obstruction thing. Might be related to the normal obsctruction bug?
Added.
With greatsword, if you use Swoop on a target who is on a lower level than you, the attack will miss.
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From the testing I did, I have come up with two problems:
1. Superior Rune of Dwayna (2) set bonus 20% to Rejuvenation Duration, does not apply to Healing Spring.
2. The Nature Magic trait Nature’s Bounty (III), Regeneration you apply lasts 33% longer. This does not show it’s effects in the Healing Spring tool tip. It does however seem to still apply the effect.
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Spirit of Nature is not ressing people in my party, tested this many times last night with the spirit right on the person, beside the person etc and it would not res.
Is this a known bug or does anyone know what is going on with this spirit?Spirit of Nature most definitely resurrects players. I’ve even seen Ranger’s resurrect themselves with a well timed activation.
The main issue here is that it only works on downed players, not dead players. It really should specify what it’s doing as “revive nearby allies” will leave a lot of people expecting it to revive nearby allies that are dead.
Added the tooltip specification
The downed 3 ability for ranger works about 1/2 the time, it seems to be tied in with angled slopes. Just now I died on a slope and was complaining that my pet wasn’t healing me, then the engie used his bomb knockback and I landed flat on the ground and the pet started healing. No idea how this was changed from pet heal all the time on any ground to “you have to be in the correct CPR position”
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I don’t think that Sigil of Rage overriding Quickness duration is a bug. If you spec into Zephyr’s Speed and try to use it at the same time as QZ the durations don’t stack, which leads me to believe that Quickness simply doesn’t stack at all. It definitely does suck that a Quickness proc from the Sigil can occur while QZ is up and waste most of the duration of both, though.
Good point. Edited that bug out.
One thing that annoys me is Pet AI. Is it intended for when I put an pet on Passive and I use its Boon F2 skill for it to run BACK into the fight and sometimes use the skill or not?
On AoE intensive fights, I leave my pet on passive and by my side but when I decide to use its Boon like Moa’s Fury Screech, it’ll start to run through the AoE field and start attacking the enemy if it made it that far.
Added your link to the Pet F2 responsiveness bug report.
Did a search and didn’t find much about Healing Spring, but I’ve found various issues with this healing ability. As mentioned earlier it does not clear a condition each tick.
Healing Spring does indeed clear a condition for anyone inside of it’s radius (including myself). I’ve yet to run into a circumstance where it hasn’t worked.
It does not properly give 6 stacks of regen and instead appears to just give 1.
Regen doesn’t stack in intensity, it stacks in duration. Do you mean the duration isn’t correct or that you’re not getting 6 times the healing?
Also when firing a projectile through the field of effect it will show the “Regeneration” combo sign but it doesn’t give any regeneration.
Many projectiles have less than a 100% chance to yield a combo finish BUT they all show the typography above on the projectile, which is a bug.
Look at Shortbow’s Crossfire 20% chance to give a combo finish for example of an item with a sub 100% chance.
QZ, or rather Haste from any source, does not properly affect Crossfire from Shortbow.
It goes from roughly once per 1/2 second to once per 1/3 second. I’m not a math genius… but that isn’t twice as fast if you ask me.
Technically it’s not Haste but Quickness.
Crossfire, when under the Quickness effect, is definatly bugged.
https://forum-en.gw2archive.eu/forum/professions/ranger/Do-these-numbers-lie/first#post410483
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(edited by Moderator)
I have had issues with my downed state number 3 skill not causing my pet to resurrect me. My pet sometimes just runs over to me and stands there doing nothing… Very annoying when I want my pet to, you know, actually res me like it should.
They supposedly fixed it on the 10/1/12 patch:
Can anyone else replicate this exact issue?
Lastly, if possible, could a moderator reserve me 3 or so pages after my initial bug post? Both bug lists posts are becoming difficult to edit with the 5000~ character limit.
Thanks!
Any luck with this request mods? Would be very helpful!
Removed the broken audio that played with Natural Healing whenever pets were in combat.
The following gamebreaking bug has been patched and removed from the list!
- Natural Healing makes your pet have a ‘darth vadar’ sound effect. More info here
Bugs with Trapper’s Expertise:
Description: Trap skills use ground targeting and are 50% larger
Issue 1: Battle for Kylo, when attempting to throw a trap on the middle point the trap will not land on the ground. When you remove this trait the traps work fine in the middle point on this map.
Issue 2: When you place a trap (with this trait) and move out of the 600m range, when an opponent moves over it, the distance to you is re-checked and if it is out of 600m range the trap is moved until it is within 600m thereby missing the target completely.
You’ll find that I’ve added both of these bugs. I believe you previous post is also linked for more information. Appreciate the reminder though! Keep me in check!
Bug with Shortbow patch. The 40ms Crossfire delay designed to fix the animation glitch (which I never even noticed) has massively Nerfed the damage output of the SB.
In the forum there are many threads where players have tested the difference and under certain conditions, this cosmetic patch has reduced reported damage output by as much as 30% and has made the SB feel noticably slower.
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The ranger random “obstructed” bug appears to happen on stationary WvW objects too (notably gates). This may be the same bug as things moving or facing rapidly if they’re internally represented the same way, but since these objects appear to be completely stationary (unlike other “buildings” like Eyes of Zhaithan) I figured I’d mention it.
Went ahead and linked your post to the bug report. May give further insight when they look into it!
Also, Lyssa overwriting RaO’s stability buff is listed twice – once in “Runes” and once in “Utilities.”
Doh! Excuse my nonsense! Should be fixed.
I’ve updated the recruitment portion of our thread to reflect our need for Warriors, Thieves and Engineers*. We’re looking for dedicated WvW players to help our guild’s dominant presence.
With that said, don’t hesitate any longer and apply! We don’t actively recruit for long periods of time!
Your Stud,
Hydd
* We’re always open to exceptional players, regardless of class
(edited by Hydd.5172)
Lastly, if possible, could a moderator reserve me 3 or so pages after my initial bug post? Both bug lists posts are becoming difficult to edit with the 5000~ character limit.
Thanks!
I am still really struggling with pet AI and responsiveness in PvP tourneys. Are they designed to have delays and be difficult to use as a reactive tactic? In testing, I could use a set f2 ability in reaction to an enemies movement or situation and successfully get the ability to be effective.
Now, the delay on most pet f2 abilities renders them usable only as a use as soon as you can type of ability…. Not only due to the delay but also the fact many pets do not even still often interrupt their own cast to move half way through a skill.
Please fix, I would like to feel in control of my pet a bit more again and build it into my rotations and tactics.
Message me if you would like some detailed information.
Pet F2 responsiveness is already added to the list. This bug is tremendously cumbersome, but I’m confident they’re working on a way to fix this. Be patient, my friend!
I have been checking how the traits are going and I think there are a bug on Steady Focus tier.
I pick it but I can’t see any increase in damage stats, neither a change after dodging. Do you really see an increase of 10% when you pick this trait in your damage stats? How do you know it is running OK?
I do! Test it was a steady weapon in the Mists.
O was trying 1H-Sword on my ranger just now and noticed that I don’t gain any might from the #1 Skill Chain. Is the skill description outdated/false or is the skill bugged? And can anyone reproduce/confirm this?
I can replicate it because it’s intended not to give you might! Read the skill chain again and you’ll see that it only gives might to your pet.
And the new bug I’ve been seeing is the bear’s special ability remove condition is not working and no longer removes a condition.
Still working for me! Is this broke for anyone else? Let me know.
Just like “Protect Me” it appears Signet of Stone (active) does not stop condition damage.
Aye, I believe it’s working as intended. The invulnerabilities buffs always take damage from existing condition damage. I’m on the fence with Protect due to the nature of having your pet stop attacking and running to your aid.
not sure if this is posted before. but using 6 runes of lyssa, removes the stability buff from Rampage as One. what i meant is. RaO is suppose to give you 20sec stability. and lyssa runes suppose to give all buffs for 5sec. once i use RaO with lyssa runes, my stability lasts for 5secs only.
Nice find. Adding.
So a bug I encountered today with the “Offhand Training” Trait. If you use call of the wild without the trait it goes on cooldown just fine, but if you switch the trait while it is on cooldown it gives you the version of call of the wild that has a shorter cooldown as intended, but it does not retain the previously used skill’s cooldown.
It’s sorta like you swap out the high CD warhorn for the Low CD warhorn. Each has their own separate cooldowns (like if you were weapon swapping).
Using this you could get 30+seconds of swiftness/fury/and 2 stacks of 15+ seconds of might.
I guess it also applies to hunter’s call, and perhaps with axes & torch offhand too (I haven’t tested the axes & torch offhand) but it seems like those are less of an issue since they only attack and you cant trait swap while in combat.
I’ve noticed this but never got around to adding it. Added now!
Entangle is not affected by Condition Damage. Originally posted here.
Nice find! Added.
Utility:
Healing Spring
I’ve noticed this alot in PvP, but healing spring is supposed to remove conditions (one per tick) but it doesn’t clear poison, even if you stand in the spring for the full duration, and if its the only condition you have…
Anyone else able to confirm this? I’ll test this weekend, but I’ve never noticed this particular bug. If other people are having this issue too, consider it added.
I realize this is incredibly trivial, but I wish they would fix the graphic for the ranger’s hawk pet. It currently uses the same graphic as the eagle.
https://www.google.com/search?q=hawk&tbm=isch
https://www.google.com/search?q=eagle&tbm=ischIn addition, while the actual eagle pet matches it’s image, the hawk pet clearly has a more brown head. (I mention this in case there’s a bird enthusiast out there who knows of a hawk that does have a white head like an eagle or something…)
There’s a bird enthusiast in every Ranger! Sadly, I’ll have to hold on adding this due to the cosmetic nature of the bug. Trying to keep it concise until the mods can give me more posts for add to our bug list.
Rangers “Rampage As One” Tooltip states that stability will grant you temporary immunity to stuns, cripples, daze, knockback etc (I.E. Temporary immunity to crowd control). This effect simply doesnt work. I’ve popped it multiple times trying to get away from a dangerous situation just to be crippled, stunned etc. I have noticed though that it will remove conditions occasionally
Rampage As One gives you stability which SHOULD, give you those exact immunities. Anyway, I agree that this is not working as intended and it’s already on the bug list. Make the stuns stop!!!
1) Mighty Swap only works in combat — This is working as intended and would be broken if allowed out of combat.(you would be able to stack up absurd amounts of the buff just before combat.) I say definitively that it is WAI, since engineers had a similar trait with equipping kits that previously worked both inside and outside of combat and Arenanet patched it to be inside combat only and gave the above as their reasoning.
I’ll have to challenge this. Out of combat swaps are now the same cooldown as incombat swaps. The only way to circumvent this is by an obviously unintended mechanic that allow to swap pets are a rapid rate. Once they fix the root of the bug, it would work fine.
2) Axe’s Ricochet (1) can bounce on to yellow/neutral targets — Debatable as to if it is a bug or working as intended. IMO, essentially the autoattack is AOE and should be treated as such as far as neutral targets are concerned.(the same as targeted AOE is, which hits neutral targets too.) But it could be interpreted either way.
I hear you here. I was hesitant adding the bug for the same exact reasoning. I’ll leave it up there for now, but if a swooping Ranger patch happens and they leave the fix out, we’ll know it’s intended to bounce on neutral mobs.
Underwarter combat, pets not attack at water surface.
And neither can anyone else. Working as intended!
Hide pet/show pet when i hide pet so i don’t want to aggro more than i can chew the pet comes back out when i don’t want it too. is meant to be like this.
i thought when you put away your pet it stays away i find it annoying when you fall off small height do slight damage to your self and the pet reappears or runs off into the distance at the first aggro foe.
I believe what you’re asking for is a permanent stow? If so, I recommend creating or adding to an existing thread about this suggestion.
Spirit of Nature is not ressing people in my party, tested this many times last night with the spirit right on the person, beside the person etc and it would not res.
Is this a known bug or does anyone know what is going on with this spirit?
Spirit of Nature most definitely resurrects players. I’ve even seen Ranger’s resurrect themselves with a well timed activation.
Would also like to say the ranged attack always saying obstructed or whatever needs fixed, this is ruining my damage! And the person can be right in front of me on level ground and this error message pops up for 2 out of every 6 attacks it seems.
This is quite annoying. Will add to list.
Sorry for the delay on replying! Server migrations @ work and a WvW schedule has kept me pretty busy from this thread. I went ahead and removed the following bugs from the 10-1-12 patch:
- Lick Wounds has a 50%~ chance of working since the patch on Ranger’s pets. More info here.
- Entagle isn’t affected by Wilderness Knowledge (20% less recharge)
Now for replies…
A bug with Mighty Swap (first major trait in beastmastery) and Fortifying Bond (15 trait points passive in Nature magic) should give me 3 stacks of might as well as my pet since we share boons, this doesn’t happen though since I do not get a tooltip saying I have might. My pet gains the stacks of might it is supposed to. Not sure if this is intentional but in that case the tooltip on either FB or MS should reflect this.
The Fortifying Bond trait reads the following: “Any boon YOU get is shared with your pet”. It doesn’t state that any boon your pet gets, you also have. Working as intended.
Also pets dont hit the doors from the keeps in WvW, don’t hit the last boss at CoF explorable 2nd path (the flame crystal) that floating and many more at the world.
I dont think that this is inetented. MAke them hit whatever you hit (even if u need to switch to ranged pet – i tried it and its not working).
I’ve noticed this as well. Added.
when i stop i notice that my pets stops like 20feet ahead of me, often agroing things I am not in agro range of. please make pets stay closer to my side.
Very annoying indeed. Added.
Not sure if this is a bug: Spirits disappear (including elite) when I go into the water in Raid on the Capricorn. This really limits a spirit build on that map.
Added.
Also I cannot see if spirit of fire triggers the burning effect. I tried testing on golems in the mists but did not see the burning condition icon and the combat meter did not show any burning damage.
Could I get somebody to second this bug before I add it? I’m personally seeing the burn effect, but maybe there is another bug afoot here? Let’s find out Ranger friends!
I’d like to add another issue (I haven’t found this reported in this thread or the original post of opening strike issues), when testing traits in PvP I noticed that when maxing the Markmanship and choosing “Remorseless”, opening strike does not reset when making a kill, and switching to the next target; I regained opening strike only when going out of combat and in again, as in the lower part of the trait branch.
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I think that with these issues fixed opening strike is a great trait, I hope then can look into it!
I agree! Stay positive!
Entangle does not work or fails in some way when i am in WvW. There are different fails i witness very regularly. I mean at least 50% of the time something is wrong.
1. No roots at all after using the skill while 3-4 people where clearly in range around me
2. Roots visible on the ground while 3-4 players got not affected at all. If this happens it’s always none of them got affected and not just a few.
3. They work but are not Visible at all.
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I try to make a few videos but to be honest with you, i don’t feel like doing anet’s job in testing this disaster of a class any longer.
But you’ve passion enough to report it! Focus your positive energies Skyrant! We believe in you
I’m adding in the fact that I have never noticed any of my drake pets perform the Tail Swipe ability on land or water. If it has actually happened it’s occurence is so rare that it might as well not be listed.
I have also noticed this after playing for a while with the River Drake. But when I think about it, I don’t think I’ve once seen this skill being used by any of the drakes.
Added.
^
The graphical representation is fine, but try testing the alleged damage increase using steady weapons.Last I checked it didn’t affect my damage whatsoever.
The Stability buff last longer than the Might buff on your pet as well, not sure if this intentional. Still need an update on the OP as it doesn’t list the bug correctly.
Do you mean, “Signet of the Beastmaster’s effect on Signet of the Hunt doesn’t affect your damage (although, there is a graphically representation of the buff)”? Please tell me how to word it to better reflect the bug! I’m an easy guy!
Another bug, when using the quickness zephyr skill while the Quickness proc from the weapon sigil is active, will terminate the Quickness Zephyr at the end duration of the proc. So if you proc the Quickness from a critical with a duration of 3secs and 2 seconds after you activate Quickness Zephyr instead of 6 seconds of the Quickness buff you still only end up with 3.
I assume you mean the “Sigil of Rage”? Added.
I see you have ignored my previous post. I just was in this situation again.
Entangle (elite skill) roots spawn behind enemies which makes them unable to damage them with attacks. This essentially turns entangle into a 20 second AoE disable.
This being a bug in favor of rangers does not mean it shouldn’t be on this list. If you manage a stickied thread, do it right please.
I apologize for skipping over this, it wasn’t intentional. I’ve added this to the list in regards to ranged weapons. Melee weapons work fine. Although, your abrasiveness is unwarranted.
Trait:
Wilderness Knowledge (Survival skills recharge 20% faster) doesnt seems to affect the elite skill Entangle. So even with the trait the cd remains 150seconds (and Entangle is survival skill as the description writes).
Can u confirm that? If yes add it on the next update.
Was added ages ago! Take a peek at the list again
I read through the list but didn’t read any of the comments. Can we add on obstruction and out of range bugs/glitches. With out of range it seems like there is a large delay from when I come in range to when it registers me in range. As for obstruction there seem to be invisible arrow proof walls (I have on piercing arrows)
Any chance you could get a video of this? I’m not entirely sure what the issue is!
The 5th skill of axe (last offhand skill) is Whirling defense. It is a combo finisher which is supposed to shoot out bolts in a combo field. The heart appears, but it doesn’t shoot any bolts.
As far as my testing went, it worked. Remember you have to actually reflect projectiles to get combo finisher.
Can you put a bug on the list that the tooltip needs to be updated to reflect this, or the designers need to pull their head out of their rears and make a whirl effect a whirl effect. Warriors get the exact same move except it doesn’t reflect projectiles, BUT they can move. Having this ability proc whirl effects is not outrageous.
I actually gave this some more testing. It looks like I was incorrect in my previous statement… We don’t actually reflect or get the whirl effects from the axe #5. I’m adding this bug. Thanks for following up on this.
I found a new bug I guess.
When under the effect of Signet of the wild with Signet of the Beastmaster trait, you’re not able to finish a downed foe anymore.
Pretty annoying when you think it’s our only one non elite skill that grant Stability…
Already added. This bug is very annoying indeed!
Add this on the list plox, thanx
https://forum-en.gw2archive.eu/forum/professions/ranger/Quick-shot/first#post81871
Adding the issue with Quick Shot. Personally can’t trigger the issue, but if multiple people are having issues, that’s reason enough.
Another bug I would like to report is that the Ranger’s trait skill, “Moment of clarity,” doesn’t work when I have tested it. I don’t even know if it procs if the Ranger interrupts the enemy or if the enemy interrupts the ranger. Attack of Opportunity could also be more defined because some sites have discussed that the next attack does 150% damage and after some testing, I have found no conclusion for this basis.
I can’t get it to proc.
Here’s a small video: http://www.youtube.com/watch?v=KzQ89RK2brQ
Added.
Rampage As One-
Does not ignore all CC affects in WVW. Many, many times tonight I have demonstrated that it doesn’t work all of the time as it should. According to the description, it is not working.
The more specifics, the easier it is to add this to the bug list.
Additionally:
Cannot interact to down enemies, rally allies or pickup environmental weapons while
Signet of the Wild is active with Signet of the Beastmaster traited.
Added.
Didn’t see it mentioned but pet condition damage doesn’t seem to scale with your condition damage even though the tooltips state otherwise.
Added.
Protect me is not triggering on the black widow or jungle stalker for me…
Tested and it worked for me. See if you can’t find an additional circumstance that was affecting you.
I might be misunderstanding how RaO works (or how it is supposed to work) but when switching pets with RaO active, might doesn’t increase for the player despite attacks made by the pet. I’m not sure if the pet still receives might stacks.
This is intended. Once you swap pets, your new pet will receive your might stacks, but your pet is unable to give you might.
Sound bug of moving pets, very loud as if they are tap dancing extremely fast lol, its very irritating have to put my sound of to not hear it.
Dear lord, how could I have forgotten this one! Nothing like playing late at night when I some foot steps boom out my speakers are full blast.
Not sure if this is a bug, but it’s extremely annoying:
If you have the Natural Healing trait that gives your pet passive health regeneration, it’ll constantly make that rebreather sound while in combat.
It’s very useful in PvE but my friends are starting to get frustrated with my pet standing next to them mimicking Darth Vader.This weekend I respeced my traits and picked up passive health regeneration. My pet now does this too. Its like its gasping for air or something, breathing really hard and really loud. Its so annoying that I’m considering taking another trait, even though passive health regeneration is otherwise perfect for my current build.
When it rains, it pours! Will add this!
Trapper’s Expertise Trait:
If a trap is over 600 range away from your character when triggered it will do its initial pulse of damage and then teleport to 600 range from your character to complete the rest of its effect.A clarification on traps placed in clocktower for the bug testers. It is only the ground targeted traps that get thrown through the floor, if you’re not using the Trapper’s Expertise trait they work fine. Thrown traps encounter similar problems on other non-permanent terrain objects including moving airships and destructible terrain.
Great info here. Added.
(Spike Trap) Set a trap that bleeds and cripples foes. Pulses three times when triggered.
Spike Trap only pulses once, contrary to what the skill description currently states.
after yesterday 1000+ files update this still haven’t been fix…
The skill description doesn’t actually mention anything about a 3 time pulse. They may have hotfixed this during the time between my response and your bug report.
(Entangle) Wilderness Survival still doesn’t effect it too.
please fix this 2 asap thx ArenaNet for the wonderful game^^
Already on the bug list.
- Natural Healing heals yourself along with your pet, even though it’s stated that it only heals your pet
I’ve tested this time and time again, Natural Healing does not heal me. It heals only my pet even after respec and on other guildies characters too.
It works yet! Not sure how you aren’t seeing the healing… Easy way to try it is by taking a decent amount of fall damage and watch the visible ticks from Natural Healing.
Started a new job today! With great jobs come less gaming
Thank you for the awesome thread
Some durations might not be 100% accurate as I haven’t really timed them to perfection.
For instance protection might be 1.5 or 1.75.An addition : Call of the Wild + Off-Hand Training
The tool tip for Fury changes to 2 seconds (+% boon duration still effects the tooltip), but the duration applied to you and allies is sill correct.
Added
Hey i find it kinda strange that noone has mentioned it yet, so might be me not paying to much atention. Anyway in pvp when i use signet of stone with signet of the beastmaster trait, it seems that the active doesnt work all of the times. Might be worth looking into =)
I agree it’s worth looking into! Although, it’s working for me all of the times I’ve tried! Maybe you’re seeing condition damage tick on you? Remember, Signet of Stone doesn’t work through condition damage.
The third skill in the greatsword chain attack is listed as having less range than the first two strikes. The actual range does not appear to be different.
I’ve noticed this. Considering it shows the actual range on the tooltip, and the fact that it’s a longer animation+evasion, I’m confident it’s intended.
Note: Even if it wasn’t, if it’s advertising that it has a shorter ranger, then it’s probably not a bug.
Sorry if this was posted already, but the #1 shortbow skill does not seem to apply bleeding properly. Sometimes it doesn’t apply them at all.
It requires you to be flanking/behind him!
Wont let me edit. I’ve tested while behind mobs and sometimes it just doesn’t seem to work.
Ahh! I couldn’t replicate it buddy. If you could find out under what circumstances this happens, I’d be more than happy to add it.
When using ‘Signet of the Beastmaster’ with ‘Signet of the Wild’ you gain stability as is correct but for some reason the ranger is unable to stomp.
is this intended? says nothing about it in tool tip !
Unable to ‘Stomp’? Perhaps you mean something else? I’ve never heard of the ability ‘Stomp’
I abandon the Ranger, too fragile not rather powerful to compare with the other classes and more too much bug with farts which are of no use in Pvp….
No more doom & gloom! Ranger’s are well powerful enough to earn a slot in any group regardless of sPvP/WvW/Dungeons/Karma Grind/etc
Also, what bugs have farts? Could this be the ever stinky dung beetle?
I don’t really know if this classifies as a bug but having the axe attack bounce to yellow mobs in WvW is really annoying especially when that yellow mob pounces you and lets the thief kill you who then begins to /laugh repeatedly on your corpse.
Added. Total annoyance.
Also actual bug, when under the effects of quickness, Greatsword leap finishes twice as fast making your “leap” more like a step forward.
This can come in handy. The leap moving at normal speed while under the effects of quickness would be a bug.
Here is a video I made of the bug in question.
As you can see, my pet doesn’t seem to generate any threat whatsoever, as the mob immediately attacks me and all I do is sic my pet on it. Pretty gamebreaking IMO as I’m forced to kite mobs constantly and my 2 main weapons (Longbow and Shortbow) are half as effective since the mob is always facing me and very close.
Honestly, I never ran into this issue. I’ll throw it on the list considering your video is proof enough.
I didn’t realize Pendas had already made a post, and video in the Bug post before I made mine.
Here’s another video to back up their claims. Only difference is in mine I show that my drake will hold aggro like intended.
Perhaps it is the Bear. I primarily used a feline while leveling, and Moa’s now. Anyway, am adding this video as a reference.
Great job OP for the list. I noticed a bunch of those bugs myself. Thank you!
I do have a request please add Sword #1 skill locking you in place while the auto attack is on and in use. This is a broken ability and needs to be address, it pretty much ruins that entire weapon and makes one very very vulnerable to damage while using.
Due to the overwhelming amount of feedback concerning this. I’m adding it.
(edited by Moderator)
You might want to add to the list the fact that any stability gained removes any prior stability.
Example Rampage as One grants 20s Stability.
Rune of Lyssa 6/6 grants 5 seconds of Stability.
Rampage as One + Rune of Lyssa 6/6 grants 5 seconds of Stability total.I updated the wiki page for Forifying Bond aome days ago. I’ve tested it with almost all buffs in the game : http://wiki.guildwars2.com/wiki/Fortifying_Bond
Thanks Wayfinder, the only testing I had done with Fortifying Bond was vigor! Way to go on the wiki page! Must have been fun to test
Added both & cited you on the Fortifying Bond entry.
I was fooling around with Malicious Training/Expertise Training (the ones that affect pet conditions) with a brown bear pet on the heavy armor target dummy in heart of the mists, they do work. When using Crippling shot from the short bow, the bears bleed damage was about 42 for 5 seconds without either trait. With both traits the damage went up to 48 and the duration to approximated 8 seconds.
Had to do a lot of testing to see what exactly was happening here. You are indeed correct, the traits do work BUT only in combat. To test, try using a pet with an F2 bleed. For example, my Arctodus would apply a bleed for the standard duration if I let him initiate combat with his F2. Although, if I let him initiate combat with an autoattack and THEN use his F2, it would result in a longer more powerful bleed.
Totally insane, and thank you for bring this up. Adding this to the bug list.
Please add:
Traps in clocktower don’t work. No white circle appears when they are laid, and they don’t trigger.Very easy to test and fails 100% of time.
Bravo! Adding this. Be sure to reply and add more sPvP specific bugs to our thread. I don’t play enough sPvP to stumble upon any.
The blue jellyfish and rainbow jellyfish ranger pets share the exact same model and texture. Not sure if bug or intentional.
Indeed they are. The Rainbow Jellyfish is a pet skin from a HoM unlocks from Guild Wars 1. They are only graphically different than their counterpart (in this case, a Blue Jellyfish).
Although, as you can see in the OP, there are some stat weights that are currently bugged.
Search & Rescue: The pet stops as soon as he is in combat and he rushes into the downed player which means he will always be in combat. IE if there weren’t any mobs around I would rez the player myself. He used to stand back as far as possible, sometimes getting aggro and canceling the rez. It was dicey before, trying to find range etc. Now it is not usable imo.
Trying to follow here… The pet stops resurrecting when it enters combat? The few times I’ve used this skill, I’ve used it in combat and it’s worked as expected. The only nonsense was the fact that my pet got a little too friendly and wouldn’t stop following the ally it just resurrected (which I’m adding now).
If you could, reply and help me add this to the bug list! Not entirely sure how to help.
Hunter’s Call gets “obstructed” when target is out of view. This makes no sense considering its mechanic…
I hear you on this. I’m going to hold off on adding to the list quite yet. The reason being is ‘The Huntsman’ (last boss of story mode) in HotW has the same Hunter’s Call mechanic. A valid strategy is to break LoS and the birds will indeed go away!
Forgive me for not adding this, I’m doing my best to keep a non-partial bug list as oppose to a suggestion list.
Not sure if this is a bug, but it’s extremely annoying:
If you have the Natural Healing trait that gives your pet passive health regeneration, it’ll constantly make that rebreather sound while in combat.
It’s very useful in PvE but my friends are starting to get frustrated with my pet standing next to them mimicking Darth Vader.
Hah! I tried this in the Mists with some friends, but with no luck (or is that luck?). Although, upon testing this I found another ‘feature’ that allows you to benefit from Natural Healing as well. Adding this.
GreatSword: Sometimes, after leaving battle or killing an opponent, 1 will be flashing as if its being used.
I believe this to be a general bug. It usually happens if you defeat an opponent before you finish your chain (ie, Slash/Slice/Power Stab). Will hold out on this for a Ranger specific bug thread.
The 1h sword skills are buggy. The #1 skill teleports me all over the place when used.
I agree that the 1h sword skills don’t play well. The follow up #1 chain abilities have a much farther range (130->400->430). If you’ve got autotargeting enabled and are spamming your #1, you could find yourself flying all over the place! Be careful!
It often seems to me that the ranger skill ‘Quickening Zephyr’ (gaining quickness) not only speeds up my own actions but also speeds up the condition damage my pet and I take.
Tested it with a friend using the ’Viper’s Nest’ trap in an sPvP match, but couldn’t get a conclusive answer. I’ll do some further testing in the coming days with some other Ranger’s in the guild. Due to the potential severity of this bug, I want to cover all the possible avenues.
Still looking for a few holes in our roster. Come on Mesmers!
Oh and,
^ Giant hawks as described (bug).
Totally added! Haha!
It seems I’m unable to edit my posts or quote anyone at the moment. Have a thread here in regards to what is happening.
As soon as I’m able, I’ll reply and edit the list.
Edit: it’s working again!
Nature’s Bounty (+33% regeneration duration) doesn’t seem to actually do anything for me. It doesn’t increase the duration of the regen effect from Healing Spring, and it doesn’t seem to increase the Regeneration effects pets can do either.
It should increase the regeneration duration of your Healing Spring. Go to the Mists and watch what the max duration of regeneration is with and without Nature’s Bounty. With a base of 10% boon duration from the Nature Magic trait line, you should see a 10 second peak with Nature’s Bounty verse a 4 second peak without.
Sadly, it doesn’t increase the duration of our pet’s regeneration.
Do we even have another way to actually apply the Regeneration boon?
No.
Also noticed that the tooltips for pets say their boons and conditions go up in duration with things like the passive trait line bonuses and gear bonuses, but they don’t actually seem to gain anything. With 30% from Nature Magic, and several gear bonuses, my Fern Hound says he has a 16 second duration on his Regen howl, but it still only lasts 10 seconds. Not sure if it’s a tooltip issue and the pets shouldn’t gain duration with my stats, or if it’s bugged and they should be getting it (I hope the latter).
Very much bugged. Adding this to the list.
I can confrim this bug. I used Shortbow and nothing else for the first part of my gameplay (got the finishing kill achivement with it before lvl 30 actually) and Quick Shot malfunctions quite a lot. The bug seems to occur in three different “flavours” so to speak.
snip
Could you upload a youtube video of this happening? I’m unable to replicate it myself.
Not sure of this a true bug or if it’s ranger only, but I’ve had an autotarget issue of the game selecting a non-hostile creature to attack (yellow text) instead of the hostile (red text) directly in front of me. I frequently am directly facing a charging enemy and hit ‘1’ on my bow only to have my arrow shoot off left or right and hit a moa or some such. Not sure if it’s related to proximity, but autotarget should never pick a non-hostile, imho.
I turned autotargetting off during the beta weekend and never looked back. The horn skill “Call of the Wild” will auto target a nearly neutral mob and agro it. Was terribly annoying while leveling. Although, I’ll have to hold off on adding this bug for now. Not Ranger specific.
Ranger pet names do NOT stay. I have posted this before but i’ll try to explain it. If I place a name on say a bear and then change the bear to a wolf under pet management the name resets back to “juvenile blah blah blah animal” the names WILL stay if I just use the pet swap option between the current active pets.
Added.
(edited by Hydd.5172)
Thread with said issue: https://forum-en.gw2archive.eu/forum/professions/ranger/Ranger-Bug-List/first#
It looks as though I’m unable to quote or edit any of my posts. I can reply and edit the thread title & Q/A mode setting.
Edit: When I posted a reply, all the options came back. Look like there is an easy workaround.
(edited by Hydd.5172)
I doubt it, because then you are saying a hyena can only be as good as any normal hound type once every two minutes? The summon only auto attacks for lesser strength as the main. If it did same damage and used the same skills then maybe.
Not sure where you got the 2 minute number. It has an untraited 45 second cooldown and don’t forget that during that 45 seconds your hyena ally is up and fighting for you. Another thing, if you swap pets their cooldowns are reset so waiting for the 45 seconds is probably less efficient if you’re pet swapping a lot.
Also, it does do the same abilities but at about half damage. I just had my Hyenas both knock down somebody consecutively!
Natures Vengeance did not increase the size of the ability as stated.
You are correct. Adding now.
I have a possible weapon bug to discuss as well. For the Ranger’s Underwater Speargun, Skills 1 and 2 do nearly no damage at all. I’m not sure if this is a bug or not, but this is the main reason why I do not use the Ranger’s Speargun at all. Nearly all other weapons of any class, the auto attack skill usually does more damage than the other 4 skills available.
Remember, the Speargun has a very fast auto attack and is an AE bleed. I agree that it feels awkward when using it. Especially for a Power/Precision longbow build that it’s traits synergize with.
Another bug I would like to report is that the Ranger’s trait skill, “Moment of clarity,” doesn’t work when I have tested it. I don’t even know if it procs if the Ranger interrupts the enemy or if the enemy interrupts the ranger. Attack of Opportunity could also be more defined because some sites have discussed that the next attack does 150% damage and after some testing, I have found no conclusion for this basis.
I haven’t seen it work either to tell you the truth. Soon I’ll make a guildie join me in sPvP for some hardcore testing. If it comes out looking bugged, I’ll toss it on the list.
The option to “Charm” appears on screen sometimes when near another player’s pet.
I have seen this as well. Adding.
BTW you still haven’t added the Hyena power stat bug to the list which is still bugged as of this morning.
I’m just about 100% sure it’s intended. Remember, the Hyena F2 summons another ally. If they both fought with the power as a regular dog, you’d run into some balancing issues.
(edited by Hydd.5172)
Long Bow auto-attack doesn’t work at max range with Eagle Eye so you have to keep clicking 1 repeatedly. http://wiki.guildwars2.com/wiki/Eagle_Eye
I’ve seen this too. Although, at 1500 range, all of my longbow/harpoon gun skills show that they’re out of range but still manage to land attacks. Adding to the list!
I dont know if u noticed but con removal from pet dosnt work, just as signet that pulls all con to pet. Just as passive on that same signet that removes one con every 10 sec.
From my experiance those con removals work only for things like stuns/sners/roots but not for DOTs.
I’ve just confirmed that Signet of Renewal does indeed, convert DOTs conditions such as burns, bleeds or poison. Maybe you’re pet isn’t close enough to you? Try to isolate the issue and I’ll put it on the list.
- Nature’s Boon is supposed to increase regeneration duration by 33%, but it doesn’t increase the duration of troll ungent. Troll ungent doesn’t apply a regen boon but it’s description says “regenerates health.”
Nature’s Boon is working as intended. It increases the duration of the boon ‘Regeneration’, not the heal over time affect of Troll Unguent. Check the wiki on it here.
- Hide in Plain Sight applies camouflage to your pet when it is knocked down/stunned as well.
Just tested this via NPC’s and during PvP. Not working for me. My bear would hit the ground or get stunned but no camouflage. Try to replicate and isolate the issue. If you can find out how it’s happening under specific circumstances we can add this.
- This only happened once but Search and Rescue on a downed ally caused my pet to stick to that ally after rezzing until I switched pets out. It looked hilarious.
Again, just tested this and no dice. Sounds like you had a lot of odd bugs!
There has been a huge issue with ‘Lick Wounds’ since the patches that affected ranger pets. When I was leveling up it was faithful in letting my pet come give me some healing, but as of late it’s as Ickorus.5418 stated, a 50/50 chance.
Another issue with ‘Lick Wounds’ is the fact that other summoned pets come to res you as well. For example, try the racial abilities such as ‘Call Wurm’, ‘Summon Fern Mastiff’, etc and use ‘Lick Wounds’. It’ll come to attempt to resurrect you!
Adding these goofy bug to my list.
Unless it’s been fixed recently (haven’t checked in a little while), the White Raven has half the vitality of the other birds.
Added.
I don’t think Protect Me not absorbing condition damage is a bug. Most other damage immunity abilities in the game also don’t affect condition damage. (Ele’s Mist Form, for example.)
I hear you here. The reason I put it on the list was due to the wording of the ability AND the fact that you need an active pet to stop attacking and run to you for it to work. As reference “Instead of attacking, your pet will protect you by absorbing all damage you would take.”
You’re most likely right though, would love to get a dev response on a few of these issues (especially in patch notes!).
(edited by Hydd.5172)
The 5th skill of axe (last offhand skill) is Whirling defense. It is a combo finisher which is supposed to shoot out bolts in a combo field. The heart appears, but it doesn’t shoot any bolts.
As far as my testing went, it worked. Remember you have to actually reflect projectiles to get combo finisher.
Black Widow has lower stats than other spiders.
Transitioning from land to water (or vice versa) with an amphibious pet loses all stacks of the Master’s Bond trait
Added both. Good finds.
Great job so far, those are some of my pet peeves too.
I’ll continue on with some more… snip
Holy long list batman! I added a few that were legitimate Ranger bugs and not suggestions.
May or may not be a bug but the shout Guard gives pet 10 seconds of stealth but the stealth breaks as soon as it attacks.
There is definitely something odd about guard. I don’t feel that it breaking stealth on attack is a bug, but I also don’t feel that it’s fulfilling any legitimate role besides afk farming or putting pets on top of keeps!
Traits
- Opening Strikes only gives vulnerable during certain circumstances. Most importantly is the minimum range of 900. More info here
- Agility Training doesn’t give pets 30% movement speed. Only 14%~. Video located here
- Trapper’s Defense has a 10~ second internal cooldown. Should be listed on the tooltip
- Trapper’s Expertise causes the vulnerability portion of Opening Strikes not to proc on traps
- Vigourous Renewal states “Gain vigor when using a heal skill”, this trait also gives vigor to any ally who is given regeneration by you (ie, with Healing Spring)
- Off-Hand Training doesn’t increase the range of Stalker’s Strike or Call of the Wild
- Circle of Life creates a Healing Spring on downed, not death as stated
- Fortifying Bond only extends partial duration of boons. More info here
- Master’s Bond resets when you transition from land->water even if it’s the same pet. More info here
- Spotter has a bugged tooltip that shows the wrong roman numeral (II instead of VII) and it says “Might”
- The following traits only work in combat: Spotter, Mighty Swap, Compassion/Concentrated/Expertise/Malicious Training, Companion’s Defense
- Master’s Bond doesn’t include how much stat to your pet. Should read 6 stat per stack, max 25 stacks
- Beastmastery trait line doesn’t show the correct amount of pet attribute, should be in increments of 10 instead of 1
- Nature’s Vengeance does not increase the spirit’s activated ability size
- Natural Healing heals yourself along with your pet, even though it’s stated that it only heals your pet
- Moment of Clarity doesn’t give trigger the ‘Attack of Opportunity’. More info here
- Trapper’s Expertise trap that is over 600 range away will trigger an initial pulse of damage then teleport to 600 range from your current position. More info here
- Remorseless doesn’t regain Opening Strike after a kill
- Nature Magic doesn’t affect Healing Spring’s tooltip, but it affects the actual regeneration duration.
Downed Skills
- Lick Wounds triggers non Ranger pets to resurrect you. More info here.
- Lick Wounds doesn’t always work. More info here
Utility
- Signet of the Beastmaster’s effect on Signet of the Hunt doesn’t affect your damage (but, there is a graphically representation of the buff)
- Signet of the Wild doesn’t show that it has a 12 second duration or how much more damage you do (I got ~22.22%)
- Traps do not work in the sPvP map ‘Battle of Kyhlo’ clocktower. More info here
- Search and Rescue will occasionally cause your pet to follow the ally it just resurrected indefinitely
- Sharpening Stone will only apply 1 bleed on abilities that fire multiple projectiles (Splitblade, Poison Volley, etc), but use additional charges if hit
- Signet of the Hunt’s activated buff wears off if you use any ability (damaging or not)
- Spirits can be swapped for other skills while summoned if their activated ability cooldown is up
- Rampage As One’s Stability portion of the buff is overwritten by other Stability buffs. More info here
- Signet of the Wild activated portion with Signet of the Beastmaster doesn’t allow you to stomp downed enemies, rally allies or interact with environmental items. More info here
- Entangle’s roots are unable to be attacked by ranged weapons.
- Spirits disappear when you enter water
- Entangle often doesn’t root all enemies near you. May be due to an unknown max participants limit.
- Offhand Training provides 2 different cooldowns for Call of the Wild. More info here
- Entangle isn’t affected by condition damage. More info here.
- Spirit of Nature should specify the status of the recipient (downed/dead)
(edited by Hydd.5172)
Weapon Skills
- Ranged attacks often say ‘obstructed’ even when it’s clearly a landed hit
- Longbow/Harpoon Gun don’t auto attack at max range (1500) with Eagle Eye.
- Horn skill Call of the Wild (5) with autotargeting on will cause start autoattacking anything near
- Horn skill Call of the Wild (5) gains 2 seconds from Off-Hand Training on the tooltip, but the duration is the same in real-time
- Horn skill Hunter’s Call (4) can cause very odd graphic anomalies on enemies of specific sizes. More info here.
- Spear Swirling strike is interrupted by the Stab chain if auto-attack is enabled
- Sword’s Slash/Kick/Pounce chain will cause the player to be semi-rooted in place resulting in inability to dodge or readily reposition yourself (more info here and here)
- Shortbow’s Quick Shot doesn’t always trigger the swiftness boon or move you backwards. More info here
- Shortbow’s Crossfire (1)’s added delay as of the 10/7/12 patch is seemingly unintended. More info here
- Shortbow isn’t affected by quickness correctly. More info here
- Shortbow’s autoattack is auto-canceling since the animation fix. More info here
- Greatsword’s Swoop (3) will often miss if the target is on a different elevation as you.
Gear
- Superior Rune of Dwayna 2 pc set bonus 20% to Rejuvenation Duration, does not apply to Healing Spring
Pets
- F2 ability response issue. More info here and here
- Infinite Pet Buff Stacking. More info here
- Infinite Porcine Forage. More info here.
- White Moa’s Icy Screech (F2) tooltip reads “Screech to chill nearby foes.”, and shows that it gives 10 seconds (base amount) of Regen. Instead, the ability does AE damage and 1 second of chilled
- Blue Moa’s Protecting Screech gives 4 (base) seconds of protection instead of the stated 10 (base) seconds
- Many pets don’t do the correct amount of condition or boon intensity/duration. Will make a chart soon.
- Jungle Spider/Black Widow’s Paralyzing Venom immobilizes for 2 seconds instead of the stated 2 second stun
- Black Widow has only half the vitality as the other spiders
- White Raven has 687 less vitality than the other birds
- Other Ranger’s pets can trigger the ‘Charm’ option when you’re near them
- Boon duration modifies pet’s tooltips, but not their actual ability. More info here.
- Ranger pet names do not stay if you change a pet via the pet management window. More info here.
- Pet agro doesn’t work correctly under many circumstances including pet type (more info here and here)
- Player stats are not affecting your pets stats even though the tooltip states otherwise. More info here
- Pets occasionally have a sound bug where they are incredibly loud.(Not just ranger pets)
- Pets are unable to attack particiular world objects such as gates in WvW. More info here
- Pets will often run infront of you (potentially in agro range) before stopping while following
- Drakes do not use Tail Swipe or Chomp. Also, their autoattack does an unlisted AE. More info here
*Spider’s Poison Blast causes projectiles to be obstructed. More info here
(edited by Hydd.5172)
First. Now Signet of Renewal is the only viable skill to remove conditions, since bear pet is for tanking and rather bad in PvP. Even if it’s passive effect is OK (and I doubt, looking how easily thieves or guardians cleans ‘em), it’s very hard to make active effect pay for it. The one that is actually cleaning condition is the pet, and if I’m not close enough to my pet (how silly it sounds!), I’ll just waste the CD. Considering that pets don’t tend to stay with ranger in combat, it’s very frustrating, I have to call back pet or even switch to another to use signet, and it takes some time, that is priceless in combat. I suggest to rework signet’s active effect so it always removes conditions, independent of the range between pet and ranger.
Remember that you can keep a Brown Bear on passive near you during PvP. Use F2 when you need a condition removal. Additionally, if you keep him on passive he’ll always be close enough to transfer the condition(s) via Signet of Renewal. Although, don’t forget SoR also transfers condition(s) from allies to your pet.
Second. Again, pet skills. Today I was fighting some risen in the Orr, and noticed that i had to tap F2 four or five times to make it work. Yes, that was a single time like that, in about 85-90% pet uses skill with a single tap and other 15-10% with a double - that’s great, really, remembering how broken it was. But still, I’m not sure that the skill will hit the foe. It _has_ to be usable on the move, otherwise it’s gonna be wasted on almost every fast-running target. It is so disappointing that in the game, where everybody can use each of their skills running, ranger’s profession feature becomes it’s disadvantage.
This issue already got dev notice in this thread. Check it!
Remember, the single target damage is higher than Rapid Fire. Almost 25% (23.83%) more!
You can’t have an AE with that much damage on too low of a cd. The consequences would never be the same @__@
“Ranger pet swap recharge is now the same in and out of combat. This closes an exploit with swapping ranger pets to generate very long buffs.”
-UPDATE NOTES – 09.08.12
Sadly, this did not fix the said exploit. All it did instead was make it a hassle swapping pets out of combat. You can still stack Fury, Regen and endless consumables with your pets. Just need a bit more mouse-work!
Here is a video documenting the exploit. Be sure to watch in 1080p.
As I can’t test it right now as I’m not home. Can you get your pet’s opening strike to proc with yours and hunter’s shot?
For whatever reason my pet kept on having issues landing an opening strike. Out of maybe 10 minutes of attempts, I got 20 stacks one time with a pig. Not sure if Opening Strikes has an internal cooldown that we can’t see for pets or what.
Hunter’s Shot with Opening Strike still does not proc 15 stacks of vulnerability at any range.
Not sure why it’s not for you. Check out my youtube video of it proc’ing here.
P.S. Watch in 1080p
All of you need to try those weapon abilities again within 900 range. Easy to test in the Mists. I know for a fact a few abilities mentioned does indeed proc the vulnerability.
Due to the nature of the powerful stats/grandmaster traits of the Marksmanship tree, all Rangers (save support nonsense) need to dig into this tree. The passive line giving you and your pet Opening Strikes does not work as advertised.
Opening Strikes’s Vulnerability portion only works within 900 range. You can easily test this with the longbow’s long range shot at max range, and then at 900 range (swap to an axe and stand max distance). Also, Opening Strike’s Vulnerability portion does not work with ground targetable traps or certain weapon abilities.
I have a WIP spreadsheet located here.
Also, I have a thread on our guild website with more indepth information located here.
(edited by Hydd.5172)
I’m creating a thread for a friend of mine who recently had his account “hacked”. The hacked friend went to bed and figured he’d deal with it tomorrow. When we saw that his hacked account logged in several hours later we weren’t sure if it was him or not. Instead, the person responding to our tells claimed that he had his account hacked early on and this was the account that ANet’s support restored him on. He assumed the other characters were made by whomever hacked his account.
The “hacker” submitted another ticket explaining what we found out and promised to leave my friend’s characters alone. He gave us his personal email and wanted us to communicate any new findings on our side.
It’s been several days without any word on both fronts. ANet, take a look at this increasingly odd incident.
Ticket Number: 120903-001557
Ticket Creation: September 2, 2012
Account Name: Saintsnsinners.5346
Character Name: Bloodgood
Guild: Mortal
(edited by Hydd.5172)
Mortal [MORT]
WvW / Dungeons
Tarnished Coast – North American
www.mortalguild.com
Recruitment
[Elementalist] LOW
[Engineer] HIGH
[Guardian] MED
[Mesmer] LOW
[Necromancer] MED
[Ranger] MED
[Thief] HIGH
[Warrior] HIGH
WvW Schedule
[Tuesday] 8:00pm CST – 11:00pm CST
[Thursday] 8:00pm CST – 11:00pm CST
About
Mortal (previously Engima) is a guild that aims to counter the disrespectful elitist guilds that are commonplace in today’s online gaming environment. While we are skilled players, we come from a generation of gamers who believe that maintaining a respectful demeanor online is not just a thing of the past. Because of our unique mindset, we have had the luxury of having an excellent core that has stayed with the guild for years. That alone has led us to be a server first guild in every game we’ve played. Even after leaving Rift over a year ago, we’re still in the top 10 via world discoveries.
If you feel that you have what it takes, take a peek at our charter and see if you could find yourself inside of our carefully crafted community. Let it be known that we’re more interested in attitude of the individual. We will assist you in becoming a powerful player, but we will not assist you to be a respectful and mature person.
With all that said, we’re essentially a light hearted bunch of power gamers who want to keep undesirables out.
Cheers and hope to see your application.
Last updated: 10/7/12
(edited by Hydd.5172)