Showing Posts For Ighanis.8265:
The auto attack needing a target was introduced first and then the next patch removed the AF generation when healing a character already at 100% health.
The needing of a target was mainly meant to stop the ability to easily generate AF out of combat through healing your pet/self/other players, allowing druids to always be able to start fight with CA available.
The not generating AF from healing characters already at 100% health was added the same time we received the ability to gain AF from regen since a ranger can easily keep 100% up time on regen on a group. This change though did make the auto attack “expoit” null and void though as it accomplished the same thing, removing the ability to easily gain AF out of battle.
So yeah please remove the restriction as the constant “This Skill needs a target” message that is splayed across my whole screen every 5 seconds is rather annoying and no longer needed.
Yes, Please and thank you.
Though at this point I would even be happy if they just did not get re-shuffled every update. It seems like ever time I log in I have to see if the HOT pets are at the top of the sort again or back at the bottom.
Yeah, this is a rather serious bug, since now the trap just fails at least half the time. No water field, no condi removal, no regen.
And with Cultivated Synergy I often wind up completely healed before the trap springs so it happens even more often.
Hmmm, No it seems to be independent to both Verdant Etching and Cultivated Synergy. With or with out either of these traits slotted, the skill causes you to start attacking
So I wasn’t sure at first, but it seems that Glyph of Rejuvenation causes both you and your pet to go aggressive when you use it.
If you are not in combat and target an enemy and them use the skill, if you are in range, you will start auto attacking and if your pet is set on aggressive they will go and start attacking.
This does not seem to happen with any other Ranger heal skill, and I doubt it is intended. I believe I have been noticing it since prior to the last patch but I don’t remember anyone ever mentioning it so I don’t know how long it has been like this.
Can anyone else confirm this and/or elaborate on how long this has been bugged?
As others have said the long cast time/delay in heal/effect of these two skills, and the frankly sad radius on the cosmic ray means that the only time I have ever had success using them when the group stacks up to kill a boss in a fractal or dungeon.
Otherwise the skills are almost impossible to actually hit the mark.
Given Anet has said they wanted to lessen the stack and kill play style, I expect that I will never really use either of these skills in their current form.
Wow, I will admit, it did probably need a nerf, I would even have accepted a 100% increase to 6 seconds, but this was hardly a nerf, this was a stake though the heart of this trait.
Why would you ever take this now? A ICD this long kills it on both ends.
No one would take this for the heal, it was never a strong heal, and the heal was not buffed to compensate (though I can’t image how they could ever buff it enough to warrant the ICD) .
Nor would any one take it for a randomly applied blind ever 12 seconds, if you are lucky to hit something in the split second you have before the effect dissipates.
I guess we will add this to the list of Ranger “Grand master” traits that are useless at best.
Hard to Catch on Thief is a break stun that refills all their endurance when CC’d on a 30s CD, its FAR better than Shared Anguish, Ele can take Tempest Defense and Eye of the Storm for a Shocking Aura on a 25s CD plus dealing 20% more damage to those that attack them and get stunned, as well as getting an AoE stun break and 5s of Super Speed every kitten . Again, miles better than Shared Anguish.
Oh I agree, no doubt, Hard to Catch, Tempest Defense, as well as some of the others are great skills and better, in my opinion, then Shared Anguish.
The only thing I was saying was Hard to Catch and Tempest Defense have the CC occur to the player and then provide great bonus. Shared Anguish and Last Stand are the only two that actually stop the CC from happening, if I am mistaken about the stun actually happening with Hard to Catch then I stand corrected on that one as well ( I do not every really play my thief).
I made no mention that it was fine as it is, I also agree that many of the rangers skills/traits, this one included, being detrimental to our pets is crazy and badly designed. But sadly I doubt these things will ever be changed.
I simply meant to point out that it does not in any way justify a nerf to the skill.
OP, while I agree it is an odd fact that the CC is transferred to a dead pet, I don’t really feel it deserves a nerf.
All professions, have some version of a CC reactive trait they can take. Some are better then others, but not a single one can be negated or made null and void in any way. You CC them, the trait fires, no exceptions.
To make the Ranger the only class that you could somehow invalidate the trait seems somewhat harsh. True, the Ranger is a pet class, and good pet management is key, but that has its own built in penalty for failure, a loss of functionality.
While the skill is rather strong, being one of the few that as far as I can tell truly stops the CC from occurring on the player, the only other being “Last Stand”, the long recharge is there to balance. Last Stand, has an ICD or 40, to compare and has no way to invalidate.
The only others that share the same ICD as ours are “Reaper’s Protection” and “Mirror of Anguish” both of which are also quite strong as well.
edited: Tempest Defense is a base Ele trait, it just has tempest in the name :-D
TL;DR
It is odd to transfer to a dead pet, but it is worse to make the ranger the only class the CC avoidance trait can be invalidated.
(edited by Ighanis.8265)
I am sure I will have more later, but you can’t go into Avatar form underwater? Huh?? You mean my entire elite spec is null and void if I get wet?
All our Glyphs are unusable underwater as well. And this also means 7 of the 9 traits do nothing underwater (Druidic Clarity, Primal Echoes, Celestial Shadow, Verdant Etching, Ancient Seeds, Grace of the Land, Lingering Light)
Also seems going underwater can bug out the icon for (CA) making the moon about 4 times bigger.
Could we just not figure out how to make the glyphs and (CA) work underwater? Or are we really just getting rid of all underwater play?
(edited by Ighanis.8265)
Well I guess I am glad that the finally fixed the issue with swoop having two leaps, though after 3 years of it being broken I am not sure if I would really call it a bug they fixed but rather a functionality change. And I wish they would have prioritized some of the more “damaging” bugs over stopping rangers from having 2 leaps.
But if we want to fix things like this, even though most people tend to forget about water combat, Dart suffers from the same double leap issue. Since Spear really is just an under water Greatsword.
Well it gives you another source of Regen to work with Oakheart Salve for the damage reduction, but yes, since Clarion bond was fixed it is somewhat underwhelming.
Now given that reduction in cast time, and the built in “Lingering Magic” it does on its own, if you camp warhorn, give you a 75% up-time on Fury, swiftness and that ever important 1 might stack, and a 50% up-time on Regen. So with “Bountiful Hunter” you are looking at a pretty consistent damage buff of 3-4%.
I had thought it odd that this skill does not add anything to “Hunter’s Call” as I know people have asked for a long time to add some sort of condition to the skill, as right now other then the “cool” visual effect, it is a rather bland skill. This seemed like a perfect place to add in something like “Hunter’s Call now applies X seconds of blind/torment/confusion/etc on every hit”
But you know Ranger, as far as I can tell, is the only class that has a weapon reduction skill that the only added benefit only effects one of the weapon skills. And given the lack luster ferocity boost on “Honed Axes” I would almost say we have two reduction traits that only effect one of the weapons skills, so yeah….
Yes, the skill matches the description, and as I said even when I go back and look at previous versions of the skill on the Wiki it stated that is targeted 3 not 5.
It just seems odd as to why, as others said, I would hardly consider it effecting 5 people to be OP, so it just strikes me as it is that way because of reasons…..
Is there a reason Viper’s nest only targets 3 people rather then 5 like all the other ranger traps?
I had not realized, but it seems that it has, even before patch, only effected 3 targets rather then 5. It just seems odd to be the only trap to have a number of targets of 3. Even when we look at the DH traps, they all hit 5. Thief traps either hit 5, or are single target so it just seems odd.
I had thought I noticed it in a fractal, but I was able to test it again in LA.
As much as I love that my cute little dolphins, and whopper of a whale, don’t sacrifice themselves for me, it seems that spirits underwater do not actually die after performing their active skill, but can live their full lives with some of them being able to perform their active attack 3 times before they die.
I have no problem with this, and would not mind if our land based spirits get to be to be this resilient, but I don’t think that is the way you were hoping they wold work.
As far as I can tell from testing, since no traps listed the activation/trigger time, thief traps do not have activation times.
Furthermore, Tripwire, seems quite superior to Spike trap, as it has a shorter cool down, and does a 3 second knockdown, plus cripple. I don’t really feel the bleeding stacks plus damage with a 1 second knockdown justifies a 15 second longer cool down.
As a complete aside, is there a reason that Viper’s nest unlike all the other traps only effects 3 people rather then 5?
I agree, I don’t seem to see how to use them effectively, with the CD almost doubled on Spike trap, the lack of being able to trait to throw them, the addition of an activation time, and the loss of synergy with trapper runes.
I don’t see how a little more damage, still much less then the numbers shown for the DH traps, and like one to two more stacks of a condition make the traps something I want to use.
I also would like to say it kinda bugs me that thief traps do not seem to have been given an arming time, at least not that I noticed. I mean I know thief traps are not really often used but if traps are being changed then traps should be changed, otherwise it seems somewhat arbitrary.
Did anybody else notice that of all of the existing pictures (so excluding the Warrior and Engineer and I guess I need to lump Tempest in here too), Ranger was the only picture with the weapon not being shown somewhere?
Actually if you look at the ele one you can see what looks like a sword thrust into the ground on the guys left, that goes what has previously been said about an ele sword.
Like wise the rangers image seems cut off, or incomplete due to the dimensions of the image, being that the ranger image seems square rather then rectangular, I assume our weapon is in that portion.
I don’t think there is any trait now to expand the radius. The radius now is 240, same as it was prior to patch.
Nothing in that has changed, what has changed is that now that it is a trap, the “trigger radius” i.e. the radius someone must be in to set it off is 180, same with all traps.
What this means, is the person, ally in the case of HS, enemy in the case of all other traps, must be with in 180 of where trap was set to trigger it. Once they are triggered though the area of the trap where the effect will occur is 240.
Once again, the radius of effect should not have changed at all.
Well the changes will be on 6/23 but yep, according to the Dev post the Healing Spring is no more, now “We Heal as One”
Also, sadly “Sick’em” is not the only skill to currently apply the Reveal debuff. “Analyze” the tool belt skill of the engies “Utility Goggles” also applies Reveal. Neither are great skills mind you.
And with the purposed reveal on the new Dragon Hunter trap, one that does not need to target the person prior to the reveal, that unique use will be even less useful on “Sick’em” in comparison given the cool downs, at least as per current views, to be about the same between the DH trap and “Sick’em”
Yeah that Ranger elite is the exact same as an existing guardian move, Contemplation of Purity.
A non elite, and with only a 60 second recharge, and with a trait the cool down drops to 48.
The only difference is what some of the conditions are converted to.
Hmmm I am getting the same thing, thought I was going crazy.
Technically the OP is correct, each of the weapons/professions combinations do have attacks/moves that have a longer range then the short bow. But it is usually just one of the attacks on the weapon, the Mesmer Great sword being the the only one on the list that has multiple attack with range greater then 900.
That being said though I think that speaks more to the design of the short bow then to the ranger. Thief with a short bow has the same 900 unit range.
The ranger has the longest range when traited, 1500 units, though thanks to arrow arching, under ideal circumstances the long bow arrow can hit almost 1800 units.
Now I will admit that I find it funny that a traited ranger can throw axes and daggers further then they can shoot arrows with the short bow, begging the question of why I am not just throwing the arrows since that seems more effective, but I digress.
In this case, I had only used guard and had my back turned when my pet came running past me in pursuit of an opponent. That was what had me so confused. But as I said, it might just have been a bug since I unequipped the skill after and never used it again. Have to admit though, I wasn’t timing the skill as I was busy fighting something else.
From what I understand of how it works, it is akin to tying the pet to the spot that you select, but the pet has a 1200 foot “leash” from that spot that it will attack people in, so if you were close it could have gone past you to attack but still been tied to the spot.
Also the skill will cancel and they will return if you get too far from them, the wiki states that to be about 3000 feet, so that may also have happened.
More of a tool tip error but “Guard” states “Command your pet to aggressively guard an area. Your pet gains stealth and protection for the duration of the skill.” with the duration listed as 180s but the stealth and protection is only 10 seconds, slightly misleading.
And there is the issue the Guarding is cancelled if you have the pet do anything else.
What happened to my poor drake hound?
I understand the changes to the rune due to magic find becoming account wide, but unlike all the other runes, this one is a completely different rune!
The entire line has changed, condition damage and might duration? That seems like such an odd combination, and then you go a remove the drake hound, a rather interesting and somewhat unique effect.
I had them on my ranger and personally loved having multiple “pets” out at the same time, and I can say that having both my pet and the drake hound out saved me more than once since the hound attacked with my pet or attacked while my pet could heal me.
I know that the change to remove magic find was needed, but the rest of the change just seems random.
The other runes you changed are at least similar to their old functionality, and the changes work well together.
Pirate is now power and might. Great. (plus a summon, I might add)
Scavenging is now condition damage and life steal with a vitality to condition damage boost. Makes sense.
And although the rune of the Traveler is also completely changed I doubt there is anyone complaining about the 20 point drop to vitality given they are getting a 30 point boost to everything else and a whopping 25% permanent speed boost.
And the Rune of the Noble is now a rather odd combination of Condition damage and might?
Just curious why the decision was made.
It is what it is, and I guess I am now in the market for new runes.