Showing Posts For Jericho.4598:
Ancient Seeds is next.
Then Grace of the Land.
Just wait….
It’s already hard enough to maintain 5 stacks of GOTL on any given player you’re “healing”. The incoming nerfs are welcomed, because ANET like a dead ranger more so than a bleeding one… lol.
Delete your drood and make a DH. We might as well don’t exist, you will see a nerf in our other GM traits.
It is not too late.
Ancient Seeds is next.
Then Grace of the Land.
Just wait….
I already deleted my druid, going to play my DH now lol. My heart cannot take another 3 years of this bullkitten from their “balancing” team.
Cheese Mesmers and Cheese Thieves cry in PvP all the time when I kill them, yet we get something good and it gets slashed right away. kitten ArenaNet and kitten this game.
“Berserker is not meta anymore. You will need support.”
makes a healer spec’d specialization
nerfed it the ground within the week of release
CrapNet and their “Balancing”, they don’t know what the kitten they want to do with their specializations. The meta for the past 3 years is berserker and stack. I highly doubt anything will change because they don’t know what the kitten they’re doing.
LOL, kitten this game. kitten ArenaNet. 12 seconds? Are you kidding me? From 3 seconds to 12 SECONDS?! WTF? I demand some kind of bullkitten reasoning behind this.
There are skills in this game that when paired with Immersive Combat Mode makes for a very awkward gameplay.
I have tried Ranger sword auto attacks with ICM before and it’s just not fun. You jump all over the place if you do not have a monster targeted.
Another skill that we should talk about is Elementalist Scepter Fire Attunement auto attack. You need to select a target in order for that skill to do anything. With the new combat mode that they’re promoting, do you guys see any change they are going to make to existing skills to bring them more in line and functional with the new combat mode?
Because currently, sword for Ranger and Scepter auto for Elementalist is out of the question.
This is disheartening, though I am not surprise to say the least. We are rangers and we are treated like second class citizens. All the other classes besides the Scrapper had extensive feedback and clear direction on where they are changing the specs.
I was expecting half of that at least, or even a list of confirmed changes like what the other specs got.
Instead we get a tease, and a confirmed bug fix we know that is going to get fixed anway… So dissapointing, yet not surprising.
What Hammergaurd said. It’s a pretty strong trait, compare to all the useless Grand Master Traits we have.
Spike Trap’s knock down does not trigger Ancient Seeds. I don’t know if it’s intended or a bug, I hope they fix it.
The CC is not what triggers AS, you have to deal damage to a CCed Enemy to trigger AS
I very well know that it’s the damage to a knock down or stun enemy that triggers Ancient Seeds. What I am saying that the knock down from the trap doesn’t trigger it when you do attack the person when they’re cc from the trap. I don’t know if it’s coded in a way where the knock down on it doesn’t trigger along with the “being attack” part from the Ancient Seed Trait.
It’s something they definitely need to look into.
What Hammergaurd said. It’s a pretty strong trait, compare to all the useless Grand Master Traits we have.
Spike Trap’s knock down does not trigger Ancient Seeds. I don’t know if it’s intended or a bug, I hope they fix it.
LB / Staff Set:
Knockback > Seed Activates to Root Enemy > Rapid Fire > Entangle > Hound F2 to continue the root > Swap to Spider to chain root > Swap to Staff to root again
This is a pretty strong combo, if the enemy cannot break immobilize.
This mechanic of losing the 33% when slowed does not balance druids having a better passive mobility trait than any other class in the game.
Why did they add unbalanced mobility to one of the most mobile classes already?
Goodness, if you’re losing it over this I can’t imagine the tantrum you’ll throw when you realize Daredevil has dash that’s on demand cripple/chill removal and stupidly easy perma switfness. Oh, and they still have their shortbow.
Other classes, as well as ANET doesn’t like it when we have anything nice, so they blindly cry OP to make sure we get nerfed to the ground so they can continue to easily pick us as their first priority target in WvW or sPvP.
You know that if you’re a Ranger, you’re five times more likely to get picked off in WvW or sPvP by every other class? Please, call 1-800-SAVE-A-RANGER to see how you can contribute to stop this from becoming a trend in the future.
I love how thieves have all that mobility AND stealth, and OP is complaining about this one trait. kitten .
Its balanced. 33% is strong, but once you get hit by that random chill from a reaper fear, you are back to 0% and ready to be bursted on.
Are you people really trying to argue that 25% matters when you’re hit with chill? Because it doesn’t.
Base speed = 100%
Speed + 25% = 125%
25% + Chill = 125-66% = 59%
Base + Chill = 100-66% = 34%Regardless of having 25% or not (59% or 34%), if you’re hit with chill, you’re caught. If you’re anything under 100%, you’re caught unless you have a leap or a cleanse—both of which druids have plenty.
Ride the lightning on a 12s cooldown, old Greatsword leap (9.5-12~ s CD),
This mechanic of losing the 33% when slowed does not balance druids having a better passive mobility trait than any other class in the game.
Why did they add unbalanced mobility to one of the most mobile classes already?
First off we don’t have Ride the Lightning that is Elementalist. I don’t think you know what you’re talking about.
Secondly if you want to argue unbalance between classes, we just got our Heal as One nerfed because we were not suppose to be able to stack might as much as an Elementalist or a Warrior! We can’t have it because we are a Ranger!
Now that we have a passive 33% movement speed buff, that goes to 0 movement speed if we should even take a movement impediment effect, you are going to cry about balance? How about no, because like might for other classes, movement speed is our thing, I guess? You can’t have your cake and eat it as well, I hate it when other classes cry foul when they don’t even stop to think about the shaft that Rangers have gotten over the years.
We finally get something and then you cry for ANET to bring others in line with it, you know what? Go eat a fat one! Tell that to the 25 might stacking Warriors and the infinite condition clensing Elementalist.
Warrior can upkeep 20-25 stacks of might.
20-25 stacks of might, roughly equals: 600 – 750 Power / Condition Damage
For Ranger, we can upkeep at most, even with heal as one up, roughly 10-12 stacks
This equates to: 300 – 360 Power / Condition Damage
How is this even fair?! Warrior can stack almost twice as much Might as we can at any given time! You can’t seriously argue with that 300 to 400 discrepancy in Power / Condition damage is not strong!
See how lame you sound?
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Skill 1, Crossfire should auto bleed regardless of flank.
Skill 4, Cripple Shot should apply 5 stacks of Torment on top of the Cripple condition.
Skill 5, Daze/Stun should apply 3 stacks of confusion, 5 stacks if the player is successfully stunned.
These changes just makes sense as they already compliment the weapon skills as is already. They went ahead and nerf the weapon into the ground, made it a condition base, kiting weapon yet it supports only a poison and a non reliant bleed? WTF?
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Druid’s crowd control and healing potential will get the same exact treatment as the Ranger profession has for the past three years.
First, if healing specs are required in raids, ArenaNet will find that other classes will not be on par with the ability to heal as the Druid, nerfbat incoming for heal coefficients and skills.
Secondly, I have a feeling Ancient Seeds will be “too strong”. ArenaNet wants the Druid to be a heavy control and healing class, but I can see them giving some stupid excuse to nerf daze because we already have the “really strong trait, Moment of Clarity” to increase daze duration, so that is going to get nerf.
Thirdly, condition removal upon entering Celestial Form will be from 13 conditions cleared to 3. The super speed and stealth trait will either get nerfed to 1 second duration of each respective buffs or removed all together because we are already too “tanky” with heals so we don’t need the stealth.
You heard it here first folks, heed our destiny!
Thanks, yeah! I’ve tried Longbow and GS which is pretty good but I find it kinda hard to survive. I use to play a bunker condi spec, with axe/torch and shortbow but I’ve yet to find a build that gel’d like it use to. I am going to bed but I’ll hit you up tomorrow maybe you can give me a few pointers.
So I came back not too long ago and started messing around in sPvP again. I played Ranger extensively before I left, in all realms of the game. I wanted to see what the current meta is for Rangers in sPvP, looks like there are a few power builds here and there… but has there always been a shortage of Rangers in sPvP? I usually see Thieves, Mesmers, and Engineers as well as Warriors but there are very few Rangers where I could spectate as I want to try to learn a new thing or two.
I know we aren’t “meta” but that’s really disheartening. Anyone have sPvP builds they have that they find effective? I been trying power builds only, which is alright.
Thanks for directing me.
Jon Cross
Sanctum of Rall
PvE on back burner, mostly PvP at the moment.
If that’s the case I’ll stick to my current build. Why the hell would anyone be sane enough to invest that much point into 300 crit and 30% crit-chance if they’re building condition. I can understand the min/maxing part but really, it makes these trait lines trivial and I think that overall discourages people to try these builds.
It’s like saying, we want you guys to try out different builds and come up with new metas, but the placement of some of these traits doesn’t seem to encourage that at least not solid as a build can be. I guess I won’t be making a trap build.
Been theorycrafting a trap build for a while now but now that I really looked into it… Why the kitten are trap traits in the Skirmishing line? Like really? You need 30 points to make traps effective and those 30 are given into the crit-chance and crit-damage line.
What was ArenaNet thinking when they put traits in these lines. And then you have the trait in Wilderness Survival that gives 10% crit-damage to main hand axe? kitten?! Shouldn’t this trait be in Skirmishing?
They talk about build varieties but if I am going to build a condition heavy trap build I have to invest points into crit-chance and crit-damage… This doesn’t make sense at all.
It goes to show we need some attention, like really.
Really, are people really complaining over a skin? I obtained an Ascended Quiver a few days after they were available and I cannot wait for Rox’s quiver. It looks way better than the ascended one in my opinion but I am going to keep both.
As far as Rox’s bow goes, it will be available too. I am going to buy both. Now I just want to know if the bow is longbow or shortbow or if you can use the skin for either like Aether looking exactly like Azureflame. I have Aether.
Sounds good, I’ll give it a go.
That’s the bane of this class is that we have hardly any condition removal. I rely on WS grandmaster trait and Healing Spring for my condition removal. The signet isn’t worth it though in my opinion.
I use to run Melandru runes with Poultry for 65% conditional removal time but I opted for this route.
EDIT: Haven’t tried Sigil of Generosity, I’ll have to test that out. As far as the SoR go I hate the cooldown on it. If it’s reworked somehow on the 30th I might consider it.
(edited by Jericho.4598)
Hi,
I seldom post on the forums here, though I do browse it here and there. I can’t fathom the hate for this class sometimes, but ever since I gave up my Elementalist for mine, I’ve never went back. I love this class to death despite it’s flaws and can’t imagine playing any other class though I’ve tried them all.
I have been trying to min-max the Beastmaster build for the past few weeks and I think I found a sweet spot, at least in my opinion and play-style.
Synopsis of the build: This is a Shortbow and Greatsword build with your choice of pets, I personally like Jaguar and Wolf for 100% crit and fear, but substitute what you like to your own play-style. This build focuses on heavy CC and pressure so your pets can land their attacks. In addition it has high survivability, mobility, and sustain non-pet damage if your pet should be killed. It is great for solo roaming in WvW and does well in PvE. Melee rangers for the win!
Sitting close to 20K health, 3K armor, 1.8K power, 50% crit-chance, 50% crit-damage. It allows you to do sustainable non-pet damage as well as giving you that extra breathing room from back-stab thieves to recover and put pressure on him or her. You can easily catch fleeing opponents with this build because the Greatsword allows you to close that gap and the Shortbow allows you to cripple-stun your opponent. I am having a blast with this build in WvW and with the right amount of skill chaining I surprise people.
I usually open with Cripple-Stun/Daze on Shortbow, close in with Swoop on GS, hilt-bash for another stun/daze at the same time unleashing Jaguar to do damage on top of your maul, this makes your enemy go on the defensive right away.
For PvE I opted for something similar because I love the evade on the Greatsword and love being up close. I swap Troll Unguent for Healing Spring, best water field in the game and it helps my fellow melee party members. I also took out 10 points from WS and add it into NM to hit that Fortifying Bond trait, which sends all the boons I get to my cat. All that might from that warrior, that protection from that guardian, that regen from that elementalist is all applied to my pet. It is a great trait to have in PvE, imagine 15-25 stacks of might up time on your cat as well as regen to make sure it stays in the fight longer.
I know this is a quick write up and I don’t really have visual guides but I would just like to get it out there that this class doesn’t suck as some people make them out to be. If I have time later I will update it a little bit. Yes, about 40% to 50% of our raw damage is from our pets and hopefully that will be address in coming patches to make sure our pet doesn’t stand in aoe and dying in two hits in PvE but so far overall the class can stand its ground with others. I don’t deny we need a some attention but it isn’t as bad as this forum seems to make us out to be and scarying new players to the class to re-roll.
Constructive criticism and advice are welcome. Please do give.
(edited by Jericho.4598)
I see stats people posted wanting to be tank beastmasters and bunkers and what not and I think you can get better bang for your buck with this:
I’ve been trying to min-max for the past few weeks and so far this overall is a great BM build because you can lock down an opponent in WvW for a good amount of time for your pet to get damage in. You can still dish out decent damage if your pet is killed. Shortbow and Greatsword synergizes very well with this build because you can easily get in and get out and stun your opponents if you chain it correctly and if it all lands. Been running this build lately in WvW and PvE and loving it so far, I think this will be my permanent damage build. Working on a condition build next.
Instead of 30 into WS, put 10 of those points into NM for Fortifying Bond. And get Healing Spring over Troll Unguent for the condition removal. This trait is well worth it; this help allows your pet to live A LOT longer in PvE dungeon contents as well as up it’s dps because in dungeons you usually gain might from other party members and ALL boons are shared with your pet, it’s great.
(edited by Jericho.4598)
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