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[Suggestion] Soulbeast improvements

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Lazze.9870

The only way this could be even remotely balanced is if every single one got nerfed heavily and we could no longer share the effects.

No thanks.

“Nerfed”? You mean they would be adjusted so they wouldn’t be completely op? That’s not nerfing. Yes anet would need to do that. Right now their pretty much useless in anything but some pvp situations.
But I get what you meant.

Also there are already many indefinitely buffs that are shared on allies.

BUT: I am not a fan of the stances though. These are such lame passive skills.
-First we got signets. They’re passive and really boring.
- Then we got glyphs. Same, boring mostly passive and useless for the most part.
- Now we get stances. Again something that is a small buff for you that doesn’t last very long and has a relatively long cd. Boring and useless and passive.

First of all, glyphs weren’t useless for the most part (the elite is a joke, it doesn’t count). But whatever. Some people didn’t get the druid memo.

Who came up with this indefinite stance duration idea? Why would they do that? Balance and tweak numbers and effects all you want (and yes, most of the stances need it), but this idea of having them last indefinetely but only one at the time? Hah, no thank you. Ehh.. some of the suggestions I read on this subforum.

@OP, this is as much feedback as anything. Improvement to an unfinished product is feedback. As if Anet is gonna bother go through all of this if we have 10 different threads by the end of the weekend.

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Soulbeast Demo Weekend Feedback

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No, I won’t, because it should be if the player wants it to be. It’s halfway there already; I see no purpose in forcing the player to dance in and out of it whatsoever.

It’s not halfway there already, cause it clearly IS designed to jump in and out of it.

But that’s a moo point. Pet swap should be considered available in beastmode. Would be a lot more fluid.

SoulBeast Bug Compendium

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Maul consumes the AoO itself, by being applied before the attack hits. Which is good. You get more use of it that way.

As for bugs, aforementioned bird swoop in beast mode, dolyak stance boons, wolf pack lasting forever with the share trait.

Soulbeast Demo Weekend Feedback

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Two of the three minor in beastmastery affect the ranger in beastmode, so should the last one. Loud Whistle should reduce beastmode ability cooldowns and give the ranger the equivalent to a rune of scholar bonus. Other than that, most traits that in theory wouldn’t have an effect on the ranger in beastmode seem to affect the ranger instead. Like might on crit from Potent Ally – which is good. Same goes for weapon effects that would normaly apply to pets. Attack of opportunity from GS and bleeds from shortbow #4 affect the ranger. Didn’t pay attention to warhorn #5 or might from sword’s auto.

Some of the pet family skills in beastmode are extremely underpowered and wonky, mostly the F1 skills. To the point where they are pointless to use.

The dagger leap feels wonky. In general I don’t like how the traits favor power damage, but we’re given a condi weapon. As expected it doesn’t do any noteworthy power damage. It needs to be streamlined, or better yet, the damage modifiers should all be both for power and condition (as for now I had far better results playing power builds than condi builds, and that makes me question the dagger even more). I don’t like the autochain on dagger either. Just cut out the first attack and buff the others. Three attacks are enough, four feels – again – wonky. Honestly, I would have just made this into a power weapon. It works way better with soulbeast in general.

There is a lot of potential here. Needs more consistency with traits, number tweaks and cast time and/or cooldown tweaks. The dagger doesn’t make the cut if you ask me. I also REALLY want petswap while in beastmode. It would all feel so much more fluid, and F4 is still available. But for all I know the tech doesn’t allow that..

As for bugs, the leap from birds in beastmode are not 1200 as listed, and Dolyak Stance doesn’t grant you boons. Can’t remember anything else from the top of my head..

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Beastmode Isn't a Pet Swap Proc

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Bear is too short (4 secs) in a 25 seconds cd. Doylak is exactly the same and also it will not avoid the inevitable boon strip\corruption we are going to suffer as soon as they see that gigantic animation. The enemy will not need even to look at our bar.

Maybe, at most you can add a second or two. The 30 second cooldown stability with no cast time alone on dolyak is already better than any other stab skills we’ve had.

But you can’t be taken seriously. Wanting a permanent uptime on them like glint rev, lol. Balance out of the door right there.

(edited by Lazze.9870)

Beastmode Isn't a Pet Swap Proc

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Stanses are not that impressive. Effects are sure nice but short duration combined with long cooldowns and no cooldown reduction trait.

Bear and Dolyak are very good. Moa has some potential. The elite comes off as a gimmick.

Beastmode Isn't a Pet Swap Proc

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Actually, I think exiting beastmode will count as a pet swap.

Most likely. It should work like stowing and entering combat.

Beastmode Isn't a Pet Swap Proc

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We’ll soon find out tomorrow about the real dps.
Reserve your judgement til then.

When he’s running a marauder amulet and rune of the ranger and hitting that low, you’ve already seen enough to get a fair idea of the damage of those skills.

This is an overarching problem with the ranger that they’re are still doing when introducing a damage oriented elite spec. Doesn’t bode well.

(edited by Lazze.9870)

Beastmode Isn't a Pet Swap Proc

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They are WAY TOO careful with the scaling of some of these pet skills in beastmode. Any other class wouldn’t have the equivalent of the wolf knock down that much scaled down. Or the drake blast. And for the love of.. anything, stop with this kitten power scaling on our autoattacks.

As for beastmode triggering pet swap traits, I didn’t expect it. You can enter beastmode right after swapping pets (traits for the boons aswell if its clarion bond), and you get the same result. Will see how it feels tomorrow.

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Spirit and Trap Traits

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1. You dont to need to run all spirits all at once
2. Its more of a zerg thing than a roaming thing.
3. It would give HUGE QoL in PvE.

It’s kittening pointless. The “huge” QoL for PvE is barely relevant, the uptime is large enough as is when it actually matters. Boss fights.

I never said all. I said 2-3. The point obviously flew far above you head. Or are you really going to trait yourself for spirits, and only bring one with you? I can tell you right here and now that that build wouldn’t be anything better than what you can run now. Zergs? Mobile spirits alone aren’t gonna do anything worthwhile in zerg fights. Run shareable stances with the soulbeast instead.

For every spirit a ranger would run in a pvp enviroment, the fewer stun breaks and other useful utilities he or she has, the more the reasons to gank that ranger first the other players get.

Seriously. This begging for mobile spirits is getting ridiculous. There are easier ways to improve the static spirits as they are now, like giving them ground targeted summons and active skills, improve their passive effect range, make the improve health from the trait baseline etc.

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Swap signet of Hunt and WIld active effects?

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Got some use out of SoH while wvw roaming just the other day, not having to spec for any particular amount of swiftness or have Natural Stride traited, and I still had a powerful active effect against several builds. Give it immobilize, and it’s right back to the trashcan.

Yeah, the swap makes perfect sense, but I honestly think the biggest problem here is how bad the new active of SotW is. So ye, sure, swap it all you want, but I’m never gonna use SoH for a weak entangle effect.

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Rework Idea: Make Power Rangers great again

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. And Soulbeast trait line is so-so for power.

It got a permanent 7 % damage modifier from one of the minors, a 10 % modifier as a GM trait (that is near permanent if it procs on percentage, which we can only assume it does). Stacking relevant damage modifiers is pretty much all there is to pve power damage, trait wise. Soulbeast is only beaten by marksmanship in that regard.

The problems with ranger and power builds in pve are the autoattacks of greatsword and sword, and I honestly think that neither the evades, the defensive capabilities nor the pet adds up for it (that’s not me saying they are bad, that’s me saying there is no reason it should stay how it currently is). Not in pvp either. No one would be bothered if Anet buffed ranger sword damage, yet we’re still taxed by it for aforementioned reasons, and have been ever since the beta nerfs.

A greatsword with a leap, burst skill, block and a stun should still have some decent damage on the auto chain, even if that last skill on the chain is an evade. It’s not ruining the thematics of it, nor is it ruining balance.

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Does Soulbeast threaten to disappoint?

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I am either missing something entirely, or this is going to be another disappointing ranger elite spec. I REALLY hope it’s the former.

I’m baffled people still think druid was a disappointment. Not to your liking, sure, but it’s a great elite spec nontheless.

And we’re not gonna get another “boring heal spec” down the line. That’s reassuring. No?

Useless glyphs, glyphs all blend into the same aoe heal when in celestial avatar, GoTL making it so using your glyphs in avatar form is detremental, last two points mean them being glyphs in the first place was pointless, a weapon designed purly to get us through the celestial avatar gate and then 3 kitten skills and 1 good skill for filler. GoTL stops any of the other healer specs from having a role in raids. No interaction with class mechanic. No interaction with anything the base Ranger can do except the over abundance of regeneration on the class can help with the avatar gate. Single focus on one build with no room for any kind of build diversity. Quite obviously thrown toger last minute to make a healer for raids. This is just without going indepth.

People say its a good spec because of Druidic Clarity in PvP and Grace of the Land in Raids but its by far the most poorly designed one.

Ye, heard all of this crap before. Still get lots of use of it for more than just the condi clear and stun break when I enter the avatar. For something thrown togheter at the last minute, I’m quite happy with it.

The most fun I’ve had on druid was running a power spec in pvp, with no use of the staff you so much hate. Had one of those useless glyphs though. At this point I’m not sorry if anyone else didn’t get any fun out of it.

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GS Damage VS Sword

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I didn’t want you to record a video man, but you did make the claim of having done testing to see the results of the balance patch, all I expected was “1 million HP golem, XX,XXX DPS average.”

Does it suffice to say that? Did they even test it? Don’t just rely on others and regurgitate what they claim.

I really wish I could log on atm and test this, because it would take 10 mins to have a clear answer.

I did a casual test, autoing with sword and using axe 4 on cooldown on a golem the other day, without food. It’s nowhere close the meta power builds. Wouldn’t have been with food either. I can’t recall even breaking 20k. Don’t have the numbers you’re asking for, was just getting the feel of it.
GS only was worse though.

The funny thing is, at this point we got some decent..ish traits for an “all out power pve build”. We’re still stuck with pathetic damage coefficients on our melee autoattacks. And, that isn’t just a pve problem.

Does Soulbeast threaten to disappoint?

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Actually, he’s right. The fact that ANet was TERRIBLE at balancing this until more recently and made them too powerful doesn’t change the fact that they were originally intended to simply be options that further specialized your character in a particular niche. They’ve started reigning in some of the specs recently, and it’s a good idea.

He’s not right. They have been reigned in to better portray the role they were made for, instead of having something like a support oriented Tempest doing a pretty decent amount of damage and compete with the damage oriented Weaver. Some time down the road, we will have professions with 4-5 elite specs covering a variety of roles, and there is no reason other than semantics that a full vanilla build should outperform an elite spec in any of those roles. And this isn’t new to Guild Wars. You couldn’t play any of the meta builds with just a copy of Prophecies by the time EotN was out.
As for ranger, both soulbeast and druid can use the pet mechanic exactly like the base ranger. That extra F5 you got really shouldn’t bother you that much..

Does Soulbeast threaten to disappoint?

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And how is the loss of all those attributes that exist on the pet, even for 1 second, elite?

Elite specs are not upgrades, they’re a variation of the base class, the part of soulbeast that’s “elite” is being able to fuse with your pet and use some of their abilities at your own whim, as well as gaining access to MH dagger and stances.

Eventually they will be. At some point a profession will have one elite spec that excells better in some role than what the base profession do.
And that’s perfectly fine. You’re still running two core specializations along with it.

Does Soulbeast threaten to disappoint?

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I am either missing something entirely, or this is going to be another disappointing ranger elite spec. I REALLY hope it’s the former.

I’m baffled people still think druid was a disappointment. Not to your liking, sure, but it’s a great elite spec nontheless.

And we’re not gonna get another “boring heal spec” down the line. That’s reassuring. No?

Spirit and Trap Traits

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And of course, Spirits following you allows you to keep your spirit buffs on allies on the move… please give this back already… to address the old issues from cleave, just increase the distance at which spirits follow so they trail further back.

As if having them follow you so you you also have them up versus trash mobs is gonna make a difference anyone cares about. It won’t.

Having them run after you in wvw isn’t gonna make any difference either. And even then once they see a ranger running around and they know 2-3 of his or her utility skills that would otherwise be invuln and stun breaks are spirits, they gank that ranger immediately.

Mobile spirits are dead. Deal with it.

Spirit and Trap Traits

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…Traps will never be as flavorful as the in GW1 anyway. It’s just another set of utility skills.

Well, they don’t have to be! Yes Justine, I’m gonna link it again! Elite Trap kit!

It’s not that I can’t imagine it, it’s that I know it will never happen.

People seem to repeat the spirit change I’ve proposed for a while now though. Ground targeted, both on spirit spawn and skill activation.

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Spirit and Trap Traits

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Don’t like any of these ideas.

Spirits should be ground targeted baseline, and so should their active skill (as I’ve repeated for years now). The health from the trait should be baseline. Trait is mostly fine as it, the idea of it anyway.

Traps need more utility, the trait itself is kinda boring but it doesn’t need a change. Frost trap could get a defensive boon and a stun break. Traps will never be as flavorful as the in GW1 anyway. It’s just another set of utility skills.

Stability/Condi clear? Nerf city.

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Signet of Renewal was summarily destroyed. It’s old abilities of removing conditions every 10 seconds and a bunch on activation are now gone.

Dude, it removes 10 conditions. The active portion is buffed in any scenario where you aren’t with a couple of other party members and you’re all drowning in condis.

At that point you should be complaining about something else.

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Stability/Condi clear? Nerf city.

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we don’t know anything, i’m amaze the people sings the same song as two years ago with the druid.

Haha, look who’s talking about singing the same song. Dude, you’re a broken record. What about the druid? It’s top tier in two out of three game modes. You will obviously deny that, but that only makes you wrong.

And no, the soulbeast doesn’t look useless. Quite the opposite, apart from a couple of undertuned GM traits and skills.

Yes, less stability suck, but one would think that ranger players have learned to play with little access to stability by now (apparently some people think having two skills that needed to be precast was among the best.. whatever..). I accepted it years ago (same the reason why I never became comfortable with the pulsing stab we had on SotP with a 48 sec. cd). We’re not the only class with little access to stability on our core specializations. We got tons of stunbreaks and evades though.

All that being said, the new active portion of SotW is.. Well, I woudln’t say trash because aoe immobilize can always be handy, but the old version was fun. And better. Not only because of the stability, but because of all the other effects aswell. The damage buff was just as much of a reason for certain roaming builds to take it as the stability.

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Datamined soulbeast traits

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Plus any build not using Shouts and boonshare would definitely run something other than Fresh Reinforcement.

Well, duh? It’s is one out of three adept traits. It’s not a forced minor trait. And I’ve been emphasizing on the useage of boonshare builds the entire time.

It’s literally there so you have the option depending on wether you run the standard BM/NM with shouts or not. Boonsharing with the pet is a thing. It would be awful if Anet didn’t see that when designing a spec where your pet is gonna go in and out of a merged state where it will loose all its boons.

I’m leaning more towards Live Fast for the reliable quickness proc since on my boon Ranger I don’t exactly need an extra few seconds of each boon since I can reapply them quickly with shouts anyway.

I lean towards both of the two other traits, but they are both less effective than this trait in a boonshare build.

And why argue and complain about a skill that is perfectly fine and has its clear useage when pretty much all our grandmasters looks undertuned at the moment. You want stance cooldown reduction? That GM stance trait clearly got room for it.

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Datamined soulbeast traits

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To be completely honest, aside from unblockable attacks and high quickness uptime, it looks more like a PvE spec.
It doesn’t have any form of condi cleansing aside from the heal skill, which is not good (look at Healing Spring), it also has really poor base healing.
I don’t understand this sudden emphasis on the protection boon, on average, rangers don’t really have high protection uptime unless heavily specced.

This spec is made so that it encourages you to enter and exit beastmode, some pets may have some good skills in beastmode, but don’t forget that outside of it, they are still bad pets..

The Beastmastery/Nature Magic meta that has been going on for years now has a decent protection uptime. One of the stances got protection too. Then there are runes.

It’s a bit skewed towards PvE, but I see a lot of PvP use out of it.

Datamined soulbeast traits

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Eh. What? You’d rather have cooldown trait for stances than the ability to run Fortfying bond, use heal as one, enter beastmode and gain all those boons? You realize Fortifying bond is completely useless whenever we enter beastmode without a trait like this, no? Or even sharing boons to our pet at all before entering beastmode?

I would rather have cooldown trait for stances(or something else) than Fresh reinforcement. There should not be need for trait like that at all.

Excuse me, but do you ranger at all?
We got one heal, one trait in nature magic and now one trait with soulbeast revolved around sharing boons with our class mechanic. You’re wrong when you’re saying Fresh Reinforcement is too much. You got two other traits to chose between. This trait is perfect in combination with Nature Magic. Period. It was needed.

There already is a stance trait. You can roll that boring stance cooldown suggestion of yours into that trait instead. Anet doesn’t do multiple traits for single type of utility skills anymore, except passives procs (and if its anything this game doesn’t need more of, it’s passive procs of defensive utility skills).

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Datamined soulbeast traits

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Personaly i don’t think endles boon copying is good desing and ranger already have fortifying bond and heal as one for that. So why have one more when that space could be used something more unique or simple to add cooldown reduction trait for stanses

Eh. What? You’d rather have cooldown trait for stances than the ability to run Fortfying bond, use heal as one, enter beastmode and gain all those boons? You realize Fortifying bond is completely useless whenever we enter beastmode without a trait like this, no? Or even sharing boons to our pet at all before entering beastmode?

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Datamined soulbeast traits

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I’ve long stopped expecting parity from the Anet balance team. They’ve repeatedly hit the class with massive nerfs any time we even approached a functional state in pvp.

The only reason Druid lasted as long as it has is because it’s core healing mechanic was integral to the success of Raids and they only just recently finally went whole hog with game mode splits.

And yet the druid is still functional in the highest tier in PvP after all the hits it has taken.

I see a couple of soulbeast traits that may get some cooldowns, but nothing that screams op after some small tweaks. Solid, for the most part. Twice as Viceous is kinda lame. The grandmasters seem undertuned.

Not saying I’m not afraid of Anet’s nerfbat…

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Core Ranger vs specialization

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An Iron Legion ranger has dropped his compound bow when heard that. Well, it’s not necessary compound bow beacause even primitive bow made of a stick and a lace is pretty mechanical. Also, a sword or an axe, while being really simple weapon in a case of operation way, is usually made with some complex metal casting technology. Well, technology is about exploiting nature. A bow string and a powder both based on physics. Technology may be primitive but it is still technology, lower or higher level. What level of technology is appropriate for a ranger? Can you draw the border?

And I think there is more in ranger than just druid.

There is a difference between how a weapon is made and how it functions. Swords, axes and daggers are by no means mechanical weapons just because they were forged by a smith with some awesomesauce gear.

OF COURSE you can RP about an Iron Legion ranger being a tad bit more.. mechanical. It’s irrelevant to how Anet views ranger.

Datamined soulbeast traits

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Fresh Reinforcement made me wonder do is it totaly new trait in soulbeast line or is it added effect on Fortifying Bond.

New trait, but being able to run Fortifying Bond and then copy the boons over when entering beastmode is exactly what we needed.

Sand Lion

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Found the Sand Lion on the east edge of the map next to the road.

Where is the pic of the actual lion tho? :P I am just as interested in that.

Thankyou, I’m hoping it looks better in game because it almost looks like its made from rock in that screenshot.

I think that’s the intention. It’s not a lion that lives in the sand, it’s a lion made out of sand. The pet looks very rocky.

There are sand lions cub in the demo map, and they look like complete normal lions. So I dunno.

The cooldown on the F2 is a tad too long.

Core Ranger vs specialization

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Druid is not the best spec for dps. Core ranger still have much better dps than druid.
I have no idea about Soulbeast, but it seems like it will give Ranger that thief/warrior melee dps.

In PvE, obviously. But druid gave LB/GS builds some much needed versatility (including offensive) and surviveability tools in PvP enviroments. Pre recent patch, I’d argue it was your best choice for a LB build.

Core Ranger vs specialization

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Before we get a rifle or pistol we will get off-hand sword or hammer. Rifle and pistol don’t fit the theme.

Firearms don’t fit “a hunter roaming the woods” theme? And hammer does fit? You kidding me.

The way Anet is setting it up, Ranger is far less focused on mechanical types of weapons, as opposed to thief and engineer. Not that hammer fits that well, but it was a fun build to play in gw1 that revolved around ranger and hammer skills. More important, the rifle brings very little to the table. Hammer does.

I’d assume off-hand sword and focus (some kind of warden type) are on the table. At some point I guess they will introduce new weapon types.

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Core Ranger vs specialization

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We still need:

  • A long range dps spec, probably with a rifle.

Just.. No, thank you. LB fills that roll, with just about any elite spec focused on damage. It’s allready pretty good as is with the last patch, and it was even pretty good with druid (although it got slightly hit with the nerf to ancient seeds’ cooldown). Chances are soulbeast will give us another viable variation of it.

Core specialisations will eventually die out once there are enough Elite specialisations available for each build type.

Your wording is pretty misleading. Core specializations will never die. Full core builds might die eventually. Probably what you meant, but still.

(edited by Lazze.9870)

What the hell just happened to signets?

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It being Fury for allies is pretty bad, since we already have umpteen ways of applying fury and maintaining it perma on allies, as well as they also added 50% uptime of fury on pet swap with Vigorous Training. Stability would have been fantastic and make up for the removal of it from SotW, more fury is meh. Already enough of it for Remorseless builds, which I use more than anything else.

No, it’s not bad, it makes up space for other things. I’m not gonna complain about it when they easily could have just given us fury for ourself and not our allies too, knowing Anet.

The Vigerous Training change is irrelevant to what I was saying. I personaly prefer the removal of condtions while dodging anyways. And yes, I’m saying irrelevant because while you might think I should look at the entire class, you might just aswell turn it around and say you might not even run Nature Magic in the first place. SotP lost its remorseless use (somewhat), Clarion Bond wont be taken if you’re running signets. Signet trait with fury is perfectly fine.

Stability on Vigerous Training? Sure, wouldn’t mind. Not relevant to my point though.

What the hell just happened to signets?

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I don’t like the active portion of SotW, but everything else about these changes are perfectly fine. Better than the pre-patch for the most part. Fury – and therefor Remorseless syngergy – is finally back too. It would have been decent if the fury just applied to us, are you really gonna make a point out of the fact that it applies to nearby allies too? As if that’s something bad? It clears up space for something else than clarion bond, for.. I don’t know.. the reworked SoS trait in the tier before it.

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revert natural healing

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The main purpose of this trait was to fuel celestial avatar

No, the purpose of this trait was to regenerate your pet and make its healing better. The regen portion of this trait existed years before druid even was a thought.

Secondly, if Soulbeast will make pet centric traits affect the ranger when merged, this is a needed change.

Boring dagger

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It’s a single handed mainhand weapon with autochain bleeds and poison (both which we already got modifiers for with the core ranger). And then two other seemingly decent skills, one of them being a double leap. I’d rather have that than some flawed gimmick. The animations look cool enough.

Off-hand dagger on the other hand, THAT is boring.

New Ranger Specialization: Soulbeast.

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Lazze.9870

Look at the Druid by comparison…

Just because the druid doesn’t have any skills that affects the pet directly, doesn’t mean it doesn’t syngergize with it. Pet and druid works wonderfully with eachother. The pet has way more sustain with a druid, traits like Ancient Seeds makes it easier for it to land hard hitting skills. Healing the pet, which you will do without even thinking about it, gives you way more astral force than what a petless druid would get.

The entire notion that druid did nothing for the pet or completely ignored it is stupid. It’s a healing spec, it’s limited what they could add that the ranger didn’t already have (pets with heal skills and traits that make F2 heal already exist etc.). The druid didn’t just give the ranger sustain in pvp, it gave the pet sustain. And in PvE? As if anyone were using their pets differently with the core ranger unless they were running some suboptimal pet centric build.

Anet already said before HoT that elite specs either adds to or alter a profession mechanics. Druid was an addition. Soulbeast is more of an alteration. Druid didn’t have a pet problem (besides Druid Clarity and Natural Stride not affecting the pet). It wasn’t designed with the pet in mind, but it sure as hell works with it. Soulbeast doesn’t seem to have a pet problem either. The only pet problems the ranger has are related to the core design.

And ye, the ability to merge with the pet, saving yourself from the death cooldown while still having access to some of their skill is huge. How anyone can look at that as just “eraising the pet” is beyond me.

(edited by Lazze.9870)

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Curious though, with Beastmode Elite since pets are merging with Ranger do we get an increase in Damage? cause isnt it that 33% of our damage comes from pets?

It’s nowhere near 33 % in an all out damage build.

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One of the GM trait, make condis last longer on a specific scenario. It also an hybrid trait that also give 10% damage bonus.

I know, I kinda ignored the condi part of the skill because it’s just a mere 10 % condi duration tapped on to a 10 % power damage modifier. Now, if Anet just stops messing about and make the shorbow GM trait apply to weapon evades aswell. And let it stack with this new one.

Hoping that trigger scenario is percentage based. It’s literally useless in any game mode if not.

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I doubt the power damage scaling of the dagger will be that impressive, but you can always hope. None of the GMs being directly related to conditions is kinda weird, when the dagger is mostly all about it.

SHAME that you can’t pet swap while in beast mode. Well, from the looks of it anyway.

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Even if it does not has duration limit, it’s probably got a downside.

Obviously. All I’m saying is that they shouldn’t gate the mode behind anything akin to Astral Force or a short duration. From the looks of things, it only has the 10CD that starts when entering the mode. Which is great.

I can already imagine quite a few combos.

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Ok then, since I clearly cant understand. Explain how the pet is going to grant might to my group when he’s gone. How is my pet going to hit faster and harder with “Sic ’Em!” while he’s no where to be found? “Search and Rescue!” with an invisible pet? Maul ain’t gonna do much when my pets inside of me.

lol

Dude, you’re asking how it’s gonna grant your allies might when you’re literally getting his F2 skill. You’re able to switch in and out of beast form as much as you want, with a 10 CD. Sic ‘Em’ lasts for 6 seconds and has a cooldown og 40 when not traited. And, what if the ranger gets the effect? We don’t know that yet.

I never said that you don’t understand. I said you refuse to understand. Buffs like the AoO from Maul is a great question, I wonder that myself. But something like your F2 might? No wonder you’re kittening dissapointed already. You’re shooting it down without looking properly at it.

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A specialization that LITERALLY takes our only mechanic away?
Not only that, but it renders many of our skills such as “Guard” and countless talents utterly useless…

No, it doesn’t render those skills useless. Pets dying however do – which reminds me, this might be an excelent way to save your pet aswell: use it when it’s about to die, then pop out of it a bit later. It literally adds to the mechanic. It gives us workarounds in sitations where pets will die. And no, that trick wouldn’t be a bandaid, it’s an extension of the mechanic.

Not that it surprises me how people refuse to understand that. You’re also wrong about druid doing anything for our pets. Any healing and buffing the druid do, helps the pet aswell. Could traits like Natural Stride and Druidic Clarity affect the pet too? Sure, probably should too. And it that regard, the druid ignored the pet. But it wasn’t like it did nothing for the pets.

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- Source(1:15)

Notice he press F5 enter “beast mode” and it’s 10 sec CD. Which means in and out play style. Also how the weapons skills bar changes(you can see the icons being changed).

That only means you can’t go in, out and in within 10 seconds. It says nothing about how long it lasts.

You can re-click on F5, it says “separate from your pet”. SO if you want it will last only 1 sec. You can use the special skills as a combo.

I know. What I was talking about was whether or not it has a duration limit. If it doesn’t, you could stay in it as long as you want. Which is what it should be like, and what I hope it’s like. That CD might aswell just be there to prevent trait trigget spam and whatnot.

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- Source(1:15)

Notice he press F5 enter “beast mode” and it’s 10 sec CD. Which means in and out play style. Also how the weapons skills bar changes(you can see the icons being changed).

That only means you can’t go in, out and in within 10 seconds. It says nothing about how long it lasts.

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It’s not permanent.

Does it have something akin to astral force? Because from the look of the videoes (that all hid the UI), it looked like you could snap in and out of it whenever. Basically making it permanent if you wanted to.

I’d imagine you can swap between two pets still, with that comes a swap cooldown plus the skill cooldowns. I can’t imagine they would lock it down further with a F5 CD or degeneration. Or rather, I can imagine it, but it seems utterly stupid and potentially underwhelming.

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Druid is great. People still complaining about it can’t even be taken seriously as far as I’m concerned. It’s great at what it does.
Soulbeast got a lot of potential too.

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Looks awesome, and I don’t get how people can’t see that. Access to pet skills on demand from the ranger itself gives tons of possibilites. Hoping for some good stances and that the ranger’s damage isn’t underwhelming (especially when the pets aren’t attacking beside you).

Hoping you can run it permanently and that pet swap switches between the skills of your two pets. From the video it just looked like F5 takes you in and out of it with no limits unlike the astral force with the druid. Video hides the UI, though..

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Changes to off-hand dagger?

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Also, I caught the “cripple” comment from Irenio, and it has me concerned because cripple is extremely easy to get rid of in pvp and wvw. If the dagger theme is all about crippling enemies then I hope we get beefed up melee damage (in general).

Refering to off-hand and its ranged cripple attack, as oppose to the melee focused mainhand. Not the new skills.