Showing Posts For Maliken.5630:
Allowing the necromancer to use all his utility skills in death/reaper shroud certainly wouldnt make him overpowered. As it stands now, the fact that it doesnt function makes necro weaker then other classes. Against condi (in shroud form) you cant do anything except one trait. So the moment you go to shroud and get a condi bomb on you its over OR you have to immediatly switch back to normal form.
So i was just playing with a build and i noticed that when you take the ‘two handed training’ trait, that your MAUL is doing LESS damage now. The other greatsword skills are fine. Even the tooltip shows your doing less damage with the trait. This is in WvW, no idea how its in PvP.
So, like the title says. The might stack part of the third strike doesnt work.
Also, even if it would work, i think the duration should be increased so you can at least stack some more might since ranger skills dont scale so well. Or give another boon instead like retaliation or so.
Pet name: Stupid
Ranger name: Im with stupid.
Is it just me, or is the map quite empty. Im trying to grind (which im already not a fan of), but i only come across group events. But they are impossible or take forever if your alone. I dont get it, i usually run alone and cant progress descently. Just soooo frustating. I really liked gw2, but now it feels like a boring game.
My proposal to change the functionality of traps;
1. Lay down the trap.
2. Then your skill change to activate the trap.
3. If you dont activate nothing happens even is someone walks over it.
4. If you activate, the trap springs even when no one is on it. So you have to time it all.
5. When you lay down the trap the cooldown starts, but you can only place the new same trap after you spring the first trap.
This way, if a thief wants stealth, he doesnt spring the trap. If he does spring the trap he is revealed if he hits someone. This is also somewhat a buf for ranger traps but it never did make sense to get stealth and immediatly revealed. Also it promotes active skill use.
okay that means a stun break skill with 1/2s cast time or a trap without cast time
both can not work well pvp or balance wiseNo it doesn’t. I said that the stun break occurs at the beginning of the laying of the trap, ergo the skill is activated and the stun is broken and the character then proceeds to lay the trap.
Yes, just like this. The stun break happens immediatly, and then the skill will activate in 0,5 seconds.
Like title said. Would it be to OP if a trapper could break a stun?? In my opinion the ice trap should be a stunbreak.
Since the latest patch ive encountered this for the second time.
The first time i was in WvW and suddenly out of nothing the sound didnt work anymore. The music continued though. It wasnt laggy or all, i could still play but i decided to reload the game, cause its not fun without the sounds.
I logged out my character and the screen went to the character selection screen. But the portraits were all black. I decided then to quit the game by pressing the cross in the upper right corner, but that didnt work. I litteraly had to restart the whole computer to get the game closed. After that i logged in and everything was fine.
The Second time it happend i was again in wvw and suddenly the sound went away again. This time the music (or sound) was also stuck in some sort of loop. I could still play the game without lag or so. This time i didnt logout my character first but i tried hit “esc” and choose to quit the game. This didnt work and ive again had to restart the computer.
Also, When i hit ctrl alt del, and went i couldnt quit the game, because my mouse didnt let me select the game because the mouse was still the gw pointer even though i was in windows.
This never happened before the patch of 25 august.
I use raven and owl as my pets.
But their F2 ability is like 80 percent of the time on a longer cooldown. The numbers are in blue like if the pet is chilled, but its not. Ive tested this even out of combat and when i press F2 it goes on cooldown with some chill effect on the skill.
Are there maybe other pets with this? (Cant test this now cause im not at home).
Also, when i lay down a frost trap and an enemy is walking over it, the enemy is not affected by the initial trigger. Only the seconds pulse creates the chill effect. If i compare it with the fire trap, the fire trap immediatly triggers the effect from the first pulse. I seems to my like it should work the moment someone triggers it.
I think, if the bugs would be solved then maybe it does have its uses. Also, before the patch the skill use time was 0,5 second. Now its that + 0,5 seconds arming time wich is just doubling the activation time. For a skill that is mostly used to cleanse conditions, this is not acceptable. Remove the first 0,5 second and make the ranger instantly place this trap. Then he still has to wait 0,5 second for his spring to pop up.
I think the greatsword isnt to bad at the moment, it just needs some small adjustments.
1. Hilt bash stops your movement for a little time before it activates. Because of this you cant hit someone when your running behind him cause they are out of range by the end of the skill use. This Always felt a little weird, and the easiest to solve this is to add some more range to it. Also, it should Always stun even when not hit from behind or side.
2. Counterattack is way to slow. Speed up this skill.
Also the second part of the skill is way to slow. The throw should be faster.
3. Swoop is ok with me. It does decent damage and offers descent mobillity in combat.
4. Maul is kinda ok. The damage is fine for its cooldown and its probably also one of the most telegraphed skills. However the vulnerability should be better. Maybe 10 stacks, and last a lot longer. Some classes have even longer burning duration then this vulnarability. If you get hit by this skill you SHOULD feel the pain.
5. Autoattack is kinda low on this one, but if the other issues would be dealt with, its fine. However the longbow is slightly slower, but does more damage on small distance. I Always thought that melee should deal more damage then range, especially an auto attack (and NO dont nerf the longbow instead). Also it really is true that the auto attack evade is a little to RNG. It would be better if it would change to 2 seconds of protection or something.
6. The greatsword trait should be buffed a little to deal 10 percent more damage instead of 5 because the low natural stats of this weapon, makes 5 percent almost none existing.
Add in all these changes and the greatsword is a good weapon while still not nearly being overpowered.
If im on another class or even my ranger and see another power ranger, i still feel like its the easiest kill for me.
Only a condi ranger is hard to beat, but most classes condi builds are hard.
I think the real problem here is the fact that conditions just last way to long without really investing in them. All you have to do is invest in condi damage and take the condi duration food. All the rest can be spend in defense. So you have a lot of stealth, blinds, block, invul, teleports, aegis, but even when you get hit, you still have high armor and vitality and probably even protection. That is the core problem with all heavy condition builds (although mesmer really can have this all in one build)
I think that all damage condition durations, should be lowered a lot (like 50 percent or even more) and make some armor that has for example 5 or 10 percent condi duration as a stat per piece.
Just my 2ct.
Also, if someone targeted your pets, they die really fast since you have no beastmastery and the healing spring wont heal your pet cause its bugged. If the spring works again as it used to be, its not to bad i guess.
I understand they are more at work with the new expansion, but what i dont get is that they think healing spring isnt urgent to fix. I Always used this skill, and now its broken so hard that its not even usuable. Really sad about this. Why should i buy an expansion if the core skills dont even work.
Just here to point out that “strenght of the pack” should be insta cast, since its a shout AND elite.
It been said a couple times, and i thought this would be a bug that has some priority, but since last update its still not fixed!!!
Healing spring doenst heal the pet, so anet get yourself togheter and fix this.
People are complaining about the trapper runes not working, but this is far more annoying. (but also fix the runes).
Do you get the healing when you PLACE the trap and the waterfield at the triggering?
Or does the initial healing only works when triggering the trap?
You can only throw when you have traited for it as ranger, thief traps cant do it. And thats not the point im trying to make. If i use longbow 3 skill i get stealth, but if someone then enters my trap i get revealed, and thats just stupid. Traps just shouldnt reveal.
If im stealthed and i hit someone but he blocks (or evades with succes), THAT should reveal me, but it doesnt.
So i play around with the trapper runes. If i lay down a fire trap near a person, i get the stealth for half a second or so, cause it immediatly procs some damage.
Only the frost trap “guarantees” me the stealth since it has no damage. The spike trap also gives me some stealth cause of the delay, but when traps are being altered with the future update, the spike trap will also reveal you immediatly when someone walks over it.
The thing is, why do i need damage from my traps. They really are only good for condition damage. Even in a full power build the traps still do just a tiny bit of damage, but they will also reveal you, so the damage part hurts yourself more then the opponent.
So it should be changed that trap damage dont get you revealed.
I mean if a thief attacks you in stealth and you block, the thief will not be revealed (WTF). A mesmer can even use a phantasm and will not be revealed. But if someone walks in a trap, you get revealed. That just isnt fair. Even thematicly it doesnt feel good.
So, my proposal, make trap damage not reveal you. That also applies ofcourse for thief and guardian traps. IF its not possible to do that, just get rid of the trap damage and add a something like a second more bleeding on spike or so.
If i dont use traps, i still want my healing spring at least as good as it is now.
So that means, if i use it it should heal me AND my pet immediatly. I also use it for condition removal (and regen), its not instant but at least it works a little bit. If it becomes like a trap skill with activation, then your already dead be condi before it triggers.
I really think that healing spring should stay the same in functionality, if its categorized as trap or not. Sure it would be nice if you can take the trait to reduce its cooldown and other stuff like longer regen or 2 condi removals per pulse or so, but every healing skill should at least heal the ranger and his pet instead of other players who would accidently walk over it.
Just a quick question about the underwater system. Is it still supported? I really liked it, but i havent seen many patch notes wich do something with underwater. Also the only PvP map that had an underwater area to fight is removed plus when the borderland got changed with the ruins it removed a lot of water areas.
So im just wondering, with the comming of the new borderlands map, is there also an area (big enough) to fight underwater? Or is underwater combat slowly fading away silently?
How cool would it be if in the new borderlands there would also be some sort of “water keep”, with quaggan guards or so…
I never had any problem running the game. I was playing it earlier this day. I was in WvW and fighting against a couple enemies. Suddenly my skills didnt function anymore. For example when i pressed the “2” skill, it didnt do it but it kept flashing on my skill bar. I died ofcourse so i respawned at the waypoint. When i pressed some other skills, they also just kept flashing on my skillbar, but nothing happened. So i went to another borderland in the hope that it would be fixed, but nothing happened when i clicked the waypoint.
I waited a little bit, but still nothing. So i logged the character out, and picked another of my characters. While the game was loading the PVE map, suddenly it changed showing the loading screen of the borderland i picked with my first character. I waited but nothing happend so i eventually had to press Alt-F4 to quit the game.
Now when i log in the game i get the error: 42:0:9001:4375 (Build 39327)
It says its probably not logging in because of some firewall or so (although i never had problems) and if i deactivate the firewall i still get the same message.
Pls help me.
Since the last patch, i cant finish people decently with my elementalist. When a player is down, the command to finish them just doesnt appear always. It seems that i have to stand really close (almost on top) to finish them. Its really annoying. Ive asked it at some other people, and some elementalist had the same problem, while a mesmer didnt had that problem. It also seems that i have trouble finishing people when there are other people around the downed player ( or even just clones). Pls fix this asap.
Hey all,
When im taking a camp, sometimes all opponents are getting knocked out of the camp. I have no idea why this happens, but i have encountered it a couple times and only in camps. Never in towers or keeps.
It looks the same as on the Pvp map “Temple of the Silent Storm” when capturing “Meditation of Tranquility” (Captures all three points for your team, launching foes out of the capture point).
Is there a reason why this happens (because i have no idea), or is it just a bug that happens sometimes.
Thx for feedback.
But just to make sure:
1. Lyssa runes also have a cooldown, so if i would be using this signet every 35 seconds, the effect from lyssa would only be applied every 70 seconds, unless i know specifically when the runes come of cooldown and can time it.
2. Its an elite skill, so it just cannot be compared to guarding healing signet and it should also feel as an elite skill.
3. If buffing the passive is to much as you think, i can follow you in that. Its not necessary, but i just put it there because it would be an elite skill, so it should be slightly better then a normal utility skill.
I really wish you are right, and we will see, but i really dont think that your gonna come across much player who use signet of water even after the patch. The skill is just lacking something. Thats why i wanted to make it an elite, so we have another option. If it received these changes and stayed a normal utility, then i also think it would be to strong.
I really think this signet is somewhat lacking in the active part (also after the upcoming patch). I also think our elite skills are lacking. So my proposal for signet of water:
1. Make it an elite.
2. Maybe buff the passive with an interval reduction or so.
3. Make the active more like burning retreat, but instead of creating a wall of fire it creates a wall of water wich gives chill on enemies that pass through it.
4. Make the new water wall also an ice or water field.
5. increase the cooldown a bit to like 35 seconds.
- This way the passive is nice but certainly not to powerfull to be used with written in stone.
- This way we have an option for a runeset wich need an elite skill.
- This way we have an option to retreat a little, while not being to mobile like on FGS.
- This way the active is useful in all builds since its also a combo field for all classes.
And last but not least…
- This way ele’s will be happier.
So what do you guys think? Would this be to strong/weak are do you have other thoughts about what this skill should do?
I hope they also do something with conjured weapons in general. The whole conjuring needs some rework in order to really start using these weapons.
Is it supposed to be this way, or did they just forget to also make the rune apply to the pet? Cause this really isnt fair.
If i equip traveler runes, does my pet also move 25 percent faster?
I would really like some sort of elite signet that on passive gives me 10 percent cooldown reduction on all skills. The active can be something that gives retaliation (or does some damage), and some confusion or torment stacks. This way the signet can be used both power or condition.
I understand that, and it is ofcourse also an option to just conjure the weapon like it is now, with the difference to switch in and out of the weapon for a fixed amount of time.
So, im not saying the conjured weapons are weak. But the way they are implemented isnt very good. So i was just thinking about it, and came up with this idea. I dont know if it is ever been proposed before but here goes.
When you have for example the frostbow equiped. The skill has a 60 second cooldown.
When you use this skill, you switch to forstbow like you would switch to different attument without attument bonus or so and maybe with a very small charge time (not over 0,5 seconds). The weapon is NOT spawned at the battlefield, so it is not usuable for someone else. You still only get like 20 charges.
Now another skill timer starts ticking (somewhat like when you activate the elite glyph) for like 30 seconds. During these seconds, you can switch in and out of this skill set as many times as you want (somewhat like an engineers kit).
When your charges run out or the 30 seconds or over, the skills 60 second cooldown starts again. When you were in the frostbow skills when this happens, your number 1 to 5 skill just grey out, and you have to change back to an attunement in order to fight further.
The trait that gives you more charges can stay and will increase it with 10 or so other charges and/or increasing the 30 seconds to 40 seconds.
The trait that reduces cooldown stays the same trait
The cooldown of 60 seconds always starts either when your charges or out, or when the time expires.
Hope this can lead to some interesting changes.
All numbers arent meant perfect or so, just an example.
One other plus point i think with this change is, that i really dont think it is very hard to program, since a lot of these things or already in the game, just in other skills.
Yeah, no problem. Sorry for making you feel sad that you are stuck with this worthless trait the minute you spend points in air.
Sorry, i thought you meant the chill condition. Yeah, its the forstbow 5 skill. Like Cecilia said, it has a very long charge up and roots the elementalist over a second, so the ele also cant do anything in that time. Its probably one of the easiest skills to notice (except when your fighting more then 1 person ofcourse and got trapped by it)
You cant use it togheter with windborn daggers. It doesnt stack. You just got the 15 percent from windborn daggers. and the trait Zephyr’s Speed is wasted. In fact, everytime you have any movement bonus, the trait is a waste. And if you dont have any other movement bonus, it is only a 10 percent increase and only in air. If it works only in air, then it should at least give 25 percent. The way you thought it worked with windborn daggers, is the way i also propesed. Then it would always matter, and the trait is never a waste. Besides, we are elementalist, if there is one class that has the right to be the fastest (after thief) then it is the elementalist.
So the minor air trait. I really think it is a lost trait. Why is it only working when your in air? Its only 10 percent so it should at least work in all attunments. Or it should work in addition with swiftness, so that when you go to air and you have swiftness you got 40% movement speed or so. Another idea is to have it also include “one with air”.
Seriously, does someone even consider taking this trait?? its not even 2 seconds.
Chill is a condition, so a stun break doesnt work. You need condition removal to get rid of it.
Hello fellow rangers,
I mainly play a power ranger with greatsword and longbow. So this is mostly based on that setup.
1. Why cant we control all of the pets abilities? I want to say to my bird when to apply swiftness. I want to say to my dog when to knock someone down… And if i dont say anything they should just auto attack. I dont think that it would be so overpowered, and we even gain a higher skill cap.
2. If you look at the traits, why should we take 2 traits to reduce all our pet cooldown (even only 10 percent instead of 20)?
3. When i fight a thief who is in stealth and im blocking his attack, he keeps invisible, i can even see like 10 blocks, why the hell isnt he revealed? Is it a bug, or is it really intented?
4. I fought a warrior today, and it was a difficult fight, but after a while i started to bring him down, so he just started running away. I used my sweep skill and then switched to longbow to hit him a couple times. But after like 5 seconds, he was out of range? It seriously isnt normal that my ranger isnt fast enough to catch a warrior. I really think the longbow should have some sort of cripple (or even immobilize) to really catch up with people and keep them away from you (and dont say we have barrage, cause it roots you).
5. If i block with greatsword, and my ranger responds with a kick, he does is soooo slow, that the opponent can just walk backwards in order to prevent the kick. It seriously needs a faster animation.
6. When i use hilt bash, it looks like its even not a range of 300, and if it is, it should be increased, or instead it should be usable even when running without first rooting you for a little moment.
7. Empatic bond transfers 3 conditions every 10 seconds (if your pet isnt dead). It is a grandmaster trait. I dont think that its a bad trait. But to me its just a master trait. Just look at warriors ‘cleansing ire’.
I could really go on for a while, but if all these things gets ‘fixed’, the ranger would still not be OP, but at least they would be more balanced.
The skill says "Blocks projectiles while damaging nearby foes. "
It has an attack radius of 180 and a reflection radius of 90.
So, how does it work?? Does it reflect all projectiles or only the projectiles in front of you? What does the attack radius of 180 mean? Does it only do damage in front of you? Im somewhat confused here.
Also, What do you guys think of this skill? It seems like it seriously hits like crap, and you cant even move. I think the mesmer phantasm (dont remember the name, but the one with the whirling) does a lot more damage.
The thing that needs to be changed about thiefs stealth in my opinion is that when they use a skill while stealthed , they are always revealed. Even if they miss the target.
Hi all,
Im a player from Underworld since the beginning of the game. I always tried to be loyal to my server, but guess what, not everyone thinks the same. My complete guild moved to desolation, but i dont want to be with the top. Ofcourse now i have to move server, cause im always outnumbered, and most of the time i think im even the only player for my server. Its just to sad. Anyway, im a profesional roamer :-) and i also like that. Im just looking for a server where i can roam, but also find some companions and just have fun, instead of always looking at the map where we dont have any keep or tower. I dont want to be in the best server, just a good all round server with plenty of activity, players and fun ( and english speaking). Any suggestions? I was wondering about ring of fire, maybe some players here from that server? Or is there a better option? Thx in advance!
A little off topic, but is it a bug that attument recharge is also affected by chill? Or is this intented? Either way, it certainly is really unfair.
I have reported these bugs a couple times in the game, but since they are still there here goes…
1. For some reason i sometimes cant switch my weapons. The button is even grey. To fix this i need to be out of combat and then re-equip one weapon. This is extremly annoying in PvP since your almost always in combat because the map isnt that big.
2. On occasions i just cant move my character for a very long time. I have no immobilize on me or so, and not even a single condition, but i just cant move. Even leap skills (or blink) dont fix this. For some reason sometimes i can move again when pressing “esc” twice but on most occasions in pvp i just have to hope that someone kills me so i can respawn.
These 2 are serious bugs in pvp and need to be fixed as soon as possible. I have however no idea when these bugs happen. At some days everything is fine, and then a week later it happens twice in a row.
Just wondering, when this skill is used on a elementalist and a warrior, do they both have the same stats as a moa, or does the warrior has naturaly more armour and vitality then the elementalist? If its the second, then i dont think its fair.
So since the latest patch this skill also evades. But is it just me or doenst it always work properly like it should? It seems to me that the evade doesnt start exatly when you use the skill but rather a bit later so you can still be interupted or immobilized at the beginning of this skills. Someone else also experience this?
Yes, i can see someone else utility skills when they use them, but not before a fight, like they can with signets. I dont want to be predictable before the fight even starts.
If i pick signets in my build, everyone can see wich signets i use since they can see my passives and they basicly now wich utiliy i have before the fight starts. But I cant see what utilities others have. I think enemy players should only be able to see your conditions and boons not passive things like signets.