Showing Posts For Naturemastr Artemos.4021:

Draconic Heavy Helm

in Bugs: Game, Forum, Website

Posted by: Naturemastr Artemos.4021

Naturemastr Artemos.4021

I don’t know if this a known bug or an intended difference but I just noticed that the draconic helm on asura characters has only 2 dye channels instead of the normal 3 on other races. Could someone clarify?

Time to Bring the Noise Live 5:30pmPST!

in Ranger

Posted by: Naturemastr Artemos.4021

Naturemastr Artemos.4021

Can’t even get away from you on the forums…

SOAC Revenge Tourney - Great Work!

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Posted by: Naturemastr Artemos.4021

Naturemastr Artemos.4021

Hey I’m really sorry about this but something unexpected came up and I will have to drop from tomorrow’s tournament, but I am still available for saturday

SOAC Revenge Tourney - Great Work!

in Ranger

Posted by: Naturemastr Artemos.4021

Naturemastr Artemos.4021

I would be definitely willing to participate and give it a go.

IGN: Aros Naturebow
available almost anyday except this weekend
no ability to record

3rd Soldier - Reaper

in Suggestions

Posted by: Naturemastr Artemos.4021

Naturemastr Artemos.4021

Duke I think this is a great revamp of the derv that follows the GW2 ideology and at the same time reinvents the dervish enough that it fulfills a unique niche among the professions while maintaining some of the aspects that made dervishes so unique in GW1.
To help this profession gain a little more depth, could you perhaps elborate on how the aspects mechanic works? Do they function similar to an elementalist’s attunements? If so this class isn’t being as unique as it could be. Also what would some of the weapon skills look like?

Concept Profession: Spiritualist

in Suggestions

Posted by: Naturemastr Artemos.4021

Naturemastr Artemos.4021

Hey redrex, I really love the ideas you have come up with and put together and I think you really have the making of both a very interesting and unique profession. Also both Sirendor and Direksone, you guys have put in some really great suggestions and have helped flesh out this profession into something alot more viable. I have spent the past 30 minutes or so really reading this thread and analyzing your ideas. I have come up with some suggestions and would like to hear your input on them.

Soul Orbs
So the general consensus seems to be 6 orbs each sacrificing 5% health each and restoring 10% health upon destruction. Also these orbs will prevent downed-state by being destroyed and teleporting the player away and restoring some health when the player’s effective health pool hits 0. This mechanic is to prevent the problem of one-shots.

This has some really great ideas in the making but I see several problems with the idea. First an auto anti-down makes this profession kind of OP. Even activating this kind of ability on cooldown seems a little OP. Either all classes would have to have a similar mechanic to prevent one-shots, or this should be changed. I suggest either having something like these effectively being instant heals or creating an effective secondary health pool similar to the Necro’s DS. However, they should not prevent down when hitting 0 health automatically and should instead be used strategically like the guardian’s aegis or the necro’s DS.

Dolls
I think this is a great idea that you guys have come up with and they seem to make the profession really unique while at the same time taking ideas that are already implemented into the game. From what I understand these will be used similar to engineer kits, changing the skill bar of the player. I would suggest something like the elementalist weapons where they have a time limit. Also I, I would suggest have the first 4 skills be somewhat weak relatively and then having the 5th skill be much stronger, but that is also destroys the doll in the process.
Here is an example using the healing doll Sirendor proposed
1 – instaheal (like medpack) and also protection for 1sec
2 and 3 same as 1
4 – give yourself a random boon
5- destroy the doll healing for x amount(2 or 3x more than 1,2,3 skills) and cure 2 conditions (effects up to 5 allies in a certain area)
Now this doll could be traited to heal for more, and the 1,2, and 3 skills would heal for less than Sirendor proposed and the med pack (say 600 each)

Death Masks
I think this is a great concept and really fits well with the profession concept. However I think that 1 for each profession might be a little much, but it really depends on how many other utilities you end up with. I just something like 4 or 5 each with some kind of specific effect relating to the other professions (like a condition one that has to do with the thief and necro).

Spirits
Now this is a new suggestion to your concept and it is very much inspired by another topic written by Tipsy so the credit should really go to him. The idea is that since the spiritualist is a profession that primarily uses his soul as a weapon, that he has certain skills that also allow him to merge with another spirit. These would work similar to transformations, having something like 3 spirits (a very offensive one, a condition oriented one, and a supportive one) that change the skill bar for a short period. Now this idea could actually be merged with the death masks, making 2 of them elite skills. This way, when the death mask isn’t active it gives a weak passive effect, but when you activate it transforms the player giving them a new skill bar.
Tipsy’s topic can be found at https://forum-en.gw2archive.eu/forum/game/suggestions/Profession-mechanic-The-Medium/first#post1460925

Let me know what you guys think, and whether you want me to elaborate on any of these ideas.

cultural armor

in Crafting

Posted by: Naturemastr Artemos.4021

Naturemastr Artemos.4021

I have no problem working for it, so please don’t put words in my mouth. My issue was that I was pretty sure it was cheaper at the start but guess not, and I’m ok with that. Now why does this cost gold and not karma like the cultural weps?

cultural armor

in Crafting

Posted by: Naturemastr Artemos.4021

Naturemastr Artemos.4021

right but it’s not like im crafting it in the MF and gathering mats for it. Also, unlike all other engame stuff that you can buy off npc’s, it costs alot of gold and not karma (which btw there really isn’t much use for if you’re not going for a legendary and if balth is not done on your server)

cultural armor

in Crafting

Posted by: Naturemastr Artemos.4021

Naturemastr Artemos.4021

Nope, a month or two ago the cost per piece was 2g not 20. Unless I’m really wrong. But i looked at it alot. I was just too poor then to buy any

cultural armor

in Crafting

Posted by: Naturemastr Artemos.4021

Naturemastr Artemos.4021

well i guess my question is why raise it from 10g to 120g? Was there a reason for this? Also since cultural weps cost karma, why can’t we use karma to by cultural armor?

cultural armor

in Crafting

Posted by: Naturemastr Artemos.4021

Naturemastr Artemos.4021

I’m not sure if this is the best place for this but it seemed the most relevant. Why was cultural armor made 10x more expensive? Isn’t this a little ridiculous? I mean I would be fine if we used karma for it, but 120g for a set of armor that looks a little different? Isn’t this kind of extreme?

A Constructive list of ranger fixes and suggestions

in Ranger

Posted by: Naturemastr Artemos.4021

Naturemastr Artemos.4021

I would love to see some preparations, i really loved that part in GW1 (althought we kinda have it in sharpening stone).

However, our weapons do not suck. All they need are some minor tweaks here and there, overall we have an amazing and variable weapon set that lets us bring alot to a party. The only problem is we have some bugs/minor tweaks to deal with.

A Constructive list of ranger fixes and suggestions

in Ranger

Posted by: Naturemastr Artemos.4021

Naturemastr Artemos.4021

Sollith I think you are right, if the cripple gets a certain chance depending on the distance that would really help the longbow be a much better weapon.

Arrys, you make some great points. One of the most annoying things is when we get the “invulberable” thing on enemies because our pet can’t hit them. Anet specifically placed “sniper nests” in areas for ranged players to use. Should rangers be punished and restricted from using them because of our class mechanic? I don’t think so and it’s a major hindrance to our play. The idea on the 4 skill for axe is good, but giving us so many finishers and combo fields might become a little OP. However, i do like the idea of a skill similar to the greatsword 4 ability, or even a skill that does something to our pet like hunters shot.

At this point I don’t really think much of the BM traits. Honestly i only put in 10 points to make my pet more survivable, I personally think that the traits don’t warrant me putting too much more into the line as it is right now (maybe another 5 for lower CD on swap). Spending the points else where not only makes my ranger more viable, but my pet too,

A Constructive list of ranger fixes and suggestions

in Ranger

Posted by: Naturemastr Artemos.4021

Naturemastr Artemos.4021

1. Option to Stowaway PET till I bring it back.
2. Pets have 0 survivability in dungeons.
3. Keep my pet right next too me.
4. Canines leap and miss a lot.
5. When my PET has done finishing off my target sometimes it attacks another on it’s own not even close to the downed enemy.

1. FIX longbow make it viable…you guys want to have us stop spamming 1 on shortbow then fix the longbow so we can use it. Faster Eagle shot would be good.
I wish I could give you more input on longbow but honestly because of Skill 1 and 3 I don’t use it very much because those 2 skills are useless.

2. Fix QZ nerf was too harsh.

3. Obstruction sometimes when it should clearly be a shot.

I will start out by apologizing for the bluntness that this response is gonna use. But honestly, looking over your suggestions, you clearly don’t fully understand the class. I am not saying you are a noob and should learn how to play, but you are missing out on certain aspects that will solve some of the problems. Also I divided my responses into sections according to how you organized your thoughts

Section 1
Pets have 0 survivability in dungeons? I am sorry but you are just plain wrong. The past couple of days i have done over 20 exp dungeon runs on my ranger. And i can proudly say that almost 60-70% of the time, my pet was alive. Yes I was using devourers, but that’s because i know to adapt, sending in my wolves into a massive zerg and AoE bonanza would get them killed in less than a second. Do pets need more survivability? Yes. But are they just walking corpses? Definately not, your pet needs to play like you in a dungeon, you can’t have them bum rush and expect them to live. Nor should they enter the fight immediately, please micro in dungeons, its the most important thing. That being said, pets do need a survivability buff, just look to the OP.

  1. YES. But this doesn’t mean you should get a passive buff if you choose to stow your pet (I know you didn’t say that but a lot of people have suggested it so i decided to bring it up). Just because YOU decide not to use the class mechanic doesn’t mean that you should get a buff. If you want to be able to permanently stow your pet until you choose to bring it out then great, i personally would love this in some instances. But in no case should you get a buff because of that. That would be like an ele saying i only want to use fire magic, but i should get the benefits of the other attunements still.

Not sure what you mean about #2, maybe you could explain. #4 should be fixed with f2 responsiveness. #5 this shouldn’t happen, probably a bug and would be nice to see it fixed.

section 2
I’m not going to go into skill 1 for too long, if you want my opinion look at the OP. But the 1 skill is not useless, the mechanic is just broken (kinda). Skill 3 is nowhere near useless. 1) vulnerability, this is a major boost to your DPS and will let you be a dmg machine. 2) the swiftness buff, using this skill at the start of a fight not only lets you get a quick spike out, but it makes your pet close the gap very quickly. Now if you’re built like I am this means your opponent has to deal with you and your pet much sooner than they would like, and you can get off a great spike before they can counter.

  1. i agree, just look to my OP for more detail. On #3, i haven’t really encountered this problem but alot of people have. I’ll look into it, if it is a bug it should be fixed.

A Constructive list of ranger fixes and suggestions

in Ranger

Posted by: Naturemastr Artemos.4021

Naturemastr Artemos.4021

@Arrys I think you might have something going with the spirit but I don’t think I really understand what you want it to do. Maybe you could explain it more? On the axe 4 skill, I don’t think being a combo finisher is a reason enough to have a skill. IMO Anet should add some more functionality to this skill, being a combo finisher would be a bonus (NOTE: this is nowhere near high priority compared to the other things that need to be fixed.)

@Majik On rapid fire, I admit I haven’t tested this extensively but I am speaking from alot of play time from on my ranger. Yes, when comparing the skills alone side by side the warrior rapid fire will come out on top dmg wise. But what I think you are not considering is that a good portion of the Ranger’s damage is given over to the pet. Some people see this as a flaw, but honestly if you take the time to learn the class this is a great asset. You now have a good amount of damage coming from 2 sources, and if the pets were more survivable, ranger might actually be OP to an extent. But back to rapid fire, when you add the skill dmg to the dmg your pet is dishing out, ranger will be up to par with warrior once some of the bugs are fixed. But overall nothing is inherently wrong with the skill, juts other aspects of the profession. However, I completely agree on the warhorn and I believe this should be looked into. If this is how the skill was intended to work, a acknowledgement from a dev would be nice (but we know thats not likely to happen.)

@Bronx Pets don’t need a complete rebuild, just minor fixes, look to OP. On traps, if you are saying you want traps to become the equiv of necro marks you are saying you pretty much want a necro with a bow. If you really want this ability i would suggest speccing fully into the crit trait line to be able to ground target your traps and make them larger (which is quite viable in certain situations). However, just look at the word of the skill: TRAP. The point is to lay down a trap and lure your enemies into them. Believe when used right along side a properly microed pet, you can be a 1 man killing machine.

(edited by Naturemastr Artemos.4021)

Spirit changes?

in Ranger

Posted by: Naturemastr Artemos.4021

Naturemastr Artemos.4021

I like the idea you are moving towards, but your suggestion doesn’t really fit into Anet’s model. Anet doesn’t want players to specifically target an ally and then hit skill A to heal them or skill B to apply boons. Any skills that do such will be done indirectly, like a ground targeted AoE. Other than that spirits are the same as what you suggest in their current state. What they really need is more survivability/better boons to compensate for them dying so fast, or to operate like warrior banners to make them viable.

A Constructive list of ranger fixes and suggestions

in Ranger

Posted by: Naturemastr Artemos.4021

Naturemastr Artemos.4021

3)Utilities – fixes and changes
There are some serious problems with some of the ranger utilities right now.
First the spirits. These things die way too fast and offer too little to even be considered for a utility slot. They either need to be given a serious health and armor buff so they don’t die when something looks at them, while at the same time be given a small buff to their effects. OR, the better option, make these things like a warrior banner, they provide passive buffs and can’t be killed. To help with balance, if Anet needs to, make them targetable once a player activates their active skill until the recharge is down, BUT make sure they don’t die in 2 seconds when they are targetable.

Second, the signets, some of the passives are pretty great, but they don’t offer a good enough active for me to want to loose the passive like signets from other classes such as necro or guardian. I don’t know how exactly to change this specifically but something needs to be done (I know not the most constructive, but my creative juices are running out)

I think with these changes not only would ranger be made viable again for all the people that think its a useless class, but it would also fix the major bugs that are hindering the ranger.

In summary:
Pets
1)make them more survivable
2)fix f2 responsiveness and animations
3)add move-and-attack
Apply fixes/improvements to certain ranger weapons
Make some of the utilities more viable

A Constructive list of ranger fixes and suggestions

in Ranger

Posted by: Naturemastr Artemos.4021

Naturemastr Artemos.4021

2) Ranger weapons – fixes, suggestions, and what not

The ranger has some great weapons available, I constantly see people QQ on the forums about how the ranger has crappy weapon skills and only 1 or 2 viable weapons. On some points I agree, some of the weapons need some tweaks, but for the most part people need to see the general usefulness of these weapons.

Axe – I love this wep on both main-hand and off-hand. It needs no major fixes at all, although I have two suggestions: 1) a slight boost the the 1 ability’s dmg by maybe 10%. If you are going up against a mob, this wep set rocks, but the aoe dmg isn’t a good enough trade-off for the low damage. Other classes are able to put out a much larger amount of aoe dmg much more easily. This isn’t completely necessary, but it would make axes much more viable. 2) the 4 skill (1 on off-hand) – I just don’t see the benefit of this skill. Sure it hits twice and its some nice dmg, but its nothing really all that special. Another skill that gives the axe some more functionality would be nice, but again this isn’t necessary. Just a thought.

Torch – Nothing wrong here, works fine.

Warhorn – another amazing wep set that needs nothing fixed.

Dagger – great weapon, i love it. One suggestion however, making the 5 skill able to bounce between up to 2 or 3 foes would be nice. Just gives the weapon more functionality and gives the ranger a little more CC. Again not necessary, but this is def a change I would like to see. If this means a reduction in the dmg of the skill per hit, i would be ok with it.

1H-Sword – The skills on the weapon are amazing, the only problem is they are bugged. The 1 skill chain roots the player in place, making dodging and activating other skills a problem. The 2 skill doesn’t hit if terrain isn’t flat alot of the time and its range seems to be less than indicated on the tooltip. The three skill seems to work fine to me so no problem there. Once these bugs are fixed, the wep will be fine.

Greatsword – The skill set on this wep and how they work is perfect. The only thing I would change is the damage for this wep overall. During beta the greatsword was kinda OP, but after the pre-launch nerfs, this wep has kinda gone down the drain dmg wise. Some people argue that the AoE from the swing is why the dmg is so low. But then why do warriors, and guardians, and such get good dmg with their swings too. The greatsword doesn’t need a massive boost just something like 25% to bring it up to par.

Longbow – A lot of people think this weapon is horrible and not worth the time, I completely disagree. I love this weapon, the skills are well thought out and all have their uses. There are two changes to this weapon that i think would solve alot of the hatred. 1) increase the fire-rate a little bit, not too much but like maybe by 10-20%. 2) Add an additional mechanic to the 1 skill. Right now the skill functions in a way where damage is penalized if you are closer to a target. Let’s face it, no matter what it is hard to keep a certain distance from your target, especially in pvp. What this skill needs is something like a 20% chance to cripple or something along those lines. This gives the ranger a more passive way to keep enemies at a distance and use their longbow to its highest capacity.

Shortbow – I know there has been alot of QQing lately about the recent shortbow “nerf.” Honestly I don’t think that there has been much of a change in regular play, however QZ has definitely been significantly nerfed when using a shortbow. My suggestion, bring QZ speed up so its higher than it is now but still lower than before. Also due to the fire-rate decrease I think that a small increase in damage is viable and would not be game breaking.

A Constructive list of ranger fixes and suggestions

in Ranger

Posted by: Naturemastr Artemos.4021

Naturemastr Artemos.4021

First, I would like to say that I utterly love the ranger. A ranger was my main in GW1 for almost 7 years and has continued to be in GW2. Despite the “SB nerf” and the multiple “bugs” the ranger experiences, I believe that it is an amazing class and is far from the class that needs the most attention (look to the ele).

That being said I believe that there are some simple fixes that would people less upset about the ranger, and a couple more complicated fixes that would be required to make the ranger a little more versatile/up to par with some of the other classes. Also here I will say that I am using the warrior and a bar, not because the ranger should be able to do what the warrior does(they are different professions after all), but because I believe that the warrior was the most well done class and really plays the way it was intended to.

DR note, look for bold text to get the main points at the end

1)The Ranger mechanic – the pet
First off I love the way that Anet decided to add in the pet. In GW1 I would have to sacrifice half my skill bar and almost half my attribute points to make it even worthwhile bringing my pet with me. Now I can enjoy the company of my pet without paying too much attention to it if I don’t want to. Not only that, but the way I have decided to build, my pet is now a major threat to those who decide to ignore it.

However, there are multiple things wrong with the pet.
1) They die too easily in almost all situations even with micro-managing
2) They can’t attack on the move
3) The broken responsiveness of f2 abilities

These I believe are the major issues with the pet. The last 2 should be fairly simple to fix. The broken responsiveness is a bug that has been acknowledge by Anet but seems to not have gotten much attention so far. This is a major thing that would instantly make pets better. Also, the long animations on these skills are a problem. By the time my pet gets off the animation, their target has moved out of range. Now occasionally I’ve seen my pet queue up its f2, get the animation off, then leap like 20 feet to the target to make the attack hit, which is awesome. If that’s how the f2 always works so that it would hit just like the target was standing next to the pet then i have no problem. Actually this would add some additional skill to the ranger, making it so that players have to account for the animation time when they are trying to get a f2 skill off. But either way, all f2 skills need to either have a fix where they will hit like normal up to a certain range that makes the f2 skills feasible, or Anet needs to flat out cut the animation times of alot of f2 abilities.

Next, pets do need some kind of survivability boost. Should they be invincible? No. Should they die at the simplest hint of an AoE or from more than 3 mobs pounding on them? No. There needs to be some kind of balance. Now before anyone starts to QQ and tell me I am not micro-managing my pet or not building right I am going to stop you right there. At first yes, I did not do any of that. But now in normal situations my pet rarely dies. But as soon as I get into large fights or a dungeon, the amount of AoE or massive hits certain dungeon mobs deal out will take out my pet instantly. The solution: give pets some sort of passive AoE mitigation, enough to keep them alive for more than a split second in PvP. People shouldn’t have to feel like they are playing two players when coming up against a ranger in PvP, but they should need to have to take the time to deal with the pet instead of just being able to one shot it with a simple AoE.

Finally the move-and-attack problem. The fact that pets have both bugged f2 skills and can’t move and attack severely limits the ranger DPS. Ranger DPS alone is already lower than any other class because 40%(just a random stat) of our damage output is given to our pet. Now if the pet was functioning properly, then this would be no problem at all, but that fact that our pets can’t hit moving targets, in a game where combat is supposed to be fluid, is a severe cripple to the ranger compared to the other classes.