Over 15k Achievement points. Over 550 WXP ranks on Ranger. 5 legendaries. Dungeon Master.
I do hope I know a little bit about playing GW2….
OP, so Necromancer isn’t magical?
Yet they don’t have any invulnerability at all in any way.
Necromancer could have invulnerability.
It would make sense as it does have a non-reflectable auto-attack.
But necromancer gets as much love as the ranger, so that is why it can’t have nice things.
Me saying the ranger should have it, does not mean the necromancer should not also get a second look.I don’t want that on Necro either. I like playing tank, and having to rely on Invulnerability in my build for defense means I lose capture point contribution. No thanks. I take a block or blind field.
Having it as a trait or a utility would fix your gripe.
And gyphs really do need some love.
No thanks. They do need damage reduction tools, but I don’t want immunity, because that ruins capture point holding. And just imagine the QQ. I can see the WoW Bubble Paladin QQ all over that. No thanks. Ranger is already under performed, wouldn’t want the class to get nerf over something like that.
Invulnerability=Nerf magnet?
Too bad ele and gaurd have been very wanted in various game modes…
Having the mechanic does not appear to have held them back one bit.Last time I checked, neither one of them can heal as well as a Druid though.
Last time I checked; ranger does not have the utility of a guard or the sustain/dps/mobility of a ele.
Well how about fixing that issue instead of suggesting something like this that would get the class. Huge nerf. Fix Nature magic, And Wilderness to actually do their job.
Just tying to get the druid something it should have.
After all new elites were supposed to ‘open up’ new functionality. Invulnerability would be a great new option.
Would be pretty hardcore if anet were to nerf the already under powered ranger.
I see invulnerability as being a fair trade off for the lack of stability.
Don’t want druid to just be a different take on guard after all.
OP, so Necromancer isn’t magical?
Yet they don’t have any invulnerability at all in any way.
Necromancer could have invulnerability.
It would make sense as it does have a non-reflectable auto-attack.
But necromancer gets as much love as the ranger, so that is why it can’t have nice things.
Me saying the ranger should have it, does not mean the necromancer should not also get a second look.
No thanks. They do need damage reduction tools, but I don’t want immunity, because that ruins capture point holding. And just imagine the QQ. I can see the WoW Bubble Paladin QQ all over that. No thanks. Ranger is already under performed, wouldn’t want the class to get nerf over something like that.
Invulnerability=Nerf magnet?
Too bad ele and gaurd have been very wanted in various game modes…
Having the mechanic does not appear to have held them back one bit.Last time I checked, neither one of them can heal as well as a Druid though.
Last time I checked; ranger does not have the utility of a guard or the sustain/dps/mobility of a ele.
No thanks. They do need damage reduction tools, but I don’t want immunity, because that ruins capture point holding. And just imagine the QQ. I can see the WoW Bubble Paladin QQ all over that. No thanks. Ranger is already under performed, wouldn’t want the class to get nerf over something like that.
Invulnerability=Nerf magnet?
Too bad ele and gaurd have been very wanted in various game modes…
Having the mechanic does not appear to have held them back one bit.
Signet of stone is not true invulnerability.
It only prevents physical damage. Does not stop conditions and control effects.
It would be logical to add Invulnerability to the Druids skill set.
Guardians, Elementalists, and Mesmers are the other ‘magical’ professions.
Being magical tends to mean two things:
1. Weapon auto-attacks can not be reflected
2. Ability to become invulnerable.
Really do not want this game mechanic to be overlooked.
Invulnerability is a baseline mechanic for the games ‘magical’ professions.
If invulnerability is not added now; will in all probability be years before this is rectified!
(edited by PolarLights.4825)
What I would really like is for the druid to have a trait that allows regeneration to stack in intensity up to 2×. It would do something about the major problem of having excessive amounts of useless regeneration.
Could easily replace the really boring Minor Grandmaster (Natural Mender).
Anet does a very good job of giving the ranger worthless trait updates.
Two handed training is no different.
Fury is great.
Fury on a defensive weapon is terrible.
Fury in a defensive trait line is just lol bad.
Fury is what I have every time the Ranger gets such useless traits.
Trait ends up being compared to the 15 point Furious Grip.
There is just no winning for this trait.
Nature trait line is just pretty much useless unless one is spirits.
Do not cut your self short with a non MMO gaming mouse.
Get a 12 side button mouse from Logitech or Razor.
It takes some getting used to and I still only really use the first 9 of 12 buttons on my Naga 2014 but it is totally worth it. Just the first 9 buttons (and the side clicking mouse wheel) is not enough so I have ‘Shift plus a #’ to give myself even more keys to use.
GW2 is a fast paced game and you really need to have everything at ones fingertips.
Everyone I know who has a 12 button side mouse loves it and would never go back to something less.
you guys hating on the build doesnt make you better 1v1. lol.
spirit ranger is still the king duelist in tpvp. if it’s true that you actually beaten a spirit ranger 1v1, it’s just because you fought a really bad spirit ranger.
people will always hate something they cannot understand or beat.
Spirit ranger the king duelist in tpvp?
You embarrass yourself every time you post on these forums.
dude, i play mesmer, necro, warrior and ranger. all these toons are good in 1v1 but a well played spirit ranger can beat all the other three hands down.
Sadly any sort of condition ranger gets pummel wracked by a diamond skin ele as diamond skin in 1vs1 is extremely effective.
My only condolence is that diamond skin will not help the team any as the assist train is just too strong.
lol personally i have no idea how spirit build is good at all. if you put them in you lose
defensive skills. more over it only takes a couple aoe to nuke them out.
the condition they provide are not even as strong as Mesmer / thieve nowadays
i would love to be educated though so i may play it on my ranger, if you are in Tier 1 NA.
As expected of a WvW BG player. Your post has nothing to do with this discussion as we are talking about a ranger in SPvP and not WvW where spirits are for the most part garbage..
The way the ranger is set up. With a pet permanently attached to the hip and a utility and trait line devoted to a pet..
There is just no way around having that pretty useless AI companion.
I sadly do not see them changing the rangers core mechanics.
I am also surprised that the ranger ended up more minion happy than a necromancer hahah. Did not make a necro because I did not want to do dots or rely on pets. But here I am using a spirit ranger in solo q -.-’
If active play is doing something to cause some effect then spirits are active.
They are no different than signets as there is an always on effect and an activated ability part.
Each spirit has an activated ability that is very strong.
Sun spirits fast casting blind is awesome for stomping.
I would even say that a spirits proc is not totally passive as it goes off every 10 seconds.
There is very little reason to use both torch 4 and spirits burn at the same time as there is just so much cleanse in this game…
The effect is not very random (nor always on like bark skin at low health) so its timing can be leveraged.
As for traps..when would you want to hold off not spamming them.
The only situation I see them being held back is when someone is about to be downed. Saving it for once the guy goes down and then tossing everything you have on the body to stop the magic fingers rez.
Beyond that the cool downs are low and besides the condition damage…uh do you find that one second immobilize useful enough to with hold tossing down the trap? :0
Once in the long past I ran a trap build. Never found it very active (and lol to skilled play) as tossing something down when it is off cool down is worse than having a spirits proc go off every 10 seconds.
I find traps the same as a warriors For Great Justice. Spam spam spam.
So can someone list some reasons why they would not auto spam a trap when off cool down? As I just do not see what good it does to hold off laying one down.
(edited by PolarLights.4825)
It would be a lot better if both bows got added range as default and the trait did something a bit more productive..
On a realistic not I do not see how it would make a real world difference.
Everyone from players to mobs poop out aoe so dat bear will be damaged and start spamming its other skills..
I was thinking you were gonna make a post about how Bears make good eating.
There is always so much talk about the spirit zoo being all about bad AI and being passive and so on and so forth.
So does the public see a trap ranger as one of those lusted after ‘active’ types of play?
Or does the ranger just totally lack active play..
I personally can not see traps as active at all in any way.
Traps are unmovable once laid down.
Also traps can not be actively set off allow the player to make a fire/ice/poison field when ever wanted/needed.
A trap by its very nature is fire and forget. Once laid down there is nothing that can be done to it. Except of course laying down a new trap which will remove the old one. Good initial trap placement does take some forethought but with the way maps are set up there are usually just 2 possible entry (choke) points to most circles.
Even when actively tossing down traps on people they have very little in the way of utility. A single second of immobilize or some chill are far from game changing or even of any use. It is all just condition spam and not much else.
Something useful with be knockback/daze/stun/reflect.
As it stands you just toss them as soon as they are off cool down.
How can traps be considered active play when everything is just spammed when off cool down? And even if not used as soon as off cool down, what tactical use would there be to not using them asap?
I find it rather funny that people see the current Ranger who uses a spirits as EZ.
There is a huge difference between a good and bad spirit ranger.
Although the difference is MOST apparent in anything but a 1vs1.
In a team fight a bad spirit ranger will be instantly trained down and demolished.
I personally hate seeing a spirit ranger on the team as they are usually just free stacks.
Ranger spirit passives are no different than banners or Necro Dhuumfire.
It has a rng to proc and thats it.
With only 2 weapon sets and 5 utility slots. I do not see any way that this game can not rely on a bunch of passive traits. There is just not enough ‘active’ slots to do stuff with. This is not a game where you have 25 0r 50 abilitys that you can use…
Might as well complain about how a car can’t fly in the air. Core game set up just does not allow for tons of active abilitys.
Spirits have no AI. All they do is follow you if traited.
I would say spirits are quite active as they DO have active abilitys.
Sun has a very effective blind and few things can beat a nature spirits rez.
If the spirit had actual AI you would not have to push a button for it to rez people -.-’
At the very top of skilled ranger play is timing being downed to your nature spirit dying as that is a free unstoppable rez.
Normal people just don’t have the ability to properly leverage utility use -.-’
I can see why people dislike the spec. But there is just no way around it. The game is set up to rely on passives to make up for the lack of active ability’s (ie wep sets and utility’s, and what ever garbage F skills).
(edited by PolarLights.4825)
It is not overlooked. It is just plain bad for dungeon groups.
Bosses and stuff do one of two things in this game:
1. Slow but deadly attacks
2. Mass (but moderate) AOE damage everywhere that you just have to eat even with vigor.
Based on that vigor is useless.
I never say to myself ‘need more dodges’ but rather..‘need more healing for all this pos aoe I can’t avoid’.
Stat wise the beast master line is pure garbage.
Healing power does us little good as we are not an ele/guard/engi.
Giving pets a little more stats is a /lol small damage boost.
Esp with all that grind happy ascended armor and weapons.
Ranger skill cap is prob the highest in the game.
I say this because all I see are rangers getting instant downed because ranger escapes are terribad.
Basically you need obscene amounts of skill to not get wtf pwned by everything.
There is no real ez build that you can win with.
Only way to win as a ranger is to predict what people are going to do and be ready for it as rangers have tons of really bad 1/2 second evades.
Advice from a top 10 solo que ranger :<
I also hate hate hate having another ranger on my team as all I can think at that point is its someone that will need carrying ;/
All power builds died with the nerf to quickness. So it has been an age since it was viable.
I really can not see anyone in their right mind using this trait.
So many better ways to get fury.
Also the great sword is not some mighty dps weapon.
Would have been loads better to get protection on hit.
If you want to do Power based damage there is no way you will go 20 deep for this.
Healing spring is just so much better compared to everything else. All those blasts, leaps and whirls for even more healing. Not to mention that the condition removal will stop thousands of damage from being done. Or even a dps boost if it removes weakness.
I too am totally disappointed in the Water Spirit. This guy is last to the spirit party as he is just plain fail in every way. AI in this game sucks so lets just add another spirit to the party /lol.
No amount of Unicorns could get anyone to care about SB as it is ;p
Double axe is really just defensive in nature.
Axe 4 is used more for interrupt than damage. Same goes for Axe 5, its reflect is far more useful than damage done. And if not reflecting then I would just quickly use and cancel the Axe 5 channel for those couple seconds of retaliation.
Axe main hand is a condition weapon with a very nice defense via weakness of #3 skill.
Axe off hand is defensive.
First off do not take Sharpened Edges. With your 39% crit chance and lack of bleed duration it is garbage dps.
I would take Shared Anguish over Vigorous Renewal. That out of jail card is far better than 5 seconds of vigor. Also very useful when doing a stomp.
Signet builds are really for power builds. As it stands it has no synergy with your condition focus.
Build pretty much needs to go back to the drawing board…
How about we all take a step back and just say:
Full fury up time is what a longbow needs with out having to use anything else.
As really…full fury up time is not suddenly making Long Bow OP!!! Please fix as soon as possible ;/
Its more like:
Ok so you have a bow and now you got permi fury..nothing to see here.
Wish they would just leave it as is haha.
Builds and roles and all that are all fine and dandy but this solo q is really just hot join.
As often there is only one bunker. If you are lucky of course haha.
There is very little communication. Thank god for being able to see opponent icons. That being said; always have the mini map in the corner of ones eye. Use it to plan where you should be moving to.
Prob not worth mentioning, but as a ranger you will get targeted first. Do not over extend.
Regardless of what weapon set you are using you must learn to use those built in weapon invades. There are very few ‘real’ spvp builds. Just learn the animations for all those knocks downs.
When rooted by a memser just weapon evade and /lol.
Blow a evade or two when a thief stealths as it is very important to dodge the backstab (that you can only predict is coming).
Always fight on a point unless you can somehow tie up 2 or more people for a good minute. No sense dying in the middle of nowhere for no good reason.
A fully traited Spirit of Nature is extremely powerful. Get off one normal rez (also master the self rez via the spirit) then do ones best to time it so it gets a 2nd rez off when it dies. It may sound hard but when people are blowing aoes like mad….with some practice you can time it so you are downed as the spirit gets chopped in half.
I really think the best thing in a hot join is just to be a killing machine.
Don’t stay on a point just for that worthless 10 score points. And if you down a guy. It don’t take a full team to finish him off. Letting a thief bleed out is fun to watch.
These are tips from a guy on the front page of the leaderboards.
I only run the sun and elite spirit.
My rune and sigil choices are also not the norm.
I use a lynx and wolf so my pet choices are only half standard.
With that being said. I believe a lot of builds and whatnot can work in the mess that is a solo q match. You just need to be able to use everything to its full potential and carry the team as hard as possible.
How can a professions utility’s be balanced when traits give 100% improvement.
Would it not be better to increase the base usefulness of utilitys and then give them the more normal 20-50 percent improvement?
Because if a utility can stand to have a 100% improvement, that basically means the untraited version is just plain under powered.
Traits with 100% improvement:
Signet of the Beastmaster
Moment of Clarity
Trap Potency
Vigirous Spirits
3/5ths of the Rangers utility lines benefits from an inane doubling of effectiveness.
Also if you don’t have double effectiveness then the utility lines are garbage. Just look how useful the pet and wilderness survival utility’s are.
Every ranger build basically relys on a reckless 100% improvement.
Not only that but even when traited they are only on par with what every other profession gets as a base.
For example all long cooldown stuns/dazes are around the 2 second mark. To get a 2 second stun with GS or SB you have to use a Grand Master Trait!
With signets you have to use another grand master just to have the utility affect you. That is just plain backwards. Its like the Ranger is the pet in GW2.
Spirits being able to follow is like if you had to trait for a clone to follow someone or trait so you could move a banner.
If you were to give 100% trait improvements to any other profession they would be utterly broken (Just take a look at a memsers 5 pt trait to have 100% vigor uptime). But with a Ranger its just business as usual.
And if you don’t trait for double effectiveness the utility’s end up being utter garbage as they need that 100% improvement just to be usable.
Doubing of utility effectiveness needs to go. And with that, the base utility of utility/weapon skills needs to be improved.
(edited by PolarLights.4825)
Ranger Greatsword skill number 5; Hilt Bash.
Skill it not hitting at listed range of 300.
Tested on flat terrain in the mists by DPS trails waypoint.
Tested by moving Ranger so its character model (human) foot is inside the targeting reticle of a golem.
Selected the golem (so it was targeted) and then Insured 300 range by hitting a single keybind to make the Ranger dodge roll back (300 units). Upon completion of dodge roll use Hilt Bash.
The skill does what it wants. Sometimes it will hit the golem and sometimes it will not. When hilt bash fails to hit the golem, usually you can still hit it with the full auto attack chain so the golems hit box is within 130 range.
Assuming that Hilt Bash makes the Ranger leap foward 150 units and then the damage portion of the ability has a range of 150 (melee range) units there is no reason why the attack should ever fail to connect during my testing.
Pets are using their pet attack skills in either a nonoptimal order or use no order at all. I think it would be great if they were used in a more logical fashion.
Canines for example will always try to use their Brutal Charge knockdown first. What it should be using instead is Crippling Leap. With out some movement impairing effect hampering the target, Brutal charge usually just hits thin air. Also when using a wolf I find that I usually really want to use F2 Fear and don’t want to fight with an AI that wants to use a knockdown.
Spiders appear to have no set order at all. Nothing quite like having a spider spit out a pool of Poison Gas then use Entangling Web to immobilize a target that has by now intelligently moved out of the prior used AOE. Spiders set order should always be immobilize followed by AOE poison as they both share a 20 second recharge.
The Shark needs to have its F2 Feeding Frenzy replaced with its Fear skill. Feeding Frenzy is a skill very like a warriors For Great Justice. You always want to activate it when ever it is off recharge. Having a 2 second fear on command is far more useful then its weak Frenzy attack.
These are the most glaring examples that I can think of. I know they will not make pets intelligent enough to not use a knock down vs a foe with stability or be helpful and use a AOE healing ability when you need a heal (cough birds Harmonic Cry).
I know that the Devs changed it once so dogs would always knock down first. But I firmly believe that Knockdown first policy needs a relook as it is just not as synergistic as using a cripple first. This change up would not interfere with stomp interrupting. It would just mean you would need to call out the dog a bit sooner. Sort of like the skill it takes to set up a Nature’s Renewal self rez. Or the dog could be made smart enough to use a knock down against a stomp lol. One can hope right!
(edited by PolarLights.4825)
Interrupting Nature’s Renewal puts the skill on a full 30 second recharge.
As per the wiki: “Skills which are interrupted have a 5 second cooldown before they can be cast again”.
Nature’s Renewal is the Rangers Elite skill when Spirit of Nature is summoned.
Tested in a custom arena with a thief. Interrupting the skill Nature’s Renewal will put it on full recharge.
Bug has a detrimental effect on the Rangers elite as per the 03 September 2013 update: “All spirits can now be launched, knocked down, and knocked back”. As those control ability’s also cause interrupts the elite is crippled as the skill goes on a full 30 second recharge instead of what should be a 5 second recharge.
Ranger Great Sword Skill number 3; Swoop leap distance is 900 instead of the listed 1,100.
Swoop will only cover listed 1,100 range with a target selected.
With out a target selected range is 900.
Tested in the mists on flat ground vs a Target Golem by DPS trails waypoint.
No swiftness or runes that add movement speed. Swoops were done while out of combat.
Swoop distance was tested against the 900 range of mainhand axe. Swooped at the point where main hand axe #1 gets a red bar indicating out of range. Swoop will cover exactly 900 units and put ranger on top of target golem.
Swoop distance was also judged with longbow with default 1,200 range.
When swooping at max (1,200 units) longbow range: Swoop distance plus one dodge roll (which is 300 units) will put ranger exactly on top of target golem.
Swoop distance tested vs the range indicator of swoop itself (1,100 range). With target golem targeted it will cover 1,100 units and damage golem. With no target selected swoop will fall short and thus do no damage to target golem.
This bug affects ranger roaming and survivability as without a target swoop will only cover 900 units instead of the listed 1,100.
(edited by PolarLights.4825)
Ranger marksmanship adept trait VI Beastmaster’s Bond triggers at 25 percent pet health instead of 50.
Tested in the mists with wolf and lynx pet against Chieftain NPC.
Game update on 2012-12-14 was supposed to change it from triggering at 25 percent to 50 percent. Patch only updated the tool tip but not the actual health percentage trigger. As such this has been bugged for about a year.
Most of the do nothing to help the map GvG guilds have left JQ. Which is good as the PPT is looking totally sexy. May no other guilds fall into the trap of becoming wanna be Red Guards.
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