Showing Posts For Quack.3705:
Afaik all races except asura become a blur for a split second and make a wosh noise when they dodge. Asuras however use the same dodge animation they have for any other class.
Maybe it’s just me but I’m very dissapointed by this. I want my asura thief to do wosh sounds too.
No, each bleed stack is tracked separately. It has an indivual timer, ticks independently of all other bleed stacks and deals damage based on the condition damage of the person that applied that stack.
So in your scenario where you stack your 50 dps bleeds on an enemy and then the pets 10 dps bleed, the bleed stacks from your pet would still deal 10 damage while yours tick for 50.
@skream: So? (also toughness won’t help you at all against condition damage).
-Fixing all the ranger related bugs and improving pet AI.
-Master’s bond should carry over to the other pet when you swap pets and when you enter water (maybe nerf the bonus you get from it in return)
-Make pet return cancel anything the pet is currently doing. If I tell it to return it should return.
-On unnamed pets, replace the “Juvenile” with something like “tame” or “domesticated”.
-Tier 2 and 3 pet traits are boring and suck. Improve them.
-Right now making a build that focuses on the pet doesn’t seem viable. To strenghten your pet you will want to buff it up and we have a lot of options for doing that. The problem is that you want to swap your pet as often as possible to make sure it not dies, to utilise it’s active ability as much as possible (and the other ones too) and to get 2 sec quickness as well as the stacks of might your pet can get from being swapped in (Mighty Swap). But by swapping out your pet all the buffs you’ve put on it disappear.
I don’t know what to do about this but currently it’s hard to make a pet focused build because of these conflicting interests.
-Companion’s Might is useless. 1 second of might on crit isn’t going to help much. Even when using a shortbow which has the highest attack speed you barely get anything out of this.
Either buff the duration to at least 2 seconds or change it so it proccs on all hits and not just crits.
-Make Lightning Reflexes and Signet of Renewal activation break any movement hindering effects. A lot of the time when I get immobilized and try to Lightning reflex out of it I just roll on the spot, not going anywhere and once the roll finishes I’m still stuck. Same for Signet of Renewal in the same situation, I activate it and I’m still stuck.
If I can’t break cc with these abilities then why should I use the at all?
So yeah, make these two abilities break all these conditions (except for the root on elite entangle, since it’s an elite ability and you can attack the root to get free anyway)
-Buff spirits
-Make the casting animations on most pet active skills not be so long. A lot of the offensive active abilities have so long animations that by the time they actually get it off the target without even trying to dodge it has moved so much that the ability misses completely.
-Aside from Signet of Renewal the effects on signets aren’t very usefull unless you invest 30 points in markmanship (and their cooldowns are pretty long to boot). Either buff the effects or decrease the cooldowns. (also from reading the tooltip on Signet of Renewal it doesn’t sound like it would benefit from the Signet of the Beastmaster trait at all. If anything it would make it worse if you started pulling conditions from allies to yourself)
@Grizz:
Increased condition duration doesn’t help much if your enemy cleanses your conditions though.
You raise some good points though.
Really agree on the survivability issue. I’ve been trying Lightning reflexes and signet of renewal to help cover it but they don’t seem to help against immobilize (don’t know if your supposed to not be able to break immobilize or if that’s just a bug) so a lot of the time they don’t help when I really need it.
I’ve mostly avoided going into marksmanship because of the lengthy cooldowns on the signets, but I think I’ll try it to see how it feels.
Some (hopefully) constructive criticism:
1. I’m almost certain that your pet does NOT gain from your condition damage, condition duration or any other of your stats (afaik it’s just a tooltip bug) so your pet’s damage numbers are wrong.
2. I don’t quite get why you would use Sigil of Geomacy when you have NO meele abilities. You should be trying to keep meele opponents at range and ranged enemies won’t want to get close to you anyway (of course enemies will get up close now and then but in order to really make use of it you would have to wait to swap weapons until this happens which would be really ineffective). Why not go with an on swap sigil that actually has some use at range like Sigil of battle or leeching.
3. If your going with felines for pets for their damage (as they are the most damage oriented pets) I wouldn’t go with a jungle stalker. It’s active ability is one of those clunky ones with 3+ seconds casting time. I would prefer a Snow Leopard.
4. Quickness/Haste is really awesome imo. Which is why I prefer to go 15 points in beastmastery. The 4 second cooldown reduction on pet swapping lets you get quickness more often but it also means your pet won’t have to survive as long before you swap it out and it also means you can cast your pets’ active abilities more often. Getting 3 stacks of might on your pet for 10 seconds every 16 seconds is pretty nice too (only useful tier 1 trait in beastmastery).
5. Though it is just my personal opinion, I prefer to use spiders. These are the reasons:
Pets in general fill these purposes: Deal damage, Survive until it can be swapped out, Provide support with buffs and cc (depending on what pet).
Felines are good at dealing damage but thats it.
Spiders have more vitality so they are more likely to survive until you can swap them and furthermore they are ranged which makes them less likely to take damage.
The fact that they are ranged also helps them in dealing damage since they don’t have to run around as much before getting into attack range (especially when against thieves that shadow step and stealth all over the place).
They also have 0 cast time active abilities which means casting them won’t interrupt your pet’s dps (their effects aren’t too shaby either).
And finally they have poison. If theres one condition I wanna leave for my pet to deal it would be poison as it’s the least damaging condition, so the fact that it’s damage won’t increase by you stacking condition damage doesn’t matter that much. The important thing is that together with poison volley it will help you keep poison on your enemy permanently decreasing the value of their heals. This makes viper’s nest less important making me more secure swapping it out for fire trap which offers a lot more dps than viper’s nest.