Gonna copy-paste what I said about this topic in another thread, as it seems applicable here:
This whole “leave the ventari rev on his point and turn the fight for the other 2 points in a 5v4” argument never made sense to me. It didn’t make sense back when turret engi was a thing and it still doesn’t make sense now.
Sure, if a ventari rev bunks a point and never leaves it, and you decide to just ignore that point, you indeed effectively turn the struggle for the other 2 points in a 5v4, fair enough, I get that. But in the meantime the team with the ventari rev always has 1 point capped as long as the ventari rev stays on that point and your team keeps ignoring that point. So while the fight for the other 2 points is indeed a 5v4, the enemy has a guaranteed point capped and only has to cap 1 more point to win the match. That’s a huge advantage. Especially if the ventari rev gets to bunk down on mid and even more so if the enemy also has a thief for quick and easy backcaps.
Out-rotating a ventari rev isn’t a simple matter of “ignore the point with the ventari rev on it and focus the other 2 points”. You have to pull off some awesome rotations and really pull off some amazing play to be able to beat such a scenario. Yes, you have one more person to rotate on those two points than the enemy team, but the enemy team only has to focus one of those two points, while you have to make sure you get both.
So if for example red team manages to plant a ventari rev on mid and blue team decides to ignore mid, that’s a huge benefit for red and it will make winning the match a whole lot easier for them.
You are missing one important thing though. It’s not even the points. Being on a 5v4 will make teamfights turn to your side = meaning you get more points per kill. That’s +5 point every kill you make. It doesn’t even matter if they have that 1 cap all game.
Irrelevant. Unless your team kills an enemy player every 5 seconds on average (which I find highly unlikely) that’s not going to make a difference.
Capping points is what wins you the match, not killing players. Those +5’s from a kill are only going to matter as a tie-breaker when both teams are relatively evenly matched in terms of getting points capped, or close to the end of a match when you just need those few extra points to get to 500 before the enemy does. But those +5’s per kill are not going to counter-balance a ventari rev sitting on a point the entire match.
This is not true. Capping gets points yea but so does kills. That’s why spawn camping is a thing.
Well look at it this way, When you win team fights = you get the caps. So whats the problem here?
It is true. I just explained that you need to kill a player every 5 seconds on average to counter-balance a constantly capped point, which gives you 1 point every second.
Spawn camping is impossible in GW2 and only happens in bronze/silver where people are too stupid to realize their spawn base has 2 different exists instead of just 1.
Unless you are up against clueless noobs, spawn camping is never going to happen.
Winning a teamfight gets you the point (most of the time) yes, 1 point. You need 2. While the enemy only needs 1 because they already have 1 point capped by their ventari rev.
So, hypothetical scenario: The enemy ventari rev is bunking mid. And The enemy sends the rest of their players to your home, while they already capped their home (your far). You farm all 4 enemy players at home and cap that point. Now you also need far. You go far and farm the 4 enemy players again and cap that point also. Meanwhile you see your home being decapped. Crap! You need home as well! So you run back, and the cycle repeats and the enemy will win, unless you keep someone on your home point to protect it from decaps, but then the fight at far is no longer a 5v4 now is it?
Do you see the problem now or do I need to explain it even further?
Why would you leave your home open then? Maybe then let someone stay there.
So if someone was really going to decap it, then its 1v1 on a node.
Then you need the other node right? This will be a 3v3 then. Even fight. Because (1) The rev is bunking mid. (2) Someone is gonna decap home which has a 1v1.
Do you see now what’s the problem?
Another thing. Matchups. Which is important in every teamfight.
Gonna copy-paste what I said about this topic in another thread, as it seems applicable here:
This whole “leave the ventari rev on his point and turn the fight for the other 2 points in a 5v4” argument never made sense to me. It didn’t make sense back when turret engi was a thing and it still doesn’t make sense now.
Sure, if a ventari rev bunks a point and never leaves it, and you decide to just ignore that point, you indeed effectively turn the struggle for the other 2 points in a 5v4, fair enough, I get that. But in the meantime the team with the ventari rev always has 1 point capped as long as the ventari rev stays on that point and your team keeps ignoring that point. So while the fight for the other 2 points is indeed a 5v4, the enemy has a guaranteed point capped and only has to cap 1 more point to win the match. That’s a huge advantage. Especially if the ventari rev gets to bunk down on mid and even more so if the enemy also has a thief for quick and easy backcaps.
Out-rotating a ventari rev isn’t a simple matter of “ignore the point with the ventari rev on it and focus the other 2 points”. You have to pull off some awesome rotations and really pull off some amazing play to be able to beat such a scenario. Yes, you have one more person to rotate on those two points than the enemy team, but the enemy team only has to focus one of those two points, while you have to make sure you get both.
So if for example red team manages to plant a ventari rev on mid and blue team decides to ignore mid, that’s a huge benefit for red and it will make winning the match a whole lot easier for them.
You are missing one important thing though. It’s not even the points. Being on a 5v4 will make teamfights turn to your side = meaning you get more points per kill. That’s +5 point every kill you make. It doesn’t even matter if they have that 1 cap all game.
Irrelevant. Unless your team kills an enemy player every 5 seconds on average (which I find highly unlikely) that’s not going to make a difference.
Capping points is what wins you the match, not killing players. Those +5’s from a kill are only going to matter as a tie-breaker when both teams are relatively evenly matched in terms of getting points capped, or close to the end of a match when you just need those few extra points to get to 500 before the enemy does. But those +5’s per kill are not going to counter-balance a ventari rev sitting on a point the entire match.
This is not true. Capping gets points yea but so does kills. That’s why spawn camping is a thing.
Well look at it this way, When you win team fights = you get the caps. So whats the problem here?
You get both WINNING TEAM FIGHTS WILL GET YOU THE CAP ON A 5v4, if not something is wrong with your team
If you have a mobile class, it’s even better in your favor.
(edited by StickerHappy.8052)
Gonna copy-paste what I said about this topic in another thread, as it seems applicable here:
This whole “leave the ventari rev on his point and turn the fight for the other 2 points in a 5v4” argument never made sense to me. It didn’t make sense back when turret engi was a thing and it still doesn’t make sense now.
Sure, if a ventari rev bunks a point and never leaves it, and you decide to just ignore that point, you indeed effectively turn the struggle for the other 2 points in a 5v4, fair enough, I get that. But in the meantime the team with the ventari rev always has 1 point capped as long as the ventari rev stays on that point and your team keeps ignoring that point. So while the fight for the other 2 points is indeed a 5v4, the enemy has a guaranteed point capped and only has to cap 1 more point to win the match. That’s a huge advantage. Especially if the ventari rev gets to bunk down on mid and even more so if the enemy also has a thief for quick and easy backcaps.
Out-rotating a ventari rev isn’t a simple matter of “ignore the point with the ventari rev on it and focus the other 2 points”. You have to pull off some awesome rotations and really pull off some amazing play to be able to beat such a scenario. Yes, you have one more person to rotate on those two points than the enemy team, but the enemy team only has to focus one of those two points, while you have to make sure you get both.
So if for example red team manages to plant a ventari rev on mid and blue team decides to ignore mid, that’s a huge benefit for red and it will make winning the match a whole lot easier for them.
You are missing one important thing though. It’s not even the points. Being on a 5v4 will make teamfights turn to your side = meaning you get more points per kill. That’s +5 point every kill you make. It doesn’t even matter if they have that 1 cap all game.
I know that this build is somewhat an offender.
But I have a question for you people.
“Why do you make a Ventari rev viable? Maybe you could just rotate and make it useless?”
IF you are intentionally going on to contest the point where the rev is, you are making that build viable. Just rotate to the other points and take it. The rev will just sit on their node and be useless.
PS: Yes I do agree that the KB is rather annoying because it’s so spammable.
The issue is nobody play raids anymore, just like those pve dungeons. People can get their legendary armours in pvp and wvw. They don’t need to worry about another 9 players in the team to beat a boss npc.
Correct me if I am wrong but, While you do get legendary armors in PvP, you do not get the skin. You actually only get an upgraded version of your ascended armor. In short just the tier, same ascended skin.
So..I think people do still play raids.
I don’t see the purpose of dagger except for #3….
Lag Spikes / Increased Ping After the Patch
in Account & Technical Support
Posted by: StickerHappy.8052
Anyone else get weird pings such as this? The average ping in the picture below fluctuates and can be a LOT higher than the ping on the left… which doesn’t make sense to me.
This is the same issue for me. It takes into consideration the AVG all the time. even if you have super good ping, I think the one on the (____) is the one that counts.
It also spikes super high in populated maps, even if you put character model limit into play
I just want to preface this by saying as far as this thread is concerned, this isn’t going to be some revolutionary build posting, just a refinement.
So, after stress testing some more builds, I think I’ve gotten to this version of all the builds as the one I like the best: http://gw2skills.net/editor/?vNAQNBmYD7kQFoWQsfFwhFgrFsMJYOVuLXmrJA84mAw/0iaTtEjnG-TphIQB+7BAsj9HAwRA4YHEg3VGwgXAAA
I’ve found this build to have the most staying power and be the most capable of killing things in an environment where you need to constantly worry about being outnumbered and surviving/winning the outnumbered fight. As well as roaming and dueling and all of the other roles/strategy discussed previously.
Note:
- I’m still deciding between battle or energy on the sword set. I don’t know that the might stacks are significant enough to run them over getting dodge energy back.
I hope you guys get some good mileage out of it, I know I’m enjoying it.
Why do you recommend warhorn?
Sigh this has been said countless times. Warhorn is used because of the swiftness and regen it offers, the build lacks any form of those otherwise.
I just want to preface this by saying as far as this thread is concerned, this isn’t going to be some revolutionary build posting, just a refinement.
So, after stress testing some more builds, I think I’ve gotten to this version of all the builds as the one I like the best: http://gw2skills.net/editor/?vNAQNBmYD7kQFoWQsfFwhFgrFsMJYOVuLXmrJA84mAw/0iaTtEjnG-TphIQB+7BAsj9HAwRA4YHEg3VGwgXAAA
I’ve found this build to have the most staying power and be the most capable of killing things in an environment where you need to constantly worry about being outnumbered and surviving/winning the outnumbered fight. As well as roaming and dueling and all of the other roles/strategy discussed previously.
Note:
- I’m still deciding between battle or energy on the sword set. I don’t know that the might stacks are significant enough to run them over getting dodge energy back.
I hope you guys get some good mileage out of it, I know I’m enjoying it.
I have considered protect me, it is good if you fear for survival, however, the build is already ridiculously tanky, so you should only ever consider going more tanky if you are playing with ppl that you know are above your level. The quickening zephyr offers a surprising amount of kill pressure on the build in competitive play, something don’t think im willing to give up jut yet
One thing I can recommend to anyone is trying out healing spring, it makes your teamfighting massive, something noone will expect.
I realise I’m often talking about competitive while most ppl here talk solo/duo queue. In queues I have been having a ton of fun on core ranger. So much fun!
would you still recommend healing spring if you don’t trait for skirmishing? I feel like it’s hard to survive on a 30 sec cd heal.
Yes I would, you lose a small amount of self sustain against power damage, that is true. Not nearly enough to be relevant tho
Anyway you can link your HS build with WH?
Prolly me.
/Lol
/15chars
I just want to preface this by saying as far as this thread is concerned, this isn’t going to be some revolutionary build posting, just a refinement.
So, after stress testing some more builds, I think I’ve gotten to this version of all the builds as the one I like the best: http://gw2skills.net/editor/?vNAQNBmYD7kQFoWQsfFwhFgrFsMJYOVuLXmrJA84mAw/0iaTtEjnG-TphIQB+7BAsj9HAwRA4YHEg3VGwgXAAA
I’ve found this build to have the most staying power and be the most capable of killing things in an environment where you need to constantly worry about being outnumbered and surviving/winning the outnumbered fight. As well as roaming and dueling and all of the other roles/strategy discussed previously.
Note:
- I’m still deciding between battle or energy on the sword set. I don’t know that the might stacks are significant enough to run them over getting dodge energy back.
I hope you guys get some good mileage out of it, I know I’m enjoying it.
Why do you recommend warhorn?
Sigh this has been said countless times. Warhorn is used because of the swiftness and regen it offers, the build lacks any form of those otherwise.
I just want to preface this by saying as far as this thread is concerned, this isn’t going to be some revolutionary build posting, just a refinement.
So, after stress testing some more builds, I think I’ve gotten to this version of all the builds as the one I like the best: http://gw2skills.net/editor/?vNAQNBmYD7kQFoWQsfFwhFgrFsMJYOVuLXmrJA84mAw/0iaTtEjnG-TphIQB+7BAsj9HAwRA4YHEg3VGwgXAAA
I’ve found this build to have the most staying power and be the most capable of killing things in an environment where you need to constantly worry about being outnumbered and surviving/winning the outnumbered fight. As well as roaming and dueling and all of the other roles/strategy discussed previously.
Note:
- I’m still deciding between battle or energy on the sword set. I don’t know that the might stacks are significant enough to run them over getting dodge energy back.
I hope you guys get some good mileage out of it, I know I’m enjoying it.
I have considered protect me, it is good if you fear for survival, however, the build is already ridiculously tanky, so you should only ever consider going more tanky if you are playing with ppl that you know are above your level. The quickening zephyr offers a surprising amount of kill pressure on the build in competitive play, something don’t think im willing to give up jut yet
One thing I can recommend to anyone is trying out healing spring, it makes your teamfighting massive, something noone will expect.
I realise I’m often talking about competitive while most ppl here talk solo/duo queue. In queues I have been having a ton of fun on core ranger. So much fun!
would you still recommend healing spring if you don’t trait for skirmishing? I feel like it’s hard to survive on a 30 sec cd heal.
I’m top 20 in NA and I’ve found that core ranger is a lot stronger than druid. I am able to hold up to 1v4 in ranked if I have stability/don’t have a thief spamming interrupts on me. If druid is necessary for team support, WS/NM/DR or WS/BM/DR both work well. Also, at least for solo/duo que, longbow sword/dagger is fantastic for both team fights and 1v1s. I find staff unnecessary as it is only good for CA regeneration and a small heal with the water field and 3. The pressure you are able to apply with longbow drastically overpowers staff’s dps and it lets you keep a point decapped as well.
Don’t take me as being dismissive, but from how long I’ve known you and come across you in game, you could run anything with relative success lol xD
That said, my biggest hang up is still that Druid with Menders stalls better than it kills, and I’ve been wanting to run more damage oriented so that I can push kills better and be more independent instead of relying on teammates to actually be competent.
I’ve been back and forth about whether to run WS/NM/BM or swap out one of those for Druid, with a damage amulet. I actually find the hardest thing for me to cope with is the loss of staff, since staff is so strong to me relative to core Ranger weapons and the metagame.
It could just be that Druid has spoiled me for far too long now lol.
Thanks haha. I’ve been experimenting with a full glyph build in ranked. It actually works fairly well.
Core ranger can actually stall better than druid and get kills faster. I find druid actually very annoying to use in a 1v1 on point. Because such a big part of our sustain comes from entering and leaving Celestial Avatar, the constant stealths from Celestial Shadow make it very difficult to keep a point on your cap. Core ranger doesn’t run into this issue because the only time you need to stealth is when you’re fighting multiple people, or a class with teleports once you knock them off point. For example, a s/f DH… you knock him off point with lb 4 and stealth with lb 3 so he can’t teleport to you using Judge’s Intervention or Sword 2.
I find staff to be underwhelming. It lacks evades asides from its 3, and if you use it on point in close range, you’re left with almost nothing from the weapon asides from the immobilize to prevent a single gap closer. After that, it’s just spamming 1 and 2 for CA regen and your 5 if they are shooting you with projectiles.
__________________________________________________________________You guys asked about my builds. Here they are:
Core Diviner Build (SoloQ): http://bit.ly/2xK2dWs
Core Menders Build (SoloQ/DuoQ): http://bit.ly/2eydEIq
WS/NM/DR Menders Build (SoloQ/DuoQ): http://bit.ly/2vZlYHe
WS/BM/DR Menders Build (SoloQ/DuoQ): http://bit.ly/2xJ19C1
__________________________________________________________________WS/BM/DR Menders Glyph Build (Testing): http://bit.ly/2eyqVRd
- I’m currently debating whether to run “Glyph of Alignment and Lingering Light” or “Glyph of Empowerment and Grace of the Land.”
On your Glyph build, why wilderness knowledge? So you are only getting the Cleanse on the heal since you have soften the fall trait. IS that really worth it?
Also ambidexterity, I am guessing just for the CD reductions? so I mean you are only benefiting from 50% of the trait?
https://forum-en.gw2archive.eu/forum/professions/ranger/Needed-Buffs-Tweaks-2016/first
A thread I created before actually got a dev post and some of the changes/tweaks (especially SB) was taken into consideration.
This thread was a community effort by pvers and pvper rangers a like.
Aside from that revealed fiasco, I wanted to try something for this glyph.
For the healing part:
- Glyph of Unity actually heals people whenever you heal yourself, so meaning it doesn’t say “When you use a heal skill”
https://wiki.guildwars2.com/wiki/Glyph_of_Unity
With the new rugged growth change, the tooltip also specifies that whenever you get protection, you and your pet get healed. (Specified by the healing tooltip coefficient)
https://wiki.guildwars2.com/wiki/Rugged_Growth
I wonder if this works? I mean Unity Glyph is terrible so I am guessing no one has tried it recently? Maybe it works with SoR? Regen? Invigorating Bond?
For the damage part:
- Verdant Etching grants light auras upon activation of glyphs so meaning we can get ample retaliation sources. (and from runes)
I wonder how effective if you get constant retaliation up time and pair this with Glyph of unity?
A high concentration build with Perma might stacking + retal + Glyph of unity sounds interesting.
OR maybe even pair this with Madking runes to even up the dps?
Thoughts guys?
@shadowpass
PM the build!!
@all
Here is the problem with ranger.. SoS is required. Now with condi classes running rampant, SoR is too.
So what do you have left?
A stun breaker.
And that’s it.
Majority of ranger builds would prolly have the same utilities. I just don’t see playing plat or higher without those..
In short..
We are pigeonholed into those..
Because every class has 3-5 meta builds….
No i mean look at this way..
I wanna theorycraft a build that is far away from the meta, if you PvP a lot, you would just have the face the fact that SoS and SoR are pretty much mandatory. It’s not bad design per se, it’s also the state of PvP.
Now if you get the Bear combo in Soulbeast, now you can free up a slot.
I generally take zero stock in any “feedback” threads posted on these forums, especially as they relate to pvp.
Why is that?
I never had problems reaching and competing at the highest mmr.
Oh, ok, amazing.
even on core ranger before HoT when whining was at its worst. and I did it with non-meta builds.
Very impressive.
Periods aren’t commas but I digress, please continue.Druid was top dog for two years, and still whining persisted.
If there is a legitimate issue with the Ranger and someone mentions that issue with a hint of emotion, is that whining?
the other thing I’ve observed is that too many people demand big, sweeping changes or total revamps of weapons, traits and utilities. This is completely unreasonable.
The thing I’ve observed is that some people are sadists and never have an issue with anything. Good for those people. They enjoy the Ranger the way it is.
Maybe you can help me, why would people like that even come to the forums?
It warms my heart to know one of us will always be content and remind the community at every turn.
Not to be mean but mistism speaks the truth, Druid has been top tier for ranger, even in tournies. Don’t you watch those?
Condi ranger has been great for PvE too..
BUT Rangers do need improvements but I don’t know about you, a lot of the people go overboard with their suggestions.
No mention of water?
Healing Spring / Glyph Heal + rune of the water proc is nice…
@shadowpass
PM the build!!
@all
Here is the problem with ranger.. SoS is required. Now with condi classes running rampant, SoR is too.
So what do you have left?
A stun breaker.
And that’s it.
Majority of ranger builds would prolly have the same utilities. I just don’t see playing plat or higher without those..
In short..
We are pigeonholed into those..
Lag Spikes / Increased Ping After the Patch
in Account & Technical Support
Posted by: StickerHappy.8052
I don’t think it’s AT&T specific. I’ve been having this problem for over a week. I had Comcast Internet to start with. I literally just switched to AT&T today (because I’m so tired of Comcast, though that’s another issue entirely). It’s still happening with AT&T just the same as it did with Comcast. I tried adding to my firewall, as the GW2 client wasn’t showing for me, ran a repair. Still not working. Also getting disconnects, mostly in instances during cut scenes. This is extremely frustrating.
Where do you live? It is prolly geographic, a west coast thing.
Lag Spikes / Increased Ping After the Patch
in Account & Technical Support
Posted by: StickerHappy.8052
AT&T ISP here, i’m also a prem technician if that matters.
Still doesn’t make sense how GW2 can be the only game that has ping issues. I have Opened all of my ports in my modem, disabled all firewalls on my computer, factory reset the RG just in case there was a bad setting, restarted my ONT…
In my experience, if it’s only 1 item that is effecting, odds are there’s a problem with that item. This item is only Guild Wars 2.
Same here.
Ookla and other sites give me good ping. It only spikes when in Gw2.
This all started after the recent balance patch for me.
Checked speedtest and I have 25ms ping. 50mb dl speed.
But whenever I pvp, the ping spikes to ~300ms (I have never had this issue before)
Never had a change in ISP, nothing.
I live in california so I was wondering if this is a geographic issue?
Anet any replies?
In short
IN HOTM – 80 to 100 ping. PVP MATCH – spikes to 300+
(edited by StickerHappy.8052)
I am sorry but you are comparing apples vs oranges
You are comparing a weapon that requires an entire trait line just to be able to use it.
While ranger SB can be used with both elite specs with any trait line
Although I agree that SB needs buffs, but have you ever used SB in duels and PvP? I think its the most amazing weapon for small skirmishes.
Lag Spikes / Increased Ping After the Patch
in Account & Technical Support
Posted by: StickerHappy.8052
Actually I found a quick fix although this is specific to the one I am running.
If anyone of you have there ISP as ATNT, Try resetting the modem, That fixed the problem for me, although it still happens once in a while.
Just curious, do this issue happens mostly to ATNT users?
PS: I live in California. I don’t know if that is a factor.
Here I am again posting some reworks on our under performing traits/utilities/weapon skills just waiting for a miracle to happen again.
Before anyone says Anet doesn’t listen or read the forums… Actually they did listen to a lot of stuff here and even got a response!
https://forum-en.gw2archive.eu/forum/professions/ranger/Needed-Buffs-Tweaks-2016/first
Well anyway.
Shortbow
- Amidst the buffs made to shortbow (a lot of feedback from the thread I linked), I still feel that there are stuff to be tweaked in order for it to become a great hybrid weapon
Crossfire
https://wiki.guildwars2.com/wiki/Crossfire
- In order to retain the skillfulness of SB flanking and reward it accordingly, the damage while flanking needs to be buffed.
Suggestion: Deal additional damage when Flanking, Addtional damage 30%. Since SB AA deals pitiful damage even gearing with full power and rather than giving it just a base increase, let’s have it be more rewarding with proper positioning.
Synergizes with:
- https://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Thief
- Power Stat
- Soulbeast Ferocity Pets
- https://wiki.guildwars2.com/wiki/Light_on_your_Feet
- https://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Berserker
Concussion Shot
- From the name itself, I would think adding confusion with fit the them perfectly on top of adding condition variety to our weapon
https://wiki.guildwars2.com/wiki/Concussion_Shot
Suggestion: Daze and Confuse your foe with an arrow. Stun them if you hit from behind or from the side. 5 Stacks of confusion for (6s)
Light on Your Feet
- This trait has been tweaked multiple times but I think Anet still misses the mark on this one
https://wiki.guildwars2.com/wiki/Light_on_your_Feet
Suggestion: (1) Instead on dodging, make it activate on evade so that I would not waste a dodge just to get the effect. (2) 4 seconds is way to short to get anything, make it around 5 seconds. On Evade (5s): Your conditions last longer, and your damage is increased. Condition damage 10% and Condition Duration 10%
Synergizes with:
- https://wiki.guildwars2.com/wiki/Oppressive_Superiority
- https://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Berserker
- Expertise stat
- Hybrid equipments like viper,
Strider’s Defense
- This is such a good trait too bad its limited to only the sword
https://wiki.guildwars2.com/wiki/Strider%27s_Defense
Suggestion: Remove the sword part and make it proc with the evade without any weapon restriction. When you evade an attack, gain Quickness. Sword skills recharge faster. ICD 10 seconds
Synergizes with:
- https://wiki.guildwars2.com/wiki/Essence_of_Speed
- https://wiki.guildwars2.com/wiki/Fortifying_Bond
- https://wiki.guildwars2.com/wiki/Fresh_Reinforcement (with Fortifying Bond, WHaO)
Thoughts?
This is such a good post.
It highlights every flaws I found from Soulbeast in general.
Soulbeast currently is more like a one-trick pony which relies on buggy Maul to do anything meaningful, otherwise is inferior than core ranger or Druid in every way.Most of the traits do half of the things other traits in other trait line does.
I really wish Dev can read this post and make some changes before the release, otherwise I have no excitement in using this spec AT ALL.
Nature Magic, Beastmaster, Wilderness Survival and Skirmishing are all better than this crappy trait line.
Thank you so much. That’s the problem. As I’ve said, I feel like our traits are very supbar and uninspired vs other elite specs. That’s why I shared my tweaks, not to the point of overbuffing.
Yeah, spec is underwhelming as it isn’t really giving anything new in a sense. It’s simultaneously giving up on making pet AI better and giving us a QOL improvement not to rely on said AI.
Problem is, it adds even more micromanagement, which is the last thing we need.
For the underwhelming part, I disagree. But if we rephrase it to “underwhelming compared to other elite specs” Then I will agree.
I feel like our traits were half hazardly thought of.
Anyway stick to the topic guys and share your feedbacks!
Moa Stance
- The thing with this one is that, Fury and Swiftness are boons that we sooo much of. You can get perma fury via Skirmishing Line, Tiger pet more fury from Wilderness Knowledge, Strength of the pack, Soulbeast line, etc. Swiftness is the same with shouts, Skirmishing line, WH has both fury and swiftness. The effect is not very good as well. The Soulbeast line has similar boon effects like Essence of speed.
Suggestion: Change fury to Resistance and Swiftness to maybe Quickness That way we can gain boons that we don’t normally get, After all, You have to trait into the tree anyway. Then maybe have a mini effect that is Gain barrier for 4 seconds which again we have no access to.
Predator’s Cunning
- This is an okay trait but to weak imo for a master slot.
Suggestion: In addition to the primary effect, maybe give “Allies siphon health from hitting a poisoned foe” Aura effect.
Similar to:
https://wiki.guildwars2.com/wiki/Vampiric_Presence
But again the target has to be poisoned.
Thoughts?
Feedback:
- If pet is on passive, exiting BM would require you to press F1 again. Although not much to do, but believe it or not, Soulbeast is a mechanically tiring spec that involves a lot of pet micromanagement to be successful (Unless you camp BM form and pew-pew away). Maybe It’s just me but sometimes I forget to press f1 again and pet will be idle.
Worldly Impact
- A very good skill, sadly against competent opponents, this skill is very hard to land. The Smokescale BM KD will not be enough to do it. They would have to have 0 dodges or stun breakers. This skill is also easily interruptible.
Another thing is that it is a leap finisher. We have so much leap finishers and with this skill being stationary, it just doesn’t make any sense.
Suggestion: Make it ground targeted like engie rifle. This way, we have better chances of hitting with it, can be used as a gap closer or disengage. Making it a blast finisher would be better, but having it as a leap finisher with ground targeted is also okay.
Smoke Assault (BM mode)
- With the amount of CC in PvP right now, this skills is easily negated with by a single random AoE CC.
Suggestion: Make it an evade, like the tooltip says. Not only that this would increase our sustain but also our dps making sure it would hit. Another little thing they could do is fix the pathing.
Dagger Mainhand
- The problem with this is that 1st: The damage is really low. Yes, people would say it is a condi weapon but even with that, it scales very poorly with the power stat. 2nd. There is nothing happening much with this weapon aside from poison and bleeds. The AA should be enough for condi application. #2 Should offer something different. 3rd. Instinctive Engage needs to be an evade, if Not, there is no reason not to use sword. The only thing its missing is bleeding.
Suggestion: Make it scale with power a little bit better. Make the 2nd attack do something else like torment, rip or steal a 2 boons when it hits or something. There is just too much poison and bleeds, very unoriginal. Make #3 an evade, this would boost our sustain a bit more.
Stout Pets
- Stout pets have the best f3 especially combined with the black bear. Well here is the issue, Pet Selection. Other than the BM, un-melded versions of this pet are all useless in pvp. This is like gimping yourself outside of BM with only 1/2 of your pets being competent.
Suggestion: Make the pet selection a little bit more useful. I would personally move Electric Wyvern here so I could use the CC and Cleaves outside of BM. Electric Drake is another, its F2 is years better than the Ice Drake.
One Wolf Pack
- Two issues with this. 1st. Effect is meh at best. 2nd which is the biggest offender: Global ICD.
Suggestion: Other than damage, successful hits should proc another effect like maybe cleanse a condition, rip a boon, heal. etc. Then, Change global ICD to per Target ICD <—- With this change, the elite can also be used with our AoE like traps, bonfires, etc. Which help really well in node fights, cleaving downed, etc.
Leader of the Pack
- Main issue here is that you have to slot in a GM trait just to share the stances, this might be good elsewhere but in PvP, not so much. The trait by itself is too much an investment for a mediocre effect considering only 2 of our stances are worth taking at the moment.
Suggestion: Either make it “Initial effects of stances affect your allies too for half the duration (i.e. Dolyak also breaks their stuns and grant boons)” or “Activating a stance converts 2 conditions to boons. Radius 360” This way it would really be a support-centric GM and will help manage conditions on the Soulbeast line.
Oppressive Superiority
- Absolutely horrible PvP trait. Especially if you can compare it to these traits.
https://wiki.guildwars2.com/wiki/Close_to_Death
https://wiki.guildwars2.com/wiki/Swift_Termination
https://wiki.guildwars2.com/wiki/Executioner
https://wiki.guildwars2.com/wiki/Bolt_to_the_Heart
Suggestion: Make it better. Condition duration is absolutely useless. This trait is just the same as Light on your feet with a different trigger. Possibly make it like “Increase Condition Damage and Damage by 15% when target is below the threshold” or “Increase Damage and Condition Damage by 10% if target is below the treshold and Pulse Fury every 2 seconds” This way it can synergize with both condition and remorseless builds. Synergizes with Furious Strength too.
Eternal Bond
- This trait is on such a high CD to make it worthwhile and protection is too dull on the proc. Dead or alive is simply a much superior trait considering it’s a master and only on 30 seconds CD!
https://wiki.guildwars2.com/wiki/Dead_or_Alive
Suggestion: Reduce the CD to at least 60 seconds and make it “Give you and your allies protection every time you go out of beast mode”. That way the trait is still useful outside of the 60 seconds.
It’s similar to this one: https://wiki.guildwars2.com/wiki/Beyond_the_Ve
really good feedback, sounds reasonable and I agree with all of it (in the OP anyway).
on a side note, I generally take zero stock in any “feedback” threads posted on these forums, especially as they relate to pvp. I never had problems reaching and competing at the highest mmr, even on core ranger before HoT when whining was at its worst. and I did it with non-meta builds. Druid was top dog for two years, and still whining persisted. I can count on one hand how many players’ opinions I respected two years ago, and now I don’t even recognize anyone.
the other thing I’ve observed is that too many people demand big, sweeping changes or total revamps of weapons, traits and utilities. This is completely unreasonable.
so to all the newer players reading “feedback” threads, take everything (especially whining and complaining) with a grain of salt. feedback is important for sure, but judging things too early and without proper understanding has been the key feature of the ranger subforum.
I appreciate the comment misty. Yes I kinda agree, a lot of the stuff here on the forums focuses on the PvE crowd, hence, you get the outrageous feedback/rework threads.
A lot of traits require a lot of testing that is the reason why even without extensive testing, I just gave common traits that are similar in other classes just to have a fair rework on ours.
For example. Oppressive Superiority vs any other trait of the same kind that I linked. It is a no brainer that our trait is rather kitten/gimmicky with a lower coefficient value.
Wait.. During my [WIND] days.. Hepatolith was a guy….
For a dedicated PvPer the suggestions seem surprisingly on the moderate side. I would welcome these reasonable changes since they directly impact our PvP performance. I feel that even with your suggested tweaks, Soulbeast is still going to be comparatively… plain, modest… in function compared to other specializations like Holo, Firebrand, Scourge, and Spellbreaker.
This really has to do with the pet type division restricting the choices on our mostly underpowered pets, and Beastmode skills themselves not worth the double lockout mechanic on pet swap and pet meld. Indeed we should try to first fix reliable pets like Smokescale to establish options that work.
Right now Soulbeast is just a clunky all in, full burst option for Ranger. It has increased stats, the Maul effect, and Sic ‘Em + (any skill) damage spike going for it, and some team-value-wise underwhelming but potentially great pet-class abilities in Beastmode, but the way we achieve the damage spikes doesn’t feel like an intended effect. I didn’t know GW2 was a hidden-combo sort of game like BDO?
Unfortunately, the design of Soulbeast’s design was plain to begin with. There is nothing we can do about that.
The pet division choices are terrible. I for one wanted to try a stout pet family but couldn’t for one reason: Camping a very good pet in Beast mode does not work In PvP. although it might for WvW. So for example I got the alpine wolf or Ice drake, so what will they do when they are unmelded? A chill F2 that barely hits? Now this is one of the major problems. Stout pets are useless outside of the Beastmode.
The only way to do it right now is PewPew Ranger with added stats from Beastmode, but it plays exactly the same.
nobody knows if ANet are reading this stuff, it may be all for nought.
They made a feedback thread in the general page, someone already called them out for not just posting in each classes existing feedback threads.
Thanks BUT they expect you to say it in 100 words or fewer? What would that help?
Bump.. Really no feedback? does anyone in play PvP on this forum?
I tend to agree, you play well enough (above average, very much so) that it wouldn’t matter. Soulbeast did nothing for you.
True statement here. Our OP friend is simply just that, “OP.” It’s not the build that makes him amazing, he’s just a great player.
As proof, I tried out a SB and to my surprise, I still suck! So clearly, the build isn’t what makes the class amazing, it’s likely the player.
Of course, now I’m depressed…
No offense but, I have no idea what your definition of great is for someone who spent 95% of the video camping Smokescale Beastmode.
Moa Stance
- The thing with this one is that, Fury and Swiftness are boons that we sooo much of. You can get perma fury via Skirmishing Line, Tiger pet more fury from Wilderness Knowledge, Strength of the pack, Soulbeast line, etc. Swiftness is the same with shouts, Skirmishing line, WH has both fury and swiftness. The effect is not very good as well. The Soulbeast line has similar boon effects like Essence of speed.
Suggestion: Change fury to Resistance and Swiftness to maybe Quickness That way we can gain boons that we don’t normally get, After all, You have to trait into the tree anyway. Then maybe have a mini effect that is Gain barrier for 4 seconds which again we have no access to.
Predator’s Cunning
- This is an okay trait but to weak imo for a master slot.
Suggestion: In addition to the primary effect, maybe give “Allies siphon health from hitting a poisoned foe” Aura effect.
Similar to:
https://wiki.guildwars2.com/wiki/Vampiric_Presence
But again the target has to be poisoned.
Thoughts?
Feedback:
- If pet is on passive, exiting BM would require you to press F1 again. Although not much to do, but believe it or not, Soulbeast is a mechanically tiring spec that involves a lot of pet micromanagement to be successful (Unless you camp BM form and pew-pew away). Maybe It’s just me but sometimes I forget to press f1 again and pet will be idle.
Worldly Impact
- A very good skill, sadly against competent opponents, this skill is very hard to land. The Smokescale BM KD will not be enough to do it. They would have to have 0 dodges or stun breakers. This skill is also easily interruptible.
Another thing is that it is a leap finisher. We have so much leap finishers and with this skill being stationary, it just doesn’t make any sense.
Suggestion: Make it ground targeted like engie rifle. This way, we have better chances of hitting with it, can be used as a gap closer or disengage. Making it a blast finisher would be better, but having it as a leap finisher with ground targeted is also okay.
Smoke Assault (BM mode)
- With the amount of CC in PvP right now, this skills is easily negated with by a single random AoE CC.
Suggestion: Make it an evade, like the tooltip says. Not only that this would increase our sustain but also our dps making sure it would hit. Another little thing they could do is fix the pathing.
Dagger Mainhand
- The problem with this is that 1st: The damage is really low. Yes, people would say it is a condi weapon but even with that, it scales very poorly with the power stat. 2nd. There is nothing happening much with this weapon aside from poison and bleeds. The AA should be enough for condi application. #2 Should offer something different. 3rd. Instinctive Engage needs to be an evade, if Not, there is no reason not to use sword. The only thing its missing is bleeding.
Suggestion: Make it scale with power a little bit better. Make the 2nd attack do something else like torment, rip or steal a 2 boons when it hits or something. There is just too much poison and bleeds, very unoriginal. Make #3 an evade, this would boost our sustain a bit more.
Stout Pets
- Stout pets have the best f3 especially combined with the black bear. Well here is the issue, Pet Selection. Other than the BM, un-melded versions of this pet are all useless in pvp. This is like gimping yourself outside of BM with only 1/2 of your pets being competent.
Suggestion: Make the pet selection a little bit more useful. I would personally move Electric Wyvern here so I could use the CC and Cleaves outside of BM. Electric Drake is another, its F2 is years better than the Ice Drake.
One Wolf Pack
- Two issues with this. 1st. Effect is meh at best. 2nd which is the biggest offender: Global ICD.
Suggestion: Other than damage, successful hits should proc another effect like maybe cleanse a condition, rip a boon, heal. etc. Then, Change global ICD to per Target ICD <—- With this change, the elite can also be used with our AoE like traps, bonfires, etc. Which help really well in node fights, cleaving downed, etc.
Leader of the Pack
- Main issue here is that you have to slot in a GM trait just to share the stances, this might be good elsewhere but in PvP, not so much. The trait by itself is too much an investment for a mediocre effect considering only 2 of our stances are worth taking at the moment.
Suggestion: Either make it “Initial effects of stances affect your allies too for half the duration (i.e. Dolyak also breaks their stuns and grant boons)” or “Activating a stance converts 2 conditions to boons. Radius 360” This way it would really be a support-centric GM and will help manage conditions on the Soulbeast line.
Oppressive Superiority
- Absolutely horrible PvP trait. Especially if you can compare it to these traits.
https://wiki.guildwars2.com/wiki/Close_to_Death
https://wiki.guildwars2.com/wiki/Swift_Termination
https://wiki.guildwars2.com/wiki/Executioner
https://wiki.guildwars2.com/wiki/Bolt_to_the_Heart
Suggestion: Make it better. Condition duration is absolutely useless. This trait is just the same as Light on your feet with a different trigger. Possibly make it like “Increase Condition Damage and Damage by 15% when target is below the threshold” or “Increase Damage and Condition Damage by 10% if target is below the treshold and Pulse Fury every 2 seconds” This way it can synergize with both condition and remorseless builds. Synergizes with Furious Strength too.
Eternal Bond
- This trait is on such a high CD to make it worthwhile and protection is too dull on the proc. Dead or alive is simply a much superior trait considering it’s a master and only on 30 seconds CD!
https://wiki.guildwars2.com/wiki/Dead_or_Alive
Suggestion: Reduce the CD to at least 60 seconds and make it “Give you and your allies protection every time you go out of beast mode”. That way the trait is still useful outside of the 60 seconds.
It’s similar to this one: https://wiki.guildwars2.com/wiki/Beyond_the_Veil
Moa Stance
- The thing with this one is that, Fury and Swiftness are boons that we sooo much of. You can get perma fury via Skirmishing Line, Tiger pet more fury from Wilderness Knowledge, Strength of the pack, Soulbeast line, etc. Swiftness is the same with shouts, Skirmishing line, WH has both fury and swiftness. The effect is not very good as well. The Soulbeast line has similar boon effects like Essence of speed.
Suggestion: Change fury to Resistance and Swiftness to maybe Quickness That way we can gain boons that we don’t normally get, After all, You have to trait into the tree anyway. Then maybe have a mini effect that is Gain barrier for 4 seconds which again we have no access to.
Predator’s Cunning
- This is an okay trait but to weak imo for a master slot.
Suggestion: In addition to the primary effect, maybe give “Allies siphon health from hitting a poisoned foe” Aura effect.
Similar to:
https://wiki.guildwars2.com/wiki/Vampiric_Presence
But again the target has to be poisoned.
Thoughts?
(edited by StickerHappy.8052)
Disclaimer: I know we have a lot of threads suggesting about the changes but please bear (no pun intended) with me. These feedback and suggested changes revolve around PvP mostly. But please, other people who have suggestions feel free to do so.
I play PvP extensively, currently with 6.7k games. I face top tier players most of the time so some of the stuff I noticed revolve around this.
Feedback:
- If pet is on passive, exiting BM would require you to press F1 again. Although not much to do, but believe it or not, Soulbeast is a mechanically tiring spec that involves a lot of pet micromanagement to be successful (Unless you camp BM form and pew-pew away). Maybe It’s just me but sometimes I forget to press f1 again and pet will be idle.
Worldly Impact
- A very good skill, sadly against competent opponents, this skill is very hard to land. The Smokescale BM KD will not be enough to do it. They would have to have 0 dodges or stun breakers. This skill is also easily interruptible.
Another thing is that it is a leap finisher. We have so much leap finishers and with this skill being stationary, it just doesn’t make any sense.
Suggestion: Make it ground targeted like engie rifle. This way, we have better chances of hitting with it, can be used as a gap closer or disengage. Making it a blast finisher would be better, but having it as a leap finisher with ground targeted is also okay.
Smoke Assault (BM mode)
- With the amount of CC in PvP right now, this skills is easily negated with by a single random AoE CC.
Suggestion: Make it an evade, like the tooltip says. Not only that this would increase our sustain but also our dps making sure it would hit. Another little thing they could do is fix the pathing.
Dagger Mainhand
- The problem with this is that 1st: The damage is really low. Yes, people would say it is a condi weapon but even with that, it scales very poorly with the power stat. 2nd. There is nothing happening much with this weapon aside from poison and bleeds. The AA should be enough for condi application. #2 Should offer something different. 3rd. Instinctive Engage needs to be an evade, if Not, there is no reason not to use sword. The only thing its missing is bleeding.
Suggestion: Make it scale with power a little bit better. Make the 2nd attack do something else like torment, rip or steal a 2 boons when it hits or something. There is just too much poison and bleeds, very unoriginal. Make #3 an evade, this would boost our sustain a bit more.
Stout Pets
- Stout pets have the best f3 especially combined with the black bear. Well here is the issue, Pet Selection. Other than the BM, un-melded versions of this pet are all useless in pvp. This is like gimping yourself outside of BM with only 1/2 of your pets being competent.
Suggestion: Make the pet selection a little bit more useful. I would personally move Electric Wyvern here so I could use the CC and Cleaves outside of BM. Electric Drake is another, its F2 is years better than the Ice Drake.
One Wolf Pack
- Two issues with this. 1st. Effect is meh at best. 2nd which is the biggest offender: Global ICD.
Suggestion: Other than damage, successful hits should proc another effect like maybe cleanse a condition, rip a boon, heal. etc. Then, Change global ICD to per Target ICD <—- With this change, the elite can also be used with our AoE like traps, bonfires, etc. Which help really well in node fights, cleaving downed, etc.
Leader of the Pack
- Main issue here is that you have to slot in a GM trait just to share the stances, this might be good elsewhere but in PvP, not so much. The trait by itself is too much an investment for a mediocre effect considering only 2 of our stances are worth taking at the moment.
Suggestion: Either make it “Initial effects of stances affect your allies too for half the duration (i.e. Dolyak also breaks their stuns and grant boons)” or “Activating a stance converts 2 conditions to boons. Radius 360” This way it would really be a support-centric GM and will help manage conditions on the Soulbeast line.
Oppressive Superiority
- Absolutely horrible PvP trait. Especially if you can compare it to these traits.
https://wiki.guildwars2.com/wiki/Close_to_Death
https://wiki.guildwars2.com/wiki/Swift_Termination
https://wiki.guildwars2.com/wiki/Executioner
https://wiki.guildwars2.com/wiki/Bolt_to_the_Heart
Suggestion: Make it better. Condition duration is absolutely useless. This trait is just the same as Light on your feet with a different trigger. Possibly make it like “Increase Condition Damage and Damage by 15% when target is below the threshold” or “Increase Damage and Condition Damage by 10% if target is below the treshold and Pulse Fury every 2 seconds” This way it can synergize with both condition and remorseless builds. Synergizes with Furious Strength too.
Eternal Bond
- This trait is on such a high CD to make it worthwhile and protection is too dull on the proc. Dead or alive is simply a much superior trait considering it’s a master and only on 30 seconds CD!
https://wiki.guildwars2.com/wiki/Dead_or_Alive
Suggestion: Reduce the CD to at least 60 seconds and make it “Give you and your allies protection every time you go out of beast mode”. That way the trait is still useful outside of the 60 seconds.
It’s similar to this one: https://wiki.guildwars2.com/wiki/Beyond_the_Veil
More to come
(edited by StickerHappy.8052)
Trait is horrible:
Does not scale with healing power
+1
Off topic. Didn’t wanna open another topic
https://wiki.guildwars2.com/wiki/Call_Lightning_
Is this skill really only 3/4 cast time for 5 pulses and non chanelled? wow.
When you compare it to Lightning Storm Glyph with 1.5s cast and 36 impacts, it seems a bit long
Well 60 second cd tho. haha I think its about the same. Close.
+1
Off topic. Didn’t wanna open another topic
https://wiki.guildwars2.com/wiki/Call_Lightning_
Is this skill really only 3/4 cast time for 5 pulses and non chanelled? wow.
Yep. It’s still there.
This is what curious me the most actually.
Are we able to maintain Beast mode without any type of energy source any time we want?For example, I can merge with Tiger, always have permanent fury active and bonus stat.
Or I can merge with birds to have free access to swiftness without any investment during roaming.Or we have resources required for Beast mode and Beast mode will end after the currency runs dry?
One of my biggest annoyance as roaming ranger in WvW is need to wait for my pet to run close to me to get any form of buff from them, which kills the dynamic required for bursting down target.
Any idea about this?
Its a toggle. You can go in / out every 10 seconds. You can stay on Beastmode forever if you wanted to.
Should we be considering how the pet performs outside of Beastmode as an integral part of the build, or are we hoping we have enough personal DPS regardless to alleviate it?
Also, do we actually know for sure that pet swapping is available to the Soulbeast? I’m not saying it doesn’t appear that way, but the footage we have didn’t actually confirm whether Beastmode is a mechanic placed on top of core ranger, or whether it replaces pet swapping, afaik, but would need info on this if we have it.
Follow up to that is; assuming pet swapping, does Soulbeast cooldown interact with the pet swap cooldown, or are they separate? Pet choices might vary if you end up getting “stuck” with 1 pet for a longer period of time than we’re anticipating.
they way I understand it: the pet-swapping mechanic is available outside of Beastmode. When you swap you commit to the pet when you go into Beastmode. I don’t think going into Beastmode counts as pet swapping.
edit: I think I see your concern – that we will be able to have only one pet? I imagine we should still be able to loadout two pets…that’s how I’ve been planning my builds. perhaps assuming too quickly.
It will be important to go outside of BM to get the benefits of entering BM, such as Unstoppable Union. and to die in BM for Eternal Bond.
how we select pets for activities outside of BM won’t be different from what we do now – you select the pet with the best F2, damage application, and CC. But I feel it will be much more important to maximize the archetype perks and F1-F3 skills.
I do think going beastmode counts as a weapon swap like DS
56s Swiftness, Fury, 20s 3xMight, 30s 3xMight, 6s Resistance/Prot, 12s Retaliation and 6 × 12s Stab with no concentration at all Then throw in Fresh Reinforcement!
kitten , now we’re just begging to get smashed by the Spellbreaker =P
nice, i didnt think of unblockable traps. and Soul will give us the survivability we never had from our utilities. traps maybe more viable as a result?
Here is the kicker. If you are going S/WS route with WK. You would have TU, LR, 1 Trap and A choice between SoR or SoS. Entangle But ultimately you have to have atleast 1 stun breaker + the Stun breaker trait from SLB. Going this router would have insane condi removal
WK with PM you would go Bear stance, 1 stun breaker (it could be dolyak) Viper’s nest and again a toss up of SoS and SoR. The elite is the problem now because everything would be on a higher CD.
So I am guessing you would go bear. Which is only useful in SLB, outside of that bears are useless in PvP. Unless you wanna camp SLB form.
You have some similar thoughts for a condi build as I worked out.
Same weapons, the variant I worked out would be Skirm/WS/Soul. Bleed trait, poison traits, Soften the Fall (even without WK this would be a strong anti damage choice for the slow/cripple field and immob for gaining offensive momentum back from being on the defensive).
My main overall difference would be wanting to take Viper’s Nest, assuming Predator’s Cunning has no ICD. But it really depends on how strong of a burst with a Power/Condi Amulet it would end up being with the lifesteal element.
Otherwise it’ll be the way you have it set up probably.
Still need the info on the last stance though.
Viper’s Nest is the way to go. Unblockable. AoE. Point and ressing denial of downed peeps. Even with an ICD, I hope its a per target ICD. I would still go Sage if you use SB. You get every stat that you need except precision but we do get perma fury. 20% + 10% when you flank. Could be more if you get spotter + rune choice.
Rata Sum? You get prec, Poison duration and that huge poison field! haha
(edited by StickerHappy.8052)
Still need the info on the last stance though.
https://wiki.guildwars2.com/wiki/Moa_Stance
This one ?
Looking forward to this one with Sigil of Concentration on my WH, Clarion Bond, Spiritual Reprieve and Dolyak Stance, assuming the stances stack and not cancel.
56s Swiftness, Fury, 20s 3xMight, 30s 3xMight, 6s Resistance/Prot, 12s Retaliation and 6 × 12s Stab with no concentration at all Then throw in Fresh Reinforcement!
Actually, not certain about those durations and how the sigil will interact with Moa Stance, but it will be a lot of boons for support.
Quick question, the boon duration on the toolip (i.e protection of 3 seconds) is before the actual 66% added right?
Also, can you give me a quick rundown on how fresh reinforcement works? (This without HaO or FB) or do I have to get either one? When i say how it works, I mean what is a quick and effective way to make use of this?
D/D seems illogical to me.
I see much more potential for D/A.
The quickness for dagger 3 is invaluable for axe 5.
A huge dps boost with less time rooted in one place!For straight up DPS, sure D/A is going to be king, but evasion in PvP/WvW setting? D/D is better for that.
Correct. Although, I am not a huge fan of Dagger OH, coz honestly, you just get it for the evade. Let’s face it. I would rather go D/T in PvP. Node denial. AoE pressure and Cleave Pressure. I think its just better for teamfights.
Also, since the OP is going for a condi-centric build, Torch also provides burning for condition variety.
I guess I’m just not seeing your point. if you want trait synergy for F1-F3, just take the BM line for reduced pet ability cooldowns (Pack Alpha). the SLB train line fills in the other gaps of the core ranger, such as unblockable attacks. in other words, we already have traits that synergize with the new e-spec mechanic, but theyre in vanilla.
I just think you and a few others are vastly underestimating our F1-F3 abilities. all of the F3’s are quite powerful, and many F2’s are OP…such as Defy Pain, Swoop, and a few others. You need to play around with the different pet combinations.
also, take a closer look at our stances. 3 are very powerful, and 2 are niche. there is a ton of synergy with our weapons.
lastly, you’re being completely biased and not looking at the weaknesses of the other e-specs (I’ve read all the posted trait lines).
I kinda agree with you mostly. Some of the traits are geared towards SB+ Poison master But guess what? No one uses that trait in competitive PvP (I think I am the only one) that’s why you get so much hate with the recent SLB spec.
A lot of the traits are meh on the surface (I agree) but if you haven’t theorycrafted and played a lot of builds with competitive players and MMR, then you will dismiss a lot of them.
The only two traits that are weird to me was The protection trait – You have to build around it, and as rangers we don’t have a lot of sources that are reliable, one is dependent on a trait line (2 if you count the dodge one) and one is a shout.
The next weird one is Oppressive Superiority, this is just a flat out increase in damage which is also conditional. They could’ve done better with this one.
Eternal bond could use a 30 sec CD reduction. Like 60 cd. 90 is too much.
Stances:
Bear stance and Dolyak Stance is amazing. The other 2 not so much.
The elite could’ve been amazing but its on a global ICD. If its per target then this would be super good.
The OP stuff you mentioned are not OP at all. Like the black bear, yea immunity? sure. But outside of that, the bear is completely useless in PvE. So its such a good trade off.
I’m not sure I’m excited for this elite spec. There doesn’t seem to be a lot of synergy between the GMs and the functionality of the rest of the traits within the line. None of the traits themselves seem particularly strong either.
I mean, aside from some of the more obvious interactions, like building for a pet swap offensive build to take advantage of the unblockable trait, going into beastmode and going for the big burst, and F2/beast skill based build, or the condi DPS spec that will probably see more PvE use than anything else, I’m not really seeing how this elite spec competes well with Druid, outside of PvE (and even then people will still want Druids.
Maybe I need to get my hands on it but from the level of information we have, the mechanics are carrying the appeal, and the functionality in the traits is lacking.
I had the same feeling. I thought that if the wiki is correct on the order of traits, each trait tier are composed of good traits and I had a hard time choosing which one to use. (I think that is a good thing)