Tyler Joe
Because developers were classifying all the skills with no category.
And this forum was just kind of over-flooded by people who wanted Healing Spring to become a trap.So thinking that we received just what vast majority asked for – I don’t see any slightest possibility of getting our good Healing Spring back.
The skill is not that bad. It’s definitely twice as buggy and twice as clunky as it ever was… But it has it’s uses. Having it on 24sec CD and being able to pre-set it has it’s pros.
If you are able to have 1 set and your CD refreshes, you are able to cleanse 12 condis in 10 seconds in AoE. That’s not half bad. You’ll get into a situation like this only once out of 10 times… But hey, we got what we wanted right?
Healing Spring was a trap in Guild Wars 1 too. Also, it means they can give it a classification to benefit from traits.
Tyler Joe
Will the Engineers be receiving tool-belt skills for the racial elites?
I am just curious.
Tyler Joe
Curious question, will there be Specializations that don’t require the Heart of Thorns expansion. It would be a little silly to release a complete trait rework where the big bonus are Specializations and only include the content in the expansions. I would understand if a few of them required expansions but if all of them do then the trait rework would appear to be merely a contributor to an attempt at money-grabbing.
I love Guild Wars and Guild Wars 2 but am slightly annoyed with the cost of Heart of Thorns. If the cost is going to remain as high as it is then you should consider giving players a small amount of gems to make up for the price.
Tyler Joe
As an Engineer in PvE, does anyone else feel like they have a giant target on their heads for boss fights? Anytime we get to a boss fight it is always my Engineer that gets targeted the most.
Tyler Joe
Alternative viewpoint.
2 targets, both get 150% boosted damage that stacks with crit. Bring a pet with high damage, get off a good shot, 30/24 second cooldown, + 3 stacks might if you bring that.
Tyler Joe
Do you ever use Beastmastery? Perhaps giving them a percentage of our stats might be helpful. Otherwise, no. Beastmastery should be enough.
Tyler Joe
Consider making it dependant upon what pet you have active at the time. Rainbow phoenix from Guild Wars 1 for certain birds, for example.
Tyler Joe
Here is reference.
Bird Attack = 2 attacks from slash.
http://wiki.guildwars2.com/wiki/Slash_
Feline Attack = 1 attack from slash.
http://wiki.guildwars2.com/wiki/Slash_
Tyler Joe
Bird makes two attacks = higher chance of crit. More damage potential.
Drakes have cleave which hits three targets, therefore much better damage than canines.
Signets = cry some more. Remember, there are two targets for signet. Are you forgetting that Ranger is a pet oriented class?
Longbow has best single target DPS, especially considering the vulnerability caused by (2) attack, which boosts damage from both you and your pet. Sword attacks faster. Situational weapons.
Tyler Joe
(edited by TJV.6239)
The point of Signet of the Wild is that you get a 25% speed boost but can sacrifice that for a boost to damage. That’s what all signets are about; sacrifice. You get a boost but sacrifice it for a different, more circumstantial one. All the complaining about this skill being nerfed is ridiculous.
Tyler Joe
Builds
I am not sure how to really do a build section. I believe players should experiment with all aspects of a class before settling on their favourite builds. That said, I have some recommendations.
Ranger signets are amazing and Ranger signet builds are incredibly powerful. Signet builds are entirely viable if you bring Signet Mastery (20% faster cooldown), Beastmaster’s Might (3 stacks might when you use a signet), and Signet of the Beastmaster (Signet activated effects also affect you). Bring Signet of the Hunt for 30/24s cooldown to stack might and spam it during a fight whenever it finishes cooldown.
With traps, go all or nothing, unless you have a lot of Wilderness Survival and are looking to get at least one combo field.
Always bring Healing Spring in dungeons. The group heal is the best thing ever. As I mentioned before, if you want to focus on heal and buff, bring a warhorn to add extra healing.
Always bring at least 1 Stun Break. This should be a no-brainer yet so many people get permalocked by not bringing any. This doesn’t need to be a skill necessarily as Shared Anguish works in a pinch.
If you are bringing a low-heath companion, always put at least 3 trait points into Beastmastery. The added health and toughness, and the faster cooldown on Pet swapping will save your life.
You don’t have to bring a melee weapon. I always feel bound to bring a combat weapon and a ranged weapon, yet it is not absolutely necessary.
You shouldn’t have to bring 2 pets of the same type. It is usually a good idea to bring a high-health pet, such as Bear, canine, drake, or boar, and also to have a bird or feline for damage. In WvW and PvP (I know this is a PvE build) it is a good idea to bring at least 1 canine pet to help hunt down pesky thieves and mesmers.
For fun, try stacking healing power and bring Signet of the Wild, Natural Healing, and Superior Runes of the Dolyak.
It is possible to stack Quickness for 12 seconds with skills and traits alone. Zephyr’s Speed, and Quickening Zephyr provide 12 seconds of quickness. Try pet Swap builds which utilize Zephyr’s Speed, Quickening Zephyr, Mighty Swap and Vigourous Training.
It is possible to stack conditions and physical damage on a ranger. Like I said before, Rangers have poor spike damage, but we can combine physical power and conditions to make very powerful builds. Entangle and Sharpening Stone are particularly helpful in this regard. You may also focus your pet on physical damage while doing condition damage yourself, or the other way around.
Conclusion
I hope you enjoy this guide. I have seen many new Ranger players lately and I thought providing a basic guide to the Ranger would help them. Add your own suggestions and build ideas below.
Shalom
TJ
Tyler Joe
(edited by TJV.6239)
Traits
Marksmanship: Power and Condition duration. Focusses on stacking vulnerability, signets, and bows.
Skirmishing: Precision and Ferocity. Focusses on traps (for some reason) and weapon-swapping.
Wilderness Survival: Toughness and Condition Damage. Focusses on survival skills, melee, and survivability.
Nature Magic: Vitality and Boon Duration. Focusses on Nature Spirits, melee, shouting, and survivability.
Beastmastery: Healing Power and Companion Attributes. Focusses solely on boosting companions.
Skills
Survival: These skills typically improve survivability and condition damage. They have a number of stun breaks, a control, and a conditional bleed, plus the elite skill is my favourite for group control and bleed damage.
Spirits: These are a lot like Warrior banners, except that they are condition dependant, the condition being hitting an enemy. They do a variety of things, from improving survivability, improving damage, adding a control effect, or even reviving allies.
Shouts: Untraited these boost only your pet. Traited, these work a lot like Warrior shouts, adding whole party effects. They allow more control over your pet, improve spike damage, improve your survivability, or provide a very useful revive skill.
Traps: These focus purely on area damage and control. They add 3 Combo Fields, fire, poison, and ice, and have rather quick recharges. When traited, they work a lot like Engineer grenade skills, just poorer quality.
Signets: Signets are signets! Ranger ones focus on survivability, mostly. Traited, these are amazing. Untraited they only effect your pet, but traited they are amazing. Even a ranger without Toughness or Vitality becomes a battle tank with Signet of Stone’s activated ability, which adds 6s of invulnerability.
Weapons
Ranged
Longbow: Exceptional at long range and does the most single target damage of any ranger weapon. Has an AOE cripple (5) and stacks vulnerability (2). With Remorseless you can keep any boss on 25 stacks of vulnerability until it is downed when using the Stealth Skill (3) Hunter’s shot.
Shortbow: Stacks bleed. Good with skirmishing and wilderness survival to get repeated crits and to stack bleed. Mostly single target based though, but comes with a poison spread and a single target stun too.
Axe (main hand): Has a “bounce” attack (1), a bleed spread (2), and a single target control effect (3). This weapon works best with traps. It is a better idea to bring another ranged weapon for any other build as the axe does relatively low damage and only syncs well with the Torch.
Melee
Sword: This is probably the best ranger weapon for damage. It has poor mechanics though and players go through a constant cycle of love and hate. While it has a cleave attack, the sword is much better for single-target fights because of its multiple dodges and cripples. I found a rather entertaining use for the basic attack, which is to repeatably press “Tab” to change targets mid fight. The ranger will leap around between opponents and get out of their ranges while dealing a lot of damage. Remember, I said entertaining, not good.
Greatsword: This is really the best melee weapon for the ranger. It has a long-range leap (3), dodges on its basic attack, has a block/cripple/knockdown (4), a stun (5), and stacks vulnerability with cleave (2). It can also be used to resemble the sword somewhat if you are looking for a retreat. Consider bringing Lightning Reflexes and Swoop (3) together for hit and run attacks.
Offhand
Axe (Offhand): Excellent for stacking invulnerability and pulling enemies to you. This is mostly an offensive weapon, used for pulling an enemy (4), and then stacking invulnerability on them (5) after crippling them (?). Obviously most useful with a sword for the pull.
Dagger: Good for manouverability. Provides an extra dodge (4) and a ranger cripple (5). Probably best used with a sword.
Warhorn: Provides a rather annoying consistent damage attack (4) that can be used to stack bleeding with Sharpening Stone. The other skill (5) provides an area buff and is a blast finisher. I like to stack the number 5 skill with Healing Spring for boosted healing. Typically used with sword but probably more useful with an axe. Best use is to stack boons with 5th skill, hit boss with 4th skill, then swap to your main weapon. Cooldown on skills is high, thus using it with your main weapon set is a poor plan.
Torch: Provides a fire combo field (5) and a ranged burning condition at 900 (1200 when traited) range. Cooldowns are rather swift, thus quite useful in a main weapon set.
Tyler Joe
Depending on what your bring, your pet can account for 20-60% of your damage. Bears and Boars, for example, have high health but low damage while Birds and Felines do a ridiculous amount of damage but are squishy. Here is a simple guide to pets.
Birds – Exceptional damage, low health. Epitome of a Glass Cannon. They typically also have low cooldowns on their activated skill F2 which means you may spam them more. Require exceptional micromanagement skill. F2 skills are either control or condition oriented, although they also all do decent damage.
Feline – High damage, good for stacking vulnerability (and bleed when traited), although still fairly squishy. Require high micromanagement skill. F2 skills are varied between control, support, stealth, and conditions.
Drake – High damage, cleave (skills that attack multiple targets), good health. Not a lot of micromanagement required for drakes. I dislike most of their F2 skills. This is the only pet that does decent area damage.
Moa – This is the one pet I dislike using, mostly because I don’t like running around with the Tyrian equivalent of an Emu. They do low damage (even worse than bears), but have an area heal and deal some vulnerability. They have high health but low toughness, thus they are sort of survivable depending on circumstance. The Moa is a utility pet with F2 skills that buff allies with protection or fury, or that stun or freeze grouped enemies. Mid level micromanagement skills.
Canine – Low-ish damage, knockdown, control, decent health and toughness. The canines are my favourite pets and are focussed almost exclusively on controlling enemies. Their activated skills can group immobilise, fear, chill, and will cripple enemies if traited. Otherwise, with fern hound, you get an activated group heal, and with hyena you get another hyena ally. What makes the hounds great are their survivability and their knockdown. Mid-low level micromanagement skills
Bear – Almost all new ranger players obsess over bears. You’d assume they go great damage, but besides the Murellow and its F2 skill, this is not the case. They have high health, high toughness, brief invulnerability, and steal health. F2 skills are the most varied of all the classes, but generally the Murellow’s is the best. Very low level micromangement skills.
Warning: Do not bring bear pets into dungeons, unless you are bringing a murellow. I have no issues with other players kicking rangers who do not comply by this rule.
Boars – Boar pets are some of my favourites. Their skills are varied though. What makes them great is their cleave knockdown. That’s a knockdown that hits 3 targets. It has a long recharge, but being able to knockdown 3 enemies for 3 seconds is amazing, although it has a very long (40s) cooldown. F2 skills are purely support oriented, providing an environmental weapon depending on which porcine pet is selected. Porcine pets are almost as survivable as bears. Mid-low level micromanagement because of their F2 skills.
What makes Rangers great
1. Survivability – almost all trait lines add survivability, and the pet just adds extra health. Really, Rangers can be the best battletanks of Guild Wars 2, purely because of their pets and superb signets.
2. Consistent Damage – You’ll hear a lot about the poor damage potential of Rangers. Like Necromancers, who deal AMAZING area damage, the Ranger cannot be compared to other classes. Rangers have consistent damage, not spike damage, which means enemy health wears away rather than just disappears. If we observe the damage from a ranger compared to any other class, we’ll both do the same amount of damage over a 10-20 second duration. Burst damage, however, is not a Ranger’s job.
3. Pets – Obviously this must go up here. If you like minions, but not hordes of them, then try playing a ranger.
4. Control – Rangers are amazing at controlling enemies. They have a large number of skills that cripple and immobilize. What makes it great though is that almost all of these focus on area control.
5. Vulnerability – Next to Engineers with grenades, Rangers stack an amazing amount of vulnerabilty. Bring a longbow and the “Remorseless” trait and you can keep any enemy at 25 stack of vulnerability for an entire fight.
6. Self Combos – No other class has access to as many self-combos as Rangers. You can get water, ice, fire and poison all in the same build, plus you have access to many leaps and ranged attacks. Pets, specifically canines and felines, also benefit from combo fields.
7. Versatility – Rangers can fulfil a large variety of roles, sometimes many at once. Healer, buffer, tank, control, physical damage, AOE damage dealer, condition damage, minion master, etc. You can do pretty much anything you want as a ranger, from playing sniper with a longbow to minion master with Hyena and Hounds of Balthazar (or other race equivalent).
Tyler Joe
(edited by TJV.6239)
I thought doing a guide for PvE Ranger would be a good idea. For context, Ranger and Engineer are my two mains and I have been playing the Guild Wars take on Ranger/Hunter classes since Guild Wars 1. I love the class, the pet mechanic, their weapons (although I’m still holding out for access to a staff) and the “survivalist adventurer” and “natural magic” archetypes. In Guild Wars 1 my favourite builds tended to focus on combat, generally playing Ranger/Warrior or Ranger/Dervish or Ranger/Assassin. I played all of the classes during Beta but “fell in love” with the Ranger.
So let’s get onto the important things.
What the Ranger is like:
If you have ever played tabletop RPGs like Dungeons and Dragons or Pathfinder, you’ll notice many similarities between the Guild Wars Ranger and the pet-focussed ones from those games. Really, the Guild Wars 1 and Guild Wars 2 Ranger takes a lot from D&D 3.5 and Pathfinder, being a pet-focussed character, typically associated with communion and domination over nature, survival, dexterity, and natural magics. They are also the closest class representation of the Rangers from Tolkein’s Middle Earth universe. Gary Gygax and his team drew direct inspiration from Aragorn and Boromir in their development of the Ranger class, thus the Guild Wars interpretation is itself a direct descendant of those characters and their relatives.
What Ranger means:
Many believe the term “Ranger” refers to someone who uses a ranged weapon. The term is actually more closely related to Middle Earth rangers and real-world military rangers. The actual meaning of the term is “one who ranges,” ranging referring to someone who travels long distances. They are, essentially, long-distance scouts. The Arena Net introduction to their ranger mentions the ranger’s pet holding up enemies while the ranger themself picks off targets from range. The emphasis here is mostly on the pet rather than the bow.
Why you should play a Ranger:
I play this class because I enjoy the Pet Mechanic most of all. I like the idea of adventuring through Tyria with a loyal companion. That might appeal to some. Others relate to the lightly armoured, claymore totting ranger more like Aragorn (I know he didn’t “tot” around with a greatsword, but you get my point). Some people want to play a druid, at which the ranger is your closest representation of that in Guild Wars 2. Others want to be a hunter with their hounds chasing down prey. Want to play an axe throwing skirmisher? We got that. What about a master trapsmith? Yup, we can even throw them (although I am still trying to work out how this works). If you learn to play this class well, you’ll enjoy it in all aspects of the game.
Learning curve
The Ranger has an interesting learning curve. There are a lot of players who consider the class to be for newbies, something akin to a warrior, but to play a ranger well is actually very hard. In the early levels of the game you’ll find the animal companion to be a massive help. Playing as a longbow and bear ranger is very easy. It will get you to the later parts of the game very easily, but eventually you’ll have to grow up.
The Pet Mechanic makes the ranger much harder to plan than people will believe. To become a good player you must learn to use your pet well, and you’ll have to learn what kind of pets are the best for any given situation. Observe how aggro effects your pet, learn to use F3 when your pet is targeted by AOE, and make sure you use their F2 skills at useful times. Using the Drake Hound’s F2 (AOE Immobilise) when they are only close to 1 target, despite another 5 being just out of range, is not a good tactic. Similarly, using the Fern Hound’s F2 (AOE heal) when it is on full health and only near 1 ally is also a bad idea (unless they really really need it of course). Consider prioritising a target in the crowd for the hound to attack, or pull F3 the fern hound back to the group before activating their skill. You have limited control over your companion but if you exercise it well you will become an amazing player. Always watch your pet’s health. When they reach 15% health (or 20% for the lower vitality ones) consider swapping it out for your next one. A 15/20 second cool-down is much better than a 40+ second one.
Tyler Joe
I love the hyena pet. The f2 ability is amazing. The halved damage is to compensate for the second pet but you don’t actually lose anything from having the halved power. Consider lower cooldown of pet activated skills (f2) and bringing shouts or a way to boost power and toughness of other pets.
I’d consider bring a trap-focused build with Hyena, just for the extra body running around causing trouble while your AOE traps wreak havoc. Spirits would be fun too
Tyler Joe
I’m just going to say that this is one of the most irrelevant complaints I have ever seen. They keep the “name limit” down to the ones you currently have equipped to saves memory space, and because it is an incredibly minor and unimportant issue.
Tyler Joe
Since the Megaserver roll-out I have been seeing an incredible amount of lag here in Australia. Most of my Australian friends say they have been encountering similar issues. That’s the first issue. I can propose a solution. Have a single Australian server – you can put it on either the US or EU WvW roster. With the roll-out of Guild Wars 2 in China you might consider Oceanic servers. I doubt there will be a lot of players, but it would alleviate lag and improve our experiences.
Since the Megaserver update there have been a huge number of problems with dungeons. We ran one where, after selecting path 1, path 2 activated as well. Detha followed the group around and we could complete parts of that story with no reward. In another dungeon we were incapable of reviving teammates. Also, my character randomly pulled out his aquatic weapons in a fight. I just had to stand there with a speargun in my hands while the rest of the party wailed on the boss. I have encountered numerous slingshotting issues too. In one dungeon, an AC run, I slingshot back to the entrance of the dungeon. We were fighting the boss when it happened and I got reward for the encounter.
Many times while adventuring in dungeons or open world my skills have ceased working. As a ranger I can command my pet to attack and they will do damage, but skills don’t activate. My contribution to a fight is just to become a very poor meat shield.
Sometimes character die in dungeons without external influence. They just drop dead, and then allies are not able to revive them.
If anyone else has encountered problems since the megaserver update could you please post them here.
Tyler Joe
Typically I find the most boring characters to be:
Any Human or Norn Female in skimpy armor (Usually done with medium or light armor). Seriously guys. Grow up!
Any Charr Heavy Armor class wearing Cathedral of Flames armor
Any Male Heavy Armor Norn (Sorry, I just see too many warriors and guardians)
Most medium armor male humans with trench-coats (there are other armor skins, like Vigil and Ascalonian Catacombs that look pretty good compared to the overabundance of trenchcoats)
Human Thief. This one makes me sad as my first level 80 was a human thief. When I noticed the overabundance of human thieves I grew bored of him.
The race/class types I would like to see more of are
Any Charr Female
Sylvari Necromancer
Charr Necromancer
Norn casters
Asura Anything (especially guardians or rangers)
Engineer anything
“Interesting” race/class combinations I would like to see less of
Charr and Norn mesmers
I have:
Human male ranger
Human (Soon to be) female engineer
Sylvari MaleNecromancer
Asura Male Guardian
Sylvari Female Mesmer
Norn Female Elementalist
Charr Female Warrior
I will soon have a Norn Thief too.
Tyler Joe
I am recruiting for Tyrian Imperial Sect [SECT]. Since first getting Guild Wars I have always fantasized about leading a guild of dedicated PvE players. I have recently started this guild on Isle of Janthir and hope to find interested people to join. Casual gamers are welcome as are new players, we do not discriminate. For the most part we are an Australian guild, but anyone is welcome to join.
If interested please PM me in game. I am usually on around server reset and midway through the day so I will get your messages.
Shalom
TJ
Tyler Joe
I am looking for an good Aussie guild and a good Aussie server. During the sale I am willing to transfer servers pretty much anywhere, so get back to me ASAP. I have been playing since pre-release and currently have 3 levels 80’s. I also hail from the ancient days of Guild Wars 1 and watched Ascalon burn once before under the claws of the Charr.
Get back to me in game. My main character name is Bradr Thorryn.
I prefer PvE focussed guilds who enjoy dungeons and guild missions.
Shalom
TJ
Tyler Joe
I’m going to assume there is more to “Read the Wind” than has been released. In Guild wars 1 Read the Wind is a preparation that increases arrow speed and adds a small damage boost too. Considering they got the name from GW1, I think they will probably add a small damage boost to the trait too. If not…then I am disappoint…
Tyler Joe
I have been planning this for a while, or at least thinking about it, but I would like to start a guild from scratch specifically for Guild Missions, Guild Puzzles, Dungeons, and other PvE oriented gameplay.
I am currently playing on Eredon Terrace. If anyone is interested in forming an adventurers/dungeoneering guild with me please PM. Of course we’d participate in WvWvW and PvP but the main focus will be PvE. Get in touch with me if you are interested.
Tyler Joe
I think monkey would do well as a ranged pet. We have enough combat ones already.
Tyler Joe
I’m going to name mine “Jack”
Tyler Joe
I want a pet monkey. That is all.
My suggestion for attacks?
1 (Activated) Throw Gunk/Poop/Boulder (blind or confusion or knockdown, depending on monkey type)
2 (main) Throw Rock – damage+bleed with 600 range
3 Punch – melee attack – damage+stacks vunerable
4 Screach – Inflict fear or confusion with 600 range
Tyler Joe
I got mortar just to try it out. It saddened me…
Tyler Joe
The engineer has incredible variety…but unfortunately most of that variety isn’t viable in gameplay. Where all the other classes (except the thief) can find ways to participate in anything from close-long range, the engineer is ALWAYS pushed into a mid range role. The flamethrower may be a closer-ranged weapon, but there are many other options that are much useable over the flamethrower, such as grenades, plus the flamethrower has attacks designed to keep enemies away, or to blind them. In essence – players who like extremes (like close combat or sniping) can’t do those with an engineer.
Also most builds of other classes make use of at least one signet. I know I love having signets for both the stat-boost (or other passive boost) and the active ability, especially when you perk into them a little. Engineers lack signets.
Continuing on from the lack of signets though, engineers also have +4 skills to think about, some of them that are very situational or that seem to contribute well only when timed perfectly. It makes the engineer an incredibly complex class to play. If you bring kits as well (which I don’t simply because I’m vain and hate hobo-sacks) there are suddenly another bunch of skills to have to think about; how they sync with your other weapon options and kits. Usually kits are vastly different from anything any other class has available. They sometimes don’t sync well with the weapon options available to engineers.
Then there’s the issue of supporting other colleagues. Generally…Engineer as pure support is very difficult. My favourite builds in Guild Wars 1 were support based, such as Paragon or Ritualist. Really if any class were to be branded as a support based one it would be the engineer…yet we suffer to contribute really besides chucking down a healing turret or using health-infused grenades to heal our friendly melee troops.
To summarise the Engineer lacks viable diversity. As I said before; we have options but not all of them are viable. What we need is a proper damage weapon (that isn’t a kit) and more skills that sync together like other class-skills do. For example – I love the mine skill, but really it’s just a standalone knockdown/BOOM skill. If you wanted to be an explosives based character go bomb or grenade kit. Thus we have skills that are awesome, but are trumped by the presence of a kit or another skill that does mostly-the-same job better.
We need more useful variety.
Tyler Joe
Everyone – get on your Engineer and find a hammer that you can equip.
Take a screenshot and link here.
(BTW – since this morning I got better armor for my Engineer)
Tyler Joe
I have been pushing this since release. I thought it was time for another comment.
The Engineers weapon options have always been a little underwhelming. Sure, we’re not Warriors, so having access to every weapon in the game isn’t what we ask, nor would it fit with the Engineer play-style and concept. That said I still feel the Engineer could do with another weapon option and preferably a combat one at that. It is sad that we only have 3 weapon choices (besides kits) and that our ONLY combat option is the wrench.
Here is a picture for you. Consider it carefully.
Tyler Joe
http://wiki.guildwars2.com/wiki/Ascalonian_Leather_armor
Level 35 version on the wiki. Not a skin.
Tyler Joe
I see on the wiki that Ascalonian Armor has a level 35 version. I am wondering where I can find it. The dungeon armor merchants sell level 35 pirate armor but no armor for their respective dungeons for levels lower than 80.
Can someone please help me?
Tyler Joe
I would like to suggest if future music is added to the game you guys should look up Lindsey Stirling.
Lindsey’s a a gamer and a wonderful violin player. I thought it could work
I’ve linked her youtube channel here. I think this is one of those situations where hearing is necessary rather than having me spiel on about how fantastic her music is.
Tyler Joe
Let me start by saying a group with only lvl 45 characters is nearly impossible to extremely frustrating to complete any path and if the succeed they end up paying at least a minimum of ~11 silver on gear repairs.
Paths with like 20+ mobs that spam AOE bombs every second, Riflemen that shot you per 1k per shot from 1200+ range , bosses that keep you on permanent knockdown , permanent slow with skills that do 400+ damage per second and 1 million ridiculous dots.
Why does this happen ?? And why label it as a lvl 45 dungeon while you need at least lvl 70+ to make your experience less frustrating ?
This map is kittening rediculous. That’s all I can say. The mobs kittening camp your spawn and do rediculous amounts of damage.
Tyler Joe
No! Bad idea! It’s terrible! No no no no no no!
jokes
Love it. It must be implemented ASAP. I hate equipping kits as my engineer – he doesn’t feel like my character when I equip kits because they all look the same. I wish there was some variety to them.
Tyler Joe
every time i come on the dailies are changing this is getting on my nerves and im sure many others. So please stop changing them.
You’re obviously a player who doesn’t pay attention to game updates.
Dailies are randomised now like monthly challenges.
Tyler Joe
What i’m trying to say is that it’s good to have more than one visual hint to get a sense of your surroundings in a chaotic place that is the battlefield, instead of relying only on one. If you can’t see that then i’m wasting my time.
It’s funny, because i literally don’t see that. As in “i don’t even notice what armor my opponents are wearing in WvW, because i’m concentrating on other details”. Looking at armor is the least informative of all possible methods, and, what’s more, concentrating on it slows down identification by other means. Especially, since (as has been mentioned several times in this topic) there are armors that look as if they belonged to other cathegory, and can be easily mistaken unless very carefully observed (and known beforehand. And I bet almost noone can identify all the skins that are in the game atm).
Wrong. Armour is important is long duration fights. It lets you keep an eye on who is who. My guild ran around in WvWvW as all mesmers with the same armour. There were about 5 or 6 of us. It was complete chaos – people couldn’t work out who of us were players and who were clones and we were taking out groups of players much larger thn us because of this. Consider how that could be abused with transmuting other armour types.
Tyler Joe
GW2’s end game is built around cosmetics. Dungeon gear and Racial armour provide no better stats than level 80 epics. Arenanet gave us the tools, in the form of transmutation stones, to let us customize the appearance of our characters just the way we like it. As a roleplayer, I absolutely love this idea. The trouble is, the game doesn’t currently let us do that. Because you are still limited to light, medium, or heavy armour depending on your class. Take my Elementalist for example. She’s a corsair, and I’d love for her to look like a pirate. Unfortunately, virtually my only options are to make her look like [Edit] an Asian female.
I can think of no conceivable reason why this is. Obviously, it would throw off balance to let anyone have the higher stats from heavy armour. But what’s wrong with letting them just have the appearance of heavy armour? The current implementation of transmutation stones even seems to support this; if, for example, I tried to use the stats from the heavy armour on my light armour character, the item would show up as non-equippable!
You could make the argument that it makes classes less recognizable, but this doesn’t hold water either. For starters, if I see a medium armour class coming towards me in WvW, that could be one of any three classes. How do I tell which one it is? Well, either by looking at their class icon, or more typically, observing their abilities. The guy throwing grenades at me? Probably an engineer. The guy with two clones of himself who just teleported an entire army behind the walls of my keep? Probably a Mesmer. The unguilded human female with a Juvenile Brown Bear pet and a somewhat nonsensical name? Probably a bot. The fact is that when encountering other players, you recognize their class from their abilities, not their appearance. You might be able to argue that it would hurt SPvP, except you can’t use transmute stones there anyway, making it a moot point.
It would even be beneficial for Arenanet. More options for armour means more players wanting transmutation stones, which means more sales for Arenanet on the gem shop. It means more players running dungeons, because previously undesirable dungeons suddenly become desirable if you could choose any of the armour.
It’s win on all fronts. So why on Tyria can’t we do it?
It’s a bad idea. PvP and WvWvW wise this is a very poor idea. I understand you suggest only the cosmetics transporting across but this is not good for competitive gameplay. It can be exploited. Players in PvP and WvWvW could play a Warrior but transmute to look like a light armour class. When in the heat of a fight being able to easily distinguish what class is what is a must. I would fear structured teams having two mesmers in light armour with greatsword while 3 warriors, guardians or rangers transmuted to have the same light armour. It would completely mess up the quick, clear pace of PvP combat.
Tyler Joe
Currently 3 light, 3 medium, 2 Heavy. Could use a new heavy, I know I wouldn’t mind having one. Personally I would like to see the Fighter based Monk but I think balance of armor types is more useful.
I suggest a Master at Arms. 2h specialist. 2h Axe, Pole Arms (Lucern Hammer, Bardiche, etc.).
“Master at Arms” aye?
I’m sorry but isn’t that what the warrior is meant to be?
Monk from GW1 was a holy caster – healing and holy magic. Most of these elements were included into the guardian who is a conglomeration of these Guild Wars 1 professions – monk (holy caster), dervish (holy warrior), paragon (inspiring general).
Classes in GW1 are designed around vaguely specific class ideas. Their names are very vague but the play style and design behind them is very specific. Also it seems to be ANet’s policy to avoid adjectives in profession names and try to keep it down to 1 word.
If they were to take the original concept for the engineer as a heavy armour wearing class and rework it then we could have something like an artificer pop up. Perhaps magically infused tech and heavy armour – rifle, pistols, staff, sceptre, focus, mace, shield, hammer.
Consider it!
Tyler Joe
I am wondering how these work exactly. I am wondering how the traits that provide +5% or +10% of (power, precision, etc) benefits (vitality, toughness, etc).
Are these percentages based on trait points not or on equipment as well?
Tyler Joe
ANet actually replied on this one months ago. I can’t find its link but I’m pretty sure they said it’d be impossible because it will be unfair to enemy players in sPvP or WvW if they don’t see what kind of kit we are using. Seeing what kits engineers are using can help them make strategies and right decisions when fighting against us.
In a sense, they have a point but if you think of it in a more general way, most people don’t even care about our kits. They’re like “Oh, an engineer! FOOOOOOOOD!”
But yes, I’d like to have the option of hiding our backpacks too if possible.
If that’s true, I think that is a cop out answer. It’s no different than any other class changing weapons or something. Engineer kits also change the weapon the character is holding. Having the backpack thing gone would not be anything different from any other profession.
It is most definitely a massive cop-out.
Elementalists only show their attunement in barely-visible “bracelets” on their wrists, and in the buff bar, and that’s it.
The symbols on the backpacks are about the same size as an attunement ring. From far off they mostly look the same.
Tyler Joe
I am praying for at least one set of class specific armour – something that all races can use but only one class can use. It wouldn’t be “cultural armour” but it would add something new to the game. I would even like to see some armour sets from Guild Wars 1 into the game for the professions that have their origins there (assassin, Elementalist, ranger, Mesmer, necromancer, warrior – paragon could even fit Guardian)
Tyler Joe
That would be very nice indeed.
The packs get on my nerves sometimes, and other times they seem fitting. So a toggle would be a simple solution.
I agree but it won’t happen. There is a reason the backpacks exist.
Backpacks are shown in engineer kits – it is because without them it is difficult to ascertain what weapon the engineer or what kit they ave equipped. There is a noticeable difference in each kit that to intelligent players can help them determine whether or not an engineer is a worthwhile target. Removing the backpacks would eliminate an aspect of PvP and WvWvW – it removes the aspect of class/weapon recognition.
Tyler Joe
For some reason people don`t like the idea of mounts and I cannot understand why. To me any option that can enhance or provide any extra fun to a game is a good move. Notice I said option, meaning the people that don`t like the idea don`t have to partake in it and can move on. But for the people who would like to see something like that, why not? I saw a post in another thread where someone mentioned they didn`t want to see mounts blocking npc`s. Easy fix there. EQ2 had an option to disable the graphics for mounts so people that didn`t want to see them didn`t have to. Still have an argument for them now after hearing that? Sooner or later they will be added mark my words. All it needed was broom to get it started.
It’s not really a thing of you not being able to understand why we don’t want mounts. It seems more the case that people who want mounts choose not to understand why the majority (yes – we are a majority) of players don’t want mounts.
We have said many times the reasons why having mounts are completely useless. We hear the arguments that “They can be only cosmetic!” but you miss the fact that cosmetic trophies already exist in the form of the mini system. You say “They can only provide a minimal boost to speed” but that boost to speed can be maintained in many MANY other ways without mounts – gem store speed boosters, swiftness, signets, traits, and arguing that mounts are needed to adventure around the map more just eliminates the purpose of waypoints.
Mounts are completely useless in this game. There is absolutely no reason for them to exist.
As we have argued in the past – why get the dev’s to work on pointless projects when they could instead be developing new maps, dungeons, traits, armour, weapons and skills and balance the races and professions that already exist.
There is a reason people are enormously opposed to mounts. It is because they are a pointless waste of space.
Tyler Joe
Personally I think playing as skritt would be a fun idea, besides tengu I would really like to see the skritt as playable learning more about the lore behind the skritt would be enjoyable for not just myself but for my little brother as well since he loves getting into the lore of the game, plus the thought of a skritt thief in and of itself just sounds fun.
I will agree with some of the others here that some of the ability ideas proposed are a bit on the op side but after some tweaking and consideration they seem very sound as it is and the ideas of how to bring them into this if you think about it like the asura thy have been driven out of there underground homes as well thanks to the fire dragon and (spoiler alert here) they do become part of the pact fighting against the elder dragons anyway that opens a bit of opertunity to bring in skritt characters since they are getting a bit more involved in the world.
All over I think this is a nice idea I say bring on the skritt characters (ps and tengu too lol)
I don’t think skritt are viable based on their intelligence. Skritt operate with a hive mind (sort of). Without multiple other skritt within hearing distance of them their intelligence is extremely low. Other raw are viable – I am still pushing for the Tengu or the Kodan to become playable. I am somewhat cautious about this though. We don’t know about the technological development of the Tengu or the Kodan over the last few hundred years and it is possible that they are quite low. That means that engineers are not viable for those races.
Interesting fact! Engineer skritt makes more sense than Norn engineer.
Tyler Joe
I have recently found a very effective way to play sword ranger. Use sword/dagger – the sword attack chain includes a leap/charge – utilise this by hitting tab after an attack chain is completed (or mostly completed). You can essentially keep 2 or 3 players crippled with this while your pet locks on one and you’ll be incredibly hard to hit so, while squishy, you will also survive by auto dodge.
Try it – I dare you!
Tyler Joe
I loved the concept of Rangers/Necromancer builds being able to stroke/poke people to death.
R/N: I’ma touch you!
W/-: My armour does nothing!
R/N laughs maniacally
Personally I loved playing R/A with daggers or R/D with scythe. R/A was my favourite though – spam repeating strike while your pet permaknockdowns.
Tyler Joe
If someone can make cloud Norn…then I will be impressed.
Tyler Joe
No mounts
No mounts
No mountsDid I mention No mounts?
This game is fine without them. We dont need them and most dont want them.
If you want mounts go back to “that other game”Please stop trying to make this game a clone of “that other game”
The game has no reason to include mounts unless they are only in instances areas, at which they wouldn’t be account/character bound. The only “mounts” in GW1 were instanced and only needed for a very minor purpose. The mounts that you are talking about, cosmetic character bound mounts, are completely useless. Characters already move quick enough between waypoints and the idea behind “cosmetic mounts” is already fulfilled by minis.
Why have content artists waste time on an unneeded component of the game? Minis are perfect for cosmetics as they require no content artists or only 1 or 2 and generally they just need to reuse mob skins and scale them down. Rather than waste time and money on pointless additions to the game the dev’s can work on balance issues, bugs, new armour and weapon skins, new maps and mobs or other more important things.
Talking about sky ships not being mounts in the initial release is most likely a prelude to seeing sky ships being used to take players from Tyria to Elona and/or Cantha. There might be Guild Ships instead of or alongside Guild Halls but there don’t look to be any plans on the dev’s side to develop character mounts.
Tyler Joe
I see a lot of players complaining that the Ranger isn’t good at range. As such I am providing you with this. It is not my “work” though it is entirely relevant and intended to help people come to terms with the fact that Ranger does not imply “ultimate ranged class.”
Link http://forums.ddo.com/showthread.php?t=174432
This thread is not meant to flame, just providing some info for people.
I see a lot of people misusing the word “ranger” on some other threads, and thought a quick little insight into the class origins/word definition would be helpful. A lot of people try to argue that the ranger is an archer b/c they’re used to people saying “range that mob over there”, and they see “ranger” and automatically assume the class is about ranging things from distance. This is inaccurate.
Let’s take a look at the word historically (b/c the creators of D&D drew on a multitude of references, including the medieval period), and how it applied to D&D.
First, let’s look at the historical definition of the word:
The word has been used as long ago as the 13th century:
The term “Ranger” was first noted in England in the 13th century when these special units were used as anti-poaching forces across the countryside.
http://www.ehow.com/facts_4570876_army-rangerkittenml
In the 16th and 17th century, it applied to someone that policies an area.
ranger 1388, “gameskeeper,” from range (n.)). Attested from 1670 in sense of “man (often mounted) who polices an area.”
http://www.etymonline.com/index.php?...earchmode=none
As noted, the root “range” from the verb meaning “move over a large area” (1477)
http://www.etymonline.com/index.php?...earchmode=none
When we think of rangers in modern times, we can look to the US army rangers, which is a light infantry, rapid response force. This follows the tradition of the “ranger”, as the modern US army rangers are meant for rapid deployment over an area.
So as we can see, historically, and in modern times, a “ranger” does not suggest one who attacks a target from a distance. Throughout time, a ranger has been a lightly armored patrolman of an area. This was done through a number of means. Could attacking targets from a distance have been one of those means? Sure. But it was not exclusive, nor the defining characteristic of what was meant by “ranger”.
Now, in the pen and paper game, Gary Gygax acknowledged he drew upon Tolkien a decent bit for D&D:
“How did it influence the D&D game? Whoa, plenty, of course. Just about all the players were huge JRRT fans, and so they insisted that I put as much Tolkien-influence material into the game as possible. "
http://archives.theonering.net/featu...ml#maincontent
And on the ranger in particular:
Ranger class Based primarily on the character of Aragorn from Lord of the Rings by J.R.R. Tolkien.
http://www.geocities.com/rgfdfaq/sourcekittenml
Also in the D&D game, rangers do not get “bow strength” as they do in DDO. So, in the pen and paper game, if one wanted to be an archer, it would be just as viable, if not more so, to do so through the fighter class, as the fighter can take all the archery related feats, and take them faster than any other class. This only makes sense, as a fighter, who is a highly trained combatant, should be as lethal with a bow if that’s what he dedicates his training to, as any other.
Tyler Joe
(edited by TJV.6239)