Showing Posts For TankAnyone.5370:
Well if the health buff in pve is not too much then it shouldn’t be to much in pvp…
What health buff?
Right here, sweetpea. Seems you weren’t around back in those days.
Oh okay thanks. Well I was around, kind of. I have been playing GW2 since release, but I’ve taken some breaks and that must have happened during one of them.
Anyways, I don’t see the relevance of the health buff to this subject….
You do realize there are classes that can already solo content, right?
I mean how much effort would it take you to go to youtube and watch a video by Sesshi soloing the hardest OvE content, fractal lv50, on an elementalist or warrior?
And if they are afraid of pets tanking they can simply remove pets from the aggro table of bosses, problem solved.
I do realize that, doesnt mean it should be that way and it is not something Anet seems to be trying to promote, so why enable it further?
We are not gonna get a larger change to game mechanics in order to fix problems within the pet system. Completely removing the respawn timer would require extensive testing to check for exploits or it would just cause more problems. Removing them from the aggro table is also highly exploitable.
Well if the health buff in pve is not too much then it shouldn’t be to much in pvp…
What health buff?
Recharge penalty needs to go. There are too many encounters in PvE where if your pet is not a drake it’s gonna die.
It only gets worse in WvW.
Don’t you think that could be crazily unbalanced in some cases? I’ve always read the example of two rangers able to solo essentially all pve encounters when Anet tested adjusted pet mechanics, and the complete removal of the recharge penalty would enable that strategy.
I do not quite buy into the whole idea that pets cripple rangers. I believe that pets can be extremely beneficial if used correctly. However, I believe that pets are very unforgiving. If you mess up and your pet dies, you lose a large portion of your DPS for 60 seconds.
I can’t think of any other situation where a class can lose so much DPS, for so long. Perhaps a well timed interruption or condition could shut down that much DPS, but only for perhaps 15/20 seconds. What if when a pet dies he is only gone for 20 seconds, and you are locked out of pet swapping? I believe that would be much more consistent with the counters other classes can face.
This would maintain our current play style of monitoring our pet, because it will allow us to maintain that DPS uptime when properly managed (proper pet swapping). Failure to do so means a 20 second DPS drop. A substantial effect, but not too much so.
Furthermore, I think this would make BM builds much more viable. Currently, I think they are great when your pet is alive, but a 60 second pet death constitutes a horrible vulnerability.
I know that many proposed changes to pet mechanics are shut down because they make rangers OP when pets are properly managed. What do you all think? Would a 20 sec pet death, along with a 20 second lock on pet swapping, be too fast and exploitable? Perhaps 30 seconds?
Assuming this is for PvE, I’d run signet of the wild instead of signet of renewal. Conditions aren’t too much of a problem in PvE, especially since you already have two stun breaks (Quickening Zephyr and Lightning Reflexes). SoW will regen health to help offset the DoT conditions, as well as boosting your pets survivability.
Otherwise, I’d say it’s pretty solid, other changes are basically personal preference so I’m not gonna bother mentioning them.
Also: try using drakes, they still have decent survivability but with a lot more damage than bears.
As to the thingamajigs, I’m pretty sure you’re thinking ruby orbs. Eventually you’ll want Superior Runes of the Ranger or of the Pack (Pack will be slightly cheaper, but you lose out on the 5% damage boost of Ranger.) I like both, but most people swear by Ranger.
Wont comment on fear, I’m kind of in the middle for buff/not buff.
IMO: Ranger’s should definitely have posion too. A master woodsman would know how to harvest poison from plants/spiders/snakes. As for mesmers, their applications of it are random, which fits with their classes chaos theme. Engineers use elixirs/potions (skilled with alchemy essentially), so their poison access makes sense. All these have a perfectly good reason to have easy access to poison, so I disagree with you saying Necro and Thief should have the best access. I will agree that guardian’s/warrior shouldn’t have access and they do not, so no problems there.
Poison does not need a buff. Poison’s most powerful effect is -33% heal. That is HUGE in a pvp scenario, and fits in with the Necro’s attrition idea. In any group setting, poison’s duration on target easily gets above 20 seconds, and I’ve seen 1 minute plenty of times, so buffing it’s duration would do nothing. In a 1v1 or small group scenario, the short-ish duration just requires you to use it tactically. Wait for your opponent to get to about 50% health, then use it. You’ll have a much better chance of hitting their heal ability then.
In PvE (dungeons and fractals), Poison is a little lackluster because of how little enemies heal and it’s low-mid damage. But, I don’t see this as a problem because poison is easy to apply and use, it’s not like to build your gear or traits around it.
Early on I noticed the same trouble, but later on they will be acceptable in general PvE. In high-end PvE (dungeons/fractals) it will be pretty hard to keep your pet alive without careful micro-management. A reality of playing a ranger is that you will have to pay attention to your pet a lot, so many say ranger has one of the highest learning curves.
My suggestion is to use F3 to make your pet retreat when needed. With that, the monsters will come after you. So, use your LB #3, cripple from LB #5, and any utilities you have(Lightning Reflexes, Spike Trap, Muddy Terrain), to keep the enemy away from you. When you can’t keep them back anymore, send your pet back in. Hopefully, your pet has recovered a bit from any heal skills you used, or the enemy is very close to dead. Controlling your enemy and controlling your pet are the staples of a Ranger. Get good at both and you’ll do a lot better.
Early game, stick with bears and drakes (they are the most tanky). Once you get higher, you can use a bunch of different pets, but I will say drakes remain awesome (decent damage along with tankiness).
TLDR:
That’s the way it is, especially early on. Use more controlling options, and micro-manage your pet more.
Although I love this idea, I don’t see it happening. It’s a lot of work that will only benefit one class. Why would they spend time implementing this when they can make new dungeons/quests that everyone can play?
My thoughts exactly. If they’ve gone this long with rangers in the state they’re in, it’s gonna be a long, long time before they do anything this extensive for just us.
Because it makes the class even more fun to play, so why not do it? It’s going to happen eventually anyway, might as well start throwing out suggestions for pets you want you see in the future.
I’m not saying it’s not a good idea, or that it wont be interesting. I’m saying that, for the amount of time and effort it would take to implement this, they can add much more content that will be beneficial to all classes.
It’s not just coming up with the combinations and such, it’s testing and balancing. Pets are extremely difficult to balance because they can easily become OP. And it’s not just making sure the Ranger is balanced, but that it is balanced in combination with the other classes abilities. It quickly becomes a cluster-kitten of variables that cannot be controlled adequately. If they implement this without proper balancing and testing, than you disenfranchise players that play other classes because they’ll be wondering why they didn’t get such a massive content update and/or they’ll be complaining that we are too powerful and too versatile.
I played GW1 for years, and I’m loving exploring GW2’s world and finding the areas I used to play through in GW1. ToA is here, Yaks Bend, the ruins of old LA, and many more. Then there’s the tombstones and all that connect you to the events in the first game, or the stuff that happened in between. If you look around, I think you’ll find much more to appreciate in this games lore than is at first apparent.
I will agree that this games story mode brings up very little of the world’s lore, but it’s there if you take a second to look around.
Although I love this idea, I don’t see it happening. It’s a lot of work that will only benefit one class. Why would they spend time implementing this when they can make new dungeons/quests that everyone can play?
Thanks… Yea I understand that second part… it was just a general question about signet use rather than sos in particular… but by the same logic I’ll grow larger etc etc even if my pet is dead, right?
Yes, you get all the benefits with or without your pet.
You run Past a few mobs to get to a quest etc and on the way one of them lands a hit on your pet, you press f3.. “come on leave him we’ve got more important things to do”. You get to the quest and after your first kill you end up fighting on your own, looking back you see your “trusty sidekick” disobeying you and goin bak for the mob you told em not to play with 5 minutes ago an now is half way across the map and you need to use pet swap or wait ages for them to run back… Every time why isn’t f3 permanent?
I’ve never had a problem like this… How far did you run after hitting F3? If you’re close enough, the monster could still be considered to be fighting your pet and will still be chasing your pet if that’s the case. Once you’re far enough away (about 3-4x SB range I’d say), your pet should break off and follow you, even if you never hit F3.
A guaranteed way to stop this is to wait till you’re out of combat, swap pets, then swap back. (I say wait till out of combat so you have the short CD).
I doubt we’ll see pets become useful in sPvP, even with a fix to F2 timing.
Exactly……
Nobody cares about PvE balancing except the EXTREMELY small amount of players who chill out in Fractals 30+ Balance PvP first…forget PvE, it’ll be easy either way.
More players play PvE then will ever play PvP. Why do you think 90% of the games substance is PvE content?
Now, the delay on a pet using an F2 is meaningless.
Stopped reading here, you obviously don’t PvP.
Obviously not (besides WvW), because everything I said after that statement was obviously concerning PvE. I can’t comment on sPvP, but I can see where some pets would be near useless in PvP.
I doubt we’ll see pets become useful in sPvP, even with a fix to F2 timing. It’s just too complicated of a mechanic to keep balanced in PvP and PvE.
We have forty F abilities (on land), just counting the F2. Now each of those pets also has its own three attacks which can:
Inflict a variety of conditions:
Poison
Bleeding
Cripple
Vulnerability
Immobilize
Weakness
Effect our Allies:
Regen
Protection
Swiftness
Might
Act as Combo Finishers:
Leap
Blast
Physical Projectile
Combo Field:
Poison
Miscellaneous:
Knockdown
Stun
Daze
That’s just from the pets I have unlocked. Oh yeah, we can take all these with us anywhere, just have to swap in between fights.
Also, with only 5 trait points, we get a pretty significant DPS boost on pet switch for 2 seconds.
Your pet only has to survive 20 seconds. Learn that you have an F3. Sure, some things can one-shot pets, but the loss is not that big of a deal, your pet will live to fight another day.
Now, the delay on a pet using an F2 is meaningless. Only things that’ll die before you can get it off are white mobs…. and they’re white mobs so who cares. Can mobs avoid it, sure. If that bothers you, think more of when you’re going to use it. If you mess up and use the ability at the wrong time, it’ll miss. Same kind of thing happens with players. I’ve popped RaO, SotW, and QZ, just to have my enemy run behind a wall. Should they stop enemy movement? No, I should pay attention to angles more to avoid that situation. Or what about when a character uses a melee attack as an enemy moves out of range? Or I pop Rapid Fire in WvW from the walls and the guy runs before he gets hit?
Pets are not an instant win button, you have to adapt to fight with them, and every pet is going to be a little different.
Rangers are given more possibilities in their F abilities than any other class. Because of that, we also have more to learn if we want to use them to their fullest. Realize that no pet setup will be ideal for every situation and experiment to find when and where to use what.