Showing Posts For Thelm.6591:

Healing spring description is misleading.

in Ranger

Posted by: Thelm.6591

Thelm.6591

So, the title says my point.

“Create a spring that heals you, your pet, and your allies. It also cures conditions on allies.”

After its switch to a trap it no longer heals your pet after casting like it does you.

It applies regen in an area around you, and so if your pet is no where near you it doesn’t heal them at all. Bit of an undocumented stealth nerf. Don’t mind, just think the description should be changed.

- Thelm Cyrrian/Erchindas, SBI

Racial skills.

in Guild Wars 2: Heart of Thorns

Posted by: Thelm.6591

Thelm.6591

@Ocosh – Mm, I get your point about how there’s cosmetic value in the racials. It just makes me sad to see that they can’t ever be truly viable. I’d definitely hate to see them removed, that’s for sure. I’d just like to see them brought up & made available to everyone. Although the Norn transformations would be a bit….odd on a non-norn character..

- Thelm Cyrrian/Erchindas, SBI

Invigorating Bond Trait Concerns

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Posted by: Thelm.6591

Thelm.6591

Well this conversation went in a completely different direction ^^;

- Thelm Cyrrian/Erchindas, SBI

Racial skills.

in Guild Wars 2: Heart of Thorns

Posted by: Thelm.6591

Thelm.6591

So, with the expansion being worked on and the skill & traits overhaul I feel like it might be a good time to look at racial skills again and their place in GW2.

As it stands right now there are only 2 race/class combinations that allow for certain types of play/build types.

One of them is the Asura Daze ranger build that uses technobabble. Which after the trait overhaul is getting more support than before. This is a really interesting archtype that not a lot of rangers have access to.

The other is using Grasping Vines on a Sylvari engineer for the 2s block toolbelt skill. I’ve seen it used a little bit.

Every other racial skill (aside from bear form pre nerf) is not used because they are designed to be worse than other skills.

My question is then, why are they in the game? They serve no real purpose as it is right now. Sure they give characters a little bit of flavor based on their race, but often that can make things harder for newer players who spend skill points on these “bad” skills while leveling instead of something that’s actually made for their class and made to be useful.

Don’t get me wrong, I like them. I just think it’s silly to add a skill that’s supposed to be bad and not used. Wasted space really.

I think they should all be brought up to useable level so they can actually have a place in combat. After that, each race should have the ability to learn other races skills through a few quest lines. Maybe something akin to GW1 skill hunting. Since it’s not a class skill having it be available to players in a different way could fit very comfortably.

- Thelm Cyrrian/Erchindas, SBI

Invigorating Bond Trait Concerns

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Posted by: Thelm.6591

Thelm.6591

TL;DR: Invigorating bond is bad, needs more to make it viable/interesting

Howdy, Mainly I’m just wanting to talk about Invigorating bond (if you didn’t guess)

So after watching the stream yesterday, which I was overall really happy about (Quickdraw is my JAM), I was pretty disappointed to see that the Grandmaster trait “Invigorating Bond” didn’t get changed or replaced. I find it to be one of the Rangers worst grandmaster traits available sadly.

The concept is really cool and I like how there’s a few traits that trigger on your f2, but for Invigorating Bond to be included at all as a grandmaster it’s going to need some changes.

As it stands right now it heals for 1482+50% of your healing power. It has an internal cooldown of 20s in a 360 AoE.

So let’s say in a build focused on healing you’d have 1200 healing power. So once every 20s you heal for ~2k in a relatively small AoE. That’s 100 health per second. That’s less than regeneration’s base heal (or 1/4th of healing signet…). Admittedly to compare the two you would need 100% regen uptime, but on a ranger that is VERY easy to do, even on allies.

I feel like if you want to really make this a viable grandmaster without making it too strong it’s going to need a little bit more to it. I don’t think reducing the internal CD is the way to go, since there are certain pets who could REALLY abuse it if there was no internal CD (I’m looking at you 6s cooldown hawk f2 skill). In any situation I think the AoE should be increased to at least 600, since pretty frequently even midrange rangers are outside the healing effect when the effect goes off.

Perhaps tie a small HoT for the ranger to it while below a health threshold.

Or another option could be tie the +33% regeneration duration trait to this since that one got removed. Since the idea of this skill would be to support and it’s in a line that give warhorn 5 12s of regen it could synergize well.

Or have it make your pet apply 5s of vigor to allies and 3s of protection to itself.

Just some ideas. Any thoughts?

- Thelm Cyrrian/Erchindas, SBI

[Ranger][Traits] QoL Change to Mighty Swap

in Profession Balance

Posted by: Thelm.6591

Thelm.6591

Edited to make it easier to read

Howdy, so the trait Mighty Swap (Beastmastery, Major trait, #6) gives 3 stacks of might to the player and the pet on pet-swap. I like the trait a lot and I’ve considered taking it in
the past as my build is focused around using AoE boons to buff my pet and my allies. It helps me maintain a high level of boons on my pet even after I’ve pet-swapped, which is one of the major downfalls of the build (since once you have to pet swap all those long lasting boons go poof).

The only thing that bugs me about the trait is that is does not function with the Fortifying Bond trait. (Nature Magic, Minor trait, Master)

As it is now, if you have both traits and you petswap in combat you have 3 stacks of might, and your pet has 3 stacks of might. The might from fortifying bond isn’t applied to the pet you swap to. I imagine it’s a matter of timing and the fortifying bond might goes to the pet you switch from, not the one you switch to.

If this was fixed/changed so these traits work together I think it’d be an interesting and useful combination that honestly wouldn’t be too strong since your damage will already be pretty meh from having put points into beastmastery. (long time ranger here, I’ve tried to play support/boon tank since the beginning of the game. It gets harder to pull off with every patch. It still underperforms compared to other buffing classes and just plain DPS ranger, but I love it.)

That’s all I’ve got

- Thelm Cyrrian/Erchindas, SBI

(edited by Thelm.6591)

The new Mighty Swap

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Posted by: Thelm.6591

Thelm.6591

Heya all, so I’ve been messing around with my build setup for a bit now, and I’ve noticed something about the new mighty swap. It applies the might to you before your pet comes out, so it doesn’t function with fortifying bond.

While the way it works right now certainly doesn’t make it worthless (it’s still great compared to what it used to be.) it would fit amazingly well with if the trait applied the might to you & your pet after it came out, so you swap pets & your pet has 6 stacks of might right off the bat (if you have fortifying bond that is). I don’t think it would seriously affect ranger balance in any gamechanging way, just it would be a great QoL change for boon rangers.

Thanks for your time!
Thelm Cyrrian
SBI

- Thelm Cyrrian/Erchindas, SBI

Bug list from 15th oct

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Posted by: Thelm.6591

Thelm.6591

About the red moa and the Jungle stalker, I can also say the base duration is shown as 18s and the actual boon duration is 15s.

Also, concentration training only works in combat.
While in combat the skill’s effect will be increased by the appropriate 50%.

So…why only in combat? Since it’s designed to work with multiple skills that provide long-lasting boons I can see it being feasible to use these to “prepare” for a fight. Why take that utility away from a ranger, especially after talking about making support builds more viable.

Another note, pet skills seem to still use the players stats for boon duration, I’m not sure about damage/condition duration/condition damage/ or healing done, but I’m guessing it’s highly possible. I’d look into that.

Now, the vigorous training change is nice (it also only works in combat) but it doesn’t nearly make up for the change to healing spring + vigorous renewal. I’m confused as to why that was changed. It wasn’t horribly strong and it was one of the best ways a ranger could actually support his team. Again, encouraging support builds while nerfing our best support option blah blah blah.

Eh, I know this is a bug list, sorry for the mini-rant.

- Thelm Cyrrian/Erchindas, SBI

(edited by Thelm.6591)

Ranger Pet UI

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Posted by: Thelm.6591

Thelm.6591

@ Lexandro – I loved the GW1 pet bar as well, but I think that style of UI wouldn’t fit the style of GW2. They tried to keep everything open an visible by making the skill bar and health fairly small while still visible. All that stuff is nicely packaged at the bottom of the screen so we can focus on the more active play the game requires.

@ Julian – I think it would actually clutter up the bottom of our screen a bit too much if all boons, conditions, and other effects were listed above our pet’s healthbar. I think if we moved all that to the party section it would look pretty good,

- Thelm Cyrrian/Erchindas, SBI

Ranger Pet UI

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Posted by: Thelm.6591

Thelm.6591

I would love to see some improvement to the ranger’s pet UI. As it is right now we only see…

  • Health (green bar, no number total)
  • Cooldown on f2 Skill
  • Active pet
  • Petswap (& cooldown)
  • Pet controls

While that’s a decent amount I feel like we could use more. The reason I see for this is since a great deal of our class’s damage and playstyle is based on being two creatures instead of one, we should know the same info about each. If we only know half of the information (or 2/3 since we know our pet’s health) we won’t really be able to play at our best.

So! For that reason I suggest adding..

  • Pet Health – Number total
    This will help us gauge how tough or soft some pets are vs. others. We can calculate this via the pet stats page, but it’s impossible (or at least not useful) to find your pet’s exact health mid-combat. Seeing this number will also help us gauge the usefulness of traits that increase our pets stats.
  • See what’s effecting our pet, i.e. Boons, conditions, other effects
    This one would be an enormous help. Knowing how many conditions are on your pet may help you decide when to use condition removal skills, or seeing how many stacks of might on your pet would help tell us exactly when to use our pet’s burst skills for the most damage, or to see how much longer the protection on them will last. Even if just this was added I would be a happy ranger!
  • Move pet stats to the party section
    Since we’re seeing more about our pet, we should move this info to the party section so we don’t clutter up the bottom of the screen. Then this leaves room for another addition.
  • Pet’s skills 1-4.
    Even if we can only use the f2 skill, seeing which skill the pet is using by the skill icon flashing will help us time stuff, as well as seeing which of their skills are off cooldown. I actually like how we can only make them use one skill, but since a few important features for our class (Blast finishers, knockdowns, heals) are tied to pet skills we can’t control it would help to at least see when they are being used or on cooldown.

Well, I need to go to work X_X But I wanted to post this while I had the idea. What do you guys think? Is there anything you’d add?
Thanks for reading

- Thelm Cyrrian/Erchindas, SBI

[BUILD] Boon Tank Ranger (BTR) + Variations

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Posted by: Thelm.6591

Thelm.6591

Say, What do you guys think about this setup?
It’s a slight change from your build using what I used as build as a bit of a base.

Traits: 0/15/15/30/10
Skirmishing:
Companion’s Might (Adept)

Wilderness Survival:
Vigorous Renewal (Adept)

Nature Magic:
Nature’s Bounty (Adept) or Nature’s Protection (Adept)
Evasive Purity (Master)
Nature’s Voice (Grandmaster)

Beastmastery:
Shout Mastery (Adept)

Utilities:
Healing Spring
“Guard”
Lightning Reflexes / Signet of Renewal
Signet of the Wild
Entangle/Rampage as One

Gear: Cleric’s Armor w/ Celestial Trinkets.

4 Runes of Altruism + 2 Runes of Water for +30% Boon Duration and +3 stacks fo might on heal for alies in the aoe.

GS w/ Sigil of Battle

Sword/Warhorn (Axe?) w/ Sigil of Battle/(not sure?)

My main Goal with this build is to provide lots of boons for my allies and to use AoE Might buffs to increase my pet’s and my damage, seeing as the ranger benefits from AoE Might double since it increases their damage & their pets damage, then with Fortifying Bond in Nature magic your pet gains twice the might from might AoE’s if you’re both in the area.

So yep. What do you folks think?

- Thelm Cyrrian/Erchindas, SBI

Bug /w new scaling on Life Steal traits.

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Posted by: Thelm.6591

Thelm.6591

Yep, Vampiric makes anything siphon health (minus conditions). I havent tested how Bloodthirst effects other life steals, just mainly these two after the changes.
Some other interesting things I found while testing:

Vampiric Master – It was not changed to scale with anything with this patch. More interestingly, the minons heal you on hit, but deal no extra damage to their target. You only get the healing portion of the “life steal”. It is improved by ~45% w/ Bloodthirst.
Vampiric Precision – It was not changed to scale with anything with this patch. It does a static 30 damage and 31 heal. This one is improved by ~65% w/ Bloodthirst.

- Thelm Cyrrian/Erchindas, SBI

Bug /w new scaling on Life Steal traits.

in Necromancer

Posted by: Thelm.6591

Thelm.6591

Just did some more poking,

So it looks like the trait’s effect of +50% effectiveness (damage) is not fully applying to the base damage of the effect, while the power scaling is affected just fine.

The base damage is only increasing by about 148% instead of the full 150%.

You can see this by comparing the base damage w/o BT and the base damage w/ BT.

the increase in damage can be found by dividing the new (higher) base damage by the first (lower) base damage. This shows the trait only increasing the damage by 148.979591837%

..Boy I’m nit-picky _

- Thelm Cyrrian/Erchindas, SBI

Bug /w new scaling on Life Steal traits.

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Posted by: Thelm.6591

Thelm.6591

Heya folks! So, since they added small scaling to the lifesteal on the “vampiric” & “vampiric rituals” traits in the update I felt inclined to research what the scaling actually was.

So my first discovery is that the damage for these traits is unlike every other skill in game, the damage ignores armor and has a base damage amount.
the Base Damage for both of these traits seems to be 24.5.
Then they scale with 0.2% of your power in damage.

This means you will deal 24.5+0.2% of your power in damage (and heal yourself that much!) With vampiric, you deal this damage whenever you hit with an attack (it doesn’t proc off conditions) and with vampiric rituals you deal this damage whenever an enemy is in the area of one of your wells when a tick of it’s effect goes off (it doesn’t actually have to deal any damage first, you can even lifesteal off of your healing well).

The actual formula is Damage Dealt = 0.002 * POW + 24.5

Now, when we use the “Bloodthirst” Trait it gets funky.
The formula changes to..
Damage Dealt = 1.5 ( 0.002 * POW + 24 & 1/3)
or
Damage Dealt = 0.003 * POW + 36.5
This decrease in damage was INCREDIBLY hard for my to fish out, but for some reason the base damage drops by 1/6, or 0.16666666666 blah blah blah.

Now, I’m not sure if this is a bug, or my formula is wrong, or somesuch, but I thought I’d make a post about it in hopes of getting it fixed, or at least explained by someone (a dev maybe?).

I can’t get the spoiler thing to work, so unless you want to see how I found these formulas, stop here. If you’re curious about how I figured it out, keep reading! Or not, I’m an OP, not a cop.

So I tested the damage with and w/o the bloodthirst trait (or BT).

W/o BT:
1249 (and below) hit for 26
1250 hit for 27
1749 hit for 27
1750 hit for 28
2249 hit for 28
2250 hit for 29

W/ BT
1166 (and below) hit for 39
1167 hit for 40
1499 hit for 40
1500 hit for 41

my initial formula for the damage w/o BT was
0.002(POW-500/2)+25=Damage Dealt.

0.002 because the damage incrases by one every 500 power. -500/2 because I was having it only count damage past 250 power so the old base damage (25) could be the base damage.
When you plug the numbers into the formula the damage numbers match the power numbers exactly.

I rearranged it & compressed it to what you see above for simplicity.

Then my formula for damage w/ BT was 1.5*(0.002(POW-500/1.5)+25)

When you plug the numbers into the formula not all the damage numbers match the formula exactly. Some get rounded down by a small amount.

I changed the 500/2 to 500/1.5 because, after some fishing, it was the only number that matched. I’m still not 100% sure why it changes. I think this is the only number I have yet to fully explore and is definitely related to the cause of why the 24.5 goes to 24 &1/3.

So, by rearranging the formula I set it up so I could plug the damage number in and get the exact power needed. Then after lots of rearranging I used the exact power number & the damage number to find the Base damage number. I did this twice. Once with 1500 POW & 41 DAM and once with approx. 1167 POW (it had plenty of decimals) & 40 DAM.

Both times I got the same number for “base damage” and it was 24 &1/3.

All in all, I dont think it’s 100% finished, but for now, at least the formula is accurate, even if I dont know why.

Thanks for your time

- Thelm Cyrrian/Erchindas, SBI

Staff for Ranger

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Posted by: Thelm.6591

Thelm.6591

Wow! I decided to pop back to see if folks had added anything to this recently.
Lots of cool ideas!

I do think it’d be great to have another one handed melee option for the ranger, while I really like the sword, I can really understad that it’s style is very odd and not everyone likes it.

@ Stevens
I totally agree how it can feel like you’re playing another class depending on your build!
As an aside, I run a mix between your first build idea (The warrior) And the last build Idea (The Ele) Super Boon tank greatsword Ranger!

@ Lucky Charmz
Your idea of having two AA’s is cool, but I dont think it’s needed. If the ranged AA had a progression like a melee AA (Damage on target → AoE Damage + Buff self with Vigor → Aoe Damage and apply regen in an Aoe around your target, these wouldn’t be a projectile but an effect created on your target, still dodgeable mind you.) it would still feel the same. You’d get more out of it since you’re applying regen to yourself with the last AA so it’s more worthwhile to be in melee. Perhaps they could code a separate animation for the melee AA of the staff so it looks like you hit them with the staff.

Another thought is that the skill can be ranged but progresses like melee AA and only gets the additional effects while in melee range (this would be kinda clunky since it’d be super vulnerable to kiting of any kind. But as a trade off you could still deal the damage while at range…hmmmmm…. (>__<);)

P.S. I’m just thinking of what would be cool/fun, not so much whether this will get added. But hey! If a Dev stumbles across this and gets some cool ideas I’d say it’s worth it, not to mention it’s fun to think about anyhow.

- Thelm Cyrrian/Erchindas, SBI

My 2 Cents on Rangers

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Posted by: Thelm.6591

Thelm.6591

So, after all the hubub caused by the patch I wanted to post something happy about being a ranger.

After looking at the patch notes I got saddened (o more warrior buffs) and I quickly logged off. I was even not considering playing this weekend’s events. As today came by I thought to myself “You know what? I’m going to go do spvp, and I’m going to tear kitten up.”

So I did. I swapped to my boon duration/tank/BM (0/0/20/25/25) melee ranger build (Greatsword/Sword-Warhorn) and proceded to get top kills, point captured, and glory in the next 9 matches. I 1v1’d anyone, and 1v2’d some classes. Then another ranger ended up on my team, the two of us could 2v3, and could (if only just barely survive) 2v4’s.

I know there are some issues with ranger, but we’re not totally broken!

As far as people saying that sword cant be used pish posh! It’s actually my favorite auto attack on the ranger (Of course the timing can be hard, but once you get good at it you can actually use the leaps to juke your foe)

We are going to get some changes (mind you I’m not expecting them to be very soon). But holy cow, I had no idea that there are only two people doing balance changes! I mean, wow, that is a ton of work they have on their plate. You can be absolutely positive they are working hard on the game, even if at times it doesn’t seems as such.

- Thelm Cyrrian, Stormbluff Isle

- Thelm Cyrrian/Erchindas, SBI

My carnivorous appetite is not working~help

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Posted by: Thelm.6591

Thelm.6591

Yep, I can imagine that the poison would really have an effect if it was there.

Since the trait makes it so whenever your pet crits it heals itself for 276+10% of your pet’s healing power (boosted by the the “Compassion Training” trait or the Warrior’s “Tactics Banner”) the bear is really not a very good pet to use with this trait since it has a very very low crit chance.

The Drake works well with this trait if you are looking for something tanky, medium crit and high toughness means more heals and they are more worthwhile.

- Thelm Cyrrian/Erchindas, SBI

Ranger update

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Posted by: Thelm.6591

Thelm.6591

High fives Jon This makes me very very happy to hear, I love the spirit skills and I can’t wait to see what you guys do with them!

- Thelm Cyrrian/Erchindas, SBI

Staff for Ranger

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Posted by: Thelm.6591

Thelm.6591

@Doombunny
It makes me really happy to know that other folks had a similar idea to mine My initial thought was suggest adding staff rangers when we go to Cantha for the first time. Since it’s all spirit-y there & stuff.
I see what you mean about staf being a well loved weapon already. And I still think the ranger is a bit more druidy that just casting those spirits. Looking at what a ranger could do with his spirits in GW 1 really shows that you really can be more of a druid/shaman than just a skirmisher who sleeps outside. Folks who want to keep the ranger 100% physical are missing out on a huge aspect of being a ranger instead of a class like the Warrior or Thief.

An interesting idea might be to make it a long range dagger weapon (900 range) since dagger’s not too too busy of a weapon and it’d be better to have more mainhand options for ranger instead of another 2 hander.

@Delevin
Hmm, that would actually be really really cool. If it was melee…Auto attack chain could do damage/damage & gain vigor/damage and cause regen (or burning? that would be interesting)
I’d leave hunter’s mark and make it a 900 range skill
Make bramble trap a 1/2s cast at your feet, you’d benefit from it more often since it’s a melee weapon.
The stealth would hard to do, since even when invisible not being able to move causes lots of damage, especially at melee range.

@ electro
I was thinking about making it a scepter as well. That’s not a bad idea, and yeah I was working on an idea for a new 3 skill (came up with a skill called summon the storm, you charge the skill for a few seconds and when you release it deals a number of hits based on hw long you charged it for. Felt a bit too elementalist-y). That shout really is more of a utility skill, I think maybe make that a 25s utility skill and it would be good. You make a good point about the regeneration and having regen on the third attack sounds good to me. Maybe have a setup like such:
1: AA: Chain – damage the first time, damage the second time & gain vigor, damage the third time and apply regen in an aoe.

2: Hunter’s Mark – 1200 range – 3/4s cast – 8s Recharge Deal damage medium damage (scales well with power) and mark your foe for 4 seconds. Allies who hit the marked foe gain fury for 1s when they hit that foe.

3: Bramble Trap: Trap – 900 range – 250 aoe – 20s Recharge – 3s duration – place a trap that when activated deals moderate damage per pulse and immobilizes enemies for .5 seconds per pulse and applies 1.5s of retaliation per pulse to allies in the aoe.

When I said low damage (scales well with power) I had in mind what the staff would be used for in lots of builds. If you had a lot of power it would deal high damage, but if you had low power, not so much. A power build wouldn’t be using the pet for damage as much so that would balance the ranger’s damage I feel. On the other hand if you had high pet stats and went with the staff you would be focused on buffing your pet and setting up a good time for it to burst down your foe with the bramble trap+camo skill+hunter’s mark.

Hmm, I could dig a scepter/Warhorn Beastmaster build. 30 in skirmishing (pet’s prowess, Trap potency, Trapper’s Expertise), 20 in nature magic (Nature’s Bounty, Scepter Cooldowns Trait), 20 in Beast Mastery (Master’s Bond, Commanding voice). Focus on sustained damage from traps while you try to set up for a burst with your pet. I’d probably take the flame trap, the cripple trap, and signet of the wild. Rampage as one for 25 stacks of might on your pet

- Thelm Cyrrian/Erchindas, SBI

Staff for Ranger

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Posted by: Thelm.6591

Thelm.6591

Trait’s
Trap Potency: Conditions caused by traps last twice as long and traps recharge 20% faster.
Trapper’s Expertise: Trap skills use ground targeting and are 50% larger.
Shout Mastery: Shouts recharge 20% faster.

- my new trait –
“Staff trait…thing (Name subject to change)”: Staff skills cooldown 20% faster and when you apply a boon to your pet with a staff skill you get that boon as well.

This would be a 20 point Nature Magic trait, boon duration & all. The problem is that the spirit skills traits tend to take up the entire Nature magic line if you want your spirits to be even remotely useful, and this weapon is supposed to work with a spirit build (being a druid & all that).

I personally think many ranger traits are pretty underwhelming (I’m looking at you “Natural Healing” and “Moment of Clarity”…), so I’d combine the “spirits have more health” and the “spirits activate their skill on death and the skills are bigger” traits into on as a 10 point nature magic trait. Then I’d put the staff skills as a 20 point naturemagic trait.
—————————————————————————————————————————————————————————————-
I also had weapon swapping and weapon preference in mind when figuring out the skills.

High damage Staff + Longbow Build: open with staff 4 to root them, followed by staff 2 to damage & mark them, swap to longbow and hit longbow 2 skill to hit 8 times and get 8s of fury.

Condition Damage, Crit, Boon Duration Staff+Shortbow: Open with staff 4 to root them, followed by “Spike Trap” to root them more, followed by staff 2 to damage & mark them, swap to Shortbow (get swiftness & fury), dodgeroll to close the gap, hit them with your sbow 2 (5s of fury), sbow 3 to jump back & gain swiftness, sbow 5 to daze/stun before you hit Quickening Zephyr and pile on the sbow auto attacks from the side stacking 1-3 bleeds per hit (if you crit & stuff) and gain 1s of fury per hit.

You can see where I’m going with this. There are plenty of possible builds that would be fun on the ranger and just dont work on par with other classes because we just dont have the weapon for it. Most classes have a support style weapon (staff guardian, staff Ele – water, staff necro, staff Mesmer)

So I’d love to hear what you folks think about my idea
Thanks for readying this far ^^

- Thelm Cyrrian/Erchindas, SBI

Staff for Ranger

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Posted by: Thelm.6591

Thelm.6591

Here are my staff skills & traits that affects staff skills (including ones already there, I add one)

I welcome any suggestions on how to change a skill so it’s not overpowered/underpowered.

  • Auto Attack: range 1200 – ?s cast time – 300 aoe around your target, deals low base damage (Scales well with power) and applies 1s of vigor to you and to allies in the attack’s area. This is meant to help in fights by allowing yourself and allies more chances to dodge.
  • 2: Hunter’s Mark: 1200 range – 3/4s cast – 8s Recharge Deal damage medium damage (scales well with power) and mark your foe for 4 seconds. Allies who hit the marked foe gain fury for 1s when they hit that foe. Mainly this was thought up as a way to buff the pet’s damage since the ranger’s pet is the main source of damage when you have this weapon out, then I thought “Hey! why not make it allies!”
  • 3: Cry of Purity: Shout – range 600 – 0s cast time – 15s recharge – Remove one Condition from Allies (max 5) and one boon from foes (max 5) Benefits from having the “Shout Mastery” Trait bringing the CD to 12s. This was added since I have a background in MTG and enchantment hate is big in green – for those who don’t get this Nature hates unnatural magic, it likes purity – it also makes me feel happier that rangers have more condition/boon removal, it was prevalent in Guild Wars 1(well except the boon removal, but it fit thematically) and in Guild Wars 2 it’s kinda lacking
  • 4: Bramble Trap: Trap – 900 range – 150 aoe (think a bit bigger than Mind Stab Mesmer skill) – 20s Recharge – 3s duration – place a trap that when activated deals moderate damage per pulse and immobilizes enemies for .5 seconds per pulse and applies 1.5s of retaliation per pulse to allies in the aoe. I love the idea for this skill. A lot. So, this is meant to snare an enemy for an ally(your pet)/ kite an enemy, and buff your allies to stay alive. So the theme is brambles come out of the ground and lash at your foe making it so they cant move, it also wraps around your allies punishing foes for attacking them. – It’s affected by the “Trapper’s Expertise” trait, making it a 225 aoe and increasing the range to 1200. – It’s also affected by the “Trap Potency” bringing the CD to 16s and making the immobilize 1s per pulse.
  • 5: Camouflage: 1/2s Cast time – 45s recharge – Stealth for 4 seconds. As long as you are stealthed by this skill your pet has quickness. Stealth breaks on movement or skill use. I loved the stealth that broke on movement that they had in the beta, this made a great defense/offense version of it. This needs major tweaking, if I could add this to the game I’d test the crap out of it to make it perfect.
- Thelm Cyrrian/Erchindas, SBI

Staff for Ranger

in Ranger

Posted by: Thelm.6591

Thelm.6591

TL;DR: Staff Ranger = Druid

So this post http://www.reddit.com/r/Guildwars2/comments/11sw6m/if_they_added_a_weapon_to_your_class_what_would/ really really got me thinking. I love using a staff as a ranger Guild Wars 1 as a beast master focus build, I felt all druid-y. I also used a staff when I played a Spirit build on my ranger, I felt SUPER druid-y then.

An odd idea, I know, but I feel like it would really add to the whole “nature druid” section of the ranger’s theme. I mean, they have and trait line called “Nature Magic” and can summon spirits. They also have a “Beast Mastery” Trait line. Those two together fit amazingly to make the ranger feel more like a Druid/Shaman.

I figured it would be used to fill the lack of support the ranger has. Yeah warhorn, but what else? Spirits and Pets. That’s pretty much it. Spirits (other than the elite) die way to fast to be all that useful, even when traited. Also, what build would you use them with? With the trait to get them to follow you you cant go into melee so sword (the main Boon duration weapon for ranger) is out of the question. Axe has no boons to apply so no dice there. None of the weapons really do well at range with +boon duration.
Pets with Boons are kinda useful, but all those boons aren’t affected by your +boon duration or your gear at all.

- Thelm Cyrrian/Erchindas, SBI

Ranger Bug List

in Ranger

Posted by: Thelm.6591

Thelm.6591

So a bug I encountered today with the “Offhand Training” Trait. If you use call of the wild without the trait it goes on cooldown just fine, but if you switch the trait while it is on cooldown it gives you the version of call of the wild that has a shorter cooldown as intended, but it does not retain the previously used skill’s cooldown.

It’s sorta like you swap out the high CD warhorn for the Low CD warhorn. Each has their own separate cooldowns (like if you were weapon swapping).

Using this you could get 30+seconds of swiftness/fury/and 2 stacks of 15+ seconds of might.

I guess it also applies to hunter’s call, and perhaps with axes & torch offhand too (I haven’t tested the axes & torch offhand) but it seems like those are less of an issue since they only attack and you cant trait swap while in combat.

- Thelm Cyrrian/Erchindas, SBI

Looking for my old Warhammer online guild "Archons of Light"

in Guilds

Posted by: Thelm.6591

Thelm.6591

Heya all, so I’m looking for my old guild, we were all planning on moving to GW 2 when it came out but we fell out of touch before it came out.

The name of the guild was Archons of Light.

We were an order guild on..one of the servers? I was a Blademaster by the name “Valdenshi”

Mainly I’m looking for my old guild leader and one of my guildmates, Leader was a White Lion, and the guildmate was a Witch Hunter. I cant remember their names :/

I doubt They’ll see this but I figured I’d give it a shot at least

thanks all,
Thelm

- Thelm Cyrrian/Erchindas, SBI