Showing Posts For TheydonBois.9208:
13? Nice Job mate. I am starting on Dusk…going to do the collection quest for that and farm most of the mats.
Here’s hoping that they implement the extra effects when they get a moment – the Revenants permanent rose coloured placemat effect being far more visible than an achievement that can take months is a little disheartening.
I dont have a main hand Legendary, no.
There are footfalls for Rodgort, but they are very muted. A few small fiery bursts that quickly disapate. A run will show two at most. I should clarify, that its a request to have them made more obvious – basically if you have a single 1H Legendary, either main or off hand, for it to show footfalls like Sunrise or Kudzu. Also for it to have a weapon burst effect when swapped.
In an ideal world:
Offhand no Main hand, or Mainhand no offhand : Show ‘extended’ footfalls, and have weapon swap.
Two 1H Legendarys: Alternate footfalls, random effect of one of the two on weapon swap.
I have just completed Rodgort, the Legendary Torch. The effects and animation of the weapon and arm are wonderful, but the footfalls are virtually non existent, and there is no weapon swap effect. This is my third legendary, after Kudzu and Sunrise, and its a shame for so much effort to be not shown off!
Apparently its because it as an off hand weapon – however, baring the precursor cost, the rest of the requirements are the same (as a very rough point, Legendary weapons more or less follow the price of 2000g + Precursor cost)
Is it not possible for an off hand legendary to be treated as as the primary for effects purposes? I use Axe/Torch on my Condi Ranger, so I would have expected the proper footfalls and on swap effects to be seen.
Footfalls: Muted slightly, and dissipate much quicker – barely two are seen at the same time, where Kudzu/Sunrise can have 6 or more.
Weapon Swap effect: None.
I know this applies to other weapons (all off hand?) so I am not specifically asking for just Rodgort to change, but an effect (something like when the Citadel of Flame minions appear?) on swap, and a few extra seconds of footfalls will make Rodgort as flashy as it should be.
What other Legendary’s are missing effects?
Thanks to the OP – a far better way than I would have worded it, likely spattered with words that become translated as small felines.
Agree on the point above as well – a nerf to the pet should gain us a buff in some way.
They also missed our elite shout for some reason. We Heal as one got a nice buff, then the rest get changed, but they leave our elite skill from the list, a THREE SECOND buff on a 60 sec cooldown. Compare that to Signet of Rage for the Warrior that gets almost the same things we do, bar stability but makes up for it with a passive, that lasts 8 times as long…
And made Allies Aid a useless trait in the process.
I also thought that the teaser notes from the other week were alluding to more – and was also sad to see no mention of Axe and Shortbow. I have to take LoYF for the peirce and recharge reduction for the Shortbow – it needs more to make it worth the Grandmaster trait – either on evade and dodge as Wonderous says, or add “Positioning requirements no longer apply” (so bleeds etc can proc from anywhere) to make it worthwhile.
Lets disect this shall we? I play two Rangers, Trulee Scruptious, a zerker and Robin Hoods Mum, a Condi Ranger.
We’ll be looking into some of the ranger’s less used traits and increasing both defensive and offensive options while giving a few specialized traits a bit more allure.
Looks good. I took a look at other classes traits to compare and the Ranger ones just feel so weak, with no real competition within the trait lines. Our 33% bleed was nerfed to 20% with no mention during the new trait update last year, and yes I am going to bang on about losing the Sharpening stone trait that RHM used. To be fair, Trulee’s build is quite ok (Marksmanship 3-2-3, Skirmishing 1-1-1, Beastmastery 2-2-1) She gets Call of the Wild of Pet Swap, and Piercing Arrows with increase to damage through Markmanship, Skirmishing gives bleed on crit, party Ferocity, and reduced cooldown on weapon swap (primarily for Greatsword maul). Beastmastery gives might to pet on crit, reduced cooldown and damage increase for greatsword and taunt for the pet. Overall, a build I am happy with. Markmanship Major is my only trait that I ‘just pick one’.
I would like a few tweaks to them obviously – Call of the Wild dropped to 15 second recharge so it can proc off every pet on cooldown would be very nice rather than the 30 – dont forget it went from zero to 30, remove the ‘from behind or the side’ from the Grandmaster Minor in Skirmishing so its a constant +10% crit chance, and change the the taunt recharge to something more realistic – again it went from 0 to 15, meaning you can swap pets and taunt when you want to. I understand there was abuse to this (skill cancelling?) if so, make it 2 seconds…or better still remove the skill cancelling and return these back to 0. If something is tied to a swap (weapon or pet) then it should proc when you do the action otherwise you get the weird situation where you have 4 traits selected that at times do nothing as they are on cooldown.
I was going to make a comparison between classes and traits, then I wished I had not. The Ranger and Warrior both have a similar Grandmaster trait for the Greatsword – we get a 50% chance to proc Fury for 3 seconds on a 10 second cooldwon with +5% damage. They get 5 seconds of might on a critical with no cooldown and +10% damage. We both also get 20% recharge reduction. I know which one I prefer….
Now to Robin Hoods Mum. Hers is a little messy now and doesnt quite have the synergy that Trulee has. Her build (she is exclusively used for PVP) is Wilderness 2-1-2, Skirmishing 3-3-2 and beastmastery 1-1-1. She gets regen on burning and 5% reduced damage, Condition damage increase from weilding a torch, amd Survival skills grant Fury and remove conditions. Skirmishing aids traps, +20% bleed and makes Shortbow pierce and rechage quicker and also adds some condition damage on dodge. Beastmastery traits all make the pet stronger and taunt weakness blind and taunt.
Oakheart would be good if its cooldown was reduced to 5 rather than 10 – the rest is ok. For skirmishing, Sharpened Edges returned to its old ways would be nice but would need some tweaking as it was procing a survival skill which then proc’d Condi cleanse. Hidden Barbs back to 33% and Light on your feet to remove the ridiculous dodge requirements would be nice – a flat bonus to damage and duration. Beastmastery is ok.
There you go, not asking too much am I? No seriously, I am not. Devs should know how many builds classes have to an extent. Rangers are Power or Condi – my Condi is SB/Axe+Torch compared to the meta A+?/?+T but its still condi at heart. I have not looked at the Druid traits as I am simply not interested.
In the first quarterly update, we’ll also be improving the ranger’s shout utility category, giving them more unique utility
Trulee uses two Shouts, We Heal as One and Strength of the Pack. The others are all garbage so will need to have something pretty special done to them to make them viable. However, look at We Heal as One. That was a suprise (a nice one!) and has been greatfully recieved by all (eventually!) works better in a group naturally as boons picked up by your pet copy back. Strength of the pack needs something done to it – 60 second CD for 3 seconds of stability, Fury and Swiftness? 10 seconds of might that is not exactly defined on the tooltip – it says we grant might to each other, but then says it grants might to your pet….which is it? Even the wiki does not show how many stacks, but indicates its last 8 seconds. Again lets look at the Warior – A signet that has the same 60 seconds of cooldown. That gives 5 stacks of might for 25 seconds, along with Fury and Switftmess for 25 seconds. Thats not including the passive effect of increasing Adrenaline.
Sick em – I never got this one. If you suspect someones in the area – how can you target them (unless its an AOE, sorry, this is typed up during lunch at work) to reveal them? Why does it say on the tooltip that I cannot stealth? Protect me is straight forward, but with a CD of 60 means it probably is unused in favour of Signet of Stone that has a passive ability. Guard apparently used to work properly, but the leash distance was shortened and it became not so good. I would imagine most shouts are actually used to proc Resounding Timbre to do PvE runs for map completion or something.
Robin Hoods Mum uses no shouts, so wont see any benefit from this update I doubt.
In the future, we’ll continue to explore ways to improve on the ranger’s ties to both their pets and nature.
This jut outright annoys the hell out of me. This is our ENTIRE class ‘thing’ – having a pet. And the single thing that people want updated/looked at/fixed over all else, and its to be done in the future? Amend the pet UI to group pets. Someone has done this for you – credit them and implement it. Make F2 a skill we can pick from the creatures abilities. Update the useless pets to make them viable – or just make the pets skins and select the abilities we want – some Roleplayers will have a pig no matter what you do.
We’re still looking at the druid’s viability in group scenarios and will continue to monitor its overall effectiveness, making changes where necessary.
This means we dont have a clue. We buggered up your elite spec, thought that no one could be unhappy with a healer, then realised in a game that defied the trinity and does not seperate PVP from PvX means that everyone thinks the Druids are brokeh, while the Druids are shoehorned into healing and no-one wants them, much like their Ranger cousins.
(edited by TheydonBois.9208)
Bump
/15 Char
Not quite happy with the Druid, but as I had bought Kasmers staff in preperation for it all, thought it rude not to attempt a ‘look’
So this is my first attempt….
The number of strikes was reduced from 7 to 5 and the cooldown on Smoke Assault was reduced from 24s to 20s, the damage on the strikes was not reduced
I wont bang out about nerfs etc, but can I ask why it appears that recent Ranger/Druid ‘adjustments’ are not mentioned in the patch notes? We are suffering as a class Irenio, and we hope you can turn us around.
smokescale f2 was swapped back
HAhaha thats worse – why are our changes undocumented? Plus, the burst was better imho….
Nothing? Not one mention of either class, its getting just a little too much to handle at the moment. I have just carried on with my girls, and not looked at the Druid with hopes something will be viable. The smallest increases would be treated like The Arc of the Covenant, but continued silence, or worse, the dreaded ‘we are looking at it’ but no specifics or …..anything of tangable hope for us to cling to.
Apologies for the bait thread, but its getting really tiring now.
………………
/15char
Agree wiith OP – protected the Exalted to 5 mirrors, fought all the creatures, and got 5 Aurulium and xp from completing, but no rewards from the mobs at all.
The next event was protecting him look through ruins, then a massive fight with a Modrem Legendary, and got nothing but a completion with 10?15? Aurilium – and this may have come randomly mid way through due to participation.
Hours spent in an area building up the reputaion and tiers for little xp and little reward will not entice people to do the wonderful events littered around.
- Hornet sting now overrides all actions and its initial animation has been removed.
- Fixed a bug that prevented Path of Scars from bouncing back when used near a wall or small bump in the terrain.
- Players can now freely dodge while using Kick and Pounce.
- The initial cast time to summon spirits has been significantly reduced, as well as the detonation.
- Crossfire now applies bleed stacks from every direction.
- The initial animation for Bonfire has been reduced.
Would love to see these……
A bump and massive thanks to the OP for the work done for this.
Is this how crappy our class is that we cheer when an unannouced change is reverted?
I also see that reddit has comments such as ‘Druids buffed’ as well.
I have two Rangers that I have close to 1k hours spent on, and I still have no intention of using the Druid in its current form. We need our tune 2, and tune 3 that other classes got, yet instead get this?
Whats to fix about sword honestly? Its perfectly fine as it is
A majority of players would disagree with you. Myself, I think it is fine except for the fact that skills #2, #3 and dodging do not break the AA chain without spamming them. Which is a major issue. Other than that, I love it.
Exactly This. I loved the Sword/Axe – but swapped back to Greatsword as being locked into the leaps is not fun when trying to dodge AoE or attacks. You should not have to fight your own attack chain to dodge or evade.
I’m all for support, but also like to be realistic about things. In the past three months the only notable changes are the radius increase for some of the OH weapons, pet condition damage as a stat, and HaO. The rest of the changes were bug fixes.
I guess I’m skeptical until something happens to shift focus away from LB + GS.
Dont forget Call of the Wild on Pet Swap – thats one of ‘his’ as well isnt it?
If they can make a quickfix and revert to a skill they implemented, based on the long standing troubled woes and laments of all Rangers, why not make a little change to allow us to test it? They have shown they can revert it very quickly, so surely it can be fixed just as quickly.
What about adding 50% to the duration of Fortifying Bond trait, then change WHaO to remove any might cap and copy boons as per the (new) Fortifying Bond to start? This gives all the intent of the original change, but ensures no minute long stacking issues.
That way things are capped, but not to capped and we may actually see some benefit from the boon sharing.
Anything would be better than the standard ‘We are reading’ but not doing anything, when it is percieved that any Ranger fixes are instanaous (Call of the Wild Pet Swap, WHaO) – I didnt bother with PVP for a month during the Engineer pierece and double damage grenade issue…but I digress.
Excellent Work! Love it. Although, replace the Dolphin with a Narwhal please
Yeah, Keen Edge is a loss for sure – I mentioned it here as well:
…however your adjustment to Hidden Barbs would make me a happy bunny.
I loved my Carrion Condi Ranger before the Trait changes, but based off an hour or so in Silverwastes last night, felt it was lacking.
I have submitted a bug report for Hidden Barbs – 20% in game, 33% in the patch notes. This may just be a toltip error, but nonetheless.
The lack of Keen Edge Trait. My condi build has no precession, so ‘on crit’ is at first glance useless (I did muck about with opening strike on fury etc, so know its possible, as Sharpened Edges shares with Primal Reflexs and you need that to make Light on Your Feet worthwhile…) making it harder to stack bleeds. I used to strafe the target anyway as Shortbow Condi, getting behind as much as possible for the bleeds from shortbow 1, but losing Keen Edge has made a difference. This also used to proc Survival of the fitest for more condi cleaning as well, so thats quite a big loss.
WS – Grandmaster adapt Trait adds +% Critical rather than damage. Again, or no use to most condi builds (apart from Sinister) so Dire/Carrion/ etc lose their extra source of damage.
Light on Your feet. Condi builds are forced into this for the pierce and recharge, but rather than the spoiled movement based +% damage, we get a dodge trait that does not last long enough to be of benefit. 5% for 4s?
I have a Zerker Longbow ranger as well, and loved most of not all of the changes. Sadly, I think my tanky Condi Carrion will be replaced with a glass Sinister instead
Carrion sets are the same. I need to unlock all weapon and Armour skins for 2 Dungeons.
Two level 80 Norn Females. One Zerker, one Condi (Carrion)
Condi for playing PvP and was my first Ranger – she has 100% Map and did a lot of the leg work for my other Ranger, whom had limited playtime due to friends playing a group of characters altogether (two weekend LAN sessions in Oct and Feb).
I have Kudzu and a few Ascended pieces (just one for each – Chest Zerker, Carrion Boots) full exotics on both.
Krait.
+Condi damage and bleed duration, plus the extra tormet etc from settting off your elite skill.
I run shortbow with Sword/Axe, close combat and kite around as much as possible, traited with Survival of the Fittest to gain Fury from Survival skills. Bleed them all to hell, then when they get close, pop Entanglement that bleeds even more, fury’s me, then drop offhand axe 2 (reflect missles and axe whirl) to anyone caught.