Showing Posts For Triss.3801:
This trait displays longer than the attainable bleed duration on pet skills.
Please indicate and/or normalize the leap range on quick shot. As of right now the distance and speed on quick shot varies based on in and out of combat status.
I have been experiencing this issue since the 09/08/2016 update. once I log into the game and load anyone of my characters I am disconnected within 1-2 minutes and taken back to the character selection screen. I do not experience any external issues while using my Internet connection.
Has anyone figured out how to implement this into a viable and competitive build yet? Please reply here with builds or ideas you would like to share. If you are going to share a builds please prioritize placing PvP focused builds first.
This thread is to convey feedback on the state of the Juvenile Fire Wyvern.
The release of HoT introduced numerous pets that addressed several core issues that the ranger lacked in terms of overall gameplay as well as complemented an array of its existing skills.
The F2 abilitiy of the Smokescale adds a tremendous amount of pressure which if used with existing utilities adds a far greater damage potential.
The Bristleback does extreme ranged damage and support with its 6000 damage spike barrage on a 15 sec cooldown, 12 if traited.
The Tiger does reliable, quick and substantial damage on the shortest cooldown among all of the ranger pets while granting fury.
The Juvenile Electric Wyvern offers the most crowd control with four individual interrupts if combo-ed correctly
All four of the five pets introduced in HoT have vast capabilities and damage pressure, wherein lies the problem. The Juvenile Fire Wyvern pales in comparison. With its 500 meager fire ticks and short lived fire field the Juvenile Fire Wyvern’s F2 ability simply does not add enough pressure or damage in combat situations.
Even in condition damage builds where a ranger’s pet is integral to its personal dps the Juvenile Fire Wyvern fails to add substantial contributing damage. Most enemies/players simply tank the shot lived and weak fire damage unphased.
I will make it clear that I do not think the pet is bad in design, but simply undertuned. The base fire damage of “Consuming Flame” could be increased, or the duration increased or both; all of those would be viable options.
As a faithful ranger player I believe that as a profession mechanic the ranger’s pet and more specifically it’s pet choice is integral to its play style and dps.
My hope is that developers note this issue and address it by making the The Juvenile Fire Wyverns F2 ability more “impactful” and thus become a viable choice for pet selection.
Feel free to comment of this thread and convey you personal feedback. Hopefully with enough attention we can red tag this thread.
(edited by Triss.3801)
The Personal Story instance" Prisoners of the Dragon" has bugged achievements such that when the achievement events don’t trigger. the notification does not spawn for the the trail achievement and the downed body of belgrath does not spawn for the smith achievement.
The Skirmishing Line Grand master Trait" QuickDraw" does not stack or reduce the recharge on Celestial Avatar abilities/weapon-skills.
If possible please fix it quick.
The Skirmishing Line Grand master Trait" QuickDraw" does not stack or reduce the recharge on Celestial Avatar abilities/weapon-skills.
If possible please fix it quick.
1. The trait “Ancient Seeds” doesn’t activate when used on launched or knockedback foes from the Juvenile Electric Wyvern’s skills “Lightening Assault” and “Wing Buffet” respectively.
2.The “Sic ’Em!” shout cancels the Juvenile Smokescale’s f2 ability “Smoke Assault”
The trait “Ancient Seeds” doesn’t activate when used on launched or knockedback foes from the Juvenile Electric Wyvern’s skills “Lightening Assault” and “Wing Buffet” respectively.
The trait “Ancient Seeds” doesn’t activate when used on launched or knockedback foes from the Juvenile Electric Wyvern’s skills “Lightening Assault” and “Wing Buffet” respectively.
No, this is the intended point of the skill. If anything attacks you in melee range, you knock back with heavy damage. If you’re blocking ranged attacks with the skill, and another opponent decides to hit you in melee range to cancel your block, that’s fair game and smart play.
A straight 3s block on a 12 second cool down would be too strong, especially if it was coupled with QuickDraw. The only time really when a foe attacking from ranged can cancel your block would be if a mesmer casted phantasmal berserker or warden on you or if a ranger’s pet or necro’s minions caught up to you.
Also, if you see someone attack you then immediately dodge, don’t be angry and ask for the casting time on counterattack to be reduced. Your opponent played smart, he saw you had the block up, new what attacking would do, and dodged in response. Too often I see people get angry when players dodge their counterattack, when that is simply smart play.
Risk v.s. Reward
I respect your opinion Solider especially in the case of counter-play, however I believe you are missing my point. What I am suggesting is a “non-system assisted skill” and for arenanet to offer the risk vs. reward of using counter attack to the discretion of the player(which would require more skill might I add). It is not healthy for the game to have cross-profession discrimination in terms of the games fundamental gameplay mechanics.
I know it is extremely possible for developers to implement this skill. Such an example would be the Revenant’s underwater spear skill which changes functionality depending on the range in which the skill is used “Rapid assault” and “Spear of Anguish”. This way Rangers do not have to lose access to either “Counterattack” or “Crippling Throw” but once again have to decide(Risk v.s. Reward) of using the appropriate skill depending on the situation. This would invariably solidify the Ranger’s greatsword as a utility based weapon which it is currently used for as opposed to the dps set up of sword/axe.
With the exception of Guardian the previous blocks I mentioned in my earlier post do not discriminate between range and melee damage. I think the saying “a block is a block is a block” is very fitting here. So yes beyond the balance of the skill duration I still hold fast to my first statement. I believe this a change that needs to happens whether to the joy or chagrin of other players.
(edited by Triss.3801)
This a quality of life notice for the ranger greatsword skill #4. I in part play Mesmer and viewed the Chronomancer changes that Robert Gee Implemented for the Mesmer elite specialization in BWE3. The shield skill was changed from a skill that blocks the next single incoming attack to a duration block, which in turn gives it access to a follow up skill.
For instance: Echo of Memory(2.25s) leads to Deja Vu(2.25s) its tool-tip states “Block incoming attacks for a short duration. If this skill fully channels, summon a phantasm that slows enemies and grants alacrity to allies. If an attack is blocked, Déjà Vu is usable for a short time.”
In the Ranger’s case its block automatically triggers a follow-up skills in melee range such is the case of Counterattack(3s) its tool-tip states “Block and counter an attack with a kick that pushes foes back”. As a defensive skill the automatic trigger leaves the Ranger extremely vulnerable.
My suggestion: Counterattack- “When you channel this skill gain access to crippling throw. If an attack is blocked, Counterattack is usable for a short time.”
I hope this isn’t a wayward suggestion because as of date there are heavy, light and medium armor professions that all don’t get locked out of their duration blocks. namely
Heavy:
Guardian- Shield of absorption
Warrior- Shield Stance
Medium:
Engineer- Gear Shield
Light:
Mesmer- Echo Of Memory
I hope it stands to reason that in light of these developments that a skill rework would not be out of the question. Please feel free to comment on this thread and the aforementioned post.
(edited by Triss.3801)
Splinter weapon barrage…, Melandru’s arrows, Burning shot….brings back memories. The Era of Gw1 when rangers were still as deadly as any warrior or elementalist.
Sigh…what has become of our profession?
I would like to remark about the chronomancer’s sheild animation for Echo of Memory. The current giant “bubble” that encompasses the Mesmer looks a bit out of place in for a shield skill. I would go as far as to say it looks silly, but perhaps something could be done so it can resemble a mesmer themed block skill on the face of the shield only.
The clock is a nice touch just the “bubble” may need to a second look.
This is in reference to the Druid elite specialization gearing guide.
Once HoT launches in order to maximize your healing potential(sustain) without losing too much damage you will most likely need a combination of armor stats
Cleric’s: “Healing power”,Toughness and Power
Zealot’s: Power, Precision, “Healing Power”
Magi’s : “Healing power”, Precision and Vitality
Cleric trinkets will be the most rational choice since zealot’s ascended trinkets don’t exist in-game. Also since the base ranger health pool is substantially low you will need the vitality from magi’s stats in raids to not get “one-shotted” . Once traited in nature magic with instinctive reaction your damage potential should be slightly increased.
Please avoid going for PURE tanky set-ups like only Nomads and Sentinels Gear which don’t contribute to your player contribution and trait synergy what so ever. Your dps potential and suitability revolve around “Healing power” which is why you can forgo tertiary stats like ferocity which will be redundant once HoT hits.
Please also remember that you are not a Guardian with active boons support and damage mitigation!. You just heal… if you trait yourself to be a tank that you will always be sub-par to a Guardian in that regard.
I hope this enlightens some future Druids for the upcoming expansion. Please feel free to share your personal opinions about aforementioned post.
My Pvp build with high offensive capabilities and sustain. The build has been buffed due to the recent patch 09/29/2015.
You can easily maintain 25 stacks of might with this build without using your utilitiesLink to build: http://gw2skills.net/editor/?vNAQNBjYDbkSFaYx+VwiF4axAhQtleAU1+rX73+/FTbPfxKnMB-TpQRABAs/QslBAA
The previous build I posted in the the page was made unfeasible due to the recent nerfs to ranger as of 09/30/2015
The might stacking capabilities and thus your dps potential is severally reduced and near negligible in an spvp arena.
My Pvp build with high offensive capabilities and sustain. The build has been buffed due to the recent patch 09/29/2015.
You can easily maintain 25 stacks of might with this build without using your utilities
Link to build: http://gw2skills.net/editor/?vNAQNBjYDbkSFaYx+VwiF4axAhQtleAU1+rX73+/FTbPfxKnMB-TpQRABAs/QslBAA
The previous build I posted in the the page was made unfeasible due to the recent nerfs to ranger as of 09/30/2015
The might stacking capabilities and thus your dps potential is severally reduced and near negligible in an spvp arena.
(edited by Triss.3801)
My Pvp build with high offensive capabilities and sustain. The build has been buffed due to the recent patch 09/29/2015.
You can easily maintain 25 stacks of might with this build without using your utilities
Link to build: http://gw2skills.net/editor/?vNAQNBjYDbkSFaYx+VwiF4axAhQtleAU1+rX73+/FTbPfxKnMB-TpQRABAs/QslBAA
My Pvp build with high offensive capabilities and sustain. The build has been buffed due to the recent patch 09/29/2015.
You can easily maintain 25 stacks of might with this build without using your utilities
Link to build: http://gw2skills.net/editor/?vNAQNBjYDbkSFaYx+VwiF4axAhQtleAU1+rX73+/FTbPfxKnMB-TpQRABAs/QslBAA
The trait “Ambidexterity” in the Wilderness Survival specialization doesn’t effect the off-hand torch recharge on ranger.
This has been noted after the 07/28/2015 update to the game client