Showing Posts For Zenos Osgorma.2936:

The Role of the Shortbow

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

should get changes so it can go back to what it was made for Medium range Hit and run tactics by being fast and maneuverable , the problem back then was anet put so much entwined utility into making SB viable its core abilities got screwed over and as the condi cleansing ramped up with additional healing the SB is now showing its bones rather than its age.

it need a overhall to match the skills in heart of thorns let alone heart of fire .

SB needs the Flanking as standard to add 1 extra bleed in addition to a straight up bleed +1 or changing into a three chain attack , 1.5sec bleed > 0.75sec cripple + damage if flanking > 3rd Damage + damage on flank with extra 1.5 second bleed chain takes total 0.75-1second or 0.20-0.30 per attack in the chain to finish a rapid 3 attacks (taking into consideration of the quickness access this will mean 4 bleeds per chain 2 carry over upto the third full chain rotations meaning a total of 8 bleeds will be maintained on basic condi duration) well alone those lines but to get that extra bleed and damage with projectile finisher(3rd in chain must flank) you still need to flank.

this is where the maneuverable part comes in rather than rely on utility and traits unlike other mobile weapon specs ranger alone doesn’t have enough mobile utility to pib around with without longish cooldowns and i don’t really want to see lighting reflexes cooldown lowered again ect to keep up with power creep by adding more evades ect.

so for SB it needs superspeed on 3 and a mechanic change so it jumps in the direction of your Keypresses W forward , S back ect giving it much more control in addition also trigger your pets next attack to cripple or cause bleed (so there is not as much reliance on bleed traits or sharpening stones or entangle utility slots to maintain any substansail bleeds when AA is stopped)

the last point is SB needs its own High damage attack or High spread AOE changing volly shot to apply 5 poison fields upon hitting the target (limited to one per target so 5 seperate targets will be needed for the overlapping poison fields lets say the fields last for 1.5-2seconds , projectiles will act as normal in poison fields the AA’s will apply poison on the SB AA 3rd in chain all this focuses on SB’kitten and run tactics get close move around , the change of mechanic to SB 3 with the W,A,S,D jump (rather than straight back) will boost its mobility massively allowing it to go back to what it was made for.

the poison field on volly shot will give it some AOE potentional with poison master (going down the druid,skirmishing,wilderness line since the suggestions above will free up a utility slot or two for glyphs.

anyhow i am horrid at making a statement , it looks a mess hope peeps understand it.

Soft CC shouldn't benefit from expertise

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

erm nope , in team fights there are enough Aoe condi clears that choice must be made to ether remove mobility conditions to avoid future spike damage or while on the retreat to use a condi cleanse to get rid of DoT conditions of which if you blow your clear early vs a DoT conditions then get hit by a Soft CC that is a poor choice of order.

in that example the correct choice would of been clease the Mobility condition get close and force dodges / evades then use a Hard CC at intervals to prevent DoT condition stacking then focus on using cleanses to clear soft cc to keep pressure plus use a Heal skill to keep hp up or run a build with slightly higher than No Vit or use traits that vastly reduce soft CC durations.

plus to note expertise is a stat of which only comes with power and condi damage as major stats plus the duration as a minor which means damage isn’t hight due to no critical damage bonuses meaning damage must be put into Rapid AA attacks and crits to stack DoT + medium auto damage of which both need to be combined to deal any effective damage using the viper stat.

in the end correct use of condi removals with the right attack strategy means it can lock down a target that is using Expertise stats , it won’t do much damage at all if you stay near a team mate with support skills.

though if you try to go 1vs1 on a far node you are only putting yourself at a disadvantage since these tend to be long drawn out fights of ether attrition or hit and run tactics (which just gives the point to the defending player) viper stats are desgined for attrition but of a quick resolve nature through the use of Mobility CC to give it the maximum damage up time , a Beserkers nightmare because this stat set up isn’t fully 100% attrition it just draws you into a attrition fight which could be easly avoided by just cleansing the Soft CC’s first and then clearing the doT with a full cleanse + heal (of which most people don’t cleanse>heal>then protect themselfs by countering the next lot of incomming DoT via interruption and leave themselfs open to the next lot of conditions now your heal is on cooldown and the cleanse is on cooldown you are open to DoT and Soft CC (if your pressure correctly the foe will be forced to use Soft CC to back away or put on the pressure this is when you break stun and attack hard while you don’t have conditions on you)

due to viper stats nature it is very Squishy so in this case it changes from attrition imposed on the foe to going fully defensive just to survive , if you are running a power build against a viper Soft CC build it is all about the timing and pressure to prevent damage rather than trying to tank it out.

prevention through forced damage by clearing soft CC first during combat , but on approch to a node use a Evade/leap skill rather than a cleanse to close in.

(edited by Zenos Osgorma.2936)

The curse of playing Ranger

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

how feel when not on my ranger.
for some reason playing ranger makes me more mentaly tired than when on other classes (where i just fall asleep at the keyboard)

(edited by Zenos Osgorma.2936)

Stun Break on SotP and/or SotW

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

signet of the hunt needs a rework now considering natural stride and the Remoresless set ups , that signet is hardly used anymore out side of signet builds.

needs to be updated to Signet of the hunt 35seconds(28seconds traited)
Active:
youself plus allies nearby and your pet. (max of 5)
1.5-2seconds of attacks have a chance to interrupt a skills
passive 25% run speed reduce mobility effects/conditions by 25%.
(you could pop this Swap pets with quickness and chain interrupt a target without Stability this would be amazing for group combat.)

trait abilities still apply this skill is effect by moment of clairty.

(edited by Zenos Osgorma.2936)

A tough ranger?

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

cavaliers and zealot with one or two beserker or valk for extra Vitality gear or mix of trinkets makes for a tanky/power build and a decent heal too if you go druid.

boost damage / survival with quickdraw , skirmishing or marks ,bm,druid slot some shouts and power runes or dolyak , GS , sword + axe (quickdraw) or LB/GS , you could try Staff , Sword+warhorn and swap BM for nature magic boost damage by converting healing power into power stats plus again quickness that way.

e.g
skirmishing 2,1,1
BM , 3,2,2 or nature 2,3,2
druid 1,2,3
GS/sword+axe or staff / Sword+warhorn or gs bm damage over support/tanky nature.

again this gear set is expensive.

Basic all around ranger build?

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

if ya want somthing unquie go full vyper gear , useful for raids ,open world and small skirmish wvw.

Things you would like to see

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

Combo fields for rangers that are not linked to spirits or Off-hand weapons with long cooldowns (forcing Quickdraw) , the old Kindle arrows ect as Utility traits as more x amount of shots same method as Sharpening stones. .

revert Greatsword maul to cause Cripple and or keeping the bleed , change the counter attack throw to Immobilise (1second from behind)

(edited by Zenos Osgorma.2936)

Nature's Vengeance (trait) suggestion

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

i think spirits still should go back to the Gw1 days large area of effect , easy to kill but Powerful in terms of boons and support for Survival if ignored but since people tend to ignore Spirits due to AOE of its current smaller Radius needing to be in range all the time not much Charater postion moving at all required you can just 900 yard kill them with anything really .

if the radius was increased to 1500 yards with Supporting effects on passive , it will give rangers a reason to use them as a tactical strategy to draw people off points to kill the spirits since the spirits at that distance from a cap will only effect those using ranged , the melee or person on the cap can just move into a hiding postion forcing the ranged user to move on point negating the Spirits tactical use .

this was key in the Gw1 alliance battles and pvp arenas by changing the Dynamic of the play style just having a ranger with spirits on the team in gw1 effectively ment the opposing team had to change rotational strategy or have the +1 or +2 with other ranged options or Fast Mobility to counter the spirits which allowed 2vs4’s in terms of Survival rather than damage but on a flip side the Damaging spirits had shorter radius or Time alive . (which needs to happen again) Standardised radius and Amount of time alive killed spirit Diversity in the way they where used Tacticaly.

in terms of natures vengence , i think based upon the suggestions above with less life for Damaging spirits ect this should Revive the Dead spirit in question without cooldown making these deadly at short range but less time alive , if they bring back things like the dust spirits ect which caused conditional blinds ect with a higher hp value Revival on death would keep the Damage the same but the threat of being too close dangerous and improve the Support spirits time on the field (no real changes needed apart from :

1. support spirits getting more time on the field and a larger radius.
2. damaging spirits , less time on the field , same current Radius.

plus the additon of two new spirits would be very good to fill in the middle ground these would be control effect spirits blind ect.

(edited by Zenos Osgorma.2936)

Why ranger will never be viable in WvW

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

during my WvW days , i mained ranger same as sosuke and meny other quite famous rangers.

the trick to playing ranger is not hitting the blob but the art of picking off those that have already blew their stunbreaks and condi-clears on the drive/push into through a zerg (you don’t follow the zerg )

1. you ether Speed ahead with things like Whirling defence on a commander style build and use pet swap wolf fear wd5 > AOE – Ancient seeds but make sure you don’t stand in the kill zone the ally zerg rolling up behind you will be of more concern to the opposing zerg this is a Hard CC bombing tactic which also protects vs Other arrow fire from Beserker rangers or DH dragon hunters CC. all you need is the staff for Utility the main role is to CC and damage with pet using Beastmastery / wilderness / nature magic or the opposite just go full bomb damage use more beserker or condi gear but the risk is much higher if you don’t skillfully postion correctly or quickly enough . its much harder to do as you’ll be alone for a few seconds but Wd5 should tide you over untill the safety o the zerg arrives so you can Keep back and Staff heal > CC’s with muddy terrains and staff chain bleeds.

its not a easly played in wvw due to its restrictions when it comes to opposing choices that can stay within the confines of the zerg and do enough damage simply because the ranger is a Mid to long range class it attack inbetween those distances hitting things as you move around from one postion to other , you’d never keep slow pace in direct melee with other melee users on a gs ether its all about the postioning / movement for optimal effectiveness .

due to the lack of Aoes we need to focus on a target that is already Vunrable no more stun breaks ect and pressure that with ether path of scars / lb’s or staff autos with a vine for good measure , the rest of the people hit by the passing effects is simply to prepair the next target for pressuring or prepairing for the next Ancestral Grace > WD5 combo (aiming for firefields does a lot more damage or on preference go for water to heal support the zerg as they pass or even lightfield+blinds on seeds of life trait through the use of Glyph of Equality).

i spent a good amount of time playing just the basic Ranged options and a little of melee focused combat during my first few months of playing ranger in wvw i soon learned that the Crowd control portion of the ranger was much more Valuable than trying to copy other classes which Zerg and can’t Direct there Aoe CC focus on single Escaping targets without scarificing a larger group of target due to the shorter ranges on other classes CC’s.

well i may have rambled but that is one option that still exists but its solely still reliant on the druid trait tree .

after that i got bored and took a break , it became all too easy to pin down specific threats on the edges of the zergs since those could open up a even larger window for a zerg to push through which is a part role of a ranger to create windows of opportunity through division and thats where it starts to turn into top teir WvW tactics in specialised cells which is still a specialty not so well used in the generic zerg step ups.

(edited by Zenos Osgorma.2936)

Etangle and Muddy terrain need improvement

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

Muddy terrain should blind those directly hit by muddy terrain before it touches the ground , your throwing mud at people expect to be blinded.

there after the area has a cripple effect and knockdown for superspeed users.

keeping the 25second cooldown and increase the duration on the floor plus velocity.
radius stays the same but targets now = 10 . this should grant a Strong use in WvW vs superspeed users so it’ll ether force them to flank or not use superspeed to escape while on the muddy ground.

condi raneger?

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

http://gw2skills.net/editor/?vNAQNBjYDbkSFqZxWWwkF4axweQxXQuPCbTEAndPD/+QUizrA-TpQhwA2LDAY/BA

pure burst condi , not made for camping points but +1 support and AoE unbockable attacks.

only tried it a few times , i just got back from a long break from gw but so far this works in a 1 roaming support role which is perfect for the amount of mobility it has and Rapid condi application , just make sure you throw on the warhorn 4>5 (while arriving near the cap then swap barrage > cripples first then unload quickly with RFsharpening stone (or save Sharpening stones to reapply if cleared) > point blank shot/huntershot when needed or carry on with damage , swap to wolf f2 and warhorn 4>5 chain again.
pros
high damage condi application output in group and decent job at 1vs1’s
great in +1 situations
Great mobility and stability.
cons
needs a team ally to offer protect support vs theifs and some revs with high stability.
High focus target .
low hp and short term survival aka needs team support vs assasin play styles.
glass build.

too some bow rangers

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

there is some fine skill to use Bow and melee optimal useage depends entirely on the situation and if they are using the full zerker set up simply taking a defence rune can allow a ranger to take point for a short amount of time untill back up arrives.

hence why the op got annoyed at the rangers that camp bow and allow 1 person to cap a node when he should of checked map if back up was on its way.

its a simply matter of player skill for team work ability , at this point personal skill don’t matter much , its all about extending the cap time for a delay possibly even kill the lone person trying to cap and if that happens well done you just flipped / defended a node after which return to roaming +1 .

even as a power druid you can last for a long while too with LB/GS yes pets got nurfed but you can still use MM/BM/druid but slot brutal signets for a lower SoS cooldown then take guard/protect me + SoR , and on druid slot druidic clarirty > celestial shadow and Lingering light (even though its got a naf heal it still counts towards AF generation plus it blinds 2x one from you and one from pet)

maximising damage migration<<>>to extended survival it still plays the same role +1 and roamer but it has higher ability to delay for a longer duration in any team fights.

con is still vs condis so ya shouldn’t rely on druid to clear condis and still stick to the Pew pew > melee burst hit and run tactics using celestial shadow (off point).

maybe the rangers in your group just don’t know how to skirmish as a ranger too use to easy teleports to get around (guard/theif/mesmer/rev) , as rangers/druids have a much larger Radius of area control it can get confusing on what to do when your split between multipul choices , as other classes have more limited choices the choice is easier / only Reasonable choice to make when it comes to nodes/fights.

i honestly think it takes more personal/team experience to play a ranger or with a ranger in a team you can do pretty much anything from roaming to +1 to CC role even Tempory bunker in a power build but knowing when to switch roles takes a lot of pvp experience and inclines a higher risk / reward if successfuly pulled off.

(edited by Zenos Osgorma.2936)

DH is the only Class out of Meta?

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

meta battle is a bunch of builds with added options as guide lines .

meta battle is a guide book it doesn’t provide the build itself , its the same as the so called menders metabattle druid that got updated 2 days ago i can see much better utility to use than SoS , glyph and SoR with a low toughness value Sos isn’t going to do jack for you apart from the immunitity from direct damage which guard shout could be used to redirect 50% of the damage onto a tanky pet then gain more might from it.

its also a AoE 50% damage reduction , a condi clear with soilder runes and a swiftness+ regen booster , so why use SoS over protect me or guard

i never take metabattle by the cover its simply a guide line.

same goes for DH , in WvW they are rampant on drakkar lake pretty much every 2 in 3 guardains are DH medi trappers , in pvp maybe 1 in 5 guardain players though you will see atleast 1 medi trapper or a Meta battle Varient at least once every two games.

if thats not “meta” i don’t know what is.

Gimmie my condi clear back.

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

Can I sign this?

How about giving back Seed of Life its two condi clears and reduce the amount of conditions from druid clarity from 13 to.. 6?

i wouldn’t even mind if it cleared 5 then if we pop a single glyph thats 7 total more than enough to clear the bar.

but then again reapers can pump out 10 condi types alone in a few attack rotations with a utility or two so i think we really need clarity to stay at 13 or have it remove 8 so we don’t waste so much Utility on condi clearing.

other classes have ways to migrate condis without having to trait too heavy , they have minors and easy access condi clears while all of our strong ones are GM plus utility locked , that makes it realy hard to survive condis while using the same Utility slots to perform CC or damage , in the old meta sure we could Balance the amount of incomming condis and alternate removeals but now we don’t have enough consistant removal so we ether needed more Condis removed at one time or a increase in Timed removal waiting for a pod to pop this partly solved the condi removal issues on ranger/druid.

now we’re back to our old friend Wilderness knowledge which can’t keep up with condi application because its all cooldown locked to 32seconds on average for 2 condi removals 2 condis every 24-32 seconds not enough.

Gimmie my condi clear back.

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

i really guess the whole Feedback thing went out the window when the new CEO took over and basicly said screw Balance , you know this new CEO is the same guy that through MDG would of been overpowered at 3 stacks as an adept trait :p

im normaly quite passive about these things and have a open mind to buffs/nurfs but this change has killed Druid Viabliy outside of using Clerics stats.

(edited by Zenos Osgorma.2936)

Patch Notes 5-17

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

Really not sure what you’re all complaining about, I’m still wrecking in pvp/wvw. Yeah the changes hurt a tad, but, everything else is being toned down too, soldier on!

Our main DPS pet’s ability was nerfed by 30%… again.
Our already poor condi clear got nerfed. This patch literally forced us to play survival and nothing else. All the rest of our cleanse is a joke. Empatic Bond + glyphs that cleanse nothing if you are on the move (same with Healing Spring) only evokes a thought that we are slowly being turned into real-time training dummies.

Nothing of what we struggle with has been addressed.
Nope, I think our complains are in place.

i can’t even Use my poison master druid anymore the Condi clears from the glyphs are too low / restrictive i can’t even survive untill i finished my attack rotation.

Staff 3 , glyph of alignment/ or CA luna impact (now i have to waste more time putting down a extra seed of life and the increased cooldown on Luna means i’ll only get 1 blast/heal out of it), >viper nest swap pet+swap weapon axe ( i pretty much die here) – off hand Poison whirling bolts > glyph of tides. 1 condi clear isn’t enough its ether or 1 soft cc or get lucky and 1 damage condi removed meaning we have No condi clear support unless we spam all the glyphs we have to survive for 4 seconds.

all the so called Minor shaves and the major nurf to seeds has hurt the build Viability so much made the poison master build pretty non-viable to play in pvp and only works in WvW if you have a team with a second supporter.

I hope Anet give a glyph resistance atleast give that to Glyph of Aligment that way we can do our damage and support without dropping dead after the first skill.

(edited by Zenos Osgorma.2936)

Cleansing Ire on warroir Bugged/broken

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

since no one has reported this bug yet.

Cleansing ire on warroir is condi clearing 6 condis instead of 3.

this is making warroir sustain with the help of the newly improved adrenal health , even a Poison master druid can’t deal enough perma poison to keep its health in check.

its making the game not fun at all fighting vs warroirs.

How to nerf ranger/druid properly?

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

I remember someone mentioning about 1-1.5 years ago that the Ranger community was the only class community that would regularly get members posting in their forum motivated to nerf their own class.

that is part true , we saw our own strenghts and weaknesses .

not so egotistical compaired to other types of players aka Bandwagoners ect.

most of the Core ranger community are highly skilled only kept out of the higher tiers by Consistant nurfs and weapon bugs.

one person vicky in a different thread her opinion was because druid made it into 8 Torni teams by 8 different players concluded it was op , but that is only due to the new Class stacking rules for Esl tornaments making space for druids and maybe other proffessions.

now druids condi clear has been nurfed poor eles will be forced into a condi clear support role and druids maybe replaced as they now nether do condi clears well or decent reliable burst damage for that support role , using a different class for a damage role will clearly be the better choice Daredevills we’ll see a increase of those this season.

as you could say Pulling the wool over thier eyes , or the minds are in a haze not seeing the bigger picture which leads to un-warrented nurfs.

that brings us back to our community , We know when a thing is Overpowered we’ve been through years of oppression and honing skills to deal with the lack of ranger balance/fixes which only makes us stronger so when we do become balanced its only going to be Natural to see a rise in ranger/druid players compaired to before when teams/groups had no rangers at all in the els or anywhere for that matter.

(edited by Zenos Osgorma.2936)

Patch Notes 5-17

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

First they came for Moment of Clarity, and I said nothing, because I thought “it could be worse.” Then they came for Seed of Life and Lunar Impact and suddenly I have filled my Vial of Salt.

Seriously though, Seed of Life was already a 2-3 second wait for the animation to finish before the condi clear actually popped, so it was never a “quick fix” condi clear anyways. If we HAVE to get it cut by 50%, can we at least get the seed bloom time reduced by 50% as well?

Also do we know if the reduction to Lunar Impact daze duration affects how much break bar it reduces? Because all my complaints are PvE based, since that’s all I really do, and this nerf affects it more than any other nerf so far.

Druids have been great for raw healing and crowd control, and decent at a few other things but never really overpowered in any one direction. I get that we have a support role – I love it, that’s why I main Druid. This nerf reduces our ability to be USEFUL and actually welcomed into PvE group content. (A fractal with 3 reapers doesn’t really raise any eyebrows but 2 druids and suddenly this fractal’s gonna take a lot longer!) This takes our condi clear abilities from “actually useful” to “pretty lackluster” and our (personal) might stack generation from “bursty” to “flaccid”.

All in the name of pvp, indeed.

yes the duraiton would effect how much is taken off everything that effects the break bar by time lowers its total by a tick amount for example 3seconds would take off 1/3 but a 1.5 would take off 1/5th ect even with MoC now luna impact will only scale to 4.5 seconds making it a garrenteed 1/3rd bar every luna impact depending on the event/boss champ type which have higher level break bars.

to the thread , even before the MoC changes it was simple people saw numbers a whined @ omG luna impact 6 seconds with a trait which did nothing else but increase CC time and a one off damage buff (in which Luna impact does jack all damage anyway)

Then they nurfed the MoC to 50% lowering LP to 4.5 now 2.5 base + 50% (1.75 total 4.25 seconds) there was no need to nurf the daze time down from 4.5 to 4.25 with MoC traited Pointless change before MoC changes it was 6seconds daze on a skill that had a effective 10-14second gate time , in pvp you’d be able to use it once thats it.

for pve you could use it many times due to having tanks ect so there was no need to drop out of CA to kite around.

Pointless changes.

Ps anet fix the kitten Warroir bug with its f2 clearing 6 condis rather than 3! thats more game breaking than anything in game right now.

It’s not like they read anything we post here.

Or if they do, they disregard it.

gaile gray does and keeps note some times it gets passed on to the Dev’s/balance teams , its worth mentioning , the last time this happend the non-ranger community hounded the ranger so much it became trash untill we spoke up .

there is no point in keeping quiet look where that got us many leagues behind other classes and its heading that way again due to unfinished changes 1 example Sword AA changes No compensation for the damage loss.

2nd match, 2nd loss

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

emerald is a hot bed for High skill players that came from ruby ect and those that Easly Win though out amber , im going to leave it a few days till it clears up a bit so i can get away from the Newbies / afk game killers .

theres no point in stressing myself out that simply makes it not fun.

the amount of poor plays i’ve seen this afternoon made me churn , slow damage necros going for bosses and guardain dh’s camping home rather than killing foes between points keeping them off nodes since they can teleport to a foe if he slips by using the double trap stack tactic one set on node the other intercepting or those guadains that throw all the eggs in one basket then die , then you have those that chase people all over the map,

or the Noobiest mistake i saw , im taking a home node beat away a fellow power druid using a condi druid he retreats but used smokescale stealth hid for a bit but during this time im recoving at 25% hp with cooldowns and the fellow DH decides to leave the moment the ranger leaves the node im on (not even looking behind to check or noticing that he can’t see the ranger or the pet (oh he must of ran off already Rangers are not that quick at sustainted mobility , in quick bursts of mobility yes he should of noticed him leaving the node)

and you can guess what happened , in comes the same ranger and finishes me off with a smokescale assault+ Pew pew while my pet was leshed no time to recover quickly nor the needed cooldowns to evade , kitten them type of players not looking out for team mates fed up of it.

i cover their backs and get nothing in return.

Patch Notes 5-17

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

So basically don’t use HoT pets. Got it.

i went back to wolf and MoA the damage/survial was much more reliable.

If we can't have burst. Let us have cake.

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

Careful. Anet might just stop reading at the title and change our Longbow to fire cakes. x)

On topic, though, I bet Anet is having a good laugh. Though, suggestions like the one quoted below are probably making them laugh harder.

For example change Remorseless to be “All attacks are unblockable when you attack your target from behind”

Remember: Roy’s lead now since Peters left. We aren’t getting anything good from here on out.

good lord roys in charge , we already proved to him he over nurfed Heal as one and then he messed it up again , then finaly adding a duration lock to the skill which finaly balanced things out .

he better be realisticly testing these changes not just vs a dummy and not looking at the dps count (with a red neck look Oh that looks good that’ll do)

Patch Notes 5-17

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

First they came for Moment of Clarity, and I said nothing, because I thought “it could be worse.” Then they came for Seed of Life and Lunar Impact and suddenly I have filled my Vial of Salt.

Seriously though, Seed of Life was already a 2-3 second wait for the animation to finish before the condi clear actually popped, so it was never a “quick fix” condi clear anyways. If we HAVE to get it cut by 50%, can we at least get the seed bloom time reduced by 50% as well?

Also do we know if the reduction to Lunar Impact daze duration affects how much break bar it reduces? Because all my complaints are PvE based, since that’s all I really do, and this nerf affects it more than any other nerf so far.

Druids have been great for raw healing and crowd control, and decent at a few other things but never really overpowered in any one direction. I get that we have a support role – I love it, that’s why I main Druid. This nerf reduces our ability to be USEFUL and actually welcomed into PvE group content. (A fractal with 3 reapers doesn’t really raise any eyebrows but 2 druids and suddenly this fractal’s gonna take a lot longer!) This takes our condi clear abilities from “actually useful” to “pretty lackluster” and our (personal) might stack generation from “bursty” to “flaccid”.

All in the name of pvp, indeed.

yes the duraiton would effect how much is taken off everything that effects the break bar by time lowers its total by a tick amount for example 3seconds would take off 1/3 but a 1.5 would take off 1/5th ect even with MoC now luna impact will only scale to 4.5 seconds making it a garrenteed 1/3rd bar every luna impact depending on the event/boss champ type which have higher level break bars.

to the thread , even before the MoC changes it was simple people saw numbers a whined @ omG luna impact 6 seconds with a trait which did nothing else but increase CC time and a one off damage buff (in which Luna impact does jack all damage anyway)

Then they nurfed the MoC to 50% lowering LP to 4.5 now 2.5 base + 50% (1.75 total 4.25 seconds) there was no need to nurf the daze time down from 4.5 to 4.25 with MoC traited Pointless change before MoC changes it was 6seconds daze on a skill that had a effective 10-14second gate time , in pvp you’d be able to use it once thats it.

for pve you could use it many times due to having tanks ect so there was no need to drop out of CA to kite around.

Pointless changes.

Ps anet fix the kitten Warroir bug with its f2 clearing 6 condis rather than 3! thats more game breaking than anything in game right now.

Patch Notes 5-17

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

the hardest Burf is the Seeds nurf , its so lacking now even with 3 x untility of glyphs its not enough condi clear and its not quick enough.

they may have nurfed the allies support part of Seeds because its Aoe but 1 condi per glyph is not enough to keep a druid alive! when people don’t use Projeciles properly into light fields , way too much Anti- projecile in this game now too .

i had a few matches with my normal set up and got trashed by warroirs , engis anything hard cc + condi related i’d pop all 3 glyphs and to no vail the condi clears are not enough and its locks out utility use flexability whats the point of even having glpyhs if we can’t use them for the Actives rather than for casting seeds .
BM druid marksman set up with remorsless clerics amulet (normaly use Protect me as a optional shout ontop of Sotp+heal as one but had to hard change to 3 x glyphs or add in wk or Soilder runes) everything i had damage wise when into additional condi clear because 1 condi per glyph is weak as hell.

in my next few matches i went to Natural stride Condi Bleed druid and used sk/wk/druid
sk = top , bottom , top
wk = middle , middle, bottom
druid = top , bottom , bottom

after changing to survival skills i had 4x survival skills+ protect me or glyph of tides , muddy terrain, entangle , LR , troll ungent.

Anet better Nurf the high application skills FAST or un-nurf seeds .

welcome rangers back to bottom of the barrel.. : (

smoke scale nurf un-warrented
bristle back = 10% damage per projecile not enough needed to be 20% since someone in Anets balance department Honestly fuged up the maths on this f2.

even after this change i felt the difference this is was clearly more viable to surviving condi bursts / consistant condi application by switching back to using wilderness survival+druid for the condi/movement speed recovery but that ment i lost out on beastmastery or marksmanship even loosing out on skirmishing at a push for condi focused builds and power builds a like(power druids got hit hard due to not being able to use a damage trait line without loosing nearly all viable condi clearing)

anet really are pushing druids away from the dream of Specialised support and back into the trash.

the Seeds nurf needs to be reverted , it hurts real active use of the glyphs , the only reason to take glyphs in pvp now is for the actives no point in even using them for seeds anymore.

(edited by Zenos Osgorma.2936)

Patch Notes 5-17

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

we as rangers can live with the seeds and luna impact changes but again MOC ect our traits make our already weak skills viable.

I guess i’d still go beastmastery but swap GS for Sword+axe and add more AoE blinds using wilting strike + f2 5 targets on the wolf ect to stop the additional condi application as we can’t remove that much anymore meaning more relying on wilderness knowledge/shouts+rune and druidic clarity ( if druidic clarity means need more Sources of healing and possibly use Trappers expertise for bigger/stronger healing spring to recover the loss of condi clear without shouts + runes which again effects Sk/BM/Druid damage as taking soilder runes isn’t the best for improving damage.) i really hope they havn’t over done it.

but i also hope this is Anets atempt to get other classes to take more Team skills rather than relying on druid/tempest too much to do all the work.

(edited by Zenos Osgorma.2936)

[Discussion] Thoughts on 2 Condition types?

in PvP

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

ok good idea to split the two types of condis , some skills already have this.

aka lighting reflexes Removes immobilise only unless traited to remove 2x extra which means it will remove atleast 1 damaging condition if there is more than 3 impairment condis on the ranger.

2nd the Druids Clairty removes all condis because it is hard linked to Non-condi clearing trait lines as Beastmastery+marksman or skirmishing are required to help keep damage up , this means no other forms of decent condi clear.

3. the glyphs on the seeds of life have a 1.25ish second delay before the seed pops (its also Location locked to where the glyph was cast so its not all that Reliable condi removal) its better for support if used with LB>projectiles into the light field but that doesn’t clear condis on the ranger so Druids Clairty is required to remove all condis.

4. a rangers near instant condi clears are all on medium to high cooldowns and locked to Wilderness knowledge which takes choices away from the druid meaning it is forced to go full condi or power Remorsless druid and then give up 1-2 slots for Survival skills/glyphs only in this one build type where wilderness is taken the druid will have more than enough condi clear options to OPT out of using Druidic clairity for daze on staff swap ect , this is the reason why Druidic clairity works the way it does or else every ranger/druid would be locked to using glyphs and wilderness knowledge meaning all the other traits would be NoN- viable.

now back to the two types of condis .

1. impairment we already have things that remove impairing condis through traits duration reduction or instant removal through traits or runes , simply put its yin and yan these types of condis are there only for the purpose of Increasing the chances of landing hits that apply condis or direct damage.

and such traits / skills should be taken to help prevent that in turn means taking less applications of condi damage . direct damage.

2nd.
the direct application condis , burns ect
these condi applications are tied to weapons and or melee or ranged choices dependant on the trait choices or the weapon or even on Crits to cause chain bleedings things like this are tied to my first point if a target can’t be hit or easly hit in rapid succession it lowers the amount of damage taken which can then be recovered by a decent use of a support skill or for example Engi using movement to regain health while avoiding damage , then if you get hit by a chunk of condis due to a impairment effect hurting your mobility thats when a condi clear is required all part of condi clear management.

skills could be more defined like Lighting reflexes to remove x amount of impairing condis which i do see some other classes needing these effects outside of traits.

but due to some classes having teleports these movement effects have little effect to no effect but greater effect on those that do not and those classes that do not , i believe should have skills that remove impairing conditions things like Bulls charge (removing Cripple+immobilise) a few more of these types of skills on those classes would go a long way.

(but for a special note warriors did you know Stomp , yes stomp Removes / Destorys roots in 1 AoE hit and since it knocks back it counters any addition roots being applied as the User is interrupted)

i some what agree with what the op is trying to do making things more clear cut so to speak , but all thats required is more skills are defined like lighting reflexes and introduce traits that remove Certain traits like Burn/poison on other classes .

rangers have Evasive purtiy removing cripple/blind/poison so we have a way to Garrentee we never have more than a few condis on at a time , if using this trait in combination with Wilderness knowledge through using a dodge>into LR it can remove immobilse/cripple/blind/poison + 2 additional condis which are most likely going to be the damaging condis, this is more than enough to start Recovering.

its skill like these which are needed to help players make choice if they want to be Resistant to certain condis but not all and i know other classes lack these type of skills/traits.

Crafting Ascended armor.... what stats?

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

Zealots with Crusader trinkets for WvW is the most optimal for that play style , ranger druids in wvw are mid to back line anyway.

so using a LB/GS with marksmanship/beastmastery/druid provides more than enough Aoe Regen + damage vun from fury triggers on clarions bond + tiger f2 ect from team mates too evey AA or skill you use should have the Remorsless trait triggering.

build example below:
http://gw2skills.net/editor/?vNAQJATRnUqA1CiFsCWsCctgl/A7JN8DGeLvuMQAA+s+WnrlI80A-TlDEQB5YDAAcBAkiygGq0xAPAACcIAAlSIGcEAix6DtRHQHVCmIVCanmAPpuTAAEgbezs5NDM0hO0hO0h2Nv5Nv5NvZpAMTrF-w

you can add more healing power but i;d say going upto 800 healing power max is all you;ll needed.

there is one Cavalier gear piece as its best suited for WvW druids as they will get focused FAST (so don’t use Pure zerker)

the mixture of stats provides great damage when you include the damage bonuses and grace of land bonuses , the amount of people nearby should give you plenty of Asteral energy and you have 2x stun breaks with 2x taunts for defence you can then even use Gs to counter after a taunt with Block kite away for Swap>maul for a high damage as it will Auto crit 4 times , once for the remorsless then 3 more times due to the sigil then after that every 1 in 3 AA’s should crit and apply Vun due to two-hanned training.

the total damage boost for this build is 60% damage for full grace of land stacks with the 25 vun plus the additional 25% damage from remorsless on opening strikes , you could change Moment of clairty for Steady focus but the extra daze time is More than worth it , when using Luna impact on a dive into a zerg daze them up Swap out Use barrage>RF and AA untill needed or stay in CA form to keep healing while you obsorb the incomming first wave of damage always hits the hardest.

this build is the optimal Zerg druid.

if you want more Health to tie you over you can just change the Amulet to Minsterals for the same stats but added vitality , if thats not enough change the backpiece to Valkyrie.

the key to playing druid in WvW , no matter how many people there are if you can’t heal/support those near you they will die and you’ll be the last one standing .

its better to do the role of a druid that is to damage + support at the same time through Buffs + healing even if that healing is only at 500-800 healing on a Druids CA for using the AA 10 times that 150 point difference ADDS up a lot to like 800-1.5k per CA skill after mender stacks.

(edited by Zenos Osgorma.2936)

Questions about the Druid spec

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

1. the druid can be made into anything you choose healing focused / primairy damage focused / condi focused / Beastmastery focused , its not that much about healing that is just one option we have acess to , the MAIN point about druid is providing support in ether form of your choice through healing or CC or Buffs or a combination of these three.

2. if you wanted to be more healing focused i’d aim to use Zealots + beserkers for PvE or Zealots+ Crusader stats for WvW (this will be healing+power stat focused with Critical damage as damage support) in this set up you would use Marksman+Beastmastery+druid LB+GS using shouting to pump out regen and then use the Celestial form to pump out High end healing support+ damage on Celestial 5.

you can easly make a build without Staff if you spec for healing power+damage , the only time Staff becomes a requirement is if you have Very little External sources to generate healing ticks , aka Regen x amount of targets .

firstly you’ll need to understand how Asteral force works.

1. Asteral Energy is generated by a % per tick or skill used , so effectively more ticks and scaling higher the better with is then Spread over 5 targets if using shouts , spread those shouts out over 15 targets for pvp/wvw and you’ll have Very Stable Energy Gain from that you can afford to drop the staff, to go for more Offensive weapons.
2. the Trait Natural Mender Applies 1x mender stack for healing targeting yourself this also includes ticks , glyphs ect setting up through regen or Troll ungenet you can maintain 10 stacks to boost outgoing healing by 20% , which will also boost a shouts heal per tick , so higher the outgoing the better , so even then Max healing stats are not required to gain effective healing .

^ hence why i mentioned Zealots+crusaders/beserkers and a LB/GS its one way of building a druid .

3. Staff is defo for sure the most Optimal way of generating Energy outside of Full build designs not taking a staff Restricts you to other healing sources to gain asteral energy e.g glyphs+shouts and Troll ungent/heal as one (troll ungent counts as 10x healing ticks ) so as you can see some skills can heal for more but generate less Asteral energy leading to less often Celestail avatar activation.

a lot of new druids do the mistake of just using Beserker gear with a staff , the hind sight of using staff with zerkers has way more cons than pros.

1. does less damage , less high bursts and the weapon can not kill any decent player its damage dps is too low with no burst to use.
2. the staff and the linked build type is build for CC+sustain , battle of attrition through means of Rapid healing to gain energy to use Celestial form to heal back to max high risk as you’d be very Vunrable outside of CA form which is even worse if you go with full beserker gear , as soon as you leave CA form you’ll be Spiked dead before the next CA.
3. going into Beserker gear on a druid most likely means you’ll need Signet of stone as protect me does not do enough Damage migration for a Glass cannon to survive , and by so it also means you have to use 1x utiltiy slot for extra defences when just having 700-800 healing power frees up that Utility slot for anything of your choice , glyphs? more Natural mender stacks+ light fields and if traited 2x condi clear worth the trade off , i think so.

for example Quick draw Power druid , skirmishing , beastmastery , druid (using a condi spec) you can use staff+ Sword/Torch and a high bleed stacking pet to burst condi rotations at a high pace while still using shouts to generate Asteral Force , meaning Tanky , evasive (striders defence 50% chance to avoid projeciles while using sword in melee) also grants you high sustain if you choose a Saga amulet for example .

the damage is recovered through faster rotations+pet damage.

advise: keep reading look for builds outside of meta battle , druids a Vast complex web of builds each only slightly altered but clearly different due to trait lines used .

there are plenty of druid builds on the ranger fourms and don;t discount them because they are not 100% this or 100% that , its all about the Role you choose to provide which is a choice of Main support then damage or damage then support , then pick the stat type you want to play + the associated weapons to those trait lines.

example skirmishing using sharpen edges+viper gear+quick draw and Zyphers speed for Quickness = massive Condi burst using Sword+torch> pet swap f2 , the Staff AA then becomes an AA beam which can apply 5-8 bleeds to a chain of targets due to its piercing effect.

Celestial Force Gain Change

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

I wouldn’t mind being able to transform only at 100% if we didn’t lose half of our gathered AF every time we leave Celestial Avatar.

that too , if they lowered it to 50% requirement to entre then removed the AF loss upon leaving i;d be a very happy bunny thumper.

Celestial Force Gain Change

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

i do agree that Shouts are the Fastest way to gain AF energy but its not the only way to gain AF energy .

taking double pips of regen , Signet of the wild Cycling between increased damage+high ticks ontop of wilderness Regen boon , supported by Verdent etching glyphs is enough to charge AF energy too some times even more if a Minionmancer or clones are nearby as glyphs effect 5 targets per pop stacked with Staff AA it gives a much higher AF energy per Round than shouts so as those only effect 5 targets excluding minions going last.

the only part i agree with is the use of Celestial form at 50% AF energy rather than a Full bar its quite Restrictive if you haven’t built for Multipul healing sources (not just shouts alone)

even on my viper Druid i can still enter CA form every 18-25seconds which to me feels like enough window between damage/ survival to consisder it useful , though again we don’t want CA management to be too easy to obtain.

[Idea] Ranger Elite Spec: Circadian Hunter

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

i don’t want to say this Moon-kin much WoW?

the day night cycle is not somthing i’d like to see as a Specialisation.

Druid Bugs [merged]

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

Hello,

If you hit a dazed opponent with a multi-projectile skills (axe 2 and shortbow 2) it will proc ancient seeds 5 times.

That is not a bug. That is a function.

it is a bug.
its function is to Trigger ancient seeds vs foes hit while under CC effects restricted by the IDC to only trigger once per foe not once per hit.

not sure if anet intented it to function the way it currently does , but common sense says to most people it should only trigger once per foe not Multipul times en quote its bugged.

clearly anet have messed up somewhere in the last few mini patches as the only time i’ve managed to do Multipul Ancient seeds is through the AoE luna impact followed by Whirling defences to hit AoE foes (which should only be effected once by ancient seeds)

the ranger fourms and the ranger community Deeply dislike bugs like this because it puts things Out of Perspective and some people twist the way its ment to work by saying its a Function . “when its clearly Not working as intended”

It is not a bug. The “common sense” mentioned is subjective and open to interpretation. Some skills hit more than one time. Having a single skill, with multiple hits, activate an effect that is bound to a single skill equate to multiple effects is just as likely an interpretation.

By your same argument, Sharpening Stone should only bleed a target once when used with splitblade or poisonvolley. Whether or not that is a good or bad thing, it still holds true.

no sharpen stones the utility skills applies 5 bleeds , 1 bleed per hit not 5 bleeds per hit , if that was the case Splitblade would do 5×5-25 bleeds in a single attack which is not the case.

two totaly different implications , one acts 5 times 1 once per hit or once per projecile, the other ancient seeds should only be a single trigger not Multipul triggers per hit due to that IDC that should be Linked directly to the foe that is CC’ed rather than the skill that caused the CC.

as its CC > random hit then triggers the trait.

in SB’s case sb 5 > vollyshot , (1 hit from the volly shot should trigger 1 appliacation of ancient seeds not 5 because after the first hit it should go right to the lockdown of the IDC . which is clearly not intended) i see it as OP if it does or is intented to do 25 bleeds in one volly with 5x applications of immbolise on a 10second cooldown.

if ancient seeds is intended to trigger 5 times on a 5x simultaneous hits after a CC attack which does apply 25 bleeds and a long stack of immobilise , then the trait is too strong for a GM and need to be rounded to effect on a single trigger per target basis.

you can Argue all you like trying to make it seem like Ancient seeds is ment to Function kitten triggers because of a 5x hitting skill .

ether way it can’t stay this way , its clearly not working as intended if it did the cooldown would be much higher and out of line from other CC skills which druid/lb and ranger have , making the trait usless pushed into a more bursting damage role rather than a rooting role at 10seconds IDC its clearly not a Damage focused trait.

without ripping apart the ancient seeds trait , the Functionality needs to be Defined and cleared by anet

and untill then its Classed as Bugged or Not working as intended , as anything in the game , one skill applying that many bleeds and immobilses shouldn’t be a thing anyway , and the lesser of two evils is to fix it is to have it trigger the IDC on the foe not the skill.

(edited by Zenos Osgorma.2936)

any staff pvp builds?

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

try Poison master druid SB or LB(with sigils of earth and geomancy on both sets+vipers gear) followed by Sword+dagger and a choice of
Rune of leadership.
rune of the soilder (use with Heal as one if you prefer this shout it supports the glyphs)
rune of the dolyak(pips of regen from this rune apply to Asteral energy in addition to Troll ungent this is the main way of gaining CA for playing a poison master druid the Glyphs are added pips.)
Superior Rune of Melandru ( additonal help vs short term condis so glyphs are not wasted plus more toughness+hp meaning better for Longer fights less reliant on bursts of poisons.

" warning note the LB is not used for its AA!"

Skirmishing
bottom,mid,top
Wilderness
Mid,mid,bottom
Druid
top,mid,bottom.

(use LB pointblank + ancient seeds combo to root > into pet leap f2 poison+bleed combo very effective decap, then plant a viper nest to prepair defence if they break roots and re-enter the node, swap pets finish with smokescale and LB 3 huntershot then swap back to evade+damage set s/d)

run
Troll ungent
Viper nest
Glyph (tides)
glyph(Alignment weakness+poison+cripple)
glyph (elite) or Strenght of the pack)

using weakness,poison fields, projectiles and pet f2 to upkeep weakness+Vun and poison to 100% with additional condi sources of damage mostly Rapid bursts of bleeds.

pets , smokescale, feline f2 leap for bleeds+poison stacks or Chill+ poison stacks but a f2 leap is a requirement so it can apply right after petswap.

it has consistant evades
stealths (3 with lb in addition to smoke field+ sword 2 leap as Utility),
2-3 x condi clears or even 4 if leadership runes for a near instant 2 condi converts, or runes of soilder for 1-2 shouts protect me + heal as one for instant 1 xcondi removal.

main goal apply poison where possiable support with Projectile finisher + light fields cure condis of team mates and apply poison from ranged , then swap to sword attack defence ontop of a viper nest , then if you have to kite through the node using sword 2 180 trick pop a trap or glyph of tides to clear node mid between leaps and leap back out (needs perfect timing and poistioning)

i will say running a druid without staff is defo Much harder than it is using a easy to use Staff build but defo for sure this poison master Bombs hard and supports hard but lacks any middle ground so you will need Decent team mates that know what you are doing or atleast notice .

the amount of poison on a viper nest>sword+pet swap combo should deal a lot of Poison vs single / multipul foes.

If ya really don’t like it and give in swap LB for “Staff” , Sword+axe for poison Bolts on vipers nest after staff 3 ontop a point blast that poison field with good timing and Poison bolt everything around you for 12xpoison bolts ontop of the 14 from vipers+poison master+refined toxins combo .

kiting evading applying some stacks put down viper nest> staff 3 back to viper nest after a juke>Pos(if they run) / petswap+pet f2+ whirling defence (if a ally does a Stun or if you followed up from a Luna impact instead of Staff 3 to blast the poison field) it will trigger ancient seeds vs all dazed foes within the whirling defence radius.

you may say but its a power weapon , no its been traited to use the projeciles to rapidly spread poison+Vun to ramp up poison damage to its max within a few seconds and the condi clears are countered by the instant use of glyph of tides right after the WD to prevent any condi clearing from Shouts ect as it pushes them out of the 450-600 yard radius from supporting players , leaving them only with a few condi removals to remove the poison , followed by a second poison attempt by a following pet swap and smokescale port (if you are using heal as one this is the right time to gain some might to help those poison stacks)

from my use of this build the poison master alone does 4.8k (14seconds if using runes of thorns) buffed up it does close to 6.1k(14seconds) for 2x stacks.

the average output of the poison stacks is 9-21 (if you land a perfect glyph Alignment>viper nest>luna impact >WD of poison bolts) the trick is to not place viper nest where it can be triggered instantly but enough gap so you can time the activation of CA Luna or a LB pbs with the triggered trap or push them back into the prepaired trap.

this build is not for the faint hearted it will test anyones metal and if you bottle out or mess up your survival rotations you will die , also trying to use Signet of stone on a build of this type will get you killed as soon as it wears off, as you need every Useable Utility slot for condi clearing+CC tides is a requirement.

the peeling of the build is staff 3 or sword 2+smokescale f2 leap out distract by triggering smoke assualt from the smoke scale , if the foes doesn;t fall for it or you see him use a condi clear to counter the poison because of low HP go back Path of scar his face pull him into a viper nest+sword 3.

Druid Bugs [merged]

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

Hello,

If you hit a dazed opponent with a multi-projectile skills (axe 2 and shortbow 2) it will proc ancient seeds 5 times.

That is not a bug. That is a function.

it is a bug.
its function is to Trigger ancient seeds vs foes hit while under CC effects restricted by the IDC to only trigger once per foe not once per hit.

not sure if anet intented it to function the way it currently does , but common sense says to most people it should only trigger once per foe not Multipul times en quote its bugged.

clearly anet have messed up somewhere in the last few mini patches as the only time i’ve managed to do Multipul Ancient seeds is through the AoE luna impact followed by Whirling defences to hit AoE foes (which should only be effected once by ancient seeds)

the ranger fourms and the ranger community Deeply dislike bugs like this because it puts things Out of Perspective and some people twist the way its ment to work by saying its a Function . “when its clearly Not working as intended”

Ancient Seeds

in PvP

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

2.) Movement Skills are not affected by Movement Impairing Conditions anymore,

Only applys to cripple and chill, not to immob.

and traits on warroir lets them use mobility skills to clear immobilise ect

Ancient seeds is clearly Bugged it should not Trigger 5 times in a row vs 1 target due to that ICD.

also to the others saying 10seconds cooldown for a Short core duration and immobilise locked to only effect CC’ed targets (the durations too long?) No it is not , maybe for WvW due to viper gear and food but even then wvw is not a sentiment for Balance focus.

the balance focus is group fights 1vs2’s and upwards , in which a CC skill that is ancient seeds for only the immobilise (the main issue i see here stacking with that bug for 5x immobilise only on SB so far)

if people can report ancient seeds Multi-triggering on different combos it needs to be Pointed out and fixed rather than asking for Nurfs on a already weak / easly cleared / low core duration bleed damage trait reduced even more by foods ect if in wvw .

the main way to avoid a CC incomming from a druid/ranger which triggers the ancient seeds is to avoid/projecile/evade the CC causing the ancient seeds trigger , if it triggers its that players fault for not preventing or avoiding it.

druids+rangers have 3 ways to trigger Ancient seeds through means away from the pet.
Gs hiltbash , staff 4 , CA 3 , LB pbs , off hand axe(power build mostly axe 4 pull)
then a pet ontop , at most it will have 3 of these choices to trigger ancient seeds each on a 15+ second average cooldown (with quickdraw or less for Path of scars) if you can’t avoid 3 CC skills while fighting while you have Weapon evades/projecile defences and clone decoys ect , the druid/ranger that has a Successful CC Deserves to be rewarded landing a CC which is mostly single target for the exception of SB pierce, LB piercing , PoS piercing vs Multi different targets, though again the more hard hitting CC combos are Short range or hard to land (staff 4 and gs 5 , with the changes PoS is quite sketchy to land too)

ps high stability upkeep isn’t a way to avoid LB pbs , anet want to remove passive play aka by loading up Stability so its up 90% of time(hence why Anet changed it to a Stacking system to stop people avoiding or tanking through a Chained CC attack isn’t a defintion of skilled play , now you must time judge block/evade , may classes have more Projectile reflects now than ever so this isn’t a issue.

so i’ll say this Get up and practice , pull ya head out of the ostrich hole.

(edited by Zenos Osgorma.2936)

Sword Auto Attack Animation

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

i do find it very annoying , i no longer use Sword unless the target is chasing me now rather than the other way around and if they run i have very little chance of catching them unless i have GS or staff as a second weapon set to keep up.

the loss of mobility is certainly a harsh blow to the weapon uses and have found myself having to use more Rooting CC to stop them running away but that also means im more prone to getting Red rings thrown on my head and taking damage for longer than i use to when dealing sword damage.

i just hope they add directional arrows to Sword 2 to make its mobility more flexiable and removes the requirement of de-targeting.

How to nerf ranger/druid properly?

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

from everything i’ve seen over the last few months , Druid Deserves no more Nurfing , and Core ranger weapons need a Co-ed boost to bring them up a little more to around the 18-22kk mark for power builds as most of the other dps from that reddit thread are reaching anywhere from 18-32k and those at 28+K need to be down toned.

atm the damage window is huge , then one reason for that damage window is because of the sustain creep the rise of stronger healing/support specs though at the same time druids hit a wall where it’s given up too much personal dps for others to gain , leaving druids + rangers as a stand alone class as lowest tier without allies its not much of use and without its Huge healing potentional its not much use to anyone because of the lack of personal damage.

rangers weapons generaly the slower ones naturaly have a low dps , but things like Sword and SB , gs pets even have had animation changes , stat changes after cast (unintentional effects which have not been conpensated for, overall effecting rangers overall personal dps)

the desgin of core ranger is clearly hit fast and quickly combine those effects of CC+sub damage/healing to turn foes mistakes into your stengths .

It makes it hard hitting attacks at the cost of Multipul effects and cooldowns meaning a much higher investment to reach Viable dps levels , that is the issue we are facing here.

the builds tested in those videos weren’t even optimal in real situations (using 2x spirits ect on the same build ect) so you could say the recored dps is lower than reported too unless every requirement is meet.

1. Sword Co-ed needs a increase and a reduciton in aftercast (bring this weapon away from Needing quickness to cause any higher form of dps)
2. Pets basic pets mostly need some AA damage recovered (years of nurfing and no buffing of core pets has Hurt Ranger vastly in terms of dps and the HoT pets no longer need any Nurfs as those main attacks are hard locked mechanics which can be easly avoided by smart play)
3. Sharpen edges trait needs a bleed duration increase to improve the overall stacks of bleed maintaince / dps (clearly in the video for druids and ranger the ranger needs near 100% AA rotational upkeep to sustain any decent dps on condi builds , any time the ranger is not AA’ing or able to use a rotation in its most effiecent situations drops off nearly 50% of the bleed stacks massively reducing dps)
4. bring back or change Instinctive reactions to gain power from Vitality 10% again , still using the healing power convert from a 0 stat is a meaning less effort and a wasted trait slot only for quickness. (this trait needs a rework) using the old spirit to strenght was a good restrictive damage boost which every build could Benifit from or be built into for a bigger boost much like all the other types of traits which convert core toughness into condi damage ect which have a core Value rather than 0.

its mostly Minor changes that will bring rangers back up in dps terms as things on ranger/druids the damage scale much more greatly as the class uses multipul sources of damage to deal its most effective dps.

(edited by Zenos Osgorma.2936)

Crafting on a Ranger

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

i’ve got Leatherworking, huntsman, swordsman,Artificer(needed for nevermore and some other bits) i think thats all you’ll need on a ranger.

Exploration vs other farming methods

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

following Wood farming guides for Soft wood, hard wood and elder wood maybe boring .

but if you get a Advanced logging axe ect and go around the maps following the routes it takes about a hour or 2 (if you stick to the routes and kill any champion events that pop up in the proccess)

i came out with 140ish hard wood , 90 softwood(i tend to skip this one as the trees are spread out) , 80-120 eldar wood starting with the Cursed shore map guides atm i know for sure 150ish eldar wood is about 5g at lowest tp prices and hard wood is the most expensive at 6-8s each (today i saw it at 7.5s) 2 hours of chopping and mining on the rounds and its a easy 9-14g .

if you stick to the plan then you can save the eldar wood and mithril gathered then buy some cheap siege blue prints (make sure they are cheap like a few sliver each and the Supieror versions are over 28silver each or sell them at 31silver each after throwing them in the mystic forge it may take a few days or a week but that 2 hours invested into farming wood can turn 5g into 40g and if you haven’t been to those areas on the farming guide it doubles as Exploration too.

so if you set one day a week aside for 2 hours of wood farming then 2hours for the dungeons + daily it can net you a minimum of 30-40g every time you do this , the more time you put into farming wood = more superior siege you can sell on the tp = bigger chunk of tp money at the end of the month.

last time i followed this and also Transmuted 50 t5’s mats into t’6s if the price is worth it , like right now its 1 powerful blood for 70s and the cost of potent blood is cheap or (farmed picked up for free) you can turn 1 powerful blood into 5-8 powerful bloods tripling your material investments.

i did all this last year and farmed enough money to buy all the materials i needed for howler in two weeks and that was before the dungeons money reward boost.

(edited by Zenos Osgorma.2936)

Which shout?

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

bunker ish > guard or both protect me
Squishy Roamer>protect me.

Rune of the Dolyak Question

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

Can confirm.
NEITHER
Signet of the Wild or Rune of the Dolyak triggers the minor Druid trait Live Vigorously.

This is correct ^^.

My bad y’all.

Just curious, if Rune of Durability was still available in PvP; do you think it would be a better choice over Dolyak?

2 Different sets and 2 Different pros:

If you take traited shouts naturally durability will be better because of the boon duration.

It is also good when you have fortifying bond traited so more boons for your pets via the number 4 proc, and ultimately giving you 40% boon duration. Another important thing is that you get the resistance which rangers do not naturally have. Resistance will be around 1.5 seconds with NM.

Dolyak Imo is better building builds lacking Astral force generators like SotW or Traited shouts. Since you free up a utility slot. Also Dolyak is not like regen that can be stripped or corrupted.

Dolyak + Staff is more than enough to generate AF, now you have so much flexibility in the traits and utility slots

Well the big thing in WvW that I’m noticing is that you aren’t really short on Astral Force ever (this is my most offensive build: http://gw2skills.net/editor/?vNAQJAWRnUqA1CiVsCOsActglOB7pFEqWYwr0Y6N1pvFAKclMtzA-TVyGABkfBAmU9HDOEARqLAgHAwdKBLf/hCOCALp8DA-w ), but the Durability Runes can provide you nearly permanent Protection between procs of Protective Ward, the runes, and Protect Me.

At least, I think that’s their selling point, but I can’t tell if the benefit is too marginal compared to the guarantee-able and constant Dolyak benefits.

Your build looks great, but I mean this is just me but, you have clerics gear and have perma prot too, yes that would make you super tanky but I would just get a different gear since the perma prot will still cover your defences.

Also why healing power gear?

I run exclusively with my guild group, and while I have the full damage gear and play a pretty decent gank character, in the grand scheme of things, my single target damage is much less important than doing something like keeping the frontline/backline up, so the healing power lets me drop multiple big heals on multiple people, and with just one or two other druids, it lets our group run more offensive oriented gear.

At least, that’s the theory/logic to it. I also don’t have any problem oneshotting people with a GS/pet combo, just like in PvP, so I don’t miss out on much.

Actually, if you look at the gear values, you’ll see I’ve essentially recreated the Mender’s Amulet from PvP, but with toughness over vitality.

I revised your build Jcbro
http://gw2skills.net/editor/?vNAQNAW8XnUqA1CiVsCmsCctglOBDelOTvpO9tAQh7pFEqWYlMtzA-TlyGQBO7gA8LlQTS9H8oEkcXBgIpboc7PsElNEUpAAeAABAQAu5NzmtZwQ/5P/5PHa38m38m38mlC4bpWA-w

its tougher/more Vit/ more condi clears / higher healing stat + longer durations for only slightly less power but that won’t make much of a difference since your running in a guild group longer sustain is much better and those blinds / pulls into a WD pumping out Retaliation+vun as a bonus % damage you can Heal and CC at the same time with the Whirling bolts on the waterfields plus reflect any incomming projeciles.

yes the root on Off-hand axe might be situations but if you trust your team mates to dive when they say and make a good push you can , Staff 3 in heal+blast>CA>trigger seeds of life buff up Grace of land then pull as many as you can using reverse glyph of tides and then trigger weaponswap PoS pull a called target then WD into a waterfield planted by the secondary healer ect its Rampantly Flexible in what the situation has to offer.

with the blinds and higher tankiness you can live without Signet of stone on this type of druid build , you have 2 stunbreakers inside CA form and 2 outside of CA form plus one on use of CA form and a AoE push to get out of chokes or tight spaces which also adds buffs+ increases the mender stacks for more Outgoing healing and 15seceonds at 4k + 30% outgoing its a extra 1.2k over 15seconds extra 80hps persecond totaling a ovrall hps of 346 per second ontop of staff AA ect this generaly means after all natural mender stacks, you can tick 1k per second when combined with Staff AA (so you won’t have to stay AA’ing for long to heal up and the Seeds of life from the glyphs will also heal for 1.491k up from 1147hp per glyph after the 30% boost.

hope this helps

Kelfar_Zenos.

(edited by Zenos Osgorma.2936)

Condi Ranger is very strong

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

don’t rub meta or in the other terms meaner neener in his face , he learned how to use that build on his own and that is better than doing a copy + paste then trying to play to a level his not Acustomed to.

Sure, but wouldn’t you want to check to see what already exists before you start experimenting? Other people have already mapped out a build, and done entire DPS spreadsheets of all different variants of ranger builds. Then you wouldn’t have to spend extra time reinventing the wheel.

https://www.reddit.com/r/Guildwars2/comments/4g7y77/heres_a_dps_comparison_of_43_ranger_builds/

thats up to the type of person or that persons Attitude towards having fun is and the op clearly Enjoys finding things out on his own building his own Skill experience from his own Development rather than picking a build from somewhere and copying a playstyle.

the only time i would tell someone to use Meta battle is if they are Seriously Attempting for pro league tournament or the sorts and only if that person already has a large knowledge of most skills in the game other wise most meta builds are Generaly Bad in the hands of someone that has " just picked it up" without that personal Developement that person that picked up a meta battle build will be there or in the same set of tiers in pvp for a very long time untill the personal development catches up (which just makes the game less fun in the long run)

may as well just read tips/advise hints and work it out yourself , leads to a much more Enjoyable experience and possibility even stonger skill development.

a person learning the trade aka class spots and learns things that need to be avoided then in the end after all the fun or enjoyment his had learning and trying different builds only makes the Meta battle or his Own playstyle Even stronger.

though it really is funny watching some New player to the class which has No idea how a Druid works Mechanicly or even how it generates Asteral energy (the simpliest form of thinking when they start, all they think is Healing = energy not the Quanity needed or amount of targets to meet cooldown times)

which is why i don’t advocate metabattle for Casuals or normal pvp’ers because it inflates that players real skill then they will hit that Sprinters endurance wall then crash + burn untill thier personal Develpoment catches up , i’ve seen it all before then they get caught in the cycle of Jumping between classes going for the flavour of the month because they think its stronger or its simply easier to play , when its not.

(edited by Zenos Osgorma.2936)

Preparations to replace bad traits

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

im not against the idea of unblockable attacks , im against the idea of it being a IDC trait as that would effect every build we use rather than just the ones we have to build for and it doesn’t take up a utility slot or a weapon choice.

the perfect example of a QoL improvement would be to do this

Signet of the hunt (increase from 20seconds to 25seconds) or 18seconds traited with brutish seals)
you and your pets next attack is unblockable plu deals 50% more damage

this would be the same as other classes , takes up a build type , weapon and utility slot.

and with its 1 attack only unblockable it stops Mulitipul hitting attacks becomming Overpowered vs said defences , the use of the signet is a finisher still but that single attack can no longer be blocked.

so you’d have to skillfully remove things like Aegis or make a foe burn his first block then attack with Signet of the hunt+a burst skill(just remember all unblockable attacks are limited to a certian amount of hits or a single hit or one effect per skill)

in this case signet of the hunt could even make the next 3 attacks unblockable but then the cooldown would have to increase to 30seconds (24seconds traited) or reduce the 50% damage boost to 25% keeping the 20second cooldown, then slightly increase some weapons coefficient of friction to recover some of the damage loss from the hunt.

But you have to build for it too, not every build can afford to go MM.

same goes for warroirs ect they have to use thier rifle line and a signet also to gain unblockable attacks same for necros needing a trait line for unblockable wells ect.

so the choice is Marksman or just use Signet of the hunt (untraited and still gain the unblockable attack) its still useable without marksmanship.

Ancient Seeds x 5, 1 target.

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

Sharpen edges+sigil of earth+spike trap Axe/Axe.

spike trap>PoS>split blade(roots all 3 hit by spike trap)(as they pull in)>Whirling defences>swap SB>SB3 leap back > volly shot+AA works great vs 3 targets.

although the main issure here is the 3 targets need to be frontal facing so the split blade works and vollyshot can trigger bleed crits, but can still do the combo vs foes AoE just only those in front will suffer the splitblade+volly crit bleeds.

volly shot + AAis just top top up the bleeds as they start to trickle out of durations.

so for two buttons i would guess Spike trap+whirling defences (traited with Sharpening stones and Sigil of earth) 6 plus 8 average crits from WD 14 bleeds? with a weapon swap for geomany it reaches 17 bleeds maybe 20 if you get lucky with your crit chances then ancient seeds will trigger vs all those caught by spike trap+WD as they ether pass through or root in by ancient seeds adding +3 averging out to 20 bleeds.

no need for entangles.

(edited by Zenos Osgorma.2936)

Preparations to replace bad traits

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

im not against the idea of unblockable attacks , im against the idea of it being a IDC trait as that would effect every build we use rather than just the ones we have to build for and it doesn’t take up a utility slot or a weapon choice.

the perfect example of a QoL improvement would be to do this

Signet of the hunt (increase from 20seconds to 25seconds) or 18seconds traited with brutish seals)
you and your pets next attack is unblockable plu deals 50% more damage

this would be the same as other classes , takes up a build type , weapon and utility slot.

and with its 1 attack only unblockable it stops Mulitipul hitting attacks becomming Overpowered vs said defences , the use of the signet is a finisher still but that single attack can no longer be blocked.

so you’d have to skillfully remove things like Aegis or make a foe burn his first block then attack with Signet of the hunt+a burst skill(just remember all unblockable attacks are limited to a certian amount of hits or a single hit or one effect per skill)

in this case signet of the hunt could even make the next 3 attacks unblockable but then the cooldown would have to increase to 30seconds (24seconds traited) or reduce the 50% damage boost to 25% keeping the 20second cooldown, then slightly increase some weapons coefficient of friction to recover some of the damage loss from the hunt.

(edited by Zenos Osgorma.2936)

Druid healing outside of Spvp and zergs.

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

you can just go for 600-750 healing power throw on some increases to outgoing healing sigil + maybe rune set Monks or water then mender ontop (trollungent adds 10 mender stacks before casting gylphs for heals ect to max out that 20% outgoing healing boost)

anywhere from 20% to 40% increase outgoing healing + the 750 healing power makes any healing from Staff or glyphs real powerful , even then if you have shouts too with resounding timbre at 750 healing power , your looking at around 2.2k-2.4k regen times over 10seconds) then the total is improved by 40% a extra 800-950 total hps or 80-95per second ontop of the other heals adds up to a lot , you could go lower than 750 but i find any lower than 500 healing power its not worth the sigil+rune investment.

unless you go the other route and use Zealots gear and Cavalier trinkets under the trait lines of MM/BM/druid for a very tough/hard power healer .

it really does make a difference in pvp and Wvw , people soon start to relise that you as a player are a safe person to rally to and provide a safe area to regroup/get help to heal up which can greatly turn fights around or sustain a large enough amount of people to keep doing consistant PvE damage vs a meta event bosses but obviously if those trying to get some healing from you don’t avoid the Killer attacks its not going to help them and its not your fault they died ether,

(edited by Zenos Osgorma.2936)

Condi Ranger is very strong

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

don’t rub meta or in the other terms meaner neener in his face , he learned how to use that build on his own and that is better than doing a copy + paste then trying to play to a level his not Acustomed to.

it’ll do great in Raids even without the Druid trait line , slot on Vengeful spirits and use the sun spirit for bonus vigour it will always help no matter the situation between the Damage phases , if the trait doesn’t fit the bosses mechanics change it out for protective warden that is if you have taken nature magic to help beef up the pet and boons .

or are you using SK/WK/BM or NM all you’ll need is Skirmishing and wilderness for a condi build the last line can be anything you like , the major downside of druid line is in condi builds that rely on shortbow and AA axe any time taken in Celestial form means a big drop in condi dps , so you’l be better off using NM or beastmastery(i’d go for nature magic and heal as one ) with such a large mount of players 10 on one area you are going to be getting a lot of boons and the fortifying bond+heal as one will provide you with enough boon support and might through out the fight.

if you are new to raids and someone asks why aren’t you a druid tell them " im not taking the risk and sticking to condi Dps" and if so they can find a different heal support charater or druid , theres no reason for them to not be ok with a condi focused Ranger in a raid.

Preparations to replace bad traits

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

if the reformed hidden barbs and Choking gas sounds like a very nice Addition but its simply a way to get a AoE poison effect and it Sacrifices the trappers expertise (which vipers nest causes a lot of Aoe poison anyway)

we kind of need more in depth traits not more Combo/complex traits which are required for other traits to even be viable just like our current steady focus.

Umm.. Thanks?

Steady focus requires near perma Vigour upkeep and evades so the enduance bar can be topped up its very Restrictive to many weapon sets and trait lines.

Seeking Arrows : 8seconds of unblockable attack is overkill most of the rangers burst damage comes from high spike or Rapid Multipul hits of which we can do both in a reasonable time , could you imagin a RF+Seeking Arrows chained after with unblockable pbs > pet f2 leap and then ancient seeds .

this trait would be the unwanted toppings that we simply don’t need .

I, for one, only use Steady focus when standing at range with my bow. Which means I always have 100% endurance and it guarantees a permanent +10% damage. Where as my suggestion was you only gain +5% damage and your attacks are unblockable when and only when an attack is blocked. So, there is a gate on this trait that an attack has to be blocked before you gain any benefit from this trait. Yes, an unblockable rapid fire sounds powerful, but it’s only negating blocks, not reflects, dodges, los, etc.

In general, for most of these traits, I feel that a “+5% damage and your attacks are unblockable” is more flavourful trait than a permanent “+10% damage.” If you’re playing WvW, for example, and you like standing on walls sniping players, if you’re not running a permanent +10% damage, you’re essentially limiting your dps. Whereas a trait that allows use outside of rangers standing at max distance pew pewing, is more useful.

Not “More flavorful”… it’s “Ludicrously overpowered”. As pointed out above, it turns defensive options such as Warrior Shield and Guardian Shelter into “murder me while I’m helpless”. Now, “Next Attack is unblockable” could be useful, but 8 seconds of shredding through defenses (On an ICD only slightly longer than those defenses it shreds) is obscene.

Signet of might and “Nothing can save you” I guess if other classes have it, rangers shouldn’t be allowed something equally as powerful…on a longer cd…

the point there is those block mechanics cooldowns like shields and warroirs sword off hand and Guardains shelter do have around a 25-35second cooldowns on them and at 30seconds for Seeking arrows i can Garrentee that it will trigger each and every time , it basicly removes Blocking defences (which is the most common form of melee and projecile defence for most classes excluding Druid/ele and a traited engi ect even though it don’t go through reflects ,dodges ect just remeber most classes can’t have both Blocks and Reflects in the same build and solely rely on blocks to heal up aka Guardain (this will wreak guardains each time they hit that heal button.)

Further path of scars qol updates

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

Staff 4 should be what axe 4 once was just shoot out to your target. Since there is no return and shooter range, Staff 4 shouldn’t suffer the issues axe had.

Can’t agree. It’s mechanics affect friendly targets as well.
It needs to stay ground targeted if you don’t want to utterly destroy the friendly support cleansing part of the skill.

Back to PoS:
~Every boomerang effect suffers from these downsides. You want to remove them from the game entirely? Because it can miss?
Nope, that’s a no from me. I want some diversity in what I do. And it’s not really hard to land anymore. You can even prevent it from fails on terrain. You couldn’t do that before – now you can.

Now all I hear and see are mostly skill-cap or L2P issues. Don’t take it as an offense, it’s not meant that way by any chance – it’s just that all of possible “fails” on PoS has been brought close to zero now. There’s not a single situation where I could tell to myself: “God, this ability is busted.”
Now all I can say to it is: “kitten I missed.”

+1

Preparations to replace bad traits

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

if the reformed hidden barbs and Choking gas sounds like a very nice Addition but its simply a way to get a AoE poison effect and it Sacrifices the trappers expertise (which vipers nest causes a lot of Aoe poison anyway)

we kind of need more in depth traits not more Combo/complex traits which are required for other traits to even be viable just like our current steady focus.

Umm.. Thanks?

Steady focus requires near perma Vigour upkeep and evades so the enduance bar can be topped up its very Restrictive to many weapon sets and trait lines.

Seeking Arrows : 8seconds of unblockable attack is overkill most of the rangers burst damage comes from high spike or Rapid Multipul hits of which we can do both in a reasonable time , could you imagin a RF+Seeking Arrows chained after with unblockable pbs > pet f2 leap and then ancient seeds .

this trait would be the unwanted toppings that we simply don’t need .

(edited by Zenos Osgorma.2936)