Showing Highly Rated Posts By Zetus.1476:

Sick'Em needs to be fixed.

in Ranger

Posted by: Zetus.1476

Zetus.1476

Oh GUESS WHAT GUYS.
You can’t even use Sick’Em while the target is hidden, because you can only use it when you have the enemy targeted.
Way to make a useless gimmick. What’s the point of popping it if you can only apply the reveal while the enemy isn’t hidden yet?
Words cannot describe my level of annoyance.

It’s a shout people. Why do I need a target to SHOUT.

Ranger Game Update Notes - October 15, 2013

in Ranger

Posted by: Zetus.1476

Zetus.1476

Ranger
•Nature’s Voice: This trait no longer carries the effects of Evasive Purity as well as the on-shout swiftness and regeneration.
•Soften the Fall: Increased the number of maximum targets from 3 to 5.
•Barrage: This skill will no longer have reduced condition duration when traited with Eagle Eye.
•Companion’s Defense: Protection is now applied to the ranger at the end of the dodge-roll, while the ranger’s pet gains it at the beginning of the dodge-roll.
•Spike Trap: This skill’s tooltip now appropriately displays when Trapper’s Expertise is equipped. Updated the skill tooltips to include the immobilize condition that occurs.
•Healing Spring: Reduced the field duration to 10 seconds. It now pulses every 2 seconds instead of 3, so it will still provide the same amount of regeneration and condition removal, just in a more condensed time frame.
•Vigorous Renewal: This trait now grants vigor to the ranger and nearby allies when the Healing Spring skill is cast and not on every pulse.
•Maul: Damage for this skill has been increased by 7%. Vulnerability has been increased from 3 stacks to 5 stacks, and the duration has been increased from 6 seconds to 8 seconds.
•Muddy Terrain: The maximum number of targets for this skill has been increased from 3 to 5.
•“Sic ’Em”: This shout now applies 4 seconds of revealed on the targeted enemy. Updated the range skill fact to 2000 to match the maximum usable distance of this skill.
•Intimidation Training: This trait now has an attack that cripples enemies (600 radius), instead of directly applying cripple to enemies around the area.
•Vigorous Training: This trait now grants 5 seconds of vigor to nearby allies (600 radius) when swapping any pet type in combat.
•Shout Master: This trait now properly reduces Search and Rescue’s cooldown while in PvP.
Ranger Pets •Juvenile Jungle Stalker •Mighty Roar: Increased the might duration from 10 seconds to 15 seconds. Reduced the recharge from 30 seconds to 25 seconds.

•Juvenile Brown Bear •Shake It Off: This skill will now remove two conditions from nearby allies.

•Juvenile Black Bear •Enfeebling Roar: Reduced the recharge from 45 seconds to 40 seconds.

•Juvenile Blue Moa •Protecting Screech: Reduced the recharge from 40 seconds to 30 seconds.

•Juvenile Red Moa •Furious Screech: Reduced the recharge from 30 seconds to 25 seconds.

•Juvenile Cave Spider •Weakening Venom: Increased the vulnerability from 1 stack for 5 seconds to 3 stacks for 10 seconds.

•Juvenile Fern Hound •Regenerate: This will now also heal nearby allies for 1000 base and up to 1350 when traited with Compassion Training.

•Juvenile Hawk •Lacerating Slash: Hawk and Eagle now have separate cooldowns for this skill.

•Juvenile Lynx •Rending Pounce: This skill’s tooltip now displays the correct amount of bleeding applied.

This doesn’t change anything.

Honestly I expected much more for a patch that was hyped up for such an extended period of time.

Dishonored Way Too Harsh?!

in PvP

Posted by: Zetus.1476

Zetus.1476

If you can’t commit 10 minutes of your life to making sure you don’t cause a 4v5, then you shouldn’t queue.

24 hours isn’t the end of the world anyways.

-Little Ranger Tips-

in Ranger

Posted by: Zetus.1476

Zetus.1476

Underwater Spirits
Casting a spirit underwater and then exiting to land while that spirit is still alive will allow you to keep your ground utility off cooldown.

Basically if you casted the protection spirit for example underwater and then exited to land, your utility would be considered unused as long as it isn’t the same spirit linked to that key. This is extremely useful and even works for elites. You can end up having the benefits of the Spirit of renewal and RaO if you stay near the water.

I haven’t tested the reverse situation of casting a spirit on land and then going into water.

For small maps like Raid of Capricorn, this is a pretty good tip.

sword+dagger > Signet of Stone
Instead of wasting 30 marksmanship on a skill that protects you on a very long cooldown, take advantage of the dodges available from the sword+dagger. A lot of times the bursts from other classes are setup in the form of immobilization, but you can still evade in these situations. Popping all of your evades as well as the dodges from shortbow and endurance can easily outlast any 100b burst or immobilization duration. On top of this you are poisoning and attacking while dodging.

Fighting other Rangers
When fighting tough-to-kill rangers, kill the pets first. They are probably specced to toughness/healing so most of the damage is coming from their pets. No pet, no damage=win.

Lightning Reflexes Underwater
This skill is way more useful underwater, since the momentum you gain from using it stays. On maps like Raid on Capricorn this can effectively put you across the map to safety in a sticky situation, or just faster traveling than any form of running.

Spear 3 Underwater
If there is no target locked-on, you can use this to swim faster for the duration of the skill. Essentially the underwater version of GS 3. Good for escaping/underwater mobility.

(edited by Zetus.1476)