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A condi build for tpvp, what do you think?

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Posted by: Zetus.1476

Zetus.1476

The build looks pretty solid. I’ll have to give it a go. Personally I find the lack of stability to be a bit of a warning sign when getting paired up with a hammer warrior/necro/engie. An untraited Signet of Stone might have too long of a cooldown to consider countering a cc paired burst consistently. As for the build being a counter to condie specs, I think the vast amount of survival skills plugged into the build puts it in a good place, but it has less dodges and mobility to escape sticky situations.

Ping Spam Trolling

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Posted by: Zetus.1476

Zetus.1476

Recently had a few matches where someone deliberately worked against team coordination to spam the map and blind everyone with map pings instead of playing the game. Lost a solid lead and also the match because nobody could see anything on the map.

I propose there be a maximum number of pings, and then a restriction from pinging per minute.

SPvP - Trapper Viable (Requires Skill)

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Posted by: Zetus.1476

Zetus.1476

Hi, before the last update I was testing and running Trapper Build, it was decent but just didn’t cut it well now its decent and cut’s it.

So I’ll share my SPvP build and i’ll try my best to explain how to use the build, as there is allot going on. If your a FOTM Ranger just leave now this is a build that require skill so it won’t carry you in top tier pvp.

Trapper – SPvP/TPvP Only.

Build Link: http://gw2skills.net/editor/?fMAQRAnY8fjEVx11VWWs2Bi2DNZeMxeYIH9oXh0fyHagK-TwAgyCpIATBmDMDYSwsgNCZFyehZAA

This build covers allot of area’s which many won’t see at first until you have really given it a good run.

Runes/Sigil/Pets & Amulet are picked to fit the build in many area’s, E.g. Weapon/Pets and combo fields are big part of this build learn to use them correctly and as much as you can.

Axe/Dagger – Sword/Torch, are a must combo change them are your gimping the build.

Dagger/Sword/LR are your dodge’s and vigor upkeep, with how much imob going around you need a hard dodge. Natures Renewal won’t save your kitten so don’t waste your time taking it. LR plays big roll with hard dodge stun break and vigor up keep, with recent nerf’s to vigor you need a solid upkeep.

RoA don’t randomly use save it and try to win all your fights without using it, best to use it when someone is about to go down, res or stomp is your best options even for escapes. Your taking RoA for the Stability, not the fury or might.

Weapon swap as much as you can, your auto attacks are going to hit rather hard, pet swap as much as you can keep them 3 might stacks up at all times.

So there it is, simple break down of the build if you mod it don’t bother playing the build your going to run into many problems along the way.

I enjoy the fact that you use sigil of leeching, I tried it and since rangers have so many inherent sources of dodges/vigor sigil of energy actually becomes a bit excessive.

A variation to this build that I might suggest would be going for keen edge in Marksmanship 10, which adds a relatively significant burst occasionally. If this happens on Axe2, thats a 10 stack bleed instantly.

Anyhow, i usually prefer to play with more than 1200 condition damage.

Dishonored Way Too Harsh?!

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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.

They broke something with Longbow this patch

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Posted by: Zetus.1476

Zetus.1476

Considering that a bug fix patch was just released without a fix on this “bug”, I think we can safely assume this was intentional.

Honor System

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Posted by: Zetus.1476

Zetus.1476

I know every game should have a dishonor system, just like GW2 has right now, but what about an honor system?

The honor system could be introduced in a similar way that LoL has, where players can honor their teammates for good work/helpfulness/teamwork. I think especially in soloq where the matches are more or less randomized by now, the honor system can be taken to a further step by utilizing the system to aid in matchmaking.

Someone with a very good trackrecord will obviously overtime develop what should be considered to be a high rank that is based off both respect from fellow team mates and a higher win/loss ratio.

At the same time I think team mates could have an option to give a dishonor.

Also this I think would promote a healthy gaming community where people are encouraged to treat each other with respect. Why will this work? Because it creates a pseudo-exclusive “reward” system only attainable through PVP.

Someone with a lot of honors can even be rewarded in special ways that I’m sure can be thought of with some creativity .

Of course, this idea relies entirely on the basis that these matches are randomized/and/or people have some shred of decency.

What do you think?

(edited by Zetus.1476)

Patch Nov 26th New Runes and Sigils

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Posted by: Zetus.1476

Zetus.1476

Do the PvP players also get new Runes and Sigils?

Or do we get nothing again?

Simple question.

If I had to bet any money, my guess would be

Anyone enjoying new match making?

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Posted by: Zetus.1476

Zetus.1476

I haven’t won a single kitten soloq match since the new patch.

I’m sorry, but matchmaking forcing me to carry for my kitten team isn’t what I call fun.

First time I have really felt broken

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Posted by: Zetus.1476

Zetus.1476

I feel the same way…
Requiring to play at near perfection only to come up slightly ahead in the longterm is not only exhausting but demotivating. I barely have the heart to log on anymore to play pvp because of it.

The Truth about Rangers

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Zetus.1476

To be honest I’m getting a similar feeling to what you guys are saying; the effort level I have to put into playing as a Power Ranger is just so much higher than anything else I’ve ever tried playing (Ham/Bow Cheese warriors, although thats a far extreme), and the results are that I’m coming up only slightly ahead of other classes despite grabbing every opportunity to come up ahead in a fight. Yes, I do agree that Power rangers can use little tweaks here and there and not major buffs and my playstyle is very similar to how Eura mentioned his playstyle is with the Power ranger.

Ham/bow warriors CAN be beaten on a power ranger, but the effort it takes to do it is just silly. By the time you get one of these guys down they’ll have support rolling in as well.

The Truth about Rangers

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Zetus.1476

I normally don’t take offence to trash talking, but this time was a little different and I can’t seem to shake it. Let’s just say this has ruffled my feathers.

I was enjoying some Soloq and I like to think that my making a rank 400 means that I’m not a total kitten at playing in tournies. All of this has been done on my ranger (not spirit build).

At the start of one match today, a teammate immediately wagers that I’m going to lose Home point to whoever our opponents were. Because I’m a ranger. I did a fantastic job holding the point, but I was pretty kitten ed off that I’d been ignorantly dismissed as a dead-weight to the team just because of a class that I happen to really enjoy and excel at.

Like what the hell. So, since I’ve been playing ranger mainly since the start of the game, I’m not sure what opinion to have of the class that wouldn’t be subjective. Tell me, what’s the truth? Are they only useful in peoples eyes if they run spirits? Because that in my opinion is one of the most boring builds available, and isn’t nearly one of the best rangers have.

(edited by Zetus.1476)

Rank at match end only: bug or feature?

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Zetus.1476

This just prevents people playing tournaments to play hot join while waiting. Sure you can play hot join, but you won’t be able to get any rank points there since you probably won’t be till the end of the match.

They should add a feature where if you’re queuing for a tournament, that end of match feature doesn’t take effect.

To the Devs - Can you please add quivers?

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Zetus.1476

I’ve been dying a little inside since I missed the opportunity to get Rox’s quiver and I spend about 95% of my time online in spvp.

I use bows primarily and just can’t find any comfort in any of the skins available. Can we ever expect to see more accessible quiver skins for pvp? If not for new skins, can we atleast put Rox’s quiver back in the gem shop?

PLEASE ;_;

Sick'Em needs to be fixed.

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Posted by: Zetus.1476

Zetus.1476

Never expected it to reveal something you didnt have targeted, this was never implied.

They never stated that it needed to target someone to work and their wording of “sniff out” to describe it implies finding something already hidden aka stealthed.

The entire usage of the word “reveal” is to make something apparent that wasn’t already so. With that said, the concept of revealing a non-stealthed player to keep them unstealthed is a blatant misuse of the word and has led to my general sentiment of disappoint in the change.

Sick'Em needs to be fixed.

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Zetus.1476

You expected a skill that would hard counter an entire profession?

LOL @ this guy who just said Thieves have Stealth and ONLY stealth and nothing else to fall back on….. Most thieves with any kind of real skill would find that insulting.

Professions, builds, whatever. Point is the OP wanted a skill that hard countered entire specs (only thief build with no stealth is s/d which is already OP and requires little skill) like almost every thief build and a lot of stealth based mesmers.

First of all, you’re making a wrong assumption. Never did I say I was expecting the skill to be a hard counter for the entire profession or spec. Thieves have many tools available to escape that don’t necessarily rely on stealth. A 4 second window to shadow step away while under the reveal debuff is a very short window.

What I had in mind when I created the topic was that the skill left a lot to be desired and needs tweaking for it to be useful. Even if the aoe non targeting tweaks were granted, thieves should still have enough mechanics to escape. It’s on a 40 second cool down.

Ranger Game Update Notes - October 15, 2013

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Posted by: Zetus.1476

Zetus.1476

So sword now says, “removes bleeding” on slash, has that always been there?

I don’t remember this ever being there.

Hidden buff?

Sick'Em needs to be fixed.

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Posted by: Zetus.1476

Zetus.1476

I think you’re suppose to use it while the thief is visible. When fighting a thief they usually have a pattern of DPS before they feel the need to stealth heal. Depending on how reckless the thief is, sometimes they get a little low before they stealth. Usually you can predict when a thief is about to stealth and hit Rapid Fire to continue to hit them in stealth and track their location. Now you can hit Sick Em and follow up with Rapid Fire when Sick Em’s reveal is about to end.

Personally I still think it’s not worth a slot on the bar, but it’s still useful. It’s a proactive counter to stealth. Honestly I doubt it will make much of a difference in most fights so this is probably a weak buff, and if you had trouble with stealth before I doubt this will change much for you, but it’s basically four more seconds the thief is vulnerable.

It’s hard to say much about this patch. Underwhelming is an understatement.

What I found to be more effective is using Zephyr’s Speed when they are about to stealth along with rapid fire. The burst is unhealable and if you were to compare the two utilities, quickness > reveal in any number of situations.

The whole point of applying reveal is so that you can burst your thief to a downed state within those 4 seconds. If you can’t burst (Rapid fire is often a little too slow on regular speed), then why take reveal?

Sick'Em needs to be fixed.

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Posted by: Zetus.1476

Zetus.1476

No you misunderstand. You prevent the thief from stealthing by targeting him and casting reveal.

If this is truly the way it was meant to be designed then I don’t see it worthwhile for taking over a stunbreaker or something else much more useful in all round situations.

Either the duration should be extended or the cooldown reduced. OR they should make the change to not requiring a target for this skill to work, and applying the reveal debuff over the entire affected radius. 2000 radius is still too much to be honest for reveal debuff to have any significant results. Your pet isn’t going to reach/damage anyone at that range and your bow isn’t touching that far either.

(edited by Zetus.1476)

Sick'Em needs to be fixed.

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Posted by: Zetus.1476

Zetus.1476

I assumed the whole point of adding the reveal to the skill was to prevent thieves who A) wanted to try revealing in a sticky situation and REVEALED hidden thieves.

Why would it make sense to have to rely on using it on another enemy JUST to reveal the thief you want? That limits the usefulness of this skill to team fights or guessing when the thief is about to pop stealth, which in this case 4s is largely inadequate.

At this point Rapid Fire is still leagues better than Sick’Em for dealing with stealth, and it doesn’t require me to drop a utility for some gimmicky crap that will only work based on specific battle conditions.

(edited by Zetus.1476)

Sick'Em needs to be fixed.

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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

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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.

How do you deal with condi mesmers?

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Posted by: Zetus.1476

Zetus.1476

Its usually 20/20/30 but there are variations. Its a kitteny build to fight honestly, sustained damage is ok, survivability is high. I generally don’t lose to melee when I play mine, however the trick to beating them is to not kill the clones. Impossible if you have any cleave on your weapon. Clones produce the conditions, without clone death, dps goes from ok sustained to poor. The classes that have given me the most trouble are, believe it or not, power rangers. They have no cleave:D. And as other posters have pointed out condition overload (usually engineers, for some reason I can handle necro’s more often than not)

So you’re saying essentially that single-target builds are actually the better scenario for fighting these? Hah I’ve never had to focus on NOT trying to AoE close ^^;;,
The problem though, is that when all 3 clones are up the heal from the mesmer will heal for full health.

I guess it’s really just not within the capabilities of my class to overload with conditions, given that I’m already playing in a way that conditions are my specialty.

How do you deal with condi mesmers?

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Zetus.1476

I’ve played a trap ranger which for me usually is able to handle most classes. The conditions are usually enough to drop normal mesmers, but ones like these that literally go invisible and shift places every 5 seconds I cannot handle.

I went into spectate and saw scepter, sword, pistol, and cant remember the other weapon.

Utilities : decoy, null field, and blink. Mass invis as the elite.

Maybe the trap ranger just isn’t enough for it. And you are right Gallrvaghn, melee can’t do anything at all to them.

How do you deal with condi mesmers?

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Posted by: Zetus.1476

Zetus.1476

I’ve been noticing a build that’s virtually unkilleable (we’re talking needing around 3 people). Lots of condi damage, invisibilities and coming out of invis at full health.

How do you people deal with this? There’s no counter for invisibility and it’s chewing at my insides everytime I run into this build.

35% of matches decided by AFK/leavers

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Zetus.1476

Please fix this ASAP.

A single person shouldn’t have the power to kittening ruin 9 other people’s experience.

Tanky Meta

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Zetus.1476

I’m noticing a lot of tanky CC builds all over the place, and I have to say it’s not enjoyable to play at this point. I don’t see how anyone can enjoy NOT being able to control your character for 3/4 of a fight.

May 14th Update

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Zetus.1476

How’s WD bad in tPvP? Those whirling finishers, reflect (allies can hide in you to heal), and guaranteed projectile finisher (I -know- our autos are 20% but this is 100% and applies the effect to everyone on the way there AND back).

I can’t speak for tpvp but in wvw, standing still for any period of time (much less 5 seconds) means you get hit with a dozen aoe’s, half a dozen snares, and/or bursted by a thief flanking the battle to go after squishy back liners.

Activating WD in a zerg moshpit might as well just down you automatically, fart out the bag, and save the enemy the trouble.

Standing still is suicide in wvw, axe5 should be mobile like the thief’s whirling reflect.

Keep in mind, the Thief’s whirling effect is their Elite skill, whereas ours is just a weapon skill. I think its fair that Axe5 is a stationary skill since it demands more thought to placement.

Agility Training: Better than it seems?

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Zetus.1476

The way I see it, agility training is decent as a trait, but my own running speed is equally if not more important to all aspects of the game than the pet’s speed. With that in mind, I’d rather switch out a utility for signet of the hunt so that it affects both me and my pet, and use the 30% crit damage trait on the pet so that I have both the extra speed and damage on the pet.

Also I’m not sure if it’s possible to have over +33% movement speed, so taking agility training and signet of the hunt would be pointless.

new pvp dailies time consuming

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Zetus.1476

Laurels are back on, its been fixed!

new pvp dailies time consuming

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Zetus.1476

I just got my daily and there was NO LAUREL.

Is this a bug? If not I’m kind of kitten .

Faux's "RRR" Build (Conditions Variation)

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Zetus.1476

The survivability of this build is really impressive. Well done, it’s nice to see the ranger holding their own against the standard annoying class builds that everyone seems to be using.

Devs mention ranger PvE buffs

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Zetus.1476

I can’t get over the amount of people who claim they’ve shelved the game and are doubtful of ever playing it again. If that’s the case, why do they still bother checking these forums for upcoming patches and information? Clearly they’re checking because they will still come back and play in the future. These kinds of posts are meaningless, destructive and give a bad atmosphere to the forums in general.

While I do think split Pve/PVP skills are a step in the right direction and some patches have been detrimental to specific builds in the ranger class, it is no reason to whine around the forums.

Signet of Renewal

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Zetus.1476

I think it divides the condition durations in two to share it with your pet, so I don’t think it’s really instant death as everyone says.

-Little Ranger Tips-

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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)

Battle of Khylo Trebuchet

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Posted by: Zetus.1476

Zetus.1476

If a player is team balanced while they are on the trebuchet, the trebuchet becomes glitched for the duration of the match and is listed as an enemy trebuchet and cannot be repaired.

Essentially the one team will have 2 trebuchets and the team that the player got switched from will have 0. No repair kits will show up for the team with 0 trebs.