Showing Posts For bezim bezec.8635:
Posted by: bezim bezec.8635
Has anyone else been having this problem?
I’ve tried collecting all baubles in W2Z3 Infantile mode and as soon as I get to the part where you are required to play the flute while jumping on the clouds, my game loses connection.
Now, I’ve produced this problem twice now and also tried on another network and another computer which also produced the same bug.
This bug has been reproduced three times. Twice on one network + PC, and once on another network + PC.
I will never get this achievement done
I am interested in the idea of using the eles firey greatsword
I can see this working well if there were more than one ranger pet on the point, but then that leaves 2 or more ineffective rangers running around.
1. Jon confirmed shortbow range nerf is due to longbow not being ‘attractive’
I totally agree on the range decrease of sb.
2. Shortbow range increase may come as a grandmaster trait ‘down the line’
Increased range master trait probably won’t happen for a number of reasons
3. They can’t increase the range of longbow or it would break the game
This is very understandable and I totally agree with what was said.
4. Having more than one controllable skill for a pet would be too hard for new players
This is true.. but there are other reasons why aswell
5. They may consolidate some longbow skills and ‘help power builds out’
Yes this is good news. I am tired of playing condi with the exception of power bm
6. Totally skipped the question about pet damage nerf
Not really. He agreed that with companions might our pet can do more damage than before.
(edited by bezim bezec.8635)
Signet of the Hunt / Hilt Bash don’t stack with each other, it is annoying, it would be better to Hilt Bash, hit f2, and try to time the signet to get it on the second hit.
You probably are aware of this, but if not well…. axe #3 and signet of the hunt/hilt bash stack.
Few months ago I could literally one hit (well 2 hits since its is x2 attack with raven f2) a golem in mists..pretty cool
Does this number already take into account the +60% health increase as of the 04/30/2013 update?
Also, isn’t there a difference in the health pool of normal spirits and the elite spirits (Spirit of Nature & Druid Spirit)?
I didn’t test the spirit hp in pvp and It took me about a minute to get that information. 4000 seems about right including post patch which is why they do indeed die in two hits..
Thanks. This saved me alot of time testing.
With the birds though, taking the speed training trait is a bad choice imo. This means they’re going to be casting quikening screech every eighteen seconds, when really you want them to just be aa’ing and ready for F2 burst
There is a solid build with mercy runes, altruistic healing and 30 in BM for quickness . Team build though
Do mercy runes even work?? I tested the revive speed in the mists and concluded that they don’t work at all…. I will even question the ‘Healers Clerity’ trait cus that also doesn’t seem to increase revive speed.
that is never going to happen, the ranger will forever be stuck to using only certain builds forever in this game….
i played the ranger in guild wars 1 and i hate the ranger in guild wars 2 compared.
Ranger in gw1 was ‘rupt’ or ‘gtfo’. I had fun with a thumper build I made there but yeah… gw2 ranger alot more fun, i think…
However, I would like to see PvP and PvE using their own set of skills just like gw1 did.
Evasive purity is bugged doesn’t remove blind/poison that it’s supposed to.
It does remove blind and poison but if you dodge without those conditions on you then the 10s cooldown is still applied. So ofc dodging again wont remove any conditions
I’ll answer your question and give you extra just because
I was trying to make a spiritmaster build a few months ago and wondered about the stats of the spirits so I ran some tests with a friend for a while and come up with these results:
- Spirits have around 4000 hp (8000 with Vigorous Spirits)
- Spirits have -100 healing power, I don’t know why?
- Spirits are immune to CC
- Spirits release souls upon death for necromancers life force
- Spirit of Nature will cast Natures Renewel upon death if speced
- Sprit of Nature’s res range is increased by Natures Vengeance
- Spirits have a chance on skill activation to gain other spirit buffs
- Spirits have 1-5% crit chance. Fury buff increases their crit chance
- Spirits have 800 condition damage stat
- Spirits have +15% condition duration
- Sun spirit blinds twice (and seems to give one stack of perma blind if enemy is subject to all pulses)
- Blind has a chance to burn from the Sun spirit’s buff
- Stone spirit can proc burning on immob and cripple ticks
- Spirit summoning underwater has faster casting time
- All Spirit buff procs have a internal cooldown of 10 seconds
(edited by bezim bezec.8635)
This is happening again in spvp and tpvp
You could use pets that stay with you. Like spiders and stuff. I mean think about it, axe five pulls enemy to you, you order spider to do its spit thing, which I will point out was buffed. More importantly, spit thing is a poison combo field. At this point you have choices, you can use the axe #5 to proc the poison combo field with a whirl finisher, you can use sword #2 for a leap finisher, continue to use axe main hand to get a poison field proc or you can then switch weapons to (say) as short bow and use #3 to put distance between yourself and your enemy while procing the comb field or you can switch just your off-hand and use torch #5 (which by the way is a fire combo field) to set your enemy on fire.
You can also do the reverse, use the torch first and set the area around you on fire, then switch weapons and pull the enemy into the fire field and then use Axe #5 to proc the fire field and watch bolts of fire shoot off everywhere!
For that matter, spirits are more viable now right? You could just have a spirit near you, pull the enemy to you with axe #4 and then have the spirit cast its special effect. Then switch to longbow and knock the enemy away. If you use frost spirit or stone spirit, your spirits special will also slow your enemy down, which means you’ll have plenty of time to fill them with arrow!
So yeah, the possibilities are there. You just need to experiment a bit with different things, things you haven’t tried and see what works and what doesn’t.
Yes maybe your ideas work in PVE and I admire your theorycrafting, however all the stuff you’ve mentioned just doesn’t cut it in spvp/tpvp.
The drakes weren’t a viable option before the nerf. They were only good fo their blast finisher and if the enemy was stupid enough to soak up the F2 damage…
The F2 abilities on the drakes is high dps but it doesn’t ever hit. All in all the drakes aren’t particularly a good choice unless you’re a bunker ranger with the requirements of blast finishers for healing bursts. But I wouldn’t reccomend that personally because their regular dps is too low, they’re too tanky and you’re far better off going with 1 bird and a jag.
Drakes were nerfed and now they are even less worth the slot.
The 28th January 2013 patch produced a game-breaking bug. This bug affects my Ranger, and am unsure if the same problem exists on other classes, but my Signets passive effects are randomly turning themselves off. I’d be in a tournament, and suddenly my Signet of the Wild passive effect isn’t shown active via buff bar or working as intended.
This is an easily replicated bug which can be achieved by joining a pvp match and checking your signet passive effects once in a while. The passive effects come back after death, but as soon as you get in combat again it gets removed 80% of the time.
I have replicated this bug with another Ranger friend.