(edited by faeral.1840)
Showing Posts For faeral.1840:
AA is max dps b/c SB is a utility weapon. anims on SB 4 & 5 are similar to AA & are often overlooked when fighting them. spamming AA is poor SB usage. even if it’s “max DPS”, SB doesn’t put out high DPS in the first place so that shouldn’t be the priority when using it.
piercing poison, cripple, daze/stun, evade + swiftness is why you use SB. there are other benefits as well depending on spec. eg. SB3 will give your pet swiftness in spirit spec.
ah u mean ether renewal
http://wiki.guildwars2.com/wiki/Ether_Renewal
it has a 15 seconds recharge time.
3.5 seconds activation time, can be interrupted.surely one can reduce an elementalist’s health from 100% to 89% within 15 seconds?
yes, sorry i meant ether renewal. i’m not saying that it’s unbeatable, but that resetting the threshold will be a big part of the trait’s gameplay. earth gives great stability options, so renewal won’t necessarily be interrupted all that often.
@OP video, i agree that it is too much power damage for full condi spec. introducing stat scaling would be a huge undertaking, but i think it will ultimately result in more diversity & make the class easier to balance moving forward.
on the one hand, ANet wants us to believe the pet is completely separate from the Ranger; they have their own stats, abilities, no scaling, etc.
on the other hand, all of our power coefficients pay a cost for this pet independence, & that cost DOES scale with our stats. so while our pet is independent of us, we become dependent on the pet for damage. this is why ranger power specs are inherently weak ( on top of the fragility of speccing for power ).
the min/maxed ranger will always be tanky condition damage with a power pet, because condition damage is not affected at all by our relationship with our pet, & the pet’s damage is not affected by us. it’s just how the math works out for ranger.
slightly separate issue, but i agree with taym as well that pet autos are a huge problem. i would advocate a complete removal of pet auto attacks. the pet already takes care of pathing in a game entirely based around area permission. to be rewarded with free damage for doing absolutely nothing is completely ridiculous.
i would suggest 3 things for pets:
a) pet autos replaced by conditional procs. eg. canine will bite when a cripple is applied. moa will peck when a daze is applied. etc. balance the damage accordingly.
b) attack/return to me becomes a toggle on F3.
c) for each pet, remove 1 ability entirely & move the other to F1. eg. for Moa, remove Frenzy & move the AoE heal to F1.
bam, nearly all passive pet play removed from the game with more control to the ranger.
@Zenith, we chuckle now when we see Bear or Moa, but pet utility is really a place where ANet could explore giving Ranger more team support options. in the future a Bear or Moa bunker ranger could be providing powerful utility to the team despite having overall low damage, much like a bunker should.
“Earth XI – Diamond Skin. This trait has been redesigned. Conditions cannot be applied to you when your health is above the threshold. 90%.”
i dunno but i think it is not that hard to reduce an elementalist health from 100% to 89%?
it’s not only a question about knocking health down at the beginning of the fight.
a small health pool also means the ele will reset the threshold that much easier. so you work the ele down a bit & start to apply condis, ether feast clears the condis & resets the threshold.
if the icd was 120, you would still run Lyssa over any other runeset?
ICD to 90-120s, as suggested by many others.
the rune examples given as comparison to Lyssa are a false comparison b/c nobody runs those runesets ( 5s regen on heal or +5% dmg with might ).
compare with ogre, scholar, undead, soldier, forge. the stat gains are what make most of those strong. forge & soldier have very strong 6pc. precision isn’t the greatest stat, you only gain another 4-5% crit rate from Lyssa runes, small gain compared to DPS runes.
increased ICD will balance the 6pc across all elites.
Make Cannon dodgeable.
Add 3rd platform that runs underneath the entire current map, so falling through glass is a strategic delay instead of insta-gib. Put ramps to get back up near the side points with a jump pad in-between A & B, B & C.
Falling through glass on Cannon platform should drop you somewhere on the map, far enough to take falling damage but not far enough to kill you if you’re at a decent health level.
That way the only insta-gibs on the map are if you are pushed off the outer ledge, or DPS’d enough to take lethal falling damage through glass.
@faeral
You say Natures Vengance is a bad talent, im gonna have to go 50/50 on that, since it makes the lesser spirits have an interesting mechanic, while when we adapt it to spirit of natures unstoppable rez, it doesn’t quite seem balanced. Maybe if Natures Vengance is changed where the actives of spirits are activated when summoned then on death? A 1 sec cast time to summon the pet, and then the pet is spawned still allowing it be interrupted adds counterplay. This change allows both the lesser spirits and elite work seamless, thoughts?
I suppose the two Spirits that are currently problematic with NV are Storm & Nature, & Storm is being addressed by Dec 10th patch ( I agree with others that Storm should have damage reduced but scale with Ranger’s Power ). But currently it is not hard to see that your Storm spirit is low on health & line up 2x 4k+ AoE attacks in short order.
If NV procced on summon, then it would become much easier to double chain all of the Spirit actives, but could also give incentive for the Ranger to hold off the Spirit summon to make use of NV tactically…it could be a good change. It would ultimately give the Ranger more control over the trait’s effect while ensuring the effect can be countered.
Another solution is to keep the Spirit in an interruptible state upon dying & triggering NV, but tbh I prefer your idea more since it reduces passive play.
(edited by faeral.1840)
it is an elite skill, so it should be valued as such against other res utilities.
the more i reflect on it, the more i just dislike NV as opposed to SoN outright.
if the ranger casts it for team heals, it can be focused first as counterplay. the active can be interrupted. the only part that is unstoppable is NV res.
yep it’s a crazy skill & nature’s vengeance is a bad talent ( should be removed entirely rather than moved to GM ). the natural counterplay for the spirit is to assist it down first, but NV gives brainless counter-counterplay.
fortunately most spirit rangers have it up at the outset of a team fight, so you can trigger NV on an assist without any downed opponents. it is always first target whenever I see one, since you need to deny the HoT to the team as well.
The only balancing factor is when you can put it on CD without a single successful res going off.
i agree with all notes from OP.