Showing Posts Upvoted By Mr Mango.3504:

Consumption of Zhaitan

in Lore

Posted by: CureForLiving.5360

CureForLiving.5360

Man, can you imagine the amount of effort it would take to haul Zhaitan’s body to a safe and secure location for analysis? They would either have to cut it up to manageable pieces or haul the whole thing in-between a dozen or so airships.

Or they could setup a system by which they get hordes of adventurers to smuggle the corpse to them piece by piece in exchange for an assortment of knick-knacks.

Consumption of Zhaitan

in Lore

Posted by: Erukk.1408

Erukk.1408

Man, can you imagine the amount of effort it would take to haul Zhaitan’s body to a safe and secure location for analysis? They would either have to cut it up to manageable pieces or haul the whole thing in-between a dozen or so airships.

Bah! All I can picture now is Zhaitan’s body getting swarmed over by a horde of researchers in Hazmat Suit power suits, and they are being overseen by an Hannibal Chau-like, from Pacific Rim, OoW agent.

Consumption of Zhaitan

in Lore

Posted by: Narcemus.1348

Narcemus.1348

I personally hope that they would not have Zhaitan’s body be consumed, because his body’s continued existence would give us, the Durmand Priory, and the Pact an extreme boost in figuring out what exactly makes up an Elder Dragon. Although I have already toyed with the thought of his body being consumed by another, I would have thought that Trahearne would have mentioned something like that happening. As I would assume his body being watched in the very least, to assure his current state as dead continues.

Kindly Krait

in Lore

Posted by: Konig Des Todes.2086

Konig Des Todes.2086

1) Not racist, profiling. Because ArenaNet created that profile.
2) Not from birth, but from a year after, and those who break from the Legions are either gladium (thus ridiculed and as Rox said, some prefer death over being a gladium), or fall to the Flame Legion over promises of power (something that the Oratuss already give to their populas).
3) What do you think the Toxic Krait division is? But until then, there was never a need to make different views. They all ruled absolutely, and were raised believing the words they gave, only changing it as they needed.
4) We got the blog post which gives more than most.
5) Not likely. ArenaNet outright stated that out of all races, they wanted krait to be the most black unforgiveable race in the game.
6) Reminds me of the parody song of Let the Bodies Hit the Floor – I can only count to four

Dear ANet writers,
Stop treating GW2 as a single story. Each Season and expansion should be their own story.

Kindly Krait

in Lore

Posted by: Konig Des Todes.2086

Konig Des Todes.2086

Krait are fanatic to the very core. They were designed as the “one inconsolable race” and the lore given to support this is that the race’s young are effectively brainwashed from birth to follow the commands of the Oratuss as undefiable truths. Anything the Oratuss says, goes. And defying the Oratuss is no different than hanging a cardboard sign around you saying “dear krait, please kill me.” And their hatcheries and young are guarded heavily to prevent them from falling out of their hands and teachings.

Chances are, the Toxic Krait that remain – if any – would be the only defiant krait. But those are still evil, as they still follow the same gods, just differently.

Dear ANet writers,
Stop treating GW2 as a single story. Each Season and expansion should be their own story.

Kindly Krait

in Lore

Posted by: Kalavier.1097

Kalavier.1097

I wonder who the “Glorified primates” are, since the savage monkey men I figure to mean the grawl. :P

also bugbears :P.

Probably because in those societies we see ranges of groups, some are hostile others are friendly.

However, if a “friendly” group of Krait existed (I’m not against this however), I’m sure they’ve had to be SUPER well hidden to prevent their fellow krait from wiping them out. Likely how any surviving Toxic Krait would be ATM.

What is the Lore of the Legendaries?

in Lore

Posted by: Konig Des Todes.2086

Konig Des Todes.2086

Legendaries hold no lore. What Bellyboomer put is just speculative. We can only guess at themes and relations. The best we can argue about is Flameseeker Prophecies, the book on the shield holding a New Krytan translation of Meerak the Shouter’s lines in post-Searing. The greatswords also have a strong hint of lore, as the Risen High Priest wields them. Scarlet had Quip when assaulting the Jubille and only then, and given the jester appearance may be tied to DR somehow.

Frostfang is likely tied to Jormag.
Incinerator and Predator are likely tied to charr.
Kraitkin is likely tied to krait.
The spear is likely tied to Risen.
Quip, Frenzy, Meterologic and the Minstrel are likely tied to humans.
Moot, Howler, and Bifrost are likely tied to norn.

But we have nothing solid other than appearance themes.

Dear ANet writers,
Stop treating GW2 as a single story. Each Season and expansion should be their own story.

What is the Lore of the Legendaries?

in Lore

Posted by: Bellyboomer.3048

Bellyboomer.3048

This question has been asked before. (Spoiler: you will be disappointed)

-Flameseeker profecies ties directly to gw1, and is the only legendary with real lore.
-The incinerator and the predator are marvels of Charr technology.
-Kraitkin is tied to the krait, but you could’ve guessed that.
-The Howler is made by the norn.
-And euh…

Forgotten leave Tyria?

in Lore

Posted by: Konig Des Todes.2086

Konig Des Todes.2086

Hmmm, I’m not sure how you got that first bit of the Forgotten going to the Realm of Torment after Nightfall, as there was a sizeable population there for centuries before Nightfall (and during).

As we can best understand, the Forgotten population was at some point split into two – those who remained in the Crystal Desert (having all moved there in 174 AE) as Glint’s protectors, and those who lived in the Realm of Torment as Abaddon’s wardens.

Many, if not most or all, of the Forgotten in the Crystal Desert were killed by the player character and other heroes (Devona and co.) during Prophecies (3 years prior to Nightfall). We held absolutely no hint or indication at their population numbers afterwards – or even if they resurrected themselves afterward (possible but unproven). All we know is that there’s been no mention of them since, not even during Edge of Destiny at Glint’s lair.

After Abaddon’s fall, those in the Realm of Torment claimed that their duty has ended and they were free to go elsewhere, though we know some remained behind to take out Mallyx. Like those of the desert, we hold no indication of what they did after Mallyx’s defeat.

Dear ANet writers,
Stop treating GW2 as a single story. Each Season and expansion should be their own story.

Timeline Confusion

in Lore

Posted by: Konig Des Todes.2086

Konig Des Todes.2086

Never seen that plaque, but by ArenaNet’s timeline syncing, the year is 1327 AE. It would only be 1328 if they dropped the syncing… however, it should also be noted that Scarlet’s stated to have been a threat for a year in-universely, rather than 2 (as she entered being a threat in 1326 AE, for certain).

Though there is the possibility that it is canonically still alive and will be for another year by the calendar syncing function.

Dear ANet writers,
Stop treating GW2 as a single story. Each Season and expansion should be their own story.

Game Update Notes - April 15, 2014

in Game Release Notes

Posted by: Mark Katzbach

Previous

Mark Katzbach

Content Marketing Manager

Bug Fixes

  • Fixed a crash on entering certain fractals.
  • Fixed an issue that prevented karma boosts from working.
  • Fixed an issue that caused incomplete or empty item names to be returned from the public API.
  • Completing the Ruined City of Arah story mode now properly unlocks the Ruined City of Arah Dungeon Track.
  • Returned the Quaggan, Sanctified, and Toxic Offshoot Finishers to the Upgrades category of the Gem Store.
  • Fixed time-based guild issues.
  • Fixed an issue that prevented some players from progressing in their personal story.
  • Trait Unlocking:
    • Line 2—Trait XIII: This trait is now also awarded from successfully completing the defend event at the Temple of Grenth as well as the capture event.
    • Line 3—Trait XII: This trait is now also awarded from successfully completing the defend event at the Temple of Melandru as well as the capture event.
  • Armor skins that can be applied to any weight class will now properly show as locked or unlocked in the inventory tooltip.

The Updates did wonders for PvP.

in PvP

Posted by: jihm.2315

jihm.2315

the game is better than ever for sure

action combat made mmos better lol

The Updates did wonders for PvP.

in PvP

Posted by: LexiHamster.1609

LexiHamster.1609

Before the update, it had felt kind of pointless getting new PVP items because you can only use them in PvP and it’s impossible to know if your opponents have team colors turned on, anyway. But since the items are now usable in PvE, they feel a bit more universal, and more valuable, and the only thing I ever bought with glory was Level-up books, and I’ve been getting a good deal of those along with skill scrolls.

The Mega-Server system seems to compliment the Mists pretty well, too. Even at a weird hour in the early morning there were a decent number of people shambling about in the Mists, so it didn’t feel as lonely as it usually does.

I’m also really appreciating the quarter-second reduction on the A.E.D. skill as an engineer.

We get a lot of people kittening on the message boards so I thought it was important to let the devs know their work is indeed appreciated by some people. Two thumbs up.

AFTER PATCH BUILDS:

in Necromancer

Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

So we might aswell start collecting builds, tryouts etc so we can determine what meta we are going for.

I’ll be back tonight (my b-day today) and see what i can come up with after listening to people who know their stuff ^^.

SO.. place your build suggestions/idea’s here. (so i can find em and abuse them later on)

Let’s hope they patch http://intothemists.com/calc/ this soon

54 infractions and counting because a moderator doesn’t understand a joke when he/she sees it.
E.A.D.

How long would it take to...

in Lore

Posted by: Horst Hortensie.5420

Horst Hortensie.5420

Since Tequatl’s extra gain of power and the change in risen (lower density, but more powerful), it’s expectable that the source of risen isn’t removed.

Slow clap for the great puppet player.

How long would it take to...

in Lore

Posted by: Konig Des Todes.2086

Konig Des Todes.2086

Blockade of ships off the coast of Claw Island? If such a thing existed, ships to Southsun Cove wouldn’t have been possible.

You’re likely referring to the ships on the world map – sadly, this is a map image that’s stuck in time, and shows the ships that are there for the Battle of Claw Island (the ships are no longer there during Retribution, I believe, and certainly not there after).

If any blockade of Risen ships still exist, it’d likely be between Orr and the Ring of Fire – at the Strait of Malchor.

But how long would it take to remove Orr’s corruption and the remaining risen? Really, as long until Anet says so. But even then, should such happen… why would Tyrians go to Cantha, whom kicked everyone out? There’d be no reason to go to Cantha until Anet gives a plot reason – which they won’t soon at least.

Dear ANet writers,
Stop treating GW2 as a single story. Each Season and expansion should be their own story.

Talus Chute/ Talus Waterslide

in Lore

Posted by: Konig Des Todes.2086

Konig Des Todes.2086

A volcano’s heat can reach a good distance. Remember when the Iceland volcano erupted and the huge ash cloud blocked plane flights for a couple weeks a few weeks back?

Plus, Mount Maelstrom seems to have been made by Primordus (destroyers are highly prevalent there at least), thus meaning that it would have been made by Primordial Fire (as Edge of Destiny novel calls it), which burns through anything.

Plus, it isn’t like the Shiverpeaks were snowed over year long – if it were cold enough for water to freeze like we see in GW1 year long, then plants wouldn’t be able to grow. There had to be a warming up period (read: summer) in which the area got warmer. Most of Prophecies seems to happen in the colder times, while most of GW2’s initial release plot seems to happen during the warmer times (hence why Wayfarer Foothills is warmed – ignoring the industrial city nearby). Based on dialogues, the game began at the end of winter, and the zones progress along with the personal story and dungeon story based on level – with the PS ending before Halloween (when the LW began). So the “stuck in time” period for Timberline Falls and Mount Maelstrom should be the end of summer, logically thinking.

Makes me wonder if they’ll ever create new versions of maps based on the seasons with the LW… that would be awesome.

Dear ANet writers,
Stop treating GW2 as a single story. Each Season and expansion should be their own story.

WXP not adding up?

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

I didn’t have to log into mine. The first character I sent into WvW added all my ranks in 1 shot.

WXP not adding up?

in WvW

Posted by: Killer.8567

Killer.8567

same problem here, it seems that they just gave me my highest WXP and didn’t add up the rest even when I logged on all the characters

WXP not adding up?

in WvW

Posted by: woofie.5603

woofie.5603

So, you will need to log into every character on your account that has earned WXP to have their WXP total added to your account total.

However, when I just logged on on my highest character, the WXP had already been added, also, it was far less than it should be.

Is anyone else having this problem or am I remembering the incorrect amounts?

Game Update Notes - April 15, 2014

in Game Release Notes

Posted by: Mark Katzbach

Previous

Mark Katzbach

Content Marketing Manager

Next

Bug Fixes

  • Fixed a bug that prevented some players from using chat.
  • Fixed a crash when interacting with the hint UI panel.
  • Fixed a bug that would complete Guild upgrades prematurely.

Game Update Notes - April 15, 2014

in Game Release Notes

Posted by: CC Danicia.1394

Previous

CC Danicia.1394

Community Coordinator

Next

April 15 Content Release Notes

Jump to the following topics:

NEW FEATURES AND CONTENT

PvP Reward Tracks

  • Added a new reward system to structured PvP. When playing structured PvP, players will select a single reward track to be active at a time and earn a variety of rewards as they progress through the track.
  • To progress reward tracks, players need play PvP in a match that has progress enabled.
  • All eight dungeon reward tracks will be available on a biweekly rotation, one at a time. Alternatively, each dungeon reward track can be permanently unlocked on an account-wide basis by completing the corresponding story mode of that dungeon.
  • The reward track system will have both repeatable and non-repeatable tracks. We will be shipping with five region tracks, eight dungeon tracks, and one Balthazar Back Item track that has a unique back item skin, which can be equipped and used in PvE, PvP, and WvW with the new wardrobe.
    • Five Repeatable Region Tracks—Shiverpeak Mountains, Ascalonian, Ruins of Orr, Krytan, and Maguuma Jungle.
      • These tracks contain region-based weapon skins, Dragonite Ore, Empyreal Fragments, Obsidian Shards, and champion bags.
    • Eight Repeatable Dungeon Tracks—Ascalonian Catacombs, Caudecus’s Manor, Twilight Arbor, Sorrow’s Embrace, Citadel of Flame, Honor of the Waves, Crucible of Eternity, and the Ruined City of Arah.
      • These tracks contain your choice of dungeon armor and weapons, dungeon tokens, and champion bags.
    • One Non-Repeatable Balthazar Back Item Track
      • This track contains the unique Fires of Balthazar back-slot skin, Dragonite Ore, Empyreal Fragments, Obsidian Shards, champion bags, and Mystic Clovers.

PvP Gear Unification

  • All PvP equipment (armor, weapons, amulets, etc.) can no longer be obtained or equipped.
  • Upon entering Heart of the Mists, players will have their PvP items removed from their character inventory, character equipment, PvP locker, and account bank. This includes PvP chests.
    • All removed items will have their appearance unlocked in the account wardrobe.
  • Characters in PvP will use the same armor and weapons from PvE.
    • All items give zero attribute, rune, sigil, or infusion bonuses in PvP.
    • All items function as level 80 exotic-quality items.
    • Chest, leg, and boot armor still contribute to the total defense value.
    • All attribute values are consistent with the old system.
    • PvP gear now includes unique rune, sigil, and amulet slots.
  • Players now have access to a new build-editing UI.
    • While in structured PvP, there is a new quick-launch bar at the top of the screen to access the new PvP Build panel and the game browsers.
      • There is also a new hotkey option for the PvP Build panel in the Control Options menu.
  • PvP build components are no longer items but are chosen from a constantly available list of options.
    • Sigils are selected without having to apply them to weapons.
    • Runes are selected without having to apply them to armor.
      • Only one rune set may be chosen at a time, giving the full six-piece bonus.
  • Players can do a search for specific runes, sigils, amulets, and weapons.
    • Players can sort by category (attribute or sigil archetype).
    • Underwater weapons have been removed since underwater aspects of maps, or maps containing a large underwater portion, have been removed from rotation.

PvP Ranks Updated

  • Changed the required rank points needed to level for PvP ranks 40 through 80. Each of these ranks now requires 20,000 rank points.
  • This changes the maximum required rank points needed to obtain a Dragon rank from 8.9 million down to 1.1 million.
  • Some high-ranking PvP players will be moved up the ranks due to the rank rebalance. These players will receive rank rewards based on their new rank.
  • With the new PvP rank rebalance, some players will be moved to rank 80. They will be able to get rewards by progressing through rank 80 after they’ve initially achieved it. Each time rank 80 is completed, additional rewards will be awarded.

PvP Map Updates

  • New Courtyard Map
    • This map is a special treat for the PvP community. Player-created spin-offs of the game have been very enjoyable for the team, and this map was created to help support those efforts. The Courtyard is a pure team deathmatch map designed especially for smaller encounters but is still fun with standard-size groups. The Courtyard map is not a fully supported game mode and is only available in player-owned custom arenas. We are really looking forward to seeing this map used for some of the 2v2, 3v3, and other styles of play that the community has come up with.
    • This is a small map with no capture points.
    • This map will only be available for custom arena owners.
    • Players will be able to progress toward ranks and reward tracks in the Courtyard.
  • Removing Raid on the Capricorn
    • Raid on the Capricorn was created to test the waters with underwater combat in PvP, but it is not something that the team would like to continue. Raid on the Capricorn has been removed from PvP along with the underwater training areas in Heart of the Mists. Underwater weapons were subsequently removed from the revamped build UI.

(edited by Moderator)

Game Update Notes - March 4, 2014

in Game Release Notes

Posted by: Martin Kerstein.3071

Previous

Martin Kerstein.3071

Head of Global Community

Next

Bug Fixes:

  • As previously implied, each player who participated in any Assault Knight battle will receive a bonus reward chest when all 3 events complete as long as at least one Assault Knight has been defeated.
  • Fixed an issue in which the Assault Knight kill counter would reset incorrectly.
  • Fixed additional bugs related to the health regeneration issue with all Assault Knights.
  • Fixed an issue in which the “In Tune” and “No More Tricks, Scarlet” achievements were not being awarded if the player was downed or killed.
  • The “In Tune” and “No More Tricks, Scarlet” achievements are no longer awarded to players that leave the Prime Hologram encounter before it is completed.
  • Removed Assault Knight health bars from the meta-event UI to avoid confusion.
  • Scarlet has activated additional defenses on the Breachmaker during the Prime Hologram encounter. Thirty seconds into the battle, lasers will target the areas near the entrance portal and the elevator leading to the Breachmaker’s interior. Being hit by these attacks will count against the “No More Tricks, Scarlet” achievement.

Dueling in gw2! Remember?

in Guild Wars 2 Discussion

Posted by: lordkrall.7241

lordkrall.7241

How do you even live your everyday life with all these delusions inside your head? Just what evidence do you have to justify any of this?

Smh. Dem casual pve warriors.

Thank you for providing yet another argument against allowing Dueling.
If the people that want dueling are behaving like this when someone disagree with them, I definitely wouldn’t want to see how they would react in-game when they got defeated or something like that.

Krall Bloodsword – Mesmer
Krall Peterson – Warrior
Piken Square

Dueling in gw2! Remember?

in Guild Wars 2 Discussion

Posted by: Poplolita.2638

Poplolita.2638

For the 10219231 times, you have custom arena for duels. Read scramblers post, he gets it.

(edited by Poplolita.2638)

Dueling in gw2! Remember?

in Guild Wars 2 Discussion

Posted by: uknortherner.2670

uknortherner.2670

Give me an option to decline all duel requests (and autoblock repeat spammers) and the duelheads can do whatever they please.

I stole a special snowflake’s future by exercising my democratic right to vote.

Dueling in gw2! Remember?

in Guild Wars 2 Discussion

Posted by: Windu The Forbidden One.6045

Windu The Forbidden One.6045

Unbelievable really. The amount of people resorting to the most unrealistic and far fetched reasons to not have duels astounds me.

I think my reasons are actually quite logical.

Dear A-net: Please nerf rock. Paper is fine
~Sincerely, Scissors

Dolyak Express - March 7, 2014

in Guild Wars 2 Discussion

Posted by: Mark Katzbach

Previous

Mark Katzbach

Content Marketing Manager

Next

Greetings,

We are excited to bring you the Dolyak Express Community initiative! If you’re not familiar with the Dolyak Express, you can read the original post about it called Many Questions, So Dev. For the first batch of questions, the Community Team searched all four language forums for a variety of great questions. You can see the follow up with answers here!

We are maintaining an archive of all Dolyak Express Q&A sessions. The archive is a stickied post, and will be updated each time we post new topics.

In the future, we may pick questions again from our forums, but for most Dolyak Express Q&As, we’ll open them up to specific topics. We’re now opening up a thread for questions and here’s your topic: Working in the game industry

Have you ever wondered what it’s like to work at ArenaNet or how people get their start in the videogame industry? Now’s your chance to ask about it.

Please refer back to the Many Questions, So Dev post for guidelines on asking your questions.

Collaborative Development: Ranger Profession

in CDI

Posted by: Allie Murdock

Allie Murdock

Community Coordinator

Next

Hey everyone,

I’ve tried to summarize most of the feedback we’ve been getting. Most of this are the big points that are being made and the high level with a few smaller suggestions and tweaks for inspiration.

Now, many of you might disagree with some of the feedback that others have been giving, but if you guys are going to take the time to write it, we’re going to take the time to read it.

These are some of the notes that I’ve been passing around to the balance team. Please know that this is not all of the feedback we’ve seen from you or from this thread.

PvX
General:

  1. Remove spirits. They clutter up the map and provide less strategic value with target changes.
    1. Instead, apply an aura to the pet that does the same thing spirits currently do.
      1. Obviously, this would be a huge rework and would require changes to spirit traits.
  2. More than any class in the game, Ranger requires a significant investment in traits before a large number of their utility skills are even work slotting.
  3. Ranger heals should match their purpose more.
    1. Reduce cooldown of Troll Unguent/add condi removal
    2. Increase radius of Healing Spring & increase cast time
    3. Reduce cooldown of Heal as one or reduce cast time.

Beastmastery & Pets:

  1. Pets need stat scaling.
    1. Stats could scale based on the Ranger’s stats and the pet’s family, with a weight on specific stats based on the individual pet
    2. Beastmastery should improve the pet stat scaling.
  2. Pets should take less damage from AoE and one-shot mechanics.
    1. Pets should take 30% damage from AoEs, be immune to one shot mechanics and take 25% damage from cleaves when not the selected target.
  3. Pets can’t keep up in combat.
    1. Melee range should be increased to 600 to accommodate the “run>stop>begin attack>cancel attack>run>stop” type mechanics you see throughout the game.
    2. Increase pet movement speed by 10-15%. Replace Agility Training with Vigorous training
    3. Pets have a hard time sticking to their target because they can’t attack and move at the same time. Increasing their speed could help increase their damage by just allowing them to keep up with their target.
    4. Allow pets to attack while moving.
  4. General QoL changes.
    1. When the pet is stowed, the Ranger should gain “aspect of the <pet name>” effect which provides unique buffs based on the pet family and specific pet.
  5. BM trait changes
    1. Signets should always affect the Ranger and require a beastmastery trait to also affect the pet.
    2. Use new UI symbols for each pet type and combine Rending Attacks, Stability Training and Intimidation training into one trait.
      1. With these traits the way they are, it discourages mixing pets and hurts build diversity.
    3. New trait: Master: Cleansing Swap: When you swap pets, you lose 2 conditions (ICD of 10 seconds).
      1. Counterplay – when ranger swaps pets, the pet loses boons
      2. Gives Rangers a good option for mobile condi removal.
    4. New trait: Grand Master: Camaraderie: When you swap pets, the inactive pet gains the same boons as the active pet (boon values are capped).
      1. Counterplay – if you swap when your pet is dead, there are no boons to copy.

Weapons:

  1. Ranger weapon sets are currently lacking in focus and should be redesigned so that weapon selection synergizes with specific playstyles.
    1. Longbow: Reward max range and synergize with pet.
      1. Vulnerability instead of damage increase with range (s1), cripple (s2), immobilize (s3), knockdown (s5)
      2. Pet might (s3), swiftness (s2), regen (s5)
    2. Shortbow: Condition Damage
      1. Burning (s3), Torment (s4), s3 should be s5 w/ leapback + confusion
    3. Sword: Power
      1. Dodge overrides animation (s1), s2 jumps reversed (first goes in, second goes out), s3 cast time reduced to better time evades
    4. Warhorn: Group/Pet buffs
      1. s4 gives Protection, Regen and Vigor to nearby allies
    5. Torch: Condition application
      1. S4 sets location of target on fire (small aoe), s5 causes burning and blindness
    6. Axe: Multiple target/power
      1. Base damage could be increased slightly
      2. S3 causes chill at target location (small aoe), s5 shouldn’t cancel movement, but speed could be reduced

Skirmishing:

  1. Remove traps from this line.
    1. They simply do not make sense here, because they are largely condition based but skirmishing is the crit line. That, or swap the stats of the skirmishing line altogether.
  2. Improve traps in terms of utility, damage and group oriented play.
    1. Give Rangers the option to fire off traps manually.

Wilderness:

  1. Wilderness experts should be the masters of poisons. Therefore, Rangers should have the most potent poisons available.
    1. Rangers should be given some trait options to improve poison in various ways (extended duration, improved healing suppression, higher damage values, bonuses against poisoned foes, etc.).

PvE
Beastmastery & Pets:

  1. Pets die easily in dungeons because they can’t dodge telegraphed skills.
  2. New Grandmaster minor: Companionship – Pet gains +7% stats bonus from the player.
  3. IV. Compassion Training – Heals for 30 at 300 range when you activate your pet.
  4. VIII. Stability Training – Urcine, Porcine, Devourer, Armor fish provides 3s stability at 300 range when activated in combat

General:

  1. Rangers need more group utility. Particularly in the upper tiers of dungeons
  2. Give them something similar to shouts.

Marksmanship:

  1. III. Keen Edge – Critical hits do +1% damage.
  2. IV. Signet Mastery – Grant power similar to Necro Signet Mastery.
  3. VII. Spotter – Should be moved to Skirmishing as Gradmaster minor.
    1. Rework to 5% crit chance & 3% crit damage
  4. Change VII to Hunter’s Tactics – +3% increase damage on disabled enemies (stun/daze/knockdown/fear/immob)
  5. IX. Beastmaster’s Might – pet does +1% damage for every boon on enemy
  6. X. Eagle Eye – Include shortbow. Provides 200 range and +5% damage on longbow and harpoon gun. (no range bonus for shortbow)
  7. XII. Remorseless – Next attack applies 3 stacks of vulnerability for 6s. 16 sec cooldown

Nature Magic:

  1. VIII. Evasive Purity – Dodging removes 1 conditions from you and your pet. (10s cooldown)
    Skirmishing:
  2. Should focus on weapon swapping, stuns, dazes and mobility in combat.
  3. Tail Wind – Provides +20% movement speed while in combat.

PvP
General:

  1. Some changes to Axe should be made to make it a more desirable weapon.
    1. Ricochet – Bounce your axe between foes, dealing heavy damage to the first target, and reduced damage to subsequent targets. [Vulnerability x2] 5s (With a buff to the base damage)
    2. Splitblade – Throw a spread pattern of five whirling axes that bleeds foes and grants swiftness if foes are hit. [Bleeding x5] 6.25s and *[Swiftness] 5s
    3. Winter’s Bite – Throw an axe that removes a two boons. Your pet’s next attack inflicts Chilled. [Chilled] 3.25s (Increase the base damage by a bit)
      Beastmastery & Pets:
  2. Pets are overpowered in condition builds
    1. Cats give condition builds high direct damage burst, while direct damage builds don’t get stronger with different pets.

Collaborative Development: Ranger Profession

in CDI

Posted by: Allie Murdock

Previous

Allie Murdock

Community Coordinator

Next

Also, you guys can’t see this due to the limitations of formatting on our forums, but a lot of these points were made by many of you guys. As such, they are much more emphasized in the email threads and discussions we have internally.