If the thief is worth their salt you wont kill him.
Jade Quarry – Team Savvy – #1 NA WvW Solo Guild
Would be useless. Even with max fear duration and if marks magically started hitting downed players you would get rupted.
If you want to stomp effectively, then your option is to take 30pts in reaping.
If you want to fake it, then you have a chance with Well of Darkness and/or Dagger #4 and or Staff #4 on top of a Dark Field (and pray that some dummy or pet triggers the mark).
There is also the S.Walk/Wurm combo for a tele-stomp. It burns 2 stun breaks (that almost no-one run together) for one stomp, which I think is kinda silly. Or you can Plague Stomp on a ridiculous long CD.
There are some things that I don’t think Necro is ever going to be likely to get, and good stomping ability is probably one of them.
Also coming May 14: Thief reworked in to Assassin! Stealth slowly phased out as there is no need for it, and the glory days of A/x return!
Pff. I wish. Instead we just get kitten for the umpteenth time.
Lol, because being able to steal 2 boons and hit for 2/3 the damage of backstab with a single skill is “horrible”.
Having the only true stunbreaker and condition removal in a single weapon skill is also “horrible” … not to mention it can teleport you to a location up to 1,200 range away.
Thieves are spoiled with great skills and all I see is complaining from them about how “weak they are”. If that was the case, Thieves wouldn’t be so common in PvP.
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.
I’ve personally read numerous articles and heard from various related sources that the developers of Guild Wars 2 do not want farming to be huge part of the game. They say that Guild Wars 2 is different than other MMOs in that farming isn’t required. They make it seem as if you can get everything done, i.e. leveling, achievements, specialty weapons and armor, all without the need or use of farming. I’ve even came across articles where they have taken a sort of anti-farming view, acting as if they were against farming and didn’t want it ruining the “character of the game”. This sounds great doesn’t it? I mean, not having to farm for hours and hours, killing mobs repeatedly and being bored out your mind, all to get some sort of achievement or nice looking Greatsword. Well, I’m very sad to say that in my opinion, and to be honest many others opinions, that this couldn’t be further from the truth.
A perfect example of this is the whole Legendary Weapon Progression. If you have ever made, attempted to make, or read the recipe requirements for a legendary, then you know exactly what I mean. I am almost finished crafting “Sunrise”, the Legendary Greatsword. Now you may think, well then why are you writing this? Well, it has taken me nearly 3.5 months to make, and I am a insanely dedicated GW2 player. I am in a sense addicted to this game. I play 8-18 hours a day. There have been many all-nighters. I take breaks to eat, sleep, go to the bathroom, but other than that I have no life. Now I chose this life style because I wanted to take on the nearly impossible goal of creating a legendary, but I also was putting in the necessary time requirements to obtain this goal. Obtaining a legendary is definitely not for sissies. I may have gotten a little off base in this explaination but the reason for this story is to show how Farming is indeed a MANDATORY REQUIREMENT for obtaining a legendary. 90% of the 8-18 hours of gameplay every day was Farming. Now of course there were days when i would spend less than 8 hours because of numerous things, family engagements for example. However the basic idea is that I would farm and farm, then they would nerf my farming areas, then I would have to just farm longer for the same results. Then they would nerf it again, I would then farm for even longer to get the same results. Sometimes, I would find a new spot, then within a week, it would be nerfed, and again I would just have to work harder and longer for the same result. It was if I was being knocked down repeatedly by a bully, but I kept getting up. I kept at it no matter what, even though through every nerf I was becoming less and less efficient at my gold earning, working three times as long for a third of what I was making pre-nerf. Does this seem fair?
It almost seems as if the developers are trying to put a roadblock up between us and our ability to earn gold. Lets look at the rediculousness of the infamous “PRECURSOR”. Dusk, the precursor for the Legendary Greatsword, Twilight, was just recently listed for over 800 Gold. Do you know how long it would take to just earn 800 gold by playing the game without farming? It would take years. Then it takes about1,000 plus Gold to gather the remaining ingrediants. I dont think Anet intended it to take an estimated 5 years to make a legendary. Which without farming it could easily take this long. So the big question is if Anet is so against farming, then why do they allow these precursors to be sold for 800 Gold. Now I know that we the GW2 community control our own economy and we therefore set the prices. However, these prices are set by supply and demand. The rarer the item, the more it’s going to cost. Anet has its own house economist that helped form the trading post and our working economy. Therefore, they had to have some idea that making a precurosr that “RARE” would indeed make the prices of it on the trading post skyrocket to an extremely high amount. So in a very real way, they are more responsible than the community in allowing the price of precursors to be so high.
The reason I wrote this article is to bring up a discussion or debate on this whole idea behind the consistant nerfing to all types of farming, whether it be dynamic events in orr, dungeons, dragon chest, etc. and how this and Anet’s Anti-Farming view totally contradicts the design of the game. For instance how certain achievements can only be met by farming, as well as Legendaries, Precursors, and other high value items. Why keep nerfing every little farming spot? Why make it nearly impossible to create high value items without farming, then punish us for farming with all these nerfs. For those of you reading, please voice your opinions, I’d love to hear what the rest of you have to say. Perhaps if enough of us speak, we might finally be heard and offered an answer to all of the contradiction and confusion. Till then, see you all on the battlefield. -Octavius of Tyria
This can all be found on dulfy.net but I wanted to post it here since a lot of people are struggling. All credit goes to Dulfy and those that helped contribute. Be sure to send them your thanks for all of their hard work.
Hidden Rooms and Upgrade Locations
http://dulfy.net/2013/04/01/gw2-super-adventure-box-guide/
All Baubles – World 1, Zone 1
http://dulfy.net/2013/04/01/gw2-associate-of-baubles-super-adventure-box-achievement-guide/
All Baubles – World 1, Zone 2
http://dulfy.net/2013/04/02/gw2-bachelor-of-baubles-super-adventure-box-achievement-guide/
All Baubles – World 1, Zone 3
http://dulfy.net/2013/04/02/gw2-master-of-baubles-super-adventure-box-achievement-guide/
(edited by Ayrilana.1396)
GS is more damage based and Hammer is more control based. It really depends on your playstyle.
You should have all weapons and use what is best for the fight you are ab to go into.
because regardless of what you guys say i’m not changing it, it WORKS.
Aka, no matter what anyone else says the build is amazing and works great. Constructive criticism or comments in general need not apply. Quite a lot of the people who have responded have been around the ranger class for a while now and offer good strong points but you dismiss them as dumb and naive. I’m all for trying out new builds and theorycrafting, but creating a build that can do with a lot of improvement and calling it good, when it really isn’t, shouldn’t be something to adamantly defend.
Just because a build can work in a certain situation doesn’t mean it is good, any class on any build can do that, the trick is trying to improve them to their best potential possible and frankly a ranger with low cc, low damage, low survivability and no condi removal is far from ideal.
…and you press Steal and it just… does it…?
That’s what should happen when I press F2 on my pet, no long animation for a wolf fear and then they’re out of range (if it even works at all), no flapping around and around and around before my bird bothers to attack, it should just work.
You can’t have a PVP game where burst or CC randomly might, kinda, sometimes, sorta’ happen. I get that you don’t want pets pointing and shooting and locking onto targets and hitting like trucks, totally unavoidable, but if we press F2 we should get F2.
Simple.
But protection and bark skin only work on physical damage. You have no cleansing, none. What do you do when a necromancer drops wells or marks on you? Die? What if you fight a bunker/condition engi? Trap ranger? You stand no chance. The lack of stability coupled with no condition removal mean you won’t be able to sit on a point for any extended period of time regardless of your health pool. My trap ranger focuses on keeping 100% up time on burn and poison on my target to drain their health and keep it low while maintaining vigor, protection, more evades, condition removal, combo fields, and near 3000 armor. The other issue is that not only do you have no resistance against conditions, but a terribly low armor rating means you are kitten near glass cannon which opens up practically any build with damage the ability to defeat you. While not tested, I doubt bark skin and protection stack linearly like you think. I’d say it is a sequential implementation, example below.
Hit for 1000 without protection and bark skin
Hit for 1000 – 63% = 370 <- How you assume it works.
Hit for 1000 – 33% = 670 – 30% = 469 <- How I would assume it works.
Plus bark skin only works on the last 25% of your health pool. I would think because of this you would surely run troll unguent as a burst heal will put you well above that limitation. Lastly, I guess I can see why you want the fernhound. Using its F2 as a way of “removing” damage conditions. However, the effectiveness of this is reduced by poison and since you cant remove any conditions, yeah you know where I’m going.
I’m done. Take my critique or don’t, I care not.
(edited by Indoles.1467)
I’m going to have to agree with Proxydamage on this one. It sounded like an interesting build until i opened it. You are extremely squishy in every respect. Low armor and no resistance to conditions whatsoever. I see no point in the fernhound. Hyena would have some decent synergy with the sun spirit but you are so weak that I would never want to 1v1 in this build. Your only hope is to sit far back and pray they ignore you, which they won’t as soon as they notice you have zero defense in both skills and actual defense (entangle doesn’t count as it is WAY to easy to evade if the enemy is mildly intelligent). This build would be mildly strong at applying conditions with allies (assuming the spirit lives) but is countered by everything. To say it is weak is an understatement. However, I will say that at least you thought about it and it is genuinely stronger than many builds I’ve seen posted here. What I mean by this is that most rangers run trash builds and you have the potential to create a decent build if you work a little more on it.
Obviously I am fairly strictly talking about PvP (WvW included). I give 0 kittens about PvE builds.
Quick note: Traited Flame trap has a 50% up time on burn applied to foes (6s burn, 12s cd). If used with torch skills, you can maintain 100% burn on foes, especially those with little cleansing like this build. Sun spirits burn up time fluctuates horrendously due to the percent chance to proc combined with 10s icd.
(edited by Indoles.1467)
You guys do realize I posted this on April first, right?
However I do find guardians kind of ridiculous at the moment.
So you’re back-pedaling while using April Fools but your past quotes always point towards wanting to improve warriors or complaining about the guardian’s pros vs the warrior’s cons.
I still think you are still trying to find the class that can do everything and excels in it.
Elementalist’s forum is that way —-—>
Or maybe you should try to overcome the popular belief that warriors are underpowered and need buffs and find what suits you. I play both and I understand the difference.
Black Gate – Immortals of the Mist [IoM]
Its stunning how little you understand either class.
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
I’m only going to respond to this from an sPvP perspective, because I can’t say much about the other game modes I haven’t played in months.
Axe is not really an option in any build except (possibly) a minion master, which I don’t consider good use of the profession in sPvP anyway.
Direct damage (even traited) doesn’t come close to any dagger build with comperable power/precision/crit, so if you want to go power it is a poor option.
Vulnerability is applied more effectively by Focus #4, and the 7s duration vs. 5s didn’t make a difference, because by the time you stack 10 vulnerable with the axe it is either removed or someone bursted you to death, or the target has kited you because your range sucks and so does your mobility.
A-net’s opinion of the axe isn’t really relevant. Objectively, it is a weapon that there is no reason to use with the possible exception of a hard bunkering minion master (not really viable anyway) that has tons of sources of damage from minions, but no power to deal his own damage (thus buffing the damage of the minions is preferred).
I play my ranger exclusively (I really don’t like alts), and while I do fine in dungeons I do get the feeling that we don’t really bring anything to groups. Our dps is lacking, pets are just useless (either you have problems with f2s working, cough wolves cough, they die before they can do anything, or a combination of the two), our support specs don’t really help either…
One thing I can say though, is that I do prefer the aesthetics of the ranger skills over all the other classes and the feel of the ranger skills is definitely good (I just wish you could use dodge to cancel out of sword 1…).
I was in a party with almost all warriors once for AC and they downed everything before I could even attack =_=’
Well, to answer your question a bit more directly; we bring nothing to dungeon runs that isn’t sub-par and done better by another class. I mean you won’t really ever hear “Prefer a ranger” in looking for group messages…
EDIT:
Oh, oh! But, according to anet we are good at open world! Those easy mode enemies, and super zerged events where it doesn’t really matter if your class is good or not!
(edited by Sollith.3502)
- the fact that #2’s bounce only works at midrange and closer is counterproductive to the concept of the weapon. I can choose between doing less dmg with skill #1 and maximizing my bounces (which is fun!) or I can stay at range, but then skill #2 is rather bad.
Eh, no.
You use 1111 when the target is at range, and you use 2 when your phantasm is spawned (it will bounce off the phantasm and back to your target), OR within 600 range of you.
If the target is in melee you hit 5 and then continue, or swap to your other weapon set.
GS2 is not counterproductive to the concept of the weaponset — your mental concept of the weaponset is misaligned.
Natural Vigor
Wilderness Survival adept minor (5 pts)
+ 50% Endurance regeneration
Zephyr’s Speed
Beastmastery adept minor (5 points)
2 secs quickness on pet swap
These two traits are just beast, they’re of paramount importance to all rangers and I don’t think any build can afford to do without them. No matter what or where you play, 5 points should always be invested into WS and BM.
I’m posting this because I keep coming across builds that neglect one of these traits. If you’re new to the Ranger class you should note the importance of these two minors, but if you’ve been around for a while I’d be curious to hear your logic behind not picking these up. The only thing I can really think of is Master’s Bond conflicting with Zephyr’s Speed. Anyone care to comment?
TL;DR – All ranger builds need 5 points in WS and BM for endurance regen and quickness
Scarlett Daguer (Thief) | Gritt Bloodstone (Warrior) | Sirius Zand (Guardian)
- Whiteside Ridge [EU] -
You need to learn how to play.
Disclaimer: Not intended as a hate or whine thread. Please review/comment objectively.
Am I alone in sometimes wishing pets could be “turned off” entirely? Seriously, in my opinion the pet should not make/break the profession. In the original Guild Wars it was often rare to even see a ranger with a pet outside of Jade Quarry PvP (even having a pet active took up one or more of your eight skill slots). We were trappers, interrupters, and professional aggro pullers/manipulators. In those things we had legitimate strategic purpose as a class. We had a solid range of diversity that I’d really like to see again.
When I see dev posts here in the ranger forums, most of what I see is “we’re aware pets need adjustments and this is where we’re focusing.” Why? I grieve because I love the profession, it easily being my favorite; and yet I can’t always find a group for dungeons and fractals outside of my guild. To make it worse, this is often for good reason, my pet. They run ahead and draw aggro if not properly watched and maintained. Mine is usually placed on docile the entire time unless on a boss where at least they can soak a few hits for me or someone else. Which comes to the second part, pet survivability. Most of them dying within a few hits in direct enemy agro. Amidst a slew of other noteworthy (mostly AI based) issues. I won’t even touch upon pets in PvP arenas like WvW, because doing so I believe will broaden the scope of the conversation beyond its necessary limits.
Again, I’m not trying to troll or toss another “oh woe is me” post here. I want legit opinions on this. Why is something that should at best be an add-on or perk completely defining the ranger class? Me, I’d be perfectly happy being able to stow the pet away if I so chose (outside of combat only of course, as the option should not be allowed during to prevent any sort of infight stat manipulation). In doing so getting all my own damage output returned to me directly instead of being consolidated between two entities, and maybe having something cool like one extra bar on my endurance for one extra dodge or something.
Thoughts?
Commander to [SLVR], Housepet to [GH]
(edited by KStudios.2850)
Had no issue with my thief in frac30+.
Signet of Malice+Omnom pie+sigil of blood still equals at least 650hp/s.
Blindspam/evade prevents damage altogether.
Changes just made full glass cannon much harder to play, now you’ll have to rely on some defense to keep up.
I have 2400 armor 15k health while still hitting like a truck, and healing/blind keeps me in the fight.
I hope they don’t bring in inspection. I carry around a full set of Berserker gear for when people ask me to “Ping” my stats, but I am always wearing my full Magic Find set because I want more money.
(edited by Nokaru.7831)
WvW that’s why.
Well, that didn’t take long.
Wow…before the patch people complaining about how kittenty those world event rewards were, now some of you are complaining how good it has became?…
seriously?
Blackgate Militia
The rewards are right where they should have been from the beginning.
No. It’s great now. Lower rare and ecto prices are fantastic. Stop whining.
The community asked for this improvement to drops and ecto gain every day since launch, loudly, often offensively. Anet listened and responded. I sort of know what you mean, but I’d much prefer the way it now is. It’s a little unfair to the devs to start complaining too much about the very things they changed because the community asked them to.
https://www.librarything.com/profile/Randulf,
https://www.librarything.com/catalog/Randulf
(edited by Randulf.7614)