I’m in the same spot as ionfone. Literally, since my sylvari actually looks almost the exact same, strangely. But yeah I miss the vibrancy of the colors we had, compared to their newer, dull shades. And when I dye something orange, I don’t want purples and greens and reds…I want orange. I also really miss how the leaves on the chest and the stems on the shoulders completely lose the separate color down the center. They were tied to the second dye box, but were changed over to the first dye box. So now you can’t dye those separately like in ionfone’s first picture, they HAVE to be the same color as the rest of the jacket.
If anet moves the stem colors back to the second dye box, that would be amazing. And the suggestions ionfone made would be a good way to try and please both crowds. As for the purples and such mixing in to the jacket now…would it be possible to just add a 4th dye box to the jacket? Let us be able to choose what those additional colors are, instead of just sticking us with set colors like that. The people who want their purple accents can have it, while others like ionfine and I, who want it to just be orange, can keep it orange.
Isle of Janthir
They are mursaat beacons! They are coming back!
…
Who am I kidding? It’s just Scarlet’s next alliance! We all know that! It’s always her, no matter what it is!
Let’s see… they look flaming and hi-tech… so… Molten and… Aetherblades? An alliance of alliances?
Stewie Griffin: This evening is rueened! The whole evening is rueened!
I HAVE AN IDEA. GROUNDBREAKING!!!
Why not just have both options that you can toggle between in your hero panel?
Old style and new glow.
Whoop de do, everybody’s happy.
|-Swiftpaw Sharpclaw [DnT]-|
I decided to take some pictures to explain my prior post.
First picture: The way my sylvari looked before the recent update. Note the nice, consistent white glow in his chest and leggings (T2 heavy). At this point, I could not affect the color of the glow at all.
Second Picture: Same dye combo after the update. Note the inconsistent and much lighter glow. The most troubling thing is that the part of the armor that glows on his stomach is his skin color (the brown you see) and it does not match at all the glow color of his sleeves. It’s impossible to make this consistent.
Third picture: Changed the second dye channel (lower left-hand box). Note that this does affect the color of the glow on the sleeves, making it brighter, but does not touch the glow on his stomach.
If I could consistently affect the color of my glow with a single dye channel (IE closer to the first screenshot) I think I’d be fine with the change.
i would love if they could keep both versions of the cultural available, so ppl would exchange for the one they wanted…
also (a lil off topic) why is so hard to dye the color you want? this is my char dyed with dark olive, only the head gear isnt cultural and its the only with the correct color! does the color or cultural gear “mix” with your skin color to create new colors?
Just bring Perplexity to Pvp, and instantly, almost every class has a new viable build!
… no
[Teef] guild :>
Thought there was a place to dicuss the idea of removing the Evade from Powerstab (Greatsword 3rd ability from #1 chain) and move it to swoop. The idea as state is to give Rangers a more controlled and reactive on-demand dodge. This is a change very likely to go live.
Well, i think this change would give a “usability overload”. Don’t worry, i don’t know what it means either since i’ve just invented it. My point is, gap closer, leap finisher, all into one would limit my usage in a way.
As it is, i have a choice in spending my gap closer to trigger a combo field, or ignore that field for now because the mobility will be priceless shortly. Add-in the Evade factor and now i’m seeing a tri-factor of regret as in using swoop for one purpose will have me lament losing access to its other two important aspects of the same skill.
TLDR: A combo finisher, gap closer and evade are three too much important moves to be combined into a single ability. Leads to more frustration in a sense of loss, instead of fun decision making gameplay.
Thanks in advance for your opinions.
Just a couple of ideas for these.
The traps are kind of useful at times, particularly flame trap with the fire field. A few things that would improve traps though would be to be able to activate them instead of having to wait for an opponent to step on it. There are a couple of cases where actively activating a trap would be a huge improvement, so would it be possible to get a trait for this? (particularly in wvw it would be useful to avoid a single opponent setting off the trap and instead have it sit there until a larger group stepped on it, or activate a flame trap early to stack might before a fight)
Viper’s nest also seemed like a good candidate for a poison field. I was wondering that 2 of the traps had fields (fire and ice) while the rest had no fields. Having a field for each trap would improve the usefulness of them a lot as well as the utility of the ranger.
Last issue I had (not counting the pets … omg, what does it take to send a pet to obedience and agility training?) was with the healing spring skill. When traiting to place traps, it would be nice to be able to actively select where the water field should appear instead of always having it on my character. This is particularly aimed at group play where you might not be stacked up. It’s troublesome to have to run to someone to drop a water field on them, particularly when you’ve traited to be able to cast ground skills where you want.
perplexity runes: let your pet do the work while you sit it out
immobilize: sword 3, dagger 4, sb 3
p/d thief: sick em, pet with fear, pet with knock down
phantasm mesmer: axe 1 in a power build
conditoin necro: condition signet, emphatic bound, healing spring
power/toughness/reg warrior with high condition remove and movement and cc and all and greater than all noob build what ever: i use the asura elite attack golem and the asura radiation field combined with the fire field, a spider pet ( wolf as backup ), and muddy terrain. when i time it right they melt.
Kodash
Stomp some Piken!
Just a few questions:
Do you know all of the classes fairly well?
Do you keep track of your and your targets active buffs during the fight?
Do you constantly move around, swapping pets and using their special as much as you can?
Do you spam your cool downs or wait for more advantageous moments to use certain skills?
Do you know exactly what your major and minor traits do?
Is your gear synergistic with your build?
I’m not trying to degrade your frustrations but I am one of those people that get perplexed when I hear people struggling so much with Ranger.
EJS I | Human Guardian
Tarnished Coast
Ok, then we’re playing different games, other than that i don’t know what else to say.
I won’t argue that that’s not what you perceive the profession to be. I’m sure you believe it with all of your conviction. Although like dozens of other threads like this in which i have given my happy two cents about it, i truly feel very much in love with most aspects of my ranger gameplay.
Dungeon running? Dude no adept of min/maxing can trully be efficient without Frost Spirit and Spotter. Why don’t you look at that? Something unique only the profession you relentelessly thow in the gutter can bring.
About PVP? Oh please, i’ll use a quote out of context to answear you: “I would look up on various Ranger threads and see that ppl dont have any problems.” I know it’s not polite to quote mine, but i just couldn’t pass on the oportunity. Although at least one single thing we can agree: Thieves are a pain. Although i’m sure some other rangers out there would read this and go: “nah man, i mop the floor with thieves”. Because unlike you, i’ll be the first to admit that there’s much for me to learn.
Not a math guy but i’ve seen ppl doing the math and stating that the nerf to the vigor trait represents about 3 sec longer between total number of evades… All that grief for.. 3seconds? But i’ll make you even more mad, that trait is not too much of a corner stone for me, i’ll grab if there’s other stuff i need in the Wilderness Survival trait line, so there you go: a detail.
Pets? Oh man… They were the reason i picked ranger to start (with a little help of having played ranger in GW). I love hybrids and jack-of-all-trades characters, pets are amazing, although making them work took some effort and headbanging… for the first couple of months…
I love the decision making, i love to look at my trait lines and see that i can’t catch’em all, i really need to make cuts and give up or take key traits to make my builds worthwhile and the constant “what if i took the other one” feeling is adictive and is what keeps me going.
There’s a sentence from some dude i can’t name that states: “The secret of being happy is not having everything that you want”. Somehow you take this core human “hunger” and turn it into misery and grief.
To end this whole mess of a meaningless thread:
Thank you Anet for all to work and effort you put in this game. Thank you for re-igniting my MMORPG spark into a whole new level. Thank you for the countless hours you’ve given me even though my wife hates your guts for giving me this reason to strap myself into a chair almost daily.
Enough with the Scarlet business, work in-game systems to break the zerg meta and give us more than control points in SPVP so i can file my divorce
Cheers have fun with whatever class you pick.
I think a lot of people in the forum should follow the much-given advice of: reroll Warrior. That way the Ranger class will have less noobs giving a poor representation of the class.
L2P.
HUGE PROBLEMATIC WITH GUARDIANS:
So what Anet tries to do with Guards is to make them running Off-Guard builds as far as I got it from the Pre-Patchnotes.
I play Guardian since the Beta Weekends, I am a PvP Player who is ranked on the Leaderboards and i have some Problems where Guard is going right now.
I play alot on 1v1 Servers with my Off-Guard and Guardians simply dont need more DMG as they have right now, since Off-Guards do TONS of DMG.
The biggest Issue with Off-Guard at the moment is that they allready do theoretically enough DMG, but practically are TOO easy to kite and cant land a hit. So buffing their DMG every Patch wont be the Solution.
SO WHAT IM ASKING FOR:
I want a Master/Grandmaster Trait for Guardian which is similarly to the Adept Trait “Leg Specialist” of the War, which gives 1s Immobelize on Cripple.
The Trait on Guard could possibly be: Whenever u apply Blindness/Volnerablility to a Target it’ll get immobelized/dazed for 1s.
With the Volnerablity Version it would be even a weaker Trait because Guardians havejust one source on Volnerability. ^^
Thank U if u read this Anet, i hope i could give u some constructive Critic
1v1 and Queue
So as we all know the class has a lot of issues, more so than most classes and a ton of them aren’t related to us having a desire to be over powered. So I am going to suggest some ideas I have to not make the class face roll easy like our heavy armor longbow brothers, but rather playable. In the sense that I can join a team in any game mode and feel like I am actually helping the team.
I have a simple dream that someday in mumble when I am with my group of friends and they see a Ranger they don’t: Scoff, crack a joke, or pity the person playing it.
“But Shinra, how would it ever happen?”
Well firstly lets look at the main issues with a Ranger:
- Little to no Condition Removal.
- The fact that Rangers have to trait 30 into a trait line just to use their utilities.
- Ranger weapons need tweaks and fixes.
- Pets need a ton of attention.
I will address more and more as I have more time to write and dive deeper into traits etc. I have a strong belief(of which you will see) that most, if not all weapon skills should effect our pets. So in the following suggestions you may notice that.
The following are weapon skill ideas that I personally have, I would love feedback and additional insight into what you think about said proposals as well as hear your own.
Sword
—————————————————————————————————————————————————————
Auto Chain-The auto attack on this weapon to me is love and hate. I hate the fact that it roots me sometimes but I love chasing down that pve mob that decided to run. So the change I would make to this is only to remove the root from it as a quality of life change.
Hornet Sting and Monarch’s Leap- I feel like the Hornet’s Sting should apply the cripple rather than the Monarch’s Leap. The skill is usually used nowadays to retreat-drop target and turn 180 and then complete the chain to put distance between you and someone else. I feel like Monarch’s Leap should then give the pet a minor sort of heal. Reasoning for this is because if we are using it to evade a boss aoe and are using it just in time from our rooting auto attacks, our pet probably took the aoe to the face and some hp back to him would be nice.
Serpent’s Strike- I actually find this skill quite balanced and useful for condition or power builds.
Hi, after the past year of playing Ranger mainly in PvP I’ve started to figure out where we lack. Now all the changes I’ve made in this balance is based on builds. By adding the smallest change can unlock massive amount of viable builds for the ranger. I know myself I’m sick of being limited to selected few Viable builds while playing PvP.
Here is detailed list of balance change’s I would make.
Elite
Spirit of Nature: Summon a spirit that gives nearby allies a 35% chance to gain regeneration on hit. Command the spirit to revive and cure conditions on nearby allies.
Regeneration: 6 seconds.
Duration: 60 seconds.
Healing
Heal as One: Heals yourself and your pet and removes 2 conditions.
Healing 6200.
Removes 2 conditions when active.
Utilities
Trap
- Base damage of all traps increased by 200.
- Frost Trap: Pulse damage, cooldown reduced to 25 seconds.
Signet
- Signet of the Renewal: Cooldown reduced to 50 seconds.
Shout
- Protect Me: Instead of attacking, your pet will protect you by absorbing all damage you would take for 6 seconds and pull all conditions from you and nearby allies.
- Search and Rescue: Your pet will seek out and revive a downed ally nearby while taking 20% less damage.
- Guard: Cooldown increased to 20 seconds.
Spirit
- Storm Spirit: Active skill, Call Lightning reduced to 2500 base damage.
Survival
- No Changes.
Trait Lines
Marksmanship
- Remorseless: Regain Opening Strike and remove Bleed, Poison & Burning whenever you kill or gain stealth.
Skirmishing
- Martial Mastery: Moved from Wilderness Survival.
- Bark Skin: Moved from Wilderness Survival. Bark Skin You and your pet take 30% less damage and deal 30% more damage when under 25% health.
Wilderness Survival
- Trapper’s Expertise: Moved from Skirmishing.
- Trap Potency: Moved from Skirmishing.
Nature Magic
- Nature’s Voice: Shouts heals 1000 scales with healing power and applies regeneration (10 seconds) and swiftness (10 seconds) to allies within a 360 radius.
Beastmastery
- Instinctual Bond: When you reach 10% Health Threshold, your pet gains quickness for 5 seconds. 50 second cooldown.
Weapons
Greatsword
– Maul: Range increased to 300.
– Hilt Bash: Base damage increased by 400.
Longbow
– Base damage increased by 200 on all attacks.
– Rapid Fire: Cast speed increased to 3 1/2 seconds.
Axe (Off-Hand)
– Whirling Defense: You can now move while skill is active.
Sword
– Serpent’s Strike: Cast time reduced to 1/2 second.
Warhorn
– Hunter’s Call: Call hawks to swarm your foe and apply’s Blindness for 5 second.
Twitch – Aussie Streamer
(edited by Sol.4310)