Here’s mine, eye patch and hair style is the only thing from gem store. rest are in game forgot the names though lol.
hopefully new specialization put into place global effect like from GW1 which just makes sense: http://wiki.guildwars.com/wiki/Nature_ritual.
I’d like to see a couple of modified versions that would fit in GW2 gameplay a couple of samples:
Tranquility : Boons expire 50% faster for creatures in range.
http://wiki.guildwars.com/wiki/Tranquility
Frozen Soil : Creatures in range cannot resurrect downed allies.
http://wiki.guildwars.com/wiki/Frozen_Soil
bump!
Any builds you guys have? would like to see some of the ideas including brief description of synergy.
im so excited about Quickdraw and LB rangers not being as squishy. it’s gonna be good times. I like your build, would play it. would probably choose Evasive Purity still, it’s too good.
another variation to consider for LB-centric build is 6/6/0/0/6. BM line is looking quite good. id either grab the taunt for the CC, or Zephyr’s Speed for that quickness on short CD.
Oh wow i didnt know zephyrs speed now grant might lol. i just checked on that. BM trait line is too good as well, actually most of the lines are pretty good now lol. Thank you for your feedback. upon looking into it, it would be possible as well for us Rangers to go frontline now speacially with Honed Axes giving AOE chill and I believe Weakness application by pet? correct me if im wrong on that. while going NM and your choice for another trait line could basically apply perma weakness.
Build craft to the upcoming changes mentioned by ANet.
About me: GW1 Dervish/ Ranger player. GW2 Ranger main : Tribune Ragnos.
Weapon of choice: Longbow ; S/Warhorn
Utility
Lightning reflexes ; Signet of Hunt; Signet of renewal
Healing
Heal as One (Shout)
Elite
Rampage as One (Shout)
Specializations
Marksmanship
Opening Strike – Cause vulnerability with your first strike when entering combat.
Alpha Training - Pets have Opening Strike.
Precise Strike – Opening Strike always critically hit.
Adept III Beastmaster’s Bond- Cast Call of the Wild when you swap pets
Master IV Beastmaster’s Might – Activating a signet refreshes your opening strike and grant might to you and your pet. Signets recharge 20% faster.
GM IX Lead the Wind – While wielding a longbow, your attack speed is increased by 10% and your arrows pierce. Longbow skills recharge 20% faster.
Skirmishing
Tail Wind -Gain swiftness when swapping weapons in combat.
Furious Grip – Gain fury when swapping weapons in combat.
Hunter’s Tactic – Deal 10% more damage while attacking from behind or the side.
Adept ll Most Dangerous Game – While your health is below the threshold (50%) your attacks gain power. (3might 6s ;interval 3s)
Master lV Primal Reflexes – When you successfully evade an attack gain vigor (cd:10)
GM Vll Quick Draw – When you swap weapons your next weapon skill used recharges 66% faster.
Nature Magic
Rejuvenation – Gain regeneration when you health drops below the threshold (75%)
Fortifying Bond – Any boon you get is shared with your pet.
Lingering Magic – Boons applied by your and your pets last longer. (Pet 50% increase ; Player 20% increase)
Adept l Bountiful Hunter – You and your pet deals 1% more damage per boon on you.
Master Vl Windborne Notes – Call of the Wild also grants Regeneration and Warhorn skills recharge 20% faster.
GM Vlll Protective Ward – When you receive damage nearby foes are weakened and you gain protection. (Weakness apply 6s ; Protection 8s CD: 12)
Description
this build is dedicated for the LB enthusiast like my self capitalizing on the signature Rapid Fire through Lead the Wind and Quick Draw reducing CD to 2.72. While boosting damage through boon application (i.e. Call of the Wild/ Pet swapping and pet choice: Siamoth) and utility and taking survivability into consideration through NM line. For condition removal since Heal as One and Rampage as One are now shouts I choose: http://wiki.guildwars2.com/wiki/Rune_of_the_Trooper
wow this is well thought of i love it. hope the Devs can maybe look into this just few changes,
Marksmanship should have the same Power + Condition duration etc… then for Beastmastery for every point invested should reduce pet cooldowns instead and healing power. Investing points in each tree line should be the same as how players are then just be differentiated by traits on how you want your pet to work. Shouldve done this in the first place, this would be too much work for devs. very very good concept though, i really love it good job
Possible new pets:
Bear
http://wiki.guildwars2.com/wiki/Plated_Behemoth
Canines
http://wiki.guildwars2.com/wiki/Warg
http://wiki.guildwars2.com/wiki/Coyote
Felines
http://wiki.guildwars.com/wiki/Lion
Spiders
http://wiki.guildwars.com/wiki/Giant_Needle_Spider
Drake
http://wiki.guildwars.com/wiki/Lightning_Drake
Porcine
Quick question, wasnt able to read all comments here but maybe was already answered.
If Dagger Storm (http://wiki.guildwars2.com/wiki/Dagger_Storm) is used and you counter with Whirling Defense, what would the outcome be?
Some Druid traits that could be interesting:
“Call of Protection” — whenever using a shout skill, apply 5s of protection to self and pet.
“Extinction” — On killing a foe, deal 300(0.15) dmg to surrounding foes (240 radius). 10s CD.
“Symbiosis” — Allies under the effect of a spirit gain 200 Vitality.
“Predatory Bond” — for 10s after using a shout, your pet deals an extra 50 damage (0.3pet power) and heals you for 50(0.3pet healingpower).
“Vigorous Reflexes” — on succesful dodge, apply vigor for 4s (8s CD)
“Trapper’s Speed” — gain 50% movespeed for 2s after using a trap skill.
“Disrupting Accuracy” — apply daze (1s) on critical, 30s CD.
“Apply Poison” — When using Sharpening Stone, your next 5 attacks cause poison (7s).
“Pestilence” — On killing a foe, spread any conditions on that foe to all nearby foes (240 radius). 20s CD
“Serpent’s Quickness” — Upon poisoning a foe, gain quickness (3s). 30s CD
“Equinox” — Upon applying a condition to a foe, remove the opposing Boon. (10s CD).
love the GW1 references. vigorous reflex, cant imagine how crazy that would be, specially with 4 of our weapons giving dodge on skill. (sword, dagger, sb, gs) love equinox as well, i get that nature feeling where conditions rots boons. keep the ideas coming
List:
Natural Resistance: Halves the duration of conditions applied to the user.
Aspect of Oak: Reduces incoming critical damage received by half. 9 seconds. Interval 3 seconds.
Calamity Aura: Increases condition duration applied to enemies by 10%. 9 seconds. Interval 3 seconds. 600 radius.
Natural Purification: Gain 60 (0.4) health whenever a boon on you ends.
Nature’s Wrath: Increases damage by 1% per condition on you.
Please give reasons and explain : -bad, fair, good, great
Category
1. damage
2. survivability
3. Pet of choice
4. weapon of choice
5. utility of choice
http://gw2skills.net/editor/?fNAQNAnXRjEq0yaBL+rw1aAChaVA0OGK2Ugd8uAPwB/S9A-TJhFwAAeCAGOFAi2fgaZAA
Ranger Shortbow changes:
Crossfire: now applies bleeding without planking.
old version: http://wiki.guildwars2.com/wiki/Crossfire
Poison Volley: now pierces. update accuracy.
Quick Shot: now applies swiftness regardless. pet’s next attack inflict weakness.
Crippling Shot: increase cripple duration to 5seconds. Change description back to Shatter your foe’s dreams of becoming an adventurer with a single arrow to the knee.
Concussion Shot: same. give your pet attack of opportunity if hits. lower cool down reduction to 20s.
The one thing I can agree with is that Barrage is a silly skill at the moment. Even when a glass cannon build uses it, it’s little more than a tickle with a bit of crippling, and is negated really easily. What I think could help is downscaling the AoE a bit in exchange for higher damage per hit so that it’s at least tactically useful against stationary targets. Might be interesting in combination with a preparation that applies burning as well, but… I’m getting ahead of myself there.
Rapidfire is fine as-is and means that playing against LB rangers means you have to watch what they’re doing. It’s countered by one dodge-roll, interrupt, short-duration invuln or even standing behind minions/pets. It’s dominated by reflects.
The stealth, especially on trapper builds, can be a bit annoying but it’s not that bad compared to thieves and PU mesmers. Glass cannon LB rangers are pretty easy targets still. And that’s why I don’t play one.
I agree with you on barrage, someone in the forum actually had an idea of making Barrage in demand for WvW by putting weakness on top of cripple while in the AOE zone. This is huge if ever ANet put that, back Ranger could be controlling the flow from the front row.
For RF, I think it is really fine right now there is counterplay to it. quid pro quo.
Engineer – Magnetic Shield (#4 skill on the shield, immobilize you and reflect). The immobilize on it was kinda weird so this ability can now be used while moving so it will act similar as the #5 skill.
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Posted this in another thread as well in balance changes. weird indeed ANet that they didnt look into oh i dont know… http://wiki.guildwars2.com/wiki/Whirling_Defense
“Engineer – Magnetic Shield (#4 skill on the shield, immobilize you and reflect). The immobilize on it was kinda weird so this ability can now be used while moving so it will act similar as the #5 skill.”
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http://wiki.guildwars2.com/wiki/Whirling_Defense
Yeaaaaahhhh….weird…Anet…Weird
The Longbow1) Long Distance Shot (Previously Long Range Shot)
Distance 0-750 = 250 (0,55*Power*Weapon Strength/Armor) + 75% Chance to interrupt a foe with 1 Second Daze, if the Skill has a longer Animation than 1 Second.
Distance 751-1200 = 270 (0,75) + 50% Chance to interrupt a foe with 1 Second Daze, if the Skill has a longer Animation than 1 Second.
Distance 1200+ = 310 (0,9) + 33% Chance to Interrupt foes, if the Skill has a longer Animation than 1 Second.
Range without Trait: 1200
Combo Finisher: Projectile (20%)Sense behind this Change:
The Ranger was in GW1 famours besides of the Mesmer for its heavy interruptive Gameplay. GW2 needs to get this back.2) Rapid Fire
Damage (10x): 1,320 (3.50)
Vulnerability 10 Stacks/ Duration: 10s
Combo Finisher: Projectile (20% chance)
Range: 1,200
Rapid Fire Hits can’t deal Critical Damage anymore.Sense behind this Change:
Shooting super fast yes, but shooting super fast should come also together with the consequence of having also super reduced accuracy, because you priorize at that moment speed over precision!!
In its current form, Rapid Fire is just OP from all its synergies with the recent Trait Changes.
Basically I’d go so far to say, that the RF can’t deal criticial hits anymore isn’t enough, Anet should in my opinion also increase the Cooldown Time of RF from 10 seconds up to 15 seconds at least.3) Hunter’s Shot
Damage: 141 (0.4) (should deal double damage to targets, that don’t move)
Lets hit Targets suffer for a short moment on a random high Bleeding, Torment or Confusion, if the target was moving when being hit)
Swiftness: (pet) 10 s
Combo Finisher: Projectile (20%)
Range: 1200Sense behind this Change:
Together with its previous Stealth Effect, this Skill gets with the railgun RF only abused to deal instant deathly bursts without having a chance to see that attack coming, what is another reason, why RF feels so OP right now. So Stealth has to be remvoed here. The other changes are good enough compensations.
It offers in its currently 0 support in combat and is in general also too weak.
This Skill just needs more impact when using it.4) Point Blank Shot
Damage: 250 (0.8)
Knockback: 700 (for range less than 300)
Knockback: 600 (for range between 300-600)
Knockback: 500 (for range greater than 600)
Combo Finisher: Projectile (20%)
Range: 900Sense behind this Change:
This Skill should deal slightly lesser Damage, but therefore knockback foes a bit wider away, so that it becomes better to keep a foe away from you.5) Barrage
Damage (15x): 1,500 (5)
Crippled: 1¾s
Weakness: 1 ¾s
Number of Targets: 10
Radius: 240
Range: 1,000
Recharge: 30 > 25sSense behind this Change:
Where RF is too powerful, Barrage is too weak always, so by nerfing RF, Barrage should get improved. It needs to become better,as it#s totally inferior to the Elementalists Conjure Frost Bow, whose Skill 4 even has a 20s Recharge. So I adjusted Barrage more to that Skill Balance and made it clearly superior as a Weapon Skill over using that Utility Skill.
Before any rage, I main Ranger in GW2 with over 1000+ of PVP gameplay.
1. Long Range Shot – keep the same.
I actually prefer the current one than what youre suggesting just cause LB to me is a power weapon. I do recognize what youre trying to change it into and IMO, thats a skirmishing mechanic
2. Rapid Fire – I get the idea of making it not crit anymore during the channeling procedure, I would go for the change if ANet buffs other LB skills
like:
3. Hunter’s Shot – buff damage to compensate for RF changes
_change to: gain stealth if arrow hit. gain attack of opportunity for next attack for you and your pet. pet gain swiftness _
4. Point Blank Shot – same. increase push back. increase power co efficient.
5. Barrage – Reduce arrow animation. Faster cast time. Increase power co efficient. Decrease cd. LOVE the weakness application, this would be beneficial for our WVW Rangers.
The problem with the current LB weapon is that the burst is invested in 1 skill which is currently Rapid Fire, to balance it out I thought of having each and everyone of the skill be something unique to take note of, I love Barrage to be the signature of Ranger LB but its too hard to balance without it being OP IMO.
Here’s a rework on mine.
ShortBow
Crossfire – Fires an arrow. Applies bleed every 3rd attack. (enemy gets a Crossfire indicator counter on screen hope that make sense)
Poison Volley – Fires a spread of poison arrows. Pets next attack does 50% more damage to poison foe.
Quick Shot – Applies Swiftness regardless. Pet gains swiftness.
Crippling Shot – Same.
Concussion Shot – Same.
There are already several threads pertaining to this topic. Please contribute before creating.
There are also several rebuttals to this opinion. Please read before raging.
Finally, if fighting zerker rangers is so hard for you, maybe you should stay away from builds such as…oh, I don’t know…this one you made.
hahaha. good post.
Strider’s Defense – getting hit by a projectile performs Whirling Defense around you for 2 seconds. (150 radius) (character able to move) Cooldown 9 seconds.
LMAO … hard counter to the current FOTM :-p
One problem I have with it though is that it doesn’t specify any weapon requirements. That’d be pretty darn strong on a shortbow or longbow build.
imagine 2 LB rangers with this trait going at it lolol
Strider’s Defense – getting hit by a projectile performs Whirling Defense around you for 2 seconds. (150 radius) (character able to move) Cooldown 9 seconds.
As the title suggest.
Reason why it should be
The game has been rewarding players more and more on their unlocks like: skins, commander tags, and gear. I think most people would agree if this is account bound as well.
1. post the build that you’re using.
2. whirling wrath shouldnt be a problem if against medi guard. (easy interrupt/dodge)
3. try to watch out for immobalize on scepter followed by smite.
all i could think of.
because rangers literally pull player aggro in WvW.
Build signet tank then XD
Purpose: get them to focus you and super tank through it.
Well the primary purpose isn’t the survival, it’s the damage lol. Ideally we run a small anti-periphery group, and the rangers job is basically to spike/finish off enemies that leave the “safety zones” our thieves jump into to melee out opponent periphery.
We are also supposed to function as enemy thief killers to peel thieves off of our own periphery.
So ideally I’ll be running a build with high Longbow damage (RtW, Eagle Eye, Steady Focus, Hunter’s Tactics) and alongside another ranger or 2, we will RSpike (old GW1 Ranger team term) targets, and run a little bit of lockdown through Muddy Terrain and Entangle.
So it’ll probably be a 6/5/3/0/0 build (moment of clarity is less useful in group play imo in WvW since GS is more a defensive swap for escaping) with very high damage but with the ability to jump back to the group for safety.
The only thing I’m back and forth on with the build is whether or not I can solely rely on just SoR for cleansing, or if I want to pick up Lyssa runes and sacrifice some critical damage and the +7% bonus from Ranger runes for an “oh kitten” cleanse.
for those who dont know RSpike. plus with the upcoming signet rework, 3 can totally spike someone with SotH.
(edited by AEFA.9035)
Ultimately, the biggest weakness in sPvP to a class like Ranger is the conquest design that favors melee and heavy AoE builds.
If it weren’t for zergs, rangers would also be great in WvW (which is why rangers can do well as roamers), but again, it’s a PvP setup that is a hard counter to a class reliant on a pet.
If they bring back GvG or something similar, I’m sure you’ll see a resurgence in the popularity of this class.
Ranger is like thief if you are new player, other classes will kill you fast, when you learn how to play with it, it’s different story.
^ This is very true. I’d still say that Thief is a bit harder to learn since it’s so squishy (unless you play lolcondi), but there’s definitely a distinct learning curve to doing well with Ranger.
I’d have to agree, IMO, Rangers have 2 of the best defensive weapon in game (sword/gs) that are great in damage as well plus with the upcoming patch on GS revision on skill #3 that puts the weapon on the top 3 (debatable) gear for Ranger. Just love the access on dodge for sword and now GS will also get one post patch, thats 3 free dodge plus your default of 2.
for anyone here doubting ranger in terms of build, come 1v1 me in game Firstborn Strife, I use power build. no cheese builds like traps or spirits or regen condi builds PM me.
I think he meant he doesn’t use a cheese build not that you can’t use one. I could be wrong.
This is where he sets up confrontation. Builds he doesn’t like are cheese.
Ive played those builds that i mentioned as well. Cheese/ not cheese, trapper, condi regen, bm bunker, spirits, et al. I just prefer power builds than mentioned.
for anyone here doubting ranger in terms of build, come 1v1 me in game Firstborn Strife, I use power build. no cheese builds like traps or spirits or regen condi builds PM me.
Thief: Thieves bring big burst, but they are also very squishy. Your best bet to win a fight against a thief is to go very aggressive and either burst them down or put them on the defensive before they do the same to you.
– Rapid Fire will continue to track and hit a thief, even when they are stealthed, so start using this right before you expect a thief will stealth.
– When you see a thief stealth around you, try to swap to greatsword and use the #4 block. After this, maul, then go in for the stun with Hilt Bash.
– If a thief uses shadow’s refuge to stealth (the big AoE stealth), use your wolf fear asap. If you get it in fast enough, it will fear them out of the circle before the stealth finishes and will reveal them. (Anyone who exits the stealth circle before the edges disappear gets revealed)
– Barrage is very strong against thieves since it doesn’t require a target and will continue to pressure them even when they stealth.
– Don’t try to stomp the thief when he goes down. They will just port away and/or stealth. Instead, keep up heavy dps pressure and use your Point Blank Shot for knocking off rezzers.
– Watch for blinds and don’t blow a big attack cooldown (like Point Blank Shot) while blinded.Tactics that work well against both classes:
– Save your counterattack on GS for either ranged attacks (you can keep up the block to prevent a lot of damage) or right before you are about to be hit. Swapping directly into this from longbow often works well when you are being meleed.
– If you get downed, you can extend your life a good bit with the following CC chain: Thunderclap (downed skill #2) -> swap to wolf and have him attack your target (the first attack they use is generally their knockdown) -> use the F2 fear. If you pull this off right and aren’t taking too much pressure from other people, you can often survive long enough for Thunderclap to come off cooldown and be used again.
– If you’re on GS and you’re out of survival cooldowns, swap to LB and immediately hunter’s shot. Then, while your stealthed, get some distance from your enemy and re-engage with long range DPS.
– Avoid using Swoop while on GS if possible. When you get in trouble, you can use this to disengage from a fight by turning, untargetting your enemy, and casting it.
– Save Point Blank Shot for clutch situations and never just spam this ability because it’s off cooldown. This can be great for kicking heals against some classes, but you probably won’t get that chance against warriors/thieves since warriors just get the passive heal from Healing Signet and thieves often use Withdraw, which is instant and an evade. However, this is a great CC and is amazing if you use it on the right terrain. If your enemy is near a ledge and at very low health (such as at the treb area in Khylo), you can knock them off so that the falling damage finishes them off. This will kick them past the downed state to fully dead.
– Don’t forget about your pet. They can be great CC, but they can also be thrown off if you dance too much around awkward terrain. Always know where your pet is and don’t wait for them to die to swap them out.That’s all I can think of offhand, but hopefully that helps.
edit Eurantien posted a very solid build and these tactics should work with that version as well.
You might want to show a video instead.
Most of those problems is simply fixed by turning auto attack off or learning how to time #2 and #3(I do admit this is kittening hard when you don’t have the best latency), you can dodge or interrupt anytime in your attack chain with auto attack off.
The main problem is that you can’t melee max ranger at all when it is required for the encounter and forced to go GS, I do agree with you regarding removing leap to remedy this problem. I guess they are going with what TurtleDragon posted there…
Laziest solution would be a overall damage buff for the class and/or sword. It’d still be high risk and high skill cap, but it would atleast have the high reward associated with it.Sword is designed against a single target, they want the GS to fill in the role of melee aoe DPS (reinforcing this further with Maul buff).
As I said to Prysin already, opinions. For you it’s a mechanic, for me it’s sloppy design.
http://www.dtguilds.com/forum/m/6563292/viewthread/13086970-who-picks-up-fgs
Just add 10% modifier for the 6/5/0/3/0 ranger. I’ll try to post later actual FGS damage ingame.
That… err… proves my point?
I explicitly said POST PATCH we will approximately hit close to a thief/ele with FGS.
And 1.9k isn’t really max you should get right now.
Here is damage with no EA:
LOLOL! HHHlostprophet been seeing your post ever since i started playing. this guy is never pleased with anything relating to ranger but still post in ranger forums.
(edited by AEFA.9035)
Whiny people are going to whine forever no matter how good the changes.
Just ignore those close-minded so called “dedicated ranger”.TPVP ranger no buff?
I can think of numerous use of CD 48 entangle in a PVP cond set up.
You can combine with Lyssa for condition removal or Krait for 4 condition at once.Signet of stone is a 6 sec invulnerable, longer than traited endure pain.
Plus endure pain has no passive effect while signet of stone provides 180 toughness.
Signet of Wildt is the best part. A stability with 25% damage enhancement.
I can think of WvW LB ranger using this, combining the newly buffed LB2, taking down enemy from far away in an instant.Talking about LB2, people dont know how big a impact when they makes the cast time halfed. It essentially DOUBLED your dps in burst. That, in addition with Signet of Wild, can dish out some crazy burst damage from 1500 range, which no other class can do so.
Greatsword buff is also a nice addition. Not significant, but helps alot.
Axe 1 can easily build up 10+ might stack with right traits and runes if hitting more than 2 targets (because it bounces, 1 hit = 3 mights)So fellow rangers, stop being greedy and whiny, use your brain and think of some potential builds from this huge buff of ranger.
That Axe changes I think will have the biggest impact in terms of TPvP, with auto might on a condi bunker Ranger, or BM condi Ranger with boon share that’s huge as you can stack might per hit on auto and being able to share that with your pet, good alternative for those dedicated Rangers who cant play sword. LOL!!
I took the time to go through the entire video segment by segment and write down every single note, including taking notes directly off of the un-finalized tooltips.
Here are the notes from the preview. I am aware there are multiple thread about the preview already, but I wanted to put all the changes into one concise list:
Traits
- Signet of the Beastmaster has been removed. Signets now affect players by default.
- New Trait: Predator’s Onslaught: “You and your pet deal bonus damage to enemies suffering from movement impeding conditions. Player: 10% Pet: 5%”
- Read the Wind: In addition to its current effect, now also grants 10% increased attack speed with the longbow.
- Strider’s Defense: Increased block chance from 15% to 20%.
- Intimidation Training: “Activated abilities for pets cause cripple. This can only occur once on each target affected by abilities.”
- Rending Attacks: “Pets inflict bleed when they critically hit wit their basic attacks.”
- Stability Training: “Pets gain Stability when disabled.”
Weapons/Utilities
Longbow
- Long Range Shot: Lowest Range damage tier gets a 17% damage increase. Medium Range gets a 7% damage increase. Longest Range is unchanged.
- Rapid Fire: Reduced cast time to 2.5 (or 2 and 1/2) seconds.
- Barrage: Reduced cast time by .5 (or 1/2) seconds.
Greatsword
- Power Stab: Damage increased by 10%
- Maul: Now hits 5 targets. Increased radius from 150 to 220.
- Swoop: Now evades during the attack portion of the skill. Does not evade during the running portion.
- Counterattack: Reduced aftercast to be able to follow up better after successfully landing this skill.
- Hilt Bash: Daze and Stun durations are increased from 1 to 1.5 (or 1 and 1/2) seconds
Axe
Mainhand
- Ricochet: Now grants might (base 3 second duration) per hit.
Offhand- Path of Scars: Velocity increased by 25%
Utility/Elite
- Sic’ Em: Reveal duration increased from 3 seconds to 6 seconds
- Entangle: Recharge decreased from 150 seconds to 60 seconds. Duration of vines reduced from 20 seconds to 5 seconds.
Pets
- Black Bear: Enfeebling Roar: Now delivers a strike for damage, no longer goes through evades or blocks.
- Polar Bear: Icy Roar: Now delivers a strike for damage, no longer goes through evades or Blocks.
This should be the complete list from the preview. I personally am ecstatic.
Predator’s Onslaught: “You and your pet deal bonus damage to enemies suffering from movement impeding conditions. Player: 10% Pet: 5%”
OH WUUUUTTTTT… they actually made the change LOLOLOL!!! so much ideas so much ideas.
(edited by AEFA.9035)
Here are some build for you buddy:
1. Defender/Roamer (solo build)
http://gw2skills.net/editor/?fNAQNAR8IjEq0yaFLctGwSoafABQB8+UT1c2V0exPp9A-TJRIwAAeCAGLDUa/BCXEAA
Anti everything with this build, you can pick up SoH or SoR, your preference(i personally run SoH for mobility). Takes practice to master your skills will save you, but with any profession I had no problem 1v1 or even 2v1.
2. Condi/ Regen (my version of it)
http://gw2skills.net/editor/?fNAQRAnY8fjMq0yaFL+rw1aAMhq9A0pBw7RNVrZXN7B/q9A-TJBIwANLDA4kAU4JAwa/BA
I like to roam at times, depending on situations. You can of course change the rune to what you see fit and play style.
3. Standard Spirit Ranger
I dont really run this much so I cant comment enough, but Ive seen players run carrion or rabid on this build for amulet really depends on you. But imo never defend a cap point with this build by your self, you’re much more valuable helping your allies decap or help defend a point. Spirits are meant to be shared imo.
Then there’s your wild card beta build that the meta, obviously, do not accept but are actually very good imo:
http://gw2skills.net/editor/?fNAQNAR8YnMqQtg2LI+qARLGoSoaFAvzhXdndHClQGfwvaP-TJRIABzeRAA4JAYUZAc2fAA
Im sure there are other builds out there for your play style, but these are the ones I run, hope it helps.
(edited by AEFA.9035)
I’d like to see pets evolve moving forward, and this idea of the ranger being “two controlled characters” being further expanded upon. Currently, pets die too easily in WvW and other game modes due to their lack of active defenses.
What I personally want to see in the future is ranger pets having their own endurance bar and their own player triggered evade that would work just as player’s do; interrupting their actions and skills and prioritizing the evade. This would make shared vigor actually meaningful. If it was considered OP for pets to have two evades, they could have one evade consume a whole bar of endurance. I also want to see all melee pets equipped with a distance closer skill (also player controlled) to help us fight against kiting players who can all too easily negate the majority of our melee pet’s damage. This same skill (be it a charge or a ground-target teleport) could also be used to bring the pet out of AoE circles faster.
The skill ceiling would go up, but the unwilling to adapt rangers wouldn’t get any weaker. Because honestly, I’ve seen half-bunker guardians whirling swords obliterate drakes with protection, regeneration, and signet of the wild. Pets would not become unkillable as far as I see it, and therefore would not be OP, we would simply have the ability to make it much more of a challenge for people chucking burst at us to do so.
Some good ideas there specially the gap closer for melee pets but I think the evade portion of your proposal would mixed it with skill que for pets? i dont really know how coding works but the way i understand it they prioritize certain actions and right now F2 is number 1? or so they said.
Oh, just a thought for the thread; would it be wrong to say that the biggest place where longbow suffers is at mid range?
The line of reasoning being:
it loses it’s strong sustain damage, and with no burst damage skill and a long channel, extremely multi-hit, easily avoidable skill has to be relied on to maintain the best sustain damage, which gets lost if you try to make any sort of defense reaction to your opponent at mid range.
Meanwhile, nearly every gap closer in the game can close an opponent in on you from mid range to in your face, and with a lack of the ability to remove any stability they might apply negate your knockback, not to mention that knockback shot isn’t punishing enough and only pushes them back out to mid range, where their short cooldown gap closer will be ready to close them back in as they avoid all of your subpar mid range damage, not to mention that a few of the gap closers are either instantaneous or apply a blind or can be combined with a damage immunity of some sort that also renders Knockback Shot useless. By subpar, I mean that even if you are landing your autoattack and full channel rapid fire, unless the target has zero toughness investment, you won’t dent their hp enough that they are unable to recover, and their is no skill on the longbow weapon set that actually lets you capitalize if your sustain is effective.
So, long range, the longbows sustain is strong and effective enough to down an opponent that persists in trying to either engage you from that distance, or isn’t aware there is a dodge key as they attempt to close the gap. Close range, it’s a bow, not a martial weapon, so a weapon swap is meant to occur at that point, or a defensive utility needs to be blown.
And at mid range, the situation I described is fairly applicable, is it not?
Just food for thought, I want to see what people think. If it’s true from the CDI that the most complained about feature was the pet, then I’d wager the second most complained about topic is the longbow haha.
Told anet about this gap closer being a major problem in game for LB weapon. If an opponent can gap close from 1200 range in 2 seconds push back taken into account shouldnt we be more entitled for more access to push back mechanics or CC the same way that they have insane access to mobility. Shouldnt it be enough compensation that we lose damage below 1200 range from LB that anet needs to also punish us by lack of mobility counter from lb set.
Thats why some ppl would argue that melee is better rewarded than range can, if youre melee youre in their face 80% of the time.
I see how taking off AA evade on GS would be more skill ful play in small fights, but it would make melee totally unusable in big fights.
I use swoop to engage/disengage or catch back with the lead if I happen to be separated from our main force.
It’s a great mitigation tool, and without it, it would be impossible to go melee in big fights with a build that also has correct damage….
It would just be another nerf to our survivability…
What if Swoop knock down your foes
With season 2 coming up, potential new maps, what are the chances that we might be getting additions to the family
http://wiki.guildwars2.com/wiki/Hirsute_Ice_Spider
http://wiki.guildwars2.com/wiki/Jungle_Tapir
http://wiki.guildwars2.com/wiki/Basilisk
http://wiki.guildwars2.com/wiki/Plated_Behemoth
Speculate some skills
This pet: http://wiki.guildwars2.com/wiki/Plated_Behemoth
with this as his F2, but in a radius instead of a line: http://wiki.guildwars2.com/wiki/Unsteady_GroundIt would be nice to be able to trap an enemy/enemies inside and drop traps/aoe etc. Also, you could use it to protect someone from a stomp or allow some healing while inside.
yeah im interested in plated behemoth as well, was hoping if ever its skill would be something like this: http://wiki.guildwars2.com/wiki/Earthquake
active knockdown would be nice
With season 2 coming up, potential new maps, what are the chances that we might be getting additions to the family
http://wiki.guildwars2.com/wiki/Hirsute_Ice_Spider
http://wiki.guildwars2.com/wiki/Jungle_Tapir
http://wiki.guildwars2.com/wiki/Basilisk
http://wiki.guildwars2.com/wiki/Plated_Behemoth
Speculate some skills
I certainly hear where you’re coming from AEFA with boon stripping being a very powerful tool but I want you to consider 3 things…
1.) The hammer train meta has been the only viable WvW meta for quite some time now even with the stun nerf because of all the boons and how easy they are to get.
2.) We’re talking about the Ranger class here. There’s an enormous void that needs to be filled before we ever need worry of the Ranger class getting close to the GWEN meta.
3.) Is a pulsing 6 second ‘field’ on the ground really that much more powerful than a Mesmer’s null field?
Isn’t it about time we had a real solution to the Hammer train? Is there a reason it can’t be Rangers to do it?
Cant really comment on WVW hammer train cause I’ve never actually joined a zerg in wvw Im straight pve and pvp type of player that being 80% of my play time in pvp. But Im sure Anet is aware of Hammer trend in wvw and it needs a counter. If we’re talking about a solution as a Ranger on LB to counter a hard CC:
Solutions
1. Give Ranger a trait to deal extra damage per boon on foes (im assuming Warriors in wvw are on Balance Stance when they zerg? same as in pvp hambow warrs) Told ANet about this already in CDI to change Beastmasters Bond.
2. Stability Training : on pet swap (porcine, ursine, armor fish) provide Stability on nearby allies. Told ANet about this already as well in CDI.
If you really want to go to the extreme then Ill go to the extreme of changing things since we’re in the abyss for weapon skills.
Longbow
1. Point blank shot change to: Your arrow pierces and knock back foes in a line. Could be made into a skill shot.
2. Barrage change to: immobalize targets in an area 1s. remove 1 boon per pulse and deals 1% extra damage to enemy per enemy in the zone. Cast time reduced to 1.75s. Pulses 3 times.
Greatsword
1. Swoop change to: evade incoming attacks for the duration, attack, and knockdown nearby foes.
2. Hilt Bash change to: dash and evade incoming attack (1/2 second) and daze your foe. Stun from behind. Your pets next attack does 50% more damage.
3. Auto attack change to JCs suggestion of giving endurance back.
Long bow
1. I feel that ANet wanted this to be the main source of damage for power plays similar to 100blades and guards hammer 2, if we’re talking about burst this should be the skill. if were talking about risk and reward then why not make it a skill shot that does damage? imagine GS warriors #3 skill with that UI to help you aim, make it so that rapid fire fires 3 quick shot in a direction, each arrows damage equivalent to 1200 max range auto attack with guaranteed critical hit on those 3 attacks, or if youre feeling generous balance team, make it so that 1st shot is so devastating it makes your foe vulnerable (5 stacks), now thats a burst
2. LB #3 Ive seen some nice suggestions on this one already from the forums. I do like the on demand stealth, if ANet would comply with this and make it a 2 part, why not make our pet do the 2nd part of the skill?
Change to: Stealth you for 3 seconds, your pets next attack (insert CC here) your target.
3. LB #5 though I don’t agree on making it single hit, LB is a weapons choice IMO it needs some kind of AOE, If ANet would consider boon stripping on this skill IMO that would be over the top, cause Barrage fires 5 rounds or 6? Initial shot could remove a boon not the whole wave though, and this skill should be able us to land it at least 3/5 times in its full duration, its such a high channeled skill by the time the animation even fire that 2nd round your enemy would be in front of your face already. IMO this skill should be the exclamation of LB ranger to live up to its name, Barrage sounds cool but the execution is crap
If this guy is still alive: http://wiki.guildwars.com/wiki/Master_of_Damage
he would tell you that LB skill #5 is crap and should only be use if you’re planning to commit suicide.
(edited by AEFA.9035)
Like the dust trap. Ill post into this later on.
On the bright side. Any Rangers here looking for some alteration to builds check out my build and sigil set ups.
http://gw2skills.net/editor/?fNAQNAR8YjEq0yaFLGsw1aALhq9BEAFw7TNVzZXRbGX9xrK-TJRIwAAeCAGLDUa/BCXEAA
Imjust curious what kind of build he runs with that lb/gs combo in tourny
I wanted to transport a post made by a fellow ranger I hold in high regards to this thread, because I am aware of how much experience this person has with a particular spec, and so their insight on it is very valued and should be visible in a place that isn’t a forum thread with lesser constructive potential:
I feel like longbow is viable. I feel like greatsword is not which by extension makes longbow not viable since you don’t have a reliable defensive weapon to swap to. The reason I say greatsword and not any other weapon set is because for a power ranger the DPS loss swapping to any other weapon set is just too great. When swapping to greatsword the issues are hilt bash range, and the block which is unable to save you from multiple targets (if one hits melee) because it forces you into a long animation (counter attack which can be sidestepped lol) which is essentially a self stun. I’ve used long bow a ton, played lb/gs 6/6/2 zerker ranger to the top 50 of both EU and NA leaderboards. I really don’t think lb is the problem (i’m generally in lb 75% of the time), but the greatsword which I only swap to If I know I can land the 3->5->2 burst combo or if I need to escape/reposition using swoop->block. Mainly, that is because the GS block (which ideally should keep you in a fight) I only use 1 v 1 or to try to block projectiles after I swoop away because its worthless for anything else.
Ive never played in tournament of legends in gw2, but I am a long time ranger in both franchise and Ill agree on LB being able to stand on it own as the “opener” weapon of choice for Ranger. Hell you can kill someone just by being on LB with good positioning of course but a lot of ppl will disagree on me on that cause of 6 MM is bad investment to some. I agree on this guy as well for GS if the “opener” is LB you need a decent “closer” to make sure you can kill your target if you fail to kill them on LB. GS’s only burst damage is maul and kick with decent power co efficient, downside is maul and kick are easy to dodge/unreliable. which forces you to switch to LB whenever you can if you didnt land those 2 skill cause staying on GS you lose dmg against others period. Cause GS is, IMO, a beastmaster weapons first choice. IMO its set up for your pet, and you as a player use it to support your pet together with its defensive mechanics.
You guys know when they launched in China Anets limitation for launch was 2 million players and it was filled before it even launched. Need to realized that maybe thats the reason things are quiet lately in NA and EU and no announcements yet for any big updates which suck honestly. Hope that we get something permanent though or just announcements of whats coming up.
Good stuff. Ive been using shout condi on pvp as well, its very good with small duels on a cap point specially with soldier runes that remove conditions on nearby allies affected by shout as well. I think it can be potential for Tournaments since Spirits die easily now IMO.
Here are my wishlist in the next patch or this year for Guild Wars 2:
1. 4-6 viable builds for each profession (being realistic here for numbers. slowly but surely)
2. Introduce new/current weapons for each professions to use
3. Skill shots in game (Ranger first runner up please)
4. New zones/ maps in game (permanent)
5. Better sets of traits for each professions in game (ones that actually make sense thats been talked/ shared in profession forums)
6. New activities like: Fishing, Polymock(not sure if this is in game already), and server activities if possible or more holiday activities!
*7. Pre cursor hunts hopefully
Why is everything considered cheese? Regen build that hopes the pet kills someone is something many have used.
I put leeching there for something. Do you know how much it does?
I dunno….maybe about 1200 or so?
…and why is it cheese? Is it a Ranger only sigil?
Yes you’re right. You’re right again!! its a pvp exclusive ranger sigil!
Profession: Ranger
Skirmishing
Current
Strider’s Defense: You have a 15% chance to block ranged attacks while engaged in melee combat.
Concern:
Im just wondering how does the Team see this trait being used? I understand that as a Ranger you have the most defensive set in game with 3 dodges from sword and dagger alone reason why Strider’s only blocks projectile. But as another RNG, as low as 15% I can speak for most Rangers that this trait is not worth investing for a GM and it only block projectiles, statistics might be on me in this as well as to how many people actually used this in game. I really love Skirmishing because it involves your pet with it and weapon switching, now with that in mind…
Proposal:
1. Strider’s Defense – Switching weapons in battle gives you and your pet aegis for 3s (cooldown: 10s)
2. Strider’s Defense – Switching weapons in battle gives you and your pet retaliation for 3s (cooldown: 10s)
3. Strider’s Defense – Block incoming projectiles for 3s. Interval: 10s
4. Strider’s Defense – Switching weapons in battle gives you and your pet reflect for 3s (cooldown: 10s)
5. Strider’s Defense – Switching weapons in battle blocks next attack for you and your pet. You gain regeneration for 3s (cooldown: 10s)
6. Strider’s Defense – Deflect incoming attack for 3s. to damage nearby foes. Interval: 10s
please consider looking into this trait, other than that, I love all of them. Yes even Read the Wind it is actually surprising. Thanks.
Why is everything considered cheese? Regen build that hopes the pet kills someone is something many have used.
I put leeching there for something. Do you know how much it does?
Try it out boys!
http://gw2skills.net/editor/?fNAQNAR8YjMq0yaFLGsw1aAKhqdAUAJw7VtV7ZXVbG/sStH-TJRIwAAeCAGLDUa/BCXEAA
Make sure to swap your weapons cause thats how you stay alive. Other than that been tested on:
1. Ether Signet Mes
2. Hambows
3. Stun lock Warrior
4. Cheese Engie (as long as no elite)
5. D/P Thief
6. Arcane Ele
Can’t kill so far:
1. MM Necro
2. Pistil Whip Thief