The longbow and the greatsword were always unviable. Even these updates didn’t help the greatsword, they need to buff the auto-attack’s damage, cause, after all, we’re sacrificing offhand for this. The sword’s auto attack alone already out dpses the greatsword’s by far, with torches, or any offhand actually, this difference becomes absurd.
IMO, if i were to fix the longbow, i’d decrease rapid fire’s duration by 2 seconds but keep the same damage, normalize damage from the auto attack, but giving bonus damage for 1000+ range, 3 is fine, increase point blank shot range, 5 is fine also. The core aspect of the fix however, would be signet of the hunt. Change it so, that instead of the NEXT attack you get 50% damage, make it so that in the next 3 attacks.
When you use the longbow, you sacrifice mobility for range and damage. The way it is now however, is you sacrifice mobility for your status because if anyone sees you using longbow they are going to laugh at you.
Well, first of all you chose both vitality and toughness, which is not the purpose of this thread. Second, a warrior is as sturdy as tank but as mobile as a building, meaning you may last 36 seconds, but that’s all you’ll do. Last.
Assuming 3.000.000 damage / 3300 = 909 DPS over 33k HP = 36s
With conditions 50%, 1.5m / 3300 + 1.5m / 2000 = 454 + 750 = 1204 over 33k HP = 27s
What do you mean scale? Crit Damage basically adds to the default 1.5 critical, so if you have 30% critical damage you’ll hit 1.8x your normal damage in a critical.
And i heard that power has some kind of diminishing return.
Oops, brain fart. Yes, with regen toughness is better, however this does not account for conditions, which is a major vitality pro. Let’s assume the 3.000.000 damage is 50% condition damage.
In that case, armor will only protect against 1.500.000 while the other half will deal full damage. I know dividing 1.500.000 by stock armor isn’t right, but since i will be using the same value both times it won’t make a difference.
1000 Toughness: 1.5m / 3000 + 1.5m/ 2000 = 500 + 750 – 500 healing = 750, making you last 20 seconds.
1000 Vitality: 3m / 2000 = 1500 DPS – 500 healing = 1000 which makes you last for 25s
Keep in mind that conditions can be cleansed tho.
I fail to see how in a health regeneration spec, toughness is better.
If we assume that we have 500 hp/sec, and we subtract that from the current DPS, we’ll have 30 seconds on 1000 toughness and 25 seconds on 1000 vitality. Vitality still being better.
Hi,
I’ve been researching stuff for my equipment, and if my math is correct, then vitality is better than toughness.
Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
So if you double your armor, then you get 50% less damage.
Assume someone is attacking you with 3.000.000 damage every second without it being divided by your current armor, and you have the default 2000 armor (if you equip full exotics).
You can choose between 1000 toughness or 1000 vitality, so
- 1000 Toughness: You have 15000 HP and 3000 armor:
That means 3.000.000/3000 = 1000 DPS so, you will be dead in 15 seconds.
- 1000 Vitality: You have 25000 HP and 2000 armor:
That means 3.000.000/2000 = 1500 DPS so, you will be dead in 16.667 seconds.
Now maybe you’re thinking, Vitality is only good when coupled with toughness.
Well, if you do
- 500 vitality and 500 toughness: You have 20000 HP and 2500 Armor
That means 3.000.000/2500 = 1200 DPS so, you will be dead in 16.667 seconds.
This is why, i think that vitality is better. Not to mention that vitality also helps out against conditions, which toughness does not.
Then as soon as you’re down, switch your pet and tell him to attack right away. Spam that f1 and see if he attacks. The wolf is the only one that has trouble with f2.
Pets shouldn’t be optional, pets aren’t supposed to be optional, pets aren’t optional, pets could never be optional and pets never will be optional.
I just think that the shouts should go the pet’s utility bar (and of course, add a pet utility bar). Maybe the pet would have 1 utility, and if traited 2? That would be a neat grandmaster trait, not that quickness crap.
Jeez guys its not an interrupt, OP is not kitten I tried this too, you can test it on dummy NPCs, when you get downed, your pet will disregard EVERYTHING you tell him to for 2 seconds. Sometimes the wolf won’t fear because he decided to walk.
Really… what disappointed you in GW2 was the lack of hammers?
Bunker guardian is not needed, a bunker ele will do just fine with all the mobility that follows.
EDIT; But since your team composition already includes a guardian then yea, go with what rerroll said.
You chose the two worst weapons we rangers have. The shortbow damage alone, without condition, is better than the longbow’s 1000 range shot.
Trust me, it’s not worth it. Same goes for the greatsword, even if you use maul and all the other skills for damage, the sword’s auto attack alone out dpses the greatsword. Imagine if coupled with torch or dagger or warhorn. Not to mention the mobility sword has.
Rangers don’t excel in burst damage, they do however in condition damage. It’s kind of pointless to go into a bursty build with quickness nerfed. Signet of Renewal is still the best stun break because by activating it you clear everyones condition, just be sure to switch your pet afterwards. In a zerg, this could mean victory.
Your pet is already squishy, don’t punish it even more by traiting empathic bond.
If you follow my advice and remove QZ and switch weapons, go ahead and trait hide in plain sight in wilderness survival and do signets 20% less cooldown in marksmanship along with piercing arrows.
>implying anet cares about his opinion
Can someone give me a link to this magical ranger build that owns people easily 1v2, but kind of struggles to win tournaments by itself?
Do not play DOTA. EVER.
Have you ever played oblivion? If so, then you’ll agree any kind of reflect damage is completely kitten Bethesda was smart enough to remove reflect from skyrim.
Confusion and Retaliation hit you even if you are invulnerable. Maybe picking up on that would be best. Or maybe reducing the damage, idk.
I really don’t understand how you guys can complain about rangers. Really? Ever since launch rangers received only nerfs and worthless buffs to worthless abilities. I think the only class that is in position to complain about ranger is the warrior.
“CERTAINLY” not the mesmer. Mr i’m going to tear through that ranger’s health even though he used invulnerability and shouldn’t be receiving any damage.
Funny how they nerfed quickness to reduce the overall burst of the game, but the mesmers kept theirs. But since i know nothing of mesmers i guess there is a reason for that.
OMG stop reviving this thread!
Its 4 MONTHS old
Assume the Axe is shot every second (which by my testing seems to be the case unless i’m wrong by a few seconds).
With no QZ, in 5 seconds you would have fired 5 shots.
With old QZ, you’d have 4 seconds of firing every .5 seconds, and 1 second of normal firing, meaning 8+1 = 9 shots
With new QZ, you have 5 seconds of firing every .6667 seconds, which is 7.5 shots total.
So Old QZ would result in a 1.8x DPS increase, while new QZ is 1.5x DPS increase.
BUT, there is something you guys are forgetting. While in QZ, we can’t be healed, so any increase to it’s duration is BAD. Honestly, i don’t know what Anet is doing.
They keep saying they have their way of fixing stuff, focusing on the small things or whatever, but that isn’t working. People stop playing GW2 every day because of disappointments such as this and no end game content.
I expected after 3 months of not playing, that they’d have improved the class a bit, but they just keep making it worse. These “bug fixes” like empathic bond, or not being able to throw your pets over the walls, or “Ranger pet cooldowns are now properly preserved when stabled.” are HUGE nerfs, both to fun and class usefulness.
HUGE nerfs without any benefits given to us in return.
EDIT; I think the global quickness nerf was very well deserved, considering how OP it was. The damage was too spiked. Still, if they want to increase the duration to compensate for the nerf, they should compensate for our no healing part, maybe giving 50% effectiveness and not 100%.
(edited by AlexRD.7914)
You invested in a longbow. That alone was a mistake.
There is no such thing as too late in this forum when people keep reviving this thread:
https://forum-en.gw2archive.eu/forum/professions/ranger/Ranger-update/page/26#post1669384
Oh my god! Stop reviving this thread, it’s 4 months old.
AMEN! Listen to what this guy is talking about. Quickness every 20 seconds gives you 10% bonus on DPS, considering you switch every time possible.
Not to mention quick stomping, quick reviving, quick mining, among other stuff!
Also, 50% vigor is the best passive we have.
What did you expect? They talked about us for two minutes.
The time they took to discuss each profession is directly linked to the amount of attention they are giving to the profession.
You guys keep saying EB isn’t bad because you can switch pets. Well, if say we’d have to transform this trait for a warrior, let’s see what we’d get:
Every 10 seconds, 3 conditions have their effectiveness cut off to 50%, if you drop below 50% health, you lose 50% of your damage.
^ What a great grandmaster trait that would be. Right?
Besides, signet of the wild would NEVER heal enough to balance out the conditions. Even more so poison that affects healing (is signet of the wild affected by poison?) . I think a single burning stack would outweigh the heals.
before the empathic bond patch, my pet didn’t die at all.
Now however.. lol.
This guild should be called: The Power Rangers
@Wanderer
Agility training is bugged because it doesn’t give the full 30% speed bonus, only about 13%.
Hyena is bad, longbow is bad, agility training is bugged, take 5 points from beastmastery and put into wilderness survival (50% endurance is too good to not have), and i don’t see the point of going 30 points in marksmanship if you’re not taking the Signet of the Beastmaster.
That’s my opinion anyway.
I think, that there should be an elite called “As One”
You and your pet would kind of jump in each other and merge, maybe becoming the pet or the human? I don’t know, i think it would be cool if you could merge and become your pet, but i think that merging into human form would be more viable.Anyway, this elite would have to bring you some bonuses to make up for the loss of an elite skill and another CCer. Maybe the health could add up?
That’s my idea of how to please the ones that don’t like pets.
Edit: The elite would be kind of a toggle skill.
Nice, if this is what Anet add to ranger, these “As one” ranger will become POWER RANGER…. maybe they should add giant robot and big cannon also….
LOL i never thought of it this way hahahaha
I thought of it more along the lines of fusion from dragonkitten :p
I think, that there should be an elite called “As One”
You and your pet would kind of jump in each other and merge, maybe becoming the pet or the human? I don’t know, i think it would be cool if you could merge and become your pet, but i think that merging into human form would be more viable.
Anyway, this elite would have to bring you some bonuses to make up for the loss of an elite skill and another CCer. Maybe the health could add up?
That’s my idea of how to please the ones that don’t like pets.
Edit: The elite would be kind of a toggle skill.
Wow that antidote skill is exactly what i wanted. Why would they take it away?
@NoWalking
You do know that SB quickness is bugged right? And that ranger’s that waste their quickness with SB are new rangers?
I think signet of renewal is good the way it is, the only things i would change is:
Reduce cooldown because it’s too high for what it does, i’d say 35 would be decent and cure conditions on both pet and master.
I also think we need a skill that removes multiple conditions (failsafe condition removal), like http://wiki.guildwars2.com/wiki/Signet_of_Stamina
What weapon are you using?
Because i remember running with my glass cannon sword / sb ranger, that if i had QZ + that elite with stability and fury, that i’d most likely kill the target in like 2 seconds.
I mean, sure, other classes do it better than us, but that’s by design. Thieves ARE supposed to be bursty, and so do warriors. And we all know how unbalanced thieves are just by looking at how many thieves play this game.
@Fakeblood – Empathic Bond used to take all conditions from you and cure it, not transfer it. Doesn’t matter if you have the tankiest pet ever, he WILL die considerably faster with empathic bond, enough to make the trait worthless.
Try playing spvp and having a necro cast wells on you. Or walking on a ranger’s trap. Your pet will spontaneously combust.
We have three abilities with condition removal (not taking the pet’s F2 into account).
- Signet of Renewal – The passive is good but the active destroys your pet
- Empathic Bond – kills your pet.
- Healing Spring – is the only worthwhile one in PVE. In SPVP, it’s an AOE mark for the enemy.
How is that strong?
The old EB healed ALL conditions. I’m not asking for that back, i know its overpowered. I’m only asking for the transferred conditions to be healed.
Hi,
I come here to talk about the most recent empathic bond fix.
While i know that the ability’s description said that the conditions were supposed to be transferred, and not cured, i still think that the old way was better and worthy of grandmaster title.
I mean, we are complaining that our pets die too quickly, and this change takes this issue to extremes to whoever uses empathic bond.
This trait provides us with no real benefits. Seeing as our pets deal 50% of our damage, using this trait quickly rids us of 50% of our damage. So sure, the ranger will live longer, but at 50% effectiveness. So even if we live two times as long, it won’t matter, because we will be useless.
The above example isn’t very accurate, but it helps explain some of the issues with this change. Other classes have decent passive condition removal, and failsafe condition removal. What i mean by failsafe condition removal is:
ZOMG I HAVE 7 CONDITIONS ON ME, SAVE ME UTILITY NUMBER 1!
Engineers have something that not only cures conditions, but transforms them into boons. The equivalent we have to this kills our pet. Again, the 50% effectiveness dilemma .
Empathic bond used to fill this gap, any condition removal we now have kills our pet.
After this patch, we have no spiked condition heal, only steady passive ones.
This update killed two of the builds i had, for PVE and PVP. One depended on the Food Buff, and the other one on condition removal.
I ask you guys to reconsider this change, providing us with a grandmaster trait worthy of the title. Keep the 3 conditions limit, but make it cure instead of transfer.
Thanks,
Alex
Hmm, let’s see: (Highly hypothetical, take this with a grain of salt)
Warrior can beat a ranger while downed as he can go into vengeance and stomp the ranger.
Engineers can beat a ranger while downed because he can pull the pet to you, and knock him back a second time.
Necromancers can beat a ranger while downed because he can fear the pet, and leech ranger’s health.
Elementalists can beat a ranger while downed if he uses mist form to go to the water OR get out of the pet’s sight somehow. The bonus is you can prevent a stomp REGARDLESS OF STABILITY.
Guardians lose to the ranger because he can’t CC the pet, nor avoid the pet’s damage. The guardians help the team more though, as that healing circle applies to everyone around your corpse. Get downed near a guardian and you’ll see what i’m talking about.
Thieves will probably lose to the ranger unless he can get somewhere outside the ranger’s and the pet’s visibility. The bonus is you can prevent a stomp REGARDLESS OF STABILITY.
Mesmer will probably lose to the ranger unless he can get somewhere outside the ranger’s and the pet’s visibility. The bonus is you can prevent a stomp REGARDLESS OF STABILITY.
So let’s see, the ranger loses to 4 professions and wins against 3. This is all, highly hypthetical, the ranger may beat all professions and may lose to all professions, everything depends on the circumstance. Saying something is OP just because you don’t understand how it works is ridiculous.
Did you know that this ability bugs 50% of the time, and the pet just teabags you? Or how most of the times you use this, your pet won’t be dead and have like 5% health, so he won’t regen his health back and will die to any damage?
Also, you’re only taking into account a ranger fighting another profession while downed. Being able to kill another downed enemy while downed is not the only thing that defines a class’s downed strength.
There is the ability to prevent a stability stomp, or how the elementalists can jump into the water to annoy the entire team, the ability to prevent a stomp from an ally.
You use the pet as cannon fodder? I don’t understand how its effective, the thief only has to choose a better angle?
Regardless of it being a ranged pet or not, it’s going to be a free cloak and dagger. The pet doesn’t have a backwards evade that is going to prevent cloak and dagger.
Melee pets are just easier for the thief as they are already nearby.
As a ranger, i think the one class that absolutely destroys us are pistol dagger thieves.
P/D thief build revolves around constant stealth for you to get as many bleed stacks as possible in your opponent.
One way to fight this class is to avoid cloak and dagger, which will cripple the thief a lot since 6 initiative is a big deal.
However since the ranger has a pet that can’t react fast enough (And since most of us use melee pets for their viability) , thieves get free cloak and dagger.
I can avoid my pet getting hit by cloak and dagger two times. One is switching pets, and the other one is using wolf’s fear or some kind of immobilize.
That’s not enough though.
Also, our pet has some kind of bug, that when the opponent enters stealth, the pet doesn’t go after him right away after the thief unstealths, he gets this 5-6 seconds of stupidness where he just stands near you.
I mean, our pet is 40% of our damage, so saying something like keep your pet passive isn’t viable.
And before you say l2p or something like that, i have played and learned a lot on the p/d thief, and because of that i manage to win most fights against bad p/d thieves and struggle with decent ones. And yes, i have a condition removal.
- Now my question to the you guys, specially the thief community, is this:
- Would you say, that removing the capability of using cloak and dagger on a pet would be fair ? If not, then why?
How do you expect to kill aquaman underwater?
A ranger is incapable of fighting a (GOOD) p/d thief because he can cloak and dagger off a pet. I have a P/D thief, i know how they work, this is not the opinion of someone that dies a lot to thieves and cries for nerfs.
I created my thief, took some time to get to know the skills ( ultimately realizing i only needed to press 1 and 5 and some utilities to maximize damage ), and in one morning learned how to play the thief. I did several 2v1s and even 3v1s with the combination of stealth stomps.
The first thing i thought when i was using it is how overpowered it is. You speak of condition removal. It doesn’t matter versus a p/d thief!
What really kills you is the 5 stacks of bleed from unload, which can be really easily and quickly placed in the target after the condition removal.
I can fight any kind of thief that isn’t p/d.
@Durzlla
I had no conditions on me. I’m sure, i double checked once i started losing health.
Now that i think of it, maybe he had retaliation? I think retaliation goes thorugh invul.
Calculate it correctly, the bleed ticks in a certain interval, so if say, bleed ticks every 1.05 seconds, then if you have 4 seconds of bleed, its only going to tick 3 times, BUT, if you invest a LITTLE bit on condition duration, you can get that fourth tick.
What i’m trying to say is, don’t over invest in condition duration, only get enough for that fourth tick or third tick if you don’t have a lot of condition duration.
Hi,
I’m a ranger, and i was curious if mesmer shatter can kill someone while they are invulnerable.
I was fighting a mesmer, and had 7k health. I popped my invulnerability, but i still watched my health drop fast, like 1.5k bursts, just like a shatter would damage me.
Also, i was watching out for conditions, i didn’t have confusion, nor did i have any conditions on me.
Yet it was still going down.
Also, in this same night, i saw an engineer, use stealth ( without being stunned ) and unload, use quickening zephyr, use that guardian wall that reflects projectiles, and use that elixir that makes them invulnerable. I fought a Thiefguarangineer.
That was a weird night.