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Opening Strike Unique #1 Skills Idea

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Posted by: AlphaK.9486

AlphaK.9486

Okay, I agree with you then.

Although I personally don’t like vulnerability on OS all that much. It’s decent when your by yourself but once your running in a decent group, you end up capping at 25% vulnerability and then OS traits might as well not exist.

I think expanding OS to be more than just a vulnerability increase would do a lot more for the class.

Opening Strike Unique #1 Skills Idea

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Posted by: AlphaK.9486

AlphaK.9486

I don’t understand your suggestion, Runeblade. I assume you mean to say that remorseless should replace the minor and a new grandmaster trait should take its place but OS giving just 1 vulnerability stack every ten seconds is practically a nerf even if OS were to stack.

BTW, no-one is advocating that OS should one shot kill people. I didn’t include damage numbers or suggest they use my quickly made skill examples just to avoid this misconception.

Opening Strike Unique #1 Skills Idea

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Posted by: AlphaK.9486

AlphaK.9486

Ignore the balance in the weapon examples, I threw that together in a second just as an example to what the OS skills could look like. It is highly imbalanced and because I’m lazy and didn’t want to bother to balance numbers against the wiki.

It’s the OS idea I want people to discuss and my ultimate goal for posting this idea.

Note: Keep in mind, that is why I did not post damage, activation time, ect values for the examples. These OS attacks would have damage values separate from the current autoattacks and I did not want people to detract from the topic by questioning whether my example skills were OP or UP. Assume for the sake of discussion that all the OS skills are balanced in line with their ease of use/telegraph/opportunity cost.

(edited by AlphaK.9486)

Opening Strike Unique #1 Skills Idea

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Posted by: AlphaK.9486

AlphaK.9486

Thanks for the comments so far.

All Opening Strike needs is a 100% crit chance & faster aim for the first time.
So we can hit some dmg before our buddies overkill something. Its a haste…

I assume you mean with a bow? But in anycase, we already have 100% crit chance via 3rd minor trait in marksmanship.

The biggest problem I find with Opening Strike is that it has bias towards specific weapon setups which limits its usefulness and fun. In its current iteration, there are very few ways to take advantage of Opening Strikes. Every other class in general already has ample access to vulnerability and can reapply it from time to time making our one time application of vulnerability from opening strikes lacking and even if you take remorseless, the vulnerability is still not worth it most of the time.

The weapon problem is that even with precise strike minor trait, the ranger only has like 2 attacks that are worth using with it and that limits build diversity greatly.

These are the main reasons I came up with these idea, it was so that every weapon would have a strong attack to take advantage of our opening strike buff allowing a large number of builds to get more than just a little vulnerability application and to help fix the fact that Ranger powerbuilds in general lack any meaningful burst.

I don’t expect Anet to implement this but I would hope that it gives Anet a decent idea of how to encourage build diversity and synergy.

Actual new skills seems unlikely, however, perhaps unique effects in terms of boons or conditions for each primary weapon.

For example: Shortbow can inflict confusion while longbow confers fury.

That’s not a particularly bad idea and would be implementable in a reasonable timeframe but it doesn’t really fix our current issues with OS and it would need remorseless to really shine which means that durations would have to be lowish to keep it balanced with remorseless.

Its still a decent idea overall and could be useful if Anet wanted to implement it.

Opening Strike Unique #1 Skills Idea

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Posted by: AlphaK.9486

AlphaK.9486

Yeah, true. Blocks would definitely be a little too convenient against these kinds of moves and I also agree remorseless is a bit restrictive. It would be useful against trash mobs but this idea suffers against champions where there is little to no chance to recover opening strike off a mob.

I can think of two methods that could help but might be a bit much.


1. Opening Strike is unblockable (Like Warrior Signet) but not undodgeable.
2. Remorseless also auto reapplies Opening Strike every 20 seconds, and this cooldown is reset everytime Opening Strike is used (To prevent back/back opening strikes, might need to make a special case to prevent Natural recharge plus hunters shot allowing back to back X/Longbow Opening Strikes, although that would kinda be cool )


Edit: Now that I think of it, I just wanted to mention that this idea would give us some really nice synergy with thieves and mesmers that could stealth us. We just might have a real burst then, heh.

(edited by AlphaK.9486)

Vote for the Profession Collaborative Development

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Posted by: AlphaK.9486

AlphaK.9486

1. Ranger
2. Engineer
3. Elementalist

Opening Strike Unique #1 Skills Idea

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Posted by: AlphaK.9486

AlphaK.9486

Recently, I was thinking about how lackluster Opening Strike was in general and how it only gives vulnerability but then came up with an idea. What if the opening strike buff also gave us a unique #1 skill for each ranger weapon when its up much in the same way a thief has access to backstab while stealthed.

Basically, when the ranger has Opening Strike buff, his #1 weapon skill is replaced with an opening strike variation. Only when the the Opening strike skill is used, will Opening strike buff be consumed.


An example of what a few Opening Strike #1 weapon skills could look like:

Longbow: Opening Strike – First Blood
Charge your bow attack for high damage that pierces. Inflict double damage if Foe’s health >90%.

Sword: Opening Strike – Whirling Leap
Make a spinning leap to your Foe damaging anyone in your path. Can hit up to 5 targets.

And so on, don’t worry about the examples. Just made those up on the fly as examples of what the skills could do. This would make opening strike and their traits far more valuable and give power rangers a bit of flavor.


Pro’s: Doesn’t replace old skills, gives each ranger weapon a unique opening strike variation. Would be far more useful to power rangers, and give them a bit of a opening burst so to speak. Opening strike traits are now far more valuable since the opening strike of each weapon will be quite a bit powerful to make up for their telegraph and the fact that you won’t always have it unless you trait remorseless which considering it is a grandmaster trait is a fair compromise.

Cons: Would require devs to create 7 unique opening strike weapon skills for each mainhand weapon available to ranger. Probably would be too much work for the developers and careful consideration would have to be used when creating the skills in order to find a good balance.

So, does anyone think this is a unique and useful idea?

[PvX] Ranger weapon update

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Posted by: AlphaK.9486

AlphaK.9486

Sword #1 Skill Flexibility Improvement Suggestion:::
https://forum-en.gw2archive.eu/forum/professions/balance/PVE-PVP-Ranger-Sword-Flex-Improvement/first#post3478774

It’s just one possible way that could help improve the sword for PvE use.

[Ranger]combat mode traits

in Profession Balance

Posted by: AlphaK.9486

AlphaK.9486

Concentration Training (Nature Magic II)
Compassion Training (Beastmastery IV)

I agree that these two need to have the “pet in combat” requirement removed. I think this needing pet in combat code was a holdover back when you could swap pets out of combat and the pet f2 cooldowns were always refreshed allowing you to stack boons. Since pet swap f2 cooldown has long been fixed there should be technically no reason to require the pet to be in combat in order to take advantage of these traits.

[PvE/PvP][Ranger] Sword Flex Improvement

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Posted by: AlphaK.9486

AlphaK.9486

I feel that the Ranger Sword skill #1(autoattack) is badly balanced between PvP and PvE. In PvP, it is a great weapon that helps track targets and can sometimes be used to pull off impressive maneuvers, but in PVE the weapon falters in group and solo content becoming difficult to control and restrictive in its ability to allow passive movement.

An easy example of this difficulty is the Golem Mrk 2 world boss where the sword leaps will put you into the electricity even when on the correct un-electrified side of the Golem.

Note: This improvement only refers to the autoattack of ranger sword(Skill #1) and its chains listed here for convenience.

Slash->Kick->Pounce
Skill #1->Chain 2->Chain 3

Goal
The Goal of my change is to bring better balance to the sword skill #1 in both PvP and PvE without greatly altering its functionality for PvP players who prefer the leaps that the sword provides. The changes will apply to both PvE and PvP following Anet’s Goal to keep the weapons the same between modes.


Sword Changes

While an enemy/object is Targeted: If you are within cleave distance of the targeted enemy/object, you will instead use generic slash animations that allow movement for sword skill #1: chain 2 and 3 that have the same damage, range, conditions, and boons applied as the current version without the leaps. If the targeted enemy/object is outside of cleave distance when sword skill #1: chain 2 or 3 is activated, the chains 2 and 3 will utilize the kick/leap functionality and animation as of the current version of the game.

No Target: The generic sword slashes as stated above will be used, and the kick/leap functionality will not be used even if outside cleave range of an enemy/object.

Pro’s:
This change would now allow good passive movement and enable the ranger to use sword in PvE situations where normally the sword would be detrimental. This in essence will fix the rooting issue when close to an enemy and when an enemy is not targeted, and would fix the leaping off nearby ledges after enemy death since the leap cannot occur without a target.

If one is worried about being targeted to an enemy and jumping back in, one only needs to drop the target to prevent the leap from pulling them back into an enemy.

Con’s:
The negative of this change is that some mobility is lost since you can no longer leap without a target. I think that the loss would be worth the improvement in PvE but I can see why some people who play PvP might have a problem with this.


Feel free to post constructive discussion on the improvement of the ranger’s sword weapon in both PvE and PvP. I only ask that if you feel that the current sword is adequate that you do not post stating such or L2P and variations thereof. I know some primary PvP players like the ranger sword the way it is but that I would like the thread to stay clean to allow constructive posts on improving the weapon for both PvE and PvP.

Thank You.

(edited by AlphaK.9486)

Ideas for improving the longbow and axe.

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Posted by: AlphaK.9486

AlphaK.9486

Random brainstorming here but what if Splitblade was changed to this?

When you use split blade you initially throw the 5 axes how it is now but when any of the axes hits, that axe that hits ricochets off 2 more enemies giving you a potential hit count of 15 if all axes were to hit.

It sounds op but it would be beautiful seeing bouncing axes everywhere and give us a bit more AOE which we lack.

Looking For Dungeon/Pve Build

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Posted by: AlphaK.9486

AlphaK.9486

You don’t. If a fight throws around dangerous AOE, there is little you can do to prevent a pet’s death no matter how good you are at micromanaging.

Until Anet implements a non-interupting pet dodge of some sort, there is little use in sacrificing your damage in the hopes that you might be able to keep your pet alive.

Looking For Dungeon/Pve Build

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Posted by: AlphaK.9486

AlphaK.9486

I run Berserk gear with two different builds that I have used.

20/30/5/15/0 – This gives you access to most of the useful traits and allows you to run traited frost spirit while giving your pets buffs too. You can move the 5 points in wilderness if you don’t want the endurance regen.

20/25/25/0/0 – More defensive variation, you lose pet buffs, traited frost, and a little regen but you gain more toughness, slightly higher personal damage, and maintain access to offhand training which makes the oh axe, and the torch much better.

These builds are intended to be taken with damage traits in order to get your damage as high as possible. The one negative is that you will be glassy, and your main damage set is usually sword/horn while your secondary set is picked based on your needs.

Use whatever utility skills you see fit to use. In general, if you don’t expect your pet/spirit to die, you can take Sic’Em, QZ, and frost spirit in a bid to maximize your damage.

(edited by AlphaK.9486)

Unique Mechanic?

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Posted by: AlphaK.9486

AlphaK.9486

Not complaining, just a joke I thought was funny. No need to be on edge, I’m usually suggesting ranger fixes.

Unique Mechanic?

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Posted by: AlphaK.9486

AlphaK.9486

Our unique mechanic is having a unique mechanic that can die. (For 20+ seconds)

whats the issues Rangers have with pets?

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Posted by: AlphaK.9486

AlphaK.9486

I don’t see why they don’t just allow pet AOE based skills to be AOE targeted. Not only would this raise the Ranger skill ceiling a little, it would allow us to maximize our pets AOE effect or possibly even time the pets f2’s in certain situations.

(For example, assume an enemy is just behind a ledge or wall. We would be able to tell our wolf to howl near that ledge/wall that he would normally try to go around as it is now where there must be a target or require the ranger to be near.)

Traited Signet of the Wild

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Posted by: AlphaK.9486

AlphaK.9486

You can’t do any F actions with traited SOTW. I dunno if Anet considers it to be a bug since it had been reported a long time ago and they have yet to fix it.

Knockback glitch?

in Bugs: Game, Forum, Website

Posted by: AlphaK.9486

AlphaK.9486

Yes, this occasionally happens with all knockback skills from any class. This has been reported around 5 or 6 times but the search function of the forum has been broken for a long time.

Malicious Training bugged?

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Posted by: AlphaK.9486

AlphaK.9486

You need to be in combat to get the effect of the trait. It also won’t work if you are not actively attacking with your pet as well.

horrible longbow changes

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Posted by: AlphaK.9486

AlphaK.9486

You can actually do more damage with the new skill set up now… I tried this today already all across PvE and WvW…

You can then stealth, then regain opening strike with the Remorseless Trait, apply 5 more stacks of vulnerability + 5 more from your pet.

Remorseless only reapplies opening strike to the ranger, not to the pet. I tested it in the mists just to be sure.

Sword Auto-Attack-Root working as intended?

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Posted by: AlphaK.9486

AlphaK.9486

Inconsistencies. On my War, I can dodge mid HB, and dodge while doing offhand axe whirl. Why not on Ranger’s offhand axe whirl? Yes, I dodged without problems while using sword ONLY if I unbound the auto-attack. Why should we have to compromise for one weapon?

Dodging should overwrite any skill. Period.

You also cannot use the bound dodge during LB5 without moving. I’m not sure why warriors are allowed to dodge during HB with the bound dodge key while we have to move/doubletap to dodge during our LB5 and Axe5.

Trait: Strength of Spirit. 2% or 5%?

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Posted by: AlphaK.9486

AlphaK.9486

916(Base)+300(Your Traits) = 1216 *0.05 = 60.8 Power Increase.

Check you hero screen. Is your Vitality 1216?

Longbow consolidation/redesign ideas

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Posted by: AlphaK.9486

AlphaK.9486

The damage numbers of a full charged shot would be around 800 damage (60% of a full rapid fire) based off of wiki values. (10 Sec CD, Same as RF)

Being a single shot gives it synergy with SotH(24/30 Sec CD) and Precise strike Trait. Charge/Channel on the skill would be 1 second with a specific animation to give people a chance to counter. The lower damage comes from the ability to be flexible and move with it. Keep in mind, that once you fire off the shot after 1 sec, your able to do other things (LB#1, switch weps, ect) unlike Rapid Fire which requires you to channel the skill for 4.5 seconds for full damage.

If it has one weakness compared to RF, it would be that it is an all or nothing attack but that is also its strength in that you can’t dodge part of the skill. If you still feel that is too low/high, feel free to suggest a appropriate damage level.

(edited by AlphaK.9486)

Longbow consolidation/redesign ideas

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Posted by: AlphaK.9486

AlphaK.9486

It’s a bad deal to exchange RF for a ranger killshot which will inevitably be a self roots. If Anet didn’t give Warriors the ability to move with killshot, the ranger version is guarantee to be a root.

I think your making a broad assumption in saying that a charge move is guaranteed to be a root. If Anet does that, the longbow pretty much turns into War Rifle 2.0 and would be pretty much be guaranteed to not to see any competitive use. Besides, Rangers being “Unparalleled Archers” would finally mean something if we could use a mini killshot while moving.

RF is nice for tracking thieves but it’s too predictable and easy to interrupt. I would rather see a control skill take its place to help us keep the distance.

Anyways, if tracking thieves is your concern, who says that a charge move couldn’t do that. I believe kill shot tracks and I can’t see why our longbow version wouldn’t.

I’m making a very reasonable assumption based on game history and from a game balance stand point. This class doesn’t even have equivalent traits as the warrior. I’m still waiting for a Ranger Crack Shot trait…

Killshot is a root. And warrior is anet’s baby. Even in the Christmas event, the scout killshot was a root and that’s just a mini game that no one really cares about balance.

So you want the equivalent of that which doesn’t root you for real pvp? It’s grossly overpowered. It will not happen, ever. And as I’ve said, asking for a killshot in lieu of RF is silliness. No one who’s used a LB extensively will make that recommendation. There are far better ways to boost the LB damage without gutting one of its best features.

I think using the words “mini killshot” was bad on my part, I mean simply a semi powerful charge shot that can be used while moving. In any case, acting like their would be no way to balance that with movement is silly and RF isn’t as good as you say it is. The way I see it, this is Anet’s chance to branch out and make the LB unique. If you want to keep it the current way because it’s familiar to you, then good for you.

I simply want the LB to be fun and I see RF as kind of a SB cd copout by Anet so why don’t we agree to disagree.

BTW, I’m very aware of Anet’s history but if I posted based on that, I would never post anything based on some of the crap they pulled.

Hmmm let’s see, SOS + spider F2 stun + moving killshot = overpowered.

I’d like to see some balance please. If I want to play I class where i can face mash the keyboard and win, I’d roll a thief.

Wow, I even went out of my way to say my idea is not a killshot but please keep telling me my idea is OP without any hard number data to back it up.

Longbow consolidation/redesign ideas

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Posted by: AlphaK.9486

AlphaK.9486

It’s a bad deal to exchange RF for a ranger killshot which will inevitably be a self roots. If Anet didn’t give Warriors the ability to move with killshot, the ranger version is guarantee to be a root.

I think your making a broad assumption in saying that a charge move is guaranteed to be a root. If Anet does that, the longbow pretty much turns into War Rifle 2.0 and would be pretty much be guaranteed to not to see any competitive use. Besides, Rangers being “Unparalleled Archers” would finally mean something if we could use a mini killshot while moving.

RF is nice for tracking thieves but it’s too predictable and easy to interrupt. I would rather see a control skill take its place to help us keep the distance.

Anyways, if tracking thieves is your concern, who says that a charge move couldn’t do that. I believe kill shot tracks and I can’t see why our longbow version wouldn’t.

I’m making a very reasonable assumption based on game history and from a game balance stand point. This class doesn’t even have equivalent traits as the warrior. I’m still waiting for a Ranger Crack Shot trait…

Killshot is a root. And warrior is anet’s baby. Even in the Christmas event, the scout killshot was a root and that’s just a mini game that no one really cares about balance.

So you want the equivalent of that which doesn’t root you for real pvp? It’s grossly overpowered. It will not happen, ever. And as I’ve said, asking for a killshot in lieu of RF is silliness. No one who’s used a LB extensively will make that recommendation. There are far better ways to boost the LB damage without gutting one of its best features.

I think using the words “mini killshot” was bad on my part, I mean simply a semi powerful charge shot that can be used while moving. In any case, acting like their would be no way to balance that with movement is silly and RF isn’t as good as you say it is. The way I see it, this is Anet’s chance to branch out and make the LB unique. If you want to keep it the current way because it’s familiar to you, then good for you.

I simply want the LB to be fun and I see RF as kind of a SB cd copout by Anet so why don’t we agree to disagree.

BTW, I’m very aware of Anet’s history but if I posted based on that, I would never post anything based on some of the crap they pulled.

Longbow consolidation/redesign ideas

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Posted by: AlphaK.9486

AlphaK.9486

It’s a bad deal to exchange RF for a ranger killshot which will inevitably be a self roots. If Anet didn’t give Warriors the ability to move with killshot, the ranger version is guarantee to be a root.

I think your making a broad assumption in saying that a charge move is guaranteed to be a root. If Anet does that, the longbow pretty much turns into War Rifle 2.0 and would be pretty much be guaranteed to not to see any competitive use. Besides, Rangers being “Unparalleled Archers” would finally mean something if we could use a mini killshot while moving.

RF is nice for tracking thieves but it’s too predictable and easy to interrupt. I would rather see a control skill take its place to help us keep the distance.

Anyways, if tracking thieves is your concern, who says that a charge move couldn’t do that. I believe kill shot tracks and I can’t see why our longbow version wouldn’t.

Pet-Micro W/ New Players Solution

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Posted by: AlphaK.9486

AlphaK.9486

I made a suggestion similar as this in order to give pets survivability in dungeons and hard encounters without making them tanky and to help create skillful use of the pet.

https://forum-en.gw2archive.eu/forum/professions/ranger/Context-Sensitive-Actions-Pet-Improvement/first#post2337351

Longbow consolidation/redesign ideas

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Posted by: AlphaK.9486

AlphaK.9486

I disagree with rooting the player, if anything we need less rooting animations in the game. Make the animations obvious if you must but no rooting animations please.

Longbow consolidation/redesign ideas

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Posted by: AlphaK.9486

AlphaK.9486

All skills have a 1200 range and use their respective cooldowns unless noted.

LB1: Remove damage tiers, at 900+ range apply 1 stack of vulnerability for 6 seconds.

LB2: Now uses a single shot charge mechanic, can be utilized while moving, and applies 10 stacks of vulnerability for 8 seconds. Can be held at 100% charge for mind game potential and will hit stealthed targets if channeled before the target stealths. (Like RF).

LB3: Fires 3 shots that cripple the target for 2 seconds each. 1 second channel.

LB4: Increase range to 1200, past 600 range apply knockdown. On hit, apply AOE chill for 3 seconds of radius 240 on target. If used with piercing arrows, the AOE chill will only only be generated on the first target, however the arrow will still apply 3 second chill to other targets it hits.

LB5: Reduce channel time to 1 second, decrease cooldown to 20.

Might be alittle OP, but it’s just my idea what a good LB would look like.

Complete Ranger class suggestions

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Posted by: AlphaK.9486

AlphaK.9486

I feel Anet needs to come up with a way to keep pets from dieing so easily in dungeons while also creating a way for pets to contribute outside of just fighting.

Knockback Bug

in Bugs: Game, Forum, Website

Posted by: AlphaK.9486

AlphaK.9486

When I knockback an enemy with Ranger Longbow #4, sometimes the enemy teleports right back into my face.

I’ve experienced this with my engineers knockbacks too leading me to believe this is a bug relating to attack skills that knockback.

Other users, please confirm if you have experienced this bug. Thank You.

Context Sensitive Actions Pet Improvement

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Posted by: AlphaK.9486

AlphaK.9486

With these changes, a ranger pet no longer automatically dies when a boss drops an AOE or becomes useless when dealing with targets he can’t hit as he can always provide a role even when not actively in combat. The major support boons can be used both offensively and defensively.

Scenario 1(Offensive Support): You’re a ranger using a cat. By carefully timing your “Return to Me” calls, you keep your cat alive against the boss with his evasion while bursting his offensive support every 30 seconds by telling him to channel and immediately canceling it to get the On End Buff of the skill. In the case your cat does get hurt, you simply let him channel in the back granting your party an easy 5 stacks of Might until he recovers.

Scenario 2(Utility Support): You have a bear. Your guardian mistimes his stability and it turns out the boss is using his “Knock you on your kitten and own you” attack. No problem, you quickly tell your pet “Return to Me”-> “Provide Support” and cancel it to quickly give your party stability and retaliation. Your party thanks you while the guardian feels slightly annoyed by your usefulness.

Scenario 3(Defensive Support): You’re using a devourer. Your party has no easy access to defense boons but can already stack a high offense. So you tell your devourer to “Return to Me”-> “Provide Support” in a good location to give your guys a nice defensive edge. When one of your allies starts getting more attention than he deserves, you cancel your pets channel to provide him with a healthy dose of protection and regeneration.

Scenario 4 (WvW): You have a ranger party standing on a wall and you want your pets to be useful so you organize 3 pets of different support types, and have them channel their support granting 5 people a large amount of free boons.


This is just a small sample of what a pet skills rework could do for our class. Any questions or comments are welcome.

Context Sensitive Actions Pet Improvement

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Posted by: AlphaK.9486

AlphaK.9486

Context Sensitive Actions Ranger Pet Improvement

Ranger pets are very lacking in dangerous dungeon environments and need additional handling to survive even what should be simple bosses. Against bosses who manipulate massive AOE, pets have no chance to dodge properly and often die taking away a significant portion of Ranger DPS with them. These changes are meant to increase the skill floor of the class and provide a way to help a pet to survive dungeon combat.

Current Pet Combat Options
1. Attack my Target
2. Pet Specific Action
3. Return to Me
4. Switch Pet

These options are inadequate in their current state and need more flexibility.

New Pet Combat Options
1. Attack my Target
-> a. Attack Opposite of Me
2. Pet Specific Action (Enemy Targeted)
-> a. Pet Specific Action 2 (Targeted AOE)
3. Return to Me (Adjusted)
-> a. Provide Support (Targeted AOE)
4. Switch Pet (No Change)

Attack my Target (#1): When you haven’t told your pet to attack a specific target, the #1 button will be in this state.

Attack Opposite of Me (#1a): #1 button changes to this state when you have commanded you pet to attack your target. This tells the pet to adjust directly opposite of you when attacking. This state flips back to #1 when you use #3 (Return to Me), or change targets (Your pet will still attack the current target until you order to attack a different target).

Pet Specific Action (#2): Works as usual when the skill in question requires a target to be effective.

Pet Specific Action 2 (#2a): The skill implementation will now be used in place of #2 for AOE pet actions and will tell your pet to use the ability at the targeted spot instead of needing the pet to get close to the targeted enemy.

Return to Me (#3): This button will be in this state assuming your pet is not already in this state. When calling the pet to return to you, the pet will gain a pet specific buff called “Instinctive Evasion” which will trigger a pet evade when damage is calculated to be significant from an enemy source(50%+ of a pet’s HP instantly or 33% lost within a few seconds) or when the damage comes from an AOE. When Return to Me is used, this button shifts to Provide Support (#3a).
Instinctive Evasion Note: Instinctive Evasion is available for the pet while in the state of both #3 and #3a but also uses your pet’s endurance meter that refills at 2x the normal rate.

Provide Support (#3a): While the pet is in the state from Return to Me (#3), this button is available and commands the pet to provide special pet specific support to you and your allies on your targeted location at a radius of 700 which will be channeled until commanded otherwise after which the support boon will be on cd for 30 seconds. The support boon use the pet’s boon duration and ignores the trait “Compassion Training” for an unmodified boon duration of 100%. This button flips back to #3 on use of #3a or when you command your pet with #1, #2, or switch the pet (#4).
Note: The pet can evade while channeling the boon without interrupting it.

The support boons provided are as follows:

Attack Support (Bird, Canine, Feline, Shark, Jellyfish)
• Channel: Provide 5 stacks of Might for 5 seconds every 5 seconds.
• On End: Provide 10 stacks of Might for 15 seconds and Fury for 15 seconds.

Utility Support (Moa, Bear, Porcine, Drake)
• Channel: Provide 3 stacks of Might for 5 seconds and 2 seconds of vigor every 5 seconds.
• On End: Provide 5 seconds of stability and 10 seconds of retaliation.

Defense Support (Devourer, Armor Fish, Spider)
• Channel: Provide 5 seconds of swiftness and 2 seconds of vigor every 5 seconds.
• On End: Provide 8 seconds of protection and 4 seconds of regeneration.
Support Boon Notes: On End means when you cancel the support boon by using any of the actions #1, #2/#2a, or #3. The boon will not activate the On End buffs if the pet dies or is switched out. Two or more versions of the same buff cannot be applied at the same time (ex: Attack Support + Attack Support). You can however utilize different supports together at the same time (ex: Attack Support + Utility Support, AS + US + DS, ect.).

State of the Game - suggestions/questions

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Posted by: AlphaK.9486

AlphaK.9486

Question: As it stands, current ranger party utility is lacking. Do you have any plans on increasing the rangers party utility to make them more desirable in WvW/SPvP groups and dungeons?

(edited by AlphaK.9486)

Complete Ranger class suggestions

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Posted by: AlphaK.9486

AlphaK.9486

Alternate Sword Skill 1 Ease of Use Suggestion

I think the way the sword locks you into combat makes it very user unfriendly in PVE dungeons so I want to offer a suggestion that I think will help fix that while still retaining the functionality.

1. Allow the user to move/dodge during kick. (Seems kind of pointless to lock character movement here)

2. If you are moving at the time pounce activates, you do the animation and hit but retain control of your character while still being able to move. (No leap forward). If you are not moving at the time pounce activates, you will do the pounce as normal. (Basically as it works now in the game).

This will allow us to retain the leap functionality of pounce while giving us much needed control and reducing user unfriendliness.

Ranger Traits 2.0 - suggestions/discussion

in Ranger

Posted by: AlphaK.9486

AlphaK.9486

“Primal Echoes: Active effects of signets also affect nearby allies. This effect’s duration/intensity is halved on allies.”

This would make a great grandmaster trait and give us a niche that other classes can’t provide.

Party invulnerability for 3 seconds, and 25% party damage boost for 4 seconds. Sign me up.

Point Blank Shot

in Ranger

Posted by: AlphaK.9486

AlphaK.9486

I Thought it was lag/rubberbanding since no one else had been reporting it. At least I know I’m not crazy now, lol.

Time to submit this as a bug.

Sword Movement Improvement Suggestion

in Ranger

Posted by: AlphaK.9486

AlphaK.9486

Thanks but I don’t think a player should have to mess with a bunch of options to make one weapon work. My suggestion is also more intended for dungeons where a player needs to be able to avoid certain attacks quickly without being locked in from sword 1’s locking on kick and pounce.

Sword Movement Improvement Suggestion

in Ranger

Posted by: AlphaK.9486

AlphaK.9486

I think the way the sword locks you into combat makes it very user unfriendly in PVE dungeons so I want to offer a suggestion that I think will help fix that while still retaining the functionality.

1. Allow the user to move/dodge during kick. (Seems kind of pointless to lock character movement here)

2. If you are moving at the time pounce activates, you do the animation and hit but retain control of your character while still being able to move. (No leap forward). If you are not moving at the time pounce activates, you will do the pounce as normal. (Basically as it works now in the game).

This will allow us to retain the leap functionality of pounce while giving us much needed control and reducing user unfriendliness.

Let me know what you guys think.

Sorry guys i cant hear you

in Ranger

Posted by: AlphaK.9486

AlphaK.9486

Yeah, definitely. I was testing a Jag combo and getting around 2400 crit on a specific move. After the patch, I was getting about 1800 crit on that same move, so it seems to be around a 25% nerf give or take.

Sniper Shot medium-high-damage skill?

in Ranger

Posted by: AlphaK.9486

AlphaK.9486

Ya they really nerf longbow hard right now. You can’t even use longbow on the clffside fractal. I’m not joking: every single attack bugs out and goes invulnerable. So if you can hit a harpy, but a harpy can’t hit you: invuln. Even if you close the gap so you are in range of harpy: invuln.

What the hell is the point of having 1500 range on longbow if you can’t even use it on cliffside? And now they want us to use longbow more? Shortsighted if you ask me. Fix bugs then change weapons IMHO.

The invulnerability mechanic isn’t a bug, Anet doesn’t want you safely shooting mobs when they can’t fight back although the invulnerability is supposed to wear off when the mob can attack you.

In any case, I doubt Anet will fix that so I will take weapon balance changes any day.

Sniper Shot medium-high-damage skill?

in Ranger

Posted by: AlphaK.9486

AlphaK.9486

I would be cool with a hard hitting shot taking the place of LB’s #2 skill.

If I designed the skill, I would make it a chargable shot that takes 1 second to reach max power but can be used early for damage equivalent to the level it is charged to, and this skill would be usable while moving. To make it identifiable to other classes and give them a chance to counter/dodge, the ranger will hold his bow horizontally while charging and firing.

Basically, think weaker but versatile mobile killshot. This would help give LB synergy with the marksmanship tree traits and the SOTB Signet of the Hunt since the shot is one powerful shot instead of a bunch of weaker ones.

Why axe/dagger?

in Ranger

Posted by: AlphaK.9486

AlphaK.9486

Actually the axe #3 doesn’t inflict weakness as stated in the tooltip. It gives you pet an attack of opportunity. (+50% dmg on next hit)

http://wiki.guildwars2.com/wiki/Winter's_Bite

1. “Expose Opening falsely claims to buff your pets next attack damage by 150%”
2. “Your pet’s next attack inflicts weakness.”

In the future, please test the skill in question in the mists before claiming something is broken.

Ranger Trait Rework [Marksmanship]

in Ranger

Posted by: AlphaK.9486

AlphaK.9486

The 10% for Malicious Training is wrong, it is a 50% increase in duration. You can test it easy with axe 3 which will increase the weakness duration from 10 to 15 seconds when you pet strikes.

Malicious Training bugged?

in Ranger

Posted by: AlphaK.9486

AlphaK.9486

It’s not actually that bad of a trait, it has very good synergy with owl and snow leopard giving you 9 and 12 seconds of chill from their f2’s respectfully.

Btw, it also affects the weakness duration the pet deals with axe 3, increasing it to 15 seconds instead of 10 and weakness is supposed to get a buff soon.

Ranger Patch Notes - May28

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Posted by: AlphaK.9486

AlphaK.9486

Offhand Training doesn’t seem to increase the hit range of WD as indicated, but I haven’t tried to see if the reflect range is increased.

I don’t believe Off-Hand Training ever increased the range of Whirling Defense. Only Crippling Talon, Path of Scars, Throw Torch, Hunter’s Call, and now the reflected projectiles of Whirling Defense.

I misread the patch notes, and deleted the post within a minute which you managed to reply to. :/

Too bad it only increases the reflect range, it would have been nice buff to hit targets outside normal melee range since we can’t move.