sPvP Build – WvW Build
Tarnished Coast Server- Anthrage Stormrider on Youtube
My issue with Axe would not be that it is too condition-focused, but too conditional, like most of Ranger’s skills. For many, you only get full value if your pet is alive, or in range, or off it’s cooldowns…in this case, the additional hits from Ricochet only come into play if there are additional targets in range – their presence or position. Only one target, you do not get full value for the skill. These conditional elements of Ranger skills are in fact a form of RNG – that is indisputable.
If I were to change this therefore, I would do something similar to how Longbow 1 works – how damage scales based on distance – except in this case, have it start at a higher damage amount for the first and possibly only hit, and scale downward for each subsequent hit. This has the virtue of also making sense from a physics perspective. :P
So for example…first hit currently does 291 base, with the other 2 being the same. This would be a potential total of 873 total damage assuming the listed 3 axes hit. Even without modifying this overall damage value, you could have the first hit do 500, the second hit do 250 and the third 125 for a total of 870 damage…it’s pretty much perfect.
In fact, it’s so perfect, my apologies to the OP, that I’m going to have to make this suggestion myself elsewhere. You are absolutely right, Axe 1 is a problem skill, if not because it is low damage, but because in practice, you do not always get full damage value.
Just had another uneven-strength game. This time, TWO players on the team went AFK, STATED IN CHAT they were going AFK, because they didn’t like something that happened in the match. EARLY in the match. ANet for the love of god, at the very least, give us a reporting option for this…if you can detect bots and check chat for verbal abuse etc, you can certainly detect when someone is in afk and SAYS they are going afk.
Do something, seriously. This is getting WAY old.
These I feel are all reasonable, easily do-able, and while small changes, would represent some improvement for Rangers using these skills, as well as bringing them more in line with the other professions.
Guarantee this will be overlooked and nothing will be done because they don’t give a flying kitten.
Sadly I don’t disagree with you at all.
ChillyChinaman – Mostly likely you are right about using an existing trap, though given the mechanic exists for thief, it could be easily done I think if they wanted to.
- Introduce an advanced pet control system so people who take rangers seriously (I’m sure there is at least one) can have control over our forced mechanic.
Regarding things, ANet is on record saying they do not want to give rangers direct control over the Pet abilities as they feel it would be too difficult for people to manage. A statement I find absolutely crazy, but it is their official position.
Thanks for posting your 5 – hope we get more! ANet may not read this forum, but it is still worth we ourselves discussing it.
How about each one of us post a list of 5 basic and reasonable changes and see if ANet notices or likes any of them. We’ll all post something from the set of skills we actually use, so will thus cover all of them. Here’s mine:
1. Add a Blind effect to Warhorn 4, Hunter’s Call
Rangers are the only class that has no access to a Weapon Skill Blind nor any Traits that open it up. WH 4 is also a bit lackluster as it nonsensically requires LoS and is easily obstructed. Would be a nice way to give Rangers access to blind.
2. Heal as One, reduce activation time to 1 second
This heal is currently far too easy to interrupt, with it’s 1 1/4 activation and ‘look at me I’m healing’ casting animation. The Warrior Heal ‘Mending’, also on a 20 second recast, that heals AND removes 3 conditions, has a 1 second activation time. Reasonable change.
3. Make Pet F2 icon Display ICD
Currently, after you have used your pet’s F2 skill, the icon shows the cooldown time via being blacked out. If you attempt to use the F2 again during this time, it will fail. However, there is an invisible ICD for the other pet skills, where if you attempt to use the F2 skill, it will fail and you’ll get a shot cooldown. Right now, there is no way to know if your pet’s F2 is on an ICD as it is invisible…make the F2 icon show when it is unavailable due to the ICD via the same graphical effect it currently does foe the F2 cooldown itself.
4. Change Trapper’s Defense Trait
This skill "Creates a spike trap while reviving an ally. " Modify the trap type from Spike to Smoke, which when tripped would either cause all allies in the field to be stealthed for 2 seconds, similar to Thief’s Merciful Ambush, or cause all hostiles in the field to be blinded, and of course be a smoke field.
5. Modify Longbow-related Traits
Currently there are 3 longbow-related traits – Eagle Eye, Piercing Arrows and Quick Draw. These are all Master Traits, and 2 of them are in the same line, which means for anyone wishing to use those 2 together, they are automatically unable to access the Grandmaster Traits in that line. By Comparison, the Warrior Longbow range and the Engineer Rifle modifier are Adept Traits, and Warrior Pierce and Recharge timer reductions are bundled in the same Trait. The Engineer Recharge timer is also an Adept trait…
Recommend bundling Piercing Arrows with Quick Draw in Skirmishing, and adding a new Master Marksmanship Trait that either extends range for Shortbow, or, Increases Shortbow and Harpoon damage by 5%, similar to Power Shots for Thief.
_ _ _
These I feel are all reasonable, easily do-able, and while small changes, would represent some improvement for Rangers using these skills, as well as bringing them more in line with the other professions.
I know no. My point is, it should be…I don’t believe it is intentional.
Not available in PvP?
I use Undead runes as extra 258 Condition Damage allows me to go lighter on CD on some of my gear and allows me to hit all my 1500 plateaus, but, the lack of a bonus effect is a downside, even if the overall stat bonuses are better. I do run with SotH so the 25% and freeing up that slot would probably be worth the stat loss…
Has anyone tested whether this works in combat as well?
I honestly have no problem with it not being instant, and reviving only one target, as it is not an elite…but I do have a problem with the fact that it rarely actually works or revives anything. Another serious downside is that it doesn’t revive a target you select, or even the nearest downed ally…it’s entirely random.
Sometimes it works well, or used to – there was a time where I saved camps with it often and the skill actually worked, like the usage here in this video from 7 months ago – but at present, it just never seems to work at all, period.
The simplest fix perhaps to this skill that would ensure it is useful in PvP on it’s long recast timer, would be to grant not only 125% movement speed, but stealth, until the action is complete. It would still need to be fixed so it works mind you, but at least it would be something, and reasonable and therefore likely to be done….one hopes.
When I saw this thread I was hopeful. Sadly, while it contains some nice things, it does not address the 5v4 issue in PvP. Again. So, again, I will ask ANet to do at very minimum the following:
You absolutely must:
-Move the ready check to before map/match entry
-Add an audible alert to the map/match entry window
-Do not allow undermanned matches to start
You say you understand our frustration. That if we are too frustrated, that we should take a break from the game. Which implies a coming back at some point. That implies doing so when things are addressed. So…please address it? TY.
One last thing. These forums are full of posts complaining about the game, PvP – how bad it is, how imbalanced it is, how it’s not suitable as an eSport, the effects, the gameplay…you name it. Scores of people who have stopped playing or vow to do so.
Yes there are some people who still faithfully play the game and this game mode…and how do you reward them? You kick them in the face. Repeatedly.
Think about that.
ANet is clearly aware of the problems with sPvP. I can only assume the fact they will not address the issue either with statements to their customers or fixes to the problem means they are unwilling/unable to do so. Countless simple, minimum fixes have been suggested but they have not done any of them, and I for one have had enough.
Until ANet does some of the following, I will not spend another dollar on gems. I will not recommend the game to anyone, I will not promote it through videos or casts, I will not say a kind thing about this game and will make sure people know what they can expect should they are considering picking it up. We are customers – censoring or banning people who have invested their hard earned money and time in something should not be the only solution to real problems. People play games like GW2 to get away from that kind of injust bullkitten in real-life, not to get more of it. Surely you can see that.
Don’t treat us like garbage. Take the issue seriously., please. I find it hard to believe it is your intention to knowingly force people to endure such an unpleasant experience…if that is the case, then please just tell us so we can move on.
You absolutely must:
-Move the ready check to before map/match entry
-Add an audible alert to the map/match entry window
-Do not allow undermanned matches to start
These are minimum basic things that are completely reasonable, and to most people, extremely obviously needed. Again, every time I run into a string of matches I am enraged not just by the painful and frustrating nature of the experience, but because you ANet knowingly make us go through it when it is not necessary. Why? Why would you do that to people who showed faith in you and your product, who pre-purchased it, promoted it and play it appreciatively and happily? It makes no sense.
Please help us and do those basic things. Abuse like this is turning people away from your game, and if you don’t care about the happiness of your customers, you should at least care about that…
So, it’s been a bit over a year. Lots I like about the game, still more I don’t like, but I am hopeful that things can change in the future if ANet really starts to look at the various issues from a new perspective and considers making changes of a practical nature and not just modifying or adding content. Either way, congratulations on the success and lets hope the coming year brings the end to some of the longstanding issues and the beginning of a new approach to player satisfaction!
This video here shows one of the things I DO like about the game, that being it’s art direction and visuals…and one of the things I don’t like as much, how muddled the effects can make things. A pretty good metaphor for the overall state of the game actually…
All good points. The question remains…why hasn’t Anet done these obvious things? I honestly don’t understand their thinking here.
…and how the fact they have done none of them proves they hate us.
1: Add an audible alert to when the match start window comes up. We have audible alerts now for achievement completions but not for this? Complete insanity.
2: Move or add Ready Check to BEFORE match/map entry. Again, hard to believe this has not been done.
3: Do not start matches that are not even strength at timer countdown, period. Either re-open the slot, extend the countdown by a small set amount or kick everyone back to lobby…there is absolutely no reason to start a match that is uneven strength.
4: Add reporting for AFKs and leavers.
5: Make leaving a match before match end, or not being present at match end, however you want to code it, cost a player a rank point or points or match wins. They do it enough times, they’ll be down to rank one and/or matched up in scenarios that – since it seems clear someone has to pay the price for their actions – at least have minimal impact on game quality.
None of these things are hard. Some of them are obvious, even clearly vital. I have yet to see a single statement by Anet as to why they have not done any of these yet…but here’s hoping they will surprise me.
A good point, and another reason to do something like this mechanic change at the same time, where pets could be rebalanced to match.
I don’t know if it’s too late, given the changes that have been made and are ongoing for WXP and the new abilities there…but either way, I definitely think it would be preferable.
So…I was thinking about ANet’s recent tendency as regards WvW and WXP, the idea of leveling up individual skills, spending points to focus in on area or the other, and the thought occurred to me that a similar approach might be taken with pets.
The idea being, that pets would be not come with a baked-in set of skills and stats, based on pet and trait selection, but instead come from families as they do now, that once selected, could then be ‘bred’ through point application over time to open up or develop various skills. These skills would be unique therefore as they are between families, but also be unique within families for pets owned by different players.
Pets would have experience, you would level them, they would grow with you and be more personal, so you’d have more attachment to them, and most importantly, they would be much more customized than they are now. Coupled with more control over their skills, perhaps reduced in number by 1, you could breed a pet of any family to be damage, condition, crowd control or support based.
This I think would be a fantastic way to revitalize the pet mechanic, and make it a more meaningful experience. In PvP you would do as you do now for Traits, be given the total amount of points to use when selecting and raising your pet. For PvE and WvW, it would be much like WXP….picture different pets like the arrow cart, ballista or trebuchet lines…so you could build your pet and those skills the same way other players do with their powers, as your character levels to 80.
Of course those at 80 would simply be issued the total points etc.
In this way, even using the existing pet skill packages as example, you could get better value out of your pet. If you like the Moa’s Vulnerability attack, but feel it’s Heal is useless, you would spend those points accordingly, and end up with more satisfying pet than the current system gives you.
In any case, lots to consider, but if ANet were to apply the same methods they have to WvW and Siege etc, you could get a pretty cool mechanic for Rangers and their Pets.
Not sure why image didn’t show, but these are build’s final stats.
Just a few quick comments from me on a few points.
I absolutely can’t imagine WvW or PvP without the Wolf. It’s extremely valuable in ensuring you get revives or stomps off. It dying or being dead is not an issue if you swap to it just prior to execution. Paired with PB Shot and LB stealth, I find this combo just to strong to go without.
For zerg fights in WvW, I find traps do work well, but you need to use them in conjunction with something else – again, LB Stealth is great for this, and I find throwing the ranged traps, stealthing, then hitting Entangle, evading out into your line, then Barraging works very well. Working the contact line between your group and theirs is most effective in my experience.
I do have a boon duration build, but I do not run that with traps and not for this tactical purpose. I run a build with minimum 1500 in all stats, minimum 20k HP and tons of evades, and that seems to work well enough in a group setting without the boon duration or stability. I find while obviously it is important, with how much Ranger has to commit to get it, for zerg fights it’s too much. I’ll have to repost my exact final gear/consumable numbers but outside of 1v1s I have no issues staying alive.
Another thing about using traps and LB in WvW, they are great for wall work – you can throw them up on top of the walls, Barrage, even Entangle and kills from down below, including out of LoS. Stealth has enhanced certain tactics so much, I think it’s probably my favorite ranger change thus far.
(edited by Anthrage.2519)
Same here, made during headstart, 12 months in age, but nothing yet. Very strange.
I faced a spirit ranger last night, whom I see often in tPvP and is a good player. I intentional engaged him 1v1 two times, using a different approach each time – first, close in, on the point, trying to drive him off it with CC or by killing him, and the second, at range with AoE. I am a ranger myself of course,. condition-based trapper, with LB and Axe/Torch.
In the first fight, I lost badly, while in the second, I killed him easily, not going below 75% health. Spirit Rangers DO have a low skill ceiling, they do have inherent advantages over other professions/build and they are strong in a point-control format, BUT they are killable, and easily so, with the right counter. There are plenty of other professions/builds that are equally OP in their context and countering something is always going to be necessary.
The issue with this of course is what happens if your team did not happen to have that counter in it’s composition. This is one of the few legitimate complaints I think there are when it comes to spirits at the moment. This counter-need however is true for a few other builds as well, a good bunker guardian will definitely have a similar effect on a match if not dealt with appropriately. A skilled mesmer can also completely dictate the match’s play, forcing the opposing team to operate relative to what he or she is doing. In this respect I see it as no different.
That said, due to the size of the points and the need to use range and/or AoE to counter spirit rangers, in some cases this advantage is punitive to be sure. There is also the game mechanics issue of body-blocking and the AoE limit – 4 spirits and a pet plus the ranger, if not his team-mates…this is a real issue, which some changes have been proposed to address. Lastly, is the fact that spirit rangers do not operator in a vacuum…there are some ways in which things work when combined with other classes and their abilities and how the mechanics play out they could use some examination. Changing how the game handles spirits as mobiles might be a way to address some of these real issues.
If you like working from the walls, you can also try going with a toughness/precision/condition damage build, focusing on good crit rates, bleeding and/or burning, either of which can be applied at range if you trait offhand, sticking with LB and either of warhorn or torch. 30/20/20/0/0, Keen Edge, Eagle eye and Signet of the Beastmaster, Sharpened Edges and Quick draw, and Shared Anguish or Vigorous Renewal or Expertise training and Off-Hand training, running Sharpened Stone, Signet of the Wild and Signet of Stone, with Rage as One. Healing Spring and a Red Moa for walls and Heal as One and a Lynx when running with the zerg on the ground.
With Rabid gear that would give you just over 3000 Armor and 15k HP, 2 sources of stability and 1 of invul and stealth. On the ground I would probably swap out Sharpening Stone for a stunbreak, probably Signet of Renewal, or Lightning Reflexes. Go Signet of Fire for Flame Blasts on the Longbow or Earth for the bleeds, and Geomancy and Earth on your Axe/Horn or Axe/Torch.
You’ll have 100% uptime on Fury very easily, and do really well from walls with little trouble. On the ground you’ll need to stay on top of your positioning and utilities, but will do decent damage and be pretty survivable, with your invul for a panic button. Those stats do not include your two consumables for WvW or PVE, so you can push you Armor, HP or Precision/Crit Chance or Condition Damage up quite a bit, defending on your taste.
It’s different and can be fun, it’s not my main but I run it once in a while when I get tired of my primary build and I enjoy it.
You’d rather mess with all classes, to say nothing of even messing with just 1 class, to address and issue with this one build? I’m sorry but thank-goodness you’re not making the decisions at ANet…
Please, let us not change all conditions in the game, nor even just burning, and upset balance across the board, because some people find spirit rangers OP. Just no.
I’d much rather try and fix conditions in this game (even if the solution is reducing the stack cap to 15 in sPvP) or adjust burning to be more utility oriented and not so much damage focused rather then start messing with a class that only barely functions as it is..
I have seen a target evade the initial application when entangle goes off, but become entangled afterward when he walks back into that set of roots – at 9:30 of this video – it is in a fashion already persistent. Having it be truly persistent might be too powerful given how long it lasts however.
Speaking of bugs, at 6:10 in this video at you can see an Engineer not get hit by the Entangle, though he doesn’t appear to have stability nor be invis. Strange.
They should just make it a persistent field type ability like Muddy Terrain. A bunch or targetable vines that PBAoE cast immobilize and bleed on 5 targets. It’d make it more reliable and stronger since enemies in the center will get hit with multiple stack of immobilize/bleed.
(edited by Anthrage.2519)
I’m not a fan of Rabid on a Trapper, in PvP I always go Carrion with a Shaman’s Jewel, and in WvW, I run with 22k HP, 1700+ Toughness and 1500 in everything else. Works fine in both in my experience, and just because you run traps does not mean you need to run 3 of them.
Jon mentioned that they playtested CTF maps internally and they do not work well, but a push map would be viable – something like the train/bomb in TF2, but say a special golem that you have to walk into the enemy base. I actually have a map of this type plotted out, but sadly no mapmaking tools for GW2.
I definitely think something other than conquest is warranted, but I don’t know when it will happen…it is on their radar though.
This is certainly true, no question. What specifically would you suggest in terms of changes to tone down, and not render useless, the build? Something to specifically address the ‘not requiring skill’/risk versus reward aspect?
The problem is it takes no skill to play spirit rangers, but it takes a lot of skills and exotic builds (that’s practically useless vs. anything else) to outplay them.
That’s where the cry for nerf is coming from. Its risk vs. reward is out of range, and needs to be toned down to match that of other classes.
Range and/or AoE counters spirits pretty effectively…yes they are tough, but so are other professions/builds, but they are definitely not OP. You just need counter them in a specific way, which is true for other so-called OP builds.
That said, in PvP, in terms of team fights, 2v2 especially, a good guardian and spirit ranger can be very hard to beat, to the point of being impossible. Fortunately, you don’t need to cap all three points to win, so this isn’t a real issue.
I suppose it depends a bit on playstyle as well. For a conquest game, traps are pretty effective, and as mentioned, spirits can be killed or avoided. The CC/debuffs with traps are far superior as well, and in PvP CC often makes the difference. When someone who knows what they are doing encounters as spirit ranger, they aren’t all that hard to counter.
No question that DPS is higher on Spirit Ranger however. I think it boils down to what trait line you want to be forced down, and which more strongly dictates how you must play as a result. Spirit build may well be more effective in some areas, but I find it less versatile than Trapper, and in my view, versatility is one of the Rangers few strengths, so I find playing into it works well.
More diversity is definitely a good thing, probably why I prefer trapper to spirit.
I’ve run trapper since release, and have run into more than a few spirit ranges, and I usually come out on top, 1v1. While all that you say is true, you can’t see traps, kill traps, avoid traps or block traps…and you can’t set spirits up away from you, or take advantage of recast skipping and double-application of effect with a pre-placed and newly thrown down put on a target one after the other…
Spirits may be better in certain specific situations, but I find traps to be better in terms of overall utility in a broader range of situations.
That said, I do think traps could use some changes…Viper’s Nest should create a poison field, much like Frost and Fire do. Fire needs to be persistent as the other traps are and not disappear. Frost…if it applied it’s chill duration at once instead of through pulses, it would be a bit better.
A lot depends on what game mode you’re referring to as well though. When you said solo or party, do you mean PvE, WvW or xPvP?
I personally would say yes, they are still quite good, but I have been playing the same condition-based trap build since the BWEs, with a few minor modifications. The key to a trap build’s success is how you use it, and that does and pretty much has to vary depending on what game mode you are playing – PVE, WvW and sPvP/tPvP.
If you’ve played a trap build then you know what you’re doing no doubt, but there are a few things I’d like to mention that are either new or perhaps not known but those who aren’t into traps.
Previously there was a so-called bug where a trap you’d placed in a distant choke-point for example would go off and ‘teleport’ to your location. This was actually very useful for PvP contexts in the sense that it served as an alarm system, so that even if you were far away and could not see the area your trap was covering, you would be alerted when it was tripped via the sound. You could even have multiple traps and know which trap and thus which entry point was breached, by the different sound…all without looking. In some situations that is hugely valuable and was a useful consequence of that mechanic.
This bug now has been fixed, and traps no longer teleport giving you those cues. You can still use them in this way as alarms however, by paying attention to the appearance of damage numbers in your field of view in the distance. Range is limited of course but it does still work. This use of traps is again very important when several seconds of advance notice of incoming, as well as the location or direction of said incoming, can make a significant difference in the outcome, allowing a port before a WP becomes contested, or to get to and man siege before the hostiles get on you, or even give you just a bit of advanced warning so you get to a sPvP point in time to prevent it from being capped or neutralized. In some game modes, literal seconds of difference are vital.
Another fairly recent addition to the game, Ballista Spread Shot, is supported very well by a traited trap build. Good placement and usage of Frost Trap, with it’s pulses and long duration Chill, especially combined with an offset Spike trap, can net you some pretty impressive kill clusters in fixed-position fighting breach points, lord rooms or supply camps. The front entry of Vale is an especially good example of how and where that can be done to good effect.
The last significant thing that has changed is the addition of a Blast Finisher on Horn 5, and how this can be used with ranged traps. During a group engagement, Frost Armor or Might can be pretty useful to your forces in close contact – useful in all game modes.
With the addition of the new condition, and a greater degree of condition usage in general, traps gain somewhat in their usage simply through the application of more conditions and more stacks, in terms of forcing or effecting cleansing. Unblockable application of 3-5 conditions is always a good thing in that regard. While traps have not been changed at all, other game changes, to other classes or to ranger, have in these small ways, helped the trapper out.
There are a lot of cool things you can do with traps that are not entirely obvious, I will be putting a video up on my channel shortly detailing some of the things described above as well as some other things you can do – such as taking advantage of how pulses work when placing more than 1 trap; what you place where in cluster can give you significantly different results.
A Trap Master may not put up huge numbers or be overly glamorous, but they can do things no-one else can and if done well, can be the difference in a fight. I’d say they are more than viable.
(edited by Anthrage.2519)
…why a tPvP game where one side does not have 5 players, starts?
This is not a troll or a flame, I honestly want to know. WANT. I want to know what it is that is responsible for this happening…what exactly is the process by which the game determines a match should start? Since for some reason Anet has put the ready check AFTER entry into the match and not before, obviously there must be some other mechanism…I would like to know what that is.
I see absolutely no reason for these games to be launched, nor do I understand why ANet allows them to. Obviously they must have a reason, I don’t think they are doing it just to kitten the poor players over who are unlucky enough to end up in these games…so what is it? Can you tell us Anet why this happens?
Thank-you.
Unless only the lower-tiered server had those differences.
Lower cost or free transfers to lower tiered servers. Do it a-net.
While having world changes being different for different servers might cause some to transfer… it does nothing to promote them to go to a lower tiered server. Just a different one.
I myself have experienced falling through the terrain to this underwater area, but I have not been able to get los on people above as he did. The harpoon attack is a targeted one that does require los. For this reason I thought perhaps someone found a way to use the sonic tunneling toy for example to achieve this…in any case, call it an exploit, but it is still a serious one in my opinion.
In a recent dev talk a question was asked about whether it would be possible to have Living World-related permanent world changes being different for different servers…I think this would be one possible mechanism to attract players to under-populated servers. Obviously you would not want every server to be unique – although that has an appeal as well – but there are a number of small but significant changes to a world that I think would cause some people to take on the hardship of switching servers.
Today I encountered this – being attacked by someone under the terrain with a harpoon, in spots that were clearly not valid for such an attack or player presence. I did a search but didn’t find any mention of this previously, but it may be a known issue.
Has anyone seen this before?
Today I encountered this – being attacked by someone under the terrain with a harpoon, in spots that were clearly not valid for such an attack or player presence. I did a search but didn’t find any mention of this previously, but it may be a known issue.
I agree. Just today I encountered this – being attacked by someone under the terrain with a harpoon, in spots that were clearly not valid for such an attack or player presence. I did a search but didn’t find any mention of this previously, but it may be a known issue. Either way, it’s pretty bad, and just one example amongst a great many failings in this game’s code. I strongly urge ANet to invest more resources in addressing these issues as they are indeed serious and quite real.
Yes it most definitely requires line of sight, which really seems completely wrong given the supposed method of attack, from above by birds. In fact this is a change I would suggest to the devs, make it so it does not require los – that would be awesome.
What I love about the Warhorn 4 is that you don’t need LOS to hit people with it :p Always love killing those downed eles who run into towers from behind the gate.
I think the easiest way to do this from a code perspective would be to add a new pet/pet family, which is perma-passive, but grants the various effects. You basically trade pet offence and damage for those effects.
Since you don’t ever need to issue attack or return commands, you could effectively have manual control over non always-on 3 active buffs or effects (F1 to F3) and a 4th always on buff effect. This pet would be a killable buff-source essentially.
I always though it should cause a bleed…the most obvious it seems…but a blind works too.
This is a very interesting subject. Having looked at the other classes, while some have less, others have the same or more, so it wouldn’t be out of line if we were to get 1 more mainhand weapon. I assume we’re talking about 1-handed mainhand – in such a case, other than Dagger and Torch already mentioned, a Whip might be interesting.
It would be a hybrid melee and range weapon, half-way between the current Sword and Axe, and could have some currently inaccessible finishers. It also, my apologies to PETA, goes well with the Beastmaster or Pet theme, and could have secondary effects which buff the pet with Fury for example….graphically it could be pretty cool as well.
AND, one of it’s skills could a pull as the last power in it’s chain, which would be good as in some cases you don’t want to use the pull – such as Axe 4 – but don’t want to loose the damage of the attack itself. I see it is a nice platform for some interesting stuff.
Oh, and there was a Whip in the Super Adventure Box, so it’s not too far fetched…
(edited by Anthrage.2519)
I definitely agree regarding the condition removal issue. On my condition build I choose my offhand and trap types specifically to address it, and with the right loudout, you can assure both a broad range of conditions and a high rate of reapplication. This comes at a cost of other utilities however, especially those relating to survivability, which is where my recent test of the bleed/crit build came in.
I think the trick here is to ‘game’ the system where condition-removal is concerned, without sacrificing the damage numbers too much. Not sure where the right balance is yet but I do think there is a sweet spot somewhere…
Fantastic video, thanks for posting the link. I’m not entirely sure how much of the issues we see with GW2 are due to this, but certainly some of them are. A good view for both devs and players.
I’d noticed that with horn, and this seems to be a change from how it functioned originally, but it is not the case with other skills. You can still run perma-might (multistack) or perma-fury builds doing this however – as in combat is when you want those, so it’s a more appropriately contextual auto-casting in that case.
I did not know about the ICD on spirits, I’ll have to record a few runs and try to catch if the effect is actually being applied on mobiles, thanks for that info.
It does seem to work quite well for Sharpening Stone at least, it also works on a perma-heal build – and with secondary effects on heal that is nice as well to have assured 100% handsfree uptime.
Well, Stealth, the Knockback, the Stun Break and with a switch to Lyssa runes, you get a random 9 second boon on Heal (9 seconds of Retal is sick) and all conditions cleared and all boons granted for 3 seconds on the 120-sec cooldown elite. It doesn’t play that glassy honestly, I ran it for about 10 matches yesterday and had no trouble staying up. I usually run an evade-heavy trapper with the same weapon set at 21kHP, and didn’t notice a huge difference in survivability.
not bad damage but its a glass cannon with condi. 0 def skills, just the stealth.
It is in the same ballpark, but seems a good deal different – I never liked drakes or shortbow honestly. I did use Rampagers initially on this build, but made some changes to hit certain stat benchmarks. On thing it is definitely great for is taking down the NPCs rather quickly.
I posted about this type of build before
My Twitch.Tv channel has a few videos of me running it.
Rabid Will work, but I still think Rampager works better for it.
I am going to have to play a set with Warhorn instead of Torch. I generally Torch on a condition build but given the higher crit rate and the bleed potential, it may be a better option. Torch 4 and 5 on a downed is hard to pass on though.
…had posted this in a thread on a different topic but will repost it here since I spoke with someone today who didn’t know you could do this kind of thing.
It is possible to set just about all your slot skills, right bar and left bar, to auto-attack. This can be used to do things like making sure you don’t lose cast uptime by having to manually trigger something as soon as it’s off cooldown, good for stuff like Warhorn on a perma-swiftness or fury build, or even Sharpening Stone.
A cool thing you can do with this, is take advantage of the weapon-switching. Through a quirk in the mechanics, even though when you weapon-switch only the left bar, the weapon skills, actually changes, the auto-attack settings for both bars change. Because of this, you can set one of your utilities to auto-cast only for one of the two weapon sets…so you effectively get a free non-manual cast ‘on switch’ effect much like you can get from Sigils, say Hydromancy and the AoE chill.
Taking this a step further, you can even get 2 such casts – using a Spirit. Set the auto-cast on the spirit slot for one weapon set, your secondary. Engage in combat with your primary, and then switch. The spirit will cast and come out, enabling it’s passive effect – burning or whatever – AND, immediately execute it’s active effect – say, cast an AoE blind. Obviously the usefulness of this depends on managing it so you get the right usage out of it…but it’s an example of one of the neat things we can do as Rangers. Stupid Ranger Tricks. :P
I think it’s generally interesting to manipulate how the vulnerability stacks ebb and flow with Remorseless. But all I’ve really got at the moment are a small collection of stupid pet tricks I don’t quite have a practical handle on.
I find Remorseless to be a bit too much of an investment for the return, which is why I went this route on the build here, using a pet that can apply Vulnerability itself and going with Bleeds to make up the rest of the damage. It seems to work pretty well, in that you have a bit more control over when that ‘burst’ occurs,
Speaking of ‘stupid pet tricks’ (Dave!), I’m finding that using Canines with their Leap and Knockdown actually helps ensuring you get the full channeling of Rapid Fire off, especially if you use Quickness. While pet abilities are famously unreliable in their usage, and it would be much better to control them all manually, I’ve learned that you can kind of control what the pet does when for some of them based on you/the pets range to target when you activate them and order to attack.
The Wolf for example has 2 leaps, one that does the cripple and the other that does the knockdown. They have different ranges though, so if you swap out to it and hit F1 outside the range of one but within the range of the other, it will usually execute that – in this case, that’s your knockdown. Works well, when you get the timing right…again with the muscle memory!
Conversely, I’m finding the Lynx Leap with it’s greater range and being on F2 to be really…odd. Maybe 50% of the time the thing will leap off in some random direction, even if I have an enemy targeted…often it seems to do this when I swap to it with the enemy right near me, as if it has a minimum range requirement…putting the ‘stupid’ in ‘trick’ for sure.
Anyway, the interesting thing about Ranger is that while out class mechanic can be a pain in the kitten at times, there are quite a large number of permutations of traits, pet ability, ranger utility and weapon power and effect, where you can do all kinds of unexpected things. This bleed/vulnerability thing I was messing with is just one example, there are tons more. A large portion of which I have no idea of.
Speaking of which, I came across a friend today who didn’t know you could do a particular thing I do on one of my loadouts. It is possible to set just about all your slot skills, right bar and left bar, to auto-attack. This can be used to do things like making sure you don’t lose cast uptime by having to manually trigger something as soon as it’s off cooldown, good for stuff like Warhorn on a perma-swiftness or fury build, or even Sharpening Stone.
A cool thing you can do with this, is take advantage of the weapon-switching. Through a quirk in the mechanics, even though when you weapon-switch only the left bar, the weapon skills actually changes, the auto-attack settings for both bars change. Because of this, you can set one of your utilities to auto-cast only for one of the two weapon sets…so you effectively get a free non-manual cast ‘on switch’ effect much like you can get from Sigils, say Hydromancy and the AoE chill.
Taking this a step further, you can even get 2 such casts – using a Spirit. Set the auto-cast on the spirit slot for one weapon set, your secondary. Engage in combat with your primary, and then switch. The spirit will cast and come out, enabling it’s passive effect – burning or whatever – AND, immediately execute it’s active effect – say, cast an AoE blind. Obviously the usefulness of this depends on managing it so you get the right usage out of it…but it’s an example of one of the neat things we can do as Rangers. Stupid Ranger Tricks. :P
Sorry for rambling! It’s 3am and I am over-tired! But yeah, more tricks people, I’m sure there are a ton of them out there that we haven’t collectively found yet, the tips thread surely does not hold them all!
(edited by Anthrage.2519)
Bleed/Crit builds are nothing new, but today I was testing something using the new Rapid Fire, and it wasn’t too bad. The RF channel ended with 22 stacks of Vulnerability and 18 stacks of Bleed on the target…a stationary target mind you, but still, not too shabby. You can see the build details and the actual test here.
I’m curious to see what other things people are doing to take advantage of the modified nature of Rapid Fire. I know many people feel the old method of a one-shot delivery of 10 stacks was preferable, but I’d like to see how people are taking advantage of it as it is…
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