My tests:
snow Wolf… 6k
White Moa… 5.2kIs it my gear? I doubt it’d make a 3k dmg difference…
You can definitely bump your stats up a bit still via gear.
Get all ascended trinkets and back brace, stack bloodlust, dragon buns, and don’t forget to shoot from the target’s back.
3200 pattack is kind of low IMO. You should be around 4k without stacking might.
I like LB /GS for WvW.
LB/Axe Horn for PVE.
It’s semi bugged. The toon still reaches for the quiver if you only do a single shot.
However if you makitten to take advantage of the lower after cast, then it doesn’t reach back at all.
That long range shot of 9250 is amazing, however I have mixed feelings about this thread. Being a ranger I have this evil ranger whispering from the back of my head how they will never buff damage on the longbow after this. No wonder Jon spoke of the flow of the LB instead of giving it a buff. They must have seen similar numbers during testing. I wonder what they have planned to open up more power builds for rangers though…
9k is not a lot on an uplvl though. I’ve done it even without stacking signets or spirits so it’s not a good gauge.
Hey, but on the plus side, Anet broke guard again and we can send pets outside and inside tower walls once more. Enjoy it while it lasts!
Guard is not broken, pets are going through walls normally with just plain F1 as long as you have someone targeted on the other side or on top of the wall.
Not sure if this is working as intended though.
Chill axe, bro. We don’t know yet. I have the same issue as you, I press F1 before I start pewpewing out of habit because I keep my pet in passive most of the time.
I’m planning on testing by:
1. going near enough to my target to make it auto attack without the message (gonna test with 1500 range longbow and see how far/near i have to be.)
2. I’ll then back away farther and farther. If I can leave my pet to attack farther than 2k range, we can assume that they are different things.
Attack range is over 2k right now. But all that means is your start range as well as your leash was cut in half. Which sound about right if the original leash was at 5k.
You can easily test this at LA with the dummies and use the NPCs and out of bounds skill red line as markers along with LB1 and GS5 as additional measurements.
If you ever WvW and know what the usual cata setup spots are for attacking Woodhaven, Longview and Sunnyhill, you used to be able to send your pet out from the tower to those siege spots, which is well over 2.5k.
It’s LOL people are debating this. People should really play the game sometime…
(edited by Aridia.3042)
So you’re telling me “leash range” and “F1 attack range” are two different things? I’d have to test this out. Not sure how well I can test this though, as I don’t have pre-patch data to compare with >_<
Unless you’re talking about spvp, which I can’t comment because I don’t play that mode, that’s bullocks. Prior to this patch, I’ve never had a pet tell me it’s out of range unless the target is out of the leash range to begin with. It is definitely not the case in WvW or I wouldn’t have been able to attack ground siege with it if the attack range was that short.
I don’t really think Durzlla is exactly spreading misinformation Aridia, but i do find it somewhat confusing here is a better way to think of it.
Before the patch imagine your dog had an actual leash on it with a chain at the old distance, what happened was you got in range to release it from that chain and attack without any type of leash on it after the fact.
Now it’s more like using a retractable leash giving it a greater start attack range(still not sure about that), but more shockingly it does not release pet from it after starting the attack and seems to run out of chain length fast pulling it back to you.
You do NOT have a greater start attack range now and you never had to get in range to release a pet. If your range is greater now, it’s done artificially and it’s completely intellectually dishonest to call it that.
I know this because prior to this patch the pet has never refused to attack an open field siege for me, when I was at least 4k+ away in WvW.
What’s more likely is, assuming the patch notes were not a typo, is that the start attack range was never taken into account so it never mattered, but now it is, and it’s a bigger number which like stuffing a piece of kitten into your sandwich and calling it a burger, just like the QZ animation fix.
Did anyone read my post? The leash range IE how far your pet can go away from you, was nerfed, how far we can send our pet via targeting them and hitting F1 has been INCREASED overall it’s a nerf, but now we can send our pet further by hitting F1 instead of them just sitting at our side going “Lawlz no”.
Keep in mind if you’re using GUARD (I’m looking at you WvW players) you can’t send your pet as far because pre patch it used to be you could send your pet X distance, now it’s you can send your pet X distance FROM YOU. IE: pre patch you could use guard to send your pet out further than you could if it were standing at your side, now you can not.
Again, no. Please stop spreading misinformation.
What you’ve said makes no sense because at no point prior to this patch did the pet ever ignore your F1 command unless it was sent out to attack something out of a leash’s range, so whatever attack range limitation you had before was not really there in practice. I would routinely send out a drake to engage open field AC/Cata before this patch which is not doable anymore.
Point is your pet’s attack leash got shaved by half and there are no benefit at all to the ranger with this “buff” which is more likely a typo.
The leash distance is 2k, that means its 500 further than your traited longbow, In other words its been buffed, you can actually send your pet FURTHER than before by using F1, on the downside your pet will no longer chase your target to the ends of the earth.
Err…no.
The leash has been shortened by at least 50%. This was changed because people in spvp were QQing that a ranger could leave their pet on mid and can still run to cap another point. So all of the other ranger players can now be nerfed for a mode they don’t even play.
Just noticed this on the last few days. Pets can apparently go through walls at a keep and attack people. :> Is this intended? Or will the fun be removed like Guard?
This would make for great trolling if the leash was unnerfed for WvW.
I actually like the way the brown bear looks.
I lvled my ranger to 80 using it for most of the pve. It’s pretty much cruise control.
Why would it have to be adjusted based on your auto-attack? It doesn’t have to do X amount of damage more than the auto-attack damage at peak conditions. I already disagree with the damage bonus/penalty based on distance, so I think that should be normalized but putting that aside, what if it did 6-7k in wvw under the best of conditions? I guess that matches your LR shot in the best of conditions, except you can at least do it at closer range. So if you’re staying at max range in a zerg, you don’t have to touch that ability. You do so much dps with LR shot anyway apparently.
I’m not saying LB is fine, nor am I against a charge shot mechanism being introduced.
All I’m saying is, be careful what you wish for that you don’t end up throwing the baby out with the bath water, which is what substituting a charge shot for RF would be IMO.
Why can’t the class have both? Like if you pressed and held LB2, it’ll charge, if you just press it it’ll RF?
And yes, I agree completely that range penalty has to be addressed one way or another. The best is if it’ll be removed completely. Or alternatively, they need to give a chance cripple on LB1 so you can actually take a meaningful 2nd shot. If you noticed in all my pics, I’m miles away from the target. There’s no way that could ever happen in spvp that someone would let me crit them twice. And it’s not feasible in 1 v1 either.
Wait, you hit for 4,5-6k In Pvp or WvW on a lvl 80 player? Screenshots pls.
No luck out there tonight. Either not full stacked/buffed or didn’t catch them from the back. Closest I got was 5.8k on a zerker thief. I did clear 6k on one guy but he was an uplvl so that doesn’t count.
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.
….I can crit with LB1 for 4.5 to 6k without SotW/SotH stacks.
Pray tell, how would you charge shot work if you don’t pump the numbers up to the realm of a killshot?
Some numbers coming from you would help a lot.
Wait, you hit for 4,5-6k In Pvp or WvW on a lvl 80 player? Screenshots pls.
I’ll get some at WvW tonight.
I run full zerk, with 25 stack of bloodlust with maintenance oil/dragon buns. It’s doable.
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.
….I can crit with LB1 for 4.5 to 6k without SotW/SotH stacks.
Pray tell, how would your charge shot work if you don’t pump the numbers up to the realm of a killshot?
Some numbers coming from you would help a lot.
Agreed. More spvp silliness creeping into the other modes for no reason.
Can’t even use pets to hit open field AC/Cata now.
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.
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.
All this talk about adding more micro options to the ranger, honestly I think a big thing missing is transparency with the pet. I can’t tell what boons/conditions he has without selecting him. This is something I often want to do when testing builds (especially when might stacking). It’s really annoying that the pet UI doesn’t display this information. Another piece of information that would be awesome to have would be the pet skill cooldowns. Knowing how soon before the wolf can use its leap again is something that would be very helpful. Even if you can’t command him to do it, you can make a better informed judgement on when he’s next able to do it. It would actually help new players because they would see their pets skills outside of the pet panel and become more familiar with how often they are used, which situations they are being used in and whether or not they are off of cooldown. The current alternative is to track in your head based on visual observations of pet skill animations, and if you ask me that’s a much higher “skill cap” than giving the information to the player and letting them make better informed decisions. Keep the pet UI simple and clean, but add the pet skills and boons/buffs to the basic UI.
By virtue of you having a window to the pet skill cycle, it’s basically an indirect invitation/expectation for you to pay attention to it. Can you imagine the kind of threads you get on the forum?
X: Pets are no good, they don’t do what I want.
Y: L2P noob. The window actually tells you what the cool down is on the attack rotation. Time your attacks accordingly.
Well guess what, it’s far easier for me to actually micro manage the pet directly than to have to do it indirectly by watching and timing when the canine will fire its leap CC. If you’re advocating letting player see the cycle, you might as well ask for full micro controls, which Anet is adamant in not giving to us.
I do agree that pet buff/debuffs should be shown on top of the F1 to 4 keys though.
… if you want charge shot to replace rapid fire, you’ve obviously never used LB before.
This sounds a lot like that suggestion to let pets dodge when the ranger dodges, which was really a nerf when you think about it.
Consolidate LB3’s vulnerability with LB2 and put charge shot on LB3 instead. It’s pointless to separate them. In fact I have a macro that’ll do LB3 before LB2 because of how fast LB3 fires. Leave my rapid fire alone; I like to keep hunting thieves with it, thanks.
rapid fire being the primary damage skill is what makes longbow painfully boring and predictable. It tracks stealth, I guess that’s nice. You can definitely replace the channel mechanic for primary damage with a charge mechanic. It’s just a matter of balance as far as damage is concerned. Sure consolidating the vuln and rapid fire would be fine but rapid fire should not be the primary dmg skill.
I have played longbow, and I hate it. Hence why I think it should be changed.
LB1 is still the primary damage skill. RF should only be used when the target is at sub 1k range. Or for stealth targets.
Getting rid of RF would pretty much ensure you won’t down any thieves. Being able to move and track stealth target is extremely powerful. 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.
If LB2 and 3 are consolidated, you can put that burst move on LB3. That setup makes the most sense.
… if you want charge shot to replace rapid fire, you’ve obviously never used LB before.
This sounds a lot like that suggestion to let pets dodge when the ranger dodges, which was really a nerf when you think about it.
Consolidate LB3’s vulnerability with LB2 and put charge shot on LB3 instead. It’s pointless to separate them. In fact I have a macro that’ll do LB3 before LB2 because of how fast LB3 fires. Leave my rapid fire alone; I like to keep hunting thieves with it, thanks.
Why add the vuln spike to the rapid fire? How about adding a long-lasting vuln to the auto attack? Possibly speeding up the rapid fire as it, at the moment, does no more damage than the auto. That still frees up a slot for a new skill while making both #1 and #2 more useful.
Because LB1 needs a chance cripple and not vulnerability. If 1k+ range is the optimal killzone, you need to give the shooter a meaningful chance to actually take a 2nd shot. Because there’s nothing to CC the target there currently. That, or the range penalty has to go. I’m waiting for Anet to figure out which one.
Rapid fire’s anemic damage could be easily remedied by decreasing the channel’s completion time, and/or firing less arrows for the same damage.
… if you want charge shot to replace rapid fire, you’ve obviously never used LB before.
This sounds a lot like that suggestion to let pets dodge when the ranger dodges, which was really a nerf when you think about it.
Consolidate LB3’s vulnerability with LB2 and put charge shot on LB3 instead. It’s pointless to separate them. In fact I have a macro that’ll do LB3 before LB2 because of how fast LB3 fires. Leave my rapid fire alone; I like to keep hunting thieves with it, thanks.
I want the ability to turn off that Swiftness, Its of zero use…Half the time i’m not close enough to be hit by it, and it doesn’t actually help that bird Catch the target….It either needs a far better animation (like completely removing the animation) or i want the ability to disable it
If you ever played FF12, the gambit system in that game would be great for pets.
It’s basically a bunch of if then else statements that lets you create an AI routine for your companion.
What if you could select which shout you wanted for your F3 on your pet?
That might be interesting.
Fixed that for ya. You’re welcome.
It’s LOL to have a pet class to not have basic pet commands to come standard.
Just a thought…because I find that there’s a lot of neat builds in theory, that would only work if you have 80 points to utilize. Ever get that feeling? That it’s always 10 points away?
10 points and at least 1 utility away. And for a game with such an emphasis on action, there’s far too much waiting for cooldowns, especially for weapon swaps.
Go back to the root of the problem.
Ask them why they’re insistent in using a node cap as the basis for the game’s meta. The moment you don’t have a node cap, BM and trap builds are suddenly not as effective. Ditto for something like RTL which was only nerfed because ellies could move between points quicker than other classes.
Why not just have pvp be, you know, about killing people? Throw them in a map and let them fight.
I’ve posted this before but here goes again, it’s as simple as it can get it terms of a fix:
Pets should give a passive aura buff and increases the ranger’s DPS, like Aura of the Hunt or something if the pet is on passive mode and not attacking so the potential missing DPS is folded into the ranger. The reason is that it’s a pet class, and it’ll actually give a reason for people to target pets which is an indirect boost to the class, and it encourages active management of pets and at the same time gives the ranger their missing damage back when pets usage is not feasible.
The moment the pet starts attacking or dies, you lose the damage aura buff.
I actually like having the option to send a pet out to attack. Very useful when you have siege wars in open field to send a drake out to F2 cata/ac. F1 should become a toggle for attack/retreat. F2 stays as is being a utility. F3 goes into toggle for active/passive mode. F4 would be a dodge.
I do not argree with that, it should be the other way around.
I prefer a dps Buff for rangers, like other classes and add a debuff on the pet. Which will lower your dps to compensate with the pet that is active.
I think you’ve misunderstood me. It is a buff for the ranger.
What we have currently is a percentage of damage that’s allocated to the pet and because of that, weapon damages were capped. So if you put the pet on passive, you’re actually losing a part of the dps. What I suggested was that missing dps should be folded back into the ranger when pet is on passive mode.
I’ve posted this before but here goes again, it’s as simple as it can get it terms of a fix:
Pets should give a passive aura buff and increases the ranger’s DPS, like Aura of the Hunt or something if the pet is on passive mode and not attacking so the potential missing DPS is folded into the ranger. The reason is that it’s a pet class, and it’ll actually give a reason for people to target pets which is an indirect boost to the class, and it encourages active management of pets and at the same time gives the ranger their missing damage back when pets usage is not feasible.
The moment the pet starts attacking or dies, you lose the damage aura buff.
I actually like having the option to send a pet out to attack. Very useful when you have siege wars in open field to send a drake out to F2 cata/ac. F1 should become a toggle for attack/retreat. F2 stays as is being a utility. F3 goes into toggle for active/passive mode. F4 would be a dodge.
Spiders actually fairly decent damage now, but build really doesn’t focus on damage from pets so they’re just fluff.
Would you actually suggest using a spider over a devourer DPS wise?
Spiders out dps devourers in my experience since one of the pet skill on rotation on the devourer is a dodge. Raw damage is lower also on devourer.
The range immobilize also helps you better to hit the target. The only good thing about the devourer is the carrion type for stacking might using RaO with poison field.
I’m guessing you probably do around what? 48 to 60 per Bleed tic? I do around 98-100
That’s with Rampager’s
Yeah tested it at HotM and it was 48 per tick on zerker setup with barrage. I’m losing more than 50% per tick but the crits more than make up for it though. I run no bleed traits or sigils and just put sharpening stone on and it takes the heavy golem down faster and more consistently. On LB1 you lose close to 1k per crit, more on WvW because the crit dmg is higher cap and you can get it to 117% with food.
Your build melts things with SB though. 17 stacks easily even without QZ.
What is “to circle jerk”? I haven’t heard that since the 3rd grade. Hehe
You’re right, knights is a rough call. You can do it but it’s less DPS and you’ll end up eating more aggro. Give it a shot, though, let us know how it works.
Thanks for saying “thanks” to all the circle jerkers out there. I’ll circle jerk with you guys about ranger all day long. Love the profession and the game.
Companion’s might by far. One barrage could stack 15 to 16 stack of might on a group. And it’s dead easy to spam SB1 to max stack.
Sharpened edge is one stack of bleed for 1 sec which is LOL. Under no circumstance should that trait be taken.
I thought about Rabid, but Longbow without Power just doesn’t do it for me, also..Its a Zerging Setup…If i’m getting hit in a zerg by a bunch of people i’m dead either way if I have toughness or not.
I can hit 25 Bleed Cap on a target in around 5 seconds generally if i’m flanking them.
How much more per tick are you getting with a Rabid setup? I run full glass zerker and just use sharpening stone as a rotating utility with LB and it seems fine already, and I’m not losing any damage on LB1. Not sure Rabid is worth it.
Who cares if your pets die there? Ranger is one of the best classes for that encounter thanks to traps, with or without the pet.
Because it’s kitten poor design given how the ranger is suppose to function in this game?
Isn’t the feeling of discovery fun? Let the man have his moment, Durz. By the way, Durz, want to do the new dungeon tonight? Hmmm? All ranger run???? Eh? Faux? Hyjaxx?
Dear God, this dungeon was made specifically to add salt to injury. The AoEs kill you in a couple hits, they are literally everywhere, all the time (meaning little pockets to step on won’t save your pet). Add that on top of 50s, 80s, and 110s AoE bombs on the final boss that your pet can’t survive more than 10s of, and the midboss which is basically a giant electric wall that requires you to jump to safety to survive (yep, you guessed it! pet can’t follow).
This dungeon with a full ranger group. LOL. Man. That’d be tough. Really difficult.
The cannon AOE is fine, it’s actually doable. The spinning laser mid boss however, is NOT fine.
That’s BS design right there where you’re forced to make the pet take those hits because they can’t climb or jump.
If climbing still worked with Guard, that might have been a solution? I haven’t done it yet but, going to try tomorrow.
Guard will not work. In the later phases of the boss, you’re required to run around the room in behind the laser wall and when the low lvl lasers come up from behind you, you’re suppose to jump ontop of the crates to dodge that before you start running again.
Guard will only let the pet dodge the low lvl lasers and have it clobber by the laser wall.
If Robert Hrouda is still on dungeon design team, then he must be trolling us. It’s impossible to keep the pet alive for the rotating laser room. It’s doable for the first 2 phases, but when both the laser wall and beam come out in numbers, there’s not enough time to do anything cuz the pet can’t jump and the pet swap cool down is far too long. It wouldn’t even let me pet swap the pet to the top of the crates. Come on, really? Keeping the pet on passive does nothing either in this case. SoS’s cooldown is not feasible either. For a game that prides itself on the dodging mechanics, this is terrible design when you force people to take hits like this.
Where’s Delaqua’s armor….?
Burst well enough or sustain well enough.
It definitely got buffed to say the least, with rapid firing being a half second quicker channel and arrows from the autoattack firing once per second, but the damage isn’t enough pressure with the lack of mobility that still exists on the weapon.
Still, its a good update for the longbow, it just isn’t where it needs to be yet. Another cripple outside of barrage, or an immobilize, would be all the weapon really needs now though.
I’ve been asking for a chance cripple on LB1 since the beta. Don’t think this is gonna happen though cuz it makes too much sense.
The pull effect that was added to path of scars in today’s patch doesn’t fit in well with the weapon or other functions of the skill.
Prior to this patch the main function of path of scars was damage. It did a good amount of burst damage, pierced enemies, and was worth using even if you couldn’t line up the second hit. To top it all off it was a projectile finisher with a 15 second cool-down, 12 if traited.
With the introduction of pull this won’t change. It will still be a damage focused skill that is used frequently, only now it will be tossing enemies around every 12 seconds. This may not cause issues if you are using a sword/axe, but with axe/axe you will be pulling enemies away from your allies and towards you, annoying your team and putting yourself at risk.
Something which would be much more suited for this skill would be a stun or daze. This would fit in with both melee and ranged play styles and would work great with the Moment of Clarity trait, which isn’t that popular due to the limited availability and long cool-downs on the current daze/stun skills, but would be amazing with path of scars.
The best thing about the offhand axe was the LOL damage that you could do if you ran pure glass. Well, they put the stop on that with this new pull business since a GC pulling 5 guys back is a death wish.
I’m having a hard time trying to think of places on Borderlands where I could pull people off cliffs also.
So yeah, completely friggin’ useless in my books.
Im honestly baffled… i cant express my disappointment right now… Is there someone at Anet listening to this?
Yes.
And laughing all the way to the bank. And they will continue to until we hit them where it hurts and force them to listen. We should all stop buying gems and spending money on thier store.
Stop buying gems? That would assume that I’ve bought any in the first place.
I’ve seen nothing yet from this team that would warrant further monetary support on my part. Broken classes, zerg/pvd WvW meta, RNG skins? No thanks.
My $250 I pledged on Camelot Unchained is looking like a better and better deal on every GW2 patch.
longbow auto attack feels soooooooo much faster now.
This! I was surprised as well. Its interesting that .2 second aftercast reduction and 15% projectile speed make so much difference. Anyone running LB in WvW please post some experience with LB. Do the changes result in less out of range/obstructed issues? If yes, I can see a lot of power LB builds coming up. Too bad for Shortbow though, I hope they will put shortbow range increase into Eagle eye, so you can have 1200 range with it. 900 is just not enough for chasing people down, and thats one of the things I used shortbow for. If they were running away #4, #5, and autoattack. Did wonders with a condi build, sup earth signetssharpened edges.
Does the new LB feel like the bugged attack speed you get when skill lag clears? That’s the only time LB felt great to me.
I actually look forward to getting that bug whenever I’m on EB.
I really hope that lightning reflexes will cure movement conditions with this patch.
Or stun the target. It’s LOL you can hit for 2k plus with it when no one in their right mind would use it as a source of dmg.
Meh, nothing looks that exciting.
Was looking for LB cripple, Ranger Crackshot and stun on LR and of course got none of it.
Is her armor set going to be craftable or be dungeon reward for the sky pirate patch?
Her gloves and boots look really good.
First and foremost, GW2 pets have generaly excellent path finding. The occasions when a pet takes a senseless detour are very few, and easily overcome by using pet swap.
Pathing is worthless in this game, particularly for bow users. Pet swap is not pathing but more of a cop out as you’re merely heading towards the target and porting the pet there.
Real pathing involves the pet finding its own way which this game has very little of. It doesn’t even know how to jump off a ledge.
The main reason is simply that at the point that outmanned does that, it encourages servers to have fewer players on to take advantage of the stat boost. That, in turn, will cause people to yell at other players for logging on and taking away the buff.
At no point in the current meta is having a buff better than having bodies because you guys have decided to have an AOE cap. Unless you’re saying buffs will let you one shot someone, what you’ve described would never happen.
Terrible bows in this game.
I only like Ebon Hawk’s and the Super Bow, but that’s only because of the glow.
