Fojja – Vyxxi – Nymmra – Mymmra – Champion of Dwayna .. and more
Highly Over Powered Explorers [HOPE] – Desolation EU
Signet of the Hunt (the worst of all, it’s basically a free crit for your pet): You and your pet gain Camouflage for 3 seconds (if this encroaches too much on thief skills, substitute with cripple or chill to nearby enemies)
I wouldn’t say this encroaches too much on thief skills at all. After all, in the more recent descriptions it stated that the Ranger shared some mobility aspects of the Thief (or something along those lines), yet we don’t appear to have any mobility aspects that come even close.
Also, regarding Camouflage there was an ability by that name present for Rangers.
http://wiki.guildwars2.com/wiki/Camouflage
Next to that it feels like a natural ability for a Ranger to have; either by allowing to line up for an opener or as a means to try and escape. At present time the Ranger is probably one of the least mobile characters with the least number of escape mechanisms.
However, for some strange reason it was taken out prior to launch (probably at the time prior to launch when the Nerf-nuke hit Rangers and left them a broken shell of their former potential) and the only remnant we have is the Hide in Plain Sight trait.
As such I would suggest changing the active component on Signet of the Hunt to something like this:
Signet of the Hunt
Active – Your pet gains camouflage (3s) and swiftness (10s).
(which would also apply to you if you have Signet of the Beastmaster)
That way it would provide Rangers with the means to either set themselves up for an opener, or provide a potential escape mechanism. And the Ranger would then have to decide on the choice to either keep their passive 25% speed bonus, or use the Camouflage+Swiftness from the active component.
However, regarding Beastmaster, I’d rather see signets providing their active effects to both Ranger and pet by default; and change Signet of the Beastmaster into something else.
I had a similar thing happening to me in WvW. An npc guard apparently shot me with Point Blank Shot at the south inner gates of Garrison which knocked me from a ledge to a smaller one just below it. And suddenly I was dead instantly.
[continued]
So now my question to you guys. Do you think our Signets are balanced when compared to similar skills found in other classes? Personally I think the Ranger is still at the bottom of the pile. Mostly because of the immense cooldowns on some Signets combined with the fact that they only apply to the pet unless you actually invest 30 points in Marksmanship in order to get Signet of the Beastmaster. And even the signets that have ‘normal’ cooldowns, the active abilities seem pretty lackluster (Hunt) or even dangerous (Renewal) to use.
I personally wouldn’t mind it if Jon would simply remove the active ability on our current Signet of the Hunt and give us something similar to what we saw with the Wintersday Scout ability (invisibility/swiftness).
Signet of the Hunt
Active – Your pet becomes invisible (3s) and gain swiftness (10s).
(which would also apply to you if you have Signet of the Beastmaster)
Which brings me to the point of this Signet of the Beastmaster Grandmaster trait. It’s not even a signet yet seems a forced requirement in order to get Ranger signets to work properly. To me it sounds more like a flawed mechanic which basically gimps the Ranger. As such I’d love to see this trait removed and replaced with something else. That way all active abilities on the Signets could be changed to ‘you and your pet’ and balanced accordingly where needed.
After all, why should Rangers be a class where their signets only function for ‘half a Ranger’ (aka their pet; which has problems of its own) unless you spend 30 points for a trait?
A post I made about a month ago regarding Ranger signets:
TL:DR – Ranger Signets suck! Big cooldowns for lackluster abilities and you are basically forced to put 30 points in Marksmanship for Signet of the Beastmaster just to get the benefits (if any) for yourself (…which also sucks btw)!
For some time now I’ve been wanting to compare the similarities and differences between Signet skills of the Ranger compared to other classes. Especially because it seems that a number of times the Ranger seems to draw the shortest straw.
So here is a listing of our Signet skills that the Ranger has available where I compare their active components to similar utility skills from other classes.
Signet of Renewal (60s)
Active: Your pet pulls all conditions from nearby allies to itself.
Breaks stun
Similar utility skills:
Signet of Stamina (45s) Warrior
Active: Cure all conditions.
Save Yourselves! (60s) Guardian
Draw conditions from nearby allies to yourself. Gain multiple boons for a short duration.
So we have a Warrior has an ability that can cure all conditions every 45s and a Guardian that draws conditions to himself and gains numerous boons every 60s. Yet the Ranger version basically kills the pet without any benefit every 60s. And I wonder what would happen to the Ranger if they had Signet of the Beastmaster and activated this one. Signet of Renewal? To me it sounds more like Signet of the Moron because you have to be one to use it.
Signet of Stone (120s)
Active: Your pet takes no damage from attacks (6s).
Similar utility skills:
Endure Pain (90s) Warrior
Take no damage from attacks (5s). (bugged and only gives 3s?)
Breaks stun
Renewed Focus (90s) Guardian
Focus, making yourself invulnerable (3s) and recharging your virtues.
So here we have our (imo) most powerful utility skill; 6 seconds of invulnerability. However, this is on a 120s cooldown and only applies to our pet (unless you spec 30 points in marksmanship for Signet of the Beastmaster).
6 seconds is great, but this comes very close to the Warrior version which applies to the Warrior without requiring 30 points and a grandmaster trait and is available every 90s and breaks stun as an added bonus.
The Guardian has a similar effect, but as an ‘Elite’ ability that grants him 3s and recharching his Virtues on a 90s cooldown.
So the Ranger needs to invest 30 points in marksmanship and take the Signet of the Beastmaster in order to get 6s of invulnerability for himself (which doesn’t break stun) on a 120s cooldown where the Warrior ability functions the same way but also breaks stun and takes 30s less on cooldown.
Signet of the Wild (120s)
Active: Your pet grows larger, dealing more damage and gaining stability (12s).
Similar utility skills:
Dolyak Signet (60s) Warrior
Active: Gain stability (8s).
Rampage as One (120s) Ranger
Rampage with your pet, gaining stability, fury, and swiftness. You and your pet also grant might to each other when you attack.
Another potent Signet, but again only affecting our pet (unless traited with Beastmaster) and with a similar cooldown to our actual Elite ‘Rampage as One’ with its 120s. This makes you wonder why some of these Signets need to have cooldowns normally reserved for the (usually much more potent) elite skills.
Signet of the Hunt (30s)
Active: Your pet’s next attack deals more damage.
As several other classes have the same passive 25% movement speed on their own signet, let’s compare their active abilities:
Thief: Signet of Shadows
Active: Blind foes near your target (30s Recharge)
Necromancer: Signet of the Locust
Active: Steal health from nearby foes (60s Recharge)
Elementalist: Signet of Air
Active: Blind your target and nearby foes (20s Recharge)
How very peculiar… The signets from other classes all function as an AoE where the Ranger’s only active ability is a 50% damage increase to ONE (auto)attack from their pet. And only by investing the 30 points to get Signet of the Beastmaster will the Ranger get the same 50% damage increase to ONE (auto)attack.
The Signet of the Hunt seems to have the weakest activation effect compared to similar signets from other classes; especially since the effect is only applied to our pet (unless specifically traited). And even though the cooldown is only 30s, other classes (with the exception of the Necromancer) have similar cooldowns and much more potent abilities that offer more benefits.
Well, what would you suggest? I don’t see a suggestion, just a random complaint about not being able to deal (or not wanting to bother) with it.
what ??
they are not hard to miss at all …. you want 6 Rainbow Unicorns running around it ?? let’s do this !!
That would be AWESOME!!!
I have the same 82/83 issue and no clue what I can do to fix it as everything on the list is marked as completed…
I definitely hope that ANet will implement more minigames soon. At the moment I came across an archery game in Divinity’s Reach which was not available yet as well as the carnival, and the non-functional Asura Gate which is marked for Polymock in Rata Sum. And then there’s that red painted ring looking like the ArenaNet logo in Lion’s Arch which looks like it could serve as a battle arena for mini’s.
Personally I believe that adding minigames to the major cities would help greatly in getting more people out of Lion’s Arch and spread them around all the cities.
Polymock
Archery Range/Carnival
Moa Racing
Bar Brawl
Mini Arena
And I wouldn’t mind a game similar to FF8’s Triple Triad either. I really enjoyed that mini-game in FF8 (until I came across the ‘Random’ rule).
As far as I know there’s a piece missing from each stat combination’s set. For example “soldier’s” heavy is missing the helm, “rabid” light is missing the shoes, and so on. Leads me to believe this is intentional. Guess they want you to run dungeons :P
Oh yeah, I forgot about dungeons :P
So yeah, you may be right and it may be a subtle nudge to kick you into a dungeon (or WvW in case of P/T/V) to get the missing piece.
Hmmm, so effectively we should get 2s of Stability next to blocking attacks because it’s not doing what it’s supposed to do.
I’ve been trying Shelter yesterday in Sorrow’s Embrace (because of the Might on Block) and even though the health gain is abour 50% lower compared to my signet, it would have its place in the world if it would actually block all attacks.
However if it’s not really blocking all attacks if mobs/players can just knock you out of it with a simple CC, then something might be in need of modification.
Makes you wonder what other things those balance ninjas might have changed… Let’s hope it was just an accidental side-effect of fiddling with the code (that seems to happen a lot) or the OP getting hit with ‘unblockable’ abilities, but we might want to test Renewed Focus too and see if people can’t simply fear/knock us out of that as well…
However, a Necromancer can make his marks unblockable I believe. And their fear comes from a mark as I recall… So that one might be valid as you can’t block an unblockable attack.
(edited by Aveneo.2068)
Did your friend put it in a regular bank slot? If so, he might at some point moved it to the collectibles tab (Ecto’s were given their own spot there).
Otherwise I fear he’s out of luck. He could send a ticket to Support, but I don’t know what they can and can’t see; and if he would be permitted an item restoration. I would assume they keep logs of everything, but I’m not working for ArenaNet.
So I’d tell him to check his ‘Collectable’ tab first. If they’re not there, he should make a ticket through the Support forums (so not through the ingame report feature).
If he put it in a guild bank, another guild member with withdraw priviledges could have taken them. As stated above, you can check the log in order to see who took it.
It looks like a form of ‘flood control’. I’ve had this happen to me after trying to sell a lot of small things one after the other.
However, just waiting for a minute or so will allow you to sell another ‘batch’. As such I feel that it’s a means to prevent the TP from getting overloaded and not being able to process all your sales as fast as you’re trying to sell them.
Haven’t used Shelter in a while, but didn’t we used to crouch down with a little round bubble? Now it looks kinda like the Mesmer ‘Mirror’ heal (without the distortion).
Unless I’m getting things mixed up here…
Guess he got tangled up in his own chains. Undead are generally not too bright…
Anyways, I like the ‘new Orr’ where you don’t get CC’d by every random undead hobo. It was so annoying when almost every single mob had a knockback/knockdown/pull/immobilize/etc.
Would be nice if they adressed this issue so that people can actually get a full set with the same stat allocation instead of having to hunt all over the place and visit several temples.
Personally I would have liked it better if the stats were based on the ‘theme’ of the diety they represented and identical across each piece of that particular set. So the Armageddon armor could have had a Precision/Toughness/Condition theme on them whilst Arcon could have been the Precision/Vitality/Healing set or something along those lines… But that’s just my humble opinion.
A current workaround for the missing Power/Toughness/Vitality item (be it Heavy Helm or Medium Greaves) would be to get the Invader version from WvW; but they can only be bought with badges.
Just add some form of sparkle effect to the chest for better visibility. Next to that make it so chests will only spawn if they contain a rare or exotic item. Leave the vendor/salvage trash on the corpse.
No need for all these chests getting your hopes up if they mainly contain crap items that are going straight to a vendor anyway. So changing the behaviour of these chests so they only spawn if they actually contain something Rare or Exotic and giving them greater visibility by adding a sparkling effect would work out a lot better in my humble opinion.
Thanks everyone, I appreciate all the responses. I was a little confused as to where they might drop. Did 2 paths of Twilight Arbor earlier and didn’t see anything, but going to do some more dungeons and fractals in hopes to get me a Bag of Jewels for my Goblet.
When i go in game it show i am missing 2 WP, 507/509. Was there WP added to the game that dont count for the gift but still for the star or is it a bug.
Could it be this recent change? 2 new waypoints have been added to the game through the 2013-01-28 patch.
General
- Uncontested waypoints have been added to Cursed Shore and Straits of Devastation. Players that have already achieved map completion will retain it without having to discover these new waypoints.
Valiant Aislinn
I want to make the Goblet of Kings and one of the components is a Bag of Jewels. Unfortunately, the wiki doesn’t provide any information where these bags can be obtained.
Anybody know where I can get these?
Thanks
(edited by Aveneo.2068)
There’s something very buggy regarding upgrades. Apparently upgrades can also bug out if the server has a forced restart (like ‘New Build Available’).
We were upgrading a tower door at one point which got to 75%, then we were kicked back to Lion’s Arch because of some menial update (Ogre Pet Whistle EMERGENCY SHUTDOWN!!!). >_<
When we logged back in and checked up on our tower, the upgrade progress was gone with no reinforced door but the system still thought an upgrade was in progress; so we couldn’t que anything and effectively lost the silver spent on upgrade.
I would like that very much, but are you talking about Eternal Spirit or Wrathful Spirits?
Eternal Spirit - Spirit weapons are not destroyed when commanded.
Wrathful Spirits - Increases spirit weapon damage by 10%.
To me it would be best if Eternal Spirit could be changed to:
Spirit weapons are invulnerable and not destroyed when commanded.
Wrathful Spirits is a bit of an odd duck as it is a Grandmaster trait offering only 10% damage. So I Wrathful Spirits could do with an additional benefit (considering the limited duration of Spirit Weapons).
Not entirely sure, but I believe that all abilities that state ‘allies’ also work on yourself. So effectively the game treats you as an ally. So Pure of Voice should function in a similar manner.
As stated above Pure of Voice is currently bugged when using Hold The Line or Save Yourselves.
I still remember the nerf on Symbol of Wrath (10s→20s) where we were fed some BS answer that it was because ANet wanted Retaliation as a situational benefit.
Same kind of BS they fed to Rangers when they nerfed Shortbow and claimed it was to fix an animation glitch (that never existed).
And now the nerf on Spirit Weapons, making them and their traits completely worthless.
Agreed, the glow should be much more pronounced.
Also I really hope they will make some additional modifications as I find the Medium armors pretty underwhelming compared to their Light and Heavy counterparts. They are very technologically underdeveloped by Asuran standards.
For starters, give us Medium users an techno-gauntlet too!
Patch NotesItems
Returned the Corrupted Short Bow to its former majesty.
Apparently you got your wish, and in record time too.
Congratulations, they’re now on par with every other summon in the game, all of which have that problem. In fact, that “in line with similar skills” is probably the point of the change.
I’m assuming you are then referring to Necromancer minions, as I do not recall other class ‘pets’ that occupy a Utility Slot and I do not believe an Elementalist’s summoned weaponry counts.
However, if you wish to include Ranger Spirits, may I remind everyone that their max duration is 60s out of 60s (as their cooldown starts the moment after they are summoned)? Compared to our Spirit Weapons who are out for 20-45s (depending on SW and traits) and then go on a full cooldown after they vanish/die. To me Ranger Spirits function more along the lines of gimped Warrior Banners instead of actual minions (also because they do not fight for you). So for the sake of ‘similar skills’ I will not include those either.
So moving forward, I do recall that a Necromancer’s minions are permanent (until killed) after their initial summoning, not temporary with a hefty cooldown afterwards like our Spirit Weapons. So to make it ‘in line with similar skills’ they too should be summoned once and then stay up indefinitely until killed; agreed?
I also notice a ton of traits that provide additional benefits regarding a Necromancer’s minions. Let’s go over them then and see if our Spirit Weapons can be compared to their traits:
* Training of the Master – Minion damage is increased by 30%.
Unless their base damage is lower than a base SW, we only have a +10% damage trait.
* Flesh of the Master – Minions have 50% more health.
We don’t have a similar trait because our SW’s were temporary and immortal while active. Guess we’d need a change in Improved Spirit Weapon for an increase in health instead of duration.
* Death Nova – Whenever a minion dies, it explodes in a cloud of poison that lasts for 3 seconds.
We don’t have any On-Death effects, but I wouldn’t mind them blowing up and damaging enemies when killed.
* Minion Master – Minion skills recharge 20% faster.
Now this is the same as Spirit Weapon Mastery.
* Necromatic Corruption – Minions have a 10% chance to remove a boon when they attack.
Nothing similar comes to mind…
* Protection of the Horde – Gain +20 toughness for each minion under your control.
No passive benefits, but I guess this one could be considered similar to A Fire Inside.
* Reanimator – Summon a jagged horror whenever you kill a foe. 30 second cooldown.
Nothing similar comes to mind… Although I wouldn’t mind little Spirit Daggers popping up whenever I kill a foe.
* Vampiric Master – Minions siphon health and transfer it to you.
Oh, I’d LOVE for Spirit Weapons to transfer an enemy’s health to me. But seeing the number of passive healing we already have, I’ll let this one slide…
* Fetid Consumption – Minions draw conditions. Each minion can draw one condition every 10 seconds.
Guess we can also let this one slide, seeing the numerous condition removals we have.
The only difference I see is that Necromancers have no traits to prevent the sacrifice when activating abilities on certain minions, contrary to our Spirit Weapons which can be traited with Eternal Spirits so they are not destroyed when commanded.
So in conclusion, we would need to see a couple of additional changes in order to make them ‘in line with similar skills’ . Most notably the following:
Only after those modifications are made (or the change reverted so Spirit Weapons are immortal again) can we consider Spirit Weapons ‘in line with similar skills’ in my humble opinion.
Jon Peters simply making Spirit Weapons susceptible to attack and thinking it was a productive balancing day and ‘in line with similar skills’ is not going to cut it!
If he wants to turn us into a Guardian Spirit Master similar to a Necromancer Minion Master, that’s acceptable (seeing we have little choice). However, I hope he can agree that more changes are required in order to make Spirit Weapons viable again, as currently they have been made beyond worthless.
I thank you for your time.
(edited by Aveneo.2068)
Next time just tell them this isn’t World of Warcraft
If it’s supposedly such a problem in PvP, then split the skills. That way they are killable in PvP and unkillable (like before the patch) in PvE.
Why does PvE always have to suffer where PvP gets involved?
Or was it because of Fractals because we had an extra absorption bubble that may or may not block projectiles when you need it to? Highly unlikely…
My Spirit Guardian was the reason I got GW2 in the first place. I was nowhere near OP and had to work really hard to get my ‘build’ to work properly (in PvE). And now Jon ‘Warrior’ Peters comes along and apparently flips the ArenaNerf button on Spirit Weapons for no apparent reason.
What I simply want to know is WHY. And that is probably what everyone else wants to know as well. What was so kittened unbalanced that caused them to do a complete 180 on how Spirit Weapons have worked since launch and made them from barely viable (if traited heavily and sacrificing a lot in terms of utility) to completely and utterly useless (along with all their related traits).
That’s what I’d like to know.
I can see the next patch notes already:
Ranger Guardian
>_<
When will ArenaNet learn that they should not attempt to ‘fix’ something if it was working perfectly.
Sure, a full level 80 in Exotic gear felt like a demigod in starter zones, but isn’t that because he is the experienced Hero of countless battles? The Slayer of Zhaitan and 5 million unrelated monsters that happened to cross his path?
So you want more people out in the world? Well, that’s not going to happen if you’re going to punish them for it every step of the way.
Stop randomly changing stuff because your game will become worse and worse every single time!
Only a Guardian summons Eternal Spirits; only to find out they die when someone sneezes in their general direction.
Thanks a lot guys, I really appreciate it!!
Yeah, against Harpies on platforms I was already swapping skills for WoR and such and have every single skill available to me.
One question that has been mulling through my mind though is what runes would be best for my gear?
At present time I have 6/6 Superior Rune of the Earth, but can I just keep those or would something like Soldier or Dolyak be better?
[Update:] As of August 24th, you are now able to link freestanding Guild Wars and Guild Wars 2 accounts via the Link Accounts tab in your Guild Wars 2 account page.
They got 10 Laurels??? Ugh… I was told on these forums that Jan wouldn’t give any, which is why I completed the monthly instead of waiting.
Exactly!
Laurels are only earned through daily and monthly achievements (starting with the feb monthly) and will not reward for previous daily/monthly achievements completed since folks didn’t know this system was coming.
I also remember a quote explicitly stating that the january monthly would not award the new currency.
So it would not be fair if some people did get 10 laurels for completing the january monthly when we were basically told to complete it because you wouldn’t get laurels.
I’d really like some verification from a dev on this one if people did or did not get laurels for completing the january monthly.
(edited by Aveneo.2068)
Here’s some more information on how to link your GW1 and GW2 accounts:
http://massively.joystiq.com/2012/08/23/guild-wars-2-account-linking-and-you/
And some general information regarding the Hall of Monuments in GW1:
Because ANet completely destroyed my wonderful and unique Spirit Weapon Guardian because Spirit Weapons and their related Traits are now completely worthless, I guess there’s nothing left for me except changing my build completely.
As I used ‘Hold The Line’ a lot during our guild runs through dungeons and fractals, I guess going full shout might be the best option that’s of any use to me and my team.
However, I would really like to hear from you guys what you think of this build:
Is it a good Shout/Support build, or would you recommend certain changes? The current build uses Greatsword/Scepter+Focus.
Thanks!!
This is really making me angry. I was one of the few SW Guardians on my server and only used them in PvE. Now the entire concept which made me play a SW Guardian is destroyed because of this completely uncalled for NERF!
Why should I bother investing all those points in traits to make SW more viable, when they can just be killed when a random mob sneezes in their general direction?
If anything, they should have changed a trait to something along the lines of: “Spirit Weapons are immune to damage” so we could still have some viable option in using them.
Easier to nerf the clusterkitten out of everything and consequences be kitten
I would like an option to turn off all that useless clutter on the right side of my screen. Forcing all that crap in my face all the time is a step back in development in my humble opinion.
I think the new layout looks stupid, out of place, very cluttered and more confusing than the one we had. This should have been implemented as checkbox under Options in my opinion so people could decide if they wanted to use the new one or keep the old one.
Agreed on all points. It was the coupe de grace for Southsun, especially if they still let the Champion inhabit that platform.
Just checked and the giant overlord Karka of doom is still there…
- Spirit weapons are now susceptible to attacks.
I hope this actually means attacks and not damage. I mean, I’m all for them getting snared/interrupted/etc, but not simply vanish 1s after creation just because some random AoE goes off in their general direction.
On the whole I’m not impressed with this patch though. We still have lists of known issues for every single class since launch that have yet to be adressed.
Same thing for me, I’m stuck at 82/83 even though the screen states that I have them all.

Just some pictures from last night of Desolation reenacting Battleship!
Some of the things the Ranger needs (not just for WvW, but in general) in my humble opinion
(edited by Aveneo.2068)
You forgot Aquaman, otherwise it would be a nerf if they take our Aquaman powers away.
Only a Mesmer can use a pistol, whilst wishing they could use two.
Hello from Judge [JDGE]. We joined Gandara this evening, moving from Desolation. Looking forward to a fun matchup, although having faced Arbor at their peak it’s sad to see them gutted like this.
Sorry to see you and your misfits go, Gandarra have indeed gained a fantastic guild. Best of luck with your new home, I’ll miss bumping into Frou and seeing Osci in the strangest of places.
Agreed, it’s very sad to see you go as I really liked you guys. But I can fully understand your reasoning for leaving Desolation.
So I’d like to wish you all a very fond farewell and thanks for all the fun I had with you guys while you were on Desolation!! Gandara is very lucky to have you…
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