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Might Stacking Help

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Posted by: Bombsaway.7198

Bombsaway.7198

Hmm. I’d love Beastmaster if it were a 10 pt trait but 20 in marksmanship. Hmmmm. There is a variation in there.

Mighty Roar

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Posted by: Bombsaway.7198

Bombsaway.7198

It is more reliable when you only push it once. I did notice that. And don’t try to cast it on cooldown which is what I was doing with lacerating slashes on my condi build.

Might Stacking Help

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Posted by: Bombsaway.7198

Bombsaway.7198

This toon’s primary purpose is spirits and soon 2 spirits and nature’s voice.
The runes of the noble are great but only give me +10% duration vs my 2x 15% all boon sets.

So, in a group, I tend to drop lots of big regens as well as group might stacks, perma fury, 1/2 time 100% vigor, etc.

It just also allows me to actually do some good damage if I pump up might stacks.

Might Stacking Help

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Posted by: Bombsaway.7198

Bombsaway.7198

Anyone have any advice on stacking might? I simply find in wvw that I melt if I start off as a non-bunker build SOOOO. . . .

When I can get a number of might stacks up, I can mimic the condition damage of my other build reasonably ok. Otherwise, I do tend to live but things I focus on don’t die that well.

Help w/ Getting condition stacks with pets

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Posted by: Bombsaway.7198

Bombsaway.7198

I’m struggling to have my pets help me get high stacks of bleeds and damage. I easily can get them up on might (see other post) especially because every stack I get the pet basically gets 2.

Ok, so how can I leverage this to do a lot of bleeds or conditions in small WvW. I use the jungle stalker and even the lynx but they don’t add stacks well. The numbers really come from me.

I tried rending attacks and just doesn’t do it (perhaps because pets attack too slow or miss too often). I just couldn’t speed up getting to high numbers with it. I can’t imagine what would work better than cats.

Anyone try it with devourers?

Am I trying to do the impossible with a pet?

Thoughts?

Might Stacking Help

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Posted by: Bombsaway.7198

Bombsaway.7198

Playing a nature/WS build with spirits and 0/0/30/30/10 with apoth gear.
Pros are:
1. It sure is good and bunker like (boons last an insane time with my runes).

It should also be good damage as it should be able to drop a LOT of stacks of might that last a long time:

1. Horn +1 (and group)
2. Healing (runes of altruism to 4) +3 (and group)
3. Mighty Roar on Jungle Stalker +5 (and group)
4. Blasting thru my flame field +5 (and group)
5. Rune of Battle +3 (self)
6. Now Beastman’s Bond +3 (self)
7. Post 10th, Mighty Swap +3 (self)

So that should be 20 stacks pretty quickly with 70% buff duration it lasts a “mighty” long time. And I can get more stacks in a long fight but looking for what I am missing.

But what sucks is that I have to rely on the pet which is buggy.
And the runes of battle aren’t working quite like I thought they would. I swap and they don’t always add the second stack (I do get the first always).
I have almost no crit so that isn’t an option and looking for advice on:

1) Group might stacking and
2) Self might stacking.

I do fairly good damage even with as much heal/spirits etc IF I get might working.
Anything I can do better? I also have no crit (so adding stacks via crit doesn’t help) as this will be the spirit/nature’s spirit/mighty swap build after post 10th.

Mighty Roar

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Posted by: Bombsaway.7198

Bombsaway.7198

Oh I thought about it possibly going on other players so I did the test standing perfectly still (and the pet) so no animations, no pathing, no anything other than swaying.

It still was buggy. It is a key element to my dumping lots of stacks of might quickly with +boon duration and a strong spirit build it makes up all the condition damage and then some. Sigh.

Guess I need help on better might stacking now!

Empathic Bond

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Posted by: Bombsaway.7198

Bombsaway.7198

I would love to see this skill at 20 pts not 30. The fact we need to go to 30 pts in WS is one of the biggest drags on creating builds.

It could even only cleanse 2 conditions if it could only be at 20.

Would then like to see off hand be available for the 10 spot.

Isn’t empathic bond and our lack of condition removal the single biggest deterrent for opening up builds?

Runes for rangers!

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Posted by: Bombsaway.7198

Bombsaway.7198

For WvW I really like increasing boon duration AND getting the 3 stacks of might on heal from altruism (running 2 water/4 altruism). If you go nature line you get that might to last 14-15 seconds and every stack of might you get is 2 stacks the pet gets.

Adds up quick with mighty roar, the horn, and weapon swapping. Will be even better when you swap pets after Dec 10th.

Mighty Roar

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Posted by: Bombsaway.7198

Bombsaway.7198

Mighty Roar is bugged or is it me? It triggers about half the time I use it even when just standing doing nothing with my pet right by me. CLEARLY within 600.

Known? Any workaround? I do need it for a fast might building build that I am working on.

BM Roaming Build?

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Posted by: Bombsaway.7198

Bombsaway.7198

Anyone having much luck with the trait that allows cats to bleed on their basic attack? Wondering if it stacks fast enough to make a difference for a condi/BM.

Considering I can go 20 BM AND have spirits in the next patch, it seemed interesting.

2x Shutdown

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Posted by: Bombsaway.7198

Bombsaway.7198

Proposed:

If a stacked server has 2x the points of any smaller server, the smaller server’s borders become unavailable to the larger server and the second and third place servers would become “allies” in EB. This would apply in the 8-10 hour window of prime time as defined by where the server is. All other times, the ratio would be lower such as 1.5×.

Definition of “allies in EB”:

By allies in EB ALL I would suggest is that the point total for anything not owned by the stacked server be counted towards BOTH other servers’ tallies. That way if they want to fight they certainly can (e.g. skirmish etc) and you have no problem coding something complex.

This would allow the two smaller servers to quickly rebuild and then attack the enemy’s borders which would always be open.

It is quite possible that while the two smaller servers are “allies in EB” that only one server’s borders would be closed to the stacked server (because only one server has been 2xed). And it is quite possible that one of the two smaller servers’ borders will still be open to the stacked server as THEY are not 2xed.

What this effectively does is throw the battle more into the hands of fighting on the stacked server’s battlefront until the fight becomes a bit more even. It allows the overwhelmed server/s to rebuild points in their homeland and forces more of the fight to EB or the enemy’s land and creates far more of a fight in EB which is good for the stacked server too. It also allows the two servers that are probably a bit more equal to fight each other (if they choose) because certainly THEY are not barred from each other’s borders.

(Will have to see if it plays better with the dominated server having their borders closed from both or just the stacked server).

Remember, it is very temporary. Once the dominant server is under the ratio, they can come back at the next point tick.

Solution has to be quick and dirty. This also prevents the coverage problem as a small team could go get points back

It is also fair to the dominant server as they still stay ahead and will have more intruders into their realm and EB.

The downside is that the population already that has queues will have longer queues because some maps will be temporarily down. Sounds like a great reason to transfer servers!!!!

Make pets invulnerable in PvE

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Posted by: Bombsaway.7198

Bombsaway.7198

It would be insanely overpowered to make pets invulnerable especially when leveling.

Wish pet got the benefit of dodging every time I dodged. No graphic needed.
That might help as much as anything.

Night protection

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Posted by: Bombsaway.7198

Bombsaway.7198

Night protection would suck for people playing off hours.

A far simpler way of managing it would be to provide far reduced numbers if your server’s population greatly outnumbers the enemy’s across all maps. You calculate this at a random time every 15 minutes for each tick of points (because if you did it right before the tick of points people would just log off and log back).

Now, the smaller team would get a lot more points for taking keeps/towers/camps from the larger team and the damage done if you were actually empty (still would happen) would be manageable.

It’s all about getting the ratios right. But what makes no sense is to treat a 2x force the same as a 0.5x force.

Cancell week 7 please.

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Posted by: Bombsaway.7198

Bombsaway.7198

They need to not make points acquired tied just to how many keeps/towers/camps and add a factor of total number of players on each side. In short, your points per keep/tower/camp should be reduced the more people you have on the field versus the competition. Mind you, you still can win but now you have to do more with those big numbers and the smaller team can focus on keeping enough (with higher points per keep/tower/camp) to compete.

This should also focus the fights versus having it often be too interesting to just create a karma train. Would have to pay careful attention to what the smaller server is trying to accomplish and frustrate them.

WvW with the new map

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Posted by: Bombsaway.7198

Bombsaway.7198

In an ideal World, you would allow everyone to join what map they choose BUT before you could enter a map it would look at relative populations of each server ON ALL MAPS NOT JUST ONE. If the total number was too high for your server, you would be put into the new “just for fun but not for points” map. It wouldn’t have to be equal but it couldn’t be out of hand. That would also reduce the silliness of servers buying foreign guilds for off hours coverage. Ok, but if there is no competition, everyone will be on the overflow maps anyway!

You still get to WvW but generally speaking the competition maps would be more or less balanced because of the overflow map.

Bored of the overflow map? Well there should be free transfers to underpopulated realms.

Sick of 2 servers vs 1

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Posted by: Bombsaway.7198

Bombsaway.7198

Simplest idea is that points are calculated taking into SIGNIGIFCANT account the number of people each team has on the field.

So if you 2v1, all that will happen is that you will make it much easier for the other team to get many more points per takedown in another zone. The key is to give a massive point bonus to the underdog.

Injustice in Season 1

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Posted by: Bombsaway.7198

Bombsaway.7198

Well, the deal in sports is that each side has the same number of players on the field at any one time. I have to hand it to some servers for being able to field as many with coverage all day and all night, but that is hardly competition on a level field.

In an ideal World, the number of points you get would be tied to population. Base it on the number in each map. If you 2x the enemy, you may still get more points but not easily. The enemy would just need to ninja a few items to get just as many.
That would be fun for both sides.

The current idea that it is fair to view who is better without consideration of the total number of people one side fields is silly.

3 out of 4 players is either war or gaurd

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Posted by: Bombsaway.7198

Bombsaway.7198

Guardians and especially warriors need a hard hit from the nerf bat. No offense but when the game skews too far to having too many of 2 classes you hit them and you hit them hard.

Balance is a global game thing, not a “is it fair to the class” issue. The game just isn’t what it should be with so darn many heavies.

Suggested builds for ranger upcoming FOTM

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Posted by: Bombsaway.7198

Bombsaway.7198

Anyone build a spirit based support build now that we can use spirits and nature’s voice? Would love to see it for wvw.

Need Post 10th WvW Group Support Build

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Posted by: Bombsaway.7198

Bombsaway.7198

Small team group support build needed.
Looking to do something with Spirits with Nature’s Voice I think.

Thoughts on gear sets and specs?

Longbow: How the heck does this thing work?

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Posted by: Bombsaway.7198

Bombsaway.7198

Part II

Some things I tend to always try to do in small situations with LB almost always if I get the jump.

1) Hit first
2) Use Rapid Fire/horn is using a horn
3) Use Pet CC while they are more likely to be reacting v thinking (buy a few seconds with a cripple, stun, immobilize)
3) Do it again with the Cripple with Barrage (especially if they burned an ability to break the immobilize) as they start to turn to get in range of you.
4) Stealth to keep them from getting too close or if they got in melee
5) Move in stealth to where they are least likely to see you for a second or two.
6) Knockback to buy more time
7) Swap to second set (unless you were going the GS route in which case after stealth you Swoop, Hilt Bash and Maul).

Mind you the enemy will try to counter all of this.
Then it is up to what weapon set did you haul out.

It gets easier to play longbow in a crowd. It is about staying where the enemy would have to commit too much risk to go after just you (you are the farthest away). Then you want to add damage as well as some utility for the group like barrage, pet group buff, getting in range to throw mud down, getting the pet to make a timely AE cc etc.
Half the time the utility won’t work but I do find it much easier to simply stay out of the way of most damage while doing damage. It isn’t just range. You can stealth and have them lose you as a target and move a little. You still are at range and the hope is the enemy will find something else to target. And the knockback is a good last defense (I tend to then follow it up with a stealth and try to reposition myself).

Longbow: How the heck does this thing work?

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Posted by: Bombsaway.7198

Bombsaway.7198

I sympathize. I had this issue for the longest time when I first played too.

One of the keys in PvP and RvR with the longbow is “getting the jump” on the enemy in small situations. You can strike from range sending in the pet (or immobilizing them with a spider) and doing a fair (emphasize only fair) amount of initial damage with rapid fire, long range shots and perhaps a knockback. Rangers are tough to play when we get jumped. That makes thieves hard for a LB type build.

Phase 1 “The Jump”. Do damage and get them to burn condition removals and especially things that will restrict you from keeping him pinned. Even if they see you and you see them, you have a smaller but still critical “jump window” because of range. You need to maximize it and then stealth/reposition to buy yourself just a little more time to extend this period where you are doing damage and they haven’t started yet.

Then, the fight gets interesting because you will not have killed the enemy. . . yet. It can get snotty because some classes are great at just leaving a fight. So I focus everything I can on making them have a hard time getting and staying in range and keeping me as a target (I stealth every chance I get).

Some opt for GS with the signet of beastmaster to provide extra damage and defense. That can work. You knock the opponent’s health down, swoop in and maul.
As the responder above says, if you don’t kill the enemy. . . you will wish you were not carrying the GS. So your phase 2 is a kill or be killed situation.

I tend to then focus on trying to keep the enemy from getting to me. But you can do a lot between your knockback, spiders, secondary weapons etc to keep the enemy from reaching you for a while. I like immobilize. I like pets with immobilize, weakness or anything that keeps them out of melee and/or tickling me v hitting me. This is the buy time to finish off approach.

For me, the key is to have a spec that allows me to QUICKLY make adjustments (typically weapon, pet, trait in that order) to win a fight. The faster you get at making fast adjustments and still having time to get to the enemy, the better.

Here is where I think most rangers miss the one strength I think we have. Give me a couple seconds and I can make a few tweaks to my traits, pets and weapon to give me more of an edge in the particular fight. I suppose it is the one benefit of more or less a “jack of all trades master of none class”.

I tend to run a 30/20/20 spec simply because of the flexibility it adds. You know when you are approaching a camp, playing in a zerg or keep. So you have 5 secs to make adjustments. So, it is all about what you can do in time when you see an enemy to jump. I don’;t go 30 in WS which is controversial for the simple reason that if I need it, I am dead. I need to kill you fast, stay away (groups), or hurt you then keep you from really getting into the fight. 30WS for me works when you are a bit more defensive.

Examples of minor adjustments. If I can see the enemy is squishy and I swap the axe/horn (faster moving around the map) with a GS, flip pets for a damage dealing canine and quickly add signet of the wild. I tend to keep Signet of Beastmaster as default and move to spotter or piercing arrows on a fight by fight basis. You just can’t swap pet, weapon and get into traits in time for a fight.

Some classes, I want the axe/horn and my adjustment is to run another spider that immobilizes. This is going to be a keep away fight. So, my traits are pretty much right as are my weapons. I need a second before starting the fight to move the dog to a second spider.

Sometimes, I need a sword dagger combo because this is going to be an evade/dodge fight. Here I need to swap out the two weapons (fast) AND make my utilities defensive. The later just takes getting used to doing in time. I’ll be darn sure to throw that dagger at range to cripple if I can. I’ll have 2-4 to evade on the hotbar now so a lot of that damage better come from the hound.

Cancell week 7 please.

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Posted by: Bombsaway.7198

Bombsaway.7198

I disagree reluctantly.
You have reward chests coming that require a number of events to be accomplished to get the reward.
You told people how long they had to finish.
You have holidays in the US where you may find people would never even see the notice of the change.

In short, you just can’t make the change the OP wants.

Signet of the Hunt active

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Posted by: Bombsaway.7198

Bombsaway.7198

I like it. It also helps make remorseless an interesting trait.
The other would be to give us a huge increase in movement speed (you could charge or run like the wind to get away).

Should PvP Be More Integrated Into Game?

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Posted by: Bombsaway.7198

Bombsaway.7198

Should your PvP experience influence other parts of the game? This is not to say you would change the dynamic of “everyone is equal” pvp.

Consider the following as examples:
1) PvP wins provide points for WvW seasons.
2) You can level your characters in pvp all the way to 80.
3) PvP is a way to get key crafting materials, new rune sets etc that you can use outside of PvP.

Is the problem with PvP that it sits totally outside the rest of the game?

How would you improve sPvP?

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Posted by: Bombsaway.7198

Bombsaway.7198

  • Integrate sPvP winning with other aspects of the game, particularly WvW
  • Create rewards used in other parts of the game you get for participating in sPvP to bring in a lot more players.
  • Allow people to level characters thru PvP (experience tied to points earned). That way creating an alt would actually be fun.
  • Capture the flag based games vs control point games.
  • Underwater map
  • Ability to save multiple builds
  • REWARDS for your “real” character by engaging in pvp as pvp rewards can’t be anything that would shift the neutrality of play.
  • Ability to vote on which map the hotjoin team plays next (tie goes to default rotation)
  • Keep it casual friendly. For many it is a break from other aspects of game. Leavers and akfers should be dropped not punished.
  • Bigger roaming kill maps (total kills for the win) versus objectives.
  • Open up maps. Many seem small and not good for range.
  • Maps that encourage teamwork more such as huttball or capture the flag.
  • RADICAL IDEA: Allow people to use their actual stats, armor in pvp. I know that goes against the “everyone is equal” mindset, but one of the reasons you see so few pvpers is that there is no reward or progress because “everyone is equal”.
  • Or provide the option of a) current fighting with templates or b) fighting with your actual character, armor, etc.
  • Most importantly INTEGRATE pvp with other aspects of the game. It is a game within a game right now. Let me level in pvp. Let me earn pts that apply to WvW seasons in PvP. Let me earn gear I can use outside of PvP. INTEGRATE it or it goes stale fast.

Hope that helps.

Across Board Increase

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Posted by: Bombsaway.7198

Bombsaway.7198

If you were ANet and wanted to give the ranger an across the board increase in damage (weapon skills + pet skills for now), what percentage would it be?

You can argue all day long for skill A or skill Z to get X% buff, but the issue with the ranger goes far beyond something that can be handled with a tweak here or there.

Hence, what “temporary” across the board increase of damage would put us mid-pack in terms of WvW, sPvP and PvE?

I brought this game just to play as a Ranger

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Posted by: Bombsaway.7198

Bombsaway.7198

I get tired when children buy this game just to be on easy mode and play a ranger when they could do something useful with their lives like take the challenge of being a warrior. Such underachievers!

A bit sad

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Posted by: Bombsaway.7198

Bombsaway.7198

At some point as a ranger you need to face the reality that you have to play quite a bit harder on this class to be successful than you would on any other class. It is underpowered. Underpowered is not per se useless, but can we at least agree that this class isn’t on equal footing?

Ranger is this odd mix. It isn’t designed around group utility. You get this feeling that they thought the ranger with pets could be a bit more self sufficient. But you really can’t. Typically, the “roaming class” is faster outside of combat. They tend to play hit and run. We are bloody slow! Seriously needing a signet for speed?

The trouble with a guild that hates rangers is that likely one day, the ranger will be buffed and at the top of the heap. Games work that way. Some other class will get nerfed. Are they planning on having a revolving door of specs and classes?

Of course, the volume of work to get the ranger revamped is high enough that we may never see this happen.

Eq in sPvP

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Posted by: Bombsaway.7198

Bombsaway.7198

Should there be equipment or crafting materials or rewards that you must obtain in sPvP in order to create the best tier equipment for WvW?

In short, for many players who PvE or WvW, the whole sPvP element is not used because it provides no rewards outside of that game element.

I am NOT advocating that you can “bring your own gear” to spvp, just that somehow sPvP should have appreciable value and impact on the rest of the game for an individual player.

Thoughts?

The issue is if you don’t get casuals in sPvP, then really it will be the least focused on activity for ANET because it impacts the fewest and frankly you don’t buy gems to sPvP so in many ways it has no real value after you purchase the game UNLESS you sPvP to benefit the other elements which do tempt you to purchase gems etc.

Seriously, if you were ANET would you focus much on sPvP? It has to get integrated versus being stand alone in my opinion.

Rate the ranger's pets

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Posted by: Bombsaway.7198

Bombsaway.7198

So much depends on your build, so for me the utility is tied to not putting many points in beastmastery.

I use them more as supplemental damage and for the utility they can sometimes bring. Overall, pet damage is way too low and it hits way too infrequently. (That or our ranger’s damage is too low).

Great (situationally)

  • Spiders (WvW and Spvp) with immobilize and weakness. Hit more too.
  • Jungle Stalker (all the benefits of a cat + extreme might)
    *Red Moa (long lasting fury can be great in small teams)
  • River Drake and Drakes in General
  • Birds (hit hard)
  • Brown Bear (pulling conditions helps)
    *SHARK

Good:
Porcine (the improvised weapons can be great if clunky) Siamoth is quite good to get stealth. Tough to play well though!!! Don’t help all builds either.
Dogs (wolf could be great but depends on how you play) Love knockdowns!
Cats (especially with condition orientation and bleeds)
Jellyfish (good for escape especially the blue one that chills and you can use horn to blast off the smoke screen)
Bears (they do suck up damage in certain situations that helps such as camps, PvE etc)

Bad:
Devourers (too many of their skills are protecting the Devourer versus utility I can could on being useful). I do like ranged basic attacks though.
Moas with short boons or conditions

Range Spike Damage

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Posted by: Bombsaway.7198

Bombsaway.7198

Great stuff!

?s

1. With a GS would you bother with Moment of Clarity? Timed right you get a big old maul or swoop? I think it costs too much.

2. The idea of 20/25/25 is that it stacks the initial 2 grandmaster minors both are +10%. Is this worth it versus say a mighty swap (pre Dec 10th when it completely changes)? Which yields more damage?

Ok, make it even simpler. How do you roam in WvW if you are not a defensive spec ranger and love range? (I need to accumulate a lot more gold and laurels before getting yet another set of gear to be tanky) How do you roam if you just have full zerker and full rabid/rampager gear?

Best I have (on a server that gets pretty much dominated) is taken out straggles, folks engaged, and then the traditional scouting for the zerg/taking camps/runes etc.

(edited by Bombsaway.7198)

Range Spike Damage

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Posted by: Bombsaway.7198

Bombsaway.7198

Looking to improve my ranged spike damage when I “jump” a loner in wvw. Too often I just can’t kill them before they get away or I don’t get enough damage to make it a fair fight given I’m a glass cannon. I have both full zerker and full rampager/rapid gear.

By spike I am looking at the original melt as well as the ability to dump a large number of conditions potentially on the target. In short, winning the fight early (or putting myself in a good position to win). Typically, you are catching the enemy a bit off guard too.

I tend not to be too interested in melee simply because. I don’t mind swooping in to finish though.

Looking for clever tips and advice.

For example, I have found that high crit chance and sigils of fire help. But I wonder if other sigils add more sizzle on a single target.

I use Ranger runes because that 5% damage seems better than other runes. Not seeing much difference when I pick up the ogre (rock dog one). It might be better when you actually can take a few more hits than my glass cannon!

I find birds can be too slow on the jump getting their initial hits in because of the animation. So I tend to use dogs.

Longbow is sort of made for the “jump em at range” mentality.
My backup tends to be the horn (Hunter’s Call does quite a bit of damage especially if they add bleeds even without going condition) with the axe simply because I hate the sword. Would it be better to use the torch?

I typically run a 30,20,20 build and vary my traits a lot during the course of an evening to match what I think will be the fight. I sometimes also use 20/25/25 to get the maximum +damage modifiers. Just how strong is it to stack the bonuses?

My standards traits tend to be +10% damage when full endurance, eagle eye and then if I go 30 in marksmanship either piercing arrows or spotter.
In Skirmishing, I take quick draw obviously but tend to also take sharpened edges even in a full zerker suit. Is that maxing the initial punch or would companion might or pet prowness be better? I just don’t get a lot of hits early in the fight with the pet so these seem lackluster to me.
Finally, in wilderness survival it is about offhand and survival training.

Style is kill or drop them down so far that by the time they react, the fight is in my favor. Any help with that initial few seconds would be greatly appreciated.

As for utilities, I tend to use Zepher (speeds up the initial attacks) and sharpening stone (adds a lot with hunter’s call and rapid fire even if non-condition build).

Frost spirit never really worked for me without unbound. By the time you cast it, the guy you spotted is far gone.

Signet of the Hunt just to move around a bit faster. Pop it right before I send the pet in too.

Any ideas on pets, gear, traits or rotation changes I should make? Will this work? Looking for a bit of initial burst down BUT I have to be able to actually drop the enemy which is my current struggle.

Who Gets the Nerf?

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Posted by: Bombsaway.7198

Bombsaway.7198

yes Thief v (each of the other 7 classes). Saw that mistake a bit late.
In each pairing, which class would/should get nerfed to achieve parity?
Context is across the game (best you answer about total utility/value).

Who Gets Nerfed?

in Necromancer

Posted by: Bombsaway.7198

Bombsaway.7198

Sorry guys it is supposed to be your class Necromancer vs each of the other 7 classes.
In other words, if you are evaluating balance based on pairings, which class would get nerfed to achieve that balance? This differs from saying where you are in Power Rankings.

Who Gets the Nerf?

in Thief

Posted by: Bombsaway.7198

Bombsaway.7198

So, Intercepter would say that in pairings every class is weaker than the thief save the necromancer and elementalist when combining all elements of the game?

Not judging just trying to make sure everyone knows how this question is designed to be answered.

Who Gets Nerfed?

in Warrior

Posted by: Bombsaway.7198

Bombsaway.7198

Err I mean a Warrior v. (see what happens when you edit for each forum).

So it would be your class vs each of the 7 other classes. If the game were designed based on pairings, which class would need nerfed to achieve balance?

Who Gets Nerfed?

in Mesmer

Posted by: Bombsaway.7198

Bombsaway.7198

If balancing against each class, who would get the nerf for each pairing to get the classes in balance.

In other words, Alissah would say that a thief and warrior need nerfed relative to a Mesmer but only the elementalist would need the Mesmer to be nerfed.

That means that a Mesmer is not to be considered far more powerful than say a ranger.

Make sense? Again, this is about the whole game vs one particular part. Feel free to explain after choosing which of the two if head to head would need a nerf.

Who Gets Nerfed?

in Engineer

Posted by: Bombsaway.7198

Bombsaway.7198

Keep it simple. Look at the game in whole versus in parts. Comment after on which parts/balance led to one class getting the nerf over the other.

Who Gets Nerfed?

in Warrior

Posted by: Bombsaway.7198

Bombsaway.7198

If you are evaluating Warrior against each of the following classes right now, who gets nerfed of the two? This is designed to get classes to consider where they rank in terms of viability and which classes just suck compared to them.

Guardian v:

1) Elementalist
2) Engineer
3) Mesmer
4) Necromancer
5) Ranger
6) Thief
7) Guardian

Simple answers (put explanations underneath if you want). Which class gets the nerf between the two (Warrior or each of the 7 others)?

Who Gets the Nerf?

in Thief

Posted by: Bombsaway.7198

Bombsaway.7198

If you are evaluating Thief against each of the following classes right now, who gets nerfed of the two? This is designed to get classes to consider where they rank in terms of viability and which classes just suck compared to them.

Thief v:

1) Elementalist
2) Engineer
3) Mesmer
4) Necromancer
5) Ranger
6) Guardian
7) Warrior

Simple answers (put explanations underneath if you want). Which class gets the nerf between the two (Thief or each of the 7 others)?

(edited by Bombsaway.7198)

Who Gets Nerfed?

in Ranger

Posted by: Bombsaway.7198

Bombsaway.7198

I would say if balancing against the ranger, every other class would get nerfed. The exception might be the elementalist. All others are more powerful currently in most elements of the game.

Who Gets Nerfed?

in Ranger

Posted by: Bombsaway.7198

Bombsaway.7198

If you are evaluating Ranger against each of the following classes right now, who gets nerfed of the two? This is designed to get classes to consider where they rank in terms of viability and which classes just suck compared to them.

Guardian v:

1) Elementalist
2) Engineer
3) Mesmer
4) Necromancer
5) Guardian
6) Thief
7) Warrior

Simple answers (put explanations underneath if you want). Which class gets the nerf between the two (Ranger or each of the 7 others)?

Who Gets Nerfed?

in Necromancer

Posted by: Bombsaway.7198

Bombsaway.7198

If you are evaluating Necro against each of the following classes right now, who gets nerfed of the two? This is designed to get classes to consider where they rank in terms of viability and which classes just suck compared to them.

Guardian v:

1) Elementalist
2) Engineer
3) Mesmer
4) Guardian
5) Ranger
6) Thief
7) Warrior

Simple answers (put explanations underneath if you want). Which class gets the nerf between the two (Necro or each of the 7 others)?

Who Gets Nerfed?

in Mesmer

Posted by: Bombsaway.7198

Bombsaway.7198

If you are evaluating Mesmer against each of the following classes right now, who gets nerfed of the two? This is designed to get classes to consider where they rank in terms of viability and which classes just suck compared to them.

Guardian v:

1) Elementalist
2) Engineer
3) Guardian
4) Necromancer
5) Ranger
6) Thief
7) Warrior

Simple answers (put explanations underneath if you want). Which class gets the nerf between the two (Mesmer or each of the 7 others)?

Who Gets Nerfed?

in Engineer

Posted by: Bombsaway.7198

Bombsaway.7198

If you are evaluating Engineer against each of the following classes right now, who gets nerfed of the two? This is designed to get classes to consider where they rank in terms of viability and which classes just suck compared to them.

Engineer v:

1) Elementalist
2) Guardian
3) Mesmer
4) Necromancer
5) Ranger
6) Thief
7) Warrior

Simple answers (put explanations underneath if you want). Which class gets the nerf between the two (Engineer or each of the 7 others)?

Who Gets Nerfed?

in Elementalist

Posted by: Bombsaway.7198

Bombsaway.7198

If you are evaluating Elementalist against each of the following classes right now, who gets nerfed of the two? This is designed to get classes to consider where they rank in terms of viability and which classes just suck compared to them.

Elementalist v:

1) Guardian
2) Engineer
3) Mesmer
4) Necromancer
5) Ranger
6) Thief
7) Warrior

Simple answers (put explanations underneath if you want). Which class gets the nerf between the two (Elementalist or each of the 7 others)?

Who Gets Nerfed?

in Guardian

Posted by: Bombsaway.7198

Bombsaway.7198

If you are evaluating Guardian against each of the following classes right now, who gets nerfed of the two? This is designed to get classes to consider where they rank in terms of viability and which classes just suck compared to them.

Guardian v:

1) Elementalist
2) Engineer
3) Mesmer
4) Necromancer
5) Ranger
6) Thief
7) Warrior

Simple answers (put explanations underneath if you want). Which class gets the nerf between the two (Guardian or each of the 7 others)?

Rank Order Gear Sets For Builds

in Ranger

Posted by: Bombsaway.7198

Bombsaway.7198

If you were to hold onto a series of different gear sets understanding that would allow you to create and change your builds frequently, how would you rank each set (armor/trinkets) and in what order?

Already have zerker and rabid/rampager.