id rather they totally rework the buggers.
I have a spare warrior , even if without a legendary…
There is a huge difference with ON POINT FIGHTING WITH A LIMITED STAT POOL to open world fighting where mobility , stealth , and a huge bonus to total stats come into play . Lets not forget the 1 hit K.O. bosses in dungeons either .
Across the whole game, ranger is by far the worst profession , even if it is viable in PvP . Its class skill can be killed , its banner can be killed . It is kitten in power bonus to attack benefit ratio .
In essence, the best Ranger builds are either conditions , bunker , spirit , none of which are viable in high level dungeon and WvW play .
Sure, you can make a ranger work in dungeons, but the warrior will just do it better , quicker and more reliably .
And i have 1500 hours logged on my ranger….
QUICK-draw…. makes sense
Actually, when it comes to WvW roaming, BM bunker is still by far the best build, be it cleric or apo .
If you want a berserker ranger, go with a Norn . Their snow leopard elite can save your kitten so many times .
However , humans are cooler imo
There is a stat combo that gives Condition , toughness , precision and some healing power . I am thinking bout getting that
give it condition duration and boon duration
Honestly guys, have you ever considered that they do not know how to fix this ?? Or that they do not care ??
It is a char head on a stick…. on FIRE..
Actually , I would love an animation of a fire aura when you pull it out . Similar to what Twilight or Sunrise get
what the hell is a hydralisk build ??
regardless of inscription, you still need the mats to craft again and discover the weapon . Something like sentinel is just silly in cost
good for necro i suppose
way to force a gold sink… good going . I hate the new ascended weaponry . Ascended trinkets are easier to switch around and you can have multiple armor sets for 1 character . This is just insane . WTH ?
yes, axe dagger is great because stalker strike sets you up for a splitblade to inflict 5 bleeds at point blank . Follow up with crippling talon and winters bite . Sword torch is good because you can combo the leap through bonfire
The elite has a cooldown of 240 seconds .
well, it was , but a lot of the changes to all classes have been to nerf quickness and burst . Also, imo ,having a 2 second quickness on swap is pointless , however 3 second at GM level allows for quick stomps … and you would agree that 3 seconds at adept would be OP considering the changes other classes got .
Anyway , i wanted to bring back relevance to the 5 in BM , so thats why i suggested a condition clear on swap .
reserving this post for future use
Hey guys , it has been a long time since anyone posted this kind of topic , and I do believe that we have to put on pressure for the Ranger class to be fixed , even if it is not doing too bad in SPvP , there is currently only 1 viable build that is played .
Having said that , the Ranger offers a lot of room for innovative play, but sadly , a lot of the options are simply not efficient enough , and most of the time you have to jump through hoops to do the same thing other classes do with a single button press… and more often then not , you are no where near the efficiency . So i have come up with some new suggestions and i will mix em with some of my old ones .
WEAPONS
Longbow – remove the range modifier for the basic attack .
Greatsword – bring back bleed on Maul , but buff it to 4 bleeds . Swoop inflicts 5 stacks of vulnerability .
Shortbow – range of all attacks increased to 1000 . Eagle eye increases Shortbow range to 1200 .
Torch – throw torch applies blind as well as burning . Bonfire clears chilled , crippled and immobilize
UTILITY
Sharpening stones – cooldown reduced to 25 seconds .
Heal as one – removes 2 conditions from the ranger and the pet /similar to mending/ .
Protect me * – blocks all condition application during its duration /similar to berserker stance/ . The pet will take no damage /it not attacking for the duration is a big enough trade off, allows use with all pet families / . If the pet is dead , it will revive it for the duration so the ability does not miss fire .
Signet of the Wild – basic healing buffed from 62 to 100 at level 80 . benefits from healing power untouched . /this is to give it some use to non HP builds as well and healing signet got buffed to 400 from 200 per sec / .
TRAITS
Sharpening stone – the bleeds last 3 seconds up from 1
Companions defense – dodging applies 10 seconds of aegis to the pet instead of 2 seconds of protection . The ranger part remains the same
Instinctual bond – swapping pets removes 1 condition from the ranger . The stupid quickness effect removed .
Natures Wraith – gives 10% of healing power to both condition damage and power . Moved to grandmaster major trait . Natural healing moved to grandmaster minor trait
Master major beastmastery traits – removed pet family requirement . Rending attacks proc on hit not on critical . Stability training grants 2 seconds of stability on pet swap in an AOE .
Shout mastery – Increases the duration of shouts by 20%
Thoughts ?? opinions ??
Celestial is good if you mix it with condition damage builds that use hybrid weapons . Prime example would be shortbow ranger .
i would if I knew how … lol mb a quick tutorial …
They wont buff celestial to compensate, according to dulfy
You are trying to do too many things at once , imo . If you want to do it all, go with full celestial as the sum value of the stats is at least 15% higher then any other setup .
If you want to use conditions in any shape of form , you need at least 800-900 condition damage unbuffed /the apothecary BM condition damage values, but BM apo can burst conditions on a good rotation/ .
Also going that deep into Nature is silly unless you go for either a spirit build or a full support/tank build , something like Faux made with shouts .
But as far as i understood you want to go into a blobb and dump AOE debuffs on them while staying alive . I may suggest an alternative .
when your frost trap activates, blow the horn for AOE frost armor
there are many cool things a ranger can pull off , but lots of the mechanics in the game and the effort-payoff , make it not worth it for the majority of the players . Couple that with bugs a lot of people are put off by the class .
Having said that , people who find themselves in the class , stick with it and improve with it , myself included . As far as fun goes, ranger beats em all
I would actually advise going for a full Carrion armor set with the already mentioned celestial weapons and trinkets . Carrion buffs both condition damage and flat power damage , and is very versatile as you can easily switch up to a spirit build while maintaining lots of pressure , because carrion is the best with that .
Of course , i am a firm believer that PROTECT ME works very well with this build if you use drakes . The drake is more versatile then a spider and it offers a controlled burst with its F2 .
Actually , the variant i am running currently is sword/torch and longbow/greatsword with 2 traps and protect me . And instead of moment of clarity i use trap potency .
It is actually very troll like . Although the flow of the battle is a bit different then in the video Xsorus posted . He has sustain , i do not . But i can overload with conditions and have a 6 second invulnerability for all intents and purposes .
But overall , really really fun build and , oh boy do i love perplexity runes
From 4 minutes – music from Fairy Tail ?
Massive difference between PvP and PvE .
or affect both from the start, and the GM trait buffs signets in another way .
Why u no try carrion armor with celestial weapons/trinkets ?? the GS benefits from power much more then from criticals
Hey bud, can u upload some videos of the NON-technobabble build ?
Axe dagger and sword torch , or axe torch and sword dagger , these variations you want to play with either an apothecary beastmaster , or a condition damage trapper .
it is either used for a signet build , for dps, or a bunker build , for healing stacking .
For bunker builds you want over 800 healing power, your SotW will go over 100 hp per second . Then you add regeneration and regular heal and you are very very resilient .
Bunker rangers got hammered in a previous patch, no need for other people to whine about it anymore :p
The utility skill itself was always a gimmick . Pointless . Totally pointless now
What happens if your pet is downed and you use PROTECT ME ?
The utility is useless anyway
My vision was it to be like Vigorous training, but instead of vigor you would get aoe stability . Also, i am pretty sure removing pet family requirements from the master traits is a massive boost to build diversity and pet choice
Minor on master , where the loud whistle is now . Whistle goes to minor of adept
Every day I look at this line in particular and i think to myself how entirely luckluster it is . The utility it offers is not that high , and while i can swear on some of the minor and major traits, I feel as if the majority of them are just bad . Very bad .
I will keep it fairly simple , while also trying not to add new things but just tweak and re-position things that are already there .
Instinctual Bond – Honestly, this has got to be the worst trait in the whole game, it is absolutely useless and it has no value at all . Sure , in the off chance of maybe being downed while your cat is attacking the opponent you can maybe get a double KO, but anything that requires you to get downed, and then having a very niche chance of actually doing anything is a bad trait in my book .
My suggestion would be to remove this trait and put loud whistle as a replacement, as in move it down a tier *
This would , quite honestly , be a huge boon to non BM rangers, especially in PvE where actually losing your pet is a major threat . Due to low HP and steep punishment , most pets are not even used in dungeons… well they can be but u know what I mean .
It would also reintroduce the option to place 5 into BM and get something out of it
Move Natural Healing from the GM tier into master minor tier * – Would this be OP ?? nope . Other classes do get pretty good heals or regens for doing their thing …(Eles regens and heals , warrior adrenal health.. etc)
150 health every 3 seconds is not strong for the rangers, but the boon for the pet would be pretty solid if not forced to go really deep into BM to get a boost in pet survivability .
Take away the requirement of pet families from the master tier , change stability training into 3 seconds of stability on pet swap , change rending attacks 50% proc on hit , not proc on critical
This change would be HUGE in adding versatility in pet choice . Like HUUUUUGE . Bears with bleeding attacks ? Yes please . Cat swap granting stability ?? yes please . Etc…
Move back instinctual bond back to GM tier , change it considerably – Ranger pulls 2 conditions onto the pet on weapon swap * – everyone is saying how the ranger needs more active condition removals . Most classes can do some kind of condition removal with their class skils (cleansing ire, shatter removal , virtue activation… etc )
Considering the GM is supposed to be a build defining trait , i think this would be a pretty huge build diversification as you wont be forced into 30 WS for any hope of condition survivability .
Last but not least, something i would suggest that is not within the BM line but can be a pretty good addition for the usability of pets . WS master minor trait , protection on dodge…. change it… **dodging gives 2 seconds of protection to ranger and 10 second lasting aegis for the pet . Protection of 2 seconds on pets is useless , 1 block is not, especialy in dungeons . It would be longer lasting because you wouldnt be forced to burn dodges for your pet alone, but it would benefit it in a proper manner .
I hope this topic can pick up some heat , dont focus too much on my ideas please, they are just that, ideas , be creative , dont complain or derail . Let us do some proper brainstorming to dissect this trait line
ty in advance
Honestly, i would suggest reducing it cast time by 0.5 seconds and letting it clear 2 conditions . Similar to Mending . Ranger does need more active condition removals
It would be very welcome to know exactly how much health and armor pets have , as in a display of the health value in the pet sheet
quite frankly , this heal is vastly inferior to both Troll Unguent and Healing Spring . The cast time of 1.5 seconds , low healing etc.
Please make it comparable to the other two heals , and not by nerfing the other ones xD
the paradigm is not of the usual trap build though . it is WvW, he will be in traps most likely no more then 2 seconds anyway . I do not use traps to proc finishers, i use bonfire .
Throw torch, let it engage, throw down bonfire, swap for fury , then unload .
Honestly, the best build are fairly easy to execute . The necromancer, for example , just spamms condition circles without giving it any thought or actually having to jump through hoops for them to hit .
IMHO, the one of the best dynamics for condition application are ranger traps , but traps without the stupid 50% increase in AOE and throw range . It makes an interesting dynamic of having to bait into them , and placing them while running .
Also, for some classes to have effective bursts in PvP, means that their PvE and WvW becomes utterly cheesy . Warriors and Thieves come to mind . The 2 dominant plays both can do , build-counter at least 70% of the builds in WvW . So to have any semblance to 1v1 either of these , you have to go full sustain , which again completely shrinks the usable builds . Heaven forbid you are a DPSer , you will die to a skull-cracker or thief in 3 seconds without being able to do ANYTHING .
So , in essence, the pet statistic sheet lies . Drakes have a listed 3500 vitality which would translate into 35000 health . But they only have 22000+ BM bonus , for example .
Srsly, wtF?
Well, the longbow has 2 100% , and rapid fire has 10x 20% . It procs
The cool down is fairly long to use it for just the pet . You want to use it with a signet build that does not need HP . But if you are looking to use it on passive mode , i would recommend a minimum of 1100 HP
Yes, it is listed that drakes have 3000+ vitality, which would total over 30000 hitpoints . But you said that their total hp is 22000 . Kind of makes no sense