Check jubskie’s sticky, people have calculated all of this. Yes, signet scales with healing power. Regeneration boon is strongest source of heal. I hope that helps.
Is OP talking knights in TA or illusionists in arah? Sometimes you just kite them. Some dungeon segments are not meant to be fought, in my opinion. They’re designed to encourage the risk of skipping through, either intentionally or not.
Illusis don’t really “one-shot”, nor do Knights for that matter. So long as you have a dodge/tele (and a stun break in the case of the Knights) you’ll be fine, although with the Illusis depending on where you found them there’d still be the question of successfully ridding aggro.
For Arah overall I really can’t recommend taking a Thief enough. You can rescue and lift up onto your back all but the most obstinate of players.
I never really fight them so I can’t really remember.
I wish the devs would put [Reveal] on a shout like “sic’ em”. Dare to dream.
“- it’s only 4 seconds. I’m sure any thief can stay alive for 4 seconds without stealth or start using slightly bigger margins while fighting rangers with sic ‘em. "
Stealthing allows thieves to do everything from clear conditions to a multitude of other abilities. You’re going to eat the steal and then they drop a healing seed spring and start leaping? Back to full health. After the steal, stealth is all they got (and initiative). For a thief, that 4 seconds is going to feel like an eternity when they’ve been used to popping in and out of stealth at will.
Logically, you’re correct suddenflame. The sentiment remains: a good thief is by no means easy to beat, especially in wvw. Sick em will really help, I have a feeling. I have been using the skill already. It really isn’t too bad for beastmaster builds.
Thank god: someone who actually knows what they’re talking about. Thanks for that post +1
Also, rangers keep in mind: you are the “AI”. You can pull your pet back from aoe attacks, you can swap, you can recognize the danger.
How come you guys don’t get berserker armor?
Dungeon = berserker
Wvw and pvp: healing power is a great stat depending on build
Are we in agreement?
No.
If Healing Power was removed completely as an attribute. It would have little impact on the player base.
Plus
The most broken bunker builds in the game utilize healing power.Healing Power is limiting the usefulness of builds and play styles.
No matter how you look at it, by a design standpoint, it is harmful :\
Um in a game where defending and holding a point is the name of the game, healing power indeed has a role.
Is OP talking knights in TA or illusionists in arah? Sometimes you just kite them. Some dungeon segments are not meant to be fought, in my opinion. They’re designed to encourage the risk of skipping through, either intentionally or not.
Ele just has high skill ceiling. Play a bad / mediocre ele? Haha GG. Play a good ele and he’ll 2v1 you and your friend. Not kidding.
How’s it rubbish again?
Scenario: Stealthing burst Thief has just bursted and is about to waste initiative on the stealth I just prevented with my reveal; theif dies because he’s defenseless without stealth, has no initiative, and needs to stealth to do everything basically.
No rubbish
Pros:
1) engaging
2) involves many people
3) challenging
4) fun
5) victory shared with over 100 people feels great
6) required coordination is not too difficult, really, moving together and keeping the megalaser “alive” are key
Cons
1) strategy not explained to players in game (remember the map scout NPCs that show you areas of the map you haven’t explored and warn you of danger ahead? An NPC like that describing strategy would have been really nice, as well as one explaining how to use turrets like we’re 5 years old)
2) too easy to blame turrets for a loss when the real issue was lack of movement and/or low DPS on teq and miss allocated players
Overall, great content. I hope you find this feedback valuable.
Ya organizing people to beat teq later on will be something people do occasionally and never on a whim. Honestly, though, it’s really an easy fight so long as 4 squads of people (properly allocated) can move together. It really is easy, I think. People are too used to being coddled with AFK world boss fights from the past.
But that’s being harsh. Coddled? I’d say my biggest criticism is lack of NPCs explaining the fight to people. A strategy NPC describing roles, explaining turrets like we’re 5, and even describing the phases of the fight would have been nice.
Where did you guys get the notion that the thief can dodge the reveal? What makes you think it’s not an instant? It might not be an instant but I can almost guarantee it won’t depend on the pet landing a hit. It wouldn’t work properly since pets can’t really hit good thieves already. Just doesn’t make sense
- pets get +71% health
- bear buffed (currently unknown)
- moa buffed (currently unknown)
Missed those three OP
Serious responses start here:
1) Grenade engineer to stack might and vuln and output consistent DPS for when pugs insist on range stacking. Also heals, CCs, stealths, reflects, etc. God tier carry for bads in general.
2) Mesmers for portals. Run through half of Arah, portal rest of pugs through.
3) Rangers for fury. Most pugs don’t stack fury, so that area fury alone is a blanket 15% extra DPS or so.
4) Elementalists for raw DPS. With the terrible damage of most pugs, you’ll probably double or even triple the party’s total DPS as an ele.
5) Guardian for protection stacking and Aegis. Nice because pugs don’t dodge so damage negation is important.
6) Warrior for banners and shouts. Limited in usefulness because pugs don’t carry banners usually.Sorry to say but you’re wrong in a few things there, Rangers is a NO as well as Engineers. No room for them in good dungeons.
Guardian is great for a few things, but if you run an altruistic guardian GTFO.
Berserker or go home tbh
Warriors, do not use shouts. Shout warriors can also walk home with the Altruistic Guardians, Warriors are for pure DPS, Full zerker. There is no other use for them.You can DPS with shouts. A/M and LB, Heal Surge, Discipline Strength, FGJ, Warbanner. What do you run, Endure Pain? Frenzy? Dolyak Signet?
I figured I’d chime in and say “hi” and say “are you seriously going to argue with Guang?
Or are you trolling?”
For the weary / popcorn eaters: Confirmed: I sometimes have to use red moa in addition to my warhorn to make up for PuG lack of fury. RED MOA
Sword & board baby, traited frost and spotter with fury along with offhand axe Path of Scars and warhorn Call of the Wild and a bird? Mega burst.
Also: cats do most dps is highly situational. I’d say birds are higher burst vs stationary target. Cats highest sustained, maybe a little less than birds, but vs moving target with no cripple? Both pets perform poorly and spiders instead become higher dps
Vigorous spirits and fortyfying bond has been meta for months, ranger sword very high dps
Who cares about thief? Who mentioned them? Measure them the same way: with traits
Ranger dps build : 20/25/0/25/0 or close to it, spotter, companions might, frost spirit, sigil of strength, vigorous spirits, frost spirit
go ahead and assume you get spotter and frost spirit, that means you have a ranger in party
(edited by Chopps.5047)
you need to learn to evaluate talent
Wvw = pve in devs eyes
In my experience, losses happen due to leaving the megalaser slightly early. If you have AFK’rs, you have less than necessary cooperation to begin with. Did you have 4 commanders working together to split the map zerg up into 4 squads? 2 offensive and 2 defensive. Each one assigned to either the laser or a battery to protect. Hope that helps.
Why didn’t you list 171% factor increase in pet health?
Old pet health *1.71 = new pet health
(71% rumored)
Dungeon = berserker
Wvw and pvp: healing power is a great stat depending on build
Are we in agreement?
for both skills i used no traits, no armor, no might and *no*sigils. i just used exotic berserker for both.
the damage written is the “skill-specific coefficient” on the skill tooltip.sword
ranger: 222 – 222 – 258 | 258 – 369 | 258
warrior: 222 – 222 -222 | 276 | 553longbow
ranger: 379 | 1580 (10x) | 168 | 337 | 2016 (12x)
warrior: 278 | 504 (3x) | 991 | 84 | 168these numbers give you a value to begin your calculation and testing in the game. formula for the damage here
source gw2skills.net
I hope I understood your question correct.
Btw I don’t know if our pet does 40% of our damage but according to it’s “fix” number I think it doesn’t.
No traits? You’re missing steady focus (10% dmg while endurance is full), spotter (5% dmg roughly), vigorous spirits (7% dmg flat), as well hunter’s tactics (10% dmg while flanking) or our free scholar rune Peak Strength (+10% dmg while health is above 90%); you’re missing potention companion’s might + fortifying bond + sigil of strength (25 stack might on pet), or Furious grip (fury on swap).
That’s how ranger brings the DPS.
Few professions are so weak without traits. Consider that in your DPS tests.
It doesn’t cost anything to test. Hopefully everyone tests it. What slot skill to use? I didn’t know slot skills were so specific they were set in stone for any given build, but, assuming I was that rigid, I’d say it depends on what armor I’m running. Let’s assume I have beastmaster regen apothecary going just for fun. Then I’d try sick em, muddy terrain, and signet of the wild along with sword/dagger and axe/torch.
- Pet died during first part (did a lot of rezzing)
- teq down to about 90%, first megalaser event: both pets very useful, lots of pwning
- Okay, okay, I used celestial trinkets, I suggest to do the same (or knights), or do the whole minimize crit loss per knights replacement if you’re crazy about min/max stats
- used bird on teq along with sword during burn phases after laser events
- desolation leaders Particular and friends are accomplished at teq and I didn’t have to work as hard as I did on the many unorganized losses I faced earlier in the day on deso main (which was deserted by competant leaders due to all the people guesting to deso)
- we had over a minute left on victories: proper allocation of 100+ people is so key
In short, running in circles is a major oversimplification. I was saving people’s kittens.
Strategy is simple: allocate players in four squads, two offensive and two defensive. Practice moving from shore to each commander’s assigned points (laser or bat 1,2 or 3). Make sure experienced turreteers are manning the turrets. 15 high dps zerker / boon stacking players defensing east turrets. 10 on west turrets. The rest split between the offensive parties on the two toes. The commanders should know approximately where to stand on the maps (know where teq stands without looking at him). Keeping high, major boons and dps on the laser and bats are keys to victory. Do not leave laser or bats too early, or else the bloated creepers will go BBOOOM on them. I hope that helps anyone who is struggling.
This idea is too focused on condition damage. I liked bri’s ideas. Bri has a thread on this already. Also, 10% damage is a little iffy. You seen fully buffed ranger offhands? Mega DPS son. Don’t need 10% on top of God like DPS.
I’d say overall not bad ideas just too specific for one purpose (beastmaster / condis)
I was assigned zerker front lines on desolation a couple nights ago. Sig of beast / sig of stone, healer’s celerity (rez faster), troll (cmon, water field wasn’t worth it, gimme a break here…I gotta live!), spirit elite, protect me, quickening zephyr, siamoth/bird
My job was to not only DPS teq but also hit mobs approaching front lines. Longbow knockback was used to keep bloated creepers back. Sword and warhorn, sword&board with bird after megalaser hits teq.
I never went down as a front line zerker ranger because I was able to use ranger’s fantastic range attacks with longbow while kiting red circle aoe. Yes, I know, turrets protect but sometimes you take damage. I was able to keep up DPS, kite damage, and then get back in to drop spirit elite and rez. I felt very useful.
Our strat was 4 commanders: 2 defense and 2 offense. A ten on wester turrets defense, 15 on eastern turret defense, and one offensive on each toe. GG
People asked for new builds. they begged for them. Then they emerged in necro, warrior professions are now everyone wants it reverted back.
I seem to be the only one of few that don’t seem to have issue with stunning warriors. When the flavour of the month appeared I went and got my free superior runes of melandru. I switched from power to condition and bought a long a block. After that the cheese was easily. They have to be close to stun, I keep ground targeting on auto, so if I don’t want it to cast at my feet I have to have my mouse position away from me..slowly and surely they walked into every ranger trap, every thief black power, every engi elite turrets and just about all necro marks and wells. There stuns don’t last long enough for them to chain without me getting an evade out.
The issue is too many people have their 2-3 Go To builds that they are comfortable with and know what counters work in bad situations and something relatively new has emerged and they keep doing what they’ve always done and keep getting the same result.
I mean no offense, but maybe time to change your builds, rather than seek to have others change their’s.
You can’t keep them from closing that gap forever. They probably run at you with shield up to block your incoming CC. New builds, sure, but less overall? With my ranger I basically have to run MT and stun breakers just to have a shot. Power ranger with SoS and LR and two stuns (gs #5 and sb #5) don’t even really have a realistic chance at all with the wrong utilities. I mean, it’s just too easy for the warrior. I shouldn’t have to play flawlessly to beat someone else who doesn’t have to play flawlessly. Just my opinion
Healing power is great on ranger since the pet is unaffected and can still burst.
What if…
“Thief steal skill now steals the ranger pet and reduces damage coefficients on the theif in proportion to ranger coefficients”
Ahahaha
@ryan
Minor correction: in addition to raven, sun spirit blinds
Guardian you faced was running a zerg build. Play one that’s not once.
Said no one ever.
I am someone so you are wrong. Run around with ranger and come back here and tell me wvw is balanced.
I’m casual. Will you bend to my will? Put [Long Range Shot] on a 4s cooldown and double the knockback time. Give ranger aoe stability on longbow. Wait we’re talking about LFG I’ll shut up now.
Roll guardian and you don’t have to dodge! But guardian’s not OP. they just cast aoe stability, condi removal, and aegis, along with tons of other utility, but guardian has a low HP so clearly it’s not OP at all. /s
Shark week? Remember how discovery aired docufiction on Mermaids before that started? Reminds me of ANET docufiction on profession balance prior to this week.
Okay, to be fair, when he’s fully decked out in his tanky gear, on-times my Guardian can survive attacks that are supposed to be one-hit K.O.’s while he is under Protection. But the protection is crucial to this, which tells you that one boon is way more important than your entire gear set combined, which to be fair shows something is wrong with the game design.
Really? Because my zerker ele can get hit at least once by most of the bosses. Instagibs starts at 60-70 fractals.
Yes, really. In particular I’m think off Raj-a-whatsit from the Dredge Fractal, at 20+ fractals I can only survive that instant KO attack if I have Protection up on my Guardian (not taking into account blocks or dodging, etc, of course).
And for SE p3, the first Dredge Boss there, his instant KO attack appears to instant KO regardless of Protection or not.
I’m only talking about the instant-KO attacks mind, not all their attacks of course.
Anoher example of why guardian is OP. Basically, GW2 = guardian wars 2.
Make wvw unbalanced. That is all, have a nice weekend!
There needs to be no ICD. You know what we need? A massive nerf to warriors, necros, and guardians. Those are so easy to spam and get results that it, apparently, points to a lack of success after having a whole year to test and balance on a live game. I hope I’m not being too harsh. (I’m talking wvw, I don’t tpvp because I have no time for that commitment).
well i ran various ranger builds on and off for months in a top tier gvz/gvg guild. there is a reason i kept going back to my guard and necro. guard could give perma boons and heals, necro could output about 20k aoe dmg in seconds. i am not sure what kind of experiences you’ve had, but obviously theyre not in line with mine. you and chopps keep shoving traps down our throats but they really dont do ENOUGH outside of small skirms.
large zerg encounters used to be all about earth shaker stuns until people started running perma stable guard and necro trains. if anyone cares, the meta currently is stability, massive condi clears, and power wellmancers. has been for a while. in gvg, glass builds have a role in backline pressure, and this is where the ranger could contribute. but you cant bring JUST traps without survivability and dps.
so yeah i could roll my ranger and spam a few aoe chill and immobilize, but im doing pitiful damage. damage and well-timed hard cc is what downs people. MT and Entangle combined with Path of Scars and Point Blank Shot bring a ton of hard and soft CC to the table. the 1 second of immob from spike and a second or two of chill from frost (if people dont roll throught it) are insignificant.
the best experience ive had was with a hybrid PVT or sentinel build (https://forum-en.gw2archive.eu/forum/professions/ranger/Sentinel-Frontliner-Next-Level-WvW-Ranger/first#post2714708), more specifically the dps version of the build. it brings CC, damage AND survivability to the table. Godspeed from Red Guard ran a very similar build, but mine is better.
PS if you look in my earlier vid at the 10:30 mark (http://www.youtube.com/watch?v=l7uWpEfrhKE) i demonstrate an effective trap bombing build thats kind of tanky. mostly apothecary gear. id make a lot of changes to it now, but it just doesnt belong in the current meta where skirmishers hit very hard and evade as much as they want (thieves, gs/mace/shield warriors, mesmers, condi engies), or just run in trains (guard, necro).
Guardian and necro and warrior and thief are so OP in wvw that it really, really bothers me. I’m starting to enter “burnfall mode”. Someone talk me off the ledge, please.
I’ve been saying it for months: guardian is OP. No one believes me. “but chopps we have a low health pool”. I don’t care about that, ya know? The fact is, it’s harder to get results with ranger in every game mode, especially pvp. “But chopps ranger spirit build is just cast spirits and spam crossbow”. Lol and wellomancer is just DROP WELLS LOL GG and warrior is just spam knockback and guardian gets every tool for everything, basically. Ok I’m exaggerating a little but the next question is 100% serious:
When will people realize stability is OP? When will people admit guardian is OP in pve and warrior is OP in both pve and pvp?
Pretty sure you need dragons breath bun activated (+200 power on kill for 30s) to get 4k attack, unless some other profession is buffing your stats.
Just frontrun to a top wvw like everyone else. Thats how gw2 is played, right? Lol
Stun warriors
/end thread
It means you cast sick em and the theif cannot stealth for 4s. You have to anticipate thief stealth to use it properly because you don’t want to waste those 4s.
Why not viper’s nest instead of muddy terrain? Lot’s of players in wvw rely on healing while zerging. I guess it depends who/what you’re fighting and who/what your allies are.
Speaking of pets, synful: “Feline pets no longer stop to attack”
If ANET did that even Burnfall would be jumping for joy lol
It will be an instant applied to an unstealthed target here’s why: J Sharp said pet “picks up scent” to reveal, that’s an instant (unless they add a cast time to the shout which would really tick me off). He never said on pet attack and he never said AoE. It’s a 4s reveal on a single target. The skill will not activate if enemy goes into stealth because you need a target selected to use Sick Em in the first place.