I always kick rangers
my friend always kick rangersits because most rangers don’t play properly. If you use a bow, you’ll get kicked.
I kick anyone who doesn’t ‘play’ their class ‘properly’, including full of themselves warriors and guardians who think they are too good to take their own party buffs.
Its been that way for months now. The other issues with Master’s Bond still haven’t been fixed, but its great as long as you stay away from water!
Sigil of Rage and Sigil of Air.
That extra quickness combined with Zephyr’s Speed, Quickening Zephyr, and Read the Wind can pretty much make sure that everything dies, and dies quickly.
I have a seperate bow for stacking bloodlust since you can keep your stacks by using aquatic weapons currently.
tbh, I’ve been tossing major runes (if available) in just to see how often things proc. I’m ending up salvaging a lot of my existing exotic gear to recover the sigils/runes. <sigh>
I really wish I could salvage Karma gear, because I have 6 Runes of Exuberance on them, and its just sitting in my bank, not being used right now……..
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I use Neil Strauss’ LAS VEGAS system, when determining love/hate relationships in fictional stories.
Look at Logan’s LAS VEGAS rating (each rating out of 5):
….snip….
I don’t agree with all of it, but it was interesting to read.
Never read that book. Probably never will. Is it even worth the $5.99?
Unlike you Konig, I don’t waste my life away digging into every piece of detail about the lore. You might be right to say I don’t know half of the tiny details of the story. But this doesn’t give you the right to take a shot at me. I can say you spent way too much time on it. We would just be hauling insults at each other.
I have no problem with your knowledge of the story. You can correct me if you wish. But when you say “you have a tendency to ignore half of the story to further your argument, I’ve noticed, and trying to argue otherwise is like batting one’s head upside a wall.” you are just trying to start a fight for no reason. I wasn’t even talking to you.
The Problem with Konig is that he also left out half the story in order to make his point. You can’t talk about what a person does now and what a person did 5+ years ago without atleast acknowledging this fact :::
Time passes in this game/story, and that time changes a person.
If Logan was a person with a certain sense of humor several years ago, he might not be anymore.
And If you take a moment to read through some recent (which is relative, its still almost a year old) dialogue between Logan and Anise in Scarlet’s Playhouse, Logan still seems way too hung up on protecting his queen to do anything else or trust anyone else with protecting the queen, like he was the year before, and like he was several years before that. It seems like he is infact, not that open to changing himself for good or bad.
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i said core of THE problem not core problem
and whats wrong asking about a feature officially announced ~3 weeks ago for the feature patch and suddenly there is no sign of it left in the patchnotesNothing is wrong with asking about it. No one chastised you for doing so. If I were you, I’d assume that it was there since it was mentioned on the feature notes. Too bad it will take you longer to get to 10k now that they limited the dailies so much. I hope you get there soon though. I’m tired of hearing about the horrible life of daily achievement point addicts.
I feel like we had this same conversation, many times over the last year. I agree with you though. Hopefully now, the top 1% of people will actually enjoy this game without feeling the need to ‘100%’ it.
Still I love this change.
Hands down the weirdest thing I’ve been seeing in the last few years are players who love and celebrate nerfs. /facepalm
It’s not a nerf. It’s a good change. It’s so you don’t feel pressured to get every single AP from every daily or you’ll fall behind mentality.
Well, technically, if you aren’t doing your dailies every day and getting those rewards, even if the AP was capped, you would be falling behind anyways, and your ‘fall behind mentality’ would just be a lie.
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….snip…..
But all said and done, we could go round and round on any particular “awesome”/“legendary” piece of fiction but there’s not one which is universally acclaimed to the point where nobody stands up and goes “I didn’t like it”. Trying to downplay how good something is with that opinion is almost dodging the point of the reference anyway.
The point is to have something which is as speculated on, as noteworthy, or at the least not held in derision by the most people. You know, like The Phantom Menace.
And what is the point of the reference?
Many an angry poster has argued that the reference was horrible, and that Game of Thrones is better than the living story in Guild Wars 2 (and is what that previous post implied), without actually offering any points for why its better. I atleast offered my reasons for why I think game of thrones is not better (mainly that shocking deaths as the only real form of plot twist does not make a good story)
And on the Star Wars thing…..If you remove Jar Jar and Ewoks, there is no difference between The Phantom Menace and Return of the Jedi, other than an evolution in how special effects are made and presented that many people refuse to acknowledge out of a sense of nostalgia that also ended up ruining Indiana Jones for them.
It was also relatively easy to nail the Living Story. “Scarlet dies at the end.”
Many people were also sure of it that someone from ’Destiney’s Edge 2.0’ was going to die, with a heroic death of some sort….didn’t happen. Most people were 100% wrong in that respect!
I wonder where the Strider in Strider’s Defense came from? I don’t think it was the Ninja…
So, have all the doomsday prophets gone back in the shadows from whence they came? Is it safe to come out and talk about how awesome the Ranger is again?
I would still say that the pet is messed up, and I will continue to say so as long as the pet is meant to deal damage or the AI ain’t godlike.
As for the condition part, I would say it has been stated often enough that the ranger is on par with other classes. We are even indirectly called as “unbeatable 1v1 conditionbunker”, along with engies and eles.
As for the power part, I’m still not convinced that the new traits will help us much there. As I have said already, RTW is highly situational and can be made useless by simply closing up to the ranger.
All good points, but
I would actually thank the pet for having seperate stats than we do, because the critical damage nerf affected us the least out of any class. When you actually invest in the pet, its damage output can go from 30% of our total to 50% of our total (and sometimes more), and since its damage wasn’t nerfed, we suffered only half as bad as everyone else.
Its also their seperate stats that makes us so powerful with Condition builds, and while their seperate stats makes us suffer when it comes to power builds, its because most Rangers feel that they don’t need to invest in the pet, and it should automatically mean that they be dealing the same damage as a Warrior….(and to that I will always say…“Lol…what?”)
As far as the new traits go, Here’s my thoughts and opinions….
Read the Wind is awesome in WvW when shooting enemies at longer ranges, which is the entire point of the trait, to have supreme accuracy at long range, which we do over any other profession with this trait.
Strider’s Defense is kind of useless in almost every single situation, because of RNG, and its entirely passive, which is never good for defensive traits. I haven’t finished testing it yet to see if it actually has a use at all.
- It would have been more interesting (and more synergetic) if, for example, Strider’s Defense gives us (and possibly Allies) Protection at the same time we grant Swiftness, which has immediate combo potential (for us atleast) with our Tail Wind Trait. It would also work with Storm Spirit, Call of the Wild, Nature’s Voice, etc.
Poison Master, doesn’t seem very powerful (the extra damage is equal to about 1 stack of bleed, no matter what your condition damage is). I use it because any amount of damage (especially from easy access to poison) is more than enough for me, and I like investing in damage more than survival anyways.
Survival of the Fittest…..yeah, other people have said it better already, but I don’t like saying those 2 words. I suggest that people stop saying that phrase so openly before Anet catches on, and decides to nerf it with an internal cooldown or something of that type!
Invigorating Bond has its uses. I just haven’t found them yet. I have experimented with the healing amounts, and I have seen it top out near 2500 healing at 2000 healing power. If I ever dust off my support build, I might see how it works in group/zerg situations.
that sums it up. Everything is a ripoff of something, but that doesn’t make it a bad thing.
Seriously, if you think that anything to do with zombies, undead, rage viruses, etc. In the last 60 years is ‘original and unique’, you should go read one of the original sources, which technically isn’t even a zombie story (I am legend).
For another example, look at all the modern stories about space marines and galactic warfare….Then go read ‘mobile suit starhammercraft effect 40k : combat evolved’….Er, wait, I mean starship troopers!
All modern interpretations of elves and dwarves are influenced by tolkien’s stories in some way, which also indirectly affected almost every aspect of the dwarves from this game. Its inescapable.
Yet, there is still quality media of all forms each year that manages to be exceptional without being cliche. Living story is made up entirely of blocks of bad cliche, with no attempt at depth, believability, emotional connectivity or quality.
If fiction was just the mechanical assembly of cliches, every book would be a best seller and every movie a blockbuster. Living story has been a really bad outline of cliched story, with no actual substance available to try to make it more than it’s base cliches.
Season one was barely on par with the worst d&d campaigns invented by untalented ten yearolds with fantasies of being an awesome dungeon master. Almost as bad as a Syfy channel Saturday night disaster movie, while being a tenth as fun and suffering under the delusion that it possesses a degree of quality.
A micro-budget, direct to video fantasy farce that thinks it’s the video game equivalent of Game of Thrones.
IMO, the destruction of LA was a childish attempt at providing lasting impact from a story line that amounted to absolutely nothing. The ultimate indictment of the horrible mess that has been Living Story.
Since you suggested it….How many Stories came out in the last year that have a crippled child that built and pilots a suit of powered armor so she can move around and protect herself?
Also, Game of Thrones isn’t really that good. It relies almost entirely on politics and shock value than actually telling a story. Its the same reason why I think the Walking Dead is average at best. Shocking deaths as the only source of plot twists would be shocking, if they didn’t happen every other episode (or issue, or chapter).
So, have all the doomsday prophets gone back in the shadows from whence they came? Is it safe to come out and talk about how awesome the Ranger is again?
So, a quick post patch analysis. As I predicted ahead and bought runes of rage for the anticipation of Survival of the Fittest, I can honestly say that a longbow 30/0/10/30/0 build as a long range single target DPS with air/fire sigils works incredibly beyond what I could have imagined for it. I might get a more consistent damage output with runes of the ranger though, so I’ll see.
I tested it. I prefer Ranger runes because the damage is overall higher. If you’re not investing in Skirmishing at all, then Rage runes are better because of the fury and extra duration.
Your Critical Damage went from 230% to 203%, which is about a 12% drop in Critical damage, and about a 9% drop in your overall damage (assuming you actually crit with every attack)
Berserker is still viable. It is still the best damage. But people bigged it up to be something that it never was. Before the patch, after the patch, it’s just a viable raw damage build that does exactly what you want it to.
Others want to try other things such as supporting the party or bypassing defences with conditions. These were also viable. Just because you don’t see a 10 digit number on the enemy doesn’t mean it didn’t do its job. It just served a different purpose.
The sooner you all learn there is no one true build, there is no one true path to the same outcome, the sooner you’ll all become better, more adaptable players and will stop saying the sky is falling every time someone takes 15% off your damage.
My Crit damage bonus dropped from 259% to 229%. It was about a 12% drop in crit damage. 8-9% total DPS drop for anyone who goes all out into a Zerker build.
As a Ranger, I didn’t even notice a change in Damage, since Pet damage wasn’t touched, and its half our class’s damage when people actually use it.
I find myself doubting that your damage has gone from 20k to “at most” 10k.
Rangers werent the only class to take a DPS nerf on power builds, and since ranger power builds are generally weaker than their mesmer/warrior/theif counterparts, this nerf has probably been less damaging to our class than others.
They have gone a long way to fixing pets this patch. Should check that out before complaining about it for the sake of it.
Building off your post, about 30% of our damage also comes from the pet! who has no crit damage pre training! and with a trait receives a set amount, so if anything we were hit significantly less than the other profs were.
Your statement is true.
I went from 259% crit damage (109% pre-patch) to 229% crit damage, about a 12% overall drop in crit damage, and about a 8-9% overall drop in my (Ranger) damage. Your mileage will vary depending on what other damage multipliers you use, but generally, it wasn’t as bad as people said it was. I still do 2500-3500 damage to glass builds, but I did notice a drop against other builds.
Since the pet had no crit damage to nerf, and because the Critical damage trait still gives pet 30% bonus crit damage. This mean that our Maximum Potential DPS (meaning you have to take advantage of both Ranger and Pet) was barely scratched compared to other professions.
If anything, Our bleed stacking builds with Rabid and Rampager gear took a hit, because of the on-crit sigil changes. My ability to stack bleeds through critical hits is literally half as effective as it was before…But, because of the buff to undead runes, I have like 2300+ condition damage now, even more If I take Dire gear instead of Rabid. Stacked with the new Poison trait (and every other change) and the bug fixes to our traps, all of our condition builds are alot stronger than they were pre-patch.
That’s not a typo, it’s a translation bug showing the month name in French.
Well kittens… I’ll go back to my corner now and put on my “Ignorant” hat.
in before someone rages and uses this as a jumping off point to spout cynical views about how ANet messes up everything up and ruins peoples lives, lol!
=P
Why does a French translation bug exist on an english website that shouldn’t have a translation bug to start with, especially a French one?…Oh, I get it now…..WTF ANET!?!?! Here I thought you were based out of Washington, but secretly you are French Illumaniti trying to turn us English speakers into you so you can continue your plans for World Domination! Screw this, I’m out! CYA later!!!
….there, that enough random vitriolic Anet Hate/Rage/Sarcasm/Cynicism for you?
Can we wait for what exactly the patch notes say atleast?
You’re not serious are you?
If they had said changes ready, they would have been touting them ages ago. This is just another case of ANet dangling a nonexistent carrot.
Thank goodness for that, since I’m not really a fan of carrots! Now, if that was a double fudge chocolate chip cookie they were dangling, then I’d be a little mad!
Yet another reminder that the so-called “amazing changes” for Ranger announced in February are still M.I.A.
This thread has reached 1000 posts, and we have been going in the same circle for months now. Can’t we atleast wait for what the patch notes say?
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as the title says,
when trying to play as ranger there are just too many traits that seem like they should be combined.
……
(april 15th) Read the winds: Your arrows move twice as fast.
…….
How is a trait that doesn’t exist in the game yet Mandatory?
the 15th of April….
Its kind of Awesome and Horrifying at the same time, since I get to patiently watch a Blood Moon, File my Taxes, Celebrate my Birthday, and try out some new content for one of my Favorite Games. Its the perfect Good/Bad day all in one!
What…?
In what way does Heinlein’s love letter to militant facism have anything to do with japanese gundams, starcraft, warhammer 40k, or halo? I mean, yes, starship troopers DID have people fighting in space with guns, but kitten, so did Buck Rogers and kitten. If you try to draw parallels between Starship Trooper’s MIs and any of those named franchises you’re gonna come up preeeeetty blank outside of the barest of comparisons. That is, that starcraft is mostly a rip off of 40k, which is about gene-forged transhumans with a religious devotion to an immortal human, halo is about gene-forged transhumans with..a…almost…uh, religious devotion to protecting mankind…
Huh. Sort of like they’re all based off of 40k, actually. In some way. Not based off of the sad sacks of facism that were the MIs in Starship Troopers. I know, I know, everyone just loves to claim Starship Troopers was the advent of all things space and sci-fi, but really, it wasn’t. Not when you break it down.
Normally the Leader of a Facist regime (just look at North Korea) start to take on messianic qualities through their life, to the point that statues are built of them everywhere, their bodies are preserved after they die, and massive memorials are built in their honor that people are forced to go pay homage to, almost to the point of worship. Anyone born into this way of life grows up not knowing any better about the outside world, and perceives everything as normal. Because of this, any Facist regime that lasts long enough eventually evolves into a Theocracy to the point that people treat past leaders as if they were deities themselves without knowing better (again, North Korea, Also Russia and China for a time)(this post is not about politics, its just to prove a point in the nexr paragraph)
(and its not that Starship Troopers actually does any of that….) Your post is kind of funny, because basically the entire story in Warhammer 40K revolves around a hyper Facist/Religious, galaxy spanning, military state. Starcraft and Halo also drew heavy influence from Starship troopers, a story which basically calls out facist military states for what they were, before many people even realized it.
Unrelated to the above paragraphs, There’s also the Power Armor, which was featured in Starship Troopers, but was carried over to Warhammer 40k, then in starcraft, and Halo….even Fallout features Power Armor. Several Militaries are researching way to create power armor the influence was so great.
The creator of the original Mobile Suit Gundam series, Yoshiyuki Tomino, stated that the Mobile Infantry in Starship Troopers was an inspiration. You can think of those Mechs as oversized exoskeletons.
Even Guild Wars 2 is indirectly influenced by this idea, since you have Golems in the game that you can pilot, just like a suit of Powered Armor / Mech.
Starship troopers wasn’t the earliest example of galactic warfare and power armor, that actually goes to several stories from the 1930’s, Starship Troopers is just the most famous early example.
(Speaking of what the earliest examples of things are……the Zombie stuff I mentioned earlier…that earliest example actually comes from the Epic of Gilgamesh. theres also stuff about the undead in Ezekiel.)
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I’m not going to say you made a whine post (your words, not mine), but The problem with the Ranger is that you cannot examine only the Ranger in a vacuum. You also have to look at pets and add them to the equation. You have to look at the Ranger class like this : You are effectively controlling 2 characters at the same time.
It is more than possible to zerk out a Ranger, and fully buff the pet to where the both of you will be dealing 1-1.5k in PvE/WvW on your sword/greatsword auto attack, depending on how exactly you build yourself and your pet.
Because of the easy access to vulnerability through Opening strikes, and the easy access to pet Might through the Companion’s might trait, you should be able to easily deal as much damage as any Warrior or Thief.
All I’m saying is that, even if you are one of those Rangers who would rather not have to deal with the Pet because its worthless or buggy…..The pet is included in all of Anet’s balance considerations when it comes to Ranger, and when you are making a suggestion to change the Ranger’s Damage, you also have to consider the pet, just like the developers are.
That sums it up. Everything is a ripoff of something, but that doesn’t make it a bad thing.
Seriously, If you think that anything to do with Zombies, Undead, Rage Viruses, etc. in the last 60 years is ‘original and unique’, you should go read one of the original sources, which technically isn’t even a zombie story (I am Legend).
For another example, look at all the Modern stories about Space Marines and galactic warfare….then go read ‘Mobile Suit Starhammercraft Effect 40K : Combat Evolved’….er, wait, I mean Starship Troopers!
All Modern interpretations of Elves and Dwarves are influenced by Tolkien’s stories in some way, which also indirectly affected almost every aspect of the Dwarves from this game. Its inescapable.
The RNG factor just makes the Ranger a harder profession to master, and its not going away, because the Ranger is supposed to be a pet class, where you are effectively controlling the actions of 2 characters instead of 1. The Best Rangers are able to take advantage of the Pet’s Strength’s instead of complaining about the Pet’s Weaknesses. The Bad Rangers are the ones who don’t like to use the pet.
so it spreads a random condition the target is suffering from, to other targets it passes through? if so, It would have to have an decent ICD to not be incredibly OP. Cool concept though.
It would grab 1, 3 or all conditions(balance issues) from the first target, then distribute those condition(s) to any other target it passes through.
If it was 1 condition per arrow, it could probably get away with an ICD of like 5 seconds, otherwise it would be way too good with short bow.
if it was all conditions, it would probably have something like a 15 second ICD.
If it was all conditions and all stacks, it would be completely OP.Not really, other classes can freely move conditions/boons around from allies/enemies, and considering rangers are constantly b***hed at for not being able to do anything better than other classes this would be a good change. Ideally you can have the shortbow penetrate less than the big a** longbow and since the range is already short that would balance it out further.
Not to mention you can’t pierce targets from let’s say a keep(due to the angle), you have to be on the ground in slaughter range of the enemy zerg to pull this off. That and if this ever does go live rangers will start getting Ctrl+Ted alot more often making this task even more dangerous.
If it only spreads on condition, and there was Condition Priority programmed in and had set condition durations instead of outright copying the condition, then it wouldn’t need an internal cooldown.
For example, Bleeding gets priority over all other conditions, and If you shot an arrow through a bleeding enemy, it would only transfer 1 stack of bleeding for 5 seconds, and scaling is based on your condition damage and duration. Multiple arrows will copy the same condition stack (a point-blank ranged poison volley could copy that 1 stack of confusion, and possibly apply 5 stacks to an enemy immediately behing your target)
Next on the list would be Vulnerability, then Poison, then Burning, Torment, Confusion, Cripple, Chill, Immobilize, and Fear. This way, the more powerful conditions are very rare to spread around, making it more balanced. Another balancing factor is that you have to line up targets for this to work anyways.
Except that you’re 100% wrong, as long as your healing power is higher it will tick first, you running around spreading misinformation, AGAIN is just really getting annoying.
If you don’t know how it works, or you’re not sure, read the Wiki. There’s a link for it at the top of your screen, so it’s not even difficult.
Seeing as how you’re probably just too lazy to actually check the wiki, here’s an example on how Regen works,
“10 seconds of regeneration are applied to a target from a level 80 player with 1500 Healing Power. 5 seconds later, 10 seconds of regeneration are applied to the same target from a level 80 player with 2000 Healing Power. The target will experience 317.5 health per second for the first 5 seconds, then 380 health per second for the next 10 seconds, then 317.5 health per second for the next 5 seconds.”
And on the off chance you AREN’T going to plug your ears and go “LALALALALA I can’t hear you!!”
I have literally tested it multiple times in wvw. You might get one tick off with your healing power, but when somebody else applies theirs, the duration is added but the most recent healing power is what it goes by. spvp and pve/wvw mechanics differ slightly, it may work like that in spvp, but in wvw I can assure you you’re wrong.
Most recently (like today), I tested this. I had the fern hound do its F2 first, and its heal ticked for 177 a second. I had both healing traits traited so the regen also lasted for 15 seconds.
I waited 6 seconds and used guard (with nature’s voice, this way I only see regen values)(yes, I checked, and made sure that the Rejuvenation trait was on cooldown so I was directly controlling the sources of regen). With my healing power, I should have seen about 350 hp a second from regen as soon as guard activated.
Instead of my higher regen value taking priority, I continued to see the regen from the pet take priority for another few seconds, then the regen from guard started ticking its value.
If the mechanic was by which healing is stronger, then obviously mine would activate. If it was by which was activated most recently, then again, my healing should have taken priority instead of the pet.
Sometimes, I would see a final tick or two of 177 healing at the end of the regen. Other times the first regen applied would finish before the second source started. Yet other times, I would see the higher healing value tick immediately. If I applied the higher regen value first, then it would always finish before the lower regen value started to tick.
Its harder to see how its affected in WvW, but it seems to be the same. my weaker regen from healing spring will finish ticking before I ever see the more powerful regen from another profession invested in Healing power. On the opposite, I don’t alkways see my higher regen value from my support build, I’ll see the weaker regen finish ticking first (looking directly at the healing ticks on my character).
I think its because the Server has to decide how priority for these things are decided after the skills are used, so there will be a delay in giving the higher value priority. Atleast that’s how I think about it.
I tested this last year with different values and sources of burning (drake, and throw torch were what I used), and it was the same. Whatever was applied first finished ticking before the higher value burning started, and sometimes it would work, other times it wouldn’t. And again, if I applied the higher value first, it would always tick and finish its duration before the lower value would.
That quote from the wiki is how its supposed to work, but, it doesn’t always work like that. Server load seems to play a major factor.
Edit – Due to balance changes on the 15th, I will not go into any further detail on the build I posted. I also want to see the thread go into a more constructive direction.
@Prysin – The goal of the build was to have as much DPS as possible, split equally between me and my pet. I will admit to being quite wreckless in WvW and PvE. I like dealing alot of damage, so survival is not usually that high on my list when I consider build options. Thanks for suggesting the Toxic maintenance oil though. I didn’t notice that the difference in precision was only a few points.
You must be one of those rangers I two shot. The only thing you’re going to kill with this is players who are new or simply can’t play, or somebody who is focused on something else. My lootbag count in wvw is a constant reminder as to why zerker is horrid in wvw.
This one I will reply to though……
You must be one of the Warriors I downed in like, 2 seconds using a stealthed Lynx followed up with a Maul.
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I love how you totally ignore the first part of the massage : “I did try to micro-manage pets in WvW zergs (shouts/BM build, with the infamous bears that should be able to hold with defy pain and other mechanism). In open fights, it was not too bad, but in any towers/keep fights, there was nothing to be done.
I know some people state they have no difficulty keeping their pet in WvW zergs, but I never saw a video of it. Most just use their pet special ability and wait the 60 seconds penalty to call the new pet if they need it…”Bring forward all stats you want, the mere fact the pet is not dodging and is stupidly staying in AOE, even when I spam F3 while out of them makes it not survivable…
Still waiting on a video of the wonderful build and gameplay that keeps pet alive in all content/gameplay? Noone that states pet is good will send me one… maybe because thay can’t?
You don’t deserve a video, but I will post one of my most powerful builds in WvW, and since it uses all Zerker gear (some assassin), you probably have most of the gear and can test it for yourself if you want :::
Highlights :::
- No 30 points invested for shouts or signets to ‘make them useful’. (I will sometimes not bother with Wilderness survival for a full 30 points in beastmastery though)
- Constant stream of Might, for both you, and your pet. (use sword/warhorn instead of greatsword for even more might on pet. you just lost alot of defense though.)
- A fully buffed Drake (30 beastmastery and 25 masters bond) will have 2218 power, 1874 precision, 2561 toughness, and 3,935 vitality (about 25000 health)
- With Spotter, the Drake will have 2024 precision.
- Using the Longbow, you can use barrage to preload 25 might on your pet immediately, without using Rampage as one. You can use that to make the might last longer than 5 seconds, and give the drake fury.
- A Well timed Lightning breath attack will do 2000 damage on each strike, and will also apply bleeding because of the rending attacks trait, which will deal an additional 87 damage per second if you stacked might on the pet beforehand. Doesn’t sound like alot, until that lightning breath bounces around, and will apply a large amount of extra damage in a group. (PROTIP – Use on a downed enemy to make using it easier, and so it hits everything around it!)
- If you want to have even more fun, switch out quickening zephyr for Signet of the hunt. time the drake’s Tail swipe attack with the signet. BAM! 3K+ damage, 6K+ if it crits, plus its an AoE. That’s also with no might added on. With 25 stacks of Might (which is easy to get with either Rampage as One or Barrage), the drake will have nearly 3000 power, which will make its Tail swipe attack deal 9K damage on a critical hit. (follow up with Maul or Rapid Fire to finish off the warriors. its not that hard)
- Protect me for stun break and your own survival, Guard for extra pet survival. Guard will keep the pet from dying in small encounters. In zergs, you are still on your own!
- If you use the Lynx instead for focus on a single target, fully buffed, It will outdamage you as soon as you stack might on it, and you yourself are still dealing a respectable 3K dps or so. Total sustained dps is 6-8k. There is no 70-30 split here.
- Best part? I created this build Today, in about 20 minutes. And it works just fine, even without ‘useful’ utility skills because I didn’t invest 30 points. It also works just fine in zergs, and works just fine in smaller groups. It doesn’t work so well solo, because you, the ranger will be targeted first, and will die a quick death, due to lack of utility skills.
- Your pet will stay alive if you watch its health. You also need to not be greedy with your heal. Pop it when you see your pet’s health get low, or it will die!. Put it on passive if its health gets low, or it will die!. Don’t let it get lost in a Zerg, because pets, like every other AI creature in the game, as well as like many players….will die!, the moment the zerg hits. Dodges and protection isn’t going to save it. Stop asking for a build that makes pets immortal.
What is so hard about this? About making a Ranger build that works in WvW (it also works quite well in general PvE, and it might be my new dungeon build, I like it so much).
The thing about the Ranger is, is that you are playing 2 seperate characters. You can’t only build yourself up, and expect the pet to work if you ignore it. At the same time, you can’t build only the pet up, and ignore yourself (I did this for awhile with Magi gear…..which can make pets nearly immortal, but it leaves you weak and helpless) The two are linked, and will never be seperated. A basic knowledge of Micromanagment IS REQUIRED to play Ranger!
There was a dev post awhile back that said the Changes talked about in any CDI depend on the changes themselves. Some changes like fixes to pets, we’re already getting on the 15th, but since those issues are the same ones that Anet’s been tracking, (since atleast the Ranger thread talking about the Dec. 10th changes last year)(and probably for a year before that…), its hard to tell if it was a direct result of the CDI or not.
I say….just be happy we’re getting changes and fixes, and not worry about where the original idea came from.
My point was that the HP they have in WvW doesn’t match their Vitality. I mean regardless of pet toughness, a wolf with 14k HP instead of the 22k that it should have and does have anywhere outside of WvW. A warrior AoE’s for more than the HP of that pet.
Our Hp doesn’t match our Vitality either, otherwise, we would have 9,160 health instead of 15,082. We have Base health, before any vitality is applied. Pets are the same way.
You should also understand that Hp does not scale the same way on pets as it does on Players. In PvE, it seems like 1 point of vitality is equal to 9.35 health at level 80, instead of 10 health. In WvW and PvP, 1 point of Vitality is equal to 5.5 health.
When pets recieved a 70% hp buff, their Vitality scaling also recieved the same buff (5.5 × 1.7 = 9.35)
Using my Wolf, which in WvW has 2061 vitality and 14,593 health, we can figure out its base health.
2061 × 5.5 = 11355.5
14,593 – 11,355.5 = 3,237.5
In PvE, the scaling is a little different. Vitality is the same, but the wolf now has 25,016 health.
2061 × 9.35 = 19270
25,016 – 19270 = 5746 base health.
We can almost confirm this by adding 70% to the WvW base health.
3,237.5 + 70% (2266.25) = 5,503.75
Those numbers are slightly off because Anet said the health buff would be about 70%, not a straight 70% increase. That or the Robust buff from WvW is affecting the numbers. (in PvE, I found that the actual health increase is a tiny bit higher than 9.35, which is enough to offset the numbers.)
I’m going to keep this summary short since we can’t talk about half of our class in this thread apparently, but….Pets have base health the same way as players do, but pet Vitality does not scale in the same way…which is something I would like Anet to comment on, especially if their Precision scales differently or their Toughness scales differently (a fully buffed Stalker with beastmastery, Masters bond, and Spotter has 2711 precision, theres no way it has an 89% crit chance. I don’t believe it!)
Ranger pets are as survivable as it gets? Alright, I invite you to look at these two SS I just took and tell me what’s the difference.
http://imageshack.com/a/img703/8910/4x5o.jpg
and
Pet got scaled up in PvE, which makes them almost no-brainer in most content, but still don’t save them from one-shot mechanisms, and if we have the trait, they gain protection at the beginning of our dodge-roll, which still makes them long-standing in most content (where I didn’t have problem keeping them alive to begin with), but still don’t make a meaningful difference for the encounters where I couldn’t keep it alive…
Your point is? All pets, minions, etc. got an Hp buff in PvE only content. WvW is not PvE. Buffing pet health by 70% there would not solve a single problem, especially in smaller group/solo fights.
Also, your pet has 2061 toughness, about as much armor as you would have in a full zerker set up, however, if you ever bother to take the effort to use beastmastery (and master’s bond), that same pet would have 2,561 toughness. Its also not that hard to give it perma protection, making it extremely hard to kill.
Its actually not that hard for me to build up a pet and have even cats and birds standing up to those fabled 1 shot boss mechanics. Your pet IS GOING TO DIE if you don’t bother to invest in it though, which is mostly the point.
NEXT!
Here ya go.
I don’t see anything that says season 2 or tournament on that page…try again
conditions are anet’s golden boy. they refuse to touch them or address the underlying issues with them while being all but too adamant in making physical damage weaker and weaker.
almost every argument that can be made for the abstaining of nerfing conditions is founded in wrong information both on paper and in the field- usually due to the fact anyone protecting them is also abusing them.
seriously, go ahead, try to defend condition builds.
Zerkers are anet’s golden boy. they refuse to touch them or address the underlying issues with them while being all but too adamant in making Condition damage weaker and weaker.
almost every argument that can be made for the abstaining of nerfing Zerkers is founded in wrong information both on paper and in the field- usually due to the fact anyone protecting them is also abusing them.
seriously, go ahead, try to defend Zerker builds.
see what I did there? I’m pretty sure that was the Q_Q meta on the forums until Ferocity was announced. And I am pretty sure that the Q_Q meta will change once the 15th rolls around and everyone calms the kitten down and sees how all the changes will affect the game. Until then, your argument doesn’t carry that much weight.
zerkers are a joke in the current meta and you cant actually compare serker vs condi builds simply because of how conditions work they only have condition damage as modifier so you get ultimate tsurvivability while maximizing your damage simply by using Dire gear
whereas serker has to dump all defensive stats and pretty much die as fast as they kill
serker i all about risk vs reward dire has no risk
I can compare the two just fine, on a stat by stat basis. tripling your power (916+916+916), will infact triple your damage output regardless of any other outside damage modifier, and doing the equivelant of tripling your condition damage (0+916+916) will triple your condition damage output, except for burning, which barely doubles.
The thing that makes Condition builds better is that there is no way to reduce incoming condition damage. You can reduce Physical damage just fine (more toughness, Protection, Weakness, etc.), but you can also increase physical damage (Vulnerability).
You can’t do that with Condition damage, though you can reduce the duration, by up to 65% on some builds, which should be more than enough to shut down any condition build out there, especially dire builds.
conditions are anet’s golden boy. they refuse to touch them or address the underlying issues with them while being all but too adamant in making physical damage weaker and weaker.
almost every argument that can be made for the abstaining of nerfing conditions is founded in wrong information both on paper and in the field- usually due to the fact anyone protecting them is also abusing them.
seriously, go ahead, try to defend condition builds.
Zerkers are anet’s golden boy. they refuse to touch them or address the underlying issues with them while being all but too adamant in making Condition damage weaker and weaker.
almost every argument that can be made for the abstaining of nerfing Zerkers is founded in wrong information both on paper and in the field- usually due to the fact anyone protecting them is also abusing them.
seriously, go ahead, try to defend Zerker builds.
see what I did there? I’m pretty sure that was the Q_Q meta on the forums until Ferocity was announced. And I am pretty sure that the Q_Q meta will change once the 15th rolls around and everyone calms the kitten down and sees how all the changes will affect the game. Until then, your argument doesn’t carry that much weight.
(edited by Chrispy.5641)
If I had to pick just one, it would be Condition Damage, Power, Precision
What I would really like to see is our stat allocation become more fluid in the future, instead of what it is now. Of course, I mean allowing us to pick our own Stat combinations.
Someone suggested it pretty well earlier :::
I would love to see craftable gear with NO stats, but with 4 infusion slots (1 major infusion, 2 minor infusion, 1 agony/wvw/utility infusion) . And then add craftable infusions for each stat at each level (major minor), so we could mix and match our own setups.
There are some changes I would like to make to it, outlined below….
- When leveling 1-79, we only get predetermined Stat combinations, which already exist in the game. This will help new players learn the better stat combinations, and help some of us learn to play new classes.
- At level 80, phase out the current system of aquiring different armor stats, and instead, give us the ability to craft Exotic and Ascended “stat-less” armor. Each piece has 3 Stat Infusion slots (or whatever you want to call it). 1 Major slot, and 2 Minor slots, (in addition to what it has right now)
- Also at level 80, give us the ability to craft the Stat Infusions. Stats for each major and minor stat in the game (Power, Precision, Toughness, Vitality, Ferocity, Condition Damage, Healing Power, Condition Duration, Boon Duraion, etc.)(Maybe also things like Profession Attribute bonus, Movement speed, etc.)
- If We put the Stat infusion into the Major Slot of, for example, a chest piece, then it gives us the equivelant stat bonus (for level 80 exotic, that’s 101)(in the minor slot, thats 72).
- Putting any one stat into any slot will lock you out of putting it into another slot on the same piece of armor, which prevents getting an insane amount of toughness or an unecessary amount of precision out of it.
- Generate an in-game list of all the possible 3 stat combinations, then name the Armor the appropriate prefix when all the stat infusions are filled. (If we make a Power, Precision, Ferocity set, then it would be named Berserker. If we have a new stat combo like Healing Power, Toughness, Precision, name it something new like Martyr’s/Druid’s/etc.)
- Of course, make it soulbound, so there’s not 50 million different items on the trading post. That’s always a plus!
- Also remove Jewel upgrades from stat-less Exotic Trinkets in this system to keep it simple, making one trinket have only 3 stats, like what most Ascended has now.
- There are some downsides to this, as the whole system will be more complex than the current armor system is now, and some armor combinations (such as all defensive stats) aren’t really all that useful, but,
- In the long term, it will be much simpler than constantly adding new gear types to the game that requires new and different crafting materials, that requires a new and different recipe for each individual armor, trinket, and weapon type in the game.
- It will also allow us to craft ascended and exotic gear for what doesn’t exist in the game right now (ascended Magi trinkets for example)
(edited by Chrispy.5641)
So now that I think we’ve discussed the longbow and the skirmishing line to the ground, I’m curious what else there is to discuss that was not addressed by the CDI.
Something that I brought up during the most recent podcast and elsewhere is that ranger Master and Adept tier traits can be very lacking outside of the common options in most of the slots. At times you aren’t slotting traits because you want to, but because you have to make the best of a bad situation and something may (or may not) be better than just not slotting anything there.
Am I the only one that feels this way?
Not once do I ever feel that I need to use weapon traits for them to feel effective, especially Sword, Greatsword, Axe, and all offhand weapons. You can argue for the bows and I agree there should be some trait merging, but, then again, I could spend all day listing weapons from literally every other profession that depends on traits to work effectvely too. The more traits weapons have, the less effective they are without traits. The less traits weapons have, the more effective they are without traits. This exists in the game by design, and Arenanet is not going to change that.
We do have alot of pet traits that are pointless unless they are used for specific builds, and some for very specific builds, for example, Compassion training only really affects 1 pet (fern hound). You don’t really notice the effect on Moas because of how unreliable the effect is. You also don’t notice a difference on skills like the Bear’s Bite, because 350 healing power adds 43 hp per second to the regen…for a pet with over 30,000 health.
But, I don’t think they should be removed or integrated into pets by default either, atleast until I see the pet fixes and changes on April 15th.
Compassion training does not work on any other pet then fern hound, period. It has been tested several times. Same goes for the +50% boon duration one. Completely broken on all pets, tested and bug-reported about a dozen times within the last 8 months, nothing has been done yet.
Your statement is 100% FALSE. FALSE, FREAKING FALSE!!!
I’ve tested it, and the +50% boon duration works just fine on many pets. Compassion training also works just fine. What you failed to realize for pretty much ALL of these traits that increase pet stats, is that they only work when you’re in combat. Test it in combat, the blue moa will give you 6 seconds of protection instead of 4, the stalker will give you 23 seconds of mights, and all birds will give you 15 seconds of swiftness instead of 10.
Maybe the suggestion should be “Make these traits work outside of combat too. It gives me more strategy and utility so I can preload 23 second of might instead of 15.” instead of “Its bugged anet. Fix plz!” Lets stop sending Anet bugs that don’t exist, and start sending them the actual bugs and suggestions.
So now that I think we’ve discussed the longbow and the skirmishing line to the ground, I’m curious what else there is to discuss that was not addressed by the CDI.
Something that I brought up during the most recent podcast and elsewhere is that ranger Master and Adept tier traits can be very lacking outside of the common options in most of the slots. At times you aren’t slotting traits because you want to, but because you have to make the best of a bad situation and something may (or may not) be better than just not slotting anything there.
Am I the only one that feels this way?
Not once do I ever feel that I need to use weapon traits for them to feel effective, especially Sword, Greatsword, Axe, and all offhand weapons. You can argue for the bows and I agree there should be some trait merging, but, then again, I could spend all day listing weapons from literally every other profession that depends on traits to work effectvely too. The more traits weapons have, the less effective they are without traits. The less traits weapons have, the more effective they are without traits. This exists in the game by design, and Arenanet is not going to change that.
We do have alot of pet traits that are pointless unless they are used for specific builds, and some for very specific builds, for example, Compassion training only really affects 1 pet (fern hound). You don’t really notice the effect on Moas because of how unreliable the effect is. You also don’t notice a difference on skills like the Bear’s Bite, because 350 healing power adds 43 hp per second to the regen…for a pet with over 30,000 health.
But, I don’t think they should be removed or integrated into pets by default either, atleast until I see the pet fixes and changes on April 15th.
(edited by Chrispy.5641)
The first thing you should never do is run away from a thief. The first thing you should always do is have your character facing the thief head on.
With our small numbers, Anvil Rock has no chance in hell. That is all
Engineer. Use the Flamethrower, turn off auto targeting in the options menu, and just run around like an idiot, spinning around with auto attack. You’ll tag everything for massive loot potential and the range of the attack makes sure that you stay just out of range of all the heavy melee attackers. There’s not a whole lot of damage potential though unless you run full power or full condition.
I know you feel poor and neglected, and are envious of just about everything other professions can do because the Ranger can’t do it, and still you want to play the ranger instead of other professions. That’s okay. You don’t deserve a response beyond that based on the fact that you still feel the need to compare a class mechanic (burst) skill to an auto attack.
Evidently I’ve touched a nerve…
Nope. Its just my standard response to people who enviously try to compare 2 things that have no business being compared.
…snip…
you know that people can get a 9k longbow auto attack in WvW right now, right? add 25% to that, it becomes 11.25K, for an auto attack, with no active tell telling someone they are about to die, unlike killshot.
I’m all for getting extra damage on vulnerability. It does give the longbow extra power, and a reason for me to take it along, but, you guys need to stop with not wanting to factor in those “useless, long cooldown Signets”, because, while you wont, Anet sure as hell will. One thing you guys should start factoring in to your discussions (as far as increasing the damage we do) is to change the way signets work, so we can avoid that dirty word Anet likes to call Power Creep. Signets are part of the problem why we deal so little damage. its not all pets.
Shared this in Skype with Jcbroe, but like 10s after I posted I remembered an idea me and my friend had for the LB#1 change it from what it is to being Penetrating Shot: deal 1% more damage per stack of vuln. IE: if they had 25 vuln instead of doing 25% more damage you’d be doing 50% more damage. If they want to keep the long range thing make it so that you apply 1 stack of vuln for 10s or so while you’re over 1k range, but other than that don’t change the damage.
This would allow the LB to not only be a very lethal weapon in team fights due to the high vuln that can be around, but it’d also Synergise nicely with Rapid Fire and the proposed Hunters Shot (immob + vuln), imo it’d also warrant Rapid fires long cast time since that’d be a 20% damage boost instead of 10%, it’d give the enemy a chance to stop you from setting them up for death.
This is probably one of the better, less confusing ideas I’ve seen over the past year and a half. The only thing I would be cautious of is just how crazy the damage will stack up after using Signets in their current form (not that its a bad thing, but a 12-15k auto attack, even if its one well planned shot…it will send every other class up in arms)
Not any worse than Killshot and that doesn’t require a bar of long cooldown signets to work.
I know you feel poor and neglected, and are envious of just about everything other professions can do because the Ranger can’t do it, and still you want to play the ranger instead of other professions. That’s okay. You don’t deserve a response beyond that based on the fact that you still feel the need to compare a class mechanic (burst) skill to an auto attack.
Shared this in Skype with Jcbroe, but like 10s after I posted I remembered an idea me and my friend had for the LB#1 change it from what it is to being Penetrating Shot: deal 1% more damage per stack of vuln. IE: if they had 25 vuln instead of doing 25% more damage you’d be doing 50% more damage. If they want to keep the long range thing make it so that you apply 1 stack of vuln for 10s or so while you’re over 1k range, but other than that don’t change the damage.
This would allow the LB to not only be a very lethal weapon in team fights due to the high vuln that can be around, but it’d also Synergise nicely with Rapid Fire and the proposed Hunters Shot (immob + vuln), imo it’d also warrant Rapid fires long cast time since that’d be a 20% damage boost instead of 10%, it’d give the enemy a chance to stop you from setting them up for death.
This is probably one of the better, less confusing ideas I’ve seen over the past year and a half. The only thing I would be cautious of is just how crazy the damage will stack up after using Signets in their current form (not that its a bad thing, but a 12-15k auto attack, even if its one well planned shot…it will send every other class up in arms)
While I understand it looks pretty powerful on paper, it does only negate four attacks at best. Dodge the first attack, aegis the other, dodge the next, aegis the fourth. Protection might be a little bit crazy, however I don’t think the aegis bit is. It’s no different from Guardian’s Virtue of Courage Passive + Active on Dodging and has a much shorter duration thus making it less reliable to get off all the aegis but more reliable in that it has no real cooldown.
Keep in mind mesmer also has clone on dodge, and thief dodge is pretty crazy when you consider the capability of getting four dodges + 4 or 5 consecutive shortbow evades and then another dodge all while gaining around 2k range from your starting location.
Just bear in mind this isn’t on evade, too. It only applies to dodging.
The most broken use of this I could think of would be to utilize cleaving effects in a zerg to get endurance on kill to keep dodging, but that requires a lot of kills, and I think would be more applicable to trash mobs in PvE or megazerg WvW (doesn’t proc on downs, either).
Edit: I think I’ll remove the protection.
Protection reducing incoming damage by 33% for 2 seconds is better than Aegis negating 100% of just one attack.
Since we’re talking about the Shortbow and the Axe….I would have to give the advantage to the Shortbow. The reason is because of the Axe’s long aftercast time after using the auto attack. It sometimes prevents you from using other skills immediately, and makes using the weapon all around sluggish compared to any of our other weapons.
Lol thanks for the laugh guys, I had a long day and I needed that.
Back on topic, 900 range trap throwing would be something I want to push for full force. The 600 range has never really made much sense to me personally, since it’s an in between range that doesn’t really compliment our ranged weapons that start at 900+ since it makes us sacrifice superior positioning, or melee which wouldn’t really be all the concerned about throwing traps since we already have lots of leaps and inherent soft CC to stick to the target at a range where we wouldn’t need to throw traps.
That extra 300 range wouldn’t really break anything that I can see. As a matter of fact, it would increase the viability of traps in group play in both WvW and PvP, and by now I think people should realize that competitive build options are the way to my heart lol.
So yes, I approve of Prysin’s suggestion and prior approval
The only other real improvement that I would suggest for traps is not for more range. I would suggest that they don’t require line of sight (like engineer grenades), and also have a small arc when thrown, that way, you don’t have to stand on the very edge of walls in order to throw them at enemies on the ground below.
Otherwise, you already know my thoughts on giving traps more damage or even more effects on top of two already overloaded traits.
On the contrary, I find it interesting, when choices must be made.
Given that the choices are all interesting in different ways (and not about taking the less bad option). This is, imho, what allows for build diversity.
Eg; arrows – piercing is interesting in bus, velocity in solo PvP play.
Reduced Cd is more interesting in some settings, while more damage is in other settings.
The point should not be to stack traits that have an effect on one thing, but to pick the trait that is the more convenient.(I’m not saying some traits consolidation is not desired, just that different traits having different effects on different gameplays is not, in itself, a bad thing – as long as the traits do bring something)
No, its not a bad thing, I agree (its what I’ve been saying about the Longbow’s many traits), but, loading absolutely everything trap related on two trap traits….., I think is a bad thing. That doesn’t promote build diversity. (removing the useless trapper’s defense trait), There’s room for a third trap trait that doesn’t involve consolidation that could, for example, change our traps to deal only physical damage instead of condition damage, or, have all our triggered traps daze the target for a split second on each pulse (yeah, you’re really going to regret going near me!).
These would seperate but equal build choices for traps instead of taking everything at once, which we shouldn’t need to be doing if trap traits ever get expanded on. Just tacking even more effects onto already existing traits doesn’t increase build diversity. Adding new traits that change gameplay in interesting ways does.
Lol thanks for the laugh guys, I had a long day and I needed that.
Back on topic, 900 range trap throwing would be something I want to push for full force. The 600 range has never really made much sense to me personally, since it’s an in between range that doesn’t really compliment our ranged weapons that start at 900+ since it makes us sacrifice superior positioning, or melee which wouldn’t really be all the concerned about throwing traps since we already have lots of leaps and inherent soft CC to stick to the target at a range where we wouldn’t need to throw traps.
That extra 300 range wouldn’t really break anything that I can see. As a matter of fact, it would increase the viability of traps in group play in both WvW and PvP, and by now I think people should realize that competitive build options are the way to my heart lol.
So yes, I approve of Prysin’s suggestion and prior approval
The only other real improvement that I would suggest for traps is not for more range. I would suggest that they don’t require line of sight (like engineer grenades), and also have a small arc when thrown, that way, you don’t have to stand on the very edge of walls in order to throw them at enemies on the ground below.
Otherwise, you already know my thoughts on giving traps more damage or even more effects on top of two already overloaded traits.
No, No, and No. While logically, Runes and Sigils should affect pets because of the fact that we share damage/utility/survival/etc. with the Pet, there is no explained reason why it was never implemented this way, unless you count Anet’s most overused phrases when it comes to balance:::
- “Avoid Power Creep”, and
- “They’re in a good spot right now”
So let’s see….. the Q.Q brigade got hambow and warrior sustain nerfed over the past few patches, but it’s not enough. Now, you want to nerf the most mobile weaponset at the warrior’s disposal….. cuz you can’t deal ?
Did you even think about the fact that warriors NEED mobility since our primary mode of attack is… melee damage ?
i’ve played the melandru mobile strikes greatsword swordmain warrior with leek&poultry. And it’s a build that’s adapted to roaming and choosing your fights, not maximal damage. Because when you’re roaming, you HAVE to choose your fights, otherwise you’re just a free bag for the gankers. And even with anticondifood, get in range of a necro or engy with the 7 icenades and you’re in real trouble.
Could it be possible that it’s what you’re looking for ? free warriors bags with a side of QQ ? i betcha you’re the type that goes " GET BACK HERE YOU! me and my friends want to gank you!"
A) They are literally refereed to by devs as gap closers, not gap makers.
B) Anets Balance Philosophy and Professional opinions, posted by Jonathan Sharp list where warriors are intended to thrive and mobility is not one of them. To the contrary it list that “They may have a hard time with enemy conditions, and may need to ask for ally help in order to keep themselves free of hampering conditions” , mobile strikes and dogged march, that contradict this.
C) The profession with the highest HP pool, Highest defense availability (armor+toughness) is over reaching to also have the ability to escape so easily. If you pick your fights so well my friend, why do you feel you need such easy mobility and escape options? Your argument contradicts itself on this point.
Personally I have leveled all 8 professions to 80, primarily in WvW. I have my own experiences with my warrior in comparison to my other professions. I hardly call applied logic and common sense comparison “Q Q” as you put it. You warriors didn’t mind Q Q ing all over the forums to nerf eles mobility or engineers grenade damage. It is fine to complain about the other professions but the second it is your main you all of the sudden take issue and speak in derogatory terms.
Everything you said is spot on, not that it matters much since Anet has repeatedly stated in the past that they wont nerf warriors by too much because “They are in good spot”, and they don’t want to buff other classes to the warrior’s level at all because of “Power Creep”. Both quoted phrases are phrases that Anet uses WAY too often to describe balance in this game.
Then again, if trait applies to pet, we just need to take a spider/devourer/murwellow to have a strong poison application. Sword+Axe is also a very strong zerker/power build, that gives you access to poison aswell.
There is no shortage of ways to apply poison on the ranger, other then Axe MH, LB and GS. But other then that, we got “everything covered”.EDIT: I think trappers potency should not increase duration but the damage itself (similar to how the new poison trait works). In a mix of +50% duration and +100% damage
People run so much condi reduction in WvW, that increased duration is only going to make traps last long enough to do damage.
Using an average Zerker build in WvW (2600 power, 100% crit damage, 89% crit chance. +30% damage from traits and other multipliers) I checked to see how much damage traps deal, because they do actually scale with power, just for such a pathetic amount….These were the damage amounts against a regular enemy….
Vipers Nest for 496
Vipers Nest for 496
Vipers Nest for 451
Spike Trap for 437
Flame Trap for 669
Flame Trap for 638
Flame Trap for 638
Mosquitos barely have the base armor/toughness of an elementalist. Against a Warrior or Guardian, that damage will likely be cut in half. So, even with a 100% damage increase, its not going to be dealing much damage.
At 2600 power, the tooltip for Spike trap increased from 49 damage to 140. Vipers Nest increased from 147 to 420, and Flame Trap increased from 73 to 209. Increasing damage by 100% isn’t going to so anything. If Anet increased the power scaling so the damage increased at a vastly increased rate (so Spike trap did 700 damage at 2600 power before multipliers and crit damage. Also, with the build I posted, it would deal roughly 2250 damage if it critical hits, 910 if it doesn’t), then it would be much better. It would be an effective area denial skill that punishes people for stepping on traps without being careful. (also if damage scales the same…, Flame Trap would deal 3300 damage on a critical hit on each pulse, and Vipers nest would deal the same damage as spike trap on each pulse)
The only Concern I still have with this (and have always had) is that Anet might reduce the conditions on each trap in the name of power creep, or whatever it is they call balance.
And if we go all power anyways, its going to be adding unecessary bleeds and burning that a condition build would be able to apply much better, but can’t because your traps blocked them.
My Suggestion? – Give us a Maser or Grandmaster Trait that completely removes bleeding and burning from Traps, but vastly increases the Physical damage that each trap does. Non-damaging conditions (and poison) would remain, so each trap still has a unique purpose. (Spike for control, Frost for chill and ice field, Flame for burst damage and fire field, and Viper’s nest for reduced healing on enemies)
(edited by Chrispy.5641)
(I just know someone’s going to comment saying that everything in this post is untrue, especially the numbers)
those high longbow attacks are nice and all, but you can get a much more sustained Longbow Damage output by taking advantage of non-signet damage multipliers we have. For example take this trait setup :
20,25,25,0,0
Make sure to take Steady Focus(10%) and Eagle Eye(5%) (or spotter for more consistent crits)
Theres also Peak Strength(10%) and Hunter’s Tactics (10%)
That is a 35% damage boost. If you take runes that offer a damage bonus (Ranger (5%), Scholar(10%), etc.), and a Sigil of Force(5%) or Sigil of the Night(10%), you can bring your overall damage bonus to 45-55%. (someone was saying awhile ago that all the bonuses are applied individually, and before crit damage is applied, so the actual damage bonus could be much higher…THIS is how Rangers deal damage. That Burst everyone talks about is an awesome 1 trick pony, but, its used only once.)
While that is lower than the burst that Signet of the Hunt gives you, it is overall more sustained than what Signet of the Wild does. And when the changes come on April 15th, I will be getting rid of the Wilderness Survival stuff for full Marksmanship and Skirmishing. It will drop my damage by 5-10% overall, but because Read the Wind makes arrows move twice as fast, I wont even miss it becuse my longbow attacks will hit more often.
(and now I wait for a random person to come in here and tell me that even with all those damage multipliers, Rangers still suck!)