lol I forgot that but I still don’t think engineers have had any other viable builds besides the bunker, I don’t think they have ever had an offensive roaming build ever.
too bad there is no way to make legendary weapons in pvp or take legendary into pvp, honestly I feel if you make a legendary you should get a free pvp version of it, and as such you should be able to gain materials from pvp to craft legendary weapons gaining both pvp and pve skins, should take the same amount of time doing pvp as it should in pve but still would intrest more people in the pvp style gameplay
The circle is now complete, every class has had its time in the “OP” light.
missing engineer still I think
warriors need to be set up to deal with condition removal before hand there are some build for it but for warriors to be able to do well they are one of the 3 classes that takes a VERY skilled player to beat most others, they will not win against an equally skilled player on necro, mes, ele, guard, thief.
that dev post was a red flag for necro being nerfed to the ground btw, honestly I just hope they only do it for pvp and not both pve and pvp like they did ranger, ohh btw not all marks have the same graphics even wells are different they all have a different symbol
from best to worst
-Necromancer
-Mesmer
-Guardian/Elementalist
-Thief
-Warrior/Ranger
-Engineer
some professions are about tied for viability so they are about even ranking. warrior, ranger and engineer are at the bottom yes this is not any weird views, to be good at these classes requires a much more skilled player than any of the classes in tiers above it. For example takes a REALLY kittenING AMAZING warrior, ranger, engineer to kill a Necro, Mesmer, Guardian or Elementalist.
If anyone cares to notice this also fallows the trending of the professions seen in current pvp fights. necros, mesmers, guardians making up the majority while warriors, rangers and engineers making up a minority with the higher skill cap needed on them to play well.
- edit forgot a word * ^.^
(edited by Criminal.5627)
anyone else notice how our spirit actives have very little information such as radius activation time and etc.? hell storm spirit doesn’t even say how much dmg it does just says it blasts area with a powerful shock… not a whole lot to go on there with our spirit actives, hell even necros got better descriptions on minion actives.
think the devs are aware that there is no real good build now in spvp for ranger that uses a bow?… sb and lb
the best builds we got atm use melee weapons or axes
lol if you really wanna know rangers and necros swapped in their ability to work in spvp
its actually sad that necros can apply bleeds faster now than shortbow on ranger hahaha the loss of the quickness on pet swap hurt
still hoping for the day that long bow might you actually be GOOD in pvp and spvp
(edited by Criminal.5627)
you do realize our class mechanic was nerfed with the exceptions of spiders and sharks right? this is not that it only effects BM builds this effects every single flipping ranger build since we use PETS our CLASS MECHANIC in ever SINGLE FLIPPING BUILD WE USE. our class took a major nerf even every other class recognizes rangers took a huge nerf. stop living in dream land you were nerfed and we didn’t get anything that made up for the nerf we took in this patch at all.
all I got to say is our class mechanic got nerfed and it hurt every single one of the ranger builds even ones that didn’t focus around bm because all pets got nerfed regardless of spec and the only trait worth it in the beginning of the bm trait line was turned into a grandmaster major trait. any buff that we got does not equal the nerf we took when pet dmg was slashed so for the love you devs hold over this game give us back something that will make up for the loses that all ranger specs took with this patch PLEASE. this is the most disappointed I have ever been with ranger pets and the class since launch, and I am sure I am not the only one that feels this way.
condition necro is much more fun now. My god the torment I’ve done and forced people to run with by fearing them!
The BM ranger tears are quite delicious I must admit
what do you mean BM rangers? nerfs were across the board with all rangers, no matter your spec the pets you had unless you used only spiders are doing less dmg then they were previously.
any one get why the quickness trait was moved in the BM trait line? its not like it was OP cause hell we are rangers I think it was just moved to the grandmaster major slot to add insult to injury I mean they could have easily made it accessible by putting 10 or 15 traits in there which would also help bring up some pet dmg for people not running full BM but its like they want to punish our class mechanic and make it kitten and make it so no one wants to use pets.
I mean what would the reason be to even drop a few points in the BM trait pool now? its not going to make pets any more dmging, its not going to affect builds significantly (we don’t have a spec based on downing our selves on purpose do we?) I find it sad now that this is the first time I feel that I would enjoy my ranger without a pet and with a boost to dps… I enjoyed the pet up until this point but now it has lost it’s sense of meaning for me since I can’t compliment my build with it anymore.
so for the first time I will say I hope arena net takes out pets and just gives us a more substantial mechanic that can compliment all styles of our playing
ok here it is its pretty simple hell ill throw in 2 suggestions.
Make Hunter’s shot have an additional effect to ether stun moving targets for 2 sec or immobilize moving targets for 4 sec, that solve 90% of the survivability issues with Longbow right there, also it capitalizes on defense when we get rushed while using longbows to get some distance back and buy critical time to recover. Also skills trending with the new mechanic that they have issued in conditions to punish movement, I think we as rangers should get to punish people charging our faces or fleeing from us.
ranger isn’t useless now but since there is no reason to throw points into BM for quickness anymore the class has lost capitalization on it’s class mechanic for many people that do not put anymore then 15 trait points in BM, pets are weaker so the class mechanic is weaker as a whole. the class is still there though.
really the issue with this matching system is when 2 moderate or small wvw communities end up facing a huge one, that is where this system fails, the huge one dominates because frankly they have multiple zergs that are larger than any other server’s super zergs that are formed as desperate mesures. if only they could make a system that recognizes when something like this happens and can initiate a “Desperate alliance” to the other server that is getting dominated as well and make all players on both servers allied and able to communicate to actually keep combat competitive and help the smaller servers deal with any LARGE servers that they are matched up against. but because this is obviously complicated and makes way to much sense it wont ever happen lol would be nice though if it could… and if one server hitting 400 points and keeping within 50 points of 400 for over 24 hours would trigger this. and the combined forces of the servers receive the same point adjustments to their servers scores at the end of the week should they win/lose.
i know it can be hard facing a server that has way more coverage than u. I’ve been on FA since start and i remember when we were facing TC in tier 3 for the first time we had a hard time and over the weeks tc had bigger numbers that were increasing. we had enough people to cover like our own bl and a little of eb and that was it.
well, we kept fighting and a lot of players didnt bother to fight anymore, because they were discouraged, but the people that didn’t give up grew stronger and improved their tactics. and i gotta say, i had the most fun during that time. we got lots of transfers later on, because other servers were impressed with the way we fought for our bl, so yeah things changed, but we still have the spirit of an underdog server(and we sometimes still are;-).
what i am trying to say is, that even if a matchup is overwhelming, because u don’t have the numbers, u shouldn’t ragequit. work on your tactics, find stuff u CAN do, siege and bunker up,[ut someone on the watergate(i used to guard that gate for hours and was able to fight off lots of golemrushes.
when facing db, we had barely coverage around sea time and their sea crew is huge and sometime we were like 8 people defending our last keep(garrison) and we managed to bunker up for hours and eventhough we lost it after 3 hours, we were proud and saw it as a good defense.
i know u wanna give up when outnumbered 5:1, but situations make u grow as a community if u stay strong. take it as a challenge and try to make the best out of it.if we are facing bg,jq or SOR…. oh well, a new challange and way to improve our fighting techniques.
thing is SoR probably has the one of the largest if not largest WvW communities which is leading to them spawn camping with siege so no one can even get out to even make a dent at times in the day. in comparison, “Magikarp uses splash!…nothing happens. Raichu uses thunderbolt on Magikarp! It is super effective! Magikarp has fainted.”
what ever happened to the idea they had originally that puts a cap on player base by the numbers of players from each server instead of allowing one server that has 3 zergs of 50+ running around on each map completely dominating each map to claim owner ship of all WvW? I mean this had to have been seen coming there are servers that have extremely high WvW pops. and there is no way to even fight back against this even when teaming up with the other server to push them back when the combined forces are still outnumbered
i don’t know if im alone here but could a moderator please comb the thread and remove things that are horribly off topic. i can understand why any REAL feedback was not responded too or might not having ever being read do to the content of a majority of the posts in this thread…
also the new skin has several animation/graphical errors on it, the tentacles are pitched at the base of the body and are flat and bent… looks like they got run over by a cart or something, and half of its body is not rounded on the side, it is almost vertical…. also please reconsider color options for it, would be pretty to have a wider color range displayed… a suggestion for this would be keep the tentacles green and change its body to a neon orange or neon purple
actually warriors can use their burst abilities after downed because of vengeance, and they often do this in pvp to finish off the person who originally downed them and then they rally of stomping the person who downed them all while in a downed state… idk why you think rangers are broken
lol ok thanks for the response, braham was not a source of information nor any of the other norn around the fire to if they believed she was dead/missing/or anything else
considering she was so important to Braham, there was no closure to what came of her or if she even survived.
the aoe range is actually smaller than the stomp radius so if the stealth stomp u at the edge of that radius or near the edge of it you wont interrupt them just by pressing 2 they will have to have someone near them to catch the aoe portion of it
I totally disagree with the OP. Ones failure to stay at range doesn’t change the fact the melee in general does more damage. Melee weapons and pets both kill faster than thier counterparts. A good ranger will use his utility skills and pets to keep him prey or foe where he wants them. Snares and traps can be used to create distance or keep them close. and on that note most people walk around traps now, least I walk around areas that I see rangers throw items at before I bleed them to death.
Bottom line you are normally in more danger if you are fighting in close.
that’s how it should be but our melee specs have a lot more survivability and all around fighting potential than our ranged specs, look at weapon skills for peat sakes what about long bow says you can stop a charging warrior or guardian before they close 1,200 range, hell what utilities are you talking about cause if you are running pure dmg traps are not that great of a utility and remember warriors have the -98% on cripple now so there is really no point in crippling them. and I don’t believe the trap traits are part of the pure dmg setup
(edited by Criminal.5627)
to be honest bringing back Cantha is one of the best things that can be done to GW2 considering there will be a lot of competition coming up at the end of the year, Cantha being one of the most desirable places to go in an expansion would be a great idea in order to compete with ESO and Neverwinter coming out in dec. if NCsoft wont let arenanet make content to let players go see what they want to see and go where they want to it will eventually show in their pockets
if you want a good example of how a GS rangers says hello to a ranged foe (lests go with a LB ranger for this example) without taking any dmg what so ever, here it is, they use counter attack, take 3 steps than use swoop, and they are on them dealing way more dmg than a LB will do at melee and if they are knocked back all they have to do is dodge once and hit swoop again and they are back on them before the lb ranger gets off a long ranged shot
Range weapons reward is being able to do damage from range while the melee enemy has to close that range while most likely doing no damage. You have CC and swiftness to increase the length of time before the enemy reaches you, at that point you should have chipped away enough health and maybe made them use some cool downs to have the fight in your favor. Range weapons should not give you more survive ability against the enemy if the enemy managed to reached you after you used your CDs.
ATM most ranged weapons do about 50% of the damage melee weapons do and IMHO its balanced. If you can’t properly kite stay away from ranged builds.
ranger longbow is the slowest attacking ranged weapon also ranger long bow does less dmg the closer targets get to you and there is little cc/buffs affiliated with it, the only cc that the weapon has is an aoe that u have to stand still for the duration of casting or it fails, with the amount of gap closing and evade abilities you will not do much with a long bow on a ranger until someone is in your face hitting you with something that will do a lot more dmg in one swing than you have done to them while they ran at you. again this is just for the ranger class this does not involve other professions ranged abilities, and it still puts rangers using long bows at greater risk of being used to wipe the floor than one that uses melee weapon sets or more mid range sets
I have used shortbow longbow beastmaster pretty well in all game modes . But ranger melee is so fun. I feel like a troll , so i am doing Faux RRR build in PvP atm with dagger+sword and shortbow . Such a troll build
short bow can be used pretty effectively in melee range though its really the long bow that debunks everything, lol and yes it is a troll build
great sword does a much better job at controlling an area than long bow does, I don’t know why you would use one to try to control an area considering great sword is a cleave weapon that can deal with many foes/clones at one time… so again melee weapon has greater reward with less risk than ranged
Ouch, crushed by wall of text for 50k…
information cures idiocracy
the whole risk reward statement made back at launch that range weapons are meant to be less powerful than melee weapons since melee has more risk being up close to the foe being attacked. this works for nearly every profession.
ranger has actually fallen out of this category. lets take a look at the ranger build being used and their survivability/attributes from traits
the BM/bunker, generally uses GS now along with other melee weapons such as the sword/dagger combination, the trait set up used to get this spec off the ground grants a whole lot of healing power and pretty much the ranger is like a 55 necro from GW1 with all the blocks and evades from the weapon sets while healing is on CD. the ranger can keep regen up for the majority of fights granting them decent dmg from the melee weapons and great survivability.
the condition ranger, this is usually done with short bow as the main source of conditions and with a second set used for mobility or extra condition application, the traits grant extra toughness and distance to target really does not make much of a difference with this build, it is actually easier to fight targets that are right at melee range or out side it because of quick shot you can just strife them and stack bleeds while they try to hit you as you keep dodge rolling and quickshotting to keep them just outta reach of being able to eat your face. adding in the traits this spec generally gives rangers a lot of toughness from traits and armor as well so it is a lot easier to take a hit and just shrug off the dmg with this spec.
the spirit bunker ranger, generally close to the Bm/bunker, usually uses melee weapons, occasionally a bow, provides static buffs most of which are based off an internal cool down does excellent at melee range do to the procs of protection as well as passive regen if spirit of nature is out, also at melee the spirits are capable of using their actives and benefit the ranger which makes it more or less like fighting a ranger with 4+ pets and since the spirits req 30 in nature magic to really get this build off the ground rangers running this spec usually have a vary large health pool and can easily recover from almost any attack while they still have spirits active.
now this is my point for this whole thing is what if a ranger wants to do pure range dmg?
for a ranger to be effective with a long bow and to deal significant dmg they need to be in berserker gear out the kitten as well as going into the marks and skirmishing trait lines for the stats to improve the hits that longbow does on targets. but to be clear even though this spec is meant to use range and capitalize on dmg it has the worst survivability out of any of the other ranger specs available both trait wise and weapon wise. long bow does not have any abilities to keep targets at max range 1200+ to stay at full dmg on its auto attack which is the slowest auto attack rangers got, the one ability that it does have does not push targets back far enough to even be able to get off a max dmg auto attack, which is pretty bad considering the auto attack(long range shot) gets worse and worse as targets move in closer to you, to the point that if they are in melee range you are doing 1/2 to 3/5 the damage that the attack is capable of. now if you factor in the traits needed to run this spec they do absolutely nothing for the ranger’s survival ether, in a matter of fact running this build if you don’t have anyone else in the party or area that u can use as a distraction you are opening yourself to a world of hurt because you wont be able to keep distance and you will be doing less and less dmg as foes move into you forcing you to use more melee weapons without the traits to capitalize on their defense our offence and without the stats that the other specs get that increase their survivability at this melee range.
so to sum this up, ranger specs meant to capitalize on a foe at long distance has far more risk and less reward than a ranger spec meant to be in the face of a foe since as foes close in on rangers with longbows, the ranger has no real option to bring dmg back up as it starts to lessen as they get closer and closer, as well as no real way to evade damage, or gain distance to turn the tide of a fight once it hits melee range.
so yeah, pretty much rangers using longbows in pvp is free kills to anyone, even other rangers running any of the other specs.
and just to remind people ranger Longbow was hitting 4k+ on long range shots in beta it has been nerfed right at launch to keep rangers from being able to party, call target and spike it with the old quickness buff since they didn’t want rangers to do what they did in GW1 pvp… though if I can recall, right now, any other class if they get organized they can pretty much do this kind of spike.
I think engineer turrets and ranger spirits are in the same boat really, they both suck and all changes so far hasn’t really amounted to them being useful in anything but a spec heavily traited into them
I think it would really add to our class for underwater if we could have a pet that could cause a sink or float state on a target whether on its own use or as an F2 skill. we have no way currently to control foes underwater minus I believe a fear and a really short stun. any of you ranger forum users think it would be cool to do what other classes have access too?
I actually like this idea, and hell would even make long bow viable for pvp
not only this^ but if you look at the entries there will be some that are missing information, some will stop mid sentence or only have a few words at all
maybe bubbles will wake up!
the black widow, black moa, and rainbow jellyfish pets from HoM now have less health than their counterparts do again, this was introduced in the April 30th patch, the white raven does have the correct amount of health as its counter part and this is the only one out of the 4 that seems like it was affected by the actual buffs to pet health
please fix this, it puts them at a disadvantage to use….again.
I don’t get why the fractal bows and the new “eye” bows are the only weapons out of their set lacking any animation. its almost as if they were made to be less presentable, hell even the fractal weapons that don’t have the moving floating stones while wielded collapse and expand on seething and drawing said weapon. in a way this makes them less cool than the other weapons of the sets (the eye bows don’t have any blinking animations or any other animation to them yet just wide staring eyes)… is there a reason why bows are the beaten stepchild out of the weapon sets coming out or did someone somewhere forget to add these touches to the bows?
for those of u too lazy to fallow a link [&AgGPcgAA] <- ingame link to a polearm
there is a weapon type in game that is not marked anywhere and no classes can use as of yet see what you guys think
maybe it could be our shining weapon? maybe not…
anyways its the polearm
https://forum-en.gw2archive.eu/forum/game/gw2/so-GW2-polearms-discuss
code for one such item ingame [&AgGPcgAA]
source http://www.gw2db.com/items/weapons/polearms
what do you guys think?
what are your expectations?
is this insanity?
when lvling it really doesn’t matter to much but i will agree try to keep 15 points in BM for traits, this makes life so much easyer cause u get the quickness on swap and reduced swap times which helps a lot with pets in pve, i even keep 15 in BM at 80 just for the reduced CD in swaps so i don’t have to usually ever deal with a dead pet
so here is the proposed idea… its pretty simple.
why doesn’t the great sword get the same or around the same damage for auto attack that the spear/harpoon underwater weapon does for auto attack, cause its hitting for a good 400+ more dmg on all 3 of the chain abilities compared to the great sword auto attack
Good gravy, what is going on in this thread?
no idea, mostly I think people saw a particular dev post and decided to try to bash said dev sadly
seriously guys if you are gonna cry about balance post in the SotG thread, this thread is about skins which is handled by people who have nothing to do with balance. nothing you guys say about balance in this thread will even be read by the balance team or anyone on the dev team that is looking for ideas since this is a thread about a skin on a pet nothing more… seriously stop complaining and keep posts relivent to the topic on hand since those are the only comments that will be paid attention too anyways
I have a pet question that I don’t think has been brought up yet, although I did not read every post in great detail…
Pets and dungeons don’t mix very well and they become a big pain in the butt for any group I’m in. A lot of bosses have skills that target a single player in the group. For example, the Jade Maw boss in fractals will often choose pets to place the skull icon on. Obviously my pet can’t pick up a crystal and toss it at the Maw like a player is supposed to. I can’t hide my pet in combat, so there is no way around this time sink for my group. Another example is the jelly fish boss in the Aquatic Ruins Fractal. My pet will sometimes get eaten, but can’t “fight” his way out. My only way around this is to switch pets, but if my swap is on cool down it’s pointless. So, I have to leave my pet on passive the entire fight, crippling my DPS.
I’m sure there are other situations like this I am not listing off the top of my head. Can we please consider changing these type of skills to not target pets?
Robert explained in some other topic earlier that the Jade Maw targetting is there to give your group some extra time to rescue your downed friends while your pet gets turned into a sausage. It has helped me and my group few times, but it gets rather irritating when my pet keeps on getting targetted several times in a row tho.
lol Robert did say that the targeting multiple times even while your pet is dead is a bug though at least. but yes sadly we cant do anything right now, hopefully we will get a button to make our pets dodge on things we see coming like that like a player can but right now your pet is boned when that skull appears and swap is on CD… hell it might even be boned 5 times in a row.
also side note of something that would be really cool, replace entangle with a spirit as an elite, something like Edge of Extinction from gw1, and have its active be similar to entangle but maybe like a 10 sec duration instead of the 20sec. would be a lot more useful since we would get the spirit effect and since most classes teleport out of entangle when used against them anyways. but hey something that cool wouldn’t be handed to the rangers though cause I mean common… we are rangers.
(edited by Criminal.5627)
Those two guys get all animated and smile allot when talking about pvp and thieves, warriors and Eles, but when the topic of PVE and Rangers comes up, they lean back, take defensive body language positions, frown, and look really bored. Pretty easy to see what their bias is.
Even with these supposed buffs, spirits are still pitifully weak compared to other class utilities.
Someone please explain how this new pet AI is a good thing with a ranged pet? Your ranger targets a mob at the outer edge of a enemy zerg or mob zerg in a dungeon. With the new patch your ranged mob will now abandon pew pewing from range and run behind the target which also just happens to be the middle of the opposing zerg. Instant dead pet. It is obvious no one tested this outside of sPVP.
What is so hard about coding ranged pet AI to stay at maximum range from the target? Why do ranged pets always run up to melee range of targets? Trying to keep a pet alive now is the worst example of micro-mangement madness. So the solution basically to keep a pet alive is to not use it, a pet lounging at your side is mostly worthless.
When you have avid sPVP devs in charge of PVE balance, its now wonder Rangers are so foobar.
the ai change they said is only for melee pet arche types