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Well, the heal can remain blockable and missable. If it means it heals more than all the other heals we have currently.
For a longer CD, even when using a trait, it sure deserves some advantage. The instant cast isn’t advantage enough when Withdraw does it too.
Its going to need to heal for 1k a tick without leeching venoms for it to be any good, even then it will need to be traited. 5×1k=5k heal which is still less then HiS. Or in a venomshare would only be 1k more health then Antitoxin spray.
Although traited would be a 1.4×6(8.4k)hp group heal which i think would be appropiate consider the 60point investment.Just going to point out that the new necro signet heal will do the group heal untraited, so zero investment :P. Oh and did I mention the necro one will also do damage to the target since it is lifesteal? Venomshare also has a small radius that you’re not going to be super worried about when you’re in the middle of combat and need a heal. Basically you need 60 points to make the new heal mediocre compared to the other new heals. It does have some group utility via that we drastically need but the investment to get it vs other traits is just too much.
If it makes you feel better, rangers will need to trait to master level (and ideally GM) to make use of our new heal as well. It’s just strange that Anet sees that spirits are vemons are some of the least used utilities (in WvW and PvE at least) but instead of fixing them they just decide to throw more at us. Great plan.. loving it.
/rant
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What I found amusing is any armour class can use it (the helmt at least, I assume the whole set).
Warriors dressed like that.. lol
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Where is this blog?
Sorry to ask the newbie question but I am curious now^^
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I am pretty sure CD and stats changing is not what defines a transformation given that using a tonic to turn into a dolyak is also a transformation, but even ignoring that…
Probably the reason Anet made sure attunement changing triggered on-swap sigils is because Eles cannot weapon swap. They are stuck with one weapon set meaning without attunement changing triggering it they would have no access to those sigils. That is not the case for necros.
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My bad then, perhaps second squishiest class behind eles :P
But regardless the original point I was making is still valid.
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Thieves balance their insane hits from stealth from being the squishiest class and the need for melee range..
Thief is by far NOT the squishiest class in the game and they also do not count as melee if you just press 1 button and you are teleported from range on your target.
Lowest health pool + light armour + extremely poor boons (unlike ele) = squishest
Backstab is 130 range = melee range
Anything else you’d like to share with us, or was that it?
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Never used them before so I dont know, but wiki says this:
“The regeneration granted by the 6th tier of the superior rune heals 30 HP every second and does not show up as a boon. As such, the effect stacks with other sources of regeneration. "
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I was away for most of it, been back the last 2 weeks, but honestly it feels exactly the same as WvW did before.
I am really not sure what having seasons and leagues changed.
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Doesnt bother me greatly to be honest… He’s put down engis but most groups want nothing to do with engis or thieves either, and even mesmer is wanted for 2-3 abilities per fight and to stay the hell out of it for the rest of the time.
Its just how the game is setup, but we all know rangers, engis, mesmers and thieves are probably the 4 strongest duelling / roaming classes.. so it all balances out in some way.
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Conditions are not out of control, you just dont like them because you dont use them. I could just as easily sit here and say:
“Direct damage is out of control warriors can hit 10k in one hit when I need to wait 20seconds for my bleeds to do that much damage?!?!!! can i have damage immunity for 4s every time I dodge and attack?”
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If theres one thing warriors should never ever have access to, its stealth.
Steath > killshot > repeat > profit ?
Thieves balance their insane hits from stealth from being the squishiest class and the need for melee range.. Warriors would have neither of those issues, it would be madness.
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They should change evasive purity to:
“On successfully evading an attack 1 condition is cleansed (any condition). 5s ICD”
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Only a coward fights in hiding !
…said the longbow ranger
Real men use Shortbows
Because its not the size that matters…
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Just thought I’d swing by to say I greatly appriciate Messiahs vemon sharing.
I cant comment on the effectiveness of different thief builds in regards to the thief, but as someone who raids with Mr Messiah I know I always feel like a super saiyan when I look down and see I have 4 vemons on me waiting to be used
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Traveller! \o/
But moving on from them….
Rune of the Ranger is actually pretty good, cant go too wrong with melandru, but beyond that I dont know much unless you want to talk condition runes^^
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Its because DS is classes as a transformation, making you unable to interact with things in general.
Rangers had the exact same compaint over our Signet of the Wild, which on certain builds in the source of stability but also prevented us from stomping.
ANet did finally fix it last patch after 12 months of us ask
Good luck! lol
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We’ve brought up the signet issue so many times, and this (along with many ideas) have already been suggested.
But its always worth supporting again ^^
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If they revamp steal I’ll be so mad… We’ve had mods come onto the ranger forum and say “we know the pet AI is rubbish but we arent going to fix it. kthxbai”, so if they find time to fix the thieves class mechanic, when its not even broken, but not ours… That will really take the biscuit.
But then I wouldnt be surprised so.. good luck asking :P
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Looks farily balance to be honest.
I mean its certainly got some awesome effects with stealth and so much condition removal, but the healing is pretty low, especially considering the CD.
Comparing it with the 3 ranger heals.. Its in the same place as healing spring in that its long CD and low base healing, but comes with added extras to make up for it.
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Remorseless certainly needs help… and I guess your idea is OK… but I dont really want them doing anything to the dagger simple because its perfect as it is. Probably our best weapon which in itself is sad because its just an offhand…
So yeah I’d rather they didnt touch it because they will inevitably break it
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Please tell me the MF food was a misclick :P
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Essentially. If you want to leap a specific direction you clear target first and have your back facing where you want to go. If you dont care really where you go as long as its away then you can keep your target selected for the first leap, which will make you leap away from your target regardless of where you are facing (just remember to then clear target before using the second leap).
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Ignore this you answered in in OP, my bad.
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Ranger in general just need to change weapons a lot, unlike some other classes (such as a thief, who can quite happily use one weapon set in a fight).
You swap to the longbow when its suitable to use it, do your damage, using PBS and HS and then swap back to your other set. Youre right you wont be able to keep people at 1000 range all the time, so you dont. You just using the LB when is right to, but dont try force it onto every situation, which is the mistake I see almost all LB rangers making.
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Interesting… very very simular to the build I am trying out at the moment
Previously I’ve been running full rabid with my traps, then moved into full dire, and now I am trying this more hybrid setup… I quite like it. Interesting to see the difference it makes vs certain proffesions from using pure conditions to a hybrid.
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Necros are always hard simply because rangers most effective builds are condition builds, which are all mid-range setups and often lack condition removal. Necros can bomb conditions at longer range, and have better condition removal than us meaning its just one long uphill struggle.
Your best bet is to try bait them into using CDs whilst staying far enough away that they cant hit you with everything at once, and once thats done you can move in, but even then its hit and miss.
Really you need a GS and/or LB to fight them properly, to either quickly close the distance to them or to stay at long range, but very few builds run those for 1v1.
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I dont want to pile on with others being all negative, since I havent tried the build, but it does seem strange to focus on immobilize when you can neither burst nor kite (since you dont have range).
Immobilizing is usually use for either of those purposes, but it doesnt seem to serve much purpose in your build other than for running away.
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SB #1 with LB #2-5… What a great bow that would be… I wouldnt even care what its range was…
dreams
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What sad is its actually a really good active.. I am sure thieves or warriors would LOVE +50% on demand, but we just dont have any skills which can take advantage of it.
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Mesmer > Ranger > Thief/Necro > Engi > Ele > Warr > Guardian.
Of course it depends on the build, some builds just will naturally be stronger vs others, but I would say overall with skilled players, that is the order.
I am amazed how many people say warrior. They are #1 in PvE and zergs no doubt, but for 1v1? They are really pretty bad.
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I’d just like to say, this thread was posted on every class forum and yours in the only one which has devolved into internal arguements.
A proud day for the necromancers!
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At least you were good enough to get nerfed.. some of us were bad to start with and have hardly changed from there :P
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It amuses me no end that warriors persist in hating on rifle and LB for their builds.
A pure melee build on any class is really asking to get walked all over by certain builds / skilled players.
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Across the board changes dont work and it would cause more problems than it would fix.
I mean, you could increase the MH axes damage by 50% and probably noone would notice or care, but LB can already hit 8-9k on AA under perfect situations, and people would be crying all day long is suddenly rangers were one hitting thieves, eles and mesmers from 1500 range with the same 50% damage increase.
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Might want to clarify if this is for open world, dungeons or WvW
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I just a condition ranger, but vs ele’s and guardians really the trick is persistance. They can both have a lot of cleansing but just remember its not endless. Keep high pressure and they will go down eventually.
Vs Guardians theres no much more to it than that, but vs and Ele try and keep some big CDs back till right after they have swapped off Water Attunement, that is when they are most vulnerable to you.
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Its nice to see matchup threads havent changed at all in the 2 months I was gone.
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I’ll vote for another ranger too…
Guardians are easy in the sense the chance of you dying is about 0, but they can take a while to kill.
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Axe is used because the #2 is really good at applying bleeds if you can land it (up to 5 stacks), and the #3 has a nice chill + long weakness meaning is will seriously cut your opponents attacking ability. The axe AA isnt great, but neither is the Sword on a condition build so…
Both our mainhands work great with dagger or torch offhand. Its really personal choice. Most people like putting S/D together because it makes for an insanely survivable weapon set, but its worth remembering your damage will be relatively low when using them. Dagger #5 is good and theres plenty poison, but other than that you have no real damage output.
A/T is more offensive with lots of burning and more bleeds, but you lose all the evasion ability.
Then you can mix across using A/D or S/T, both of which are also perfectly workable. So like I said.. its personal choice and depends on your build.
Since you are not using traps, and thus dont have flame trap, you will want to strongly consider using a torch offhand because burning is a really damaging condition. You want to have it if you can.
Most people with run A/T + S/D with this kind of build.. but I can see you are a SB man like I am, and just cant quite drop it from your build It does present a probalem because both offhands are so very very nice… but I leave that to you
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(edited by Cufufalating.8479)
No ranger build will be able to drop a half tanky target before they can react, but that said..
You best bet is probably to take 30/30/0/0/10 (for Mighty Swap). Take maybe a wolf on your openning pet for a hopeful knockdown, with a cat on swap.
Then try the rotation
rapid fire > point blank shot > hunters shot >swap to GS > swoop > pet swap (will give you are your pet 3 might and make sure your cat is in range to burst) > SoW (if using SoB trait) > hilt bash >maul
I’d stick with Fire sigil and be tempted to use pet prowness. I mean if you are really going for full burst then drop quickdraw and take companions might/sharpenned edges as well.
I think thats our best burst.. it never goes to plan and even that wont take down tanky target but… Thats all I got
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(edited by Cufufalating.8479)
I dont see a problem with spiders for double bow. I mean I am assuming a very large part of your gameplan is to keep distance from your target, and spiders and canines are a big help for that.
Maybe he expects you to run cats for more burst.. but I’d make the same choice you are personally.
The fact that he thinks double ranger bow is OP probably means his opinion isnt worth very much on the matter.. legendaries and achievement points only prove you grind PvE a lot, not your skill level or knowledge of PvP.
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My apologies Jacob^^
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HS is fine. There’s a reason it was made into what it is now. Warriors require PASSIVE sustain.
It is easily countered by poison and carefully planned spikes. Please – instead of going QQ on the forums try to actually get better at the game.I would have made a longer post but Ultrajoe beat me to it. Bravo.
Why exactly for warriors NEED a passive sustain?
Poison counters HS the worst out of any heal. Why? Because to counter most heals you just need to poison then for a few seconds as they heal. Any half decent player can see when someone is going to want to heal and can poison acordingly. With HS though to get the same effect you need to perma poison the warrior which is obviously not going to happen.
I happen to not think HS is OP, but your arguements are bad – very bad.
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How about this for a kinda tough/healing build?
Since you arent using rabid and have very low crit chance, getting Skirmishing II and using Earth Sigils is a bit of a waste. You’d be better off moving those 10 trait points to BM or NM and using Geomancy Sigils instead.
Also as Jcbroe said, for a regen build you really do want to have SoW in there.. I’d probably lose Sharpenning Stone for it, but you could swap it for any of your utilities really.
Also one last thing, you dont really need Oakheart Salve if you are running Dwayna Runes because you’ll have enough regen already. Offhand Training, Hide in Plain Sight or Wilderness Knowledge would probably be more useful to you.
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(edited by Cufufalating.8479)
With traps the “traditional” armour is rabid using earth sigils and our bleed on crit trait. You can, however, play with dire for a tankier setup. Could even try some apothecary/settlers with SoW I guess, although I dont know how that would turn out.
One problem trap build can have, as Napalm illuded to already, is you are really limited in utilities as you will have at least 2 being traps. I’ve taken to usin Rune of the Traveller to get round needing SoH, meaning I can play with 3 traps, LR or sometimes even sharpenned edges.
The easiest version to play though is probably full dire with rune of the scavenger. Huge armour and HP (for a ranger) and the most insane condition damage you can imagine.
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An interesting mix of the more usual regen builds and rabid builds… I share some of Sude’s sceptisism about whether its an ideal mix, but then its always nice when people make their own build which works for them rather than taking the tried and tested standard build.
Nice going for a first video^^
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I’m going to go ahead and assume a LB ranger just roflstomped you.
I know its embarassing but you need to move on.
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People complain that #2 is too slow and #5 is hard to actually land – Anet suggests nerfing #1 and buffing #3 (which is already amazing) as a fix.
Sounds about right.
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I’ve used most of the condition builds rangers have (with the exception of shout builds), but I keep coming back to traps.
I just really like how they play, the relatively low CDs and the ability to take a more active role in group fights (since I often scout for my guild group.. so I am half roaming and half joining them in fights), whereas BM regen builds I always found much less useless in that situation.
You can either take it with rabid, earth sigils and 10 in MS, but more recently I enjoy dire/apothecary, geomancy sigils and 10 in BM. Then I usually drop the frost trap for SoW or drop the dagger and flame trap for torch and SoW.
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