Showing Posts For Daemon.4295:

No Cannon in a Glass Cannon Ranger

in Ranger

Posted by: Daemon.4295

Daemon.4295

How about 6 seconds of quickness, with a buffed up SB hitting from 1200 with the pet harassing….don’t QQ about rangers, they’re great. How about not running into the middle of the fray like you do with your thief.

We have 2 seconds of Quickness over everyone else.

Rangers have the most quickness by far. My GC Ranger gets a combined total of around 15s of quickness per minute on 5 separate attacks, and that’s without Loud Whistle or any quickness from sigils and runes. You should hardly ever be casting barrage unquickened.

Defensively, Rangers get 12 seconds of total invulnerability from SoS and Protect Me, +50% endurance regeneration, tons of CC options, and evades, blocks, and knockbacks depending on your choice of weapons. A good ranger is very hard to hit, and a GC Ranger stands at the back of the line in PvP anyway, meaning you’re getting lots of shots off before your opponents can even reach you. I’m not saying Rangers make the best glass cannons in the game, but they can certainly hold their own if played correctly.

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Healing Spring and Whirling Axe

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Posted by: Daemon.4295

Daemon.4295

Adding even more Regeneration (pretty sure thats what Healing Bolts does is apply regen, not up-front healing) is somewhat useful, but considering Healing Spring applies Regen already, I wouldn’t really say its the absolute best combo to pull off. Also, the random nature of the bolts makes it realiable only on allies standing right on top of you.

Its still a pretty nice combo if only for the fact that it doesn’t require specific setup. Other Whirling Defense combos require weapon swaps (if trying to set a fire field via torch), specific pets, or traps. The water field from Healing Spring is always available as long as you use Healing Spring (I run HS exclusively, personally).

Projectile finishers grant regeneration, Whirl and the other water field finishers heal.

I have tried a few times and seem to remember it applies regen, also this is the case according to the wiki. What are you basing your statement on?

Where did you see that in the wiki? Here’s what it says under water fields (granted, it isn’t very clear…)

http://wiki.guildwars2.com/wiki/Water_field
http://wiki.guildwars2.com/wiki/Whirl_Finisher

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Fractal question - some verification

in Fractals, Dungeons & Raids

Posted by: Daemon.4295

Daemon.4295

I can confirm that the vial drops at all difficulty levels, I got mine at fractal level 2 if I remember correctly. But why would you solo fractals? It’ll just take you far longer to drop mobs than you would in a group.

As far as I know, it has the same drop rate for all mobs. I don’t think any specific mob or boss has a higher chance to drop the vial, but I may be mistaken there.

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Plague Form: The AoE bug

in Necromancer

Posted by: Daemon.4295

Daemon.4295

75 percent are Asura’s? I don’t think that’s even close.

I would say a larger portion are Charr and Humans. The last BoC All-Necro event had 18 people and not one Asura.

Sorry to stray off topic, but just for fun here are some stats:

https://forum-en.gw2archive.eu/forum/game/gw2/Statistics-on-class-race-selection/first#post1583552

Within the small poll conducted, Humans were the most popular necro (11), followed by Sylvari necro (10) and then Asura (9). Humans seem to be the most popular race across the board though. Charr and Norn only scored 1 necro each.

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Necromancer cast times

in Necromancer

Posted by: Daemon.4295

Daemon.4295

Cast times are awful, the window for an interrupt is really long, and I’ve been dropped countless times while channeling Consume Conditions. I really wish I could trait Dark Armor, but as a condimancer I just can’t afford to give up Greater Marks or Staff Mastery.

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Best Necro Armour

in Necromancer

Posted by: Daemon.4295

Daemon.4295

Arah, all the way! Can’t wait to get the full set for my Asura necro. The only thing I don’t like about it is the hood, wish it was just the mask.

Now if only we could reskin with a risen costume. I remember a heart mission where I was transformed into a risen Asura, for a necro it looked awesome!

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Devs are talking pets in Ranger forum

in Necromancer

Posted by: Daemon.4295

Daemon.4295

As I always say, everything starts with an enthusiast inside the studio (like Robert) who pushes the cause of some particular part of the game (in this case – the ranger).

How I see it – necros just don’t have that person and so there is truly no one to get the profession to be interesting and cool like others.

I may be horribly wrong, but that’s just how it looks and always did.

The Ranger forum was on the point of exploding, they were promised fixes months ago that never came and no one from Anet ever commented since then. IMO, that dev was designated to post there because the situation was getting out of hand, it was getting worse every patch.

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Healing Spring and Whirling Axe

in Ranger

Posted by: Daemon.4295

Daemon.4295

Adding even more Regeneration (pretty sure thats what Healing Bolts does is apply regen, not up-front healing) is somewhat useful, but considering Healing Spring applies Regen already, I wouldn’t really say its the absolute best combo to pull off. Also, the random nature of the bolts makes it realiable only on allies standing right on top of you.

Its still a pretty nice combo if only for the fact that it doesn’t require specific setup. Other Whirling Defense combos require weapon swaps (if trying to set a fire field via torch), specific pets, or traps. The water field from Healing Spring is always available as long as you use Healing Spring (I run HS exclusively, personally).

Projectile finishers grant regeneration, Whirl and the other water field finishers heal.

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Empathic Bond - Please reconsider

in Ranger

Posted by: Daemon.4295

Daemon.4295

No, not a single other class is punished for condition wipes. There are skills that draw all conditions from party members to the character, but they’re designed to work in synergy with condition transfer (eg. Necro signet of spite draws conditions on passive, transfers to target on active).

If empathic bond and signet of renewal passive wiped conditions from you and your pet, then I guess I could tolerate transferring to pet on SoR active. You’d just have to plan on pet swapping immediately after.

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Different take on pets dying/dodge situation

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Posted by: Daemon.4295

Daemon.4295

What I mean is that they won’t add visible pieces of armor for pets, that would entail a huge amount of extra work for the devs.

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Which build should I go for

in Ranger

Posted by: Daemon.4295

Daemon.4295

I play glass cannon in full berserker gear, I feel Ranger is one of the classes that pulls it off best. +50% endurance regeneration, 6 sec invulnerability from signet of stone, 6 sec invulnerability from protect me, fantastic block on greatsword, interrupt on greatsword, evade on shortbow, interrupt on shortbow, knockback on longbow, and tons of CC. As a ranger you can maintain distance better than any other class, I don’t even bother with Lightning Reflexes.

I’ll admit however that there are certain situations that are hard to pull off, the most glaring being 2v1s in WvW. It’s great for zerging, but terrible for roaming. Some dungeon runs can be really tough as well, there are times when you just can’t avoid taking damage. One word of the wise though, if you have any inclination to go glass cannon DO THIS FIRST! Your experience will make you really tough to kill if you switch builds, vice-versa you’ll feel super-squishy.

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Empathic Bond - Please reconsider

in Ranger

Posted by: Daemon.4295

Daemon.4295

How do rangers have some of the best condition removal in the game? Most other classes have more options for condition removal, some even on weapon skills. Necros, Guardians, Mesmers, and Engineers can actually transfer conditions to opponents and/or convert them into boons. Rangers have only three options for condition removal, two of which kill your pet. It’s the only class in the game that suffers a penalty for wiping a condition, and a pretty severe one at that.

IMO Empathic Bond and Signet of Renewal should transfer conditions to your pet and convert them to boons, or at least heals.

Yes I agree with this, although the boons/heals aren’t needed.

It’s wrong that the ranger is the only profession that has to choose between 2 negative effects. It’s either the ranger or the pet has to suffer the conditions.

The conditions shouldn’t transfer to the pet and also shouldn’t require a pet. Rather it should say: “removes a condition from both the ranger and the pet”.

It also means we basically have no condition removal available for pets other than healing spring.

I agree that it isn’t necessary, but I can see why the devs wanted the pet mechanic to play into our condition removal. Damaging pets through condition removal is IMO intolerable though, so if anything they should receive a buff or heal.

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Robert Hrouda on pets in dungeons

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Posted by: Daemon.4295

Daemon.4295

All in all, pets/illusions/minions/etc. not scaling with higher end content is a huge issue that limits most players ability to utilize their mechanic or at the very least limits build options (Elementals, Thieves Guild, Turrets, Minions, Spirit Weapons, Illusions), and while I appreciate Robert’s attention here… I really wish a class design person would hop in and provide their take on the issue.

Agreed. Maybe an easy fix would be to have half our attributes transfer to the pets? It may be viable, but I can see where it could also be overpowering. For example, a player that stacks precision and used a cat pet could be pretty dangerous.

I suppose transferring precision to the ranger could be an issue due to the higher base attack, on crit effects, etc. I would be happy just to transfer a portion of my pet’s power to me while in passive mode, but again, sigils and shouts are IMO the way to go about doing this.

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Different take on pets dying/dodge situation

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Posted by: Daemon.4295

Daemon.4295

There has been talk about potentially adding armor for pets in dungeons only. Just read it on another post from a Dev. That way pets won’t get insta-death past fractal level 20. But I would take it a step further and say all pets should have armor, but the armor will only buff stats in dungeons, because I want my pet to have armor in PVE. I don’t care if it applies stat buffs, I just think it would be a nice touch and fun to customize.

They’ll never have visible armor, that would call for a whole new set of armor models just for pets. If anything they’d give pets an inherent armor rating in dungeons, or just boost their toughness. Just giving them agony resistance would be a nice start.

I don’t understand the OP’s suggestion, pet swaps already have a cooldown and you can swap to any pet you want out of combat, you aren’t restricted. I guess what you’re really asking for is just to be able to change pets during combat?

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Empathic Bond - Please reconsider

in Ranger

Posted by: Daemon.4295

Daemon.4295

How do rangers have some of the best condition removal in the game? Most other classes have more options for condition removal, some even on weapon skills. Necros, Guardians, Mesmers, and Engineers can actually transfer conditions to opponents and/or convert them into boons. Rangers have only three options for condition removal, two of which kill your pet. It’s the only class in the game that suffers a penalty for wiping a condition, and a pretty severe one at that.

IMO Empathic Bond and Signet of Renewal should transfer conditions to your pet and convert them to boons, or at least heals.

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Statistics on class/race selection?

in Guild Wars 2 Discussion

Posted by: Daemon.4295

Daemon.4295

Hey thanks, that’s really interesting info!! Too bad you didn’t have a larger data sample to work with, but it seems enough to at least suggest some clear trends.

PS: I knew humans were popular but I didn’t realize they were that popular.

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Robert Hrouda on pets in dungeons

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Posted by: Daemon.4295

Daemon.4295

I like the idea of pets dodging on return (current F3), and gaining 1 second of aegis when the ranger dodges.

Regarding pet stow, I believe you could achieve a similar but less drastic effect through signets and shouts. For example, a signet that transfers a portion (33%? 50%?) of the pet’s power and precision to the ranger, or a shout that increases duration and/or recharge of F2s in defensive mode. This would allow us to compensate for pet dps loss through buffs or higher direct damage, while maintaining the pet mechanic intact.

https://forum-en.gw2archive.eu/forum/professions/ranger/Alternative-suggestion-to-Pet-Stow-Signets/first#post1535844

https://forum-en.gw2archive.eu/forum/professions/ranger/Suggestion-New-shout/first#post1549039

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(edited by Daemon.4295)

[BUG] Call of the Wild doesn't work properly.

in Ranger

Posted by: Daemon.4295

Daemon.4295

Just so we’re clear, because you seem to get really worked up over this and seem very insistent that you’re right, auto attack and auto target were added into the game as an aid.

Most classes disable both or one of auto target and auto attack the same way people turn of traction control on a track, it’s an aid, nothing more and it will hold you back. It’s why in some areas you can turn off auto attack for one weapon set and leave it on for another.

Please, feel free to keep posting in bold, it’s a well known fact it makes you right.

And your point is…what, exactly? I know how Auto-Attack works and why it exists.

You don’t get it. This isn’t my first MMO, btw, and I have never used any kind of Auto-Attack in any other game (as it’s usually not even a feature).

Do you not understand that I am here to report a bug? I guess you don’t. Must be an extremely hard concept to wrap your brain around. My comments towards you are “turning off Auto-Attack is not a fix.” Which is true. A ‘fix’ would be the proper functionality of the skill (apparently all buff-type skills have this issue).

DO YOU UNDERSTAND THE DIFFERENCE YET?

There, I bolded and capitalized that one just for you. Though I somehow doubt that’ll help you distinguish a bug thread from a complain thread about Auto-Attack mechanics or whatever you think this is.

If you want to report a bug, use the Ranger Bug List sticky. I don’t think it’s a bug though, as far as I’ve seen this is just faulty weapon skill mechanics that have been complained about many times before, mainly due to line-of-sight and obstruction issues with skills like Hunter’s Call.

Other players are suggesting that you turn off auto-target because it gives you more control over your weapons, and allows you to utilize certain offensive skills defensively (like GS3 and Sword2). It will likely improve your gameplay, and at the same time resolve the issue you’re having with Call of the Wild. It’s like you’re driving a race-car with automatic transmission around a racetrack and complaining about auto-shifting mechanics.

I don’t feel the same way about auto-attack, which would probably also solve your problem with Call of the Wild. I have no intention of mashing my 1 key thousands of times a day and no weapon should require that to be viable. Obviously I’m referring to the sword root issue here, which can’t be resolved by turning off auto-target and is a much bigger problem.

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About Traps

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Posted by: Daemon.4295

Daemon.4295

I never noticed it either until I saw the note in the skill’s wiki page.

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About Traps

in Ranger

Posted by: Daemon.4295

Daemon.4295

I dont know if devs are reading every topic in every forum but i will try to put an idea in the table.
I never was fun of builds that are to focused in some skills.For example i dislike the fact that Trap Rangers and only Trap Rangers are using the Traps as utility skills.I would like to see some other builds choosing some trap.And the opposite,Trap builds choosing a signet for example,but this is another conversation-topic.
So i thought a easy way that,maybe, would make traps viable in other builds.
How about making traps triggerble?
The idea is to make the fire trap so you can shoot some flaming arrows in some cond builds,so you wont have to wait someone to step on it.
I think it would mess a lot some builds and some traits but i think it would be a nice idea to work with it

Traps are useful for any build, unlike spirits I’d say almost all builds benefit from using them at least occasionally. With 30 points in Marksmanship you can make excellent use of frost trap for chilling opponents, poison is always useful on mobs that heal a lot and other players, spike trap is good in PvP just for the immobilize and cripple, and flame + frost traps are always useful in dungeons for the combo fields alone. If you choose to do so, you can specialize in traps to max their damage output. I see no issue with that except for the fact that trap traits are for some inexplicable reason in the skirmishing line.

I have never noticed an immobilize with my spike trap, I use it although no immobilize and the tool tip does not mention one that I noticed. It seems the thief has better traps than we do imo.

It’s not in the tooltip but it does immobilize, I believe the duration is 1 second. See the wiki.

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About Traps

in Ranger

Posted by: Daemon.4295

Daemon.4295

I dont know if devs are reading every topic in every forum but i will try to put an idea in the table.
I never was fun of builds that are to focused in some skills.For example i dislike the fact that Trap Rangers and only Trap Rangers are using the Traps as utility skills.I would like to see some other builds choosing some trap.And the opposite,Trap builds choosing a signet for example,but this is another conversation-topic.
So i thought a easy way that,maybe, would make traps viable in other builds.
How about making traps triggerble?
The idea is to make the fire trap so you can shoot some flaming arrows in some cond builds,so you wont have to wait someone to step on it.
I think it would mess a lot some builds and some traits but i think it would be a nice idea to work with it

Traps are useful for any build, unlike spirits I’d say almost all builds benefit from using them at least occasionally. With 30 points in Marksmanship you can make excellent use of frost trap for chilling opponents, poison is always useful on mobs that heal a lot and other players, spike trap is good in PvP just for the immobilize and cripple, and flame + frost traps are always useful in dungeons for the combo fields alone. If you choose to do so, you can specialize in traps to max their damage output. I see no issue with that except for the fact that trap traits are for some inexplicable reason in the skirmishing line.

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Robert Hrouda on pets in dungeons

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Posted by: Daemon.4295

Daemon.4295

PET DODGE A dodge on F3 Callback, with some kind of internal cooldown (possibly modified by vigor) to stop spamming might well be a good way of dealing with the issue. We are already used to using callback defensively to attempt to get our pets out of circles (though due to it waiting for the current attack to finish makes it less than optimal), so having it do a dodge would feel natural to Rangers. It would work very cleanly in the framework laid out. (IE. No new key to learn etc.)

Note: I’m not saying you shouldn’t be able to F3 Callback while it’s on cooldown, just you wouldn’t get the Dodge component if you did.


STOWING PETS If you were going to alter Stow, I feel the easiest solution would be to stop the pet popping out when you take damage if it’s set to passive (blue dove icon). But have it act as it currently does (popping out when you take damage) if set to aggressive (red icon).


LACK OF KEYBINDING I would also love to be able to keybind the Change Mode and Stow on my pet. It’s a real pain trying to hit a tiny icon on the screen when you need it, especially as nothing else needs you to click on screen.


RELIABILITY Currently certain skills like Lick Wounds & Search and Rescue are fairly unreliable in dungeons, I don’t even use S&R on my bar any more, as your pet will rush off and heal NPCs, or just fail to do anything due to rough ground.

In a team situation having some of our best team support so unreliable makes us much less desirable.


POOR SUPPORT A similar issue is present with Spirits which are generally seen to be poorer than other classes team support like Shouts (not our Shouts as they are pet buffs more than anything else), As they generally die very fast and don’t give significant buffs while they are out. This leads to them being rarely used in Dungeons at all.

Absolutely + 1 to this, I was going to make the same suggestion. Dodge on F3 seems like this simplest solution to me, either giving pets their own endurance bars or just limiting them to 1 or 2 dodges per pet swap. If pet is unable to dodge, F3 functions as normal.

I think this would be an excellent solution, I just hope the devs actually see it as there are so many posts in this thread now.

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Suggestion: New shout

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Posted by: Daemon.4295

Daemon.4295

Maybe +50% would have been better, 30s of Fury is a bit much too.

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Suggestion: New shout

in Ranger

Posted by: Daemon.4295

Daemon.4295

Idea for a shout skill designed to mitigate dps loss in areas where pets are forced to avoid combat, by boosting the effects of their F2 skills. If we can’t add a new utility, it could replace the seemingly unpopular Guard shout.

Shout: “Bark!”
Pet skill (F2) effects last longer
Duration: 20s
Cooldown: 60s
Increases effect duration by 100%

This could be useful in both defensive mode (eg. grants the ranger extended Fury duration from Red Moa) and offensive mode (eg. inflicts longer Chill duration from Alpine Wolf). For a different solution concerning signets, which I prefer, see:

https://forum-en.gw2archive.eu/forum/professions/ranger/Alternative-suggestion-to-Pet-Stow-Signets/

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OK! Let's try to get this class fixed.

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Posted by: Daemon.4295

Daemon.4295

LOL…what?! AGAIN? Ummm….

I already had to re-post there once because I was asked “for specifics." So I posted specifics.

I don’t see anything there that is violating the forum ToS, do you?

/sigh

Well, it did come across more as a complaint about Ranger issues than a straight up post listing bugs. Not surprised they locked it.

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Good news? - Rangers.

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Posted by: Daemon.4295

Daemon.4295

Nothing to get excited about in any way, but a sincere thanks to that Mod who showed some sensitivity by at least acknowledging our complaints.

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OK! Let's try to get this class fixed.

in Ranger

Posted by: Daemon.4295

Daemon.4295

aaaand the thread got closed
by a mod
because apparently we should do it in the ranger subforum WHICH WOULD MAKE SENSE IF ANYONE CAME IN THE FORUM
mod said that he will remind the devs of the ranger

thats the only good news we get (if you call that good) and it wasnt even a red that closed it. it was a mod

Hey that’s the best news we’ve gotten from anyone in ArenaNet for months, don’t knock it!

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-Little Ranger Tips-

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Posted by: Daemon.4295

Daemon.4295

For the Grawl shaman end boss,a 1500 range longbow ranger can hit him from the platform you jump down from (though if he’s near the very back you can’t)
Just wait for someone else to engage him first,as otherwise he’ll target the platform with a metor shower.

Ok, so I’ve been doing this and twice now my party members have told me “you can’t do it that way”. I disagree, I can hit the shaman almost the entire time and I am more likely to be the one getting ressed than the one ressing if I drop down anyway, being a glass cannon LB ranger. Does search and rescue work from up there?

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Fast Damage Build

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Posted by: Daemon.4295

Daemon.4295

Definitely put 5 points in BM, and get rid of pets do extra condition damage. There are much better options in wilderness survival, some common ones are faster survival skill reload (Quickening Zephyr is one of our most powerful utilities), 30% less damage under 25%, and condition wipes every 10 seconds. Wilderness Survival has two of our best grandmaster traits, even after the nerf to Empathic Bond.

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Statistics on class/race selection?

in Guild Wars 2 Discussion

Posted by: Daemon.4295

Daemon.4295

Does anyone know if the numbers are available anywhere? I’d be really curious to know the most popular classes. My money would be on warrior and thief, at least for new players.

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this patch is awesome.

in Ranger

Posted by: Daemon.4295

Daemon.4295

Heh, I’m actually happy about this fix. I run Hawk/Eagle a lot in trash PvE and it always bugged me. I still can’t tell their character models apart though.

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Rangers and the Path 4 (Arah) dilemma.

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Posted by: Daemon.4295

Daemon.4295

I haven’t done Arah P4, but can’t you just stow your pet while you’re on the move like in other dungeons? That’s what I do to avoid aggro.

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Guard - any utility at all?

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Posted by: Daemon.4295

Daemon.4295

Points 8 and 9 seem pretty solid, and to some extent point 4. I don’t really think the others would justify slotting Guard for me, personally, unless maybe I wanted to attack siege equipment from far off.

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[BUG] Call of the Wild doesn't work properly.

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Posted by: Daemon.4295

Daemon.4295

If you’re running the game with auto attack enabled you’re doing it wrong.

So “doing it right” then, is to disable auto-attack in an attempt to make buggy skills not as buggy, vs. reporting issues and getting devs to actually fixing them properly?*

I’m pretty sure YOU’RE doing it wrong. Thanks for trolling, though, but try harder next time.

*Realizes with A.Nets track record of late, it may take another 6 months for a fix, if ever. But it is still the proper way to do things. Band-aids are band-aids, and disabling auto-attack is a band-aid, not a fix. Issues don’t get solved that way.

Actually he’s right. You need to turn off auto-attack not to make bugged skills less buggy, but to be able to use gap closers as escape skills. If you have auto-target on, then you are not able to use Sword 2 and GS 3 to flee from combat.

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Scarlett Daguer (Thief) | Gritt Bloodstone (Warrior) | Sirius Zand (Guardian)
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Alternative suggestion to Pet Stow: Signets

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Posted by: Daemon.4295

Daemon.4295

I don’t think any of us really like the idea of stowing pets, those who are requesting this feature are mostly looking for a way to mitigate the problems they’re having with them. So, I propose a softer solution. Why not give us a signet that transfers, say, 50% of the pet’s ability to us on passive? It would be a great solution for recovering at least part of the damage you lose from pets in dungeons.

Example:
‘Signet of the Pet Stower’ (joke name of course)
Passive: 50% of your pet’s power and precision is transferred to you
Active: Your pet leaps at your foe, dealing damage and knocking them down

Alternative: make it an active effect that replaces that ridiculously poor SoH active. You can pop it when your pet is down and you have to wait for pet swap C/D

‘Signet of the Hunt’
Passive: Grants 25% increased movement speed to you and your pet
Active: Gain 50% of your pet’s power and precision (20s)

What do you all think?

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Guard - any utility at all?

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Posted by: Daemon.4295

Daemon.4295

Now that Guard can no longer be used to send pets off walls in WvW, does anyone feel this shout still has some kind of real utility to them? Would anyone actually keep Guard on their bar, and if so, why? I am not a beastmaster, but I can’t imagine any situation in which I would trade out other skills for this.

I don’t mean to complain by the way, we all saw this change to Guard coming a mile away and it seems pretty fair, I’m just wondering whether people think it can still be a useful skill.

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What happens when you stack cripple & chill?

in Guild Wars 2 Discussion

Posted by: Daemon.4295

Daemon.4295

Freezing is superior to crippling, it reduces movement speed by 66% vs 50%, and increases skill cooldown by 66%. My question is what happens when you cast both at a target simultaneously, assuming equal duration.

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What happens when you stack cripple & chill?

in Guild Wars 2 Discussion

Posted by: Daemon.4295

Daemon.4295

I assume that cripple is simply wasted for the duration of chill, and that the skills don’t stack together? So in other words, there’s no point in crippling a chilled target?

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[BUG] Call of the Wild doesn't work properly.

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Posted by: Daemon.4295

Daemon.4295

P.S. Please don’t tell me to disable auto-targeting. That is not a solution. Proper fixing of the skill is. I’m not going to disable auto-targeting just to make 1 skill work properly.

The Greatsword is clearly not your weapon of choice

Auto-targeting causes significant problems with various skills in the game, for multiple professions. I strongly suggest you turn this feature off. A perfect example for Rangers is GS3 (Swoop), one of the best escape skills in the game that DOES NOT WORK with auto-target enabled. I don’t use Sword due to the annoying root bug, but I believe the same holds true for the Monarch’s Leap escape on Sword2 (dash back with Hornet Sting, cancel target, rotate 180, dash again with Monarch’s Leap).

EDIT: Wrong choice of wording. It isn’t that auto-target causes problems, it’s just that turning it off is a clever way of turning gap closers into excellent escape skills. You can choose a direction of escape without being drawn to the closest target.

Haha, I’d love to use GS more actually, but the relatively low damage even in full (or close to) glass cannon gear just turns me off. Also, though not of ridiculous importance, the damage tooltips are off on the GS – it states that #3 hits much harder than #2, which is just bogus. Though I always keep a GS in my bag for those annoying mounds and other objects that my arrows or axe just can’t seem to hit…somehow obstructed..lol. This could have been fixed in today’s patch, I think I read something about melee weapon targeting against objects was tweaked, though I don’t know if that will affect my bow or axe since they clearly aren’t melee. Hopefully I won’t have to circle-strafe with my Hammer Warrior to hit mounds and stuff though. :P

The arguments go both ways for Ranger Sword #1 and how auto-attack messes up dodging, etc. (that is actually only part of the reason, the other being uninterruptible animations/“animation-lock”). I don’t use Sword because of this, though I probably would if it worked “better.”

All in all, I don’t actually think the root cause of these types of issues is the actual auto-attack function. It’s the way they programmed some of these skills and how they interact (in which some shouldn’t, but do) with enemies, npcs, objects, etc. This Call of the Wild bug is a really good example of that – there is absolutely no reason it should target any mobs because it is a “party buff,” yet it does. Changing the actual skill mechanic to not target enemy mobs would be a much more valid fix than simply disabling the auto-attack. Will it ever happen? Who knows.

I keep GS on me at all times as a secondary weapon in WvW, but the only time I ever use it for damage is to chase down an opponent that is close to death and fleeing. Other that that its sole purpose is to keep me alive, its damage is too gimp to ever be worth using offensively.

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Sharpening Stones vs "Sic 'Em"

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Posted by: Daemon.4295

Daemon.4295

I guess Sick’em is pretty good if you’re a BM ranger (which I’m not). I see no reason to ever use Sharpening Stone, I think it’s my least favorite of all ranger utilities, including spirits. If you aren’t traited for condition damage then it doesn’t do you much good, if you are traited for condition damage then traps are far more useful. In either case, there are a lot of other skills I’d rather slot. Also, I don’t know whether you’re soloing or group fighting these vets and champions, but keep in mind that in a group fight your sharpening stone will be useless or outright detrimental due to the bleed cap. You’d be much better off with a flame trap, it won’t steal bleeds from other players and provides a combo field for additional burning and area might.

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Round One - Fight! (AFK-soloing champions)

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Posted by: Daemon.4295

Daemon.4295

I want to hear the results, these are interesting experiments Although I would be spamming F2, it makes the results more relevant.

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If rangers get nerfed this patch....

in Ranger

Posted by: Daemon.4295

Daemon.4295

The devs know how ticked off the ranger community is already so I don’t think we’ll see too much nerfing. That Feb 7th video certainly doesn’t bode well, but their comments regarding taking trappers down a notch are specific to sPvP I think (hope). I half expect them to remove the immobilize from spike trap at some point and call it a bug fix as it isn’t mentioned in the tooltip, but I still reckon we’ll see more buffing than nerfing, if in fact we see any changes at all.

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Scarlett Daguer (Thief) | Gritt Bloodstone (Warrior) | Sirius Zand (Guardian)
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Let's duscuss pigs.

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Posted by: Daemon.4295

Daemon.4295

Keep in mind I only really play WvW.

I started off using cats all the like the forum suggested but I recently stopped in favor of dogs.

I run ferg hound and wolf. Seeing as how the bear pets weren’t tanky enough to reliably stay up(even fully traited) and the cats didn’t do enough DPS to be so weak, I decided to aim more for the utility skills.

Jags stealth is great for guard on keeps walls, but really in a one on one face to face fight stealth provides you with absolutely nothing. Wolves had a leap for the knockdown so lynx didn’t cut it either.

Ferg is a good mix of stats and provides aoe health regen which can be a life saver.

Wolf has AOE fear which can be truely devastating. I use fear all the time to keep allies from getting stomped and its only a 20sec cooldown. I use the fear as a mini stun all the time, it can give you that split second you need to root a thief before he gets back into stealth.

Also there is nothing better in the entire game than fearing someone off the edge of a cliff. Also sent my wolf up keep walls last night and got multiple defenders feared off the walls into our zerg.

Alpine wolf is another really good canine pet, I feel like they’re underrated. 4 secs of AoE chill can make a real impact in group WvW combat.

Back to pigs, the main reason why I literally never use them is having to run over and pick the item up. It would be FAR more useful if it spawned in your hand, at the expense of not being available for allies.

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I really want to play a longbow ranger.

in Ranger

Posted by: Daemon.4295

Daemon.4295

Edit: Here’s a basic frame for a longbow ranger:
http://gw2skills.net/editor/?fMAQBgAY9AgA7rLgpAAG/CA

I took this basic outline and ran with it. I dropped the last 10 points in beast mastery for quicker pet swapping. I’m liking it so far, but I have just a couple minor problems.

I feel a tiny bit squishy despite running knight’s armor and valkyrie trinkets. This is probably because I’m used to playing a guardian. I plan on trying life steal food as a solution.

I find myself using a lot of survival skills, and I really want to pick up wilderness knowledge. But in order to do that, I have to drop 5 points from somewhere else. If I take 5 points from beast mastery, I lose my faster pet swapping. If I take 5 points from skirmishing, I lose quick draw. If I take 5 points from marksmanship, I’ll have to choose between piercing arrows, and eagle eye. I’m not really sure what to sacrifice.

If you lose the 10 bm points and put 5 in ws and 5 in skirmishing, you’ll have my build exactly The faster pet swap is very good, but by dropping it u get faster survival reload and the extra flanking damage from 25 points in skirmishing. Plus 50 toughness, 50 precision, and 5% crit chance.

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Underwater Utility Abilities

in Necromancer

Posted by: Daemon.4295

Daemon.4295

Its not only that, they actually always hit underwater (unless there is a giant wall between you and the target ofc). My guess is they just put more kittenty versions of the skills as land ones since most underwater weapons are kinda boring thus making a balance.

No terrain to obstruct your skills underwater, the skills should technically function identically.

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Greatest strength & greatest weakness.

in Necromancer

Posted by: Daemon.4295

Daemon.4295

Greatest strength has got to be all the condition transfers and wipes. Greatest weakness I’ve encountered so far on my new necro is that I seem unable to avoid damage. No interrupts, low endurance regen, no knockdowns or knockbacks, all I have are a few unreliable blinds.

If I had to mention one skill I’d say Epidemic, which is just the most awesome skill on any of my characters. But consume conditions is also incredible, as are staff 4 and dagger 4 for the condition transfer. Well of blood, mentioned by the OP, ain’t that great IMO. My ranger’s healing spring is far superior as an aoe heal that ticks condition wipe, and splashes regen all over the place as a water field. On the minus side I’d mention all the DS skills except leech, both terrestrial and acquatic. DS is in dire need of a reliable form of AoE damage, like downed state 2 or exploding death bolts.

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Scarlett Daguer (Thief) | Gritt Bloodstone (Warrior) | Sirius Zand (Guardian)
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Let's duscuss pigs.

in Ranger

Posted by: Daemon.4295

Daemon.4295

I like pigs, they taste good. I dislike them as pets though, too impredictable. The item should appear directly in your hand, and I think it should depend on the type of terrain foraged so you can actually strategize.

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I really want to play a longbow ranger.

in Ranger

Posted by: Daemon.4295

Daemon.4295

Longbow is a good weapon in both PvE and WvW, it just performs really badly if you have low pwr/crit damage. Play with it some, with a decent dps build you’ll see that it’s fun, strong, and useful.

PS: Unspecified is spot on with his build breakdown. I’m amazed when I see builds that don’t have 5 points in WS and BM

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Inc Ranger nerf (yeap, again)

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Posted by: Daemon.4295

Daemon.4295

This is a slight exaggeration. What you posted is out of context and also almost entirely about d/d bunker eles. Not sure why that is relevant to rangers.

If you actually listen to that VOD there’s no reason to believe anything is happening to rangers. They acknowledged that trap rangers seem to be doing really well but they also acknowledged it’s a new build (in the meta) and people haven’t learned to deal with it yet.

Edit: Also, rangers haven’t been nerfed since beta so the “yeap again” from the title is rather misleading. Admittedly the beta nerfs were hard and the ranger never really recovered from them.

Watch the video, Jon specifically says they want to “bring them down a little bit” in reference to both trap rangers and d/d (i think) elementalists.

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FAQ: Gem Store / BLTC / Trading Post

in Account & Technical Support

Posted by: Daemon.4295

Daemon.4295

Hi,

I just purchased a bag slot expansion and a bank slot expansion from the Promotions section of the trading post, NOT by clicking the lock icon in my inventory and bank. I payed the 800 gems, but I don’t see the expansions. In the Recent Purchases tab of the gem store it says “Double Click to Add Tab” when I mouseover the two items, but I tried double clicking and nothing happened. If I try clicking the lock icons now, I’m told I don’t have enough gems.

I assume I’m just doing something wrong, so any help would be appreciated. If it’s a bug of some kind I’ll create a ticket.

Thanks!

EDIT: didn’t receive anything via mail either, I’ll check whether my mailbox was full in the morning

Ayana Wenona (Ranger) | Doctor Skorn (Necro) | Electra Lux (Elementalist)
Scarlett Daguer (Thief) | Gritt Bloodstone (Warrior) | Sirius Zand (Guardian)
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(edited by Daemon.4295)