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Do you use the signet actives?

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Posted by: Diak Atoli.2085

Diak Atoli.2085

I use Signet of Stone and Signet of the Wild in my build, but without the grandmaster trait at 30 MM, I never use the actives.

If I had easier access to it, maybe at 20 BM or something, I’d use them constantly. Signet of the Wild + Quickening Zephyr, anyone?

Looking for build judgement

in Ranger

Posted by: Diak Atoli.2085

Diak Atoli.2085

The addition of the Knight’s trinkets helps a lot, as critical chance is more important until you have about 60%.

The more important observation is what you want to do with it, though. I assume, since you asked, that you plan to do mostly, or a lot, of WvW?

My spirit suggestions.

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Posted by: Diak Atoli.2085

Diak Atoli.2085

Me likey. Me likey aloty!

Crit chance

in Ranger

Posted by: Diak Atoli.2085

Diak Atoli.2085

Heh, interesting that such a topic’s devolved into a kitten contest between two posters…

Anyways, on to the OP!

Really, I think it depends on what you’re trying to do. Some builds won’t need a high critical chance/critical damage rating, while others will. A big part of the question, too, is whether you’re going for PvP, PvE, or WvW…

Personally, I’m sitting at 2080 power/2060 precision with 58% critical chance for 75% critical bonus. All without giving up my 2540 armor and 15k hp. As a side note, I don’t even think I carry food/oil on my Ranger…

PvE Build: Forester

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Posted by: Diak Atoli.2085

Diak Atoli.2085

Thank you, thank you! I didn’t even know GW2Skills had upgraded to PVE stats.

PvE Build: Forester

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Posted by: Diak Atoli.2085

Diak Atoli.2085

Edited the build for the April 30th patch. Thanks for your reviews!

Need a SB/LB build PVE

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Posted by: Diak Atoli.2085

Diak Atoli.2085

Then just go standard 30/30 and put remaining 10 whereever you want since it’s pve oriented.

I went 10 into BM as quickly as possible, got a jaguar and got masters bond, used sword/torch and melted everything.

… You realize he’s asking for a build that uses Longbow and Shortbow, right? ~.^

I use a 20/25/10/0/15 build, though I also mainline the Longbow. 20 points in Skirmishing for the Quick Draw trait (20% cooldown bonus on bow skills.) and 20 points in Marksmanship for Eagle Eye/Piercing Arrows would be my recommendation.

As for equipment, if you’re looking for a power build, try Knight’s w/ Ruby Orbs and Berserker jewelry/back item. Add a Sigil of Accuracy or Perception and you’re sitting pretty on 60% critical chance for 73% critical damage and about 2100 power.

Traits that could use improvements

in Ranger

Posted by: Diak Atoli.2085

Diak Atoli.2085

Honestly, a lot of the problem doesn’t lie with the traits themselves, but in their positions in the trait lines. Many of the traits would be better served in lower tiers, or even in other trait lines.

Example: Signet of the Beastmaster
A ranger taking enough points in Marksmanship to get this trait is more than likely not going to be focusing on the pet as a major source of damage. Granted, the trait benefits the ranger more than the pet, but when stacked against even master level traits, it’ll be pushed aside.

  • Suggested Location: Master Tier, Beastmastery

Example: Trap Potency/Trapper’s Expertise
These traits are perfect; essential for every trapper’s build… But they’re in the wrong line. Traps deal most of their damage through conditions, and are unaffected by precision or critical damage.

  • Suggested Location: Master/Grandmaster Tiers, Wilderness Survival

PvE Build: Forester

in Ranger

Posted by: Diak Atoli.2085

Diak Atoli.2085

-Blink-

I honestly wasn’t expecting a response… Thank you!

This is the part where I defend my choices, right? …No? Meh. I’ll be the first to admit that this build isn’t optimized. I just threw it together as I leveled based on a preconception of the Ranger and what I played in Guild Wars.

  • Defended Choice #1Eagle Eye
    I like the longbow, and aside from Skill #1, I believe it to be a solid weapon. Part of that is notion that ‘Range is better than armor.’ +5% Damage and 1500 Range? No brainer for me.
  • Defended Choice #215 Points in Beast Mastery
    To me, 15 points in Beastmastery is a requirement of the Ranger, at least as concerns their pets. Swapping out near-death pets on a reduced timer is a lot more effective than trying to micromanage their every move.
  • Defended Choice #3Lightning Reflexes
    I dodge. A lot. An instant dodge on command that not only damages, but breaks stun and grants Vigor? Duh?
  • Defended Choice #4Quickening Zephyr
    This choice was before the Quickness nerf, and I haven’t looked into alternatives yet. (If I was a Charr instead of Human, I’d already have one. Hidden Pistol… -Drool-) The ability to stack 25 Bleeds with shortbow was the main attraction.

Now that those are out of the way… Some skills and traits I either just threw in because I didn’t really care, and others because that’s what I use most of the time.

  • Entangle
    Entangle is more for roaming than dungeons, for which I do use Rampage as One. However, the fact that Rampage as One is dependent on your pet to really be of any use has me searching for an alternative.
  • Pet Prowess
    The 30% pet critical damage trait was selected when I did use feline pets almost exclusively. Now, it’s mostly because I’m not impressed with the other Adept Skirmishing traits.

EditTroll Unguent
Love this skill! Unfortunately, Healing Spring’s condition removal edges it out for me.

One of the best skill types in Guild Wars was the Ranger’s Preparations. Adding a few to Guild Wars 2 would be a very, very, very tolerable alternative for Quickening Zephyr or Rampage as One. -Wink-

(edited by Diak Atoli.2085)

PvE Build: Forester

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Posted by: Diak Atoli.2085

Diak Atoli.2085

This is my standard PvE Ranger build. It combines mobility with range, using the Longbow and Shortbow to deal damage

It’s built on the principle of ’Don’t stop moving.’ All of the defense is focused on dodging and strafing in circles around the target while staying out at range. This also benefits the party, in that you’ll be in a good position to revive downed players if the mobs disengage.

Primarily, I use the shortbow while soloing, and the longbow in group play. Most of the damage comes from repeated and high-damage critical hits.

For pets, I switch them out as needed, though usually I go with Drakes and Devourers. Drakes do decent damage with AoE, with an included healing skill and inherent toughness. Devourers are good single target ranged pets, inflicting posion on autoattack, and they have multiple skills that allow them to keep at range.

  • With the recent buffs to pet health and AI, I’ve actually been using Drakes almost exclusively.

Skills:

  1. Healing Spring – Used for the combo field and condition removal.
  2. Quickening Zephyr – Standard DPS enhancement.
  3. Signet of Stone – Added for the passive toughness, and the emergency ‘OH S#&%!’ button.
  4. Signet of the Wild – Used more for the passive than the active benefit, this signet gives an additional buffer in case a mob lands a hit. Also, this will help keep the pet up, when combined with good situational choices.
  5. Rampage as One – Much more reliable now!

Traits: 20/25/10/0/15

  • Marksmanship – I Steady Focus, X Eagle Eye
  • Skirmishing – I Companion’s Might, X Quick Draw
  • Wilderness Survival – VI Wilderness Knowledge
    * As it stands, I’m debating if keeping the 10 points in Wilderness Survival is worth it, or if I should shift 5 points to somewhere else.
  • Beast Mastery – IV Compassion Training

Equipment:

  • Knight’s Duelist Armor
    * Ruby Orbs
  • Rampager’s Longbow/Shortbow
    * Sigil of Force
  • Berserker’s Trinkets/Rings/Necklace/Back Brace
    * Refined Ruby Orbs

As is obvious, this is a glass cannon build, with 2,092 power, 2,087 precision, 60% critical chance, and 73% critical damage bonus.

  • As of the April 30th patch, I’ve actually edited the build, giving it more armor and refining some of the traits. With the Knight’s armor, critical chance goes down to 55% while gaining an additional 224 toughness, 404 with Signet of Stone.
  • I’m still getting a lot of critical hits, even with the 5% reduction. With the Sigils of Force, the critical hits are up to 2500 damage (Longbow)/1100 damage (Shortbow).

(edited by Diak Atoli.2085)

simple solution for Longbow GC players

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Posted by: Diak Atoli.2085

Diak Atoli.2085

I like the idea of Eagle Eye being expanded to increasing the projectile speed of Longbow. As for it’s position in the trait tree, I quite like it where it is in Marksmanship. (Since I run a 20/25/10/0/15 build )

Longbow #1 is a whole issue in and of itself, though I don’t think you have to worry about the cooldown. It doesn’t have one.

An idea for the Long-Bow skill: 1

in Ranger

Posted by: Diak Atoli.2085

Diak Atoli.2085

In my opinion, Longbow #1 behaves as intended, just not as well as intended. My suggested ‘fix’ is simply to tweak the variables, making it more appreciable as the Ranger’s go-to sniping weapon. (Compared to Shortbow.)

(All values are taken from the tooltips on GuildWars2 Wiki.)

Range: 1200-1700 (1200-1500)

0-500 Range Tier: 220 (176) Damage
500-1000 Range Tier: 286 (229) Damage
1000+ Range Tier: 396 (317) Damage

This marks a simply 25% damage increase across the board, as well as increasing traited autotarget range by 200.

This suggested increase means that while Shortbow #1 will still deal more direct damage over the same interval of time as the lowest tier (134×2 (268) vs. 220), Longbow #1 will begin to pull ahead farther out. Eventually, the highest tier would exceed even Shortbow #1 when flanking. (134×2 + 2 Second of Bleeding (42×2) (352) vs. 396)

As another fix to the skill (Just for the hell of it, of course. :P), I’d suggest something like this:

Long-Range Shot – #1
0-500 Range Tier: 176 Damage, 4 Seconds of Vulnerability
500-1000 Range Tier: 229 Damage, 3 Seconds of Vulnerability
1000+ Range Tier: 396 Damage, 2 Seconds of Vulnerability

Range: 1200-1700

Keep the original damage while adding decreasing amounts of Vulnerability as the target moves farther away. This also fits with realistic arrow dynamics, since longbows actually did more damage the closer the target was due to greater velocity.

Thieves & Rifles: Snipers.

in Suggestions

Posted by: Diak Atoli.2085

Diak Atoli.2085

Dead topic is dead, I guess? >.>

Why arent thieves allowed to use rifles?

in Thief

Posted by: Diak Atoli.2085

Diak Atoli.2085

What? Why would they have to add another weapon set for each profession? If anything, thieves have the lowest amount of weapon skill bars.

Making a rifle animation for P/P skills just defeats the purpose, or atleast mine. We want rifles for the range/skills, not the look.

Why arent thieves allowed to use rifles?

in Thief

Posted by: Diak Atoli.2085

Diak Atoli.2085

Bah, humbug. I actually can’t stand the shortbow for some reason. Though, you are right. Considering it’s current weapon choices, a rifle makes more sense than any kind of bow.

Why arent thieves allowed to use rifles?

in Thief

Posted by: Diak Atoli.2085

Diak Atoli.2085

Probably not, but you’re likely the most vocal.

Thieves & Rifles: Snipers.

in Suggestions

Posted by: Diak Atoli.2085

Diak Atoli.2085

Robinsiebler – I can see your point, though I disagree with it.

Sir Vincent III – Excuse me? First off, Engineer doesn’t have the most range with rifles. If anything, Warrior does. Traited, engineers have 2 skills that reach 1200 range with rifles. Warriors, untraited, have 5 skills that reach 1200 range. At this point, if there is to be a sniper mechanic, that would go to warriors, since engineers don’t need it. (Which is probably self-defeating. :P)

Secondly, long range is not what warriors and guardians are about, yet they get skills and weapons that reach out to 1200 range. But warrior and guardian are not long ranged professions, and I personally don’t see the point of this…

Every profession in GW2 is supposed to be able to do what the other professions can, albeit in unique, distinctive ways. This is part of the appeal, at least to me. So, again, why can’t thieves use rifles that reach out to 1200 range when every other profession has that, or similar, capabilities?

I’m not trying to change the way thieves are played. I’m suggesting that the developers add something to… balance, correct, bring in line… A similar point, but not so negative. If I wanted to play a different profession, I would play a different profession. I quite like thieves as they are, I enjoy playing them, and I see room for improvement and tweaking.

By the way, you missed one: Rangers can use longbows, have better range, and use the same ‘get in – get out’ playstyle.

Thieves & Rifles: Snipers.

in Suggestions

Posted by: Diak Atoli.2085

Diak Atoli.2085

Why is it silly?

Thieves & Rifles: Snipers.

in Suggestions

Posted by: Diak Atoli.2085

Diak Atoli.2085

Thieves have seven possible weapon sets, and good enough skills. They do not need to be rangers.

(Reread post, couldn’t help myself. >.>)

Yes, thieves have awesome skills, but we also have the lowest amount of skill sets.

Mesmer – 10 skill sets
Engineer – 10 skill sets
Ranger – 11 skill sets
Necromancer – 13 skill sets
Guardian – 14 skill sets
Warrior – 21 skill sets
Elementalist – 26 skill sets

…26 skills sets!?

Thieves & Rifles: Snipers.

in Suggestions

Posted by: Diak Atoli.2085

Diak Atoli.2085

The main idea of thief snipers is good. But these skills are a bit too strong. One of the skills should a snipe attack, but the rest don’t need all that range.

I’d make 3 of the skills shotgun-like (wait behind corners, come from the shadows and shot at their face) one a long range attack, and the last one the snipe attack, with 1500 range and a long recharge (60 or so).

This defeats the suggested purpose of the weapon. Thieves already have stellar close-in capabilities. What they need is something to consistently reach out to 1200, like every other profession.

How is having 1200 range too strong? Rangers and Engineers can reach out to 1500 (traited longbow) and 1400 (mortar) respectively.

Thieves & Rifles: Snipers.

in Suggestions

Posted by: Diak Atoli.2085

Diak Atoli.2085

If I wanted to play a ranger, I would play a ranger.

I will admit, Slot 4 is a bit too powerful at second glance, as it’s meant to support others’ AoE attacks… Easy fix.

Slot 4 – Suppressing Fire: Fire a volley of rounds at target area. (5 Initiative – Low Damage, 900 Range.)

As for attacking from 1500 range… Rangers can do that too. They don’t even need to be stealthed. Where as my suggestion has you locked into one position while you ‘aim’ the shot.

Would this turn a thief into a ranger? Not really. The active class mechanic pretty much forces you into melee range if you use it. Thieves still rely on themselves, not a symbiotic relationship with a pet. The rifle would still use burst damage instead of suppressive damage.

Yes, shortbow is awesome, but it’s still locked at 900 range. Cluster Bomb hits out to 1200, but the the arc of the shot is simply ridiculous when aimed that far. Every other profession is able to consistently autoattack at that distance, though engineer requires the use of certain utility kits or traits.

(edited by Diak Atoli.2085)

Thieves & Rifles: Snipers.

in Suggestions

Posted by: Diak Atoli.2085

Diak Atoli.2085

In my humble opinion as a thief, I believe we should be completely and utterly overpowering! (Have I got your attention?)

From a PvE standpoint (I haven’t played much PvP yet.), thieves could benefit from having access to rifles. It would give us an option to match others with 1200 range and still fit with the ‘get in – get out or die’ methodology.

My proposed weapon skills:

Slot 1 – Piercing Shot: Fire a round that pierces the target’s armor. (0 Initiative – Medium Damage, 1200 Range, Applies Vulnerability.)
Stealth Slot – Sniper Fire: Fire a aimed shot at the target. Hold down to increase damage. (0 Initiative – 3 Tier Heavy Damage, 1500 range.)
Slot 2 – Marking Shot: Mark the target, increasing the damage of your next attack. (3 Initiative – Medium Damage, 1200 Range, 10 Seconds.)
Slot 3 – Kill Shot: Fire a killing round at the target, dealing more damage the less health they have. (5 Initiative – 3 Tier Heavy Damage, 1200 Range.)
Slot 4 – Suppressing Fire: Fire a volley of shots at target area. (5 Initiative – Medium Damage, 1200 Range.)
Slot 5 – Gilli Suit: Blend in with the surrounding terrain, gains stealth and protection. (6 Initiative – No Damage, Self-Target.)

As for traits, I’d suggest a damage increase, range increase, or a penetration (Makes the shot go through the target.) trait.

With the addition of rifles, though, I’d suggest lowering the range of pistols to 650-750, while increasing damage as an offset. Would also suggestion redoing pistols skills to focus on conditions (Main hand and dual skill(s)) and support (off-hand).

Since I’ve only played a thief, and rarely PvP, I would love your opinions!

Why arent thieves allowed to use rifles?

in Thief

Posted by: Diak Atoli.2085

Diak Atoli.2085

Thief as a sniper? Hell yes!

Here’s my suggestions:
Slot 1 – Piercing Shot: Fire a round that pierces the target’s armor. (0 Initiative – Medium Damage, 1200 Range, Applies Vulnerability.)
Stealth Slot – Sniper Fire: Fire a aimed shot at the target. Hold down to increase damage. (0 Initiative – 3 Tier Heavy Damage, 1500 range.)
Slot 2 – Marking Shot: Mark the target, increasing the damage of your next attack. (3 Initiative – Medium Damage, 1200 Range, 10 Seconds.)
Slot 3 – Kill Shot: Fire a killing round at the target, dealing more damage the less health they have. (5 Initiative – 3 Tier Heavy Damage, 1200 Range.)
Slot 4 – Suppressing Fire: Fire a volley of shots at target area. (5 Initiative – Medium Damage, 1200 Range.)
Slot 5 – Gilli Suit: Blend in with the surrounding terrain, gains stealth and protection. (6 Initiative – No Damage, Self-Target.)

As for traits, I’d suggest a damage increase, range increase, or a penetration (Makes the shot go through the target.) trait.

With the addition of rifles, though, I’d suggest lowering the range of pistols to 650-750, while increasing damage as an offset. (Shortbow needs to be worked out on it’s own.)

(Put in the suggestions thread.)