http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
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I never truly roll with a full premade. But at the start of each match this is what I always tell my team to do;
2 Attack, 2 Defend, 1 Supply runner
Staff Eles, Necros, Guardians, Mesmers Defend
D/D Eles, Engies, Warriors, Rangers, Mesmers- Attack
Mesmers, Rangers, Thieves, ELes – Supply Run
Defending players should man the treb and use it to destroy any incoming door breakers and archers. Forget players and only focus them if there aren’t any doorbreakers around. Without doorbreakers the enemy team cannot progress through the map so removing them swiftly is the key to winning.
Don’t stick feverishly to your roles, your team may need reinforcements at another part of the map. Make sure to always look at your team’s progress and where your enemy is currently pressuring on the map to know where you should and shouldn’t go.
If you break down the first door, just stealth in there and kill the guards, take out the treb and run supply like crazy.
Grabbing a Champion spawn will also distract the enemy team because they’d be too focused on getting the Champ to realize you’re pushing into their base.
There is no most effective role really. Everything has to work like a well oiled machine BUT that being said, a good defence, definitely buys your offense time to push.
I won 90% of my Stronghold matches.
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protip: stop spamming RF when a reflect skill is used
Except Mesmer has 100% reflection uptime +spammable when trait for it.
Ele can do the same if they use D/F.
Guardian can bring WoR and kill you easily if they change one of their skills before the match if they see a few rangers.For warrior, lol they got 2 endure pain, vamparison rune, AND Rampage. If they do have Rampage on, he can pop all stances and wreck you in 3 seconds from 100% to down without you able to retaliate at all. If you SoS is not ready, you’re doomed.
Gl outlasting them when fighting him on a node.Guess what, those 4 classes appear almost 100% of the time in each matches because they’re the currently most powerful classes.
It’s funny when a Warrior pops Rampage against an evasion Ranger, that’s the worst thing he can do. It’s actually easier to kill a Ranger as a Normal Warrior than to use Rampage even if they do pop all their stances before going into it.
And you can beat mesmers and Eles. The only Ele that I had a hard time beating is Staff Ele and Diamond skin but we all know Diamond skin is just a cheat anyway. And if the mesmer stands off point to range you down, there’s not much you can do other than to line of sight them.
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Only if you’re using birds coz they’re more consistent. Other pets are likely to miss their taunt since they will do it instantly when you press F2. Due to the small radius of taunt, they will most likely miss. Birds on the other hand will track down their target before using taunt.
EDIT: This might help https://forum-en.gw2archive.eu/forum/professions/ranger/New-Beastmastery-Traits-Explained/first#post5240273
Based on that post most pets track down their target before using taunt. Birds might be the best ones for using taunt but their disadvantage is having a low health pool.
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I make guides! For pretty much all classes but Engie builds always flood my video list.
All I know is, I can not stand the engi changes, my flame thrower, pistols, and nades build does crude for damage now and i always feel like i am one shot as soon as anyone hits me. Before i was holding my own 1 v 5 and even wrecking people in 1 v 3. not anymore. I knew things were going to change but i did not expect this. Don’t feel like relearning the entire game just because of an overpriced expansion that bring some minor updates to the game and one new zone and a new class.
It’s probably just your gear dude. Gear has changed as well. Take a look at your gear and see what needs changing.
Thermobaric Detonation does need to be replaced. it’s a terrible trait with the nerf to the powder keg.
Doesn’t need to be replaced but it needs to be moved away from GM in my opinion
I really don’t understand your obsession with putting grandmaster traits on a pedestal when grandmaster traits and adept traits are literally equal in opportunity cost now. It’s all or none.
It has nothing to do with being a grandmaster trait. No one would take that over Grenadier or Glass Cannon either. It’s just not good and needs to be revised.
First off, it’s not just about it being a GM, it’s also about it taking up space that could be used by something more fulfilling.
Second, you think no one will take it over Glass cannon? You’re wrong but I wasn’t even asking for it to be in the Adept tier. If I had my way it would be a Master Minor.
I think you forgot how we got here.
No, you stated; “Inventions as a whole is an overrated tree” and I responded to that
The whole purpose of my post (and its supporting image) is to establish that Explosives+Tools offers superior burst damage compared to any other combination, to the point where it can drop over 15K damage on a heavy armor target in the span of a second if you line things up properly; and all I did was swap to Grenade Kit and use Grenade Barrage, and got a little help from Sigil of Air. I didn’t use Jump Shot, Pry Bar, or any of my Grenade Kit weapon skills.
You claimed Inventions could offer the same, but obviously that just isn’t the case. It literally cannot replace the role of Explosives, especially if running both the Grenade Kit and Mortar Kit. The double blast finisher, the longer fields, the faster grenades with a larger radius, and Aim Assisted Rocket are a pretty complete package.
I personally feel the increased duration of fields is overrated and the role of the Rocket. It’s great, it works and I use it but I won’t overstate it’s value. Something better could be in it’s place and I seriously would not miss it. Same thing with Siege Rounds, it could be better, it could do more. It isn’t a mind-blowing trait.
For that reason this thread is kind of pointless. The Explosives tree isn’t as dominant as it was pre-patch (which is a good thing imo), and Shrapnel and Thermobaric Detonation could use a re-look, but it clearly fills a role. To say it “isn’t good” is just a tad bit hyperbolic.
Possibly hyperbolic but it highlights a problem that is being re-echoed by several more people. Simply give the explosives line better traits. Traits that even if they are specific to explosives, actually warrant some use in those builds because right now, I’m using bombs and I’m not even using the Explosives line.
The same could be said of Inventions. There’s a reason why pretty much every build with Inventions runs AMR, Mecha Legs, and Bunder Down. I think you’re greatly inflating how good Invention is just in the same way you’re greatly inflating the problems Explosives has. Aside from a couple bad traits, there’s good reason to pick 7 of the 9 traits available in the tree depending on your utilities.
Nah you’re understating the flexibility of that line. As a solo player, yes, AMR, Mecha legs and Bunker down are best. As a team player who wants to support, 3, 2, 3 could work. Or 3, 1, 3 (taking Thumper and Flame Turret) or as a turret player 3, 1, 1.
As you can see, the only trait in there that may need tweaking is the shield trait because rarely will anyone take that.
Bunker Down’s mine without Explosive Powder does like 30% the damage of Aim Assisted Rocket, and requires me being hit. You’ll notice that in that screenshot I had already taken a lot of damage clearing out their guards with that guy on me. He nearly killed me, but I got a Toss Elixir S off and dropped a Healing Turret from stealth. I said screw it, saw Streamlined Kits was up, and was literally a magnet pull -> Grenade Kit swap -> Grenade Barrage. He was downed instantly.
Bunker down only requires that you crit to proc it and it’s cooldown guarantees that you’ll proc it more often than Rocket. But it’s not good against ranged classes though so I guess that’s what Aim-Assisted Rocket is for.
You’re right, I was mixed up.
Still, Bunker Down is significantly less damage than Aim Assisted Rocket, and without Explosive Powder it just gets that much worse. I think Inventions all together is a very overrated tree. It was great when AMR had a 10 second cooldown, but unless you’re planning on taking a support role, Firearms+Inventions or Inventions+Tools is a pretty considerable downgrade in damage compared to Explosives+Tools or Firearms+Tools.
The power in Inventions comes from the sustain it provides. As a Marauder amulet wearing procineer, I can stand my ground against Eles and stale mate the fight because I am constantly healing and literally have infinite regen. Not to mention the fact that when I hit 5k health my heal resets.
Explosives has some utilitarian traits but there’s only 4 of them and the rest of the traits, you could remove them and no one would truly miss them.
Hey guys,
This week on my youtube channel I’ve set my eyes on ranger builds and the build today is all about condis and evasion. Basically your staple Ranger with some awesome combos, stacking bleeds to high heaven.
Check out the video guide below, the written guide is still being written but I’ll update the post when it’s up if you prefer to read that.
If you have any questions let me know and I’ll do my best to answer them.
Video Guide:
http://www.youtube.com/watch?v=zuGLdd1XlGQ
Written Guide:
http://intothemists.com/guides/6148-bleeding_heart_condi_build
Survival build: http://gw2skills.net/editor/?vNAQRAnY8fjMqQ5K2wCusAVLGYEqecr1MgLgLPA+Wf1T9LGqKI-TJhHwAPLDEc/BAnEgAPBAA
High Damage Output Build: http://gw2skills.net/editor/?vNAQRAnY8fjMqQ5K2wC+rAVLGYEqecr1kmLgLPA+Wf1T9LGqKI-TJhHwAB3fAwJB4YZgAPBAA
WvW Build: Uses Shortbow to hit targets from range
http://gw2skills.net/editor/?vNAQNAV8fjMqQ5K2wCusAVLGYEqec78MgLgLPA+Wf1T9LGqKI-T1hHABAcFAaT3wiq/48+D2pEMgHCgRK/CAgAMzZmMLzgxLexLexLem5Mn5Mn5MLFAEjtA-w
PvE Build: Uses Off-Hand Axe to pull enemies closer to traps
http://gw2skills.net/editor/?vNAQRAnX8fjMqQ5K2uCerAVLGYEqec78kmLgLPA+Wf1T9TWVlgA-T1RHABmt/gb6HC4JAwo6P3pEEgTCwRK/CAgAMzysMLzgxLexLexLem5Mn5Mn5MLFAEjtA-w
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Thermobaric Detonation does need to be replaced. it’s a terrible trait with the nerf to the powder keg.
Doesn’t need to be replaced but it needs to be moved away from GM in my opinion
nope. with a 10sec ICD and no icon showing when you have the trait active it needs to go. you never know when you have it, so how can you make use of it?
In my opinion it definitely needs the icon to signify when its up and also needs to be moved to Master Minor tier, combined with Steal Packed powder.
Thermobaric Detonation does need to be replaced. it’s a terrible trait with the nerf to the powder keg.
Doesn’t need to be replaced but it needs to be moved away from GM in my opinion
Bunker Down’s mine without Explosive Powder does like 30% the damage of Aim Assisted Rocket, and requires me being hit. You’ll notice that in that screenshot I had already taken a lot of damage clearing out their guards with that guy on me. He nearly killed me, but I got a Toss Elixir S off and dropped a Healing Turret from stealth. I said screw it, saw Streamlined Kits was up, and was literally a magnet pull -> Grenade Kit swap -> Grenade Barrage. He was downed instantly.
Bunker down only requires that you crit to proc it and it’s cooldown guarantees that you’ll proc it more often than Rocket. But it’s not good against ranged classes though so I guess that’s what Aim-Assisted Rocket is for.
I disagree.
I think Elixir X and Supply Crate both have their advantages, but so does Mortar Kit. Blasting that water field has kept my lord alive enough to finish off theirs on several occasions in Stronghold, yesterday—usually coinciding with downing a few of them as well. Orbital Strike crits for like 3K in Marauder + Pack runes, and it’s unblockable and hits twice (or four times with Kinetic Battery). A well placed Orbital Strike and Jump Shot, with some luck from crits, is seriously all I need to put thieves and mesmers on the defensive.
Siege Rounds is a perfectly fine trait, especially for power-centric builds. The only thing that Firearms really offers is Modified Ammo, which while good, has always been more of a PvE trait.
4 Orbital strikes is pretty cool, even I have to admit that but, we could still do with better traits in that line. I mean come on, are you really going to argue for Glass cannon and Shrapnel or even Thermobaric Deto considering it’s cooldown?
I only go up Firearms if I’m not using the Grenade Kit—like the Flamethrower or something. But if I am using grenades, and if I’m specced for power, Explosives is a great line. When you can 100-0 somebody by magnet pulling them into a Streamlined Kit’s Grenade Kit mine, Grenade Barrage, and Aim-Assisted Rocket right out of stealth, it’s pretty hilarious.
You can do that without the Explosives line. Bunker down in Inventions could also fill the role of Aim Assisted Rocket in that scenario you painted.
In PvE, the only thing the Necro needs is an AoE pull and they are getting that soon. Once that hits, it’s all hell and footnotes for enemies that walk the Necro’s way.
except the ones with blinks.
Which NPC mob has blinks and actively uses it to blink away from you? Because I’d like to see that mob so I can congratulate Anet for creating good enemy ai.
The leaderboards aren’t active right now. Ranked is just a smaller map pool.
Exactly. As long as people keep voting for courtyard, I’ll keep queuing ranked. Even during this beta.
TDM is never fun on a conquest build. At least not for me.
That’s in unranked mate.
No use of 2 orbital strikes
This is crazy to me. It’s unblockable 360 distance radial damage that also happens to be a blast finisher on a kit that has multiple fields, on a class that has the most field coverage of any. Blast water if you need heals. Blast light if you need retaliation (which kills mesmers pretty effectively, might I add). Blast fire if you need might.
Or just use it for AoE damage. It covers an entire point.
But is it really worthy of being a GM trait though?
Holy Necrothread Ba-man!
Hammer is too slow, Mace/Axe can be unwieldy but is prime candidate for being a good weapon, Staff is also a good candidate for being good weapons.
The problems that I find are as follows;
- Relies too much on auto-attacking or getting into combat to gain energy.
- You spend most of your time trying to combo attacks but you can’t really because most of your good attacks either require energy or go on such a long cooldown that you can’t reliably combo them with anything. This is where the auto-attacking thing comes in, you’re spending most of your time trying not to spend a lot of energy so you spend your time trying to pop small skills and waiting to pop big skills but all that is for naught because the time you’re using to wait has already been used to punch your face in.
My suggestions; Reduce the cost of big skills and give them cooldowns so at least we can perform a chain combo with the small cost skills.
- Consider abilities that give energy in chunks.
- Increase the animation speed of the Hammer knockdown. That thing seems like it’s built to squash a tortoise.
- The damage is fine. It’s just the CC is lacking.
- Taunt doesn’t seem to be doing what it’s supposed to do (someone taunted me and I could still use skills)
- Ventari’s Tablet feels like it’s only good for the reflect and blowing up to heal. The cleanse is nice but there’s no CC on it so, it just feels lack luster. An initial knockback would be nice when it unleashes it’s bubble.
Those are my qualms and suggestions right now. I can say, it feels a lot like the engie and Ele at the start of the game when no one knew how to play them. Right now though, I feel it’s just the lack of Legends with the appropriate combination of skills.
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2k1 armor is VERY low.
It works maybe in PvP and PvE, but with this build you’ll be 2-shot in WvW by zerker. Especially by thieves.
Well, anyone who asks me about a WvW build should know that I recommend dire gear. I don’t have a WvW build set-up. May be I should do that.
I’m not a pro in sPvP, but in your video, at 3:30, I’m sure you’d be dead if there wasn’t one of your teammates to save you.
Haha, I’ve been backstabbed plenty of times like that in a match and I didn’t end up dead. So you can claim that but I know my build and how to play it and that guy would have to perform 2 backstabs in a span of 3s to bring me down. No offense to Drumsy, he’s a good thief and I constantly love our 1v1s.
And @5:50, you say " I 2v1 them and put down the thief". Well, actually that’s not true. You didn’t die, yes, but the thief was burst by the El who came to help you. Look again @5:39, right before the thief goes down. You can see the El standing on top of the wall of the small arena.
For all I knew, the ele was just standing there and the Thief died to my burning because I didn’t see the Ele perform any action. The Ele wasn’t using Scepter or Staff so… how did he manage to kill the Thief from far? If you can explain that then sure okay.
And no offense, but there are tons of missplays in your video. For example, @5:30, you use HT and then elixir C, so you “lose” 2 conditions. Moreover you use it too late, so instead of the 6 condi (cripple, weakness, immo, burning, bleeding and poison), you clean only bleeding and buring with elixir C. And with Alchemical Tincture, the benefit from elixir C is close to 0 (only one boon added).
If I was doing a play by play, I would’ve mentioned how I made a mistake there but I wanted to not talk to much so that you guys can focus on the action. But yea, if anything, I should’ve used toss Elixir C to cleanse that. Happens sometimes when you’re trying to be quick. Especially in a 2v1 scenario.
And its not like I get to pick whether or not I use Alchemical Tinctures. And if you watch my guide video I even talk about how funny it is that Elixir C cleanses all the conditions and 1 extra condi due to AT. Very redundant heh.
Right after that, you burn your 2 dodge for like 0 reason (you don’t even see your opponent so you can’t know what they’re doing..).
Depending on what time that was, I was either, expecting the Thief to gap close or expecting the War to eviscerate considering when people think you’ve run out of dodges, that’s what they tend to do. Or I was just trying to create distance because dodging backwards is faster than walking backwards.
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There’s actually a really strong necro condi build and it’s actually quite weird that it is that strong.
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More FT/EG gameplay added to the original post [Full match; http://www.youtube.com/watch?v=BPXBKZU7Xyo] and the written guide has been updated with some extra tips to the main skill rotation.
I think the idea is to play around it passively rather than actively. Should you get hit 5 times, here’s a skill that will skadoosh your opponent or something like that. And if you’re using gadgets, you’re definitley going to get hit more than 5 times.
I also suggested an alternative to stop the explosives pigeonholing! Since the firearms tree is the Engineer’s condi tree, I suggested that we take the two firearm kits, the Flamethrower and Elixir Gun, and convert them into the Engineer’s condition weapons! Basically power Engis will run explosive kits as their main weapons while condition Engis run the FT and EG similar to how power Necros run dagger while condi Necros run scepter! However this route would need to overhaul the kits and their respective traits! Bomb Kit would need adjustments as it’s currently absolutely worthless in any power build and the FT would need to be more condition oriented as it’s currently a power kit (and a bad one at that)! The EG would also need to deal more condition pressure as spamming Tranquilizer Dart is just… lackluster without anything to back it up!
Hope that cleared some things up! Wahoo! Bye frands!
Baka baka. You haven’t learnt the power of the combo between FT and EG.
When you use FT’s Incendiary Ammo, combo it with Poison volley then immediately switch to EG and spam the auto attack. Classes that have skills to cleanse 2 conditions will just keep cleansing the Bleed and Weakness they won’t be able to touch the burning because you just keep covering it. And since you also apply vuln on crit if you take heavy armour exploit, that will add to the amount of cover condis you can have.
^On the other hand, if you have a high stack of bleeding and burning, switch to EG and use fumigate, the person cleansing will mostly cleanse the poison and vuln and hopefully you don’t crit and proc the bleeds from sharpshooter. Vuln now increases condition damage, don’t forget that.
I don’t like kits, elixirs, and all the other things that take my weapon skills away.
You really can’t complain that ArenaNet is limiting your options when you’re really just limiting yourself.
I’m not limiting myself, I’m playing the way I want to play, which is how the game was advertised, which was the main draw for me. Now, unless I spam grenades or bombs or elixirs or flamethrower, I can’t play my engineer because I get destroyed by the OP kit/bundle set. I don’t see how playing with options that were made available is limiting myself. I’m supposed to be able to PLAY HOW I WANT, not how Anet dictates it.
Oh please. If you want to win, you just have to figure out what your opponent does that you need to defend against and figure out how your build can defend against it. You can’t possible win every fight, but there will be fights you will excel at.
It’s funny how things have flipped over. We used to say, fix Firearms now it’s going to be, fix explosives.
In PvE, the only thing the Necro needs is an AoE pull and they are getting that soon. Once that hits, it’s all hell and footnotes for enemies that walk the Necro’s way.
Oh look, another thread that’s validating what I said before the Trait Revamp.
At 4 stacks it actually felt balanced. Now it’s just…….what have you done?
This is a pretty shallow point of view to be honest.
They buffed burning across the board by altering the formula, enabling intensity stacking and doubling the burning of most sources. It wouldn’t have made sense to not do it for Incendiary Ammo (keep old amount) which would have made it kitten compared to for example the trait.
It makes very much sense that it applies the burn stacks now that it was supposed to apply and to be compeltely honest with you. FT needs every buff it can get. If people finally start playing some more flamethrower then this change was great.
Shallow point of view? You’re not serious.
I’ve been playing FT since the trait revamp patch landed and it was very good on day one; so good in fact that I didn’t notice that incendiary powder was bugged. This recent patch, just made it so that people don’t even have time to react when I condi burst them. They just drop as soon as I hit 10 stacks. That’s not balanced to me. That’s not balanced to me at all.
But I’m sure some there are people out there who would gladly call this perfect balance. But I sure don’t. Might as well drop FT engies in with the Condi guards and Interrupt mesmers of the world.
Heh, funny thing is, those 3 specs are specs I was an advocate for. Made builds for them when everyone said they were crap. Now they are TOO good and I just would like them to be toned down.
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The most dissapointing is that every time I see a new or improved elite from Engi or Guard it makes me think about the absolutely useless elites for elementalist. Other than that the balance got pretty bad because it doesn’t reward complex combos and playing anymore.
This is true but only for a few classes/specs. I actually enjoy playing Condi Ranger/My burst Ranger because to get a burst out, I literally have to play Keyboard gymnastics.
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At 4 stacks it actually felt balanced. Now it’s just…….what have you done?
What’s happening here is simple; Reaper.
Reaper OP.
Yea, every time I play Rifle and want to Ov-Shot someone and I get the out-of-range sign, i just facepalm.
I’m telling myself I just have to get used to it but, man it’s hard. They told us “We’re making the increase range traits baseline” we dreamt of it being baseline and then they Shattered our dreams like Half Life 3.
Also apparently “Mortar is your long range weapon”. Yea thanks guys, I mean, at no point will I ever decide NOT to use Mortar.
And sorry to be so sarcastic about the whole thing guys (devs), I’m just really boggled by how much you’re missing just because you’ve got so much work to do for the expansion.
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I agree with pretty much everything you’ve said Novauke. All except the idea that Chemical Rounds isn’t good. It may only affect pistols but, considering that if you’re using pistols you’re definitely going to be using the 3 skills on it often, it works exceedingly well.
But yea, I’m glad it’s not just me that sees the weakness in a lot of the traits.
Seriously, really, really easy. I mean it’s super easy for me to distinguish between a good, and an new/bad/average/poor Mesmer which 99% of the latter Mesmers I’ve seen post patch are. I know what you’re thinking though: “Of course fighting bad mesmers is easy when you’re using the Mesmer class to counter with, duh!” Seriously though, I can use a killshot war which is a mechanical nightmare in a vs mesmer matchup and still outplay these guys.
So if I can do it, why can’t you?
Lo
As a Warrior, you’ve got Stability and endure pain. As a Mesmer, you have the same tools they do.
2) burn Guard does not carry that many condi clears, the proffession may contain alot of them but not a awful lots used, they mostly run glass so currently that isnt even a problem, Mesmers are Overpowered and tbh why compare urself against imbalancement itself.
Burn guards have Purging Flames, Virtue of Resolve, Smite Condition, Contemplation of purity or They’d have Smite Condition on Heal and take Judge’s instead alongside CoP. So yea, they DO have condi removal.
1st thing I realized it that you are using Light on Your Feet.
And your build goes for Quick Draw.Well, LoYF is getting nerfed anyways.
I was testing out both. Ones great for damage, the other’s great for survivability (and damage). As this is a preview, I reserve the right to change things overtime.
Well yea, I was just trying to say that in video you are using the soon-going-to-be-changed trait while the link to the build suggests Quick Draw – so the game-style is totally different, as the results are.
In my opinion, if the LoYF gets just nerfed – it would be the more teamfight oriented trait (for the pierce). Quick Draw is better in every skirmishing scenario since you can evade more, or condi bomb more – depending on situation.
But I like the build. I tried it today and had a success. But the weakness I had was against Mesmer. I couldn’t bring myself to win almost any fight. Other match-ups were quite easy, though.
I find that, against mesmers, you have to force them to use their escape tools and then slam them with the taunt/spike trap chain, unless they somehow manage to get out of that as well, they should go down but its hard with all the stealth and mantra cleanse they have.
Yes but what he’s saying is LOYF is currently bugged. It gives you 100% condi duration instead of 10% like it’s supposed to when dodging which will get nerfed/fixed.
Ah! I did not notice that.
Come be my audience! Won’t be playing Necro all morning but, for now Necro is where it’s at. http://www.twitch.tv/ceimash
The only thing that needs nerfing atm is Guardians burning and Ele might stacking. Everyone else’s burning is fine. If a Ranger can get you to stand in the fire for more than a few seconds, then you probably did something wrong.
here’s the problem with that. I’m not saying the fire circle is spammable but its close. If you don’t enter to do damage the ranger will safely heal. If you don’t enter you’ll lose the cap.
Condi rangers are tanky as f… and while you are outside the fire circle, they have little to no issue to throw condi axes at your face. Which is fine since its not as lame as ele or guardi’s burning. Meanwhile you have 5 condis with multiple stacks ticking you down. You cleanse them, you go at that ranger again, he drops the fire circle again.
Pretty much your most safe bet is to call the mesmer and just move on. You simply cannot melee condi oriented build.
Every build that forces you to ignore it (like the turret engineer back in the day) should be eradicated. You should either be tanky with low damage or you should do high damage but be paper. Condi builds have the best of the both worlds
This is not right ^
Condi Ranger is easy to beat but smart players know how to mess with their opponents idea of spacing. Even Mesmers have a hard time dealing with them and all they need to do is spam 1 from range but don’t ask me why they don’t do that.
With a restriction like “I can only really fight you in melee” is it really fair to nerf what power they do have? When the real culprit is the classes that can spam Zealot’s Flame every 10s on crit (I’m still dazzled at how that even went live after they said they’d nerf it on stream) or 25 might stack and punch you in the face with a 6k flame touch? and if you really knew what you were doing, you could totally migh-stack with Guardian as well and get an even more insane amount of burning damage. I mean seriously, those guys need to get cut down.
I mean come on. Look at the other classes; Necro can’t even do burning properly, Engineer can get high stacks but, that’s not a smart way to play, Mesmers have a ton of condis but they have other problems that don’t have anything to do with condis, Thieves never play the condi build and Warrior’s condi build is too slow to write home about.
You really want to lop all those classes into one box because 2 classes are outliers? That’s just lazy.
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1st thing I realized it that you are using Light on Your Feet.
And your build goes for Quick Draw.Well, LoYF is getting nerfed anyways.
I was testing out both. Ones great for damage, the other’s great for survivability (and damage). As this is a preview, I reserve the right to change things overtime.
I really don’t see that killing anyone. Mostly because it’s just…. too straightforward. It’s easy to read and you have a limited range of actions you can take.
You have a ton of health and toughness, sure, but all you’re doing is mostly auto-attacking and going for the odd pull from stealth.
Current Build: http://gw2skills.net/editor/?vNAQRAsf3YjMqQ5K2wCusARLGYEqOCq1MgLgLPA+Wf1T9T+VleB-TJhHwAB3fAwDB4YZgAnBAA
Full Guide coming soon…
(edited by Dirame.8521)
The only thing that needs nerfing atm is Guardians burning and Ele might stacking. Everyone else’s burning is fine. If a Ranger can get you to stand in the fire for more than a few seconds, then you probably did something wrong.
(edited by Dirame.8521)
In PvE, you can play this; http://gw2skills.net/editor/?vNAQNAnXVjMqQ5K2uCerAVLGSEq+CG9nmXgO/z/AI2f9S8lXA-e
Set traps, Get your pet to taunt a bunch of enemies, Use path of scars to pull enemies into traps, rain fire on them with Longbow. Fun? I personally think so.
Hide your builds, hide your wife?
Dude, since the inception of strider’s defence I’ve been calling for a change to it. No one is going to touch that trait and it still boggles my mind that they left it in there after the revamp. What encounter do they think it would be useful in?
Competitive pvp? yes
Casual ranked/unranked? noPower ranger is a really fun build if you start to use all your skills + the environment instead of spamming 2.
Condi Ranger is ok but it lacks of everything except bleeds(cc, support, heal, mobility, etc) a cele ele can do its job 200% better.
Taunt is annoying af.
Cele-Ele can definitely do way more for a team but Condi Ranger doesn’t lack CC AT ALL. May be mobility but not CC, definitely not CC.
Don’t know what you guys are talking about. All I’ve been seeing is how bloody powerful they can be. I only saw it yesterday but, man…. they can be beast if you play them right.
Just wait until the other classes get access to it.
I hardly see how this is a game changer when you have stealth shatter bomb mesmers running around, and forest fire guardians.
Doesn’t need to be a game changer in order to need a fix. Small things that are unbalanced are still unbalanced.
Making it cast on F2 completion will ruin it’s combo potential. Just fixing the undodgeability and possibly increasing the cooldown would be fine. Taunt doesn’t go through stab so, stab is also an option for defending against it.
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