ouch, zerker amulet. I don’t see this being effective or viable, no matter how good you are. good luck with it. I cant get past the amulet choice to offer any other ideas.
Actually zerker amulet seems to be the best choice. The survivability is based around your skills like hunters shot or GS stuff anyway and that health gain is thus not worth the damage loss.
I somewhat agree that for organized pvp marksmanship is propably the line with the least consistent gain. I will keep monitoring how spike trap performs and if I should drop the MoC synergy.
You need to consider that refined toxins will pretty much always do work due to also applying to every newly swapped in pet.
For me I was especially glad about the traverlers runes for my specific build because of the 35% boon duration for all that protection you get out of WS (on dodge) and NM (that GM does some work imo). Then there is the fact that they made quickness a boon and QZ better in general and also all that small fury gains.
I guess what makes Euras build better in the right hands is skilled usage of taunt and reduced key skill cooldowns like hunters shot. I can see that being very relevant in the right hands. But personally I like MoC too much and also Remorseless adds a lot of additional damage and vulnerability (aka damage).
It’s hard for me to justify remorseless because it sounds near impossible to really optimize.. that being said when it works IT WORK! Turning around and getting a 7k maul with a 7k crippling strike from your dog is awesome. I’ll give it a shot with RaO, I hadn’t considered that combo… maybe it will just flow together with my combos perfectly? Mainly I use entangle because it can help lock a target down and that means a kill. It can also make people waste CDs. Given the strength of rampage, if they have a lot of warriors I will swap in RaO.
Well even for that first hit remorseless does some work with a mini MoC and vulnerability. If you run a lot of survival skills you also can plan rather well with it (remember that entangle wont proc opening strikes so you can entangle into maul). I also tried versions with skirmishing where I have it after every weapon swap. Just like quick draw you have to make it work with your playstyle I guess.
(edited by Dojo.1867)
I have to ask, though – why Entangle over RaO (or however it’s called now)? I’ve always been an advocate for Entangle, but since that RaO has become a Shout, I can’t give up on it.
What I took away from all those stability skills is that they ironically just help your biggest nemesis (thief) by letting them steal it. Any CC is super useful for power ranger both offensively and defensively. Eura doesn’t even run remorseless so it really would come down just to the stability which gets ripped easy and maybe fury which you can get cheaper.
Don’t dodge for fury. Rather see it as a free opening strike after every dodge.
I also like the boon duration with QZ though. 35% (with nature magic) is just what I need for 8 sec quickness. Also helps with those other boons. Also GS leap does no longer work with swiftness but DOES get enhanced by those 25%.
http://intothemists.com/calc/?build=-Jo-g;2FFx-r2gEF-0;9V2E;1Ya_;0257237147;4IN06U;1jzyvjzyv5m
This is what I am running. I also found traverler runes to be most optimal. And I also realized the same thing about spike trap. I wish the direct damage portion would matter a bit but I also like that additional MoC source. However my build seems less defensive to direct damage but a bit more defensive to condis.
I didn’t really test it that much but I just hate having to count the ICD of beastly warden. I refuse running it until they add a freaking icon for it.
Yes traps need to be more dangerous. But since they arnt visible what counter play would there be? Make them visible with some generic static item that’s discreet?
Spike trap: small discreet pile of twigs and leaves?
Flame trap: a thin barely noticeable oil slick?
Frost trap: just some small light blotchy frost patch?
Viper nest: a couple little snakes slightly moving around at its centre?They can’t add serious dmg without tells. I’d like to see frost and spike go up to 5kish on a glass build and recharge taken up to 60sec each. Flame and viper should remain condi.
Thieves and mesmers are not visible, they still implemented that mechanic. I don’t see a reason why they wouldn’t allow this for traps.
Was confused by that as well. Really disappointing.
While I agree with many of your points I think only the first one is that nearly everyone agrees on.
Swap Empathinc Bond and Honed Axes and redesign both of them:
- EB needs to transfer more often (every 3 second 1 condition) because on 10 seconds it will miss way too much condis since they became intensity instead of duration stacking.
- Honed Axes should add 150 ferocity per axe equipped and double the might duration of Axe 1 (and ofc lower axe cds). Nobody will miss AoE on Axe 3, not sure why you came up with that.
Check out runes of evasion.
So after playing around with traps a bit I really think those could be very viable options for actually both, condi and even power builds. For condis the damage might need some finetuning but is at a good level. I’d rather see some more utility added here.
For power build spike trap and frost trap are actually veryy interesting since you can use them as a self defense mechanism while shooting people with your lb. The big problem is when thieves (or to a lesser extend mesmers) jump you. Here those traps should give you the upper hand.
But the direct damage is really week. For example spike trap should deal atleast the damage of a maul in my opinion. Those are slot skills with high cooldown after all. Making people run into traps should be very rewarding for both kinds of builds. Spike trap is already great with moment of clarity but usually it will just burn there stunbreak and that’s it. Make it deal actual dmg in power builds!
I think it should be made weaker in terms of lower duration of fury/swiftness. 1 migt stack can be removed anyway, if you want to stack might you will rather use the blast.
In exchange set untraited cd to 20 seconds. This will proc the trait on pet swap if you keep both untraited. Traited warhorn should have 25% cdr syncing it with traited pet swap. Last but not least warhorn 4 should add small stacks of blind (1 second each).
Imo the builds got better, not insanely better though like certain other classes.
Also there is still the same old problem of mesmers/thieves just keeping power ranger kind of out of the meta at high level spvp.
What improved:
- more “cheap” defense with traits like bark skin or the nature magic one applying protection/weakness
- somewhat more damage with remorseless
- more swiftness sources
The problem is that for example survivability still is rather cooldown capped. SoS and Protect me obviously are powerful tools but a coordinated team will do the call “he just popped it” and then kill the ranger. Mesmer/thief have much lower cd rotations for their escape/survival mechanisms. The only other out for ranger is hunter’s shot.
I do think there are maps and to lesser extent team comps where ranger gets really close to for example thief efficiency (and also mesmer once those get toned down a bit).
Set fury, might, swiftness to 5 sec duration, keep the blast and make it proc every 15s. This way aso warhorn skill seems less of a joke.
I actually think this trait on 15s cd is way too good. However I hate that the ICD now wont make it proc every time. This is so annoying to use imo, especially if they dont give us an indicator icon. Would rather have a much weaker effect (like half the duration of those boons and no blast finisher) than increased ICD.
Also I find it kind of silly that they add weapon skills on traits like that. This indirectly makes warhorn an even less realistic option.
Longbow is quite skill based. Many people miss knockbacks or stuff like hunter’s shot (f.e. targeting illusions or pets is a good tactic most wont utilize).
I find it much more interactive than shortbow. That one is too simplistic imo. GS damage is decent if you utilize opening strikes and moment of clarity correctly. Also remorseless made a valkyrie build possible but I am still not 100% satisfied with it. Propably the GS fury trait should have ICD of 5 instead of 10.
Wow I wish we had this one in sPvP. I really hate this “extra runes” for pve/wvw stuff.
Uhm no. 3 stacks per pulse is completely justified.
It is still really crazy strong and propably reason for many people to go firearms by itself.
It would be interesting if the overcharge would make the gadget actually good. The effects are all kind of meh tbh.
And 25% cdr is ridiculously bad given that most cdr traits just give a 20% discount on all skills of a group. Should be 50%. They changed it to 25% last minute.
Shortbow is a condition weapon. I doubt you will find a power build with it unless it runs longbow anyway. Maybe some hybrid build works for shortbow but it adds bleeds and poison for a reason and even utility wise longbow has better options (better cc, stealth, cripples).
I liked having having ground targeted traps just because you like them now doesn’t mean I have to and I recall it was an option for people to have.
No you don’t have to but there is a reason they removed it:
First it just doesn’t make sense to promote a grenade like playstyle for traps. You are supposed to prepare them before the fight starts and ground targeting does nothing here.
Second they want traps to feel consistent across all classes. Thief traps won’t get ground targeting and neither will guardian traps. They are supposed to be traps. In gw1 you couldn’t even cast them if someone was attacking you. They don’t want them to be another generic AoE circle damage effect you throw at people.
Last but not least the annoying part is people claiming traps would be underpowered/unplayable now while they are actually really strong.
The point is you remove 4 condis when there is no reason to remove them. I have 3 skills that remove 2 condis when I need to remove them.
Well guess EB works for hotjoin. As I said. Feel free to add me and fight me ingame.
How does frost trap help doing this? Why LB #4?
This thread says it all. I 100% agree.
People just like to complain instead of actually trying them. That being said I am all for a little bit of flavor for flame/frost trap. They are completely viable right now and lack of ground targeting certainly is not a problem but I wish they also made those traps a bit more interesting.
Nothing of what you say is true. WK condi removal is vastly superior to EB because EB often completely misses burn stacks of 5+ over 3 or 4 seconds.
Also the fury doesn’t really matter but it still goes rather well with the power carrion provides. Main damage source is the condi dmg anyway. If you want we can duel ingame and I will show you how much better my variant is.
But funny that you insist that yours is better and the proceed to make a forum thread claiming “traps are too weak”.
Freeze trap is the worst trap. Exchange it for spike trap. Not only does it deal decent damage but also hard CC is way better.
There are other parts of the build that are very suboptimal.
Try this: http://intothemists.com/calc/?build=-J73Fk;1FFx-v2ZEF-0;9k2O;1Z_a;0256137237;41417U;1l6Uwl6Uw1o
That is a buff. You kind of have to use a skill in time now which sometimes makes you have to use a suboptimal skill. Often I swap weapons but don’t want to cast something right away.
Dunno. Quick draw doesn’t need buffs. You could just stop the whirl in time. Tbh honest Whirling Axes is what needs a buff, not quick draw.
Ye so what? You want traps to copy necro staff? You want it to be like staff ele? Wtf is wrong with you?
I kind of agree with what other people said in this thread that the trap effects are not ideal. They really need to be worth consuming a slot because often you cannot take more than 2 to still have decent condi removal etc.
Right now Viper’s nest does almost the same thing as Flame trap which does almost the same thing as bonfire. Frost trap has too little value to consume a slot being a very soft cc.
Flame trap could do some blinding (kind of like sun spirit). Viper’s nest then should actually do even more damage to compete with flame trap (currently it is almost same damage as flame trap on higher cooldown, poison better than burn due to anti heal though). Frost trap could maybe pulse resistance to allies inside?
(edited by Dojo.1867)
How the heck did I not notice spike traps ridiculous recharge increase yet? How come people arnt screaming about it?
Okies muddy terrain it most likely is then ;-(
Because it is really kittening good. It allows other traps on top of it to land way more damage and also kittens up stuff like thief engages on you. The cd is high for a reason but since you should try to prepare traps before the fight it doesn’t matter that much.
Because they are traps and not grenades you throw at people. Stop complaining, traps are great now.
They are far from completely useless in pvp. They kind of rock now.
Also guardian traps and thief traps don’t have ground targeting either. Concecrations and wells have it because they are different types of skills.
Get over it WvW trap rune sheep.
To hear “mesmer is op” is music to my ears to be honest. It’s not true though.
Mesmers finally being on par has exposed the weakness of some of the other classes that were able to rely on melting an inherently underpowered Mesmer class.
That’s a skill issue the other classes need to cope with.
Ye because mesmer was underpowered it was in every turney team.
The biggest issue I have with BW is that you never really know when it is up. Between all those different f2 cooldowns and then you even swap pet.
Really want icons for that kind of skill.
Don’t like it. Keep it simple.
Burning isn’t op anyway tbh.
Way too much settler in pvp for the current meta imo. Would propably run carrion in all of these.
Btw another fix would be to make it transfer INCOMING conditions.
This would propably need a really low ICD though because it would proc on each and every burn source etc indiviually.
This trait now needs a rework. There have been many discussion how it is missplaced in Wilderness Survival and should be swapped with stuff like Honed Axes etc.
The point I want to make though is: It has become really kittening bad. The 10 sec interval is the problem. If it just triggered and the spike happens afterwards it basically does nothing and you could as well have no condi removal at all. This already was the case before but now stuff like burning stacks in intensity. There are no more 10 second long burn stacks but rather 5 stacks over 3 or 4 seconds. That makes it even more likely for Empathic Bond to completely miss those high dmg conditions.
Suggestion:
1. Make it transfer 1 condition every 3 seconds.
2. Swap position with Honed Axes.
3. Buff Honed Axes but that is material for another thread.
Irenio pls.
+1 thank the balance team!
Nothing is perfect (like I don’t understand why Slick Shoes even get a buff reducing cool down) but it’s a huge steps in the right direction.
Some of us here appreciate you hard work greatly. Sure there will be people complaining about OP stuffs when the patch land. Just keep tweaking it, balance patch every month, and this game will be the best!
That is a nerf. Before you could get 20% cdr for all gadgets. Now you get a situational 25% for only 1.
Bows will always be worse dmg than melee if that is what you are asking. It doesn’t make sense to let ranged stuff deal more dmg than melee.
If bows are bad depends on how often you fight bosses in PvE where meleeing is a bad idea (like in some fractals f.e.). If you asking for more bow dmg than melee? Nope wont happen.
It already happens, though.
Not really. We talk about PvE.
Exactly.
Mention Ele Staff. And if you look at the topic of PvE numbers to the table – my topic – you’ll realize what I’m talking about. Also, LB melee arrow deals as much as GS swing. Do the maths.Edit:
https://forum-en.gw2archive.eu/forum/professions/ranger/PvE-numbers-to-the-table/first
You’re welcome.
Looking at a single number isn’t doing the math. LB attacks a lot slower resulting in way less AA damage, in melee anyway. Also you don’t just autoattack but also Maul which greatly increases dps. Anyone saying LB would outdmg GS vs stationary targets is telling bullkitten.
I feel like I’m the only one who finds it better :\
Only thing missing is an activation condition like: ally at 90% or less.
This. Or make it even 80% or 75%. Worst part is the pet triggering it all the time. It is like they are making fun of this whole “cannot stow pet” issue.
Also PvP standpoint:
Zephyr Speed is better because it is way more reliable. Pet got more useful in the recent changes but it is still a major weakness of ranger by not being reliable enough. Beastly warden shifts you more towards this weakness. You will miss this. The AI will mess up, you will just time it wrong or the enemy will evade it. The AoE is small.
Compared to that you can also time ZS wrong but that’s about it. It will always speed up your burst or stomp or rezz or even your heal cast.
Bows will always be worse dmg than melee if that is what you are asking. It doesn’t make sense to let ranged stuff deal more dmg than melee.
If bows are bad depends on how often you fight bosses in PvE where meleeing is a bad idea (like in some fractals f.e.). If you asking for more bow dmg than melee? Nope wont happen.
It already happens, though.
Not really. We talk about PvE.
Kinetic Battery: ICD 20s -> 40s
Gadgeteer: CDR 50% -> 25%
Anyone else feeling that this kind of butchered the line? Both actually had the potential to make other healing skills viable like med kit (kinetic battery) or even A.E.D. (gadgeteer). I agree that the previous numbers might have been too much but I disagree with the changes.
Kinetic Battery is already hard to control. You need to find a situation where you just dodged and then want to use a specific toolbet skill. 40 s ICD make it even harder to control. At this point I would just make this some kind of “opening strike” like mechanic that you get it once in every battle and then again when you left combat.
Gadgeteer is also hard to find a good build just because even the overcharged gadgets are kind of meh compared to kits. Only 25% CDR is REALLY bad. Baseline for most skilltypes is 20% and here you get 25% under specific cricumstances for ONE skill???? Should atleast be 33% and honestly I don’t even see what is wrong with 50%. If we see more A.E.D. usage then good.
Sorry. All the effort went into gemshop weapons.
Bows will always be worse dmg than melee if that is what you are asking. It doesn’t make sense to let ranged stuff deal more dmg than melee.
If bows are bad depends on how often you fight bosses in PvE where meleeing is a bad idea (like in some fractals f.e.). If you asking for more bow dmg than melee? Nope wont happen.
How do you get fury on wep swap?