I run it with signets. Dunno but for maximum fury procs I find Skirmishing better than wilderness survival (the on weapon swap opening strike due to the minor trait fury is VERY handy).
So I thought about if there is any way that this could work and ended up with signet of renewal and lyssa runes to counter conditions. Definitely worse than the WK condi removal but until now it kind of works nicely since the hp already tank a lot of condis and everything on range can basically be avoided with GS skills (quick draw!). Don’t underestimate double hunters shot.
In the end I run GS/LB with signet of renewal/stone/wild. Shout heal and elite obv.
Basically you can go ham with signet of the wild and Strength of the Pack. Really resistant to any CC. When things get to heavy you hunters shot/GS out and reset. Bursting 25k hp is so hard. If often see a whole squad of mesmer/thief/eles trying and taking way to long while my team does objectives.
edit: Well long story short, could have just posted my build: http://intothemists.com/calc/?build=-Jo-g;1sEVu-d2kDV-0;9k23;1YZb;0237136247;4IN06U;1KJG4KJG44q
(edited by Dojo.1867)
Currently running this. 25k hp sure are nice to have and if you need it you can go DPS mode with all the fury procs and remorseless.
Anyone else running this?
Thanks. Finally I am able to play.
It seems you didnt get the purpose of this thread. It doesn’t stack at all.
With vigor and the trait active you have as much regen as with just vigor or with just the trait active: 50%. Yes I tested this ingame.
But … you should be able to get playing again by completely logging out of the game for 10 mins. This should reset things such that you can queue and play PvP again.
Does not work for me.
Isn’t that a bit silly design?
It is like predetermined anti synergy. Either make it stack or give us back the old version where you get 10% of the bar refilled.
Flamethrower is currently bugged. Incendiarry ammo only applies half the amount of burn stacks (1 instead of 2).
With a fix for that flamethrower is a decent DPS and Control (airblast) addition. The blind and napalm are also decent utility skills (for example might stacking or to shoot mortar 1 through it). Only flame blast seems a bit out of place now. Still waiting for it to automatically detonate and apply the blast finisher when hitting a surface instead of “going through the earth”.
Waiting ….
I was able to play only 2 games since patch in ranked or unranked. Anet pls …
Same. This is just silly.
I actually think opening strike would be better if it would add a specific absolute dmg instead of a relative increase.
Right now you really want to use it with stuff like maul but for example longbows rapid fire or barrage kind of ruin its purpose. I feel like we already have moment of clarity from the trait and sigil for the maul interaction.
Make opening strikes crit and also add some addtional attack.
We would actually just need a trap that provides survivability like a dust trap with many blinds (on top of dmg).
Viper’s Nest is better now but they just don’t do enough.
So much condescension in one post, impressive.
That is because I am getting tired of their kitten. The amount of prerelease testing they do is offensive to players. There are some minimum standards and arenanet doesn’t give a kitten about them.
I feel sorry for the balancing team that 4 people have to do the job that takes atleast 3 times that number. This is not critic towards Roy, Karl, etc but the people that make the decision that the resources they attribute to that matter are enough.
I already reported this. Basically spam the button. Spirit will do its animation and die afterwards but during that time you get like 50k+ heal out of it (dependent how good you can spam it).
Sad part is that in like 3h of playing the game I found so many (gamebreaking) bugs. Either with those 3h I already tested more than arenanet which would be pathetic OR they also found those bugs but didn’t do anything about it which would be even more pathetic.
Start attributing more resources to class changes. I am glad about all those changes but the quality of your work is really abysmal. I am sorry. Quality assurance is a thing but apparently not for this company. Before you want to earn money make sure the game works.
The release has been out for 4 hours. It’s a little early to tell.
You really could have tested stuff a bit more though. Took me like 30 minuts to find bugs like healing spring not working for the ranger pet or incediary ammo not adding 3×2 burn stacks but only 3×2. There are actually way more.
Even some very mediocre testing would have found those but you do like no testing at all or if you do it then you just don’t care if stuff is broken.
Same bug. Also about 2-3h ago. Cannot join new games due to “match in progress”. GG.
I was already disappointed by traps, but ANet managed to top my disappointment off.
- Spike Trap has now a kitten cooldown untraited
It used to have a 25s cooldown, but obviously 3 stacks bleed with an increased duration of 2 seconds and 2s of cripple turned into a knockdown is compensating the 20s additional cooldown
- Healing Spring gets triggered by your pet
_ If your pet dalls behind you and you want to lay down a HS in advance, your pet will activate it_
- Healing Spring gets triggered by full HP allies
It was stated otherwise on the livestream
- Healing Spring does not activate Rune of the Trapper passive
Nuff said
- Healing Spring has now a longer trigger time
Healing Spring doesnt heal the pet. Just thought you might want to add that.
MDG needs to be just … buffed
If a trait does nothing but might stack and even has a pretty heavy requirement then those stacks should better almost reach 25 by themselves.
Light on Feet needs to apply tornment after dodge or bleed or whatever.
This guy just didn’t understand most of the new stuff enough to actually show it off. Wait until tomorrow.
Also watching him. Such a pain to watch him “show” Remorseless for like 5 minute while not understanding the concept of this trait and opening strikes at all.
He shouldn’t have covered classes he really doesn’t know well.
zerker on engi might be the thing now. you get so much healing from bunker down you can outheal tons of pressure. You are a bit susceptible to burst but aed is on 20s cd now (and resets at 25%) you have at least one “extra life” to survive a burst (2 extra lives if its a really strong burst).
Slick shoes CD is down to 22secs and is stronger too (larger fields) so you can set up strong bursts often. cc then smash em with rifle/toolkit/x
I really wonder how AED interacts with gadgeteer. I mean the overchargee version. 50% cooldown reduction sounds good.
I don’t think the balancing went horribly wrong. I actually dont mind losing those boring +10% traits.
What I dislike is condiremoval being forced into a single line. In general it would be so good to have some less powerful version (wk is insane) as a master in a different line.
Honed axes also feels meh and placed very awkward and ofc there are some other GMs that flopped. Really hard to say what to buff though due to the massive changes incoming. Stuff like sb or axe might actually be really strong just due to the general changes to condis.
Out of my head I would say BM line is the biggest winner. MMS, Skirmishing and WS still have very strong reasons to go for them (already had before though). Only thing I am not sure about is Nature Magic. Spirit changes feel underwhelming. Never personally liked spirits though and I always thought they should stay stationary.
The quickness trait in BM is better than the taunt tbh. Definitely if you stick to wolf for example since the taunt isn’t really good then.
The best thing about the taunt, is you now don’t need to stick to wolf for a control effect and the CD is 1/3rd.
Ye but I definitely want to use ZS for a few builds and then I will stick to wolf obv. We have to see how good the taunt works in practice especially with the drakes, etc.
(edited by Dojo.1867)
The quickness trait in BM is better than the taunt tbh. Definitely if you stick to wolf for example since the taunt isn’t really good then.
Longbow. It’s a bit less great in PvP.
Does it still fire off in the direction you face (missing most of the time unless you do some awkward manual close up aiming) when you use skills without a unit target? Like any aoe of elixirs or skills without a target.
Can you please make it go to the targeted enemy or the nearest enemy in those scenarios?
This is completely different from when this got originally nerfed since stab stack now get consumed by cc.
I am not trying to force max burning here. I just wanted to list some of the skills.
Propably just going flamethrower + bombkit will allow for decent burst burning. Lay your bombs, proc your incendiary powder trait and ocasionally add those 6 incendiary ammo stack to the fun.
So will it be decent?
Incendiary Powder 2 stacks for 4 seconds
Incendiary Ammo 3x 2 stacks for 3 seconds -> 6 stacks for 3 seconds
Rocket Kick 2 stacks for 5 seconds
Blowtorch is not mentioned in patchnotes so those are my assumed values in analogy to the other skills with doubled stacks.
Blowtorch 2 stacks for 2, 4 or 6 seconds dependent on distance
There is more stuff on flamethrower (autoattack, napalm) or bombkit (flame bomb). Basically running Pistol/Pistol, Flamethrower, Bombkit, Rocket Boots would allow for the maximum amount.
Throwing everything out at once would allow for approximately 12 stacks over about 3 seconds (then going down over another approximately 3 seconds).
Biggest amount of stacks is added by Incendiary Ammo, the FT toolbelt skill. Personally that alone leaves me excited because it gives FT some unique value and I always wanted it to be more viable. Adding 6 stacks pretty much instantly is a force to reckon with.
FT will deal way more dmg now that burn stacks intensity.
It’s a kit. All of the skills can be used while moving.
Where the icons of mortar/med kit all final? Some seemed rather placeholderish and seemed to deserve an own icon.
Also I liked medkit visually but you didn’t really show how the mortar looks. Is it just some kind of rifle?
Healing Spring – Trap
Heal As One – Signet
Troll Unguent – SurvivalAnything else just doesn’t make sense.
Healing Spring makes a lot more sense as Survival then a trap.
No. Not really.
Heal As One will be a shout btw. Devs already said that and it works fine imo.
Also everbody ignored my suggestion for when it became a trap that it would trigger on allies with less than 50% hp. Most of the time you will cast it below 50% hp anyway or you could still use your pet to trigger it if it is below 50% or any ally. I see this version as a buff because you could indeed precast it then.
The initial heal should ofc always stay instant, the trap part would be just the water field with regen/condi clear.
Because they said that they will put EVERY single skill in a category.
Heal as One will become a shout, Troll Unguent a survival skill etc. They want to categorize stuff and the closest for healing spring are traps. Well maybe a survival skill as well but not really imo.
(edited by Dojo.1867)
OP didn’t even mention why it shouldn’t become a trap beside “I don’t like it”. I mean really? I agree that the signet thing is very forced. You want to rename it, icon would need to change, in the end you completely change the identity of the skill.
That a heal on trap works shows the new guardian skill. Imo just give the complete heal on casting and activate the water field and condi pulsing when an enemy enters. Alternatively it could not trigger on enemies but on allies with less than 50% hp. This would mean it doesnt change at all as long as you cast it below 50% or if you drop below 50% after casting it. Actually would allow to “precast” the whole thing.
(edited by Dojo.1867)
I am pretty sure they already confirmed EVERY spec will more or less (!) change the class mechanic. I think the F2 will do something different than swapping pets and still proc all the pet swap traits though. If we do transform into the pet, pet traits will apply to us.
The actual problem I see with pet merging is that pets just vary a lot in playability. Some still have very flawed/unpolished design since release.
I like the merge with pet mechanic and find it most fitting for a druid class.
Take notes arenanet! I really like your suggestions.
What I was thinking about is giving some of the new resistance boom to ranger with traits. Maybe a adept trait could read: gain 3 seconds of resistance when you evade.
EB needs a change. The interval mechanic is horrible so either decrease the interval (like transfer 1 condition every 4 sec instead of 3 every 10) or bind it to pet swap like suggested. Also completely agree that it should be in beastmastery or atleast definitely not in the same line as wilderness knowledge!
I think this will be the new mechanic for druid. Basically we saw with Chronomancer, Dragonhunter and Reaper that the first minor trait in the specialization line modifies your class mechanic by either adding (chrono), upgrading (dh) or replacing (reaper) stuff.
For druid I think the ability to cast a specific pet ability (f2) will be replaced by the ability to fuse with your pet for a certain amount of time or potentially until you decide to defuse again (toggle ability). This will give you the following:
- huge stat increase since 2 units become 1, might actually add a percentage of the ranger stats on top of the natural pet stats
- new skills left to the health bar which are represented by pet skill 1-4 and the pets former f2, arenanet will rework a lot of pets and their skills to balance this out and make it fun to play
- some particle effects similiar to reaper which make the pet look intimidating and indicate that it is fused with the druid
- skills right to the health bar stay the same and can be used in pet mode
Personal comment. If done right this could be awesome but it stands and falls how fun the pet skillsets are to actively play. This would require rework but there are actually quite a few fun to use skills already. Also there might to be really fast swapping in and out possible creating an engineer kit like experience. Also the playstyle depends how close you have to be to the pet to fuse, it effectively creates ways for ranger to teleport (into the pet).
What do you think? No haterino pls.
I completely agree. The ranger staff is clearly underpowered looking at those vids and we all know how broken staff ele is.
How can you possibly say that based on 1 animation of 1 skill, in 3 seconds of video, which itself is based on unfinished traits, skills and mechanics?
I am not being serious. The autism is strong here.
I’m hoping this topic is a joke to make fun of the premature Necro one …
I made the necro one to make fun of the dh one. You should work on your joke detection skills.
I completely agree. The ranger staff is clearly underpowered looking at those vids and we all know how broken staff ele is.
Just wow arenanet …
I agree. With overall few ways to interrupt it should definitely trigger on pet interrupts. The “interrupt” popup appears after all.
Said it before and I’ll say it again. You people are either 15 year olds who live on a PC or have real issues.
At least wait ’till they show all specs and/or you also play the actual game, then qq
Could it be that you didn’t get the joke? I am making fun of that dh vs ranger lb thread.
Btw I think mantras could actually work as extended pet commands. The druid “enchants” his pet and then when activating the mantra it makes the pet taunt, heal surrounding allies, deal aoe dmg. Then again this is already what shouts and some signets were supposed to do and we don’t need another implementation where it doesn’t work that well. With mantras however you could trigger it multiple times and instant. Imagine being able to pulse 3 taunts with your pet for 1 sec each. That could be actual useful cc.
If Druids get Mantras I am going to be very sad. Very clunky mechanic with effects not really worth the charge time compared to other classes instant use skills.
I hope we rangers steal some concentration or mediation from Guardians, since Guardian stole our LB and traps anyway.
Concecrations sound nice. I actually could see Muddy Terrain becoming one.
If Druids get Mantras I am going to be very sad. Very clunky mechanic with effects not really worth the charge time compared to other classes instant use skills.
You cannot even judge any effects if you don’t know what they are. Just because mesmer mantras don’t see much play doesn’t mean druids are automatically bad. Your comment is silly.
Kappa
But seriously now that necro has shouts and guardian has traps I really hope they remake our counterparts.
And btw I think druid will be Mantras.
I don’t know how they’ll do it but it will need buffs to compete with the other classes that can stack it like crazy like guardian.
Also not sure how they’ll balance the stacks because in the dragonhunter video it was ticking for 4.5k at 6 stacks which is completely ridiculous. With burning stacks like that why even bother stacking 25 stacks of bleeding…
Amplified Wrath+Kindled Zeal+carrion amulet no other class should have similar burn damage since guardian is limited in damaging conditions.
Dunno. Engi has tons of burn sources aswell, so does ele.
Honestly. I do not understand why they are still planned to exist after the remake. Beside some super situational wvw stuff those are just wasted slots.
Some suggestions for replacements:
- bring back ‘Hide in Plain Sight’
- ‘Forceful Fangs: pet attacks are unblockable’
- ‘Trappers Focus: your traps reveal and cripple for 5 seconds’
6 might stacks are bad. Doesn’t matter if the whole class is bad at it anyway and actually the sigil traits are way better for might stacking.
They even talked about putting the trait to master so it should definitely do more than add 6 might stacks 50% of the time at best. This is like +100 power/condi dmg permanent if you really make it work. Not worth it at all.
I would actually make the might stacks last much longer so that you can heal up but still benefit from it:
- one 10s might stack every second
This makes it max 10-12 might stacks dependent on you boon duration and only if you really decide not to heal up for a rather long amount of time. This would maybe make it worth a master slot, still pve only propably.
Why not daze?
Seems pretty obvious that this thing should daze.