Showing Posts For Dojo.1867:

Suggestions for next update

in Ranger

Posted by: Dojo.1867

Dojo.1867

Axe 2 and Shortbow 2 can stay the way they are. The only issue is that hitting all 5 projectiles should actually also be rewarding in a power based build. Right now hitting all 5 means you deal the dmg of one autoattack which is ridiculous. Every axe/arrow should deal atleast 50% autoattack damage so that hitting all 5 causes about 250% autoattack dmg. It takes effort to go into melee range and it is easier to dodge by enemies.

Possible new pets/Revamping existing weapons?

in Ranger

Posted by: Dojo.1867

Dojo.1867

Fix old pets first. Not even all the old ones are bad but also stuff like wyvern. At this point they might aswell remove all pets except like 5 and nothing would change.

Old pets need their damage modifiers increased. It is ridiculous how much more damage smokescale and bristleback do compared to their solid defensive stats. After they buff old pets they should actually slightly decrease the stat bonus you gain by picking the beastmastery traitline (100 instead of 150 maybe).

[Suggestion] Selectable F2 Pet Skill

in Ranger

Posted by: Dojo.1867

Dojo.1867

Ye but all pet skills being controllable wont happen. People here really must be new to this game. If you want things to happen ask for little changes, small steps.

What new weapon would you like?

in Engineer

Posted by: Dojo.1867

Dojo.1867

Just a thought but in theory elite specs could use old weapons again. The new engi spec could again use hammer but if you chose the new specs trailine the 5 hammer skills completely differ from scrapper’s hammer.

This applies to all classes. If there are one or two more elite specs released it will be hard for them to come up with fitting new weapons for the classes. Personally I think most remaining weapons (except mace) would be rather stupid on engi (just like a staff wielding warrior, sure you can explain anything if you bend the lore strong enough but it will feel forced). I predict them sooner or later do what I mentioned above and I don’t even hate it. Might be cool to have alternae skillsets for hammer (with alternate traits/utilities aswell ofcourse).

[Suggestion] Selectable F2 Pet Skill

in Ranger

Posted by: Dojo.1867

Dojo.1867

The point is that they will never allow us to control all 3 (non autoattack) skills. They just don’t want that.

So I rather am able to decide what skill I want to control and with which I am okay if the pet casts them via AI. I mean honestly. This is a straight improvement from the current situation. You would be able to pick. If you don’t like it just pick the old f2.

You guys want too much and will get nothing by that.

[Suggestion] Selectable F2 Pet Skill

in Ranger

Posted by: Dojo.1867

Dojo.1867

If they would allow this, they would also have to implement some way of disabling skills you wouldnt want to cast…

Like what? This is exactly why they SHOULD implement this. I would pick the kittening bird swiftness cast as f2 so that it would no longer suddenly occur when my bird is one attack close to killing a target. Enemy almost dead? Nope. Let’s cast kittening swiftness.

[Suggestion] Selectable F2 Pet Skill

in Ranger

Posted by: Dojo.1867

Dojo.1867

Just do it Arenanet.

Staff 4 self cleanse, how?

in Ranger

Posted by: Dojo.1867

Dojo.1867

In hotm I can consistently clear immobilize (engi npc immobs and chills) with my method so because it is immob I am not moving at all.

If the vines start exactly at player location then what proto says makes sense. You want to walk into their direction then.

(edited by Dojo.1867)

Search and Rescue Effect time?

in Ranger

Posted by: Dojo.1867

Dojo.1867

Noticed this aswell. Not sure about the time window though.

What new weapon would you like?

in Engineer

Posted by: Dojo.1867

Dojo.1867

Mace would be the most logical choice and help engi mechanically aswell since as many people mentioned pistol being the only mainhand option while we have two offhand options already.

Skills should be hybrid with some condi but also direct damage on them making the weapon rather flexible.

Some confusion seems logical. Maybe spawn a mine with parts of the autoattack chain (on second/third hit for example).

Staff 4 self cleanse, how?

in Ranger

Posted by: Dojo.1867

Dojo.1867

I think you have to shoot it behind you. The vines begin spawning in front of you so they will only pass through you if you aim backward.

Shouts' Wiki pages fully updated + some info!

in Ranger

Posted by: Dojo.1867

Dojo.1867

God is nothing they ever do consistent and not bugged?

Consistency impovement for F2 traits

in Ranger

Posted by: Dojo.1867

Dojo.1867

So as we all know these traits were introduced a while ago. The core problem that always existed was high variety of pet F2 skill cooldowns which in the end required arenanet to slap different ICDs on those traits.

Now before I continue I completely get that you can somewhat get used to the whole thing, chose pets for which the cooldown is similiar anyway etc. Does this make it good design? No. There is always the chance that you need the taunt but the ICD still runs and due to that the ability fails.

My suggestion:

Go For The Eyes/Wilting Strike/Beastly Warden
The first use of your pet’s command F2 ability after swapping pets causes blindness/weakness/taunt to foes around it.

Post a useless skill/trait with your rework!

in Ranger

Posted by: Dojo.1867

Dojo.1867

Yep. Would be broken as hell. Spotter is fine imo.

Trapper’s Expertise
Boons and conditions caused by traps last 20% longer (was 60% before, 40% now baseline). Traps recharge 20% faster and cause cripple.

Frost Trap
Set a trap that chills foes and applies Resistance to allies (1 second per tick, 4 ticks)

Sun Spirit in PvP

in Ranger

Posted by: Dojo.1867

Dojo.1867

But the most interesting thing I found is:

  • Entangling Roots count as an individual instance, this means even in a 1v1 situation you can generate a ton of burn stacks

This is pretty nice indeed, but I can’t help but wonder if this isn’t a bug? But hey, I’m not complaining!

Well since roots are neither the ranger nor his pet they are a new source of damage so it kind of makes sense. If it should be like that is a different question. I think the mechanic is clunky and outdated with stuff like resistance anyway.

Btw many people say spirits should move via trait again but that imo completely misses the point. Strategic placement is what spirits are about and those that are weak are not weak because they don’t move. I would rather make the whole thing more consistent. Why only 75% chance if we have an ICD anyway? That does not make sense.

And the trait giving boons was a bad choice. Boons are so common anyway and if I need them for my build I already try to include them anyway. I would rather let spirits give a passive stat buff via trait (sun condi dmg, earth toughness, water healing power, storm precision, frost power, elite condition duration reduction).

This would make the trait pretty good already. I also liked when they autoprocced their active on death.

How is no ranked for a month acceptable?

in PvP

Posted by: Dojo.1867

Dojo.1867

You don’t get it. I don’t neccesarly disagree with the league/patch cycle. However if this means that there is no competitive mode at all in the meantime which is a month then the system is flawed.

There should be a competitive alternative. Like a soloqueue ladder that does not use the league system but displays in leader board. If something like that is not possible then they atleast should reduce this month to like 4 weeks. You really think the month will make them balance the game better than if they watched closely for 2 weeks and actually reacted with small balance changes? Inb4 no balance patch at all. If you are pro, 2 weeks are enough to adept. If anything it would be more fun to watch a meta that is not completely set in stone yet with a few surprises.

If you think a month time will increase meta quality then I would just like you to remember last seasons meta and prove you wrong.

First you are ok with the break being 4 weeks long = 28 days but you can’t stand a 31 day break?

And also unranked can be competitve given that you have a good winrate.

I think he is trying to say that Anet is screwing up hard, by first promoting the game as Esports, then disables ranked queue for a month!!? Right after patch, when the balance is suppose to be tested, and you can’t test balance in Unranked, cause the amount of bad players in unranked is extremely high, even with good winrate. How many other actual Esports games do you see disable ranked queues for a whole freaking month??

I know what he meant and I have conceded what you failed to see is the op saying :
*Like a soloqueue ladder that does not use the league system but displays in leader board. If something like that is not possible then they atleast should reduce this month to like 4 weeks. *
And tbh, breaks are kind of needed. Or the leagues would have that league feeling if they were open 24/7

That was a typo. I meant 2.

Btw I disagree that an artifical break is even required for normal league. Why? Because it is not like you HAVE to play right after reset. It is perfectly fine to wait 3 weeks or longer before you start ranking up again. And those first few tiers don’t matter that much anyway.

A month is ridiculous. Two weeks would still be a lot. One week would be okay I guess but actually no break at all is needed.

(edited by Dojo.1867)

How is no ranked for a month acceptable?

in PvP

Posted by: Dojo.1867

Dojo.1867

You don’t get it. I don’t neccesarly disagree with the league/patch cycle. However if this means that there is no competitive mode at all in the meantime which is a month then the system is flawed.

There should be a competitive alternative. Like a soloqueue ladder that does not use the league system but displays in leader board. If something like that is not possible then they atleast should reduce this month to like 4 2 weeks. You really think the month will make them balance the game better than if they watched closely for 2 weeks and actually reacted with small balance changes? Inb4 no balance patch at all. If you are pro, 2 weeks are enough to adept. If anything it would be more fun to watch a meta that is not completely set in stone yet with a few surprises.

If you think a month time will increase meta quality then I would just like you to remember last seasons meta and prove you wrong.

(edited by Dojo.1867)

Stop complaining about druid rez

in PvP

Posted by: Dojo.1867

Dojo.1867

Just stop talking about it. As a druid I can say if the skill did anything less than what it does it would not be worth the slot anymore. This is a purely altruistic skill that does literally nothing for yourself. It only comes into affect if you find an ally going down aswell (which is already a scenario in which things went the wrong way) and often you actually dont want to teleport downed bodys away from the point and rezz there with everyone together.

The skill is useful under very specific circumstances. If they nerf/change this skill I want them to remove mesmer portal aswell and shadow refuge oh and stealth gyro.

How is no ranked for a month acceptable?

in PvP

Posted by: Dojo.1867

Dojo.1867

How could they even remotely think this is okay?

You want people to get hooked to competitive play and then pause the whole thing for a month and force people to play some unranked clowns show?

I am sick of people playing with a preschool mindset and telling me to “chill because its just unranked”. And would you react to this issue that was made prevalent by streamers during the first week? Nope. We have to wait yet again. Wait until again people stopped playing and matchmaking getting worse and worse due to low player counts.

Can any of you pvp devs either:

  • step up their game and do a better job or
  • gather the courage to tell the higher ups that the resources they adress are not enough?

The whole system is flawed. Fixes happen way too slow. I see no flexibility whatsoever if players give feedback, changes don’t happen before 3 months later. And balance wise a single person has the job to polish 2 or 3 classes including elite specs in all modes at once. Obviously this will go wrong. Even unemployed people that grind this game all day will admit that they never know multiple classes at a high enough level good enough at the same time in pvp/wvw/pve. You need more people and you need to tell the Arenanet leadership that you need more people.

/rant

Post a useless skill/trait with your rework!

in Ranger

Posted by: Dojo.1867

Dojo.1867

Predator’s Instinct
Apply cripple to foes you hit while they are below the health threshold. Whenever you apply cripple apply bleeding (4 seconds).

This is pretty cool with a high variety of traits and skills. It would add some great condi damage to a weapon like longbow (barrage would apply many stacks since cripple gets reapplied very often) but would also help shortbow, dagger or even greatsword. It would also buff Muddy Terrain which is hardly ever used nowadays. I really like traits like this one.

Sun Spirit in PvP

in Ranger

Posted by: Dojo.1867

Dojo.1867

I think this spirit deserves some attention. The rest of the spirits is absolute garbage imo, so is the grandmaster trait but Sun Spirit has some very interesting interactions going on that not everybody might know. Also the way its conditions are applied are very convenient since they can even hit stuff that is permanently dodging and only allows for small windows to apply damage. It is especially interesting with staff autoattack, a skill that is almost always able to connect. Further more not having any condition damage on its own, staff greatly benefits from sun spirit.

Here are some interesting facts I stumbled across during testing:

  • the buff gives a 75% chance to apply 2 stacks of burn on an 8 second ICD pet source which means it will pretty much proc every 8 seconds
  • the spirit itself has a 20 second cooldown but the buff will almost have a permanent uptime because even after the spirit dies its body will remain visible and still refresh the buff, there are only about 5 seconds before Sun Spirit is out of cooldown again in which you wont get the buff
  • because of the fact mentioned above even almost permanently triggering the spirit after cast is a viable strategy, it also means there is almost no counterplay for the enemy because destroying it does very little
  • the more sources for the buff you can generate (you, your pet, your new pet after you swap pets, obiously allied player) the more burn you can generate on a target but the sources should have decent condition damage

But the most interesting thing I found is:

  • Entangling Roots count as an individual instance, this means even in a 1v1 situation you can generate a ton of burn stacks

Did anyone play around with Sun Spirit recently? I consider it rather strong in the build I am currently running. Can share if anyone is interested.

Pre-league balance patch??

in PvP

Posted by: Dojo.1867

Dojo.1867

If they don’t change anything about necro/thief I will stop playing.

Could Cleric Amulet go away?

in PvP

Posted by: Dojo.1867

Dojo.1867

Druids don’t run clerics. They are much more scared of condis or getting bursted down in a cc chain so they like a high hp pool. They don’t have to reduce the damage they take because their heals are potent enough to get back full anyway as long as they don’t die.

[PvP Build] Poison Master

in Ranger

Posted by: Dojo.1867

Dojo.1867

Honestly many amulets seems like they could work with the build. I still think the super glass cannon options are too much of a one trick pony though and between the more tanky stuff I think Carrion is best.

I will continue to look at more amulets. Btw exchanging staff with sword/dagger obviously works and increases damage in a 1v1 situation. Also feels pretty bad to run around with a no condi dmg weapon in a condi build like this one but I still think staff feels like the better option. While with sword/dagger/torch you would be constantly swapping in and out staff is more situation oriented. In some situations dealing damage is just not the main goal and you want to stand back which staff does better.

I am really sad that the ICD of runes of thorns is so high. For a build like this one the effect should be indeed a bit more rewarding than pretty much ‘what a few might stacks do’. Then again it still helps imo and adds more condi damage than for example runes of Scavenging and it does stack on top of might.

Nightmare certainly works too especially if the build would mix more different condis in but thorns actually increased the dmg of each tick instead just the duration.

Refined toxins procs whenever you swap pet too. Certainly could be replaced with Shared or Ambidexterity if you run offhands but hey, I just look at it as 1-2 additional poison stacks. It adds up.

[PvP Build] Poison Master

in Ranger

Posted by: Dojo.1867

Dojo.1867

I think Viper and Sinister are both too squishy atm facing all those condi and thief spikes.

Beastmastery is just too good to drop atm in my opinion due to the supreme pet dmg and the fact that WHAO and SOTP are both just great skills that get their cooldown reduced by that line. With NM I wonder which heal you used? Personally I feel like almost never is it worth it to not go for a traited heal with a build. Since we run Poison Master we cannot trait survival skills, since we don’t run Skirmishing we cannot trait Healing spring (and it honestly is too weak healing anyway). The glyph heal would actually be very fitting but is just too weak too. So shouts it it. A 20% cd reduction on your heal effectively increases your health pool by like 20% in my experience.

[PvP Build] Poison Master

in Ranger

Posted by: Dojo.1867

Dojo.1867

Weapons
Shortbow, Staff

Utility Skills
We Heal As One, Glyph of Equality, Glyph of Alignment, Viper’s Nest, Strength of the Pack

Traits
Wilderness Survival: Expertise Training, Refined Toxins, Poison Master
Beastmastery: Resounding Timbre, Natural Healing, Zephyr’s Speed
Druid: Druidic Clarity, Verdant Etching, Ancient Seeds

Pets
Smokescale, Bristleback

Equipment
Carrion Amulet, Superior Rune of Thorns, Sigil of Venom/Geomancy (Shortbow), Sigil of Energy/Geomancy (Staff)

Build Link

Build Description
I kind of stumbled across this build while fooling around in unranked/1v1 arenas. I know there have been poison master builds before but they always felt mediocre to me due to focussing on a rather limited amount of conditions in a relatively tanky meta. Before Heart of Thorns the build basically took away all our condi removal since both main anti condi traits are in the competing slots. Now glyph condi removal and the full clear with celestial form made Poison Master a much more legit choice.

Btw Superior Runes of Thornes make sense for poison damage enhancement but the passive effect turns out surprisingly good aswell. Usually it will give you between 100 and 200 free condi damage in fights which adds up considering the usualy might stacks of a shout ranger build.

Playstyle
The meta is squishy. You don’t have to hit people with a full condi burst (including burn) anymore. This build can easily result in 3k poison ticks which is already deadly for thieves and such. Constant bleeds continuisly eat away hp on glassy targets. The high hp pool with bark skin and the ability to apply weakness to enemies that jump you generate a decent amount of defense. The usualy high druid sustain which in this case includes traited glyphes completes the build. Your weapons require you to be at about midrange so you also wont take the full cleave of all the AoEs that melee professions have to deal with. Staff is great for disengaging and creating a relatively safe haven with your waterfield wall. Zephyr’s Speed could be exchanged for taunt but I personally don’t like it that much with HOT pet f2 skills.

The defensive options are similiar to previous druid builds so you guys should already be kind of familiar with how to survive. Ofcourse shortbow #3 is a nice addition for some unexpected dodges. Offensively you should get used to your poison applying skills. Shortbow #2, the Glyph and the Trap all hit hard if they connect. Stuff like Ancient Seeds and pet knockdown help here. For finishin pressure the usual celestial form #5 + pet burst work.

Have fun!

Complete Redesign of Main Hand Sword

in Ranger

Posted by: Dojo.1867

Dojo.1867

Imo pounce doenst help atall in pvp.

Complete Redesign of Main Hand Sword

in Ranger

Posted by: Dojo.1867

Dojo.1867

I use one hand sword frequently in PvP but I agree. I would not miss the clunky autoattack chain one bit. #2 and #3 are fine though.

Currently only the Slash is a normal attack. Kick is already a weird single target attack that cripples and Pounce is a leap that gives might to your pet.

My suggestion:

Slash: Hit your foe.
Kick: Kick your foe applying cripple.
Pounce: Leap at your foe.

Only if Kick misses swap to Pounce. Otherwise start over with Slash. Would be kind of unique for autoattack chains but only give you the leap if it actually does something.

Post a useless skill/trait with your rework!

in Ranger

Posted by: Dojo.1867

Dojo.1867

Crossfire
Apply bleeding to your target. Apply 2 stacks when attacking from the side or behind.

Post a useless skill/trait with your rework!

in Ranger

Posted by: Dojo.1867

Dojo.1867

Windborn Notes
Using a Warhorn skill gives you and your pet Resistance (3 seconds). Warhorn skills recharge 20% faster.

Post a useless skill/trait with your rework!

in Ranger

Posted by: Dojo.1867

Dojo.1867

This thread can be a helpful source for future ranger changes. Devs can check which skills or traits are mentioned most often and at the same time look at different suggestions how to fix them.

I would like to start with

Honed Axes
Wielding an Axe increases your ferocity by 250 (500 if double axe). Ricochet now deals 50% increased damage if it cannot bounce.

Shouts' Wiki pages fully updated + some info!

in Ranger

Posted by: Dojo.1867

Dojo.1867

I agree. Regen is the most obsolete boon they could have given to Search and Rescue since traited shouts already offer so much regen. Condi Removal or some Resistance would have been a lot better. If there is an ally to revive the effect is awesome though.

I still don’t like that Sic’Em interrupts other effects. You cannot start brizzleback f2 and then cast Sic’Em or it will interrupt. It should not require a target and just add an effect to the pets that makes it reveal anything it damages and ofc deal the +40% dmg.

[Balance tuning] Steady Focus

in Ranger

Posted by: Dojo.1867

Dojo.1867

I general I hate super passive effects like his one. Your suggestion is fine and would improve the trait. The current implementation even tells people “dont dodge” which is kind of horrible.

Also it is important to have one trait that pretty much anybuild can use if you select between three.

'Guard' should tether pet to allies!

in Ranger

Posted by: Dojo.1867

Dojo.1867

The range that would break the effect could be something like 800 which seems totally fair imo. Also you actually DO have some control over your pet. If you want the dmg reduction then stay in those 800 range for 6 seconds.

Shouts are supposed to be an interaction between the ranger and the pet. It is fine for me if it takes some effort to use them efficiently.

'Guard' should tether pet to allies!

in Ranger

Posted by: Dojo.1867

Dojo.1867

Uhm I dont want it immobile at all? The elite glyph that tethers you to allies doest make you immobile either.

Why do you randomly assume this stuff?

'Guard' should tether pet to allies!

in Ranger

Posted by: Dojo.1867

Dojo.1867

Keep pet without attacking? Not sure what you mean.

'Guard' should tether pet to allies!

in Ranger

Posted by: Dojo.1867

Dojo.1867

Sometimes I really don’t get anet. This would be the perfect visual implication of the mechanic and they just released glyphes that have this effect already introduced to the engine.

Currently guard is bugged in that you can just switch pets and the new one wont take any dmg while reduction still applies. If you fix this bug add this visual change. Going to far from the pet would break the bond aswell. Makes too much sense.

Ranger versus Druid

in Ranger

Posted by: Dojo.1867

Dojo.1867

The problem is druid adds so much survivability and condi cleanse. There is just no reason not to take it. The other traitlines aren’t even that bad, non is totally horrible but druid is kind of a must have for the free sustain and condi cleanse.

Let’s be real. Compared to the other traitlines it would need a nerf. It would propably help if astral force generation would be slower in pvp (like 50% of what it is now). That being said the current rate is absolutely neccessary to make ranger viable. So while I would support such a change they would have to nerf everything else (other elite specs) aswell. Or they should buff the old traitlines to also offer comparable sustain/condi cleanse or really significant damage improvements.

I also dislike that due to the two strong pets we currently have beastmastery is almost must have too. Pet stats should be more baseline. The difference between traited and untraited pet is too high and I am not even talking about the massive survivability advantage 15s swap cooldown offers.

What would Traps need to be viable in PvP?

in Ranger

Posted by: Dojo.1867

Dojo.1867

Obviously they are not at the moment. You have to fill your whole utility bar to somewhat reach some condi burst that is to easy to walk out of. Other classes just apply way more condis more frequently at the moment which makes cleansing the trap burst an easy task.

What do ranger traps need?

  • buffs to individual traps, frost trap for example is just weak and should have some defensive purpose like pulsing resistance
  • addition of an elite trap, this would really push the whole build more forward
  • better trait support, one adept does not cut it, most optimally there would be trap accociated condi removal or ways to further utilize the healing spring effect
  • buffs to trap accoiated weapons, like freaking shortbow and axe mainhand

The runeset is definitely good but speaks for itself that power based trap guardians can take more use out of these condi runes than ranger with condi traps.

[PvP Build] Offensive Support Roamer

in Ranger

Posted by: Dojo.1867

Dojo.1867

Well casting one daze is almost always good imo so it doesn’t hurt that much. In big pressure I just dodge roll.

If you really just press the button twice it would kind of defeat the purpose of celestial avatar form from a design perspective I guess.

[PvP Build] Offensive Support Roamer

in Ranger

Posted by: Dojo.1867

Dojo.1867

I am sorry but the not enough condi cleanse claim is very much missing the point.

This is not the bunker playstyle. With berserker amulet you are supposed to pick your fights carefully and keep your range (which still means hitting hard with staff auto) vs certain specs. Especially condi relies on mid to close range to become really dangerous. For that 5 small cleanses via shout and the full cleanse via celesital avatar are actually rather plenty of condi cleanse if you compare it to similiar builds.

Keep in mind that like for most squishy druid builds you want to almost double tap celestial avatar to safe as much astral force as possible and to put it on a low cooldown. I usually only cast a daze and maybe one #2. Even channeling #4 is almost never worth it since you take way more damage in the progress than if you would just stealth right away.

That being said the stealth is a very powerful tool. Since not everyone is propably aware but you are looking at one of the most potent rez combos in the game with celestial form -> search and rescue -> end celestial form. Executed right you are now stealth rezzing a stealthed ally and a position completely unknown for your opponent.

A little further update: Skimirshing proves to be superior to Marksmanship anyway simply due to quickdrawn and being able to double on maul/astral grace. You travel the map literally at thief speed.

Sorry Tragic but most of your comments just imply that you have not tested the build yourself and neither understood it from a theoretical look at it. Pointing out a lack of condi cleanse with 5 shouts and a full cleanse on low cooldown for a build that is not supposed to tank dmg is just missing the point.

Edit:

Just continued to read more than just your first comment that dismissed the build and I want to apologize for that small rant of mine. Cool that you tried the build and liked it. Marauder while certainly possible is more a question of not playing optimal yet. Do those few hp really safe you? You shouldn’t take that dmg to begin with.

This build clearly is not something you throw at points with a “come at me” attitude. It can win 1on1s especially vs other roaming classes but you should always use your mobility to the fullest to stay efficient for your team. Free cap? Go for it, you are faster than anyone. See a fight going bad? Roam in and see if you can get a clutch rez in.

And yep. Staff autoattack is putting so much pressure on classes from high range. Somewhat sad since this is actually what longbow tries to achieve with 5 skills and here just the auto actually does it.

(edited by Dojo.1867)

[PvP Build] Offensive Support Roamer

in Ranger

Posted by: Dojo.1867

Dojo.1867

http://gw2skills.net/editor/?vNAQJARWnUqA1Ci9CC+sActgl9A7JOcEeawv166fd52FAGdlsi0A-TZRHwACuEA82fgZZgBPAAAHBAA

Hey! Wanted to post this shout build I played around with today. I find it hard to 100% judge how good a build is currently with only unranked available. Concerning my level of play: diamond last season with soloqueue only but I guess legend wouldn’t have been that hard to achieve since I only started climbing like 2 weeks before season end and it felt more like a question of how much time I want to invest.

The build takes advantage of the massive shoutbuffs and tries to offer an alternate playstyle compared to the sutained node druid we saw last season. There was also a small DPS buff for Predators Onslaught but the general meta shift is what makes DPS builds more viable again.

Playstyle: Roam between points. Mobility is almost thief level with 2 huge leaps on both weapons and very good range on staff. Staff damage is almost on longbow level and actually a lot more reliable. Unlike thief which just +1s for added damage this build can actually add clutch heals, interrupts and crazy rezzes.

Anyone else played something similiar? Any further questions on how to play this? Other suggestions? I feel like Druid and BM traitline are too good right now to not run them but MM could be replaced with Skirmishing or other stuff. Discuss!!

[Idea] Ranger spec - hunter/tracker

in Ranger

Posted by: Dojo.1867

Dojo.1867

Hey! I made a thread with the tracker theme a week ago.

https://forum-en.gw2archive.eu/forum/professions/ranger/Creative-New-Elite-Spec-Pathfinder/first#post5910345

Would be cool if you leave a comment there!

Leeto gives us his opinion on Ranger

in Ranger

Posted by: Dojo.1867

Dojo.1867

I am the last person that wants to justify this stuff and the only thing about pets slightly overtuned is brizzleback f2 (rest rather way too weak) but people here selling “killing the pet” as the ultimate solution must be joking. This is almost never worth it and definitely not if you actually want to kill the druid 1on1. Or atleast force the decap.

Bristleback dmg output

in PvP

Posted by: Dojo.1867

Dojo.1867

Yes, Druid new pets are broken! They do insane dmg very fast, what would happen if a druid decides that runs a marauder/bersereker amulet, the kitten animal would one bit you?

It is funny how uninformed people are thinking the rangers stats would actually affect the pet. And those same people shout for pet nerfs. Most pets are still trash, especially most of the old ones and wyvern. Smokescale is completely fine now and you only really feel smoke assault if you are the only target (which is rather rare). Literally only thing that might need a slight nerf is brizzle f2 but I hope they also fix that it doesn’t hit at all very often due to different terrain levels if the decide to nerf it.

DRUID CRUSADER BURST BUILD

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Posted by: Dojo.1867

Dojo.1867

I am very certain protect me will lose its old functionality.

It was always awkward how SoS was (mostly) a better protect me and they are changing that by making both skills more unique.

Personally I like that. Druid is actually able to stay on point vs many classes and current protect me always caused a decap which was annoying and made it unusable to me. I disagree that the taunt will be bad against stuff like condi necro. Taunt never really is about dmg negation but more about cc.

What do you expect from the shout remake?

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Posted by: Dojo.1867

Dojo.1867

They said they wanted to add utility.

I have some small hope fo them going after the guard suggestion where you can activate the skill a second time to teleport to the pet (aka fleshworm).

Sic em obviously should stop interrupting other pet actions like f2 and also not require a target.

Protect me needs to get something unique to compete with the much better signet of stone, I’d say no longer stopping cap point contribution and only transfer 66% of the dmg but on shorter cooldown. This would make both skills more different. Obv pet should no longer stop to attack itself.

Last but not least search and rescue needs a much lower cooldown and full rezz speed. 85s is a joke. Since quickness will no longer influence rezzing this would be completely fine. Should propably also get an additional effect like making the pet run to the closest ally and heal him if he is not downed.

[Creative] New Elite Spec: Pathfinder

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Posted by: Dojo.1867

Dojo.1867

I was a bit worried that is feels like a thief ripoff. Then again Tricks is just the name for what otherwise are completely different skills and dagger just fits ranger as good as thief. Also the Tracking mechanic should promote a very different playstyle.

Btw as a not native english speaker. Would Tacker be a better name? Or Scout?

[Creative] New Elite Spec: Pathfinder

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Posted by: Dojo.1867

Dojo.1867

You are right about no tricks trait. The reason there is so much stuff focussing on Traces right now is because I kind of wanted to copy the Daredevil theme where the grandmaster trait dictates your playstyle. Without the 3 gm there are not that many and you are forced to chose there. Also you kind of suggested another trait that is bound to the class mechanic. :P I like that suggestion but it is imo a bit complicated considering that the Marked into Traces into Run over Traces is already a rather complex mechanic. Also what I don’t like about these is that they often turn out as a must have pick due to the cooldown reduction. I mean it is kind of obvious already that you want to play Tricks if you pick that spec. But what about:

Craftiness: Reduce recharge of tricks by 20%. Using a Trick grants 2 seconds of Resistance.

Throwing in multiple small ways to fight condis is better than having 1 or 2 must have traits imo (kind of the issue with core ranger).

For the Elite: Don’t you think it could be balanced by reducing the duration? Maybe 20 seconds? This directly influences the potency of the burst. I just like how flexible this Elite could be for playstyle: Burst damage, burst condi removal, condi spike, long duration stealth, long slow.

[Creative] New Elite Spec: Pathfinder

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Posted by: Dojo.1867

Dojo.1867

Nice to see someone that actually thinks this stuff is too strong. You are propably right but like I said it is kind of hard to anticipate how often the traces can actually be spawned.

The elite really does seem a bit too good I guess. Then again keep in mind that you, your pet or allies still can pick up traces even if the elite is running and propably they will do it. They would have to actively try to avoid them to make them all apply as a burst. So again hard to estimate how good it really would turn out. The pet applying 5 stacks seems strong aswell but then again pets often have a hard time to hit their targets at all. Maybe it should only be on autoattacks?

Also the traces already deal direct dmg baseline. The value of that dmg has yet to be decided aswell.

(edited by Dojo.1867)