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Druid Bugs [merged]

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Posted by: Draeyon.4392

Draeyon.4392

  • Lunar Impact did not blast
  • Quick Draw did not work with Staff OR CA skills
  • Couldnt reproduce it but pets were permanently stowed at some stage and could only be used again by recreating a beta character.
  • May have only occurred due to lag but when using Ancestral Grace, sometimes my character would stop at the location for a second or so before moving again

wat weapon and skill type u want for next ES?

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Posted by: Draeyon.4392

Draeyon.4392

Hammer and Stances like others have suggested.
Hard control melee weapon with a new set of utilities to help us frontline aside from signets.

Oh and I wouldnt mind a new weapon like a lance or a 2h battle axe if it followed a similar role.

Just want to also say that ranger does not need another ranged weapon (though I admit having a pistol or rifle could be cool). We need another melee weapon aside from Sword and GS.

Beta Weekend Druid Feedback Thread

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Posted by: Draeyon.4392

Draeyon.4392

Tried Druid mainly in WvW.
Used S/Wh + LB Power build for most of it but played around with Staff as well.

Bug: Quick Draw seems to proc when you swap to Staff or CA while in combat but it will not affect any skills used so there is no CD reduction from the trait when you swap to staff or CA.

Staff:
1. Add a 1s Burn to the Autoattack please
2. Either a pulsing damage or damage to enemies that the wisp hits would be good.
3. Add an evade or invuln to this skill please. Alternatively, convert it to a teleport.
4. Add 3 stacks of bleed to this skill.
5. Seems fine. Maybe make the Wall slightly bigger.

Didn’t really test the glyphs yet so no comments.

CA:
NO CA UNDERWATER??? (is this intended?)
1. Increase the radius please.
2. Seems fine.
3. Blast finisher not currently working. Once that gets fixed, skill seems fine
4. Seems fine
5. Since this is the only damage skill in CA, could the final damage be upped? Currently with 2600 power, it hits for 1231, could it be increased to by 30-40%?

Traits:
Natural Stride: Move to GM minor
Natural Mendor: Move to Master major. Also it would be nice if the duration on this trait got bumped from 6s to 10s though its not a huge deal.
Celestial Shadow: Could you increase the stealth and superspeed by 1 second?

Pets:

Tiger: Currently does not work underwater like other feline pets. Could the fury be swapped to stability, retaliation or resistance instead? Ranger already has a plethora of fury gain and currently no pet gives any of those boons which would be a great addition. Also increase the radius on this skill. The actual leap will take it outside the 240 range.

Fire Wyvern: Both Wyverns attacks seem slow and easily avoidable. Others have suggested ways to improve I believe.

Electric Wyvern: The static field from Lightning Assault doesnt seem to do anything apart from being a combo field. Could a CC or damage/vuln stacks be added to it?

Bristleback: Health too high. Has lower vitality than other pets but a higher Health Pool. Apart from that, seems fine.

Shadowscale: I don’t see the damage from this pet as a problem (others may disagree). Smoke Assault is what people are talking about if they say this is overpowered. I strongly recommend that if you do change its damage, please shave it off and not nerf it to the ground.

Shout UTILITY thread remade

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Posted by: Draeyon.4392

Draeyon.4392

I think someone suggested this ages ago but anyway:

“Guard!”: Add a second activation to either teleport you to the area that your pet is guarding or it trades places between you and your pet (you teleport to the GUARD AREA, your pet teleports to you, 1200 range max), either would work.
Increase base CD to 18 or 20 seconds. Don’t know how long you should have to activate this second skill. Maybe 6 seconds after use?

“Protect Me!”: Like others have said, add some sort of boon/s to the pet. Protection, Resistance, Retaliation and fix the skill so other shouts/commands don’t overwrite it.

“Search and Rescue!”: I think there needs to be 2 versions of this skill, 1 for the trait and 1 for the utility. Trait should function as is. Utility should have be a 1200 ranger AoE so you can direct the pet where to revive someone. Also, give stability (2-3 stacks) or stealth to the pet for both versions of the skill.

Also, if removing 1 condition when activating a shout could be baseline for all shouts, it would go a long way.

edit: hit post instead of preview, updated to include the other 2 shouts

(edited by Draeyon.4392)

Druid Build Brainstorming [Templates for BWE]

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Posted by: Draeyon.4392

Draeyon.4392

Depends on how healing power scales with Druid skills but ill try something like this at first
http://gw2skills.net/editor/?vNAQNBMhNYkRFaYx+VgrFCEClP7zwtvleAU1A-TVCEABJcIAEUJYnq/olyP62foD9BIcEAA4BA8wJAgUA+tMC-w

Druid Traits: Druidic Clarity, Natural Stride, Ancient Seeds

Swap in Staff for Longbow.
Swap out SotP for Glyph of Unity
Last utility spot will be for Glyph testing (Signet of the Wild will be there in WvW though)
Pets: Smokescale + Wyvern (either one, will swap in Wolf as needed)
Oh and running warhorn just for that extra blast with the new combo fields from pets.

If healing scales terribly though, I will just run a power build with strength or pack runes instead.

(edited by Draeyon.4392)

We Heal as One Feedback [merged]

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Posted by: Draeyon.4392

Draeyon.4392

Tried testing out the might stacking.
I can safely assure everyone that you can still achieve 25 stacks of might for 10 whole seconds.

You just need to run MM and NM, use 3 signets (traited), Warhorn 5, Jungle Stalker F2, WHaO and AA with sword while under the effects or RoA.
Still completely viable in all games modes (though I only did the testing on an indestructible golem that doesnt fight back but I assume it works for all modes like this).

Enough with the sarcasm though,
definitely not worth the boons you get from the Heal.

Please remove the might cap from WHaO.

Please increase the duration of boons transferred for both WHaO and Fortifying Bond.
Example:

Might (or keep it at 10seconds, either way) , Fury, Swiftness, Regeneration, Aegis: 9 seconds
Retaliation, Vigor, Stability: 6 seconds
Quickness, Protection, Resistance: 3-4 seconds.

And those are my thoughts on the matter.

We Heal as One Feedback [merged]

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Posted by: Draeyon.4392

Draeyon.4392

I do not mind the WHaO change aside from the 3 might stack cap. You have to give up your heal for it. This is literally the best example of risk vs reward that you could come up with at least with respect to GW2. At the very least, up the might stacks given to around 8-10 if the balance team insists on have a might stack cap though my personal opinion is there shouldn’t be one.

Even if the might stack was 8~10 it wouldn’t really be a reward, there is no reason to ever use WHaO again.

You probably quoted me right as I edited. Like I said, I don’t think a might cap is necessary but upping the cap is better than not if the people who balance are adamant that there should be one but again, I strongly disagree with that notion.

We Heal as One Feedback [merged]

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Posted by: Draeyon.4392

Draeyon.4392

I do not mind the WHaO change aside from the 3 might stack cap. You have to give up your heal for it. This is literally the best example of risk vs reward that you could come up with at least with respect to GW2. At the very least, up the might stacks given to around 8-10 if the balance team insists on have a might stack cap though my personal opinion is there shouldn’t be one.

(edited by Draeyon.4392)

Might Stacking Power LB

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Posted by: Draeyon.4392

Draeyon.4392

Will probably drop SotW for QZ and keep SotP as the stab.
With this build, you get 18s of quickness with a 42s downtime.

(edited by Draeyon.4392)

Might Stacking Power LB

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Posted by: Draeyon.4392

Draeyon.4392

http://gw2skills.net/editor/?vNAQNBjYDbkSF6XxGWwiF4axAhQ5z+Mc7bpHAVdPvteKcxKnMB-T1CEwAJeIAp2f4pShoKD4qEUqSOWqrg4CA0R3DgjQgLVKIFgXLjA-w

Gonna try that in WvW.

Currently, Jungle Stalker F2 + WH5 + WHaO gives an instant 24 stacks of might for 18seconds so theres a 12second period that it doesnt cover (SotP should cover this period nicely at least for the 1st rotation)
Jungle Stalker is not fundamental for this build to work but it decreases the ramp-up time to basically 0 and the only major cooldown you waste is your heal so pet management will be very important(Fire Wyvern with 1-2 blasts can replace it in HoT)

Could drop SoR + SotP for Entangle and Quickening Zephyr/Lightning Reflexes and take WK instead of EB.
Will test to see which gives better sustain/bursts.

Plan to go with MM/NM/Druid with WHaO + 2-3 signets + Glyph Elite (maybe) in HoT.

[Suggestion]Spirits - Make them Wisps!

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Posted by: Draeyon.4392

Draeyon.4392

I like this concept.
My suggestion: remove the boons and aoe increase from the GM trait, but add a CD reduction and the ability for spirits to have 2 actives before being destroyed (spirits would not take damage but would still die with active activation). Adjust CDs and spirit durations accordingly. Also add a really obvious animation for the elite active for counterplay. Makes base spirits decent but also makes taking the GM trait over Protective ward worth traiting for.

Balance Changes

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Draeyon.4392

Just a suggestion to help those of us with multiple rangers.
Can unlocking the Juvenile Pets be account bound instead of character bound?
Only my 1st ranger currently has all the pets unlocked. My other 2 have about 4 or 5 each.

Superior Rune of Strength?

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Posted by: Draeyon.4392

Draeyon.4392

Would like to point out that if you ran Strength Runes with the food Fried Golden Dumpling, you have 65% Might duration (20% boon, 45% might) and that is not even with Nature Magic or a bountiful utility.
So you can essentially double whatever the static duration will be. If its 10s, the might stacking will still be real.

edit: Something like this
http://gw2skills.net/editor/?vNAQNBjYDXkSFKZBuWI0JUegHAF+LUXYA-TVSGABA8QAEUlAQ2foIlYAquiUKBHS5RgqQQhuBSBE4UL-w

Left things blank depending on playstyle and game mode but ye. still pretty good.

(edited by Draeyon.4392)

Druid Reveal Feedback Thread

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Posted by: Draeyon.4392

Draeyon.4392

Would it be possible for some of the new condition removal skills/trait to affect the ranger’s pet as well?
The 3 that I saw were Seed of Life (CA2), Druidic Clarity (Adept Trait) and CA Glyph of Alignment.
I dont think Seed of Life could be changed given its a 1200 range ground targeted AoE skill but could 1 (or both) of the other sources affect the pet by default?

Druid Reveal Feedback Thread

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Posted by: Draeyon.4392

Draeyon.4392

If you put it on passive or no target, the smokescale probably could be close enough to put the field in reasonable range.

I don’t really have time for that and leaving pets on passive, permanently, doesn’t seem to work, either (they just start attacking, anyway).

I often suffer from skill lag and really bad fps in zergs and by the time I realise I have to stealth, I normally need to do it right now.

Not try to get an unresponsive, slow pet, to return first, before I can use it and even then, only for 6 seconds (with no other options to follow up with).

You can potentially get 3-4 blasts (depending on traits) plus a leap on the smokefield (need to test this of course). Also if you are running longbow, Hunter’s Shot should give you plenty of time to get to the pet for the combo field. I always have my pet on passive during wvw zerg fights, it will be stupid and die on its own if you don’t. Those are my thoughts on it anyway. As you can see I have already jumped on the Smokescale meta pet ship

Bring Zealot's recipes back?

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Posted by: Draeyon.4392

Draeyon.4392

Well hopefully there is some way to get the recipes in HoT aside from those currently on the TP.

Bring Zealot's recipes back?

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Posted by: Draeyon.4392

Draeyon.4392

Will Zealots recipes be making a return anytime soon?
Or could Zealots recipes make a permanent return and by extension some way for sprockets to drop?

That is all, thanks.

Will Vine Surge affect the Ranger as well?

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Posted by: Draeyon.4392

Draeyon.4392

Topic title:
I know its only just revealed but figured I would ask it anyway.
Will the staff 4 skill ‘Vine Surge’ remove conditions (chill, cripple and immob) from the ranger as well or just our allies?

Anyway, that is it.

Thanks, Draeyon.

Druid Healer Confirmed - Feedback [merged]

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Posted by: Draeyon.4392

Draeyon.4392

Oh, and I am loving Seed of Life + Druidic Clarity.
The condition removal on Druid is real.
Makes builds a bit more free with their choice for trait lines now (obviously, you have to spec into Druid or WS for some good condi removal but at least there is a choice now).
Need to fine out the downtime on CA before I jump ship but definitely interesting.

Druid Healer Confirmed - Feedback [merged]

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Draeyon.4392

Wont know until its tested but I am hoping that any weapon swap traits proc when you enter/leave Celestial Avatar.
Could be insane to have Quickdraw proc with Lunar Surge (CA3) or Natural Convergence (CA5).

Let's Talk About The New Pets

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Posted by: Draeyon.4392

Draeyon.4392

Smokescale definitely looks like it is the new top tier pet (move over Wolf)
If its damage was indeed without BM, i foresee that burst skill getting scaled down by 20-30% at least. Hopefully not more than that because those skills are usually on a 30-40s CD and have some sort of condition for activating.

Fire Wyvern looks interesting as well. Another fire field for either might stacking or Flame Aura/Burning Projectiles.

Bristleback looks good as well but wish it applied a different damaging condition on its F2 activation (torment maybe?). Oh well.

Btw, does anyone know if the 5 pets revealed are the only pets being released in HoT?

edit: Oh it did have BM? Unsure what the numbers should be base then but I know if you can control when the Smokescale does that shadow skill, procing Signet of the Wild + Sic Em would do some insane damage.

(edited by Draeyon.4392)

More Stealth without traps!

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Posted by: Draeyon.4392

Draeyon.4392

Leap + Smoke is still stealth.
Case and point: Thief Blackpowder + Heartseeker.

Dont know which trait lines will be best yet but I will be trying either MS+BM+Druid or WS+BM+Druid first.

Call of the Wild + Clarion Bond (if the smoke field persists when the pet swaps out) + Lunar Impact (Astral Force 3). Combo into that We Heal as One and thats alot of boons and stealth

More Stealth without traps!

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Posted by: Draeyon.4392

Draeyon.4392

So, the new pet, Smokescale creates a smokefield.
With all the blasts and leaps ranger has, what are peoples thoughts on it.
From the duration in the reveal, looked long enough to get about 3 leaps/blasts off in it.

Definitely going to try it out on a S/WH + LB build.

I dont think it will but would be awesome if the change to We Heal as One included stealth.

Anyway, its going to give ranger good options for re-positioning and disengaging at the very least.

how do you beat dp thief?

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Posted by: Draeyon.4392

Draeyon.4392

3 questions.
What build do you run?
What game mode, WvW or PvP?
What type of D/P thief, the normal power build or that cheese perma stealth?

Typically, a condi trap ranger or a power longbow ranger are hard counters to a zerk d/p thief.

(edited by Draeyon.4392)

Marksmanship - Lead the wind?

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Posted by: Draeyon.4392

Draeyon.4392

Depends on what you are doing I guess.

If I use a LB as my main weapon in wvw, I take RtW over Remorseless easy.

Remorseless is mainly good for procing sigils or if you run a GS build.

Karma Temple Armor Salvageable as Well?

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Posted by: Draeyon.4392

Draeyon.4392

The request is more for the fact that if you place an expensive rune into the armor, you cant recover it (upgrade extractor is a choice obviously but too expensive in comparison to almost all runes)

Karma Temple Armor Salvageable as Well?

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Posted by: Draeyon.4392

Draeyon.4392

With the confirmation regarding WvW armor being salvageable, will the change also be made to the temple armor that can be purchased with Karma in the areas of Orr?
Could simply be made that when salvaged, gives back the rune (BL Salvage) + x amount of Drop of Liquid Karma (or any of the others karma potions depending on how much karma the devs would think would be a reasonable return)

With the plethora of karma armor available, I am specifically asking for the level 80 exotic armor and trinkets (since you can add those jewels to them) that can be purchased from the temple vendors in orr though if other people think more gear needs to be included, feel free to leave a comment below.

WvW Armor Confirmation:
https://forum-en.gw2archive.eu/forum/game/wuv/WvW-gear-salvage/first#post5452392

Please listen to the WvW comunity

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Posted by: Draeyon.4392

Draeyon.4392

Why has this devolved into a GvG argument when the point of the thread was criticising the new Desert Borderlands?

On topic, I like most of the design of the new map but:

  • Some of the keep/tower designs make defending really easy and sieging really hard.
  • New champ lords are challenging but honestly some of the veterans seem a bit stronger than they should be.
  • Those new Banners are way too strong (an internal icd should be placed on the banner for a start just like how siege is).
  • Map also seems a bit too big but I haven’t actually played with a proper zerg yet.

CttB! no underwater version?

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Draeyon.4392

Is this an oversight?
Currently no underwater version “Chilled to the Bone!” even though all the other shouts are available.
Anyway, can it be made one please

Legendary Weapons/Armor suggestion

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Posted by: Draeyon.4392

Draeyon.4392

Dont know if this has been asked for before or if there was an official response but anyway.

Straight to the point: Is it possible to make it so that Legendary Weapons/Armor can absorb Sigils/Runes?
Basically make it so that once a sigil/rune has been applied to them, it can be swapped in and out with others that have also been absorbed.

Pretty much asking for this because of the announcement to legendary armor but would like it to include the weapons as well.

That is about it anyway.
Thanks.

Mistward Armor?

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Posted by: Draeyon.4392

Draeyon.4392

Day 1. Free.

Well that is what I hope for anyway but I dont mind having to earn them, so long as they dont time gate the method to obtaining them or make it a grind.

Frost trap should crit

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Posted by: Draeyon.4392

Draeyon.4392

Have ran a power frost trap build in the past but that was before the damage was added (was about 5-6sec chill per pulse).
Was actually sad about the damage addition since it made using frost trap less desirable on a trap rune build (to me anyway) and was also really sad that they removed damage from thief traps to stop them being revealed (guess the devs dont want rangers to have that much invisibility).

So, I would prefer the damage be removed from Frost Trap again.
Condi trap builds dont really need direct damage, specially something that will crit for like 350.
The damage doesnt help power builds since AA does more damage.
It would also make running frost trap + HS + trapper runes a somewhat viable option for power builds (even with the condi damage messing up min/maxing)

And that is my 2 cents.

Theorycrafting Solo Roamer

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Draeyon.4392

http://gw2skills.net/editor/?vlAQNAW8nnvNWNS6JrJRZlBlsryfSYV5QJYscrkFNFht862qzyFsNwiIA-TFCGABDqehRKpSSZAVKBXUFFlUqAwTAoMdDkCQPlRA-w

Probably going to run something like that.
Dont know if hammer or staff will be better but I can always carry both.

2nd sigil could be anything really. Energy, Air, Bloodlust, Hydromancy, Leeching (if you want more Heal/life steal) or even Cleansing if you need another condi clear (this build sorely lacks it).

For more healing in this build
Trade out Incensed Response for either of the other 2 traits.
Run Vampirism Runes (have 25-30% base crit chance since less fury procs)

For more Fury
Runes: Pack, Rage, Citadel or Evasion (have no idea which would be best, probably Pack or Rage)

For more movement speed
Runes: Travelers, Centaur or Air maybe (have 25-30% base crit chance since less fury procs).

And that is pretty much how I intend to run my Revenant.
Need to test out mobility and fury uptime during the next BWE to see what runes and sigils would be best.

(edited by Draeyon.4392)

Ventari's tablet underwater

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Posted by: Draeyon.4392

Draeyon.4392

Probably the easiest way for the Tablet to work underwater is that Ventari’s Will will just move the tablet to your current position when activated. The only skill that would need a rework underwater is the elite and simply for how the fragments work underwater (old engi med kit comes to mind). May also have to increase the range on the utilities to around 350 or so but it would work.

(edited by Draeyon.4392)

Sword 3 - an evade?

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Posted by: Draeyon.4392

Draeyon.4392

The skill is very telegraphed and on a 10sec icd. Evade/block the attacks and the main source of a dps revenant is gone.
Also, if you run as a group, Sword 3 tracks you and will shadowstep towards you at the end. You can actually pull the revenant to where you want if you are quick enough.

Powerbuild: shiro/glint/jalis

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Draeyon.4392

Im thinking of going something like this for WvW.
http://gw2skills.net/editor/?vlAQNAsXinXNuNSqJ7JRBlZlsfyrS4QZVJYrcsEFNFRd2ugtBS0A-TVDEwAwUhw++DPVKEVJDhHAwWlgSVGxSdFEnAgO6DAcEAecIAcpSgogyI-w
(Axe is placeholder for shield)

Legends: Shiro + Jalis

Traits: Devastation + Herald (new trait line) + Retribution (or Invocation, dont know which of the 2 will offer the better survability)
Herald Traits: Radiant Revival (if WvW/PvP), Bolster Fortifications, Soothing Bastion (Enhanced Bulwark is the Defiance Bar is easily broken)

Weapons: Sword/Shield + Hammer (or Staff, depends on what I am doing)

Also, Traveler Runes for roaming/gank, Hoelbrak or Strength for zerging

[Feedback] on Revenant Beta

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Draeyon.4392

My thoughts of Revenant based on playing it solely in WvW (mostly roaming gank).
Revenant was fun to play. Mostly stuck with S/S and used Hammer as I need to (for range or reflect).

  • Hammer was relatively slow but I guess it makes up for it with its big bursts (2 and 5 I think?)
  • Sword damage seems reasonable if you can hit Unrelenting Assault (easily telegraphed though) though other threads have stated that it can be buggy at times. Would love a chain skill after activation to stop the assault mid way since an enemy can move back towards his friends and thus pulls me with them.
  • Btw, I was refering to Sword damage vs a single target. Damage seems to scale better for the Revenant the less people there are, same with self sustain.
  • Sword utility is also good. Good CC’s if you can hit the skills.
  • Damage mitigation is there and in somewhat plenty supply, it just requires a bit of know-how but the energy cost debate can be left to others.
  • Stability: Please add a source of self stability (i.e. a 5 stack skill). Wasting a dodge or standing in Inspiring Reinforcement can be deadly in WvW. Maybe add it as a skill to the last Legend?
  • Movement/Swiftness: Revenant sorely lacks any source of swiftness. I ran Traveler runes during the weekend but having to solely rely on them for speed decreases build diversity. Mobility wise is great while in combat but having to rely on a target can be frustrating. Adding a leap skill or an aoe teleport (such as shadow step/blink/lightning flash) would help greatly with Revenant movement.
  • Energy Depletion Out Of Combat: Can you please change the way energy is depleted when you just leave combat? I get that it should be something built up while you are fighting but instantly losing half your combat/survival pool simply because you were out of combat for 1second seems a bit absurd to me. Anyway it could be changed so you lose it at the same speed you gain it maybe?
  • Also boons in general seem to be a bit lacking but this could just be how I played the Revenant over the weekend. Will be enthusiastically awaiting the next weekend since the last Legend looks like it is going to be revealed this week.

That seems to be it from me. Can’t remember anything else that I noticed.

(Listing what I ran simply so people can inform me if my suggestions are already available as a different playstyle)
Legends: Shiro + Jalis
Weapons: Varied between Sword/Axe + Staff to Sword/Sword + Hammer
Traits: http://dulfy.net/gw2traits#build=AgYFfAKsA5w~
Equipment: http://gw2skills.net/editor/?vJAQNAscCA-ThRLwAvUi9Q9ns7PAQfANlExUOQKgIWGB-e About 3k less health since its the warrior template.

Suffer! Clarification please :D

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Posted by: Draeyon.4392

Draeyon.4392

Hey to all the necros out there who have played/tried the reaper.
With regards to the shout Suffer!, the tooltip says it transfers conditions to each foe you strike and that 1 condition is transferred.
My question is if I hit five enemies, does it transfer 5 conditions from me to them (1 for each) or do it take 1 condition and give it to all 5 of the enemies?

Thanks,
Draeyon.

[WvW] What is the Burn Guardian build?

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Posted by: Draeyon.4392

Draeyon.4392

http://gw2skills.net/editor/?vVAQNAR8PlsAhyhY3QgfIOCIqcC2gRoNAeg38utRQGA-T1CEwAsVrw++Dj0NsVJITlYGeAATVSITVFAHBgGXEAoKHIFgfKjA-w

What I roughly run when I run my hybrid guard.
JI + Whirling Wrath can stack between 5-10stacks of Burn and does about 4-5k damage if Fire sigil (or Air, whatever you prefer) procs as well.
Last utility slot is either SYG or Purging.
Also, can swap Fire Flank Steak for condi duration food if ya want, I run Cactus Fruit Salad when I do.

Build varies depending on who your facing but is fun to play anyway.

Tides of Time Thought/Suggestion

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Posted by: Draeyon.4392

Draeyon.4392

Hey,
dont know how others find the functionality of this skill’s combo field but it seems really weird in trying to combo with it (especially with the low finish’s mesmers have, I think you can have 1 per weapon set?)
Anyway, my thought is that changing it from a field to a projectile finish (or even a blast at creation) would give mesmers more combos to pull out especially with the new well skills you have available to you.

I also realise this could be a stupid suggestion looking at how the skill works so people are welcome to let me know how they are using this skill if it functions well for them

Thoughts/feedback/suggestions?

(edited by Draeyon.4392)

[Bug] How 2 skip air keep outer gates/walls

in WvW Desert Borderlands Stress Test

Posted by: Draeyon.4392

Draeyon.4392

All you have to do to get past the outer of Air Keep is to jump as shown in the OP’s screens. That is it. Its a very easy jump at that.

Anyone else having a really slow download?

in WvW Desert Borderlands Stress Test

Posted by: Draeyon.4392

Draeyon.4392

25mb downloaded in an hour and a half.
Who knows, might finish downloading by Saturday…

MDG needs more thought.

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Posted by: Draeyon.4392

Draeyon.4392

Pretty similar to your number 4 suggestion but

MDG: While in combat, you and your pet gain 3-4 stacks of might for 8secs every 10seconds. +20% Might Duration for you and your pet.

Didnt know how many stacks to put on it, since it requires just slotting it to use, maybe 3 would be better.

Spirits now more pointless than ever

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Posted by: Draeyon.4392

Draeyon.4392

Oh, just saw this thread about spirits while I was posting this in another thread, just putting it here for discussion I guess.

My Suggestion would be for them to stay how they work now, make them something that cant be targeted (like banners) and keep the self destruct on active use but maybe add like a combo field or blast finisher to their actual death.
E.g. Water spirit – Water field, Frost – Ice, Storm – Lightning, Sun – Fire, Stone – smoke/dark (or even a muddy terrain)?, Nature – light. 2-3 sec fields for heal and utilities, 5 secs for elite.
After that, just adjust their effects (and trait effects) accordingly. At least that is how I would adjust it if they keep the spirits stationary as they are now.

Ranger needs love, ANet.

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Posted by: Draeyon.4392

Draeyon.4392

Oh and Spirits in general need to be buffed or given a complete overhaul.

My Suggestion would be for them to stay how they work now, make them something that cant be targeted (like banners) and keep the self destruct on active use but maybe add like a combo field or blast finisher to their actual death.
E.g. Water spirit – Water field, Frost – Ice, Storm – Lightning, Sun – Fire, Stone – smoke/dark (or even a muddy terrain)?, Nature – light. 2-3 sec fields for heal and utilities, 5 secs for elite.
After that, just adjust their effects (and trait effects) accordingly. At least that is how I would adjust it if they keep the spirits stationary as they are now.
Also, sorry if someone has already mentioned this sort of idea.

(edited by Draeyon.4392)

Ranger needs love, ANet.

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Posted by: Draeyon.4392

Draeyon.4392

Just off the top of my head with regard to GM traits.

MDG: 3 stacks of might (8 secs) applied to you and your pet every 10 secs while in combat and add a passive 10/20% increase to might duration.
Gives a constant boost to both direct damage and condition while also providing synergy with other ranger traits.

Empathic Bond: Change it so that your pet cleanses condition from you instead of transferring. The trait doesnt function if the pet is dead and the trait itself damages the pet. Seems counterproductive.

Invigorating Bond: Dont know what to do about that but I would never take it as is. Maybe your pet’s F2 grants resistance for 5secs to you (with a15s ICD) or grants 5secs resistance to allies (with a 30s ICD)

edit: Would also love to have a trait that provides the ranger with +25% movement speed. Maybe do something else with Invigorating Bond to add it as a NM GM trait.

(edited by Draeyon.4392)

Post specialization ranger

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Posted by: Draeyon.4392

Draeyon.4392

Gonna try this out for Melee Ranger WvW
http://dulfy.net/gw2traits#build=AgUB2APYBeQ~
Greatsword + Sword/Wh
Heal TBD, Lightning Reflexes, Muddy Terrain, SoS, RaO
Heal could be HS or TU, waiting to see numbers and stuff. If HS becomes signet (hoping but people say trap most likely), then HS all the way.
Pets: Fern Hound and Ice Drake maybe?
Signet Mastery and Beastly Warden are the traits that will be wait and see.
Remorseless is definite but wanna see how it works with the RaO fury pulses.

edit: pets could also be Alpine Wolf, Brown Bear, Jungle Stalker, Red Moa. The lower the F2 cd, the better, if Beastly Warden procs for 3secs or so, taking it easy.

(edited by Draeyon.4392)

Not Zerker power armour sugestions

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Posted by: Draeyon.4392

Draeyon.4392

15% after the update if you run spotter (which will be in skirmishing) without any gear. 21% with a zerk weapon. Perma fury is also very viable when the change hits as well. Not to mention If you run remorseless, opening strike (guaranteed crit) will be reapplied on Fury gain which is very easy

edit: Btw, with a Power Greatsword build like this, what will be the standard skirmishing GM trait? Strider’s Defence, Quick Draw and Most Dangerous Game all look really good.

(edited by Draeyon.4392)

Not Zerker power armour sugestions

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Posted by: Draeyon.4392

Draeyon.4392

I would suggest you figure out how much Valk (PFV) you want from your armor as you cant get pure ascended valk accessories unfortunately (Can get ascended valk weapons though). Atm, if you ran full skirmishing, you have 18% crit chance and if you ran spotter, it goes up to 25%.
Myself, I would go a mix of valk and cav armor if I were to run 6 in skirmishing,

(edited by Draeyon.4392)

Rangers

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Posted by: Draeyon.4392

Draeyon.4392

1- Get close then knocked back
2- Rapid fire.
3- I dodge/evade/block (evades and blockes have a huge cooldown).
4- I close the gap and get the ranger to 20%.
5- He pop signet of stone and repeats his damage rotation that i can’t block as it’s all .on cooldown, i dodge half of it and go to 2/3 hp and then to 1/2 from auto attack.
6- He heals up to full.
7- Binding Roots.
8- I’m usually dead as he hits me again with that rapid fire.

Solution: Use your heal skill (every class has one).

Yes i will use my Healing Signet Slow clap………

Stab and CC.
Done. Most rangers will be screwed after that (I main Power LB Ranger so your aware)
And for Entangle, all I can say is dodge.
Reason I never engage a guard or war if they run Hammer unless I get the jump.

I assume you run Warrior? Run Hammer + Axe/Shield. Trait for reflect on block and done. Shield reflect rapid fire. Stab + Hammer cc chain and game over, most lb rangers would be downed by then.