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Your pet names

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Eurantien.4632

Ever since birds were super OP. I have named them after whatever I think is the most broken mechanic in the game.

Fiery Greatsword
Burning Speed Evade Frames
Burning Scaling
Daze Mantra
Rampage
Lich Form

Just depends on the balance at the time.

Ranger's Pet Not Activating in PvP

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THIS IS A FIXABLE PROBLEM. READ THE THREAD.

Another nerf condi thread

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Eurantien.4632

Confusion should not do passive damage per second in PvP. That’s the biggest issue at the moment.

Druid and moment of clarity

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Eurantien.4632

I think a 15 second cd on arguably the best heal on Druid might be too much of a nerf.

What do you think about the daze build? Think it can make power ranger have a higher impact on higher level play?

Hard to say. I think if they universalize Astral Force generation across druid without being forced to use Troll Unguent it will open up a lot more build diversity. If they do this, I don’t think marksmanship would be the strongest trait line for druid. + I don’t think dazes are very strong. You can still move, and dodge. Just have to see how it plays out.

Can we please give Power Lock

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Eurantien.4632

A cast time would make this most useless. What about leaving it instant cast but give the skill itself a cast time like it charges up a purple glow on the Mesmer that then stuns the target. Or something easier, like turn it into an instant cast projectile? That way it’s like ele arcane bolt. Fast moving, instant cast, but it does have counterplay. Then have slightly different shades of pink/purple for pain and powe spike.

So Hype For Druid! But.. Its Kinda Boring.

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Eurantien.4632

While the complexity has highly increased for PvP, I think it would be pretty boring for most PvE and dungeons.

Druid and moment of clarity

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Eurantien.4632

I think a 15 second cd on arguably the best heal on Druid might be too much of a nerf.

Longbow in Raids

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Eurantien.4632

Depending on how you want to handle it, longbow can be very useful for the first raid boss since he is always running after someone it can be hard to melee. It will probably be just as useful in other instances as well.

Place in pvp meta?

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Eurantien.4632

I think the ranger is strong right now, however as Fluffball has stated, everything is going to change on the 23rd.

Ranger's Pet Not Activating in PvP

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Eurantien.4632

sPvP Fix List

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Eurantien.4632

Maybe if they implemented a league system it would help with some of this stuff…

Ranger downstate

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Eurantien.4632

They would have fixed this if it wasn’t intended by now.

Ranger downstate

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Eurantien.4632

I will trade you one downed state pet mechanic for a downed state teleport.

Bow should not be Mandatory

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Eurantien.4632

Ele isn’t so strong since the last update. Unfortunately this “meta” at the moment where rangers are strong (imo) will only last for 2 more weeks.

Bow should not be Mandatory

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Eurantien.4632

Its a jack of all trades that can fill a role as needed as the game goes on. Right now it can 1 v 1 pretty well, it can +1, it can “troll” far pretty well, and it can kinda hold node when it needs to. + Unlike some other professions the team fight presence of a ranger is definitely felt.

Bow should not be Mandatory

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Eurantien.4632

Power ranger is viable at top end PvP Puck.9612. More so now than it ever has been.

Raids excludes players, and it's ok.

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I will try raids. If I can’t handle I will go back to my PvP end game.

Bow should not be Mandatory

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You can succeed running full melee power ranger and just win all your 1 v 1s. That would make you viable. It’s not easy, but bows are by no means mandatory imo.

Unidentified Swirl Effect

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Eurantien.4632

The bug of this that affects swoop should leave you with a flapping eagle animation (of swoop). I believe this is the third GS auto attack swirl bug.

Ranger's Pet Not Activating in PvP

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FIX stow weapon plz

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Maybe use one of your other 28 skills? You don’t suffer from weapon swap, something should be available.

Disconnect Rules for Pugquest

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Runes of vamp are lame!

Ranger's Pet Not Activating in PvP

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Your only hope is to try and break out of a map and get to water.

Irenio, the Savior of the Forgotten Huntsmen

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Eurantien.4632

Currently its ALMOST viable for PvP. If it gets nerfed in anyway though… it might not be able to stand up to the competition unfortunately.

Beta Weekend Druid Feedback Thread

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Eurantien.4632

funny thing is, I wont be surprised if the “reward” end result healing (with healing stats) is no different than what it is now base. So all an all it could just be a straight up nerf to healing (if it forces you to respec, loosing damage, just to get the same value, well, you know…)

This is what I fear might happen. It’s been done before, please don’t repeat this, Irenio!

Especially since druid has little defence as is. In terms of PvP even if the numbers were twice what they are with 1000 healing power the druid can just be focused down in a team fight when in celestial form and it wouldn’t even be able to heal.

Druid and Healing Power Scaling

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This can potentially slaughter build diversity with a single blow. In PvP there are only static stats available and too much of a change will make any form of a DPS druid inefficient as its damage AND its healing will both be subpar. Not to mention even with a clerics amulet on druid does not have enough defense to support its healing to withstand other players. That means if there is a viable build there will probably only be one.

Beta Weekend Druid Feedback Thread

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Eurantien.4632

Thanks for the tremendous amount of feedback regarding the Druid. I’ll be modifying swaths of the druid (and scrapper) to fix bugs and account for your feedback this week and reviewing things like glyphs effectiveness, celestial avatar skill differentiation, astral force charging rates and some of the staff skills.

In general the Celestial Avatar form’s base heals feel a bit too high and heal coefficients didn’t feel rewarding enough to go with healpower stats. The heals themselves seemed to be working at decent values, so I’ll be tweaking the base heals down and coefficients up some in order to better reward selecting healing power stat combos as a druid.

There is no zealots gear in sPvP. A druid cannot be viable if its required to take too much healing power to be effective with the current amulet pool. As it is currently, if a druid is around and doesn’t use a tanky amulet anyway its super easy to out damage its healing especially since celestial form provides very little defense. As a consequence the relatively low survivability of a druid cannot be viable without relatively high base healing. Higher base healing also allows for more build diversity as it isn’t mandatory to take a healing power amulet, of which there are 3 options: Crusader, Clerics, Settlers. If the proposed changes aren’t done well then it is unlikely a dps oriented druid can be viable as it has to give up precision and ferocity with these amulets in order to properly be an effective druid. Either add zealots to PvP or be very careful please.

Top 10 Druid Forum Suggestions

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Eurantien.4632

Druid should not get access to more stability. It would be too strong for the base healing numbers it puts out.

funny GAME with FUNNY SHOT~ 1hit KILL YOU~LOL

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WHAT IS YOUR INTERNET SPEED! ITS SO SMOOTH!

Beta Weekend Druid Feedback Thread

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Eurantien.4632

Traits Review PvP Focused

Minor Adept:

Celestial Being: On par with every other specialization except scrapper which actually has a function.

Major Adept:

Cultivated Synergy: Great trait. Provides an option for condi clear, this is needed for ranger to break out of the commonly used Wilderness Survival mold for condi clear. Good adept tier trait with how Celestial Form works currently.

Druidic Clarity: Ok skill, has cool synergy with low cool down heals and also helps Troll Unguent be a burst heal. Good synergy with runes that provide a heal bonus as well, like Runes of the Flock or Runes of the Water. Still could use some slight improvements somewhere compared to the other traits. Good adept tier trait.

Primal Echoes: Good trait. Does it need an internal cool down? Good adept tier trait.

Minor Master:

Live Vicariously: Fine trait.

Major Master:

Celestial Shadow: Amazing trait. Provides a ton of utility not only in PvP for stealthing teammates to save them or while rezzing. Also works great for giving super speed. Wouldn’t change a thing. Good Master Tier Trait

Verdant Etching: Great trait if glyphs were slightly better. Not great at the moment. Could be a good master trait with some changes.

Natural Stride: Cool trait, great synergy with condition duration reducing runes like Hoelbrak or Melandru. Good Master tier trait.

Minor Grandmaster:

Natural Mender: Cool trait, could maybe be improved some how. Provides good bonus healing while throwing out all the heals.

Major Grandmaster:

Grace of the Land: Not a good trait! There should not be traits that passively provide buffs like this. There is already a lot of condition hate in the game because of condition clears. There does not need to be a -33% condition damage buff for PvP. People don’t like these passive traits.

Lingering Light: Ok trait, not great for PvP. Could have an added functionality. I can see its potential for PvE/WvW

Ancient Seeds: Amazing trait for druid. Helps give the druid some much needed CC to stay competitive. With what all the other professions can do, it is really easy for them to get out of the roots so it really helps to have this on a 10s CD. If this were to be changed and the ICD was increased then the immobilize duration per root tick would have to increase. Any runes or traits that reduce condition duration allow foes to just walk out of the roots. Thats why it is balanced with the 10s ICD (especially because its hard to CC every 10s to get a root anyway) because people can get out of the roots so easy. I wouldn’t change a thing and am most concerned about non-healing druid viability without this trait. This trait feels worthy of a Grand Master, the other two not so much.

Side Note: I love the current healing scaling on Druid. It allows for people to go into healing power and get REALLY big heals out to teammates but it also allows for druids without healing power to be more hybrid in terms of healing and doing damage. This is great because since the ranger lacks in comparison to the other DPS professions its cool to give them this nice distinction where they can still give out pretty significant healing!

Druid numbers from SPvP

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Eurantien.4632

My last game: 420k damage dealt. 470k recieved. 180k healing to allies. The build posted must be more tanky/healer oriented to get those heal numbers, such low damage numbers, and clearly the other team knew and didn’t want to hit him because of it haha

Could you share the screenshot? I mean just for prove your statement.

I uh… don’t know how haha. But I do have this screen shot!

Druid numbers from SPvP

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Eurantien.4632

My last game: 420k damage dealt. 470k recieved. 180k healing to allies. The build posted must be more tanky/healer oriented to get those heal numbers, such low damage numbers, and clearly the other team knew and didn’t want to hit him because of it haha

How do you counter Ele 2.0? Aka Scrapper.

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I’ve seen people pick up this spec and duel some of the best mesmers in the game (playing chronomancer) and win easily. I tried to duel it and couldn’t get its health past 75% as a druid. I don’t think anything can currently withstand its on point pressure and sustain. Yeah its kinds scary. MAYBE the standard boon corrupt cele necro could stand a chance. I doubt it though. Scrapper has a lot of condi clear and healing potential.

Irenio, Here is Your Fix for Druid

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I think you should post in the Druid Feedback thread.

Beta Weekend Druid Feedback Thread

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Druid:

Astral Force Gain:

Need a way to balance Astral Force generation among all the heals and all playstyles. Currently Troll Unguent is the most efficient and is the only true way to gain Astral Force consistently. Without Troll Unguent it is way too hard to gain Astral Force without Staff/Healing skills and makes druid not worthwhile. Even with Troll Unguent Celestial Form should feel a more fluid transition. Because of the difficulty of Astral Force generation Troll Unguent is being used not really as a heal but more for the purpose of Astral Force generation. By that I mean even if I am at full health I will use Troll Unguent just for the purpose of Astral Force generation.

- Suggestion 1: 2.5% off of critical hits.
- Suggestion 2: Increase the damage scaling based off of how much damage is being done? Right now it is very low.

- Concern: Cannot balance based purely off heals because if each heal gives X amount of Celestial Force as Troll Unguent is essentially doing then the best heal becomes the one with the lowest Cool Down. Need to try to avoid pidgeon-holing builds in this way.

- Concern: Troll Unguent will be changed so that it doesn’t generate as much Astral Force. This would be a mistake as nerfing Astral Force generation any further will force druid into using healing traits, weapons, etcetera in order to be able to even use Celestial Form. The rate at which traited Troll Unguent (20s) cool down generates Astral Force feels a tad under perfect for non-healing druid builds. This gives you Celestial form roughly once every 30s. This is because you can use Troll Unguent to generate about 70% Astral Force and then wait 10s and use it again to generate that last little bit. It would be awesome if Astral Force generation balanced around these numbers in order to get appropriate uptime for celestial form on non-healing focused Druids. Slightly more generation might be fitting but much less and non-healing focused Druids will not be viable at top tier PvP game play.

Astral Force Usage/Duration:

Currently if you pop into Celestial Form and pop out, you lose all Astral Force. This is not a nice setting for those who might want to run more DPS oriented builds because they might be using druid for the utility of the daze, or a quick stealth, or condi clear from traits. Those who are tanks/healers don’t really care because they can recharge Celestial Force so fast.

- Suggestion: If Astral Force generation cannot be increased as the above suggestions would like then put a cool down on Celestial Force (10s?) and don’t lose all Astral Force when leaving Celestial Form. This would help those who can’t generate Astral Force as easy. This would allow for an alternative for the non-healing focused Druid.

- Issues: Casting Signet of the Wild during Celestial Form cancels Celestial Form. From both the active signet and the trait.

Celestial Form Skills:

1. Really difficult to land the skill. Increase radius by 60? (Note: in team play I can land like 90% of these in solo queue I can land like 20%) This might just be a learn to play issue though.

2. Radius is pretty small. Increase radius by 60.

3. Good. The daze is strong, its very strong with Moment of Clarity as it scales to 6s. Daze is not very strong since you can still move and line of sight, so this might be ok. It is also difficult to run Marksmanship with Druid as there is not a lot of defense for the ranger to take. The defensive trait lines are currently easier to use and safer to use with the Druid, this might make the long daze from Moment of Clarity justifiable.

4. Good.

5. A little clunky. It would be great if one could move while casting this skill.

Staff:

1. Good. Heals/Does damage. I think this is alright.

2. Not super exciting for PvP. I understand it would be good for PvE for your front guys. Maybe the damage should be slightly higher?

3. Good skill, love that it does no damage as there is a lot of potential synergy that way with smokefields. Since it doesn’t do damage maybe an evade would be worth while? This however, would make it too good of an escape in my opinion. Suggestion: If cast within 450 distance = evade. If cast greater than 450 distance = no evade. This way the current functionality of staying in wisp without moving can stay, it becomes defensive and the skill has counterplay for an escape (just like Ride the Lightning).

4. Ok. The immobilize should be at least 2 seconds, it is a little short currently. Maybe this skill should do more damage?

5. Don’t know enough. I have very limited experience with walls.
Issues: Staff does not currenlty work with Quick Draw.

Glyphs:

These aren’t very competitive skills compared to the others available.

-Suggestion: Allow the normal Glyph and the Celestial Form Glyph to have separate cooldowns. Increase the cooldown of each Glyph by a 5? seconds in response.

Pets:

Can’t use new pets in sPvP at the moment. Testing the Smokescale in World vs. World the damage on the “skill 4” (4th skill listed on its UI) is a little bit too high.

- Smokescale Suggestion: Maybe remove the might stacking? Lower the damage or the power scaling slightly? 10% maximum!

- Concern: Too much of a damage nerf would make this pet undesirable compared to the competition.

Things to consider for future balance:

Ranger has limited access to stability and players will soon learn the ranger cannot dish out damage while in Celestial Form. That means once the ranger turns blue, it is time to throw all your damage at him. This means it is pretty likely the ranger will get stunlocked in higher end sPvP play. Compensating for this in other areas such as smokescale damage, or a lot of healing, or high daze uptime, might be appropriate in response to help balance out the Druid. My 2 cents!

(edited by Eurantien.4632)

Power Ranger/Druid Thoughts (PvP)

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Why was WHaO buffed in the first place?

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WHaO is already better than TU in pvp because it frees up a rune set since you get mobility from WHaO. + with regen it actually heals more than TU

Why was WHaO buffed in the first place?

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Honestly, I find the change to be somewhat of a nerf. Necromancers are very populat at the moment and healing just provides more boons for the necromancer to corrupt.

Trapper ranger

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p/p thief?

Pew pew them off point. When they die, dodge through their traps. Stomp them. Holding the cap if you can’t win the fight is pointless.

(edited by Eurantien.4632)

Rangers ...

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Good rangers would use your Kudzu. No one runs S/T A/D in high level play. If you are playing TCG and the like then lb should be you weapon of choice.

Why was WHaO buffed in the first place?

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Eurantien.4632

At top tier there are three options for a heal and if you are gonna run any of them you will have it traited. With the traited reduction we get the following “Base heal” numbers. I’m assuming in some of these lines certain traits are being taken, because if you aren’t running a traited heal or things like quickdraw… you’re doing it wrong.

Healing Spring
- Base heal: 206hp/s
- With a leap finisher: 260hp/s
- With 2 leap finishers (likely with quickdraw): 314hp/s
- Added pros: condi clear and regen

Troll Unguent
- Base heal: 427hp/s
- Added pros: 2 condis cleared

We Heal as One
- Base heal: 409.5
- Added pros: regen and swiftness

With the added benefits of regen and swiftness, allowing the ranger some much needed mobility and also freeing up a rune slot (since you don’t have to take something like traveler) we find that WHaO is in fact the best heal that we have despite its slightly lowered hp/s compared to TU. TU is good, sure. I am personally not a fan of WS whatsoever and find the extra condi clear on TU to be unnecessary in the given meta. TU also does not provide swiftness. So as it stand, WHaO is the best option. If that is the case? WHY would this heal get buffed? It doesn’t make sense to me at all.

As for Water Spirit… don’t make me laugh!

We Heal as One Feedback [merged]

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Crazy boon duration? Every class but ranger can might stack. Crazy swiftness, fury, regen duration? We already had that. Crazy protection duration? We already have that from WS and NM (what most rangers run these says). The only crazy thing was the quickness duration.

We Heal as One Feedback [merged]

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Protect me, Sic em, and Search and Rescue have their uses. Of all the shouts Guard is most in need of a change. Sic em just needs to allow for pet control. The other 2 are fine.

We Heal as One Feedback [merged]

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I use 3 shouts out of my 5 skills. Regardless of what they do with HaO. Shouts aren’t that bad.

We Heal as One Feedback [merged]

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Or just revert WHaO to what it was before. I don’t understand why this change was made in the first place.

PvP tournament rewards

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Only if we can do this Archaon: http://youtu.be/k2U0bb2JItY

3 Predictions on the Future Meta

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Eurantien.4632

You guys don’t even…

DRUID!

kittenING DRUID!

Thats the meta.
Thats the future.

This was hilarious though: http://www.youtube.com/watch?v=IrQQ9BHEstI

(edited by Eurantien.4632)

Stronghold trapped inside invisible walls.

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This is still an issue from the last BWE.

https://youtu.be/tUCYv2Z78ww

50% ranked win ratio unreasonable...

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60 something % solo queuing ranked here.

Edit: 63% since launch on my main, mostly solo queue.

(edited by Eurantien.4632)

Ancient seed elite trait

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Spike Trap is indeed a launch. It’s a straight vertical launch, but it’s a launch.

Yeah, it is a 1 second launch.