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Revenant needs revamp.

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Euthymias.7984

I don’t think Weapon Swap -needs- to be done away with, because they’ll then have to rework the class to be capable without it.

That said:
>Buff Jalis, polish Mallyx better, and patch up Ventari, and adjust their traitlines

There’s been so many threads about how each can be better. It wouldn’t hurt to try implementing a few of the fixes mentioned. The Devs keep taking and taking, but never compensating anything. It needs to change.

>Make Sword a better OH
Obvious. It has a good block, but everything else is just really sub-par. Why not a ranged pull? Why not a pulsing immobilize? If MH sword is our DPS, OH should be our lockdown tool. Shield also needs to be better after gutting the healing. Selfroot+crap heals is death with unblockables everywhere.

>Energy Consumption and Cooldowns
There needs to be something done here. Its ridiculous that we have to manage both energy and skill cooldowns as is, but some skills have too great of a consumption and some could use a slight increase on how little energy they consume…

>3 legends
This will bring a lot more utility to the profession. Core Rev can Spec for all three to a decent degree (making it stronger and more versatile) and possibly having Herald as an option for those who slot it. Even if they don’t give us more utility skills, being able to choose a 3rd supporting legend would immensely help.

(edited by Euthymias.7984)

Rangers aren't healers, Druid was a mistake

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Euthymias.7984

Druid follows a very similar philosophy to Spirit Ranger (party support through unique buffs) while also adding a “burst healer” role to the mix. Its not really everyone’s cup of tea, which is fairly understandable. That said, it “works” for what it seems to be meant to do (how well is individual opinion), but while I don’t mind it, I’d really want a spec that can change Ranger gameplay beyond the usual role of sacrificing your own DPS for the sake of the group.

(edited by Euthymias.7984)

[WvW] Melee option with LB?

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melee rangers are one of the toughest things to fight in a 1v1, especially now that druid increased their sustain. The only reason a warrior is a tough fight at the moment is because of the axe bug that let’s decapitate hit through evade frames.

This is in WvW where gear and food allow for more build variety.

I’m almost certain that Eviscerate/Decapitate don’t do that anymore.
Also, they’re tougher now because of the new Adrenal Health healing them for every Burst skill they manage to land over the course of 12ish seconds. It gives them a lot more staying power than before, and with SoM, the only option to reliably prevent that sustain is to evade.

Looking for druid build - no staff

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I still want druid for the prema swiftness and such. So run LB /GS with druid line sounds good?

Marksmanship/Skirmishing+BeastMastery+Druid
Works just fine. You can use traited Shouts for regen during battle to build AF, or if you want, swap Natural Stride for Verdant Etchings and slot in two Glyphs+2~3 shouts if you need their Seed triggers for cleanse/GotL during an encounter while still having swiftness uptime.

Its pretty flexible, I’d say.

(edited by Euthymias.7984)

Looking for a bit of guidance

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Euthymias.7984

My dream would be to have 1 build that works both in wvw and dungeon/fractal content. I don’t know why I find it so annoying to swap stuff around but I can’t stand it.

Plus I don’t have a single piece of ascended gear, and I’d like to not have to gear two sets. Based off this dream I guess I could ask if ranger is even the class I should be playing? Now I am not looking to set any records in pve content, so with that being said are there any playstyles for ranger that fit working in wvw and pve? If not, what are the biggest differences between a build geared for wvw and a build geared for pve, and how should I look to adjust?

Different settings can require varying build/utilities, but its not 100% necessary. It will also depend on what you want to do in those particular settings. You can run full Berserker for Low/Intermediate Fractals as well as Dungeons and general PvE, but it might not be a good idea in WVW unless you’re backlining or roaming. Not that its impossible, but just not easy.

Its still possible to contribute in some capacity regardless of game mode with just one armor build., but how you go about doing that effectively will definitely be decided by your build/playstyle. I’d still recommend not being afraid to experiment with your trinkets (at minimum) to add more Toughness/Vit and/or Healing Power if you feel its needed, or even to craft exotic tier gear of different stat types if you want to play a slightly different role (such as Raid healing) but for the most part, you should run with what you’re comfortable with and what works best for you.

(edited by Euthymias.7984)

[WvW] Melee option with LB?

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I really like GS as a weapon compliment for LB. Aside from passive evades on its AA, Swoop lets you chase or disengage/general mobility (with more evade frames, too) and has a guard against ranged pressure and a knockback that can throw someone off point. the extra pet damage+CC on Hilt Bash is a plus. Even if its not all too damaging, its still a very comfy weapon with decent utilities.

That said, my next choice would likely be Sword/Dagger or Sword/Axe.

What rune setup do you use for fun?

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I dont really find myself changing my runes a lot in PvE. I just stick with Trooper’s, but Ive been considering Hoelbrak for the heck of seeing how fast/long I can sit at maximum might. or trying Dolyak/Durability so I can PvE while being in a coma.

Pet F2 swap

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Lashtail Venom has 60s CD

Hmm, well cutting the cooldown to a fraction of that would probably be needed too. At least down to 25 seconds before counting the BM traitline, perhaps?

Please do not add more reflects in the game. There are too many already.

I dont see an issue with it. This would just make the pet an option to address projectile defense issues when we don’t have OH Axe for Whirling Defense. or Staff 5 and its limited area of effect. More utility can make up for its lower damage compared to other options.

Pet F2 swap

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A pet Reflect skill would be pretty nice. Would also give that Drake a particular use on certain builds.

What’s the cooldown on Lashtail Venom? If its not too long, it could really be attractive for additional CC.

The QoL List 2.0

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Wildhorn Notes: Call of the Wild also grants Stability (2 stacks) and Hunter’s Call strips boons. Warhorn skills recharge faster

Hunter’s Call:
Inflicts Blind (2s) every 4 hits out of 16. (baseline)
(Traited) Removes a boon every (5) hits out of 16

I always considered Warhorn to be our “In” to boonplay tbqh. Another idea would be to have the boon-strip be a boonsteal that applies to our active pet, but that might make it too powerful.

(edited by Euthymias.7984)

Is PS Warrior good for open world?

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I just use this when I play Warrior:

http://gw2skills.net/editor/?vJAQNAR3ZnMdA1dg9dAmkCEliliAzYA8ACAKdhoXW4d4mcnuA-TxRBABXp8jS1fm4CA8wTAwMlgAcQA4Z/BA-e

You can swap Signet of Fury for Stamina if you feel like you’ll need the extra endurance regen/condi-clear. Blood Reckoning can be nice too, but passive regen from Heal Signet’s enough most of the time.

(edited by Euthymias.7984)

Celestial avatar?! What should I be doing!?

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Euthymias.7984

>Become Avatar
>Press 3 (heals and dazes) or 4. (heal+water field)…maybe 5 if you really need a damaging slow/immobilize
>Leave Avatar state

Keep in mind that it works with QuickDraw, in which case, you can use the lowered recharge of the affected skill again and you can use 2+3 for free AoE Retal.

How would you'll rate the Ranger in PvP now?

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In PvP, even without SnR, we still can do lots of healing and have decent CC. We don’t hit incredibly hard like Revenants, bunker as exceptionally as an Ele/Scrapper and we can’t tick someone to death with conditions as easily as the Condi-Mesmers running around, but we’re still viable.

Should I craft first viper armor or bers?

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Berserker for very short fights (Open World, Dungeons to a degree, low-intermediate Fractals)
Viper for much longer ones/high end fractals.

Condi Ranger is very strong

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Pretty sure we lose out to Condition Engineer and Necro. Possibly Condi Warrior too. We’re still wanted for buffs, but to say we’re “very strong” is a bit of a stretch.
It is usable, though, and its still possible to play conditions while being the supporter many wants us to be, too.

New 80 ranger...current state of pets?

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>PvE
Cats for DPS Tiger (Fury)/Stalker/Lynx (Bleeds)
Bristleback for SotP+ranged burst for quick Might Stacking

>PvP
Bristleback+Smokeskale
Wolf and Birds sometimes

>WvW
Everything dies really quickly with all the AoE flying around in Zergs. Might want to use Ranged pets like Bristle and Spider unless you’re roaming. If you’re just doing small scale/duels out there, then its about the same as regular PvP in terms of your choices.

(edited by Euthymias.7984)

[Appreciation letter] A-Net update on weapons

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Well, this is a nice change of pace from the usual griping.

>Sword
I’m very glad Anet decided to tweak it. While I understand that some liked the kick/leap, I’m glad that we’re free to move about with it. I just hope that the aftercasts are addressed next time to get the DPS back, but I can live with it for the most part.

>Axes
Also some good changes here. Path of Scars can be controlled without worrying about obstructions so much and WD is a lot more potent (though I wish we could still move with this, I can accept it in current form). MH Axe is a lot better off as a proper condition weapon also. Overall, good changes for that weapon.

>Shortbow
Agreeing with the others that its a step in the right direction, but it needs more dynamic effects than flanking bleeds. There’s plenty ideas among the threads discussing the topic, so I hope someone picks up a few to consider.

>SnR
Please, PLEASE put this back to at least 900 range. The Cooldown nerf was warranted, but its range reduction is a bit too much. Its almost not worth using in its current form.

LB Druid Power Build (WvW/PvP)

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Probably and obvious point, but at some level it’s worth it to just buy new armor rather than whole new runes/accessories right? I ask because while Soldier makes me feel pretty comfortable learning the class w/ a 27k hp pool, the damage is clearly lacking.

Ultimately yes, you would likely want to change out armor for Berserker’s once you’re really comfortable. Changing out your trinkets at the very least can make up some of that damage you feel like you’re missing while keeping that steady HP pool and toughness till you’ve fully transitioned, though.

LB Druid Power Build (WvW/PvP)

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Came to the forums looking exactly for this. Do you recommend other types of stats than zerker for more survivability?

You can probably mess with the traits/runes (and amulet if that’s not enough) before having to change the gear if you need something that packs a reasonable punch while having some defenses. Like sticking with Zerker and just change the runes to Soldiers (or Durability if WvW) for extra toughness/vitality+1 condi cleanse while also running Shout utilities. Maybe swap in Signet of Renewal while dropping WS for NM for more passive damage mitigation and a secondary mass cleanse if D.Clarity isn’t immediately usable when you get condi-bombed.

I’m not really up on theorycrafting or even making my own builds, is this generally a good strategy for all classes when tweaking, assuming you’re sticking to the same damage type (condi vs. power)?

I ask because I have full Marauders on my elementalist, full Assassins on my mesmer, and full Soldier on my (recently boosted) ranger, which, as you can imagine, has pidgeonholed me into very specific builds. Can runes help mitigate this?

Runes can definitely help make up for what you’re lacking, but it really depends on what you want/how you want to build. In the case of Soldier’s armor, that would be Precision and Ferocity. You already get lots of Toughness/Vitality and decent Power from that gear, so trinkets and Runes can somewhat make up for your lack of Precision and Ferocity (as can your weapons). Here’s an example (piggybacking off of jcbroe’s build)

http://gw2skills.net/editor/?vNAQJATWnUqA9Ci1CC+rActglOB7pFEqWYwr0Y6O1pvFAKclMtzA-TFyEwADUCW4SAoS9HAm/Cu/gGdBBeCA3U+BA-w

Edit: Swapped out Scholar Runes for Ranger’s , but they can work well since this is a ranged build and you’re able to easily keep the threshold bonus. Wont have a lot of Precision to make use of the Ferocity boost, though. Also, SoSt for SoR for passive condition removal/mass cleanse when you cant into CA atm since you have lots of toughness already.

(edited by Euthymias.7984)

So whats the general acceptance of rangers?

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>PvE (Dungeon/Raid/Fractals)
Still boonbots for the most part. Even without Druid, you still are to bring Spotter, Frost Spirit, and occasionally Sun.

>PvE (Open World)
Anything still works for the most part.

>sPvP/WvW
As other said, core Ranger’s still useable in different game modes, but the ESpec adds a lot to what you’re able to contribute and the tools you can access to address certain situations and encounters

LB Druid Power Build (WvW/PvP)

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That build looks really, really glassy. Got any vids of it in action? I feel like Zephyr’s long cooldown, even with WS for condiclear isn’t all that good compared to Protect Me or Glyph of Equality with lots of CC flying around, but maybe that’s just me

That said, I guess some general stuff for that profession section:

Elementalists
I don’t know. Celestial eles were nerfed and I think Elementalists are extinct.

They’re definitely still around. Got to keep an eye out for their Earth Attunements and Aftershock shout for Projectile Reflects and their overloads (Air in particular hurts a ton). Between Protection uptime and Stone Heart (if taken), it can be difficult to burst them down, but still possible to CC/Bunker against.

Revenant
I haven’t played this class at all. All I know is that you want to again make use of your defensive capabilities to dodge the attacks on shiro form. There is some flappy wing attack when they swap to glint and it does a heck of a damage, be sure to dodge that. A simple dodge will do. Don’t attack when they are blocking and certainly do not attack when they are using the heal that heals them based on the damage that you deal to them, you are just being stupid if you do so.

Unrelenting Assault can be weakened if your pet’s close when its triggered, since it’ll bounce off of them once out of three hits. They’re not too hard to range pressure without Hammer and while they’re in Glint Stance, and even then, most of their damage comes from Coalescence of Ruin (which has terrain issues).

Shiro’s a different case, since they can chase with Phase Travel and their next couple attacks become unblockables right after. You’ll have to prepare for UA or Precision Strike, which is pretty painful up close.

Came to the forums looking exactly for this. Do you recommend other types of stats than zerker for more survivability?

You can probably mess with the traits/runes (and amulet if that’s not enough) before having to change the gear if you need something that packs a reasonable punch while having some defenses. Like sticking with Zerker and just change the runes to Soldiers (or Durability if WvW) for extra toughness/vitality+1 condi cleanse while also running Shout utilities. Maybe swap in Signet of Renewal while dropping WS for NM for more passive damage mitigation and a secondary mass cleanse if D.Clarity isn’t immediately usable when you get condi-bombed.

(edited by Euthymias.7984)

Druid healing outside of Spvp and zergs.

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You can heal just fine in Zerker armor and at most, would only have to swap out your trinkets for more Healing Power. There are some gains from building a “healing power” focused armor set it if you want to really go the route of dedicated healer (in Raids in particular), but Ive seen a few get away with just changing out trinkets, even even that.

(edited by Euthymias.7984)

DPS tester proves it

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The day we get baseline Boonshare with pets is the day Warriors get baseline Fast Hands and Revs come out of beta…
I really hope that the pets are at least considered as something to be buffed in the next balance patch either way, but I really wouldn’t hope for too much.

Assassin's Annihilation bug with Hammers

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What about Precision Strike?

DPS tester proves it

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Well, while that’s no surprise, that is pretty depressing.
Even if we spec’d for a DPS role, we’re still blown out by any other profession save for Mesmers.
…but hey, we still provide unique party boons, so if you’re willing to be a heal/buff-bot by choice, everything is fine
^:)

Role of Druid/Ranger now...

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>Sword doesn’t cleave anymore
It still does, just not on the second strike. First and third work line normal. We also got a slightly stronger Whirling Defense as additional cleave-age.

>Condition Builds
We’re still mostly Bonfire/Torch throwers, but unless we got throwable traps again, I don’t expect much to change. I guess Axe is a -little- better since you have 2 reliable bleeds over Shortbow’s situational one.

LB/Staff (or GS) is still best imo. Sword’s not the worst case, but the DPS loss from aftercasts is kinda harsh.

Trueshot

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>Weaken TS by 5%
>Increase CD to about 8s
>Allow strafing/movement while channeling

Doesn’t seem like its so hard to nerf without gutting the skill to prevent spike spam, and the movement would make up for the CD/slight damage reduction.

(edited by Euthymias.7984)

Search and Rescue.. Can you work with it?

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I think the range AND cooldown nerf were a bit over the top together, honestly. I mean, its strong (hence a warranted cooldown), but there was still counterplay with just bursting/CCing both the pet and the downed player with cleave/AoE. The lack of range also hinders smart play like using differences in elevation(Temple, Spirit Watch to an extent, Skyhammer) to save someone safer, even if it meant hopping out of a fight or taking them/being off of a point.

Oh well, it could have been nerfed harder, but its still -usable- for an “oh fug” situation if you can stay in range.

(edited by Euthymias.7984)

Feedback- Sword, Axe, SB and GS

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>Sword
Just speed up the Aftercasts and maybe make AA2 cleave as a horizontal slash.

>OH Axe
PoS is fine
Don’t really like the self-root on WD, but with its damage, it might be possible to use it for some crazy downed cleave.

>SB
Crossfire bleeds every 2 hits – gain an additional stack when flanking on second shot

Poison Volley could be linear (fires 3 arrows instead of 5) or just a narrower cone spread

Quickshot removes Immobilize/Chill and/or grants Superspeed. Slightly greater distance on the leap that can have its direction controlled

Crippling Shot – 8s cripple duration. Applies Torment to foes below a health threshold

Concussion Shot could add confusion on a successful interrupt

GS:
Knockback can be used after blocking an attack manually once a selected target is within 300 meters

(edited by Euthymias.7984)

Rev op af now

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>They’ll end up fixing this
>Still leave Precision Strike as a mess

Shortbow changes

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With sage, it might do more damage than a LB in team fights now, if you want to run staff/bow. That actually sounds pretty appealing on paper.

I still dont feel like Shortbow offers the same reliable pressure or anywhere near the same utility as LB’s Rapid Fire, Hunter’s Shot, or PBS to make it worth considering as a ranged option to pair with Staff.

Ranger Patch notes 19 April

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So did they not buff the damage on crossfire? Was anyone using any of the other skills on SB for their damage?

the poison volley dmg buff isn’t bad. Not amazing but not bad.

Whirling Axes is crazy dmg right now, but you will never guess what it still doesn’t combo with…quick draw…yeah I don’t even know how since they reduced its cast time.

My game keeps crashing, can you move while using it now or are you still rooted?

Still rooted.

Ranger Patch notes 19 April

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>SnR
Could be worse. SnR was an expected nerf….

>MHAxe
Finally, some Mainhand Axe changes. Ricochet is better and Winter’s Bite actually does a damaging condition now. Very interesting, though I still think it should be a Projectile Finisher or be Baseline AoE instead of traited

>Shortbow
Not bad. They’ve upped its power, but I still feel like barring Poison, MHAxe will be better for Condition damage when you cannot flank since you’ll still have OH Torch swapping (and projectile finisher chances within fire fields) and more consistent bleeds with Splitblade+WB

>OH Axe
Very nice changes overall. Might actually use it with Sword more often.

…..Also, is it me, or does Lunar Impact feel like its channel’s been slowed down?

(edited by Euthymias.7984)

99% chance shortbow rework Inc?

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Underwhelming in PvP perhaps, but for raiding/high end PvE it’s part of the strongest build available to rangers right now.

I’m pretty sure that goes to Axe+Torch when it comes to straight up Condition damage. Most others Ive seen use either Sword/Axe and Longbow/Staff for Power/Healing focused builds, but hey, you can run almost anything in PvE and be pretty successful.

idk, whenever I see a ranger running with a shortbow I just think to myself “Oh sweet summer child, why do you do this to yourself” as I stomp him. It just tickles, it doesn’t make me think ooooh I’m so scared right now, there’s no way I will survive! I really hope they rework it and bring it back to its former glory.
Oh, if only Maul was a blast finisher, I’d be so happy. I mean, it’s a bear after all! If you blow your puny little horn that makes fart sounds it turns into a blast finisher, but a bear smashing and stomping around can’t do that? :<

Its a fun idea, but they’d probably nerf the fug outta Maul while making it a Blast Finisher too. We can’t always have nice things, but it could be worse. ^:)

IMO you all want a weapon do be able to work exactly how you want it. you want to place large stacks of bleeding and poison with one or two attacks. All of the problems mentioned above about short bow come down to this. You want to apply all 5 stacks of poison from poison volley to one opponent with one shot., you want to be able to daze people longer with Concussive shot, you want to be able to apply bleeding to your opponent with every shot from any direction with crossfire.

Actually, what I’d want is for it to be a ranged condition weapon that can actually keep pressuring your target with stacking conditions. Even in another thread, I had hoped for something along the line of Crossfire bleeding every 2 attacks, while rewarding you an additional stack if you’re flanking.

It doesn’t make much sense for a weapon to have 900 range but still require you to be within 300 in the case of Poison Volley to get mileage out of that skill, but if you’d rather it be another Blunderbuss, then whatever.

That’s not how a ranger is supposed to be played. Its not how any profession should be played. A ranger is a mobile, skirmisher, who excels in either long range power based combat, or quick, get-in-get-out strikes. Shortbow does not have an evade to put distance between your enemy. It has an evade as a bait’n’switch which allows you to stay alive a bi longer. That’s why you can swap to your secondary weapon mid leap.

Every weapon set has combos. Shortbow isn’t some special exception to the rule.. Just as there’s no one way to use Shortbow’s evade, be it as a “bait and switch” as you call it, to put distance between you and someone else when they attempt to gap close, to reposition yourself, or to just get some evade frames when immobilized. The Swiftness aspect is what was being discussed because that part is mostly pointless with that boon being extremely common.

Along the same lines the sword has an evade that turns into a leap back to about where you started for the same reason.

Sword’s also primarily a melee weapon and therefore has a lower effective range, unlike Shortbow. There will be many times where you may need to get out of Melee range for one reason or another (hence leaping out with e-frames) or stay in while evading (Sword 3, Dagger 4, and all of GS’ evades), so they have skills that work with that in mind.

. On another note, justifying a core weapon’s mediocre daze/stun (which has been that way well before Druid existed) because of an Elite Spec’s GM trait is absolutely silly.

There are so many combos with the ranger’s weapon sets that listing them all would be pointless here. I can understand getting rid of the gap closer on the sword. I for one liked it, but i understand it and i can accept it. but changing the shortbow? No.

Well hey, that’s okay if you feel like Shortbow is totally fine, but it doesn’t seem like many agree with you just because its still usable despite underperforming.

(edited by Euthymias.7984)

99% chance shortbow rework Inc?

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btw. Whats the problem with shortbow? its amazing!

Crossfire’s incredibly impractical. Even in PvP and in PvE, its not really worth potentially positioning yourself away from your allies and boons for a single bleedstack

Poison Volley requires almost point blank range to get its maximum effect, when it could be something closer to rapid fire to stack poison better.

Quickshot’s okay, but Swiftness is already easily attainable from all of the boons flying around, especially from traited shouts. A lot of people have suggested Superspeed as an alternative.

Crippling Shot’s incredibly underwhelming, for its cooldown. If it had a longer Cripple (our traits surrounding that condition don’t even affect its duration…) or even applied something like Torment as Puck suggested, it would be alright.

Concussion Shot’s cooldown feels unwarranted for a 1s Daze/Stun. If it were lower and/or added an additional effect like Confusion for a successful interrupt, it would feel more inline with Shortbow’s nature as a skirmishing ranged condition weapon.

Puck’s also right about Light on Your Feet being mediocre… Imo, it should just be similar to ambidexterity where you gain condition damage/duration for wielding a shortbow instead of a boon at the very least, especially for being a GM tier trait.

(edited by Euthymias.7984)

99% chance shortbow rework Inc?

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i hope so and they should rewark greatsword as well , not animation but what they want that wepon to be? ashild only pvp wep ? dps? – since skill to is a blast finsher witch actully not hit that hard then skil 1

>Greatsword

I think its actually pretty good. Built in Evade on Swoop (which also gets to be a leap finisher)/AA3, a decent blocking skill, Maul and Hilt Bash for Spiking./CC…

The only thing I’d ask for would be a slightly lower cooldown on Hilt Bash and the ability to choose when to use the Kick knockback after blocking something with GS4 (similar to Bandit’s Defense, but then it would have to change between the sword throw/kick if our target’s out of range or something) or -maybe- a slight damage buff from Two-Handed Training tbqh..

Even that stuff feels like asking for a lot since the weapon’s in a better spot than Staff/Shortbow imo

(edited by Euthymias.7984)

99% chance shortbow rework Inc?

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Posted by: Euthymias.7984

Euthymias.7984

If they touched sword, they -may- have touched other weapons. That said, they could have also just dealt with Sword and done numeric/functionality changes elsewhere (if even that) without addressing Shortbow at all beyond adding a new one.

We’ll have to wait and see.

Poison Master Talk on Pet Swap

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Posted by: Euthymias.7984

Euthymias.7984

Would this work on non-damaging F2’s like the Smokescale’s Smokefield upon being used near an opponent, or those like the Fire-Wyvern’s Firefield?

Otherwise, I’d agree wholeheartedly if we could at least choose our Pet’s F2, but I dont really mind it as it is, seeing that all pets can use it properly in its current form.

Sword change

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Posted by: Euthymias.7984

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Well color me surprised – after all this time, they’ve finally touched Sword!
While I understand that some like the leap, I personally wasn’t fond of it since it restricts your character control during. If they keep its cripple effect (and even better – improve Predator’s Instinct!), then it should still be great at sticking to a target.

Ranger Spirit Rework?

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Ranger: Full Class Rework

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Euthymias.7984

While I agree with the idea of buffing Core stuff, some of the suggestions are a bit over the top imo. Mind if I give it a try, OP? ;D


Trinkets

Troll unguent: Now heals passive, 300 Hp a second, and can be activated to heal for 5500 hp.
Healing Spring: Cool down reduced to 15 seconds.
Shouts: All shouts have 30 second CD.
Survival: All Survival abilities have 20 Second CD
Signet: All Signets have 25 Second CD.
Traps: All Traps have 15 Second Cd.
Sharpening Stones: Improved Bleed damage to 300.

Troll Ungent: No change

Healing Spring: Increase Trap Radius to 240

Shouts:

Sick ’Em: AoE Reveal around the pet on use (240 radius), Cooldown reduced to 30s.

Survival Skills

Lightning Reflexes: CD reduced to 30s. Damaging portion removed.

Quickening Zephyr: CD reduced to 30s

Sharpening Stone: CD reduced to 15s

Signets: No change.

Elites

Strength of the pack Cool down reduced to 50 seconds.
Entangle: Now also inflicts Poison (1400 damage)
Spirit of Nature: Now (Directly) Heals allies in 1000 yards, for 4500 HP. Detonate to apply regeneration, remove 2 conditions from each ally, and resurrect the dead.

That seems like a bit much. Honestly, I’d just reduce Spirit of Nature to 90 seconds instead of 120.

Nature Magic

Logic: Self, Pet Boons. Support.
Trait:
Tier 1:
Bountiful Hunter: 1% Damage per a Boon, and 5% Damage for your pet.
Instinctive Reaction: When you drop below 50% Hp, You Gain Quickness, and Regeneration. [5 second CD]
Tier 2:
Vigorous Training: Your Pet grants near by allies 15% Endurance Regeneration.
Tier 3:
Nature’s Vengeance: Spirits now last longer, and grant a boon to allies around them.
Water: Direct Heal every 3 seconds.
Stone: Vigor Every 3 Seconds.
Air: Quickness Every 3 Seconds.
Frost: Chill Application Every 3 Seconds.
Sun: Blinds Enemies. 3 Stack Application.
Protective Ward: Swapped Places Into Beast Mastery, With Zephyrs Speed.

Bountiful Hunter: No changes to current implementation

Instinctive Reaction: Gain Fury (8s) when struck below the health threshold (50%). ICD is 12 seconds.

Vigorous Training: Grants Vigor and Regeneration (10s) to nearby allies

Wildhorn Notes: Call of the Wild also grants Stability and Hunter’s Call inflicts Confusion. Warhorn skills recharge faster

Nature’s Vengeance: In its current, immobile form: Increased Health, adds Self-Stability to spirits. Spirits also provide the following:
Frost: Might (No change)

Sun: Chance to gain a Fire Shield when hit (50%)

Stone: Stability (1s)

Nature: Removes 1 condition

Water: Regeneration (no change)

Protective Ward: Merged with Beastly Warden

Beast Mastery*

*Logic: Pet Buffs,Melee Buffs
Trait:
Loud Whistle: While your health is below 50%, your pet gains 20% more damage, and 50% Reduction in abilities.
Pets Prowess: Pets move faster, and gain a unique attribute depending on type:
Bear: HP
Cat: Ferocity
Birds: Precision
Wolves:Boon Duration
Other: Power
Tier 1
Go For The Eyes: Blinds The target and causes bleeding.
Companions Might: Grants an additional 5% Damage to you and your pet.
Tier 2
Wilting Strike: Inflicts Weakness on F2 Command, And Grants Stability.
Natural Healing: Pet Gains 20% More Hp, And heals 150 HP per a second.
Tier 3
Beastly Warden: Taunts the target, and grants Protection. Pet Gains 500 armor.
Zephyrs Speed: 50% Chance on attack to gain Quickness and Swiftness.
Honed Axes: Now Grants 500 Ferocity, and 250 Precision.

Loud Whistle – HP Threshold lowered to 75%, but retains current effect of current Loud Whistle

Pet Prowess: Pet movement and actions are faster (20~25%), and deal more damage on Critical Hits

Go For the Eyes: Reduce ICD to 10 Seconds

Companion’s Might: Change Bleeding to Vulnerability (5s)

Wilting Strike: Your first attack after swapping pets induces Weakness (6s)

Natural Healing: No changes from current implementation

Beastly Warden: Inflicts Weakness, Taunts foes, and grants the pet Protection (5s) when using F2 skills.

Zephyr’s Speed: No changes to current implementation.

Honed Axes: +150 Precision while wielding an Axe, Reduced recharge on Axe skills. Winter’s Bite is now a Projectile Finisher

Skirmishing*

*Logic: Direct Damage, Conditions
Trait
Hunters Tactics: Grants 10% Critical Strike, and an additional 10% if Duel Welding Weapons.
Tier 1
Sharpened Edges: Now Grants 20% Chance to cause 100 Bleeding on Hit if using a range weapon, or 50% if melee.
Primal Reflexes: Every 5th Attack grants Vigor.
Tier 2
Spotter: Grants 250 Precision
Striders Defense. 20% reduction to sword abilities, and 20% Chance when hit to grant reflection.
Tier 3
Quick Draw: Weapon swapping is reduced by 20%.
Light on your feat: Short bow abilities recharge 20% faster, and have 300 additional range and pierce.

Hunter’s Tactics: Increases effectiveness of Fury (5%)

Sharpened Edges: Bleeding you and your pet inflict last longer (10%)

Primal Reflexes: No change from current implementation

Spotter: No change from current implementation

Strider’s Defense: No change from current implementation.

Quick Draw: No change from current implementation.

Light on Your Feet: Condition Damage and Condition Duration is increased while wielding a Shortbow. Shortbow Skills have reduced Recharge and Arrows Pierce.

Most Dangerous Game: Gain Might and Quickness (2s) whie health is below the threshold (50%)

Wilderness Survival*

]*Logic: Conditions
Trait:
Bark skin: You and your pet take reduced damage when below the thresh hold of 50% Hp. Player Reduction: 20%, and 50% for pet.
Tier 1
Soften The fall: 50% Reduction to fall damage. 200 hp a second when incapacitated.
Oak heart salve: When you are stunned, dazed, etc. Gain regeneration.
Tier 2
Refined Toxins: Every 3 attacks applies poison.
Tier 3
Emphatic Bond: 2 conditions every 2 seconds.
Poison Master: Critical Strikes apply poison. Poison Healing Reduction Improved to 50%, and duration is improved by 20%.

Bark Skin: No changes

Soften the Fall: No changes

Oakheart Salve: No changes

Refined Toxins: Your Critical Hits inflict Poison. ICD of 8s

Empathetic Bond: Your pet removes 2 conditions from you every 8 seconds.

Poison Master: Your pet’s first attack after swapping inflicts Poison. Poision damage and duration increased. Reduced effect to 15% to make up for increased poison application and duration.

Marksmanship*

*Logic: Long Bow, Pets
Trait:
Tier 1
Tier 2
Moment of Clarity: 30% Change to gain clarity on critical Strike
Tier 3
Note: Long Bow Ability 3 (invisibility) Now takes you out of combat if you successfully cloak.

Predator’s Instinct: Cripple duration reduced to 8s, Trait ICD reduced to 14s

Lead The Wind – Pierce effect made baseline for Long Range Shot and Rapid Fire,. Retains Attack Speed Increase and Recharge Reduction. (optional: Long Range Shot always hits for full damage regardless of distance)

Weapons
Axe

Ability 1 now applies bleed effects.
Ability 5 now hovers around the player, and no longer needs to be channeled. 10 second cool down, and 5 second duration.

Reduce Aftercasts on Axe skills

Winter’s Bite AoE trait from Honed Axes is baseline

War horn

Ability 4 reduced cool down to 15 seconds.
Ability 5 reduced cool down to 20 seconds

Hunter’s Call pulses Blind (2s) every 4 hits of its 16. Wildhorn Notes adds Confusion stacks every 2 hits.

Call of the Wild adds Stability (2 stacks) when traited.

Longbow

Long-Range Shot and Rapid Fire Pierces

Barrage CD reduced to 25

Shortbow

Crossfire applies bleeding every 2 attacks. Adds an additional stack if Flanking

Poison Volley fires 3 Poison shots similarly to Rapid Fire

Quickshot grants 3s of Superspeed, removes Immobilize

Concussion Shot CD reduced to 20s


(edited by Euthymias.7984)

suggstion spirt rework!

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Euthymias.7984

if we go for the wisp thing maybe this is a crazy idea but: why dont make them work as some sort of aegis?

while the wisp float around the ranger it gives the passive.
then the ranger could decide to sacrifice the wisp for the active, or the wisp will block one attack (like the aegis) and then cast the active.

I dont think its necessary. Imo, you’ll already get a lot out being a mobile buff-field without worrying about your spirits dying off or being displaced fom AoEs and knockbacks, and thats before factoring in the GM trait adding to their effects.

I hate Shiro

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Burtnik, your just bad.
Your going way out of your way to convince people (and yourself subconsciously) that shiro heal is bad so that you can have an excuse for why you suck at revenant, and thats probably also why you dont even play the game anymore yet constantly troll the forums, because if you dont play you wont find yourself in the position of constant failure, but you can talk on the forums all you want about how “broken” this games pvp is without actually taking part in it yourself, and im sure all of your “remove weapon swap on rev” posts is a result of you just wanting rev to be easier with less options/ buttons to press to play the class 100% optimally

Bottem line: shiro heal is GREAT and anyone saying otherwise has l2p issues and doesn’t understand how to properly use it and as an extension doesnt know how to play revenant correctly

This actually doesn’t invalidate what he said about the Daggers. He’s actually right that Shiro’s Daggers have a lot more counterplay than most others heal effects and that can make it problematic in application sometimes. Its unique properties can certainly work against it more than help when it comes to a heal effect, even with preemptive use.

While its cool to have an offensive heal, something closer to a Berserker’s Blood Reckoning would achieve the same effect (recovery based on damage dealt for a period of time while active…adding a small HP recovery on its initial use would make up for the damaging aspect of the daggers themselves imo, but a small damage boost would easily work in its place also) as E.Daggers without all the additional issues the projectile nature of the Daggers pose. The heal itself is still “usable”, but that doesn’t mean that it can’t be better.

(edited by Euthymias.7984)

This class desperately needs cleanse

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Euthymias.7984

Three Legends could actually be workable, considering that one is bound to underperform without its associated trait line (Ventari without Salvation, Shiro without Devastation, Mallyx without Corruption…the only one who could probably still be somewhat decent despite that is Jalis).

I’d imagine that people would call it unfair seeing that Eles make up for their power/attunements with having no weapon swap, lower health pool and armor compared to Revs, however.

Personally finding Revanent Lackluster..

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Core Revenant is kinda bad. Jalis and Ventari dont really serve well in Pve, espeically without the traitline (and an entire build for it, probably) for the latter’s case. Mallyx is okay at best, but Shiro+Jalis tends to be enough to get by.

When it comes to movement, Ive never really had an issue with it thanks to Phase Travel and Axe OH’s jump or IO when there’s no target to double ump to. I really never bothered with mace since it truly shines in condition builds, and torment is really weak in PvE (burns are okay though, but most trash can be powered through quicker with Sword).

suggstion spirt rework!

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I honestly dont see what’s wrong with the “Zoo effect” when we have Minion Master Necros running around, and Spirits do nothing but buff you/allies close by….

Anyway, the Wisp thing would be cool if it makes the Ranger/the pet a pulsing buff field. While the effect is in play, an appropriate clolored Wisp circles the Ranger or their pet, and like the original utility, the “destruct” skill still works around whoever the wisp circles. Maybe, much like a triggered trap, the Spirit active can create fields upon use in tandem with their effects:

Frost – Chills, leaves behind a Frost Field
Sun – A brilliant burst of light that blinds and leaves behind a fire field
Storm – Dazes, leaves a lightning field
Nature – No change, works similarly to Battle Standard in Rallying close by allies
Stone – AoE Protection for you and nearby allies or maybe an AoE immobilize

Edit: The range would probably have to be reduced if the buffs are this portable, though – probably to something between 600~900

(edited by Euthymias.7984)

What exactly is OP or Broken about Revenant?

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Well tbh, my only problem with rev is how it makes my warrior completely useless in pvp.

Except they don’t even do the same things if you look at both beyond damage dealing.

Sure damage is about the ‘same’, even though the cooldowns on some rev skills are far to short, looking at the amount of damage they give out… Revs just have more utility, more dps and more sustain than a warrior (counting on berserker stance and endure pain isn’t really a good option)… Sure dps on burn warrior is good, and its even better on gunflame warr, but still, it just seems VERY lackluster compared to the utility and dps that the rev offers.

Most classes offer more utility and support than Warriors, not even just Revenants. Eles and their boons/condi clears, Druids and their healing/SnR, Scrappers and their party stealth and sustain on point, Mesmer/Chrono and their Wells/Portal/Moa…the only professions who don’t really offer much to the party are Warriors, Thieves, and DH to an extent.

Here is what i think would be the best scenario, when viewed from a pvp standpoint. Nerf all classes except warrior, thief and maybe guard. Give eles the option to go dps, without being squishy as kitten. I think queue times would be too high i you went with the “only one class of the same type, per team, per game” idea, but something needs to be done, and atm there are only 7 classes in pvp (thief and ele is split in 2 halves and warrior doesnt count as a class :P)

Some ESpecs are indeed somewhat overtuned, but that’s a ridiculous idea, especially when MANY of the base professions need to have their core traits and skills re-adjusted. For Revenants, Ventari and Jalis are still garbage, much like a Warrior’s Physical skills are near useless compared to their other utilities.

Dont get me wrong, i arent hating on rev for being ‘op’, and i myself played op classes to get to legendary, primarily ele support, necro and engi. But i still dont like the fact that the current balance and the current classes, make other classes completely useless. NO class is tankier than engi, NO class give the amount of physical damage that the rev does, NO class can compete with necro when you look at the amount of condies it gives and NO class even come close to compete with the ele when looking at support/healing.

Again, yes, many of the ESpecs are extremely powerful and need some downscaling, but flat out nerfing everything instead of tweaking the Especs and their synergy with a FIXED core profession(s) would be a better long term solution than just making everything less effective because of whatever complaint someone finds OP enough to cry about after getting stomped.

I hate Shiro

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Shiro is freaking amazing.
Gap closer that makes attacks unblockable. Gap creator that is a dodge and a stunbreak. Heal that does damage. Quickness on demand. AoE stun.
It’s so mobile, so slippery and makes you hit like a truck. I feel totally crippled when I’m playing revenant whitout Shiro. The other legends (besides Glint) have some huge problems, but even if those were fixed, I still believe that Shiro would still stand on it’s own.

This right here.
Shiro really fits his role well at being an unrelenting assassin who can quickly pursue targets and cut them down at amazing speeds. Being kinda glassy is a fair trade-off for all that mobility and DPS, imo, and even then, you get so many evades to avoid damage.

Throwback to the old Ranger!

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This was pretty nice! Glad to see a few good fights with OG Ranger holding their own. Never really took to using full Melee (or target cam for that matter, especially on ground target skills – its just so clunky to me), but you handled your encounters really well. Was also surprised to see some OH Axe there, seeing that it gets much less love than Torch or Dagger.

Trying to figure out Rev sustain/defense

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When it comes to healing, I just put Glint’s Light facet on active for regen after using Elemental Blast. Keep it on till I either run out of energy or need to toss out Infused light when the damage starts piling on. You should be using Facet of Chaos active to quickly drain Glint and pulse protection, but it wont save you from conditions.

Shiro Daggers+UA is still easy heals despite the loss of two bounces since you evade during. If I think I may be in trouble before swapping back to Glint, I’d activate the daggers first since they carry over. (just be wary of their lengthy cooldown)

If you -really- need more defense, carrying a shield (4 has protection+healing and 5 is a rooted shield stance with a minor heal) or investing in Retribution over Invocation for more damage mitigaiton are options. So is Hardening Persistence, if youre playing solo and don’t need to revive anyone.

Staff also has a heal on it. If you’re really squishy, falling back and ranging with hammer4+1 offers an easy lifesteal projectile finisher+ projectile defense (which iirc can be used with Impossible Odds+Daggers if you’re using Shiro and desperately need more healing and have energy to burn).

Most guides offer builds and setups that focus on providing the highest damage alternatives, but if you really need that extra survival, there’s no shame in making changes till you can do without.

(edited by Euthymias.7984)