Showing Posts For Firelysm.4967:

Is Spike trap nerf justified?

in Ranger

Posted by: Firelysm.4967

Firelysm.4967

our utilities are actually on par with the rest of the profs, more or less. even most of the traits are decent. but the problem lies in the horrible weapon design.

That’s stretching it. We got a couple of poorly designed weapons (Anet really nailed it when they topped it off by removing the radius and range from our off-hands) aswell as bad utilities. You can redesign some of all weapons all you want, within reason obviously, but three out of our four utility shouts are till “meh”, and the spirits are still lackluster, traited or not. None of these skills will be more appealing unless you fundamentally change them.

As far as spike trap goes, it’s good, but the ridiculous 20 seconds they so quickly added to the cooldown isn’t justfied in my book. Shave off 10 seconds.

I agree on that very strongly. I would really love to see GW1 style of balance, where almost every skill was viable in build, and you were able to build what ever you felt like and it worked if you executed and nailed your rotations and idea of how team should work with your build.

But in guild wars 2, traits are so weak that half of them are not even having any synergy, and sometimes we are just forced to pick entire line, just because we need one grandmaster or major trait in the line to make build viable. Which is on so many ways wrong. I have no words for balance them, ranger has literally 2 good builds. LB and condi. amen.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Proposal to mesmer mechanic change

in Mesmer

Posted by: Firelysm.4967

Firelysm.4967

I dont understand how stealth is not a mesmer thing, this argument comes around here pretty regularly and I’ve never understood it. Im not trying to bash what you’re saying but could you explain more in depth why mesmers should not have stealth, outside of the lack of counterplay that applies to other classes too.

Also by “change mesmer mechanic” you mean changing the shatters to the way to swap places? or would you use the utility skill slots taken out by removing stealth?

Replacing shatters would seriously cripple the class by removing our main source of competitive burst. And it would be incredibly difficult to implement a system for swapping that was useful in just one or two utility slots.

Exactly you swap your position with utilities, and mesmer has no longer any stealth except for vail. And i wouldn’t replace shatters, only the ability to stealth. Just mesmers should think how to play, and how and when to shatter, just headlessly creating illusions phantasms and clones is simply not enjoyable when playing versus PU mesmers.

Stealth should only stay on thief, and even they should get punished for using weapon skills in stealth, for example if person evades backstab, or the attacker misses it, they should get revealed.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Proposal to mesmer mechanic change

in Mesmer

Posted by: Firelysm.4967

Firelysm.4967

Stealth is not mesmer thing, and should be removed, but before you go nuts read till the end.

I would remove all mesmer stealths except veil and implement mechanics that would allow mesmers to switch between illusions phantasms and any kind of clones, this way mesmer would actually have to position wisely, stealth is out of place because there is no counter to stealt.

Mesmer does not fit stealth role, it fits illusions, and confusion. People should be confused targeting CORRECT TARGET, not picking one of the targets and have them pick 100% wrong, because mesmer is in stealth.

What happens to teleport when all clones get ganked in 0.5 seconds by AoE’s? hows that viable?

Simple, buff clones slightly to sustain them a little, not in damage, but in sustain.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Proposal to mesmer mechanic change

in Mesmer

Posted by: Firelysm.4967

Firelysm.4967

No. There are reasons:
To have a mesmer mistaken by the opponent the mesmer would have to

  • AA only.
  • Run with [W] only
  • Run only when out of range
  • not dodge
  • not use signets
  • not use food
  • not use mantras
  • not use boosters / not playing on “into the mist”-weekends

There is a counter to stealth. Timing, Positioning, Prediction and the biggest one: Revealed

Next thing which would make it impossible for mesmers to confuse ppl with clones is the “Call Target” option in Guildwars 2. Put that big red cross over the mesmers head and you’ll never lose him. Stealth is the only tool to counter that mechanic which would kill every last bit of deception a mesmer is able to create with clones.

False in so many ways. The idea about clones/phantasms/illusions would be able to copy mesmers mimics, and perform same animations as mesmers, which is fairly easy to achieve from programming wise, since mechanics for this are already in the game.

“There is counter to stealth. Timing Positioning, Prediction, Revealed”.
Please don’t make me laugh, this is overall-game-combat-knowledge. This is not a counter. Counter would be for example if mesmer goes in the stealth, if there would be skill to reveal a player in 1200 range, that would be a counter, but currently not what you’ve mentioned.

Setting target on mesmer is not as easy as you say, they can stealth a lot in a single fight.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

We need stealth counter skills

in Guild Wars 2 Discussion

Posted by: Firelysm.4967

Firelysm.4967

I agree to what you mean, we need at least 2 skills that have reveal on each class.
However your example seems a bit overpowered.

Reveal is a binary mechanic that adds nothing whatsoever to combat and the very last thing we need is more of it.

We need a redesign of stealth that has some actual play to it between opponents.

Stealth counter…. every AOE damage ever

And this is possibly the dumbest statement on this subject, ever.

This works in other games, because they have costs for their abilities, usually mana, meaning they can have spammable AoEs metered. We have no such thing in Gw2, the biggest ‘spammable’ AoEs are piddly little 300 diameter autos like Lightning Whip, Greatsword Swing, and Fireball.

Meanwhile, the thief has the second highest movement speed in the game so long as they can maintain stealth, and dashes available on every single mainhand weapon which are just as wide as every AoE save Combustive Shot and Meteor Shower.

Yet, are they overpowered? No, in fact if anything thieves are a little weak as anything but worthless WvW roamers. But that is what happens when you get a year and a half long string of nerfs due to how poorly designed one single mechanic is.

And before anyone pulls more BS “U dnt play thief yer jus a hater”, I do play the thief, I have an 80 of every class in fact. And anyone who legitimately explores the thief class instead of just exploiting cheese builds can easily come to the conclusion that this class is never going to be as fulfilling to play, fun to play against, or balanced as it would be were stealth to be redesigned in to a mechanic with more give and take between opponents.

Exactly this, i invested 200gold into each class, to test tons of possible stuff in WvW, and PvP over this years. And i’ve experimented a lot, I have tried every class just to learn how to counter them hard. But what can’t be countered is stealth and it’s out of place.

Thief should get trapper treatment, if you take 3 traps, you’ll suffer of being hard countered, now ranger has to think very carefuly what to take and what not to take and how ballzy you can play, so does need thief, thiefs that abuse and invest a lot in stealth and shadow arts. Need to lose a lot of power and spike potential.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

We need stealth counter skills

in Guild Wars 2 Discussion

Posted by: Firelysm.4967

Firelysm.4967

Trying to make reveal as common as a condition and what build are you talking about??

I’m not talking about build, we are talking about amount of stealth and DPS that some classes can output even thought they have full burst potential, and by now, if you play WvW and PvP, you know which classes and what builds this are. It’s fine to argue your favourite style of playing, but being spoiled is other thing, while we all know that stealth is out of place for the amount of burst they are able to deliver.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

We need stealth counter skills

in Guild Wars 2 Discussion

Posted by: Firelysm.4967

Firelysm.4967

There is no counter to reveal currently. But you can use aoe damage, you can learn learn what someone in stealth is going to do, where they probably are, etc. I have downed so many thieves while they were in stealth, just by knowing what they will do next. Have a problem with a playstyle on a class? Learn to play it.

And let me get this straight, this thread, and many others, from someone using rune of the Trapper while complaining about stealth? The irony…

I understand that precursor hunt is RNG. But we talk about PvP and WvW, I’m not here to guess random AOE area where he’s going to be, but lets be honest, my cooldowns of aoe are 45sec, his cooldowns for restealth is 4 sec, so this is potentially the most worthless cheapest argument you could give on how to counter stealth. And i have no problem on a playstyle, i just find stealth abuse out of place, and if you have so much stealth you should lose a lot of damage. Simple answer, why is s/d no out of meta right now? This style should be most rewarding because the way they play is risky. D/P or PU mesmer is not risky on any way. So that’s that.

And what does this have to do with Trapper? I did like to use but i still agree, that this skill is needed because every playstyle needs a hard counter.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

(edited by Firelysm.4967)

We need stealth counter skills

in Guild Wars 2 Discussion

Posted by: Firelysm.4967

Firelysm.4967

You have no idea what you are talking about op, I bet you have never played thief in your life, what you propose would completely destroy the class, a thief revealed for 10 seconds is a dead thief, even more now that burst and condi dmg is out of control, you only need to hit a thief a couple of times to kill him, if you want to destroy thieves just play guardian, that is your counter.

Sir please, your behaviour is not on level of this conversation. I’m a WvW player that sees a lot of issue in d/p builds where thiefs simply abuse the stealth and still have full potential to 3 hit a person with 3,4k armor and 20k+ HP, be realistic, full glass cannon needs to be punished same as every other class. And no i don’t want to destroy them, i want to force them to play risky and risk, not risky and have no risk. Because all you have to do is drop a field stealth yourself, back stab person hit 2x auto, and go back to stealth for the backstab reset. Repeat. It’s no risk in that build. Yes you are squishy but the way thiefs and mesmers currently abuse stealth is just out of control. And sir, you are just a spoiled player that was able to abuse this technique for to long.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

We need stealth counter skills

in Guild Wars 2 Discussion

Posted by: Firelysm.4967

Firelysm.4967

Then we need skills that can remove invincible effects as well, as those are actually preventing you from dying unlike stealth, you can still be killed in stealth, and most durations are pretty short per skilluse (and in case of shadow refuge that is a very long stealth it does require you to stay within a small area for a long time, ripe for getting aoe’d

I agree this is the next topic that has to be looked. For example, ranger has Stone of Signet. But that has a counter, it doesn’t protect you from conditions. So this is basically what i mean, some things have no counter. If You are invincible, you should still get rooted stunned, (hold on place). But you should take no damage of any kind.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

We need stealth counter skills

in Guild Wars 2 Discussion

Posted by: Firelysm.4967

Firelysm.4967

well in wvw you have stealth traps, and engineer and ranger have good detection measures. just make sure you can burst him down in 6 seconds

Stealth trap is not enough because it requires supplies, and in my opinion stealth traps should be removed, because they bring nothing to the game.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

We need stealth counter skills

in Guild Wars 2 Discussion

Posted by: Firelysm.4967

Firelysm.4967

For example “Guard” ranger skill, should reveal 5 targets that are in stealth and prevent them to re-stealth for 10 seconds in range of 1200.

There is no counter to stealth, and even if people use full stealth builds they still have full burst potential, this should be countered on some way and punished! And now is the time to get new skills where expansion is on the doors to create some balance in the game.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Proposal to mesmer mechanic change

in Mesmer

Posted by: Firelysm.4967

Firelysm.4967

Stealth is not mesmer thing, and should be removed, but before you go nuts read till the end.

I would remove all mesmer stealths except veil and implement mechanics that would allow mesmers to switch between illusions phantasms and any kind of clones, this way mesmer would actually have to position wisely, stealth is out of place because there is no counter to stealt.

Mesmer does not fit stealth role, it fits illusions, and confusion. People should be confused targeting CORRECT TARGET, not picking one of the targets and have them pick 100% wrong, because mesmer is in stealth.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Tired of one combo burst

in PvP

Posted by: Firelysm.4967

Firelysm.4967

This meta is more kitten then ever.
2 hit combo thiefs
1 combo mesmer

3,2k armor and 25k hp

Still get full bursted even if you dodge, because in next 10 sec you’ll get new full burst.
This meta is total kitten.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

(edited by Firelysm.4967)

More active play in our builds.

in Ranger

Posted by: Firelysm.4967

Firelysm.4967

EXTREMELY INTERESTING PLAY STYLE WHICH ENCOURAGES PLAYERS TO USE BUILD EFFICIENTLY AND NOT JUST MASH SKILLS.

IMAGINE THIS AS NEXT SPECIALIZATION AFTER DRUID.

What i want is FOCUS ranger with active power build of ranger, with range of 1000-1200. Because current environment designer in anet is obsessed with obstructed world content. But first of all i want to let you guys know that i wish to bring more active stuff in game then passive.

So my idea would be: FOCUS ARCHERY
Specialization will make ranger merge with pet.
*- pet gets removed
*- ranger gets 20% more power on all skills
SPECIAL ABILITIES:

  • F1 F2 F3 become active skills. F1-2-3 have no cooldown and work with new alternative.

F1 will charge when you walk, more you walk, more you recharge, this would encourage people to move in order to perform extremely good.

F2 will recharge with using Longbow skills.

F3 will recharge on use of F1 and F2

  • F1 Focus shoot. Ranger stands still and performs powerful shoot. (The longer you hold F1 more damage you make when you release F2 arrow will shoot). Focus shot can be charged from 1/2 to 1.1/2 sec. The longer you charge more power and more speed it has. Focus shot always crits, Focus shot is unblockable, can be dodged. This skill has no internal cooldown.
  • F2 Quick shoot. Ranger performs an very quick 1/2 instant cast high valocity skill shot interrupt that is unblockable.
  • F3 Drain magic. Ranger performs an charging 3/4 cast skill that reaches with hand and drains 15% power/condition power of people that are in range of longbow. This field has 5 player cap. This effect lasts until F3 recharge is below 50%.

When archer is specialized in FOCUS ARCHERY, longbow has new skills.
SKILL1: Light shoot, every 3rd auto attack is 100% crit. 3/4 attack speed.

SKILL2: Rapid trigger,Shoots 3 quick arrows with each delayed for 1/2. If all 3 arrows hit the target, target is stunned for 1 second, and your skill recharge is reduced for 1 second. This skill has 12 sec internal cooldown.

SKILL3: Glkittenter: Preparation has Passive empower of S1 skill, and will give arrows sharpening strike effect for each arrow landing it will reduce their Toughness and Vitality for 5, Light Shoot has 15% more damage, all arrows pierce up to 5 targets. Arrows Shatter from target to next targets behind the first one. Preparation mpowered shoots are recharged periodicity and can be applied up to 25 stacks which means ( 5×25 = 125 toughness and vitality reduction). Preperation lasts 8 seconds, if ranger misses Glkittenter goes on 10 second internal cooldown. NOTICE: ranger will move 10% slower while shooting arrows under effect of Glkittenter.

SKILL4: Drain shoot: shoots a light magic shoot that makes a trail path. If enemy is under Glkittenter, drain shoot leeches some health. Trail offers swiftness and slows targets. Internal cooldown 18 second cooldown.

SKILL5: Bow strike: Knocksdown for 2 seconds if target is struckt from behind else target is stunned for 1 second. This skill has 15 seconds internal cooldown.

This play style would require synergy of skill combinations and not just heedlessly spamming skills. It has also some counter play a lot of motivation for players to actually move and encourage them to play build very efficiently and high dps capitalized on CC when played correctly.

EDIT: Text editing

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

(edited by Firelysm.4967)

What would you guys like to see Beyond Druid?

in Ranger

Posted by: Firelysm.4967

Firelysm.4967

EXTREMELY INTERESTING PLAY STYLE

What i want is FOCUS ranger with active power build of ranger, with range of 1000-1200. Because current environment designer in anet is obsessed with obstructed world content. But first of all i want to let you guys know that i wish to bring more active stuff in game then passive.

So my idea would be: FOCUS ARCHERY
Specialization will make ranger merge with pet.
*- pet gets removed
*- ranger gets 20% more power on all skills
SPECIAL ABILITIES:

  • F1 F2 F3 become active skills. F1-2-3 have no cooldown and work with new alternative.

F1 will charge when you walk, more you walk, more you recharge, this would encourage people to move in order to perform extremely good.

F2 will recharge with using Longbow skills.

F3 will recharge on use of F1 and F2

  • F1 Focus shoot. Ranger stands still and performs powerful shoot. (The longer you hold F1 more damage you make when you release F2 arrow will shoot). Focus shot can be charged from 1/2 to 1.1/2 sec. The longer you charge more power and more speed it has. Focus shot always crits, Focus shot is unblockable, can be dodged. This skill has no internal cooldown.
  • F2 Quick shoot. Ranger performs an very quick 1/2 instant cast high valocity skill shot interrupt that is unblockable.
  • F3 Drain magic. Ranger performs an charging 3/4 cast skill that reaches with hand and drains 15% power/condition power of people that are in range of longbow. This field has 5 player cap. This effect lasts until F3 recharge is below 50%.

When archer is specialized in FOCUS ARCHERY, longbow has new skills.
SKILL1: Light shoot, every 3rd auto attack is 100% crit. 3/4 attack speed.

SKILL2: Rapid trigger,Shoots 3 quick arrows with each delayed for 1/2. If all 3 arrows hit the target, target is stunned for 1 second, and your skill recharge is reduced for 1 second. This skill has 12 sec internal cooldown.

SKILL3: Glkittenter: Preparation has Passive empower of S1 skill, and will give arrows sharpening strike effect for each arrow landing it will reduce their Toughness and Vitality for 5, Light Shoot has 15% more damage, all arrows pierce up to 5 targets. Arrows Shatter from target to next targets behind the first one. Preparation mpowered shoots are recharged periodicity and can be applied up to 25 stacks which means ( 5×25 = 125 toughness and vitality reduction). Preperation lasts 8 seconds, if ranger misses Glkittenter goes on 10 second internal cooldown.

SKILL4: Drain shoot: shoots a light magic shoot that makes a trail path. If enemy is under Glkittenter, drain shoot leeches some health. Trail offers swiftness and slows targets. Internal cooldown 18 second cooldown.

SKILL5: Bow strike: Knocksdown for 2 seconds if target is struckt from behind else target is stunned for 1 second. This skill has 15 seconds internal cooldown.

This play style would require synergy of skill combinations and not just heedlessly spamming skills. It has also some counter play a lot of motivation for players to actually move and encourage them to play build very efficiently and high dps capitalized on CC when played correctly.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Rapid fire belongs on SB

in Ranger

Posted by: Firelysm.4967

Firelysm.4967

Just no.
Simply rework entire Shortbow.

Longbow is simply fine because we have rapid fire, longbow kit without rapid fire would have no meaning and it would be destroyed and unusable, because the power of rapid fire, covers of other bad skills on longbow.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Ranger issues that need fixed

in Ranger

Posted by: Firelysm.4967

Firelysm.4967

I’ll stress this out:
Longbow ranger, has literally 1 way of playing it in master line. No diversity, other options are to stupid and worthless. Focus ranger does not exist. Condition ranger has a lot lower pressure then other condition classes. Trapper ranger is totally destroyed, anet just decided to destroy one of most fun ranger builds with removing trait “with ground targeting traps”. They way anet ignores ranger community for 3 years now is unrealistic and I wonder when did this hate to our ranger class came from. Regeneration ranger is dead. Fury ranger never succeeded. And QuickDraw ranger is not working that well either, even when people thought at first that this trait is crazy good but meh it’s average, but brought something new i give them credit for that. Let’s continue, Spirit ranger is dead long ago, the pointless of this spirits is just unreal. 1 sec pre cast 3 sec before you get first benefit, and cooldown of spirit when your spirit dies? Suicide on use, and are 3 hit or 1 hit if you waste condi burn on them. What kind of joke is this? Elite spirit is just pure joke also.

What i’ve realized is, 8/20 utilities are useless right now, and 1/3 elites are worthless as well. so this gives us conclusion that 48% skills are currently practically without synergy and real proper use.ANET WAKE UP, I DON’T WANT YOUR LOVE, I WANT YOUR FAIR COMBAT BALANCE OF EVERY CLASS..

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Is Spike trap nerf justified?

in Ranger

Posted by: Firelysm.4967

Firelysm.4967

It’s not like a ranger will use it twice in a single pvp fight anyways using the old timers. How often does a Ranger last longer than 30 seconds in a fight in WvW continuously?

With long bow i can survive, with every other build you die pretty fast if you don’t have stone of signet and quick reaction time to kite long enough that you get some backup. But all other builds you get kittened up in 1 sec. Currently even with 3.2k armor i get 8k thief backstab, so much of balance.

Also the bleed got bumped up from 3 to 6 stacks

Every skill in game got linear buff, so stop comparing buffs that were basically buffs of conditions in general, and not buffs of specific skill. They rised 3>6 just because every single skill in game that was condi, got a linear buff.. when will people see that spike for real got linear nerf. and way to big CD on spike trap.

Spike trap was buffed. Sure, thief trap is strong but they can’t take advantage of it the same way ranger can due to the Rangers far superior ranged damage.

Sorry did what? how did trap bot buffed, once again linear buffs of condition don’t count because every skill that is condi got a buff. So what spike trap got was a nerf of 24 > 36 traited.. with exchange of 2sec imob > 1 sec knockdown..

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

(edited by Firelysm.4967)

Is Spike trap nerf justified?

in Ranger

Posted by: Firelysm.4967

Firelysm.4967

1 sec knockdown is huge.

It is enough time for me to get an entangle on them before they can dodge. It also an AoE interrupts. You can interrupt all the players ressing a downed player. Compare this to interrupting one enemy at a time with PBS or Concussion shot.

We are talking about 1 sec knockdown compared to 2.1/2 imob? I would always pick imob over knockdown with 12 sec cooldown nerf.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

I would like to challenge Arena net

in Ranger

Posted by: Firelysm.4967

Firelysm.4967

I know you guys love to make PvP 101s, and i would like to challenge you guys.
I would love to see your perspective on Trapper or efficient way of using ranger trap use with power or condition build in PvP and WvW. Can you guys do that?

Spirits & Traps really feel out of place after patch, that’s why i would love to encourage you for PvP101s to see your idea behind this changes.

Traps are fine post patch. And while spirits are not flavor of the month I’m actually finding some solid use with one of them. Let us be honest, game has changed with future content in mind and several classes are out of whack.

Downside is we have to adapt or continue to get rolled. Don’t be afraid to think outside the box.

All i’m saying with this post is, that i’m tired of running LB for 3 years now. And only useful build at the moment is LB ranger or condi with s/d + a/t. And to be honest i want my trapper back, because this way trapper is more useless then ever.

People often forget that traps in general got nerf, why you think so???
Well, i’ll put it this way. Traps did get buff, but so did EVERY skill in the game that is condition. So the buff is linear, and it was buffed only because they decided to buff conditions in general. Here comes the trick, we lost so much damage comparing to other classes that can stack 10 stacks of bleed without even trying and millions of torment. But what did traps truly get is nerf, if you want to argument on this post, first go check every skill in game, and compare burning benefit from ranger and other classees, and how easy they stack it, same with bleed and other stuff. Now compare this with trap linear buff and you’ll quickly see that traps got 33% linear nerf compared to other skills.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Bonfire ranger

in Ranger

Posted by: Firelysm.4967

Firelysm.4967

Bonfire should give instant 4 stacks of fire and 1 stack per tick.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Bonfire ranger

in Ranger

Posted by: Firelysm.4967

Firelysm.4967

1 stack pluse each second, duration 3s. So max you will have 3 stack after 3s. Last 8s you get total 9 stack. Remeber the duration per stack is only 3s.

Then this is not 9 stacks, it’s 1 stack per 1 sec interval! This is just a simple mask so people think WOW this skill is good.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Bonfire ranger

in Ranger

Posted by: Firelysm.4967

Firelysm.4967

http://wiki.guildwars2.com/wiki/Bonfire

Says 9 stacks of fire?
Can we get bug fix or new description?
It clearly gives 1 stack per tick.
which is 9 stacks over 8 seconds standing in there.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Hard and soft CC traits and poor balance

in Guild Wars 2 Discussion

Posted by: Firelysm.4967

Firelysm.4967

Then i’ll report it thx. Because i was shocked when me and the thief had covnersation what he’s actually doing, so basically my perfect setup for entangle was 1 passive that was always ready. Rofl.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Hard and soft CC traits and poor balance

in Guild Wars 2 Discussion

Posted by: Firelysm.4967

Firelysm.4967

Ranger:
TRAIT: Shared Anguish 60s CD
Incoming disables are transferred to your pet instead. Disables include: Stun, Taunt, Daze, Knockback, Pull, Knockdown, Sink, Float, Fear, or Launch.

Thief:
TRAIT:Don’t Stop 10s CD
Cripple and chill applied to you have reduced effectiveness -50%. Periodically ignore incoming immobilize effects, becoming crippled instead.

This is just unrealistic. What it basically makes is way to easy immobilize removal and they have to do nothing to ignore it! This trait should have 40+sec cooldown or entangle should reapply in intervals!

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

I would like to challenge Arena net

in Ranger

Posted by: Firelysm.4967

Firelysm.4967

I know you guys love to make PvP 101s, and i would like to challenge you guys.
I would love to see your perspective on Trapper or efficient way of using ranger trap use with power or condition build in PvP and WvW. Can you guys do that?

Spirits & Traps really feel out of place after patch, that’s why i would love to encourage you for PvP101s to see your idea behind this changes.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Is Spike trap nerf justified?

in Ranger

Posted by: Firelysm.4967

Firelysm.4967

Is 45 seconds cooldown justified? (36sec with trait Trapper’s Expertise)?

I think this cooldown is way to big just because there is knockdown, but people forget we lost immobilize! And i think this cooldown is not justfied, because you can simply dodge roll through the trap in order to pass it even if it’s unblockable!

Old trap:
– spike damage
– 2sec immobilize
– Cooldown 24 sec

New trap:
– spike damage
– 1 sec knockdown
– 36 seconds (45 if no trapper’s expertise)
- cripple ( those are now on all traps so basically this one doesn’t count)

This trap just got big nerf for no reason! Traps are countered by simple dodge! This cooldown is not justified since this traps are ONLY strictly only defensive mechanism!

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Removing mechanics because they are useless?!

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Posted by: Firelysm.4967

Firelysm.4967

Actually, those reduction of falling damage traits are extremely helpful on all classes.

How is it useful? Every jump that is intentional is survivable on the first place, fall damage is extended only for 1/10 of the jump which is minimalistic and takes a trait slot that could be more useful for other stuff.

How is this useful ? If you exploit PvE? maybe? If you wanna necro spectral walk ? maybe.. But the main reason this exists is because they did lack of the ideas of new traits. And now we are stuck with it.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Removing mechanics because they are useless?!

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Posted by: Firelysm.4967

Firelysm.4967

Falling damage reduced should happen automatically if out of combat. Same for 25/33% increased speed.

The traits and skills that reduce fall damage or add speed should be for when under attack by enemies.

This.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Removing mechanics because they are useless?!

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Posted by: Firelysm.4967

Firelysm.4967

Removing Trapper ranger play style by deleting trait “ground targeting throw-able traps” literally destroyed the game play of trapper ranger, because game got quicker, and other builds simply out damage them before you can do anything if you play trapper ranger. But you wonder why this happened? They have decided that we don’t need some traits, so they removed ground targeting in order to clear traits for more useful stuff!

While we keep traits that are seriously useless in the game and are taking only space:
*- “falling damage” what for it’s simply waste of an choice..
*- “Strider’s Defence” same here, what for? like does any1 randomly swing to get 25% chance to break projectile if you even have luck to time the projectile, and then u still face 25% RNG.. if u break the projectile LOL.. can we just rework or remove this one ?

Making optional throw-able traps is a must to deliver diversity to the game, can we remove one of above and get us trapper ground targeting back?

Removing of this trait really destroyed play style, because you can simply only use it defensively. And if you are by any chance needing to defend yourself, you have nothing to do so, because they will simply “dodge walk” your traps and avoid damage and cripple to locate you if you are playing trapper. And if you chase your traps are 100% time useless because you can’t do anything with them.

Why would you remove this awesome mechanics, and break the only ranger fun play style that is not Longbow? Anet please bring it back! We don’t need this two traits above, and please consider bringing throw-able traps back as optional!

I figured the main point of Strider’s Defense was the cooldown reduction on sword 2 and 3, which are both evades, and the 20% chance to destroy projectiles was just a bonus.

Why would one use sword on ranger to defend himself, what on earth is this logic? You died 3 hit and does Anet really expect us to play with that RNG to just block 25% chance of projectile on auto ? If it would be reflect then this would be viable, but now? No way. and 20% cd on sword is not needed. it’s basically pointless, i would rather have off hand axe reduction…

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Removing mechanics because they are useless?!

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Posted by: Firelysm.4967

Firelysm.4967

Removing Trapper ranger play style by deleting trait “ground targeting throw-able traps” literally destroyed the game play of trapper ranger, because game got quicker, and other builds simply out damage them before you can do anything if you play trapper ranger. But you wonder why this happened? They have decided that we don’t need some traits, so they removed ground targeting in order to clear traits for more useful stuff!

While we keep traits that are seriously useless in the game and are taking only space:
*- “falling damage” what for it’s simply waste of an choice..
*- “Strider’s Defence” same here, what for? like does any1 randomly swing to get 25% chance to break projectile if you even have luck to time the projectile, and then u still face 25% RNG.. if u break the projectile LOL.. can we just rework or remove this one ?

Making optional throw-able traps is a must to deliver diversity to the game, can we remove one of above and get us trapper ground targeting back?

Removing of this trait really destroyed play style, because you can simply only use it defensively. And if you are by any chance needing to defend yourself, you have nothing to do so, because they will simply “dodge walk” your traps and avoid damage and cripple to locate you if you are playing trapper. And if you chase your traps are 100% time useless because you can’t do anything with them.

Why would you remove this awesome mechanics, and break the only ranger fun play style that is not Longbow? Anet please bring it back! We don’t need this two traits above, and please consider bringing throw-able traps back as optional!

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Why can't we enjoy game to get gold?

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Posted by: Firelysm.4967

Firelysm.4967

I got a precursor in a jp chest once, though the rewards are generally less because they’re much easier than any dungeon + you can park your characters there.

You can get precursor out of any chest so this is not really valid point. And dungeons are not harder then JPs. You have easy dungeons and kittenes, same goes for JPs. And there are longer JPs then longest dungeon in the game that currently exists. And also JPs need simple solution to prevent parking and mesmer portals simple as that, scroll above u’ll find my solution.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Why can't we enjoy game to get gold?

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Posted by: Firelysm.4967

Firelysm.4967

You don’t need gear to play jumping puzzles ergo why should there be any income from doing them?

Technically you don’t need gear to play dungeons either. Just using random drops / level up rewards should be enough.

Technically there are jps that require you to get to them in open world, so technically you do need, and also, there are JPs that involve mobs. So your argument for this discussion is invalid, so then i assume you can dodge roll through the dungeon too and fight mobs with fists.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Why can't we enjoy game to get gold?

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Posted by: Firelysm.4967

Firelysm.4967

All three can be cheated/fudge that’s why.

Jumping Puzzle? sit an alt at the end, or use someone elses Mesmer portal to bypass the whole thing.

WvW? Win trading, if there were nice rewards this would occur, there’s also no way to control the difficulty, one day it could be a cake walk, the next the 9th level of hell. So you’d have to balance rewards on it being the cake walk end.

PvP? same problems , outside of a monitored tournament you have to assume every PvP match is difficulty 0 because there is no consistency to the overall difficulty so it can’t have excessive rewards.

It’s the same problem you encounter with a lot of areas, another is exploration: can’t be rewarding because location guides exist.

For content to be rewarding it has to impose the same conditions on everyone attempting it or close enough to it.

And yet again, you still don’t get my point of this topic.
Question is, I’ll repeat it and try to represent it differently:

  • If this is casual game, why can’t everything that you enjoy doing being at least averagely rewarding compared to other things. Why can’t people enjoy game and get rewarded for what they do with +/-10% reward difference. With other words i would interpretate your comment as: “If you don’t do X, you can’t earn gold because it’s not hard enough. And i do X if i want to get gold, and I cannot do my favourite Y that i enjoy to earn it.”
Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Why can't we enjoy game to get gold?

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Posted by: Firelysm.4967

Firelysm.4967

Then what about the SW puzzle which takes more time than ANY dungeon path, even Arah P4 is faster, yet gives next to no rewards. And you can’t park, and you can’t use portals.

This.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Why can't we enjoy game to get gold?

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Posted by: Firelysm.4967

Firelysm.4967

All three can be cheated/fudge that’s why.
Jumping Puzzle? sit an alt at the end, or use someone elses Mesmer portal to bypass the whole thing.

Not rly, lets say they fix them fairly simple by putting 1 npcs at start, where u retrieve a key that you have to use to unlock the final chest. Simple solution to prevent mesmer teleports is that you lose key if you use portal. Simple as that. Fair rewards, no parkin, no portals. Solution on plate, you just have to grab it.

WvW? Win trading, if there were nice rewards this would occur, there’s also no way to control the difficulty, one day it could be a cake walk, the next the 9th level of hell. So you’d have to balance rewards on it being the cake walk end.

No, you could simply be rewarded for what you do a little bit more, rank items are bad, why not give us some gold instead of white items, same goes for capping objective. Why does fully exotic/ascended armor person need white lvl 78 items that are worth less then 25 copper?

Another option is give us better badge rewards, change badges to something that we can sell or have use of it. What is the reason behind Bandit WvW armor being not salvageable where is Bandit armor harder to get then dungeon tokens to get dungeon armor exotic one? Why they are profitable and our badges are not? Makes no sense. "those are there to equip players? U still need badges + 1 gold to get armor, for dungeon piece you just need tokens and same amount of them as Bandit badges. Sanity ?

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Why can't we enjoy game to get gold?

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Posted by: Firelysm.4967

Firelysm.4967

Things should be rewarded according the time and effort it takes to complete them. That is why it makes sense for dungeons to give better rewards than mini-games.

Spirit rush takes 5 min to accomplish, and maximum reward is 5 silver. So basically 1 silver per minute.
Some dungeons can be rushed in less then 10 min, and reward is 1gold +, but one would say u need 5 people for that right? Yes true, but then you have to sum reward as well, you don’t just get 1 gold for all payers, but 5 gold + loot that can every player randomly get.

So comparing this two, brings no more individual skill to that, only difference is joy and enjoyment of the player. Difference per run is 5 silver to 1 gold. Be honest and let me know if this is fair deal

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Why can't we enjoy game to get gold?

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Posted by: Firelysm.4967

Firelysm.4967

good question. why DON’T you just enjoy it? what does gold have to do with anything?

Because gold is currency to unlock things in game? Do we play same game my friend? Because i play game on different way then you i guess, you obviously don’t need gold to buy anything and unlock anything in the game, is that what you say?

Dungeons are fun for some people, so why should they be rewarded, if JP is fun to me, by not parking character there, and actually make them all the way?

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Why can't we enjoy game to get gold?

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Posted by: Firelysm.4967

Firelysm.4967

People tend to say this game is casual ( i hope there will be days, where casual content will be over) and funny part is, why are we forced to play specific things in this game to get gold, if every thing is casual? Play your game as you want one would say? But that’s not true? why?

For example me:

  • Main priority Jumping puzzles, I LOVE THEM.
  • WvW
  • minor doing of sPvP with friends
    This is my daily rotation. I want to craft legendary, but i enjoy only Jumping puzzles, WvW and sPvP. Why can’t player enjoy that and get same amount of gold as one in dungeon? Well one would say but dungeon is harder? No not really, i’ve done plenty of speed runs, and being locked down with 5 people, is your choice of playing game to get your gold. To me jumping puzzles are same hard as dungeons, some are easy, some are little harder, but i find it more enjoyable.

BUT, i wonder, why can’t a player, if this game is casual, get same amount of gold for doing what ever they want? SW farm, Dungeon farm, Fractals, Jumping puzzles, Boss killing all over the tyria and so on so on etc etc.

I’ll put it this way, GOOD FREAKING JOB ANET, at creating Sanctum Sprint!!!!!
I LOVE IT!
But after 3 runs i was done! Why? Because reward was just not what i would expect. If i could i would totally make this for 6 hours per day if it would be equally reward-able then other gold sources!

My question is WHY:
can’t-we-enjoy-some-game-mode-and-get-rewarded-for-it-decently?
I enjoy a lot of this things in this game, but if you are not rewarded for your joy as well then no matter how good your mini game or sub-thing-in-the-game is, won’t work and wont please a lot of people.

But one would say: Why can’t you just enjoy it?
Me: But why can’t i enjoy it and get rewarded for it, why should i play dungeons and suffer doing something i don’t like just because it’s profitable?
So, question is, WHY?

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

WvW Q's!

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Posted by: Firelysm.4967

Firelysm.4967

This. Swapping between account character in mean time when we queue would be amazing!

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Ranger Healing Spring [BUG]

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Posted by: Firelysm.4967

Firelysm.4967

Class: Ranger
Game Mode: WvW/PvE
Armor Rune: Superior rune of the Trapper
Skill: Healing Spring

Problem: Healing spring is now a trap, and on trap use, player should get 3 seconds of super speed and stealth if using 6x Trapper rune.

Bug: Player does not get super speed or stealth on use of Healing spring.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

WvW uncontrolable

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Posted by: Firelysm.4967

Firelysm.4967

This current stuff is uncontrollable indeed.
I think aNet forgot to test +5 people cap.
Spells, skills and utilities are intended to be capped on 5, they have no limit now, which means, 1 guardian can give empower to 50 man blob, heal, quickness, aegis so on so on.
This is no intentional, i hope you guys won’t confirm that after 3 years as leaps

Just to clarify, OP didn’t mean the 1500 condi cap, he means on how many people you can spread it in one spell.

Ty worriedWvWplayer.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Engies need nerf

in Engineer

Posted by: Firelysm.4967

Firelysm.4967

The amount of blocks and invulnerable mechanics in one kit is unrealistic.
Either give them how many hits they can block or increase cooldown of block skills. Because rotation that they have is simply funny, they can block your entire burst for 20 sec and by the time they do their burst, they can block again. Yet their damage is unrealistic and they are tanky all in one.
I think i’m happy that engies finally get viable, but that patch made them unrealistically broken without fair Cooldowns and absurd rotations..
EDIT: edited only for typing mistakes.
EDIT2: No1 complains about PvE anyways, when some class or build is broken people refer to WvW/sPvP.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

(edited by Firelysm.4967)

Things we know

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Posted by: Firelysm.4967

Firelysm.4967

Before i say anything, i want to say AMAZING WORK on ART, traits, and new boons + effects art look simply stunning! Great work, really nicely done!

HONEST OPINION ABOUT MY MAIN CLASS

My current thoughts on my ranger:
- fury opening strike builds still looks week, opening strike seems to be week in numbers.
- beast mastery still not worth taking not because skills/traits are to weak, because pet is not reacting, AI is simply not in spot. And even with +30% move speed for pets, they are to slow. Taunt on F2 range feels not on spot, because the 300 range is to small area to taunt, one simple dodge gets enemy out of range.

- Quick Draw trait: 66% skill reduction, best trait ever that you’ve made in 3 years, finally ranger have something unique and fun in the game that can define a good play style. I really love the idea, and numbers are just right, not to strong not to weak! I think with this trait rangers will get back in meta for being useful once again, power condition or regeneration range wise!

- Brutish seal, amazingly done, love it, finally signets are not punishing rangers for taking 2 signets. Ty really good on spot trait that makes game play fun again!

- Spirits in general, don’t feel on spot, casting time of self secrifice(3 sec) is WAY to long, should be a 3/4 or at maximum 1 sec time to be useful, every body is dodging it because animation is obvious and it takes way to long. Sun spirits feels on spot at self destruction it takes 1 sec to sacrifice, rest take 3 sec, which is way to long. Arming time of spirits is 1 second, so basically Placement 1 sec + arming 1 sec + 3 sec delay on interval, you waste 5 seconds before you have any benefit of spirits. Also placing time should be 3/4 you risk way to much placing something like this. Also calling spirits should be fast in general.

- Natural Vengeance trait: still not worth taking it, 1 sec boon for 3sec refreash seems weak and not worth taking it even if i would love to take it so much, simply because spirits don’t get tanky enough for pvp or wvw or pve open world bosses, boons are removed to fast, 3/4 auto attacks don’t even recognize the boons because Time_to_lounch_auto_attack + Time_of_traveling_arrow = boon is stripped before hit, has no use.

- Spike trap, way to big cooldown, i honestly think 45 sec(36sec with trait) is not justified even with 1 sec knockdown, even frost trap became more viable.

- Throwable traps, with recent changes, trapper without throwable traps is not working any more. Ranger is becoming simply to weak if he runs 2 or more traps. Trap cooldowns got huge nerf, not needed cripple is to weak, now that leaps are not effected by it and game play is simply to weak now that you cannot engage with traps any more. Another trap problem is, that 0.5 arming time feels less natural then throwing a trap. Positioning trap now feels clunky, they give enemy just right amount of time to dodge it when they chase you, they also have no offensive use, and when people chase you, they simply walk around the spot where they see you arming it, also still not viable in pvp, why? If you run 2-3 traps you punish yourself, because you have nothing to protect yourself and other thing is enemy knows that after 2nd time coming to contest, they burn 1 small condi clear, and all your trap camping is gone. WvW, r.i.p. trapper, has no use at all, traps have to big cooldown now by average (now 12,16,24,36) (before 12 16 20 24), and without being able to engage with traps you are left in bad spot, lets not even mention that once you get in combat you can’t get out, because you can’t hide and your traps have no meaning of cripple now since leaps don’t have any effect on enemy while leaping. Conclusion? Without ground targeting traps are definitely out of meta and out of decent builds. Even with slight trap buff on condition, still feels underpowered compared to other available conditions in the game.

2 solutions:
a) throwable traps are getting option (Hidden bards could get additional thing, throwable traps + old trait info 20% bleed dmg)
b) So 2nd option would be, let us detonate traps on our own, this would bring fire fields in game and more mechanics.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Why are this traits still here?

in Ranger

Posted by: Firelysm.4967

Firelysm.4967

Soften the Fall – Obligatory Fall Damage Reduction trait that all classes have. Sorry, it will never go away. Ever.

No, it’s not needed it’s waste of an trait slot.

Strider’s Defense – Pretty bad still. It will see some play after the patch for Rangers that are neither condi or PVE. Doesn’t mean it’s good. Could use the damage modifier back into it and possibly change the RNG to making the final auto attack chain into an evade.

I don’t want to trait for the 3rd chain evade, because it’s very inconvenient. And the chance is a lot lower if we do that. I don’t see people using that in PvE i’ve talked to dungeon runners and others that try to use it for other PvE things, and they every single one asked me why would you want to use that over even a minor trait. I rather side step juke to avoid damage. I think we need 100% transfer dmg to pet on successfully attacked projectile or simple block. It’s not OP at any point because you actually have to time it really good to succeed.

Invigorating Bond – Could use a condi cleanse or boon conversion, but the devs think it’s “strong” so it will never see any change.

F2 heal was way better then actual thing, because 20 sec RNG? What’s the point of this ? The problem is that pets are so dumb and get easily cough on their own, so they don’t even heal closest allies to you because they get stuck behind. (WvW wise), cc/cliffs/ water/walls/stairs. 20 sec is way to bug cooldown for ability that you can’t even control. And this encourages even more passive pet play…
SOLUTION: every 3 sec perform small heal, better then 20 sec decent heal wasted because of RNG… No control = no awarness = no use By that i mean, if you cannot predict when passive will strike, it’s not really a passive if you never can have benefit. How could we know? How could we predict it? There is not enough said on that one, way to little information, no icons to show passive heal coming up. What would my professor for game development say: “Read simple Nielsen rules, there are 10, you didn’t even try to full-fill one of them!”

MDG – Most Disappointing Grandmaster

Exactly, give us passive might that i’ve mentioned before, lower you get stronger you are. With my idea, your power is linear, with their way, you can get maximum 8 stacks and you MUST be under 50%.. which i would move to adapt trait line, it’s not even worth standing in grandmaster trait position.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Why are this traits still here?

in Ranger

Posted by: Firelysm.4967

Firelysm.4967

Skirmishing:
- Primal Reflexes, vigor got nerfed from 100% > 50% endurance regeneration rate, 8 sec CD, 5s duration. This trait only works if you successfully evade.
- Strider’s Defense, that is way to much RNG to actually perform the projectile blow.
- Most Dangerous Game, GRANDMASTER, you get 1 stack of might per sec, if you drop below 50%, how is this useful When you have to care to survive ? And grandmaster rune?

Wilderness Survival:
- Soften the Fall, 50% less dmg on fall. Why is this in game?
- Poison Master, not strong enough for Grandmaster

Natural magic:
- Invigorating Bond, your pet heals allies in area around them, 20s CD. How does that even trigger RNG? No activation? Needs further look.. How is this Grandmaster trait?
PET: I’ve healed, ups, u werent in range? Try again in 20s, but i wont tell you when i do it:3

There is so many good stuff out there that could replace this stuff easily:
- throwable traps
- traps that spawn 300 range in front of you
- Grand master: “Dounle edged knife”: passive: for every 8% of HP that you drop, you get 1 stack of might, you lose same amount on recovery:
92% = 1 might stacks
84% = 2 might stacks
76% = 3 might stacks
68% = 4 might stacks
60% = 5 might stacks
52% = 6 might stacks
44% = 7 might stacks
36% = 8 might stacks
28% = 9 might stacks
20% = 10 might stacks
12% = 11 might stacks
4% = 12 might stacks

- Invigoration Bond: When ever you use healing skill, your pet heals your allies for X% in range of X.
- Primal Reflex: Vigor is nerfed now because other classes abused it, so basically what i would change now is, that you need to be rewarded more because of vigor nerf, and reflex should mean if you let me evade your skill, i’ll punish you: When you successfully evade, you gain 5 sec of vigor and your next auto attack has +20% chance to crit.
- Strider’s Defense: To much rng, this skill doesn’t even work as intended because almost never in my life i was able to destroy the projectile with that, we either need 100% on that, or make it rise the destroy chance 50% >100% upon auto attack. People don’t realize how hard it is to actually block projectile. And Doing it in PvP/WvW it’s not even worth taking this trait, because you would either dodge then eat the damage, if you want to make this trait work, i see two options:
a) On melee auto attack you transfer damage from projectile to your pet. Your sword skills recharge 20% faster.
b) On melee auto attack you have chance to block projectile with 50% chance. If you get struct your chance rises for 25%. Your Sword skills recharge 20% faster.

Strider needs more reactive chance, less RNG.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

HoT boxed version - Hard Copy [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Firelysm.4967

Firelysm.4967

Some people will always complain, I’m grateful for reasonable character slot for standard edition, And i’m more then happy to say Thx for the hard copy for people that want that kind of a thing, personally i don’t mind, but at least people have a chance, and all i can say is THX for taking your time!

In my country we have a saying:
“Be happy if some one offers you a finger, never grab the hand!”

I hope community wont grab the hand now that you gave them a finger ^^

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Trapper [POEM]

in Ranger

Posted by: Firelysm.4967

Firelysm.4967

I got inspiration from this topic.
It goes like this:

It’s amazing day to say,
old builds go away.
As ranger I will cry,
my trapper dies, good bye.

When all changes sound so great,
you know there is something to regret.
When numbers sound so sweet,
your play style turns to s**t.

In near future I can see,
that nightmare is hunting me,
As trapper I can’t hide,
that’s where I change my mind.

From stealth I will reveal,
new build I’ll seal,
but, ANet, promise me,
that throwing traps, in future I’ll see.

In memory of trapper ranger. R.I.P.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Trapper, lets talk about that.

in Ranger

Posted by: Firelysm.4967

Firelysm.4967

Definition of ranger is a master of tracking and master of bow

This again… ?

But yes, I’m aware of traps having severe issues.
But I’m not sure if you were talking about Bunker Builds or not. That place has a real tendency to spike up since you can get some serious CC and condi bombing hand in hand with disruption.

If you lure the enemy into the traps of yours, with so many condition damage paired with your own you can pull off now since everything will stack is just over the horizon.

If you fail to see that than the text you wrote is just as valid as the statement that I highlighted. Everyone who plays for a while already knows what I’m talking about and I don’t feel like repeating it again. You’d ignore it anyways.

But I’ll risk it and say that you have been misunderstanding ranger for a Hunter. This is not World of Warcraft.

When will you people start noticing the difference between damage change and play style change? This changes destroys the play style and its elegant movement, period.

Just saying i cannot miss understand ranger for Hunter, because i’ve never played WoW in my life.

I can’t understand in the slightest how all the nay-sayers are arguing that throwable traps would be like grenades. You can lay your traps down before a fight starts, just like you can after the update. You can do that even faster, since you can cover a bigger area when throwing the traps. Grenades explode instant, while traps remain until an enemy steps on them. Also, grenades can be thrown further. The only difference between today and tuesday is that today your traps don’t become completely and utterly useless when the enemy starts running away.

This. People will always complain, but if you don’t play trapper ranger, you don’t see how big of an issue this is. And how big nerf it is, it breaks playstyle and i won’t touch trapper ranger after this changes ever again, because making traps like this and trait entirely for one trap? No thx. Trapping and spirits need own trait line, and there we should decide what’s up, traps should be throwable by default, because you can always throw it on your current position. If you are not fast enough, i’m sorry. Improve, bad trapper ranger is bad for a reason. New trapper rangers won’t work because survival is just not strong enough without trapper runes.

@Yamsandjams.3267
You tell me throwing trap up on the wall is not ok, while necros can set Wells and bomb the wall? How the hell is that fine with you and not throwable traps? Dude, give me valid argument, nothing makes sense that you say.

You clearly didn’t play trapper ranger enough that you would understand that once you chase target after patch, trapps will be useless. Once you get low HP and full HP chase you, you are done because you cannot defend yourself proper way to decide how to spread traps and plan the turn-around. Did you even play trapper enough to see how fast you can die with that setup?

Also throwing traps on the side makes your stealthy for a reason, and people forget that you trait + runes + skills for that play style. What does other class do? Nothing, they just pick armor as usual, traits as usual, and do their thing. We devote much more then other classes to make some build work. And not seeing thing is pure blindness.

@Tragic Positive.9356

Traps should be defensive. Not offensive. And they can slap some serious a** at the moment.
Ranged AoE knockdown on 20 second cooldown that cannot be blocked? Yea, sure, I would like that too.

The kitten? Since when are traps only defensive? In what part of the history it says in middle age people and war tactics were using traps only for defensive tactics? How about hunting, triggering traps and tons of other ways to use them for.

About 2nd part, I bet you’ve heard for stun breakers ? Stability? Yes? good.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

(edited by Firelysm.4967)

Trapper, lets talk about that.

in Ranger

Posted by: Firelysm.4967

Firelysm.4967

Because of trapper rune abuse I guess. They might plan to make them PvP.

There is no trapper rune in PvP.
How about two questions that i posted, any clue?

Just to define what a trap is.
If you are putting down a trap – it needs to feel like setting one.

I personally didn’t like that traps now (before HoT changes) were literally grenade bombing abilities. It didn’t feel like a trap – it wasn’t used as a trap – it didn’t have anything in common with the term at all.

I can see some potential in them now – but mostly as a defender. That exactly is the point of trap anyways.

I really don’t like the idea of nerfing something because it doesn’t fit a theme. They should have renamed traps to something else if that was their problem with them.

And this. Not that spirits got more boring mechanics then ever, now trapper is useless too. Welcome to world of Longbow and Condi ranger. Yes there will be born new styles of ranger, and i support that, but why destroy other game styles while you can keep them? And make this class diverse and play it as you wish. It’s just sad that arena net doesn’t see the bigger picture here.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..