@ALL
1.) So If we meld with the pet, you gain access to 2 skills right? What if the pet uses those skills prior to Melding, won’t they be on CD? or how bout vice versa?
2.) Rather off topic, is the leap from the new dagger skill an evade? I think its very similar to the engie hammer skill but not exactly sure.
1) I really hope not, since they are not really controllable for us when not melded and having them on CD will make beastmode far less enticing, since you get no benefit other than the stat increase which will not make up for the loss of the pet assuming it is attacking.
2) It would be nice to have an evade on the dagger. I hope it is a leap finisher too.
Did anyone else notice it is the same animation pounce on sword used to have? You used to be able to do the “2pounce” with sword which was a double leap exactly like the dagger has except that Dagger #3 is a gap closer with no pre-requisite.
Really have to define viable. You will be getting carried in raids if you go power ranger. Fractals it is a bit less of an issue, since those are more about mechanics than anything.
WvW Roaming/sPvP power is still viable.
If you have a really good power build you don’t insta-die on, please share!
Covers all bases and pretty solid.
Edit: FYI the build editor is not updated, but the traits are in the correct position.
I made my second Ranger and to my suprise I have to re-tame all the creatures. I remember in GW1 we got a whole area just for Ranger pets so we didn’t have this issue. I was wondering if maybe there was any plans for something like this in our HOME location. As a Ranger main, I’d love to see this happen and with the new mount system every character could have a use for this as well.
My idea is to simply make pets/mounts roam our home instance and give the imersion of them being real and a part of us.
2 birds with one stone so to speak. Once you tame them once there is no real game play reason why I shouldn’t have them to use on all my characters.
I’d love to know the communities thoughts on this.
Pets in GW1 were pretty generic, there was not a lot of difference between them, mostly it was the skin being the only difference. Only one pet had an actual skill. The evolution was player controlled, but that’s it, even then the difference in survivability and damage was not huge. Except for the Racing Beetle which attacked a fair bit faster.
The Zaishen Menagerie was a cool idea and I really liked being able to get whatever pet I wanted whenever, also death levelled a ton of different pets there. It’s a good idea to simply have the pets in the home instance, I’d really like to see that too, purely from an aesthetic standpoint and sort of a throwback to the Zaishen Menagerie. But only tameable core pets if the character that opens the instance is under level 80.
I also don’t find that locking ppl away from pets on their 2nd ranger is a smart thing to do. It’s just a waste of time.
If you are levelling a ranger from scratch, then having access to a Tiger, Smokescale, Bristleback, Sand Lion or the other PoF pets from level 1 is likely to trivialise it all completely, but upon reaching level 80, unlocking the pets would be fine.
Pets and Teria is almost completely unexplored again. That at least should have all waypoints discovered.
This trivialises exploration too much, since 100% completion is required for the 1st Legendary weapons. It hardly takes any time to run across any map anyway, at least this game has waypoints.
What has brought you to this conclusion?
The same thing that causes everyone else to post that ANet hates their particular class in their class subforum. Happens daily.
ANET are bad at class design.
None of the classes I’ve played in this game, at ANY time have played as smoothly as the ones in WoW. (Oh no! Are you triggered? )
The lore of the class means more to the devs than the actual functioning playability of each class.
So, because of your subjective opinion, ANet therefore hates every class? Yeah, makes sense…
Look, just because you can’t play the game smoothly with any class, it doesn’t mean they are clunky, it just means you need to get better.
You’re conclusion doesn’t make sense because I never said ANET hated every class.
Then your original post makes no sense because I was replying to that, what does ANets “bad” class design have to do with them hating Ranger then? That’s what the topic is about.
What has brought you to this conclusion?
The same thing that causes everyone else to post that ANet hates their particular class in their class subforum. Happens daily.
Baloney.
You who post against anyone who knows the real state of Rangers are getting tiresome.
How is it baloney to point out a fact? Go read the other class subforums, there is always someone claiming that ANet hates their class. Please cite an example of when I
“post against anyone who knows the real state of Rangers”.
Actually, this whole thread should be deleted, its utterly pointless.
What has brought you to this conclusion?
The same thing that causes everyone else to post that ANet hates their particular class in their class subforum. Happens daily.
ANET are bad at class design.
None of the classes I’ve played in this game, at ANY time have played as smoothly as the ones in WoW. (Oh no! Are you triggered? )
The lore of the class means more to the devs than the actual functioning playability of each class.
So, because of your subjective opinion, ANet therefore hates every class? Yeah, makes sense…
Look, just because you can’t play the game smoothly with any class, it doesn’t mean they are clunky, it just means you need to get better.
What has brought you to this conclusion?
The same thing that causes everyone else to post that ANet hates their particular class in their class subforum. Happens daily.
…Another thing I don’t get, the stun break skill(for the stout pets) got a casting time, how can stun break ability have casting time?
The stunbreak happens, then the cast.
The initial List is beyond outdated, can someone fix this
I will update this thread when we get the traits and utilities for Soulbeast, and then update it upon PoF launch. I will not be able to play until December again so I’ll want to be involved with the game while I can’t play. Antarctica again.
I copied all the code for the builds in the list but most of them will go. In order to simplify updating it in future, I will come up with a different format. I just gave up on editing everything every patch. Because I couldn’t add more anyway, each of the posts is at the character limit. So, I won’t be able to add every build submitted, it’s just too much.
It’s quite a bit of work. But I will do it in the coming weeks. Sorry for it being useless for two years guys. That said, I didn’t receive a single PM about it.
Theory crafting Soulbeast builds lately, a bit hard to do when you don’t know most of the traits… But…
PvE D/T & D/WH Hybrid DPS Soulbeast. The Mad Beast?
The swords in the build would be exchanged for daggers. Personally I’d probably play it as D/T and D/WH, but either bow would be a good ranged option. Depending on how Vulture Stance works, perhaps swap QZ out for it. Obviously the GM Soulbeast trait would be Oppressive Superiority, but we’ll have to wait and see what the others can be. Predator’s Instinct in the build editor is Hunter’s Gaze and MDG is Vicious Quarry.
Should be able to stack respectful might on yourself, swiftness, perma Fury and a lot more applications to trigger Remorseless which cripples and applies 5 vulnerability (will stack 25 vuln) as well as hits for 25% more damage and always crits. Will be at 195% crit damage and 65-75% crit chance, with say 3000 power and 1700 condi damage at 15 might.
SotP will always stack 25 might on the pet if there are two mobs within 900 range, without even attacking due to the Mad King runes. They can also stack a lot of AoE bleeds, each bird attacks 16 times, it is essentially a 3 target AoE Hunters Call.
That’ll probably be how I’ll play it to begin with, it’s got some pretty cool combos available, depending on the traits we have not seen as yet.
(edited by Heimskarl Ashfiend.9582)
Which traits mate?
Bah. Nevermind. I mistook this person’s suggestions for Holosmith traits as part of the actual Holosmith traits.
Boink. That’s why I recall reading stacking blinds, good thing you challenged me on that. lol
Hehe, it would have been a very interesting change…
Does the longbow range surpass the 1500 tooltip? Back in the day we had a different tooltip i believe with 1200, but we could still hit to 1500. Is this the same case now, only 1800? There are situatons in spvp where I fire downwards and the range does seem a bit further than 1500.
Im loving pewpew builds in spvp despite their effectiveness, but if the range is set at 1500 then I may as well consider deadeye.
The projectiles have an arc, so yeah they can travel a fair bit further than 1500.
I mean, it was nerfed. The rest is the same. Sure, blind can be an asset against a single burst, but after seeing some traits from the previews of PoF – blind will be stacking intensity rather than duration.
So, that single blind every 12s is not really going to be worth it. 3-4 years back, sure, but now every class has multi-hit strikes with ticking AoEs.
Which traits mate?
I honestly dislike the bark skin change as itdiscourages marauder longbow play, and further promotes hybridtankyheal.
Could always take instinctive reaction and gain some healing power based on your power.
Yeah, I reckon throw in the Grove Runes with IR and you end up with 320 healing power and good coverage of Protection to fuel Rugged Growth, which is a decent gain. Can still play Marauder for sure.
Not to mention with runes of the grove if you’re using a LB that 6 set is disgustingly broken.
It’s triggered on the attacker when you yourself are struck by that attacker.
I honestly dislike the bark skin change as itdiscourages marauder longbow play, and further promotes hybridtankyheal.
Could always take instinctive reaction and gain some healing power based on your power.
Yeah, I reckon throw in the Grove Runes with IR and you end up with 320 healing power and good coverage of Protection to fuel Rugged Growth, which is a decent gain. Can still play Marauder for sure.
Theory crafting Soulbeast builds lately, a bit hard to do when you don’t know most of the traits… But…
PvE D/T & D/WH Hybrid DPS Soulbeast. The Mad Beast?
The swords in the build would be exchanged for daggers. Personally I’d probably play it as D/T and D/WH, but either bow would be a good ranged option. Depending on how Vulture Stance works, perhaps swap QZ out for it. Obviously the GM Soulbeast trait would be Oppressive Superiority, but we’ll have to wait and see what the others can be. Predator’s Instinct in the build editor is Hunter’s Gaze and MDG is Vicious Quarry.
Should be able to stack respectful might on yourself, swiftness, perma Fury and a lot more applications to trigger Remorseless which cripples and applies 5 vulnerability (will stack 25 vuln) as well as hits for 25% more damage and always crits. Will be at 195% crit damage and 65-75% crit chance, with say 3000 power and 1700 condi damage at 15 might.
SotP will always stack 25 might on the pet if there are two mobs within 900 range, without even attacking due to the Mad King runes. They can also stack a lot of AoE bleeds, each bird attacks 16 times, it is essentially a 3 target AoE Hunters Call.
That’ll probably be how I’ll play it to begin with, it’s got some pretty cool combos available, depending on the traits we have not seen as yet.
(edited by Heimskarl Ashfiend.9582)
Ya, I thought it was clear they changed F2 abilities to beast abilities because they had the soulbeast in mind, same reason they removed the passive stats buffs. It’s a cute addition but not a game changer as most of the F2 traits got ICD on them anyway, so i cant spam F1 to F3 in beast mode for a triple effect.
At least now you’ll be able to activate it on yourself whenever you want to though.
Guys, the wording on this trait has changed. Those of us who thought nothing was given back when removing the +300 toughness from the pet were wrong. At least, I believe so anyway.
The previous wording was “Your pet’s command [F2] ability” but after the patch it is “Nearby foes are blinded by Beast abilities.”. Each of the other traits that work with the F2 specifically state the “command [F2] ability”, so I believe this trait change will make it work with any beast skill while in Beastmode.
What do you think?
Beast abilities are the F2 command. I’m not sure if it includes also other skills from the pet other than the AA.
If they do the trait would be fine with the change.
I’m thinking that because the rest of the traits specifically state F2 in the description and this one says “Beast ability” then it will still work with F2 (which it does, by all accounts) and also with beastmode skills which will have their own category, “Beast abilities”.
I’ve been trying to build around the new EB for WvW.
as far i can reach -65% condition duration, which is really bad if you don’t have any other means of cleansing.
http://gw2skills.net/editor/?vNAQJATRnUqA1CiFsAWsCEtiFKBDunOUbqNBgFQC45HUB6Yl480A-TVhRABYr8DZ1fwVXQ5KBBY/BxAUE-wWe need the at least -50% / -50% in WvW like is PvE so we can get the cleansing done to be worth it.
Most of the skills for any class in WvW works as PVE version i don’t get why we can’t have that here.Also it would help a lot if the trait was also moved as if we go for EB the WS traitline doesn’t work well with any build. I don’t get why we keep that trait in there.
Where would you put it?
BM would be the best choice as it has the pet aspect into it. NM should be good as well although i’d prefer the spirits to be reworked so the water may cleanse conditions.
I theory crafted another build based into condition duration:
http://gw2skills.net/editor/?vNAQFAWnUqA1CiNsA+rActgFKBrJAUqSAw90j6S1JyNBucl480A-TlRQQB/THwAViJPlgAQ9nvp8oA7PQGgi9A-wI think this one could work. Weapons set and sigils up to your choice.
What do you think?
What’s it for? Is it intended for WvW? For the sake of -5% condi duration, you could run Hoelbrak runes and use one or both of the new might generating traits, Hunters Gaze or Companion’s Might, but that doesn’t work exactly well with condi. Superior Rune of Antitoxin is probably better for that build, -24% and adds might on incoming condis and also condi main stat.
The basis of the build like this is Empathic Bond, the Antitoxin runes for condi build, or Melandru or Hoelbrak for Power builds, there are others that have -condi% but not as good. Superior Rune of Resistance which could work with a signet build or Superior Rune of the Sunless. Then the food which is either Saffron Bread, Lemongrass Poultry Soup, or if you are playing condi the Sweet Bean Bun.
50:50 would be ok. I am sure the modifiers stack multiplicatively (please correct me if wrong here), so 50% from the trait, say 24% from the runes and 20% from the food. So, 0.5 × 0.76 × 0.8 = 0.304. So, you are effectively cutting the conditions by 70% but I still think 30% durations is enough to kill you without some clears or big regen to counter it. With Natural Stride, the condi reduction for movement impeding conditions is 80%, meaning a 3s chill gets cut down to 0.6s. Not bad.
With SoR and Druidic Clarity to give full clears, it’s going to be pretty effective. While your pet is alive. IMO
There is an another new stats combinaison with main power & healing power and minor precision & condition damage.
Griever (i think is call that) is not coming until the expansion i think . In siren’s landing there is no recipes and such for it.
Griever is Power/Condi and Ferocity/Precision.
I wish they’d come out with a Healing Power/Condi and Precision/Expertise set.
I’m kind of concerned that with the amount of boon strip in the new elites that it will kill any melee combat.
The elites that use melee to strip boons, won’t use melee because there’s boon strip? I think the opposite, Hammer Spellbreakers ftw.
That’s exactly the thing. If stripping requires melee, you won’t be engaging in melee…
I’m very concerned for the upcoming meta :\ I think there’s a good chance Pirate ship meta is going to be back…
I sure as hell hope it won’t though, it’s only left to wait and see nowBut you want to strip enemies boons, soo you have to go into melee, becouse warrior strips are going to be melee… So for that warrior to survive you need to have somekind of melee support.
What i hope will happen is revival of backline and with that revival of focus party.
My fear is that when the melee ball collides all boons are striped and can not be reapplied making them sitting ducks as they get hard cc and condi bombed. Both sides melee dies on the first push so then no one plays melee. I would like to see a more defined back line too but not like that
I never get this kind of logic, as if we are kitten english red coats, just lining up of either side of a field and walking together.
Just gotta use some better or different tactics man.
300 toughness all the time vs 1 missed attack after f2… Ouch time
There was no way they would ever allow us to get 300 toughness from a trait that didn’t also require some massive investment in another stat.
Blind is pretty powerful when used well, PvP/WvW ofc.
Guys, the wording on this trait has changed. Those of us who thought nothing was given back when removing the +300 toughness from the pet were wrong. At least, I believe so anyway.
The previous wording was “Your pet’s command [F2] ability” but after the patch it is “Nearby foes are blinded by Beast abilities.”. Each of the other traits that work with the F2 specifically state the “command [F2] ability”, so I believe this trait change will make it work with any beast skill while in Beastmode.
What do you think?
I’m kind of concerned that with the amount of boon strip in the new elites that it will kill any melee combat.
The elites that use melee to strip boons, won’t use melee because there’s boon strip? I think the opposite, Hammer Spellbreakers ftw.
I’ve been trying to build around the new EB for WvW.
as far i can reach -65% condition duration, which is really bad if you don’t have any other means of cleansing.
http://gw2skills.net/editor/?vNAQJATRnUqA1CiFsAWsCEtiFKBDunOUbqNBgFQC45HUB6Yl480A-TVhRABYr8DZ1fwVXQ5KBBY/BxAUE-wWe need the at least -50% / -50% in WvW like is PvE so we can get the cleansing done to be worth it.
Most of the skills for any class in WvW works as PVE version i don’t get why we can’t have that here.Also it would help a lot if the trait was also moved as if we go for EB the WS traitline doesn’t work well with any build. I don’t get why we keep that trait in there.
Where would you put it?
Most of rangers using full signet power builds. Ammo is to complicated.
But as an ranger with 450h I was really surprised on this patch. Ranger with bows and arrows… and no ammo. While warrior get ammo on kick and SHOUT lol.
Anet logic is the best ever since 2005.
It’s ammo mechanic, not actual ammo. This isn’t the Elder Scrolls.
It was around there, i should have around like 1.8k
Full Ascended Magi is just under 1400 – 1500 with food. Where’re you getting so much from?
Clerics+Instinctive Reaction + Sigil of Life. Plus infusions. You can get 2200 like that.
Grove Menders LB/GS Power/Survival/Regen Druid
Lots of snares, CC, tons of health regen, near 100% uptime on Vigor, Fury & Protection, absurd condi removal. Fair damage.
If you want to dis-incentivize zerg play, create a de-buff that slows (movement speed, not the condition) characters by a % the more other players are in the area around them.
For example only; Starting at 11 players within a 1000 radius, removing 1% movement speed for each additional player within that area, so a 40 man zerg in a 1000 radius area would have a 30% movement debuff.
There is already such a debuff in zerg v zerg. Its called 20 necros specced for chill, because deathly chill is still OP as all kitten.
Anyway, the problem with this “debuff” is that Anet would introduce a hard cap to how you are supposed to play. That bad. And even worse you cant help it. You cant control how the zerg runs regardless of being a commander or squadmember. If I roam and a zerg pass next to me, is that my fault so I deserve to be slowed down?
The same goes for any measure introduced to dis-incentivize zerg play. I just see this one as the most effective for the least amount of work.
Poor zerglings.
This ^ boohoo no more no brainless press 1 for EZ loot, now they will have to actually press some other buttons.
You are assuming there is little enough lag for those buttons to work.
Good changes. Those who complain should now start learning how to tag and actually play WvW instead of just brainless WSAD+1111111111111111111111
So if they press 2, 3, 4, 5 or 6 they cease being brainless?
The other skills on the loot stick are situational skills, you don’t stop in the middle of a push to use Empower, you use Line of Warding behind them, you use SoSwiftness to tag and buff your allies, orb whenever etc. You don’t just spam them all off CD. If you are playing staff well, you are using AA most of the time.
(edited by Heimskarl Ashfiend.9582)
If you want to dis-incentivize zerg play, create a de-buff that slows (movement speed, not the condition) characters by a % the more other players are in the area around them.
For example only; Starting at 11 players within a 1000 radius, removing 1% movement speed for each additional player within that area, so a 40 man zerg in a 1000 radius area would have a 30% movement debuff.
At that point they could just add a tengu outfit or transmog potion.
That would be horrible, and unforgivable.
Why?
- They won’t create a new Personal Story for Tengu.
- They won’t create a new starter area and tutorial for Tengu. They hated doing this in GW1, which is why there is no HoT or PoF starter area and tutorial.
- They won’t re-do every armor skin to suit a new body model, which they need to do to be professional.
- If the answer to these is to start at or boost to level 80 upon creation and not allow certain armors, then it is purely a cosmetic change.
Therefore; Just create a Tengu outfit and sound effects to go with it.
Like anet ever forget about the casual.
It did.. very much so, with HoT. Which is why I am asking if they decided to remember us with this upcoming expansion.
If you don’t think Anet forgot about the casuals when making HoT.. then.. simply put.. you’re not a casual so would not notice it. No shame in that.
I think you are using a different definition of casual than most people would. If by casual you mean “no inclination to do anything challenging” and “just want the face roll easy status quo to remain” then I’ll agree.
Most people would simply define “casual” as someone who plays on an irregular basis or less than X hours per day. Not playing much has nothing to do with being able to play HoT.
HoT can be super casual, the events are on all the time, you can literally do one within 30mins anytime of the day, the maps hardly need any of the masteries to get around, I didn’t unlock much of them for weeks or months after launch and played through HoT no worries, casual as.
Agree fully. Dagger 5 needs this. Throw Torch and PoS are other excellent candidates.
Traps also could do with the ammo system and/or being made an elite kit so you can have bar compression. I have come around on traps now and do not think making them throwable again really fits the dynamic, but only because I am imagining them as ammo system and them being an elite kit. That would give them enough utility that you don’t need ranged AoE.
Spirits could also get two shots with the ammo system, then you could actually use the active skills.
Oooh, I’ll have to check that out
http://dulfy.net/2017/08/09/gw2-upcoming-armor-outfits-and-weapons-from-path-of-fire/
I hope Sohothin – [&Ci0dAAA=] is not available to players tbh, makes the FDS redundant really.
Some of those “Unnamed” weapon skins are pretty cool. Love the Aegis from GW1, the serpent staff, sword and longbow are really nice, I wish we could change the aura from purple though. The mace is the best skin in the game, Soulbeast Dagger ([&CqkdAAA=] Fang of Mokele) while a throw back to GW1 is pretty meh to me, guess I’ll still be using Incinerator, Mistforged Hero’s or Komalie’s Sacrificial Blade.
Freshwater Pearl/Mussel farm nerfed
in Guild Wars 2: Heart of Thorns
Posted by: Heimskarl Ashfiend.9582
I think his numbers of 6/350 gathers is rather lucky. Previously when I did tried this farm to gather FreshPearls for myself to make Minstrel gear, I started with 500 gathers to see the rate, then over time kept records of 5000 mussel gathers and came up with a drop rate of just under 1%.
If anything he was punching above his weight before and now it’s just back to normal. I have done 350 gathers before and not got a single pearl.
Hey guys,
I met up with Irenio, who was heading into my area of the building to talk to me about this very bug. As it turns out, it’s quite a complicated issue and that’s why it took a while to address. But… it has been addressed, yaaay! The fix for this issue should be going out very soon, perhaps before the end of the week.
Naturally, for something this complicated, there are a lot of “layers to the onion” in getting it resolved, but it is very much in the devs’ minds, and help is on the way for our beloved, but lazy-seeming, pets!
Thanks for the response Gaile, appreciated!
Edited to say: Natural healing isn’t working AT ALL right now. so any debating it’s effectiveness is moot when it is bugged for people who do want to use it.
It’s working for me, what seems to be the problem? It heals the pet, and it generates AF (albeit slower ofc). Just tested – working.
I will put in a ticket then I guess… Combat window only shows signet heals…and if I change that signet….pet gets 0 healing in log or healthbar…none. Maybe it’s a glitch in my acct…
Did you try turning it off and back on again?
I mean the trait… If you haven’t unequipped it since the patch, try that, I dunno just throwing random ideas out there.
They could have given something back instead of just removing stats from those skills, re-working GFtE so that the toughness didn’t apply to SoulB couldn’t have been too hard.
GftE really needs to be reworked into something involving the pet vs an opponent with weakness. That way, there can be synergy with Winter’s Bite, Protective Ward, and Wilting Strike – among the other sources of weakness built in other pets such as Drakes, Black Bear, and Cave Spider…
Cool idea, I like it, inter-specialization synergy like that is needed.
Unfortunately the new trait scales too good, by that I mean it will most definitely get nerfed… With mender’s you’re healing over 600+ hp/s alone with just this trait which wouldn’t include the SoR passive and regeneration boon – you can get basically near base troll ungeant healing per second with that … I know there’s a pre-requisite in activating it but still , it will most likely get nerfed due to people complaining about the bunkery aspect of it.
I don’t want it to be nerfed because we lack stability now in a lot of areas , but with Dolyak Stance possible pairing with RaO soon I fear this will end up becoming rather broken with specific combinations.
Wow, that is pretty good and probably too high for PvP. Grove Runes and Mender ftw eh? Or Forgeman/Stoneform/Sage/Torch.
(edited by Heimskarl Ashfiend.9582)
You want a beastmaster? Here. Granted, it’s not going to be super-duper effective, but for open world, it may be fun
Get yourself a Pocket Jade Armor and some Ogre Pet Whistles, this Norn Ranger Build and you’ll have two hyenas, a jade armor, the ogre summon (random), a rock dog, an owl, a wurm, a bird, a fleshreaver and a mistfire wolf available haha! And with the new DPS traits, it won’t be terrible. You’re buffing the summons with GoTL, Spotter and Frost Spirit.
If Empathetic bond was a 50/50 split like PvE, it would be alright, just alright, not great, however in PvP it’s kittening hot garbage, it not only barely reduces condis on you, but in PvP our pet gives US 80% of its condi durations, that means if your pet runs through a fire field we’re getting 80% of that.
Wait, so it transfers the opposite direction now too? From the pet to the Ranger? The pet that has no clue where AoE fields are and runs straight through them or just stands in them while attacking?
Priceless, it’s even worse than I previously thought. Who would actually look at that trait and think it’s fine to send out to a live game?
If it were a 50/50 split I’d be more willing to use it as a melee tanky ranger since it seems if you’re both in the same field or getting hit by the same attack you’ll both only be affected once, IE you both get by an attack that applies 18s of burn you’ll both only have 9.
But if only one of you gets hit you’ll both get 9 regardless. I can only imagine the bull kitten of getting hit by 80% of the condi duration from something my pet kittening stands in though in PvP/WvW
Actually, that would be hilarious to record a video of in WvW. Send your brown bear in to the opposing zerg with the trait on and watch the Ranger just blow up hahaha!
As per title.
“Quickness will only increase the attack speed of regular attacks from devourer, spider, smokescale, bristleback or wyvern pets.”
We have several traits/skills that apply quickness to our pets and that it doess not have an effect on most of them is a pretty glaring bug.
If Empathetic bond was a 50/50 split like PvE, it would be alright, just alright, not great, however in PvP it’s kittening hot garbage, it not only barely reduces condis on you, but in PvP our pet gives US 80% of its condi durations, that means if your pet runs through a fire field we’re getting 80% of that.
Wait, so it transfers the opposite direction now too? From the pet to the Ranger? The pet that has no clue where AoE fields are and runs straight through them or just stands in them while attacking?
Priceless, it’s even worse than I previously thought. Who would actually look at that trait and think it’s fine to send out to a live game?
Now that protection gives you additional regen and shout builds got a few nerfs, we will see a
whole new level of C A N C E R in WvW.
You mean something other than Trailblazer condi?
They could have given something back instead of just removing stats from those skills, re-working GFtE so that the toughness didn’t apply to SoulB couldn’t have been too hard. Same goes for the Healing Power from Natural Healing, which was far less useful, but the additional 350 condi damage from Expertise Training is pretty big. Although we get the vitality as a trade off. Just seems lazy to me to just delete it, rather than make it work with SoulB.
It is weird to me because we had some of the best stability in the game before they nerfed pulsing stab and 60s CD on SotP and then SotW. I’d like to hear the reasoning behind it, that is for sure.
really man? our stab abilities always had a cast time. stab abilities with a cast time are garbage, because you can’t use them when you need them the most.
If you think that, then either you obviously never played WvW /PvP or you yourself are the inexperienced player.
you’re the one saying really outlandish things, not me. i guess i’ll take my 3k hours in wvw and pvp, half of it on my ranger, and go sit over there. and you just keep thinking RANGERS had some of the best stability in the game. hint: with the exception of thieves and necros, we always had the worst stab in the game because of our cast-times. warriors, guards, eles, even engies all had insta-stab, i.e. the only kind that counts.
and when you stop wallowing about losing “some of the best stab in the game”, you’ll realize how insanely powerful the new signets are.
Insanely powerful is going a bit far. I’m not wallowing in anything, I just think;
- SotH didn’t need the CD increase for that effect, it’s not as good as Signet of Might already and it now has a 15s longer CD.
- SoR was the best condi clear we had, for the investment. Now, it’s still pretty good but I doubt I’ll use it on core or SB. I don’t get why they changed it.
- SotW having a cast time didn’t affect my ability to use it to stomp people or avoid CC, probably because I used dodge/Zephyrs Speed before casting it. Losing +25% damage and +50% speed with 5 stacks of Stab for 12s (50% duration) is pretty massive to me, many many times it allowed me to burst the last of someones health and then safe stomp them while outnumbered. To trade that for a bit more immob is not worth it, I will use it though. The number of times I have been able to pre-cast it in anticipation of a Steal successfully is also many times, same goes for zerg play, now we will NEED to use SoulB.
…And still some of you guys focus on what we lost, while we got so much in return, wow, just wow, guild wars 2 life must be very hard for you, always looking at it that way. Of course it’s good to keep Anet sharp, pointing out things that really need to be adjusted or improved, but I feel this is getting ridiculous. Be happy just a little, you can do it!
Most of the changes that have been made to Ranger in the last patch were being asked for by this forum for years, some for half a decade so there is no need to be “grateful” for them, they should have been implemented long ago.
What those focusing on what we lost are dumbfounded about is why. Why did we have to trade something we loved for something we should have had already?
It is weird to me because we had some of the best stability in the game before they nerfed pulsing stab and 60s CD on SotP and then SotW. I’d like to hear the reasoning behind it, that is for sure.
really man? our stab abilities always had a cast time. stab abilities with a cast time are garbage, because you can’t use them when you need them the most.
If you think that, then either you obviously never played WvW /PvP or you yourself are the inexperienced player.
…It’s weird the devs don’t want us to even have the option of stability with some give and take builds. It’s just “rangers can’t have stability.”
It is weird to me because we had some of the best stability in the game before they nerfed pulsing stab and 60s CD on SotP and then SotW. I’d like to hear the reasoning behind it, that is for sure.
I dunno. With the way things are going now, that might end up stowing the player, and when we come back, we won’t be able to move or act for 3s.
Neat idea, but best not to risk it.
If it stows the player, then people who want the beastform transformation spec will be happy