Wow, people still complaining about loot stick. Get over it, switch to longbow
And get it unjustly nerfed a third time?
Pls no
If you don’t use it, why would it matter?
LMAO a condi thief player crying over condi cleanses.
Your build is like top cancer in PvP and WvW roaming, you have no grounds to cry.
Nice assumption, but if I take the time to post about my experience vs a vanilla LB/GS don’t you think there is something more to it than just getting outplayed?
I ended up switching to power d/p staff after my first two failed engagements as condi because I did notice straight away how consistent the removal was with saffron scented poultry soup (100% chance to remove a condition when you use a healing skill, +70 healing power). I was able to beat him as power much faster than I ever did with conditions. So did I really get outplayed on my condition builds? Maybe, or maybe his setup was carrying him to counter a condition damaging class.
No, there is nothing to it, he was built to counter conditions, that is all. It’s not the build carrying him, it’s his use of a build specifically to counter conditions and it worked. Or is not countering current meta intelligent?
From time to time people come here to complain Ranger is OP for some reason and it’s usually because they got their ass handed to them and their ego can’t handle it because they expected the ranger to be a free bag and it wasn’t because it took advantage of an intelligent build and good gameplay.
Edit: It’s actually funny to me that he was using a build very centred around removing conditions, you noted he was even using food that removes conditions and still you complain about him being able to cleanse them? Not only that, but when you were then able to counter him with a power build was your build not just carrying you, countering his condi defensiveness?
(edited by Heimskarl Ashfiend.9582)
Did you get outplayed by a core Ranger LB/GS on your condi bunker?
It’s called a Jacaranda and was an air elementalist in the desert in the first game as a foe.
It needs to be there to let others know you are in beastmode. For pvp reasons.
You don’t think they will notice the big blue icon under your health bar or your lack of a pet? If they don’t notice those things, I doubt knowing you are in beastmode is going to help them at all.
Anyway, they can just give the option to turn it off client-side.
…
OPPRESSIVE SUPERIORITY pls clarify, for our PVE lads this is pretty much useless. Bosses health is around millions so youre basically going to be using this during the last 5 seconds of the fight? lol. Should change to percentage, but still pretty weak though even if IMO.
It is percentage based, to be otherwise it would be utterly useless. There is a reddit post where some guy tested it if you are interested.
As a side note, removing the healing power component from Natural Healing was also a nerf to Invigorating Bond which uses the pet’s healing power, not the Rangers.
What I don’t understand is why cant the pets f2 skill be one of the merge skills, most of the first merged skills are useless I wither have smokefield over takedown merged with smokescale. Would make more sense and why not? Is it that hard to ask for? You are merged with it anyways.
~Dew Bryan
They stated already, in the GuildChat, that that will never happen since it will be OP.
So, you want two F skills instead of 3 and you want to remove some of the most interesting F skills in beastmode, the F2 (Defy Pain, Brutal Charge, Smoke Assault, Narcotic Spores, Photosynthesize, Charge etc.)
No, thanks.
OK:
- make those beastmode F1
- pet F2 moves to Beastmode F2
- keep beastmode F3
- beastmode F4 pet swap
See above.
I mean, I think it’d be great if it applied reveal or if instead of it needing to be damage/healing on you it were damage/healing on anyone tethered applied the proc.
IE: tie yourself to a group of enemies and whenever you or a tethered enemy is damaged is pulses the damage out in every other enemy.
As long as the tether is way bigger, otherwise it’s garbage. Or, niche farming mode again.
I mean it’s already a 600 radius, and if you believe the wiki it doesn’t actually break until 900, the radius is perfectly fine, and the avatar state version is great for the AoE healing, the only part of it that’s sorta lackluster is the normal form version, and even then it’s pretty good in some niche situations.
I haven’t tried using it in over a year but I know it did break at less than 900 range. Actually, it could be a bug because if I tethered someone at melee range and they would use a leap skill, the tether would break and most leap skills are less than 900.
Compared to the other elites, it’s just not worth taking except to proc GotL, which is a real shame. When I first saw it I thought it was going to be awesome but reality put me in check.
Axe is 900, LB is 1500 so SB at 1200 would be mid way between. Also, makes sense thematically that you can shoot an arrow further than you can throw an axe.
900 vs 1000 isn’t going to be noticeable.
At max range Shortbow already connects at 1000ish in the same way Longbow’s range is 1200 but it’s actual range is 1500.
Making Shortbow hard 1000 would be a decent change and make Shortbow connect at just about 1200. 1100ish.
It would be a good change and give Shortbow a little more range without making it another Longbow.
But longbow connects at 2000, I’d be happy to see 1200 range and the projectiles despawn at 1300.
Maybe at elevation advantage and even then you can reliably strafe them at 1500. Anything past 1200 is iffy.
If they gave us back 1200 on shortbow I wouldn’t complain but it’s not likely. I’m asking for a bone. You guys are asking for the Taj Mahal.
They’re not going to make Shortbow a different Longbow.
We’re just asking to be able to shoot an arrow as far as we can throw a Dagger, Torch or Axe from our left hand!
Sure, and 1100-1200 outside a 1000 hardline is further than an axe that get’s 900.
Fair point on torch and dagger off-hand, let’s be nice and say 1000 is the hard limit and shortbow can “reach” 1200 like torch and dagger throw.
That or they get nerfed to 1000.
OH Axe gets to 1200, man. Axe MH further illustrates this point, we should be shooting arrows further than we can throw axes. The whole point of bows is mechanical advantage in the form of a spring. The longer the spring or it’s resistance to bend, the more power it transfers. The length of the bow makes no difference thematically. English Longbows shoot no further than a double reflex bow, which are half the length. In fact, the double reflex can shoot with a flatter trajectory.
1200 is skirmishing range now, there are so many gap closers and pulls that 900 no longer cuts the mustard. This is 75% of the reason the SB is hardly used ever except specific rotations in raids.
MH axe is 900. Yes, the OHs go to 1200. I can’t help but think you’re getting too much into the science side of what is a video game arrangement.
That said what I offered previously should be satisfactory. Your projectile based weapons are the MH axe, longbow, and shortbow.
I propose SB be buffed to 1000 base but like LB having a little leeway there in it’s effective reach to about 1200.
Your SB get’s better baseline range than your comparable MH axe and it’s effective “reach” is the range of your OH throws. That’s fair and now normalized with your OH’s.
Anything more and you’re just asking them to make shortbow a different longbow and while that would be pretty neat, it’s also never going to happen.
I doubt my suggestion here will happen in all honesty.
I just see no point in a 100 range buff, it will not even be noticable in general play. 1200 range SB is not just a different LB, they are totally different weapons.
So i can go power precision ferocity and be ok?
If you want to play power, then yes. If you want to play condi, then… Maybe. I don’t know that anyone has calculated the damage from Grievers stat set yet with soulbeast and the new core traits/skills that add ferocity. If Dagger gets improved then things will change.
Just hold out for a month on making new gear. Zerker will always be awesome for most of the game.
So, you want two F skills instead of 3 and you want to remove some of the most interesting F skills in beastmode, the F2 (Defy Pain, Brutal Charge, Smoke Assault, Narcotic Spores, Photosynthesize, Charge etc.)
No, thanks.
Agree.
I like it as it is. There is more incentive to leave bmode then too. Plus some of the skills are great. The CD is the real issue.
Axe is 900, LB is 1500 so SB at 1200 would be mid way between. Also, makes sense thematically that you can shoot an arrow further than you can throw an axe.
900 vs 1000 isn’t going to be noticeable.
At max range Shortbow already connects at 1000ish in the same way Longbow’s range is 1200 but it’s actual range is 1500.
Making Shortbow hard 1000 would be a decent change and make Shortbow connect at just about 1200. 1100ish.
It would be a good change and give Shortbow a little more range without making it another Longbow.
But longbow connects at 2000, I’d be happy to see 1200 range and the projectiles despawn at 1300.
Maybe at elevation advantage and even then you can reliably strafe them at 1500. Anything past 1200 is iffy.
If they gave us back 1200 on shortbow I wouldn’t complain but it’s not likely. I’m asking for a bone. You guys are asking for the Taj Mahal.
They’re not going to make Shortbow a different Longbow.
We’re just asking to be able to shoot an arrow as far as we can throw a Dagger, Torch or Axe from our left hand!
Sure, and 1100-1200 outside a 1000 hardline is further than an axe that get’s 900.
Fair point on torch and dagger off-hand, let’s be nice and say 1000 is the hard limit and shortbow can “reach” 1200 like torch and dagger throw.
That or they get nerfed to 1000.
OH Axe gets to 1200, man. Axe MH further illustrates this point, we should be shooting arrows further than we can throw axes. The whole point of bows is mechanical advantage in the form of a spring. The longer the spring or it’s resistance to bend, the more power it transfers. The length of the bow makes no difference thematically. English Longbows shoot no further than a double reflex bow, which are half the length. In fact, the double reflex can shoot with a flatter trajectory.
1200 is skirmishing range now, there are so many gap closers and pulls that 900 no longer cuts the mustard. This is 75% of the reason the SB is hardly used ever except specific rotations in raids.
I mean, I think it’d be great if it applied reveal or if instead of it needing to be damage/healing on you it were damage/healing on anyone tethered applied the proc.
IE: tie yourself to a group of enemies and whenever you or a tethered enemy is damaged is pulses the damage out in every other enemy.
As long as the tether is way bigger, otherwise it’s garbage. Or, niche farming mode again.
You can then use extra character slots with bags….
or multiple guilds.
14 slots is 420 slots yeah? I dunno how you could fill that. Although, I also do not know why ANet would make a cap, since if they get funding for providing them on the software side, they can actually provide them on the hardware side.
Axe is 900, LB is 1500 so SB at 1200 would be mid way between. Also, makes sense thematically that you can shoot an arrow further than you can throw an axe.
900 vs 1000 isn’t going to be noticeable.
At max range Shortbow already connects at 1000ish in the same way Longbow’s range is 1200 but it’s actual range is 1500.
Making Shortbow hard 1000 would be a decent change and make Shortbow connect at just about 1200. 1100ish.
It would be a good change and give Shortbow a little more range without making it another Longbow.
But longbow connects at 2000, I’d be happy to see 1200 range and the projectiles despawn at 1300.
Maybe at elevation advantage and even then you can reliably strafe them at 1500. Anything past 1200 is iffy.
If they gave us back 1200 on shortbow I wouldn’t complain but it’s not likely. I’m asking for a bone. You guys are asking for the Taj Mahal.
They’re not going to make Shortbow a different Longbow.
We’re just asking to be able to shoot an arrow as far as we can throw a Dagger, Torch or Axe from our left hand!
I’d like to see;
- Beastmode CD reduced to 1s.
- Unstoppable Union gets an ICD (Fresh reinforcement should be a minor trait).
- Entering Beastmode counts as weapon swap.
- Exiting Beastmode counts as pet swap.
- Exiting Beastmode copies your boons to your pet.
Why Entering Beastmode counts as weapon swap if we don’t actually swap weapons, and we can just swap weapons to get the related traits while in Beastmode ?
why Exiting Beastmode should counts as pet swap if you can just use a pet swap while out of beastmode to get related traits(it will even be logical rotation move). Wouldnt you prefer to get pet swap related traits while in beastmode and for the effects to be applied to the soulbeast?
Because entering beastmode already counts as a weaponswap, like forms. Makes it work nice with the on-swap sigils. You would also get weapon swap procs while in beastmode on the CDs when you swap actual weapons.
Exiting beastmode should count as a pet swap since the pet is being created, just like entering combat with a stowed pet.
And yes, I would prefer to be able to get pet swap traits to trigger while in beastmode and be able to swap pets, I just can’t see it happening.
Axe is 900, LB is 1500 so SB at 1200 would be mid way between. Also, makes sense thematically that you can shoot an arrow further than you can throw an axe.
900 vs 1000 isn’t going to be noticeable.
At max range Shortbow already connects at 1000ish in the same way Longbow’s range is 1200 but it’s actual range is 1500.
Making Shortbow hard 1000 would be a decent change and make Shortbow connect at just about 1200. 1100ish.
It would be a good change and give Shortbow a little more range without making it another Longbow.
But longbow connects at 2000, I’d be happy to see 1200 range and the projectiles despawn at 1300.
I’d like to see;
- Beastmode CD reduced to 1s.
- Unstoppable Union gets an ICD (Fresh reinforcement should be a minor trait).
- Entering Beastmode counts as weapon swap.
- Exiting Beastmode counts as pet swap.
- Exiting Beastmode copies your boons to your pet.
Yeah, as you have said, it’s just Verdant Etching/Celestial Grace fodder currently. Outside some niche farming application, there is no use for this skill at all.
Personally, I would LOVE to see this low CD elite skill be useful. I don’t like the tether condition, it makes this skill very weak.
I’d prefer it be a pulse heal when not in CAF (so as to build AF) and a pulse condi removal when in CAF.
So far, my experience with Soulbeast was very good, in most cases. I’m very bothered though with this suggestion that we NEED to have pet swapping in beast mode. It feels to me, after reading through all of these threads, like the vocal complaints of the “petless ranger” crowd, who just can’t seem to get out of the mindset that BM was not designed to be camped.
After playing many hours, the elite seems very solid, but seems to be best played as if BM is there to augment core ranger, not replace it. Playing core ranger skills, then swapping into one of your two equipped pets (ie. becoming more tanky when needed, unleashing a burst of dps, or becoming a buffer/hearler for a period) is what the new elite is all about. It’s very powerful and versatile.
I agree in some ways that the actual “command” to swap pets could perhaps be available in beast mode. As some have pointed out, that might be an interesting tweak to the existing design, if by initiating the swap, it broke you out of BM and swapped pets, all in one motion. The only really awkward part of swapping at the moment is that it’s basically two keystrokes for one action, which isn’t ideal.
Otherwise, a serious kudos to the designers behind the new elite, I really love it so far and I’m excited to play it on release.
The problem with not having pet swap in beast mode is you lose a lot of the punch you get from your pet swap traits, Clarion Bond, Spirited Arrival and Zephyrs Speed, since if you want to use those with the build and you have to exit the mode to swap pets, you need to wait 10s before you can enter again, even if you don’t want to use the swap traits and just want to drop out of the mode to use the pet F2, 10s wait to get back in does not make for in/out play. It may be the case they didn’t intend people camping the mode, but that is exactly what will happen by having a 10s CD on it. Also, the pet never getting your boons when you exit the mode is not condusive to in/out play either, it’s a hinderance.
I think I’ll make a new mouse keybind for Soulbeast that will be F5 on the down press and F4 on the release as well as my usual F4 and F5 keybinds.
[Feedback]Path of Fire Elite Specialization Preview - August 18-20
Posted by: Heimskarl Ashfiend.9582
Soulbeast
- Soulbeast needs the CD on beastmode reduced significantly. It’s not a fluid or advantageous style of play to enter and exit on a regular basis because of the CD to re-enter the mode.
- Pets need to get the boons from the Ranger on exiting beastmode as a baseline for the spec, or it’s a further hinderance to use an in/out playstyle, making camping the mode or just taking the DPS traits and rarely using the mode more efficient.
- Daggers need a much faster attack speed and a short evade on #3 as per other Ranger weapons.
- Traits don’t seem to have any synergy within the lines, I attached my ideas for improvements.
Oh, and the aura should not be indefinite, it should last a couple of seconds, then dissipate, or give us the option (a check box) to remove it client side. Nobody wants to spend 1000’s of Gold to have their character obscured by fartshroud and leaves if they don’t choose that theme.
(edited by Heimskarl Ashfiend.9582)
nobody knows if ANet are reading this stuff, it may be all for nought.
They made a feedback thread in the general page, someone already called them out for not just posting in each classes existing feedback threads.
Good to know, cheers.
Yeah man, the first couple pages of the sub are full of suggestions.
Keep in mind that when you enter Beastmode, you lose 30% of your physical damage, and a massive pool of health. So, Sic’em is just a brief 10% damage boost.
Pets are nowhere near 30% of your damage, unbuffed they do like 2k dps max.
Old myth. This “30% of your damage” may be related to our kitten weapon coefficients. Our pet might have been brought as an explanation back then, hence this reference.
Can’t remember….
It was probably true once, when we were all running around in looted totally random green gear.
Bump.. Really no feedback? does anyone in play PvP on this forum?
I guess everyone is just a little “suggestioned out” currently. We make so many suggestions and come up with improvements for the class and give very detailed feedback, but nobody knows if ANet are reading this stuff, it may be all for nought.
Unbuffed is 1k max.
I rounded up since I hadn’t tested the new pets
I’m waiting for people to figure out that you can get very similar numbers to this with sic em and axe 4, but it also has a self included knockdown to set up a free beastmode impact. shhhhhhhhhhhhh
Been 2 shotting thieves/eles with PoS and Intelligence Sigil for 5 years.
I tend to agree, you play well enough (above average, very much so) that it wouldn’t matter. Soulbeast did nothing for you.
True statement here. Our OP friend is simply just that, “OP.” It’s not the build that makes him amazing, he’s just a great player.
As proof, I tried out a SB and to my surprise, I still suck! So clearly, the build isn’t what makes the class amazing, it’s likely the player.
Of course, now I’m depressed…
No offense but, I have no idea what your definition of great is for someone who spent 95% of the video camping Smokescale Beastmode.
In fairness, the 10s CD, inability to swap pets in beastmode and pets coming back with no boons from beastmode kinda encourage that though.
It’s a great set for open world, PvP/WvW and dungeons/fractals with people who don’t care about getting it done as efficiently as posssible, but for higher tier fractals and raids, people will want you to run condition ranger since it does a lot more damage, either that or healing druid. Get the berserker gear anyway since Power LB/GS is great fun to play everywhere, but think about making some condi set in the future, just wait for PoF to come out before committing to making it, since we may get different stat sets that will suit us better or soulbeast etc. IMHO.
Keep in mind that when you enter Beastmode, you lose 30% of your physical damage, and a massive pool of health. So, Sic’em is just a brief 10% damage boost.
Pets are nowhere near 30% of your damage, unbuffed they do like 2k dps max.
Make it 1000 range. LB is 1500. 900 is meh but I understand the reasoning. Throw a dog a bone and make the numbers all symmetrical.
Axe is 900, LB is 1500 so SB at 1200 would be mid way between. Also, makes sense thematically that you can shoot an arrow further than you can throw an axe.
I don’t think it’s going to work with Dagger.
Maybe if you have Dagger in both MH slots, use one charge, then swap and use the second charge.
Swapping beastmodes would likely result in a nerf to Beastmode as a whole.
I could see this functionality as a trait, replacing Eternal Bond maybe, but it would be still quite powerful. Name of the trait and odd lack of synergy would suggest that Eternal Bond had been what I’m saying in the past, but turned out to be too broken so they changed it to the proc.
I doubt the idea of the specialization is to camp Beastmode and never see your pet again.
The beastmode doesn’t actually do anything itself. So there is no real way to nerf it. Except for increasing the CD for it.
Think of beastmode as an ele attunement, but you only get the 3 skills. For an ele to swap attunements, they have a CD of 10s to swap back to that attunement, but there are 4 attunements you can choose from, each providing 5 skills. Ele can also trait to reduce the CD on these attunements.
Beastmode has a 10s CD, it only provides 3 additional skills and you lose your pet for the duration of it. This makes no sense at all.
Beastmode provides some decent skills at the expense of your pet, but having a 10s cd on the mode is just crazy. It should be more like 3s at most, if not 1s.
+ Healing Power
+ Condition Damage
- Precision
- Expertise
…Essence of Speed must gives 25-33% run speed, because beastmastery traitline is useless for Soulbeast and we cant access druid’s Natural Stride
That would be such a waste of a good trait when we already have oodles of access to increased movement speed.
/bug.
Anyway, this is what I would personally do with the traits.
Let’s go for broke. More synergy with powerful, defining GM traits.
Worst suggestions ever you just outright killed power builds with this kitten.
Care to explain?
I don’t know how you could come to this conclusion since they are a straight upgrade over what Soulbeast has right now.
a non-perm 10% damage modifier and another 7% now nerfed to only apply when under effects of quickness? Which is so hard to get. Trash tier traits. Ele get 7% under swiftness already. The traits suggestion you posted on another thread is much better.
A 10% damage modifier and 10% condi increase while you have more health, then 20% more damage and 20% more condi duration once the target is under 33% is what I made it. It’s significantly better than the 20% damage while the target is below 50% health traits out there.
If you read the trait which I renamed to Essence of Agression, it is simply Furious Strength and Essence of Speed combined. A two for one deal. The 7% is still from Fury and the boon extension is still from quickness. Then traiting it with Live Fast gives you two effects. I needed to make space to place Fresh Reinforcement as a minor trait without nerfing anything.
(edited by Heimskarl Ashfiend.9582)
I really fail to understand why everybody focus on beastmode swapping whereas the real issue is the beastmode CD.
It’s because they want to camp in beastmode and don’t like that it’s specifically designed to discourage that.
It having a 10s CD would seem it is not designed to discourage camping, also, your pet continually losing the boons you traited for and built around is also not condusive to in/out play. The most fluid way to play is to just pick a single pet you like the skills from and camp beastmode all the time or keep the pet out all the time, only entering every now and again when you need the pet skills. ’
For in/out type play to work, the pet needs to get your boons on exiting and the cd on entering needs to be drastically reduced.
Ranger trying to be frontline with GS , you get GS maul every 4 seconds and you have to adjust for a big hit. Not realistic, and it has been tried before. Soulbeast will change nothing unto which you will survive or deal more damage in a frontline zerg spec.
Ranger belongs in the back with longbow picking out players like Necro / Thief.
Druid isn’t bad either, but to be honest , blasts in water cover this adequately to even bring a pocket druid and eles cover aoe condi cleanse.
Again, ranger has always been a backline and this will not change , soulbeast will not change that no matter what gimmick build you try to bring.
If stance durations with LotP were 100% it would be as good as anything frontline.
Maybe, but what would you do for the next 35-40seconds after the 6-8 seconds is up? If they were to make it 100% you would never see a reduction in CD.
You mean what would you do for the next 24s? 30s CD on Dolyak. You rely on your Guards for additional stability and condi clears, you pop SoR and then enter beast mode so you pull 65 conditions from your team with one skill.
Dolyak doesn’t need to have the CD reduced it’s already great at 30s, but it needs to share the full 6s with LotP
Ranger trying to be frontline with GS , you get GS maul every 4 seconds and you have to adjust for a big hit. Not realistic, and it has been tried before. Soulbeast will change nothing unto which you will survive or deal more damage in a frontline zerg spec.
Ranger belongs in the back with longbow picking out players like Necro / Thief.
Druid isn’t bad either, but to be honest , blasts in water cover this adequately to even bring a pocket druid and eles cover aoe condi cleanse.
Again, ranger has always been a backline and this will not change , soulbeast will not change that no matter what gimmick build you try to bring.
If stance durations with LotP were 100% it would be as good as anything frontline.
Fresh Reinforcement – In a perfect world, it’d also apply your boons to your pet upon leaving beastmode
In a perfect world, that would be baseline for soulbeast, imo.
It’s not like you have Weaver that loses half it’s boons everytime they switch attunements or Necro whenever they enter shroud or Holosmith whenever they enter photon forge or Berzerker whenever they go berzerk, it’s crazy that we do.
Those boons we trait and skill to apply to our pets are part of us and we don’t deserve to be losing them everytime we use a mechanic. Pet swapping I can understand, since it is changing the pet entirely. But exiting beastmode should absolutely be copying our boons onto the pet, otherwise we are hindering ourselves just by using it.
It is certainly not condusive to phasing in and out of the mode regularly.
Yeah seeing that trait as a minor would be the actual best! I mean soulbeast has quite an affinity with boons too – Dagger 3, the stances, some beast skills… Would make sense
I think they should tack it onto Elevated Bond, makes sense thematically and it should be a base mechanic.
Fresh Reinforcement – In a perfect world, it’d also apply your boons to your pet upon leaving beastmode
In a perfect world, that would be baseline for soulbeast, imo.
It’s not like you have Weaver that loses half it’s boons everytime they switch attunements or Necro whenever they enter shroud or Holosmith whenever they enter photon forge or Berzerker whenever they go berzerk, it’s crazy that we do.
Those boons we trait and skill to apply to our pets are part of us and we don’t deserve to be losing them everytime we use a mechanic. Pet swapping I can understand, since it is changing the pet entirely. But exiting beastmode should absolutely be copying our boons onto the pet, otherwise we are hindering ourselves just by using it.
It is certainly not condusive to phasing in and out of the mode regularly.
Anyway, this is what I would personally do with the traits.
Let’s go for broke. More synergy with powerful, defining GM traits.
Worst suggestions ever you just outright killed power builds with this kitten.
Care to explain?
I don’t know how you could come to this conclusion since they are a straight upgrade over what Soulbeast has right now.
I’d just like Essence of Speed to give 33% movement speed while in beastmode.
The problem with that is you can already get 25% movement speed in beastmode from beastmaster traitline, so I think its unlikely unless they change that also.
There are so many things need changing with soulbeast and only a month to do it in, tbh I think it’s going to be unfinished at release.
The problems with Beastmastery Pet Prowess:
- It’s only 25% movement speed
- It limits choice by locking you into 2 trait lines (Soulbeast and Beastmastery)
- Beastmastery GM traits are all useless while in Beastmode (which you need to be in to get the passive speed boost)
- It can’t compete with Druid Natural Stride
I mean do we really have problems to obtain perma swiftness nowadays? Personally I think + movementspeed traits are a waste of space.
Agree, we already have a lot/enough of ways to increase movement speed.
Actually we don’t have that many we think that because we all use the boon build.
If you don’t use BM traitline you don’t have access to perma-swiftness:
- SB#3 can achieve that, shame that weapon is useless in all game modes.
- Warhorn is not enough.
- Clarion bond and tail wind only works only in combat also you need 100% boon duration to be able to get swiftness up all the time.
- SotP is the same case as warhorn.
Either case would be fantastic if the speed wouldn’t change when melted, that is 30%.
We are losing the pet for a melee oriented class so SB should have the same potential as a warrior or thief in damage, mobility and defences.
For Swiftness; Quickening Screech or Hunter’s Shot when melded and 20% boon duration is 100% uptime. Resounding Timbre and 2 shouts will be 100% uptime.
SotH too.
Would it be possible to take a look at the cooking recipes at some point? I mean a lot of them are just too expensive to create for the effect, due to material cost mostly because they have a requirement of 10/20 garlic, ghost pepper, 60 flax seeds or something like that. Personally I think some of these should be lowered to a more reasonable amount. There seems to be a huge disparity between some of them for the effects they bring.
FYI 90% of pets are not affected by quickness.
fortunately not the only 2 ones usable in wvw.
Either way we can agree that’s not the intended behaviour and Anet should fix that.
Still, your changes render this skill useless to 90% of pets. It’s also a big damage boost lost and able to be stripped/corrupted.
Maybe it is the intended behaviour. Our one skill that enables us to burst like thief or shatter mes etc etc. If it is not intended, I think that they can just change the skill to function with a lowered damage percentage when in beastmode, that keeps the current functionality for the pet when outside the mode and is still a decent buff when inside. It’s not like they can’t just add a check to see if you are in beastmode and if so, then lower the % and modify the tooltip to reflect the different functionality. Far easier than programming a whole new skill.
It is fun albeit straightforward. Frankly, I can appreciate a more straightforward class some days. I’m just a little torn on whether to build for power or condi. Maybe hybrid is plausible? Also, I don’t see what I can use reliably for breaking bars…
The multitude of pet skills, GS5, /A5, PBS, Conc Shot.
It’s pretty versatile and has a lot of utility, not so much condi damage, unless you are whirl finishing a poison or fire field. Good mobility with Hornet/Monarchs, Evasion with Serpents, good DPS with AA, a large damage attack with PoS that is also a pull/interrupt and projectile reflection and large damage with WD, especially with quickness.