I was comparing all the downed skills on the wiki:
http://wiki.guildwars2.com/wiki/List_of_downed_skills
But I noticed how Vapor Form is supposed to have a 20s activation time. However you can use this skill instantly after getting downed.
Other classes have to spend at least 20 seconds on the ground before their big skill unlocks, like Warrior Vengeance and Ranger’s Lick Wounds
I’m not going to be angry or worried or excited until after the reveal and im certainly not buying the expansion before it either.
A good thief can win 100% of the time against a longbow Ranger.
Link to post for those interested:
http://forum-en.guildwars2.com/forum/support/bugs/Ranger-Bugs-Updated/page/2#post5305287
- Brown Bear F2 skill Shake it Off first moves in range of the target rather than activating at its current position.
(Red Moa F2 skill Furious Screech is an example of how it should act.)
(edited by Holland.9351)
I just want Protect Me to give 6s stability
- Stability without a 1s cast time (unlike Strength of the Pack and Signet of the Wild)
- It’ll always serve a purpose, even with a dead pet
Had it happen to me as well a while ago. Bought a new mouse and it was fixed.
I think it might be related to the F1-F4 skills.
Stances would be kind of boring. They’re like signets, but without a passive effect. But then again, they would be better than our spirits and shouts. But then again, maybe our stances will be like our shouts…
I hope they’re not transfomations.
Transformation = no pet = worthless pet traits
Transformation = no weapons = worthless weapon traits
Transformation = no utilities = worthless utility traits
etc
But what kind of Animal Spirit would handle Healing as a Heal skill, and what about Elite?
Fern Hound or Moa
since thieves have no block or protection
You do have Resiliance of Shadows, which gives 25% damage reduction while in stealth. It might not fit in your prefered build, but we all have to adapt to what we face.
I have to trait into Nature Magic, which is a horrible line, just to pick up the only good trait in it: Protective Ward just so thieves and mesmers can’t insta-kill me from stealth.
I’d much rather trait into another line, but Thief and Mesmer force me into it.
At least you can see a Ranger coming from a mile away, unlike a Thief or Mesmer. Sometimes you just need to run away. For a thief, sometimes you just have to stealth and leave. If you can’t handle Rangers, avoid them until you can.
the only thing i dislike about the longbow is that #2 causes vuln and it traces, for mesmer or thief it is kinda unfair
Stealth is a counter to targetting and longbow requires targetting. That’s unfair. Rapid Fire is an answer to stealth. Also, Rapid Fire was cast first, so stealth loses its ability to counter. If stealth was cast first, then Rapid Fire wouldn’t hit anything. So they counter each other.
They can still dodge. I run into Rapid Fire on my Ranger all the time and dodging once takes away the majority of the damage.
I agree. Strength of the Pack should always have been instant cast. Same as Signet of the Wild. Our only sources of stability shouldn’t be locked behind a 1 second cast time.
“I’m going to need stability to counter CC, but please take a second to counter my stability with the CC I was trying to counter”.
It’s the main reason I run Enlargement. It’s our only source of stability without a cast time, but it’s not on-demand.
I guess they could give Protect Me 6s of stability otherwise.
(edited by Holland.9351)
In sPvP I use to run Air/Fire but lately I’ve been running Force/Air for the higher, more reliable damage on LB through piercing. Still have fire on my GS for finding stealth targets however.
If you auto-attack with the GS and it goes into the 2nd combo swing (Slice), that means you hit a stealthed target. So you won’t really need Sigil of Fire on GS for it. The sigil is handy on longbow for Barrage.
This reminds me, I’ve always been very annoyed with how laggy the trading post is since it got that big update. The game shouldn’t try to update everything with every single key press.
It could reduce server load 10-fold easily if there was some type of delay and it would make it a far more enjoyable experience for the player as well.
Infinite stealth + portal = very annoying class
The combination is just downright broken in WvW.
Even a thief is more visible when using his stealth skills. A mesmer is just gone without a trace.
Signet of the Hunt + Swoop works for me
Never happens to me on pet swap and I never stow a pet and the pet is always on passive.
What does bother me is that the pet can die from me jumping off a ledge (and surviving).
According to the wiki the Fury only gets applied every 10 seconds
Yes, I just use Signet of the Hunt. I don’t even activate it.
An alternative is: superior rune of the traveller or Superior Rune of Speed for 25% movement speed.
You can get permanent swiftness (33%) quite easily with Resounding Timbre + Guard… or We Heal as One + Strength Of the Pack instead of Guard.
I also use Swoop on the greatsword a lot. I don’t have the cooldown reduction trait, but if I ran Beastmastery I would get it.
Others use Sword 2 for mobility but it requires turning around a lot.
They should just add the old Bark Skin to it, now what it’s a grandmaster trait:
Take 20% less damage below 50% health and gain 1 stack of might every second.
I think they’re supposed to double as a projectile block.
I wouldn’t mind them becoming invulnerable and not block projectiles.
The same Roy that agreed to move Most Dangerous Game to grandmaster on livestream?
To be fair, they all seemed to be under the impression that Bark Skin would still work below 50% health. But since that was changed to above 90% health, all the below 50% health traits fell flat. And we do have quite a few below 50% health traits now: Enlargement, Most Dangerous Game, Instinctive Reaction, Rejuvenation.
I think there was supposed to be some awesome below 50% health build that could really shine if you picked up all the traits together with Bark Skin. You could spend a lot of time below 50% health because of Bark Skin, esp in a high vitality build.
So, I’ll give him and the others a pass on this, but I do expect some improvements now that Bark Skin only works above 90% health.
I personally much prefer Bark Skin above 90% health (since I run Scholar Runes), but would not mind to see it changed to below 50% health again.
edit:
Nevermind, a few minutes later Roy talks about how Bark Skin changed to 90%
Maybe they didn’t put two and two together.
(edited by Holland.9351)
Good idea. I changed it to a question.
permanent regeneration heals for more than defender runes (if you dont count the aegis).
If you can get defender runes on top of permanent regeneration (easy with shouts), then that should be better than dwayna runes of course. But maybe he needs dwayna runes to get (near) permanent regeneration without shouts. Having troll unguent with condi clear could be superior to heal as one if you already have regeneration.
If you replace Muddy terrain with Guard and replace heal as one with troll unguent (which you already have traited), your build might be even better. You also gain a pet with stealth from which it can safely taunt and land its attacks without tells.
You can use troll unguent as soon as you start taking damage rather than having to wait like heal as one.
The item that starts the quest really ought to be added to the laurel merchant.
Everybody ought to have access to the Star….
but veterans shouldn’t have to sit through a rerun of last years event. Plu, I think there was a title associated with the Grawnk part that ought to remain exclusive.
This is the best solution. Make it happen today.
Why the laurel merchant?
I say add the Holiday Display Case to the list of things Legendary Collector Youngblood sells.
That would be excellent. I have the letter from the orphan, I just can’t get the Holiday Display Case with it anymore.
I think you’d need more condi removal.
- soldier runes + resounding timbre (beastmastery) → we heal as one, guard(remove signet of the hunt) could be a way
- sigil of purity
- brown bear
Off-Hand Training was removed from the game and its range increase was lost with it. Causing several off-hand skills to be much worse than before.
(edited by Holland.9351)
I made a list of quality of life changes, or you could call them low hanging fruit:
- Jungle Stalker F2 skill Mighty Roar cast time reduced from 3s to 1s
- Instinctive Reaction trait will now convert 7% of vitality to power
- Sick ’Em passive buff (40% damage + 40% movement speed for 10s) is no longer removed when giving commands to the pet
- Search and Rescue cooldown reduced from 85s to 30s
- Strength of the Pack cast time reduced from 1s to 0s
- Signet of the Wild cast time reduced from 1s to 0s
- Resounding Timbre trait radius increased from 360 to 600
- Spirit of Nature radius increased from 240 to 1000
- Bonfire radius increased from 180 to 240
They’re not really bugs, nor really suggestions, they’re just things that seem to be off and/or need to be improved. I might add more later.
(edited by Holland.9351)
I’m also using Mystic Salvage Kit instead for rares. It’s pretty cheap and very easy to make and lasts a long time with 250 charges. Crafting 2 would already be overkill, but you’d never run out of kits if you keep replacing the one that runs out and it doesn’t clutter up the inventory at all.
I’m using the copper-fed for blues and greens and it’s the best gem store purchase I ever did.
Whenever the Revenant goes underwater he becomes mist and can’t attack nor be attacked.
Fixed.
Unfortunately the Star of Gratitude is no longer available to players since it was part of the Wintersday events.
Will it become available again? Hopefully outside of Wintersday..?
Looks like the Ele one was improved. I think Ferocious Winds used to scale off healing power or something. I also can’t find the one on Engineer anymore.
So maybe Ranger now has the only trait with bad scaling
- Jungle Stalker’s F2 skill Mighty Roar cast time reduced from 3s to 1s
- Instinctive Reaction will now convert 7% of vitality to power
- Sick ’Em passive buff (40% damage + 40% movement speed for 10s) is no longer removed when giving commands to the pet
- Search and Rescue cooldown reduced from 85s to 30s
- Strength of the Pack cast time reduced from 1s to 0s
- Signet of the Wild cast time reduced from 1s to 0s
- Resounding Timbre radius increased from 360 to 600
- Spirit of Nature radius increased from 240 to 1000
- Bonfire radius increased from 180 to 240
Not really bugs, nor really suggestions, just things that seem to be off and need to be improved. I might add more later.
(edited by Holland.9351)
It’s horrific. Every scaling trait should scale off either vitality, toughness, power or precision, because those start at 1000 and the others start at 0 (healing power, condition damage, ferocity).
I’ll gladly see the quickness go in favor of having it scale off a stat that starts at 1000.
It’s not the only trait in the game with bad scaling. I think Engineer an Elementalist have one too, but they should be changed as well.
Mesmer was totally overbuffed. Either they change it back, or, yes, let him overbuff all the classes.
I expect a GM trait from him that makes projectiles unblockable for example.
I don’t like skulls or necromancers or dead things in general, but that’s really well made.
I do like your ideas mate, I would do it slightly different though
I do like your idea, but I would make a slight change:
Opening Strike (Adept Minor)
You and your pet cause vulnerability when hitting with an Opening Strike.
Precise Strike (Master Minor)
Opening Strike always critical hits (100%).
Furious Strike (Grandmaster Minor)
You and your pet regain Opening Strike whenever you gain Fury.
Remorseless (Grandmaster Major)
Opening Strike deals more damage (25%)
Opening Strike affects two (3?) attacks.
no, but Vapor Form(ele downed skill) shouldn’t be able to use portals.
Yeah well in vapour form guardian lines shouldnt be able to stop you either but they do now and again, so….
Which reminds me, Guardians shouldn’t be able to Banish downed players, nor any other Launch for that matter.
The only problem is that it requires Remorseless to reset. It should be the Grandmaster Minor that does it. The Adept and Master traits could easily be merged as well.
Opening Strike (Adapt Minor)
You and your pet cause vulnerability with you first strike when entering combat
Precise Strike (Master Minor)
Opening Strike always critical hits (100%).
Furious Strike (Grandmaster Minor)
Regain Opening Strike whenever you gain Fury
Remorseless (Grandmaster Major)
Opening Strike deals more damage (25%)
When you fire a projectile, you are always informed about what happened to it, except when it’s being reflected or destroyed.
Otherwise, you always get one of these messages to pop up:
- 1000 (damage done)
- {2500} (crit damage done)
- Evaded!
- Obstructed!
- Missed! (blinded)
- Blocked!
- Out of Range!
- Invulnerable!
We’re still missing these two:
- Reflected!
- Destroyed!
Especially in big WvW fights they can just disappear into the void with no indication of what happened to it.
no, but Vapor Form(ele downed skill) shouldn’t be able to use portals.
The worst is yet to come.
Wait until the Chronomancer is released.
If nothing changes in the meantime, WvW will be deserted. Maybe that’s why the new WvW map has the desert theme. “Sweeping for mesmers” will be an exersise in futility.
…
- Changing reflect into destroy would help PvE encounters
It wouldn’t only help players from hitting themselves without knowing (see point 1), it would also help AI, who aren’t programmed to be able to know.
So since point 2 is already solved I have 1 request left. To get a popup message when a projectile is reflected or destroyed.
The first one is a serious l2p issue. While I agree that reflect needs to be introduced with something like a tutorial (similar to dodging), it doesn’t need any further notifications, nor does it need to be changed into destroy.
The second part would still be better solved by adjusting the AI. Make mobs recognise reflects or at least stop shooting if they are hit by their own projectiles.
Also about the pop-up…
You’ve clearly not read what I wrote.
- It’s not a l2p issue if I can’t see when stuff is getting reflected or destroyed. It’s a video settings issue in WvW, nothing else.
- I said popup as in “Evaded”, “Obstructed” and “Blocked” which we already get.
These are the reasons I made the topic:
- It’s often not possible to see if a projectile is getting reflected or destroyed, especially in WvW.
It probably also has something to do with low video settings, but that shouldn’t be a factor. So, a “Reflected” and a “Destroyed” message for projectiles would be great. Like currently “Evaded”, “Blocked” and “Obstructed” messages pop up. This would go a long way in keeping reflect/destroy an enjoyable game feature for everyone.
- The game is very clunky in stopping attacking with the esc key. It’s used for many things. Including dropping a target and opening the game menu.
The “stow weapon” key bind turns out to be a solution, so I guess this part is already solved. A seperate “stop attack” key bind would still be welcome, since that’s what players would be looking for.
- Changing reflect into destroy would help PvE encounters
It wouldn’t only help players from hitting themselves without knowing (see point 1), it would also help AI, who aren’t programmed to be able to know.
So since point 2 is already solved I have 1 request left. To get a popup message when a projectile is reflected or destroyed.
There are invulnerability skills that do stuff like that.
I think Signet of Stone is an example of it and Endure Pain.
I haven’t played revenant myself, but from what I’ve seen, he seems to be very high on AoE, which might be the reason why he has lower damage.
u forgot that it is a counter to range since often times range can be coming at u from 1500… thats a pretty legitimate argument against it
But destroying projectiles would also still be a counter. So it doesn’t really help as an argument. Also, reflect doesn’t counter range, only projectiles. Most projectiles are 900 range. Non-projectile ranged attacks can be 1200 range like Mesmer Greatsword.
plus the tell that its going to be reflected is usu the gigantic blue wall, or purple line, etc
That’s a valid point. But a wall or a hill is also visible, yet the game tells me when a projectile is “obstructed”. The game also tells me “evade” when I evade an attack… eventhough I should already know because I pressed the button myself. It’s a quality of life change. In zerg fights it’s often very hard to see if projectiles get destroyed or reflected. It also depends largely on your video settings how visible something is.
also i think stow weapon will cancel your attacks
I’d definitely try that, thanks.
It’s a bit Ironic yes, but your character becomes more situational aware, so the player has to deal less with reflects and retaliation. The character does more, the player less.
So in a way the player can be less situational aware and therefore it sounds like the opposite