How about changing it to this:
Situational Awareness
Take 50% less damage from retaliation. Your projectiles are destroyed whenever they are reflected.
All I’m saying is that reducing attack damage by 100% should be more than enough.
Changing Reflect into Destroy would barely even be a noticable change to the user. He’s still not going to be taking any damage.
Projectiles are the only thing in the game that can be reflected back. Retaliation doesn’t even dare thread on that territory.
Reflect doesn’t even work against all ranged attacks, only against projectiles. So projectiles being a ranged attack is largely irrelevant, or Mesmer Greatsword lasers should also be reflected.
So, change reflect into destroy and make it work against all ranged attacks.
This should also fix PvE encounters like Lupi and open more options to PvE encounter design without having to worry about the boss completely destroying himself.
At the very least Reflect should come with a “Reflected” popup, like “Evade” And “Obstructed” currently has.
In WvW Wall of Reflection lasts a full 10 seconds (12 seconds traited). That’s a very long wait.
If it destroyed projectiles, it would still be powerful, it just wouldn’t be this overpowered against all projectiles.
Projectiles really have to fight this huge uphill battle because it has more counters than anything else in the game (projectile reflect and projectile destroy). The worst being Reflect which is literally a slap in the face. It’s like retaliation and confusion, but on overdrive.
Maybe if projectiles were immune to retaliation it would be a bit more fair as well. Some ranged attacks not being influenced by projectile destroy and projectile reflect is also unfair. Either all ranged attacks should be affect or projectiles should have other advantages (like immunity to retaliation).
It should be easy to put some checks in place to see if a player moves accross the map too fast without using wps or is flying above ground instead of jumping.
I do have to say, the game isn’t completely overrun with hackers, so maybe there is such a system. The good part is that it costs them 50 euro to get back in the game after being banned. The bad part is, this shouldn’t take weeks to happen because then the hackers might say the 50 euro is worth it and continue driving people out of the game. It should only take a few days tops.
All Projectile Reflects should be made into Projectile Destroy.
Projectile Destroy is fair. It reduces most ranged damage by 100%. Mesmer Greatsword being a big exception, but that might be a bug. Projectile Destroy is an extra invulerability on top of the usual ones that work against all attacks. Ranged attacks have extra range, so it’s ok to have more counters.
Projectile Reflect seems wrong. Not only is the damage reduced by 100%, the projectile is send back with 100% damage. That’s a 200% difference. Projectile Reflect is also making some PvE encounters rather silly, like Lupicus. Those PvE encounters wouldn’t be so bad if you could only destoy projectiles rather than sending them back with 100% damage.
I understand it’s to show off the engine’s capabilities and what not, but it’s worth reconsidering I think. If you want to keep it, you could make Projectile Reflect act more like Retaliation for example.
“Sic ’Em” buff removed from the Pet after using F1-F3.
I don’t think it’s a bug since it’s been like this since start. Ranger’s shout does not buff it’s pets, it’s another command like F1-F2-F3. When you use a new command the previous one disapear. (I’m not saying that it does not suck but that how it’s been for ages and probably how it’s intended to be)
still a bug. The command doesn’t even do anything but increase pet damage and movement speed.
post bugs on the bug forum: http://forum-en.guildwars2.com/forum/support/bugs
Noone at Anet checks the class forums for bugs
(I see you already did so you can ignore this, but it still can’t be said enough)
(edited by Holland.9351)
I’d be all for it if Lead the Wind didn’t prevent me from getting Remorseless. I really dislike how 90% of our synergy these days revolves around having Remorseless and thus getting fury.
There has to be another major synergy. Being below 50% health seems to be a forced one with Enlargement, Most Dangerous Game, Rejuvanation and Insinctive Reaction, which funny enough don’t even work well together. They have no synergy other than sharing the fact that you’re below 50% health. I guess these traits were made with the idea of still having Bark Skin below 50% health.
Still, the fury on crit would be very welcome anyway, even on a non-Remorseless build. I think any build would like it, since there is quite some condi-on-crit as well.
I think I’d prefer seeing something else on crit, but maybe I’m being selfish because I can’t get Remorseless. Maybe something as simple as:
Cause 1s cripple when you critically strike (no ICD)
- 2 seconds cast time
- rooted while casting
- fires slow moving ‘projectile’
- possibly ground targetted (aka miss-a-lot)
It does look cool though, I’ll give ’m that.
They better add new pets. I’m still hoping for the Plated Behemoth .
It wouldn’t makes sense to get Mordem pets. They seem rather mindless creatures. The Fern Hound is as close as we’ll probably get to that.
Post it in the bugs section because nobody from ANet will ever read it in this forum.
He did, the first line of his post even gives the link to it.
If you are willing to keep a list of bugs and update the list when needed, then you should start a new topic for Ranger bugs in the bug forum.
Otherwise, this is fine too.
Should it count for cripple and chill too then?
I believe they did the right thing. Control effects prevent you from using skills, movement disabling prevents movement. That’s the line.
No, cripple and chill only reduce movement speed.
immobilize also prevents dodging, which makes it a control skill even if it didn’t remove movement speed.
Shouldn’t Immobilize be classed as both a condition and a control effect, like Fear currently is?
Because Immobilize is clearly a control skill. The first thing you notice about being immobilized is that your movement keys stop working, which is the same effect as being stunned.
The main changes would be:
- immobilize is removed by stun breaks
- immobilize is blocked by stability.
- (immobilize removes stability stacks)
On top of the current:
- immobilize is removed by condition removal
It was mentioned in this topic:
http://forum-en.guildwars2.com/forum/professions/ranger/Fix-for-Taunt-coming-soon
Move Rune of the Trapper to SPvP this would allow Ranger to have more sustain while playing traps. Also adding a new mechanic to Ranger in SPvP.
Same here. We have to just buy them off the trading post.
But there will be precursor crafting in HoT expansion I believe. No release date on that yet though, so could be next year.
Most Dangerous Game
Gain Might(8s) each time you critically strike (1s cooldown).It’s kind of strange that the crit tree has no on crit GM trait.
Well, the tree is more on-swap and evasion than crit imo. I suggested;
Whenever you gain Might, your pet gains it too. Whenever you swap weapons, you gain 5 might for 7s. Might you apply has a 20% longer duration.
It’s both on-swap(Tail Wind, Furious Grip, Quick Draw) and on-crit (Spotter, Hunter’s Tactics, Sharpened Edges, Furious Grip)
on-swap has a GM trait in Quick Draw.
on-crit does not have a GM trait.Yeah, you are right. Although, only one is actually on-crit, the others add crit chance.
All the more reason for more on-crit traits to go with all that crit chance
Most Dangerous Game
Gain Might(8s) each time you critically strike (1s cooldown).It’s kind of strange that the crit tree has no on crit GM trait.
Well, the tree is more on-swap and evasion than crit imo. I suggested;
Whenever you gain Might, your pet gains it too. Whenever you swap weapons, you gain 5 might for 7s. Might you apply has a 20% longer duration.
It’s both on-swap(Tail Wind, Furious Grip, Quick Draw) and on-crit (Spotter, Hunter’s Tactics, Sharpened Edges, Furious Grip)
on-swap has a GM trait in Quick Draw.
on-crit does not have a GM trait.
You have to admit, it is a most dangerous game. New downed state meta confirmed. :O
Wait a minute… does this trait even work while downed?
If so, then yes, that’s actually pretty funny and worth a shot with that food
Most Dangerous Game
Gain Might(8s) each time you critically strike (1s cooldown).
It’s kind of strange that the crit tree has no on crit GM trait.
I’d love to see it changed to something with when enemy is below 50% health, like Predator’s Instinct (10s cripple when enemy below 50% health).
Yeah you should probably look into providing a proper platform yourself.
There are tons of bugs and issues going ignored for years. Pets have never had condition damage for example.
Looks more like 4s to me.
1s for the icon to appear
2s countdown
1s countdown
0s countdown
Also, on the video, you dodge at 3s and the icon disappears at 7s.
It might just be 4s, but the interface is just a bit clunky.
You can now change the stats of ascended gear (weapons and armor). So it might be cheapest to get ascended loot with any random stats and then convert them to the stats you want.
However I’m not sure how this is done. Neither the converting nor getting the ascended loot. I do know you won’t get them in WvW, so don’t bother looking there
My guess would be that you get the loot from fractals and the converting probably happens in the mystic forge.
Let me look it up. This looks like a good place to start:
http://wiki.guildwars2.com/wiki/Ascended_equipment <- stat changing info here
https://wiki.guildwars2.com/wiki/Ascended_armor
https://wiki.guildwars2.com/wiki/Ascended_weapon
http://wiki.guildwars2.com/wiki/Ascended_chest <- the chests you need to find if you don’t want to craft them
With GS, Signet of Stone, earth runes, Troll Unguent, etc can also have a lot of survivability with permanent protection. Can add Protect Me to it as well if you feel like it.
I don’t agree with it triggering Signet of Stone, that’s Protective Ward territory. It would also give Rangers access to Signet of Stone twice, which is 12 seconds of invulnerability with 100% certainty. Add Protect Me to it and Protective Ward and some auto-triggering rune set and you’re looking at a build that doesn doesn’t even need toughness or vitality.
Kinda like warriors with Endure Pain, Defy Pain, Defiant Stance and Forgeman runes?
Kind of, but we already have our own version of that which might already be superior.
I don’t agree with it triggering Signet of Stone, that’s Protective Ward territory. It would also give Rangers access to Signet of Stone twice, which is 12 seconds of invulnerability with 100% certainty. Add Protect Me to it and Protective Ward and some auto-triggering rune set and you’re looking at a build that doesn doesn’t even need toughness or vitality.
Took at pic just now with same foods, noticed both healing power is at 30, so it’s the same bloodlust bonus, and with spotter, I only got (86.61 -83.47) = 3.14% increase.
Yes, like I said, we lost 4% base crit chance, but with Spotter you do get 7% back, so it’s about 3% more than before the update. There is also a hidden 10% more crit chance when you are flanking your target. So that’s 13% more in total.
It’s quite clear that 10% + 5% damage modifier and 5% crit damage is superior to 13% crit chance however. You might get a bit more bleeds out of Sharpened Edges with it and your sigils might proc sooner after their cooldown, but that’s about it.
…
See my attached images.
First image is me completely unbuffed pre-patch (didn’t have Spotter in build)
Second image is me completely unbuffed post-patch (with Spotter active = 7% crit chance)
Both have the exact same equipment, only difference is the new traits.
The stats are mostly the same, except for:
- 5% loss in crit damage
- 3% gain in crit chance
Traits: - 5% loss damage modifier (Eagle Eye)
- 10% loss damage modifier while flanking (Hunter’s Tactics)
- 10% gain crit chance while flanking (Hunter’s Tactics)
Total:
- 15% loss damage modifier
- 5% loss crit damage
- 13% gain crit chance
The problem with your images is that you have 25 stacks of bloodlust in the first image (250 power) and 5 guard stacks (100 power) and there might be a difference in the buff from WvW ruins bloodlust too… and maybe even a difference in your food.
So really, you can’t compare stats with your screenshots.
(edited by Holland.9351)
Wait Holland = Holl?
Nope. Who is Holl?
Anyway yeah I love enlargment, an adept trait too, at the same time, this is also affected by signet cd reduction traits bringing it down to an effective 48 sec cd.
EDIT: Haven’t tested it before but Having the signet trait brings enlargment to 36 seconds, dont know if this is a tooltip error
I’m not sure the cooldown matters too much for Enlargement, but personally I don’t trait for signets (rather have Steady Focus), but it does show how Enlargement can even do Most Dangerous Game‘s job by giving 3 stacks of might instantly. MDG wants you to wait 3 seconds first and doesn’t give its full benefit unless you stay below 50% health for at least 8 seconds.
We lost 5% modifier from eagle eye, 10% modifier from flanking, 6% critical damage from loss of fero stats.
kitten! You for serous? I didn’t think we lost THAT much. Sounds small but those numbers are actually pretty huge. That’s a lot of damage out the window.
We also lost:
- 4% crit chance.
However, we also gained:
- 10% crit chance while flanking
- 7% crit chance with spotter (if your previous build couldn’t run it)
So if you focus on damage, you should be able to crit more, but the crits do quite a bit less damage.
I’ve grown a liking to Enlargement, which is a better trait than Most Dangerous Game.
Enlargement gives (below 50% health – 60s cooldown):
- 5 stacks of stability for 8s
- +25% damage for 8s
- +50% movement speed for 8s
- (traited) instant 3 stacks of might for 15s
This trait will benefit you whenever it triggers. If it happens during combat, great (damage + movement speed + stability), if it happens during running away, still great (movement speed + stability).
Most Dangerous Game should give a flat 240 power and 240 condition damage below 50% health. It’s the same as 8 stacks of might, but can’t be improved with boon duration (nor boon stripped/stolen however). (compare with Last Rites)
But even then I’d still prefer Enlargement, because it will benefit me in any situation where I drop below 50% health.
The power is of course in the combination of the two, but by the time Most Dangerous Game powers up, Enlargement will already be gone.
+25% movement would actually make a great trait since it opens up either a utility slot or your runes (if you don’t go the permanent swiftness route).
However, I don’t agree with yet another fury stacking trait simply because it has synergy with Remorseless. Not everyone wants to run Remorseless.
Careful now, last time they reduced Shortbow range from 1200 to 900 because they wanted to make the Longbow better.
I can see it now:
Quick Draw reduced from 66% to 10% to make Most Dangerous Game more viable.
I guess that golem was so far away that it instantly resetted combat but lb outdamaged the regen? Am I right?
If that’s what he wanted to show, then why did he turn the damage messages and health bars off?
The stealth seems to break the Taunt in PvE. The icon is still there, but they change target to the ranger and attack him.
So makes sense.
They had to get rid of traits and combine others.
I guess that’s why they wanted to settle on a single behaviour for skills and not change them through traits anymore.
Same with Spirits.
Hidden Barbs
Use Sharpening Stone when you strike a foe below the health threshold(75%). Bleeding you cause deals 25% more damage (same as Poison Master).
Then Hidden Barbs gets moved up to Grandmaster and Most Dangerous Game gets moved down to Master.
It’ll be a serious competitor with Quick Draw for the Grandmaster spot. It’ll have synergy with Sharpened Edges in the same line and can now take Spotter with it, which it couldn’t before.
(edited by Holland.9351)
WvW longbow ranger is a bit better than before. Mostly because of extra traits to choose and less traits to spend on Longbow.
It’s not very noticable. It’s mostly small things like Quick Draw or traited Troll Unguent which have their moments.
I wouldn’t call it much worse than it was. We lost some damage modifiers, but got some crit chance back and those extra traits.
Overall it’s about the same as before, so 10/10.
Don’t forget Quick Draw. You could go double Maul into double Rapid Fire.
Wait rangers have taunt?
Beastmastery grandmaster trait Beastly Warden gives 2s taunt in a small area around the pet when using its F2 skill.
Not a nerf. Definitely working as was intended now.
You can still ask for a buff of course. Wanting it every in-combat pet swap makes sense. Or an indicator to see its cooldown makes sense too.
Still not a nerf though.
Quick Draw wouldn’t be buffed. It just needs an increased duration to allow all Ranger skills to benefit from it, not leaving Whirling Defense out.
(forum page 2 bug)
Quick Draw doesn’t work for Whirling Defense.
More on it here:
http://forum-en.guildwars2.com/forum/professions/ranger/Whirling-Axes-QuickDraw-nogo/first#post5214091
Therefore it’s a bug.
Bugs should be posted in the bug forum:
http://forum-en.guildwars2.com/forum/support/bugs
You could make a new topic or simply post it in this one:
http://forum-en.guildwars2.com/forum/support/bugs/Ranger-bugs-9/first#post5205874
I already posted it there with a link to this thread
(edited by Holland.9351)
Also, picking a Bear will make Protect Me and Emphatic Bond work more reliably because Bears have the most survivability.
The closest thing to not having a pet is to keep the pet on passive mode. You can then sometimes use their F2 while they’re constantly near you.
Some pets worth noting using like this:
- Red Moa (Fury)
- Brown Bear (condition removal)
- Wolf (Fear)
- Drake Hound (Immobilize)
- Fern Hound (Regeneration)
Amongst others. So just put the pet on passive and pick a good F2 skill you like.
The key you get from the chests could act as a portal to the chest you got it from. Either through clicking on it while in LA or by talking to an NPC with the key in your inventory or something else.