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Collaborative Development: Ranger Profession

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Holland.9351

Weapons

Hunter’s Call (Warhorn 4)
Stops doing damage if LOS (Line of Sight) is blocked (even if you simply turn around). It should be fire-and-forget. Only check line-of-sight once at the start.

Bonfire (Torch 5)
Only hits 3 targets. It should hit 5 targets.

Kick and Pounce (Sword 1)
Auto-attack leaps prevent the use of the basic dodging mechanic. It’s a basic game mechanic, it should not be disabled on auto-attack of any weapon in the game. Find a way to improve that.

Call of the Wild (Warhorn 5)
Can cause the pet to attack. The skill doesn’t have any offensive properties, it only has buffs. It should not try to initiate combat.

Skills

Viper’s Nest
Only hits 3 targets. It should hit 5 targets.

Call Lightning (Storm Spirit active)
Only hits 3 targets. It should hit 5 targets.

Sic ’em
Buff on pet is removed if the pet is given another order. For example, it’s removed when using its special ability (F2) or when changing its target. Unlike the other shouts, it’s always a negative effect if the Sic ‘em buff breaks. Don’t do any checks to break Sic ’em.

Guard
The command to guard the area gets cancelled if the pet is told to do anything else. It’s the same for other shouts. Sic ’m suffers the most from it, but some consider it an issue with Guard as well.

Spike Trap (tooltip fix?)
Tooltip states “Pulses three times when triggered”, but it only triggers once.

Guard (tooltip fix?)
Tooltip states “Command your pet to aggressively guard an area. Your pet gains stealth and protection for the duration of the skill”. The duration is listed as 180 seconds but the stealth and protection are only 10 seconds, so slightly misleading.

Traits

Concentration Training (Nature Magic II)
Requires the pet to be in combat mode. The Ranger being in combat mode is not enough. It shouldn’t require combat mode on the Ranger nor the pet. It’s a buff trait.

Compassion Training (Beastmastery IV)
Requires the pet to be in combat mode. The Ranger being in combat mode is not enough. It shouldn’t require combat mode on the Ranger nor the pet. It’s a buff trait.

Malicious Training (Marksmanship II).
Shares the same problem as other training traits: only works when pet is in combat. Very annoying as it doesn’t apply its effects to pet’s first attack/skill when it engages combat. Also fails to apply its effects when using F2 right after swapping pets.

Pet’s Prowess (Skirmishing I)
See Malicious Training.

Expertise Training (Wilderness Survival V)
See Malicious Training.

Mighty Swap (Beastmastery VI)
The pet does not get 6 stacks of might if used in combination with Fortifying Bond (Nature Magic 15 points), which states: “any boon you get is shared with your pet”.

Mighty Swap (Beastmastery VI)
Requires the Ranger to be in combat mode. Adding a 15 second internal cooldown would prevent out-of-combat abuse.

Tail Wind (Skirmishing 5 points)
Requires the Ranger to be in combat mode. It already has a 9 second internal cooldown to prevent out-of-combat abuse.

Furious Grip (Skirmishing 10 points)
Requires the Ranger to be in combat mode. It already has a 9 second internal cooldown to prevent out-of-combat abuse.

Furious Grip (Skirmishing 10 points) (tooltip fix?)
Tooltip says it gives 9 seconds of Fury, but it only gives 5 seconds.

Spotter (Marksman VII)
Requires the Ranger to be in combat mode. Again, preventing it from being applied to the first hit entering combat.

Companion’s Defense (Wilderness Survival 15 points)
Requires the Ranger to be in combat mode. It’s already limited by how often a Ranger can dodge.

Master’s Bond (Beastmastery II)
Stacks are lost when the Ranger goes in or out of the water. Apply the buff to the Ranger instead of the pet and clear the buff from the Ranger on pet swap or pet death.

Ranger damage

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Posted by: Holland.9351

Holland.9351

It’s popular to hate Bears these days, but no other pet does a better job at staying alive for things like Protect Me , Signet of Renewal and Empathic Bond (trait). So it has its uses, but generally there is no need to pick it unless you pair it with such utilities.

Compassion Training bugged?

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Holland.9351

[ Edit: oops, I was talking about Concentration Training, but Compassion Training has the exact same issue, so it still applies. ]

Yes it’s bugged.

The pet has to be in combat mode for it to work. The Ranger being in combat mode does not count, unless your pet is on aggressive mode. So if you have a pet on passive, you have to press F1 on a valid target just before you press F2, then when the buff is applied you can press F3 to put the pet back on passive.

I tried it for a while with a Red Moa in WvW, but it’s way too much micro-management for my liking. I changed Concentration Training (Nature Magic 10) with Commanding Voice (Beastmastery 10), which reduces the cooldown of the F2 ability instead of increasing the boon duration. Commanding Voice works without anyone being in combat mode.

Concentration Training could give permanent Fury though, but it takes a ton of extra effort and even then it’s not always available. Commanding Voice is an alright alternative.

Don’t expect any bug fixes. Either accept how this works and use it to your advantage or abandon all hope on it.

(edited by Holland.9351)

Empathic Bond nerf incoming

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Holland.9351

You can’t use different types of stacking sigils. But you can use two of the same type to get 2 stacks per kill

"Ferocity" is already in use

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Holland.9351

Amazing things for ranger!

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Holland.9351

Don’t get your hopes up for this patch, those “amazing” things are probably planned for 2014, but it might be December and they might not get to it in time, so expect December 2015 at the earliest.

and on top of that, expect it to be an improvement to an underwater skill.

(edited by Holland.9351)

Empathic Bond nerf incoming

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Holland.9351

If your pet is dead, this grandmaster trait will no longer remove conditions.

Have A Break

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Holland.9351

and considering most people convert gold to gems rather than buy gems with real money, no loss there.

If you convert gold for gems, you are taking gems out of the market. Gems that cost real money. You end up spending gems for which someone paid real money. For the devs it doesn’t matter who paid for the gems, but every gem spent is real money paid to them.

So even if you only convert gold, you are still taking part in spending real money on the game. This is why I think the gem-for-gold trade between players is such a great idea. It allows free-players to indirectly spend real money on the game.

New Pet Species

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Holland.9351

In topics like these I always have to say:
Plated_Behemoth [wiki]

It’s a type of Bear though, but it could shine in its F2 special skill. Preferably something passive, like spiders and jaguar. I like the idea of a built-in Protect Me.

It's sad.

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Holland.9351

Yes, single target long range dps is what Rangers excel at. Yes, the warrior has a 1500 range killshot, but his other rifle skills are 1200 range and the rifle projectile doesn’t go beyond its max range, unlike an arrow. Getting Eagle Eye and Piercing Arrows and Quick Draw are a must though, so that’s 50 out of 70 trait points spent. The untraited longbow doesn’t really excel at anything. Although the single target long range dps is nice in WvW, you don’t get as many lootbags as some other classes get. But you should play it because you like the unique playstyle, not because of the loot.

That and pets… the BM tanky regen builds were quite fun. The pets themselves just aren’t very reliable.

[Ranger]combat mode traits

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Holland.9351

Concentration Training (Nature Magic II)
Compassion Training (Beastmastery IV)

I agree that these two need to have the “pet in combat” requirement removed. I think this needing pet in combat code was a holdover back when you could swap pets out of combat and the pet f2 cooldowns were always refreshed allowing you to stack boons. Since pet swap f2 cooldown has long been fixed there should be technically no reason to require the pet to be in combat in order to take advantage of these traits.

Yes, that’s probably why and when it happened. It makes sense, but now it needs to be changed back again.

The Weapon Suggestion Thread!

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Holland.9351

I think removing the damage from Longbow Hunter’s Shot and replacing it with a condition/CC would be good. Then the stealth can be applied on skill-use instead of on-hit.

  1. the stealth has to be changed to on-use to make it reliable
  2. therefore the damage has to be removed, or it breaks its own stealth on-hit
  3. therefore the arrow has to do something else if it doesn’t do damage
  4. therefore it should apply a condition/CC.

Conditions don’t remove stealth, even if they do damage. However, since this is a power-based weapon, it should probably be a non-damaging skill, like:
immobilize, blind, chilled, cripple, weakness, vulnerability, stun or daze. However, poison seems to fit as well, considering it’s mostly a healing-debuff.

[Ranger]combat mode traits

in Profession Balance

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Holland.9351

Concentration Training (Nature Magic II)
Compassion Training (Beastmastery IV)

It’s especially bad for these two traits. It means Red Moa has to be in combat before its Fury duration is increased. Usually a Red Moa is put on passive and only used for applying Fury, not for fighting.

As for the other traits, it’s not possible to use these to prepare going into combat. Most of them just need an internal cooldown or already have it. Companion’s Defense is already limited by endurance, so it wouldn’t need any extra restrictions.

Still, I wonder, are there technical limitations or is it a balance issue? Especially the traits that require the pet to be in combat don’t make sense.

[PvP] Stealth penalty for spamming autoattack

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Holland.9351

Obviously any attack should kick the thief out of stealth and give him the revealed debuff. It shouldn’t matter whether it gets blocked or evaded. You attack, so you reveal yourself.

[Ranger]combat mode traits

in Profession Balance

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Holland.9351

The Ranger class has at least 10 traits which require combat mode. Even worse, half of them require the pet to be in combat mode, so the Ranger being in combat mode isn’t even enough.

Traits which require the Ranger to be in combat mode:
Tail Wind (Skirmishing 5 points)
Furious Grip (Skirmishing 10 points)
Companion’s Defense (Wilderness Survival 15 points)
Mighty Swap (Beastmastery VI)
Spotter (Marksman VII)

Traits which require the pet to be in combat mode:
Concentration Training (Nature Magic II)
Compassion Training (Beastmastery IV)
Malicious Training (Marksmanship II)
Pet’s Prowess (Skirmishing I)
Expertise Training (Wilderness Survival V)

Why is this? I’m not sure if other classes have the same issues, but is there some technical limitation that requires this to happen? The tooltips don’t mention anything about this requirement, so you should at least add it to the tooltip, because currently they all come across as being bugged to the point of being broken.

Bear and Jungle stalker F2s

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Holland.9351

Yes I’m still not sure how they thought a 3 second cast time was a good idea. Brown Bear and Red Moa are pretty good, but Jungle Stalker is indeed horrible.

New to ranger and I want to rant....

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Holland.9351

actually, red moa fury is bugged. It does not scale properly with boon duration, NOR with the trait that increases the duration of boons given by pets (tried and tested)

Red Moa fury never goes over 15 seconds.
I tested it with a 100% boon duration build, both with and without the trait. It never went past it’s original 15 second duration. Bug has been reported atleast 4 times since October. Nothing has been done.

Yes I call it bugged too, but here is how it works:

  1. Only Concentration Training increases the boon duration of skills used by pets
  2. The pet has to be in combat mode for the trait to work.

Yes, the pet has to be in combat mode. It can not be passive. The Ranger being in combat mode does NOT count (unless the pet in on aggressive mode). However, there is a workaround to this bug:

  1. get Concentration Training and a Red Moa
  2. select a target you can attack
  3. press F1 to put the passive Red Moa into combat mode (happens instantly)
  4. press F2 right after to make the Red Moa apply Fury (24 seconds of Fury)
  5. press F3 after the Fury is applied to prevent the Red Moa from running off.

Voila, near permanent Fury.

(edited by Holland.9351)

please change sword skill 2

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Holland.9351

A different solution:
- make Serpent’s Strike (sword 3) a leap forward. It keeps its evade and poison.

Your wishlist for 2014 (ranger changes)

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Holland.9351

Pet

  1. new pets with different animations that do not stand still to use any of their skills
  2. pet gains an evade when player dodges
  3. pet AoE buff/heal skills are always applied to the Ranger and at any range. This on top of it hitting allies in range. (but not applied to Ranger twice)
  4. F1 gives pet swiftness. F2 gives pet stability. F3 gives pet aegis. (Internal cooldowns apply.)

Weapons

  1. Hunter’s Shot damage removed and replaced with immobilize. Stealth happens on-shot instead of on-hit. (without damage this skill can’t break its own stealth)
  2. Barrage base cooldown reduced by 10 seconds.
  3. Hilt Bash much easier to hit with
  4. new mainhand melee weapon without leaps on its auto-attack.

Trait system

  1. none of our traits require the player nor the pet to be in combat mode (there are currently 10)
  2. New Marksmanship grandmaster trait: Explosive Arrows. Adds AoE to arrow attacks. Remorseless(Marksmanship 30) merged into Precise Strike (Marksmanship 25).
  3. Agility Training (Skirmishing 10) increases pet movement speed by 40% or even 50%.
  4. Master’s Bond (Beastmaster 10) switched with Instinctual Bond (Beastmaster 5) to become the new Beastmaster Adapt Minor trait.

Utility Skills

  1. Protect Me makes pet immune to damage for the duration. Pet still becomes passive. (This way it can be used equally well with any pet)
  2. Sic ’Em buff cannot be removed from pet. (So it’s only removed if the timer runs out)
  3. Signet actives are applied to the Ranger by default. Applied to the pet with Signet of the Beastmaster.
  4. Search & Rescue instantly teleports pet to selected target and makes pet immune to damage and CC for the duration.

(edited by Holland.9351)

Pet Shouts should always apply to Character

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Holland.9351

Yep, it should.

New to ranger, seeking advice, WvW LB

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Holland.9351

30/20/20 is pretty solid in WvW.
Use Longbow + Greatsword (for Swoop)

Marksmanship:
Steady Focus(I), Piercing Arrows(VIII), Eagle Eye(X)

Skirmishing:
Sharpened Edges(II), Quick Draw(X)

Wilderness Survival:
Shared Anguish, Martial Mastery

Piercing Arrows and Eagle Eye are both a must-have in WvW for glass-cannon longbow. Don’t be tempted to replace either of them.

Martial Mastery is very useful for your Greatsword. It’s a noticeable difference how often you can use Swoop. Swoop is great for catching up to friendlies and for escaping, so you can’t get it off cooldown often enough. Counterattack is also useful to block ranged attacks while you are running away.

Now if you go do some PvE, this build allows you to drop Eagle Eye in favor of Signet of the Beastmaster, which is generally better outside of WvW.

I use 30/30/0/10/0 myself, because I’m going maximum glasscannon. The 1500 range piercing arrows generally allow me to stay safe for 99% of the time, but it takes experience to know how. I do miss the enhanced greatsword, but not often enough to be too bothered by it. I just go Moment of Clarity for Skirmishing 30, because the rest of the trait line is even worse. I use Concentration Training + Red Moa, but it’s very buggy, so I wouldn’t advise it. However, If I put Red Moa on passive and press F1 before F2, then I’ll get a much longer duration on my Fury, making it near permanent.

For utility skills I use:
Protect Me (with Brown Bear as backup pet)
Signet of Stone (activate together with Protect Me to become reliably invincible)
Signet of the Hunt (never go without it)

Race selection for ranger?

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Holland.9351

I have a Sylvari Ranger because they fit together as a theme. In beta they also had the best racial skill, but it got nerfed so hard I haven’t used it since. Grasping Vines used to be stronger than Entangle, since it was a 1200 range target-able AoE, which had perfect synergy with Barrage. Now it’s single target, 900 range and goes on full cooldown if the target was out of range.

Asura:
They have the best daze skill Rangers can get. Considering we have a trait that doubles its duration makes it even better.

Norn:
Apparently Bear Form skill 5 deals the most burst damage a Ranger can deal.

Why rangers result in Bearbows...

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Holland.9351

In WvW bearbow makes sense.

Longbows are pretty good in zerg environments, however most pets are as good as worthless in any zerg environment.

The bear can still be a useful pet however, as it’s the best pet to use in combination with Protect Me. Protect Me with a bear is more likely to last its full duration (depending on how much zerg you’re getting hit by) + a stun breaker + a shorter cooldown than Signet of Stone.
Signet of Stone is 6 seconds invulnerability and 100% reliable independent of pet, however it also requires 1 Grandmaster trait to use (at the cost of Piercing Arrows or Eagle Eye) and isn’t a stun breaker and has a longer cooldown.

So, bears can still be pretty good, if you use Protect Me.

[video] Heavy hitter

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Impressive damage.

It’s sad how some Ranger builds require racial skills to be effective. You either have to be Norn to get the best burst damage or Asura for the best daze. So did Arenanet fail at making the racial skills just for flavour or did they fail at giving the Ranger skills that are better than racial skills?

Wintersbite

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Holland.9351

I would avoid getting Wintersbite. The skin looks nice, but it offers nothing else.

This statement is so stupid it hurts…. EVERY item in this game that’s difficult to get is totally apperance based…. If he wants the look he should go for it….

@OP: I don’t believe it changes any of the animations we have, the nice icy ones are as the other guy said, from the ele bow.

It was my conclusion and final advise for him: “Don’t get it, it’s just the skin and doesn’t have any extra animations”. Of course he could still get it for just the skin if he wanted to. That goes without saying.

Wintersbite

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Holland.9351

no, no, no, no, no, no, it just changes the skin of the bow, nothing else. No animations, no different arrows, nothing else.

The ice storm animation is from the Elementalist with its ice bow skill. Rangers can only get it if an Elementalist gives it to him. However, the Elementalist bow has its own skills, so you don’t get the Ranger’s longbow skills with it.

I would avoid getting Wintersbite. The skin looks nice, but it offers nothing else.

Mighty Swap and Fortifying Bond

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Holland.9351

Yes, it’s on the bug list (which could use a reply):
http://forum-en.guildwars2.com/forum/support/bugs/Ranger-bug-list-and-other-issues

I also think 3 stacks of might somehow get lost on the old pet rather than the new.

The Spirit Ranger Situation

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Holland.9351

Well I still refuse to use spirits. If only for the simple fact that I have to recast them every minute. I don’t really care how good they are otherwise, that part is just unacceptable gameplay. Add to it the fact that they can be killed and don’t give their effect permanently and I don’t see myself ever using spirits. Also, they don’t move… would almost forget that part. That’s like 4 horrible gameplay mechanics put into 1. Let me summarize it:

  1. they have to be recast every minute
  2. they can be killed
  3. they don’t offer a permanent effect
  4. they don’t move by default

Ranger bug list

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Holland.9351

Try using Hunter’s Call and cancelling it midway. Birds spawn, but no damage will apply.

Already on the list

Can’t begin to explain how many times my spirits canceled their own skills, active play for rangers seems almost like it’s purposefully kitten. So much for ressing someone with Spirit of Nature, cause’ it just decided to turn the other way instead of using Nature’s Renewal.

I never use Spirits. How would I put this on the list in minimal words? What causes this?

How many Splitblades have cancelled when enemies walk right through me, going on full cooldown without actually throwing any axes? Probably more than I’d be comfortable with.

Can someone confirm this?

It’d sure be nice to see Sic’ Em used with Raven’s F2 burst… oh wait.

Already on the list

I can do this all day, sadly.

Go on…

Ranger bug list

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Holland.9351

Not all bugs, but some annoyances:
- Other : Explosion combos not showing
- Other : Ability to move with second hand axe #5
- Other : Pet stats to scale with ranger’s armor/trinkets

Can someone confirm on warhorn not triggering its blast finisher and/or not showing the message?

I agree that axe #5 could use some changes to allow movement. It’s what keeps me from using offhand axe.

Yes it’s odd that pets don’t scale with armor tiers or have their own stat item. I also don’t understand why they don’t have their own traits menu.

Ranger bug list

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Holland.9351

I posted it on the bug forum:
http://forum-en.guildwars2.com/forum/support/bugs/Ranger-bug-list-and-other-issues/first

You can continue the discussion here or there.

Ranger bug list (and other issues)

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Holland.9351

reserved for future updates

Ranger bug list (and other issues)

in Bugs: Game, Forum, Website

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Holland.9351

Other issues
Pet conditions and boons
Are not visible to the Ranger.

Excessive pet swap cooldown
If a pet dies, the pet swap ability goes on a 60 seconds cooldown. That’s 3 times longer than the usual 20 seconds. That’s a rather harsh and excessive difference. In some situations there is nothing a player can do to prevent the pet from dying. The next pet is also more likely to die since it has to survive for 60 seconds before it can be swapped instead of the normal 20 seconds.

Whirling Defense (Axe 5)
Does not allow movement.

Pets don’t benefit from Ranger stats
- Pets do not benefit from the Ranger’s equipment.
- Pets don’t benefit from armor tiers. A ranger using ascended equipment has the same pet as someone who’s using exotic or masterwork or nothing.
- Maybe pets should be given their own item slot to solve both.

(edited by Holland.9351)

Ranger bug list (and other issues)

in Bugs: Game, Forum, Website

Posted by: Holland.9351

Holland.9351

Weapons

Hunter’s Call (Warhorn 4)
Stops doing damage if LOS (Line of Sight) is blocked (even if you simply turn around).

Bonfire (Torch 5)
only hits 3 targets. It should hit 5 targets.

Kick and Pounce (Sword 1)
Auto-attack leaps prevent use of the dodging mechanic.

Call of the Wild (Warhorn 5)
Can cause the pet to attack

Skills

Viper’s Nest
only hits 3 targets. It should hit 5 targets.

Call Lightning (Storm Spirit active)
only hits 3 targets. It should hit 5 targets.

Sic ’em
Buff on pet is removed if the pet is given another order. For example, it’s removed when using its special ability (F2) or when changing its target. Unlike the other shouts, it’s always a negative effect if the Sic ’em buff breaks.

Guard
The command to guard the area gets cancelled if the pet is told to do anything else. It’s the same for other shouts. Sic ’m suffers the most from it, but some consider it an issue with Guard as well.

Spike Trap
Tooltip states “Pulses three times when triggered”, but it only triggers once.

Guard
Tooltip states “Command your pet to aggressively guard an area. Your pet gains stealth and protection for the duration of the skill”. The duration is listed as 180 seconds but the stealth and protection are only 10 seconds, so slightly misleading.

Traits

Concentration Training (Nature Magic II)
Requires the pet to be in combat mode. The Ranger being in combat mode is not enough.

Compassion Training (Beastmastery IV)
Requires the pet to be in combat mode. The Ranger being in combat mode is not enough.

Malicious Training (Marksmanship II).
Shares the same problem as other training traits: only works when pet is in combat. Very annoying as it doesn’t apply its effects to pet’s first attack/skill when it engages combat. Also fails to apply its effects when using F2 right after swapping pets.

Pet’s Prowess (Skirmishing I)
See Malicious Training.

Expertise Training (Wilderness Survival V)
See Malicious Training.

Mighty Swap (Beastmastery VI)
The pet does not get 6 stacks of might if used in combination with Fortifying Bond (Nature Magic 15 points), which states: “any boon you get is shared with your pet”.

Mighty Swap (Beastmastery VI)
Requires the Ranger to be in combat mode. Adding a 15 second internal cooldown would prevent out-of-combat abuse.

Tail Wind (Skirmishing 5 points)
Requires the Ranger to be in combat mode. It already has a 9 second internal cooldown to prevent out-of-combat abuse.

Furious Grip (Skirmishing 10 points)
Requires the Ranger to be in combat mode. It already has a 9 second internal cooldown to prevent out-of-combat abuse.

Furious Grip (Skirmishing 10 points)
Tooltip says it gives 9 seconds of Fury, but it only gives 5 seconds.

Spotter (Marksman VII)
Requires the Ranger to be in combat mode.

Companion’s Defense (Wilderness Survival 15 points)
Requires the Ranger to be in combat mode. It’s already limited by how often a Ranger can dodge.

Master’s Bond (Beastmastery II)
Stacks are lost when the Ranger goes in or out of the water.

Pet class-mechanic

Pet inactive after swapping
The pet is inactive for a few seconds after swapping. This also wastes valuable time on traits such as Zephyr’s Speed and Mighty Swap, which trigger on pet swap.

Pet buff skills don’t prioritize party members
“Skills that buff allies in an AoE now prioritize party members” is not true for pet skills.

Pet special ability (F2)
Doesn’t get used on a target if F2 is used right after swapping pets. This is especially bad if the pet has a leap or another skill that requires a target.

Pet special ability (F2)
Makes pet attack your selected target after it has finished using the skill. Very annoying when using skills that aren’t direct attacks such as Moas’ F2 abilities or Mighty Roar.

Pet special ability (F2)
Sometimes doesn’t get used, but still goes on full cooldown.

Pet missing WvW bloodlust buff
The WvW bloodlust buff for holding ruins isn’t given to the pet

Combat log
Pet damage is not in the combat log.

Pet names
Pet names revert to Juvenile <pet type> when switched to a different pet

Pet skill tooltips
Pet tooltips are using stats from the Ranger instead of from the pet.

(edited by Holland.9351)

Ranger bug list

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Holland.9351

Unfortunately my main post has run out of space. I could still add:

Pet buff skills don’t prioritize party members
Pet missing WvW bloodlust buff (by popular demand)
Pet names revert to Juvenile

Ranger bug list

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Holland.9351

Swoop is still bugged. Sometimes the animation pauses halfway. Other times the second half of the skill doesn’t even move you toward.

I think I know what you mean. If you fall off a ledge while doing the run there is a 1 second pause before he does the leap. Is that what you meant?

Ranger bug list

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Holland.9351

Call of the Wild (Warhorn 5)
Can cause the pet to attack the nearest target.

This is caused by having auto-target active. Switch it off and the pet won’t insta-aggro. Having it off also gives the freedom of using Swoop and other leap skills as burst movement.

Yes I know. It also happens if the pet is on aggressive and you have a target selected. It’s just an unexpected outcome, since warhorn 5 doesn’t have any attack attached to it. It only gives boons. I understand that it’s supposed to be that way because these things trigger on-skill-use, but then that should change.

Ranger bug list

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Posted by: Holland.9351

Holland.9351

I added Malicious Training, Pet’s Prowess and Expertise Training.

I also added the fact that F2 always orders the pet to attack, which is not always wanted.

About bloodlust (WvW bonus for holding ruins), I don’t think the pet should get it. It’s a flat bonus and I don’t think a ranger should get double the effect of everyone else. Be careful what you ask for though, before you know it they’ll split the bonus in half and give 50% to the ranger and 50% to his pet. I rather have 100% on the Ranger and 0% on the pet.

However, should I mention that the pet does not benefit from armor tier? Upgrading your armor to Ascended does not make the pet any stronger than if you had kept it Exotic.

Ranger bug list

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Posted by: Holland.9351

Holland.9351

Mighty Swap in combination with Fortifying Bond doesn’t give pets 6 stacks of might, which it clearly should – that’s kinda the point with Fortifying Bond; “Any boon you get is shared with your pet”.

Thanks, I added it to the list.

I also added the fact that Mighty Swap requires combat mode. An internal cooldown would make more sense.

At “Other issues” I added the fact that dead pets go on an excessively long 60 second cooldown. Who agrees or disagrees that it should be on the list? Also, what “other issues” are there which aren’t exactly bugs, but bother you anyway?

Making new elites (fun topics)

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Posted by: Holland.9351

Holland.9351

Signet of Camouflage (180 seconds cooldown)
Passive: Grants stealth to you and your pet for 10 seconds every 10 seconds, while out of combat. A tree grows where you disappear into stealth. If a tree is destroyed, the signet activates.
Active: Grants stealth to your pet for 5 seconds.

The tree looks like a Healing Seed. It lasts 10 seconds and has minimal health. PvE mobs will see the tree as a hostile target and destroy it.

This signet allows the Ranger to get the jump on another character, but only if his trees aren’t spotted. The tree also prevents the Ranger from hiding in stealth permanently inside WvW structures. A destroyed tree would cause the signet to go on its long 3 minute cooldown, which would force the Ranger to come out of hiding.

If a tree is destroyed, your pet remains in stealth for 5 more seconds, which would leave your pet unknown to the enemy for a bit longer.

If you have the Signet of the Beastmaster trait, you can also get the 5 extra seconds of stealth when a tree is destroyed. It would also allow you to go into stealth while in combat, so it becomes a good escape tool, but it has a very long cooldown.

I think this could work. Seriously. It only really works outside of combat and the trees give it a serious weak spot that you can’t ignore. Signet of the Hunter might be a more appropriate name.

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Holland.9351

Yes, that description is a bit misleading. Just like the Spike Trap saying it should pulse. I’ll add it to the list.

Guard being cancelled makes sense to me since there is no other way to cancel it. I’m not sure I should add it to the list, but I’ll do it anyway since you consider it an issue. Sic ‘m suffers from it too, but it’s much worse. Maybe our shouts should change into a cancel button while it’s on cooldown. Like how engineer utility weapons allow the weapon to be put away again. I don’t think they will ever bother to improve them though.

(edited by Holland.9351)

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Posted by: Holland.9351

Holland.9351

Concentration Training (Nature Magic II)
Requires the pet to be in combat mode. The Ranger being in combat mode is not enough.

Wait. You AND the pet must be in combat for it to work? Hmm. I’ll double-check. I reported this on the bug list, and I’ll update it or remove it if true so you can repost the larger list.

Edit: Sure enough, it works if both of you are in combat. Well, I can deal with that.

If you have a pet on passive, like the Red Moa, press F1 on a target before you press F2 and it will often work with the extra boon duration. You’ll have to press F3 afterwards or he will continue attacking the target. It feels very buggy, but it generally works.

If you have a pet on aggressive mode and you are in combat with something, then usually the pet is as well.

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Are these all the current bugs we know? The topic is dropping off the page.

Spike Trap suppose to pulse 3 times??

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there is a sticky explaining where to put bugs though..

Good point. I might remake the topic in the bug forum once everyone has had a chance to add known bugs to it.

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The weapon “bugs” are working as intended, the root on sword chain is there on purpose, if you use any skill with an enemy targeted your pet will attack it

I considered moving them to the “Other issues” part, but I’ll leave them on there since many people consider it a bug, even if it’s working as intended. If something unexpected happens, I generally consider it a bug.

In the case of Call of the Wild, the pet will sometimes put me in combat mode if I want to use warhorn 5 to run faster, so it will have the opposite effect of what I intended to do with the skill. I’ll end up running slower instead of faster and I’m initiating combat when I didn’t desire to.

In the case of Sword auto-attack, the dodge mechanic is a basic mechanic shared by all classes. Skills unexpectedly preventing the use of such a basic mechanic I consider a bug, even if the main developer likes it. He can ignore it when he reads it, but it’s still considered buggy by many Rangers and that’s why it should be on the list.

They also fixed Signet of the Wild active not allowing interaction with objects, even-though that was working as expected as well since it’s a transformation. So it’s not unlikely that “working as expected” stuff gets fixed to “working as intended”.

(edited by Holland.9351)

Was Longbow fury really too much?

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I think we’d be fine if Concentration Training didn’t require the pet to be in combat, because the Red Moa can give 21 seconds of Fury every 25 seconds (or every 20 seconds if traited even more).

We’d also be fine if Furious Grip didn’t require combat mode and gave 9 seconds of fury like the tooltip states, instead of 5 seconds.

Those would both be acceptable sources for permanent Fury. Longbow could get buffed in other ways that don’t involve Fury.

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(edited by Holland.9351)

[s]Longbow permanent Fury[/s] is impossible

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Concentration Training also requires you to be in combat, so it’s not useful to prepare Fury before combat starts.

its worse than that… (atleast when i tested it a few weeks ago) the pet needs to be in combat; meaning if you swap into moa and use furious screech without the moa hitting anything/getting hit then concentration training wont take effect (despite you being in combat)

You’re completely right. Concentration Training is extremely bugged. Permanent Fury is impossible.

Well that was fast

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hidden message revealed:

2. Agree. Right now the only way to interrupt the chain is by swapping weapons. Give dodge the same priority as a weapon swap – issue solved.

No it wouldn’t be solved entirely, we would still have an average half second delay on our dodges, still not satisfactory in a game that could be called Dodge Wars. The current workaround with auto off+ button mashing gives me the same thing you described just with more hassle.