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Why has Eagle eye not been patched yet?

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Holland.9351

looks like warriors are in the same boat:
Stronger_Bowstrings
It’s riddled with bugs.

It’s because they have 2 versions for each longbow, each with their own skills. For some reason they keep forgetting that and only update 1 of the two. It’s highly likely that our speargun has inconsistencies as well.

These range traits are a menace and should simply be removed from the game and made default behavior for all classes.

How Heal as One Should Work

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Holland.9351

I wonder why then, in practice, HaO hasn’t been better than TU.

On paper, Heal as One looks better, but in practical application it simply doesn’t hold up to TU in any situation I have been in.

Troll Unguent has two big advantages:

  1. You don’t have to wait to be on low health before you use it
  2. It has a shorter activation time, so it’s less likely to be interrupted and it takes less of your time to use.

You can use Troll Unguent as soon as you start taking damage, but with Heal as One you have to wait until you’re missing at least 6520 health.
The time your have to wait before you can use Heal As One is basically added to its cooldown, which decreases its healing per second.

Heal as One has other advantages:

  1. you don’t have to wait for the heal to come though.
  2. it’s available more often because of the lower cooldown

If you suddenly find yourself at low health (not uncommon in low armor builds), then you can pop your Heal as One and you’re instantly back in the fight. With Troll Unguent you would have to wait 10 seconds before you get your health.

So with toughness/regen builds, Troll Unguent is better.
For glass cannon builds, Heal as One can be better, because it’s more likely you suddenly find yourself at low health and the 5s shorter cooldown can make a world of difference.

Why has Eagle eye not been patched yet?

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Holland.9351

This isn’t the first bug involving Eagle Eye. However this is the first time it accidentally buffed the Longbow.

October 15, 2013
Barrage: This skill will no longer have reduced condition duration when traited with Eagle Eye.

April 30, 2013
Point Blank Shot skill: No longer has an increased cast time when the Eagle Eye trait is equipped.

I think there was at least one more, but I can’t find it.

So, maybe they are working on a big fix so this might finally never happen again.
Or, it’ll be out in the next hot fix, which might be Monday.
Or, they might hold it off till the next big patch because it’s not overpowered and people are enjoying it and they want to observe it a bit longer.

A whole year: Time for another go

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Holland.9351

- Search & Rescue can no longer revive dead players, only downed.


If this one had ever worked for me, I’d be sad it’s been “nerfed” , as it is, it’s just been corrected to what some of us had to put up with – it just never worked for me in any build or situation – not even downed players helped in a timely manner, like before I was dead…

It worked for me when I did fractals with random people. It prevented wipes several times. It allowed me to distract the mobs while the pet was reviving a dead teammate.

Sick Em + Hide In Plain Sight

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Hide in Plain Sight doesn’t give stealth. It also doesn’t trigger Remorseless.

How Heal as One Should Work

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On my full Berserker ranger there is no better heal than Heal as One.

Sounds like an opinion. Must be because I disagree whole heartedly. TU is much better as it is almost instant cast and goes on for awhile.

Are you playing full melee or combo? I play a sword+horn/SB almost all the time (except at certain world bosses when I need the LB instead of SB or axe for tagging).

On my longbow ranger in WvW I meant, who uses full berserker. But yeah, that’s probably the only situation where I feel it’s better. Heal as One heals for a lot and comes off cooldown more often. The 5 second difference in cooldown is really noticeable.

Being able to stack is wrong

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  1. it would be terrible for performance.
  2. it would open the door for all kinds of griefing

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

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Holland.9351

You’re right, Furious Grip only gives 5 seconds of Fury.

Both the wiki and the in-game tooltip for the trait are wrong.

So, the closest we can get to re-living the bug after it’s fixed is:
Red Moa with Concentration Training (while in combat) and some Rampage as One added onto it.

(edited by Holland.9351)

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

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Holland.9351

I just did a small test.

Red Moa actually only gives 14 seconds of Fury, so 21 seconds with Concentration Training. And yes, you still need to be in combat mode for Concentration Training to work.

21 seconds every 25 seconds is still pretty close to being permanent.

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

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The permanent Fury bug on the Longbow is going to be fixed, so I decided to look for other ways to get permanent Fury. Generally I find it too bothersome to worry about Fury up-time, but I’m quite surprised at how good permanent Fury actually is.

I’m going to ignore boon duration because this requires me to give up damage on the Longbow. I’ll also ignore the runes that provide Fury, because they require you to be hit or have a very short duration and require me to give up on Scholar Runes.

These are the ways for the Ranger to get Fury:
Rampage as One
20 seconds of Fury every 120 seconds

This skill is out of the question for permanent Fury, but it might be useful in combination with other sources.

Call of the Wild (warhorn 5)
15 seconds of Fury every 35 seconds

Unfortunately this requires a switch to another weapon set, which has a 10 second cooldown, so it’s not useful to provide permanent Fury to the Longbow.

Beastmaster’s Bond
10 seconds of Fury every 60 seconds (if pet is below 50% health)

This isn’t a reliable source and it’s nowhere close to being permanent. It also requires a trait in Marksmanship, which is not going to happen in a Longbow build.

Furious Screech (Red Moa)
15 14 seconds of Fury every 25 seconds

The interesting thing about Red Moa is if you get Concentration Training (10 points into Nature Magic), it would increase the 15 14 second of Fury to 24 21 seconds. This could be considered a permanent source for Fury in a longbow build(Concentration training is too bugged for that). However, it requires micromanagement and has all problems that come with pet based skills. I think Concentration Training also requires you to be in combat, so it’s not useful to prepare Fury before combat starts. In fact, it requires the pet to be in combat, so having a Red Moa on passive by your side will never apply Concentration Training to the Fury.

Furious Grip (Skirmishing 15 point trait)
9 5 seconds of Fury every 9 seconds (10 seconds if you don’t use Soldier Runes)

It’s possible to get permanent Fury if you run a Dual Longbow build. You have to give up the secondary weapon weapon for it though. I don’t think it’s worth it, but it’s there. However, the Longbow has two channeling skills (Barrage and Rapid Fire), so it’s certainly possible to lose Fury mid-channel. (the tooltip is lying, so no permanent Fury) This trait also requires combat mode, so you can’t get Fury before getting into combat.

I wish there was a less bothersome option and I wish so many of our traits didn’t require combat mode, but we’re stuck with nothing either going Dual Longbow or Red Moa with Concentration Training (not possible, Concentration Training is too bugged).

(edited by Holland.9351)

How Heal as One Should Work

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Holland.9351

On my full Berserker ranger there is no better heal than Heal as One.
My Ranger takes a lot of points of damage in a short amount of time because of a great lack of armor. I usually stay well out of harms way, but if I need a heal I need the biggest heal I can get.
Heal as One is our biggest direct heal and it also has the shortest cooldown (meaning I can use it more often). The only real downside is that it has a long cast time and is otherwise relatively boring.

However, any buff is welcome. Any build with a normal amount of armor is better off with Troll Unguent or Healing Spring after all. I personally like the idea of it giving 20s of Aegis.

They broke something with Longbow this patch

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It’s not really noticeable because Rangers were able to get fury from Rampage as One, Call of the Wild (warhorn 5), Furious Screech (Red Moa F2), Furious Grip (on weapon swap trait) and to some extend, Beastmaster’s Bond (on pet low health)

So with the extra effort Rangers were already able to do this (in bursts), now it’s just permanent and easier by requiring less effort and less investment.

Nature Magic X Signet of the Wild

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Intended.

It simply has the same effect as the active of Signet of the Wild. Taking the trait isn’t the same as slotting the utility skill.

let's take a guess.

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I think either in the next few days or at the next big patch.

Eagle Eye has had many unexpected bugs in the past. It’s not coded as straight-forward as the tooltip is trying to make us believe. They may have to spend quite a bit of extra time to fix it.

They broke something with Longbow this patch

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To be honest I think it’s triggering the new Two-Handed Training trait on hit without the cooldown.

Perhaps Eagle Eye has always been affected by Two-handed Training, but the 5% damage increase was never noticed and the tooltip was never updated. Longbow is a two-handed weapon after all. (not true)
Or maybe Eagle Eye is somehow using the same code as Two-handed Training to get it’s 5% damage increase. The change to Two-handed Training also changed Eagle Eye, however, only Two-handed Training was given the cooldown restriction.

This would be the 4th or 5th bug caused by Eagle Eye though. I don’t know how they programmed it behind the scenes, but if my guesses are true, then they might be better off with removing the trait and making 1500 range the default range on the Longbow.

(edited by Holland.9351)

Pets swapping in dead.

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Were you using the Mighty Swap trait?Maybe the update to the trait caused this.

Interesting Gameplay on Longbow

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I might be one of the few that prefers Rapid Fire. I see it as equal to the auto-attack Long Range Shot, except it also:

  1. causes vulnerability
  2. is more likely to hit (so more likely to deliver it’s damage)
  3. does its maximum damage at any range
  4. tracks and hits enemies who go into stealth

It’s basically the skill we would want the auto-attack to be (fast firing and damage at any range) with vulnerability and stealth tracking added on top of it.

A charge-up skill like Kill Shot from Warrior Rifle or the skill from Slingshot Scout has an extremely high chance to miss compared to Rapid Fire. Remember it would be a telegraphed skill and therefore be easy to dodge. Also remember things like aegis that completely nullify it.

Although I admit the stealth works wonders for a charge-up skill.

They broke something with Longbow this patch

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This is amazing, I love it and I think Longbow needs it.

But I’m afraid it’s a bug, because Eagle Eye has been plagued with several very unexpected bugs in the past. It took people a very long time to find those bugs and they all had a negative effect. I hope they leave this in for a while if it’s a bug.

Planning to make a ranger (post Dec 10)

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I’m curious if there are any new additions to the patch notes, but I try not to expect any.

30/x/x/20/x build with Signet of the Beastmaster, Enlargement and a lot of boon duration might be worth a try, but probably only in some WvW zerg GS build. It’s a lot of Stability with 2x Signet of the Wild + Rampage as One.

30/20/0/20/0 fully traited longbow with movable spirits perhaps. Basically any build with movable spirits since it only costs 20 points.

30/30/x/x/10 full berserker longbow build (aka bearbow) with Mighty Swap giving might to the Ranger on pet swap.

x/10/x/15/10 Companion’s Might + Fortifying Bond + Mighty Swap might stacking on the pet. Mighty Swap gives 6 stacks of might to the pet if you use Fortifying Bond

x/x/30/x/x Bark Skin with Protect Me perhaps. Pet gets 50% less damage when it drops below 25% health while protecting. Maybe add Signet of the Beastmaster + Signet of Stone to have a lot of immunity to damage. Just beware of those conditions.

Interesting Gameplay on Longbow

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Holland.9351

^ there already is a weapon sigil for boon stripping.

But that’s only 1 boon on 1 person every 10 seconds is it not?

Interesting Gameplay on Longbow

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Holland.9351

They’re not likely to completely change a skill. Rapid Fire has its strengths and so does Barrage, so it’ll probably stay that way.

I do agree that something seems off with Hunter’s Shot. I was thinking the following improvements for the Longbow:

Hunter’s Shot
stealth on-use instead of on-hit
all damage removed from skill (to prevent it breaking its own stealth)
add an immobilize to replace the damage

This way you can stealth on demand, even if the enemy is out of range / evading / blocking / reflecting projectiles / obstructed / etc. The added immobilize would make the skill useful in many different situations. You lose the damage completely in exchange, but the damage wasn’t very good anyway and it would make the skill much more reliable.

Rapid Fire
allow for switching target mid-channel
will still track through stealth if no new target is selected

It happens very often that Rapid fire ends up shooting into the ground or into a wall or after an out-of-range character or obstructed in another way. Allowing for switching targets mid-channel would make this skill much better.

Barrage
reduce cooldown by 10 seconds
Maybe let it remove boons on hit otherwise

The cooldown is way too long, even with the cooldown reduction trait in use. You could easily remove 10 seconds from it.
Removing boons would be useful for WvW zerg battles. It would counter retaliation spam and prevent the ranger from killing himself.

Point Blank Shot
Increase range from 900 to 1200
knockdown at 900+ range (instead of knockback)

This would put the range on par with the other skills and make it useful in all situations. Especially if someone is running away, you could knock him down instead of knocking him further away.

(edited by Holland.9351)

2 changes you'd like to see in the future

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Protect Me
- pet takes 50% less damage for the duration.

Camouflage (60 second cooldown)
- stealth ranger and pet for 20 seconds

Water Spirit Discussion

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Nature’s Vengeance is required to make it a reliable heal. Which is again a Grandmaster trait. That’s sad, but once you trait for it it might actually be pretty good. It might even be able to heal twice. But then you’d also want to get more than 1 spirit if you’ve already traited into it.

List of Buffs

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• Crossfire: Decreased the range to 900.

That’s not a buff… but it does illustrate a point. The nerfs hit much harder than the buffs. Shortbow range reduction from 1200 to 900 is a hard hitting nerf. The 14% buff to damage doesn’t cover it at all.

Another example, spirits were nerfed around release to the point that they weren’t used anymore. Spirit health was halved and it took them over a year to revert back on it in tiny steps. Now they’re used again.

Another example is the upcoming nerf to endurance regeneration. Yes the patch has 90% buffs, but the nerf hits so much harder and affects more builds.

Another hard hitting nerf was moving quickness on pet swap to Grandmaster and switching it with a worthless trait.

Another was moving Signet of the Beastmaster to Grandmaster from Adept.

Or the sudden pet damage reductions by up to 50%.

We could really go on and on about nerfs that outweigh their buffs. (Search & Rescue and Guard are other examples). You need to see the big picture and conclude that the Ranger has seen more hard hitting nerfs than hard hitting buffs.

A hard hitting buff would be Nature’s Voice and possibly the many small buffs to Longbow. I’m really struggling to see the hard hitting buffs. Well, Signet of the Hunt movement speed increase from 10% to 25% was probably the biggest buff we have had, but many classes got that at the same time, so it can hardly be called a Ranger buff. That’s about it. I suppose the buff to Spotter is worth a mention too.

Ranger needs hard hitting buffs, but gets small buffs and hard hitting nerfs instead. They’re doing the whack-a-mole balancing when it comes to Rangers. The nerfs hit hard and the buffs tickle.

How can i recover my dodge rolls?

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And for some reason when doing harder content like champs and group events i get attacked most of the time and ran out of dodges fast.

The more toughness you have, the more you get attacked.

Why is everyone using pigs?

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I’ve never used pigs either since launch.

I think spiders have better potential that devourers though. Spiders benefit a lot from Malicious Training. Jungle and Cave spiders benefit a lot from Intimidation Training. Jungle Spider is good on its own in PvP with its dual immobilize. The only problem I have with spiders is their poison field attack. It misses 99 out of 100 times and it only keeps them from using their other skills (which both immobilize or cripple if traited). If I could disable that skill, spiders would be the best pet in PvP hands down. It would also be the most reliable pet. Now it’s pretty rubbish because it’s unreliable. It’ll randomly stand still for a few seconds to use a worthless skill that adds nothing to the fight.

In PvE without traits, devourers might be better. Lashtail devourer has the multi-hit skill that works well for the Ranger with Rampage as One. Lashtail Devourer is also really good underwater with it’s dual stun.

Empathic Bond

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Just make Heal as One move 2 conditions to our pet. Problem solved without having to rework traits that they don’t want to do anyway. It’s not a terrible heal it’s just not really worth the 1.5 second cast for nothing but health.

It would become amazing underwater because it has a .5sec cast for some reason.

Heal as one: heal yourself and your pet, your pet pulls up to 3 conditions from you and converts them into boons.

Increase the cooldown to 30 seconds if necessary.

Why do you want to nerf Heal as One? If you want your healing skill to remove conditions, get Healing Spring. It’ll give you the 30 second cooldown you ask for, but also a water field, regeneration and group support.

Heal as One is our biggest direct heal on the shortest cooldown. Healing Spring and Troll Unguent heal over time. I find Heal as One invaluable to my glass-cannon ranger. I can’t wait for the heal-over time in a build like that. Heal as One is also available more often.

Any buff to Heal as One is welcome, but not at the cost of anything. I’d like to see it give 20s of aegis to the ranger and pet for example.

wvw forum, they're at it again...

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This presumes there are no thieves in the zerg because the second they see you on your LB they are going to know exactly what you build is and 2shot you without you even realizing it.

I get thieves going for me and bouncing right off my pvt/knights at the start of a clash all the time because foolish zerk rangers are so common they just assume we all run it.

That’s funny you say this, I run a LB Warrior and I get the thieves thinking I’m a ranger all the time, its is funny because I’m a rather tanky LB warrior. I do draw them like flies though.

You probably attract them more than me because you have to be at 1200 range max, while I can be at 2000 range max.

Retaliation used to be a problem.. but for whatever reason, it doesn’t affect me anymore. I can’t remember the last time i’ve taken any noticeable damage, and I’m about as glass cannon as you can get.

I’ve seen people argue that thieves simply stealth to the back and take out rangers and other long range targets..

Yes, neither retaliation nor thieves bother me all that much. It could be aweful if everyone in their zerg had 100% retaliation uptime, but that doesn’t happen.

(edited by Holland.9351)

wvw forum, they're at it again...

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I rarely get attacked by thieves, but yes it does happen sometimes. Good for them though, that’s what they should be doing. However, it doesn’t nearly happen often enough for me to give up damage for it. Maybe I don’t play in a high enough tier server to encounter them.

wvw forum, they're at it again...

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1500 range piercing Longbow Ranger is one of the few class that can go full berserker in a zerg battle and survive. However, it needs those Guardians and Warrior and other classes to keep the enemy zerg away from them. It also requires clever positioning and to not be over-confident.

It’s a bit like long range assassination. Pick a weak target and put it into downed state.

I think a small organised group of 3-5 Rangers that always focus on the same target would be very useful. They would down and kill any enemy they focused on together. It often takes downed/kills to tip the scales in a zerg vs zerg battle. It’s also bad for morale to see people in your zerg get downed. Killing the commander could be a complete disaster to the enemy zerg as well.

Empathic Bond

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The second part can backfire in a scenario where i’m at range and my pet is within melee range, close to my allies and i wish to activate the signet to help allies around.

Currently you still have the option to recall the pet and only after trigger the signet.

Also if i have the Beastmarter trait i probably would want the pet to stay put to get two effective radius

That’s the problem with it I think. It’s trying to be something amazing, but then fails to be useful in many other situations. Unless we get rid of it trying to be amazing, it can’t become a reliable and useful skill.

Empathic Bond

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Signet of Renewal just needs to be 100% reliable.

Either take out the pet factor completely, or have it also revive the pet if it’s dead and heal the pet if it’s alive and move the pet back to the ranger’s side before triggering.

Runes for rangers!

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Scholar is better than Ranger if you can stay above 90% health. So maybe only for 1500 range Longbow builds.

New dagger #4 idea/ Remorseless ideas

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Although the improvement to Remorseless was very welcome, it’s definitely not good enough yet.

Longbow is the only weapon that benefits from it, but the Longbow already has about four other traits to pick for the 20 and 30 point slot in marksmanship: Piercing Arrows, Eagle Eye, Spotter and Signet of the Beastmaster. Eventhough I use Longbow a lot, I never slot Remorseless.

I think Remorseless also doesn’t give the pet Opening Strike, only the Ranger, so it’s only 5 stacks of vulnerability for 5 seconds. I’m not impressed. It also forces me to “waste” the stealth from Hunter’s Shot which in turn stops my auto-attack. So I really think it isn’t worth it.

Maybe Remorseless should reset when you swap weapons as well. Or on pet swap.

Pets: An Unfitting Mechanic

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And for that main reason, how i wish we had at least, one trait line that doesn’t involved pet. Doesn’t matter what trait line it is for as long as it doesn’t give a kitten about pet. When i say trait line means from minor to grandmaster

Every trait line has 1 trait that gives the main passive benefit of the line to the pet as well:
Marksmanship: condition duration
Skirmishing: crit damage
Wilderness Survival: condition damage
Nature Magic: boon duration
Beastmaster: healing power

I think those are fair traits, but I’ll still count them:
Marksmanship has 2 trait that only benefit the pet
Skirmishing has 4 traits that only benefit the pet
Wilderness Survival has 1 trait that only benefits the pet
Nature Magic has 3 traits that only benefit the pet
Beastmaster has 10 traits that only benefit the pet

So it looks like Wilderness Survival has the least and is a pretty popular trait line.

What I can also conclude is that the Skirmishing line is such a bad trait line because it’s overloaded with pet traits. 4 traits in total that only benefit the pet.

(edited by Holland.9351)

List of Nerfs

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shortbow, quickness and pet damage got hit the hardest.

Make pets invulnerable in PvE

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I really think the pets should be as tough as Veterans in PvE. Not as weak as regular mobs.

Then the pets might actually pose a threat and wouldn’t go ignored.

Longbow: How the heck does this thing work?

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Longbow + Greatsword is good for being part of a zerg in WvW.

Longbow is useful for picking off targets at a distance while the rest is busy fighting each other. You’ll need Piercing Arrows and Eagle Eye traits and probably also Quick Draw.
Rapid Fire is great for tracking targets and doing damage in short range and increasing your chance to hit.
Hunter’s Shot is good for getting stealth. I usually use it if I get focused on by someone. Switch to Greatsword and Swoop away while in stealth.
Point Blank Shot is nice CC to keep enemies away from you. With Piercing Arrows it can also hit multiple targets. Use it from stealth to be able to position yourself.

Greatsword is good for Swoop primarily. It allows for a lot of mobility. Both to catch up with a zerg and to run away. Greatsword + Signet of the Hunt and I have no trouble with catching up to zergs. Get the cooldown reduction to be even faster, but it’s not really needed. I rather go 30/25/15/0/0 than 30/20/20/0/0.
Maul is good for spike damage.
Counterattack is good for getting out of sticky situations by blocking projectiles as you move.
I tend to run with Drakehound + Wolf on passive, because they both allow me to get away easier.

For roaming I would use another setup, or at least not full Berserker. I find the Longbow lacking in damage without going full Berserker though. I’d go with a Tank/BM/Regen/Condition build with Sword/Dagger + Axe/Torch or something. Maybe dual spider pets or canine or feline.

(edited by Holland.9351)

A whole year: Time for another go

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If you ragequit your Ranger after that, then you’re probably better off playing a Warrior.

Overall there have been some improvements to the class, but also a whole lot of nerfs and I think the nerfs still overshadow the buffs. There is another big nerf coming on the 10th of December, but also a lot of small buffs.

Some of the big nerfs:
- up to 50% damage reduction on many pet attacks
- Guard can no longer make the pet go up or down ledges or walls.
- pet max distance from Ranger halved (leash range)
- shortbow range decreased from 1200 to 900
- quickness reduced from 100% to 50% (all classes)
- quickness on pet swap trait moved from 5 points to 30 points
- Search & Rescue can no longer revive dead players, only downed.
- Signet of the Beastmaster trait moved from 10 points to 30 points
- Endurance Regeneration trait reduced from 50% to 25% (10th of December)
- Healing Spring no longer gets Vigor from trait every tick
- Longbow Barrage damage reduced by 50% (undocumented)

Some of the buffs:
- Longbow now has stealth on Hunter’s Shot.
- Longbow attack speed increased
- Longbow Point Blank Shot range increased
- Greatsword Maul damage increased
- Greatsword Counterattack can be used on the move
- Nature’s Voice trait added. Allows for a build with permanent Regeneration and Swiftness by using Guard every 10 seconds.
- Spirits Unbound trait moved from 30 to 20 points (10th of december)
- Bark Skin increased from 30% to 50% damage reduction (10th of december)
- Remorseless now also triggers with stealth from Longbow’s Hunter’s Shot
- Spotter gives 150 Precision
- Signet of Stone passive gives 150 Toughness
- underwater weapons improved
- Vigor on pet swap trait now works for all pets (used to be only birds)
- Might on pet swap trait also applies 3 stacks of might to the ranger (10th of december)
- Enlargement now benefits from other signet traits (10th of december)
- Axe offhand Path of Scars does more damage and pulls
- Warhorn Call of the Wild is now a Blast Finisher
- Brown Bear special removes 2 conditions instead of 1 from allies (not underwater) and has a much better animation.
- Pet health increased by a lot in PvE (not in PvP, nor WvW)
- Reef Drake is a new pet.

I like many of the buffs, but I also disagree with many of the nerfs.

(edited by Holland.9351)

Nature Magic X – Enlargement

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I think so, in fact, they might not even share a cooldown and they might even stack (but now I’m worried that won’t be the case).

Please remove Signet of the Beastmaster trait

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Posted by: Holland.9351

Holland.9351

In WvW I’m doing the following as a work-around:
1) Activate Protect Me and Signet of Stone at the same time. That’s 6 seconds of invulnerability to both you and your pet without using Signet of the Beastmaster.
2) I use Rampage as One for Stability.

And with Signet of the Beastmaster you would be able to get the same without Protect Me (e.g. one more open utility slot) or just chain Protect Me and Signet of Stone for even more invulnerability. Or you could get even more Stability.

I’d still rather give up 1 utility slot and have less stability and less invulnerability than to give up Piercing Arrows or Eagle Eye.

It is good that there is a work around or an alternative. But it still doesn’t make Signet of the Beastmaster useless.

We agree on that, Signet of the Beastmaster isn’t useless. I really want to use it and it’s definitely worth the trade off in situations where Piercing Arrows or Eagle Eye don’t shine. I just wish I could use all 3 traits and didn’t need to have the trade-off.

I might be willing to trade Steady Focus for it, but even that is debatable. I might rather take 10% sustained than 50% in 1 hit and 25% for 8 seconds in a burst. But Signet of Stone active would probably tip the scale as well as the Signet of the Wild passive.

Wilderness expert not affecting...

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Posted by: Holland.9351

Holland.9351

Unless they just changed it, Keen Edge also has a 45 second cooldown. The buff lasts 30s if unused.

You are right. Both have a 45 seconds cooldown.
So, then it probably should be affected by the cooldown reduction trait.

Maybe Enlargement won’t work with the cd reduction trait.
Warriors have “Shake It Off!” triggered by a trait but the cd reduction trait is not applied even if the “Shouts heals” trait is applied.

Enlargement is changed in the next update:
https://forum-en.gw2archive.eu/forum/professions/ranger/December-10th-Ranger-changes/first#post3133590

Nature Magic X – Enlargement. This trait now uses Signet of the Wild to trigger. This reduces the cooldown to 60 seconds and allow it to interact with the Signet of the Beastmaster and Signet Mastery traits.

Harro Terravos! This trait is now basically the active portion of Signet of the Wild, meaning it can be reduced with Signet Mastery and will also apply to the ranger when Signet of the Beastmaster is equipped and Might if you have Beastmaster’s Might equipped.

-Karl

Signet of the Hunt active

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Posted by: Holland.9351

Holland.9351

Can anyone confirm if the active buff is 50% or 150%? The wiki has both values…

50%. So it becomes 150% of the original amount of damage.

If an attack does 100 damage, then it will do 150 damage with the signet active.

Nature Magic X – Enlargement

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Posted by: Holland.9351

Holland.9351

I was just thinking about this, but it might be half a nerf. Signet of the Wild does not give 50% movement increase like Enlargement does.

But, at least now it could potentially affect the Ranger as well (with another 30 trait points).

I hope the 50% movement speed is part of it. Then the Ranger could get 8s stability and 50% movement speed at 25% health. Without the movement speed I don’t think the updated version will be used.

It seems to synergise well with Bark Skin, but it’s not possible to get all three traits (Signet of the Beastmaster, Enlargement and Bark Skin)

Wilderness expert not affecting...

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Posted by: Holland.9351

Holland.9351

I think it should, considering next patch Enlargement is going to act like the Signet of the Wild active and it will be affected by other traits: Signet of the Beastmaster, Signet Mastery and Beastmaster’s Might.

But then again, I think it shouldn’t, because the trait has a 30 second cooldown and the utility has a 45 second cooldown. So it’s already better than the utility.

two sigils on two-handed weapons

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Posted by: Holland.9351

Holland.9351

Thanks. That post was made 2 months ago, but it’s good to know that it’s still on their radar.

Amusing GS swoop glitch

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Posted by: Holland.9351

Holland.9351

Yes it has happened numerous times to me as well. I just didn’t know other people could see it as well.

I think it’s cool, but also annoying that I can’t get rid of it without leaving the WvW map. If someone finds another fix please let me know.

By the way, if you go inside a Siege Golem the eagle becomes huge.

two sigils on two-handed weapons

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Posted by: Holland.9351

Holland.9351

What’s the latest on this? Two-handed weapons should be allowed to slot two sigils.

Please remove Signet of the Beastmaster trait

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Posted by: Holland.9351

Holland.9351

It is about people not being willing to give up a bow related trait for the utility provided by Signet of the Beastmaster although the invulnerability and stability would be worth it.

I don’t think Signet of the Beastmaster is worth giving up Eagle Eye or Piercing Arrows for. I really want to use Signet of the Beastmaster, but just not at that cost. In PvE I do switch however.

In WvW I’m doing the following as a work-around:
1) Activate Protect Me and Signet of Stone at the same time. That’s 6 seconds of invulnerability to both you and your pet without using Signet of the Beastmaster.
2) I use Rampage as One for Stability.

Longbow vs. Shortbow

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Posted by: Holland.9351

Holland.9351

Why I pick Longbow over Shortbow in WvW:
- 1500+ range
- Barrage is our only ranged AoE that deals damage
- Tracking thieves and mesmers through stealth with Rapid Fire
- Better survivability with stealth and knockback
- allows me to go full berserker build in a zerg and be relatively safe

I used to love using Shortbow, but then they reduced the range from 1200 to 900. I haven’t tried it since. It can’t even shoot down a wall anymore.

I recently got Kudzu, because I just love using the Longbow on my Ranger. However, part of the reason is that my Ranger is a Sylvari. I’m not sure I would have gotten it if my Ranger was another race. A Sylvari leaving behind patches of grass kind of suits it.