The run speed signet for most of the classes was 25%, but was 10% for ranger (and a couple others IIRC).
Only the Thief had a signet that gave 25% movement speed while all the other classes had 10%. Rangers asked to be given 25% and the devs agreed and changed it to 25% for all classes that had a speed signet. I believe thieves got 50% speed trait while in stealth at the same time.
It’s probably still my favorite improvement to the Ranger so far.
PvE and WvW:
1) Class bugs
2) Class issues
3) Class improvements/wishes/suggestions
Especially for Rangers.
it didn’t get nerfed, just a tooltip error.
next update:
- Trap Potency now applies the proper amount of condition duration as implied by the tooltip.
From the patch notes:
- Intimidation Training: This trait now has an attack that cripples enemies (600 radius), instead of directly applying cripple to enemies around the area.
I just tested it and I see no difference to how it always worked. To be honest, I’m not even sure what they’re trying to say.
I was hoping that spiders would get a 600 radius cripple on hit, but no, it’s still single target and canine pets have always had the 600 radius cripple.
edit:
Reading over it again, I suppose it can now be blocked/evaded/etc while before it couldn’t be blocked? So then it must be a nerf or I really don’t know what changed.
I like how with every other class, PvE also includes WvW , but for rangers it doesn’t. We also always usually get nerfed in PvE/WvW based on dominating PvP builds too. Classy anet, real classy.
Rangers always get all the drawbacks of having a pet but few of the benefits. If a reader thinks this is baseless QQ, go play ranger for a month or two. You’ll start to see what I mean. I completely agree with you, Ryan.
You’re completely right Chopps. The go-to-phrase seems to be “but the Ranger has a pet”. Besides that, I’m starting to worry your account was hacked.
Holland, you have been throwing me random jabs all day. What’s your problem? Did I defeat your warrior in WvW?
Haha not at all. I just remember you being so positive about every patch, except this one.
I like how with every other class, PvE also includes WvW , but for rangers it doesn’t. We also always usually get nerfed in PvE/WvW based on dominating PvP builds too. Classy anet, real classy.
Rangers always get all the drawbacks of having a pet but few of the benefits. If a reader thinks this is baseless QQ, go play ranger for a month or two. You’ll start to see what I mean. I completely agree with you, Ryan.
You’re completely right Chopps. The go-to-phrase seems to be “but the Ranger has a pet”. Besides that, I’m starting to worry your account was hacked.
Thanks for the lists, folks. Sent a bunch of these off to the team.
Cool thanks.
Considering Quality Assurance is your job, force them to play Ranger as a main character for a month. It shouldn’t take them long to fix everything.
Ha! I totally called it:
The actual patch is even below my low expectation.
- support pets only got a minor cooldown decrease instead of a range increase.
- reveal applied is only 4 seconds instead of the 5 I predicted. Although at least it doesn’t require the pet to land a hit.
- no change to any weapon skillsNo. You did not “totally called it”. Even chopps has put a foot into the darkside. Judging by his posts, even he is not impressed by the patch this time XD
haha yes I noticed that. That part of my post was just a friendly jab at Chopps.
•Barrage: This skill will no longer have reduced condition duration when traited with Eagle Eye.
I couldn’t help but laugh at this. This is at least the 3rd time they fix a bug caused by Eagle Eye. Apparently we still have to worry about nerfing ourselves by picking this trait. I wouldn’t be surprised if there is another bug in there somewhere.
this is the SECOND time they’ve blatantly lied about buffs for us.
Are you sure it has only been 2 times? It feels more like 5 times at least.
Ha! I totally called it:
The actual patch is even below my low expectation.
- support pets only got a minor cooldown decrease instead of a range increase.
- reveal applied is only 4 seconds instead of the 5 I predicted. Although at least it doesn’t require the pet to land a hit.
- no change to any weapon skills
If you can complain about this reveal, then your expectations were way too high.
Wait for the actual patch, because none of this is even a nerf. All I see is buffs so far.
I’ll take a 71% increase to pet health any day. Too many of our skills and traits depend on a living pet.
I bet that outside of W3, nobody will choose “Sick Em’!” for new reveal. I mean, that’s good for people already using it but I can easily fill up my utility with something more helpful.
They said there are some situations in PvE where it’ll be useful, but yeah it’s mostly for PvP. The only place I can think of in PvE is the boss in the jungle fractal.
- Pet and spirit health is increased by 71%. This is a pretty big thing.
No it’s not because their exact words were “ALL minions” increased by that amount
I said “and spirits” because that was their exact wording in the video. I did not expect it and I’m not sure I believe it, but they said it none the less.
It’s not THAT bad. They also said they didn’t go through everything, so expect more changes, but they did go over most main changes.
- Pet and spirit health is increased by 71%. This is a pretty big thing.
- Sic ’em reveal… seems alright, for a start anyway.
- Protection at end of dodge is a great change.
But there are some great general changes:
- skill and trait tooltips are much more informative
- new condition damage floaters that aren’t chaotic
- new AoE targetting mode that looks perfect
I think they did a good job overal. There are some nice changes to the engineer too for example. Turrets assist on your target and some of their skills don’t have a random effect anymore. They didn’t spend much time on several of the classes, so it’s not such a big deal.
But really, those 3 changes are good for Ranger and I like the 3 general changes on top of it too.
Actually, I think the real bottom line is this:
The signet active is there to increase your damage output. This is its primary and only function.
The stability is only there to keep you safe from control skills while you’re in that mode.
The signet active is not meant for reviving or finishing, so don’t expect it to be changed. It could be completely “by design” and “intended” and it’s probably best to treat it that way and not expect a “fix”.
Yes exactly my point, I hope this get’s looked into by the devs.
You must be new.
You must be wrong.
You’ve been trolled. Lol. Anyway I think signet of the wild is under the category of morph. When necro in death shroud or ele in mist form they are unable to ress players or interact with object.
Actually, no. I was quite serious. As Wayfinder said, it’s been there since launch.
Bugs to skills, traits, sigils and runes take a long time to be looked at and fixed. It’s been over a year already, so don’t get your hopes up. It might get fixed eventually, but don’t wait for it. It’s good he brought it up again though.
Unlike the skills you mentioned, this signet does not make the character invulnerable or give him another health bar. It only gives stability and a damage boost. Stability is mainly used for finishers or reviving, so it’s extra strange that it can’t be done with this skill. The 2nd reason for stability is to prevent control skills, but this signet has a full second cast delay and it gets interrupted by the control skills you want it to prevent. So it’s really not that useful, except for the damage buff.
It’s not technically a bug. All transformations prevent interactions with the world. This is probably because of the animations not being there or it looking off.
But the buttom line is that therefore this signet really shouldn’t be transforming the player, because stability is important for interacting with the world (reviving and finishing).
Yes exactly my point, I hope this get’s looked into by the devs.
You must be new.
I never understood why bear was so popular. Bow I get, but bear? Honestly if I was going for a pet that wouldn’t die I’d go for the ranged one with heavy armor, i.e. the devourer. Or if I was expecting my pet to tank for me I’d go for the one that could heal, i.e. the moa.
The bear is the only pet that works quite reliably in combination with “Protect Me”. If you’re going full berserker, you are very squishy, so Protect Me comes in really handy when you don’t want to trait for Signet of Stone.
Signet of Stone has a great passive, but it also comes with a longer cooldown, no stun break, and it requires a grandmaster trait that could be replaced with Spotter, Eagle Eye or Piercing arrows.
The longbow doesn’t do low damage when running super grasscannon. 10k Rapid Fire every 8 seconds isn’t THAT bad. You’re also pretty safe at range and the auto-attack requires you to be at 1000+ range.
Your Title caught my eye. I find your post interesting because I started in this game as a Thief got to 80 geared him out and just was never happy. I moved on made and Ele got better at the game in general and went back to my Thief with a new outlook. I’m running a pistol build and love it (everyone says pistol’s are bad, I don’t care its fun). Anyway my point is this, I’ve been leveling a Ranger (lvl 45 now) and playing mostly melee because that’s how i want to play it. Ive been blown away because so far the fighting style is what I had wanted out of the Thief .
So you’re saying that the Ranger feel more Thiefy than a Thief? Interesting.
I suppose he is talking about sword + dagger. It does have a lot of evades, poison and some cripple and bleed as well as leaps backwards and forwards and sidewards.
I’m running out of bank space from gear used by my main character for different builds. I don’t have the room to have different sets of gear for all my characters.
Gear should really become more fluid. Account bound would help, but at least allow us to remove sigils and runes without destroying the item. (without gem store items if possible)
They should basically revert Tequatl back to how it was, but add the new version as a “guild raid”, which you can enter like a “guild rush” or “guild puzzle”.
Not at all alt-friendly. The biggest problem is having multiple sets of gear for each character. It’s basically not allowed.
(edited by Holland.9351)
I had a look at all Ranger skills.
These things must happen:
- all ranger AoE and Cleave skills hit 5 targets instead of 3.
- cast time removed from ‘Guard’.
- cast time removed from ‘Signet of the Wild’.
- pet swap cooldown lowered for dead pets.
- ‘Search & Rescue’ requires a valid downed target and won’t activate without it.
These things should happen:
- pet gains evade on player dodge.
- pet “shadowsteps” to its target with ‘Search & Rescue’. Pet is also healed to full health.
- pet “shadowsteps” to the player with ‘Lick Wounds’ (downed skill). Pet is also healed to full health.
- pet “shadowsteps” to the player on F3.
- ‘Signet of Renewal’ revives the pet before activation. Pet swap goes on full cooldown if a pet was revived.
- ‘Protect Me’ revives the pet before activation. Pet swap goes on full cooldown if a pet was revived.
- ‘Search & Rescue’ revives the pet before activation. Pet swap goes on full cooldown if a pet was revived.
(edited by Holland.9351)
These things must happen:
- all ranger AoE and Cleave skills hit 5 targets instead of 3.
- cast time removed from ‘Guard’.
- cast time removed from ‘Signet of the Wild’.
- pet swap cooldown lowered for dead pets.
- ‘Search & Rescue’ requires a valid downed target and won’t activate without it.
These things should happen:
- pet gains evade on player dodge.
- pet “shadowsteps” to its target with ‘Search & Rescue’. Pet is also healed to full health.
- pet “shadowsteps” to the player with ‘Lick Wounds’ (downed skill). Pet is also healed to full health.
- pet “shadowsteps” to the player on F3.
- ‘Signet of Renewal’ revives the pet before activation. Pet swap goes on full cooldown if a pet was revived.
- ‘Protect Me’ revives the pet before activation. Pet swap goes on full cooldown if a pet was revived.
- ‘Search & Rescue’ revives the pet before activation. Pet swap goes on full cooldown if a pet was revived.
(edited by Holland.9351)
The only place for glasscannon Ranger in WvW is at the back of a zerg with 1500 range, piercing arrows and hope that noone comes after you. Using bear pets on passive with Protect Me to help you get out of sticky situations (which you should always avoid). Also greatsword for swoop together with Signet of the Hunt to always be able to catch up to any zerg.
Pets are unreliable.
This wouldn’t be a problem if the pet wasn’t made to be more than a class mechanic:
- 19 traits affect only the class mechanic (26 traits affect the class mechanic in total)
- all 4 shouts affect only the class mechanic
- all 4 signet actives affect only the class mechanic
- Ranger skills scale very badly with power because the Ranger has a class mechanic
Of course, this wouldn’t be a problem if the class mechanic wasn’t unreliable:
- the class mechanic can be killed for up to 60 seconds
- the class mechanic can’t always find a path to its target
- the class mechanic can’t always hit its targets
- the class mechanic takes time to move between targets
- the class mechanic doesn’t always use the F2 skill when told to several times, nor is it instant
So, The Ranger’s class mechanic is both the biggest and the most unreliable.
On top of that, ArenaNet seems to assume that it’s always 100% the player’s fault if a pet dies. Notice how the pet goes on a 3 times longer cooldown if it’s dead (60 seconds instead of 20).
(edited by Holland.9351)
Like so many of our skills, it has a lot of ways to fail, which makes a skill very unreliable.
It should probabaly become like the roots from the Melandru statues in Orr. They can’t be attacked and they cripple you and follow you around. It could be a great skill if it became a targetted AoE skill of 1200 range, because then we may finally have a unique and useful WvW skill that’s reliable. So basically a combination of Barrage and Muddy Terrain. It should immobilize though.
This thread went downhill, that’s for sure.
I think the problem is that you say someone who posts negatively about the game is “moaning”, which is a very belittling word. People who are being belittled tend to respond negatively. So maybe don’t use belittling words.
So, maybe just state how you love the game and don’t attack people who have complaints.
I thought it would be great if pets could shadow step instead of run.
Pets already have:
- a really limited range
- most of their attacks have very slow animations and are easy to avoid
It wouldn’t be that crazy to have a pet shadowstep. They’d still be missing moving targets all the time because of those slow animations.
Pressing F3 would also cause the pet to shadowstep to the ranger. So, it would shadowstep anywhere within range that it can path to. It wouldn’t shadowstep unto ledges or walls.
It could be given an internal cooldown and I suppose it could require a grandmaster trait.
I’ve not tried it since the reduced pet damage by 50%.
However, the trait that gives pet might on crit can give your pet 25 stacks of might. longbow barrage + rapid fire + 100% crit chance (might have to use assassin stats) and add “Rampage as One” to it and you’re definitely doing good. Add some boon duration to it too (im not sure if it uses your boon duration or that of your pet).
I haven’t really tried it out though. BM usually isn’t about critting since the pet isn’t reliable, so you need to be able to sit it out by being very tanky.
+1
Although I don’t know how this would work. You can already put the pet on passive and skip on picking pet-focussed utilities and traits. The pet is basically not there. If it lives or dies, it doesn’t matter.
I’d rather ask for meaningful utilities that are unique to the class and affect teamplay. Like mesmer portal, thief shadow refuge, warrior invulnerable banners, mesmer time warp, ect. To name a few.
I think a big problem with the Ranger is that most of our unique abilities can be killed or destroyed: pets, spirits, entange roots. This makes our contribution very unreliable. Unreliable things are best left ignored, because the outcome is never the same.
It shouldn’t matter, but you could do this:
1) don’t delete 1 of your toons
2) create a new toon
3) delete the toon you didn’t delete
I can kind of see his point though.
WvW has a limited amount of slots and there may have been a queue of players waiting to get in.
If there was no queue, then there is no reason for him to complain.
He probably had high toughness and healing power (pvp: Shaman, WvW: Apothecary/Settlers). Conditions by-pass Toughness though.
He probably did have the regeneration boon up the whole time. Healing spring has it as well as Nature’s Voice trait and of course Dwayna Runes. He may have had high boon duration runes instead.
So, Regeneration, Signet of the Wild (and mango pie food in WvW) and high toughness and healing power does make him very survivable against power-based builds.
You say he was using mainhand axe. It doesn’t only Chill, it also causes the pet to apply Weakness, but again, it only works against power/crit builds. He may have used a Cave Spider to give you even more weakness.
I’m not surprised he could have melted away against a condition necro. You need a lot of condition removal for that and Vitality rather than Toughness. Poison also cuts down on the effectiveness of his healing power. And weakness doesn’t affect condition damage.
Shortbow. I haven’t used it since the nerf from 1200 to 900 range.
did i miss something? was it not always on lower range than longbow?
They were both 1200 range, but you could trait the longbow to have 1500 range.
The shortbow was basically superior to the longbow in most ways.
We were expecting them to give the longbow 1500 range by default to make it more attractive to use, but instead they reduced shortbow range from 1200 to 900 in order to “buff” the longbow. Yes it’s the official reason given.
This happened not too long ago.
Shortbow. I haven’t used it since the nerf from 1200 to 900 range.
“Search And Rescue” – I haven’t used it since the nerf to it reviving defeated players. It used to be useful in fractals. There is simply too much that can go wrong with it. For example, if there is nothing to revive (or out of range) it will go on full cooldown. The pet can also be too slow or can die trying.
Consider Spirit of Nature our only revive skill.
Unable to stow pet in combat – Two bear pets on passive with the “Protect Me” utility works. It’s one of the things that allows me to go full berserker and not die too much. Pets are useless in WvW zerg and wall fights anyway.
Autoattacks does not work if nearing the range limit. Our arrows don’t stop flying after getting to the max range of the weapon. So, if you have to press 1 over and over again, it means you are actually beyond the max range of the weapon.
I don’t see it being changed either. If they increase the range of the traited bow to 1800, the arrows would hit for up to a range of 2100 and we would be complaining again about having to press 1.
Invulnerable, invulnerable, invulnerable.. Yes very immersion-breaking. If something else is attacking your target it will never go invulnerable. A pet is a valid option. So first send in the pet and then get on the ledge afterwards.
(edited by Holland.9351)
Stealth should not drop your target selection.
However, if your target has the stealth buff, you won’t get any info on it (conditons/boons/location) from the server until he comes back out of stealth. Your skills will also act as-if you have no target selected. So skills that require a target will not work and skills that can dumb-fire will dumb-fire.
So something coming out of stealth will still be targetted and won’t have to be manually re-targetted.
You also wouldn’t see the red bulls-eye above a stealthed target’s head if you placed it on them of course. This goes without saying, but the last time I suggested this someone brought it up as an issue.
short bow all attacks are 900
http://wiki.guildwars2.com/wiki/Crippling_Talon
ranger dagger 1200try again?
It’s actually 900 range, but it can be traited to be 1200 range. So you’re both right.
Ranger longbow auto-attack is quite hard to work with:
http://wiki.guildwars2.com/wiki/Long_Range_Shot
The game never tells you at what range you are to the target and the best damage is at 1000+ range on a 1200 range weapon. This means the longbow won’t even do its max damage until 100 range past the max range of the shortbow/axe/dagger/torch. Lowering the 1000 to 900 for max damage would make sense. A traited longbow has less of an issue of course.
A range number shown on your current target would be very helpful, rather than just a red bar under the skill.
If a Ranger pet dies, its switch cooldown does from 20 seconds to 60 seconds. That’s 3 times longer. Pets die all the time and often the Ranger has no power to prevent it.
Normalize the cooldown to 20 seconds for both a dead or a living pet. It’s wrong to punish the player for something he has no control over. At the very least make it 40 seconds for a dead pet. 60 seconds is excessive. 30 seconds might be the middle ground.
Conclusion:
- make 1500 range default on the longbow
- make remorseless default behaviour.
- move Spotter to the Skirmishing trait lineno way, spotter is in a good postitions, mabye it could be move to an adebt triat.
skirmishing is fine to push the pet dmg in a offensiv build, so the ranger got prezi/crit dmg what is stronger on a ranger than the power and its emprove or pet dmg !?
AWESOME
If one of those 3 suggestions happened, I’d already be happy. It doesn’t have to be Spotter.
How’s it rubbish again?
Scenario: Stealthing burst Thief has just bursted and is about to waste initiative on the stealth I just prevented with my reveal; theif dies because he’s defenseless without stealth, has no initiative, and needs to stealth to do everything basically.
No rubbish
- it’s only 4 seconds. I’m sure any thief can stay alive for 4 seconds without stealth or start using slightly bigger margins while fighting rangers with sic ‘em.
- it requires a target, eventhough stealth prevents targetting, so the skill can’t take anything out of stealth. It can only prevent stealth from being used for the next 4 seconds.
- it’s single-target, so it’s no use against group stealth.
- it takes up a utility slot, and the current skill has little use other than in BM builds.
- it’s only useful against 1 class and that only in a very limited timeframe.
So pretty rubbish. The biggest issue is it requiring a target and it being single-target. 4 seconds might be good if it could kick stuff out of stealth.
By the way, your scenario is the only scenario in the game where the skill is useful. The scenario doesn’t even happen all that often and is very hard to time.
(edited by Holland.9351)
Ranger Longbow users struggle to pick their traits. I would suggest:
- make 1500 range default on the longbow
- make Remorseless trait default behaviour.
- move Spotter to the Skirmishing trait line
There are a lot of good longbow traits in the Marksmanship trait line, but you can only pick two of them:
Piercing Arrows (Master) – longbow arrows can hit multiple targets
Eagle Eye (Master) – longbow 1500 range and +5% damage
Spotter (Master) – more crit chance
Remorseless (Grandmaster) – only longbow has the stealth to use it
Signet of the Beastmaster (Grandmaster) – great for signet of stone and wild
On top of that, I struggle to pick Skirmishing traits for Longbow. There isn’t really anything, apart from one must-have trait:
Quick Draw (Master) – 20% faster skill recharge for bows
I usually end up taking Sharpened Edges for Adept, eventhough I have no condition damage:
Sharpened Edges(Adapt) – 66% chance for 2s bleed on crit
And I feel forced to skip on equiping a 30 point trait because nothing is left.
So, some Marksmanship traits should become default behaviour or moved to the Skirmishing trait line.
(edited by Holland.9351)
I rather keep things the way they are than to see all these changes implemented, because a lot of them are nerfs. But Longbow really needs some more help.
Longbow users struggle to pick their Marksmanship traits, because there is so much choice, but you can only pick two of them:
Piercing Arrows (Master) – longbow arrows can hit multiple targets
Eagle Eye (Master) – longbow 1500 range and +5% damage
Spotter (Master) – more crit chance
Remorseless (Grandmaster) – only longbow has the stealth to use it
Signet of the Beastmaster (Grandmaster) – great for signet of stone and wild
On top of that, I struggle to pick Skirmishing traits for Longbow. There isn’t really anything, apart from one must-have trait:
Quick Draw (Master) – 20% faster skill recharge for bows
I usually end up taking Sharpened Edges for adept, eventhough I have no condition damage:
Sharpened Edges(Adapt) – 66% chance for 2s bleed on crit
And I feel forced to skip on equiping a 30 point trait because nothing is left. The 25 point trait is good though.
Conclusion:
- make 1500 range default on the longbow
- make remorseless default behaviour.
- move Spotter to the Skirmishing trait line
(edited by Holland.9351)
I think Mr Sharp stated that there will be much more changes to ranger. For excample Pet health buff, Sic’ em reveals stealt and # of changes to ranger weapons. Lets just see what happens
Maul: Damage for this skill has been increased by 15%. Vulnerability has been increased from 3 to 5 stacks and the duration increased from 6 to 8 seconds.
I hope we’ll get more changes :p
You want more stealth nerfs?
- Maul: Damage for this skill has been increased by 15%. Vulnerability has been increased from 3 to 5 stacks and the duration increased from 6 to 8 seconds.
Welcome change. It might finally be buffed compared to the bleed it had.
- “Sic ’Em”: This shout now applies 4 seconds of “Revealed” on the targeted enemy.
lol, “targetted enemy”. It’s anti-stealth, but it needs a target to work. Exactly as I expected: rubbish in most stealth situations. Only 4 seconds too, so no thanks.
- Companion’s Defense: Protection now occurs at the end of the ranger’s dodge-roll, instead of the beginning.
Sweet, nice fix. 0.75s of protection no longer wasted.
This on top of the rumoured pet health increase might make it a good patch. That’s 3 buffs in my book.
I’m just going to completely ignore the sic ‘em “buff” like it didn’t happen. Also, the max targets from 3 to 5 should be in the “fix” category, not the “buff” category.
Be glad you guys didn’t play RPGs back in the day. You’d have run screaming off into the night.
I get your point, but games like Everquest had a ton of websites which people used regularly, like Allakhazam, EQmaps and many others. The game would have been borderline unplayable without them. Try figuring out an epic quest on your own, for example.
Having the maps in-game is a great improvement compared to early Everquest 1. It would be a great improvement if GW2 didn’t need Dulfy and sites like gw2stuff.com (to keep track of world events). They were greatly dependant on gw2lfg.com for a long time, but having it in-game has been such a great improvement.
This latest scavenger hunt reminded me of the hidden packages in the old GTA games. Good luck being able to do that without a guide. Of course it was a whole lot worse in GTA, but it has the same feel to it. No hints at all and some are really hidden and easy to miss.
They simply shouldn’t let “Risen” count as a single enemy type. The whole of Orr has a single enemy type, eventhough there are many different kinds of Risen.
