You could optimize the crit damage aspect of your build by mixing and matching gear types, but other than that, very solid build. Very similar to what I used to run before the quickness nerf (forced these damage builds to take more defense).
Onto the crit optimization, glove, boots, and shoulderpads only cost 12 stat point per 1% crit damage when compared to rings, ad exotic backpieces which cost 16 points.
I’m a little confused, so help me if I’m wrong but you do know this skill has two parts right? First activation is a slide backwards where you evade all attacks. Second activation (if used within about 1 second from the first) is a leap finisher toward your target with no evades. If you are using it to escape, hit it once to roll away from your target, deselect your target, turn around (face away from the target) and use it again fairly quickly.
The issue has never been that rangers lack dps. We lack burst and hard cc, which against players, means we have a hard time applying our dps.
SoS used to be 35 toughness for the ranger, 120 for the pet.
You are correct! I looked through some old screenshots and confirmed it. Glad they finally made the passive existent.
Would like to point out SoS got a >300% buff on passive bonus toughness (not 100%) as it used to only grant 35 toughness to the player and 120 to the pet while it now grants 180 to both. At least I think I’m right.
Meh, good changes for a zerker ranger, but not good enough imo. The quickness change just was too hard of a hit on the profession. We literally can’t burst without it, and if we can’t burst, we give our opponents more time to react. I might try it out again, but I just don’t think it’ll be worth it. The biggest con to running a zerker ranger was the lack of condi removal forcing you to run signet of renewal and that isn’t alleviated here.
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I run 0/5/30/30/5 (no AH) with GS & scepter/focus. I mix knight’s and berserker’s gear to optimize stats for damage while still bringing some durability.
Quick note: Exotic rings, helmet, and leggings all grant 1% crit damage per 16 stat points making them terribly inefficient. So, swapping them out for something like knight’s will optimize your stats better than choosing all jewelry or armor.
Forgot to mention I keep protection up quite a bit as well so I guess I do maintain quite a few boons. As for a counter… A d/d ele is a very tough fight as they can cleanse everything pretty rapidly while having both strong burst and decent conditions, but seeing as how that is about to be nerfed I would say my biggest counter is conditions when my pet is dead. As for countering bunker/trap rangers in general, a rule of thumb would be to try and kite the ranger while applying soft cc to the pet to keep it off of you. Trap rangers want you to close in so we can apply hard cc and blow you up with traps while evading any burst. Don’t waste time focusing the pet against this build as the condi damage the ranger will have is much too high and he will literally bleed, burn, and poison you to death at the same time before you can kill both his pets. Attempting to kill him with high up close burst is also a quick way to eat 3 traps and get chained cc’d. Honestly, I designed my build around being extremely versatile, something to be effective against every profession, no hard counter really exists, but I’ll still say if you have the survivability to kill both my pets, then I can get downed a lot easier, especially against conditions as all rangers need their pets to cleanse any reasonable amount of conditions.
I hit 2k condition damage the other day (buffed). Burns were ticking for about 850. I prefer the self proclaimed op ascended gear +condi +tough +vit +prec (very small amount of precision) as it makes you and insane tank while dishing out the highest condi damage.
I don’t think it will be cause for much concern. Sure, pets will live longer, but when I fight a ranger, I soft cc the pet so it won’t ever hit me and let it live in most cases. It still has no way to cleanse conditions and without it the ranger doesn’t either. If I am fighting a feline BM ranger I blow it up and then focus the ranger with conditions as he will melt rapidly without a pet (and hope he is using troll unguent because I apply infinite poison that he won’t be able to cleanse).
Looks at time posted. Reads description of build. Thinks back.
You might have fought against me. I remember doing several 1v3s and winning fairly easily today. I run the heavy evade trap/bunker ranger. Although the only boons I keep on often are vigor, swiftness, fury, and a tad bit of regen. Actually fairly doubtful now though considering my fights don’t last that long unless I’m against an ele. Build isn’t very common amongst low level hotjoins but if you see a ranger in tpvp, assume they are using something along those lines. Most rangers run some variation of a kittenty bm build or equally kittenty dps build that is laughable in terms of pvp.
Short answer, no.
Long answer, if you can take the time to practice every profession to learn their weaknesses and play ranger enough to learn the profession in every aspect, you can defeat other players as a zerker ranger. If you don’t want to dedicate hundreds of hours to that, you will fail miserably as a zerker ranger. Not to mention zerker ranger has 0 burst capability, more like sustained high damage. I guess you can try a zerker ranger and pray this patch in 3 days will be its saving grace, but I wouldn’t get my hopes up.
Note: “zerker” means berserker, which is the type of gear that gives +power (damage), + precision (crit chance), and +crit damage (additive multiplier to critical damage).
And the longbow and shortbow have the same range unless the ranger traits the longbow for more range (which isn’t very good). Shortbow has more utility, offense, defense, and is easier to use. Longbow brings a decent aoe to the fight, but the channel (self cc) really hurts ranger.
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Good question. Assumption. Yes.
From what I listened to in the SotG yesterday, we were told that pets will now attempt to move behind a target that they have not ‘aggroed’ in order to avoid aoe/cleave. While in theory, this sounds beneficial, a few issues come to mind.
First and foremost, how will this function against players?
Second, what if I want my pet to tank? Will it waste time attempting to run behind the npc?
Third, can I disable this (99.9% sure I can’t but I would like to know as it ties into question 2)?
Forth, if I recall my pet and pull aggro, will my pet attempt to hit the back of the npc again or will it go straight for it this time?
Also, in case anyone missed it, all pets will have increased toughness and vitality and pet F2 cast times have been reduced all around. I don’t feel like linking if this is the first time you read this so find it for yourself (sotg gw2guru 4/26). They also mentioned spirit health buffs, proc chance increased to 70% (traited only I think), and signet buffs. I think these changes may actually bring some lackluster pets back into the game (drakes for instance) if their cast times are low enough to land hits on moving players at least partially every time but most of all, I think it will further buff the canines, making them even more useful for any build.
Obviously, these questions are aimed at devs, but I don’t expect them to answer. So, this thread was created to see what the community thinks about these changes and how they will affect certain aspects of the game.
Would like to mention a LOT of ranger use SotW strictly for the passive. Why? It scales well with healing power giving a nice pseudo regen to you and a strong regen to your pet. Few rangers use it for the active because the cooldown is extreme, you can’t stomp targets while in it if you have it traited, and pets still get aoe bombed and cc’d too easily. Personally would like to see the passive stay the same (maybe add granting your pet an additional 90 power?) and the active cd reduced to 60s, add the ability for players to stomp with it active (seriously, one of our two sources of stability and we can’t use it to stomp), and increase the damage buff on it by another 5% (it seems to give 25% bonus so that would mean I would like to see it give 30%).
People don’t dislike ranger because it isn’t fun. They dislike ranger because ranger is pigeonholed into very few viable builds for both pvp and pve in terms of endgame content. Of course a lowbie ranger is having a good time. You don’t notice the issues until you do some competitive pvp and your pet fails to cast the F2, misses targets, and you realize the ranger profession has almost no condition removal as a whole (almost entirely reliant on our pet being alive to cure conditions from ourselves).
In other words, open world pve is easy and fun with the ranger, endgame content can be frustrating if you don’t dedicate yourself to learning the ins and outs of the profession.
Just wanted to hop back in here and give a more thorough explanation to those who obviously never played a zerker ranger the real reasons why it is worthless (not worthless, but much worse) now.
First and most obviously, the attack speed reduction reduces dps. The key term here being dps. I would combo properly with my pet to get near guaranteed 100% hits during those 4s (chain cc). Now, you have to do the same thing in 5s and still result in less dps. Effectively, burst was removed from the profession. Sure, the up time of the skill wasn’t very much, but the point was being able to apply high burst damage in those 4s. Without the ability to burst as well, other professions have much more time to pop cleanses, stun breaks, or walk off the lowered damage and heal. I’m sure almost no zerker rangers played like a 100b warrior and tried to insta-gib opponents in 5s, it was much more about weakening them first and bursting at the proper moment to ensure a down. Without the effective quick burst, zerker rangers are at much higher risk of failing.
Rolled a Guardian.
I’m curious as to whether this was a duel or a random encounter because each requires different solutions.
If it was a duel and you noticed this the first time, swap pets. A wolf deals pretty high damage with great cc and durability so it won’t get blown up nearly as fast. After your wolf survives the burst, swap to your feline and burst him/her.
If it was a random encounter, you need to generalize your build a little more. You can still rock dual cats, but maybe bring a snow leopard for 8s chill as the other cats have no cc meaning the warrior is practically free to do as he/she pleases. I personally, would always have at least 1 canine with me regardless f the build simply due to there versatility and usefulness in every situation. Just remember to use the F2 at proper moments and canines can be very potent pets.
Honestly, this is part of the reason why the pet is never central to any of my builds. You can’t expect the AI to do everything right all the time. Instead my builds focus on me applying the primary source of damage and the pet bringing heavy cc and secondary damage to the targets.
Edit: Every time I see a ranger with a cat I actually focus the cat with soft cc and test the rangers defense. If he is healing too much or making things difficult I’ll just blow the pet up (twice as he will swap) and then finish him as builds like this tend to do zero damage without the pet.
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Well I had typed up a nice answer for you but I got an error upon submitting and lost all the data so…
I play with my guild in WvW mostly. I enjoy pvp (both wvw and spvp) and don’t really care for the pve.
I run trapper in WvW (T3 Dragonbrand) and it works quite well. The biggest issue with it is cleansing in ZvZ but only against a heavily team oriented zerg. You apply so many conditions that minor cleansing really doesn’t matter. I would say it is the best ZvZ ranger build out there due to the survivability and aoe damage (you will be able to tag many people and live through it). Traps won’t detonate on siege, but they will detonate on players not moving and can be thrown on walls. However, the physical damage they produce is miniscule. I use them as a way to “burst” enemies on that get too close to the edge of the wall (often times forcing them to use a heal or else die).
Obviously, the smaller the fight, the more potent it becomes.
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Any ranger can practically be beaten the same way. First priority should be disabling the pet through soft cc. Don’t waste your hard cc (stuns, immobilize, fear, knockdown, etc) on the pet as they come back too quickly. Give the pet a nice 5s cripple or chill and kite it. Rangers will tell you the pet is easily kited without any cc, but that is plain wrong with the most common pet type (canine) as they hit very reliably even without speed buffs. Once you slow the pet, keep an eye out for it getting too close and reapply cc and focus the ranger. Should be an easy fight but watch for pet swap and F2. All rangers need their pet to some extent (and any who say they don’t are bad rangers).
Now, I will counter my own statements with what I would do if you try this to me. First, I’ll check how long the condition is and try and kite you around my pet so it can still land blows while placing traps to cc you. If you damage my pet and place a lot of conditions on it, I will swap pets and try to combo a knockdown&F2 for max cc on you to drop all my traps and quite literally blow you up (Don’t underestimate burn/poison/bleeds on you at the same time! Every second you don’t get rid of them you will be taking damage in the thousands from a condi spec ranger.). Be on the lookout for pet swaps! If a ranger swaps a pet, chances are he/she is looking to burst as the pet comes out fresh (unless they already used that pet in which case it can still have some cooldowns). A common strategy I use it to combo wolf knockdown+fear and blow the enemy up with conditions. If they fail to cleanse in those 4.5s they will be hit for over 6k damage easily from all the burns, poison, and bleeds I will apply not to mention any physical damage. If I think you are going to get away or have too much health after the combo, I will drop an entangle at the end of the fear and finish the fight. Am I saying this works every time? No, but I have found even the most experienced players have a hard time clearing chain cc, especially when they have multiple long duration damaging conditions on them. My build is all about spamming a variety of conditions to keep cleansing weak and my foe locked in place, so bringing little to no condi removal in a fight against a ranger to me is just suicide.
First, wouldn’t this be better suited for the suggestion sub forum?
Second, while I have thought of something like this before, some issues come to mind.
1. How much of a field would you have to cover to remove it? Would this be difficult to code? If it simply has to touch another field, will countering be too easy?
2. Some fields are very common while others are fairly rare. Will this make certain fields easily countered and therefore fairly useless?
3. Some professions have access to a large amount of field while others have almost none (especially in certain builds). Will this worsen profession balance?
4. Can one field neutralize an unlimited amount of enemy fields of a certain type or just one? How often does it check to neutralize fields?
5. How will this impact small/large group combat?
Like the idea, don’t see it happening though.
While most suggestions on this forum are terribly thought out, I have to say I actually like your ideas. Bonfire could sure use a bonus to separate it from being another flame trap and the torch throw could be a little more than it is (although I find it pretty strong in condi builds, i agree with the direct damage component being very weak). Nice suggestions.
Ele, Thief, or Ranger. Ranger is very potent in 1v1 if built correctly with a skilled player behind it, just know that you NEED a sword or greatsword to roam with it. Ele would be the strongest imo.
Edit: You are upscaled, probably not the best idea to roam then as any nonupscale with half of a brain will defeat you while kitten.
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I would buy every bit of precursors of the tp and place them at ridiculously high prices and every time someone undercuts me I’ll buy theirs and sell it for more. Normally I don’t troll other people, but I had this much money, why else would I play?
But protection and bark skin only work on physical damage. You have no cleansing, none. What do you do when a necromancer drops wells or marks on you? Die? What if you fight a bunker/condition engi? Trap ranger? You stand no chance. The lack of stability coupled with no condition removal mean you won’t be able to sit on a point for any extended period of time regardless of your health pool. My trap ranger focuses on keeping 100% up time on burn and poison on my target to drain their health and keep it low while maintaining vigor, protection, more evades, condition removal, combo fields, and near 3000 armor. The other issue is that not only do you have no resistance against conditions, but a terribly low armor rating means you are kitten near glass cannon which opens up practically any build with damage the ability to defeat you. While not tested, I doubt bark skin and protection stack linearly like you think. I’d say it is a sequential implementation, example below.
Hit for 1000 without protection and bark skin
Hit for 1000 – 63% = 370 <- How you assume it works.
Hit for 1000 – 33% = 670 – 30% = 469 <- How I would assume it works.
Plus bark skin only works on the last 25% of your health pool. I would think because of this you would surely run troll unguent as a burst heal will put you well above that limitation. Lastly, I guess I can see why you want the fernhound. Using its F2 as a way of “removing” damage conditions. However, the effectiveness of this is reduced by poison and since you cant remove any conditions, yeah you know where I’m going.
I’m done. Take my critique or don’t, I care not.
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I’m going to have to agree with Proxydamage on this one. It sounded like an interesting build until i opened it. You are extremely squishy in every respect. Low armor and no resistance to conditions whatsoever. I see no point in the fernhound. Hyena would have some decent synergy with the sun spirit but you are so weak that I would never want to 1v1 in this build. Your only hope is to sit far back and pray they ignore you, which they won’t as soon as they notice you have zero defense in both skills and actual defense (entangle doesn’t count as it is WAY to easy to evade if the enemy is mildly intelligent). This build would be mildly strong at applying conditions with allies (assuming the spirit lives) but is countered by everything. To say it is weak is an understatement. However, I will say that at least you thought about it and it is genuinely stronger than many builds I’ve seen posted here. What I mean by this is that most rangers run trash builds and you have the potential to create a decent build if you work a little more on it.
Obviously I am fairly strictly talking about PvP (WvW included). I give 0 kittens about PvE builds.
Quick note: Traited Flame trap has a 50% up time on burn applied to foes (6s burn, 12s cd). If used with torch skills, you can maintain 100% burn on foes, especially those with little cleansing like this build. Sun spirits burn up time fluctuates horrendously due to the percent chance to proc combined with 10s icd.
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OP wants ranger to be even more kitten
Elitist behavior comes from players, not the game. While the game can have features that give elitists a way to compare themselves to others, these features don’t directly promote elitism. I would really like to see a dps meter implemented so I can determine how effective certain traits/sigils are and see which is actually the best rather than just theory crafting and guessing.
They do not stack, just like in players. Sick’em gives 40%, swiftness 33%, trait 30%, and SotH 25%. Know that the trait is a permanent 30% whereas the others have the capability to be inactive.
I could have told you not to get those kitten jewelry boxes after I opened 200 of them. They aren’t worth it when you can use the karma to get rare weapons to mf for chances at precursors (and obviously profit from any exotics). Plus, the only lodestone they ever drop is crystal (I actually got 5 crystal and 1 of all the others, but maybe I’m just unlucky.).
I got it to work fine. Just remember pet cooldowns are retained after swaps. In other words, you may have casted it earlier than 45s ago and therefore it is on cd when u swap to it.
My trap build rakes in bags. Run up to a zerg, triple traps, run to back line while attacking, entangle, traps again, works pretty well when you have over 2000 condition damage and 3000 armor.
While power/precision might deal more dps theoretically, the build leaves you awfully squishy, while condi builds tend to leave you very tanky. Another thing to note is that direct damage based builds are heavily effected by enemy boons (retaliation and protection) whereas condi builds deal “pure” damage regardless of boons. The downside to condi builds is cleansing, but we know most npcs don’t cleanse and when you are fighting players, as long as you have enough ways to reapply the conditions, their cleansing won’t matter.
If you can make it fill a certain role, it is viable (as long as you are good at it of course). The reason trap ranger is common is due to the ability to debunk a point. Because traps are unblockable, killing a bunker (especially a guardian) is significantly easier with a trap ranger on your team (filling a role).
My trap build doesn’t use the shortbow (well it does, but I label it as a tertiary weapon). I go axe/torch&sword/dagger for heavy condition application + evades. My build can stack an infinite amount of poison and fire while having nearly 100% up time on cripple/chill for control. Sure, the shortbow has bleeds, but dual sigils + burns are also nice.
Anyone have a link to a guide for this trap build?
Well, you place traps and do damage/evade damage, that’s it.
This is pretty much perfectly correct, but I’ll edit a link into this post momentarily. I’ll make two separate viable trap builds.
My Current build (paste link into address bar):
http://gw2skills.net/editor/?fMAQRAnf8YjEV11tVyVo2Bi2DNZeMxewfH9IXB/XyGiC;T4AAzCpoay0koJbTumkNt+Ykx5j9CvPmEA
Another build:
http://gw2skills.net/editor/?fMAQNAV8YjAV11tVyVoWCi2DNZeMxUwfH9KELXB/XwmK;T4AAzCpoay0koJbTumkNt+YUx5j9CvPmEA
I didn’t bother with setting up the underwater skills sin this build doesn’t work underwater. Also, the pets are subject to change. I prefer pets with a lot of cc. Controlling the fights is a huge part of winning, and these builds have plenty of cc. I use rabid gear for this build, but many people also use carrion instead. It really depends on your playstyle.
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Signet of the Beastmaster does not affect the Signet of Renewal skill whatsoever. I have tested this extensively. It does not pull all conditions to you and your pet nor does it pull all conditions to you and then from you to your pet, it simply does the same thing as untraited. Considering rangers already have a hard time with conditions, I’m glad if traited it doesn’t pull them all to you.
Awesome, someone who’s done extensive testing. I have a couple questions for you. First, none of what you wrote contradicts the idea that signet of the beastmaster affects the range of SoR, right? Because normally SoR procs for everything nearby the pet (which is why you want to be near the pet when you use this if you’re cleansing yourself). In theory, if signet of beastmaster is traited, SoR should act for whoever is then nearby BOTH the ranger AND the pet. That’s what I was hoping to find out. You guys have made the rest pretty clear at this point.
Then, the next logical question is “what is meant by the tooltip wording ‘nearby’”? Is that a standard term, indicating 600 or 900 yards or something? Or does “nearby” mean within range of the current weapon? Because then you could use eagle eye and longbow to cleanse a wide area.
Have you tested these things?
Yes, SoR has about a 600 unit radius around only the pet, so it needs to be pretty close. Second, a simple test you can do yourself. Get your pet killed and hit SoR with SotB traited while near other players that have conditions (easily tested in wvw). You would think with a dead pet you would pull all conditions from nearby allies to yourself and essentially doom yourself (Signet of Stone still gives the player 6s of 0 damage from physical attacks while the pet is dead). What you instead find is that you in fact have a 60s stun breaker when your pet is dead, nothing more.
So, traiting it for a support ranger build is worthless because you gain no benefit from traiting for this skill. Another issue with a support build that uses the pet to cleanse conditions from allies is that positioning the pet is near impossible without guard, resulting in issues with cleansing certain targets when desired.
No not at all. It won’t work with a dead pet. I believe the way it is supposed to function is that all conditions “nearby” both you and the pet (regardless of whether pet is at max range or right next to you) get pulled to the pet if and only if the pet is alive. You need to do more testing. If I get a chance I will and I will post with my results.
I can’t tell if your talking to me but I’ll bite once more (thinking you are trolling hard at this point). Are you implying that the skill functions to cleanse targets near the ranger but not near the pet if and only if the pet is alive? I highly doubt it but haven’t tested this myself. I doubt they would code the skill in such a peculiar way. Try it. I’m done testing it because I no longer run SoR (or play my ranger much anymore).
I used to run a power ranger (quickness nerf ended that). Just built a trap ranger with just over 1500 conditioin damage (not fully geared with no ascended) and I dominate people in wvw in both small and large fights. The aoe and cc on the traps rips almost every profession apart and the constant evades+reapplication of conditions ensure your damage will be dealt while you stay pretty safe. I personally, find it a kitten near OP build in every situation. In zergvzerg, i run flame/frost/spike for heavy cc and damage. in small groups i run flame/viper/spike for higher damage. If the kitten hits the fan, entangle at the proper moment decimates solo players and groups alike (Don’t blow it too early! Make sure they can’t evade it before casting and don’t be blinded when casted.).
Signet of the Beastmaster does not affect the Signet of Renewal skill whatsoever. I have tested this extensively. It does not pull all conditions to you and your pet nor does it pull all conditions to you and then from you to your pet, it simply does the same thing as untraited. Considering rangers already have a hard time with conditions, I’m glad if traited it doesn’t pull them all to you.
Awesome, someone who’s done extensive testing. I have a couple questions for you. First, none of what you wrote contradicts the idea that signet of the beastmaster affects the range of SoR, right? Because normally SoR procs for everything nearby the pet (which is why you want to be near the pet when you use this if you’re cleansing yourself). In theory, if signet of beastmaster is traited, SoR should act for whoever is then nearby BOTH the ranger AND the pet. That’s what I was hoping to find out. You guys have made the rest pretty clear at this point.
Then, the next logical question is “what is meant by the tooltip wording ‘nearby’”? Is that a standard term, indicating 600 or 900 yards or something? Or does “nearby” mean within range of the current weapon? Because then you could use eagle eye and longbow to cleanse a wide area.
Have you tested these things?
Yes, SoR has about a 600 unit radius around only the pet, so it needs to be pretty close. Second, a simple test you can do yourself. Get your pet killed and hit SoR with SotB traited while near other players that have conditions (easily tested in wvw). You would think with a dead pet you would pull all conditions from nearby allies to yourself and essentially doom yourself (Signet of Stone still gives the player 6s of 0 damage from physical attacks while the pet is dead). What you instead find is that you in fact have a 60s stun breaker when your pet is dead, nothing more.
So, traiting it for a support ranger build is worthless because you gain no benefit from traiting for this skill. Another issue with a support build that uses the pet to cleanse conditions from allies is that positioning the pet is near impossible without guard, resulting in issues with cleansing certain targets when desired.
Signet of the Beastmaster does not affect the Signet of Renewal skill whatsoever. I have tested this extensively. It does not pull all conditions to you and your pet nor does it pull all conditions to you and then from you to your pet, it simply does the same thing as untraited. Considering rangers already have a hard time with conditions, I’m glad if traited it doesn’t pull them all to you.
I honestly miss that feeling. The feeling that at any moment you could be hunted. However, the pros outweigh the cons imo. Too much griefing occurs in those games that drives more casual players out.
Honestly, loved working with the underdog profession and was excited for this new update until I read the quickness nerf. My power ranger build revolved around quickness for burst damage and quick stomps. I’m done with my ranger and am so happy I made a guardian not long ago (a profession that didn’t get kitten by this update). This quickness nerf essentially killed any chance a ranger could have a power build, further destroying build diversity. Thanks devs, thanks…
This has been known since before launch. I don’t think they really care considering there are much bigger issues. Maybe we will see it fixed in another 6 months, or next patch for some reason.
You will get the “invulnerability”. It isn’t really invulnerability in the sense that you can still take hits and thus conditions and stuns/pulls can be applies with relative ease.
Well yeah, many of our skills scale poorly with power and therefore don’t see significant results from a small power increase, but I don’t understand how you don’t see a difference in crit damage from 80% to 20%. Yes, pets share none of our stats, so our armor plays no role in their performance, so building more defensive with condi damage is very popular for fairly obvious reasons.
It seems to me you already answered your own question, no?
This what your after? (Scroll down to the table)
http://wiki.guildwars2.com/wiki/Critical_hit
Just as a bit of an fyi (I’m sure you already know this) but in terms of raw damage, critical damage scales as follows: 0 = 150% damage on crit. 50 =200% damage on crit. 100 = 250% damage on crit. That said, at 80 it requires 21 points in precision for 1% crit chance.
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First of all, where did you get these numbers (I stopped reading when you blew my mind with your values). 5k on guardian third chain?! 3k on ranger third chain?! Both are wildly absurd. I’ve had 25 stacks of might, 50% crit damage (spvp) and hit a crit for maybe a 2.7k with guard third chain. 8k on whirling wrath? Plausible I guess if you have Unscathed Contender and your opponent is mentally ill.
For me:
0-200 melee range
201-500 short range
501-900 medium range
901+ long range
Obviously, this is just what I consider the range from my target and I. I am not calling 200 melee, just melee range (even though it is slightly outside of most melee).