Showing Posts For InsaneQR.7412:

Ventari feedback and suggestions.

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

I mainly play solo, but i like to play with self sustain. My suggestions are actually targeting for the self sustain of revenant with ventari (aka the egoistic part of healing), the other healing capable classes/ specializations have such an option, for ventari it would beneficial in nearly every game aspect. Probably they should work on the numbets first and after that tweak the traits in three directions: Self-sustain, boon application and staff, heavy healing/ burst heal.

Well it’s OK to want more self-sustain but Ventari is a special case amongs the healers. Unlike the others Ventari has access to a massive amount of active defenses thefore the self-sustain is reliant on those rather than straight up healing. Not sure exactly what gear you are using in PvE though I don’t really feel a lack o sustain there, it’s mostly a PvP issue.

If you meant a summon on swap that’s fine, I personally prefer a summon on skill usage.
Reason for that is what happens with summon on swap when you go out of range?
A clarification on what summon on skill usage is:
If you swap to Ventari nothing happens.
Used a legendary centaur skill and the tablet isn’t summoned? The tablet is summoned on your location and the skill is executed.
Used a legendary centaur skill and tablet is summoned? Tablet executed the skill.
The destruction mechanic on the elite could still be used as a fast reposition.

Probably its because i am not completly out geared yet with my rev, my healing power is not quite as high as i want it.
I thought about a summon on legend swap to ventari next to the revenant, the usage of the tablet stays the same except the elite, which does not destroy the tablet. Maybe the tablet could be resummoned instead again next to the rev or it stays on the old place.
The main problem in pve is when your life is going low and your oh s*** button is ventari and after that you have to summon the tablet before using the legend. I think this hinders his potential as live safer.

Well ventari’s job isn’t exactly being a life saver… due to his nature as a sustain healer.
If you have a good amount of healing power your panic buttons are infuse light (glint heal) and shield 5. If you have already summoned the tablet you can combine it (shield 5) with ventaris’ will and natural harmony for a full heal. The most energy efficient way to heal yourself on ventari is currently the elite (up to 10k health) and you can combine it with staff 3 to get some time to pickup the orbs.

My desire to remove/turn-instant the tablet summoning is more associated with the fact that a thief or a mesmer interupting it leaves you without it for the entire cooldown of legendswap… which is BS.

On traits you can run deva/salvation/herald instead of invo/salvation/herald
for a bit more sustain, damage and offensive support in exchange for a condi cleanse and stunbreak.
Or you can run retri/salvation/herald for a lot more sustain.

Momentarely i am not yet elite, i am running devastation (life steal and damage) , invocation and salvation.
Mix between toughness vitality healing power and power precision healing power.
The continous sustain is very good with the life steal and the tablet pulses, condi cleanse is decent and the projectile shield is good against range enemies as a shelter, the problem with the elite is it destroys the tablet and leaves you more vulnerable, its kind of a punishment using it.
The point with the interrupt is true and a stunbreak on ventari is needed.
Additionally why i play ventari is because of the flavor, the theme is cool and the legend is different to all others.
The weapon choice despite staff is somethinh i am not quite sure about, either s/s or hammer.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Ventari feedback and suggestions.

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

I mainly play solo, but i like to play with self sustain. My suggestions are actually targeting for the self sustain of revenant with ventari (aka the egoistic part of healing), the other healing capable classes/ specializations have such an option, for ventari it would beneficial in nearly every game aspect. Probably they should work on the numbets first and after that tweak the traits in three directions: Self-sustain, boon application and staff, heavy healing/ burst heal.

Well it’s OK to want more self-sustain but Ventari is a special case amongs the healers. Unlike the others Ventari has access to a massive amount of active defenses thefore the self-sustain is reliant on those rather than straight up healing. Not sure exactly what gear you are using in PvE though I don’t really feel a lack o sustain there, it’s mostly a PvP issue.

If you meant a summon on swap that’s fine, I personally prefer a summon on skill usage.
Reason for that is what happens with summon on swap when you go out of range?
A clarification on what summon on skill usage is:
If you swap to Ventari nothing happens.
Used a legendary centaur skill and the tablet isn’t summoned? The tablet is summoned on your location and the skill is executed.
Used a legendary centaur skill and tablet is summoned? Tablet executed the skill.
The destruction mechanic on the elite could still be used as a fast reposition.

Probably its because i am not completly out geared yet with my rev, my healing power is not quite as high as i want it.
I thought about a summon on legend swap to ventari next to the revenant, the usage of the tablet stays the same except the elite, which does not destroy the tablet. Maybe the tablet could be resummoned instead again next to the rev or it stays on the old place.
The main problem in pve is when your life is going low and your oh s*** button is ventari and after that you have to summon the tablet before using the legend. I think this hinders his potential as live safer.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

[Suggestion] Ventari improve for next update.

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

The problem is that stats like healing power and boon duration are too costly of offensive performance budget wise. You’ll never get people to sacrifice offense for healing power in PvE short of some niche pure healer gimmick build.

Merging those stats in turn might make them more attractive to take in PvE.

And broken in PvP. And what about druids? I’ve heard that Magi’s is fairly popular and that’s literally the worst DPS combination.

They need to split PvP and PvE balancing, they’ll never be able to balance the game properly around both.

There’s a reason sPvP has amulets and caps crit damage bonus to 60%, while PvE can have crit damage bonus more than double of that cap.

They need do give ventari a useful self sustain, tweak the numbers, give it soft cc (slow, weakness) , merge the healing power traits.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Ventari feedback and suggestions.

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

While Ventarii does function like a backline support because you need to see where you are moving that stone….the main mechanic for providing support as a Ventarii Revenant is to create and manage a safe area (thats why people are actually againts having that stone following us) followed by embarasingly small heals compared to what Elementalists, Druids and Engineers who pop a water turret can do.

Ugh, my days.I just hinted here that I am actualy againts the notion of having the stone follow the player around. Because the stone has to secure a target area, not the area around the player.

On the flipside I do agree that it’s annoying to have to destroy the tablet just to swap legends, but other than Stability per condition removed by PE should be more than enough for Ventari.

Actually i just read a solution in a similar thread that could be easy implied and would solve many problems.
First: The tablet teathers with the rev and heals him with pulses (self-sustain)
Second: Allies get healed arround the tablet and when they pass through the teather.
Third: Remove summon and destruction.
Last but not least: Add boons like protection, vigor and resistance with traits and baseline, and improve the healing.

This way the self-sustain is given, you see were your tablet is to control it better, better support with defensive boons and improved healing.
And everything without touching the flavor of the legebd or the “i am gonna save your kitten butt” mechanic.

Problem is a following tablet not only is a loss of flavor it also goes against the design intentions. And the flavor is said here too because if you really want a following tablet a Tempest Auramancer is the perfect solution for you.

Well actually with the teather idea, the tablet could still be commanded, but it gives you better visibility were your tablet is and your self sustain is given. Additionally you could help other teammates in trouble with sending your tablet there. Improvements in healing traits and support is needed too. As i said vigor, resistance, protection would provide the most suitable boons and wouldgive ventari an additional buff and possibilty of group support.

Ventari can give protection well and could do it before the cooldown change better. Resistance is out of question, Vigor is OK in moderate quantities but shouldn’t be major.

The following idea has a inherent flaw, and that is, the non-following state is inferior unless they create new skills just for that state. And assuming they are able to make a non-following state work, just as well, they can also make the current tablet work.

If you are assuming that it’s fine having a inferior non-following state you might enjoy
playing this .

Resistance on elite sounds actually not really op imo, or on the channel when your in the area it could pulse resistance for half a second every half second and asoon you leave the area the boon is gone.
Actually i thought about the teather as an addition and not a replacement.
Like it teathers to the revenant permanent and only to the rev. Heals him every 3s like the tablet would do, when your near the tablet you would get double the heal. One of the teather and one of the tablet. Imo i think the range of the tablet is redunadant and 900 would ve enough but for raids bigger range is good.
For your mentioning of druid: I have a ranger main and i play him with drzid and condi, i like the sustain, thats why i want that our revs get better life sustain in case of healing for ventari, because the black and withe healing communitee isnt goid for flexability in gameplay. I would love to see more revs in healing roles or just playing ventari in open world.

Let’s put it this way problem of resistance is that we have a stat called boon duration (second most important one for a support Rev) and for balance reasons revs have a weakness, if Ventari gets free access to it the only remaining weakness dissapears…
That is why resistance is out of question unless you run mallyx/Ventari for some reason…

On following tablet you seem to be ignoring that it has to be balanced and a following state makes self-sustain inherently stronger (see tempest). And that would force the healing to be weaker than it is for a non-following tablet. So unless you make two different skill sets the non-following state will be weaker. And if you assume they can make a skill set for a non-following tablet work they might as well apply it to the current tablet.

The reason I suggested druid is exactly because he fills the gap between tempest style support and Ventari style support.
It makes no sense making Ventari be similar to other existing play styles, after all, the reason we have multiple healers in the first place is providing different ways to do so.

I could say it again, i am not proposing a following tablet just to be clear. It was a suggestion for a non following one, but direct summoning on legend swap and no distruction on elite.

For resistance: Yeah for the vhannel it could be op with herald but if the resistance application would be on elite with a matching cd it could work.

I mainly play solo, but i like to play with self sustain. My suggestions are actually targeting for the self sustain of revenant with ventari (aka the egoistic part of healing), the other healing capable classes/ specializations have such an option, for ventari it would beneficial in nearly every game aspect. Probably they should work on the numbets first and after that tweak the traits in three directions: Self-sustain, boon application and staff, heavy healing/ burst heal.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Ventari feedback and suggestions.

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

While Ventarii does function like a backline support because you need to see where you are moving that stone….the main mechanic for providing support as a Ventarii Revenant is to create and manage a safe area (thats why people are actually againts having that stone following us) followed by embarasingly small heals compared to what Elementalists, Druids and Engineers who pop a water turret can do.

Ugh, my days.I just hinted here that I am actualy againts the notion of having the stone follow the player around. Because the stone has to secure a target area, not the area around the player.

On the flipside I do agree that it’s annoying to have to destroy the tablet just to swap legends, but other than Stability per condition removed by PE should be more than enough for Ventari.

Actually i just read a solution in a similar thread that could be easy implied and would solve many problems.
First: The tablet teathers with the rev and heals him with pulses (self-sustain)
Second: Allies get healed arround the tablet and when they pass through the teather.
Third: Remove summon and destruction.
Last but not least: Add boons like protection, vigor and resistance with traits and baseline, and improve the healing.

This way the self-sustain is given, you see were your tablet is to control it better, better support with defensive boons and improved healing.
And everything without touching the flavor of the legebd or the “i am gonna save your kitten butt” mechanic.

Problem is a following tablet not only is a loss of flavor it also goes against the design intentions. And the flavor is said here too because if you really want a following tablet a Tempest Auramancer is the perfect solution for you.

Well actually with the teather idea, the tablet could still be commanded, but it gives you better visibility were your tablet is and your self sustain is given. Additionally you could help other teammates in trouble with sending your tablet there. Improvements in healing traits and support is needed too. As i said vigor, resistance, protection would provide the most suitable boons and wouldgive ventari an additional buff and possibilty of group support.

Ventari can give protection well and could do it before the cooldown change better. Resistance is out of question, Vigor is OK in moderate quantities but shouldn’t be major.

The following idea has a inherent flaw, and that is, the non-following state is inferior unless they create new skills just for that state. And assuming they are able to make a non-following state work, just as well, they can also make the current tablet work.

If you are assuming that it’s fine having a inferior non-following state you might enjoy
playing this .

Resistance on elite sounds actually not really op imo, or on the channel when your in the area it could pulse resistance for half a second every half second and asoon you leave the area the boon is gone.
Actually i thought about the teather as an addition and not a replacement.
Like it teathers to the revenant permanent and only to the rev. Heals him every 3s like the tablet would do, when your near the tablet you would get double the heal. One of the teather and one of the tablet. Imo i think the range of the tablet is redunadant and 900 would ve enough but for raids bigger range is good.
For your mentioning of druid: I have a ranger main and i play him with drzid and condi, i like the sustain, thats why i want that our revs get better life sustain in case of healing for ventari, because the black and withe healing communitee isnt goid for flexability in gameplay. I would love to see more revs in healing roles or just playing ventari in open world.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

[Suggestion] Spirits for Counterplay

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

I think we need more Counterplay in the game (especially in wvw) and the spirits need some sort of rework. Why not combine?

The spirits get a shorter duration, but a better effect. There is no more active skill for them. No minion, pet or spirit will be target of the spirits. The pet get targeted only, if there is no other ally.

Life duration is the time the spirits are alive. Within this time the spirit can target enemies/allies and use 1 loading per target to put the effect on them. After using all 5 loadings, the spirit is inactive until it dies. Targeting is instant, it dont need any projectile or casttime. The spirit can target every player just one time.

Earth Spirit
life duration: 20 s
target: 5 allies in red circle
effect: allies can move through up to 3 red circles without getting an effect. So people with this effect can move through red circles field for cleaning it from red circles.

Sun Spirit
life duration: 20 s
target: 5 stealthed enemies
effect: remove stealth and give 5 s revealed.

Frost Spirit:
life duration: 20 s
target: 5 enemies with stability or protection
effect: removes stability and protection (2 loadings). If target get within life time one more stability or protection, both are removed one more time.

Storm Spirit
life duration: 20 s
target: 5 enemies using a move-skill (teleport, leap, etc.)
effect: Whenever this enemy tries to use a move-skill, he get interrupted. In addition he cant dodge (duration 6 s)

Water Spirit:
life duration: 20 s
target: 5 allies
effect: heal yourself for an amount. incoming healing for allies is 20% better (10 second duration)

Nature Spirit (Elite)
life duration: 20 s
target: 5 downed allies
effect: the ally rallies faster. If rallied, he will start with more healthpoints and get 5 s protection.

I dont know if this effects will be cool for pve, too. For wvw it will be big counterplay against specific meta-builds. And they could also be very interesting in pvp.

I have to agree that spirits need rework but this is way ti conplicated to be implementet, keep it simple.
I rather thought of a buff for 5 allies with no spirit visible but some kind of aura or something to visualize the buff you have got. The buff has no icd, its just a combofield attached to the ranger and a static buff to allies. Spirits have a time limit, after the time the combo field vanishes. Activating the active ends the effect.

Water Spirit: Water field. Received healing increase 7%
Fire Spirit: Fire field: Dmg (condi) 7%
Ice spirit: Condition duration on all conditions applied 7%,
Earth spirit: Explosion finisher on activation, group stunbreak,7% dmg resistance, pulse area of earth spirit is projectile destroying.
Storm Spirit: Dmg (raw) 7% , storm field, reveal in area.
Nature spirit: Light field, condition resistance 14%

Duration of all spirits is 20s, the elite is 30s.
The trait gives following bonusses: Spirits pulses boon and do not die after activation, cd is reduced. Spirits activate on dead. (Note: Spirit activation animation is the same just bigger and similar to gs#2 maul)
Boons of spirits:
Water: Regen
Fire: Might
Storm: Swiftness, vigor
Ice: Fury
Earth: Protection
Nature: Resistance
All boons are applied every ten seconds and last 10, except elite, this one lasts 3 seconds.
Thats a spirit improvements i would vote for.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Ventari feedback and suggestions.

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

While Ventarii does function like a backline support because you need to see where you are moving that stone….the main mechanic for providing support as a Ventarii Revenant is to create and manage a safe area (thats why people are actually againts having that stone following us) followed by embarasingly small heals compared to what Elementalists, Druids and Engineers who pop a water turret can do.

Ugh, my days.I just hinted here that I am actualy againts the notion of having the stone follow the player around. Because the stone has to secure a target area, not the area around the player.

On the flipside I do agree that it’s annoying to have to destroy the tablet just to swap legends, but other than Stability per condition removed by PE should be more than enough for Ventari.

Actually i just read a solution in a similar thread that could be easy implied and would solve many problems.
First: The tablet teathers with the rev and heals him with pulses (self-sustain)
Second: Allies get healed arround the tablet and when they pass through the teather.
Third: Remove summon and destruction.
Last but not least: Add boons like protection, vigor and resistance with traits and baseline, and improve the healing.

This way the self-sustain is given, you see were your tablet is to control it better, better support with defensive boons and improved healing.
And everything without touching the flavor of the legebd or the “i am gonna save your kitten butt” mechanic.

Problem is a following tablet not only is a loss of flavor it also goes against the design intentions. And the flavor is said here too because if you really want a following tablet a Tempest Auramancer is the perfect solution for you.

Well actually with the teather idea, the tablet could still be commanded, but it gives you better visibility were your tablet is and your self sustain is given. Additionally you could help other teammates in trouble with sending your tablet there. Improvements in healing traits and support is needed too. As i said vigor, resistance, protection would provide the most suitable boons and wouldgive ventari an additional buff and possibilty of group support.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

What PvE Builds?

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

I am confused as to what the current meta builds are for raids and dungeons/fractals. For raids should I go zealots/magi/clerics heal or condi healer. For dungeons/fractals should I go zerk or vipers?

Another good stat sets are apothecary, shaman and settler. They are viable in dungeons and cheaper, but not as viable in raids because your mainstat has to be healing power as a healer in raids.
For solo these stat combination also work quite well with the right skill set up.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Ventari feedback and suggestions.

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

While Ventarii does function like a backline support because you need to see where you are moving that stone….the main mechanic for providing support as a Ventarii Revenant is to create and manage a safe area (thats why people are actually againts having that stone following us) followed by embarasingly small heals compared to what Elementalists, Druids and Engineers who pop a water turret can do.

Ugh, my days.I just hinted here that I am actualy againts the notion of having the stone follow the player around. Because the stone has to secure a target area, not the area around the player.

On the flipside I do agree that it’s annoying to have to destroy the tablet just to swap legends, but other than Stability per condition removed by PE should be more than enough for Ventari.

Actually i just read a solution in a similar thread that could be easy implied and would solve many problems.
First: The tablet teathers with the rev and heals him with pulses (self-sustain)
Second: Allies get healed arround the tablet and when they pass through the teather.
Third: Remove summon and destruction.
Last but not least: Add boons like protection, vigor and resistance with traits and baseline, and improve the healing.

This way the self-sustain is given, you see were your tablet is to control it better, better support with defensive boons and improved healing.
And everything without touching the flavor of the legebd or the “i am gonna save your kitten butt” mechanic.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

[Suggestion] Ventari improve for next update.

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

The problem is that stats like healing power and boon duration are too costly of offensive performance budget wise. You’ll never get people to sacrifice offense for healing power in PvE short of some niche pure healer gimmick build.

Merging those stats in turn might make them more attractive to take in PvE.

And broken in PvP. And what about druids? I’ve heard that Magi’s is fairly popular and that’s literally the worst DPS combination.

I agree that you sacrifice one stat but for example i play a druid as a main and i use condition dmg, healing power and vitalit as stats and i am prett good inside of maguuma because of the sustain.
With revenant ventari you could do the same but the usability isnt there because of the summoning of the tablet and the wonky controlability.

It would be a nice addition if we just could use the tablet as channelibg objekt and all abbilities are ground targeted. And when we use the elite the tablet teleports to the area explodes and respawns near the player. And when the player uses the channel the tablet teleports to the area and uses the channel and after ending the channel the tablet ports back.
Improve some healing capabilities of the skills and rebalance and merge some traits.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

[Suggestion] Runes rework

in Guild Wars 2 Discussion

Posted by: InsaneQR.7412

InsaneQR.7412

I thought it was interesting but the amount of work it would take and that it would cause everyone playing to reset all the upgrades on all the armors on all the characters, means it’s very unlikely to happen.

Yeah, i know ots sad but true.

The only thing they can do for a proper balancing, which doesnt take such an effort is improving the stats and the effects of the runes.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

[Suggestion] Runes rework

in Guild Wars 2 Discussion

Posted by: InsaneQR.7412

InsaneQR.7412

I just watched a vid from woodenpotatoes about some problems with stats bound to some rune. For example you have a rune you want because of the effects but the stats are actually do not give any use to your build.

Heres WP vid:
https://m.youtube.com/watch?v=tN1grzxrs4o

What WP says at the end in this vid is that you could condense runes down to 3 slots and fill the other 3 slots in the armor with marks, medaillon, talisman etc. all these upgrade items which are barely used.

Balancing of runes would be eadier to do , runes would be more affordable, talismans, medaillons etc would have a purpose and it would give more build variety.

What do you think?
Discuss.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Ventari feedback and suggestions.

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

From my understanding :

- Jalis is designed as the bunker.
- Mallyx is designed as the condi creep.
- Shiro is designed as the power creep.
- Ventarii is designed as a rear line support.
- Glint is designed as the front line support.

And the main issue of ventarii is simply the stone that is more a deadweight than anything. For me what it need is a default follow mode and make the utilities skills, that are not the healing skill, ground targeted. From my point of view it would solve 80% of the issues of this legend.

The one thing I partialy disagree with, is that Ventarii is supposed to be the rear line support. I disagree with this because in my experience Ventari si more about securing teritority than providing support in a maner similar to what Druids, Elementalists (tempest or not…doesn’t matter) etc.

As they are right now,within combat Natural Harmony and Purifying essence are a joke due to their low healing and high demand for healing power and overall the radius of all of the abilities from the centaur stance are a joke.

The highlight of Ventarii from my perspective is Protective Solace which is a movable low cooldown Sanctuary skill from the Guardian’s utility kit and a massive “F you” sign for all bosses who do obscene ammount of aoe dps and any class which relies on a range weapon for its dps output.

While Ventarii does function like a backline support because you need to see where you are moving that stone….the main mechanic for providing support as a Ventarii Revenant is to create and manage a safe area (thats why people are actually againts having that stone following us) followed by embarasingly small heals compared to what Elementalists, Druids and Engineers who pop a water turret can do.

That’s what I agree to =p.

IMO:

  • Increase NH healing by 30% (base and scaling) and give it a 1/4 cast (delay to 0.75)
  • cooldown reduction on VW(3sec) and 30% healing increase (base and scaling)
  • stunbreak on EE (and perhaps a bit better healing)
  • cooldown reduction on eluding nullification (5sec)
  • Remove Project Tranquility change it to summon on skill usage. (It shouldn’t be possible to lose all of your utilities and heal for 10~15sec do to a random power block…)
  • Protective solace is in a good place IMO but perhaps giving it a pulsing vigor would be better.

If sustain is insufficient:

  • Increase shield 5 scaling to .45 (28% increase)

If healing is insufficient:

  • adjust outgoing healing within the traits.

Healing power should still be major for balance reasons (see druid changes pre launch).
These changes should allow for ventari revenants to build more offensive for raids.

On the sustain side it should be at least equal to tempest against power while being weaker against condi.

And i agree with both of you!

Ventari has an actual cool design but its crippling itself with this wonky controlability. If the tablet would follow the rev and improvements in sustain, the remove of the tablets destruction on the elite and some boon support with vigor, weakness, slow and swiftness ventari would have a good place for solo sustain, group play and pvp.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

[Suggestion] Ventari improve for next update.

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

Problem with Ventari as well is that horrible traitline with the same name. They should really scratch healing power as a stat.

Condense healing power into vitality and boon duration into toughness. Voila, you made less desirable stats now more attractive. Buff Ventari traits so they aren’t such undiluted garbage.

They should put definetly all healing improvements into one trait point blank. But i disagree with your idea of merging stats.
They could integrate into some traits: Weakness, slow, root, stun, vigor, protection, Hots, maybe retal.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Preparations to replace bad traits

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

SUGGESTION Hitting poisoned targets spread their poison stacks. ICD 3 Seconds. 300 Radius. 1 Stack transferred every 3 seconds.

“ABSOLUTELY! Refined Toxins is a terrible trait. I LOVE YOUR SUGGESTION. What a unique trait! Name it “Choking Gas” after the GW1 Ranger preparation. I think it should transfer their entire poison stack." – United Chi


This was a recent thread taking about a rework to Refined Toxins. I commented that it should be named Choking Gas (after the gw1 preparation skill). I thought that this was such a cool idea that I went and looked at the list of gw1 preparation skills, paired them up with each gw2 trait line, and reworked the poorly designed and unused traits. I feel that these traits are much more unique and interesting than the current, bland ranger traits that noone uses. The thread I was refering to.


PREPARATIONS

Marksmanship
Old – Steady Focus
“Damage is increased when endurance is full.”

New – Seeking Arrows
“The next time an attack is blocked. Your attacks become unblockable for 8 seconds and deal 5% more damage.” 30s ICD.

Skirmishing
Old – Sharpened Edges
“Chance for you and the pet to cause bleeding on critical hits.”

New – Barbed arrows
(Same as Sharpened Edges)
Move Sharpened Edges Barbed arrows to Master trait line.
Move Hidden Barbs to Adept trait line. Change functionality to bleeding and poison.

Wilderness Survival
Old – Refined Toxins
“While you are above the health threshold, your strikes inflict poison. While your pet’s health is above the health threshold, its strikes inflict poison.”

New -Choking Gas
“Striking a poisoned target spreads their poison to nearby enemies.” ICD 15s. Maximum Targets 5. 400 radius.

Nature Magic
Old – Vigorous Training
“Pets grant vigor to nearby allies when you swap pets.”

New – Read the Wind
“Striking an enemy with vigor removes it and grants the remaining duration to you and nearby allies.” ICD 10s. Maximum allies 5. 600 radius.

Beastmastery
Old – Natural Healing
“Your pet gains natural health regeneration and improved healing.”

New – Disrupting Accuracy
“Whenever you pet strikes an disabled foe (daze, stun, kd, etc). They gain x health.”

First: Pvp is not all, main game is pve.

Steady focus: With this change you loose dps. Best you gain 7% more dmg when endurance is full and additional 7% under the effect of vigor.

Barbed edges/sharpend edges: Why the name change?
Barbed edges gives duration dmg for poison and bleed.
Sharpend edges: Chance to Activate sharpening stone on crit (more synergy with survival)

Poison master and refined toxins:
Your "choking gas idea is not bad but i would symplify it.
I would put it into poison master: When you swap pets or weapons create a poison field on your next attack arround your target.

Refined toxins: Each time you apply a poison stack, apply an additional one (1s icd)
Does also count for pet.

Your “read the wind” idea is terrible it is to situational and only usable in pvp/wvw.
Vigourus training new idea: Gives vigor and resistance.

Your “disruptive accuracy” idea isn’t good either. The regen on your pet makes it a lot tankier in pve.
I would actually change the trait, which makes your pet heal when executibg the pet abbility. I would change it to a heal when pet hits disabled foe (icd 10s per target).

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9 Sylvari, 9 unique Builds.

[Suggestion] Ventari improve for next update.

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

It’s a bit overcomplicated and it’s more of a mechanics change than balance suggestion.

Also, following tablet…

You are correct that sustain is insufficient but a following tablet is the worst way to fix that, specially, because by now it’s a numbers problem.

It would provide more sustain, more bullet deflect, more condi remove. For example the tablet would remove 2 condis and the fragments would cleanse 1. In total would be 5 removes. I just thought about this change because the tablet skills are always arround the tablet and with such a dynamic fight system it would provide more utility with this change without loosibg its flavor.
Another idea would be, that the effects of the active uttility skills would also apply on the revenants location.
With better usability of the tablet the skills would be easier to use and this way easier to sustain/heal/tank.

What would you change for better usability and sustain?

Buff healing output by 20%~30% and condi cleanse by 1.5/10s and a stunbreak on PE/EE.
This should improve healing and sustain a lot without losing any flavor.

Also it might be better to move the short cast to NH and summon on skill usage (removing Project Tranquility). A cooldown reduction on Ventaris will to 3sec helps too.

If you played before you should have noticed that the cast removal on Ventaris Will improved usability and it would have helped more if they hadn’t increased the cooldown to 4sec. ( And what for? NH and VW have now the same healing/energy)

Agreeing with you, but the wonkyness of the tablet commanding is still there, best they remove the summoning of the tablet and the destruction on the elite. This way the tablet is instanteniously accsesible after legend swap.

Further it would provide better healing capabilities if the Tablet leaves a trail that heals for a small amount when passing through and a water synergy.

What do you think?

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The QoL List 2.0

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Bumb it! Definetly agreeing especially for the porcine hand helt change.

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9 Sylvari, 9 unique Builds.

[Suggestion] Ventari improve for next update.

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

It’s a bit overcomplicated and it’s more of a mechanics change than balance suggestion.

Also, following tablet…

You are correct that sustain is insufficient but a following tablet is the worst way to fix that, specially, because by now it’s a numbers problem.

It would provide more sustain, more bullet deflect, more condi remove. For example the tablet would remove 2 condis and the fragments would cleanse 1. In total would be 5 removes. I just thought about this change because the tablet skills are always arround the tablet and with such a dynamic fight system it would provide more utility with this change without loosibg its flavor.
Another idea would be, that the effects of the active uttility skills would also apply on the revenants location.
With better usability of the tablet the skills would be easier to use and this way easier to sustain/heal/tank.

What would you change for better usability and sustain?

Pale Raiders united.
9 Sylvari, 9 unique Builds.

[Suggestion] Ventari improve for next update.

in Revenant

Posted by: InsaneQR.7412

InsaneQR.7412

We all new that Ventari has good potential but is limited by his Tablet.
To improve the Ventari legend i suggest, instead of sending your tablet to the target location, you send a fragment of the tablet on its place. You can place a limited number of fragments (e.g. 3) , each fragment has the same properties like a normal tablet has, just not as powerful. The tablet itself is always floating nearby the revenant and still has its normal functions with other skills.
The fragments could give bonusses like boons or condition removal.
With this you have more utility, more heal range, more heal potential and the tablet is always bear you for sustain and defence.

Opinions?

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Suggestions for next update

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

With all my suggestions based arround the ranger, i merely forgot useful QoL and other changes for the pets.

First:
The Skills: It would be very useful and better to control if you could activate 2 of the 4 pet skills manually. F2 is the standard power and the F3 (for example) is one of the two race specific ones. ->This would give bigger Build variety and fun to use

+Porcine Activation skill should be mechnically wise like Steal of the Thief (replacing the Skill Icon and Place with consumable)

+Poisoncloud(Spider) Duration should be increased because this Combofield stays so shart, making combos with them is merely impossible.

Second:
Stats:
Bring the Stats in Line with eachother and change it it so you can distribute the stats to your Pet. Additionally adding Base Stats and “Stat-Multiplier” depending on Race.
For example a bear has more Toughness to begin with and profits more from Toughness and Vitality upgrades and a Felyne on the other hand has more Ferocity and profits from it and crit.

This would give a better balance between Pets and the Player would have more to play into with this.

Last:
Make the F1 Command Power a Groundtargeted “previous Patch Guard” like power, where your pet goes to that area and attacks enemies in reach.

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Suggestions for next update

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

@InsaneQR

Lots of your ideas are ok, lots of the aren’t really needed, but i think that the main problem is that you are trying to change too much at once. With so many changes, i can’t give detailed feedback and none of the ideas really stand out. In addition, i also wouldn’t want to see so many buffs put into the game at once; All of these would just make us overpowered.

If i could give any feedback, i would say that you should focus first on only the weakest parts of the ranger and buff them before the other parts of the class. In my opinion, i think that a single patch should only contain around 15 changes; around 5 changes for weapon skills, 5 changes for utilities, and 5 changes for traits.

Of course a lot of these ideas arent needed but i just give ideas. Basically they have to give the traits the abbilities to have synergy with every other trait line in some points and make the traits better, so they are no waist to pick.
I like the idea of the portion wise improvement but this time they should improve the impactful parts we need.

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Suggestions for next update

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Posted by: InsaneQR.7412

InsaneQR.7412

Now my last suggestions to NM, BM and Druid.

NM:
Minors:
Rejuvination: Grant the rejuvination around you.
Effect of Fortifying bond should be baseline (Boonshare between pet and ranger), instead give it an effect that gives protection arround the ranger and the pet (self plus 3 targets each)
Lingering Magic: Heals allies for a static amount every time you apply a boon. Boon duration increase. (No big heal just a little substantial heal)

Adept:

Allies Aid: This trait is kinda odd after the update. I would say its mechanic should be the same, but it still should be count as a shout and the tooltip should be updated to: “Pet starts licking wounds when reviving an ally, this counts as a shout.” plus the revive speed like default.

Bountiful Hunter: Gives 1% Dmg, Condi dmg and healing power to the ranger and 1% dmg, condi dmg and toughness to the pet per boon on you. (This improve is absed on the current stat the ranger has with its gear, and depends on the stats of the pet)

Instinctive Reaction: Add fury to the effect. Remove the healing power gain to vigourus training.

Master:

Evasive purity: Remove 1 condition when dodging. Remove damagig Conditions (Bleed, burn, poison, confusion, torment) on evade (1 per evade).

Vigorous Training: Pet Grants Vigor and Swiftness to allies when activated or swapped. Converts a percentage of power to Healing Power.

Windborn Notes: Fine

GM:

Invigorating Bond: Heals arround the Ranger on swap, add explo finisher.

Natures Vengeance: Alredy covered in previous Post, Activation does not kill spirit and spirit activates after deatth. CD Reduced on spirits.

Protective Ward: Deafult + Improved effectiveness of protection for pet and ranger (protection gives 40% dmg redduction)

BM:
Minors: All dmg modifiers of the pets also counts as Condition modifier. Else they are fine.

Adept:
Companions Might: Exchanged with Clarion Bond.

Go for the eyes: Fix the bugs and make it work, the idea is good.

Ressounding Timbre: Is good

Master:

Natural Healing: This effect counts to you and your pet. (This will not grant AF when speccing druid)

Two handed Training: Put into Marksmanship.
Instead: Move the Honed Axes on its PLace

Wilting Strike: Default+ apply cripple

GM:
Beastly Warden:Default+Pet gains Protection.

Honed Axes: Moved to Master Tier. + Changed to: Eveery time you hit an enemy with an axe skill gain 1 Stack of Might. (Instead remove might of AA).

Zephyrs Speed: Activate the Skill Zephyrs Speed respectively, including Stunbreak and shares its CD and improvements via traits.

New Trait: Arctic Training: Apply Chill to weakend foes if they are not already chilled and apply weakness to chilled foes if they are not already weakened. This also counts to your pet.

Druid:

First before i made my suggestions i would say it is difficult to activate the Glyphs in CAF in a usefull way. A lot of them shares the same CD with the equivalent counterpart. Either chnage that they share the CD or Change the CAF.

My idea was that you can add two forms of Avatar. Lunar form and Solar form. Both forms are mainly about support. Lunar form is the form we currently have. Solar form is just more Boon and Condition based instead of Heal and Control. Animations stays pretty the same except of the color theme. You can switch CAF stances on button press with CD (e.g. Weapon swap when in CAF changes stances and the last stance you were in stays when activating again). One form has improved healing power and the other improved Boon duration. The second form has the normal Glyphs we know. Lunar form gains faster AF with healing and dmg Solar Form Gains Faster AF with Boons and Conditions. AF Stays on 25% percentage threshholds (25, 50, 75, 100 respectively).

Now Skill Suggestions:
CAF:
Skill 1: Add some kind of dmg and reduce aftercast to remove the bugginess of this skill. In the other Form Add Burn and Might instead of pure dmg and heal.

Skill 2: Make the effect instant like the bloom of the healing spring. In the other form this is a Fire field instead of a light field.

Skill 3: Good Skill. In the second form it does not stun but burn instead, gives fury to allies.

Skill 4: Stays the same in both Forms, improve the duration.

Skill 5: You can walk while channeling, in Second form applies swiftness and quickness to allies. Makes foes Vulnerable(10 stacks) on last pulse.

Staff:
Solar Beam: Does not need a target.
Astral Wisp: Similar to the Ele’s Phoenix: Travels to Target Heals Allies it passes through, summons astral thorns out of the ground on impact (explo finisher) applying bleed to foes and retaliation to allies.
Ancestral Grace: Just fix bugs its good.
Vine Surge: Improve the Cast and let it apply roots ( roots should be improved to a non removable debuff, till the root is dead, and improve roots toughness) and with this bleed.

Sublime Conversion: Make this attached to the ranger so it moves arround with him. Make it a Complete circle.

Glyphs: Glyphs are good but switch the effect of glyph of the tides with its CAF effect.

Traits:
Minors: Change Natural Mender with Primal echoes and add the staff CD reduction to it. Natural Strides is going to be GM Minor.

Adept:
Cultivated Synergy: Activating a Healing skill creates a Water field arround the druid and the pet. ( This gives more active playing and has synergy with ranger base traits (in my suggestion))

Druidic Clarity: Good.

Primal Echoes: Moves to the Place of Natural Stride. Stuns Foes on weaponswap and remove staff CD Reduce.
On its Place comes natural mender with the Staff CD reduction.

Master: Celestial Shadow: IMO it does not fit theme wise but its a good skill. For the estetics change the Stealth animation of this skill to the leafy animation instead of the shadows but this is purely cosmetic.

Natural Stride: Make it GM Minor and move Primal Echoes to its place. Primal Echoes stuns on every weaponswap. No additional effects.

Verdant etching: Fine, Seed depends on Form you were currently in.

GM: Ancient Seeds: Should work mechanicaly wise like go for the eyes, every foe only can be effected once every 10s. But if you stun foes in an aoe and apply dmg to all, all got rootet and are immune to another rooting of this trait for 10s.

Grace of the Land: Good

Lingering Light: ICD reduce to 8s , foes attacking you or your allies while blinded heal their target with a static amount instead of missing. This amount scales on the healingpower of the druid and gives AF.

Now i am Finished. Feel free to critizes.

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Fall dmg Trait useless after Gliding update

in Guild Wars 2 Discussion

Posted by: InsaneQR.7412

InsaneQR.7412

Gliding is disabled in WvW, there was “No-Fly-Zone” at jumping puzzles, and gliding is not available for those who do not have HoT so I guess it has to stay.

From my personal experience, while going for the Not So Secret diving goggles, I selected the fall-damage reduction trait since it is a “No-Fly-Zone”. It saved me a few times from death when I missed the jumps as I ended up with like 100hp remaining instead of dieing (I was a mesmer so I was able to port back to where I was instead of waypointing and running back to where I was before jumping).

I know that a lot of people are using them in WvW and on puzzles, and i am aware that there are people playing this game for free without the expansion. I thought not about removing the mechanic, just to implement it as a level reward instead of a trait. First it is such a basic thing and useful for QoL but just not in combat (pve and pvp). It would be a benefit to everyone if they romove them as traits and implement them as levelup reward (still including trait synergy were applicable) . So you can have a trait with more combat specific roles and this fall dmg reduction with its profession specific flavor.

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Fall dmg Trait useless after Gliding update

in Guild Wars 2 Discussion

Posted by: InsaneQR.7412

InsaneQR.7412

Yeah title said actually pretty much everything. I would put these Traits on baseline, maybe as a levelup reward after you hit lvl 40 or something like that. Instead of these traits we could have some more game changing things.

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Suggestions for next update

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Posted by: InsaneQR.7412

InsaneQR.7412

Now after the utilities and their traits, i am giving my sugestions about the other traits.

First Marksmanship:

Minors:
The problem here is that the trait alpha training is just a poor excuse for a trait and should be together with opening strike. Second i would set the critical strike trait and on the third position “Furious strike”, which gives you opening strike when you gain fury.

Adept:
Clarion Bond would fit better into BM and swap it with Companions Might.
Companions Might would be better if the pet would gain might to you when it crits.
Enlragement→Change name to Place with brutish seals, activate stone seal when under 25% health.
Predators instinct: remove the ICD and just Cripple enemies under 50% without an movement snairing effect (Chill, cripple, immob etc.)

Master:
Brutish seals, add fury to the might, remove 1 might stack.
Moment of Clarity: On interrupt or stunbreak gain opportunity attack. Stun duration increase 75%.
Steady Fokus: Remove it and merge it with lead the wind, put two handed training here instead.

GM:
Lead the Wind: Default plus do bonus dmg when undurance is full, gain a little of portion of endurance on crit. (ICD 1s)
Remorseless: Gain fury when stunning an enemy, opening strike does more dmg.
Predators onslaught: got improved is fine.

Skirmishing:
Minor: Fine but i would change Hunters tactics to improved Critchance when under the effect of swiftness or quickness (swiftness 10% bonus, quickness 20% bonus, not stackable)

Adept:
Primal reflexes: Gain swiftness when evading succesfully, improved endurance regeneration. (instead change natural vigor from WS traitline)
Sharpened edges: Like i said in the post before.
Trappers expertise: Like i said in the post before. plus change places with striders defence.

Master:
Hidden barbs: Your pet applies bleed on hit (like companions might did before) plus default.
Spotter is fine.
Striders defence: 25% chance to evade every hit, after evade (3s ICD). Sword CD Reduce. Move it to Adept.

GM:
Light on your feet: Gain Quickness when succesfully evading an attack (2s)
SB CD reduced. Arrow should pierce on default on skill 1,2 and 5→QoL like warriors riffle.
Most Dangerous Game: Gain Fury when under 75% (10s), Gain Might under 50% health.
Quickdraw: Fine.

Wilderness Survival:
Minor:
Natural Vigor: Gain Vigor after dodging.
Companions defence is good.
Bark skin: Gain retaliation when under the effect of Protection.

Adept:
Expertise Training: Apllies to you and your pet.
Oakheart Salve: Instead of reduced dmg, you remove 1 condition every second when under the effect of regeneration.
Soften the Fall: Actually the fall traits should be baseline (especially after the Gliding upgrade) but its fine.
Ambidextry: You have a chance to inflict conditions depending on Offhand weapon.
Dagger: Poison 1 stack 3s, 25% chance
Torch: Burn 1 stack 3s, 20% chance
Refined Toxins: Change to Toxic Hide: Foes get poison applied to them when they take dmg from Retaliation (1s ICD), gain retaliation when under 50% health.
Shared Anguish: Applies Breakbar to pet, if you get stunned the breakbar of the pet get reduced instead. Swap with empathic bond.

GM:
Empathic Bond: Swapping Pets removes Conditions (number of conditions 2), move it to Master.
Poison Master: Like i said in my post before.
Survival Knowledge: Like i said in the post before.

To be continued…

NM, BM and Druid comming Later.

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Suggestions for next update

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Posted by: InsaneQR.7412

InsaneQR.7412

Now i said i have more suggestions for Utilities and traits. Now i want to cover utilities and the traits corrisponding to them.

Survival:

Sharpening Stone: Give it 10 Stacks, apply Torment on Crit, 25s CD
Trait: Sharpened Edges: Give 3 Stacks of Sharpening Stone by a 25% Chance on Crit

QZ: CD Reduce to kitten
Trait: Quickening Zephyr: Activates the skill QZ when swapping pets (Stunbreak included) (45s ICD)

LR: CD Reduce to 30s

Entangle: Blast finisher

Trait:
Wilderness Knowledge: Gives Every Survival Skill a unique effect instead of just Fury and condi cleanse (to make it more flexibility)

-Troll Inguet: Cleanses a Condi per Pulse (This is the big condi cleanse->so you have not to slot pure Survival skills to cleanse condibombs)
-Sharpening Stone: Gain Might when critting under the effect of Sharpening Stone
-QZ: Gain additional Resistance and Fury (Resistance 4s like quickness and 8s fury)
-LR: Stun on hit with the lightning
-Entangle: Double the effect of Blast finisher
CD reduction like default.

Traps:
Frosttrap: add Stunbreak, add freeze and pull into the center on first pulse.
Spike trap: reduce CD to 30s
Improve visuals a little big so you can distinguish wich traps lays where.

Traits:
Trappers expertise: Reduce Trap CD like default, lay down a frostrap when disabled, traps are throwable like before

Poison Master: Lay down a vipers nest on your position and on the position of your old pet when swapping.

Signets:
Reduce CD on all signets.
Add the stunbreak to signet of stone.

Signet of Renewal (CD 40s): Active: Get resistance and remove a condi per second (as long your pet is active) for 5s
Remove the stunbreak from this signet to signet of stone.

Signet of the Hunt->Signet of the Pack: (CD 25s)
Active: Gain 10 stacks of might and a stack of fury for 5s and 5 stacks of might for your allies arround you.
Passive: Pulses swiftness once every 10s around you.

Signet of the wild (CD 35s): Active: Remove the transformation its just a gimmick. Effcts are fine, add superspeed for the duration.
Passive: increase the healing slightly

Brutisch seals is fine, but instead of might i would give it a raw condi dmg and pure dmg increase buff.

New Trait: Reinforce: Activate Signet of stone when under 25% health (ICD 60s)

Spirits:
Change the Spirits Function: Every Spirits Produces a Combofield and a Buff.
WaterSpirit: Waterfield(10s), Healing power increase 10% (20s)
SunSpirit: Fire Field (10s), Condi Dmg increase(20s) about 10%
Frost Spirit: Frost Field(10s), Condi Duration increase (20s) about 10%
Storm Spirit: Lightning Field(5s) dmg increase (20s) 10%
Earth Spirit: Smoke field (5s), Toghness increase (20s) 10%
Nature Spirit: Light Field (10s), Boon Duration Increase (20s)10%

Change the visuals: Spirits are not visible or killable for the duration, on activation the spirits gets visible and smashes the ground->Similar o the maul skill.
Spiritfield gets a dedicated sign each to distinguish them

Activation skills stays the same.
Trait: Reduced CD, Activating Skill does not destroy the field, at the end of the duration the activation skill activates again.

And for the shouts:

The pet gets 95% less dmg from guard dmg.
Pets taunts on default and not just on attack when activated.

Pale Raiders united.
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(edited by InsaneQR.7412)

January 26th Update: Your feedback

in Guild Wars 2 Discussion

Posted by: InsaneQR.7412

InsaneQR.7412

Two thumbs down on the profession changes.

Traits across all professions are “messy”, too compacted and placement does not make sense at times.

Movement skill disparities need to be squashed. All professions should have access to similar amounts of movement skills. This should be equal across professions. (I would love to see a gw2 version of “power pools” to remove profession movement disparities, and other gaps too)

Druid needs a rework (among other core ranger things like complete sword rework, shortbow bleeding restrictions removed, main hand axe speed needs to be increases and off hand axe 5 needs mobility, dagger is just a complete waste, greatsword damage is awful).

Your players healing other players mechanics and abilities need a MAJOR overhaul period. Playing healer should be fun. It should be smooth. Healing should be able to counter the major incoming damage that players are faced with in certain areas of the game.

Tanking should not be based generically by toughness.

Totally agree especially in case of ranger and roles.

Problems with ranger now: traits are compeeding with echother or just not worth picking sometimes.
Sword autoattack is lackluster make it a normal chain but watch that it can hold its gapclosing abbilities.
Axe aftercast should be reduced. Sword and axe shouldnt be hybrid weapons, make one of them condition and the other pure dmg.
Sb need a buff and improvement in nearly every SB skill, dmg increase included. Greatsword has poor dmg in comparison to other greatswords across the professions. Longbow needs more active gameplay and the AA is useless in closer aproximity to your target.

Spirits are just bad in comparison to other group support because of there life span or there stationarity. The internal CD is lackluster and would be better if it would be just a raw percentage. The trait of the spirits should not be a boon bumbing thing it would give more flexability if the spirits presents just give stat bonusses like Condi dmg, Condi duration, power, toughness, healing power and boon duration.
Sharpening stone needs improvement.

Signet need way smaller CD and better effects.
Traits and abbilities should not kill your pet (pet takes your dmg, pet gets your condis etc) pet should get improved: like pet takes your condis and get resistance, pet takes your cc and gets a breakbar etc.
Pet skills: give the ranger the abbility to activate the race specific and the pet specific skill of the pet→ E.g Salamander Drake : Tailswipe and Fire Breath
Instead of commanding your pet towards you cammand it to a place with ground target. Give a BM trait the abbility to let your pet resurecct people on “f” press command like the function gyro.

Druid: Give the staff better condi applications instead of pure dmg. Change the #2 skill of it to a cc skill and improve the #4.
Change CAF so you can better acces it when you need it and give it a dmg application of some sort. improve the druid trait to go together with your pet and with other ranger traits

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[Allie´s Aid] switch "Guard¡" with "S&R¡"

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Posted by: InsaneQR.7412

InsaneQR.7412

actually the idea would be quiet good if the pet would take 95% less dmg because its actually not targeted, but it doesnt and it dies. They should fix guard and put it into this trait and everything would went fine.

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in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

yeah thats a good idea but in my expierence i never had problems with astralforce generation, but my main aim was not heal so a little adjustmens could be neccesary.
Main suggestions here are really core ranger problems to improve viability of all skills in all kind of game modes to make it fun to play and not frustrating when you like the playstyle of a weapon which is just not viable enough for harder environments.

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Spike Trap + Ancient Seed

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Posted by: InsaneQR.7412

InsaneQR.7412

Nice finally does it trigger on all foes in trap range or solo on one target?

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Posted by: InsaneQR.7412

InsaneQR.7412

What do I want for next update balance patch?

Fixes. All of them. I don’t need any buffs/nerfs at the moment. I want my stuff working and reliable.

And of course not more bugs before then after patch ….

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Posted by: InsaneQR.7412

InsaneQR.7412

Since they got 3 months till the next update i want to gather all your suggestions. Try to discribe them in detail and point out why you think this would be good for the class. Please no OP suggestions and constructive critisism.

Things I suggest:

Weapons:

Shortbow:
-Improve the AA, so it will apply bleed on baseline regardless of direction and additional stacks when flanking
-Change poison volley to a Skillshot based Attack similar to the reflecting shot of DH, just it applies 3 stacks of poison when travelling through enemies and at the end it produces a poison field
-for the third skill grant quickness if you are evading an attack and apply swiftness on baseline.
-Crippling shot change->Wounding Shot: shoot an arrow into your target wich applies 1 stack of torment per second and your pet deals additional dmg as long as active
-Concussive Shot: apply confusion on hit and additional stacks when flanking, daze and stun as default and you knock enemies down which are already disabled

Sword:

-AA just like a normal sword Autochain similar to Warrior, effects as default but change cripple with bleed
-Hornet Sting: Remove the first part of this skill to skill number 3, give it a bigger evade distance and leave behind a weakening and dmg trail of spikes which functions as a poison field.
-Monarchs leap: Merge it with Serpents Strike to number 2, jumpm into battle criplling enemies and after that you can evade and apply 3 stacks of poison and additional weakness if the enemie already has a poison stack.

Axe:
-Improve aftercast similar how it was done with axe throw on warr
-Winters bite Baseline AoE
-Splitblade: Change this skill to a single target nuke->Savage Axe: A spinning axe hitting a target for 5 times, this skill is solo dmg based and has no bleed effect, improve dmg respectively

Dagger:
-Crippling talon: Add a shadowstep that you port to your target
-Stalkers strike: Jump over the target while evading and applying poison -> like thief skill

I thought about these changes because it provides better Conditioning for Sb and better usability in skirmishing. Sword has better controlability and is more a condition based weapon. Axe is solo pure dmg, because it will simplify the weapon choice and playstyle. Dagger changes should give now better mobility and impact.

This were solo my weapon suggestions i got some more for utilities and traits.

What do you want for the next update balance patch?

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9 Sylvari, 9 unique Builds.

Things could have been better.

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

They did well in buffing the ranger but they did poor on the relevants of the improvements. Totally agree with you especially in case of axe and sb. Sword AA also still needs an improvement and signets and spirits too. Traps could get more love in case of visuals and improvements of there effects (i am talking to you frosttrap) .
A lot of unused traits are not covered and traitlines still have some distinction problems and lack of synergy. I mean look at mesmer and necro, they got a lot if synergy in traits which makes it a hell fun to play, synergy in core and in elite specs and rangers still have issius just with the core class….

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ANet you utterly disapoint me...

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

>Druid is too powerful in PvP because of the healing

…I’m sorry?
Maybe we should wait to see how Druid plays out in this new meta without Celestial/Durability runes before they hit its healing power with nerfs.

I’ll agree with the rest, though. There’s still work to be done, but at least they’re moving in the right direction with some of the changes they’ve made thus far.

Sry I express myself a little bit wrong there, i did not mean nerf the healing of the druids abbilities but give some of the abbilities more of an offensive espect (especially staff an CAF AA ) this would give druids the chance to play more offensive instead of main bunkering, IF they would nerf it i would only tweak it a little bit down but as you say first we have to look how it works in this meta.

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ANet you utterly disapoint me...

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Dont get me wrong I am glad that ANet made changes to the core ranger , i really do, BUT they haven’t even covered the most important parts of what should have been changed.

First the Pet:
Pets are still unbalanced, Porcine still got there terrible activationskill, pet control overall is still how it was, BM traits particular for the pet could have use some improvement.

Second Weapons:

Sword AA is still as wonky as it was and in comparison to other classes is the sword still underpowered in case of CD of #2 and #3.

SB buff still missing.

Axe still lackluster in aftercast
->PS: The honed axe buff dont even helps it is still not a worthy trait IMO.

Third Druid:

I dont get it why but Anet just havent made changes to druid. I mean the elite spec is good but in some game modes (most pvp) “it is to powerfull” because of the healing and in PvE it lacks in dmg (HINT: two birds one stone), the synergy with pets is marginal there and staff still needs some improvement.

Fourth Utilities:

I am happy that they reworked the shouts ( i hope guard dont kill your pet like protect me did before).
Spirits are still odd to use because the are still stationary.
Signet still have some issiues in case of CD and functionality.
->Signet of renewal is just give your taken condi bomb to your pet with a ridiculous CD
->Signet of the wild: The growing larger animation is still redundant and is just giving issiues with CAF

And Traps still needs some love in visuals and in effects.

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(edited by InsaneQR.7412)

Is it natural Stride really that good?

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Actually i thought its kind of a waste for such a utility trait to be a master. It would be cooler if it would be a minor trait and natural mender on ots place or better: Natural mender combined with staff trait, the effect of primal echoes as stand-alone trait on weaponswap and natural mender as minor.

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aney pls change the Light on your Feet.

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

This trait should give us bonus condi dmg and duration if we are under the effect if swiftness or quickness(quickness gets bigger bonus), every time we EVADE an attack we get swiftness or quickness for a short duration. So the bonus triggers on sword, greatsword, dagger and all other evade skills the ranger has.

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Axe needs more direct damage

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Actually IMO i think they just should make axe a pure power based weapon and sword a pure condi weapon or vice versa. Hybrid weapons are are problematic to design and gives this disadvanced class even more problems.
To make the offhands more diverse give the dagger some utility, like a shadowstep to the enemy abbility and a backwards evade.
-> mainhand: Axe (power), sword(condi)
->offhand: Torch(condi) , axe(power), dagger(utility), horn(support)

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Pvp Weapon Choice.

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Actually depends if you like better to bunker a capture point and support group members or if you want to conquest points.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Ranger/Druid observations

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Yeah totally agree with you. I thought of alot if plant themed skills to improve both bows and ofcourse sword needs a rework and dagger an inprovement too.
After this they shozld distribute the druid elite spec in 3 distinct lines: Burst heal(CAF, staff) , sustain (buffs regen little heals) and cc (roots, cripplibg aoe eg thorns, conditions etc)
And finally improve the traitlines if the ranger and make them more distinct and give them more synergy with the skills.

Pale Raiders united.
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[Suggestion] Trap improvements

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

What would you change except the visuals?

Since you asked.

Trapper’s Expertise to apply different boons/debilitating conditions on each trap; Vigor (HS), Blind (Flame), Slow (Frost), Weakness (Viper’s), Immobilize (Spike).

Move Poison Master down to Master tier, move Refined Toxins up to Grandmaster and change it so when the player (no pet) applies poison, a single, short duration stack of torment is also applied. Makes poison builds stronger for a GM trait that could make weapons like SB more attractive.

Add laying down a Spike Trap when you break out of a stun to Hidden Barbs. Give it the same ICD of 45-seconds that Spike Trap has with the ability to lower it when taking Trapper’s Expertise. Gives options to run other traps/a stun breaker and has (actual) synergy with other utilities/traits/builds.

These are also goid suggestions, i thought about frost trap as stun break and freeze because it privides such low utility.
I agree with you they should make traits with more synergy for condi. I thought about bleed focus line in skirmishing and a poison based in survival with more defense. Torment should be more presence in the ranger class especially in case of shortbow.

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[Suggestion] Trap improvements

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

The visual effects added onto the traps is the only thing I can get behind.

What would you change except the visuals?

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[Suggestion] Transmuteable Pets

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

In PvP definitely no, for the reason OGDeadHead pointed.
In PvE, it would be awesome, or at very least re-skin among the same family, like make my red moa have the black moa skin, my river drake with reef drake skin and so on.
In WvW, sure why not? The pet will be dead anyway haha

Yeah i thouggt actually avout pve, sorry not mentioning it. In pvp it would cause problems because you could not identify which pet is now in front of you. So i mean transmutavle pets in pve. Of course they could add additional skins and additional pets like wind riders, basilisks, some moas or thorn wolfs.

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[Suggestion] Transmuteable Pets

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Yeah just what the title says: The abbilities to reskin your pet with the skin of other pets of the same race.

Opinions?

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[Suggestion] Trap improvements

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

We all know that ranger traps are the underdogs of the traps in gw2. Thief Traps give more utility and DH Traps are obliterating people.
I had some suggestions to ranger Traps to give them a little bit stronger CC aspect additional to the Condis. And improve there appierence.

First Visual Effects: When a DH lays down a trap he can see which trap is where. For the ranger weapon i wish something similar. Just put an animated ring were the Trap is.
Fire Ring->Fire Trap
Ice Ring ->Ice Trap
Poison Ring->Vipers Nest
Thorn Ring->Spike Trap

Additionaly the Animations could be improved to. Just little tweaks like a spirit snake in vipers nest or real planty thorns in spike trap.

Now the actual suggestion for effects:

Ice Trap:
Most underwhelming Trap so far.
Add stunbreak. Pulls enemies in the center and freezes on the first pulse.

Trait: Trappers expertise: Default effect plus lay down frost trap when disabled.

Flame Trap: Here i got nothing to much to say. It could be changed to an explo finisher and a condi spike which bumbs out all burn stacks add once instead of a fire field.
(This is just an idea because all traps are just field generator and have nothing else special about it)

Spike Trap: Just let it trigger ancient seeds.

Vipers nest: Bumb out fear, cripple and 4 poison stacks on the first pulse.

Trait: Poison Master: When you swap weapons, you lay down a vipers nest on your location and on the location of your pet.

So that are my suggestions feel free to give your opinion.

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Alpine Stalker and Green Moa Pets?

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Gold Moa, Windriders (all kind of), basilisk (as a new drake), skelk and skaals would be nice too. Windriders as a Condition/power pet, skelk would be cool because of their stealth abilities and skaal as a tanky regen pet. And the basilisk because CC and awesome^^

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What do you like about Ranger?

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Actually i like the Ranger because of its mixed melle-ranged playstyle. The pet is useful in some way (but it still needs better controlability and better AI). You are never alöone together with your pet and you feel that you are stronger together. I always had a flare for nature styled classes, thats because i have a ranger main.
At the moment i am dissapointed about the lack of love in the utilities and the lacking synergy between trait and utility.
I would give the ranger even more love if they would improve the utilities a little bit more and make the traitlines even more distinct (eg Boonsharing, Bleed Conditioning , Poison-Conditioning, Trapping, CC, Healing (in the base class not just druid) and an evading heavy Line)

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[suggestion] "Guard!" revamp

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

I would change the whole Palette of the Shout skills.
An active kind of shout utilities like Reaper and Tempest have would be nice.
For Guard something like: Your Pet gathers an sphere of Wind arround it which deflects projetiles and pushes enemies away. →Something like a whirling defense combo with the Ring of Warding of the Guardian Hammer. The Sphere moves with the pet and the ranger activates the same effect on cast for a shorter duration.

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Living World Specializations?

in Guild Wars 2 Discussion

Posted by: InsaneQR.7412

InsaneQR.7412

I thought about a concept that would made the build crafting more flexible and fun. After i saw the Wp vid about racial skills ( https://www.youtube.com/watch?v=HxmQoJeRlYc ), i thought of possible masteries tight to the living world. One specialization per season, and you get one part per specialization every time you finished a chapter. It could be implemented like a elite specialization with skills and traits, but no additional weapon and every class gets the same specialization of course.

What do you think good idea? Bad idea?
What could make the game more flexible build wise on your opinion?

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CAF as attunement?

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Today the CAF mechanic is totally broken, especially because of the resent nerf.
I thought a lot about this ES because it bothered me really a lot.
The Druid is actually something like elementalist Ranger mix just specialized in healing and the heal mechanic is terribly gated without staff. So i thought why is CAF not just something like an attunement?
Remove the Avatar skills and just change the current weaponskills a little bit to be support and CC weapons.
For example:
SB: Instead of many DMg condition this weapon could apply CC condis like slow, immob, weakness etc.
LB: Hybrid between heal and dmg weapon-> Longshot you deal dmg and heal arround your target for a small amount depending how near you are to the target.
and other heal support stuff.
Wh: This weapon is already a support weapon so i would change it to a CC Weapon instead, for example #5 is like a stun arround your target.
etc etc.

In Celestial attunement you just have more CC and support but less dmg.
The animation should not me changed a lot, just the colortheme and some CAF skills from the current mechanic could be included too.

What do you guys think about this?
It would give better use of the Avatar Glyph version and would skyrocket the Rager Utility.

Pale Raiders united.
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