Showing Posts For Jay The Dude.5830:
This is old news now, we discussed it in a topic around January, its kinda disappointing because that would have been an interesting skill for us, i get paranoid and consider it evidence of a Mesmer-like pet system for rangers which i would have preferred.
its not the only skill to go missing, we also had Feral Signet which was a straight up damage Sig with some nice critical burst build potential.
I’m inclined to Agree With you, Pet “Companionship” does feel very Superficial.
“Down State
A. struggling to regain life while your companion eagerly watch yet want to to reach out to help save you but due to hindered design mechanics, is forced to accept you to die.”
This part in Particular I completely Agree With you, this would add more Meaning to the Relationship while being a Pretty Nifty Class Mechanic.
Guys, be careful, be very-very careful …
Because every time one of you writes, “Now my SB has the same range as throwing an Ax …” it makes my skin crawl. Try and remember that the Necro throwing Ax has a range of 600, and given the current direction of the “changes” (nerfs) to the Ranger class, you’re inches away from having Anet ensure that your ax range is “on-par” with the Necros.
Ps: Of course I am assuming that a teeny-tiny ax damage buff (like SB got) along with a 300 range reduction in range is not already being planned! In fact, I’m calling it right now, that’s the next “buff” to rangers …. a miniscule Ax damage increase, along with 300 range reduction.
The can reduce the range down to 130 for all i care, sick of throwing my axes like some carni
Drugs are bad M’kay
Pretty sure i was one of the first to point out that “ranger” means someone who “ranges” the act of traveling in the context of wilderness and mountains it has nothing to do with devotion to long ranged weaponry if it did then firearms would almost certainly factor into the class,
We can look at this from several angles,
1) the Ranger class would not exist without its birth in D&D where it is defined as a woodsman and is capable of choosing to specialize in ranged combat or two weapon fighting, this ranger was inspired by rangers from Tolkien Fiction particularly Aragorn who consistently prefers a hand and half sword but is seen using a bow from this you could conclude that a ranger is an excellent tracker with affinity for nature while being capable with any weapon (self sufficient jack of trades class)
2) the ranger conceived in Guild wars 1 was primarily a Bow using class and any cross class character had to be part ranger to use bows, Beastmastery while potent was optional and we could conclude that following tradition from GW1 to gw2 would make the ranger the most potent archery class, however this evidence is unsubstantial because if the gw2 ranger was designed with fans of GW1 ranger in mind wed have access to stakitten and more importantly Hammers(see Bunny Thumpers)
3) unparalleled archers as im reading above ppl claim means “unmatched” technically this is a yes and no, unparalleled doesn’t so much mean no one is as good as me as much as it means no one can fire a bow like i can or in a similar (parallel) way, this can be represented by the ranger having a greater range, greater firing speed or numerous special debilitating effects, but once again just because the press release for rangers give these terms “unparalleled archers” doesn’t mean they should hold much weight in game (see hype marketing, Reference Peter Molynoob talking about his fable series)
also worth pointing out here is the difference between archery and marksmanship which is as different as accuracy is to precision(crits ftw) at this point i can only express my personal opinion but i would say a warrior being a dedicated soldier should be an unparalleled archer using the longbow to rain arrows down onto an area, The Ranger should perhaps in line with its traits be a Skilled Marksman able to land shot after shot in critical areas of a target while making them weaker slower and more vulnerable, this however should not detract from their capabilities in melee which should be its primary concern,
To conclude, every class in this game has some form of melee Bias even/especially the spellcasters, arguing that the ranger should be different is Foolish it is simply not the way they designed this game, however when Fans of the ranger pick up a bow, what do you expect them to want out of it? anything less than “unmatched archers” is going to be rejected, personally i wouldn’t mind some changes making rangers exceptional with ranged weapons parallel with other classes melee but as a fan of S/D and GS i wouldn’t want it to trivialize our melee capabilities, if ppl want the ranger to be exceptional at range maybe look at marksman vs archer, give warriors skills like barrage and let rangers have triple shot, volley, sloth hunter, pin down, god forbid enkindle arrows for the condi-gen rangers.
I am really confused on when you would ever be able to hit people with the Storm Spirit, especially multiple ones.
Nature’s vengeance in a zerg?
2k damage every 60 seconds is laughable in a zerg.
Recharge is 20
If you can keep it alive near anything red (especially a zerg) for 20+ seconds then you are using some kind of witchcraft…
Witchcraft the new ranger traitline
I am really confused on when you would ever be able to hit people with the Storm Spirit, especially multiple ones.
Nature’s vengeance in a zerg?
2k damage every 60 seconds is laughable in a zerg.
Recharge is 20
If it dies, its 60 seconds..(which it will) The nuke is 20 seconds.
it’s another source of dmg, put em together and theres some decent burst
I would have liked to see them shorten the cool down time for the longbows. I’m saddened by the weakness only being stack-able to 5. If my pet and I both get 5 stacks for opening strike then what good is traiting for it then?
opening strike grants weakness now?
I am really confused on when you would ever be able to hit people with the Storm Spirit, especially multiple ones.
Nature’s vengeance in a zerg?
2k damage every 60 seconds is laughable in a zerg.
Recharge is 20
Its a sad day when people think storm spirit is good cause Call Lightning does 3.2k
They don’t realize thakittens pretty much the equiv of the Necro Bone Minion Utility..Only it does less damage and isn’t a blast finisher.
it’s a sad day when this post gets 152 views in under 10 mins and only two replies
if u get call lightning off, 3.2k aoe, if it procs again from natures vengeance 6.4k add in barrage, and thats 10k+ its a nice amount, maybe not as good as some necro ability but then go play necro
I am really confused on when you would ever be able to hit people with the Storm Spirit, especially multiple ones.
Nature’s vengeance in a zerg?
My thoughts on the patch so far
Longbow:
firing speed is now at the kind of pew pew level that feels entertaining
Spirits:
Storm Spirit hits for 3.2k aoe might be my new favourite skill
Nature magic: perma swiftness, regen and a Puppy load of Protection
seems to me we got some nice stuff this patch, i could care less about 900 range on the shortbow it seems like it should have been that way all along
http://cdn.meme.li/instances/400x/23709346.jpg
You people are so Petty….and Tiny
Omg this made my day lmao! Bravo sir, bravo.
Well I’m Happy to hear that some Good Came from this post, it saddens me that the arguing continues,
http://cdn.meme.li/instances/400x/23709346.jpg
You people are so Petty….and Tiny
And yet were still capable of beating those Elite Classes, this patch gave us some nice improvements, if they give us everything at once, ppl will kitten and well feel the nerf hammer harder then ever, this patch aftercast reductions, next patch?….. maybe natural 1500 range for longbows? or even better some adjustments to sword auto so we can melee better
it’s nice to see another Jay joining our forum this class needs more Jays
I have to agree with some of the above posts axe/dagger is the way to go, the main thing i noticed with your goal was a lack of poison, if you want a condition based build then A/D will let you apply poison, chill and about 12 stacks of bleed(splitblade,crippling talon,spike trap) very quickly, combined with burning from your torch this is some serious CDg.
I would focus on skirmishing and WS for your traitlines as you use two traps in your build and from these traitlines you can get better traps, 10% more crit with axe MH, and faster offhand and sword cooldowns, WS also builds onf ur survivability and adds more dmg for ur conditions.
There could be some use to the axe offhand, with flame trap and Spring you will be able to take advantage of all the combo finishers in axe/axe adding more burning and some regeneration to your build, I still agree with above about this however as Dagger brings more to your build,
you could fill the gap where poison should be with a pet, since your looking for increased survivability while you wear enemies down you should consider a Jungle spider, it comes with an immobilize to hold enemies in place while you apply bonfire and traps and the spider will spit out poison fields which your can throw axes through granting poison, you can also leap with the sword for more weakness which is about to become very good for survival if the leaked update is to be believed.
Finally a suggestion for runes would be Runes of the Undead? they are probably the best for condition dmg with 5% of your toughness becoming CD, you can rune around with settlers or apothecary gear and have all the survival and Cd you want
30,30,5,0,5 is a support build now?
if your leveling still then
axe/dagger with conditions is gd for survival (chill and weakness)
i use traps with this since conditions and this gives me great aoe dmg, pull mobs 3-4 at a time and aoe till dead
GS is a Great all round weapon better with power then condition imo and swoop is amazing for moving around the map
shortbow gives you solid dps while keeping at range i like to use this with a snow leopard(chill) or lynx (more bleeds f2 hits like ravens) and spec for cat bleeds while flanking to maximise condition dmg, i wouldn’t advise using jaguar with this as half the dmg comes from flanking and invisble pets cant tank
Longbow, not my favourite weapon for leveling tbh but id build around marking a target with all that vulnerability and then knocking them down with a hard hitting pet like lynx,raven,lightning drake, use SoTW and sic em (in that order) if u want ridiculous dmg
Sword/wh gd dps for u and pet with fury buff and swiftness to help get around, sword is our highest dps weapon AFAIK and if u dont mind the root or turn off autoattack it has no problem shreading mobs quickly, id build for power with this and just use autoattack, time spend using skill 2 and 3 is dps wasted, use em to dodge only
that about covers it id use either X/WH or GS combined with a ranged weapon so u have mobility my favourite for leveling atm is Axe/WH with shortbow and traps use a jaguar unless u need the pet to distract mobs (such as when trying to shoot em in the back with SB) the jaguar crits with every attack while stealthed its best used with sic em atleast, with SoTW and zephy making mobs melt, other gd pets are lynx, raven and marsh drake they all do gd dmg, lynx and raven f2 will take a mob down to 50% straight away if BM build.
couple final notes for leveling
queensdale atleast on my server is really popular, lots of people run this maps events constantly calling out troll and oakheart it can be a gd place to level fast and break up the monotony of heart quests, dynamic events will level u quick if u can complete 1-2 every 5 mins.
Do starter maps, i have a rule of upgrading my green armor every 10 levels but when i get to lvl 20 i do all the starter zones tills im lvl 50 ish this saves on armor and u will move through those maps quickly
if u can get a good guild with ppl who wouldn’t mind u taking ur lvl 10-X character through citadel of flame on their speed runs you will level up very quickly (10 lvls an hour approx)
leveling efficiently is equal parts speed, dmg and survivability, while u can take ur time leveling and just enjoy the games content if ur aiming to reach 80 in a couple days it helps to build for a fast character that kills mobs in 8 seconds max and has just enough survivability to not die, either by stunning, kiting or weakening mobs to death or in the rangers case healing and dodging most of the dmg away, if u run queensdale or work with others u can relax on survivability and just focus on running like Bolt and hitting like a challenger.
Cant Believe no ones suggested this yet but
DOLYAKS
also minotaurs, Colocal, Grubs, thorn wolves, Karka and Armadillo
Combine it with contemplation of purity
“Ranger” does not refer to someone who uses “Ranged” weapons it refers to someone Who Ranges, meaning Travels far and wide, the ranger is a combination of hunter/woodsman
Lightning breath will bounce around too, salamanders and Frost drakes use a cone attack tho
…you’ve been discussing how dissimilar ranger GS is from other class’s GS.
I’ve been questioning why the ranger’s greatsword doesn’t hit 5 targets. You’ve told me why you think the ranger’s greatsword doesn’t hit 5 targets. I’ve given you examples of other classes with defensive weapons that hit 5 targets.
Until a developer comes along and says “this is the reason we didn’t give the ranger’s greatsword a big 5 target AoE” every explanation you give is nothing more than speculation.
Of course it’s speculation
Caps. i would say use the bug reporter, but bow obstruction is nothing new tho at point blank? thats something
Staff:
I would prefer a 1H main hand long range cc OR 1 H main hand melee AoE.And now that we are adding weapons: Give us a whip! (also mentioned by some other guy in another thread)
Whip:
It could be 1H main hand melee/mid range cc or 1H off hand melee/ mid range cc off hand.(How awesome would it be to have Whip + Torch!!!!!)
Both staff / whip suit the ranger / pet team. Either way, give Ranger something that gives some cool group effects.
Would love to See whips and Spears for the ranger, in the event that new weapons cant/wont be created for the game id take the staff as a melee/ranged spear weapon and a Focus as a whip
So what gives? Where’s my big 5 target AoE like guardians and warriors get?
The same place guardian and warrior block/daze is.
Face it, Ranger GS is an offensive/defensive hybrid weapon while guardian/warrior/mesmer GS is a pure offensive weapon. I think part of the pay-off is that the GS defensive skills are often just as good if not better than the defensive weapons of those other named professions.
This ^ the greatsword is the only weapon IIRC with an autoattack evade and counterattack is one of the best blocks in the game
The ranger’s spear also has an auto evade, but it’s essentially an underwater version of the greatsword, and no one cares about underwater combat so…
The evade on greatsword 1 gives you roughly the same amount of damage reduction over time as protection. And guardians conveniently get a weapon which applies near permanent protection with its auto attack. Said weapon also has an AoE blast finisher which puts maul to shame.
its beginning to sound like you’d be a lot happier playing a guardian, i don’t think its accurate to say that ranger GS’s evade is anything like protection, its capable of avoiding far less and/or far more than protection, Guardians Hammer is a control weapon and you’ve been discussing how dissimilar ranger GS is from other class’s GS.
Ranger GS is a Tanky/mobility Weapon Aoe attacks don’t fit its purpose and i cant see anything other then maybe maul getting replaced in favor of a warrior style aoe attack
Furthermore if it was to do all this and apply the equivalent of perma protection it would be hilariously OP
I don’t see melee staff for the ranger, i just don’t think it fits the class, id like to see them use a staff similar to guardians maybe with a field and blast finisher, ranged dmg could come in the form of thorn whips or pulling a tree out of the ground similar to Mesmer “mind stab” having said that i don’t think rangers need another ranged dmg weapon so it should probably be more of a control weapon similar to Guardian Hammer
The last three possible attacks I’ve listed are modelled precisely that way. Controls- Immobilize, Daze/Field, Knockdown respectively.
id be all for that then a gd control weapon for rangers
This looks good, id like the ash rider to provide a smoke field Though
i see my lightning drake hit for around 8-9k total with his breath attack and the tail swipe does up to 3k sometimes, the birds are real hard hitters, raven with pets prowess ive seen double hit 7k+7k followed by a 4k hit using Sic em
Conversation seems to have changed into a discussion about evasive purity, back to the topic at hand i wouldn’t mind a dodge trap giving us a reliable smoke field
Well, the connection between a dodge trap and Evasive Purity is pretty strong – certainly strong enough for discussion on it to be relevant to the topic at hand. The general goal is, after all, to improve the dodge-happy emphasis of the Ranger profession with something offensive.
And to that end, if Evasive Purity is going to remain a Grandmaster trait, causing it to blind and poison nearby foes briefly would have roughly the same effect as adding in a trap on dodge trait.
ill agree to this ^, evasive purity having an offensive component namely blind and poison might not be all that useful, would the blind no be wasted since you would be dodging for the duration of the blind? and i think we have so many ways to poison as is, How about a 1 sec immobilize and 5 stacks of vulnerability?
Blind has the added power of support for your teammates and could easily be applied at the end of the dodge, making it useful to you as well.
As for Poison, it isn’t included in the GS, Longbow, or MH Axe (if not using Dagger offhand), giving it some decent niches. Even on weapons that already inflict it, it doesn’t hurt to have a little more duration and another source to apply it and counter condition removal.
I chose these particular conditions just to stay within the current themes of the trait – it removes them from you and you inflict them on others.
Stuff like Immobilize and Vulnerability could definitely be nice, but they would give the trait a rather scattered feel. I don’t know. It definitely warrants exploring as an option.
if the blind is applied at the end of the roll then i could see this being a very powerful trait and perhaps worthy of its spot as a Grandmaster, i still feel that we can apply a healthy amount of poison especially if you melee with sword dagger which is where i can see dodging being used offensively but i dont like how few sources of vulnerability we have most don’t last very long or stack very high, i would welcome a new EP if i inflicted both vul and poison as these two compound each others effects very well
So what gives? Where’s my big 5 target AoE like guardians and warriors get?
The same place guardian and warrior block/daze is.
Face it, Ranger GS is an offensive/defensive hybrid weapon while guardian/warrior/mesmer GS is a pure offensive weapon. I think part of the pay-off is that the GS defensive skills are often just as good if not better than the defensive weapons of those other named professions.
This ^ the greatsword is the only weapon IIRC with an autoattack evade and counterattack is one of the best blocks in the game
Conversation seems to have changed into a discussion about evasive purity, back to the topic at hand i wouldn’t mind a dodge trap giving us a reliable smoke field
Well, the connection between a dodge trap and Evasive Purity is pretty strong – certainly strong enough for discussion on it to be relevant to the topic at hand. The general goal is, after all, to improve the dodge-happy emphasis of the Ranger profession with something offensive.
And to that end, if Evasive Purity is going to remain a Grandmaster trait, causing it to blind and poison nearby foes briefly would have roughly the same effect as adding in a trap on dodge trait.
ill agree to this ^, evasive purity having an offensive component namely blind and poison might not be all that useful, would the blind no be wasted since you would be dodging for the duration of the blind? and i think we have so many ways to poison as is, How about a 1 sec immobilize and 5 stacks of vulnerability?
Warriors and Guardians use the Greatsword offensively hell even mesmers use it offensively, rangers on the other hand use it defensively i would argue the same for Sword too
But, the ranger’s main hand sword STILL deals more damage than the greatsword, to the same amount of targets, and is equally defensive.
No to mention, warriors get whirling attack, which is not only a gap closer, but also an evade skill. Guardians get an AoE blind with leap of faith, and an AoE pull with binding blade (which acts as an interrupt when timed properly). So yeah, guardians and warriors both have defensive skills on their greatswords. Not to mention, other classes get 5 target AoE weapons that are also defensive in nature. Speaking in terms of just guardians, the mace/focus/shield/hammer are all defensive weapons, and all have 5 target AoE attacks, some of which deal substantial damage.
Touting the ranger’s Greatsword as a defensive weapon, and then saying “this is why it doesn’t have AoE” is nonsense.
Are the sword and Greatsword “equally defensive” though? i would think Greatsword can achieve more evades per minute then the sword while the sword has more control over when an evade is used, unless you want to turn off autocast on the Greatsword,
speaking of dmg, the swords dmg isn’t exactly greater then the Greatsword either, sure it has tons more dps but im certain the Greatsword hits harder, we do have a 5 target aoe weapon like every other class and its defensive in nature its the Longbow, Guardians are inherently defensive in nature as a class but i see what your getting at here most of their weapons are defensive and have large Aoe, i would speculate that guardians defense is Static and therefore Aoe supports the likelihood that they will be standing still during their defense, rangers on the other hand have a more dynamic defense wherein they move around a lot and fill the role of a skirmisher, as someone already mentioned we have pets that fit into the equation too and lets not forget that we also have traps which do very respectable Aoe dmg.
in summary the Greatsword is a Defensive weapon for a ranger who moves around a lot and doesn’t provide PBAoe because of the mobility factor and because a ranger can already source Aoe from elsewhere, should it have a ground targeted Aoe? perhaps but why when other weapons and utilities provide this?
I don’t see melee staff for the ranger, i just don’t think it fits the class, id like to see them use a staff similar to guardians maybe with a field and blast finisher, ranged dmg could come in the form of thorn whips or pulling a tree out of the ground similar to Mesmer “mind stab” having said that i don’t think rangers need another ranged dmg weapon so it should probably be more of a control weapon similar to Guardian Hammer
Conversation seems to have changed into a discussion about evasive purity, back to the topic at hand i wouldn’t mind a dodge trap giving us a reliable smoke field
Could you refine your question a little im not sure what your asking
Warriors and Guardians use the Greatsword offensively hell even mesmers use it offensively, rangers on the other hand use it defensively i would argue the same for Sword too
no pets no shoes
so far this post belongs in the warrior forum
if your using axe/axe going condition dmg and utilising traps is very powerful, 3 out of 5 attacks are projectile finishers, path of scars if a double finisher (100% chance once on release and again on return) then to top it off WD is a whirl combine with a drake for blast finishers an go nuts
thieves being the ultimate mobility class should be able to remove slows easy (cripple, chill,immobilise,) rangers should be able to remove natural afflictions easily (poison,blind,chill) while overcoming fear and knockback with some utility required and for the most part we can achieve this right now
Possibly, but the point I was trying to make was that one is a Master trait and the other a Grandmaster. To me this does not make a whole lot of sense.
I think weakness wouldn’t be out of the question for removing either, but agreed, we just need -something- added to the evasive purity…
Basically this. If ‘Evasive Purity’ is meant to be a Grandmaster trait, it should have more ‘bang for buck’.
i agree that there needs to be some trait rearrangement making cross class investment more fair for the number of traits we get (not many) in a build they could all stand to be a little more like 1 point wonders,
how would u suggest making evasive purity more “bang for buck” i think they could make it remove all conditions and while thatd be sweet it wouldnt be entertaining, perhaps they should look into ways of using boons to combat conditions
thieves being the ultimate mobility class should be able to remove slows easy (cripple, chill,immobilise,) rangers should be able to remove natural afflictions easily (poison,blind,chill) while overcoming fear and knockback with some utility required and for the most part we can achieve this right now
I think weakness wouldn’t be out of the question for removing either, but agreed, we just need -something- added to the evasive purity…
i can see that making sense id have figured rangers being capable of spreading weakness easily due to hunter background so itd only make sense they can cure it too
id say the same thing for vulnerability but tbh i think all the adventurer classes have gd cause to apply that little gem lie crazy
thieves being the ultimate mobility class should be able to remove slows easy (cripple, chill,immobilise,) rangers should be able to remove natural afflictions easily (poison,blind,chill) while overcoming fear and knockback with some utility required and for the most part we can achieve this right now
So.. if you watched the video and listened carefully at the ranger minute,
from Dev karl McLain’s own mouth “Rangers are kinda our long-range MASTERS and also…potent skirmishers” This is what i took away from that video we are long range masters(3rd best actually) and Skirmishers,
so beastmastery is optional then? or surely itd have been " Rangers are kinda our beast masters and also potent long range attackers"
I too suggested pet evade or invulnerability on dodge in another topic so i agree 100% i think invul would be better then evade because IIRC invulnerability doesnt stop conditions being applied, in my opinion they should make dealing with pets be about using control ie knockbacks, immobilise, stun. the job of the pets is to be a distraction, hunt down wounded prey and track hidden targets, thus fulfilling the paradigm of a woodsmen class, if a player or mob is focused on the pet and not the ranger he should be quickly defeated, ah but ofcourse this isnt the case today.
simply infuriating, at this point i think its only fair we infiltrate Anet hq an steal their omnomberry bars
I vote we release all the zoo animals in Washington into their HQ to show how viable Alpha Strike really is xD.
Lol This ^
simply infuriating, at this point i think its only fair we infiltrate Anet hq an steal their omnomberry bars
just found out that we had feral signet too that improved pet dmg, was wondering where our dmg signet went since every other class has a signet that contributes to dmg somehow
what ever happened to this skill? i remember seeing it on the wiki pre release and it may have just been speculation, but it was believed that a ranger chose 3 pets an released them in a pokemon fashion (we do it with two currently) alpha strike was stated to allow you to call all 3 pets out at once for a limited time, it sounds like an elite skill but does anyone know if this was ever implemented? it seems likely since the devs have made it clear that we are beastmasters over woodsmen but then if we are indeed a pet centric class why cant we summon multiple beasts like other minion classes can? when i roll through wayfarers on new chars ( norn fan) i frequently meet the champion wolfmaster at twinspur and cant help but feel envious.
think the Op is suggesting that pets should have a permanent 33% dmg mitigation to improve their durability without needing to resort to gimmick skills and barely useful traitlines, i believe i mentioned in another post that pets in gw1 came with a 33% mitigation to aoe (it is in fact against all dmg) so i dont see why this shouldnt come as standard for all pets in gw2, considering pets are “supposedly” responsible for 50% of our dmg output they should atleast have alot more then 2700 toughness (devourers)