“The learned is happy, nature to explore. The fool is happy, that he knows no more.”
-Alexander Pope
The best solution against Elementalists (and Guardians), is to snare them down, and then cast all your boon removal on them. Problem is, it’s only Mesmers and Necromancers that has any worthwhile boon removal. So everyone ells are restricted to using snare skills, and a lot of damage. This needs to be more balanced.
I’m just sticking to PvE with my Ranger. I’m not interested in playing a sword, trap, and/or bunker build. But I feel like those are the only viable options right now.
anet is fully aware that humans are irrational creatures, and exploiting it efficiently.
This is also known as a profitable business :p
3) Stop saying kitten every other sentence. In a few months when the cool kids have moved on to another fotm phrase, you’ll look back and feel stupid.
You realize that the forum filter switches any bad words to “kitten” right???
Maybe you can “look back and feel stupid”
the only one who should feel stupid is you musty.3148, you offer your opinion in places where no one cares what you have to say. why don’t you quit the game and save us all from your diatribe.
You do realize that you just answered a 6 month old comment, yes?
Removal of culling, stealth reveal now lasts 4 seconds, quickness effectiveness reduced, and new weapon skins. I love this patch. If pet targeting was also improved, it would have been perfect for me.
I hope you’re not seriously advocating most of those weapon skills as proper mobility skills.
That depends entirely on what you mean by “proper mobility skills”? ArenaNet are not going to put Infiltrator’s Arrow on all off-hand weapons.
And don’t get me wrong you have a valid point, however where it falls is if people actually use those skills. Just because I go Dagger dagger doesnt mean I use death blossom (and it doesnt mean im gc either -_-)
It just sucks being outmanuevered by a dd ele….so kitten graceful
The drawback with initiative, is having to make a choice of whether you want to spend it to attack, or to escape. If you’re expecting to get something like a roll back on Sneak Attack, or a shadow return on Pistol Whip, you have too high expectations.
All the mobility skills you could ever need, are already in the game:
Shortbow – already has Disabling Shot and Infiltrator’s Arrow
Sword – already has Infiltrator’s Strike/Shadow Return
Sword/Dagger – already has Flanking Strike
Dagger/Pistol – already has Shadow Shot
Dagger/Dagger – already has Death Blossom
Pistol/Dagger – already has Shadow Strike
Harpoon Gun – already has Escape and Ink Shot
Spear – already has Flanking Strike, Tow Line, and Shadow Assault
Next to that you have:
Withdraw
Shadowstep/Shadow Return
Infiltrator’s Signet
Signet of Agility (refill endurance)
Shadow Trap
Roll for Initiative
and finally Steal
So what exactly is it that you think you’re missing?
Vines are basically immobilize, so any condition/immobilize removal, will remove the effect of the vines. What makes vines superior to immobilize, is the increased duration time and reusability.
So it’s broken and does not work right. Thanks. Was wondering what the problem was.
The description says: Entangle your foe. They are immobile until the vines are destroyed.
Apparently that until the vines are destroyed is a typo.
If ArenaNet had to type “unless that foe uses condition removal” next to all condition effects, the skill descriptions would become ridiculously cluttered.
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This is the reason why sword and/or trap builds, are the only viable options for Rangers playing PvP. The sword and traps snares foes, which in turn allows to pet to hit consistently. The greatsword, longbow, shortbow, and axe, can not effectively snare foes, meaning those weapons become useless on their own, because the pet can’t consistently hit a moving target.
So basically, if you want to play PvP with the Ranger; you have to use sword and/or several snare skills. There’s currently no way around it.
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Use it of curse. There’s no point in getting all this stuff, if you aren’t going to use it.
The Ranger’s strength is the ability to be in two places at once. You should use this to your advantage, by utilising pet management, Shout or Signet skills, and changing pets for different F2 skills. Next to that you have a lot of traps with the Ranger, that allows you to snare foes consistently. You have Healing Spring that gives regeneration and condition removal to allies, plus Signet of Renewal that removes conditions from allies as well. And finally the Ranger has some great elite skills, that each does something different; party wide reviving, AoE snaring, or stability and extra damage. If you’re fighting against a boss that’s not moving, or casting AoE damage, the spirits can be somewhat useful..
Point Black Shot is a control skill. Once you know the distance to which your foe is being pushed to, it basically allows you to place your foe where you want. In PvP, it can be used to push a foe away from a downed ally, to prevent a stomp (followed up by a snare skill to keep the foe away). In WvW, it can be used to push foes off cliff sides, and into their death. In PvE, it can be used to push a mob back into a AoE field, to maximise damage. In dungeons, it can be used to interrupt a boss. And so on…
You should be able to get it from the trading post, for little under 5 gold: http://www.guildwarstrade.com/item/28272
I agree with reducing stealth to only coming from utility and stealing skills. I feel that stealth is too easy to gain, simply by choosing Cloak and Dagger, and Hide in Shadows. These two skills will give you all the stealth you’ll ever need as a Thief, so players are never required to play fully into a stealth build.
You are able to make such a set up. I made this post a while ago, that explains all the ways to go into stealth with the Thief:
Weapons
Cloak and Dagger (can easily be triggered twice or more)
Black Powder+Cluster Bomb (does AoE stealth)
Black Powder+Heartseeker
Healing
Hide in Shadows
Utility
Blinding Powder (instant cast = can be used on top of another skill)
Shadow Trap
Shadow Refuge (does AoE stealth)
Smoke Screen+Cluster Bomb (does AoE stealth)
Smoke Screen+Heartseeker
Steal
Blinding Tuft (stolen from Thieves)
Blinding Feathers (stolen from Moas)
Downed
Smoke Bomb
Traits
Hidden Thief (really lasts 3 seconds because of Meld with Shadows)
Instinctual Response
And all of this stealth can be improved by 1 second (or more in the case of combos), by picking the trait Meld with Shadows. You can also stack up more stealth with the smoke combos, by using the trait Infusion of Shadow (gain 2 initiative when using a skill that stealths).
I wouldn’t recommend playing only on stealth, though. As a Thief, it’s a lot more fun to use movement and speed, especially in combat.
I wouldn’t be playing at all if there was a monthly fee. I got a lot of other games I want to play, that don’t cost anything but the buy price.
A game that’s released with a monthly fee today, is just an indication that the game is so bad, even the developers themselves don’t believe in it. Games are so popular now, that the money made from purchases alone, is enough to make a profit. Anything ells is just icing on the cake.
If your professions is bad at underwater combat, I wouldn’t make a legendary underwater weapon. It would be really embarrassing if, when you finally got to fight underwater, you had to run away every time.
I don’t think it’s needed. People only want this for traveling, and there are already enough ways to get more movement speed as it is (focus, runes, sigil, food). If the Mesmer had 25% movement speed, on top of clones, stealth, and teleportation, it would just end up making the Mesmer feel too overpowered.
I’d much rather see them improve Signet of Midnight to having 25% boon duration..
@Bobby Stein
I feel like you were overrating peoples attention span, with this teaser content. Teasers are nice, but they shouldn’t be announced, if they’re going to be introduced a month in between. What happens is that players play the content, because they know it’s there, and then wonders why there isn’t more of it. The player’s logic is that; if something is announced, it must be something substantial. So if you’re going to release teaser content, it needs to come out closer to each other (at least every third week), or have a bigger impact. Otherwise, the teaser content shouldn’t be announced at all, as others have already suggested.
You really need to factor in the habits of how your players think a lot more, based on other games. And then plan and release your content with that in mind.
Yes, I would. Underwater areas are by far the most immersive places to explore. It feels like you go into another world, next to the world you explore on land. I’d like to see an underwater area being so deep, it would take you several minutes to get all the way to the bottom.
The only thing I don’t like about being under water, is the combat. Dodging just doesn’t feel as good as it does on land, and it’s very hard to see the distance to your foe, which is especially annoying in melee combat.
Rangers don’t really need a complete redesign. There are parts of the Ranger that works fine, but simply needs improvement:
The only thing that really needs a complete redesign is the Rangers traits:
If you do it all in one go, it will feel like grinding. If you do other things in between, it will simply be another thing you can do in the game. The choice is yours..
As long as the game is alive I’ll have faith in it. But that doesn’t make the slow progress is any less frustrating. Especially because it feels like ArenaNet are just beta testing various new things, instead of working on systems they know can improve the game experience. There’s a ton of topics and players talking about wanting exactly the same things for sPvP, but Arenanet just seem to be going off in their own direction.
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That is a different perspective for SOME people, not everyone gets instantly frustrated and turns into an angry elf.
Some people notice whats going on, and find ways to counter what happened and what can happen.Everyone has a fair chance..It becomes a L2P . issue in a lot of them, and very few issues are actually a mechanic issue.
Best example would be people that complained about Ele’s. Because they could run away.
Or Guardians, because they were hard to kill..A lot of complaints are from people that just want to win, and win with the least amount of effort.
Its no more complicated than fighting a bunker, you just have to be smart and pay attention, but also have a build that is viable.
Funny thing about condition mesmer, is it can be absolutely devestating to people who dont pay attention, but it can also be massively confusing for a new person..
Are you really making it fun for them? OR do you perceive since your having fun, they will too?
Your perception of fun is playing a mesmer that uses conditions.
Do you think its fun to the other player that goes full glass and doesnt take condition removal?
You misunderstand. Just because something is countable, it doesn’t mean that it’s automatically fun to play against. Having to place AoE skills where you think a Thief is going to appear, and flailing your melee weapon around like you’re trying to hit a pinate, is not fun gameplay. Your playing on your opponents terms, instead of playing on equal terms. Which would be fine, if it was for a short duration. But players are very capable of effortlessly spamming one stealth skill (or clone) out after another, with the right build.
Again, the complaint isn’t about not being able to defeat these professions. It’s about not being able to see who, or even sometimes why, you beat these professions. It becomes a guessing game. An Elementalist who runs away, or a Guardian that’s hard to kill, is okay. Because you can see them. You can see the Elementalist running away, and you can see the Guardian’s health isn’t going down easily.
You got it the wrong way around. A lot of these complaints are from players who want a fun fight, and who don’t want to lose against an opponent they didn’t even know they were playing against.
But it is more complicated. Fighting someone you don’t know where is, is more complicated then fighting someone you can see. It means you have to change your playstyle when fighting against a Thief or Mesmer, compared to when you are fighting against any of the other six professions. That alone makes it more complicated. Some variation is fine, but not when it’s overdone.
A lot of builds can be devastating. That doesn’t mean they aren’t fun to play against. I know my opponent are having fun, because I can see that he can come very close to killing me, and that he can obviously react to the things I do. Condition damage is damage over time, and is therefor automatically easier to counter then burst damage. If you’re playing a glass canon build, you purposely choose to neglect defense in return for offense. So you could really only be mad at yourself.
It’s not so much that they are hard to beat, it’s just that they aren’t fun to play against. That’s all. Having stealth and superior movement, together with very high burst damage, is a horrible combo from an entertainment point of view. It makes players feel underpowered, because they are unable to fully react to what they are facing, while they are getting downed very quickly. It’s the feeling of playing against a different set of rules.
The strange part about Thieves and Mesmers, is that ArenaNet themselves has said, on several different occasions, that their aim is to make “professions equally fun to play against, as they are to play”. But how can it be fun to play against something that you can’t see? Even from a design perspective this sounds bad. But the worst thing is that a lot of these player issues could be fixed, simply by reducing the stealth mechanic, and replace it with boons like protection and aegis. Or simply just make stealth a removable boon itself? No one wants any profession to be underpowered. People just want to feel like they have a fair chance to react to what they are facing, even if they do end up getting defeated. Why should anyone have to but up more of a fight against a Thief or Mesmer, compared to any other profession?
I play both a Thief and a Mesmer myself, but I try to make builds that are also fun to play against for my opponent. So instead of playing a stealth based back stab Thief, or a stealth based shatter Mesmer, I play a Thief that’s based on movement, and a boon Mesmer playing on condition damage. These builds makes it more fun to play for me, because I feel like I give my opponents a chance to defeat me. Which in turn makes it that much more rewarding when I defeat my opponents. And that’s how the game should be. If you get defeated, you should have the feeling of “I gave him a good fight, but he was just the better player”. Not “what the hell just happened?!”.
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Just give the game another year or so, and play some other games in between. A lot of things are still in “beta” in Guild Wars 2.
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@Robert
I was wondering if you’ve ever thought of adding “Search and Rescue” as a permanent pet skill, in the pet UI bar, instead of it being a utility skill? I think it would add a lot more value to the pet, especially in dungeons.
I see a lot of Ranger players sending their melee pet off to its death, in the hopes of dealing out some more damage, and then just use pet switch to do the same with the next pet, once the first one is dead. I think this is because damage in itself isn’t really considered a value, as you can already deal a lot of damage yourself as a Ranger, and the pet is only good for dealing damage if you aren’t using any shouts (F2 support skills really aren’t that powerful on their own). But if you gave the pet some more value, maybe more Ranger players would learn to take better care of their pet? I mean, if you always have “Search and Rescue” on the pet, it’s a much bigger sacrifice once you lose it. And it would also have the added bonus of your allies thinking more highly of the pet, because it can actually be a reliable reviver for them. Even when the Ranger isn’t playing a shout build.
The problem is created by players, for players. Because players play through content too fast, then complain that there’s not enough content to do. These time sinks are created in order to keep these players in the game.
If you don’t primarily play for the rewards, then you won’t feel these restrictions. I just log in, enjoy the game, and then I might finish my daily before I log out. I couldn’t care less if I get some dungeon armor part today or tomorrow, or if I miss a daily. What difference does it really make?
No. Illusions are illusions, not companions. Both are counted as allies.
so wouldnt elementals be elementals then? but they work as companions
The way I understand companions, is an NPC who follows you around. I.e. someone whom accompany you. Illusions only ever follow a single foe, and die as soon as that foe is out of reach, or is defeated. If your illusions aren’t destroyed, they will just stand still regardless of where you go.
There are a lot of “hidden” dynamic event chains out there. Hidden, because most players usually only see one part of a chain, and then go on to doing something ells once that single chain is finished. But if you have a bit of patience, you will see that some dynamic events can continue to chain on for quite some time, and tell a nice little story as well.
This changes drastically depending on what time of day, and day of the week, you are playing. But the low population problem is large due to the fact, that you can level up almost anywhere in Guild Wars 2, and get there instantly with waypoints. Whereas in other MMOs, you are always going from one specific quest to the next, alongside other players who are doing exactly the same thing you are doing. Plus waypoints in other MMOs are restricted to only being in towns.
As other have already said, if you want to be sure to play with other players, then watch the map chat for event call outs, and play as many dynamic events as you can. Or, just team up with players from your guild for some PvE leveling.
It also helps to use the map chat to just talk with other players, who are on the same map as you. Just asking a simple question in map chat, can sometimes spark up some fun conversations.
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No. Illusions are illusions, not companions. Both are counted as allies.
Focus has the best skins in the game :/
The healing only happens when the channel of a mantra ends, which is equivalent to when a normal skill would be cast. Each mantra heals for 2600 + 0.2 x (healing power), at level 80. I think it has a 240 radius, but I’m not sure.
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I don’t know why anyone still bother to mention eSports in Guild Wars 2. It’s quite obvious that there’s nothing structured about sPvP. It’s a good beta game at most. So just take what you can get from it, or leave it alone. Because it’s not going to change anytime soon..
Oddly enough flanking strike is the most dependable weapon dodge for me.
Disabling Shot->often needs a short windup making it unreliable for dodginging
Infiltrators Arrow-> Alright for running, not for staying power, expensive
IS->does nothing to mitigate damage
Shadow return->Alright against melee for half a second, not so much against range, unreliable stunbreak vs. knockback/knockdown/blowout
Heartseeker->range dependent on conditions, no dodge attatched (don’t understand how this is adding to my survivability)
DB->Short dodge, high initiative cost, forced movement, windup + after animation
BPS->Decent defense against melee, limited use against ranged, expensive, traps you within a small AoE field
Pistol whip->Long windup, medium dodge, roots you
CnD-> I thought we were talking about survivability out of stealthA thief can then have access to vigor 66ish% of the time while the other 2 classes can have it up 100% of the time, yes while traited, but traited into their power lines, sacrificing little to gain this. Additionally they can have fairly reliable access to protection multiple blocks and knockbacks, blinds from a distance, and a potion that refills endurance same as the signet that does + giving a powerful tool for getting players in downstate up. The point was that those classes and more can have equal survivability from movement while attaining better levels of control. Their access to vigor when traited is also passive while the thief’s is active.
If you only use the various weapon skills in an attempt to dodge, you aren’t going to have a lot of success. The skills aren’t meant for just dodging, they are meant to keep the Thief constantly moving, while dealing damage at the same time. You fire at your opponent with your shortbow while strafing, weapon swap to sword and use Infiltrator’s Strike, hit your opponent with a Pistol Whip, use Black Powder to blind, auto-attack with sword while strafing, weapon swap to shortbow and use Withdraw, auto-attack with the shortbow while strafing, use Choking Gas to diminish a possible heal, weapon swap to sword and use Steal, auto-attack with the sword while strafing, use a stealth skill, daze from behind with sword, use Pistol Whip, weapon swap to shortbow and use Disabling Shot, and so on..
Playing a movement focused Thief, means constantly being active; strafing around your opponent while dealing damage, going in and out of melee combat, and switching between weapons. Other professions simply don’t have the ability to do this as efficiently, because they don’t have the short recharge times from initiative, or as many choices of different movement skills. With other professions, you either attack, or run away. The Thief can do both at once. I don’t know how you play a Thief, but it defiantly has superior survivability from movement, compared to any other profession. It’s easy to see just by looking at the healing skills alone.
The dodge portion of the weapon moves is usually quite a lot shorter than the full length of the move and has a delay upon activation (it doesn’t interrupt current actions) making them more of a lucky move unless you are spamming it like in a DB build. Thieves need a better access to endurance regen before I start trusting movement as a legitimate form of defence. My engineer can be easily traied to have perma swiftness and perma vigor in combat and a passive 50% endurance regen in the crit damage line. My ele can have perma vigor as well, even with the internal cooldown added in this round of rebalancing. The thief can trait to give himself 1 more upfront dodge, but unless I trait vigor on heal and use withdraw, blowing my heal constantly, I actually have worse dodging/defense through movement than the other 2 I mentioned.
Well then it’s a good thing that the Thief allows you to use one evade multiple times, so it’s more effective. I wouldn’t say you have to be lucky for the skills to work, though. I’ve only ever had problems using Flanking Strike, when it comes to the back stab. Disabling Shot, Infiltrator’s Arrow, Infiltrator’s Strike/Shadow Return, Heartseeker, Death Blossom, Cloak and Dagger, Shadow Strike, and Black Powder, are all very reliable for avoiding damage.
The Engineer and Elementalist also need to use traits to get permanent swiftness and vigor, so I’m not sure how they are better then the Thief? The Thief can get 10 seconds of vigor on healing, 15 seconds of vigor on steal, 15% endurance reduction per dodge, and use Signet of Agility to refill endurance 100%. And that’s on top of various stealth and shadowstep skills, which neither the Engineer or Elemenalist has.
The drakes F2 skills are bad, because you need to either use quickness or snare skills, for them to hit reliably. A 2.75 second channel time is an eternity in this game. The Jaguar is the strongest single target pet because its F2 skill both gives stealth, which prevents your opponent from avoiding its attacks, and improved precision, for better damage.
The Thief is fine in PvE, as long as you understand that you need to use a combination of movement and stealth, not just stealth alone. Your weapons sets as a Thief are full of dodge moves, you don’t need traits to get them. In dungeons the Thief is by far the best at reviving, thanks to AoE stealth and very fast movement, and can also give some boons to allies with steal, plus share venoms, through traits. But when it comes to full support, the Thief has always been lacking.
The best place to practice 1v1 encounters, and learn builds, is sPvP.
The problem comes when people try to complete the daily, instead of just playing the game like they normally would. So they finished their daily 1 hour into playing the game, instead of finishing it 30 min before they log off. If you are just watching a bar go from 0-100%, then of curse it will become boring.
I think it was an attempt to make precursors cheaper.
Because Thieves today rely more on stealth then they ever have. This change means that new Thieves will be forced to learn movement more, and not rely on bad habits. It also allows for an easier transfer over to PvP, as players don’t reset like mobs use to do.
another issue is our dodging ability, we either have to burn all our attacks (Sword 2, greatsword 3, dagger 4) + lightning reflexes, or we die.
Our endurance regen is far too low to provide effective dodging (or rather, the endurance drain for dodging is way too high)
Other then that, the pre-mentioned faults have covered most of it.
I disagree with this, the Ranger is one if the best dodging professions in the game (together with Thief, Elementalist, and Engineer). It’s the only profession that has “+50% endurance regeneration” on a minor trait (the Engineer has this as a grandmaster trait), and you can get vigor on critical hit, healing, or when activating a pet, from traits.
you have no idea what this thread is even about.
Someone complaining that the Elementalist has a movement skill, and the Thief has none.
rtl is the only movement skill to not be affected by the orb slow
You aren’t going to have any problems if you’re just playing open world PvE, or dungeons. The Ranger does well in these cases. The problems arise when playing PvP, or higher level dungeons in fractals.
That’s about it.
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you have no idea what this thread is even about.
Someone complaining that the Elementalist has a movement skill, and the Thief has none.
I hate to say this, but this is a learn to play issue. If you had examined everything the Thief can do when it comes to movement, you would not be writing this topic. The Elementalist isn’t even the best movement profession.
I enjoy the promise of a story with a more serious tone, but it’s a bit too early to call it a success.
The number one priority should be to get more people working on sPvP development. It’s really disheartening to read things like this; “As designers have come off other projects and joined us, we’ve increased the amount of content we’ll be delivering, starting at the end of March.” from the resent Living Story: Evolution article.
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