alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
With sword, use the 180 turn button, hit #2, turn and hit it #2 again. Or just target an ambient or something behind you (or that you are passing), hit #2 to be launch away, untarget and repeat.
Not quite as good as great sword and takes practice but you can do it more often and it becomes second nature with time.
Someone being on fire should be revealed… just sayin… a big torch walking around isnt going to be well hidden.
Sic em is a cool idea, but it needs a shorter cool down or something, thief just runs away and resets.
Except warriors have traits that increase crit dmg.
Standard warrior dungeon build is pretty much 30/0/0/10/30 and with proper traits it will have about 130-140 critical dmg with the axe.
Thats a good point actually, you have to look at traits because warriors have a lot more ways to increase their damage while rangers version increases pets damage (often).
I’m liking it more than at first. In wvwvw it used to be huge blobs only, now there is a variety of encouters. But the huge blob still wins keeps. Still needs time to settle down.
I dont know if 10sec on sic ‘em is enough, they could just shadowstep away, run and reset. Even without stealth they have tons of mobility, so you’d have to hit them with cripple/immob too.
Too early… but stat bonus favoring the most populous side seems like a bad idea. Old case of making the winners “winn-ier”, does nothing but make it more uphill for the losing sides and more likely to just give up.
Best way to do this would make the bonus relative to how well the server is doing already in points. ie winner gets nothing but denies the others, mid gets mid bonus, last place gets full bloodlust for holding.
Spirits bring huge support capability. Offhand axes pulls. Spotter gives nearby allies an impressive +150 precision passively, Traps can immobilize or damage. We can trait for some of the longest range in the game.
Necros have nothing like our ability to jump around. Engineers are similiar but it seemed to me a lot more clunky. Warriors are too boring to contemplate. Might be a case of the “grass is greener”.
Although I admit I’d like to be more useful during sieges.
I’ll be slapping it on the first enemy to leave culling range when my zerg meets another to keep them from all getting into a veil assuming the range stays the same. Also, the ability to use it to mesmer/thief sweep a keep is invaluable. The possibilities go far and above obvious roaming applications.
I think it would only affect the pets target… but that one person is going to get bombed to heck if the rest of the zerg stealths but him! lol
They call it a “great” sword for a reason! Cooldown trait lets you maul every 4.75 seconds and swoop every 9.5 seconds. What isnt great about that?? That said its best in a power or hybrid build.
Awesome time to be a ranger!
Well… I cant back that up with hard data; but I’m having fun
I tried to like sword (sword/torch would be awesome!) but too many leaps off cliffs etc ruined it for me. Also GS has that nice leap which is great in wvw for basic mobility. I also feel that GS benefits most from the sword cooldown reduction trait which fits into my spec nicely.
I’d rather it situational, so it can avoid spikes from zergs for a few seconds now and then.
I’m a young’un ranger, played necro primarily for last year and just need a change. So many of these posts help a lot. I’m enjoying my build quite a bit (somewhat hybrid but mostly power, with gs and axe/torch) so it seems like rangers do have a fair amount to be enjoyed. WvW is once again addictive.
I’d prefer the pet dodge on its own, like if it takes 10% damage in one hit kind of deal. Sometimes I’m running around dodging whiles its cleaning up for me.
I think you guys are out of focus.
The point of vulnerability is not just so you can have more damage, its so everyone attacking that target does more damage, which enhances the spike.
Side effect = exotics have come WAAAAYY down in price making them extremely accessible.
When the difference in damage is <3-4% to ascended weapon I dont see a problem.
I have one but I had to smuggle it in from Cambodia.
:P
Seriously tho, there are lots imo. What usage?? (Wvw, pve, spvp, tpvp..?)
Cool so its kind of like the welfare swiftness trait with a little of everything tacked on. Can dump my signet of hunt.
Is the rune working properly now? Its been bugged iirc.
If an axe can bounce between 3 enemies it can sure as heck return to my hand :P
Only version of reality that fits the multiple throws is that throwing axes were often carried several at a time, so pretend the axes are ammo instead of just one axe
(just like our bows have unlimited arrows)
What.. are you saying the team that was composed of rangers (and lost) but concentrating on killing people for points, is overpowered…? Where is your logic taking us here…?
Kilger, thanks for using the phrase “area denial”. That’s precisely why traps are so good. I should have had you write the intro!
Thanks lol, i know the value of area denial well from my necro but rangers can do it more aggressively with the short cooldowns imo…
condis arent more spammable than cures, this is the problem right now =( no one is gonna run 10 rangers to counter the 10 frontline guards. rangers do paltry damage and have poor sustain. who’s gonna do the hard work of actually killing these guys?
Traps are basically self spamming condi’s though, there is no defense to this except avoiding the area which is a victory in itself (area denial), since conditions reapply as soon as the cleanse is used.
Stability > hard cc,
cleansing > soft cc,
nothing > pulsing cc.
Since rangers have a very short cool down on traps thats either a lot of conditions or a lot of area denial.
this is all soft CC brother. it does nothing to an organized zerg with -65% condi duration. spamming soft CC only deludes little rangers into believing theyre actually making a difference, when the real difference is made by static fields, rings of warding, Earth Shakers, and the sort.
GvG meta has permeated WvW in most of the higher tier server. this basically means perma stable frontliners, unlimited condi clears, staff eles, power wellmancers and the sort.
Youre kind of contradicting yourself here… perma stable frontliners are not affected at all by the hard cc you mention, soft cc is where its at until they tone down the stability in the game. There is very little immunity out there to it, unlike hard cc which is countered by one ability. Conditions are more spammable than the cures, advantage conditions.
(edited by Kilger.5490)
I’m just curious, why jump in when you can use trappers expertise and entangle (instead of RAO) from afar? Is the range not enough?
FYI a well necro is very similiar to a trap ranger. Corruption well is very very good at debuffing a zerg with both removing buffs and replacing them with conditions.
DId you take into consideration that due to lag/excitement etc people often tend to jam a button several times? This could be solved by a cooldown on the button however some people might not like this.
Boon stripping and range aoe damage.
You can put down boon stripping all you like but as a set up for taking down an enemy nothing beats it. Boon strip/convert and you can follow up with a huge can of whoop a** in the form of stuns and pulls, etc they will not recover from.
Firstly, beating two should be very difficult if they are good players. But as a necro main I can tell you their achilles heel… they have very little stability. Use pets and weapons that hard cc (knockback, stun, etc, not entangle or chills, dont use conditions on them) and they are your dogs breakfast.
This living world stuff is not convenient enough.. I prefer leveling alts in open world content, and otherwise only use PVE for finishing dailies.
The regular PVE in gw2 is near perfect already. The zones that I have to sail to, and then be autoleveled, just feel forced. The content is better in the existing PVE zones, I dont feel much need to do more jumping puzzles.
I suggest more intrusion in the existing zones, like a new mob or bandits forcing their way into the zone (maybe this has happened but i havent seen it since I dont go searching for the content often). So, for instance, for a while instead of Caledon forest being about fighting centaurs, instead youve got giant robots of death (for instance!). Things would change such as we must make temporary alliances with the centaurs and then change open world events tied to those storylines.
Instead of trying to hunt this content down…
(edited by Kilger.5490)
Lets put it this way, its the worst of the other 5 point minor traits, excluding perhaps barbed precision (2 second bleed… really?)
You must be out of your mind. For a condition necromancer, that’s 450 damage. Tell me if a jagged horror can even deal that damage over its unaltered full lifetime.
Youre missing my point, I’m not minion master specced or condition specced so neither are good for me. The others are good regardless of spec.
Not sure when they changed it to 2 seconds, I had to edit that in, thought it was 1 second too. Still not substantial enough for a power necro to really care about.
(edited by Kilger.5490)
30/10/0/0/30 Axe, targeted wells, 100% crit in shroud, 2500 power, with decent defence are the features.
(edited by Kilger.5490)
Lets put it this way, its the worst of the other 5 point minor traits, excluding perhaps barbed precision (2 second bleed… really?), unless you are MM.
Parasitic bond and Full of life are really good heals and Gluttony, why not more life force. These are all good regardless of build.
(edited by Kilger.5490)
Pick a weak target to try to rally off of while fearing whatever is doing most dps. Our main strength is that life siphon lets us tank on our back for a bit which may buy time for that rally.
The problem is that it only serves one build. Not everybody is a minion master.
It used to be far worse at aggroing everything on you too, but they have fixed that mostly. Its not as bad now.
That’s what she said.
This is the correct response.
For fun read the whole thread with this “reference”, its pretty ROFL
I’m missing unblockable but the size is just fine.
Its much better than what it was like without GM before patch since I can still block most bridges and choke points. I happened to play a long time without GM before patch however, and I can tell you it is much much better.
Its as myself and others were sayin, if we get buffs, nerfs will quickly follow. The necro is a very powerful class, and if that balance is tipped more we’ll dominate battles visibly. As it is we are low enough in the radar because we arent great at 1-1 (exceptions), but once we start excelling here too the fun will be over.
Since when have stun-locking warriors been a problem? Fear them when you get stunned and try not to let them repeatedly stun you.
How do you fear that which is immune to conditions? Followed by stability when that is over.
A picture says a thousand words (or so they say) so I actually spent a few minutes making a picture of how I feel about this (because I couldn’t find one when I googled it). Fortunately I think (hope) that Anet has enough clarity of mind to see how things works on the forums. I’m not saying people are calling out for nerfs etc in here, but the people who do across all parts of the forum doesn’t see to realize that there’s a never ending cycle where rock beats scissors beats paper beats rock…
Feel free to distribute this lovely work of art as you see fit.
Actually the picture is sensible, no win should be 100%. :p
I dont want to sound like Im trolling but I thought we were fine before the patch and now I think we’re OP. But the complaints really confuse me, so maybe theres something I’m not understanding. What ev.
How much do you play WvW?
Thats all I play. I run power spec, which works really well. I’ve played half the classes and none can pressure an enemy zerg like the necro can. Perhaps it just works better for my playstyle than for other people.
I dont want to sound like Im trolling but I thought we were fine before the patch and now I think we’re OP. But the complaints really confuse me, so maybe theres something I’m not understanding. What ev.
Odd person here and there has been saying it since beginning “why do I have to burn through necros 2 health bars mope mope :*(”
SO i fully expect to hear this. That said, it is a definate improvement, to go with our enhanced ds abilities, might be a little much.
Funny because I was looking at dropping GM anyway to get ground targetted wells back, and then they did this. Thanks arena-net!
I use it after ds#4 usually… it drops people pretty fast on a power build. If you are condition build its not going to do much for you however.
well now that the staff marks base radi has been changed i may have to try staff again in this build
One interesting thing about it is that you can run 30/10/0/0/30 and grab ground targeted Wells.
Throw down Wells and enter Death Shroud and Reaper’s Precision does it’s magic to make the Wells crit a ton.
Of course you won’t have Well cooldown reduction, but it’s still pretty nice.
Thats exactly what Im doing now.
I put a well on downed people. They then become dead people. No problem here. :P
I dont know about OP, but the ranger buffs look interesting… stealth on a ranger? Reminds me of my daoc days…
I run with 1400 toughness, seems ok.
-Trinkets zerker all the way, great zerker efficacy.
-3 smaller armor pieces are berzerker (can go knight with these and not lose as much for more toughness if you want)
-Helm/coat/legs 2 soldier and 1 knight – not as much bang for buck on going zerker with these so best place to get your toughness and vit.
-Similarly weapons is poor mileage for berzerker so these are good as knight.
I find axe-focus and staff very efficient. First is great for stripping boons, second is great aoe and conditions.
yep I knew it too…
easy to notice when fighting thieves.
just shows what a fail bunch are working on this game when they find bugs of this magnitude this late in the game.
old life force bug, downed health, simple traits not fixed for almost a year.
I really disliked the way thieves sometimes evaporated my entire DS in a couple swipes… I dont know their class well but it always left me going .. “huh?” If this is much improved then I dont care about the nerfs, its worth it.
I always preferred spectral walk for cliff jumping.. and they did fix a bug that caused increased damage in shroud, meaning we’ll take less. Net buff for me.
Also no way Im going greater marks now, so thats 10 points I can use elsewhere.r
I do fine with 30/0/10/0/30 in wvwvw, no complaints. I dont roam solo because a zerg will kill me but I skirmish plenty when its a few vs few near camps etc.
With the recent patch, to deal with theives all I need to do is switch to shroud and shackle, siphon (which I can do without target), fear and a few blasts and they are usually on their back. If not greater marks will have them running or dead.
Mind you 2 really good players can be a handful especially if they prey on your lack of stability. You can build for this with wells however.
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