Showing Posts For Kishandreth.2798:
thank you all, I needed the distraction.
My glass cannon, that isnt very cannony or even made of glass will kill for the sake of the rangers. I’ll stand toe to toe with any warrior until we’re both downed… then they pop back up and kill me :/
Let us get good while times are hard, then when times are good, our months of overdeveloping our combat prowess will be unstoppable, until our pets trip over a stick and kill us.
Pet responsiveness, pressing f2 is a crap shoot.
Allow pets to attack while moving in PVP.
Drake pets should direct their cone attack at their target once casting is complete (or shorten the cast to 1/2 a second)
Master’s bond needs to only reset on pet or player death. Even if each pet has their own stack.(the only thing we have going for us is on demand quickness from pet swap)
Change Companions Defense (Wilderness trait) to trigger on a successful evade, with a 2 second cooldown.
Signets in general halve cooldowns
Signet of stone: change to 400 toughness, this signet is horrible as it is.
Signet of the wild; slight increase in the amount of health it gives. (~200 at a minimum)
Traits: all traits should affect both you and your pet. (with a few exceptions)
Spotter Trait; Increase the amount of precision it gives and have it apply to the ranger also.
Longbow, shortbow need a small homing effect, when a player can step left and right constantly to avoid all your shots, you know its broken.
Sword: fix the self rooting issue with having skill 1 on autoattack.
wishful thinking: Allow pets to attack their current target if the target enters stealth.
Nope, Just nope. Longbow? no QZ or LR, birds might be good but you lose a lot of utility and survivability.
ROA < Entangle (even with its condition damage bug)
and 29% crit chance when buffed? thats not a ranger
I’d vote dagger, but then i pvp a lot. Cripple and poison is too good to pass up, the extra evade is a bonus. Torch would just be burning, and more burning, other then dropping bonfire to destealth thieves it gives no survivability.
Guess in PVE torch is a much higher damage choice. And it can light up dark places.
I gave up on bows in PVP a while ago, hopefully they give me a reason to try them again, sad that GS has more survivability moves then either bow. Sword just needs a reworking on the rooting, and maybe make the evade skills proc the 2 seconds of protection trait. Axe main hand needs a little more damage, off hand its really meh, but WD has its uses in aoe farms. Dagger is good, maybe make the 4 skill a longer slide?
If they fix pet f2 abilities, and let pets attack while moving I would be forever grateful.
yeah as its been said, doggies eat thieves. RNG for the win; Had a thief try to backstab me while my wolf was directly behind me, after their initial stun my wolf knocked him down, he proceeded to run and claim i was a hacker the rest of the match.
also, greatsword counter attack is worth the laughs. “ooo that thief stealthed while walking towards me, lets see how smart they are.” You would initially think they would wait the few seconds, but i’d say 8 out of 10 dont in spvp. (feels buggy tho if anyone can confirm issues with counterattack and stealth, i’d be grateful)
Entangle and spam on the binding roots is another cheap way of going about it, works well with GS.
Build for survivability. I really should look into Lightning Reflexes, but I like buffing my pet too much. just wish f2 fear would work every time i pressed the button.
Most thieves panic when under fire, play offensively, with defensive dodges and counters while keeping the pressure on them. Once they start running, snare/stun and go to town. remember to swap pets for quickness for finish him.
Would it be too unbalancing to change Companion’s Defense (15 point trait for Wilderness survival trait line) to trigger on evasive attack skills (swords 2 & 3, dagger 4)?
Currently the evasive attacks just feel too quick, and a short extension of the time they evade or the added protection from Companion’s defense would go a long way to making melee rangers feel more viable in pvp and dungeons.
Decided to start a thread for our wvwvw escapades. Liking the fight so far, lets keep it civil.
And… did anyone see my Victor’s Lodge of doom? Was fun pushing off blackgate, even had FA come down to see it once
Come at me bros
nerf QZ?? i say make it last longer(one or two seconds) or shorten the recharge time(even with the -20% trait its still 48 seconds). It really isn’t all that useful, sure it adds a bit of damage, but most of the time that damage is negated… nothing like hitting QZ then being stunned, rooted or double dodge rolled.
i second that, all the utility skills are meh unless you spec a trait, Traps become nice with double radius and ground targeting, or Quickening Zephyr is almost worth using when you drop -20% survival skill recharge time.
Ranger class too newb friendly/one dimensional, not enough viable builds in WvWvW
in Ranger
Posted by: Kishandreth.2798
rangers run axe/warhorn for ranged attacks + speed increase in wvwvw, barrage from the longbow is just a great tool in the massive zerg fights.
Ranger is maybe slightly above par on everything. Not able to excel at anything, but can mix good survivability with good damage.
so what if you have the pop? i took a tower with 6 maybe 7 people in the JQ borderland right next to your big ol’ castle. You zerg, then zerg some more. whipped you countless times in even matches. You have lambs to the slaughter, wheres the decent players at?
~Dragonbrand
Not an alliance per say, but I’m just gunning for the top spot. If I’m not attacked then CD is no threat to me.
So now that the newmatchups have happened, how badly is night capping wrecking your server?
in WvW
Posted by: Kishandreth.2798
Looks like DragonBrand’s night crew woke up, and realized supply camps are points too. Actually planning on running a few coordinated groups for supply camps after work tomorrow. Sure they’re easy to lose, but 120 points and starving the enemy of supplies feels worth it to me.
double checked and already lost 2 camps to crystal desert, but still in the +points per timer lead
last in total points by 11k
**EDIT: Just took Stonemist Castle
current scores:
Jade Quarry : 44,125 (200)
Crystal Desert : 33,333 (225)
Dragonbrand : 32,342 (+270)
keep up the good work, and for the sake of my sanity give me an app/ site i can check for wvwvw scores while at work
(edited by Kishandreth.2798)
May i offer a “good luck” from Dragonbrand, and i’ll admit, it was no fun roflstomping everything into the ground. Most people quit playing wvwvw because it was getting boring.
The new match up we have looks like it will be intense. Jade Quarry > Dragonbrand > Crystal Desert. I’m betting the que data for this week will be intense for all 3 servers if it stays as competitive as it is.
Also, dont forget to have fun.
Non-PvPers first foray into WvW - Renforcing everything I don't like PvP.
in WvW
Posted by: Kishandreth.2798
guilds can claim points, then upgrade, unless there’s no one upgrading in areas its not too much of an issue.
And I guess i wont be seeing you on the field this week (Dragonbrand)
But this matching looks like it should be intense.
Non-PvPers first foray into WvW - Renforcing everything I don't like PvP.
in WvW
Posted by: Kishandreth.2798
Sorry to hear you had such an awful experience. Might want to try later in the week, first night of wvwvw is usually a nightmare because everyone is trying to zerg objectives for easy karma.
Funny how my server was the complete opposite before the new matches.
more like…. lack of skirmisher rewards leads to there being ridiculously low glory gain.
I added up glory and averaged it over two different hours of play, one with playing capricorn and one with just leaving on capricorn and joining another game on a diff map. I average ~500 glory per hour higher without capricorn than with it. lol.
I’m sorry to hear that you’re that concerned with the rewards for playing. Playing should be reward enough.
Kishandreth.27987) single target skills are better then aoe’s, you may want to kill the sharks but its better to focus on the player and not pissing off the sharks if you dont have to
Wish it were that simple, tell that to a necromancer who has maybe 3 total underwater attacks between 2 weapons that aren’t AoE. Also, I’m pretty sure the aggro rdius on the sharks is rediculous as in, no matter which side you come from when you reach the ruins there will always be at least 2-3 of them attacking you if not killed beforehand.
See points 2 and 5, but yeah the aggro range on sharks is obscene, but then again sharks do smell blood. If you swim behind the ruins and take out the sharks (should be 2 total) then head to the circle you should only have one to deal with while you cap
YES PLEASE! even if I have to click the reset traits button then load traits, followed by load equipment template, YES PLEASE. I currently have 3 builds(I’m sure theres players with 12+ variants on the same class) I enjoy playing for pvp, stinks respeccing for tournaments every time my friends want to do them.
Also, I would hope that you do NOT introduce a means to copy paste builds, players should make their own, instead of running something because its popular
This could be exploited, but I’d say reward players that switch teams with the winning bonus regardless of who actually wins. Had a game the other night where the entire losing team left, score was around 300 to 40, one by one the autobalance took the team over, and then people would just leave, I ended up volunteering and just sitting down until the counter ran up when it was just 2 of us left.
Not in favor of a penalty for leaving, as I will leave matches to go find a new set of people to play with (servers need more randomization of players) also keeps things interesting, having to guess what people are playing and learning how to react to them.
another option, Is when you switch teams you are cashed out for points (if you’re winning you get the win bonus). Then you get the minimum match points even if you do nothing as a bonus for switching.
oookay… first off, I LOVE THAT MAP. I’m THAT guy, who gets down to ruins and caps it, then sits on it the whole match. In defense of the map, DUDE it has a friggin CANNON. Also, If we’re removing npc’s from PVP then 2 other maps are out the window, and we just fight at clocktower the rest of the game.
It just takes a little knowledge and strategy to fight against a team holding the ruins, and i’m gunna be nice and let you in on the secrets to whipping my tush while i camp ruins.
1)bring at least 2 people if its guarded
2)kill the sharks before rushing to the ruins (I depend on the sharks to do most of the damage)
3)get in the circle, most players swim around and never even start capping, once the ruins are neutral the sharks are hostile to both teams.
4)kill ranger pets once the ranger tells them to heal said ranger in the downed state.
5)a player with decent hp/ toughness can cap the ruins if its undefended without even attacking the sharks, then they instantly become friendly.
6) you can slot different utility skills and elites for underwater combat
7) single target skills are better then aoe’s, you may want to kill the sharks but its better to focus on the player and not pissing off the sharks if you dont have to
wow… read the first post and wondered why you thought 2x moa pets is OP (which it kinda is), dont mind the mesmer moa myself, just gotta learn what skills you get
Downed state needs a few tweaks I think. Finishing moves are broken, the ability to speed them up, or use finish him from stealth needs to be looked at. Also, be thankful people havent learned that leaving a player downed can be a good thing. Most players will fight to get back up, just drop a few stacks of bleeding on them and continue the fight. after a minute of being downed players might realize that its best to just die and respawn.
Rangers ability to to command and switch pets in downed state. Is this a bug? because I can interrupt someones finishing move 4 times and chunk off around 30% of their health (more if its a glass cannon). Interrupt with 2nd downed skill, hit with 1st, f1 (pet target) f2 (moa stun cone) f4 (switch to a second moa) f1, f2 again, and if timed right (spamming rocks between) i can hit another 2nd skill to interrupt their 4th finishing move.
Take some time to study the downed skills each class gets and learn to counter them. I rarely use finishing moves in favor of just stacking conditions and beating on them with aoe’s. (warriors engineers and elementalists are the only classes i will actually try to use finishing moves on) If you hit them for over 1.5k then its not really worth using finishers, If you have more then 2 people, its a waste of time to use finishers, If you know they’re going to interrupt you, guess what its not worth doing
Now as it stands, if you can use stealth or apply quickness, it is worth doing a finisher, but i would consider it a waste of a quickness buff.