I posted this on another forum, and I wanted to re-post it here:
I actually just started playing Ranger for the first time yesterday, and while running this build in both pick-up and tourny’s I was doing quite well (works a bit better in Spvp). Plenty of surviability as long as you are good at using the evades properly and pet skills – make good use of the bringing out the hound at the right time for his knockdown. I can still do enough damage to even down some bunkers (they can’t even begin to kill me anyway) – glass cannon’s can go down quickly enough but you best be using the evade skills and dodges right. I try running with as much condition removal as I can, but it still isn’t enough against good Necro’s (just dodge as much as you can).
What I like best about the build is the ability to roam, hold points, buff self/allies, and still down ppl. It’s the first true hybrid that I feel happy with in my 2 months of playing. Others I have tried seemed to lack in at least one area. I’m sure there is a variation of this build somewhere and others have run and/or are running it, but I just wanted to share my experience as I was plesanlty surprised at how much I loved it seeing as I would venure a guess that Rnager is the class I see/fear the least in most Spvp situations.
Have fun if you choose to try it! I know there are a lot of subpar traits around the ranger, but this is one of the builds I think that is pretty optimal.
- I did change out Oakheart Salve for Offhand Training (warhorn), but either can work *
(edited by Kuju.2153)
I think the strategy of getting last hit is fine, but I always kind of wonder to myself if the gameplay would benefit more from having the NPC’s spawn a 2 mins or so into the much rather than right away. That way you would focus strictly on capping first, and have to keep in mind positioning for each NPC rather than just gun for one and/or the other at the bell.
My problem with it is when the game is 490-150 and I get switched to the losing side only to lose out on the glory bonus (30) for winning. Now multiply that glory by the amount of times that has happened and will happen in the future. Right now I would estimate that has happened to me 10-15 times in around 200-250 hot join matches.
I don’t have an issue with it when it is early enough in the match for the team I am switched to having ample time for an opportunity to comeback, but I hate when it is late in the match when the other side has no chance of winning. Yeah, it is only hot join, but I get more glory/ranks in hot join than joining tourny’s with pugs.
This has been happening on my Charr Guardian a lot too. It is really starting to get irritating TBH :P.
Lost everything in the last hour since login servers crashed
in Account & Technical Support
Posted by: Kuju.2153
Posted on Twitter:
“Due to the nature of the outage, we will be unable to restore any progression or items. We sincerely apologize for the inconvenience .” ^MK
I find it odd that we have these official forums where we can come to voice are concerns, and the response is put up on Twitter? A little frustrating all around, but I would at least hope for a response about what happened, why, and how it will be addressed in the future as to not happen again. I don’t want to throw around flames, but customer service was a bit lacking here at best. I happen to be a part of a support function for a large operation, and there is no way (ever) that a customer (whether it be internal or external) could have a serious issue like this and receive no communication.
Lost everything in the last hour since login servers crashed
in Account & Technical Support
Posted by: Kuju.2153
Listing specific things you lost won’t help them track anything down and I seriously doubt they’ll attempt any sort of restoration from a random forum post.
What will help is the name of the world server, the zone you were in and the toon you were playing that lost things. That will hopefully let them narrow down which instances crashed and rolled back data.
World Server: Dragonbrand
Zone: Caledon Forest
Toon: Waaghra
I think we’ll wait for a response from the actual people that will know what information they need, and then reply accordingly. Until then letting them know what general problem is going on is fine.
Lost everything in the last hour since login servers crashed
in Account & Technical Support
Posted by: Kuju.2153
I know I went back to 44% map completion from 46%. In Timberline falls, I basically lost half the waypoints, a couple hearts and a few POI. Now I am wondering if I am missing inventory, collectables, gold etc.
The biggest issue with the downed state in it’s current form is the imbalance across the professions. It is an important aspect of gameplay, especially in 5v5 to not receive more attention. Yes, I know the Dev’s are busy, but I am just pointing out where a lot of the frustration is coming from.
1.) Some professions take tookittenlong to try and down (time is a valuable thing) – namely Thief and Mesmer. This is an issue, because if they are sitting on a capture point then you can not cap. So, in essence you have to waste valuable time trying to down whereas if it were an elementalist you could down them right away saving you time and getting your team points faster. Just think that if this repeats 4-5+ times in a match how many points start to add up (yeah, it can go for you as well, but that doesn’t defeat the argument). There is too large of a gap between what some classes can do in the downed state and others can not; really after Thief and Mesmer the other professions are 2nd tier (at least theres can be negated by stability), and then there is the poor elementalist…. shouldn’t they just die right away :P? I mean how often do they really get to use mist form in Spvp?
Then if you are in a situation in 2v2, 2v1, 1v2, 3v3 etc. if a profession can offer one side the opportunity to maintain the downed state longer either by wasting the other teams time from trying to down the player, continuing to DPS as they relatively ignore you, or you are able to get back up easier and into the fight there becomes a glaring issue of imbalance.
2. Some classes are just plain better or more of a threat in the downed state. Whether it’s damage or the ability to be rezzed by a pet, some classes have no chance in a 1v1 fight where both opponents go down at about the same time. I’ve had this happen at least 2-3 times playing as a Guardian where either a Warrior was able to get to the point of activating his/her #3 skill to come up and down me, or facing a Ranger where the pet rezzed the Ranger with me not able to do anything about it (my healing symbol does not heal enough to get me anywhere close to a rally against a player spamming damage on me).
3.) Lastly, some classes just do too much damage in the downed state it seems as well. I’ve seen ample situations where a player had a bunch of AI pets up and went down with me at around 20% hp after a good fight and I end up downed too, because of the damage output from the AI still being active and the downed player able to hit me for quite a bit. I usually just run away now when I know I won’t be able to actually down the player even if I’ve already won the 1v1 fight to cap a point and potentially turn the match.
I was (and continue to be) a supporter of this feature, but it does not work in it’s current implementation. The idea is good, just poorly/lazily thought out. I would vote to disable it for the time being in Spvp until something better is thought out on how to handle it all around. I think it’s perfectly fine for PVE and even WvW, but it’s just not working out in these tourny’s. The ability for a good team to rezz their teammates and cause rallies is a nice part of strategical gameplay, but not there is such a wide skill differential between downed state abilities. It would be at least a little different if a lot of these were from traits, because at least then you could give each profession something that he/she could spec into.
Anyway, it’s late and I couldn’t sleep, so this was probably more of an incoherent rant more than anything else. TL;DR: Downed state idea is cool, works for PVE/WvW for the most part, but needs to be disabled in Spvp (my opinion) for the time being until it is able to receive more attention to be planned out and balanced.
I just had it bug tonight. After fighting him for 30 minutes he bugged at 1% after the cut-scene (which had bugged voiceovers); he gained the determined buff for 7 minutes. I waited it out and killed him, but then the story did not progress no matter what I did. NPC’s started to repop and everything, but the personal story just showed everything complete without anything actually happening.