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Is Spike trap nerf justified?

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Lazze.9870

our utilities are actually on par with the rest of the profs, more or less. even most of the traits are decent. but the problem lies in the horrible weapon design.

That’s stretching it. We got a couple of poorly designed weapons (Anet really nailed it when they topped it off by removing the radius and range from our off-hands) aswell as bad utilities. You can redesign some of all weapons all you want, within reason obviously, but three out of our four utility shouts are till “meh”, and the spirits are still lackluster, traited or not. None of these skills will be more appealing unless you fundamentally change them.

As far as spike trap goes, it’s good, but the ridiculous 20 seconds they so quickly added to the cooldown isn’t justfied in my book. Shave off 10 seconds.

(edited by Lazze.9870)

Being best at Ranged DPS is not very useful

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Lazze.9870

“Unparalleled archers, rangers are capable of bringing down foes from a distance with their bows.

- https://www.guildwars2.com/en/the-game/professions/ranger/

People need to stop quoting these kitten flavor texts.

Anet, address this! Off-hand radius/range

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Yeah. If Off-Hand Training isn’t going to be made baseline, at least have Bonfire and Whirling Defense radius increased. Both of those skills are lacking without it.

This x100. The reason why I bothered to post a thread in the first place.

Bonfire and Whirling Defense feel so lackluster with their current base radius, and they were both made with the old off-hand training in mind. Wouldn’t mind an increased range to Stalker’s Strike aswell though.

Zephyr’s Speed nerf :(

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Same procedure as always.

This wasn’t even a bug, it never had an intended icd unlike Clarion Bond. It’s a straight up nerf.

GG Ranger

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ICD to Zephyr’s Speed aswell, now that people finally use it. Double proccing on pet swap skills with no ICD has been a thing since launch, wondering if they even knew that before someone came around to actually play the ranger before slapping the cooldown on.

Meanwhile, pet stats are still not fixed. Shouldn’t profession mechanics be like, I don’t know, a high priority?

Guard! rework suggestion

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I rambling now, but my point is DPS isn’t the only way.

Yeah, you rambled so far off the point that you didn’t address anything of what I said.

So I’m gonna assume you weren’t trying to.

Guard! rework suggestion

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Rangers have always complained pet die to easy, yet guard can easily keep a pet alive in most encounters.

It can, but there is something seriously wrong when the skill is more useable as pet protection and boon trigger than its actual purpose. I find little use for it outside setting up F2 in gimmicky pvp builds and the occasional high level fractal encounter.

There is no point defending underwhelming and underused skills. And support outside spirits is more than welcome.

Ranger Development - A Commuity Suggestion

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I don’t say about Fractals, where pet die faster than any noob in party with agony resist.

Sounds like a serious l2p issue.

i’m talking about lvl 50+ fractals, where if you don’t dodge in right time, you’ll 100% die.
There are allot of phases where you have to stand in small corner and pet will never go there.. no mater how much you hit f3 it will stay in 2-5 meters from you, where it will get 10k damage in second.

You don’t say? Complaining about anything lower than 50 would be a kitten joke.

Did a 50 + yesterday. Two or three pet deaths at most, nothing I couldn’t swap out of.

Ranger Development - A Commuity Suggestion

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I don’t say about Fractals, where pet die faster than any noob in party with agony resist.

Sounds like a serious l2p issue.

Guard! rework suggestion

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Our shouts are meant to be between the ranger and his pet. There is another build for group support.

Which was a flawed design to begin with. Every single shout trait and rune upon the reaper reveal has been designed around group support. S&R and Guard should have been reworked as party oriented group support in forms of buffs pulsing from the pet from the get go. Sic’em and protect me could stay as the two more selfish options.

HaO and RaO becoming shouts is the only reason these skills are a bit more tempting at this point. If you pick both of them and the trait, you might find yourself slapping on protect me aswell.

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Dont understand

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Gw1-like?

Like stacking traps, optional pet, spirits that buff both team’s equally, etc etc.

I should have known daring to say “more like” anything in GW1 would prompt this kind of moo point.

MDG needs more thought.

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Something like No Quarter would be seriously amazing.

Sucks that the ranger didn’t get this trait. With all our fury application, it could create some great syngery, especially with remorseless.

(edited by Lazze.9870)

Dont understand

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Traps weren’t throwable in GW1, and Spirits couldn’t move in GW1. And except from wvw stealth trappers and the pre-nerfed spirits, that’s the last time I remember any of those two being actually really good.

So what about stop complaining about something they won’t revert and start suggesting improvements to their current functionalities in one of the already dozen of threads concerning traps/spirit? They clearly wanted to make these kind of utilities more like their GW1 counterparts, but their implementation is a tad underwhelming.

The problem with spirits isn’t that they can’t move, it’s that they removed the functionaity of spirits while barely changing other aspects of it (like the fact that in order to use the active portions of them, you need to place them in close to foes, which basically just kills them off in mere seconds, making the passive portion of it useless), while adding a lackluster GM trait. If Anet do their balancing properly, they should already notice that the current spirits sees no play outside the Frost Spirit for PvE content.

Throwing traps didn’t make much sense in the first place, but at the same time they somewhat failed to make them more impactful to make up for this. They should to be more frontloaded when triggered, and Spike Trap should have some of its increased cooldown shaved off.

Fix for Taunt coming soon

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Lazze.9870

The trait that was increasing the radius of all off-hand skills on ranger is no longer in the game. This has made torch radius very small as well as dagger evade a very small range. Simple fix would be to combine off-hand skills gain increased range/radius trait into Ambidexterity. F.

A simple fix would be to make them baseline and treat us like they treated all the other classes. Why are they so reluctant to make these kinds of buffs to the ranger?

While dagger and torch will do “fine” with having the radius and range rolled into the new trait, an underused weapon like OH axe will just suffer more from it.

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Strider's Defense needs more thought.

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but short lived and only works with projectiles.

I don’t see how that’s a problem, the trait was probably inspired by this scene in the first place: https://youtu.be/FJf8puSIXTg?t=36s

I was talking about Mesmer reflects.

I know…?

The way you worded yourself made it sound like “copying” the effect would be a problem.

Strider's Defense needs more thought.

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but short lived and only works with projectiles.

I don’t see how that’s a problem, the trait was probably inspired by this scene in the first place: https://youtu.be/FJf8puSIXTg?t=36s

I like the concept. Just remove the randomness from it. Making it apply to skill 2-3/5 on GS and sword like someone above mentioned is a great idea.

Strider's Defense needs more thought.

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I don’t see the excitement about prot on dodge. Good? Sure, but kinda dull.

Reflect on successfull evades /reflect X number of projectile(s) after a successfull evade (with a short ICD) while wielding a melee weapon is more interesting and true the concept of the trait and the concept of skirmishing for that matter, while still having syngery with Primal Reflexes.

LoYF should change to successfull evades aswell at the same time.

(edited by Lazze.9870)

Strider's Defense needs more thought.

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Keep the concept of projectile defense, that’s where the name comes from, and it’s something the ranger lack which a pure melee build can benefit alot from. Whirling Defense doesn’t always cut it..

But make it reliable so you can actually use it as a defense without having to swing autoattack in pure frustration waiting for a random deflect that might not even happen. If possible, create some synergy with Primal Reflexes.

Pets, traps & worthless stealth

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maybe the Ranger should get a buff to make up for it.

Make up for choosing not to use your class mechanic? Surprised this lazy idea still floats around.

OP is addressing an extremely annoying issue, tough.

Ranger mobility [PvP, not WvW]

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Clarion Bond outside combat would be awful.

Tail Wind on the other hand..

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Anet, address this! Off-hand radius/range

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There is no reason to make it baseline, but it must be in the different traits. OHT has always been here and rangers need it. What’s wrong with Anet ? Seriously.

There is every reason to make it baseline.

Even beside the fact that range increasing traits don’t exist anymore.

Address of state of Ranger to Anet

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We need the Robert Gee treatment. A dev that cares.

Disagree, I think Kui Calmon-Huang did pretty well.
We got more good changes than bad ones. Obviously Ranger requires a bit some more work, but it’s going in right direction.

You know, thinking that Kui did a fairly good job while still wanting the Gee treatment doesn’t have to conflict with eachother, right? I like most of the changes they did.

Address of state of Ranger to Anet

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We need the Robert Gee treatment. A dev that cares.

MDG needs more thought.

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It won’t see any serious use unless it’s changed, and I even doubt Anet tested it properly.
Horrible, rubbish, barely worth an adept slot.

Anet, address this! Off-hand radius/range

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bug /15 characters

Anet, address this! Off-hand radius/range

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The fact that Clarion Bond’s version of Call of the Wild has a 750 radius compared to the 600 radius of the actual weapon skill just further pushes my impression of Anet being rather sloppy about certain ranger changes

Where do you people see this? I had to check in-game after reading this and tooltips list 600 range. Images traited and untraited for Windborne Notes out of curiosity.

They must have changed it during one of the later updates, it was 750 after the specialization patch. Guess that’s the nail in the coffin regarding giving any of our weapons an increased range.

Regardless, it doesn’t change the fact that they had this in mind when they were working on the changes.
Here is a screen from the AMA livestream:
http://dulfy.net/wp-content/uploads/2015/04/gw2-beastmasters-bond.jpg

(edited by Lazze.9870)

Anet, address this! Off-hand radius/range

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Well you just kind of made a long explanation of what I was trying to convey with the “if they ever address this” comment.

Well, yeah. My comment was bascially me saying why I don’t think we’ll see this kind of stuff added to the traits (because they apparently don’t want these kind of traits). The rest of it is just my general thoughts and impressions, not specificially directed towards you.

And yeah, the MDG thing is hilarious. Wonder how long it would take for them to realize that no one runs this trait.

Anet, address this! Off-hand radius/range

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I wouldn’t mind baseline, but I’m somehow doubting that will happen. If they ever address this the best we can hope for is traits imo.

I doubt that they will do anything at all, or even address this in the first place, because I don’t see a single dev being excited about the ranger or having any clear idea about what they want the ranger be like (I have a feeling this issue wouldn’t even be a thing if we had someone like Robert Gee working on the ranger). The point is that we shouldn’t just hope for trait changes, this is the kind of stuff that should’ve passed as baseline changes along with all the other baseline stuff they did.

They said during the livestream that they didn’t like traits increasing the range of skills and weapons (I don’t think these kinds of traits exist anymore, not even as a part of new merged traits), and our off-hands easily qualify as fair weapons to give such a buff. Mesmers as an example was given a new pistol trait and had the old range increase portion of it rolled in as baseline. Necromancer’s focus was given the same treatment.

It’s like they don’t even ackowledge that range/radius increase was half the reason people picked the old off-hand trait in the first place. I’m fairly happy with most of the changes they did to the ranger, but it feels like they at some point just decided to call it a day without taking a second look at some of the underperforming aspects of the class, and the lack of devs getting involved on the ranger subforum compared to certain other classes doesn’t exactly change my view on this.

The fact that Clarion Bond’s version of Call of the Wild has a 750 radius compared to the 600 radius of the actual weapon skill just further pushes my impression of Anet being rather sloppy about certain ranger changes. It kinda makes it look like the off-hands were supposed to have the range/radius rolled into baseline at some point, and then they just forgot all about it.

(edited by Lazze.9870)

Anet, address this! Off-hand radius/range

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They should just add the range onto the 3 new traits. Horn is ok without it, but the other offhands really suffer without this.

Baseline are what they should be.

There isn’t any reason why they shouldn’t.Two of our four off-hands rarely sees any play in PvP at all. Requiring a trait to improve an already underused axe will just further establish the axe as a gimmicky weapon for melee builds.

What they could do is improving Honed Axes to give +150 ferocity for each axe like the warrior counterpart. No idea why they didn’t do this in the first place, the trait competes with two really strong grandmasters, and new version is barely an improvement to the old one which was only a master trait.

(edited by Lazze.9870)

Anet, address this! Off-hand radius/range

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Bumping until a dev shows up.

Ranger bugs

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While not a bug, I figured I’d have as good a chance as any to get a response by posting it here aswell. It’s regarding our off-hand weapons and their range/radius,

I guess it ties neatly into the Clarion Bond fix which casts an off-hand weapon skill. That particular trait funnily enough casts the skill in a larger radius than the weapon skill version because all our weapon skill has had their range/radius butchered with no option to increase them.

In short, the radius/range from the old off-hand training should be made baseline.

https://forum-en.gw2archive.eu/forum/professions/ranger/Anet-address-this-Off-hand-radius-range/first#post5219525

(edited by Lazze.9870)

Pet swap exploit!

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We won the fight with 500-220 score? I wasn’t even using the Clarion Bond at that time. I was running full evade (SB + s/d) Carrion BM build..

We actually lost due to playing 4vs5 the whole game. Still a close one though.

Clarion Bond: Nerfed

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Was fun while it lasted, as they say..

Anet, address this! Off-hand radius/range

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Might aswell add that Clarion Bond, that they so eagerly fixed to match the description and the cooldown of the actual skill, has a radius of 750.

Yeah, that’s the radius of the old traited warhorn. There is something about Anet and inconsistency towards the ranger profession..

(edited by Lazze.9870)

Anet, address this! Off-hand radius/range

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Bump, bump, bump.

Ranger Spotter Specialization Video

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I agree on that, “outhshine” was probably too strong of a word, altho it has to be a kitten quick “burst the trash” type of situation. And as I said in an earlier post probably swapping traits and weapons between fights would be the most optimal, but it’s just busy work worth it for record runs maybe, if those ever include rangers (do they?).

I don’t pay attention to records anymore, I know rangers have been a part of a couple of previous records. I don’t think the changes will cause much difference in the general “optimal comp”.

A little sidenote though, I still bump into several eles still running dagger/focus (honestly ain’t surprised, the staff rotation is boring) when pug’ing – handy if you casually wanna run the remorseless variation.

Ranger Spotter Specialization Video

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Actually.

I’m not disagreeing with you on the subject of quickness, but Remorseless vs PO is far too situational to simply say that the one outshines the other, which is what my argument eventually boiled down to. The opening of CoE as a quick example, remorseless GS is far superior to PO LB when grouping all the trash up from the corridor and melting it down together with the boss. AOE maul with the modifier from Remorseless and GS trait + the aoe maul vuln is huge in those kinds of situations. And then there is the numerous boss fights which are actually short enough to the point where the difference doesn’t even matter.

Tragic isn’t wrong when he brings up the quickness argument, but he is actually quoting a comment where I specifically say that it isn’t always an obvious choice or that there is only one go-to-trait. At that point I had already pointed out that the Remorseless build is dependent on fury re-application and that you notice the difference between those two traits in longer fights when the fury is missing, in favor of PO.

(edited by Lazze.9870)

Ranger Spotter Specialization Video

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Lazze.9870

“Do not believe everything you see on the internet.”
~Abraham Lincoln.

I’m not bascially quoting anyone, you’re just assuming I do. I’m simply refering to a guide from a member of a guild that doesn’t do anything else than running dungeons and crunching dps numbers. That’s the sole reason I even referred to that link. I thought DnT was well enough known for what they’re doing without me having to point that out.

I ran and tried both PO and Remorseless (heck, I even whispered you in-game asking what you thought of it) when the patch went live, this video was uploaded today. I still run QZ over Sic’em, obviously, and the swiftness/regen trait is there to reduce the cooldown of Strenght of the Pack (you already knew that, don’t try and make a moo point out of it).

The choice between Remorseless and PO is far more situational than to just simply state that one “outshines” the other (we haven’t even touched upon trash mobs where the GS build is better). And as far as “bascially quoting someone”, the guy in the video never even concidered PO. From my understanding he didn’t even do the build crafting, he’s simply responsible for making the guides.

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Ranger Spotter Specialization Video

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I ran both Remorseless and PO when the patch went live as well. In parties without constant Fury re-application, PO outshines Remorseless.

Indeed, if the length of the fight prolongs all the initial fury the ranger has available at the start of a fight when Strength of the Pack is up you will start to notice the difference.

But at that point we wouldn’t be talking about an optimized party anymore.

(edited by Lazze.9870)

Ranger Spotter Specialization Video

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Sword/axe over greatsword, plus I don’t really agree with all the traits you took, altho that isn’t such a big deal as the weapon choice.

Sword/Axe over longbow*

There is no point running the longbow anymore when you have remorseless spam and three mauls in one swap rotation with quickdraw.

This thread is about a PvE build. Remorseless is outshined by 10% while cripple trait (was it predator’s onslaught, I forget trait names often). Having bow is kinda needed for the aoe cripple, plus it’s ok to quickdraw 2 rapid fires as well.

Yeah, it’s PvE, and Predator’s Onslaught isn’t gonna outshine Remorseless with the stupid amount of fury re-application you’re gonna have in a dungeon run.

I tried both variations when the patch went live. As long as the fury is provided, PO isn’t the obvious choice it used to be. Unless you still wanna use the longbow for whatever reason.

(edited by Lazze.9870)

Instant blasts! Quick, before it gets nerfed!

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Since stow pets now counts as pet swap, you can pull off crazy blasts like this:

Stow pets always functioned as pet swap, the only difference is that one of these traits now has a blast finisher.

And this stupid exploit is probably gonna change that, meaning we loose the option to activate these traits while still having pet swap available when engaging fights.

Ranger Spotter Specialization Video

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Sword/axe over greatsword, plus I don’t really agree with all the traits you took, altho that isn’t such a big deal as the weapon choice.

Sword/Axe over longbow*

If you wanna optimize it. You can opt out the longbow when you have remorseless spam and three mauls in one swap rotation with quickdraw.

(edited by Lazze.9870)

[PvE]Still no meta place for Ranger

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Whatever, MM, Skirm, BM GS S/A remorseless is still stupidly fun with the amount of fury application you can have.

Stuff melts regardless of comps with all this powercreep.

Ranger pets stats

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Seems only the other professions are getting any help for the bugs created by this horrid patch.

Everything as usual in other words.

There is no way they’re gonna address the lack of range/radius on our off-hands with the removal of the old off-hand training either.

A dev that actually cares about the ranger would be nice.

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What do you like about the changes?

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Welp, guess it’s worth mentioning that Fortifying Bond got stability aswell.

Ranger pets stats

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Bumpibump. /15char

Anet, address this! Off-hand radius/range

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I dont know about dagger but axe def has the old trait into baseline. PoS is that nice far range and WD is the same deal.

No, it doesn’t. Current off-hand axe is the same as the old untraited one.

WD was massive when traited with off-hand training compared to now, PoS was 1200 when traited.

Anet, address this! Off-hand radius/range

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So, with with the introduction of specializations and new traits, the old off-hand training trait which granted reduced cooldown and increased range/radius is gone. Or rather, split up into different traits.

Which is fine enough, except that the radius/range portion of the skill is gone, none of the new traits offer increased radius/range, and none of our off-hand weapons had the traited range rolled into baseline. This despite showing warhorn #5 with a 750 radius as opposed to its normal 600 radius during the AMA livestream.

I know several rangers, myself included, ran off-hand training not only for the reduced cooldowns, but also because weapons like the dagger and torch benefited immensely from it. I’d also argue that an underused weapon like the off-hand axe needs the increased range baseline to be slightly more viable. So it’s not a matter of removing something that no one cared about, quite the opposite.

I’d like an actual response to something many ranger players clearly wanted you to adress. Is it an oversight, or did you simply feel rolling some of these numbers into baseline would be OP? How come mesmer pistol and necro focus had the range from traits rolled into baseline, while rangers are stuck with four weapons that are worse off than what they were before the patch?

(edited by Lazze.9870)

Stalker's Strike Range

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That totally sucks then because all of those skills need that increase!

I will wait for the patch to release, and then create a new topic and ask Anet to adress this. And bump it until they do.

Some of our off-hand weapons should have had the range/radius baseline even before the patch (yeah, I’m thinking about the axe in particular, the #5 doesn’t even cover the ranger entirely without traiting for it).

Ranger Spirits - Making them useful

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  • Might should be 3s ( perma 1 stack with base boon duration, I mean even 1 stack of might is kinda weak… Again, look at Warrior Banners, the Banner of strength is 170 power and 170 condi damage, equivalent to 5 stacks of might. Also, move this boon to Sun Spirit to fit thematically)
  • Vigor should be 2s (And please give it to frost spirit)

If stuff is gonna “fit thematically”, giving vigor to Frost Spirit just for the sake of having a more fitting boon for Sun Spirit doesn’t make much sense either. Both of them should have offensively oriented boons. Might for Sun as it is condition oriented and fury for Frost as it is power based. I’m fine with switching those around if people want that. The base duration for whatever spirit that gives might needs to be buffed regardless, it’s pathetic compared to other classes that provides might generation through grandmaster traits.

Storm Spirit is still garbage in terms of boon application, both from passive and the trait. Is the active effect enough to consider it? Doubt it. Water Spirit is useless regardless.

The elite and the Stone Spirit seems fine, the latter basically just got a higher uptime of protection.