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Ancestral Grace and Ride The Lightening

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Lazze.9870

Phase traversal, Ancestral Grace, they’re a bit over the top in how often they can be used in creating or closing gaps.

They are not at all similar to the cooldown rates of other fast movement skills.

It’s not over the top at all. It’s similiar to Swoop, on a class that previously lacked mobility outside it’s melee weapons.

Ride the Lighting however has a ridiculously lengthy cooldown, but it’s not like Anet ever hit the nail when balancing the elementalist.

Druid minor traits suggestion

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Live Vicariously triggers whenever you heal your pet or anyone else (except from regen), with our without your staff. To say it doesn’t do anything outside the use of the staff is completely wrong. It adds sustain and astral force.

and what will you trigger it with? Once every 16 sec with whao? the only synergy it has is troll unguent and that heal is strictly worse that whao. Fact is to make use of this trait and its 1 sec cd you need rapid healing (not regeneration not signet of the wild and not natural healing as those do not work), which means auto attacking with staff through allies (pet). same with natural mender, you need consistent healing ticks (again none of the thing above work) which again means staff.

I want our minors to work without staff idc what they change them to just change them to something universally useful. Need i remind you that no other elite spec is tied to its weapon? the closest it comes is dh with pure of sight and that trait still works without a bow and it is 1 trait (so they have 50% of a trait if they forgo their elite weapon), our 2 minor traits give less than 15% effectiveness without a staff.

Live Vicariously is one of the reasons I got the celestial avatar up as often as I do when I play LB/GS zerker in pvp. And that’s mainly with Troll Unguent, yes. By pushing that into a minor that would have me choose it over the full condi cleanse would only hurt that specific build.

“Do I need to remind you..” No, you do not need to remind me anything at all, because I do just fine with those minors. You don’t. Live Vicariously is fine as it is. Natural Mender could be swapped for something like Natural Stride which is beyond all doubt a more universal trait, but people were already complaining about that at the launch of HoT with no response.

(edited by Lazze.9870)

LB rapid fire delay

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Odd. I can reproduce this bug regardless of weapon slot. It wasn’t noted but in the video, Staff and Longbow are in the 2nd weapon slot in my setup.

Probably because he had only changed the auto-attack assignment to one of the weapon slots. It doesn’t automatically carry over.

Druid minor traits suggestion

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Live Vicariously triggers whenever you heal your pet or anyone else (except from regen), with our without your staff. To say it doesn’t do anything outside the use of the staff is completely wrong. It adds sustain and astral force.

Patch Notes - July 26

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I’ve resigned to knowing they balance around spvp and spvp only. PvE and WvW are a side thought.

Doesn’t matter, tons of crap traits and skills in pvp aswell. Stuff that need works regardless of gamemode.

LB rapid fire delay

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u have to hit an enemy

Still just lag.

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LB rapid fire delay

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Nope. That’s just lag.

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Patch Notes - July 26

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I read the moa basic attack range and thought, “finally, they’re adding smokescale range to other melee pets”. But nope, just the moa. Why not just flat out make this the standard melee pet range in one patch? They did some feline changes, so I’m already assuming the felines aren’t getting that range. Why not?

The added damage to the axe aa doesn’t justify the removal of a bounce. I’m not using pigs – period – until they are overhauling them. Hunter’s Call buff is fine, but the warhorn trait is still crap. Canine and Drake cd reductions was needed, but again, no range buff. Funny thing is, QZ cd reduction for one of my pvp builds may be one of the more exiting changes.

But I didn’t expect anything. Looks more like a QoL patch.

Needed Buffs/Tweaks 2016

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what about:

  • Signets active CD reworked. 60 secs for one stunbreak and cleanse will probably kill your pet is not good enough.
  • All signets actives and passives only affects the ranger and its pet. Thus SoR will only break stun and transfer the condis from the ranger to the pet. Thus a CD reduction also would be welcome.
  • GM will make signet passives to affect up to 5 allies around the ranger.
  • this GM could be moved to NM in place of invigorating bond.

No, thank you.

Reduce cooldowns on the signets appropriately, add stun break and superspeed on activation to SotH, change the trait to synergize with the opening strike traits like they planned to (remove the might if necessary). Merge Enlargement with the signet trait, add an adept trait that gives you a small damage modifier against vulernable foes and refreshes opening strike on weapon swap. Merge two of the minor Marksmanship trait, add a third minor that refreshes opening strike aswell (potentially moving the refreshing part from Remorseless to the minor, and perhaps buffing Remorseless with something else if needed (which I doubt it needs at that point)).

(edited by Lazze.9870)

Needed Buffs/Tweaks 2016

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I just think that steady focus should trigger on consumed endurance instead of full endurance, like the thief trait. We spend a far greater amount of time with endurance not filled up than when it is filled up.

We have loads of weapon evades and easy acces to vigor via primal reflexes, if you can bear skipping out on sharpening edges. It’d still be a massive improvement to the trait while keeping the flavor as a bonus. I’m not a big fan of spending endurance for the sake of getting a damage buff, it’s counter intuitive to the entire dodge mechanic when dodging becomes a part of the damage rotation (unless you’re built around it like the daredevil is).

It’s not that important to me, whatever improves it I’m fine with. Just my two cents.

I’m fully onboard with your attack of opportunity idea. It’s nothing else than a Maul-buffer at the moment, unless you swap to something like a dog the moment you stun someone, so that the knockdown hits like a truck aswell.

Needed Buffs/Tweaks 2016

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I think everyone agrees that the base* ranger, its offensive traits and weapon coeffsients, need buffs. And pets need some work. Going head to head about the functionality of a signet is kinda.. dumb.

*base, because the druid trait line and its skills are for the most part just fine for what it does. It’d be more interesting to see how an offensive ranger elite spec would fare along with base ranger buffs.

There’s nothing synergistic about a damage buff on a 25% run speed passive signet. Nor a second stun break on another signet because you’re apparently to lazy to look up the fact that we already have a stunbreak signet, it’s called Signet of Renewal.

There is nothing synergistic about any stun break and their categories. We got two survival skills with stun breaks, warriors got three stances, guardian got two shouts and two meditations etc. If anything, two stun breaks from one category is almost just as common as one.
I like your SotH idea though. Add stun break, superspeed and shorten the cooldown. Perhaps buff the attack of opportunity aswell, and go back on the moment of clarity nerf. They should also reintroduce the opening strike idea to the signet trait, or whatever else that fits in with a needed marksmanship minor traits rework. And speaking of marksmanship, steady focus needs to be based on the amount of endurance you got left, so that using a core mechanic of the game doesn’t completely shut it off.

Needed Buffs/Tweaks 2016

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25% extra dmg 5 stacks of stabs on 10 sec duration with a 30 sec cd base. Are you insane?

don’t be such a drama queen dude.

in plain numbers our best weapon:Longbow, would do in pure zerker around 3.2k on crit to low toughness.

HamRev does 4k on crit always. if anet doesnt buff all weapons dps you can safetly buff the signet.

Weapon buffs are better than some ridiculous, overbuffed utility skill. They can’t “safely” buff one utility skill because they would have to consider it every time they’re considering buffing something else. Think for a second.

People just pile on buffs on top of eachother without considering how freakishly huge that pile just got. Like reworking the entire Skirmishing line with something that essentially would result in a buff to all the minor and major traits you get from that line. That’s a huge jump.

(edited by Lazze.9870)

Reddit- Pet DPS comparisons

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It isn’t just the smokescale’s smoke assualt that makes it stick, its basic attacks have longer range than what the core melee pets have. I’m surprised no one ever complains about it.

Amazing what 60 additional range can do. Not surprised people don’t complain about it; probably because they just didn’t know.

Perhaps. I’ve been mentioning it in several threads since the release of HoT, and this is the first time anyone else have acknowledged it.

The sad thing is, a nerf to the smokescale range is way more likely than they buffing the range of all the other pets..

Reddit- Pet DPS comparisons

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Is this complaint for Pve overall damage? Cause ranger/druid is more than fine in pvp/wvw imo

Due to the BM/NM/Druid pet wombocombo, manageable zerker bow builds and decent condi builds. It wouldn’t hurt to bump up the numbers and/or attack speed on sword and greatsword.

It isn’t just the smokescale’s smoke assualt that makes it stick, its basic attacks have longer range than what the core melee pets have. I’m surprised no one ever complains about it.

Reddit- Pet DPS comparisons

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They will band-aid the damage with an expansion locked elite spec, just wait and see.

Seriously though, our power coefficients have been pure bs since launch.

(edited by Lazze.9870)

Seeds of Life Issue

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the skill was bad as it was, thats the proper term for it. Anyone using this solely as a condition removal is..

It was just fine as it was. If anything they could have had it blossom faster due to the nature of the game being about movement. But the effects of the skill were just fine, and so was the glyph trait. Until they decided to hit one of its functions with the nerf bat, effectively making it harder to justify staying inside the blossom.

Seeds of Life Issue

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Anet please look at this page. All the nerfs you guys have done is slowly killing the druid class. Rangers have had the raw end of the deal for so long. Then we actually get a decent support class and its slowly being taken away from because pvpers keep complaining that we are ‘to strong’. At the very least keep the nerfs only in the pvp arena and not punish us in any other part of the game.

Stop.

Just.. Don’t. This skill was never even close to being too strong in PvP. This isn’t a Pve/PvP issue, it’s Anet getting the idea that Rangers got too much condi clear followed by nerfing the wrong skill like they don’t even know their own game. Like they do most of the time.

The only proper “balance suggestion” to Seeds of Life is for Anet to swallow their pride to revert the change. No kitten radius increase, faster cleansing and whatnot. The skill was perfectly fine as it was.

(edited by Lazze.9870)

Superior Rune of the Trooper - Bugged in WvW

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Always been like that, and Anet hasn’t done anything about it.

Not even after changing some of the shouts to affect allies.

Patch Notes 5-17

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Promost tip:
You don’t have to fix the fact you never took violin lessons before you fix your smoking habit.

Implying that the nerfs were fair, when half of the nerfs make no sense.

(edited by Lazze.9870)

Patch Notes 5-17

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The seed is worthless as of now, the delay doesn’t make up for the single condi cleanse, especially not in this pile of trash of a pvp meta.

It just goes to show how incredibly bad they are at balancing (nothing new). This isn’t toning down, it’s putting something on the chopping block while completely ignoring that you made classes playing condi builds stronger.

I usually just shrug it off when they swing the bat, but this is just.. blah. TALK TO YOUR PLAYERS, ANET.

Gimmie my condi clear back.

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Can I sign this?

How about giving back Seed of Life its two condi clears and reduce the amount of conditions from druid clarity from 13 to.. 6?

Patch Notes 5-17

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Why did they nerf seed of life? How is cleansing two conditions in a small radius you have to stand in while waiting for it to blossom OP? Where did this nerf come from?

I mostly just go with it when Anet hits stuff with the bat, but not this one. Middle finger up.

(edited by Lazze.9870)

Here's how to balance elite with core

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Also staff auto does the same amount of damage with a heal, and can’t be reflected back at the user like other ranged options ranger has. That is too much utility for an auto.

Staff does the same amount of damage as what? It doesn’t do the same amount of damage as anything. It can’t be reflected back, just like spatial surge can’t be reflected back. It doesn’t have too much utility, it’s arguably the one of the most fair autoattacks introduced with the elite specs. You can’t even cast it freely without a target.

It is like not taking alchemy for scrapper, or beastmastery for druid. That isn’t really build diversity when you are locked in to most of your choices already.

Neither as a ranger nor as a druid are you locked into Beastmastery. The syngergy between BM and NM is great for certain builds, but not mandatory to use the class.

You’ve probably played the class, but it’s quite obvious you haven’t done much else besides running the “meta” builds.

Your suggested Druid nerfs are horrible. Do not target the healing, it is needed elsewhere in the game(raids…) but instead target the pets and the general utility of the class. Smokescale and Bristleback are both very overtuned.

If anything, core pets are undertuned. The smoke scale has the stats of a bear, but unlike other melee pets it has an attack range that makes a world’s difference when running after a target (190 range compared to the wolf’s 130 – the very reason you’ve been ignoring anything that isn’t the knockdown leap for 3,5 years), aswell as a very potent smoke assualt.

Celestial Force Gain Change

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Please do provide a build that does not use NM or BM that can be used in competitive pvp matches and without staff. I am curious to see what other people’s ideas are.

http://gw2skills.net/editor/?vNAQJATRjEqQLLWxCmsAVLW+DM4zac9u20vqB7glXXGIAUi0PD-TpBFABNcEAEvMgO7PQwFAghDBAAPAAA

Played this through legendary, that is competetive enough for the majority of people on this forum.

[Rework] Healing Spring

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Although you are correct about the downsides of HS being a trap, I would say HS is still very good considering now you can run it @24 secs cd while traited vs the default 30.

But yeah, I think vigor will be very good on it like you and the others have suggested, In could be anything to be honest, a buff is still a buff.

It’s not bad per say, it would just be in a better spot if it would function like the old version. Healing Spring could still be affected by the trait. Forget about forcing it to function like a trap. Shouts typicaly had no cast time (except the old “Guard” before they removed its cast time partially for this exact reason), but they didn’t make any functionality changes to the skills added to the shout category in order to meet this criteria. That’s what they should have done with HS in the first place.

Or, they can remove HS from the trap category and simply change the description.
I.e “Boons and conditions caused by your Healing Spring and trap skills last longer and the recharge of these skills are reduced. Healing Spring applies Vigor and your offensive traps cause cripple”.

[Rework] Healing Spring

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Currently, the trait Trapper’s Expertise only affects offensive traps for some reason.

Except it doesn’t.

I think what he meant is that there’s no comparable thing to “offensive ones cause cripple” when it comes to our only defensive trap. We don’t really get anything extra besides shorter cd and longer lasting boons on HS with this trait.

In that case, yes. But the cripple is closer to negligible than anything else. They could obviously add vigor to it, similarly to how the old “gain vigor when using a heal skill” trait worked.

I’d simply want them to return HS to how it functioned earlier, and later improve each individual trap as needed. Then you can look at the trait.

[Rework] Healing Spring

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Currently, the trait Trapper’s Expertise only affects offensive traps for some reason.

Except it doesn’t.

The QoL List 2.0

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Evasive Purity, although as potent as it is, could be updated to remove conditions from allies aswell, similarly to elementalist’s Stop, Drop and Roll and Revenant’s Eluding Nullifications.

Streamlines it to traits with the same functionality aswell as adding more support to the core ranger.

The QoL List 2.0

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Change Steady Focus to increase damage based on how much endurance you have left. I.e 10 % when full, 5 % when at half etc. A major trait on the master level shouldn’t have zero impact whenever you’re using a core gameplay mechanic, and the flavor of the trait would still be there.

Forget about flavor and think about functionality. Sword auto attack used to have allot of flavor to it but functionally it was terrible, and it finally got changed after 3 years. It is the same situation with this trait it is flavorful but goes against the flow of the combat and the minor traits in wilderness survival and nature magic, it should get changed to be synergistic with them not work against them.
If anything it should be ‘deal 10% more dmg if your endurance is not full’ or’10% more dmg if you have less than 50 endurance (so you have no dodges) and 5% more dmg if you have less than 100 (meaning you have 1 dodge ready)’, or however else you want to word it.

I WAS thinking about functionality, and changing it to be dependent on your remaining endurance instead of being an off/on trait is just that. Functionality. The fact that it still goes with the flavor is just the icing on the cake.

Working against the ranger? Vigor on evade, vigor on pet swap and natural endurance regen is the exact opposit of working against. It’s faster endurance regen, especially when the natural vigor trait now stacks with vigor. The suggestion is an improvement to the current trait, and in line with the QoL theme of the thread. That’s the point.

And the fact is, you could make it 1 % per 10th endurance. Better than having a trait that is off whenever your endurance bar is full like yours would be. Your version works better on the warrior, as it has less of an endurance gain, fewer weapon evades, aswell as doing damage when dodging.

(edited by Lazze.9870)

The QoL List 2.0

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Change Steady Focus to increase damage based on how much endurance you have left. I.e 10 % when full, 5 % when at half etc. A major trait on the master level shouldn’t have zero impact whenever you’re using a core gameplay mechanic, and the flavor of the trait would still be there.

Condi Ranger is very strong

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That’s the balance.

The balance is also that druid outputs more offensive buffs than any other class, and that’s worth more than personal dps.

Perhaps people should keep these irrelevant comparisons to Tempest and Daredevils until Ranger gets an elite spec that is focused on something offensive.

MDG On By Accident (LOL)

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I was regulary using MDG in a celestial build with hoelbrak runes for pvp before the expansion hit, with sword and dagger on one set to evade around.

Quickdraw always ended up being the better choice imo when picking skirmishing, but MDG isn’t as horrible as some people want it to be. Not after the buff and after people have settled with the how they moved it into gradmaster tier. I still think master tier is where it belongs, but there are other misplaced traits in that specialization line aswell.

It still annoys me the most is that it is essentially an abolished necromancer trait, though.

(edited by Lazze.9870)

Ricochet Sucks: Why

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I cant believe people are still complaining about axe in condi builds. The gm trait pretty much tells you its for power unless ferocity has a use in condi builds.

The GM trait is pure trash, a polished kitten of a relic from the past.

The stat should have been swapped to give the user precision for each axe wielded/while wielding an axe so that it is actually usefull for both mainhand and off-hand. Winter’s Bite should be aoe baseline, and the trait should instead offer something like an attack speed bonus when wielding an axe (either hand).

Not saying that’s the best solution, but it’s an obvious upgrade from what it is now, and more importantly, it is streamlined. A weapon that caters to both condi and power builds depending on which hand you equip it in needs a streamlined trait.

The fact that they took the old Honed Axes – a trait never used -, added reduced recharge, aoe WB and promoted it up to gm tier is borderline ridiculous. I couldn’t believe my ears when they presented the specialization changes last summer and one of them said he was “excited” about Honed Axes.

New Sword Breakdowns!

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It’s not that I’m surprised they didn’t do anything, but it’s pretty obvious that this change should have advocated some buffs to the skills in the chain. The overall damage on all three strikes should have been bumped up, and the second strike still only hitting one target is simply a joke. It made sense as a kick, now it’s just less damage and pressure for no reason.

I find myself foolishly tumbling around hitting nothing because I’m used to sticking to things, but I think that’s just something to get used to. Anet isn’t reverting this, so better make suggestions on what needs improvement.

Edit: if we’re gonna keep the rather boring “pet might on hit” with the third strike, perhaps they could make it give the pet a stack per target hit. Just some more “umph” to it.

(edited by Lazze.9870)

Poison Master Talk on Pet Swap

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Was the Thief Poison trait a factor in the reduction since theirs is +33% damage & duration?!

They nerfed it in the July patch when they made poison stack, due to, according to the devs, it being “too strong now that poison stacks”. I’d personally like to see how they came to that conclusion. A ranger needs to waste utility slots and the sword/dagger evades and potential pick up the subpar shortbow to stack up enough poison for a 50 % trait to be so op they that they felt the need to nerf it instead of closely monitoring it.

My bet is that it would never be nerfed if they just had kept it at 50 %, because no one would ever complain about it. Thief’s Potent Poison didn’t even exist before the July patch. One year after coming up with something to go along with all the poison access the ranger has, they just copied it over to the thief. A more potent version of it even, true to its name..

(edited by Lazze.9870)

Poison Master Talk on Pet Swap

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Make the effect apply to the pet when you press F2, much like it would if you were to pet swap. Better control, avoids making it useless on pets without an offensive F2 etc.

Either that or replace that part of the trait with a balanced version of Refined Toxins. Opens up a trait slot for whatever.

Lastly, either buff the damage modifier up to 33 % (50 % -> 25 % was an overnerf), or replace it with better poison duration.

(edited by Lazze.9870)

Sword change

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It’s a net gain in PvE, there is no point arguing it. Doesn’t matter if it becomes more “noob-friendly” or not. None of the benefits of the leap matter in PvE as long as the damage stays the same.

More interesting to see how it pans out in PvP. From just looking at the animation we know we’re losing out on the leap plays, but we gain a weapon usable for cleave. To be honest, I’ve been missing the latter more than the former in the lately. Even considering how fun and devestating the current aa can be combined with quickness. For setups using sword/dagger as an evade set it doesn’t change anything. I always had a love-hate relationship with the sword, but I think I will prefer this solution to what we have now

Regardless, the current sword is a result of an animation that got stuck after they changed the functionality of the skills. People can argue all they want, but the current state of the weapon wasn’t intended. They either do this, or they give the core ranger a mainhand dagger to fullfill the role this new sword will have (which they obviously never will). One normal functioning, main hand melee weapon that isn’t tied to an elite spec is better than a flawed but unique one.

(edited by Lazze.9870)

Sword change

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[Suggestion] Next elite spec?

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The Bunny Thumper – hammer, stances.

The Strider – MH dagger, whatever skill type that doesn’t step on the thief’s toe.

All I got.

Beastmaster 2.0? Stop kidding yourselfs, Anet can’t even handle beastmaster 1.0.

(edited by Lazze.9870)

[Suggestion] Directional Arrows on skills.

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Before anything, Hornet Sting needs an update to the activation time. It should be the same as Debilitating Arc on the thief staff.

Fix the BUGS

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Signet of Stone should prevent point capture.

I’m sure the warriors will be delighted when end result of this would be a nerf to Endure Pain aswell.

3) Though I hate to see another Druid nerf

*Ranger nerf.

Budget Raiding

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Pointless changing the trinkets, keep the zerk trinkets (or whatever you are using). Put on a magi armor with monk runes and a staff with transference and water sigils. That’s 40 % outgoing healing when combined with the minor grandmaster trait, you won’t need more healing power. If your team can’t surivive with that, the druid isn’t the issue.

Post a useless skill/trait with your rework!

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Well, the most useless of the useless..

Honed Axes: 150 precision for each axe wielded, 10 % attack speed when wielding an axe (either hand). Make aoe Winter’s Bite aoe and reduce aftercast as baseline changes to the axe skills.

TracigPositive’s Preditor’s Instinct idea is spot on. Hands down the worst trait in the game at the moment.

Spirits. Ground targeted, half the cast time, make the health from the trait baseline and make them teleport to target area on activation. Reduce the elite spirit’s cooldown slightly. The water spirit could have a short lived water field spawn upon activation, but that might be stepping on Healing Spring’s toes (at least make both summon and the activation skill work with the Cultivated Synergy trait).

Cut the Signet of the Hunt cooldown in half (add opening strike refresh to the signet trait as a bonus – just having might on activation always felt lazy when looking at the ranger signets and their cooldowns).

Wyverns. Delete them if nothing else. They are an insult to rangers and stand for everything that were wrong with vanilla pets (short range, long cast times mainly). And while on pets, and since they’re technical “skills”: tune the melee pets to have the same autoattack range as the smokescale, from 130 to 190. Not that they’re useless, this particular issue just really bugs me for the time being.

(edited by Lazze.9870)

Why are the elites so bad

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Bad player, lots of complaints. Nothing new.

Things could have been better.

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The axe trait bugs me the most because it’s one of the traits that needed it the most and had the some of the most obvious solutions to it. Attack speed while wielding an axe (any hand), precision instead of ferocity as a stat boost for each axe wielded (to cater to both power and condi), etc. Instead they slap on some extra ferocity, with no changes to the weapon itself (aftercast issues and the fact that Winter’s Bite should be aoe baseline).

At least shortbow and the skirmishing traits might be looked at in the future.. maybe.. maaaybe……

Bristleback dmg output

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Posted by: Lazze.9870

Lazze.9870

It is really funny how rangers protect dat broken pet with phrases like “you want to destroy our only damaging pet” while still sitting with cele amulets (or what is going to substitude it after the “balance” patch).

Bristleback damage should be cuted significantly. If you want to provide high damage – switch to berserk/marauder like everyone else is forced to.

The bristleback could have some damage shaved off and its bugs fixed, but that doesn’t change the fact that as long as this pet can reliably hit people (which it can compared to vanilla pets) coupled with the fact that rangers usually run Nature Magic and Beastmastery in this meta, the two most important specializations you’ll need for a pet centric build, and the fact that bristleback is designed to be a damaging pet, not an utility pet, this thing is always going to hit hard as long as the ranger keeps it buffed.

And for the record the ranger/druid doesn’t have high dps with pets, it has burst potential with pets. It is a kittening difference.

The funny thing about you asking people to move to marauder/berserk amulet if they want damage is that the ranger is one of the professions that by far benefit the least of running it. The ranger’s power coefficients are bad, the projectile hate nullifies the longbow in teamfights, the burst skills – mainly Maul – are among the most telegraphed and easily avoided burst skills in the game, and not to forget, the class mechanic doesn’t benefit anything from it.

Bristleback dmg output

in PvP

Posted by: Lazze.9870

Lazze.9870

And even if you managed to accidentally kill pet, ranger click F4 without penalty every 15 sec.

There are actually people in this thread that doesn’t know about the cooldown penalty to pet swap when a pet is downed.

And that’s the kind of awareness amongst the QQers.

Bristleback dmg output

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Posted by: Lazze.9870

Lazze.9870

You can’t easily kill a druid or ranger pet, and they can just swap pets without impunity. So your only strategy in defeating rangers is to ignore the pet.

This is the whole problem. A fix would be any damage, condition, cc a ranger takes always effects the pet.

If a ranger is feared so is the pet and I am talking about baseline.

This is actually the level of stupidness amongst the people QQing about pets.

Should nerf Druid pets

in Ranger

Posted by: Lazze.9870

Lazze.9870

a ranger running NM and BM will always have high pet damage potential. And the Bristleback won’t stop hitting you if you nerf its damage.

So….using two trait lines to make our pets somewhat more threatening in exchange for our personal damage (No skirmishing/marksmanship = No MoC/OS/QD ) is imbalanced? Its just a more defensive setup that heavily relies on your pet dealing the bulk of your burst while you sustain*.

I still don’t see the problem – it just sounds like you experienced someone using the Bristleback/Smokescale burst really well and want to call it OP.

*(The meta’s definitely shifting away from this in the upcoming patch, so its better to wait and see how things work before making further calls on overall pet damage/durability since players are likely to die a lot sooner)

I can’t even understand how you managed to read my post and interpret it as I was complaining about pets.

People are apparently still too stupid to look at the amount of traits that actually benefits the pet in the ranger pvp meta builds. Nature Magic and Beastmastery contribute to a major increase in pet damage, and with smokescales and bristlebacks having an easier time sticking to the opponent than the vanilla pets, people start QQing about it because that potential damage actually hits more frequently.
You can probably tone down the amounts of projectile from the Bristleback does on its F2 (I wan’t a projectile finisher % chance in return, please), but a ranger running NM and BM will always have high pet damage potential. And the Bristleback won’t stop hitting you if you nerf its damage.

How is that complaining about pets? That first paragraph is literally me calling other people stupid for QQing about it.

(edited by Lazze.9870)

Eurantien last match pvp build?

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Posted by: Lazze.9870

Lazze.9870

Weird to see the regen and heal trait for pet, not sure if troll since no invigorating bond. Shout regen trait kinda makes sense to generate AF along with SoW but odd on maruader.

The natural regen trait gives you astral force, it is the obvious choice for any druid build not using gs as long as wilting strike is bugged. He lacked staff aswell, so the trait + SotW makes up for it. Basic stuff.

To be frank, I don’t get why you would run eura’s build though.