80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]
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not needed imo (expecially with the quantity and ease they’re killed/destroyed) they’re a blessing in disguise (rally if you can find one before dying – if they give exp then people will go about destroying them so no one can rally – and manually ressing in the vine room is normally a death sentence for both you and the downed player)
- i have no trouble getting past them on my ranger with a longbow (unless i get smacked by an OP knight) which theoretically is the worse weapon to navigate through them
(edited by Linguistically Inept.6583)
you might toss it in order protect your self from projectiles, and have a line of smoke come up,
http://wiki.guildwars2.com/wiki/Smoke_Screen
other than that; it could be nice, but i dont use elixirs enough to comment extensively (the cast time on some things that other professions get instantly;along with the randomness annoys me)
I’ve been playing this game ever since the second beta yet I never noticed this.
It must be because the skill description on the potion sey “casts a random spell”.My point is that Random skills are unreliable, and none of the good Engineers use them!
The Proffession is already considered weak, so I see no point not to impliment this, aside from having to give a “Shaking potion” animation to all races!
id seen thieves use it in dungeons before; but didnt know what it did (except for a smoke field) until i decided to figure out a build for my thief (for which i looked at the wiki; alot) and the lack of information on most tool tips makes it understandable (i spent ages on my first ‘main’; ranger trying to work out what opening strike did xD)
but agreed; randomness sucks; and seems very anti engineer to me "/
a. you do not ‘bleed’ that sounds pathetically over dramatic
b. non WvWers getting buffs doesnt negatively affect you (infact; you could argue that it positively affects you; more PvE-ers the faster people can gear up for WvW and farm gold for seige/upgrades)
c. goes completely against any kind of community spirit
d. i had a ‘d’… but i went and got a cup of tea halfway through writing this; and seem to have forgotten "/ ill edit in if i recallalso; ‘parasite’ and ‘average thief’? i think you need a reality check.
-So sorry you can’t grasp the concept of metaphor with the bleed, aka, getting killed.
-That gear can just as easily have come from a WvW player selling their loot.
-Being mocked for keeping on trying at WvW really promotes that ‘community spirit’
-Try playing on GoM, before you feed me that ‘community spirit’ crap.
-Benefitting from others effort while not trying to help and mocking them for continuing to try? You are a parasite.
-I know how good a player I am. I’m an average thief. Go check your own reality before telling me what I should see in mine.
-what made you think i didnt understand? my point was; its pathetically dramatic
-granted its subjective; but i completely disagree; drop rate of trinkets alone is abysmal (and -as i recall- the only gear avaiable for BoH is soldiers) not to mention exotics. i cant recall how long i spent in WvW yesterday morning, but i believe it was about two hours; in those two hours i made 50s (after repair costs – i dont run MF gear/food either), yet in an hour or so(i dont bother timing; so could be completely wrong there) you can make 2g from AC as well as a guaranteed exotic/progress towards an exotic (although im not too keen on AC stats…)… i feel like im rambling…
- i assume GoM is a server? (im too lazy/tired to check and havent bothered memorising all the servers) but i dont see the relevance
- i play WvW fairly often (not as much as i run dungeons – which i also dont get to do much more as my internet has become annoyingly lethargic) and i find it enjoyable (when i dont run into an invizerg/am lagging like crazy)
-mb i thought you were calling ‘parasites’ ‘average thieves’ (i am very tired "/)
d was something about mentality or something i think "/ cant remember
wow; just re-read and sounded very ramble-y
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i was under the impression that server capacity was based on the number of players online? i seem to recall reading several times about servers more likely to not be full at off-peak hours; although havent been interested in transferring so havent checked
a. you do not ‘bleed’ that sounds pathetically over dramatic
b. non WvWers getting buffs doesnt negatively affect you (infact; you could argue that it positively affects you; more PvE-ers the faster people can gear up for WvW and farm gold for seige/upgrades)
c. goes completely against any kind of community spirit
d. i had a ‘d’… but i went and got a cup of tea halfway through writing this; and seem to have forgotten "/ ill edit in if i recall
also; ‘parasite’ and ‘average thief’? i think you need a reality check.
you might toss it in order protect your self from projectiles, and have a line of smoke come up,
http://wiki.guildwars2.com/wiki/Smoke_Screen
other than that; it could be nice, but i dont use elixirs enough to comment extensively (the cast time on some things that other professions get instantly;along with the randomness annoys me)
I’m quite certain it’s a game wide issue.
^ this; a few necro marks have the same issue with the greater marks traits
ive gotten used to guessing the size on both my necro and ele (although all necro marks are the same size; so slightly easier) and im consistently right on the boundries
i think its more impatience at standing around (like a child fidgeting)
- but i could be mistaken
I wonder if existing named exotics will be used as precursors or if new ones will be introduced.
if its existing then you can bet some wealthy tycoon will insta buy the whole supply… so im betting on new precursors
5/8 for me; im having trouble motivating myself to level guard/thief/engi though due to it just being a case of repeating content i dont like and how much i hated levelling my mesmer (which i forced myself to do as i impulse-bought the t3 asura LA chest for it), all three are 20-30 atm "/
I don’t… wait what? Are you serious?
If you are really annoyed by them, then go to an other city (all the towns have tp/bank/crafting) Or… or… Here is an idea: TURN OFF YOUR SOUND!
I’m a genious I know.
Yours,
A happy bell spammer
That really isn’t an acceptable solution under any circumstances. Players shouldn’t be able to grief others to the point of depriving them of being able to stand in the city they want and listen to the game’s ambient sounds and music. The fact that your suggestion is the only possible alternative at the moment shows exactly what is wrong with the current system, and exactly why a toggle should be made for town clothes generated sounds.
you really want to listen to some of banal NPC chit chat? ‘whoever thought a government run by pirates would ever succeed?’ (that conversation makes me cringe everytime i hear it because of the ‘it would seem’ at the end; i dont even know why) or ‘your head looks funny’
i like the choir bells; if i see/hear someone playing one (nicely) i go and stand/sit by them and listen for a bit
if it were implemented that only one choir bell can be heard at once then thered be no chance of anyone forming up a choir bell band (which -if there isnt already- im hoping for)
It makes absolutely no sense,
it makes no sense that eles can throw fireballs
it makes no sense that projectile weapons dont reload
i makes no sense that a person (/asura/norn/mutated kitty/celery) can get stabbed in the stomach with a sword; stuck with a ridiculous amount of arrows/bullets(crossfire/unload) and still show no evidence of damage
it makes no sense that someone can miraculously heal any damage and cure massive bleeding (especially by shouting -‘shake it off’)
arguing logic in a fantasy game (especially when it affects balancing) doesnt make much sense
the only JP that i found somewhat difficult (and by far the most entertaining) was clocktower, if we use that as a base
harder to obtain the boots than clocktower was? – judging from the amount of QQ about clocktower, some candy and an already released skin; there’d be a lot
easier to obtain? – why would they be legendary?
http://wiki.guildwars2.com/wiki/Upcoming_changes_and_features
https://forum-en.gw2archive.eu/forum/support/account/Character-name-change-6/first#post847387
+1 ive neglected my keybinds for precisely this reason
destroyers are born; not corrupted though?
would break elementalists (more damage mitigation) and mesmers (damage mitigation and deceptive evasion)
OoW and CoE have MA hoods…
+1
although i think tumble should be 75%-100% endurance
Basic Transmutation Stones share the same problem as many things in this game. There is no point in investing in something that will be obsolete by the time you reach lvl 80. Minor and Major Runes are an other example of this. You really don’t need to care about runes until you are 80 so you’d rather save your money for Superiors.
This is also the reason why I don’t craft. Because this aspect of the game basically failed on the promise that we wouldn’t need to craft hundreds of worthless items to finally be able to get to the useful ones.So it’s not a problem exclusive to transmutation stones but I too would welcome anything that could change my stack of Basics into something useful
not quite; i regularly throw my minor/major runes/sigils into the mystic forge, obtained quite a few superiors as a result
I’m all for something to be done with the basic stones. I do find it funny, though, that every time I see this suggestion pop up it’s by someone who has less than half of the amount of stones I have accumulated. Eris is the first person I’ve seen post with more than I have. :P
i had more; but i used them on my first three characters (after which i realised there was little point and id just try to rush the rest to 80)
http://wiki.guildwars2.com/wiki/Feline_Grace
http://wiki.guildwars2.com/wiki/Vigorous_Recovery (10 seconds of vigor every 15 seconds with signet of malice/withdraw)
http://wiki.guildwars2.com/wiki/Bountiful_Theft (15 seconds every 32-45 seconds)
also;
http://wiki.guildwars2.com/wiki/Scorpion_Wire (1200 range)
http://wiki.guildwars2.com/wiki/Long_Reach (1200 gap closer)
http://wiki.guildwars2.com/wiki/Infiltrator%27s_Arrow (900 range; more than offsets the 300 -600 if LB ranger- difference, it puts thieves at a disadvatage (less initiative) at the start of a battle sure; but the same can be said of any class who gets attacked out of the blue by a stealth thief) and can be followed up with http://wiki.guildwars2.com/wiki/Infiltrator%27s_Strike / http://wiki.guildwars2.com/wiki/Shadow_Shot for gap closure
you could argue that other classes should have gap closers like these, and anet could give them to toher classes to make EVERY class the exact same, but that would be stupid and boring, thief is FINE with 900 range (ive played with thieves on bosses that they ‘needed’ the range for they were perfectly fine spamming clusterbomb for it)
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Probably been suggested before, but I just had a thought. I would be nice if when using the preview panel, especially when previewing weapons, it would use the idle with weapons out animation. This would make it soo much easier to actually see and examine the weapon.
+1
although for more accuracy the preview particle effects would need to be fixed too
oh yes, warrior is close combat fighter(thats warrior mean) and long range weapon for him really make sence(yes its sarcasm)
and guard have sceptor, and staff 2-skill has recharge 3sec and range 1200, but thief has none! I just want what other profesions have and change the trait isn´t difficult and dont giving him advantage
you dont playing thief,are you?
guardians/warrs are severly lacking gap closers/escape mechanisms when compared to thief.
thief can go stealth,shadowstep(hello infiltrators arrow/steal) or scorpion wire to mitigate the distancewarr has… gs (melee) as reliable gap closers, both their ranged options lack any mobility.
Your health pool and traits well then make up for a slight difference in mobility. Not saying thieves need 1200, thats a bit much for us. But atleast 1000, that 100 range difference is huge in WvW. We got a single 1200 range weapon skill, which takes about 2 or so seconds to even reach that distance on a leveled field.It just doesn’t compare to the other professions with 1000-1200 base range. Plus going up front as thief isn’t very smart in WvW unless your survival built, have signet of malice, and use dagger storm.
And on a side note, why is SB on rangers the same range as longbow? Where is the thinking? I wana give LB some hope but SB has quick attacks, mobility, all 1200 range, and poison (-33% healing is quite helpful). SB on ranger should maybe have some 1200 range skills but should be more so 1000 range. Give some incentive towards LB other than barrage. Not suggesting change LB, but SB does need a range decrease for how much dmg it puts out.
health pool and traits nowhere near make up for the difference in mobility, thieves can stealth and drop all the people targetting them and/or shadow step away including more access to dodges
thief shouldnt be going straight up against a zerg, no class should be able to do that (a warr or guardian who runs out front normally gets focused and killed (unless they have insane survivability; inwhich case they wont be doing much damage anyway) theif (imo) should be picking off players seperated from the herd then retreating to safety
- i agree with you about ranger shortbow (although most rangers with LB use the 1500 range trait), it could do with a range decrease
none of mine are particularily funny =[
jaguar – nightstalker (my ranger is called nightwither)
raven – nevermore (Edgar Allan Poe – the raven)
devourer – nightshade
spider – twinkletoes
oh yes, warrior is close combat fighter(thats warrior mean) and long range weapon for him really make sence(yes its sarcasm)
and guard have sceptor, and staff 2-skill has recharge 3sec and range 1200, but thief has none! I just want what other profesions have and change the trait isn´t difficult and dont giving him advantage
you dont playing thief,are you?
guardians/warrs are severly lacking gap closers/escape mechanisms when compared to thief.
thief can go stealth,shadowstep(hello infiltrators arrow/steal) or scorpion wire to mitigate the distance
warr has… gs (melee) as reliable gap closers, both their ranged options lack any mobility.
i dont see what the problem is, i can often revive downed players with battle standard/signet of undeath (infact; battle standard has saved my PuGs from wipes so often its unbelievable) they dont need changing; just people need to react to a downed player faster
What, you can repeat Jumping Puzzles and get the rewards? I didn’t know that actually. I thought they were one-time things. In any case, I still maintain that they need to give something better than blues/greens/etc (this is an issue with open world boss/loot chests in general).
Maybe some lodestone prices would fall, but they Charged lodestones are trading at nearly 4g, I don’t think anyone would really complain.
Anyway, since not all jumping puzzles are created equal, I’d suppose that the first thing they’d need is an evaluation of their difficulty. Once that is sorted out, rewards could be adjusted accordingly.
making all jumping puzzles the same difficulty would be boring imo
wouldnt mind seeing BLTkeys or lodestones (although it could negatively impact some of the cheaper ones; new recipes could be implemented that utilised them) as possible rewards
Seriously though if you don’t know why this change is being made go see the video of 4 Eles wiping AN ENTIRE ZERG in WvW!
stupid zerg; js, if they pushed aggressively (and they clearly had the numbers) then they wouldve obliterated the eles (i also watched the same guys fort defence video; they help them back and killed a hell of a lot; but once the zerg aggressively forced their way up they got beaten back quick.
i dont think a drop rate increase is needed; but something should be done about CoE opening time/difficulty of the pre event (its very hard to do if players are scattered around servers) and/or overworld farming zones with the temple contested
i agree we are rangers but everyone has same base range. that so lame gives us 1500 range and arrow pierce and make pet less squishy too
You know the term Ranger in this context isn’t for “range” right? In other languages the profession is translated with words closer to “Forestal Guard”. Think of Ranger in Texas…. Chuck Norris most famous move is a kick which is melee. The Power Rangers were melee guys too :P
Also… 1500 range would be insane. Shortbow has 300 more range than Thief Shortbow and Longbow has 300 more range than Warrior Longbow. 1500 for all skills would be overkill in many contexts.
I agree that Ranger needs A LOT of help, but 1500 range on anything spammable is game breaking when there are professions that CAN’T auto-attack at more than 900 with any weapon.
the only class that cant auto attack at 1200 range is thief (who have numerous ways of getting closer; so it doesnt matter)
-also; any decent warrior using longbow takes the trait to buff it up to 1200 range (same as rifle) as it has some pretty nice hidden effects http://wiki.guildwars2.com/wiki/Stronger_Bowstrings
1500 range isnt insane; most longbow rangers take http://wiki.guildwars2.com/wiki/Eagle_Eye anyway (your reply indicated; to me; that you werent aware that almost every longbow ranger has 1500 range) – it could be changed so that longbow is default 1500 and the trait gives 10% longbow damage instead which i dont believe would be OP (though not sure about harpoon… i tend to stay out of water)
*edit; just checked wiki
http://wiki.guildwars2.com/wiki/Kill_Shot
http://wiki.guildwars2.com/wiki/Arcane_Blast (i actually already knew about this one but needed to check its name for another reply i made)
both have 1500
longbow will not get many attacks in inbetween 1200/1500 range on an advancing player
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Maul being blast won’t make it a blasting “class,” since it, not counting drakes, because it’d be our only blast. And it’s close range as well being on a non-damage weapon.
really low CD (the only field a scepter guardian can self combo in is fire, guardians hammer blast has low CD but again; only might/retaliation) rangers have a surprising amount of variety in their combo fields which i dont believe should be complimented by easy access (well… any access outside of pets; comboing with your pet is pretty ranger~y… though sadly hard to predict… i would like to see more F2 finishers)
ele can blast into a staff water field; but eruption is a shoddy blast finisher and attunement cooldown stops them switching and doing it more often (could run arcane… wave?blast? i get the two mixed up, but ele has really useful utilities theyd have to give up -cantrips)
engineer can blast into a water field a few times if they have amazing timing, no lag and their turret isnt brutally mauled to death by anything, and the rest of its self combos are very rigid
thief can self blast combo for stealth, weakness or blindness (i think shadow refuge is a dark field? too lazy to check) all of which the thief can easily access on their own
healing spring>maul(5s)>swoop(10s)>wait a short while>maul>swoop = 4 packets of healing on top of healing springs heal (and cond removal/regen)Um…. engi have a blast finisher on a 1s CD when they have Med Kit + the “Create skill on kit equip” trait, so you can super heal people if you have a med kit, i found out about that yesterday. And before you say “But medkits a bad heal skill!” it’s not, it has an AMAZING toolbelt heal, 3 other heals while kit is on, a fury + swiftness boost, and a condi purge.
Us having ONE blast finisher on a melee weapon wouldn’t put us into any super powerful position. We wouldn’t be able to blast nearly as much as other profs can, and guardians don’t have many fields or finishers because of all their utility skills that pretty much make it so they don’t NEED them… Rangers on the other hand… our utilities are kinda -meh- at best for support, so us having a lot of finishers and fields can easily make up for that.
a. i would never say medkit is a bad heal skill; im not an idiot; i looked extensively at each class to determine my builds
b. using med kit takes away engis water field… so you cant blast away and super heal someone/yourself without a partner
Why would one ingrediant. Mystic stones cost as many gems as you can spend on just buying 5 fine transmutation stones without throwing away all the other ingrediants. I do like the idea of turning basics into fines in the MF, but the recipe has to be inline with the small gem cost of just buying a 5 stack in the gemstore. Nevermind I misread that, but it still needs to be a bit less I think.
I guess it depends on how many basic stones are required. But yea, you got my vote.
yeh; it needs to be balanced so that gemwise its still better to buy fine stones than basic (and then ‘upgrade’ them) but still have some gem cost for those who have leftover basic stones from either the gem store or map completion (or chests… though i havent opened on in ages; and cant recall if they drop them)
Maul being blast won’t make it a blasting “class,” since it, not counting drakes, because it’d be our only blast. And it’s close range as well being on a non-damage weapon.
really low CD (the only field a scepter guardian can self combo in is fire, guardians hammer blast has low CD but again; only might/retaliation) rangers have a surprising amount of variety in their combo fields which i dont believe should be complimented by easy access (well… any access outside of pets; comboing with your pet is pretty ranger~y… though sadly hard to predict… i would like to see more F2 finishers)
ele can blast into a staff water field; but eruption is a shoddy blast finisher and attunement cooldown stops them switching and doing it more often (could run arcane… wave?blast? i get the two mixed up, but ele has really useful utilities theyd have to give up -cantrips)
engineer can blast into a water field a few times if they have amazing timing, no lag and their turret isnt brutally mauled to death by anything, and the rest of its self combos are very rigid
thief can self blast combo for stealth, weakness or blindness (i think shadow refuge is a dark field? too lazy to check) all of which the thief can easily access on their own
healing spring>maul(5s)>swoop(10s)>wait a short while>maul>swoop = 4 packets of healing on top of healing springs heal (and cond removal/regen)
i would just do all map to 98%, leave behind one POI on each until I was 80, then go complete them all for better rewards … as said above, easily exploited.
hadnt thought of that… that would be an issue
Better yet just make it actually rewarding to do anything in lower level zones. I thought the point of scaling everybody’s level down was to make it so proper rewards would be justified but obviously that’s just yet another broken promise.
When I am on my 80 running around lowbie land, yellows drop like candy. Getting full map completion on 3 lvl 15-25 zones I’ve netted 20 lvl 74+ rares and 2 exotics. Far better than I ever got by running at-level zones trying to farm lodestones (with one HORRID drop rate).
Would say they have made it better to be in lowbie zones. (people also buy up the white drops from lowbie zones far more than they want higher ones so I’m making more side money as well).
then you are lucky (or im unlucky – i have only had 2 exos drop from corpses since headstart ); even with magic find gear (granted; not full) i have never obtained a rare from low level zones
That makes no sense. I can easy beat 10 lvl 1 mobs in low level areas.
easy =/= fun or rewarding
desolation has a large UK playerbase; at headstart everyone i talked to was from the UK and it seems to still be mainly british
(im english/scottish… but live in england, and cant understand what my scottish relatives are saying… but im going off on a tangent… so ill stop)
http://wiki.guildwars2.com/wiki/Healing_Spring
3 aoe heals? nty
also dont think ranger should have a blast finisher… it doesnt strike me as a ‘blasting’ class… if that makes sense
i love my ranger (and dont think its UP or needs an overhaul)
but i do hate spirits… and do wish theyd add some kind of pet evade (i micromanage alot; but sometimes its impossible to call them back before a heavy hitting attack)
and have had lick wounds fail on slopes even when my pet was still alive (and i believe lick wounds revives your pet anyway)
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Way too easy to exploit
exploit… how exactly? people still have to put the effort into completing an area; considering you can get 2 ecto-rares per run of a higher level dungeon i dont see how its exploitable
- honestly i just want a reason to go to the overworld again; i dont plan on going for a legendary anytime soon (im still getting cultural armour on a few characters as well as going for azureflame) and levelling my other three alts is a chore with no people to complete the group events with, levels on my 80s are worthless to me now, same with basic trans stones (just created a new thread about those…) and low level loot, dungeon running is much more rewarding atm that i just cant see a reason to go explore anymore
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i have over 100 basic transmutation stones that i will never use (not even on my non 80s); i would love to see some kind of mystic forge recipe to convert a few of these into fine transmution stones
-example-
10/15/25 basic transmutation stones
+ 1 mystic stone(50 gems; 250 gems for 5)
+ 10 piles of incandescent dust
+ 1 pile of crystalline dust
= 5 fine transmutation stones (200 gems for 5)
its painful completing a low level area on a high level character and getting lvl 25 gear, suggesting improving it to atleast level 80 rares (at level 80), maybe exos if you feel like being kind ;]
- it would greatly increase the (shoddy) effort:reward ratio of completing areas and would help encourage higher level players to go to lower level zones (some of which are pathetically empty almost all the time)
its in the works
-_-
https://forum-en.gw2archive.eu/forum/support/account/Character-name-change-6/first#post847387
I honestly don’t see how it would ruin the fun of solo play, I have 4 level 80s and 3 more 40+ers I’m working on. I have only had one set of magic find gear on my first level 80 that I salvaged for money long ago. I haven’t had any less fun because of it.
The other solution you mention about a MF person splitting his bonus or ‘averaging’ it out to the group basically makes that person who invested in the MF gear get less than what he’s actually wearing. Here I’ll make up a number 125% MF on his gear, he now gets rougly 25% and gives the rest to his party? I don’t think most people like that solution. Not to mention what happens when you get a party of every person with 220% MF? Is there a limit? If they limit it to one person, what happens when more than one person has MF gear on? Who does it choose? Is the other person now dead weight?
I’m covering all the arguments from previous threads as that is not what I want in this one and they are all valid and actually is why I came up with this simple solution. You can be for or against it, other ideas are welcome, but not the same ones seen and argued about for pages in previous threads thanks.
then they get appropriately punished for being selfish; farm groups (where everyone has full magic find) would still work as each player would have the same; and would still work for solo farming (low pop servers/off peak hours) whilst MF players would have more of a party benefit if they feel like being awkward and running MF in dungeons
- its a pretty good solution imo
Magic Find is perfectly fine as it is, there is no need to compromise on anything really. The person who uses it just loses 1 stat. Not the end of the world. A player’s skill far outmatches the loss of the stat. When I see people talk about how bad MF is, it sounds like they’re implying that the armor drastically affects you; almost as if using it divides your half in 2 and adds weakness. Its a single stat, not a game changing decision.
Just my .02
magic find is the major stat on a gear, that means a player loses 1049 stat points, quite a substantial loss
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the only annoyances i have with water necro is the lack of elite options (though im a condition build; so its fine for me) and inability to use wells
go play ele underwater and you’ll see necro in a new light ;]
Want people more evenly spread out? Equalize the rewards a bit, time is money and a lot of us do the math and avoid things with little to no return. e.g. Vets and Champions.
Spend 20 minutes slaying the Champ Giant.
Get a blue horn.
Retire to spend my vast fortune…Perhaps map rewards should be character level based, and not map based… but then, a 80 character has a real easy time finishing a sub 20 map.
Then again, you can only finish a map once…Dono. Not an easy one I guess.
I still feel TP inflation is the route of all evil here.
Scribe, to put perspective on this, my first set of exotics I made for my first 80 character cost me less than 4g. Granted, I had most of the mats for it. The second set I bought for around 7. The third for around 12. I have yet to return to TP for my other 80 characters. I don’t even want to know what those will cost.
So, between balancing family time, playing this game and working, lets just say I am not in the top 1% of the GW2 economy.
12g isnt that hard to obtain; 2-3 from all three AC paths a day (if your team doesnt skip all the champs) and you’re there in 4-6 days, for 6 exotics thats pretty good (considering its 23(?) runs for a full dungeon set)
its subjective; but MM sucks atm, ive barely seen any 60+ necros run minions; and the ones that did used them in dungeons (full MM builds, not just the ones that ‘could’ be useful utiltity; golem,deadvourer and wurm; showing that they dont really know particularly care about their build)
predators instinct is adept (so 10?) and it fits marksmanship much more than offhand training (offhand training projectiles are… throw torch/crippling talon?… very marksmanship)
i agree with your other trait suggestions though
-Make pets F2 instant
i think they made some improvements to this at some point… i remember whilst levelling my ranger (first 80) i had to mash f2 and they still wouldnt do anything; now my jaguar stealths near instantly and raven blinds when it reaches its target
-Pet drops aggro when he goes down
why is this needed? so enemies dont come running to you after they kill your pet? i can see the use in certain dungeons (TA f>u path if your team isnt killing the spiders) but it just seems a bit lazy to me
-Give pets a dodge that the player can control
i would love a way to make my pet dodge… or as someone posted on another thread ‘when you dodge your pet gets evasion’
-Reduce aoe damage to pets
completely disagree, all we need is a pet dodge
-Reduce pet swap when your pet is fully down
swap it out before it dies? like a good ranger, if you let it die then you should be quite harshly punished
i like the range damage mechanic (although its unrealistic and could use a damage buff at 1000+ range; because enemies arent going to be staying in that window for long – especially with the slow attack speed)
i have a tendency to use quickness during barrage/rapid fire (with QZ/pet swap quickness/quicker pet swap recharge you can get a surprising amount of quickness) so getting interrupted is rarely a problem (although i dont Spvp much/at all on my ranger), and if it is; we have a long stability in rampage as one, why not pop it before barraging if you’re in danger of getting interrupted?
my ranger seems fine at most dungeons, skill damage isnt affected by range (with CD reduction trait i find myself using rapid fire/hunters shot (constant +10% damage is awesome ^^)/barrage if boxed in, or i switch to sword/warhorn and go ninja on them
i disagree with the shortbow damage buff (and if it is ever buffed then longbow – and pretty much every ranger weapon- will need a damage buff too), shortbow is a skirmishing weapon, quick shot helps you get into flanking position/evade damage, crippling shot means more bleeds (although from your pet) and concussive shot is for rare interrupts
edit
wow… long reply; sry for thw WoT ^^;
+1
id also like to see an increased combo finisher chance on longbow1 (considering how slow it shoots) but thats a different issue
i actually preferred it when it was just a flat plan that i could walk over…
i would love to see an update for the ranger that improved spirits (no one EVER uses them) and gave them a staff, so +1
or the “jumping puzzle” on bloodtide coast where you have to figure out the thing with consoles. would be fun.
i hated that… i was at it for ages; eventually someone came past; completed it and fed back the co ordinates to me xD
more puzzles… could… be fun though
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