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With better traps, but worse stealth

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Posted by: Manekk.6981

Manekk.6981

Our pets weren’t buffed, people are just speccing into beastmastery line now since we can fully go into 3 lines. If anything they were kind of nerfed since their condi damage is even weaker than it was before.
Also how was backstab nerfed? I haven’t spent a lot of time on my thief since the trait change but it seemed to me it was hitting just as hard if not harder than it did pre patch.

At the top of the thief forum right now https://forum-en.gw2archive.eu/forum/professions/thief/19k-backstab/first#post5399541
That’s nearly a 20k backstab in PvP, imagine how hard it can hit in WvW with the right set up.

I’m pretty sure they normalized the damage of backstab (along with many other skills) in pvp, pve and wvw in this case backstab got a buff in pvp and nerf in wvw.

That makes no sense. Through guard stacks, food/utility buffs and gear variety you can do more damage in WvW. Not to mention revealed doesn’t last as long in WvW so they can backstab more often. How could their damage be lower?

Don’t get me wrong, I’m not saying thieves have it easy in WvW, but the problem isn’t their damage.

I’m not sure what you mean? I might be mistaken btw I just remember many skills having their damage split in pvp and wvw and that they now got normalized to be a slight nerf in wvw and a bigger buff in pvp (on those particular skills)

edit: F**** nvm cloak and dagger now has 17% less damage in wvw and 25% more in pvp, thought it was backstab.

With better traps, but worse stealth

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Posted by: Manekk.6981

Manekk.6981

Our pets weren’t buffed, people are just speccing into beastmastery line now since we can fully go into 3 lines. If anything they were kind of nerfed since their condi damage is even weaker than it was before.
Also how was backstab nerfed? I haven’t spent a lot of time on my thief since the trait change but it seemed to me it was hitting just as hard if not harder than it did pre patch.

At the top of the thief forum right now https://forum-en.gw2archive.eu/forum/professions/thief/19k-backstab/first#post5399541
That’s nearly a 20k backstab in PvP, imagine how hard it can hit in WvW with the right set up.

I’m pretty sure they normalized the damage of backstab (along with many other skills) in pvp, pve and wvw in this case backstab got a buff in pvp and nerf in wvw.

With better traps, but worse stealth

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Posted by: Manekk.6981

Manekk.6981

I have never had such an easy time killing thieves as now, it depends on your build of course but the new version of Barkskin, Protective Ward and Taunt or any kind of build using some or most of these traits completely negates the huge opening burst thieves used to be able to always do to us now instead they will find themselves tucking tail with themselves in very low health instead of you after their opening, that’s not to say a skilled theif can’t outplay ranger even with these but we are not nearly as vulnerable as before and I think we should be favored to win against them in most cases.

(edited by Manekk.6981)

New pet

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Posted by: Manekk.6981

Manekk.6981

Honey badger of course, his special skill is being so kitten he doesn’t take damage from dots.

Rune of strength

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Posted by: Manekk.6981

Manekk.6981

How does RF with QZ stack more than simply AAing? The sigil has a 1s ICD, meaning you can only get two stacks from RF.

+barrage I missed to type that. to clarify I was not using signets to get this only the rune and sigil of strength and nature magic and if you also add food you very easily maintain close to 10might aslong as you keep attacking.

(edited by Manekk.6981)

Rune of strength

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Posted by: Manekk.6981

Manekk.6981

It’s actually a pretty good rune, I’ve swapped to sigil of strength as my second sigil on the longbow (after the nerf of fire sigil) and using this rune you can stack a decent amount of might on that alone just simple autoattack will have you hovering around 4-6 might (I have the extra boon duration from nature magic aswell) and in spikes with rapid fire+barrage and quickening zephyr you can easily get over 10 stacks perhaps as high as 15 even it also plays fantastic with SotP, that said Hoelbrak is probably better in pvp but I’m not entirely sure on that, I played with both and there isn’t much diffrence really you’ll definetly do more damage with strength but not much on the other hand the condition reduction on Hoelbrak is very weak too given how long duration many conditions have you’ll often need a cleanse anyway or die I find, paired with food in wvw it’s another story though.

edit: also in addition as tempting as it might seem to have zephyrs speed on petswap I would never ever trade out taunt for it not even with this rune, taunt is way too important in too many scenarios both offensive, defensive and as support.

(edited by Manekk.6981)

I fixed all of condi bunkers problems!!Ever!

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Posted by: Manekk.6981

Manekk.6981

The effect of ranger shouts doesn’t directly affect allies, most warrior shouts do. Question is – the warrior shouts “Fear Me!” and “On My Mark!”, do they work with Soldier runes in such a way that they clear conditions on allies when used?

Yes they do all warrior shouts remove conditions from allies with soldier runes, none of the ranger shouts work with them outside of yourself and your pet.

shout build

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Posted by: Manekk.6981

Manekk.6981

Look, I play a shout build with trooper runes. Ever since the runes were changed to Trooper runes from Soldier runes, the effect has been limited to those affected by the base effect. When I noticed this, way back, I was shocked. I would appreciate it if you’d test it before telling me I’m wrong, for I have tested this many times, last time as writing this comment to check if they had changed it. Nearby allies are not affected by Trooper runes when using ranger shouts.

I tested and you are right, that is still a bug though and not how they should work it doesn’t work for any of the ranger shouts but it works for all warrior ones even though the ranger ones (traited) do affect friendly allies while the warrior ones (untraited) don’t.

So do they still work in PvP since those are still soldier runes?

They remove conditions from you and the pet in pvp but not on nearby allies with any of the ranger shouts, but all warrior shouts remove conditions on allies regardless of who the shout itself is actually affecting, I have tested in both pve and pvp enviroment.

shout build

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Posted by: Manekk.6981

Manekk.6981

Look, I play a shout build with trooper runes. Ever since the runes were changed to Trooper runes from Soldier runes, the effect has been limited to those affected by the base effect. When I noticed this, way back, I was shocked. I would appreciate it if you’d test it before telling me I’m wrong, for I have tested this many times, last time as writing this comment to check if they had changed it. Nearby allies are not affected by Trooper runes when using ranger shouts.

I tested and you are right, that is still a bug though and not how they should work it doesn’t work for any of the ranger shouts but it works for all warrior ones even though the ranger ones (traited) do affect friendly allies while the warrior ones (untraited) don’t.

shout build

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Posted by: Manekk.6981

Manekk.6981

Trooper runes only remove conditions from you and your pet on ranger shouts. “Each affected ally” means each friendly affected by the base effect of the shout – so even if you give them swiftness and regen through resounding timbre, the condi clear only works for you and your pet.

That’s not true at all you got it completely backwards, a good example is the offensive shouts warriors have they affect enemies but friendly players within range will still get a condition removed from the rune bonus.

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: Manekk.6981

Manekk.6981

I actually like the traps as they are today.

^^ This.

Traps are in a good place right now. Why would traps be a shortbow skill? Makes no sense to me.
A trap kit sounds like a good idea but only in addition to traps as individual utilities. There are builds which use 1 or 2 traps only. Having the option to use what you want is important. Another downside of an elite trap kit is the cool down. It would either be OP with a short cooldown or UP with a long cool down because you’d loose the utility that having individual traps with varying cooldowns bring.
The one thing i’d like to see happen with traps is offer more of them. Rangers need DD traps for significant burst damage, not the paltry damage on the condi traps we have now. There should be an option…maybe a trait that makes traps do dd damage instead of condi. Would be cool to have that option.

well if it worked as a kit the individual traps in it would still have their own CDs but the elite/kit would not, so just balance it on their own CDs then same as now.

Short Stream on 8/19

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Manekk.6981

Neither of them play for me, am I doing something wrong or does it only play live? I never watch twitch I have no idea… ¯\(?)

Some thoughts about Traps

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Posted by: Manekk.6981

Manekk.6981

Well that one I can only agree on Manekk

But I already have terrible experience with more difficult and tangled coding. And bringing pets into “automatic” state is the worst I can ever possibly imagine.

I’d rather not them change the F skills. Healing Spring is still not okay, if you know what I mean.

What if traps were an F5 bundle/kit eh eh eh :o

Some thoughts about Traps

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Posted by: Manekk.6981

Manekk.6981

Not gonna happen.

Devs want pets as a class mechanic. Just as I do.
I just wish they had an idea of how to handle the class. But well, as long as “Invigorating Bond is a pretty powerful trait” we won’t get any real love.

I know and I love pets too I might add but I would still love a trapper functioning in this way, one can dream right? and one thing in it’s favor it would be a lot easier to handle that as a mechanic (for the developers) than pets are, from experience I think we can all agree wether we love pets or not.

:)

(edited by Manekk.6981)

Some thoughts about Traps

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Posted by: Manekk.6981

Manekk.6981

I still wish traps were a baseline class mechanic on F buttons, I would love it so much.

is pet bugged?

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Manekk.6981

Happened to me aswell not only that my pet stops attacking aswell, I just wrote it off as lag but I wouldn’t be surprised if there was a bug either nothing in any game ever has disapointed me as much and as often as pets have in gw2 xD

Natural healing only healing pet

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Posted by: Manekk.6981

Manekk.6981

I instantly started using it after the fix, I like it on any build that uses BM and squishy pets but doesn’t have signet of the wild, the healing on the ranger it had before was like our version of warriors adrenal health only weaker for us but stronger for pet it’s not a big deal but would be nice to have again though.

good WvW build?

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Posted by: Manekk.6981

Manekk.6981

It’s a solid build, you should definetly use condition duration food instead though and personally I would prefer a flame trap aswell if using balthazar runes and I would also want Strength of the pack with resounding timber.

Would This be OP?

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Posted by: Manekk.6981

Manekk.6981

Yeah, would be OP in some aspects. EB wouldn’t be so bad currently if maybe a -% condition duration or damage was tacked on it, but that’s a band-aid fix.

Good fix for EB would be for the pet to gain 2-3s of Resistance per condition pulled.

I still think EB should either cleanse conditions from you and the pet, or have the pet transfer a condition from you and the pet to your opponent on a successful attack, give it a 3 second cooldown.

I think it’s not quite right to passively bounce people’s conditions back to them in that way, it would make more sense to as woundroswall suggests (missed that before when I made the same) to give the pet resistance on empathic bond cleanse but SoR is a longer cd skill that is manually activated and that could work as the pet transfering them back on attack, would make it a lot more interesting cause it could work as an offensive cd then too.

Would This be OP?

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Posted by: Manekk.6981

Manekk.6981

Before the change when condi’s were less bursty I would have never considered this but now….
It’s just kind of ridiculous that even running SoR passively can be a death sentence for your pet because all of a sudden you have a burning stack transfer and your pet is loaded up with 8-10 stacks of burning.

SoR removes condis from the pet too on passive it’s only the activated skill that pulls them to pet, that’s why I always run it together with empathic bond when I do it makes a huge diffrence for the pet I find.

Well kitten , you are absolutely right. I’ve been playing since the betas and always assumed it transferred the condition like so many of our other “condi clears”

Yeah together it becomes very strong for condition removal because it works “both ways” making less condis transfer to your pet through EB by cleansing you and also clearing some it gets from EB, your pet will virtually never become overloaded with conditions unless you are fighting multiple condition built people the only real risk is the activated SoR but that I only use in an absolute emergency that would kill you or a friend otherwise, running only empathic bond however often melts your pet I find even when running a regen build with signet of the wild where your pet should have absurd passive healing already it’s often not enough without SoR.

(edited by Manekk.6981)

Would This be OP?

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Posted by: Manekk.6981

Manekk.6981

Actually the new boon “resistance” is quite perfect for both empathic bond and SoR what if empathic bond gave say 2s of resistance to the pet everytime it gets conditions transfered and the same for the activated skill of SoR? that would certainly help with low duration high bursting stacks of conditions and wouldn’t be overpowered in any way in my opinion.

The more I think of this the more perfectly it makes sense, the seconds of resistance could of course be tweaked and SoR should have a longer one maybe 5s given that it’s a long CD skill that can draw tons of condis from multiple people.

(edited by Manekk.6981)

Would This be OP?

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Posted by: Manekk.6981

Manekk.6981

Before the change when condi’s were less bursty I would have never considered this but now….
It’s just kind of ridiculous that even running SoR passively can be a death sentence for your pet because all of a sudden you have a burning stack transfer and your pet is loaded up with 8-10 stacks of burning.

SoR removes condis from the pet too on passive it’s only the activated skill that pulls them to pet, that’s why I always run it together with empathic bond when I do it makes a huge diffrence for the pet I find.

Would This be OP?

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Posted by: Manekk.6981

Manekk.6981

Maybe too strong but I think at the least an elite like empathic bond should reduce condition duration on pets.

More melee Ranger vods!?

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Posted by: Manekk.6981

Manekk.6981

Nice duels, also asura go “sic ’em” on normally commanding pet to attack? got me confused a few times watching that ( I never played an asura)

Please add runes of the trapper to pvp.

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Manekk.6981

Did you notice Tripwire has a knockdown of 3 seconds while Spiketrap is only 1 second? Despite that Spiketrap recharges 1.5 times slower.
Essentially the thief trap works better without having to invest any trait into it.
I call bullkitten.

Please explain “spiketrap recharges 1.5 times slower”. Tripwire has a 30 second cool down, 24 second traited. Spike Trap has a 25 second cooldown, 20 second traited.

How does thief trap work better without having to invest any traits into it? Untraited Tripwire is just a longer knockdown. You have to take the trait to get the might, vulnerability and cool down reduction.

That’s the old one, the new spiketrap has a base cd of 45 seconds

(I wrote “fortyfive s” first and it got translated to “kitten” lol)

(edited by Manekk.6981)

Allies aid, I love you

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Manekk.6981

I like it and I hate it, on it’s own it’s very kitten nice of course but I have a habit of using my wolf to fear while I start to rez people and this overwrites his awfully slow howl (in this case it is awfully slow) to go rez instead…

New Builds List - [Being Updated]

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Posted by: Manekk.6981

Manekk.6981

both of mine work every day, top mmr bracket. the key right now is to not use amulets other than valk and celestial.

Personally I’ve switched away from Valk/Wurm to Cav/Pack for double melee MS/SK/WS.

I’ve lost some spike and I definitely don’t like fighting condi specs solo (lack of sigil of cleansing really hurts compared to wvw) but now I can actually dive into a mid furball and not get vaporized.

I tried this with all the diffrent amulets I found crusader to be the one I liked best, might be worth trying for you aswell I feel it’s got great burst still and also high survivability making extra use of the perma regen from healing spring with the healing power.

New Builds List - [Being Updated]

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Manekk.6981

Made a variation of the longbowbuild I made before this is more active and more damage but got just as good survivability, it’s abit more squishy against bursty powerbuilds but not all that much and it’s better against getting condibombed I really like it and it can swiftly be tweaked slightly depending on what you are up against, for instance if there isn’t much condition you can swap renewal for stone and if you prefer a shorter cd go brutish seals, but this base setup is pretty nice with condition removal on all utility skills including elite, 2 of them pretty much full clears, 2 stunbreakers and some good cc in imobs, you can use spider/dog to your liking and of course wolf or that is what I do anyway.

http://gw2skills.net/editor/?vNAQNBjYDbkQFaZxOWwfF4axweQt3eAc2dB/7DhH8HfyD-TpBEwAGuAA12fAbZgIHEAAHBACPAAA

also don’t get fooled by the low critchance this has permanent fury so it’s just over 30% nothing to brag about but it’s enough I found to still feel like it outdamages marauder that I had before in the huge crits it gets.

Trapper's Expertise Rework

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Manekk.6981

How can you say it only benefits offensive traps? the CD on healing spring is reduced and the regeneration increased it absolutely benefits from the trait whether it’s good enough is another question and yes it would be nice if the bloody thing started healing our pets again it’s amazing how long negative bugs cling on while the slightest beneficial bug always seems to be handled instantly…

Death of the Ranger!

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Manekk.6981

Thieves are of less concern than they have probably ever been for a ranger, a mesmer on the other hand is probably unbeatable now if played right, atleast for ranger but it’s not because of the stealth really they don’t need PU (although the 100% increase from PU is too much) to blow you up in 1 split second they do too much damage.

Did we find out why pets are dying?

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Manekk.6981

I know this happened (maybe still happens) when I used snow leopard elite transformation while the pet was dead. The next time I would switch out my pet I get a dead pet.
Maybe some kind of similar bug happened to you with some form of transformation while your pet was dead.

I wasn’t using a transformation utility however I was jumping in and out of a couple of golems I wanted to save from a group of enemies when it happened to me the first time, perhaps you are on to something.

Isn't 1500 a bit too high?

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Manekk.6981

Jesus christ….

[BUG] Natural Healing doesn't even work

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Manekk.6981

I previously noticed it ticks every 3 seconds not every second, so only 125 ever 3 seconds (for pet only not the ranger) not sure if that is actually intended either I really hope not cause it would be absurdly weak I don’t even think it would be too strong if it healed both pet and ranger for 125 every second.

How are you getting around in WvW?

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Posted by: Manekk.6981

Manekk.6981

I would kill for a trait that gave us the 25% speed I can’t think of a single trait I would want more for ranger, utilities are worth so much for us and I feel nearly every really good build we have also requires a specific rune to properly function, MAKE IT HAPPEN!!!

Did we find out why pets are dying?

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Manekk.6981

It happened to me several times yesterday aswell, I was in WvW when it did hasn’t happened anywhere else for me.

New Builds List - [Being Updated]

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Manekk.6981

My own version of stealth trapper for WvW roaming the main diffrence from the others I seen is I go into nature for the extra tanky trait and evasive purity rather than BM, it is also great with the boon duration combined with RaO making mightstacks kling on you forever for a crappaload of condition damage, geomancy+leech sigils are just made for eachother in a weaponswap build I find, the burst you can get is absurd clearing a camp of NPCs can take less than 5seconds if you gather the mobs up without getting the scouts blind, the 3rd utility slot is empty will be hunt while moving and swapped for something else if I have time to change it for combat.

I find this is probably the best roaming build you can have as a ranger for both killing power and survivability so far not even a small problem against 1-2 enemies but haven’t yet run into one of the horrid shatter mesmers (or any good players at all really but whatever) will be fun to see how well it holds up to them worst case you can always run in stealth I suppose.

http://gw2skills.net/editor/?vNAQRAnY8PjMqQ5K2uCctYgRo6xtWzAuAu8Aw/8R40vYlRiA-T1SAABgcSA+4ABoo+n13fAgDQQHPBASOACoq+zkKBHT5nHHQASBAx0I-w

(edited by Manekk.6981)

Natural healing bug

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Manekk.6981

I looked at this trait after the patch it does heal the pet only it’s not 125 per second anymore and no healing to ranger it’s 125 every 3 seconds on pet only now it seems, wich of course makes it totally useless.

mesmers after the Overpowered new update

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Manekk.6981

I think the worst is that it’s not even the reflect (wich they now have several sources of) they don’t need it, they can still blast you from 100-0 in 1 second from stealth and they have endless stealth now aswell who the hell came up with the idea to buff PU?? lol they had too much stealth before.

Welcome everyone to the "No Bow" Ranger!

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Manekk.6981

what was nerfed on it? my bow hits like a truck…

0.o Melee Ranger Wut

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Manekk.6981

Remorseless ranger with sword+axe/greatsword will burst you hard as hell, you can use any of the power amulets and do high damage even soldiers works but obviously the ones with crit damage hurt even more, I find elems to be especially easy to kill with this probably cause most of them try to get into melee not expecting that is what you want.

my version looks like this:

http://intothemists.com/calc/?build=VKF7g;1wEFu-g2cDV-0;9-8E;1YZ_;0257246146;4I7m3X;1F-03F-03b0T

@Photinous catch someone unaware with this you can kill pretty much anyone in a few seconds.

GG Ranger

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Manekk.6981

Mesmer shatters ignore invulnerable and evade? really?

Traps and RNGus

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Manekk.6981

HS sux now…no regen and no remove condi if trap not activated by enemy…

Say what? :O

Celestial Condi Beastmaster (bunker/1v1)

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Manekk.6981

WTB Dire amulet also I feel kittened for not even trying this, especially since I always used to run various celestial builds including shout regen and just abandoned it after this patch cause I felt all of them were too weak exept I didn’t make this obvious build.

Show your rangers here!!

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My PvP Ranger , looks almost like a cupid or an angel.

OMG! someone go make cupid with an asura hahaha

New Builds List - [Being Updated]

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Posted by: Manekk.6981

Manekk.6981

Updated.

@ Manekk;

Agree, Forgeman’s is a good rune, 10s of Protection is pretty great, (maybe combined with Enlargement too?) I like that build, it has tons of protection and still good damage. Added.

Yeah both forge and earth runes are very good if you have protective ward, plus that it’s like 15s with points in nature extra boontime and the rune bonus, add a second every dogdge and even more from protective ward you get quite alot from those runes then.

New Builds List - [Being Updated]

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Manekk.6981

So made a longbow build that I am finally relatively happy with, before patch I used to play a celestial build with longbow as main weapon but as much as I swap and change now I can’t make it work, the damage is simply not there the way it used to be despite buffs to the bleeds wich were always pretty good supporting damage to my pre-patch build but now both bleeds and physical are worse off with celestial, I do love the longbow however and really want to play it but I absolutely hate being squishy it’s simply not how I play, and I only play for fun I should probably say I don’t care if it’s top tier viable if it works against most opponents in most places then it’s what I want, I ended up with points in marksman wich was the last place I initially wanted to go but I find longbow is extremely kitten in pvp without piercing shots, this is what it looks like:

http://intothemists.com/calc/?build=-Lo-F-0;0F-v-e2ZDV-0;9;4Y_a;0238146057;4INW76;1Rk06Rk06a0D

Some will probably scoff at the use of the forge runes but they really help to make you quite tough with the high amount of protection you get in this I also did earth runes but I think I prefer more protection over the reflect in general and also your damage is still very solid, if you like a strong longbow damage build that isn’t an easy oneshot kill as soon as it becomes the target try this.

Edit: I didn’t add any pets to the build I always use wolf the other one is most often a spider as I feel pets too easily get exploded into oblivion if they melee spiders seem to survive best they also have higher health to stay up longer for any conditions since I have empathic bond here.

(edited by Manekk.6981)

New Builds List - [Being Updated]

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Posted by: Manekk.6981

Manekk.6981

I made a remorseless build too also with crusader amulet but it’s a little diffrent from the one posted in here and I feel it has better survival, is more bursty and has better mobility than the might stacking version, this link I put pack runes on I also tried air runes can’t say there is any real noticable diffrence but I figured one extra fury proc probably outweighs the extra lightning strike in the end.

http://intothemists.com/calc/?build=VKF7g;1wEFu-g2cDV-0;9-8E;1YZ_;0257246146;4I7m3X;1F-03F-03b0T

It is very fun to play I also tried a version in wvw and instantly had some elementalist ambush me ending in him getting exploded in 2 hits without me even losing health I don’t think he expected such melee burst and frankly neither did I, I never really played a full melee build on ranger before cause I never really liked them but this is great, your worst enemy I think is probably getting overconfident because you are so absurdly tanky.

http://intothemists.com/calc/?build=VK;4wEFu-g2cDV-0;9-8E;1YZ_;0257246146;4I7m3X;1m9fgm9fgh-kS3-1j22;1QbQ6RbR6SbSb2i-HV1a;9;9;9;9;9;9;0VR-6o

Search and Rescue still 85s cd

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Manekk.6981

Has anyone seen the search and rescue trait work yet? I just realized I’ve been running it and haven’t seen it work yet.

It works but I learned quickly that wolf fear ressing wich I’m sure I am not alone on using quite often can’t be done since search and rescue will overwrite and cancel the fear just before it’s executed, unless you stand and wait for the fear to be done and only then start ressing but then instead you lose precious time on healing a downed person moments like those are usually do it NOW or don’t bother at all.

WvW ranger underwater exploit

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Posted by: Manekk.6981

Manekk.6981

There is a bug where the pet will continue to revive you after it dies, initially the devs actually said this was intended though but later changed their tune and fixed it, but the bug still happens sometimes although it’s very very rare now atleast for me I can’t remember when it last did even, but stunning or knocking the pet pack will only temporarily stop it from healing so don’t mistake that for a bug that is normal behaviour something that is far more common for me is that enemies take so long to kill you or the pet that when it finally does die lick wounds is off CD again I think many people mistake you reviving the pet and making it heal you a second time for the old bug, plus you can’t call it exploiting if you have absolutely no control over it either.

If they ever fixed it, it’s back. It has happened every single time I’ve seen a ranger near water for a very long time. The last guy we had to deal with the last time was the last straw as it was a specially extreme case.

And yes, pets are supposed to stop when pushed and quickly run back to their master to keep on healing. That’s normal. You see that all the time.

The thing is, these pets did not stop. Pushing the pet did nothing. The ranger kept reviving while the pet was away as if it was not pushed, or as if there was someone there still healing.

I even considered that maybe the guy had a host of cloaked thieves because the recovery speed was too fast for a single creature. But that was not it either.

So, after discarding all the possible explanations there’s only two left: Either there’s a bug that it’s being exploited and must be fixed, or there’s someone using some sort of hack and trying to conceal it with Lick Wounds underwater, so when people complain about it they get dismissed as a “L2P issue”.

Well I never had that happen to me only that pets heal after dying but last I saw that was probably several months ago so it’s not as common as you say I really think you are mistaking his second heal for the bug perhaps combined with the bug occurring again at some point, it would seem strange if it never happened to me anymore but always for some? since I frequently also go to water when outnumbered, not because of this mind you but because I can quickly kill multiple opponents there and the second I get someone down it will be nearly impossible to rez him since the no1 harpoongun is an aoe bleed, plus some of the most dangerous ones when you are outnumbered are the weakest in water aka thieves can’t stealth nonstop etc. in any case there is really not much to be gained from sitting in a puddle of water anywhere anymore outside of potentially saving your own kitten so I doubt you’ll see this looked at again for a long time.

WvW ranger underwater exploit

in Bugs: Game, Forum, Website

Posted by: Manekk.6981

Manekk.6981

There is a bug where the pet will continue to revive you after it dies, initially the devs actually said this was intended though but later changed their tune and fixed it, but the bug still happens sometimes although it’s very very rare now atleast for me I can’t remember when it last did even, but stunning or knocking the pet pack will only temporarily stop it from healing so don’t mistake that for a bug that is normal behaviour something that is far more common for me is that enemies take so long to kill you or the pet that when it finally does die lick wounds is off CD again I think many people mistake you reviving the pet and making it heal you a second time for the old bug, plus you can’t call it exploiting if you have absolutely no control over it either.