3. Hybrid Mad King LB
LB-S/D, Sk, WS, NM
(Celestial gear, “Quick-ness Draw” Rapid Fire Bleed stacking and sustain)I tried something similar with the exception I was using rabid gear with trap runes. I would have tried krait or mad king but the lack of speed kills you. I couldn’t keep up with any of my group mates.
I even tried sigil of speed / on kill speed boost which helped a bit but not a huge fan. This is, of course, in WvW whereas speed rules. Sometimes you just have to get away
Rabid with trap runes is very different to Celestial with Mad King runes.
Just swap LB for GS when moving around so you can Swoop as well as Hornets/Monarchs leap. You can also swap out the dagger for Warhorn (which also works very well with Sharpened Edges), throw on SoTH too. Just then swap back when you see incoming.
I’m trying that only diffrence is I use is warhorn and windborne notes, bountiful hunter and signet of renewal instead of full survival skills, in combat you easily stack up minutes of swiftness it’s just out of combat you will have to settle for almost full swiftness unless you just kill an ambient to begin with for quickdraw warhorn+swap swiftness before you start a run, it’s very strong I feel and lots of fun, I can’t begin to tell how much I love quickdraw it gives so many options everytime you swap weapons depending on situation, best trait ever!
Trapper runes don’t work with the new healing spring trap either, I think maybe more of these runes or maybe all of them don’t recognize the new label on skills.
It barely heals the pet either but seriously it’s completely useless anyway, pets are god mode if you have barkskin wich you do, full wvw camps or pve champions your pet doesn’t even take dmg it’s going to get the bat I think.
Not really but I can imagine it being very difficult to beat them in a 1v1 with a longbow given that they can destroy most rapid fires with a weapon skill and you’d probably be unable to use any pet exept a ranged one and stay well clear of it to avoid being permacrippled not that that would be a big problem I guess since spiders are already very good.
Spiders are about to become really good because of the additional power and crit chance. They’ll have almost 40% crit chance now! Refined Toxins, Sharpened Edges and Companion’s Might are viable choices for Spiders imo.
As long as you can still CC them, DH will not be any harder than anyone else with a LB. Remember that projectile skill must be directed by them too, its not just fire and forget.
I haven’t seen much of the DH, doesn’t the “projectile smasher projectile” (I don’t remember what it’s called) fire towards target? if so it’s much weaker than I thought first.
How long does it last then with only 60s cd?
Not really but I can imagine it being very difficult to beat them in a 1v1 with a longbow given that they can destroy most rapid fires with a weapon skill and you’d probably be unable to use any pet exept a ranged one and stay well clear of it to avoid being permacrippled not that that would be a big problem I guess since spiders are already very good.
I agree it seems to fit better in the BM line, and if it should stay a GM trait it should do something more than just transfer 3 condis every 10, I like your proposal others have mentioned 1condition every 3-4 seconds instead as a GM I’d like that more than current form aswell I had the idea also that for every condition it got your pet would gain a boon or that it gave reduced condition duration to pets by 33% that would be a reduction to all conditions not just the ones that get transfered from you I think that would defiently be a very good GM trait to have that in no way would be too strong.
The obvious ones are rapid fire and maul but I suspect I’ll be using double leaps quite often in wvw, and get near endless evades on my condi ranger aswell
New pets would have to contribute something meaningful before Anet would add them I think, and that is tough considering how strong some pets are for their game mode (i.e. whatever they add needs to compete with a wolf in PvP or jaguar in PvE.) I doubt Anet adds pet bloat that nobody really would use.
Something I’d love to see is for a dev to take a look at existing pets and make the ones that are utterly useless not … utterly useless.
Edit: Particularly brown bear, since they nerfed our condi removal options so tyrannically.
While I wouldn’t be opposed to new skins and looks on pets I fully agree with you here we have plenty cool pets that are never ever used anywhere because they are so bad in the current form, fix that first then add new stuff.
Latest look for my male norn ranger, this came together very well nothing flashy just a rugged look and my new favourite
…I’m imagening my spider pulling poor souls down from high cliffs to fall to their deaths xD
Imagine a spider with Refined Toxins too, since they are ranged and hardly get hit, they will proc it constantly, so 60% uptime of poison right there, without factoring in their poison skills.
I love that skill it seems so cheap to get that I can’t imagine ever not taking it on any build
I love this new kitten the only problem for me is there is so much good stuff idk what to start with, I see so many awesome builds
I would think any class that get a higher uptime of endurance that is not from vigor alone would suffer less, that would be us and thieves what others have this as a trait? personally I never relied on vigor on any of my builds so to me this just weakens the ones that could pretty much spam vigor, we also have more weapon evades than pretty much any class and if you combine that with quick draw it makes us even less affected.
I’m just finding everything with quickdraw to look increadibly good.
I’m curious how the taunt will work, is it going to be an aoe in a small radius around the pet it could be situationally very good for aoe bursting (it sounds like that is how it’s meant to work for the GM) if it’s got a long range on the target in question it could be superstrong I’m imagening my spider pulling poor souls down from high cliffs to fall to their deaths xD
Keen Edge was 5 bleeds with a kitten ICD. That averages to 1 bleed every 9 seconds.
It’s only other feature was that it could proc SotF … but it wasn’t very controllable so it wasn’t that great in my opinion.
It also had issues if your build also took Sharpening Stone since that would affect its ICD. Not a huge deal, but did make it “worse” than it would have been without that interaction.
I’ve used sharpening stone and keen edge together they have never interfeared with eachother and worked on their own the only mistake you can make is overwriting keen edge by manually using sharpening stone at the same time as it procs.
Just a question, is Lick Wound still bugged under water?
Pretty sure, it used to be that the pet would keep rezzing even while dead, when under water.
It sometimes happen still but usually not, however devs at one point said it was intended and not a bug…
Well, that totally screws up Runes of the Trapper.
No more wise trap spreading to avoid reveals, keeping the cycle and luring into traps.
Ontop of that the 0.5 second activation time means spike trap will break the stealth and frost trap does pulsing damage like the rest, so this rune used in any way for the stealth as a defensive tool is now impossible
?? plant it away from Targets you have ranged SB so why are you so close to trigger it , its just reversed its use , get away first plant it gain stealth > 0.5sec later trap is primed and ready for use by then the chasing player will ether be a numty and go to your last stealth location and try to cleave.
its just backwards now rather than throwing the trap and staying close with stealth like a thief….which we could not be doing in the first place this promotes Back away / skirmish use rather than spamming traps for offensive use , youd throw a trap gain stealth run around a bit , till it triggered , its just reversed thats all , the runes are still viable you’ll just have to skirmish first and use stealth+ the super speed to repostion and alternate traps two for offensive use , one for defensive use to garrentee you get a stealth its viable you’ll just have to change your combat tactics.
Well it can be used preemptively of course but you don’t have the guaranteed stealth anymore like before where you could drop one at your feet in your opponents face and get away to re-position, you could do that with both spike and frost now neither will work for it so you don’t have any guaranteed stealth with this change.
you’ll get the steath on cast but you’ll only have access to 0.5secs of stealth untill the trap triggers ether way the trap will trigger so whats the change none really , if you want longer stealth windows you have to change Combat tactics just like i said before .
Don’t you see the point I’m making? the change is if you got jumped before you could drop a trap at your feet in your opponents face and gain the full 3s of stealth or 6s if you used first spike then frost this was enough to almost always get away if multiple opponents tried to gank you, 0,5s of stealth will not help you at all in this scenario you’re plain dead 0,5s stealth or none so we have lost almost all the survivability the runes gave if this is how you used them and since we won’t be able to ground target them anymore you can’t throw them to the side of your enemy either this is a pretty big change I’d say.
I may have missed this note then in the patches – the trap runes are adjusted or the amount of time for stealth reduced? .5 seconds of stealth is nothing and if so then those runes are no longer viable. Which may be nice since I’ll just go back to krait or traveler…
Neither it’s the traps that will have an activation time of 0,5s meaning in the scenario I described you’ll drop trap and gain stealth and speed but the trap will then break it and reveal you after only half a second.
right ok? so they are chasing you not in your face , if they gap close into your face , its a bad play to use a Trap alone .
The target is likely to have Stabiliy and or protection or regen maybe with a dodge in stock for the assult so no I would not use a Trap to stealth , stealth is not a Escape machanic rather a Kiting support, a 0.5 Arming time will allow you 0.5secs of ground or time to use a leap away then using the super speed to gain ground rather than Using super speed and stealth to escape .
1. Plant>leap away>super speed kiting > plant second trap gain stealth.
or
2. Plant> leap right away before Arming time sets and super speed let them spot you and then plant a second trap > super speed behind them and Plant the 3rd. or the 2nd trap is you managed to skip a step.Of course stealth is an escape mechanic, it doesn’t have to be but if you need it then 6seconds of stealth with full speed in combat is extremely obviously the perfect escape mechanic something that rangers unlike many other classes simply never had before, we can run well but not as well as some others many classes have this pretty much guaranteed “oh kitten!” escape we never did until these runes, and you don’t need to give me combat advice on how this can work in the future I’m simply pointing out we lost a near certain escape tool.
add quickdraw into the mix..with Sword reevaluate.
I give up since you are apperantly deadset on not listening to what I am saying.
Well, that totally screws up Runes of the Trapper.
No more wise trap spreading to avoid reveals, keeping the cycle and luring into traps.
Ontop of that the 0.5 second activation time means spike trap will break the stealth and frost trap does pulsing damage like the rest, so this rune used in any way for the stealth as a defensive tool is now impossible
?? plant it away from Targets you have ranged SB so why are you so close to trigger it , its just reversed its use , get away first plant it gain stealth > 0.5sec later trap is primed and ready for use by then the chasing player will ether be a numty and go to your last stealth location and try to cleave.
its just backwards now rather than throwing the trap and staying close with stealth like a thief….which we could not be doing in the first place this promotes Back away / skirmish use rather than spamming traps for offensive use , youd throw a trap gain stealth run around a bit , till it triggered , its just reversed thats all , the runes are still viable you’ll just have to skirmish first and use stealth+ the super speed to repostion and alternate traps two for offensive use , one for defensive use to garrentee you get a stealth its viable you’ll just have to change your combat tactics.
Well it can be used preemptively of course but you don’t have the guaranteed stealth anymore like before where you could drop one at your feet in your opponents face and get away to re-position, you could do that with both spike and frost now neither will work for it so you don’t have any guaranteed stealth with this change.
you’ll get the steath on cast but you’ll only have access to 0.5secs of stealth untill the trap triggers ether way the trap will trigger so whats the change none really , if you want longer stealth windows you have to change Combat tactics just like i said before .
Don’t you see the point I’m making? the change is if you got jumped before you could drop a trap at your feet in your opponents face and gain the full 3s of stealth or 6s if you used first spike then frost this was enough to almost always get away if multiple opponents tried to gank you, 0,5s of stealth will not help you at all in this scenario you’re plain dead 0,5s stealth or none so we have lost almost all the survivability the runes gave if this is how you used them and since we won’t be able to ground target them anymore you can’t throw them to the side of your enemy either this is a pretty big change I’d say.
I may have missed this note then in the patches – the trap runes are adjusted or the amount of time for stealth reduced? .5 seconds of stealth is nothing and if so then those runes are no longer viable. Which may be nice since I’ll just go back to krait or traveler…
Neither it’s the traps that will have an activation time of 0,5s meaning in the scenario I described you’ll drop trap and gain stealth and speed but the trap will then break it and reveal you after only half a second.
right ok? so they are chasing you not in your face , if they gap close into your face , its a bad play to use a Trap alone .
The target is likely to have Stabiliy and or protection or regen maybe with a dodge in stock for the assult so no I would not use a Trap to stealth , stealth is not a Escape machanic rather a Kiting support, a 0.5 Arming time will allow you 0.5secs of ground or time to use a leap away then using the super speed to gain ground rather than Using super speed and stealth to escape .
1. Plant>leap away>super speed kiting > plant second trap gain stealth.
or
2. Plant> leap right away before Arming time sets and super speed let them spot you and then plant a second trap > super speed behind them and Plant the 3rd. or the 2nd trap is you managed to skip a step.
Of course stealth is an escape mechanic, it doesn’t have to be but if you need it then 6seconds of stealth with full speed in combat is extremely obviously the perfect escape mechanic something that rangers unlike many other classes simply never had before, we can run well but not as well as some others many classes have this pretty much guaranteed “oh kitten!” escape we never did until these runes, and you don’t need to give me combat advice on how this can work in the future I’m simply pointing out we lost a near certain escape tool.
Well, that totally screws up Runes of the Trapper.
No more wise trap spreading to avoid reveals, keeping the cycle and luring into traps.
Ontop of that the 0.5 second activation time means spike trap will break the stealth and frost trap does pulsing damage like the rest, so this rune used in any way for the stealth as a defensive tool is now impossible
?? plant it away from Targets you have ranged SB so why are you so close to trigger it , its just reversed its use , get away first plant it gain stealth > 0.5sec later trap is primed and ready for use by then the chasing player will ether be a numty and go to your last stealth location and try to cleave.
its just backwards now rather than throwing the trap and staying close with stealth like a thief….which we could not be doing in the first place this promotes Back away / skirmish use rather than spamming traps for offensive use , youd throw a trap gain stealth run around a bit , till it triggered , its just reversed thats all , the runes are still viable you’ll just have to skirmish first and use stealth+ the super speed to repostion and alternate traps two for offensive use , one for defensive use to garrentee you get a stealth its viable you’ll just have to change your combat tactics.
Well it can be used preemptively of course but you don’t have the guaranteed stealth anymore like before where you could drop one at your feet in your opponents face and get away to re-position, you could do that with both spike and frost now neither will work for it so you don’t have any guaranteed stealth with this change.
you’ll get the steath on cast but you’ll only have access to 0.5secs of stealth untill the trap triggers ether way the trap will trigger so whats the change none really , if you want longer stealth windows you have to change Combat tactics just like i said before .
Don’t you see the point I’m making? the change is if you got jumped before you could drop a trap at your feet in your opponents face and gain the full 3s of stealth or 6s if you used first spike then frost this was enough to almost always get away if multiple opponents tried to gank you, 0,5s of stealth will not help you at all in this scenario you’re plain dead 0,5s stealth or none so we have lost almost all the survivability the runes gave if this is how you used them and since we won’t be able to ground target them anymore you can’t throw them to the side of your enemy either this is a pretty big change I’d say.
I may have missed this note then in the patches – the trap runes are adjusted or the amount of time for stealth reduced? .5 seconds of stealth is nothing and if so then those runes are no longer viable. Which may be nice since I’ll just go back to krait or traveler…
Neither it’s the traps that will have an activation time of 0,5s meaning in the scenario I described you’ll drop trap and gain stealth and speed but the trap will then break it and reveal you after only half a second even the frost trap will since they are adding a pulsing physical damage to it.
Well, that totally screws up Runes of the Trapper.
No more wise trap spreading to avoid reveals, keeping the cycle and luring into traps.
Ontop of that the 0.5 second activation time means spike trap will break the stealth and frost trap does pulsing damage like the rest, so this rune used in any way for the stealth as a defensive tool is now impossible
?? plant it away from Targets you have ranged SB so why are you so close to trigger it , its just reversed its use , get away first plant it gain stealth > 0.5sec later trap is primed and ready for use by then the chasing player will ether be a numty and go to your last stealth location and try to cleave.
its just backwards now rather than throwing the trap and staying close with stealth like a thief….which we could not be doing in the first place this promotes Back away / skirmish use rather than spamming traps for offensive use , youd throw a trap gain stealth run around a bit , till it triggered , its just reversed thats all , the runes are still viable you’ll just have to skirmish first and use stealth+ the super speed to repostion and alternate traps two for offensive use , one for defensive use to garrentee you get a stealth its viable you’ll just have to change your combat tactics.
Well it can be used preemptively of course but you don’t have the guaranteed stealth anymore like before where you could drop one at your feet in your opponents face and get away to re-position, you could do that with both spike and frost now neither will work for it so you don’t have any guaranteed stealth with this change.
you’ll get the steath on cast but you’ll only have access to 0.5secs of stealth untill the trap triggers ether way the trap will trigger so whats the change none really , if you want longer stealth windows you have to change Combat tactics just like i said before .
Don’t you see the point I’m making? the change is if you got jumped before you could drop a trap at your feet in your opponents face and gain the full 3s of stealth or 6s if you used first spike then frost this was enough to almost always get away if multiple opponents tried to gank you, 0,5s of stealth will not help you at all in this scenario you’re plain dead 0,5s stealth or none so we have lost almost all the survivability the runes gave if this is how you used them and since we won’t be able to ground target them anymore you can’t throw them to the side of your enemy either this is a pretty big change I’d say.
I may have missed this note then in the patches – the trap runes are adjusted or the amount of time for stealth reduced? .5 seconds of stealth is nothing and if so then those runes are no longer viable. Which may be nice since I’ll just go back to krait or traveler…
exactly you got the point , if using trapper runes at near point blank range it will not matter if you gain the stealth or not , it will be trigger then 0.5secs later you’ll be revealed (to use trapper runes you’ll have to kite effectively rather than popping out a trap like a rooster)
if your combat style is to get in their face you are better off using Krait or Travelers.
I was trying to say they are getting in your face rather than the other way round.
Well, that totally screws up Runes of the Trapper.
No more wise trap spreading to avoid reveals, keeping the cycle and luring into traps.
Ontop of that the 0.5 second activation time means spike trap will break the stealth and frost trap does pulsing damage like the rest, so this rune used in any way for the stealth as a defensive tool is now impossible
?? plant it away from Targets you have ranged SB so why are you so close to trigger it , its just reversed its use , get away first plant it gain stealth > 0.5sec later trap is primed and ready for use by then the chasing player will ether be a numty and go to your last stealth location and try to cleave.
its just backwards now rather than throwing the trap and staying close with stealth like a thief….which we could not be doing in the first place this promotes Back away / skirmish use rather than spamming traps for offensive use , youd throw a trap gain stealth run around a bit , till it triggered , its just reversed thats all , the runes are still viable you’ll just have to skirmish first and use stealth+ the super speed to repostion and alternate traps two for offensive use , one for defensive use to garrentee you get a stealth its viable you’ll just have to change your combat tactics.
Well it can be used preemptively of course but you don’t have the guaranteed stealth anymore like before where you could drop one at your feet in your opponents face and get away to re-position, you could do that with both spike and frost now neither will work for it so you don’t have any guaranteed stealth with this change.
you’ll get the steath on cast but you’ll only have access to 0.5secs of stealth untill the trap triggers ether way the trap will trigger so whats the change none really , if you want longer stealth windows you have to change Combat tactics just like i said before .
Don’t you see the point I’m making? the change is if you got jumped before you could drop a trap at your feet in your opponents face and gain the full 3s of stealth or 6s if you used first spike then frost this was enough to almost always get away if multiple opponents tried to gank you, 0,5s of stealth will not help you at all in this scenario you’re plain dead 0,5s stealth or none so we have lost almost all the survivability the runes gave if this is how you used them and since we won’t be able to ground target them anymore you can’t throw them to the side of your enemy either this is a pretty big change I’d say.
Well, that totally screws up Runes of the Trapper.
No more wise trap spreading to avoid reveals, keeping the cycle and luring into traps.
Ontop of that the 0.5 second activation time means spike trap will break the stealth and frost trap does pulsing damage like the rest, so this rune used in any way for the stealth as a defensive tool is now impossible
?? plant it away from Targets you have ranged SB so why are you so close to trigger it , its just reversed its use , get away first plant it gain stealth > 0.5sec later trap is primed and ready for use by then the chasing player will ether be a numty and go to your last stealth location and try to cleave.
its just backwards now rather than throwing the trap and staying close with stealth like a thief….which we could not be doing in the first place this promotes Back away / skirmish use rather than spamming traps for offensive use , youd throw a trap gain stealth run around a bit , till it triggered , its just reversed thats all , the runes are still viable you’ll just have to skirmish first and use stealth+ the super speed to repostion and alternate traps two for offensive use , one for defensive use to garrentee you get a stealth its viable you’ll just have to change your combat tactics.
Well it can be used preemptively of course but you don’t have the guaranteed stealth anymore like before where you could drop one at your feet in your opponents face and get away to re-position, you could do that with both spike and frost now neither will work for it so you don’t have any guaranteed stealth with this change.
Well, that totally screws up Runes of the Trapper.
No more wise trap spreading to avoid reveals, keeping the cycle and luring into traps.
Ontop of that the 0.5 second activation time means spike trap will break the stealth and frost trap does pulsing damage like the rest, so this rune used in any way for the stealth as a defensive tool is now impossible
Can that really be true?
Medi guards can be quite horrible to face but I find worst is reflect warriors they are totally unbeatable with a longbow.
It does get kind of crazy good once you activate it, it’s quite easy to kill the ranger before he even has a chance of using it though plus like already mentioned where the hell is this really useful anyway?
The sword is could be an amazing weapon if it wasn’t for the auto root. I like how it leaps to follow a target, the leaps are cool, serpent’s strike is awesome.
The problem is really that you can’t easily break out of the animation once it starts which makes it a huge liability in dungeons and wvw. You’ll get caught in and leap of ledges, into enemies etc.. I don’t feel like turning off auto attack and spamming 1 to make it functional either.
if they allowed us to break out of the animation at will with simple WASD it would be great. But having to use 3 or dodge to break the animation chain is TERRIBLE.
You can see in the last clip here how ridiculous it is. I was trying to get out of the chain but didn’t manage it. https://www.youtube.com/watch?v=TjmuHeVBIfg
Hahaha, that kitten made my day xD
Then it will still be way below sword/axe
Well if this is in a dungeon what’s stopping you from sword/axe+ greatsword for double path of scars and double mauls every swap?
I adore underwater combat. Was sad to see quaggan lake go.
People just need to learn how to fight underwater, because they don’t do it often enough — it’s a viable and quite fun process.
Me too I miss it badly my little krait pool
I’m pretty sure the mad king birds hit any target in range even if they are in stealth, thieves always hated me when I used that rune.
Depends very much on the build wich pet I pick, I will always have the wolf on swap no matter what though.
My condition shout build uses drake and wolf
Longbow builds will mostly have spider and wolf
Underwater I still go with devourers they are truly unbeatable there, one with the stun the other with a poison field, shark is pretty good with the fear and the jelly for the imob but I still prefer devourers they also have consistent dps on a target nobody gets away from them there.
So we have here two commenters saying that it wouldn’t work and won’t try it vs me who actually plays it and it works…hm….
No I only said it’s not what I would play and I was actually saying your build was better the way it was rather than with carrion wich was what Tragic suggested, I meerly said you could probably improve a bit with other sigils other than that keep it like it is.
I agree; Anet should trust us to activate the skills exactly when and where we want them. The pet trying to be helpful usually makes it worse. Just do it NOW.
I am also saddened to learn I am not a skilled ranger because I always keep my pets on guard. :O
I do to, I actually prefer to manually recall and resend him while in combat when I need to rather than always, I feel you lose out on pet damage many times if you keep him on passive maybe it’s just my kittenty lag…
He’ll have bigger ticks on each bleed but he’ll stack less of them with lower crit aswell and the physical damage is bound to go down alot, and he would also be squishier it could still be decent but I wouldn’t go that route myself.
Truth be told, I wouldn’t even play the build in sPvP =D
I was just thinking it might work.
Better Bleeds (a lot. The crit bleeds deal +- 150 damage, that can’t really be considered a thing if you don’t go direct spam weapons like Torch, Longbow and stuff) and better spike through Int Sigil.But well, I haven’t played the build more than a few games, and I played it a bit differently. With Knight’s armor and Air+Fire sigils on both. I didn’t need bleed damage to kill my enemy since I had MoC.
I wouldn’t play it either, and the crit bleeds aren’t the big damage that’s my point about it being support more than the main damage shortbow is spammy as it is though with just autoattacking so it is a noticeable extra, the intelligence sigil would be good on his GS but that is only 1 weapon for 3 hits all the rest is lost it’s 20% something less crit after all it will make a big diffrence just because shortbow doesn’t crit big it’s easy to forget it will crit very often instead, if he were to use carrion I think he would need to use more condition focused weapons and sigils and/or possibly traps aswell for it to be worth it.
I’d say sticking with the setup he has currently he’d probably be better off with air and fire/earth/leech/geomancy on the shortbow doom/leech/intelligence/geomancy on GS or similar like this, he doesn’t have that much power but it’s high enough for air to be the highest damaging sigil I’m positive on that and he has enough crit to make it proc pretty much on CD.
@Manekk
Condition damage is doubled (he said it himself – his pressure comes from bleeding), Power goes up, crit and ferocity go down,…
He can deal with Power specs because of SoS and increased Vita helps him deal with conditions as a compensation of the lack of Healing Power.Greatsword is not what kills people, it only helps him do that. You won’t persuade me that he’s going to kill anyone with Greatsword only in celestial setup. Thieves, Mesmers, and clearly not Warriors and neither Eles.
Shortbow is his main pressure weapon (I assume). Which means that doubling the condi damage is obviously not a DPS loss. Greatsword doesn’t really do that much damage even in Zerk. Taking away the already low damage wouldn’t really be an issue for me. Especially if I can utilize the Sigils afterwards.Well, if he decides to go for other sigils choice where he needs the precision – that would be another story.
He’ll have bigger ticks on each bleed but he’ll stack less of them with lower crit aswell and the physical damage is bound to go down alot, and he would also be squishier it could still be decent but I wouldn’t go that route myself.
Um, well…
… You do not really focus on crits. Your sigils clearly say that.
The whole point of critical strikes is burst. And you have none. If you do – that comes from MoC and sigil of intelligence if that matters.Crits from shortbow is a laugh, so are from GS auto-attacks. The only crit that matters is Maul and possible Swoop and Counter-Attack.
Nothing more.Sacrificing stats for 3 abilities altogether is way off the board. That’s why I suggested for going into more power and bleeds via Carrion, since in your case – power gives exactly the same dmg increase as precision (if not more).
He’d be way squishier in carrion though and the way he has it setup conditions are more support damage, if he had traps carrion might be a good option or axe instead of GS but I’m pretty sure his damage would drop quite a bit along with his survivability if he picked carrion for this, I do think he should consider other sigils though.
Uh, no. That’s a thing WoW does?
Lol yes I was only joking but it’s exactly what they did in wow, certain rare pets were labeled exotic and only full beastmasters were able to tame them if they had the right trait/talent.
So you played world of warcraft and liked exotic pets huh?
He’s clearly wearing medium armor though, it’s the chest from HotW by the looks of it.
Recorded videos also feel weird to me. Like… you’re sort of bragging, fighting terrible people… teaching mechanics or tips & tricks feels incredibly condescending. I’m not sure what a recorded video should even be.
That’s one reason I like good streamers. It just is what it is. Ryan does a good job talking about his game play, and it’s just fun.
But that is only the ones that record for 2months and only show their own best performances in heavily edited videos and never when they screw up, granted most are like this but not all.
Moment of Clarity – After interrupting your foe, you and your pet will deal 50% more damage on your next attack.
…
Let’s sum up what’s wrong with this trait.
- It’s an ability designed for buffing up burst damage after successful interrupt
But the problems are:
- Ranger was designed as a class with stable DPS without burst damage
- Ranger has currently only 3 hard hitting abilities: Maul, Rapid Fire, Path of Scars
- Rapid Fire is not a subject for this boost because it’s calculated as 10 independent attacks
- Path of Scars cannot apply it because the ability itself is what triggers the trait and we have no main-hand weapon that possesses an interrupt, neither a utility ability
- Maul is the only ability that works with this trait.
The problem is, that it’s not worth choosing Moment of Clarity instead of Signet buffs. Reason is simple. With signet of Hunt and Remorseless – you outshined MoC into oblivion
- Note: Signet of the hunt has similar cooldown to Hilt Bash, and will trigger the damage buff 100%. Hilt bash has to interrupt the target.
Ideas for change:
The trait’s idea and goal seem fine and rewarding. But it lacks strength. What I suggest is adding another effect and changing the pattern in which the damage is applied:
- If you successfully interrupt an enemy, your next basic attack apply 15 Stacks of Vulnerability for 10 seconds and will deal 250% damage.
Explanation: Ranger is currently in lack of spiky damage and his highest DPS output comes from autoattacks. By changing the mechanic into buffing auto attacks only, it would avoid making abilities OP and would make the trait appealing for every Power/Hybrid weapon. Would also promote Longbow’s #4 for smart play and add some love to Ranger Combat that it’s going to be really harsh in HoT because of all the Retaliation, Reflects and Projectile denial that has been added.
I like this idea I think it would have better synergy with ranger if it worked something similar to the thief signet though making it apply vulnerability and doing 10-20% more damage on the next 5 attacks, the same goes for signet of the hunt actually.
The more I think on it MoC and signet of the hunt seem perfect skills for a thief and their counterparts for us.
(edited by Manekk.6981)
Let me requote this because you obviously didn’t understand a thing…
If you want me to look up the facts for every claim you people make, then, by your logic, I could claim to you that ArenaNet said that pets will turn into flying mounts and you’d be obligated to find it to prove me wrong. Can’t find it? Look harder. See the conundrum?
If you can’t provide proof for claims, then the claims don’t hold much weight. It’s very simple. Provide some quality proof, or be content with what you say not being taken as fact.
As others have said before in several threads … the burden of proof is on the one making the claim.
Your numbers are incorrect as well. If an attack does 4,000 damage against 3500 armor … it was already reduced by a % by the armor. If you know anything about math, there is this awesome thing called the Associative Property in math. So if I have
- [ (DMG * reduction) * change]
It is the same as
- [ (DMG * change) * reduction ]
Let’s use arbitrary but concrete numbers to drive this point home.
- (5000 * 75%) * 50% = 3750 * 50% = 1875 damage
- (5000 * 50%) * 75% = 2,500 * 75% = 1875 damage
But you’re going to say I should have used division somewhere, eh?
First, X * 50% is the same as X / 2.
Second, you could do the exact same thing with the associative propertySo, in your example, that 4,000 damage done to a target with 3,500 armor … a 50% reduction will only be a 50% reduction … it will do 2,000 damage.
Here are my problems with your posts:
- You make claims and don’t back them up … you lay the burden of proof on the people that question your claims … I’ve explained very clearly in very simple terms why the burden of proof is on the person that makes the claim
- You don’t seem to have an understanding of basic math
- You pull stuff out of thin air (or worse)
How exactly do “people know there was a big change” … really? Because then you should’ve been able to pick out that information and been correct about it from the start. Apparently not.
As far as getting nerfs all the time … please check out those patch notes. They are freely available.
I know it’s so very easy to run your mouth without actually getting the facts straight … but it’s useless and reflects very poorly on you.
As far as your totally out of place, unwarranted, snarky, little “finally some research” comment … please do actually look around the forums. If there are people actually doing the research for their claims … you’ll find I’m one of them. Here’s one from probably before you started playing the game.
Here’s just a simple one that was more recent:
Do you know why you’ll see some of us “clash” on topics and still respect each other? Because, ultimately, we resort to actual facts and logic. We use these things to support the claims that we make.
This is all basic and simple stuff both my sons were taught before grade school …
People talk out their “experience” throughout the year. This is a proof for itself.
If you question about the experience, do your own research, and maybe go beyond doing math and do the actual testing yourself. It is your responsibility to do further research if you doubt about other people’s experience. We’re not responsible to give you detail and math about our experience. We’re also not responsible about “posting a screenshot” to proof that “we did this damage before”. Like I said, people who share the same experience will believe, and if you don’t share the same experience and also disbelief about other people’s experience, you either do your own research or leave it out. It’s not like you’re my teacher who marks me or my boss who pays me salary.
I’m not doing a research project that I’d have to provide you with exact detail. Period.Have a nice day sir, I don’t get all days for you.
Actually you are responsible to give details and math about what you claim, atleast if you want anyone to believe what you say, he’s proven you wrong and it’s childish of you not to aknowledge that, you just keep trying to move the conversation into a slightly diffrent focus in an attempt to hide that you were wrong, if you want to keep an honest interaction here be honest.
I was wrong, it’s not noted as all in the log, couldn’t manage to summon any wolves with it after repeated testing and it doesn’t make any blast finishers either so unless this changes I assume it will not trigger windborne notes either.
I’m absolutely sure it’s noted in the log as “call of the wild” but I don’t think it’s counted as the same spell as our own warhorn skill, gonna try the mist wolf test as someone mentioned.
The AI isn’t spectacular but I’m not sure what can be done about it making pets able to attack faster and/or while on the move would atleast take care of people that just run around and avoid them entirely with just normal movement I would be happy if pets did less damage if only melee pets could hit more consistently, I would also like F2 skills to execute even faster that is also an issue I frequently run into sometimes my pets simply will not use their F2 or obey any command at all I have no idea why this happens but it’s happened so many times I barely no longer react when it does it’s usually something that gets you killed too that would otherwise have had a chance at saving you.
I don’t agree it’s true to say they have never been improved though all these things were much worse before exept that they did more damage back then.
@sebrent
What would you recommend, Pure power?
I can always mess with gear, that’s not set in stone- but I am open to feedback
Nah he’s saying you need more condition removal
Quick Note since:
- You are taking Keen Edge … which procs Sharpening Stone when you hit a target that is below 75% health … but it has a kitten ICD.
- You are taking Sharpening Stone as a utility
Last I checked, if you use Sharpening Stone, it will put Keen Edge on its ICD. So, if you want to benefit more from both, you are better off not opening with Sharpening Stone and instead waiting for Keen Edge to proc its Sharpening Stone, use those 5 charges, and then use your Sharpening Stone utility.
Make sense?
I’m noticing that you have a complete lack of condition removal. If someone with a decent amount of condition duration applies just a few to you, they will be able to just sit back and watch you die.
No they don’t their CD is independant of eachother, the only thing to think of is to not overwrite keen edge by accident with sharpening stones.
Well, claiming that running tanky builds on ranger is effective…
It certainly can be, not all builds work everywhere against everyone that doesn’t mean it’s something useless, you know this aswell so I don’t know why you need to make it sound like I said something diffrent or make such a big deal out of this.
Mathematically speaking you are wrong. Other ranger builds are superior in the reward they bring.
No I am not, you again talk as if I claimed a specific build is fantastic, I have not mentioned any specific build so this also means you can’t claim that other builds are superior, why is this so difficult for you?
It can be effective if being tanky is the only way to go in the particular environment.
Yes and it can also be effective if there are numerous ways to go, it doesn’t have to be the absolute best way to be effective and thus perfectly fine wich was precisely what I started out saying.
Apart from that – Rangers’ strengths are clearly at an absolutely different place.
It depends on what you do, who you fight and/or how many you fight.
We, sadly, have to sacrifice quite a lot in order to be tanky.
We don’t have to sacrifice any more than other classes depending on where and how of course but in some cases we can still dish out more damage than others because of our pet too.
By playing tanky – you already are less effective than your ranger meta. Being tanky while dealing considerable amount of damage is possible. Does it meet the requirements? No.
That is complete nonsense a dead person is the least effective you can be so any given scenario where your extra survival keeps you alive while still dealing considerable amounts of damage to kill opponents certainly meets requirements of being fine.
There are players running around naked winning fights. Does that mean their stats/builds are OP? Not really. They just knew how to play. Statement of “as long as you kill the enemy” is irrelevant. Another enemy (might just happened to be the naked one) might kill you regardless of who was the AFK player you killed before.
What purpose does this nonsense serve? let’s just assume your opponents are not naked or afk can we do that? ok good! killing your opponent is likely the main objective so if your build helps you do that it’s hardly irrelevant is it.
The discussion is about rewards / risks / potential of the build choices.
Sure that is exactly it yes and certain builds can be quite tanky and have more rewards than less tanky ones too so then they are without a shadow of a doubt fine.
I’m tired of this nonsense now honestly why all this fuss?
Yes there is forget warrior or guard or any other class we are not talking about optimal group setups or any specific part of the game but from the perspective of a ranger wanting to play a ranger being relatively tanky (as opposed to squishie) is never a bad thing aslong as it doesn’t impact negatively on your damage to an extent you can’t kill anything that is all I am saying and I’m simply entirely correct on that.
You are, as well as we all know that a player who plays weak builds is considered a burden or a hindrance that people are trying to avoid.
That is the reason why everybody hates BearBows, why Rangers were kicked on sight in dungeon groups half-a-year ago and why we still don’t like Rangers in Zergs.
Jim Hunter’s front line build is effective because it is more efficient than a Berserker Longbow version that is even more useless in Large-Scale Zergs. If a ranger wants to participate in a Zerg – his build is the way to go.
I know no other uses of Tanky Ranger since in every other environment there is a build with more reward than the tanky version.If we are talking about recreational play – without not giving a single da**, than I don’t see a reason to bring it to the forums asking for feedback, even less saying that “I know it is weak, I know which alternatives are better, and yet I keep suggesting the inferior option”
This doesn’t feel like a response to anything I have said to be honest.
I get his argument, while you are saying it doesn’t hurt anything to run a build just for fun, he is saying anything that isn’t optimal brings the group down and does in fact hurt the team.
And I agree with tragic positive. If I’m running in a zerg and I have a group all running the right specs and they know how to use them properly I will run one of the GWEN classes instead of my ranger.
The problem is my guild usually only does 1 or 2 big runs a week and a good chunk of my guild’s backline consists of newer players that fail to drop water fields when we call for them or they die on the first or 2nd push. There have been a number of times where we pulled out a win after losing the whole back line because we could still blast my water field and full heal our frontline, and my pets keep pretty decent poison up time on the enemy.
And like I explained above, it works really well for skirmishing where having a staff ele would be way less optimal.
I get what he was trying to say aswell, it was just that his reply above was worded in a strange way with some grammar off aswell as adressing something I didn’t say so I literally meant it didn’t sound like a reply to me.