Showing Posts For Mcrocha.3891:

Druid Reveal Feedback Thread

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

It works out at a 2.5% party damage buff, sun spirit in all Zerker teams adds more. The celestial form version is even worse. Nobody is going to take it in its current state.

Well, hold on a minute.

Spotter and Frost Spirit are consistent weak effects or random strong effects, so, boiling these down to flat damage percentages in order to compare them ‘apples to apples’ style is reasonably good logic.

Glyph of Empowerment is a non-random strong effect of fixed length.

Which means you + the recipient can swing the outcome with your play because timing strategies are now a factor, and battle length < 20 seconds changes the impact on a practical level.

A10% damage increase applied to a single attack at random without warning is worlds apart from a 10% damage increase that persists for multiple hits and lets everybody know ‘hey, now’s the time to hurt things’.

You are correct. This is why everyone should take courses on statistics in school so they can learn to analyze statistics and find out what they really mean/entail.

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Ancient seed elite trait

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

How are you going to CC them in order to trigger it on CD, as a trapper?

Primal Echoes. For instance, lay Flame Trap -> swap to staff -> ??? ->profit

Edit:made it memeworthy

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Poor Rangers :(

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

Sigh. PvE scrubs…

What does that even mean?

It means I’m tired of reading comments from the pve crowd thinking the druid spec is borderline useless.

I don’t even understand how it could be considered useless to run full zerk and yet have the capability of party burst healing for ~7k. What is useless about that.

not much use for it in current content because its so easy you can finish it without Armour or improved Hp.

for HoT though the health you have is much more Valued as it will be much harder to recover from down state , getting up in a field of poison spores/or Mushrooms (god i hate those) a support healer will be much more valued than some one throwing protection on you or aegis as you are still limited to a set amount of hp which will effect your regroup distance before going down , lowering the chances of real recovery.

atm recovery is just killing somthing and getting back up not much afterwards is going to be a threat.

I disagree about it being useless in current content though. We are assuming here that say in pug runs everything goes smoothly and no one missed dodges or aegis procs or ice bow freezes or what have you. I find this too be unlikely in general and certainly not true from an anecdotal perspective. Therefore, I think that Druid adds something even in current content.

Edit: typo

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Poor Rangers :(

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

Sigh. PvE scrubs…

What does that even mean?

It means I’m tired of reading comments from the pve crowd thinking the druid spec is borderline useless.

I don’t even understand how it could be considered useless to run full zerk and yet have the capability of party burst healing for ~7k. What is useless about that.

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Druid Reveal Feedback Thread

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

this is why most of the things written in this very thread so far cannot and will not be taken seriously. you guys are being silly. 20-25% damage boost on 5 players? do you have any idea how OP that is? 10% is great and makes a huge difference for a group’s damage output. there are glyphs in a much worse shape.

It works out at a 2.5% party damage buff, sun spirit in all Zerker teams adds more. The celestial form version is even worse. Nobody is going to take it in its current state.

Source? Math?

Edit: nvm did it myself. So this is misleading. Yes it is only a 2.5% buff over 20 seconds, but over 5 seconds it is 10%. The over 20 seconds part may be important in PvE, but a party 10% boost to spiking is significant in pvp and a 20-25% boost would be very overpowered. Even in PvE, 2.5% buff assumes that fights last at least 20 seconds which in a lot of cases isn’t true. Furthermore, the recharge can be reduced to 16 seconds which averages damage out to 3.125% over 16 seconds if we want to get theory crafting.

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(edited by Mcrocha.3891)

Poor Rangers :(

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

I completely disagree about being relegated to pve healbot, but I don’t really care enough to tell you why that is a dumb statement.

Edit: typo

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A few changes to Druid that I think

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

I think it is important to remember that they were looking into adding some kind of damaging support on seed of life and tidal surge which would help diversify CAF a little. Highly doubt Natural Convergence will be mobile as the counterplay given was to get away from the Druid.

Fairly certain pets count as allies and will thus trigger live vicariously and natural mender. Faintly remember seeing small heals go up when the pet was healed from something like Astral Wisp.

Will suggest something for Glyphs if necessary after using them.

The only thing I think should change at this point in time is Lingering Light. It does not look very good or at least competitive with the other two GM, especially with an ICD. Previously suggested that it should increase AF generation and degenerate AF slower while in CAF.

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Balance Changes

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Posted by: Mcrocha.3891

Mcrocha.3891

im thinking there is a difference between whats in his alpha and what they had ready to present at the show.

Yeah but that could mean he had a blast finisher on it and they made him remove it, and he just forgot while talking about it. We’ll see in the next BWE.

I think that it is supposed to have a blast finisher on it; Irenio said quite clearly that it had a blast. I don’t think he got mixed up with skill 3 in CAF either because it was early in the show and the skills aren’t similar at all. The video they had at the show looked like it was produced very last minute, they didn’t even show the glyphs reverse effects working in CAF and it was very out of sync with the show.

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The thing that disappoints me about Druid

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

The animations.

Don’t get me wrong here. They are brilliant. My reason for disappointment is a bit silly. I was hoping to see more “plant” like animations vs the beams / planet animations during celestial form. While the animations during celestial form make sense; I would really like to of seen at least the autoattack of the staff be “planty”

But really I’m just being a jerk here. Druid looks fantastic and I can’t wait to play it. <3

The way I would look at the auto attack if you want it to be “planty” is that it is healing allies with the power of photosynthesis somehow. It is called solar beam after all.

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Druid Reveal Feedback Thread

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

I’m curious about Glyph of Unity range. Like I know you will have to be within 300 range when the skill is cast, but if you move outside of that range is the tether broken? Also somewhat related, I think this skill could be funny in general to mess with if you were to say just 1v30 a Zerg, swoop in cast GoU and SoS and just watch 5 guys get downed for top lels m8.

Edit: also One suggestion I have for Lingering Light is to change the functionality as I don’t think it will be too competitive with the other two gms at first glance. Something like “Generate AF quicker and degenerate AF slower while in CAF”.

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(edited by Mcrocha.3891)

Druid Reveal Feedback Thread

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

Good stuff, hope they don’t merge this one.

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Balance Changes

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

Holy kitten… with the “we heal as one” change “Guard” may have just become the best skill in the game. 10 seconds of swiftness, regen, protection, and stealth on a 12 second cooldown? Yes please.

Stealth is, sadly, not a boon. It’s an aura.
It cannot be stripped, converted nor stolen.

Everything else – yes. It’s gonna be cool the first few days till it gets nerfed. But then again – BM bunkers (like myself) have some nice days ahead.

Oh kitten , that’s right. Anyway I guess it’s still all on a 16 second cooldown since it needs to be based off of HaO’s cooldown. Still even if they nerf it to 50% I’ll be pretty happy with an extra 5 seconds of protection every 16 sec.

Although to be honest I may end up dropping the skill all together on most of my builds and using QZ in it’s place for that extra long quickness and super speed. I’m not sure yet.

I really can’t wait to try these changes out. It’s kind of sad that I am much more excited about these balance changes than I am the druid spec.

Yeah this buff to Heal as One is far better for the class and build options then Druid. They relly did drop the ball there.

Well I’m not saying druid is bad. The traitline and cele form are going to be incredibly strong and useful for power and condi builds, it just looks really boring. The only things that look slightly interesting are Ancient Seeds, Lunar Impact, and Natural Convergence. I can see how those will synergize well with some existing skills. But the staff and the glyphs look terrible and don’t seem to mesh well with the baseline class.

I think that the glyphs are supposed to be most effective with the Druid stuff, but can have niche roles in other situations. Most of them have very short cool downs for pretty decent effects and they provide versatility that a lot of our utilities don’t really have in general.

What does it provide that’s worth taking that we don’t already have? A very short cripple/weakness? We have tons of that. A 2 second daze on a 40 sec cooldown? They can keep it. An absolutely terrible buff to party damage? I think someone did the math already and it came out to something like 2.5% more damage. I doubt that is worth the loss of personal damage that we would take by not putting something better in that slot. The elite is mediocre compared to entangle and Strength of the pack. The only one slightly interesting is “Stomp”… oh I mean Glyph of the Tides, which is basically stomp without the stun break and blast finisher.

They provide all of those things you mentioned and the ability to be small heals, AoE stun break, condi cleanse, AoE pull, ally heal buffer, and they all deal decent damage as well. You have to consider the effects in base and celestial form to see how they provide versatility.

Not only do you have to trait for that, you also have to practically be standing on top of your party for them to get the affect. Compare that to a shout guard, who has double the range and is converting one of those condi’s to a useful boon. Also who needs a 300 range pull? Why isn’t that a stun, knockdown, or launch to synergize with ancient seeds?

Another thought is why don’t any of them offer anything unique for the pets? Something like pet teleports to target and performs x cc. The glyphs are just mediocre and they feel like they were rushed.

You don’t have to trait for any of the stuff that I mentioned, if you’re in the Druid line you can get all that stuff just from glyphs in base/celestial form.

Wot? You absolutely have to trait for the healing and condi removal.

No, Glyph of alignment heals and cures condi without the Verdant Ethings trait.

We have no idea how many or what kind of condi’s it removes, the healing is pointless since that form already cranks out a massive amount of healing on every other skill, the radius is so small it may as well only affect you, and the active is so bad outside of cele form that it’s a waste of a utility slot.

Maybe, maybe not, but it still provides those effects and thus is a versatile utility on a 20s Cd which was my original point.

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Balance Changes

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

Holy kitten… with the “we heal as one” change “Guard” may have just become the best skill in the game. 10 seconds of swiftness, regen, protection, and stealth on a 12 second cooldown? Yes please.

Stealth is, sadly, not a boon. It’s an aura.
It cannot be stripped, converted nor stolen.

Everything else – yes. It’s gonna be cool the first few days till it gets nerfed. But then again – BM bunkers (like myself) have some nice days ahead.

Oh kitten , that’s right. Anyway I guess it’s still all on a 16 second cooldown since it needs to be based off of HaO’s cooldown. Still even if they nerf it to 50% I’ll be pretty happy with an extra 5 seconds of protection every 16 sec.

Although to be honest I may end up dropping the skill all together on most of my builds and using QZ in it’s place for that extra long quickness and super speed. I’m not sure yet.

I really can’t wait to try these changes out. It’s kind of sad that I am much more excited about these balance changes than I am the druid spec.

Yeah this buff to Heal as One is far better for the class and build options then Druid. They relly did drop the ball there.

Well I’m not saying druid is bad. The traitline and cele form are going to be incredibly strong and useful for power and condi builds, it just looks really boring. The only things that look slightly interesting are Ancient Seeds, Lunar Impact, and Natural Convergence. I can see how those will synergize well with some existing skills. But the staff and the glyphs look terrible and don’t seem to mesh well with the baseline class.

I think that the glyphs are supposed to be most effective with the Druid stuff, but can have niche roles in other situations. Most of them have very short cool downs for pretty decent effects and they provide versatility that a lot of our utilities don’t really have in general.

What does it provide that’s worth taking that we don’t already have? A very short cripple/weakness? We have tons of that. A 2 second daze on a 40 sec cooldown? They can keep it. An absolutely terrible buff to party damage? I think someone did the math already and it came out to something like 2.5% more damage. I doubt that is worth the loss of personal damage that we would take by not putting something better in that slot. The elite is mediocre compared to entangle and Strength of the pack. The only one slightly interesting is “Stomp”… oh I mean Glyph of the Tides, which is basically stomp without the stun break and blast finisher.

They provide all of those things you mentioned and the ability to be small heals, AoE stun break, condi cleanse, AoE pull, ally heal buffer, and they all deal decent damage as well. You have to consider the effects in base and celestial form to see how they provide versatility.

Not only do you have to trait for that, you also have to practically be standing on top of your party for them to get the affect. Compare that to a shout guard, who has double the range and is converting one of those condi’s to a useful boon. Also who needs a 300 range pull? Why isn’t that a stun, knockdown, or launch to synergize with ancient seeds?

Another thought is why don’t any of them offer anything unique for the pets? Something like pet teleports to target and performs x cc. The glyphs are just mediocre and they feel like they were rushed.

You don’t have to trait for any of the stuff that I mentioned, if you’re in the Druid line you can get all that stuff just from glyphs in base/celestial form.

Wot? You absolutely have to trait for the healing and condi removal.

No, Glyph of alignment heals and cures condi without the Verdant Ethings trait.

Local Charr Ruins Everything

Balance Changes

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

Holy kitten… with the “we heal as one” change “Guard” may have just become the best skill in the game. 10 seconds of swiftness, regen, protection, and stealth on a 12 second cooldown? Yes please.

Stealth is, sadly, not a boon. It’s an aura.
It cannot be stripped, converted nor stolen.

Everything else – yes. It’s gonna be cool the first few days till it gets nerfed. But then again – BM bunkers (like myself) have some nice days ahead.

Oh kitten , that’s right. Anyway I guess it’s still all on a 16 second cooldown since it needs to be based off of HaO’s cooldown. Still even if they nerf it to 50% I’ll be pretty happy with an extra 5 seconds of protection every 16 sec.

Although to be honest I may end up dropping the skill all together on most of my builds and using QZ in it’s place for that extra long quickness and super speed. I’m not sure yet.

I really can’t wait to try these changes out. It’s kind of sad that I am much more excited about these balance changes than I am the druid spec.

Yeah this buff to Heal as One is far better for the class and build options then Druid. They relly did drop the ball there.

Well I’m not saying druid is bad. The traitline and cele form are going to be incredibly strong and useful for power and condi builds, it just looks really boring. The only things that look slightly interesting are Ancient Seeds, Lunar Impact, and Natural Convergence. I can see how those will synergize well with some existing skills. But the staff and the glyphs look terrible and don’t seem to mesh well with the baseline class.

I think that the glyphs are supposed to be most effective with the Druid stuff, but can have niche roles in other situations. Most of them have very short cool downs for pretty decent effects and they provide versatility that a lot of our utilities don’t really have in general.

What does it provide that’s worth taking that we don’t already have? A very short cripple/weakness? We have tons of that. A 2 second daze on a 40 sec cooldown? They can keep it. An absolutely terrible buff to party damage? I think someone did the math already and it came out to something like 2.5% more damage. I doubt that is worth the loss of personal damage that we would take by not putting something better in that slot. The elite is mediocre compared to entangle and Strength of the pack. The only one slightly interesting is “Stomp”… oh I mean Glyph of the Tides, which is basically stomp without the stun break and blast finisher.

They provide all of those things you mentioned and the ability to be small heals, AoE stun break, condi cleanse, AoE pull, ally heal buffer, and they all deal decent damage as well. You have to consider the effects in base and celestial form to see how they provide versatility.

Not only do you have to trait for that, you also have to practically be standing on top of your party for them to get the affect. Compare that to a shout guard, who has double the range and is converting one of those condi’s to a useful boon. Also who needs a 300 range pull? Why isn’t that a stun, knockdown, or launch to synergize with ancient seeds?

Another thought is why don’t any of them offer anything unique for the pets? Something like pet teleports to target and performs x cc. The glyphs are just mediocre and they feel like they were rushed.

You don’t have to trait for any of the stuff that I mentioned, if you’re in the Druid line you can get all that stuff just from glyphs in base/celestial form.

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druid trait: Ancient seeds does not work...

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

On the stream Irenio actually said Knockback for triggering it, but he may have misspoke.

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[Staff 3] Ancestral Grace

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

I feel like it works like that one zephyrite dash- Lightning is it?

Local Charr Ruins Everything

Balance Changes

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

Holy kitten… with the “we heal as one” change “Guard” may have just become the best skill in the game. 10 seconds of swiftness, regen, protection, and stealth on a 12 second cooldown? Yes please.

Stealth is, sadly, not a boon. It’s an aura.
It cannot be stripped, converted nor stolen.

Everything else – yes. It’s gonna be cool the first few days till it gets nerfed. But then again – BM bunkers (like myself) have some nice days ahead.

Oh kitten , that’s right. Anyway I guess it’s still all on a 16 second cooldown since it needs to be based off of HaO’s cooldown. Still even if they nerf it to 50% I’ll be pretty happy with an extra 5 seconds of protection every 16 sec.

Although to be honest I may end up dropping the skill all together on most of my builds and using QZ in it’s place for that extra long quickness and super speed. I’m not sure yet.

I really can’t wait to try these changes out. It’s kind of sad that I am much more excited about these balance changes than I am the druid spec.

Yeah this buff to Heal as One is far better for the class and build options then Druid. They relly did drop the ball there.

Well I’m not saying druid is bad. The traitline and cele form are going to be incredibly strong and useful for power and condi builds, it just looks really boring. The only things that look slightly interesting are Ancient Seeds, Lunar Impact, and Natural Convergence. I can see how those will synergize well with some existing skills. But the staff and the glyphs look terrible and don’t seem to mesh well with the baseline class.

I think that the glyphs are supposed to be most effective with the Druid stuff, but can have niche roles in other situations. Most of them have very short cool downs for pretty decent effects and they provide versatility that a lot of our utilities don’t really have in general.

What does it provide that’s worth taking that we don’t already have? A very short cripple/weakness? We have tons of that. A 2 second daze on a 40 sec cooldown? They can keep it. An absolutely terrible buff to party damage? I think someone did the math already and it came out to something like 2.5% more damage. I doubt that is worth the loss of personal damage that we would take by not putting something better in that slot. The elite is mediocre compared to entangle and Strength of the pack. The only one slightly interesting is “Stomp”… oh I mean Glyph of the Tides, which is basically stomp without the stun break and blast finisher.

They provide all of those things you mentioned and the ability to be small heals, AoE stun break, condi cleanse, AoE pull, ally heal buffer, and they all deal decent damage as well. You have to consider the effects in base and celestial form to see how they provide versatility.

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Druid Healer Confirmed - Feedback [merged]

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

I didn’t know that the sun and moon weren’t celestial bodies.

Really, you’re going to be that guy?

That’s just sad.

You tried to disprove my point by arguing that the celestial bodies don’t impact Earth, which is false because the sun and moon are celestial bodies and directly impact nature on Earth. So yes using facts does indeed make me that guy.

And you know that you were referencing celestial bodies with a much broader brush, where I was pinning down a specific definition. You knew very well that I was dismissing the broader strokes that include the stars and planets, which feature in the design of the Avatar form. You’re not arguing facts, you’re being obtuse in order to attack me rather than my argument, because your position is weak.
The definition of nature-magic, as used by Anet in the past, the Ranger class in the game now, the ranger class of GW1 and fantasy games in general, does not include summing laser beams or other planets circling around space-men. It involves, plants weather, animals, water and spirits. Trying to claim that other planets are nature therefor nature-magic, is equivocation over the definition.

I say again, if planets = nature therfor nature magic, then cars = engineering therfor engi should be able to build a car. Uranium is an element therfor Ele should get Atom Bomb.

Ok bud, in no way was I using celestial bodies as a broad term, you just incorrectly inferred that I was. Congratulations. It’s funny you mention engineers should be able to build a car, because wvw is about to get a “charr car”. But anyway, take it for what you will but look at the skills and stuff on Druid:
Solar beam
Lunar impact
Cosmic ray
Tidal wave
Glyph of the tides
Glyph of alignment
Seed of life
Natural convergence
Etc
It is very easy to see A-net’s vision for the lore behind the Druid and it is based on a character that channels the power of the celestial bodies to wield control over nature. Good day.

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Druid Healer Confirmed - Feedback [merged]

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

I didn’t know that the sun and moon weren’t celestial bodies.

Really, you’re going to be that guy?

That’s just sad.

You tried to disprove my point by arguing that the celestial bodies don’t impact Earth, which is false because the sun and moon are celestial bodies and directly impact nature on Earth. So yes using facts does indeed make me that guy.

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Druid Healer Confirmed - Feedback [merged]

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

Nature is directly influenced by the positions and alignments of celestial bodies, sorry to rain on your qq parade, but it does make sense. The celestial bodies give us things like the solstices and seasons, sunlight/moonlight, tides, etc. A lot of those things are represented with the Druid. The Druid has plenty of skills that are plant influenced and they are all nature oriented.

That’s just plain wrong on two accounts. Firstly the “celestial bodies” have precisely no effect on the Earth whatosever, only the sun and moon affect us.

Secondly, just because planets and stars are natural, doesn’t mean they are part of nature. That’s equivocation at best. The usual definition of nature, the one that’s being used to describe druid and the one that people mean when they describe nature religions in the real world, is the natural world of the Earth specifically. Wildlife; flora, fauna, weather patterns. This is the same definition being used for druid in GW2 since the fantasy druid is a romantic fiction based on real-world nature religions.

To say that the planets and stars fit in to theme is to say that engineers should be able to build cars to ride around Tyria. It’s equivocation. As I’ve said in a previous thread, if Druid has space-mage mode then elementalists should have Atomic bomb mode because uranium is an element.

I didn’t know that the sun and moon weren’t celestial bodies.

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Staffless Druid even possible?

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

I think everything depends on the actual percentage of damage trasformed in asrtal form… I hope that with very offensive stats (Berserk/Marauder) the damage dealt would be enough to give you astral force but I don’t think staff would be viable in this offensive druid builds: a standard LB/GS combo has the potential to work fine imo even if I’m not thrilled about it… My hopes are directed towards more hybrid builds with the use both of damage and healing power with staff (something like Celestial/Crusader or even Settler with a staff paired with SB or Sword/Dagger with Skirmishing-Wilderness Survival-Druid split taking advantage of bleed and poison)

Anyway, it is too soon to give a definitive answer even though the potential of this specialization seems amazing…the best out of all the Elite Specialization imo, maybe not the most original but definitely the one that opens more build combination possibilities, both offensive, supportive or hybrid orientated.

I also first thought it would be a conversion of damage dealt/healing done but with the numbers they showed that would mean you only have to deal 400 damage (400 * 0.25% = 100%).

The common understanding is that you actually have to deal damage (no matter how much) 400 times (400 single instances). Thus the effectiveness of skills like Barrage that I mentioned.

It’s not 25% it’s 2.5% btw.

2.5% for the healing, 0.25% (1/4%) for the damage.

Correct, which means your calculation is incorrect because it would be 400 × 0.025 not 0.25.

I worte 0.25% which is the same as 0.0025. 400 * 0.25% = 100%. 400 * 0.0025 = 1.

Right so if you damage someone for 400 then it only fills up the bar by 1 theoretically

Local Charr Ruins Everything

Staffless Druid even possible?

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

I think everything depends on the actual percentage of damage trasformed in asrtal form… I hope that with very offensive stats (Berserk/Marauder) the damage dealt would be enough to give you astral force but I don’t think staff would be viable in this offensive druid builds: a standard LB/GS combo has the potential to work fine imo even if I’m not thrilled about it… My hopes are directed towards more hybrid builds with the use both of damage and healing power with staff (something like Celestial/Crusader or even Settler with a staff paired with SB or Sword/Dagger with Skirmishing-Wilderness Survival-Druid split taking advantage of bleed and poison)

Anyway, it is too soon to give a definitive answer even though the potential of this specialization seems amazing…the best out of all the Elite Specialization imo, maybe not the most original but definitely the one that opens more build combination possibilities, both offensive, supportive or hybrid orientated.

I also first thought it would be a conversion of damage dealt/healing done but with the numbers they showed that would mean you only have to deal 400 damage (400 * 0.25% = 100%).

The common understanding is that you actually have to deal damage (no matter how much) 400 times (400 single instances). Thus the effectiveness of skills like Barrage that I mentioned.

It’s not 25% it’s 2.5% btw.

2.5% for the healing, 0.25% (1/4%) for the damage.

Correct, which means your calculation is incorrect because it would be 400 × 0.025 not 0.25.

Local Charr Ruins Everything

Druid Healer Confirmed - Feedback [merged]

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

Nature is directly influenced by the positions and alignments of celestial bodies, sorry to rain on your qq parade, but it does make sense. The celestial bodies give us things like the solstices and seasons, sunlight/moonlight, tides, etc. A lot of those things are represented with the Druid. The Druid has plenty of skills that are plant influenced and they are all nature oriented.

Local Charr Ruins Everything

Staffless Druid even possible?

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

I think everything depends on the actual percentage of damage trasformed in asrtal form… I hope that with very offensive stats (Berserk/Marauder) the damage dealt would be enough to give you astral force but I don’t think staff would be viable in this offensive druid builds: a standard LB/GS combo has the potential to work fine imo even if I’m not thrilled about it… My hopes are directed towards more hybrid builds with the use both of damage and healing power with staff (something like Celestial/Crusader or even Settler with a staff paired with SB or Sword/Dagger with Skirmishing-Wilderness Survival-Druid split taking advantage of bleed and poison)

Anyway, it is too soon to give a definitive answer even though the potential of this specialization seems amazing…the best out of all the Elite Specialization imo, maybe not the most original but definitely the one that opens more build combination possibilities, both offensive, supportive or hybrid orientated.

I also first thought it would be a conversion of damage dealt/healing done but with the numbers they showed that would mean you only have to deal 400 damage (400 * 0.25% = 100%).

The common understanding is that you actually have to deal damage (no matter how much) 400 times (400 single instances). Thus the effectiveness of skills like Barrage that I mentioned.

It’s not 25% it’s 2.5% btw.

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Balance Changes

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Posted by: Mcrocha.3891

Mcrocha.3891

Holy kitten… with the “we heal as one” change “Guard” may have just become the best skill in the game. 10 seconds of swiftness, regen, protection, and stealth on a 12 second cooldown? Yes please.

Stealth is, sadly, not a boon. It’s an aura.
It cannot be stripped, converted nor stolen.

Everything else – yes. It’s gonna be cool the first few days till it gets nerfed. But then again – BM bunkers (like myself) have some nice days ahead.

Oh kitten , that’s right. Anyway I guess it’s still all on a 16 second cooldown since it needs to be based off of HaO’s cooldown. Still even if they nerf it to 50% I’ll be pretty happy with an extra 5 seconds of protection every 16 sec.

Although to be honest I may end up dropping the skill all together on most of my builds and using QZ in it’s place for that extra long quickness and super speed. I’m not sure yet.

I really can’t wait to try these changes out. It’s kind of sad that I am much more excited about these balance changes than I am the druid spec.

Yeah this buff to Heal as One is far better for the class and build options then Druid. They relly did drop the ball there.

Well I’m not saying druid is bad. The traitline and cele form are going to be incredibly strong and useful for power and condi builds, it just looks really boring. The only things that look slightly interesting are Ancient Seeds, Lunar Impact, and Natural Convergence. I can see how those will synergize well with some existing skills. But the staff and the glyphs look terrible and don’t seem to mesh well with the baseline class.

I think that the glyphs are supposed to be most effective with the Druid stuff, but can have niche roles in other situations. Most of them have very short cool downs for pretty decent effects and they provide versatility that a lot of our utilities don’t really have in general.

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Druid Healer Confirmed - Feedback [merged]

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Posted by: Mcrocha.3891

Mcrocha.3891

… For transformations!

One of the things that make Druids iconic is the ability to turn into animals, I had really been expecting something similar to…

F5: Shapeshift into a copy of your pet

Don’t get me wrong, I loved what’s been revealed so far, but if Druid elite doesn’t transform into animals.. It doesn’t seem likely any will!

I think that this may have been the direction that they went with in the beginning considering the data mined stuff about Aspects, but something wasn’t right about it so they scrapped it and went with the Celestial stuff.

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Druid Healer Confirmed - Feedback [merged]

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Posted by: Mcrocha.3891

Mcrocha.3891

The celestial bodies are the reason that we have things like solstices, equinoxes, seasons etc. Throughout human history the location and alignment of the stars has played a huge role in how we both view and experience nature. On a smaller scale think about how much the Earth changes with the location of the sun and moon in relation to the Earth.

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Staffless Druid even possible?

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Posted by: Mcrocha.3891

Mcrocha.3891

“Is staff-less Druid even possible?”

Yes. Yes it is.

This makes the problem really clear imo. Considering an sPvP match you will take waaaay too long to reach 100% with that. You want to autoattack 400 times? If atleast troll unguent really gave 25% due to the 10 ticks then this would help a lot but no one even knows that for sure. Imagine if it even resets on death (which I assume).

The question is not whether we can we fill it up, the question is whether we can enter the form if we don’t have full Astral Force. Filling it up only halfway should be enough to burst heal if necessary, but if entering the form requires full Astral Force, (probably won’t), then building Astral Force may be a problem.

From what I understood you need full Astral Force. There are ICD less traits that clear ALL condis when entering this state.

I think you need at least half of the max Astral Force, the minor trait Celestial Being that gives access to the form only says that once you “Generate enough Astral Force” you may transform into the Avatar. This could mean 100% but it is not clear so we will wait and see.

Edit: also to address the ICD point, Once you exit Celestial form it will probably have a cooldown so you can’t abuse the condi clear

I hope you are correct but this doesn’t change the very slow fill rate without staff. Guess I would just try to reach the minimum then to gain access to the condi clearing without actually casting celestial skills.

I hear you, the AF generation could definitely be a problem. If you go back and look at the video for the Druid and skip to the part where they are discussing the traits you can see that the Celestial Form bar is only filled up a little bit on one side of the bar, but not the other. This leads me to believe that it will fill up half of the bar first and then proceed to fill the other half. Once we get the half though I speculate that we will be able to use the form.

I think we should suggest however, that the grandmaster trait Lingering Light be changed in functionality to something like “generate AF quicker, and degenerate AF slower while in Celestial Form”. The current functionality of the trait seems a little lackluster to me, but ofc we do need to test it first.

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Staffless Druid even possible?

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

The question is not whether we can we fill it up, the question is whether we can enter the form if we don’t have full Astral Force. Filling it up only halfway should be enough to burst heal if necessary, but if entering the form requires full Astral Force, (probably won’t), then building Astral Force may be a problem.

From what I understood you need full Astral Force. There are ICD less traits that clear ALL condis when entering this state.

I think you need at least half of the max Astral Force, the minor trait Celestial Being that gives access to the form only says that once you “Generate enough Astral Force” you may transform into the Avatar. This could mean 100% but it is not clear so we will wait and see.

Edit: also to address the ICD point, Once you exit Celestial form it will probably have a cooldown so you can’t abuse the condi clear

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Staffless Druid even possible?

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Posted by: Mcrocha.3891

Mcrocha.3891

The question is not whether we can we fill it up, the question is whether we can enter the form if we don’t have full Astral Force. Filling it up only halfway should be enough to burst heal if necessary, but if entering the form requires full Astral Force, (probably won’t), then building Astral Force may be a problem.

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Staff is a very good DPS weapon?

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

I’m pretty interested in seeing what effects are added to Seed of Life and Tidal Surge to diversify them as heals. Irenio said they were considering some damage functionality so I eagerly await that news. Especially considering that Verdant Etching spawns Seeds.

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Druid Healer Confirmed - Feedback [merged]

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Posted by: Mcrocha.3891

Mcrocha.3891

To add on to your point about not doing anything to address the core mechanic of the pet, that is not really true. Healing and sustaining the pet does not count? We can more easily keep pets up now, which is in itself addressing some problems with the pet mechanic.

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Balance Changes

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Posted by: Mcrocha.3891

Mcrocha.3891

I think we’re missing the Taunt change in here. Didn’t they say it is now undodgeable and unblockable?

i don’t think he said that correctly. I understood that it was bugged, and therefore went through dodges and blocks. this is now getting fixed, so it’s going to be a huge nerf. not because of the dodge part, but because a couple of professions can actually spam blocks. taunt wont be hitting much once the change goes live.

https://youtu.be/zOGi6lMaxZY?t=18m57s

“Beastly Warden the taunt from it was blockable and dodgeable. This was not intended behaviour. It’s getting fixed. Gotta Happen.”

Sounds to me like it being blockable and dodgeable was a bug and will become unblockable & undodgeable. Unless it was clarified somewhere else. If so, where/when…link?

That is correct. Confirmed that it was not working as intended previously.

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Staff is a very good DPS weapon?

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

Solar beam brah. When the sun is out it has no recharge.

But yeah it looks like it will have pretty decent damage actually.

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Balance Changes

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Posted by: Mcrocha.3891

Mcrocha.3891

Bears probably are the only thing getting 1000 condition damage =).

That being said, I wonder if you use FB and HaO and say get a boon that lasts 4s…it gets transferred to your pet for say 2s, if you then use HaO, do you get another 1.5s or something? Assuming the duration halves each time its transferred that is.

Aye it will probably work somewhat like that otherwise it would be pretty broken.

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Balance Changes

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Posted by: Mcrocha.3891

Mcrocha.3891

It’s funny that they called giving pets condition damage a “Quality of Life change”. A flat DPS increase is NOT a QoL change, it’s a balance change. Although it’s definitely just a small tongue slip I found it interesting. Will definitely make some pets viable that weren’t before. Using condi pets on power builds? Could be cool.

This is true, it could bring some more obscure pets into favor, but it will be interesting to see which families get the 400, 700, and 1000 levels.

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Druid Healer Confirmed - Feedback [merged]

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

In one of the reserved slots could you add some faq to clarify some druid mechanics? For example, I am curious about the functionality of Quickdraw with Celestial Avatar skills both in entering and leaving the form. Also can we generate Astral Force while in Celestial Avatar like you can generate life force in DS? Maybe Irenio could clarify some of that stuff pretty quickly if he sees it.

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Balance Changes

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Posted by: Mcrocha.3891

Mcrocha.3891

I think we’re missing the Taunt change in here. Didn’t they say it is now undodgeable and unblockable?

i don’t think he said that correctly. I understood that it was bugged, and therefore went through dodges and blocks. this is now getting fixed, so it’s going to be a huge nerf. not because of the dodge part, but because a couple of professions can actually spam blocks. taunt wont be hitting much once the change goes live.

From what I heard, he said that it was not working as intended that Taunt was going through dodges and blocks, therefore it is now no longer able to do so.

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Balance Changes

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Posted by: Mcrocha.3891

Mcrocha.3891

Most Dangerous Game is just bad. It’s on a critical strikes skirmisher traitline, not a tanking traitline.

50% of most ranger’s health is ~7-8k, a mob in Verdant Brink nukes you for that much and more.

They should set the Most Dangerous game threshold to 70% instead. Even then it would never be used in group PvE.

Nature’s Vengeance is still pathetic.

3 stacks of might, please. Phalanx Warrior swings a 100b and the group is stitting at 18+ might stacks.

The Storm Spirit should give super speed, not swiftness.

No buff to greatsword/changes to mainhand sword autoattack.

No buff to mainhand axe’s terrible autoattack damage or shortbow.

No changes to the useless shouts we have.

Pets/spirits still die to aoe spam.

This was just a balance preview, there are more changes we will see on Tuesday.

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Balance Changes

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Posted by: Mcrocha.3891

Mcrocha.3891

I predict they will nerf We Heal as One after someone records a video of a ranger easily stacking permanent quickness.

https://forum-en.gw2archive.eu/forum/professions/ranger/Very-high-quickness-uptime-theorycrafting/first#post5510079

Maybe, but we don’t know the functionality of the skill. It could only give partial durations like Fortifying Bond does.

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Balance Changes

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Posted by: Mcrocha.3891

Mcrocha.3891

I think we’re missing the Taunt change in here. Didn’t they say it is now undodgeable and unblockable?

Ty forgot that one, will edit post

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Balance Changes

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Posted by: Mcrocha.3891

Mcrocha.3891

I still don’t like MDG. Health threshold not fun mechanic.

I agree, but it’s a strong trait now for wherever that can be useful, just not for every build/game mode/situation. Certainly not for current pve.

I think that its efficacy was increased by the introduction of Druid in that it may actually be viable to let yourself drop below 50% now and then burst heal. Especially if you for instance are running Fortifying Bond and get the might stacks on the pet and then transfer them to yourself with WHaO, could make for some long duration might stacking on the ranger and the pet. We will see.

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Balance Changes

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Posted by: Mcrocha.3891

Mcrocha.3891

We Heal As One change is AMAZING! I’m thinking, quickening zephyr + we heal as one = double quickness duration. As well as a load of other uses.

I don’t know how it will function with Might, but it seems to me that the Ranger could probably get 25 stacks of might fairly easily.

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Balance Changes

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Posted by: Mcrocha.3891

Mcrocha.3891

Good changes but hope there’s more. Ranger needs a lot more work than that.

But hell I don’t even care now that I’ve seen Druid.

Hype is so real.

There should be more, this was just a preview.

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Balance Changes

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Posted by: Mcrocha.3891

Mcrocha.3891

From twitch stream balance preview:

-Taunt from Beastly Warden is no longer unblockable or undodgeable
-MDG is getting 5 stacks of might for 3s every second when below 50%.
-Natures Vengeance boon durations are getting increased from 1s to 3s(might, swiftness, regen only 3 confirmed)
-Quickdraw reduction now stacks with other weapon cool down reduction traits.
-Pets have baseline condition damage based on family.
-We Heal As One will now share all of your boons with your pet and ALL OF YOUR PETS BOONS WILL BE SHARED WITH YOU.

Also in the beginning Irenio said something about traps in general across all professions, but I couldn’t make out what he said.

Edit: note on NV change, added BW change, bit about traps

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(edited by Mcrocha.3891)

[Build] Druid Trapper

in Ranger

Posted by: Mcrocha.3891

Mcrocha.3891

Ha! I was just thinking of a build like this. You fellows move fast with your theorycrafting.

I’d probably go with Flame and Spike trap together and Healing Spring to maximize traps. Then Glyph of Tides for the pull. With Healing Spring’s condi cleanse you wouldn’t need the cleanse from Verdant Etching, so I’d grab Natural Stride for constant, effortless perma swiftness and reduced movement impairing effects. That plus Ancestral Grace means you’ll be incredibly mobile with your trapper in case you need to rotate or return to point after a respawn.

Yes those would be the variants. HS is debatable, it is immobile but would probably be better for point holding. Rejuvenation is good bc it can be a strong group heal in Celestial Avatar on top of the condi cleanse. Furthermore, Verdant Etching gives the glyph cd and the extra healing as well. I’m leaning towards Spike Trap over Glyph of Equality as well. I’m waiting on the balance patch as well though to see what they decide to do to burning.

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[Build] Druid Trapper

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Posted by: Mcrocha.3891

Mcrocha.3891

Purpose: Strong 1v1 skirmisher/point holder that can pump out heals in group situations and use strong CC to condi spike with bonfire/traps.

http://gw2skills.net/editor/?vNAQJAsvCtrAXLEYEqec3gMgLgLPAA-TJhHwAPLDA4EAc4BAkZ/BA

Second weapon is staff.

Heal would be Glyph of Rejuvenation, second utility is Glyph of Equality, third utility would be Glyph of the Tides or Glyph of Alignment. Variant: Flame Trap swapped for Spike Trap or taken instead of Equality. Healing Spring over Rejuvenation.

Druid traits are:
Adept- Primal Echoes
Master-Verdant Etching
Grandmaster- Ancient Seeds

Playstyle: Use Primal Echoes to trap enemies in trap/bonfire burst. Tides may be used for rupting (heals, stomps) or pulling enemies into Bonfire/Flame Trap. Alignment can be used as a snare/damage mitigation or help condi clear. Equality may be used for rupt or group support. Quickdraw swap for Bonfire reduction or defensive purposes. Quickdraw swap on staff for escape with Ancestral Grace and or to lockdown with Vine Surge.

WS and glyph condi cleanse helps deal with condis. Regen and raw heals help sustain. SotP used when outnumbered or vs matchup where stab is needed. Celestial Avatar form when heals are needed or getting focused.

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Druid Healer Confirmed - Feedback [merged]

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Posted by: Mcrocha.3891

Mcrocha.3891

Seriously? In the video we saw the character didn’t even have an amulet on. Im fairly confident that hybrid and bunker type builds will be extremely effective, and that dps type builds will be great too because they actually bring GROUP UTILITY now; how about an AoE stun break that also heals, how about being able to heal and remove conditions from allies, how about giving decreased condition damage taken to allies in Celestial form, how about hard cc’s now immobilizing enemies, how about granting stealth and super speed to nearby allies when leaving celestial form, THESE ARE ALL EFFECTS WE CAN GAIN ACCESS TO THAT DONT REQUIRE STAFF AND DONT NECESSARILY REQUIRE HEALING GEAR, SIMPLY THAT WE SPEC INTO DRUID.

Not to mention the fact that Irenio also said that two or three of the skills in Celestial form will be getting extra effects to separate them from being pure healing focused. Overall I am very happy with what I have seen from Druid and believe that it is not only the best espec, but also a great step in the right direction for Ranger.

Edit: typo

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Druid Roaming/PvP/1v1

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Posted by: Mcrocha.3891

Mcrocha.3891

druid can work on offesinve specs too i think. Very good sustain, condi cleanse, and some of those skills can work very good on power/condi builds – entangle on CC, tons of CC on short CDs. Glyph of unity can be insane dmg in the right situation – getting focused – pop SoS and just let them hit you, multi-player spikes can easily go into 30-40+ hits (think all the clones, rapidfires, sigils etc), and it has a 20s cd.

You also put out some teamsupport even on offensive specs, the lack of some kind of support on power/condi builds was really hurting the ranger when it comes to 2v2s and such.

Ranger core specs are also pretty flexible (cynic would say crap), you can sacrifice one for druid.

And obviously this has serious team support bunker potential.

Cant wait to try it all out, stayed out of betas so far, didnt want to spoil anything but theres no way im not playing the next one

Exactly my sentiments. It opens the door for many different builds that can now have some team support. I also think Glyph of Unity is going to make focusing a ranger more difficult thankfully.

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Druid Healer Confirmed - Feedback [merged]

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Posted by: Mcrocha.3891

Mcrocha.3891

Will the bar for Celestial form function like Death Shroud? So generating life force in DS allows the shroud to last longer. Can we generate celestial energy or whatever through healing and damage while in form to slow the degeneration of the celestial form bar? Or must the bar degenerate completely before we can begin to regenerate the form?

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