Play stronghold. Run 2 tempests and never let door breakers die → win
Facing teams doesn’t really mean that much. Not all of them are even using VoIP and at best maybe have synergized builds. It’s not like you can’t win against teams because it still comes down to personal skill. If you’re going up against teams from like pro league then yeah you will probably lose, but you still have a good shot against others.
I just assumed they would fix that as well since they were looking at staff
Apparently the devs are aware of the problem and trying to fix it.
Source? Or do we have to check Twitter again…
Apparently the devs are aware of the problem and trying to fix it.
So cynical. But Ancestral Grace is still buggy as now it roots you sometimes after using it.
Yeah this is weird
Sorry dude, you’re wrong. 5 stacks of bleed kills a 11k health player faster than it does a 20k health player. You can argue semantics and say it’s a “soft-counter” to condis but that’s about it.
Power attacks kill a 11k health player faster than it does a 20k health player.
Raw health pool isn’t a counter to anything beyond burst. All vit does is give you a larger margin of error regardless of whether you’re fighting condi or power.
Sorry again but are you kidding me? Do you know why people stack condi duration? It’s not just for giggles I can assure you that. It’s because high health pull characters require longer duration conditions to kill. That alone is enough to tell you how vitality affects conditions.
People stack condi duration, because condi duration gives +% damage generated per condi application…
You could say that people stack Precision and Ferocity because of “high health pull characters require more damage to kill. That alone is enough to tell you how vitality affects power damage.”
I’m not arguing about power dude. I’m arguing about condi. Condi is directly affected by health pool, that’s a fact that I am trying to put across. If you want to argue against that fact, go ahead but let’s leave power out of this because that’s a whole different mathematical problem.
You’re arguing about damage. It’s obvious that Vitality affects TtK, but it doesn’t mean that it’s counter to anything aside from burst. What is more, I’ve (and not only I) pointed out that if we accept your logic as correct, then Vitality is counter to any form of damage.
Yes.
Direct damage is affected by both toughness and health, Condis are only affected by vitality.Condis are not affected by vitality. They do the same damage regardless of how much health you have. You can argue that vitality makes condis take longer to kill you, but that’s what it does for everything. Conversely, power damage is directly affected by toughness.
That’s the point he’s trying to make with “vitality counters condi” is that no matter how much health you have, condi deals the same.
So if you have 12k health, 1k/s condi will kill you in 12 seconds. But if you have 20k health, it’ll take that SAME condi 20s instead of 12s to kill you.
However, with power damage, vitality is a much smaller cushion if you don’t have toughness coupled with it because even though you have more health, you’re going to be getting hit HARDER without toughness or something like protection.
Yeah, bc toughness is an actual “counter” to direct damage. Direct damage is directly affected by toughness because it is involved in damage calculation. Toughness is a direct counter to damage.
Condi damage is not directly affected by vitality. Vitality is not an actual “counter” to condi damage. Vitality doesn’t decrease the effectiveness of condi damage like toughness decreases direct damage.
Sorry dude, you’re wrong. 5 stacks of bleed kills a 11k health player faster than it does a 20k health player. You can argue semantics and say it’s a “soft-counter” to condis but that’s about it.
Power attacks kill a 11k health player faster than it does a 20k health player.
Raw health pool isn’t a counter to anything beyond burst. All vit does is give you a larger margin of error regardless of whether you’re fighting condi or power.
Sorry again but are you kidding me? Do you know why people stack condi duration? It’s not just for giggles I can assure you that. It’s because high health pull characters require longer duration conditions to kill. That alone is enough to tell you how vitality affects conditions.
People stack condi duration, because condi duration gives +% damage generated per condi application…
You could say that people stack Precision and Ferocity because of “high health pull characters require more damage to kill. That alone is enough to tell you how vitality affects power damage.”
I’m not arguing about power dude. I’m arguing about condi. Condi is directly affected by health pool, that’s a fact that I am trying to put across. If you want to argue against that fact, go ahead but let’s leave power out of this because that’s a whole different mathematical problem.
You’re arguing about damage. It’s obvious that Vitality affects TtK, but it doesn’t mean that it’s counter to anything aside from burst. What is more, I’ve (and not only I) pointed out that if we accept your logic as correct, then Vitality is counter to any form of damage.
Yes.
Direct damage is affected by both toughness and health, Condis are only affected by vitality.
Condis are not affected by vitality. They do the same damage regardless of how much health you have. You can argue that vitality makes condis take longer to kill you, but that’s what it does for everything. Conversely, power damage is directly affected by toughness.
Why would you want to watch the matches. There is so much stuff happening on the screen that you can’t even tell what people are doing apart from general moves they make. That’s not fun to watch.
Outside of watching what tactics top teams uses, whats brings it to you.
Do you see what combos the players are using, what are they dodging, what are they interrupting?
You just see fire works from 2 km away.
No thx u, for that I can watch peoples personal streams.
I don’t even care what tactics the teams use because I know I would never use them since I never que with a team. So it’s all well and good that I can see a portal play or some interesting split, but it’s not like I would ever do that in a game myself.
They’re not going to do this. Come up with changes to other things that we need changed like sharpening stone.
Why would you want to watch the matches. There is so much stuff happening on the screen that you can’t even tell what people are doing apart from general moves they make. That’s not fun to watch.
Pets have their own condition damage stats that effect their condition damage. Cats are a good choice for condi, especially Lynx. Since you’re using expertise training I would just use the pets you have in the link they’ll be good.
@Tragic Positive.9356
How people don’t enjoy it at all?
I love it, as much as I loved Monks in GW1. Speak for yourself.I’ll be speaking for majority, if you excuse me.
You think I’m wrong? Take a look around forums. Websites. Discussions. Guild chats.
Then go compare the numbers of people who love druids (for being good, not for being fans of healers).I’m afraid you’d be the one to be speaking only for yourself. Unfortunately, there’s way too many people who already expressed their displease and discomfort about Druid itself using great, logical and solid argumentation while I haven’t seen a single constructive positive opinion about it.
At least rangers actually have a competitive build for higher content in pve? It doesn’t matter if rangers are pigeonholed into one build to do a raid because at least you can do that if you want. It’s not like other classes can run around and play some non-meta scrub build and be good in raids.
This is the problem with metas. People think that their class sucks if they can’t play the way they want in the hardest content in the game. There is nothing wrong with Ranger in 95% of pve. Only specific encounters require certain builds to be the most successful which is perfectly reasonable.
Ranger is in the best state it has ever had since launch. Fine in all three game modes. Can’t ask for much more than that. Obviously there are some things that could be improved, but overall the class is working well atm.
This. Especially PvP. Conquest ranger is amazing. So much more utility than its ever had before.
Can all the scrubs who have been here for 5 minutes, and feel the right to complain, just be quiet.
you sir are the true scrub if you ask me , truly
the OP just stated his opinion and if you just dont like it , dont post in here or just dont call everyone who oppose your opinion a scrub , if u see Morwath he is just debating and i agree to most of what he said including fixing the core ranger problems
and yes i agree with you that pvp ranger/druid is fine now or even at its best hence all the druids in the last Pro League streamingso please refrain from being an aggressive scrub cause anyone can act tough on the forums
If, as you agree, rangers are in a good spot in pvp, then what is the op complaining about? From what I’ve seen, it works fine in pve. Is viable in raids, fractals etc. Are we complaining at this point for the sake of complaining?
Ranger is in the best state it has ever had since launch. Fine in all three game modes. Can’t ask for much more than that. Obviously there are some things that could be improved, but overall the class is working well atm.
I find it strange how you made your title “the final solution- Irenio”. Sounds pretty bad if you’re familiar with history.
Who cares what classes were used in pro leagues. What population of the player base is “pro”? 0.0001%?
Apparently Arenanet, or they wouldn’t have hosted a $400k pro tournament.
You balance things around people that can use them at full potential, not around people that barely know what the dodge button is. And when the competitive scene COMPLETELY ignores one profession because of how unviable it is (in the case of the Warrior) and barely plays another because it ends up being a burden (in the case of the Thief) it doesn’t take much to realize that something is a bit off.
I’d probably have less problems with it and just dismiss it as a “temporary imbalance” if there wasn’t a proleague going on and spvp wasn’t being currently pushed as esports.
Doesn’t matter if a profession isn’t good enough to be in the “meta”, the pro players are going to use the classes that are the best because they are playing for money. If that means that everyone would have to be playing one overpowered spec to compete then they would do so because they are playing to win.
Without 8 homogenous classes with simply different skins, there will always be classes that are better than others. Game won’t be perfectly balanced so why would you balance around 0.0001% of players who are going to use the best classes anyway no matter if it’s warrior, thief, guard, etc. kind of like how you see a bunch of rangers and necs now.
Who cares what classes were used in pro leagues. What population of the player base is “pro”? 0.0001%?
Might be a nerf. But it at least makes sense. You can’t heal people that are already at full health.
Appears to be only regen. Fortifying bond didn’t do anything
As noted in the OP, Sig of the Wild builds AF whilst at full health, so it’s basically perma +3% AF a second just by having it on your bar.
Ye I know. I said regen works. SotW is considered regen apparently because it is considered hps, same with natural healing. Heals like fortifying bond do not appear to work.
Appears to be only regen. Fortifying bond didn’t do anything
Water spirit just got a mad buff.
Well, at least they made Water Spirit somewhat of an option now. Waiting 24hrs for another nerf due to QQs because, boy oh boy, the crowd that hates Druid is strong today!
Idc. Probably gonna run spirit builds now Ty jesus
Dangggggg regen mad strong now.
Water spirit just got a mad buff.
Ah. I was misled by the tittle of the post. My apologies.
I’d prefer if we don’t ask for buffs to this and let it just fly under the radar. Being able to pop into CAF, cast this and then leave immediately, get 5 stacks of GotL, the heals, and be able to blast in the field is good enough.
Had previously run the first build for a little with Marauder. WIll give it a go with Crusader, didn’t think of the remorseless/BM synergy so it will prob be good.
The heal on cosmic ray is actually pretty good, it’s just really hard to hit. As I’ve said before, my biggest problem with it is that it is too similar to lunar impact. It’s the same thing minus the daze and blast finisher.
Since you went through the time to make the vid and upload it and post it here I will be brave and comment.
Your healing source is from CAF.
Need to use it more to call yourself a front line healer.
I say this because when you are not taking dmg you are not using it. If you are not taking damage that doesn’t mean the people around you are not taking damage.Why all the downvotes on your vid? Probably because you are not utilizing CAF enough and are spending too much time pewpewing. And not posting a build here is kinda not helping. A vid is meaningless without a build for context.
;-(
Not exactly true. Regen is being applied via Guard/SotP and Resounding Timbre I presume, Staff auto heals ~100 or so, wisp heals, Ancestral grace heals, whatever projectiles are absorbed heals from conversion. Use of CAF looks fine to me, don’t see people in frontline really going down. Subsequently, camping staff for “pew pew” is fine as it offers support and can snare with Vine Surge.
There’s a difference between a ranger’s and a DH’s traps though – Ranger traps are all heavy condi based which deals huge dmg overtime while DH traps are power based but then again once triggered the traps shouldn’t deal dmg overtime, so that may need to be toned down a bit.
Before I am accused, I don’t play guardian/DH and am jealous that they got a much better spec than what we got (warrs)
This is correct. The difference is that DH traps deal damage upfront or in bursts. Ranger traps require enemies to stay in the trap to stack conditions which then deal damage over time. IF you get spiked with some DH traps you will probably die, IF you get spiked with Ranger traps then you have a few seconds of counter play to cleanse/get away before damage starts to build up, which is what is supposed to happen with condi damage.
When you start buffing DH traps in BWE to give them boons on trigger, condis like crip/vuln/slow, daze on trigger, a stun break and stab, a complimentary trap trait, etc, then you get traps which feel overturned compared to Ranger or Thief.
I think it needs to apply some kind of damaging condition.
The staff is dedicated to support. Astral Wisp if reworked should stay a supportive skill.
Guardian staff is also dedicated to support. Orb of Light is a supportive skill, but does more damage than Astral Wisp. Its not so black and white like that.
Here is some math I did in another thread on heals in CAF that might give you a little comparison of stacking healing power to a more middle ground as you described:
Note: I assumed 5 stacks of Natural Mender for 10% heal effectiveness in both cases. And then I also assumed GoE was used in CAF for another 25% effectiveness. For the case with healing power without Druid Runes I also assumed another 10% effectiveness from Rune of the Monk.
Lunar Impact(675 hp)- [2452 + 1.1(675)]x1.35= 4312.575
Lunar Impace(1200 hp)- [2452 + 1.1(1200)]x1.45= 5469.4
For Rejuvenating Tides I assumed it pulsed once a second so you would only get 675 hp for 2 pulses and 175 for 3 pulses.
Rejuvenating Tides(675 hp)- [810 + .35(675)]x1.35= 1412.4375(2)= 2824.875
Rejuvenating Tides(175 hp)- [810 + .35(175)]x1.35= 1176.1875(3)= 3528.5625
Combined= 2824.875 + 3528.5625= 6353.4375
Rejuvenating Tides(1200 hp)- [810 +.35(1200)]x1.45= 1783.5(5)= 8917.5
Also note that for this scenario I was achieving 675 healing power through Druid runes. If you simply had 675 hp without those runes, then the rejuvenating tides heal would be a little bit higher than what I calculated.
Sustain is good with TU/Rejuvenating Tides. Currently if you cast Rejuvenating Tides and then leave Avatar Form, it continues to heal you(water field also remains). Essentially you can get~15s of 800hps by combining these two skills. What’s more is that if you use Grace of the Land, the stacks build with the Rejuvenating Tides even after you have left the form. So you can pop in, cast skill 4, and then leave immediately getting the sustained heals and the damage buff at the same time.
Mrocha, that’s actually a pretty good idea. The danger from it is condi spam though. Yet still its hard to complain about ranger traps since they have the arm time.
I understand that, I still think traps are supposed to be condi heavy and if an enemy doesn’t stand in the trap then they won’t be getting the condition spam(basically the argument surrounding dh traps atm).
These are utility skills, I think they should provide some sort of utility actually. 3 of them cause one condition and that’s it. I compare them to sharpening stone but slightly better because of the reduced cd and their fields. They’re just not very effective at area denial as they should be imo.
Traps could just get an extra condition on their pulses that would make them more trapworthy. Blind on flame, weakness on vipers, vuln/slow on frost, spike already has the bleed and kd.
Would like to see a King of the Hill map. Basically like HoH in gw1, 3 teams one point to hold, SH hero(Lord strength) to capture the point. Would be more fun imo. Would love to see premades getting ganked by soloqers.
SH is much more fun than Circle Dance Dance Revolution. Like to see it be the top mode.
That’s pretty awesome, actually…might be a bit TOO awesome though no? The wisp is on a short cool down, is AoE healing every second or two. It’s not hard to keep it up most of the time. Still, I like your thinking.
I just feel like the weapon should do something other than auto attack spam. We already have too many weapons that are just auto spam. At least if you could cause the wisp to detonate it would be more active gameplay. Or if it could hit multiple enemies it would still require “positioning”, which apparently is the idea for the weapon, in order to create wisps on all of them. Plus there is nothing to dodge on staff. It just sits there and does 1,1,1,1,1,1,1. Making astral wisp something that you might want to dodge would be nice I guess.
Id like to see you be able to make the wisp “explode” if it is orbiting an enemy to do more damage and healing or something like that. Or have it be able to chain to one more enemy if it hits them while orbiting.
Dh traps are more effective imo bc of two reasons. First is the cc. The damage can be dealt with, but the cc is, how do you say, lame for a point holding game type. Yes they also give boons and stuff, but it’s the cc/pure area denial that’s killer.
If Rangers were to get like an elite trap that dazed enemies and created a barrier like Maw does then we could pump out more damage.
Second, as it is, if you are running traps you are going to be condi specced. We do not have good ranged condi options. Compare that to DH traps which are power based. Speccing power makes their traps like nukes, but it also makes lb a serious threat, which is important bc DH traps can force ranged skirmishes. If Rangers force you to ranged from traps, their pressure significantly decreases because of condi spec.
I think that the biggest help we could get would be if short bow gets revamped into an actually good ranged condi option. Or throwable traps as well. Shame that was taken away.
Oh my … When i pair up with a ranger and he puts a smoke field down …. Think teamwise. I can fire a bunch of projectiles in or blast it three times in less then a second.
Yeah, I don’t doubt the use when in a group/team. I was thinking more of how to utilize the field best by myself, solo.
Wh 5 → Staff 3→ CAF 3 → leave CAF proc Celestial Shadow= profit
Tbh I’m not sure if it even contributes to the generation.
I wonder how many people would cry about http://wiki.guildwars.com/wiki/Blinding_Surge_%28PvP%29/Skill_history if it was still around.
That’s not a good comparison. You can’t compare an elite skill from gw1 that you had to cast to traits like LL or Blinding Ashes that are passive procs.
It’s also cast very quickly and blind was way more potent in GW 1. All good GvG teams had a Blinding Surge ele or melee train spikes was murdering their target. It’s a lot harder to break a spike with passive procs.
No it’s not. It’s easier because it’s random. In gw1 you actaully had to predict spikes and then cast. With LL you just blind spammed every 3s. Can’t compare active skill of the player to passive procs.
Did you even play GW1? Blind was vastly more powerful than it is here.
http://wiki.guildwars.com/wiki/Blind
90% chance to miss for the whole duration. You never needed to predict spike because you could just spam the crap out of the skill and either prevent damage or pressure the monk to remove the blinds over and over.
There’s a reason Throw Dirt was a good skill in GW1 but would be terrible in GW2.
Yes, did you? I know that I wouldn’t try to spike when I had blind on me and would call for the cleanse. And you couldn’t just spam the crap out of skills bc there was energy cost and things like enemy rangers and mesmers that could rupt you and Diversion or other cd increasing rupts were a thing.
Wow. Because if the WHOLE CLASS hinged on one f2 skill, then that’s pretty much proof positive that skill is busted. Thanks for clarifying that this absolutely needed to get changed, likely for the weaker.
Man, think of all those poor useless rangers out there who don’t even have the stupid pet.
No.
That is not how this works.
Evidently it is
.
If the whole class hinged on that F2 skill, that is pretty much proof positive that the whole class is in desperate need of attention.
Broken, out of scale skill is broken, no matter where the class’s baseline is floating in the stack. You see the same sort of obsessing over the grossly overpowered skill-of-the-month on EVERY profession. If anything, leaving one in play makes the situation worse for under-performing classes because you start getting some numbers that show maybe the class is doing ok, when its actually just one skill everyone is gravitating to because it’s the singular best option available.
It doesn’t mean you take, even the very little that Ranger has (or did have), away until you can do that.
You don’t let them start building a dependency on something you know has to be trimmed, either.
But mostly I was mocking the preposterous melodrama being dished in the post I quoted.
What do you consider the grossly overpowered flavor of the month stuff on every class? The only thing I think is lame atm is Tempest shocking aura spam and air overload. Other stuff seems decently balanced with some classes needed to be brought up to par.
I wonder how many people would cry about http://wiki.guildwars.com/wiki/Blinding_Surge_%28PvP%29/Skill_history if it was still around.
That’s not a good comparison. You can’t compare an elite skill from gw1 that you had to cast to traits like LL or Blinding Ashes that are passive procs.
It’s also cast very quickly and blind was way more potent in GW 1. All good GvG teams had a Blinding Surge ele or melee train spikes was murdering their target. It’s a lot harder to break a spike with passive procs.
No it’s not. It’s easier because it’s random. In gw1 you actaully had to predict spikes and then cast. With LL you just blind spammed every 3s. Can’t compare active skill of the player to passive procs.
You should look up what weapon coefficients are and hence learn why power scaling isn’t as good on Rangers as it is on other classes.
I wonder how many people would cry about http://wiki.guildwars.com/wiki/Blinding_Surge_%28PvP%29/Skill_history if it was still around.
That’s not a good comparison. You can’t compare an elite skill from gw1 that you had to cast to traits like LL or Blinding Ashes that are passive procs.
It’s function is good bc it can be used on allies as well, but yeah it needs to cast faster. Skill shots shouldn’t take so long to cast since you have to aim them.
Yes. 3s passive blind spam is not healthy for pvp.
Agreed neither is nerfing by 400%. Thats no healthy for anything. Can you tell me of a single trait that if nerfed by 400% would still be an attractive choice? They might as well have just deleted the grandmaster out of the line.
I didn’t say anything about agreeing with it being nerfed by 400%. I just answered the ops’s question about whether it was nerfed bc of pvp, which it was.
And to respond to your point about it not being attractive, that just depends on the build you are running. For instance, the build I am running atm has no cc so Ancient Seeds is only useable when focusing a target with teammates, furthermore Ancient Seeds does basically nothing to people who have any form of -condition duration as they can run through the roots, and the build also uses Marauder so GotL isn’t really that great of a pick either. Does that mean 400% nerf wasn’t bad? No, it just means that there may be some cases where you would still slot LL over the other two GM.
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