Intended. Don’t bring this discussion up again. Like ever.
Keep it!
/15 char
They showed this on their druid reveal stream, a “portable” water field. Strange it doesn’t show in the tooltip, such a strong skill when used right.
Savish – best “bug” ever! Hope they make SotW work like that for all pets – Epic!
:D
Staff #1:
How about you let it beam out healing and/or damage rays FROM the target you attack, instead of having to pass through an ally/target?
Set priority to heal first (meaning damage to one target, heal one/two allies), damage secondary (damage to targeted enemy, beam out to up to two other targets).
Increase damage of staff#1 based on if you also land heals with it. For each ally you manage to heal, increase damage done to target with 10% (maximum 20% boost).
smokescale is amazing. No doubt will be taken from us.
Of course, we can’t have nice things. Interesting to read that so far the best part of HoT for rangers seems to be (some of) the new pets…
Ground targeting and point targeting on weapon skills are an abomination – get rid of that. Not really fitting for a fast paced game like this, where you also use mouse 2 to navigate and move around.
Zenith – +1000.
Very good feedback, and I really hope devs will listen this time, even though I doubt it…
Ok after testing, healing druid is completely worthless in pvp.
Secondly, even with the movespeed bonus from traited druid skill, in addition to the signet for 25% more speed…. Reapers are outrunning you easily
What the hell…
First comment, completly worthless feedback.
Second comment – First of all, movement speed bonus don’t stack. Secondly, if you’re at swiftness speed, how the heck can reapers outrun you??
Guys, druid (and new pets) feedback goes here please:
While I believe PvE solution such as the Fractal effect (-50% damage from everything if not targeted) might solve everything, I can tell that it’s mathematically incorrect to implement it for PvP. Because every damage soaked by the pet is potential save of a player (5-men cap can include a pet instead of player).
Any aoe (or cleave) damage reduction for pets would only be necessary in pve and wvw. Pvp is fine as it is, no need for such mechanics there.
Main Hand Axe needs either a dps buff to be relevent as a hybrid or add more conditions. the bleed on auto was nice, the might on auto doesn’t make a ton of sense.
Do NOT touch that might stacking ability, thank you very much.
No support for the idea “Using spirit active teleports the spirit your location, using their active there”?
:(
Rangers are hated because the vast majority plays role-playing ineffective builds, can’t control their pets, ruin skips, ruin pulls, have no idea what is Ranger’s job in high-end fractals.
That being said – yes, I always curse to myself when I see the ranger join my group. But that’s because I know that the ranger’s most probably going to play 3 signets, Longbow and play support with his brown bear.
Honestly, is this really still the case? Sure I see the typical bearbow archetype from time to time, but I also see a fair amount of decent rangers that knows how to use their pets properly.
The most annoying thing about other rangers in pve that I see are the ones that can’t keep their fingers away from longbow #4…
Suggestion:
- Spirits are stationary
- Passive range increased to 2000
- Using spirit active teleports the spirit your location, using their active there
(Possibly add to Nature’s Vengeance: Killing a spirit will make it use its active ability)
Also, Spirit of Nature… what’s the range of this skill (the passive effect)? Is it only 240 like the tooltip says? That’s a bloody joke if that’s correct. Spirit of Nature could very well scale with healing power.
(edited by OGDeadHead.8326)
Agree. This is another topic that’s been talked about before. A small, simple qol improvement. +1
If spirits are to keep their active, they need to be movable one way or another.
I would rather have the active dropped, and buff the passive effect, as well as their range so that they can be placed in tactical good spots.
If nothing else, bing back the activation of their active effect when they die.
Anet said it didn’t feel right having them move around, so now they’re more useless than ever, considering you also sacrifice them the moment you use their active ability. The devs messed spirits up big time. They weren’t great before, and they’re even worse now. Priceless.
Axe #1 could use a bit higher damage. Also, the first hit should hit harder, this would allow the weapon to work even vs a single enemy. Either that, or allow the axe to bounce on allies as well (could be a nice druid synergy if the axe were allowed to bounce on allies, healing them for a small amount).
A better solution as a temp band aid would to increase the pets hit range from 130 to 260, and increase the angel to 180 degrees. Also give pets a static buff that reduces damage from AOE and Cleaves by 80%.
I think the solution is already in the game. A pet transformed into a moa seems to be able to land attacks far better than regular pets. So the devs could take a look at what moa transform actually changes, compared to our normal pets.
Just look at drakes tail swipe attack for example – almost two (2!) seconds wind up time – what the hell?
As for the ranged pets, increasing the velocity of their projectiles would solve their issues, especially the slow as hell special attacks from spiders.
I don’t think it would be that hard, but for some reason Anet are fine with the very low hit rate of pets (in pvp), which is very, very strange indeed, considering the fact that rangers supposedly are balanced with pet damage included.
+1 Zatoichi, spot on.
Especially this: “giving us things that were clearly not thought out, and taking it away almost instantly (they have done that at least 3 times I can remember), even though stuff like D/D and PU Mesmer went on for months.”
Nerf to Natural Healing, anyone? After three years, they removed the healing to the ranger part of this trait. Guess that trait was sooo op. Just to name one…
Neither the leash range nor the ability to send them up on walls was insanely OP. The leash range had some bugs in it that would allow a pet to be out of combat state while still attacking, and the ranger could also be out of combat while the pet was in combat because of it. They could’ve fixed the bugs. The extreme leash reduction was a bit over the top imho. I still find myself hitting F1 to attack things but being out of range. It’s annoying to this day!
It’s still stronger than it was 2 weeks ago…
Exactly this. Before the patch everyone thought it would logically work like Fortifying Bond and thus would be a nice little buff to a skill that didn’t need to be changed at all. Since there was an oversight however, and WHaO was buffed to unintended levels, the majority of the people posting on the forums seem to believe that they were done some major injustice. Much a do about nothing really.
its an irrelevant buff dude, kinda live MDG, and the historic aquaman buffs
No it’s not dude. You’re blinded by the state it was in before it was nerfed. You need to think of it this way: Before patch WHaO was a strong burst heal on a 16s cd that also provides swiftness and regen. It needed zero changes as the heal was fine the way it was. The overbuffed state of WHaO made it 10x better than any other heal Rangers had.
The buff it has now is extremely welcome to a heal that needed no changes. People are complaining and they are using this as a strawman to throw shade at Anet. Literally people are complaining because one of our heal skills got buffs that it didn’t need. If it’s worthless now then why don’t they just revert it back to what it was pre-patch. Guess we don’t even need the might it gives, or short duration of the boons since they are obviously worthless.
The skill is buffed compared to a week ago. Even if the boon duration would’ve been in the milliseconds range, it would still be a buff compared to a week ago. Useless buff, but still a buff, right?
Point is, if they go ahead and put the time and effort in, to change skills, in this case bring new functionality and buffing it, why not actually make that change worthwhile?
The first version was too strong. The current version is close to useless (not the actual heal of course, not talking about that here).
I hope the devs, if they decide this functionality should stay, at least tweak the duration timers.
If we put aside the reason as for why they buffed We Heal as One in the first place, I can’t help but wonder why buff it, then within 24 hours gut it into something that’s hardly noticeable at all?
If you’re serious about buffing a skill, then go ahead and buff it – make that buff count. The state of the skill right now is that the “buff” is so small it won’t make a difference – at all.
They could’ve gone ahead and “buff” the skill by transferring all boons from the pet, but make them last 1 millisecond. The skill would still be buffed compared to previous incarnation, don’t you agree?
So when is a buff really not a buff? I’d say that the “buff” to WHaO is not a buff even worth mentioning anymore for rangers. But it WILL be an argument from others in their hunt to nerf rangers in the future by saying things like “yeah, but you got the ability to copy boons from your pet – that’s strong!”.
(…and yeah, sorry for typing the word “buff” so many times, lol!)
I believe there are foes you can down in pve as well though
There are some, yes.
Don’t get me wrong, I would love for my pet being able to ‘stomp’ enemies in pvp!
Search and rescue:
- it will either rally an ally or stomp a foe
PvP use only, not sure about that.
If not on a healing skill, could be put on Search and Rescue to give that skill a bit more value.
Does hidden barbs effect your pet???
Probably not now that I look at the trait (I think it should though).
(edited by OGDeadHead.8326)
With traits and might buffing some pets can reach over 2000 condition damage. Combine with Sharpened edges, Hidden Barbs, Refined Toxins (possibly Poison Master) and Companions Might for good condi pressure from the pet alone.
Hmm, have to qoute myself on this one. Is the damage from the traits I just mentioned based on the pets condi damage, or the rangers?
Appropriate balance:
RANGER AND PET COPY TO EACH OTHER ONLY SELF PROVIDED OWN BUFFS AND NOT THOSE APPLIED BY ALLIES
Why? This isn’t a good solution. I would think, as others have also expressed, the idea behind being able to copy boons off of our pets was perhaps mainly because it would give the option to stay ranged, but still be able to benefit from boons going in the melee group (with melee pets).
So no, I don’t support this idea at all.
I like the ideas about area denial for Guard. The skill needs something more than what it’s doing currently. And no, I don’t even consider the traits that can trigger on shouts – skills needs to be good on their own.
I also support the idea of adding taunt to Protect Me.
As for Search and Rescue, it’s simply bad. If it weren’t for the crazy long cd, it could possibly see some use, but for now, noone uses it. It they want the cd to remain, the skill needs something more, maybe a secondary use other than reviving. Also, the skill shouldn’t go on cooldown until succesful revival.
With traits and might buffing some pets can reach over 2000 condition damage. Combine with Sharpened edges, Hidden Barbs, Refined Toxins (possibly Poison Master) and Companions Might for good condi pressure from the pet alone.
To be honest that buff seemed strange to me too. Boon share doesn’t fit on that shout thematically speaking and I didn’t find Heal as One to be especially weak at all. In fact I used it often in a fair few builds I run.
It’s made even stranger given they gave it this huge buff and then immediately nerfed it as if they had no idea it would let us stack boons the way it did. How could they not have caught that in the testing phase?
My guess is it was an attempt to create a PVE build that would let rangers use the longbow as a DPS option while keeping the pet in melee range and benefiting from the group’s boons, which would have been a fine buff to ranged builds and added some diversity to PVE content. Maybe they want ranged builds to be useful for raids.
If that was their goal I feel it could have been done better in the form of a trait. Nature Magic basically has an empty grandmaster trait slot (Invigorating Bond is pretty weak for a grandmaster and can’t win in competition with Protective Ward for sustain) that could have been used to expand on Fortifying Bond. Allow the ranger to benefit from boons applied to the pet by external sources. That way the pet passes all the group buffs it gets from allies to the ranger without opening the door for massive quickness duration builds. Make it so the ranger can’t benefit from the same application of a boon twice so ranger doesn’t get double buffed when near their pet. Done deal.
I fully agree with this, with one exception – I don’t want to slot yet another trait for what should’ve been the functionality of FB from the beginning. Speaking of FB, if it were to work both ways, the duration limit of boons would need to be looked at.
As for WHaO, add something else. Perhaps that pet ress functionality that’s been suggested would be good.
Also as for our heals in general, they could use a bit of buffing when it comes to the part of healing the pet. Healing a bear with 50k health for a tiny 4k heal is next to unnoticeable, for example.
might stacking is no issue here. The issue is upto 24 seconds of quickness. QZ+pet swaps x2 = 12s quickness and WHaO 24s quickness. add 25stacks of might and equal duration of fury and stability with RoA totally throws rangers outta balance in pvp situations. Even with projectile reflects the pet damage is OP as hell and rapid fire burns like lazer with 20ish stacks of vuln.
Not possible. Zephyr’s Speed has an internal cooldown now, so you can’t do a quick pet swap and benefit from that trait two times in a row.
Maybe they ought to fix THIS issue first for once, before going ahead and nerfing skills. It’s not the first time they quickly go in and nerf stuff, and leave broken things in for months. Get your kitten priorities straight!
Now this begs the question – Storm Spirit, Frost Spirit or both?
Frost is now a 7.5% damage bonus with permanent 3 stacks of might on you and your party (15 on your pet, assuming Nature Magic), while Storm is just 15 stacks of vulnerability. Thoughts?
That would depend on other sources of vulnerability. 15 stacks of vulnerability = 15% more damage on target. If you, or your group can max that anyway, go with Frost.
If you’re running out of disk space, you have this neat little option in Windows 10 (may work with ealier versions of Windows as well, haven’t tested that) to compact your files through the use of the “compact” command.
With this method, I compressed my GW2 folder from 22,2 GB down to 1,9 GB.
WARNING!
Using this compression method will make the initial loading time of GW2 take a looong time – use with caution, the risk is all on you, and I will NOT be held responsible if you mess things up.
For the ppl who wants to try it, open a command promt or powershell, and from there navigate to your gw2 folder.
Run this command:
compact /C /S /EXE:XPRESS16K
The XPRESS16K is optional, and can be replaced with any of the following, rating from lowest to strongest compression:
XPRESS4K
XPRESS8K
XPRESS16K
LZX
I would NOT use LZX for this.
If, after running this, you can’t stand the initial loading time (it will look like the game won’t start at all, and loading may take several minutes), you can decompress the files again by using the following command:
compact /U /S
To read more about the compact command, simply type in
compact /?
at the command prompt.
Again, use at your own risk.
Druid will get water fields as well. Also, not everyone may have their blast finisher ready to use in every water field.
Range is a big concern though. For support skills, all of them, a radius of less than 300-360 is too small.
Druid having water fields isn’t the point. It seems a waste that we have so many healing skills when we can plop down one water field [Tidal Surge] that is sufficient enough to heal everyone up.
Remains to be seen when the expansion hits I guess.
(edited by OGDeadHead.8326)
Druid will get water fields as well. Also, not everyone may have their blast finisher ready to use in every water field.
Range is a big concern though. For support skills, all of them, a radius of less than 300-360 is too small.
Forum bug fix…
Ground targeting: Please keep ground targeted skills to a minimum. For a game like GW2 which heavily focuses on quick movement and repositioning, ground targeted skills are clunky to use. Please keep this in mind for the game in general.
(edited by OGDeadHead.8326)
Did ANET ever go into the reasoning behind a Moa’d Moa being VASTELY more effective than your regular pet Moa? and why our pets dont have the same attack profile as they do when under that transform?
see the video here: https://www.youtube.com/watch?v=CJ4b4uvJ8tY
I suggest you ask this question in the druid feedback thread. It’s a very interesting thing to talk about imho.
Some (all?) of these may have already been brought up:
- Synergy between pet/ranger in druid traits – where are they?
- Ranger pets should always get boons applied by the ranger (if within range), and not be left out because of the 5 man limitation. This also goes the other way around, when your pet applies a buff, ranger should always get the buff (if within range).
- Where’s the damage when using the celestial form? If nothing else, buff pet damage (like double up) when in this form, to compensate for the lack of outgoing damage
- No more skills that roots us in place, we have enough of them already (quite frankly, these should all go away, for all classes)
- Live Vicariously could include some form of “when you are healed, so is your pet” and vice versa
- Syngergy between other weaponsets when traiting for druid? Syngergy between traitlines?
More feedback after balance patch and druid beta.
Seems to be working fine, Gaile.
They could put it on Spotify as well!
…and they keep on going! Gotta love great musicians, and great tunes, no matter the genre! love
Just wonderful, the music on twitch right now – love it!
Seriously, cynics be darned that was the best Elite Spec out of all of them.
It sure as hell was – +1!
Thz, arnitheking, Tragic… I fully agree with all of you guys. The druid reveal is by far the biggest game changer of ALL the elite specializations. If it actually lives up to it in actual gameplay remains to be seen, but so far, no other elite did even come close to ours imho.
Also – new pets!
The druid will shake up pvp, that’s for bloody sure.