The idea:
When weapon swapping regain opening strike, inflict chill and bleed. > 20 vulner staks
Sustain through healing power toughness and traps.
Lack of condi removal because no healing spring but really heal as one is a much better heal for this build because more heal/s and Rune of Grenth (6):
“when you use a healing skill nearby foes are Chilled for 3 seconds. Cooldown: 10s”
Still have lot of evades with these weapons.
Stability every 36 sec when hit below 50% health
Stability with SotP erry 48s
Perma regen ticks 242 can heal the team as well.
Taunt and witting strike needed for trapper.
Quickdraw for either more condi or more evades, versatile trait.
Feedbacks?
lmao let’s say ele is 10% less durable than bunker guard ok? (which is not true, a bunker guard that used his cooldown just die in seconds an ele can kite away and regen)
Still the eles deal 200-300% more damage and ,
AND they have the mobility to disengage and decap.
Explain to me why elementalist would not need heavy nerf granted it is heavily op?
That’d be great, Anet should get inspiration from that for druid..
Please don’t make it boring.
Well to go from godmode to balanced you need to nerf a lot that’s how it works.
The burning stacks hurts but the real issue is the survivability.
They already have constant stability and vigor that’s enough.
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I find it hilarious that Cele D/D Ele’s sustains are comparable to a Bunker Guardian, or any bunker class for that matter. The Guard is using a tank amulet, two sustain trees (0 dmg trees mind you) and is 100% spec’d to be a Bunker class.
Exactly, don’t nerf the damage its not really the problem
Nerf the healing signet and remove healing on whip and remove the evade from burning speed.
nerf the survivability
Can someone explain why Sun Spirit scale with the condition damage of the ranger but no other spirit does?
At the very least all spirit need to scale with the ranger stats and have the same animation speed than sun spirit.
It works as intended with soldier rune but the ranger shouts have smaller radius so it’s likely not to help your allies very often.
You have elete shout with 48sec cooldown and endless stability for team fights.
You can keep spot burning 90% of time and put waterfield that cleans condi from everyone every second in team fights. you have evade on every weapon choice and huge leaps. If you lay defensively you can stay in dodge/evade 70% of every weapon swap, to w8 right moment for burst.And best thing in ranked, that almost all think same as you, that Rangers are Crap and will die fast and do no damage.
After fist fight 70-90% of ppl say WTF was that? Nerf rangers!and all what i say to them: “You are not prepared!!!”
http://i.imgur.com/mW9Q1HW.gif
Looks like you never layer proper trapper ranger and try to judge it.
And looks like you don’t get, that these count of condition stacks you apply in less than 2 seconds and can reapply half of them almost every 3-4sec.btw if you don’t know, taunt are going threw allot of block/immune/evade skills and interrupt them.
you are just pulling numbers out of your kitten now.
Endless stability? WHAT
70% evades/dodges? WHAT you have 2 on sword and 1 on dagger. 3 out of 10. Thats 30% bro.90% uptime on burning…. ya ok if your opponent is an idiot and keep running inside and out and back inside your bonfire/fire trap…
No one is ever screaming nerf ranger in pvp right now. ever.
All your scenarios involve best case/dream scenarios where it only works on idiots.. You realize there are smart players in spvp right?
ppl know exactly what to do when they see you threw down a trap.
First they laugh. Then proceed to stomp you 10 seconds later.
Or maybe you should get gud with builds other than d/d ele.
It’s challenging I know when all you play is cheese faceroll kitten.
I’ve had decent results with my trapper.
I’ve already suggested something like this. It’s the most obvious thing to do to fix pets butt it’s just a first step and if it happens that will be in months if not years knowing Anet pace.
Im kinda mad that thief got their new F2 and engi got the F5 but no we ranger are still stuck with the poor AI design that would require so little change to work much better.
Ok, everyone is aware that meteor shower is the better skill. That does not make barrage a bad skill by any means. And everything you said about barrage also applies to meteor shower. However, the question that should be asked is is meteor shower too good? Which it very well may be.
Should we do a cross comparison of Maul and Arcing Slice as well? One deals significantly more damage than the other.
Any ability we have will stay an inferior version of other classes’ ones. Because we need to be cut down thanks to our pets.
It’s just how this class development works. No one’s satisfied with it. We can only adapt.
No more power creep please the balance is already kittened up enough.
They just shoud just fix the bugs, tone down the op builds (elementalist? M A Y B E) and if they don’t move on to another game I guess.
The pets do deal damage but what’s more special is that they’re not linked to our gear.
So a bunker ranger can still deal 6k dmg with chilling slash in half a sec.
They should just improve the effectiveness of pets and their AI not necessarily buff the ranger just because the pets are dumb
-Drakehound for immobilize and knockdown
-Owl for damage burst and chill
-Heal as one for group swiftness and SotP for stomps
-Double sigil of blood for the extra damage and heal that synergise with the toughness of rabid amulet. Double sigil of leeching for same reasons and don’t need sigil of energy that bad with evade built in skills.
-Rune of scavenging for the extra leech
-Zephyr speed because it helps your pets landing their F2 and also yourself for dropping your trap more quickly or also reducing the long cast of healing and stability utilities. I feel like the taunt is not worth taking without Guard! and ZS has more value in this build.
It’s quite strong as you have mobility, burst and tankiness.
What do you think?
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That’s true but it’s better to do short specific threads for the devs to see imo.
I think not, that will just spam the forums. Also, posting these threads in the ranger forums hoping the devs will read them… not very likely.
Who knows they did see the bring offhand range back thread
That’s true but it’s better to do short specific threads for the devs to see imo.
Quickdraw the skirmishing GM trait doesn’t adjust it’s cooldown reduction with weapon specific 20% cooldown reduction traits like two handed training or ambidextry.
For example when using traited bonfire the actual cooldown is 8.3sec instead of 6.6sec.
Ambidextry doesn’t apply to throw torch since last update making it 15sec cooldown instead of 12sec it’s meant to be.
The nature magic trait Windborne Notes does not apply 12 sec of regen as advertised but only 6 sec or so.
In addition to that bug the Hunter’s Call cooldown is reduced by 40% instead of 20%.
“traps into elite kit”
Thats a good no great idea but it wont happen most likely.
Because then they’d have to create 3 other new weapon kit to fill the gap left by the traps, rework the traits, create new animations, balance it all.. etc
kitten I meant quickdraw is there a way to change the title lol?
Healing Spring is just stupid as a trap, for a lot of reasons
1: The logic of a trap
A trap can be made by anyone if they know how and,of course it’s gonna take some time, BUT NO ONE CAN JUST “MAKE” A HEALING SPRING !!! Of course…we are in Tyria…magic is a thing here but if you DO use magic it should be instant2: The Holy Healing Button
When i press “6” i press it because i’m about to die not because i want to fiddle with placing a thing, then, waiting,then having to re-enter the area THEN FINALLY HEALING!!!
Cuz by that time you could kill me, then res me, THEN KILL ME AGAIN3: The countless bugs and issues
That we only got cuz Anet thought healing spring would be better as a trap and in general turning a pretty good skill into total garbage that wont help me or my zerg or ANYONE EVER
That’s not how it works, HS heals you on activation then drops a trap that remove 1 condition and grant regen every sec.
Having 1/2 sec cast time makes it actually a more reliable heal harder to interrupt.
The issues are that first it doesn’t heal the pet obvious bug is obvious, and also the ranger need to get in/out of the ring to activate the condi removal, which is clunky to say the least.
In fact it can’t be of any use against immobilize as of now which is really bad.
The nature magic trait Windborne Notes does not apply 12 sec of regen as advertised but only 6 sec or so.
In addition to that bug the Hunter’s Call cooldown is reduced by 40% instead of 20%.
Ambidextry doesn’t apply to throw torch since last update making it 15sec cooldown instead of 12sec it’s meant to be.
Quickdraw the skirmishing GM trait doesn’t adjust it’s cooldown reduction with weapon specific 20% cooldown reduction traits like two handed training or ambidextry.
For example when using traited bonfire the actual cooldown is 8.3sec instead of 6.6sec
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LMAO Why did they translate for Nocturn as he was able to speak in english??
The better question is why didn’t they have him speak in his own video…
Ashamed of his accent? Anet racist?! Illuminati confirmed!!!
Warrior is this sort of exotic ireful kitten that can be extremely dangerous and resilient but is very hard to excell at due to its high skill cap design which is fine.
A big issue in tpvp is its lack of options, it can easily get kited by blinks which is superior to any movement skills.
Also the rampage nerf made it less reliable as a point holder.
Of course they were outrotated with 2 guards versus 2 ele what you expect
The necro is a much better point holder than a guard, you don’t lose point capping capability with plague unlike renewed focus and their heal (shelter with smiter boon) don’t get interrupted by ele on full cooldown.
Having 2 ele made the Abjured much more flexible which was their strategy, making sure to decap while also surviving outnumbered fights and Orng sacrificed a lot of mobility taking 2 guards to be somewhat effective in full teamfights but it made little sense in conquest against opponents that can disengage anytime.
Basically the idea of winning by downing players into respawn cooldown of Orng didn’t work against a team full of mobile tanks and it made them all commit to mid and then forced them to decap side points, ending up getting ganked as their party comp was bad at 1v1 and not meant to split up but the Abjured had more versatile builds.
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What friendship win ?? No > having more ele = win
Balancing the game before WCS might have been something to consider.
LMAO Why did they translate for Nocturn as he was able to speak in english??
Why not make spirit weapons like necro minions?
It would make them more reliable and less clumsy to use.
LB Power Ranger
OP logic is flawed, well first of all in a 1v1 shout guard vs burn guard (or any condi removal build):
The burn guard can keep applying lot of burns with just the autoattack, the support guard has to use long cooldown utility skills that aren’t really worth it outside of a teamfight.
In teamfight scenario my theory is that the burn guard has to be combined with another condi player that deals many different types of long duration condi (necro/mesmer) that will screen the burn stack hopefully make its removal harder and hit for a few more ticks.
They can literally wipe a whole team fighting closely on a point without them noticing
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Allow players to stow pets without any reward or pay-off for doing so.
Make pet attacks hit the enemy targets on the move (Sword mechanic, Range increase, deal damage at the beginning, not end of the cast… Any of that).
Every and any trouble fixed immediately.
I freaking want to keep my pet alive for moment I need the pet. Not when arena-net thinks I need it (die phase). Also for skipping.
There are moments when I want to save my pet for later. A-net just has to deal with it.
Also, the damage will become reliable. That’s everything we need, our pets got buffed in survivability by a lot.
Making our pet autoattack leap on each strike would be cool, but maybe too good.
It would also require lot of animation rework.
Making them able to move while auoattacking is simpler imo.
Why would you stow your pet during a fight anyway lol!
It’s your class main mechanic
If we had control over one more pet skill and pets had a slighter longer melee range pets would be in a pretty great spot for PVP to be honest. Though I feel our pets would also benefit from non-nerfed health pools given the amount of damage flying around.I don’t understand why they separated pet HP pools between SPVP and everything else to begin with.
Beyond that, cut the pet death penalty in half. 30 seconds without a pet is rough but doable. 60 seconds is a nightmare.
Death penalty cooldown is more a balance thing than a pet rework, besides I’d rather have a better pet and a 2min cooldown if he’s defeated than a 30sec cooldown in their current iteration.
I would really like to see pets have specific order in which they use there skills or better yet let us give them an order to use there skills in. I really hate when i press paralyzing venom and my spider decides that rather than go stick stuff its going to spend 2 seconds casting a venom ball that NEVER hits anything and then after words shoots its web directly into a block. Haveing a skill order would really help damage pets as well imagine a stealth cat that would always use bite from stealth or a drake that would always tail swipe or hyenas that would always tackle. I feel like a skill order would go a long way towards making pets more reliable in combat.
Also pets would be way better if the condition pets actually had condition damage in their stats rather than having to waste a trait slot on a kitten trait that does next to nothing anyway. Maby if the trait gave more condition damage and your pet had condition because it might actually do damage and be useful for stacking up conditions. Why does a devourer need power?
Agreed the F5 skill for venom ball would fix this as with many other pets having similar issues.
And for the last skills the one that would still proc randomly they should add a specific condition for when the pet should use it.
Maybe it could work when we get traps.
I don’t know about hotjoin, I’m sure warr can do well in ranked tpvp even without rampage with greatsword/hammer marauder amulet.
It just becomes a very skilled class at higher level.
Wtf? warriors aren’t least popular at all, they’re pretty fun and easy while also having a high skill cap.
Mesmer are in a particularly good spot atm (powerblock nerf incoming).
Ele are basically god mode due to burning being broken and their various op traits making them so hard to 1v1.
It seem to follow a trend but fortunately there’s a bit of everything in arenas and the slight difference if there’s one isn’t noticable
Rangers have the lowest DPS of all classes because their pet don’t fill their intended function well enough, especially true in PVP where people use movement skills, teleport etc.
We shouldnt have to rely on swap pets in order to reach our target.
They are a bunch of updates late compared to other class F-skill mechanic.
Suggestions to improve their efficiency:
- Add F5 skill that allow us to control 1 more pet skill,
no more random Quickening Screech when downed or Harmonic Cry when full health.
- Pet autoattack should be able to cast while moving like any autoattacks
- Create a jump animation for pets so that they cleverly shorten the path to their target when possible instead of running all the way around because of a 1 meter high ledge.
- F3 should remove the pet’s current target and toggle superspeed on it.
Feel free to add your view of what’s wrong with pets, and on how to improve it realistically.
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Offhand training baseline ow yeah
Well done Anet
Funny
This is a real issue though, idiots that leave whenever the matchup doesn’t exactly fill their expectations and they aren’t rebuked in any way for doing so, for unbalancing the game of 9 other people.
Wow so much scorn for forum people actually coming from forum people themselves isn’t that funny.
About 1/3 match I play I guy decide to leave in either team, this is very kittening annoying as it means the other team just gank for the rest of the match basically.
That could be simply fixed by appling a coward debuff to players that leave an arena making them unable to join any game for 30 minutes and a visual indicator that shows their unreliability during that time.
About 1/3 match I play I guy decide to leave in either team, this is very kittening annoying as it means the other team just gank for the rest of the match basically.
That could be simply fixed by appling a coward debuff to players that leave an arena making them unable to join any game for 30 minutes and a visual indicator that shows their unreliability during that time.
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D/D ele are so overpowered
I don’t know how Anet dare make esport events with such a godmode class that ignore any sort of balance by being more durable than a bunker guard on celestial amulet and deal as much damage as a zerker warrior.
This class has everything literally mobility sustain burst condi aoe might stacking team healing …
It’s way too durable for a supposedly “squishy class”
No wonder why every team play at least 2 ele.
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Up
Nature Vengeance first stick is not applied, it applies a boon 3sec after a spirit is summoned.
Sun Spirit active and passive scale with ranger’s condi damage but no other spirits.
Call Lightning doesn’t have longer duration with moment of clarity nor will it proc attack of opportunity.
That’s a great idea.
Just add a time limit to the match to ensure stealthing isn’t a viable draw strategy.
Winter Bite should be grount targeted,
Splitblade should be a flip skill “block the next attack” flip send 5 axe to your foe bleeding then and make 500% more damage
I’m glad they’ll add the offhand range back.
5 stack of stability is utterly abusive , I agree with the stability when cast but a single stack. It does need a rework but let’s keep it realistic.
The damage per tick is way too low, it shouldnt lower your dps to use a 25sec cooldown skill that root you (100blade self root and lower cooldown but actual damage).
200% dmg increase on the skill damage.
Also every time you hit someone with it you gain might (doesn’t incluide reflected projectile.)
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IMO It’s not that great because yea it boost not only your but also your pet’s speed (deadly immoblize). However remember it’s only 3sec every 15 sec making it a +10% dmg increase overall. not that great compared to what possiblities taunt adds.
Funnily enough it seem to work better at condi builds that can really work combo with quickness not just press 2 and eat popcorn.
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