I actually have no problem with sb range. I never did.
Out of topic I was saying this because some people said it wouldn’t make sense to throw a torch or dagger further away than a shortbow.
Shortbow actually is very bad and range increase would make sense (along with better conditions indeed).
Bonfire and Whirling Defense feel so lackluster with their current base radius, and they were both made with the old off-hand training in mind. Wouldn’t mind an increased range to Stalker’s Strike aswell though.
Stalker’s Strike also need a huge increase in damage just like Splitblade
Flame trap is a joke the trigger radius is so small and you can’t throw it another utility wasted, wonder why all ranger play survival/signets…
Sun Spirit is a joke his passive burn trigger once every 8 seconds and doesn’t benefit your team because it’s his own cooldown. And his active is good but will never land because he will die before you can cast it, thanks to the extremely low hp, the small radius and the self daze second between when you cast a spirit and when you can actually use it (try do that on mesmer mantra see how they react)
Entangle is crap, bleed is weak no matter what if you play condi you want burn nowadays.
Torch is bad cos the radius is too small and the range too
Axe mainhand gives 5 stack of bleed if you hit with each which will rarely happen and even if you do 5 stack of bleed is nothing.
Shortbow is crap.
“Guard!:” Command your pet to aggressively guard an area. Your pet gains protection for a short duration. Also buff your allies with “Guard!” Whenever an enemy hits a buffed ally, the enemy will be taunted toward the pet.
40 second cooldown. Instant. Guard buff has only 1 stack.
“Protect me!”: Whenever you get struck, enemies will get taunted by the pet.
This is a great idea
The current “guard!” is more like “hide!” that way the name would make sense and utilize the taunt mechanic that could become beatmastery signature.
The idea that you can’t attack the ranger for a period of time would make it good but stability would counter it unlike signet of stone making it balanced, it would also require you watching your pet’s health and placement, promoting more active gameplay.
As a ranger clocking at 1010+ days under my belt, I’d like to add my voice to the current state of the healing pool.
Yes, it’s bugged as hell.
First, I can confirm, pet is getting no heal from it.
Second, it not activating has nothing to do with health. It occasionally fails to activate for reasons probably known only to those weird human gods. Ever. Usually, yes it helps to get out of it and enter the trap again (which is exactly what you want to bother yourself doing when your health is low…). But it happened to me more than a handful of times already that the spring simply refused to activate. Yesterday, during Karka queen, I was attempting to heal a group of players around me, but was left with a leafy circle on the ground that was humming softly, and no amount of acrobatics could open it, leaving me with two dead comrades and me having to bail from a fight to lick my wounds via a friendly engineer with a turret kit.
Third, I’d like to be the voice that says that making it a trap in the first place was a terrible idea. The tooltip is now extremely inaccurate, claiming casting time of 1/2 seconds, while in reality it’s now always 1/2 seconds to cast + 1/2-3-never to open, the latter number being adherent to the afformentioned gods, (which I as a charr do not worship, therefore more often than not am found being told to kitten off and heal elsewhere) + 1/2-1 more second to receive the first healing tick (this, I noticed, being related to amount of players and lag, so nothing much to do with it.)
I understand why the change was probably made – to fit into a bracket, to play well with the new trait system. Problem is, the Healing pool “nottrap” it was before worked perfectly fine. Solid heal skil that removed a condition from yourself and allies taxed in return by having a limited range of movement over time to receive all of its benefits. It was the best tool rangers had for healing, and, in this ranger’s humble opinion, the only actually useful one. Right now, it’s a 50/50 tossacoin chance if it will even work properly, and has a delay that can be fatal, leaving the ranger with a very subpar choice of health replenishment (troll unguent’s mostly uselessly slow and selfish only, heal as one bugs out as well by healing 600 instead of 6000 and is, again, selfish, neither remove conditions, neither has a combo field – which the ranger already has a limited number of – that arcane thing removing torment is nice for removing torment, but useless for everything else, and water spirit is good for band aids, but treating a warrior’s sword stuck in my gut with one is also rather lacking).
Please, unless you can make the trap work properly and without penalizing casting times, return it to its previous, simple state :[
Correction to my post above: If you place it down before taking any damage, and then enter it, the heal won’t trigger at all, just regen.
If you activate it after you have taken damage, then the heal works.
Healing spring works as intended in that the healing is independent of the trap component.
The combo field and condi removal is the trap itself.
What does not work:
-It doesn’t heal your pet
-It won’t activate if you start loosing hp while standing on it after have casted it at full life. Instead you need to go out of its trigger radius and go back in.
-You can stack it
You want perma group fury (400 precision) and perma 5 might (150 power) with perma swiftness (+33% run speed) from one Adept trait?
Agreed warhorn needs lower cooldown, what they could do is reduce the ICD to not 15s but 18-20s so that you get garanteed call of the wild on pet swap only if you spec into warhorn cooldown from nature magic.
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They removed moving spirit so druid is already doomed. lol
Seriously though they’ll add new F-skills for all classes so it’s possible that they either add new pets or add a new F5 pet function specifically for druid.
The staff seems to be a condi weapon because from what we’ve seen vines deal bleedings/cripple/immobilize.
I actually think that the range increase is what they do not want. You shouldn’t really be able to throw a torch, dagger or axe further than you can shoot your SB. Thematically.
Bonfire, Whirling Defense, Hunter’s Call, CoTW and Stalkers Strike all need radius/range increase as baseline.
Throwing projectiles I can see staying at 900. Unless LoYF added +300 to SB range.
Thematically? That’s the best you’ve got?
/facepalm
/facepalm? That’s the best you’ve got?
Speaking generally and trying to imagine ANet’s position on the matter, yes, thematically. Considering they just removed the ability to throw traps because it didn’t fit thematically, I was speculating that they don’t want us to be able to throw an axe/torch/dagger further than we can shoot a bow. Makes sense.
Well shortbow needs to be 1200 range and bleed every hit without having the flank requirement but that’s another story. We’re ranger raaange that would be thematical to be able to shoot further away than thieves with the same weapon just like we do with longbow against warriors.
Anyway we need at least the extra radius for Bonfire and Whirling Defense
I haven’t had time to try all variations of survival condition builds, but my experience has been similar with the ones I did try. It did not go very well. I think we have been shifted into condition spike category now. They fixed rune of trooper bug, so maybe condition shouts will work now, I’ll have to try that again.
Our prior goto for survival has been heavily nerfed for sure, other classes use blocks, ports, stun breakers, and invisibility to escape situations when they are focus targeted by enemy team. We relied mostly on evade to survive in this situation. Evade has been nerfed across the board, while the other survival mechanics have been increased. We have lightning reflexes and… That’s about it. Healing spring takes too long now. If you can’t escape you die fast when focused. GG.
Here’s a joke: A warrior, necromancer, mesmer, elementalist, and ranger walk into a room. Which one do you kill first?
Condi shouts? Pets have no condi damage lol. Shouts seem to have been fixed but their range is only 360 unlike any other class where it’s 600
And so the condi removal of the rune doesn’t work that well for your team.
The best condi skills we have right now is sun spirit and fire trap.
But bonfire radius is so small and basically useless none will walk into it you cant def a nod with it etc…
Dodge with greatsword autoattack is nice, y know you can hit in the air and hit again to dodge twice in a row. But sword sucks, through the years people have learn when in the animation the evade stops so in teamfight someone like a thief can notice you doing SS and wait for you to be rooted at the end of the animation, it’s really not great it slightly increase your survivability in an aoe field and can help dodge some knockdown thats nothing like invulnerability or blink.
My experiences so far in game are that I killed 9/10 mesmers before patch in a 1v1, and I still kill 9/10 mesmers post patch in a 1v1. Dunno what my mmr is but most mesmers in my bracket aren’t taking reflect on distortion. The value of pulling a target out of stealth goes up in a team fight, where suddenly your team mates can turn back on the priority target.
As far as ports go if you put enough pressure on a target to get them to leave the fight entirely thats still a win as you still hold the point.
Is beastly warden still as strong as it was pre patch? No. Is it totally useless? No. It’s still a ton of utility, and unique utility at that.
That’s true Beastly Warden definitely is a nice addition to the ranger profession but remember the radius is only 240 and canine pets have this tendency of not reacting instantly when you press F2 making it a nightmare to manage, the moas work better with it, but they require Nature Magic to work at their best and as I said the bears, birds and spiders have a tiny radius making them unusable for this trait.
Good list RevanCorana. Just the tip of the iceberg, but the issues, the bugs, the lack of synergy and the lack of thinking things through is just devastating to ones morale in this game. It’s just a game yes, but when it’s so easy to see issues with things, and the devs clearly don’t, it makes you wonder what the hell their problem is.
Thanks, well I guess the fix we have is to just stop playing our ranger for a while til the fix comes or even delete it lol I mean it’s so frustrating not to be able to use half the utility skills because they’re bad and having to cope with the numerous weapons flaws and traits bugs. Seems like we can’t play anything but pewpew survival/signets. Which will never be as useful as a thief in a team because with all the clones/stealth/reflect the pewpew build is extremely easily countered or at least slowed and is more an annoyance than a threat.
RANGER BUGS AND BALANCE ISSUES
Traps:
-Healing Spring still doesnt heal the pet
-Healing Spring can be stacked up to 4 times but they all activate when just 1 is triggered
-Spike trap cooldown is ridiculous for 1 second knockdown duration while thieves have a trap under 30s cooldown that has 3 second knockdown and gives 8 seconds of cripple untraited.
Make spike trap pulse knockdown or reduce its cooldown.
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Spirits:
-Storm Spirit is not fixed with regard to “Moment of Purity” which should increase the daze duration
-Spirits active effects are extremely slow to activate, giving them more time to die or the potential target to escape it’s radius and they also dont triggerupon dying anymore.
-Spirits damage, healing and boon duration don’t scale with the ranger stats (crit chance/damage, power, healing, etc…) except sun spirit which also has a faster active skill animation.
-Spirit of Water is the worst heal any class ever had it procs 800 heal every 10 second and the cooldown is shared for all party members.
-Spirits cast time are to long 1/2 second would be better
-Nature Vengeance is terrible, why would boon pulse 1 sec every 3 sec? Make it 1sec every 1sec it’s already bad not great that way. If someone picks Nature Spirits and Nature Vengeance, one could expect perma stability while spirit stays alive.
-Spirit of Nature passive radius is too small, making its passive irrelevant since he cant move anymore.
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Taunt:
-Taunt radius is smaller for birds bear and spiders making them all unusable if you want the taunt.
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Entangle:
-Entangle isn’t an elite, blink, teleport, stealth, generic condi removal, rune that reduce condi duration ALL negate it. could be fixed easily by reducing cooldown or increasing the duration of the imoblize per pulse and also making it able to target stealthed characters and stick to the target that try to blink from it .
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Weapons:
-Greatsword autoattack deals too low dmg it’s laughable could make slash and slice 1/4 cast time so that we can evade more effectively when using it while also increasing damage slightly, Counterattack is so slow everyone dodges it, hilt bash should be like maul, usable while moving and have increased range
-Sword roots you in place when autoattacking could be fixed by disabling autoattacking for this particular weapon.
-Why remove offhand training… torch is bad now and so is condi ranger in general because of that and the trap nerf remove ground targetting, should be baseline just like other classes had.
-Longbow skills all go on full cooldown when stowed, even before you shoot anything. Meaning that if your target goes behind you before you shoot point blank shot, it will stow and go on full cooldown.
____________________________________________________________________
Traits Placement:
-Having to chose between empathic bond or wilderness knowledge is the worst balancing choice, I’d like both, or maybe I don’t want this tree for my build at all.
But if so maybe I don’t want to have to use the brown bear or healing spring as only condi removal either since thery’re pretty bad for pvp.
-Splitblade (Axe 2) is useless for power builds but at the same time the axe trait to reduce cooldown gives you ferocity IF you wield an axe in your main hand, very weird trait. Increase this skill’s damage by 400% at least so that it’s rewarding to land all 5 on 1 target if you go zerker axe build.
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Taunt is still strong. Pulling mesmers and thieves out of stealth to secure a kill is really satisfying.
Except it only works with half the pets due to a radius bug.
they went over many skills without fixing them and adding more bugs
-healing spring still doesnt heal the pet
-healing spring can be stacked up to 4 times but they all activate when just 1 is triggered
-storm spirit is still not fixed with regard to “Moment of Purity” which should increase the daze duration
-all spirit active effect are still extremely slow to activate, giving them more time to die or the potential target to escape and they also dont trigger anymore upon dying.
-spirit of nature is an “elite” but it has the smallest radius of passive ever > 240 making its passive completely useless since he cant move anymore.
-no spirit scale with the ranger stat (crit chance/damage, power, healing, etc…) except sun spirit which also has a faster active skill animation kitten?
-taunt radius bug wasnt fixed: birds bear and spiders have a tiny 120 radius taunt on F2 making them all unusable if you want the taunt.
balance wise:
-Entangle is completely useless, blink, teleport, stealth, generic condi removal, rune that reduce condi duration ALL negate it.
-Spirit of Water is the most useless heal any class ever had it procs 800 heal every 10 second and the cooldown is shared for all party members.
-all spirits cast time is way to long it should be 1/2 second
-greatsword: autoattack deals such low dmg it’s laughable, counterattack is so slow everyone dodges it, hilt bash should be like maul, usable while moving
-sword: roots you in place when autoattacking very bad makes me want to never autoattack or use a macro to pres escape to stop the cycle.
-having to chose between empathic bond or wilderness knowledge is the worst balancing choice in a while, I need both kitten, or maybe I don’t want this tree. I don’t want to have to use the brown bear since it doesnt work with taunt and deals no damage and is overall useless.
-splitblade is useless for power builds but at the same time the axe trait gives you ferocity IF you wield an axe in your main hand WTF??? Increase this skill’s damage by 400% at least
-spirits trait that pulse boons is terrible, why would I want a boon that pulse 1 sec every 3 sec? Make it 1sec every 1sec it’s already bad enough, I want perma stability if I use nature spirit traited for my whole team with a decent radius otherweise this trait makes no sense at all! otherweise make spirit pulse 1/4s stuns to interrupt and reduce their radius to 600.
-why did they remove offhand training… torch is so bad now and so is condi ranger in general because of that and the trap nerf, make it baseline just like other classes.
-reduce spike trap cooldown or increase the knockdown duration, thieves have a trap under 30s cooldown that is simply better. make spike trap pulse knockdown i dont know give us something.
-longbow skills all go on full cooldown when stowed, even before you shoot anything. Meaning if your target goes behind you before you shoot point blank shot, it will stow and go on full cooldown.
-Also Entangle could be fixed easily by increasing the duration of the imoblize per pulse or even just the first pulse or make the vine follow the target when teleporting and also making it able to target stealthed characters.
-Lastly another fix for greatsword autoattack could be to make slash and slice 1/4 cast time so that we can evade more effectively while using it while also increasing damage slightly
Oh forgot 1 > longbow skills all go on full cooldown when stowed, even before you shoot anything. Meaning if your target goes behind you before you shoot point blank shot, it will stow and go on full cooldown.
Also Entangle could be fixed easily by increasing the duration of the imoblize per pulse or even just the first pulse or make the vine follow the target when teleporting and also making it able to target stealthed characters.
Lastly another fix for greatsword autoattack could be to make slash and slice 1/4 cast time so that we can evade more effectively while using it
I think it’s a lost cause anyway, it seems Anet are ok with ranger not being ever used for competitive games.
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pfff ranger is dead they’re never gonna fix it
Too much problems, too much investment required to solve all
they went over many skills without fixing them and adding more bugs
-healing spring still doesnt heal the pet
-healing spring can be stacked up to 4 times but they all activate when just 1 is triggered
-storm spirit is still not fixed with regard to “Moment of Purity” which should increase the daze duration
-all spirit active effect are still extremely slow to activate, giving them more time to die or the potential target to escape and they also dont trigger anymore upon dying.
-spirit of nature is an “elite” but it has the smallest radius of passive ever > 240 making its passive completely useless since he cant move anymore.
-no spirit scale with the ranger stat (crit chance/damage, power, healing, etc…) except sun spirit which also has a faster active skill animation kitten?
-taunt radius bug wasnt fixed: birds bear and spiders have a tiny 120 radius taunt on F2 making them all unusable if you want the taunt.
balance wise:
-Entangle is completely useless, blink, teleport, stealth, generic condi removal, rune that reduce condi duration ALL negate it.
-Spirit of Water is the most useless heal any class ever had it procs 800 heal every 10 second and the cooldown is shared for all party members.
-all spirits cast time is way to long it should be 1/2 second
-greatsword: autoattack deals such low dmg it’s laughable, counterattack is so slow everyone dodges it, hilt bash should be like maul, usable while moving
-sword: roots you in place when autoattacking very bad makes me want to never autoattack or use a macro to pres escape to stop the cycle.
-having to chose between empathic bond or wilderness knowledge is the worst balancing choice in a while, I need both kitten, or maybe I don’t want this tree. I don’t want to have to use the brown bear since it doesnt work with taunt and deals no damage and is overall useless.
-splitblade is useless for power builds but at the same time the axe trait gives you ferocity IF you wield an axe in your main hand WTF??? Increase this skill’s damage by 400% at least
-spirits trait that pulse boons is terrible, why would I want a boon that pulse 1 sec every 3 sec? Make it 1sec every 1sec it’s already bad enough, I want perma stability if I use nature spirit traited for my whole team with a decent radius otherweise this trait makes no sense at all! otherweise make spirit pulse 1/4s stuns to interrupt and reduce their radius to 600.
-why did they remove offhand training… torch is so bad now and so is condi ranger in general because of that and the trap nerf, make it baseline just like other classes.
-reduce spike trap cooldown or increase the knockdown duration, thieves have a trap under 30s cooldown that is simply better. make spike trap pulse knockdown i dont know give us something.
Nice patch ranger still sucks
Yup leave your ranger alone for a long while til they fix all the stuff that needs to be fixed
summary: ranger still is kitten
but then why sun spirit condition damage scale with the ranger stats and has faster animation, while all the others don’t?
“Call Lightning: Fixed an issue that prevented this skill from properly applying daze.”
It doesn’t work with moment of clarity still
and can stack it 2 times now lol
Nope it’s still bugged
Be willing to be flexible and understand who youre facing and Ranger is an awesome class.
You can’t be flexible with ranger the only build that works is pewpew survival/signet nothing else is viable because of bugged & missing traits. and that’s a shame
(offhand training missing, spirits cast is too long their active skill doesnt scale with chara stats and animation too slow, taunt not working with birds and bears pets… and so on the list is long)
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Pet AI is definitely terrible, some more than others.
The canine are the worst imo, they often use F2 without being asked when swapping pets and they often don’t use F2 when asked to because the target is not in range or whatever weird AI reasoning.
All the others are more reliable but less useful…
(except drake those are still terrible but it’s more a skill design issue)
Also TAUNT F2 is bugged for birds and bears have a ridiculous 120 radius instead of 240!!!
This class is definetely the most bugged class of all and it’s in a miserable state if you ask me. All we can do is pewpew signet/w survival that’s it.
-Spirits need fix
-Pets need an update
-Offhand radius/range increase need to be baseline for condi ranger and offhand axe users
-Empathic Bond needs to go in Beastmastery (why put all the condi removal of this class in 1 single tree that not everyone want to use maybe??)
Empathic Bond replaces Two Handed Training
Two Handed Training replaces Hidden Barbs
Hidden Barbs replaces Empathic Bond
-1h Sword autoattack needs a tweak too allow its user to dodge.
-Greatsword autoattack needs more damage
-All longbow skills go on full cooldown if you stow them
-Ranger shouts have 360 range unlike ALL other shouts that have 600 why?
-Some traits are really bad some traits are really good… why not have them all good and have to make actual build choices and not “check the right box quizz” type bullkitten.
… many more
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I came across my first rampage warrior when I came to +1 my ally.
The Warrior was at 20% health so I though it was going to be a brain dead easy fight. What I didn’t expect, was a burst of damage. I some how went to half health instantly, It was so fast that I panicly used my medi stunbreak heals and turned my camera angle around to look for a Thief… until I realized it was the Warrior. I thought it was op until I realized he was zerkers himself.
There are OP builds that are not easily counterable, then there are power builds with weaknesses of their own. Warriors fall in that last category.
This
Ignore Pain and similar skills completely counter rampage and warriors can’t stealth/blink so they can’t do much about it especially if it’s 1v1 unlike thieves that just stealth and come back 10sec later with their full burst always ready not a 120 cooldown wasted. What really makes it scary is the stability and damage reduction.
I’d rather have a good necro lich form in my team tbh.
Even good Elementalist will go down with an unexpected burst, just don’t let them run away with even 10hp. Down them right there
Mesmer are hard to 1v1, most use power block so you gotta be very careful when you heal not be in his line of sight. If he plays sword/torch and stealth wait for him to do something and when he does just dodge. Keep an eye on his number of clones and the shatter cooldown. At that point you can attack. Basically same way than elementalist ( and thief ) a big burst from which they cant recover if they stealth strike the air around they’ll go down if they’re using zerker amulet.
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I could have a celestial thief build with this rune pretty cool
Bad for ranger tho
How do you know you didn’t even target him lol can’t see his boons, besides quickness is good with pistol.
On a sidenote you should have seen or rather heard it coming at 0:02 sound of stealth.
He didn’t even backstabed you and he’s not playing meta build (p/d)
He had quickness due to trait Flanking Strike probably.
All he did was sneak attack + steal + shadow strike.
Meanwhile rune proc he leeched 975 hp with vampirism rune
Rune of air and fire + some condi
What do you expect? it’s thief vs thief squishy vs squishy the whole duel consist of who’ll get out of stealth first cos the one who strike first probably wins
All you had to do was dodge or use blinding powder I mean the real problem isn’t the burst but the lack of counterplay for stealth.
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Did you notice Tripwire has a knockdown of 3 seconds while Spiketrap is only 1 second? Despite that Spiketrap recharges 1.5 times slower.
Essentially the thief trap works better without having to invest any trait into it.
I call bullkitten.
+1
I didn’t realize the radius on SoN was unaffected by natures vengeance. That is a big oversight by anet.
It means you would have to plant it in the middle of the point to be useful, but it will die straight away there.
Yep and the heal doesn’t scale with healing power.
Also pulsing a boon only 1/3 of the time in this tiny range is terribad, IMO It should pulse a control effect different for each spirit. What’s the point of pulsing a boon that you’ll get through his passive effect anyway?
And also it doesnt even pulse at creation, no you have to wait 3 sec after summoning it…
Also Storm Spirit could be very good traited (with a 6sec daze traited and damage that scale off the ranger stats (crit chance power etc)). Then it could hit for AOE 10k that would be much better
Sun Spirit is already decent for condi ranger. Thats the only one with quick active animation weirdly.
Simple fix to make spirit viable in spvp
- Reduce cast time of all spirits by half
- Speed up 4x the active skill animation or remove it completely and make it instant
- Give Spirit of Nature (the elite one) a decent radius like 600 at least not the crappy 240
- Make spirit active affected by stats of the ranger (please someone explain to me why the active skill of sun spirit is affected by condition dmg of the ranger AND FASTER ANIMATION but not any other? looks like they only updated the former)
- Make storm spirit active affected by moment of clarity (6 sec daze)!!
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Bug: radius of taunt (Beastly Warden GM trait) for birds, bears and spiders pets is half of the intended 240 radius.
The thing is longbow ranger single target burst can’t compare to a warrior with cleaving greatsword/hammer.
Thereferore the best power ranger tpvp build takes utility that brings something to the table that no other class have, like healing spring and spirit of nature, shouts that gives swiftness, and the taunt
For pvp pets like brown bear and red moa or the wolf (but the cooldown sucks and it can be dodged) are great
But that’s just my 2 cents
Because if you go just pure dps zerker scholar strength of the pack you won’t be as useful.
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Bountiful Hunter: You and your pet deal more damage per boon that is on you (1% per boon)
In best case scenario this trait will buff ranger damage by 6% for a very short time.
(That’s if you take pet swap call of the wild + quickening zephir)
Not nearly worth it
Make it 2% per boon instead.
Or deal moderate aoe damage when activating justice
I should have been more clear.. I know how to attack without a target, it’s a pretty normal way of using a melee weapon. With the sword though don’t you just end up flying through your oppenent in a pretty unhelpful manner?
Well Kick and Bounce both have a radius of ~150 after leaping that’s what I mean by “but you have to aim it”
@Aomine : The pet choice is very important some aren’t half bad but most are.
Shortbow is terrible I agree.
What do you mean our balance rely on 1 player?
Isn’t Anet supervising those things?
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Things I add:
- Healing Spring should heal your pet!! and heal 50% more when traited
- Spike Trap should have 35 sec cooldown MAXIMUM because thief knockdown trap has 30 sec
- Radius of traited shouts must be 600 like all others.
- Sword 1 auto cycling combo should be completely disabled to fix the root (you press 3 times yourself to cycle through)
- Boons granted by traited spirits should proc every sec and reduce their cast time to 1/2 sec, it’s utterly overshadowed by protective warden and it’s already difficult enough to stay in range and keeping it alive
- Heal as one should be instant, come on it’s a shout
- Reduce cooldown of Spirit of Nature to 90sec it’s not as good as Rampage or Lich Form
Things I support:
ALL especially;
- Greatsword autoattack should be buffed a bit and the counter block animation faster
- Offhand range/radius increase baseline
- Give other trees than WS some condi removal
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@Cufufalating : Without a target means you press 1 near your foe without having him targetted (tab) that way you won’t combo automatically, but you need to aim by holding right click.
I’m not sure that it can’t be fixed actually I see a simple way to fix this issue without removing the leap aspect.
- Disable auto attacking for the sword (meaning you won’t cycle through automatically but will have to press the key 3 times to do it yourself allowing to move and doges in between steps)
- Allow players to use utility skills between each step of the combo
That way it would work just as when you use sword 1 without targetting anything, but with the auto aim.
Any other ideas?
Having to switch weapons is just clunky and you won’t always have it up when needed.
It’s not a dumbing down or a l2p issue it’s the opposite it makes it more skilled, the fact is when you press 1 with a sword you basically stun yourself for 2 seconds making it unreliable and unfun.
The trait also sucks compared to greatsword
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The sword could be such a fun and skilled weapons without this lock on autoattack root thing.
The best way to work around it at the moment is not to target anything when using it but that’s not very practical.
I think we need to be able to move between each hit and dodge when we want not have to wait for the end of the cycle to do anything.
longbow 1500 / shortbow 1200
make sense we’re ranger after all we should master the range better than thieves
Stop crying OP Ramage is vulnerable to conditions and it’s easy to kite.
Of course it’s tanky and high dmg, ever heard of Lich Form? Moa?
Quickly looked at your profile btw, seems like you wanted cooldown reduction on engi grenade barrage when it was still bugged lololol, asking for mesmer buff too.
Conclusion: Go learn to play thanks
IMO Tempest will switch utility skills when swapping attunements like the revenant.
Because there seem to be several versions of glyphs icons for each element
Quick Pockets: “gain 3 initiative on weapon swap”
Since Thieves don’t have weapon cooldown, why not run double – double pistol ^^
This trait has no ICD so it works fine with rune of the warrior giving an extra unload every 7 seconds basically.
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My point if you bothered to read and think was that people are calling our traits, skills and half our stuff broken when they are factually working not only as intended but a large amount the same as before patch.
If you bothered to put in any amount of effort into reading you’d have realised this was directed not at you but the guy above my post on what is broken and what is too strong.
Mesmer stealth doesn’t need a nerf it just seems OP to ignorant players.
Before you bring up that PU got changed and so did the torch trait, yes they did however the skills mirror blade, mind wrack and mind stab all used in combo haven’t. This is where a lot of the QQ is coming from and only the PvP amulets have changed which would make it a stat issue.
Broken or OP I don’t care it needs to be fixed either way
Or it’s gona turn into Mesmer Wars 2
The difference between LB ranger and Torch-Mantra mesmer is that the first seem OP to ignorant players and the 2nd actually is.
Said the Ranger. Unsurprisingly.
Lool my main is a Guard but anyway
Are you really implying ranger is on par with mesmer?
Can we please stop calling things broken when they aren’t.
Engineer grenade trait is broken (it is not working anywhere near intended), guardian symbol trait symbolic avenger is broken.
What is not broken is PU, Mesmer burst or any of the other stuff that is actually working as blooming intended.
It is strong, very strong, too powerful however it is not broken. Broken is something that is not working properly, strong is something that is working properly but over performing.
Right it’s not unnintendedly strong it’s just abusively strong.
Thanks for that.I seem to remember a similar thing was said by many about ranger rapid fire and many would certainly say that the skill is “unintendedly strong”. What are your thoughts on that given you spend so much time in those forums?
My point stands though, the skills are not “broken” as many are saying. They are working as intended unlike the grenades and grenadier trait, guardian symbols and symbolic avenger. You know, things that are actually broken not just unintentionally strong.
Your “point”? You mean when you said “broken” unequal “overpowered” ? Fabulous point captain obvious thanks for the illumination
The difference between LB ranger and Torch-Mantra mesmer is that the first seem OP to ignorant players and the 2nd actually is.
Back to the topic Anet nerf mesmer plz.
I’m ok with the clone cloud nuisance not the perma stealth on top of tat
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Retaliation is aleady weak on warriors and a total joke for a class with 10k base HP that uses aegis and blocks not to take damage.
All the Radiance GM traits needs complete rework, except the amplified wrath I guess but it could be better like gain 2 stack of might whenever you burn a foe.
The signets: light aura is just terrible and doesn’t even trigger on elite and heal signet neither on the wrath of justice) and radiant retaliation is trash to say it nicely.
The simplest way to fix RR would be to fix the retaliation dmg % so that it can actually have a tactical impact when being bursted.
Can we please stop calling things broken when they aren’t.
Engineer grenade trait is broken (it is not working anywhere near intended), guardian symbol trait symbolic avenger is broken.
What is not broken is PU, Mesmer burst or any of the other stuff that is actually working as blooming intended.
It is strong, very strong, too powerful however it is not broken. Broken is something that is not working properly, strong is something that is working properly but over performing.
Right it’s not unnintendedly strong it’s just abusively strong.
Thanks for that.
Bonfire 20sec cooldown 240 radius basically useless without immoblilize
Dagger 4 basically never hit but anyway does onlly 100 dmg full berzerk crit!?! kitten?
Mesmer so strong my grandma pown spvp with it
#easymode #learner class #nerf plzFighting scrubs had the same result before the patch as it did after. Unless you’re suggesting you personally couldn’t produce any results before the patch. That’s really sad for you
I now have trouble fighting mesmers tbh, the amount of distorts, blinds, reflects is annoying.
Oh yeah, no doubt. While on Mes I have to be far more aware of the situation, and enter full cerebral mode to make sure I maintain dominance over the fight and don’t get caught out. Even a scrubie Mesmer can be super slippery now. Won just about every encounter though, certainly all 1v1’s. It’s those sneaky blindside +1 bursts that get you.
lol no I do have a lvl1 mesmer to see how it plays in pvp.
I just stealth, burst, wait for the heal, interrupt it for 15 sec added cooldown, finish it. soo easy.
True that the only way to down a mesm is to burst in 1 go before he can stealth/teleport/invuln/blind.
So let’s be honest just a sec, it’s the easiest class to play and probably the strongest atm.
My prediction: next sPVP finals: mesmer x5 vs mesmer x5
sounds fun! (pun intended)