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[Thief] Basilisk venom rebalance

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Posted by: Shadow Phage.9084

Shadow Phage.9084

This skill is an elite skill that stuns for 1.5 seconds on a 45 second cd with a 1 second cast time. It also doesn’t stack with other stuns. The problem is it doesn’t measure up to other stuns let alone other elites.

Examples of better stuns:
-Signet of Domination (3 second stun, 45 second cd, 1200 range, is a signet, 1/4 second cast)
-Magic bullet (2 second stun, other effects on bounce, combo finisher, 900 range, 25 second cd)
-Static field (2 second stun, 40 second cd, 1200 range, combo field)
-Earthshaker(1-2 second stun based upon adrenaline, 600 range, 3/4 second cast, 10 second cd)
-skull crack(1-3 second stun, 10 second cd)
-Whirling strike(1-2 second stun, 10 second cd)

Basilisk venom was fine as an elite when it was unbreakable, but as it is now, it’s meh as a stun and lacklustre as an elite (this is important as it’s thief’s only underwater elite).

I suggest either increasing the duration to 3 seconds, or reducing the cd to around 25-30 seconds.

I’d probably go for a minor CD reduction over stun duration.
Reasoning:
1) Of the above listed classes, not all can 100-0 inside of the stun if they lead with it, while most offense oriented Thief builds can.
2) If stun breakers are brought into play, it doesn’t matter if the stun is 1.5 seconds or 3 seconds, the stun will be removed before its full duration.
3) I think CD would be easier to balance on the Thief vs duration since Thieves as a class lean towards burst.

But you also bring up another decent point: why do some classes only have 1 under-water elite? Thieves Guild could work underwater: one with a spear, the other with a harpoon gun. Dagger Storm probably wouldn’t work well; throwing daggers in 3 dimensions sounds like a good way to not actually hit anything.

My two cents.

Ranger sword binds to target

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Posted by: Shadow Phage.9084

Shadow Phage.9084

/snip
Many Ranger were created thinking its an archer and can stand at range and do at the work while the pet tank for him. We are more than just archers (any class using a bow can be called an archer). To use this class effectively you must master the Sword.

Wonder where they got that idea….

Sarcasm aside, the built-in leaps on sword can be annoying. I really don’t need that animation root while I’m standing 1 ft from my target. A rather ham-fisted approach would be to simply create a version of the #1 chain that doesn’t have the leaps and let players decide which version they would like to use.

Anyone remember when there were “Bunny Thumpers”? When interrupt rangers could be almost as good as Mesmers? Touch rangers? And the good ol “Splinter-Barrage” R/Rt builds?

Sometimes I miss them. And then I think what Retaliation would do to my Splinter-Barrage build and go “nope”.

Well, that depends on how many splinter barrage rangers there are and if its pre-nerf splinter weapon.

If its five or more of the former and the latter is a yes, plus some coordination: the blob is now dead.

That sounds a lot like some areas in particular I would really abuse the heck out of Splinter-Barrage going in. I think the most fun was during some parts of Urgoz runs.

Still, that’s one build which made use of the bow in GW1 which can be remembered fondly. Interrupt rangers make two, but a lot of the others I recall seeing would kind of often bank on other methods than using the actual bow.

Of course, back then there were . . . interesting things in PvE you could do with a bar full of pet skills. Like dismantle the Doppleganger without getting touched Never have to shoot an arrow.

So it’s not new for rangers to be really good when not using bows.

Indeed. Urgoz, FoW, Tombs, Battle of Turai’s Procession margonite farming, etc.

Rangers had a lot of good bow builds in GW1. Splinter Barrage, interrupts, R/P with “Go for the Eyes!” + “Find Their Weakness!” + Keen Arrow, condi pressure with rework Incendiary Arrows (I’m still bitter they reworked it), MelShot rangers, CripShot rangers, and some goofy PvE only builds that defy a meta-name. I was fond of Prepared Shot personally. Opened bow builds up to skills they normally couldn’t use well because of energy costs that weren’t reduced by Expertise.

As for non-bow builds, most just abused the crap out of Expertise. R/W RaO Hammer was one, R/W stance tanks, R/N touchers, and R/D EscapeScythe were some among others.

And pets…
Pets could freakin HURT if you spec’d for it, both in PvE and some formats of PvP.

Ranger sword binds to target

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Posted by: Shadow Phage.9084

Shadow Phage.9084

/snip
Many Ranger were created thinking its an archer and can stand at range and do at the work while the pet tank for him. We are more than just archers (any class using a bow can be called an archer). To use this class effectively you must master the Sword.

Wonder where they got that idea….

Sarcasm aside, the built-in leaps on sword can be annoying. I really don’t need that animation root while I’m standing 1 ft from my target. A rather ham-fisted approach would be to simply create a version of the #1 chain that doesn’t have the leaps and let players decide which version they would like to use.

Anyone remember when there were “Bunny Thumpers”? When interrupt rangers could be almost as good as Mesmers? Touch rangers? And the good ol “Splinter-Barrage” R/Rt builds?

Sometimes I miss them. And then I think what Retaliation would do to my Splinter-Barrage build and go “nope”.

Well, that depends on how many splinter barrage rangers there are and if its pre-nerf splinter weapon.

If its five or more of the former and the latter is a yes, plus some coordination: the blob is now dead.

Natural Healing...

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Posted by: Shadow Phage.9084

Shadow Phage.9084

Well Natural healing is always in effect, not to mention eles only works while in water Attunement, something you won’t be sitting in a long time unless you absolutely need to. Then there’s also the fact that we have more access to passive regen than they do, and the main reason to take the trait is to heal your pet…

It’s hardly a worthless trait.

PS: the heal scales really well based on healing power (for a passive heal) however the regen on your pet scales off YOUR healing power and the regen on you scales off YOUR PETS healing power (either 0 or 350)

If I remember right, the heal is also goofy as hell. It will heal for more if your pet is actively engaged (attacking) than if it is set to passive or heel.

New to ranger and I want to rant....

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Posted by: Shadow Phage.9084

Shadow Phage.9084

The difference between iZerker and our pet is that iZerker was literally bugged, our pets just have bad AI, which Anet has acknowledge and have also said it’s likely not gonna change because it’s tied into the AI of mobs (god forbid PvE became challenging)

Wait, what? I’ve been gone from the forums for quite a few weeks. Who said this and when was it said????

It was said quite a while ago, i’m pretty sure a month or two, my friend gave me the link to it, i’ll try and find it again (should really bookmark that thing).

If anyone else has the link please feel free to link it.

EDIT: Having a hell of a time finding this quote… I could be wrong…

Ask and ye shall receive (assuming this is the one you wanted):

Summoned creature AI is a different can of worms that we aren’t opening for the same reason. Pets that delay F2 use isn’t some wait script we put into their skills it has to do with core AI behavior shared by all pets and creatures and how they decide tasks. Rewriting that has the risks of breaking millions of unknown things so we have up until now band aided the solution. It is something that needs addressing but won’t be addressed until we can kitten how and when we will test it.

https://forum-en.gw2archive.eu/forum/professions/ranger/December-10th-Ranger-changes/page/8#post3162139

Ranger sword binds to target

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Posted by: Shadow Phage.9084

Shadow Phage.9084

agree 100% Kyubi
Ranger has an awful lot of qol changes required.

At this point, it wouldn’t even really qualify as QoL changes.

Since pet AI will remain mostly useless for the foreseeable future, they’d have to move power back to the ranger from the pet. They’d have to re-balance all the weapons, utilities, elites, pets, and heals, which would also necessitate changing A LOT of traits.

Basically, it’d end up being closer to a class redesign.

Why do you not play sPvP?

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Posted by: Shadow Phage.9084

Shadow Phage.9084

I played it a little shortly after launch, stopped, and played it a little more with friends, then stopped again.

Only having capture point maps killed a lot of my drive to play it. Seeing the same 3 maps killed a good chunk of my remaining drive to play it. Having up to 16 people crammed into a map meant for 10 further eroded my desire to play it.

Then there are some design choices and mechanics that are game-wide that I don’t really agree with, especially in PvP. Which is sad, because I really liked most PvP formats in GW1.

New to ranger and I want to rant....

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Posted by: Shadow Phage.9084

Shadow Phage.9084

if you want a tanky pet that does reasonable DPS and dont just sit there, get a darn drake. It provides a blast finisher to blast the firefields in melee range.

Not to mention it is the ONLY pet whose attacks cleave, it also does more damage than canines by default, and completely trumps cats and birds once you’re up against more than one enemy at a time.

And therein lies a problem: exactly 5 pets out of the whole menagerie (45 pets?) cleave. Why they didn’t make it so the majority of melee pets cleave is beyond me. Its not as if it exactly breaks PvE or even PvP.

edit: I can’t count, apparently.

It kinda makes sense honestly, you can only really bite one thing at a time unless you’re a big kitten lizard…. Personally I think bears and boars should cleave too to make them more desire able, the DPS pets are fine, the tanky ones need some love.

Well, yeah. I’m not suggesting something like hawks/eagles/owls cleave on their attacks, that’d just be kinda sillly. But for things like: bears; boars; and maybe cats; cleaving on their AA skills wouldn’t be absurd. Things like Chomp, Bite, etc that clearly would/should only ever hit one target, should continue to do so. It’d certainly help out Ranger DPS in PvE so we aren’t essentially buff bots.

In PvP, well, if you’re getting multiple targets with cleave attacks, they probably deserve it. They either positioned really poorly or you outplayed them.

Ranger sword binds to target

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Posted by: Shadow Phage.9084

Shadow Phage.9084

/snip
Many Ranger were created thinking its an archer and can stand at range and do at the work while the pet tank for him. We are more than just archers (any class using a bow can be called an archer). To use this class effectively you must master the Sword.

Wonder where they got that idea….

Sarcasm aside, the built-in leaps on sword can be annoying. I really don’t need that animation root while I’m standing 1 ft from my target. A rather ham-fisted approach would be to simply create a version of the #1 chain that doesn’t have the leaps and let players decide which version they would like to use.

Attachments:

New to ranger and I want to rant....

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Posted by: Shadow Phage.9084

Shadow Phage.9084

if you want a tanky pet that does reasonable DPS and dont just sit there, get a darn drake. It provides a blast finisher to blast the firefields in melee range.

Not to mention it is the ONLY pet whose attacks cleave, it also does more damage than canines by default, and completely trumps cats and birds once you’re up against more than one enemy at a time.

And therein lies a problem: exactly 5 pets out of the whole menagerie (45 pets?) cleave. Why they didn’t make it so the majority of melee pets cleave is beyond me. Its not as if it exactly breaks PvE or even PvP.

edit: I can’t count, apparently.

CDI- Character Progression-Horizontal

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Posted by: Shadow Phage.9084

Shadow Phage.9084

I’m in favor of new skills/traits, and weapon proliferation.

Subclasses and new weapons are iffy. It would depend heavily on the proposed implementation.

That said:

I would like to see more skills available for each weapon, so they are actually somewhat customizable to your play-style and build choice. As it stands, to run certain builds, you are shoe-horned into certain weapon sets, whether you like those weapons or not.

More traits or simply cleaning up trait lines to make them more coherent would be nice.

Weapon proliferation would be interesting. e.g. Elementalist with a magic rifle, Warrior with a non-magic staff, etc. Within reason to the classes, mind you; I really don’t want to see a Thief with a two-handed hammer. That’s simply anti-thematic.

As for new weapons, the only one I can think of that is in-game but not player-usable is the whip used by some of the Nightmare Court npcs.

how do you kill a stealth thief???

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Posted by: Shadow Phage.9084

Shadow Phage.9084

Most of the time I just stack AoE conditions on them immediately after they disappear and wait for that red down arrow to reappear from stealth. Thieves don’t have a great time of it lately because they don’t handle condition bunkers well.

In my experience, only full glass and the ubiquitous D/P don’t handle conditions well. D/D and/or S/D with 30 in Shadow Arts handle conditions better because they’re not using 9 initiative to stealth all the time. This allows them to take a better selection of traits/utilities since they don’t need to focus on init regen nearly as much. Plus, if they aren’t brain-dead, they’ll just CnD off your pet to avoid dodges.

As for beating them:
Depends on your build vs their build. Generally speaking, a well timed Sic ’Em will work if you have something to follow it up with. Daze works well also. Condi overload depends heavily upon build and skill.

If they are X/D, Guard can work as you can stealth your pet away from the fight so its not a free source of CnD stealth. This forces them to come to you, and thus your dodges/evasion.

If D/P, a well timed Sic ‘Em will wreck them because of the necessary 9 init to stealth. Hit them with it shortly after the smoke field goes down and they’re screwed if they hit HS. They’ll be out 9 init, no stealth, and hopefully low on HP.

Here's a bandaid solution for you.

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Posted by: Shadow Phage.9084

Shadow Phage.9084

…how about putting in +pet move speed as one of the stat bonuses of BM?

Anyone wanting to make much use of the melee pets is likely to have at least some points there anyways.

Move speed isn’t really the issue. It’s that pets root themselves for their attack animations. You could make the pet move 30% faster by default, but it’d still miss most of its attacks. All it would do is get back to the target faster. Not saying that they shouldn’t have an inherent move speed advantage, just I don’t think it would actually do much for them at this point in time.

Adding either a small lunge to their attacks, as others have suggested, or removing the animation root altogether is what will probably do the most towards fixing the issue.

(edited by Shadow Phage.9084)

Here's a bandaid solution for you.

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Posted by: Shadow Phage.9084

Shadow Phage.9084

I’d rather ditch the pet at this point and have Preparations back. Perhaps F1 will give your attacks poison, F2 could be a minor weapon-skill IAS, F3 could be a minor damage amp, and F4 could increase projectile move speed. They’d last either for x seconds and/or x attacks, whichever is found to be more balanced. Also, only one could be active at a time; any new Preparation used would simply over-write the currently active one.

I think it should vary on the prep whether it’s time or charge based, personally I’d like a prep that made your next 2 attacks daze

Yeah, mine were just examples heavily borrowed from GW1 preps (Apply Poison, Rapid Fire, Expert Focus/Glass Arrows, Read the Wind.) I know preps were in some of the early (closed?) betas, but were taken out because they were ‘too op.’ Granted, at that time I think the Ranger-to-Pet damage split was like 90%/10%. BUT, since pets haven’t panned out as planned, something needs to change.

Here's a bandaid solution for you.

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Posted by: Shadow Phage.9084

Shadow Phage.9084

I’d rather ditch the pet at this point and have Preparations back. Perhaps F1 will give your attacks poison, F2 could be a minor weapon-skill IAS, F3 could be a minor damage amp, and F4 could increase projectile move speed. They’d last either for x seconds and/or x attacks, whichever is found to be more balanced. Also, only one could be active at a time; any new Preparation used would simply over-write the currently active one.

Can Guild Wars 2 be considered Pay-to-Win?

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Posted by: Shadow Phage.9084

Shadow Phage.9084

OP, you’ve successfully missed the point of the argument.

People who say it’s “Pay to win” when it comes to cosmetics aren’t saying you can gain gameplay advantage with cash.

They’re saying a big part of the endgame – what you do once you’ve got the best gear – comes with mandatory ties to the gem store in form of skins and transmutation crystals. This is deceptive since you’d assume you would be able to acquire the endgame goals by playing instead of paying.

Except “Pay to Win” literally means: “I pay real-life money, I get an advantage over those who don’t.” P2W is a poor term for what GW2 does. Perhaps P2DU (Pay to Dress-Up.)

Anyways, the cash-shop skins are open to opinion. Personally, I think the vast majority are hideous. I have no interest in ever acquiring them. Transmutation Crystals, I’ll give you. Even if you’re frugal, you’ll generally only end up with enough for maybe a full set of gear on one character for a full lvl 1-80 play through.

Can Guild Wars 2 be considered Pay-to-Win?

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Shadow Phage.9084

Any objective comparison between a P2W and Gw2 will result in a positive answer to the question.

P2W games had alsways tried to mask the p2w between alternative way to obtain same effect in game…

FIRST CASE:
For example…in many games you can “enchant” your weapon….the more you enchant it the more you risk to lose enchantments or similar.

But there is a store item that will avoid this effect.

Now at a certain point the effort to enchant it becomes so extreme, that you actually need the shop item…..

In Gw2 we have exactly the same….now with the gem becoming out of reach due to the system that is clearly designed to make gem unaccessible the more time pass…

SECOND CASE:
There are indeed pve items in the shop that gives you a HUGE advantage.

RESS orbs repair canister are just a couple example

THIRD CASE:
What about another famous example of P2W games?
Craft booster
20 level scroll
level scroll

Its a common item in P2W games

FOURTH CASE:
In a game where GOLD is the universal way to acquire BEST EQUIP……
Changing real money with GOLD is actually the best way to WIN…..

If you compare common P2W game they have the same EXACT features…
You can THEORETICALLY do the same….but the grind associated is pushing you a lot into pay real money…..

When the game was released the only reaso it wasn t considered a P2W game by most reviewers was the low conversion cost gold to gem making buying GOLD unefficient and gemstore accessible by playing.

Since there we saw a 300% increse in gold to gem…..AND Patches explicitly forcing players into buying GEM items
(Ascended armor/weapons while keeping expensive skins at exotic, and the infamous upgrade extractor).

1) GW doesn’t have that form of enchantment.

2) Those aren’t a huge advantage. Rez Orb takes ages to actually rez you. Repair canister is w/e. Both can be gotten from achievement chests and BL chests. If you really wanted to grind farm them for free, just make a new toon, complete the lvl 10 story quest, get a BL key, use it/store it, delete toon, repeat.

3)All can be obtained easily in-game. I have like 8 lvl 20 scrolls in storage from boss loot bags. More-so for craft boosters, and skill point scrolls. I mean, when I made a necro it went from lvl 2 to lvl 30 in about 2 minutes from the scrolls. You could argue P2W, but I didn’t actually spend any money to get the scrolls…

4) What exactly are you winning at? Fractals? The stat difference between exo and ascended is easily swallowed up by RNG and skill differences.

Forge recipe skins are purely cosmetic. Calling that P2W is asinine. They don’t make players better or worse at the game vs those that do not have them.

Not sure what cash-shop items you are referring to that players are forced into buying. There’s nothing in the cash-shop that I’ve felt forced to buy. There’s some things I’ve bought because the long-term convenience of it out-weighed the cost, in my mind. But there hasn’t been a single item that I thought “if I don’t get this, I won’t be able to play the game.”

Your top 5 design mistakes in GW2?

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Shadow Phage.9084

In no order of importance:

1: Stealth mechanic implementation.
I simply do not like how Stealth is implemented right now. Part of this is how from-stealth attacks do not de-stealth the user if their attacks are blocked/evaded. Another is skills that need to ‘hit’ to spawn a pseudo-pet do not reveal you if they hit. Phantasm skills are an example of this.
Revealed as it stands is weak and largely irrelevant. The ranger skill “Sic ’Em” is a clumsy attempt at a hard counter to something that realistically has no counter.
It stacks. Stealth should simply not stack, or should at least give diminishing returns on it. E.g. first application: 4 seconds; second application: 2 seconds, third application: 1 second; subsequent applications: 0 seconds.

2. Ranger Pets and by extension Rangers.
Lack of any except the utmost rudimentary control over pets is the issue I have. For something that represents a fair chunk of a class’s damage/utility, they need to be far better than they currently are. The Hero control system from GW1 would probably prove to be superb for GW2 pets. As little or as much control as you’d like. Ranger trait lines are cobbled together mess, as far as I’m concerned.

3. Ascended/Fractals.
Grind for gear. All I have to say about that.

4. Conditions in PvE.
Conditions are largely terrible in PvE because of the current cap amounts. In addition, condi builds that do not use power in their gear are at a severe disadvantage when having to destroy things that cannot have conditions placed on them.

5. Lack of any relevant resource management. I think ANET did a great job of resource management in GW1. In GW2 its mostly about just using skills as they come off of cooldown. It just seems very spammy to me. Somewhat related is the general lack of risk/reward attached to skills. If you land them: reward; if you miss them: well, they’ll be off cooldown soon enough.

Anet is killing the ranged ranger.

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Shadow Phage.9084

Keep the trolling to a minimum guys, I’d like to see some real talk here on mechanics and changes going forward than a kitten fight on who has the best underpowered ranged build.

In general, ANet is afraid of ranged spikes as they occupied the majority of the degenerate PvP builds in GW1.

ANet is afraid of Ranger damage in particular though due to the large number of those degenerate builds they were featured/key in. Things like: EscapeScythe; RangerSpike; SpiritWay; RaO Thumpers; OmegaSpike; etc, made them push really hard for Rangers to occupy a fire-support + utility/condi/control role.

That being said, it is unlikely we will ever see any Ranger updates in GW2 that puts their ranged abilities on par with other classes. Understandable if Rangers had a working pet system; they don’t though. I don’t understand why they simply didn’t adopt the Hero control scheme from GW1 over to Ranger pets. It was very flexible in terms of added complexity and control. You could set all/part/none of the skills to auto, and likewise with positioning. Those that liked/needed to micro: could; those that didn’t: didn’t.

To be fair, 3 out of the 5 meta builds you mentioned had less to do with Rangers in general, and more to do with the dual-class system, Expertise and the way ANet classified skills in GW1.

I’ll agree with that. EscapeScythe simply abused the crap out of cheap stances and attacks (after expertise) and the ridiculous base damage scythes had. RaO Thumper was more of what everyone dreamed hammer wars could be: perma IAS/IMS with little drawback. And OmegaSpike, well, abused a lot of things.

RangerSpike though, THAT saw a lot of stuff nerfed. Orders on necro, after-cast delay added to ranger interrupts, damage reduced on some skills, etc.

I think at some point in GW1 they literally said they would nerf RSpike whenever it cropped up. They were that afraid of/unhappy with Rangers doing big damage at range. Consequently that has seemed to govern their balancing stance on Rangers even into GW2. This is why I don’t really hold much hope of ever getting substantial buffs for power-based ranged builds in GW2.

I mean, there’s a lot of small tweaks they could do that wouldn’t push it over the top. Signet of the Hunt’s active changed to work like Assassin’s Signet would be amazing, I think. Rangers really only have one hard-hitting, single-packet skill: Maul. They DO have a lot of skills with split up damage, which would benefit a lot more from +15% to 5 (or so) hits vs +50% to 1 hit. Consolidating ‘Piercing Arrows’ into, probably, ‘Spotter’ would help as well. Making Ranger signets behave like the signets from other classes would be nice. as well. Having to use a GM trait to achieve the same level of functionality as every other class is a bit annoying.

Anet is killing the ranged ranger.

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Posted by: Shadow Phage.9084

Shadow Phage.9084

“We don’t want ranged dps to be more powerful than melee dps.”

Creates mesmer

Oh, this is the biggest irony.

Yeeaahhh . . . they don’t have a good track record for mesmer balance, even in GW1. Mesmers were always strong in PvP, not quite so much in PvE, but then they buffed Energy Surge and made Visions of Regret. Then they went and buffed Wastrel’s Worry and Wastrel’s Demise and redid Panic. Suddenly: Mesmer AoE (at least in PvE) makes every other class’ look like utter crap. In PvP: probably had the most number of nerfed skills in GW1.

Anet is killing the ranged ranger.

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Posted by: Shadow Phage.9084

Shadow Phage.9084

Keep the trolling to a minimum guys, I’d like to see some real talk here on mechanics and changes going forward than a kitten fight on who has the best underpowered ranged build.

In general, ANet is afraid of ranged spikes as they occupied the majority of the degenerate PvP builds in GW1.

ANet is afraid of Ranger damage in particular though due to the large number of those degenerate builds they were featured/key in. Things like: EscapeScythe; RangerSpike; SpiritWay; RaO Thumpers; OmegaSpike; etc, made them push really hard for Rangers to occupy a fire-support + utility/condi/control role.

That being said, it is unlikely we will ever see any Ranger updates in GW2 that puts their ranged abilities on par with other classes. Understandable if Rangers had a working pet system; they don’t though. I don’t understand why they simply didn’t adopt the Hero control scheme from GW1 over to Ranger pets. It was very flexible in terms of added complexity and control. You could set all/part/none of the skills to auto, and likewise with positioning. Those that liked/needed to micro: could; those that didn’t: didn’t.

3 out of 4 players is either war or gaurd

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Shadow Phage.9084

Which other ones can rez dead npcs? I have tried on my Mesmer and necro and it doesn’t work

Ranger’s Nature Spirit will, if it is within range. And the NPC has to be revive-able in the first place. The random guards like sentries and whatnot will not revive.

Entangle vs thieves

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Shadow Phage.9084

Edit: looking at the above video, its pretty clear that entangle needs serious dev love. I vote for it to work as follows:
-First, entangle will work as a ground effect around the area it was casted. Five vines at most will be used this can be traitable, as well as the length of the spell on the zone.
-Second, the zone will pulse grasping vines every 3s or 4s, up for debate; if an enemy steps into the entangled zone, then a grasping vine will activate and immobilize/bleed the enemy with each pulse.
-Third, an enemy can escape a grasping vine, but if it escapes it, the grasping vine will remain in place. The grasping vine now acts as a trap to anyone who steps close enough to it. It will entangle an enemy and pull it to itself (let’s say at 300 range?).
-Fourth, any other enemy that steps into the entangled area will create a new grasping vine, when the entangled area pulses that is. This gives the ranger a very optimal usage of entangle as a source for crowd control. The length of the entangled spell needs to be fair, perhaps 15-20 seconds or so, that is enough time for any ranger to turn the tables on an enemy, which is the point of using an elite skill after all.

I may have made mistakes in writing this as I am in a bit of a rush, feel free to place your comments.

Sooo…basically Carrion Creepers from City of Heroes/Villains?
http://cityofheroes.wikia.com/wiki/Plant_Control#Carrion_Creepers

The current version would be fine if they just changed it to pulsing a small radius AoE around each vine that sprouts up.

After that they could change Hunter’s Call to not massively fail if the target puts a tree/rock/random object between themselves and you.

Developer livestream: Ranger PvE guide

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Posted by: Shadow Phage.9084

Shadow Phage.9084

to all our ranger friends who have Problems with the sword autoattack –
Strg, mouse rightclick on swordskill #1 – Problem solved
ist easier to control when press 1 by yourself

I think all question were asked but i have one
Why is the signet of the wild not instant like the other Signets?

Doesn’t work on Asura characters, even without auto attack the Asuras animations lock them in sword one….

Q: What is the ranger niche in the game?
A: Ranger is the pet class.

Really love my Ranger.

Really hate my pet.

If that’s the case why is it called a Ranger and not a Beastmaster?

Also if the Longbow is inefficient and to not use it?, i must ask why is it inefficient a year after its been released, no weapon should be inefficient on any class, or should be fixed asap if they are..

If you want my opinion all Ranger weapons are inefficient, compared to other classes using them which is why the Ranger is looked down upon so badly.

They called it a ‘Ranger’ as an homage to the GW1 class, mostly to avoid kitten ing off the rather large ranger player-base from GW1.

The GW2 class is apparently the synthesis of three separate (2 failed, 1 meh) classes.

The reason ranger weapons seem underwhelming is because the pet is supposed to account for the missing damage/utility. When you factor in the pet’s damage, assuming it somehow manages to be consistent, the ranger breaks even with most classes. BUT, pets have issues with mobile targets which leads them to being substandard in most PvP engagements. Which is why you see condi builds or full BM builds more often than power builds. One build is practically independent of the pet; the other goes the opposite and seeks to have the pet as the primary damage dealer, while the ranger serves as the utility.

As for longbow specifically, idk. Its #1 skill is cumbersome to use to its max damage in many instances. #2, rapid fire, isn’t great because its a channel involving relatively slow-moving projectiles. #3,4,5 are situational.

Just my thoughts/opinions.

9/6 Ehmry Bay/Maguuma/Borlis Pass

in Match-ups

Posted by: Shadow Phage.9084

Shadow Phage.9084

Yeah all that wxp is gonna give us a sick edge against T1/2, that’s a really good justification in karma training all day. Too bad none of that siege masteries will stop people from placing multiple bad trebs in a row. Seriously, the past 24 hours have been siege amateur hour, and that doesn’t exclude us!!

Hey, I apologized for my kittenty treb placement. I just didn’t want to cover up the vista in case someone needed it (blatant lie, I’m not that considerate.)

Also, obligatory: [insert guild tag] are a bunch of baddies and [server name] should be ashamed to be seen with them.

8/30 Tarnished Coast/Maguuma/Fort Aspenwood

in Match-ups

Posted by: Shadow Phage.9084

Shadow Phage.9084

Element of surprise was gone. That’s a much better choke point to fight from than inside the camp if there were reinforcements so we cleared guards, especially for people who are not playing PPT. My mistake there was assuming reinforcements were still coming after we killed the two TC guys. Sad that we didn’t get a bigger fight out of that.

What you saw is what we had, sans about 2 AFKers.

As for the build: 0/0/30/25/15, sometimes 0/0/30/30/10. My attack rating is lower than my armor rating.

As for the original post: boredom. Besides, the thread was stalling and getting stale.

Regardless, I congratulate you on figuring out I do no damage with that build in under 5 minutes. Most people take twice as long before they figure it out.

Sorry to hear your guild is being harassed textually. (Textually is a word? wtf)

8/30 Tarnished Coast/Maguuma/Fort Aspenwood

in Match-ups

Posted by: Shadow Phage.9084

Shadow Phage.9084

To [NERF] and friends on Mag BL:
Its the thought that counts. While you failed to kill me, don’t let that tarnish the memory of your valiant attempt(s)!

That memory is now forever captured in video, complete with us running away! I bow down to your awesome 3v1 skillz! I really have no idea how I will ever make it through the rest of this week.

This video a joke? If anything,The mag thief clowned you.

Congrats! You discovered what I do with that build: waste people’s time!

My personal favorites so far are:
A) the 15 minutes a perma-stealth BS thief spent trying to kill me. Meanwhile, they captured no camps or sentries, and killed no players. They eventually just gave up and left.
B) trolling around in Mag garrison after it just got taken. It went from 1 person to eventually about 8-10 chasing me. That went on for probably 10-15 minutes too. Then I kittened up, got too close to a ranger npc and they KB’d me during my heal.

I’ve also gone AFK while dead in a keep on my mesmer, knowing whoever took it will suspect a perma-stealth is around and thus waste time and manpower looking for the non-existent thief.

8/30 Tarnished Coast/Maguuma/Fort Aspenwood

in Match-ups

Posted by: Shadow Phage.9084

Shadow Phage.9084

KINK thief? Why bother killing thieves, especially if they aren’t very effective against your group? We capped our objective after toying with you a bit.

You sound…upset. Your Jimmies shouldn’t rustle this easily. I don’t know if you’re going to make it through the rest of the week at this rate.

PS: I achieved my goal as well.

8/30 Tarnished Coast/Maguuma/Fort Aspenwood

in Match-ups

Posted by: Shadow Phage.9084

Shadow Phage.9084

To [NERF] and friends on Mag BL:
Its the thought that counts. While you failed to kill me, don’t let that tarnish the memory of your valiant attempt(s)!

8/30 Tarnished Coast/Maguuma/Fort Aspenwood

in Match-ups

Posted by: Shadow Phage.9084

Shadow Phage.9084

How blobby is this reset on a scale of 1-10 (10 being blobs everywhere, all the time.)
Because if its above a 6, I’m just going to go try to make a 15 year old game work on Windows 7…

8/23 Dragonbrand/Maguuma/Borlis Pass

in Match-ups

Posted by: Shadow Phage.9084

Shadow Phage.9084

I’m flattered BP felt the need to send 20+ people after me while I attempted to take a camp.

But, I’m also offended that the prior attempt only netted 30+ for another and myself. We were easily worth 20+ each! You should apologize for slighting my fellow Maguuman.

8/9: TC/Mag/DB

in Match-ups

Posted by: Shadow Phage.9084

Shadow Phage.9084

All I have to say is: TC is rude. I just wanted to run around inside Mag BL garrison, but nooo….you send hordes of people after my poor thief.

For this, I take back every nice thing I might say in the future about your server.

You’ll probably see me in a keep tomorrow. If its convenient. And I’m bored.

8/2 Fort Aspenwood/Jade Quarry/Maguuma

in Match-ups

Posted by: Shadow Phage.9084

Shadow Phage.9084

We did put things in motion last night to change that though.

I’m glad that Maguuma could help you see the light.

Also roamed for an hour last night, these are the 3 fights we had. The first one is how all even fights against JQQ go.

You HzH guys are suppose to be good? You’d think 2 of you in a group of 5 could kill 3 people….

That was like when I was running around with VR yesterday :O
Except yours doesn’t involve the group carrying my no-damage, I stealth every 4.5 seconds, thief build.

Anyways, good stuffs.

Prices of Ectos being controlled?

in Black Lion Trading Co

Posted by: Shadow Phage.9084

Shadow Phage.9084

While you are correct in nearly everything, if you read that graph correctly, the highest amount of ecto sold is right underneath the 354 mark. Look closely at the graph, the line drops to 0 and only bumps up to show a unique player(s) who sold ecto at that amount. After the 250 mark it only bumps up twice at above the 294 mark and below the 354 mark.

Um… that wouldn’t NEARLY account for the total volume stated. There almost certainly are some zeroes in there, but there’s a heck of a lot of ones required to bring the total to 150,000+

The majority of ecto sold is on the left side of the graph, from about about the 1300-ish sellers @ 2 ecto each to about the 100-ish sellers @ 20 ecto each range (approx. 2500 per data point.) After that it drops to about ~1500 ecto sold per data point until it drops again at ~ 40 ecto per seller. Then it tapers off until you hit the ~100 ecto per seller and 250 ecto per seller bumps.

Here’s Smith’s graph modified to delineate every 100 unique sellers and every 5 ecto increment.

In case you were wondering, there was only about 10-15 sellers at both the ~100 and ~250 ecto per seller points.

Attachments:

Class Gear boxes from Laurel Vendors

in Bugs: Game, Forum, Website

Posted by: Shadow Phage.9084

Shadow Phage.9084

The Class Gear boxes, or at least the Ranger Gear box, contain items unusable for their respective class. For instance I received a rifle from a Ranger Gear box.

This was a bit surprising as the box description says: “Contains a rare or exotic piece of level 78-80 gear for rangers.” Obviously, a rifle does not fit the qualification of “gear for rangers.”

Obstructed, obstructed, obstructed.......

in Ranger

Posted by: Shadow Phage.9084

Shadow Phage.9084

I’m beginning to wonder if it’s a way for the server to compensate for the fact that the target might have protections or shields, etc.

When you fire 1 shot, should it deal damage? Your client would like to, but the server has not informed your client whether your target has done something like heal, or cast a protection, or stealthed out, or run behind a rock, or cast an aegis. Maybe the lazy way out is just to negate your hit by making it obstructed and then the server is ordered to update you on this target right away.

Just guessing.

Lately, it’s not just obstructed. I have been getting “Out of range” for targets clearly in range too.

No, its a bug with ranged attack(mostly arrow) mechanics. Same for “Out of Range”, while you are clearly in range. Though I notice OoR messages tend to pop up more when the target is moving (it seems to act as a substitute for ‘Miss’.) I think a lot of the OoR messages can be fixed by increasing arrow flight speed.

Obstructed is just…odd. I feel like it occurs more often when there is a large group hitting the same target. I notice it the most when attacking gates in WvW.

Mechanically, I think they did bows better in GW1. A height difference gave real (dis)advantages depending on if the target was higher or lower in relative elevation to you.

Think Lost Shore will give us a new pet?

in Ranger

Posted by: Shadow Phage.9084

Shadow Phage.9084

I’m hoping for a Crab pet! I miss my Pinchy from GW1. XD

I miss my Rainbow Phoenix taking up an absurd amount of space on screen. I demand a pet that takes up AT LEAST as much space as a Rainbow Phoenix.

11/2 BG vs. SBI vs. JQ REMATCH

in WvW

Posted by: Shadow Phage.9084

Shadow Phage.9084

there is also the whole thing of comming into t1 and meeting the most disgusting no moral hacking exploiting spying quantity over quality zerg we have ever seen in mmo gaming

It took me a bit to come up with a response to this that wouldn’t result in an infraction.

Your server was the epitome of what you describe, as of last week. Straight map hacks to orbs (before orbs were removed), exploiting the rendering issue for massive constant portal bombs, turtle zergs (its not exactly skillful to clump for overlapping buffs/heals), etc. I understand every server has its share of people you’d rather not associate with due to their questionable methods. I’m sure SBI has it’s bad apples. I haven’t seen any yet, but I’m sure there are a few. With that said, you and your server should be one of the last to attempt to claim the moral high ground.

In addition, in another post you claim:

as far as hacking that is something asian guild populated servers do like jq and sbi the only hackers i have ever seen are in asian guilds and on either of these servers its too bad most of you arnt like this but you need to do more to discipline your guildies between speed hacks downed teleport hacks fly hacks as well as taking advantage of various exploits

If you knew even the slightest thing about War Machine or The Last Pride, you’d be eating your words right now. Those two, primarily Asian, guilds have had long and well respected histories in GW1. Don’t arbitrarily declare them hackers simply because they are an Asian guild.

Then in another thread:

no wads it gave me passive quickness i could spam #1 autoattack as a thief and attack so fast my hadn were a blur adn anyone that ran past me while i did this whiel stealthed would die almost instantly so i was like some kind of unstoppable monster forr a few min
could also take out short bow and spam #1 into a group of players and watch the shots ricashey everywhere clouding my screen with numbers and if i proced quickness and stomped it was instant or even without quickness it was as if i had quickness and outside of some sounds not playing there was nothing else wrong with the game

You straight up admit to abusing a glitch. That’s called an exploit, by the way. So don’t you dare go and try to claim the moral high ground for either you or your server.

Everyone else; good matches. GL and HF.

SBI-JQ-Blackgate-10/26 New and Improved.

in WvW

Posted by: Shadow Phage.9084

Shadow Phage.9084

I doubt WM will screw over everyone on the server for that. They’re a bit too classy to pull such a juvenile stunt, from what I’ve seen of them in GW1 and GW2. At most, they’ll take a break and let the WvW butterflies flit to a different server.

Also, bear in mind, the entirety of [NYS](?) transferred to SBI from HoD. That’s something like 1500+ people. I imagine that would put quite the dent in a raised population cap.

Why Orb Removal Will be Very Bad for WvW

in WvW

Posted by: Shadow Phage.9084

Shadow Phage.9084

I’m not sorry to see the orbs go. They amounted to little more than a hacker magnet and ‘win more’ item, as far as I’m concerned.

As for borderland maps, you’d have to be a fool to leave them undermanned in favor of sitting in the EB queue. EB counts for less than 40% of the total points possible. If your server is interested in winning, they’ll need a strong borderlands presence.

Personally, I prefer the Borderland maps to EB’s.

SBI-JQ-Blackgate-10/26 New and Improved.

in WvW

Posted by: Shadow Phage.9084

Shadow Phage.9084

LOL the noob train left JQ just like we all expected if they started to lose, i think they are all at SBI because its full now

As far as I know, SBI has been nominally full for a few weeks now. I say nominally, because we’re all aware that the ‘Full’ status is dependent on current logged in population.

I heard a few guilds left JQ and went back to HoD; no confirmation on this. Don’t know about the ones that flit from server to server like a butterfly though. Perhaps the 1 week time-out period on transfers has made them start to think carefully about which server they’ll transfer to.

Null Field & Feedback AOE Question

in Mesmer

Posted by: Shadow Phage.9084

Shadow Phage.9084

The reason you eat Retaliation damage from Feedback is because once the attack bounces off the bubble, it is considered YOUR attack. For instance, the dagger storming PvE mobs. If you put Feedback on them, they die in about 2 seconds. The combat log spits out a long list of “So-and-so was hit for -some number- by your Dagger Storm.”

Unfortunately, I can’t say much about Null Field. Really haven’t had a controlled situation where I could test it’s target cap.

Dagger Storm: Grossly Overpowered

in Thief

Posted by: Shadow Phage.9084

Shadow Phage.9084

there are a few legitimate complaints about thieves, but dagger storm isn’t one of them. the only thing wrong with DS is the horrid animation, and it is conceptually ridiculous… wouldn’t you be much, much LESS stable if you were twirling around like a stupid fairy?

Obviously, the rate of rotation has given the thief significant angular momentum, which is what provides the stability.

And on topic: Daggerstorm isn’t an awesomely over-powered elite. It simply happens to be the only elite worth a kitten in moderate/large-scale WvW fights. Thieves Guild would die to AoE in 3 seconds, and Basilisk Venom is single target.

Using DS in a 1v1 is rather bad, unless the other player dumps their entire ranged burst into DS (then DS is both hilarious and decent). Thieves Guild will do a much better job of both shut down and damage in almost every 1v1.

Easy solution for night capping?

in WvW

Posted by: Shadow Phage.9084

Shadow Phage.9084

From the first post in the Night Capping and YOU thread:

Matt Witter, ANet game designer:

“Greetings everyone!

We’ve received lots of feedback regarding night capping. Many want to know how Arenanet views this. Our answer is that WvW was developed as a never ending continuous battle.

We feel that everyone should have the ability to contribute no matter what time of the day it is. How we’ve came to this conclusion is that no player’s time is more valuable than another. Everyone has different off peak hours for whatever reason. Players should not be punished or unable to experience and view the same content as everyone else because they play at a different time. They too are paying customers.
This is not saying that we are against any adjustment to scoring, or against developing another mechanic to improve the capping system. This is simply saying that we will not be changing WvW based on some players’ idea of off time hours.

Please use this thread as the main discussion for this topic."

Night capping has been brought up in as many threads as glass cannon thieves being over-powered. Both topics have been covered extensively in various levels of detail, factual evidence, and fallaciousness. There is zero reason to create more threads about either one. Pick a preexisting thread and go to town. Just please help stop cluttering up the forums with redundant threads.

Easy solution for night capping?

in WvW

Posted by: Shadow Phage.9084

Shadow Phage.9084

Your idea is nothing new. It has been discussed before. ANet has said they are willing to look into scoring adjustments since so many people are unhappy with ‘night capping’.

Please stop making redundant threads as there is a stickied thread about night capping already.

heres a new trick. new to me at least

in WvW

Posted by: Shadow Phage.9084

Shadow Phage.9084

edit: massive edit

Its because finishers are not a skill that they are able to do this. Kind of like thieves/mesmers using a finisher while in stealth.

Siege weapon timer

in WvW

Posted by: Shadow Phage.9084

Shadow Phage.9084

I don’t know about a 12 hour timer, but at least an hour or two would be nice. Unless it is a Flame Ram. Seriously, those things seem to stick around until destroyed by damage.

A question for Heartseeker thieves.

in Thief

Posted by: Shadow Phage.9084

Shadow Phage.9084

@ Lan

Agreed, Heartseeker spam is inefficient at best. Relatively easy to dodge, low initial damage, burn out of initiative quickly.

@ OP
There is no ‘correct’ way to play HS spam in the way you imply. It is literally button mashing skill 2, usually with Haste. If there were two targets, I’d rather spam Dancing Dagger if I was going to spam anything.

@ no one in particular
Ever see the average Heartseeker spammer go against a Backstab stealth build? It would be kind of amusing if it wasn’t so sad. Mostly involves the Heartseeker spammer button mashing 2 into nothing, burning all their initiative and then either dying or running away.

edit: them typos

Perma-Stealth During Combat Thief Glitching

in WvW

Posted by: Shadow Phage.9084

Shadow Phage.9084

So…your solution is to promote glass cannon thieves that 1-shot and down people with quickness in 2 seconds before anyone realizes they are there and can respond? Good ‘fix’.

Better fix:
Fix the render bug in WvW.

Longbow Auto Attack speed is WAAAY off.

in Ranger

Posted by: Shadow Phage.9084

Shadow Phage.9084

The attack activation is ~.75 seconds, but there’s an after-cast delay from you doing the arrow release and ‘reload’ animations before you start another activation. While vaguely misleading, the activation time is .75 while total attack interval is ~1.25 seconds.

It is a lot more noticeable if you step through a video of the animation frame-by-frame.