@Ehectal i will give the signet swap a go tomorrow when i have time and see how it plays out.
@Fluffball its less about the ammulet since i sometimes run with valk and offhand torch doesnt do as much as the others unless you take offhand training which i dont have. You mentioned offhand dagger but i already use it with my sword. i tried s/a + a/d and it didnt work as well as the former for some reason.
You are right though offhand axe is amazing, especially with the speed change on PoS since getting the pull off and the two hits is far more likely and good for interrupting res/stomp. signet change i can see is a must though. so i get you there
@Slavi
I will give this a try but entangle >>> rapage as one.
thanks for the help so far guys. any more imput is welcome.
So im running this atm:
http://gw2skills.net/editor/?fNAQRAnX8YnEqQrgWxCGsAVLG4QoYGAr77sIZPWnvbLUyC6C-TpBBABVcCA44gAAwDAYjjAAYlBGc/BA
and it seems to be giving me some success but i cant help that its unrefined and was wondering if anyone had any ideas.
That much damage from that range and that fast is broken
How much damage wouldn’t be broken?
The same amount of damage without 10 stacks of vulnerability would probably be fine. It’s not RF that kills you, it’s the 2 or 3 blow that follow. that amount of damage plus 10 stacks of vul (10sec) on a 10sec CD. Doesn’t any of that appear OP to anyone?
So what’s your suggestion? Move the vuln to another weapon skill on the longbow? Or just straight up remove it entirely?
The vuln came from hunters shot. Moving it to another skill would just mean rapid fire would do more over all damage and all 10 stacks would be on you at once.
Gave this build ago instead of the usual stuff. Its such jokes. hilarious times have been had with this build the past 3 hours. Can easily reach insane stacks of bleeds and the effective hp is high with not being able to be crit.
In the earth tree have you thought about trading something for elemental shielding? All the signets would provide alot of protection for further survivability.
On hundred blades. Reduce the cast time and even allow movement but then the damage would have to drop to compensate. Don’t think people would like that.
The adrenalin changes were made to make more skills attractive since as it is heal SIGwas all that was used and arcing slice was never cast. I believe now after a bit of messing around you will see more warriors using different heals and arcing slice actually getting some use as a strong execution skill.
All in the name of diversity my friends.
Only one change needs to be made heal as one and that’s making a survival skill. That way it would interact with wilderness knowledge dropping it so 16s and also survival of the fittest, allowing it to cleanse conditions and grant fury.
Honestly the change was to remove the 100% boon uptime that was achievable with this skill, was spoken about in the video, as well as making juggernaut more attractive. How often would you see a warrior taking anything but the signet as an elite skill?
If something is over represented compared to its assosicates then it needs looking at. With the changes to juggernaut and SoR you may see a greater variety of elite skills used which I s believe is anets aim.
Changes that were made to ranger mauk skill, widening the hit box so its essentially a I80°/ full frontal semi circle smash , would be perfect fire lightning touch and fire grab.
As it is now its pretty finkey and you can miss even when it seems like it has landed. With a similar change, sence maul suffered from similar issues, it would become a better finisher than it is now.
Have come to the conclusion that hitman is bad at PvP if PU mesmers are an issue.
L2P issues I have seen:
- can’t tell clones from real mesmer.dear lord do you not know how obvious it is
- killing clones left and right instead of just the illusions. Only GS clones are a problem since they hit three times but they aren’t always used.
- no noticing illusionary counter and eating 5 stacks of torment.
- badly timed clenses…
Feel free to add to this list guys
The up coming buffs are nice dont get me wrong im grateful its just that the ranger long bow damage atm really isnt a problem its our lack of mobility/evasive mechanics that ensures we rarely get a chance to shine or as we have close to 0 survivability.
This is where I stopped reading.
- survivability / evades
- new signet of stone
- protect me
- sword #2 and #3
- dagger #4
- LB #3 and #4
- Lightning reflexes
- mobility
- sword #2
- lightning reflexes
- GS #3
I can’t agree with the damage part at all. I came from a ranger and I can say that the damage is anything but low. You name single abilities but the way I see it ele uses a huge combination of its abilities to do huge damage. Ele has theoretically the highest possible burst damage.
Get your keybinds and combos sorted and everything works out fine. I struggled playing ele for a while until I rebound my attunements.
I feel like OP wants targets to stand still so they can lay down the damage warriors can do. Burning cooldowns on sustain and defense is totally uncool mesmers. Stop it.
If eviscerate needs nerf pls check backstab
Backstab’s Coefficients: 1.2 (front)/2.4 (back)
Eviscerate’s Coefficients: Lvl. 1 = 2.0/Lvl. 2 = 2.5/Lvl. 3 = 3.0
Kill Shot’s Coefficients: Lvl. 1 = 2.25/Lvl. 2 = 2.75/Lvl. 3 = 3.25
Final Thrust’s Coefficients: 1.5 (normal)/3.0 (half dead)
Oh look, warrior has 3 backstabs that hit harder when properly timed. And it required zero positioning or stealth.
just LOL at this guy. Like is easier to land Evicerate, kill shot or Final Thrust than Backstab.
Backstab doesn’t have cool down, while you hit someone with 1 evicerate a thief can land 3 backstabs easily.Respond to my comment about firegrab plz mmmkay.
Okay, then try landing all 3 of them on a moving target only when you are behind your target and stealthed at the same time. Once you do that, tell me how everything went, k?
I have an 80 thief and is quite easy to do that actually, if you never try a thief, I invite to try before you post nonsense.
ThanksRespond to my comment about firegrab plz.
Electric discharge + lightning strike =1.9 on a short cooldown when using fresh air.
Pheonix = 0.75*2 + 1.7 if they all land
Dragons Tooth = 2.25
Burning speed + ring if fire = 1.2. + 2
Combine any of these with a lightning flash or arcane blast and you have some nice burst. Some is spamable and some is not but on such low cooldowns, 20s or less, you have options besides firegrab. Its more of a finisher than burst.
Not only that but ele also has other attunements and a lot of variety in those skills.
Enlargement will be somewhat useful as a trait now I feel as it uses the signet.
SotW → Qz → Gf → #1 spam along with air and fire ( which also get the 25% boost ) will do huge damage but you blow two 60s cooldowns.
All classes have burst potential so I don’t see why rangers should be any different. Worst thing is a single dodge will now evade rapid fire as a while instead of the enemy needing two. Also because of the compounded nature reflecting it will now do huge damage and maybe even kill the ranger if glassy enough. It has counter play so I see it as being fine.
Ranger has so much access to cripple and other movement, immo and chill its unreal. Taking advantage of the trait will be incredibly easy!
In fact I so believe we are number one for those three conditions.
(edited by Sigmoid.7082)
The way u see it its the way it is since other comparable skills may be mater tier but you use something to get the removal. Thieves use initiative or cooldowns, warriors use their adrenalin. So in essence its comorable. Reason for it being grand master I would say is that its totally passive.
Remorseless I could see that. EB I can’t agree with else it will be to strong.
Would be a passive Ci
(edited by Sigmoid.7082)
You may do more damage but you lose control and survivability I find
You want everything without having to sacrifice or choose. The trait sysreme isn’t there so you can have it all. Its there yo bolster the aspects of what you are trying to have your build achieve.
Examples
Steady focus, eagle eye, read the wind for long range sniper
Steady , spotter and press onslought for dungeons
Steady, piercing arrows and eagle eye or pve tagging and zerg surfing
Etc etc.
Pretty much the trait puts us on par with the number of damage modifiers other classes can get and allows control builds to do better. Not only that but it promotes use of intimidation training, predators instinct as well as main hand axe for power and bm builds.
I for one will be trying axe/axe again thanks to this trait and the axe changes.
Snip
Just to add fortifying bond donest give your pet a duplicate but a replica of the buff with its own time based on boon duration. So using an axe you will get long duration 25 stacks of might for your pet.
Using an axe with point in nature magic WILL result in your pet sitting at 25stacks of might.
The dev’s really should rethink that Rapid Fire change. I swear they never test or play with maxed WvW specs. The initial burst from LB is going to too high.
But, I have two LB Ranger’s already soooo…. I guess I should be happy.
Using zephyr along with rapid fire and the new read the wind trait will be huge since you get 10% attack speed from RtW and a rapid fire that will complete in around 1s to be followed by long range shots that complete in under half a second each.
Ladies and gentle men, we asked for power burst, we got power burst.
Read the wind with its new power along side rapid fire actually having a short cast time..coupled with the amount of quickness we can get.
I can feel the tears
“Ranger burst from range is too high”
These changes are a huge boon to us! So many more possibilities! Especially for power builds! Dare I say it but power rangers and spike damage are a thing now. Anet said they want us to be highest range DPS and they delivered.
Its the build I run after being shown by zoose and it is very busty and you have a lot of survivability with earth #5 , arcane shield, earth #4 and mist form.
Arrive at a team fight or on someone being dressed, drop a dragon tooth, pheonix and arcane blast. it does hurt and can change the tide pretty easily. S/d is more offensive still and you can do some amazing things with it.
Please enable for mobile devices
More troll, use no weapon just traps.
Accept my challenge!
I can see how this build would do that pretty well. I can see how it can stay in a far or mid point fight long enough to either change the 2v1 or 2v2 but I can’t see it being able to force a defensive the way say an ele or theif could. Catching someone with dragon tooth pheonix or back stab would do more I feel or am I missing something? Also there isn’t much team utility for when a big fight kicks off.
Cover conditions for your extra burning?
I’ll give it a while when I get home since I have all the gear and I have a bunch of hours on ranger but recently left it.
This is what? A roaming build? Assault? point holder?
Every ranger knows condi builds are good.
There are still glaring problems with the ranger class.
(edited by Sigmoid.7082)
We are in the skill fact meta….
I recently picked up ele and I can say compared to all the other classes I have played its far more engaging and a lot more fun:-)
Much better than my ranger main where #1 skill was all I did. Feels like a whole new game.
Like others have mentioned I find other classes a tad boring now
Im totally new to ele so i gave this a go. As soon as i got my keybinds down for attunement changes things picked up.
I feel more comfy with s/d though that s/f so any tips on that. Also i keep forgetting to swap back to air. I always find myself thinking i need to do a bit more damage then going oh…air attune haha.
Very deadly and the survivability for a zerker scholar is pretty amazing. quickly becoming my new favourite class.
Rangers already have more condi removal options than the other professions to the point we can basically render ourselves completely immune to them
wut
- Empathetic Bond is 3 every 10s
- Signet of Renewal is 1 every 10s
- Survival of the Fittest removes 2 conditions with a potential 5 survival skills on your bar
- Bear is 2 every 25s in an AoE
- Sigils is another 2 every 10s if you fancy it
- Healing Spring
- Evasive Purity
- Elite Spirit
Have i missed anything?
Hunter shot change would double dip with evasive purity ensuring that a ranger will never suffer from blind. Since which this change we would have several ways to remove conditions.
Lightning reflexes change won’t happen since it would end up removing a potential 5 conditions. Alongside all the other condi removal we can get this would end up us having an average of removing one condi a second with the right setup rendering us immue. I can understand the thinking though since withdraw and roll for initiative are essentially the same skill but remove those conditions. Difference is theirs has two effects and so does ours. One is a heal evade, one is an initiative evade, ours is a boon granting damage dealing evade. Its cooldown could drop a bit though. 40s is a bit steep..
Basically you cause the spirit skill and it puts a buff on everyone for x seconds that does y effect depending on spirit. Additionally centred around the ranger their is an active effect ie frost field, lightning strike, blind pulse,weakness/cripple/immobilise pulse. Like a cross between a signet, a venom and the current spirit actives.
Essentially the idea is great and removes the complaints that people had about it being screen clutter and passive play while adding some huge team play aspects.
So its basically a mixture between a signet and a banner am i right?
Endurance drain may be a bit op. Since you can have a potential 4 entities yourself you can completely stop someone from dodging forever.
- 2.5s is too long. 1.5~2s may be better.
- Assuming internal cooldown due to muti hit attacks.
- Lower storm spirit damage and allow it to crit since with damage mods you will blast people for like 7.5k. Also change it to the zephyr lightning skill. 2s charge but stuns/daze+damage. Better imho.
- Lower frost spirit heal and have it scale with healing power.
Best idea for spirits i have seen thus far though and adresses the issues people have with them. No ai clutter and its no longer passive.
How would you change the traits that pertain to spirits though? Only two i can think of is an increase of the effect duration and then one to increase the effectivness of the condition/damage boost.
Been using it the last few matches and its pretty fun to play. Hilarious vs some people.
Tooltip damage = (average weapon strength) * Power * (skill-specific coefficient) / (level-based Armor value)
So base damage is scaling dependant. Base power at 80 is 916, level based armour is heavy at 2600.
Striders defense should be something to do with melee evasion. Have enough vulnerability from all other sources and even note from your changes.
@Eurantien
The pirate rune is nice but the lack of fury uptime and 125 precision from the rune means you won’t crit often as you need. Plus with all the moaning its bound to get needed soon so don’t want to rely on it.
@Slavi
The entire premise of the build was a retake on the clerics beast master build which was a power build. I was building around that fact. The build you posted isn’t anything beastmastery. Its a standard condi build and I would like to stay within the boundires of the original premise. Think better apple not try sell me an orange :-)
Anyone else have any better changes staying within the power, beastmastery concept. It would be good to see something like this work. For the time being pirate rune could be a thing but its about to get killed by all the QQ.
I fins the concept of beast mastery intriguing so I want to work with it.
(edited by Sigmoid.7082)
Would something like this be better?
http://gw2skills.net/editor/?fNAQJBMhbSoC9CiFLG4QoYFAvzii9qdPEvbNfxHlIB-TViEABH8AAyV9HSVCKwJAAAzDfai7m9H6U5HJ6BIFwYDjA-w
1900 power, 1k+ healing. Yourself and pet have perma regen, fury and swiftness. Plenty of might to go around between you and your pet. Pets sitting at 90 and 60% crit chance. 2k aoe heal every 20s or 3k when used with hound.
Has anyone thought of a bm bunker regent physical build revisit with the use of the new zealots and nomad gear along with a few clerics stuff?
I got bored in work and started throwing some things together and came out with stats of around 2k power, 2600 armour, 1k+ healing power, 160 crit damage and 60%+ crit chance with fury.
Anyone else messing around with something similar to this or thinking about it. Would like some opinions as I feel it may be pretty effective. Unlike the old full clerics you have some damage and can benefit from on critical sigils and foods.
Idea anyone?
Yesterday i suffered being in a party with a bearbow. Why oh why do bearbows feel the need to point blank shot everytime its off cooldown :/
Please rangers. We urge you to grab a sword!
@LughLongArms
I totally forgot the horn! I don’t count it as a great weapon so that’d probably why.
In that case replacing it with natures protection or evasive purity would be a much better choice. I was thinking the 2h was the main weapon not the sword.
(edited by Sigmoid.7082)
Only one thing needs to change and that’s if the hit is negated in anyway then revealed is still applied. Skills with charges behave this way already in a sense. There is no reason other classes have to time burst skills around blocks and thieves can try until it lands. With mesmers casting a phantasm, since it is technically an attack, should also apply revealed.
Besides that it really is a matter of learning.
A direct answer to the title question from me would be it entirely depends on builds and what you are having your pets doing.
Can have builds that only have the pet for added utility and some where the pet is the main focus. So it varies depending on what you may be running and what you want the pets for at the time.
This happens with most movement skills like leaps. When it hawpens with hornets sting and it gets me killed I am not impressed at all.
I run somethinf similar gear and trait wise but these are the things that are getting me a bit.
Geomancy Sigil
See now I understand you want to make use of the condition damage from wilderness survival but with that condi damage the 3 stacks lasting their full duration only do as much or less than 2 or 3 procs with sigil of air. It also is affected by your targets armour, any damage mods inc. Vulnerability. I have hiy someone with an air proc for over 1.5k. 56% crit with fury is more than enough to take advantage and it adds more pressure since things come in bigger chunks rather than a clensable dot.
Pet chocie
Why the drakes? As a power build with no ranged option using spiders or dogs would be a lot better. With 2 spiders you can net 6 to 13s of additional immobilize allowing you to land heavy hitting mauls or make an escape. You could even chance sharpened edges to pets prowess and take DPS pets like birds or cats. Both options I feel would be better.
But bar that looks good to me.
@LoughLongArm
The reason for 2 hand training is the extra fury uptime to make use of the 206% critical damage he has. Also for some reason maul gets more than a 5% boost for me whenever I feel like using that trait.
I do however agree with dropping skirmishing for marksmanship since the same thing can be achieved via the 5 vulnerability and the extra power. Also more use of SotF with keen egde or with a pet swap and ungodly amount of immobilise!
I ran a similar build but couldn’t figure out how to play it. Thanks for the great tutorial Your spatial awareness and decision making are leagues above my own.
If you want the leap on sword to be forward instead of the retreat it is then you are not playing sword the way it was designed. Its to give the option of leaving combat and then going back in, not going in and then the option of leaving. One of those plays well into our current weapon sets and the other is just a clone of other skills other classes have. I would rather keep #2 the way it is now as it fits how ranger plays.
Why is everyone so obsessed with " i want my class to do what every other class can and not do this unique thing" …
the ONLY things that need chaging are the cast and evasion times on #2 and #3 t make them more responsive and smoother and on the #1 let dodges break the leap.