Showing Posts For Soilder.3607:

Wilderness 5 Natural Vigor in Upcoming Patch

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Posted by: Soilder.3607

Soilder.3607

facepalms

If you guys hadn’t noticed, they’re hitting almost every class with this passive vigor nerf. Stop acting like it’s just us when most players are getting hit with something similar.

Did you even read the patch notes? The only two professions getting hit with nerfs to endurance regeneration are the thief and ranger. Elementalist even got easier access to endurance regeneration by Vigorous Scepter being moved to an adept.

I don’t understand how they can claim Natural Vigor is “wildly overpowered” when the guardian and mesmer get these traits:

Vigorous Precision: For 5 points in Honor you gain 5 seconds of vigor on a critical hit
(5 second cool-down)
Critical Infusion: For 5 points in Dueling you gain 5 second of vigor on a critical hit
(5 second cool-down)

So 50% passive regen that doesn’t stack with vigor is overpowered, but permanent vigor is not? It is this sort of thing that makes me lose confidence in the developers.

And one is on a class that already has clones to soak up damage for it.

And that same class has stealth, teleports, well designed utility, and well designed AoE effects.

And then the other class has the largest health pool, wears heavy armor, has easy access to condition removal, easy access to condition invulnerability, many viable weapon sets, a very strong healing skill without the need to invest in healing power, and can achieve extreme stun uptime.

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December 10th Ranger changes

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Posted by: Soilder.3607

Soilder.3607

I’m hearing some suggestions to merge piercing arrows into QuickDraw and I really hope you do NOT do this. Keep all bow traits in the MARKSMANSHIP line, and merge quick draw into piercing arrows. There’s no need for us to have to go into two different traitlines for the same kittening weapons.

I run a 30/0/30/10/0 power build using dual bows, and it already sucks as it is without shorter cool downs. It would suck even more without piercing arrows.

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Short bow love any time soon?

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Posted by: Soilder.3607

Soilder.3607

Why?

No seriously. Why if the SB is one of the top 3 ranger weapons does it need more love at this stage?

Now, if you mean we need a new SB legendary, I can agree. Any self-respecting ranger that flounces around with a pony-shooting set of butterfly wings should re-roll mesmer.

The SB needs lots of love. The only reasoning to take it is for the auto-attack. Every other skill except #3 is very weak.

Poison Volley – Most effective when used right next to your target, which is completely illogical considering that you’re supposed to attack from range and kite with the weapon.

Crippling Shot – Cripple is the weakest condition in the game, next to useless if you’d ask me. The pet bleeds are fine, but since pets are very unreliable, that make’s the skill pretty weak.

Concussion Shot – A meager daze/stun on a fairly high cool down for just one second. Other classes can get way better than this, and we should too.

Let’s compare to the thief shortbow.

  1. Pretty weak auto-attack, but it bounces to make up for that.
  1. Most spammable blast finisher in the game. EXTREMELY strong.
  1. Fairly spammable evade and cripple, EXTREMELY strong.
  1. AoE poison field, which, due to their spammable blast finisher, makes for aoe weakness. VERY strong.
  1. 900 range teleport, not spammable, but still useable. Gets you out of immobilizes and sticky situations. EXTREMELY strong.
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Rapid fire

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Posted by: Soilder.3607

Soilder.3607

I actually love this skill, but it definitely needs to be more bursty. But the reason I like it so much is because it has much more utility than you think. It tracks through stealth and encourages your opponent to waste defensive skills, which is fantastic imo.

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December 10th Ranger changes

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Posted by: Soilder.3607

Soilder.3607

Not to mention mainhand would still be used purely for the warhorn or the reflection on axe offhand. None of the greatsword skills offer meaningful PvE utility.

100% agreed, this is where I think the greatsword really needs improvement. I made a thread about it too.

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Openning Strike Love

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Posted by: Soilder.3607

Soilder.3607

I think all three minor traits in the marksmanship line should be combined into one and put in the first minor spot, and then we get two new minor traits which will actually help us once we’ve entered a fight (opening strike is useless after the initial shot)

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December 10th Ranger changes

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Posted by: Soilder.3607

Soilder.3607

Please merge quick draw with piercing arrows, that way all bow traits will be in the power line and we can have more variety. I would really like for this to happen and I can’t see why it wouldn’t. Rangers shouldn’t have to spend 40/50 traits to get the most out of their bows. And with the greatsword, I think it would be best to replace hilt bash with some type of new skill, preferably either a dps one or a support skill. Hilt bash is really weak imo and I think there are many other options that could be implemented to takes its spot.

And PLEASE get rid of signet of the beastmaster and just have signet actives always affect us, like all other classes. I made a suggestion a while ago to have a trait which allows signet passives to be aoe’d to allies, and it seems pretty fair since we don’t have that many viable support builds.

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Rank the Boons in Order from Best to Worst

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Posted by: Soilder.3607

Soilder.3607

Hey mates, I’m actually interested in what boons the gw2 community finds most useful. So I made this thread and will list which boon receives the #1 spot most often. I’ll start. And please don’t list boons in accordance to how useful they are in pvp/pve/wvw; I just want the most important ones in general.

1. Stability
2. Protection
3. Vigor
4. Fury
5. Aegis
6. Might
7. Retaliation
8. Regeneration
9. Swiftness

Votes

Might- 6
Protection- 1
Stability- 1
Swiftness- 2
Aegis- 1

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(edited by Soilder.3607)

Greatsword Rework

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Posted by: Soilder.3607

Soilder.3607

I appreciate the intentions of the OP, but I have to strongly disagree. Greatsword is one of only two melee options we have, the other one being mainhand sword. I, for one, hate mainhand sword, but I still want to play a high(ish) DPS melee power build. Greatsword is my only option, and I don’t want that taken away from me. (Especially since I made a Sunrise.)

That said, the changes are interesting, and it would be cool if rangers got a weapon set with good support skills. I just don’t want it to be on greatsword.

Hmm, alright. I would’ve like to see the weapon given more of a direction because as it stands its the only defensive weapon also capable bursting somewhat, which doesn’t really make sense. I really thought it would’ve been sweet to have a supportive greatsword, but whatever. But this only points to the problem of lacking an actual support weapon to begin with.

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Greatsword Rework

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Posted by: Soilder.3607

Soilder.3607

Hey mates, I’m back with another rework for some skills that are a bit lackluster, but this time with the greatsword. My main objective with these changes was to increase the weapons supportive/defensive role.

2 – Changes to, Maul your foe with the force of a bear, inflicting weakness (6’s). Is now a blast finisher. +10% damage, no longer applies vulnerability. Recharge increased to 10 seconds.

This isn’t bad, Maul inflicting weakness adds to the defensive nature of the weapon, though the blast finisher is overkill. Make Maul hit 5 targets instead.

3 – Changes to, Run and leap at your foe, knocking them back (300 distance). Recharge increased to 15 seconds. Remains a leap finisher.

A knockback on a gap closer isn’t a very smart idea. What are you going to do after you’ve wasted your gap closer to knock your target out of your melee range? Leave everything about swoop the way it is, remove the evade from Power Stab (GS auto) and add it to swoop.

4 – Changes to, Block attacks with your greatsword (same duration, no longer counterattacks) —> Crippling throw – Remains the same, but is no longer a projectile finisher.

Counterattack is fine the way it is. The only thing I would change, is allowing the kick to be canceled by dodge rolling.

5 New Skill – Melandru’s Refuge – Thrust your greatsword into the ground, creating an area of refuge for allies. Cures a condition every 2 seconds, grants Aegis (5’s) every 2 seconds. Four second duration, 240 radius. 25 second recharge. Same activation time and animation as symbol of wrath.

Hilt bash is fine the way it is. Instead, change moment of clarity (grandmaster skirmishing trait) to stack with the attack of opportunity hilt bash already provides to the pet.

Frankly, the only thing the greatsword really needs is a buff to its auto attack. Everything else is fairly unnecessary.

I don’t think the blast finisher is overkill. It would be, but I increased the recharge a hefty amount. And the vulnerability is also removed, so there goes another 5% dps. But the weakness should be there because, once again, it is defensive.

Mm, you’re right about that. Knockback your enemy only to send them out of melee range is a bit illogical.

Counterattack is fine the way it is now, but in the case my changes come true, then it would’ve needed its cc removed.

Hilt Bash is totally not fine. 25 second cool down for a mere daze/stun is terrible. Other classes can do much better, and so can some of our other skills (point blank shot). Not only that, but my suggestion perfectly matches the supportive nature of the greatsword.

You should keep in mind the fact that I’m lowering the greatsword’s dps a small amount with these changes, but I greatly increase it’s supportive/defensive abilities, which isn’t op at all. The greatsword is our only weapon like this (besides warhorn, but that’s offhand) and therefore needs to be strong at what it does.

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(edited by Soilder.3607)

Greatsword Rework

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Posted by: Soilder.3607

Soilder.3607

Hey mates, I’m back with another rework for some skills that are a bit lackluster, but this time with the greatsword. My main objective with these changes was to increase the weapons supportive/defensive role, but at the same time slightly lowering it’s dps as a consequence.

EDIT: Changed something that was a bit illogical

2 – Changes to, Maul your foe with the force of a bear, inflicting weakness (6’s). Is now a blast finisher. +10% damage, no longer applies vulnerability. Recharge increased to 10 seconds.

3 – Recharge increased to 15 seconds.

4 – Changes to, Block attacks with your greatsword. Counter with an attack if you are struck within melee range (the counter can now be used while moving) —> Crippling throw – Remains the same, but is no longer a projectile finisher.

5 New Skill – Melandru’s Refuge – Thrust your greatsword into the ground, creating an area of refuge for allies. Cures a condition every 2 seconds, grants Aegis (5’s) every 2 seconds. Four second duration, 240 radius. 25 second recharge. Same activation time and animation as symbol of wrath.

Reasoning:

Maul is not defensive nor supportive, and I felt it should be because that is how the greatsword was designed. Therefore I added weakness to reduce incoming dps and a blast finisher for team support. I Increased the recharge to compensate and then the damage to compensate for the recharge. Sadly, vulnerability had to go because it does not fit in with the weapon.

Swoop had it’s recharged increased slightly as to not make the weapon too strong with the addition of a blast finisher. Crippling throw also had the projectile finisher aspect of it removed.

Hilt Bash is basically an extremely weak skill, just like Concussion Shot. A one second stun/daze on a 25 second recharge is really bad. The increase in damage for the pet is good, but considering things like poor ai and the poor dps of certain pets, it’s very unreliable. However, I thought of the Melandru’s Refuge idea and absolutely loved it. More active and AoE condition removal (which we are lacking) and an AoE application of aegis (we lack support as well). My only concern is that with these changes we might have too much block, but that depends on the feedback I get.

I’m really looking forward to feedback on this one and I hope an A-net mod comes by to take a look as well. Thanks mates.

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(edited by Soilder.3607)

Shortbow Rework

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Posted by: Soilder.3607

Soilder.3607

I’d say keep the stun from behind on the 5 and add 2 more stacks of confusion (when from behind) to really punish them for allowing you to flank, other than that though I love it.

Eh, I like the stun but it’s weak imo. One second isn’t enough to do anything, especially on a 25 second cooldown. I’d much rather a 20 second cool down daze and confusion. Honestly, the shortbow and greatsword stuns are how they should work for all classes. Short durations, long cooldowns; best used strategically. Not spammed like warrior, nor necro, nor mesmer.

But I’d take your idea; I’ll take any buff I can get at this point.

Mesmers don’t have stuns, they have access to 2, they’re more daze centric with CC, and I’m still absolutely dumb founded that mesmers and rangers aren’t the kings of interrupts like they were in Gw1, warriors are CC chainers which fits, but wow ranger has kittenty interrupts….

Heh, there’s a lot more things to be dumbfounded about when comparing gw1 ranger to gw2.

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Shortbow Rework

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Posted by: Soilder.3607

Soilder.3607

I’d say keep the stun from behind on the 5 and add 2 more stacks of confusion (when from behind) to really punish them for allowing you to flank, other than that though I love it.

Eh, I like the stun but it’s weak imo. One second isn’t enough to do anything, especially on a 25 second cooldown. I’d much rather a 20 second cool down daze and confusion. Honestly, the shortbow and greatsword stuns are how they should work for all classes. Short durations, long cooldowns; best used strategically. Not spammed like warrior, nor necro, nor mesmer.

But I’d take your idea; I’ll take any buff I can get at this point.

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Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: Soilder.3607

Soilder.3607

For ranger, please consider merging piercing arrows and quick draw. It is absolutely ridiculous that ranger longbow needs 50 trait points for maximum effectiveness and shortbow needs 40.

Also consider adding good condition removal into the Nature Magic traitline, that way we can have viable builds without having to invest 30 points into WS for Empathetic Bond.

Please, please consider this.

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(edited by Soilder.3607)

D/D concerns after patch

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Posted by: Soilder.3607

Soilder.3607

I don’t even play thief and I can tell you’re a noob.

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Shortbow Rework

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Posted by: Soilder.3607

Soilder.3607

Yes yes yes to everything. The shortbow needs some love. Especially with the buffs to the longbow. After the range and quickness nerf the shortbow lacks in many areas. The addition of immobilize and blind would make it much much better.

This would help combat the multitude of gap closers available to other classes.

Fingers crossed an Anet employee reads this.

Yes, at least someone gets it. Kiting with the shortbow is impossible against anyone with half a brain. Be it gap closers, stuns, or immobilizes, it won’t take long for them to get to you. The longbow has it better because it has stealth, great for kiting as well as transitioning to many skills. A knockback, once again great for kiting and interrupts. And barrage, which is great for a variety of reasons. Number one, it is basically an area of denial. No one is going to stand within it and just take the damage while you hit them, it’d be suicide. Secondly, the skill used to be unusable because of the snare, but LB stealth fixed that, so now you have three great options for kiting on the LB.

Now let’s look at the shortbow. Skill 3 is good, evade and swiftness, not as good as LB 3, but good. Crippling shot is really bad. Cripple is simply weak and doesn’t affect leaps or teleports and will get cleared very fast in todays cd meta. Concussion shot doesn’t help kite at all and should be used offensively, be it trying to interrupt a heal or burst. Not only that, but if your target is attacking from range, shortbow can’t kite at all, while LB can still use all it’s skills to their full potentials.

My changes really need to come true to make the weapon better. The only reason to take it over longbow is for the dps it provides, but once the gap is closed, you’re kittened. Just imagine being able to blind and immobilize with it. And then imagine being able to add confusion. It’s kittening glorious.

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(edited by Soilder.3607)

December 10th Ranger changes

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Posted by: Soilder.3607

Soilder.3607

The Biggest change Anet can do right now is removing bloody Signet of the Beastmaster and making that baseline.

Absolutely silly we have to invest 30 points in a line to get the same effect as everyone else.

+1

We should also be given good cd removal in the nature magic traitline, that way 30 WS isn’t a requirement.

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(edited by Soilder.3607)

Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: Soilder.3607

Soilder.3607

Please consider buffing the ranger shortbow, maybe add an immobilize or something.

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Ranger underwater

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Posted by: Soilder.3607

Soilder.3607

He’s right about pet revive underwater, it is blatantly OP. I’ve played against rangers who will get downed, then swap to a river drake and revive themselves. And don’t just tell me to kill the river drake, the kitten thing’s a tank.

EDIT: But then again this is a problem with the fact that you can’t stomp underwater.

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Shortbow Rework

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Posted by: Soilder.3607

Soilder.3607

Even if we had 1200 range back I still think the weapon could be buffed a bit.

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December 10th Ranger changes

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Posted by: Soilder.3607

Soilder.3607

It’s a good idea but I feel like the pet would get overwhelmed with enemies. He’d constantly be transitioning from targets and even with a speed boost he’d waste several valuable seconds of dps.

The pet is always looking for what’s closest to you – if two enemies share range enough to make the pet ‘jitter’ between them they’re almost certainly both in melee with the ranger and the pet is likely to be in range of both of them anyways – and it splitting its attacks amongst them isn’t the worst thing, as that would give it a chance to pull both NPCs off you – pretty much the purpose of ‘warding’. If it’s switching targets because something is chasing you, then it’s absolutely working as intend. Envision a moving battle, something gets close to you, your hound pounces it, and rather than screw around with that enemy, it selects another enemy that was more successful in keeping pace with you. Basically its targeting not based on helping you with your target, but engaging and thwarting whichever enemy is most likely to threaten you with melee attacks.

I get what you’re saying mate, but I think for this to work as you envision it to would require the pet to be much faster than it currently is. Maybe for pve this could be good because monsters are slow, but even then I feel as if the pet would take too much time targeting new enemies. And what if your pet is chilled or crippled? Then that’d certainly reduce him to a crawl.

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Is WvW Longbow viable after 12/10 changes?

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Posted by: Soilder.3607

Soilder.3607

Longbow has much better utility than shortbow imo.

2 is simply great for tracking targets through stealth. Dps and vulnerability stacks are nice, and the skill encourages your opponent to waste evades/defensive skills, opening them up for further attacks.

3 is a low cool down stealth, wonderful for transitioning into anything as well as kiting.

4 is a low cool down knock/cc, wonderful for keeping range and interrupting.

5 used to be unusable while under attack due to the snare effect but #3 fixes that, and now the skill works great as an aoe dps and an aoe area of denial. I don’t know anyone who in their right mind would stand in it and take that damage, so once again this can help you to kite and keep range.

Now compared to shortbow…

2 good aoe poison, but, unfortunately, to get a decent effectiveness out of it you have to be really close to your opponent, which is ironic because the sb is supposed to be a kiting weapon.

3, evade and swiftness on a low cool down, not bad.

4 low duration cripple, extremely weak; pet bleeds, decent but very unreliable because of pet ai.

5 low duration stun/daze on a very high cool down. Weak imo.

The only thing going for shortbow is its auto-attack. Also keep in mind that the shortbow has a much shorter range than the longbow.

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(edited by Soilder.3607)

December 10th Ranger changes

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Posted by: Soilder.3607

Soilder.3607

If the class balance Devs eyes haven’t glazed over by now, I have a suggestion for our Pet AI that would GREATLY enhance their performance in WvW and some boss fights

Where we currently have a toggle choice of Passive (pet does noting, lingers in immediate vicinity of Ranger) and Aggressive (pet changes targets to follow the target of our attack unless commanded otherwise with f1) I would like to put a third mode into the rotation: Ward.

Ward: Pet remains at your side until you attack or you or the pet are attacked (the same trigger conditions as aggressive). It then attacks the red nameplate closest to you within a maximum range of your current weapon(s) [or a fixed value of 1,000 if this is not possible with current technology]. After each action/attack, it against checks for the closest enemy/red nampeplate to you and focuses its attack on that target. This behavior is overridden by a direct command to focus target via f1 until the focus target is dead or beyond pet leash range from the ranger.

Essentially the pet focuses on harassing and repelling enemies closest to you, working outwards, allowing you to attack enemies at range without your pet immediately launching itself deep into enemy territory. This logic would allow better pet behavior in complex multi-target boss fights and be an enormous boon to managing your pet in zerg vs. zerg encounters making the pet is more likely to join the line and switch intuitively to dedicated bodyguard action when opponents break through.

To keep up with the current blue & red color coding for passive/aggressive I would give ward a yellow or black/yellow (hazard warning colors) icon.

It’s a good idea but I feel like the pet would get overwhelmed with enemies. He’d constantly be transitioning from targets and even with a speed boost he’d waste several valuable seconds of dps.

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December 10th Ranger changes

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Posted by: Soilder.3607

Soilder.3607

I think it’s Anet’s strange way of saying “Use Vigorous Training.”

But really, I just don’t get it. Rangers being capable of dodging frequently is kind of a profession mechanic for us. This is like the whole Zephyr’s Speed change all over again. While I feel uncomfortable with it, I guess it’ll incentivise players to invest some points in Beastmastery for AoE vigor.

Strangely, A-net claims to want more build variety with the Ranger but won’t change the ONLY thing preventing it (Empathetic Bond…)

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Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: Soilder.3607

Soilder.3607

Storm Spirit dmg 33% reduction? and you up the damage of offensive guardians? the scenario of a spirit ranger vs an offensive guardian is that the guardian kills the storm spirit fast. and the -33% dmg wasn’t even dealt.

just delete the ranger. gg. ty.

Really isn’t too big a deal mate. Spirits have been buffed/nerfed recently; their cooldowns trigger on death but it’s been reduced to 20 seconds. Damage reduction on the sun spirit is fair since passive boosts shouldn’t be too strong, especially team wide ones. And the storm spirit active was buffed by 150% back in june, so a 33% reduction isn’t too bad.

But look at all the other buffs we get.

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Shortbow Rework

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Posted by: Soilder.3607

Soilder.3607

Hey mates, I’ve got some good ideas to fairly improve the shortbow.

2 – Changes to, fire an arrow at your foe that explodes on impacting, poisoning (6’s) and blinding (6’s) nearby foes. Recharge increased to 10’s.

4 – Changes to, fire an arrow that immobilizes your target (2’s). Your pet’s next three attacks inflict bleeding.

5 – Changes to, fire an arrow that dazes (1’s) and confuses (3 stacks, 5’s) your foe. Recharge reduced to 20’s. No longer stuns.

That’s it mates. These are simple but I think they’re pretty good and could definitively improve viability.

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Why nerfing SA tree/infistrike is a problem

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Posted by: Soilder.3607

Soilder.3607

Welcome to Ranger, where 30 in widerness has been mandatory for forever to be viable.

Ironically, a-net claimed their purpose with the Ranger changes in the patch preview was to open up build variety, but they didn’t change the only thing restricting build variety in the first place.

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December 10th Ranger changes

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Posted by: Soilder.3607

Soilder.3607

Active condition removal ?

Its just a preview mate. Hopefully there will be more changes to come.

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Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: Soilder.3607

Soilder.3607

Thanks for the ranger changes.

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December 10th Ranger changes

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Posted by: Soilder.3607

Soilder.3607

Longbow auto attack buff thank GOD. Spirit nerfs are significant but definitely don’t ruin their viability.

Mmm, not so sure about the natural vigor change however. Rangers are squishy as it is if not bunkering. But it doesn’t god kitten matter cause all I see is BUFF!

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(edited by Soilder.3607)

Developer livestream: Ranger PvE guide

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Posted by: Soilder.3607

Soilder.3607

This is basically a confirmation from a-net that they think ranger is fine.

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This is NOT okay.

in Ranger

Posted by: Soilder.3607

Soilder.3607

Spvp only Nerf please.

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Need a break from 2 week content

in Living World

Posted by: Soilder.3607

Soilder.3607

No, he is asking for more new content, not a copy/paste of skins in BLC, a little modded map, and some grinding for achi… This year’s halloween is one of the worst “expansion” ever done in gw2… and i had a high hope for this new patch.. but guess what? we got another set of weapons with a different glow (BLC), another map grind but no doors this time, this time we got “offshots” with same recylced mechanics, and? few achivement points.. they didn’t bother even to put a new title.. i did all the content ( besides the daily-forced one) in like 4 hours… really ANet needs to work 2 week on a 4 hour content?

that’s why we say, slow down a bit, maybe a patch every day, but give us something more, not less on every expansion you put out…

Take a month, or two, and give us a NEW MAP.. give us NEW DUNGEONS… give us NEW WEAPONS (not skins, i mean weapons.. halberds? crossbows? whips?) give us NEW SKILLS, NEW FRACTALS, GUILD HOMES, a TONS OF TOWN CLOTHES, something nice for our HOME ISTANCE like a HOME and TROPHIES to put into…

You deserve multiple +1’s.

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New skills?

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Posted by: Soilder.3607

Soilder.3607

I could’ve sworn I read somewhere that there would be more skills added before 2014. But I haven’t heard anything as of lately.

Its been one year and I want new kitten.

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Fair QoL Suggestions

in Ranger

Posted by: Soilder.3607

Soilder.3607

I’m bumping this cause I think these are good, non game-breaking ideas.

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Please some utility to the torch

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Posted by: Soilder.3607

Soilder.3607

Imagine if torch #4 became a melee attack that like hit your opponents face and blinded him?

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Ideas for improving the longbow and axe.

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Posted by: Soilder.3607

Soilder.3607

Longbow is absolutely fine except for its auto-attack. The stealth update makes a whole world of difference, especially since it makes #5 useable in 1v1’s.

Main hand axe should, imo, deal either 20% more damage on its auto or deal bleeding and vulnerability randomly on hit.

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Healing spring nerf, why in pve too?

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Posted by: Soilder.3607

Soilder.3607

I can deal with the duration nerf, but the vigorous renewal nerf was the stupidest thing kittening ever. No reason for it at all. Absolutely none. I mean, the only game mode we’re even preferred in is spvp but somehow we just needed an all around nerf again.

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Ranger - Concentration Training

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Posted by: Soilder.3607

Soilder.3607

This has been slightly bugged for a while. When in combat, the increased boon duration doesn’t always trigger. It usually does, but sometimes it won’t. Please look into this.

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Ranger - Trap Potency

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Posted by: Soilder.3607

Soilder.3607

Tool tip is bugged. Says 50% increased condition duration when it should be 100%, or at least that’s what it previously was.

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Love thy pet

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Posted by: Soilder.3607

Soilder.3607

Sounds like a-nets justification of pets.

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Fair QoL Suggestions

in Ranger

Posted by: Soilder.3607

Soilder.3607

Hi mates, I made a thread a while ago with suggested updates, but it was pretty unbalanced at first. So I decided to make a new one with actual improvements that really should happen to fix up some of our weaker abilities.

Axe #1 – Randomly applies either a 4 second bleed or 2% vulnerability for 4 seconds on hit. This is kind of in line with the whole axe weapon being designed for hybrid builds, and the main hand attack is pretty bad as it is.

SB #4 – Crippled removed, immobilizes for 1 second base. Cripple is just a really weak condition, and while the sb has a good damage output, it’s a bit low on utility. The pet bleeds, while nice, aren’t guaranteed. The evasion and swiftness are great, but #5 is on a pretty high cooldown for such a basic daze/stun. I think this would really help improve the weapons viability.

GS #2 and #3. Vulnerability is removed from maul. Swoop now deals 10 stacks of vulnerability for 8 seconds. Maul is the greatsword’s burst skill, and it doesn’t make sense to have it deal a condition which is meant to improve damage. Vulnerability should’ve been on swoop since the beginning to improve maul’s damage.

Axe #5 – Retaliation duration increased to 5 seconds. This is only done to match the skill’s entire duration, which is how it should’ve been.

Torch #5 – Now grants 5 seconds of might per pulse to allies. We really are lacking team support, especially on our weapons. Our only support weapon skill is warhorn #5. Since blast finishing a fire field grants might, I figured this would go in line well with that.

Sharpening Stone – Recharge reduced to 25 seconds. I think the skill is decent, but it does have a ridiculously high cool-down, even when traited.

Heal As One – Now converts two conditions from you and your pet into boons (cannot give two of the same boons, can grant protection 5s, 3 stacks might 5 seconds, retal 5s, and fury 5s.) We lack on demand condition removal, and this skill is really basic and easily interruptable. I really don’t know anyone who’d choose it over TU or HS. I figured combining cd removal into the skill along with some boons would make it appealing and a fair improvement.

Dagger #5 – Projectile speed increased by 33%. Everyone knows this shot is pretty hard to land outside of melee range, especially when traited.

Axe #4 – Projectile speed increased by 33% when traited with off-hand training. When you use this skill, or atleast when I do, I always try to land it twice to get the pull. It isn’t too hard, but traiting it causes the total time needed before it strikes twice to increase by about 33%. This really does make it a bit too difficult to land twice, and improving the speed while traited is necessary and fair.

That’s the end of my suggestions. Thanks mates.

Stormbluff Isle

(edited by Soilder.3607)

What is ONE change you'd make to your class?

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Posted by: Soilder.3607

Soilder.3607

Ranger

Main Hand axe auto deals more damage and a condition

Longbow auto doesn’t scale with range

Pets are fixed

Stormbluff Isle

Ranger Game Update Notes - October 15, 2013

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Posted by: Soilder.3607

Soilder.3607

Are you kittening joking? Healing Spring traited with vigorous renewal was the STRONGEST team support we had outside of spirits, whom keep in mind die way too easily in pve and wvw. And you guys just hardcore Nerf that into the ground?? This class kittening sucks.

All the other “buffs” are mediocre at best and don’t even address the fact that our class mechanic is unreliable in 2/3 of the kittening game. One god kitten year and all you do is still cater to the casual.

Stormbluff Isle

Underwhelming Ranger Preview

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Posted by: Soilder.3607

Soilder.3607

If healing spring duration and vigorous renewal get nerfed there will be blood.

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Spirits - Traits and Function Overwork

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Posted by: Soilder.3607

Soilder.3607

Ehh, I’m usually for ranger buffs, but this would be too much. Spirits are already very strong passively as it is and have the added benefit of active abilities.

Stormbluff Isle

Underwhelming Ranger Preview

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Posted by: Soilder.3607

Soilder.3607

Yes it does … and don’t forget it’s damage was stealth nerfed in half this summer

I still didn’t watch the video, anyone can tell if the reveal will be applied on cast or on pet hit in the target?

It’s applied on cast.

What this means, is if the target is already stealthed, you waited too long.
You have to use sic’em before they stealth like it’s a debuff … a pointless … 4 second … debuff

The skill isn’t useless. It was pretty good for people running BM and now is even better, even if the change is underwhelming.

Stormbluff Isle

Underwhelming Ranger Preview

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Posted by: Soilder.3607

Soilder.3607

Barrage radius increased from 240 to 360

Bejesus. I know it doesn’t sound like alot, but, that’s more than doubling the circle’s area.

Doesn’t it already have a radius of 360?

Stormbluff Isle

Sic' Em and Reflect

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Posted by: Soilder.3607

Soilder.3607

So I started thinking about the new ‘reveal’ debuff and Sic’ Em and how I might incorporate it into a build. Then I remembered how Hunters Shot will make the enemy Stealth if they have Reflect up. Will the new Sic’ Em skill give the Ranger the Reveal debuff if Sic’ Em is used on an enemy using Reflect? I certainly hope not, but I have a feeling it will.

Reflect only reflects projectiles lol.

Stormbluff Isle

Totally not OP pet ideas :)

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Posted by: Soilder.3607

Soilder.3607

Juvenile Ranger
F2 – Juvenile Ranger summons his pet but takes a 30% damage penalty.

Haha that’s a good one, made me laugh.

Stormbluff Isle