The best thing A-net could do right now is make some base damage increases on a few weapons (greatsword auto, MH axe auto) and a few trait compressions (signet of the beastmater shouldn’t exist, quickdraw should be merged into piercing arrows). A few traits could also be buffed a bit, such as beastmaster’s bond. Currently, you gain three stacks of might and fury when your pet reaches 50% health. This doesn’t really make any sense as to why you gain an offensive boon when your pet is low on health. It should instead activate upon an enemy reaching 50% health.
One thing that I think is very important is that shouts are reworked completely. As it stands, guard literally is useless aside from the trait. Sick em could be useful but due to pet AI issues and the fact that pressing f1-4 removes the buff makes is lackluster. Sure, it is niche when used on an enemy who stealths, but even then it doesn’t help much. Protect me is fine as it is although it may result in pet suicide, which should be looked into. And there is no reason to take search and rescue at all.
I also think that a few other utilities could use some looking into as well. Signet of Renewal actually has a nice active effect, but 1. It may result in pet suicide 2. Your pet must be within 600 range of you to activate 3. Does nothing when traited with SotBM 4. Does nothing if your pet is dead.
I don’t think any skill should become useless if your pet is dead. It really is unfair considering that my pet dies most of the time because of the game mechanics and not my inexperience.
I also think we need additional ways to remove conditions. As it stands, empathetic bond is just a transfer to the pet which indirectly affects us. So is SotW’s active. Healing Spring is good for sPvP when fighting on points, but otherwise, it can be hard to stand in the field when an enemy if actively engaging you. And evasive purity is decent I guess, but I never see anyone use it, probably due to the placement of the trait and the more usefullness of spirit traits.
Also I want to mention that Rapid Fire NEEDS to be made a burst skill. I think the weapon is in a decent spot right now after all the buffs, but it still lacks in dps. This skill really must become a burst skill to put the weapon into a good, balanced state.
Lastly, I want to say that, to make this class better, as it is lackluster (979 hours won’t lie to you), you must move away from reliance on the pet. The pet IS holding this class back, and the best thing you can do is move away from it. I’m sorry if your intention was to create a perfect class of human ai pet interaction, but it isn’t working and never will work.
Edit: Oh, and as some QoL improvements, please increase the projectile speed on Crippling Talon and Path of Scars.
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This game would have been better off if the Thief class had never existed. Stealth in and of itself is inherently broken in most MMOs and giving one class access to a dynamic initiative system while keeping all others on a static cooldown system was a recipe for disaster.
Thief has to rely so much on stealth to get anything done as an old man has to rely on his cane. And personally I find the Thief class very unfun both playing one as well as playing against one as there is little to no counterplay involved.
+1
From an sPvP game mode, I think traps are well balanced. They’re meant to be used offensively and do that role well. And then when the ranger weapon skills and pet skills are factored in, the amount of condition pressure the ranger can apply is huge. Frost trap is very underrated as well considering it provides a 5 second ice field that applies 10 seconds of aoe chill on a 24 second cool down. However, that being said, the trap ranger is the last person you’d want defending a point considering his lack of defensive utility.
Trap ranger is non existent in all other game modes.
Whine, whine, whine, that’s all you Rangers do. Next thing you know you’ll be asking for a working class mechanic, or viable AoE, or decent active condition removal, or non crappy ranged options, or valuable group support abilities.
I am curious, how are the ranger AoEs not “viable”???
Why is healing spring not a active condition removal???
What about the ranged attacks makes them crappy???
Traps only hit three targets as an AoE, and they constitute about half of our direct AoE.
Most if not all pet F2’s that affect enemies will hit five, but once again they suffer from AI problems.
And we don’t really have much AoE come to think of it.
Really, only one of our “survival” skills is actually defensive while another one can go both ways (muddy terrain). I would like for this skill to be replaced with something that actually helps us survive. Maybe something that cures kittening conditions cause god knows we need some of that.
In regards to healing signet, I don’t think the skill should be defined by its passive. It’s cheap and unfair when considering other healing skills that can be interrupted and require skillful timing to get their best benefits (such as ether fest or even adrenal surge).
The active effect should indeed be buffed to something very useful. I have no idea what that would be but a-net is a creative bunch and can probably work up something nice. The passive effect should be nothing more than a small bonus over the active and should be reduced to around 200hps or so. Now, I know all you war lovers are having a heart attack right this moment, but this is the change that needs to happen. Healing Signet is probably the most overpowered passive ability in the game right now. Its just ridiculous how good it is for zero effort at all. But keep in mind, this should only happen if the active receives a good buff. Look at the mesmers signet of the ether. It has a good passive effect that isn’t too powerful at all in conjunction with an active that, when used properly, can be very powerful as well. That is how the skill should function.
What needs to happen is this:
Skill #2 on longbow becomes a copy of volley from the warrior rifle, except we still inflict vulnerability.
Quickdraw is merged with piercing arrows and stays in the marksmanship line.
And lastly, in replacement of QuickDraw is a new trait called Ranger’s Sprint. This trait increase your movement speed by 25% when wielding a ranged weapon. Ranged off-hands don’t count.
Power builds viable.
When exactly can we expect this patch?
It does suck that as an engineer you had no way to cleave/prevent the stomp. Kinda poor planning on the developers part as I think every class should have atleast one cleaving weapon. But anyways I think Shadows Refuge should be kept as is. So too should the stealth mechanic. While other classes have ways to prevent stomps. Thiefs only have stealth (If there is another way to prevent stomping besides shortbow 2 spam thiefs please tell me). And that is how it should be.
He was a mesmer lol. The player he downed was an engineer.
Everyone knows power ragers are screwed in this game right off the bat because:
a) you need at least 2-4 other power rangers for it to work
b) no megazordNuff said.
Signet ranger really isn’t bad. I run it all the time in PvP.
Edit: Well, with a bow it’s bad. Just don’t use a bow.
Engineers are the strongest PvP profession.
That’s balanced through how anything else is broken for engineers atm ^^
Every class is broken according to these forums…
I would also just like to point out to the developers, that there are currently about 30-40 people in GUILD WARS 1 RANDOM ARENAS, which is approximately 25-30 more people than there are in Heart of the mists GW2 right now. THAT is sad.
Ehm, you only see your server’s players in the HotM…
There a lot of a servers, incase you didn’t know…
You can guest through other servers, and if u have multiple accounts you can check quite a few of em. In case you didnt know.
So you guested to every single server and tallied up about 10-15 players total in the HotM? Very believable story.
These skills were never bugged, they just had incorrect tooltips.
I would also just like to point out to the developers, that there are currently about 30-40 people in GUILD WARS 1 RANDOM ARENAS, which is approximately 25-30 more people than there are in Heart of the mists GW2 right now. THAT is sad.
Ehm, you only see your server’s players in the HotM…
There a lot of a servers, incase you didn’t know…
I agree and lower it to 320 which is around 18-19 %. Probably even more with a good active.
Lowering it to 320 is a 33% decrease. It’s 480 right now. I’m completely fine with the changes, but they just need to buff power specs some more.
Edit: Oh wait thought you were talking about Spirit of Nature.
No one ever asked for immobilize stacking. It was completely unnecessary and is bad for the game. Remove it already.
I’ve never heard anyone complain over frost spirit before..
Oh, people use to complain about spirits from a capture point pvp point of view. Then spirits got nerfed across the board making them useless again outside of t/sPVP. Now only the extremely niche fringes of the Ranger community run spirit builds outside of spvp. I mean, I see one or two in a three week period in PVE (anywhere from 2 to 10 hours in a day depending)… and when I pm them about it they are running it because they are either just trying it out (post buff/nerf patches) or just bored of running DPS builds.
Ehm, spirits recently got a 70% hp boost in PvE; let’s not forget that. And only two spirits were nerfed, sun spirit and storm spirit. As far as I can recall, the only spirits taken in the ranger PvE meta were frost and occasionally stone spirit.
I am not really sure what the drawbacks of healing signet is.
Pros:
-best HP/s
-No need to activate/can’t interrupt
-Synergizes with high armor/blocks/immunities really well
-Poison is less effective (only get pro-rated portion of effect, perma-poison is rarely possible unless you “shotgun” your poison nades)Cons:
-Weak to “Continuous burst” (which, for the record, is not achievable). There is no burst in the game that can 1-shot a warrior, and given the nature of burst, the warrior will regen the damage and out-dps the burst player before he would be downed.Also, I can confirm that my ele is unable to even out-dps this heal skill unless:
-Full Zerk s/d
-High arcane-use d/d, plus they are so mind-numbingly stupid they eat churning earth to the face.Edit: I do agree, I feel that they under-value the addition Pros the skill has and over-value the cons, which are mitigated by natural class mechanics.
Another pro is aoe burning uptime from lb. If warriors didn’t have burning hs wouldn’t be as bad.
I completely agree with you in regards to burning uptime. Only the warrior class can get a 9 second fire field on a 10 second cd that can easily apply perma aoe burning on a nice 360 radius. I always thought it was unfair.
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A thief with choking gas and clusterbomb can kill a warrior easily if the warrior is afk.
This is going to be my new signature.
Uhm, I always see you around the forums supporting rangers. In fact in your post history you talk about useful group utility rangers bring in PvE including frost spirit.
I don’t think consumables should even be usable for WvW. They can make certain builds way too strong and just make balancing harder.
They should be PvE items only.
Heal as one really really realllly needs a buff. It is literally just a bland healing skill with no function whatsoever. I’ve suggested multiple times that it be modeled after Rampage as One, maybe something like this.
Heal with your pet, gaining protection. For the next x seconds, you and your pet grant health to each other when attacking.
I’d just like it if it cured a condition or two.
That’s actually all it needs. Heals you, and cures 2-3 conditions. It’d be very tempting to take after that change, if only for the condition cleanse.
But if it did that then it would literally be an exact copy of the warrior heal mending.
It should work in the same manner as RaO, as in, provide a defensive boon and then a unique buff.
Heal as one really really realllly needs a buff. It is literally just a bland healing skill with no function whatsoever. I’ve suggested multiple times that it be modeled after Rampage as One, maybe something like this.
Heal with your pet, gaining protection. For the next x seconds, you and your pet grant health to each other when attacking.
Signet melee ranger is very underestimated.
I don’t have a lot of time so in short this build gets:
-Lots of tankiness
-Good dps + nice maul spike when SoW and SoH are popped (crit or not)
-Extreme mobility
-Very good survivability
Cons:
-Weak to CD builds (as with most Ranger builds)
-Weak to superior kiting builds (Ex. P/D thieves, staff mesmers)
Make sure to use your pets effectively as well. Have fun mate.
Edit: I use HaO because I prefer the higher vigor uptime it gets compared to TU, but feel free to swap between the two and HS whenever needed.
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You can hardly call Spirit of Nature “Changes” a nerf, it now does what the tool tip said it does and 320 HPS is still quite strong.
I don’t think they nerfed rangers at all, more like fixed some unintended bugs, one of them was beneficial. Spirit builds will literally not even see a difference.
360hps* and as the devs said currently it’s a 480 heal which is about 100 more healing per second than the warriors healing signet (you know that “OP” heal?) and it goes to your whole party AND it has a condi purge AND it has an AoE Rez, it’s kittening ridiculously strong…
As much as I agree with you in regards to the skill being too strong, lets not forget that it’s effects can be completely nullified in a matter of seconds if the spirit is killed.
EB never worked when the pet was dead. Wtf are they going on about.
Spirit Nerf I don’t mind; I do agree that teamwide 480hp/sec was too powerful.
Hopefully trap changes are good.
Edit: But we still need a good dose of trait compressions.
Top Tier in Dungeons, openworld pve, openworld farming, wvw roaming, spvp.
suck at wvw zergs.
top tier damage, top tier burst, quite ok utility, tanky enough, strongest downed mode, strongest underwater combat, strongest ranged dps.
but overall little weird design.
hmmmmm dunno.. guess people like to whine?
I love ranger, but you’re being fairly biased towards them right now.
Dungeons – Mid tier ONLY if running frost spirit + spotter with sword. Pet’s better since band aid buff but still inconsistent.
Open World PvE is incredibly easy and does not really count, neither does farming.
WvW Roaming- Top Tier definitely
sPvP – Top Tier but ONLY if running spirits. Other builds, while certainly good 1v1 and small team specs, don’t offer enough team support.
WvW Zergs – Bottom.
Overall DPS- Mid Tier, depending on how consistent the pet is.
Burst – Bottom. Only decent if zerk and signet specc’d with GS, but even then it is very unrepeatable and easily dodged.
Utility – Strong if traited, very bad if not.
Any class can be tanky.
Very strong downed mode.
Strong underwater combat but it is somewhat irrelevant since it’s unbalanced and uncommon.
Strong ranged DPS.
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1. Not at all but there are traits which increase pet stats.
2. PvE mobs are super easy no matter where you go. The only really challenging content in this game is high level fractals, but even then, once you get used it it’s not nearly as difficult.
Why the necromancy?
Disappointment inc
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Heal as One should be modeled after Rampage as One.
Maybe something like this.
Heal you and your pet and gain protection. For the next x seconds, you and your pet grant health to each other when attacking.
Well designed A-net, well designed.
Mate, cleansing ire is a great counter-example of how a well designed condition clear should work. Ours is a simply tacked on condition transfer that harms as much as it helps. Not only that, but if the pet is dead, then a 30 point trait stops working, which is absolutely terrible design.
Pet swap only goes as low as 16, but I do agree that it is extremely helpful in dealing with conditions. And I’ve heard the suggestion of cleanse on pet swap, but that leaves a few problems imo. Whenever I swap pets, it is because I either need their f2 or they’re about to die. And I usually end up swapping them as soon as the recharge is available. I don’t want to have to save my swap until I’m eating conditions. And if this trait did change into such a functionality, then we would lose half our condition cleansing potential if not BM specc’d as standard recharge rates for swapping are 20 seconds.
(It’s not too soon)
EDIT: How about EB is turned into a “overflow” trait?
It activates once the ranger has 3 conditions on it, and CLEANSES all of them. The ICD should be around 10-15 seconds. Kinda like diamondskin for eles, however it means you have to play smarter against rangers when using conditions builds, as dumping a million conditions on them would be detrimental.we could go with my suggestion, and add it to a list. It would be very strong against spammers, and useless against smart play.
1-2 stacks of conditions can be dealt with with bears or Signet of Renewal’s passive, however beyond that, the damage they do is significant.The counterplay to this kind of trait would be to unload 3-4 conditions like chill/cripple/bleed/immob, then once the trait triggers, you drop all the conditions you can on the ranger. It will require timing, strategy and that the opponent must press more then 3 buttons
Ehh, sounds fairly powerful, but then again, warriors were buffed into god status so why not rangers?
@Prysin;
I see your arguments, and would like to say I only rated the Greatsword low for zergs because rangers have less cleave than other classes (only 3 instead of 5) and while the Autoattack is nice for zerg surfing, Maul is a very obvious damage source, and even in zergs I personally believe it to be very avoidable.
However, I do believe the weapon is a top tier weapon for zergs when compared to all of rangers options for zerging, so if we are talking about the post where I made a weapon breakdown analysis, then that will be the one that gets changed to saying it is top tier.
As for Empathic Bond, I know we have had this discussion as a community over and over, but the truth is that Empathic Bond is one of the best passive cleanses in the game, and outside of the lack of control over the time increment, it is one of the most condensed, shortest time frame cleanses.
Ehm, all melee attacks only hit three targets (http://wiki.guildwars2.com/wiki/Cleave —->Link if you don’t believe) … It’s most of the ranger’s AoE that hits three instead of five.
Also, empathetic bond is not a condition cleanse, it is a transfer.
Whoops, wow, dunno why I just made the jump from AoE to melee cleave when I wrote that up (makes some remark about needing to drink more responsibly and don’t drink and forum post) haha
I’ll get that fixed up.
That argument about EB is like, more nitpicky than even I can be lol. Fair, it transfers them to your pet, I misworded the post, but it doesn’t change the premise that it is the best access to removing conditions from the player, does it not?
Absolutely not, I’d prefer cleansing ire over empathetic bond 100 times to 1. It may be the best we have, but it’s certainly not the best in the game for that matter.
Empathetic Bond needs to be replaced, or atleast needs reduce the duration of the conditions received by our pets.
Cleansing Ire is a terrible counter example (not saying you’re wrong), only because of how god awful strong it is with the right weapons. With the longbow you basically have a free condi cleanse whenever the burst comes off of cooldown (as low as 7.5 seconds) and with a warrior you can build adrenaline so easily, or maintain it, that Cleansing Ire might just be one of the most spammable cleanses in the game.
Also, Prysin was just talking about the class being built around survivability, and while I agree that EB being a transfer is far worse than a cleanse, I’d rather have a dead pet or a pet where I’m losing it as a source of DPS because of debilitating effects than I would being dead from conditions.
Also, we can swap pets for as low as every 15 seconds, which does make all of the conditions disappear, which is about the equivalent of most of the other classes cleansing options, aside from a few classes that have really strong options.
However, and I did make my own list of changes page, I would much prefer to see EB be turned into something like “3 conditions are cleansed on pet swap.”
We aren’t arguing though, I am only trying to use reasoning to back the things I say, or mistakenly say, while agreeing with the point you’re making, that the transfer is bad, and that, on a broader scale, there are a few themes with rangers that are “abusive” to our pets that need to be worked on.
Right now it feels like Michael Vick as a ranger (too soon?).
Mate, cleansing ire is a great counter-example of how a well designed condition clear should work. Ours is a simply tacked on condition transfer that harms as much as it helps. Not only that, but if the pet is dead, then a 30 point trait stops working, which is absolutely terrible design.
Pet swap only goes as low as 16, but I do agree that it is extremely helpful in dealing with conditions. And I’ve heard the suggestion of cleanse on pet swap, but that leaves a few problems imo. Whenever I swap pets, it is because I either need their f2 or they’re about to die. And I usually end up swapping them as soon as the recharge is available. I don’t want to have to save my swap until I’m eating conditions. And if this trait did change into such a functionality, then we would lose half our condition cleansing potential if not BM specc’d as standard recharge rates for swapping are 20 seconds.
(It’s not too soon)
(edited by Soilder.3607)
@Prysin;
I see your arguments, and would like to say I only rated the Greatsword low for zergs because rangers have less cleave than other classes (only 3 instead of 5) and while the Autoattack is nice for zerg surfing, Maul is a very obvious damage source, and even in zergs I personally believe it to be very avoidable.
However, I do believe the weapon is a top tier weapon for zergs when compared to all of rangers options for zerging, so if we are talking about the post where I made a weapon breakdown analysis, then that will be the one that gets changed to saying it is top tier.
As for Empathic Bond, I know we have had this discussion as a community over and over, but the truth is that Empathic Bond is one of the best passive cleanses in the game, and outside of the lack of control over the time increment, it is one of the most condensed, shortest time frame cleanses.
Ehm, all melee attacks only hit three targets (http://wiki.guildwars2.com/wiki/Cleave —->Link if you don’t believe) … It’s most of the ranger’s AoE that hits three instead of five.
Also, empathetic bond is not a condition cleanse, it is a transfer.
Whoops, wow, dunno why I just made the jump from AoE to melee cleave when I wrote that up (makes some remark about needing to drink more responsibly and don’t drink and forum post) haha
I’ll get that fixed up.
That argument about EB is like, more nitpicky than even I can be lol. Fair, it transfers them to your pet, I misworded the post, but it doesn’t change the premise that it is the best access to removing conditions from the player, does it not?
Absolutely not, I’d prefer cleansing ire over empathetic bond 100 times to 1. It may be the best we have, but it’s certainly not the best in the game for that matter.
Empathetic Bond needs to be replaced, or atleast needs reduce the duration of the conditions received by our pets.
@Prysin;
I see your arguments, and would like to say I only rated the Greatsword low for zergs because rangers have less cleave than other classes (only 3 instead of 5) and while the Autoattack is nice for zerg surfing, Maul is a very obvious damage source, and even in zergs I personally believe it to be very avoidable.
However, I do believe the weapon is a top tier weapon for zergs when compared to all of rangers options for zerging, so if we are talking about the post where I made a weapon breakdown analysis, then that will be the one that gets changed to saying it is top tier.
As for Empathic Bond, I know we have had this discussion as a community over and over, but the truth is that Empathic Bond is one of the best passive cleanses in the game, and outside of the lack of control over the time increment, it is one of the most condensed, shortest time frame cleanses.
Ehm, all melee attacks only hit three targets (http://wiki.guildwars2.com/wiki/Cleave —→Link if you don’t believe) … It’s most of the ranger’s AoE that hits three instead of five.
Also, empathetic bond is not a condition cleanse, it is a transfer.
CETheSnowflake…. Sure, they can do well. Sadly, it takes a lot more effort to do well with a Ranger overcoming the AI shortcomings than it does on a class not shackled to a lackluster AI pet. Take someone who is fantastic on a Ranger, allow time for learning a new class, and they will be 10x more effective on a warrior, gaurdian, or mesmer as they are not crippled by having the pet.
If the Ranger class did so well then you’d see a lot more “LFG Ranger only” posts, but you don’t and for a reason.
The only time a pet is going to cripple you is WHEN YOU USE THE WRONG ONE IN THE WRONG PLACE.
Right-o because a class mechanic that doesn’t always work is good design in the first place…
The reason GW1 players are so iffy in regards to GW2 is because the game offered replayability that was VERY fun. Like mentioned by other people here earlier, the deck building system was amazing and allowed players to really explore the game mechanics and play whatever way that suited them; it basically allowed players to relate personally to the game itself because the game allowed them to define how they played their game. Simple things like trait redistribution and saved build specs were easy to use and not overcomplicated; why do I need to run to a trainer to respec? Why can’t I respec right here, right now? Why can’t I just switch to another build with a touch of a button?
This. What makes GW2 really incompatible with creating lots of builds is how heavily stats are tied to gear. You play power and want to try out a condition build? You gotta get a whole new set of gear first. And with Ascended that’s much worse.
This has also 100% annoyed me since launch. Different builds require different armor sets which will set you back 50-80 gold or so. And there isn’t even a trait saving system like in the first game.
First of all, you can only really compare Guild Wars 2 to Prophecies at launch. At this point in it’s development, Factions wasn’t out yet. And a lot of people seem to be comparing four games with one. Take away professions like the Rit, sin and dervish and see how many people are still saying Guild Wars 1 was much better. Certainly not as many PVe people.
Mate, at this point in development compared to GW1’s point, factions was already released and Nightfall was one month away from release.
Guild Wars 2 is severely lacking in content compared to Guild Wars 1 in a similar timespan.
I don’t really know what’s all the fuss about, Warriors are actually fairly manageable.
I find granade and bomb spam Engineers the worst contenders, they make team fights incredibly one sided and the build itself is the lamest thing in this game.
My main gripes is that nade/bomb engineers are the hardest of hard counters in this game to melee builds. Seriously, it is completely unfair.
The long duration of the waterfield allows it to be blasted many times over, contrary to that of an ele’s fields. It also cleanses conditions, ALSO not provided by an ele’s fields. It also has a mere 30 second CD, shorter then healing rain.
The ultimate defense is a strong offense, however if you fight an opponent of equal or greater strength the ultimate defense is simply resilience. It is better to outlast everything, tank through and do 50% damage compared to the rest, then do the same damage and rallybotting on the first push.
Xev, not to be overly rude, but either you have no clue what a ranger can or cannot do, or you simply haven’t played as much WvW as me.
Deja vu… You make the bizarre claim that rangers outlast all others in zerg encounters; I challenge it, you ignore it, and now you’re back to making the same assertion again. You claim that HS is amazing for WvW because of duration, I explain why it isn’t, and now you make weird claims about ele water fields. You know that ele’s have 2 water fields in staff, yeah? And that one of them is on a 20 sec cd, 16 when traited, and that, again, despite your claims to the contrary, they can easily be blasted multiple times.
I think its fairly pointless to list my credentials, but all I do is WvW, and I told you in the other thread that several months ago my guild experimented with a large ranger frontline, and that it was terrible. Every time you precede to inform us all about the wonders of the ranger in WvW, though, you reveal grave misunderstandings in how both ranger and other classes abilities function. Tell me again about the fern hound’s “instant 2k heal and 4k regeneration” – numbers which are not, and have never been possible since pets don’t inherit the ranger’s stats. And tell me again about the usefulness of ranger’s regeneration, that ele water fields are insufficient, and that ranger’s are the most durable class in zerg fights. Consensus is certainly no guarantee of correctness, but the rest of the WvW community caught on to the relative uselessness of rangers for zerging a long time ago. If you’re going to convince anyone of anything, you may want to at least understand the abilities and situations you’re discussing.
But clearly I’m the one who has no idea what I’m talking about…
The dudes completely right. Ranger IS the worst class for WvW zerging. No decent AoE (600 range traps don’t cut it, nor does suicide barrage), no decent group support (spirits die from AoE overload, spotter and healing spring are good but that’s about all we bring), poor dps (sword is 1/3 single target and that leap can really kitten you over in heavy fighting; gs simply has too low dps), and a nearly always dead pet that contributes nothing to the zerg.
Blame a-net if you’re angry.
Also, spirit buffs will stack if one set of spirits is not traited with vigorous spirits and the other is. This means you can have a 70% chance to inflict burning and a 35% chance on top of that.
I’m almost positive this has been changed, I may be wrong though.
I just tested this in sPvP and they still stack.
I mean bro, Healing Spring is absolutely ridiculous it gives regen AND vigor AND condi removal all in one skill to all their allies and it’s a water field and it has a shorter CD than Healing Rain! Nerf!!
Healing spring does not give vigor and comparing it to healing rain is simply rediculous. You’re trying to compare a healing skill to a weapon skill. A weapon skill that can be traited and ALSO happens to have a group wide passive regen in the same trait line that isn’t a boon and therefore CANT even be removed or corrupted, not to mention this same atunement has access to plenty of aoe heals and condi removal. Ranger has few condi removals and a heal w/ 15 sec regen and remove 5 conds over time (assuming you can stay in it for the entire duration mind you) is by no means op or in need of a nerf. This is apples and oranges and completely out of context and with your cry for a Nerf seems very dishonest.
Okay I have no idea if you’re trolling or not, but just so nobody [else?] gets the wrong end of the stick:
The first two replies in this thread were taking the kitten . OP originally just said “HS” and didn’t specify Healing Signet, so we jumped in on this wonderful ‘nerf me moar bro’ warrior thread and gave examples of other skills often shortened to HS. OP then edited their post and ruined our fun somewhat.
Sorry to ruin your fun i am just really tired of all the whiners who never played warrior and complain about something that is not really worth complaining about, i mean they are ok with backstab doing 11k dmg wich is only 1 hit 1 button but they can’t deal with 400 hp heal when even auto attacks deal more dmg than that
11k backstab? 11k… Backstab?
Play thief for a month please.
Also, spirit buffs will stack if one set of spirits is not traited with vigorous spirits and the other is. This means you can have a 70% chance to inflict burning and a 35% chance on top of that.
Just want to point out that the reason ranger is top tier in sPvP is only because of spirit builds. BM and Traps, while good, simply can’t outperform the spirit ranger in terms of 1v1 capability and team support. And neither can any power build for that matter.
Okay, played warrior and now A-Net, please stop giving us the spiked Kool-Aid. Someone who has played both the Warrior and Ranger (and leveled them to 80), tell me how we are even remotely on par with a Warrior. I L2P on the Ranger for well over a year (since Beta) and now that I am playing a Ranger, I feel like someone switched the Easy Mode. Here is my beef:
Flip the Actives on the signets. Activating Signets should work on us and then trait to work on pets. There, problem solved. The trait can even be a lower one since it would not be as useful.
While we are on the matter of Ranged vs. Melee, why can’t Piercing Arrows be an automatic feature of all Ranged Attacks vs. being a traited one?
Also, I have seen many people talk about how to make Ranger have permanent Fury. I just did a test with my warrior and and did it with 1/10th the ease. Please give us longer Fury or better skills to do it with. I miss the Longbow Fury bug.
Flip actives on signets? No, just make them always affect us and our pets.
Piercing arrows either shouldn’t exist or should be merged without quickdraw while staying in the same traitline and tier.
welcome to “hard counter wars 2”
This is actually a very true statement. This game has some unfair hard counters. Warriors apecced for mass cd removal vs a cd necro is just one example.
“I’ve lost visual acuity!”
Deserves more +1
River drake had his f2 bounce between two foes and hit one of them for for 10k total while under SoW.