Main: Caeimhe – Sylvari Ranger
Alts: Charr Guardian, Asura Elementalist, Human Thief, Norn Necromancer
I read it. Please don’t assume I didn’t because you don’t understand what I’m saying. I’m firmly against guild-specific gated content. If there is to be an instance, don’t make being in the same guild a requirement. It’s that simple.
Are you kidding me right now?
Guild Missions are guild-specific gated content………………. and they exist……… right now………..
This would just be the EXACT same content, but in guild mission form so organized guilds that do it instanced, meanwhile the EXACT SAME content will exist on open world for EVERYONE guild or no guild, to experience and play.
There is no open world version of the current guild mission activities, you don’t see complaining about that.
Your argument is bunk.
Yes. They do exist. And they caused a large community furor when they launched due to gating people out of the content. That action killed a lot of smaller guilds. And yes. There is still complaining about that. It’s just mostly died down as most of the small guilds already died and the few that didn’t have found large, friendly guilds that don’t mind helping their fellows out.
Argument isn’t bunk. You’re obviously not been a part of a smaller guild or you don’t understand why some prefer them.
“Basically the reason no one does karka queen? To much work for such little reward.”
Was just about to post this, better get into trying to kill this Dragon early, because in a week, it won’t ever go down.
Yeah. That’s my goal. Get the achievements early just in case they decide not to tone it down a little bit it and instead let the event die a quick death as content that will actually be played.
That hurts
I have no real opinion on it yet, but I can safely guess that they will nerf it.
Oh man, I completely disagree.
It hasn’t even been out for 24 hours and it has already been defeated. If anything they might actually buff this boss.
Not unless they want to gate most players from ever completing it. Which would only drive more people away from the game, not draw them into it.
I have little doubt some servers will beat this content, sooner rather than later. It may be happening even as I type. I have little doubt that some servers will do this event regularly. I have little doubt that some servers will never beat Teq, and will abandon the event. I have little doubt that those few players from those servers who are still interested will guest elsewhere, taking a spot away from some native. I have little doubt that the days of wandering open world and happening on challenging, fun events doable by just a few people are more in the past than in the present.
Sad, but true. Sad, but true.
Yup. Now the rush of people guesting to Blackgate and the slow death of attempts across a majority of servers.
Hmm. I am not quite ready to eat my words about it not being a practical vehicle for hard content. But will gladly do so as we see how other servers do. But kitten that!!! CONGRATS BG!
I predict that few others will as people flock to just a few servers to be able to complete this hard-nosed DPS check fight. Most servers will never complete this fight as it is. People who are interested will almost definitely guest to a server that has a chance instead of continued futile attempts.
That’s just my prediction, though. I could be wrong. I doubt it, though.
I dont think you read his post he said there should be 2 options an instanced version and open world
I read it. Please don’t assume I didn’t because you don’t understand what I’m saying. I’m firmly against guild-specific gated content. If there is to be an instance, don’t make being in the same guild a requirement. It’s that simple.
I guess we’ll have to see how quickly the fight gets abandoned. And if ANet will do anything to try to stop it.
And now there will be an influx of players trying on a few servers (like Blackgate) while noone bothers attempting Tequatl on all others.
Don’t worry, the Toast can do it too
…Eventually.I still couldn’t get in the main server for a Teq fight… Stuck in overflows.
We didn’t quite get to 50% the last three times.
Well since BG did it… it should be possible for all servers/overflows….
Right. Because all those servers and overflows have everyone working tightly together and coordinated through voice chat. And everyone will, of course, be running the proper consumable items.
Yeah … no.
And now there will be an influx of players trying on a few servers (like Blackgate) while noone bothers attempting Tequatl on all others.
Yes. Want. Must have!!!
Well if after SAB 2.0 they still needed to see how the community reacts to content that is too difficult, they now have the perfect chance to do so. Until today I thought every MMO developer is trying to retain their player base, but Anet seems to be special – they are obviously trying to anger people enough so they quit playing their game entirely… That sounds like the perfect business strategy to me… Not.
Nah. I think it’s more that they overestimated the community and don’t realize how on-the-edge most seem to be regarding the game.
And even with testing it – for 5 minutes – they released it while nobody was able to beat it in testing… What sort of release policy is that?
To see how the community handles it.
Alternative being, instanced COPY of world boss events for guild missions.
Eh. I hope they don’t make it something guild mission related. That is just more punishment for people who don’t want to be part of the megaguilds.
The problem with making it a guild mission is that would make many players unable to do the content at all unless they joined a large guild. Most small-medium guilds can’t even unlock, yet alone complete many of the guild missions as they are now. A fact that riled the community and killed off many small guilds.
Did you even read my post?
Yes. I did. It would still require being a part of a decent-sized guild. I’ve no problem with instanced content. My problem is purely with making instanced content require being part of a decent sized guild. Make it not require a guild and I’d have no problem with your suggestion.
I was part of that sneak peak. Please keep in mind the following…
*The developer intervention seemed to be only just enough to progress the event along so they could show off the whole event for the live stream.
*There were three groups of 20 people each participating who had never experienced the content before.
*The number of people we had participating was nowhere near the 80 players the devs said they though would be needed to take Teq down.
*We players were playing with a bunch of people we had never played with before and playing mechanics we had never encountered before.
*Many of us players didn’t have any time to digest the new mechanics.
*Many players didn’t have time to familiarize ourselves with the LFG tool and take advantage of it before we had to jump into the fray.
*We players were dumped onto pre-generated characters and many of us were playing unfamiliar builds. Most folks barely had a chance to swap out to different weapon sets.
*All the pre-made characters were on accounts with keybinds set to default, which very much felt like playing with your hands tied behind your back if you rely heavily on customized keybinds.
Due to the above factors, the Anniversary Bash sneak peek is NOT good support/evidence for nerfing Teq 2.0.
I was also part of the sneak peek. In the first group.
One thing you should probably know, Manoa. They lowered Teq’s health for the second group when the first failed that badly. Then again, and more drastically, for the third.
What I’m seeing in game in all the attempts I’ve been a part of on TC and on overflows is akin to that second PAX group. I honestly thing that the boss has either too much health/armor or that there is too little time.
Yeah … unless this encounter changes a bit it’ll die. Noone will even bother. And that is sad because the mechanics are great.
Not to harp on the ridiculousness of the teq fight itself, but has anybody found a useful pet combination yet? The most useful I’ve been able to get my pet to be, is for me to take a position off to the side of Teq with piercing arrows (give an idea on the strategy I’m referencing: https://forum-en.gw2archive.eu/forum/livingworld/tequatl/Guide-Damaging-Tequatl-Guide/first#post2860449) and have the pet attacking Fingers.
However, if a few of them decide to AoE in my/my pets direction, it’s like a nightmare trying make sure it survives, depending on the amount of AoE fields that get thrown down, since they pulse for crazy amounts of damage for a long time, and pets can’t seem to help but wander back into them at times.
Still, with good management and awareness, the pet hasn’t died yet. Of course, my server hasn’t even gotten teq down passed 75% yet, and I already went back to champ farming, so I can’t comment on anything else.
As no pets have more than 900 range and they have a tendancy to stand in AoEs as well as an inability to avoid the water pulses … yeah, there are no good pets for the fight. >.<
I halfway want to run spirits to buff my allies, but I’ve a feeling that even traited spirits will die to the waves.
The problem with making it a guild mission is that would make many players unable to do the content at all unless they joined a large guild. Most small-medium guilds can’t even unlock, yet alone complete many of the guild missions as they are now. A fact that riled the community and killed off many small guilds.
It’s 15 minutes total, not counting the laser phases. Timer does not reset.
The problem is that there are a lot of builds and gear that are practically entirely invalidated in this fight. And it’s not exactly cheap to fully regear.
Tequatl, as he is right now, seems a bit too sturdy. Even the heaviest PvE server hasn’t gotten him below 25% yet, even after this many runs. And as I’ve observed myself, the problem seems to be in getting Tequatl to the first vulnerable state at 75%. After that things speed up greatly.
But thinking about it … many, many builds and specs rely on criticals for proccing extra effects and for critical damage. But with no criticals being viable, those builds do massively less damage. That is two entire stats, precision and critical damage, that are 100% useless.
Would this fight be more palatable if we were able to score critical hits on Tequatl?
I actually have an idea that would make the fight a lot more palatable. The main problem seems to be getting him to the first laser phase so you can hit him during his moment of vulnerability.
What if they added an additional laser phase at about 90% – 95%. That would allow people to break into a vulnerability period before needing to deal 25% of his health bar with his insanely high armor.
This fight, as it is right now, does seem too dependent on gear and build.
Ah. The curse of playing a ranger in PvE. The extreme squishyness of the pets to boss attacks they cannot avoid and AoE circles they stand in the middle of.
If you’re trying to determine how much DPS you’re losing, yes you do. All 5 players are spending their 15 seconds not attacking. That is a total of 1 minute 15 seconds of DPS lost.
15 seconds is 15 seconds. You do not multiply time by participants. Its a total of 15 seconds of DPS lost per person, it is not 1m 15 of lost DPS. Its FIFTEEN SECONDS, precisely because that is the time lost. There is a destinction between the two.
Helicity just explained the error in your logic. If you can’t understand why Helicity and myself are correct here, then you may want to look into basic logic and math.
5 people not attacking in 15 seconds is…………15 seconds. Not 1m 15sec. You dont multiply the time by the number of people.
Doesnt even matter really anyhoo because teq will down everyone ressing in 5 seconds flat.
If you’re trying to determine how much DPS you’re losing, yes you do. All 5 players are spending their 15 seconds not attacking. That is a total of 1 minute 15 seconds of DPS lost.
Either too much health/armor or too little time. Something’s gotta give, I think.
Unfortunately, due to how long it takes to rez defeated players when you’re combat-locked, it’s just not viable to rez defeated players. You lose critical damage and risk dying yourself.
That is an unfortunate side-effect of the downed/defeated system. Downed = rez if at all possible. Defeated = don’t risk it. Until they change that system, that’s how it’ll be played.
I don’t think any server has either. I think that some are just claiming that to troll.
So is it actually a OHK? To pet and/or players?
Only one attack is a pure OHKO. And it only fires if the group fails a particular segment of the fight. And it is possible to survive if you are ready for it. Well, for you. Your pet will die to that attack regardless.
I feel ya man, super bummed that there was literally NO prof balance this patch…
Nope. Balance should be coming Oct 1st and/or 15th. ’til then we gotta get used to near useless pets during the Teq fight. T.T
Are you kidding me? You removed my name. Your post got stick. And I don’t get credit. sigh fml
S’why you should have just said he could quote you, Exos. His thread has a less … incendiary title. I’m sure he’ll add you back if you gave him permission to quote you.
Being unable to get him to even 75% and his first laser stage is discouraging. Don’t yet know if that was due to players or the encounter. Won’t be able to tell for several more cycles of the fight.
Change your traits to def stats and you can survive just fine in any gear.
Survive, yes. But you need heavy DPS in that fight. Really heavy DPS.
Keep in mind that the second group that fought him did so after they dynamically (and unbeknownst to most of the players) scaled his health down. They still failed. Third group got him with only about half of the health he had relative to the first group. They scaled him down to try to see if the players could still beat him.
Just FYI.
Sword #1 doesn’t root you. There is a problem in its design that prevents the use of dodge after the end of at least one of the powers in the chain and before the next.
You can’t dodge during a leap, but that’s not the problem. The problem is the inability to dodge even after completing the leap.
That is what is not functioning properly. It is a problem and has always been a problem. The fact that there are other powers that are potentially able to be used to augment the use of a dodge does not detract from the simple fact that they should not be required at that point because dodge should function properly.
Exactly!
This is what we should be asking for. Not an entire skill chain redesign. The skill chain is quite interesting and unique. We we want to circle strafe or attack differently we have other weapons for it. And the auto-attack chain is great for PvP and WvW when our opponent tries fleeing.
The sole problem really is the inability to dodge accurately during the chain. This is less important in PvP, but of paramount importance in PvE as we need to dodge extremely high damage attacks and AoE, some with very small windows of opportunity to evade.
I think all that the weapon needs is the ability for dodge to break the chain and let us actually dodge. That change alone would be a massive improvement, and honestly the only one I think the weapon needs.
I like how the only thief argument I see against the change to “Sic ’Em” is “LTP nub”. They assume we don’t kill perma-stealth thieves because we’re incapable, not because as rangers we have very little that can/will affect a thief when they are stealthed.
And they forget that stealth is used by more than just them.
Ummm Elementalist signet traits is 20%
So is Mesmers at just 20% and Guardian and Warrior.
The only onse with a multi function Signet reduction trait are thief and Necro
How is that “Most classes”?
Most classes only get 20% on a single trait.
Elementalists have 5 separate Signet traits, plus 2 extra horrible shared ones. So 7 in total, including the 20% reduction only one you hate.
Actually, only the necro and thief have something extra added to their 20% cooldown reduction trait. No one has as many useless and spread traits as the Elementalist, though.
That ranger trait that gives 3 stacks of might for 15 seconds on Signet use is pretty weak, though, seeing as Necros get it tacked on to their cooldown reduction trait.
Someone already corrected me. Still would be nice for it to all be equal. For each of the classes to have one extra effect on their recharge reducing trait.
Too much focus on pets for the Ranger. Pets aren’t that capable of a platform to be given this much attention without first fixing its issues.
Pets are a handicap to the Ranger is many situations, which should never even be possible to happen.
Yes there is a lot of focus on pets for the ranger. Because it is our class mechanic and it is pretty broken. ANet has made it clear that ranger = pet. So until they decide to change our core mechanic, which is highly doubtful, we will remain attached to our pets.
Further thoughts on Ranger traiting “issues”;
Having thought a little more on the traiting for rangers its become obvious to me that traits need moving around the trees.
For example “Spotter” trait adds precision to your allies. Why is this in the marksmanship tree? This should clearly be in the Skirmishing tree where the main stat addition is, ya know, precision.
Another example is “Beastmasters Bond”; Again wth is this doing in the marksmanship tree? The name, the skill effect and its usage are clearly designed for the beastmaster tree.
Two obvious and clear examples of bad traiting layout for Rangers.
Or the fact that it is fully impossible to take all longbow traits. I’m counting remorseless as a longbow trait as it now has stealth as a trigger, and only the longbow is capable of self-applying stealth. That’s one grandmaster and two master longbow traits, all in the same tree.
That’s not even getting into any other tree or weapon…
There is, but it only reduces the cooldown. Nothing more. Most classes signet cooldown reduction trait also gives an additional effect. Rangers don’t get that directly. We need to pick up an additional Grandmaster trait to get a secondary effect on our signets.
Thief and necro are the only one who gets more than flat CD reduction on their signet CD reduction trait.
Ranger is in the norm.
Still would be nice for it to all be equal. For each of the classes to have one extra effect on their recharge reducing trait.
If you run with an organized group in WvW, this is definitely a nerf. A 15 second water field, with perks like traited vigor and the default condition removal and regen, was one of the best things we as Rangers brought to the table. While said perks are nice, what folks are really interested in is the long lasting water field.
15 seconds down to 10 is a huge nerf.
It may be a nerf but it didn’t lose any direct healing potential (not counting finishers). It also, after the nerf, will remain the longest lasting water field in the game. Even after, the ranger will be able to maintain a water field with more uptime than even an ele. Perhaps that’s why it’s being nerfed?
The reduction on Vigorous Renewal is a bit much, though. >.< I’ll have to find an alternative to the trait unless they raise how much vigor it gives. 15 seconds of vigor (what we currently have) on a 30 second timer? Good. 3 seconds of vigor on a 30 second timer? I can find better.
Isn’t there a ranger signet cooldown reduction in the first traitline?… 20% or something?
trait IV?
There is, but it only reduces the cooldown. Nothing more. Most classes signet cooldown reduction trait also gives an additional effect. Rangers don’t get that directly. We need to pick up an additional Grandmaster trait to get a secondary effect on our signets.
I’d just like to see pistols reworked to not be a condition weapon.
Maybe I’m alone on that one.
As long as they get a remake to be more useful, yes. I use the things and love them aesthetically, despite their … shortcomings. I do have to say I’d prefer them as a power weapon as well. It honestly makes more sense for them to be as the shortbow is more of a condition weapon with it’s 2-5.
You insulted his skill level by saying “You don’t know how to play your thief then”, which isn’t a fact, it’s an opinion of yours, just saying.
Her. But thank you.
I think what concept has been trying to say is that there’s no direct counters to stealth, up until rangers get the “Sic Em” skill. As in, you push a button, suddenly stealth is gone.
I’d like to make a suggestion for something that allows me to strip the passive effects of a warrior’s signet, or to shatter multiple mesmer clones or destroy minions at the push of a button (which, funny enough, were actual skills in the original game, except you just took control of them, or blew up one depending on which skill you used).
Or, to take another queue from the original game, have a way to where I can disrupt a target’s stance as the original game also had.The boon/strip boon metagame is getting rather old.
Correct. There aren’t any direct counters, hard counters, to stealth. But I still wouldn’t compare it to the class-specific mechanics. Your suggestions would be akin to us invalidating steal, not blocking stealth by applying revealed.
A more apt comparison might be … hmm … disabling traps?
Can we talk about the fact Ranger pets names don’t get saved? Because that really annoys me.
I think it does for alla us rangers that name all their pets.
No, you obviously don’t know how to play your thief then.
It’s by far the easiest and most forgiving class to level (next to necro). I can literally take on 20 mobs.
Don’t assume I don’t know what I’m doing and I won’t assume you’re an elitist that doesn’t know what they’re talking about either, kk?
— snip —
I’m sorry, is this satire?
Don’t take Burn seriously. He’s a bit … burned out. *puts on sunglasses*
I hold that elementalists and thieves are equally weak while levelling until they receive their traits as well.
Wow… no, just no.
Don’t you even go there, you obviously aren’t playing correctly.
Thief is probably by far the most efficient and easiest class to solo/level with and Elementalist is probably the hardest.
Thief is fine if you only ever aggro one at a time. Maybe two. More than that, especially at low level, and you’re kittened. As you level, though, and gain traits then it gets better. But at low level thief is just too squish.
Nah, wrongo. Thief is pretty easy to level using Sword/Pistol, I’d have to say the easiest is again, the pve king, warrior, while mesmer is definitely the hardest, or at least the most tedious. Most mesmer players say that their class doesn’t become fun until about level forty or so.
No. They really don’t. As a mesmer you practically require the traits to be useful and fun. And the useful utilities as well. Before that is a drag.
(edited by SynfulChaot.3169)
Then again, they’d probably just nerf that too, since thief is probably the most complained about class, especially by people that only play world versus world and not Spvp, where a thief is truly being shafted right now.
Most likely on the balance change being due to WvW. But thieves aren’t the only class in that boat. Warriors used to weak be in PvP, thus their constant buffs that made them OP everywhere else. Rangers still are in late-game PvE (comparatively to the other classes).
I don’t think they intend to nerf just because. They do it because they see an issue. And if you don’t see perma-thieves as an issue then you need to step back from your class a bit and look at the big picture.
If there is one thing I must say is that I hope the Mesmer illusions are seeing a large health buff as well. I saw previously in some claimed “leaked” notes that they will not. This is not acceptable since the health buff to our illusions I still find my berserker and duelist being one-shotted by the Flame Effigy’s self explosion-like attack at the end of CoF P1, which only does like 6k damage to my glass mesmer.
I don’t think they are as they received that buff a few months ago to the illusions. I believe that that was the testing ground for this new pet/minion buff for the other classes.
Not to mention open world leveling of mesmers is still one of the poorest class experiences to date. This is not even subjective at this point, I guarantee any poll will tell you this as I hear complaints from people all the time about how weak the mesmer is when leveling it early on. We need this buff too.
While I agree that mesmers are a bit squishy and weak while levelling, I won’t agree that they don’t come into their own at later levels. The problem is that early on the skills are just not very good without the corresponding traits to which you don’t yet have access to. But as you unlock those traits the mesmer’s playability goes up immensely until at level 60 the open world poses you little challenge.
I hold that elementalists and thieves are equally weak while levelling until they receive their traits as well.
What have “Contructive Criticism” have done for our class?
Absolutely
Nothing!!
What has it done? Have you not seen that we’re getting some decently substantial buffs? Of course you haven’t, but we are whether or not you can actually acknowledge that fact.
The better question is “What has destructive criticism and invective done?” The answer to that is absolutely nothing but portray us rangers badly.
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