Please add this to the pet section.
The Bear acts like its F2 is an offensive skill and tries to get in range of the enemy before using it. It should act like the Red Moa and Blue Moa and simply use it where it’s standing, target or not.
Added, thanks.
Ah, I see what you mean now.
That’s a problem, added.
Please, also add to the pet section that when calling back (F3) any pet but most importantly canines they should deselect their current target.
So that if you use F3 > F2 you can force an instant shout without the pet trying to reach its target first.
Its ‘instant’ if you don’t have a target selected.
If you do then obviously the pet will perform a targeted ability if it is an offensive ability, and therefore will try to move into range.
poison trap desplays 1 poison stack when it applies 3 per pulse
Thanks, added.
currently i play owl/wolf and i see it frequently that i swap pets in fight and my pet is dead. at first i thought it is because it got bursted in that second, but that isnt true. It is most times the wolf which is dead.
I hope others can report that too, its annoying and it cost me some duels today
I’ve seen reports on this, but nobody seems to be able to find a cause.
Could you play around with your build at the profession NPCs in HotM to see if you can find the trait/skill that’s causing it?
I haven’t had it occur at all, so it would take me much much longer to find the cause.
Serious question. I main Mesmer more than anything but was playing on my ranger the other night and for kicks and giggles ran something like this
http://gw2skills.net/editor/?vNAQRBHRxG2JlKQrgYtggLLAXLYoQo64NFOBeAq6H47ioNAA-TpQWAAw+DbZAA
Being a noob ranger I was just pressing keys but maintain perma regen and was super tanky on point. But is it worth it?
It works, sure.
Some notes though:
- Quick Draw (SK GM) is currently bugged and uses the base, untraited weapon skill cooldown. I’d swap Strider’s Defense for Hidden Barbs or Spotter.
- Likewise I’d swap Honed Axes (BM GM) for Beastly Warden, Axe does ~1/3 of the direct DPS of sword, the ferocity bonus on it is utterly pointless.
- Natural Healing (BM Master) is currently bugged and gives 189hp every 3 seconds on the pet instead of every 1 – I suggest Wilting Strike to for some decent weakness uptime on your enemies.
- You could go full-tank and swap Skirmishing for Nature Magic. More protection, more weakness, more regen, vigor on pet swap, healing pet swap …
Done, also added a note about traited survival skills with a damage component not consuming the OS they grant.
Right.
I still get vaped by burn engies and guards with valk, though I guess it does give me a few more seconds to initiate GTFO protocols.
Good point.
So upon further testing:
- If you don’t have OS, the strike from (6) will not consume the OS granted by (4)
- If you do have OS, the strike from (6) will consume it, and you will not be granted OS by (4)
So its kinda weird.
Now I wonder if I should add this to the Rune of Evasion or Remorseless wiki page.
Yeah, spotter is good – SD is just as worthless as it was before the spec patch.
The Sword CD reduction was never a good reason to take the old martial mastery, so it hasn’t added anything to SD now its been split.
Ok did the test Again with the 6th bonus on evasion 20 times against mobs in Bloodtide Coast.
It does consume Opening Strike if you hit the creature with the Dodge (aoe circle around you at the end of the Dodge roll)
Its strange, I tested it again and sure enough, it doesn’t consume it for me. I hit them with the 6th, they get crippled, and I still have OS.
both of mine work every day, top mmr bracket. the key right now is to not use amulets other than valk and celestial.
Personally I’ve switched away from Valk/Wurm to Cav/Pack for double melee MS/SK/WS.
I’ve lost some spike and I definitely don’t like fighting condi specs solo (lack of sigil of cleansing really hurts compared to wvw) but now I can actually dive into a mid furball and not get vaporized.
Yeah, the radius indicator scales with the size of the pet (except Bears for some reason). It should be added to the list of bugs since this visual error also applies when “Go For The Eyes!” is traited.
Added, thanks guise.
Btw I recently moved to a lower tier server from T1 (most of the guild moved there). Wanted to try something different after 3 years on the same server. I find that there are sooooooooo many more condi roamers in this lower tier server than T1 why is that?
Probably because lower-tier players don’t want the stress of tier 1 play, so a condi build that’s slower at killing and slower suits them to a t
Yes Sotp is more fury and more dmg on paper and i have been playing with it on my previous builds (shout’s) but entangle is just a better small team utility skill in my mind (and more condi clear).
I also find it very hard to ditch QZ for MT, when i run MT its instead of signet of stone (normally vs heavy condi classes). QZ is just too good for too many situations and also and exstra stun break.
I can’t argue about Entangle vs SotP in group, as I’m solo 99% of the time.
I love QZ in sPvP, but I find MT more broadly useful in roaming.
But then I run cleansing/energy on both weapons with Skirmishing, so its a slightly different build than the one in the OP.
Nature just seems weirdly up to me, or is that wrong? Yes Evasive Purity and Protective Ward is nice but vs QD or taunt is it worth it?
Also the minor traits in BM/Skirm seems more usefull to me.Any input on Bloodlust vs Cruelty?
Well, the protection on ward is nice (though the weakness range is tiny), but the taunt range on beastly warden is just as small. NM is a fairly nice defensive line, its up to you on NM/BM/Skirm.
Yup – I have it on my WvW Cavalier set.
Its pretty easy to test – bash a mob, dodge into them, they’ll be crippled from the rune and you’ll have the opening strike still.
I’d heard about the 6th bonus consuming OS too, but I tested it and it looks like either that report was wrong, or it was stealth-patched since then.
You don’t need to run 5/1 with runes of evasion – the 6th bonus will not consume an opening strike, and the cripple is rather handy.
Take Strength of the Pack over Entangle (more fury, you’ll need it as you don’t have furious grip) and swap Quickening Zephyr for Muddy Terrain as an immob.
I’m not convinced by Horn, I’d rather run Axe and Evasive Purity/Vigorous Training over Windborne Notes – you’ll have plenty of fury anyway, the might is nonexistant, and the heal from the regen is miniscule.
Axe will give you another Moment of Clarity proc, or will force your enemy to dodge to avoid it, and reflects are invaluable against pewpew rangers.
You also don’t really need the swiftness OOC – you can always swap to SotH for moving, dodging OOC will activate the swiftness from runes of evasion, and HS/MS/Swoop let you move at a fair clip anyway.
(edited by Taverius.8645)
- State changes on the Ranger ‘stow’ the pet, triggering on-swap traits, and putting the traits onto ICD (often at times that are out of the Ranger’s control). State changes that trigger on-swap traits include all transformations (Moa Signet, Tonics, Event-based), entering or leaving water, and various boss mechanics (Legendary Archdiviner’s stun, Mordrem Mangler’s captivate ability).
Seems to work the same way weapon swap activation does? I’m pretty sure I’ve had various weapon swap traits trigger upon being moa’d …
Bug: Frost Trap has a 1 second delay between triggering and applying effects.
Good catch, added.
I’ve hit some of these compiled issues (like the 150 pet stats, some offhand range items and some pet traits not working while downed) and those should be getting addressed soon-ish.
Do you think it to be possible to raise our pet damage back to what it was years ago due to the nerf back in 2013?
I think pet damage is fine, what I don’t understand is why there is still a 3x timer if the pet dies.
Either make us able to do the same to other classes or remove it.
Do you think it would be fine if killing a mesmer’s phantasms disabled all their shatters for 60 seconds?
What if the Warrior condi-cleanse signet disabled Burst skills for 60 seconds?
I don’t understand how people find this remotely acceptable, but we’re veering waaay off-topic here.
We are working heavily on HoT and trying to get to these issues whenever time allows.
I want the Druid as much as the next (Ranger main) guy, but it won’t be any use until the core class works.
As it is now, its basically impossible to comment on core ranger balance because so much of it just flat out doesn’t work.
- Murrellow F2 poison cloud was not updated with the other condition field pet skills. It now produces less poison and less damage that the Carrion Devourer F2, but has a greater recharge.
- Carrion Devourer F2 Poisonous Cloud – 6 pulses @ 4s poison + 49 dmg, 30s recharge (max 4 stacks poison, equiv 24s + 294 dmg)
- Murrellow F2 Poison Cloud – 7 pulses @ 2s poison + 24 dmg, 35s recharge (max 2 stacks poison, equiv 14s + 168 dmg)
Added, thanks.
(edited by Taverius.8645)
Don’t forget runes of the Eagle – they’re another Scholar alternate like Ogre, but without the Rock Dog that tends to get people angry in dungeons.
Given the fury generation hovewer I think Rage is the way to go.
does builds like this work in pvp?
… sort of.
The Valk version is very heard to play because you only have an anti-burst buffer and sustained pressure will nuke you. You can burst things pretty fast in theory, but in reality your spikes are so hard to land you will find yourself out-sustained by pretty much everyone.
The Cavalier version does pretty well at dragging stuff out vs power builds but gets melted by condi builds. It works decently at +1’ing team fights and is mobile enough to decap, but the loss in power really affects your ability to kill stuff before you get +1’d yourself when holding a side.
The Bunkery Crusader/Sentinel/Soldier versions can hold onto stuff for a long time and can hand out some boons, but your outgoing support is outclassed by other bunkers and you have a much harder time against multiple opponents, mainly because the range on BW is so short.
You can make all of them work relatively effectively even in ranked at the lower/middle levels of play, but they do nothing that isn’t done better by another class’ build.
The reason why double melee ranger works in WvW roaming is your ability to set the distance from your enemy at will with Swoop/Hornet Sting/Monarch’s Leap, but that’s significantly negated by the fact you’re contesting for points.
What you’re left with is decent damage, decent evade/blocks, an immob or 2, a handful of cc.
Its not terrible but it does nothing well enough to truly compete with the meta builds.
I still keep playing them, but that’s because I don’t give a toss about my MMR or anything like that, and I just flat out enjoy the playstyle.
Even if they fix all the bugs, ranger will still be weak in pvp, sadly … though having the bugs fixed will let us give more meaningful feedback on what needs changing.
Apparently none of us noticed that unlike the sPvP build, the WvW build shares the pet selection with PvE.
Added to list.
Lets not forget, if you take the trait the passive chance goes from 75% to 70%
10% is a huge increase lol. Don’t see it as 10%, you go from 20% to 30%… Looks the same on paper but the approach is different.
Thief gains 10% damage when a target has ANY condition on it as a GM minor. Compare that to 10% crit chance only when you have fury up which can also fairly easily be ripped these days. It’s really not that strong… The trait is a 10% crit boost, you’d have any fury you’d have otherwise regardless of this trait.
The bigger issue is not how weak 10% extra crit chance is for a GM, but the fact that its based on a boon you have pretty weak uptime of.
You don’t really want to base your build around swapping legends on cd, and fury on heal/stunbreak are situational, so realistically your fury uptime is pretty low, and unlike No Quarter, Roiling Mists doesn’t do zilch to help you keep up your fury.
Its a pretty poor GM, overall – the whole fury ‘thing’ of Invocation needs looking at, for a 7% flat minor I expect an easy 100% uptime on it.
By comparison, No Quarter is 16.6% more critical damage, on top giving you essentially 100% fury uptime.
Roiling Mists, together with Fierce Infusion and Incensed Response (so spending all of the traits in the line for fury) will give you something like 25% fury uptime in a (pvp/wvw) fight.
Mathematically, this works out to spending 3 minors and adept/master/grandmaster to get stunbreak on legend and a ~12.5% dps boost with the marauder amulet. And you’ve spent the entire specialization line to do that.
In any other class, you get that from a minor and a major, leaving you 4 other traits to get cool stuff from.
(edited by Taverius.8645)
I noticed if you have brutish seals on and use enlargement , when enlargement trait procs it doesnt give you 3 might.
Hm, I just tested this and I did get the might, can you check at the profession npcs in HotM?
If you cast Signet of the Wild’s active in combat and manage to leave combat before it wears off, your utility bar gets locked until you either re-enter combat or change them from the build UI in the character screen (h).
Oh wow, that’s a weird one. Added, thanks!
If you use QZ, or someone pops up quickness, while you are stomping (during everypoint of the animation) the quickness wont have an active effect on the stomp. By that I mean you will see the skill bar of the stomp goes quicker but the animation it self still is normal (so the skill bar will end before the animation). Also, if you cancle the stomp (for example by moving) even after the skill bar is over, then the down player wont be stomped.For me this causes alot of confusion and its really annoying. The same happens if you have Zephyr’s Speed trait on, and you swap pets after you started to stomp (or if you start to stomp even 1 sec after you swap pets – because the quickness boon will be over during the stomp).
I also have opened a thread about this issue, so maybe there I am more clear about it:
https://forum-en.gw2archive.eu/forum/support/bugs/A-Bug/first#post5245040Hope you understand it now (also sry for my bad english ^^).
This sounds more like a general problem with quickness, so I’m not sure its appropriate for the ranger thread.
Thanks for compiling these issues!
I’ll keep an eye on this thread. Changes may take a bit to reach live, but they’re being worked on.
You’re welcome, and thanks. Making everybody’s life easier wrt the ranger issues is the point here after all
If Lightning Reflexes is interrupted, it will be set on full cooldown with granting Vigor, Condition Removal (Traited) or Fury (Traited).
Mmm. Well, its an instant-cast, so you should get all the boons regardless.
What I don’t understand is how it can be interrupted, seeing as its an instant-cast evade?
Do unlockable dazes like necro horn go through? Can’t say I’ve ever had that happen to me …
If you start stomping and swap pets with Zephyr’s Speed you still get the full stomping time and two stomping animations, one fast and one usual for the rest of the stomp I believe; you have to start stomping right after you swap pets to actually get the reduction. Is that a problem with the trait or a game-wide problem with quickness and stomping?
I actually opened a thread about this issue, really hope it will get fixed.
Also +1 to the op because it seemes AN “forgot” about this bugs. Hope this thread will actually get AN to fix this bugs asap.
I’ve tried reproducing this with ZS and QZ at the profession NPCs in HotM and I can’t, at what point of the stomp animation should I trigger the quickness to cause it?
Might want to add another pet bug (occurs on WvW, I have no clue what triggers it), sometimes pet abilities CD is slowed, with timer appear in light-blue color without pet being chilled, the only way to fix it is to change maps (atleast only that works for me).
… that sounds bad. Can you keep an eye out and see if you can figure out the cause?
I would add Spirit of Nature to this list. Why do this spirit only have a radius of 240, when all other spirits have a radius of 1000 (untraited)? This is our elite spirit!
Well, SoN is essentially an AoE warrior signet. I think the range is intentional, though it does make the passive sort of pointless. The heal not scaling with Healing Power at all, now, that’s a bug … that’s been there for ever …
Another addition to the list:
- Swoop (Greatsword #3), Hornet’s Sting & Monarch’s Leap (Sword #2) distance is reduced while under the effect of Quickness.
Note that this seems to be the case with other leap/movement skills across all classes.
Yeah that’s always been the case with all movement skills & quickness.
In Edge of the Mists, if you get Koda Form from the Forge, then gain Signet of the Wild by either directly using the signet or triggering Enlargement, you lose the form.
Pretty sure that not ranger specific – all transforms override each other, so Rampage/Tornado/Plague/Lich/etc will do the same.
That’s a general bug with GW2 though – I’ve had it happen with other classes as well.
Then every leap skill is affected.
More that every single skill is affected – if you cast something soon enough after de-targeting or switching target, it will be cast on your old target. Its just much much more noticeable with leap skills.
I don’t know how many times I’ve been killed in WvW thanks to an untargeted Swoop dive-bombing me into a zerg I just de-targeted.
Probably related to lag?
- Healing from Regeneration applied by pets is reduced to 5hp/1s if that pet is stowed or swapped.
Added, thanks.
(edited by Taverius.8645)
Another bug with GS #3 is that when you deselect a target in order to leap where your camera is facing (as it should be), if you are too quick to fire that skill (let’s say within 1 second), you still end up going to that target you already deselected. It killed me several times in PvP.
That’s a general bug with GW2 though – I’ve had it happen with other classes as well.
Added a few more things reported here and on the subreddit.
If you start stomping and swap pets with Zephyr’s Speed you still get the full stomping time and two stomping animations, one fast and one usual for the rest of the stomp I believe; you have to start stomping right after you swap pets to actually get the reduction. Is that a problem with the trait or a game-wide problem with quickness and stomping?
Doesn’t happen with QZ, but then I can’t reproduce your issue either …
Traits
- Windborne Notes only applies 10(12)sec of regen to Clarion bond. Call of the Wild gains 5 seconds, although 12 are stated in the tooltip.
- Natural Healing does not affect the Juvenile Fern Hound F2 ability Regenerate
- Light on your Feet does not display piercing information on Shortbow skill tooltips.
- Lead the Wind displays piercing information on Shortbow skill tooltips.
- Enlargement will remove one-time transforms like Norn Forms and WvW Fire Keep Dog.
- Windborne Notes applies regen to more than 5 targets.
Utilities
- Healing Spring does not heal allies/pets.
- Healing Spring can be placed up to 4 times.
- Healing Spring does not activate when used at full health and losing health while inside the trigger area. Player must exit then re-enter the trap area to activate.
- Spirit of Nature – passive heal does not scale with Healing Power.
- Solar Flare (Sun Spirit) activation time is faster than other Spirit actives.
- Strength of the Pack! buff on the Pet uses Lightning Reflexes icon.
- Sic ’Em! – active effect is cancelled if any other pet command is given, including another pet shout.
- The unactivated duration of deployed traps varies between 1 to 5 minutes with no apparent rationale.
- Signet of the Wild – if the effect is active upon leaving combat, the skill bar will be locked until the player enters and leaves combat again. Skills can however be changed from the Hero panel.
- Frost Trap – effects will not apply upon triggering (including the traited ‘on trigger’ cripple) but upon the 1st pulse thereafter.
- Viper’s Nest – tooltip displays pre-specializations poison amounts (1 stack vs 3).
- Flame Trap applies 2 stacks of burning on trigger.
Weapons
- Maul (Greatsword #2) – unlike other melee cleave skills, only the closest target is affected by the crit chance from Precise Strike and the damage bonus from Remorseless.
- Swoop (Greatsword #3) acts as 2 leap finishers.
- Swoop (Greatsword #3) will immobilize the player for ~1 second mid-cast if performed on a downward slope.
- Hilt Bash (Greatsword #5) – stated range is 300, actual range is 220.
- Whirling Defense (Axe #5) only procs a whirl finisher at the start of the cast – used to proc multiple times like Whirling Wrath etc.
- Stalker’s Strike missing its base range increase from the old Off-Hand Training trait.
- Bonfire – the coefficient for the direct-damage portion is incorrect.
(edited by Taverius.8645)
Here’s a fun bit from a -diag run I made for a support request:
18 53ms 40/ 50 = 80% 32/ 50 = 64% ncsoft-ic-306349-ffm-b11.c.telia.net [62.115.43.74]
0/ 50 = 0% |
19 —- 50/ 50 =100% 42/ 50 = 84% 206-127-157-86.ncsoft.com [206.127.157.86]
0/ 50 = 0% |
Its not your ISP.
I’m in Europe, and I have the exact same issues since the 23rd.
- Pets missing baseline 150 stat increase to Power, Precision, Toughness, and Vitality.
In addition, precision increases do not change their critical chance. This is a bug from before specializations.
In which we attempt to maintain an updated list of Ranger bugs in a thread where the OP is relatively up to date.
Many thanks to Wondrouswall and all others who reported bugs.
Ranger Bugs Listing on Google Docs
There are far too many bugs for them to be listed in forum posts, so the master list has been moved to a google doc.
(edited by Taverius.8645)
My version of the S/A-GS remorseless build. I call it the quickburst valkyrie.
I think its about equal to the MS/WS/BM version in power, I just prefer how this one plays in practice, as I find competent players will wait for your SotP and then kite you until it runs out.
I’d rather get my Remorseless procs on-demand and then take MoC for even stronger spike damage.
Pack is actually slightly below Ranger runes in theoretical dps, but since its Power/Precision rather than Precision/Ferocity it gives you a more consistent burst.
Mostly depends on how zealous you are with your faith in RNGesus.
There’s also people that run Strength runes, that’s even more consistent damage and even lower ‘perfect storm’ peaks.
A slightly more defensive option I’ve seen people run with signet builds is Hoelbrak – they’re expensive up-front, but over time end up cheaper than -condi duration food as they let you run el-cheapo Tuffle Steaks.
I’ve also ran it with fire/air and pack runes myself – your Maul/PoS damage is more rng-dependant, but you’re not so vulnerable to boon stripping.
Tbh I can’t decide which one I like better and keep switching between them.
I’ve also occasionally run it with knight’s amulet in Legacy so I can jump into mid and stay alive – you just don’t have the reset capacity a thief has, so zerk versions tend to melt pretty quick there.
Oh and courtyard, I switch to knight’s if I get courtyard …
Well, its fun and you can get a decent amount of kills but definitely not strong enough for meta, and no combination of traits and sigils and runes will make it meta, so I really just play around with fun things as the mood takes me.
Another fun one is 4/3/6/1 and runes of rage/citadel air/fire – you get 70%+ fury uptime just by swapping weapons. I run that if there’s lots of rangers on the other team, and try to bait them into RF’ing my Whirling Defense. People aren’t used to seeing WD so I’ve made a number of rangers knock themselves off the map on Skyhammer …
(edited by Taverius.8645)
Interesting vid!
I’ve been playing double-melee gs-s/a in unranked lately (build) and been planning a WvW build.
Yes, I run with no stunbreak.
Yes, I have to be really careful with hammer wars and mesmers
Your gear and runes look pretty close to what I’m looking at – though with zerk back and a cav ring I got from fractals – though with specializations on the horizon I’m gonna resist dropping gold on knight’s gear for now
Not sure I could ever run around without EB.
I kind of wish survival was viable for double-melee but I just haven’t been able to equal or surpass a signet build.
For specs, I’ve been looking at this~ with traveler runes and HaO/SoR/SotW/SoS/RaO for WvW.
Well i struggle vs above avrage rangers on a regular basis on my thief for example.
That’s not unusual … at least on the bog standard A/D-SB condi (in sPvP) I don’t feel particularly threatened by (lone) thieves, unless they’re very very good.
What mostly amuses me is getting salty comments about Rapid Fire being OP when I’ve just condi-bombed them to death with an axe. Its usually mesmers, too.
If you’re getting mighty swap and strength sigils you might as well get runes of the aristocracy, though the might is useless in any group with a PS war.
Better to go 4 into NM for Fortifying Bond and then grab Strength of Spirit, as there’s nothing else you can get for 1 point that will actually be useful. You’ll get a little more power, and your pet will have far more might.
depend on how much deathly chill scales with power and if it can crit.
Terror damage scales with condition damage and can’t crit – its like any other damaging condition – so 99.9% this will be the same.
then it’s a 24 second Pet Swap
Pet swapping has a base recharge of 20 seconds, and is 16 when traited.
All the longbow stuff either got merged into the base weapon (projectile speed, range) or got merged into Lead the Wind, the trait formerly known a
PrinceRead the Wind, which now provides AutoAttack speed, Piercing Arrows, and CD reduction.So, rejoice, you now only need 1 trait to get all of the longbow buffs.
More importantly you don’t need a trait for your arrows to land or to shoot the enemy from narnia.
Sure, although the DPS past the initial 5-2 burst is still just as awful, so you’ll still want it everywhere you wanted the traits before – aka anything except open world and dungeon/fractal pve.
That’s fair enough I guess.
I run ranger runes because while I have no major issues staying alive in Fractals/Arah, keeping the 90% going is a chore for what works out as a decimal-percentage-point dps increase with a realistic ‘getting hit by stuff’ ratio.
My main beef is keeping the pet alive, and being able to swap them more often + having them be stronger will be a large QoL improvement.
6. not sure where Healing Spring will go (joking about making it a trap)
They joked about it because that’s what it was in GW1
All the longbow stuff either got merged into the base weapon (projectile speed, range) or got merged into Lead the Wind, the trait formerly known a Prince Read the Wind, which now provides AutoAttack speed, Piercing Arrows, and CD reduction.
So, rejoice, you now only need 1 trait to get all of the longbow buffs.
I don’t think we can swap out of Wilderness Survival- the 20% bonus as well as essentially 50% more uptime on scholare runes is way too valuable. If you did try for Beastmastery for pet traits, the math for the returns from that is a lot weirder and depends on the encounter, but I don’t think it’ll beat or come close to Wilderness.
Hmm, my napkin-math says the opposite might be true but I think we a) need final traits and b) proper math to get to a final decision.
Still, taking WS for a flat 10% dps boost and 6/48 quickness uptime, 6/48 fury uptime compared to beastmastery for 4/16 quickness uptime (25%!!!!) on you and pet, might on pets on crit, might on pets on swap, stronger pets, stronger pet crits, I think BM might come out on top.
25% uptime on quickness = 12.5% dps, which is about equal what you get from the whole of WS on its own, before you add everything else BM brings.
You can’t count troll unguent in the fury uptime calculations because unlike a mesmer’s signet we need it even if we evade every hit coming our way – even with all the runes and flat damage bonuses out there the pet is still a good chunk of our dps. (I wonder if traited TU cleanses condis on pet and gives them fury? that would be neat)
Possibly BM will be better in fractals and long fights where having living pets past the second swap matters, and WS for everything else.
Also, I wonder, now that we can take sword trait, PO and GS trait, if doing a sword/axe-greatsword rotation will not work out better than current meta sword/axe-lb with no rotation.
Since daze/stun now triggers Predator’s Onslaught, you have 2 skills in GS to trigger it on the 2 Mauls you can get off during a swap – hilt bash is 20sec traited.
You wouldn’t want to stay there any longer, but 2 PO-boosted mauls with the vuln upkeep might work out better, together with the 8/10 combined fury uptime on GS from Skirm and GS trait, plus the 5 seconds of fury when you swap back to sword.
On the one hand, we don’t have to lose on power/precision/ferocity to get traited GS, and on the other, sword is now even further away DPS wise, but being able to keep a fairly solid amount of vuln all the way through the fight might work out as better team-wide DPS.
I’ll leave those maths to the wizards who can do them as they’re frankly a bit beyond me.