point blank shot + rapid fire VS stealth + backstab
which is more broken? how about, skullcrack + 100b, how broken is that? does that fit into the the game? seems like most zerker builds have a cc + burst combo that wrecks.
(sure, stealth is not a cc but it’s still a 2 skill combo with 1 skill to set up, and 1 skill to burst)
You seem to refuse to get my point, so I’m not so sure it makes sense to answer you any further.
Rapid fire is pressing 2 – that’s all.
Stealth = one or multile buttons – backstab requires positioning – a lot more work than pressing one button.
A good ranger is “ridiculously OP” as they have a lot of useful skills but the regular ranger doesn’t know them as he doesn’t need them as his #2 burst is good enough.
Finally get my point?
LOL… Just because you press more bottoms doesn’t mean you’re good, or a class is harder to play. Engineer is super easy to be extremely effective in WvW. So does condition thieves. They press more bottoms yes, but they’re super easy to play, and win duels without much of effort. Shoutbow is super easy to play in PVP too, their combo may be “alittle” more complicated, but it’s still brain dead to play one.
See, your argument of pressing more bottoms to be effective doesn’t make sense at all.
in addition to my condi/regen ranger, i have a 2nd ranger… an all glass all zerker all damage pew pew power ranger. when i remember to eat my food and blow all my cooldowns i HAVE seen 12-14K damage on a rapid fire on a heavily armored opponent… and not an uplevel… i know the difference. no offense, but if yer only gettin 5K, yer doin it wrong.
my guild is going to run in WvW as a group tonight. maybe i’ll run that guy instead of the mesmer or ele i normally run and see if i can get any vids of my damage.
Yeah if that heavy is playing full zerk, he deserved to be hit 12~14k. Against a 3.3k+ armor class with protection, most Guardians only take 4k~5k damage from RF, while their retaliation is hurting us equally as much. Also 12~14k may include some sort of vulnerability on the target first.
Before you say anything, yes, I run full zerk on my LB ranger, with all ascended weapons/armors with power infusion, 250 extra power from 2nd set weapon bloodlust, and 2 buffs from killing Guards, with Air-Fire on my main LB. But my trait point is not full 6 6 0 2 0 though. I run 6 2 6 0 0, so that may be the difference. I run abit defensive because I don’t roam with 4 additional friends, I roam solo, so I need to take care of myself.
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Just a little correction:
So is the adept 10% damage multiplier against crippled foes. We can definitely always benefit from it in PvE, where the condition could be applied by other players, but the trait only makes sense as a bow/trap related trait since those are our only reliable cripple sources.
Superior Sigil of Incapacitation
LB autoattack will also cripple both targets if it bounces (more than one target is hit).
I still need to see real time/real opponent reaction to projectile speed of arrows to target before any real commentary can be made.
I’m sure it’ll be no different than a Warrior’s arrow projectiles on his bow. It’s very much dodgeable at 600 range but unlike a warriors specific, high cd skills, no one is going to trouble themselves with dodging an autoattack cripple compared to other skills.
Our “kill shot” arrow will be obvious, especially at 1200 range. But not in a game breaking way, it’ll still be useful.
You’re pretty wrong. Anet already mentioned that all arrows will have Read the Wind projectile speed as baseline, meaning all of them have their arrow speed increased by 100% on default.
I thought that was for rangers AKA the guys who lost read the wind…
Well, how do they increase the velocity of LB only to ranger? If it’s a QoL change for Longbow in general, then all LB should get the benefit. Unless they kind of hard-code Read-the-Wind in ranger’s profession.
I play Ranger myself the only ranger i have and i never had as much fun as i have atm in WvW i do 18-21k dmg on ppl with light armor 14-17k dmg on ppl with medium armor and 11-14k dmg on ppl with heavy armor even some berserker warriors i attack i can get my dmg up on 18k and simply just use my skill 3 for stealth dodge in and finish him in my opinion ranger is the most usefull class for killing back tail in a blob and i love to do it i die sometimes too yeah i have trouble against eles but sometimes i can even outplay them cause alot of WvW players have no idea how to play 1v1 i see alot of thieves even jumping me and using everything they have when i have signet of stone on xD its funny as i turn around with my greatsword and do 9k crit with skill 2 its funny as hell
What are you doing 18-21k damage with? Rapid fire? If that’s the case then you are fighting uplevels or people that forgot to wear their armor.
+1 this. Against a properly geared Warrior or Guardian, my RF usually only do like 4.8~6k damage at best. (If they dodge, it’d be even lower)
HAHAHAHAHAH at you saying a d/d ele or staff will lose to a gs/hammer. The only players a gs/hammer can kill are the bad ones. That gs build only has a small degree of success because most wvw players have no idea what they are doing.
Any of the builds I listed is capable to win or at least stale a fight forever against a gs/hammer.
GS 5 is highly telegraphed and easy to avoid even on melee range. GS 2 is the easiest skill to avoid in the game. The only thing GS is good for is to run away….Trying to immobilize an ele that runs -40% food and hoelbrak(-20%) and is one of the classes with the most condi clears in the game hahahaha.Lol, your movement impairment doesn’t work on Warrior too, they have more innate traits for it than ele. They have more mobility than you that’s for sure. Staff ele lol…. That type of Warrior hits harder than you against single target, and they run faster than you too. And their selling point is excellent chasing ability, CC, and burst. Condition is just to keep people in place from running away, but for staff ele it’s not even needed.
One last note, my power build never have any trouble against staff ele in dueling, but find GS/Hammer 10 times tougher than most eles. Not sure if we’re playing same game or not, or you’re living in your LaLa land. Maybe you’re imagining those WvW players standing in that invisible circle that they can’t run out from your Meteor Shower or Lava Font like in conquest.
Lol, no eles are far more mobile then warriors. The mobility fiery greatsword gives is only matched by thieves.
FGS is mainly used for running away, not fighting lol. I have yet to see an Ele pop FGS to fight me, not running away. Also that cooldown XD.
But with FGS they will run away from you without you being able to catch them…
So they are more mobile…If that Warrior is persistent enough, they’ll eventually catch up after FGS expired, considering there’re no keep/ tower to hide in near vicinity XD.
Haha as if that would happen. The distance a ele would gain from FGS is enough for him to get out of combat and WP out.
At least you wasted his time by him WPing XD. I usually don’t WP unless there’s a guild group chasing people endlessly.
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HAHAHAHAHAH at you saying a d/d ele or staff will lose to a gs/hammer. The only players a gs/hammer can kill are the bad ones. That gs build only has a small degree of success because most wvw players have no idea what they are doing.
Any of the builds I listed is capable to win or at least stale a fight forever against a gs/hammer.
GS 5 is highly telegraphed and easy to avoid even on melee range. GS 2 is the easiest skill to avoid in the game. The only thing GS is good for is to run away….Trying to immobilize an ele that runs -40% food and hoelbrak(-20%) and is one of the classes with the most condi clears in the game hahahaha.Lol, your movement impairment doesn’t work on Warrior too, they have more innate traits for it than ele. They have more mobility than you that’s for sure. Staff ele lol…. That type of Warrior hits harder than you against single target, and they run faster than you too. And their selling point is excellent chasing ability, CC, and burst. Condition is just to keep people in place from running away, but for staff ele it’s not even needed.
One last note, my power build never have any trouble against staff ele in dueling, but find GS/Hammer 10 times tougher than most eles. Not sure if we’re playing same game or not, or you’re living in your LaLa land. Maybe you’re imagining those WvW players standing in that invisible circle that they can’t run out from your Meteor Shower or Lava Font like in conquest.
Lol, no eles are far more mobile then warriors. The mobility fiery greatsword gives is only matched by thieves.
FGS is mainly used for running away, not fighting lol. I have yet to see an Ele pop FGS to fight me, not running away in WvW. Also that cooldown XD.
You really start losing credibility when you try to tell others how they use their skills. Simply because you mainly use your FGS to run away, does not define that as how all other players focus its use.
You also mention not staying in an AoE field. Well, how are you going to damage a enemy with no ranged option, when they just swap attunements in a cycle and maintain a consistent AoE at their current location?
Look, anyone can beat a GS/H build, and a GS/H build can beat any other profession. It all depends on the skill level, builds, and play styles of the opponents. You on the other hand, appear to argue as if an ele in general could not defeat a GS/H warrior, and that is just unreasonable in my opinion.
So that Dudi guy who argues that GS/H sucks is more objective? I didn’t mention Ele suck at all, just saying dueling-wise GS/H can beat them because of this and that, while that Dudi guy clearly stated “these builds can easily pwn GS/H with ease because GS/H sucks”
For FGS, I also didn’t mention FGS can only used to run away, I clearly stated “I have yet to see any Ele that fights me use FGS to fight me, not running away in WvW”, meaning almost all eles I encountered pop FGS to try to run away from me.
Are you being hypocritical or something? Ele favoritism ?
There’s a statistic made by fan-base, collecting data about how many players playing each classes in PVP/WvW/PVE, and ele seems to be the top one in all game modes, and way more than the 2nd place class. Maybe that’s the reason why people only favors Ele.
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HAHAHAHAHAH at you saying a d/d ele or staff will lose to a gs/hammer. The only players a gs/hammer can kill are the bad ones. That gs build only has a small degree of success because most wvw players have no idea what they are doing.
Any of the builds I listed is capable to win or at least stale a fight forever against a gs/hammer.
GS 5 is highly telegraphed and easy to avoid even on melee range. GS 2 is the easiest skill to avoid in the game. The only thing GS is good for is to run away….Trying to immobilize an ele that runs -40% food and hoelbrak(-20%) and is one of the classes with the most condi clears in the game hahahaha.Lol, your movement impairment doesn’t work on Warrior too, they have more innate traits for it than ele. They have more mobility than you that’s for sure. Staff ele lol…. That type of Warrior hits harder than you against single target, and they run faster than you too. And their selling point is excellent chasing ability, CC, and burst. Condition is just to keep people in place from running away, but for staff ele it’s not even needed.
One last note, my power build never have any trouble against staff ele in dueling, but find GS/Hammer 10 times tougher than most eles. Not sure if we’re playing same game or not, or you’re living in your LaLa land. Maybe you’re imagining those WvW players standing in that invisible circle that they can’t run out from your Meteor Shower or Lava Font like in conquest.
Lol, no eles are far more mobile then warriors. The mobility fiery greatsword gives is only matched by thieves.
FGS is mainly used for running away, not fighting lol. I have yet to see an Ele pop FGS to fight me, not running away. Also that cooldown XD.
But with FGS they will run away from you without you being able to catch them…
So they are more mobile…
If that Warrior is persistent enough, they’ll eventually catch up after FGS expired, considering there’re no keep/ tower to hide in near vicinity XD.
So eles might be a solution depending on the skill level of each player. Any other possibilities?
I already told you condition class is the most likely candidate to defeat them. They’re the strongest dueling spec anyway. Dire engi, Dire thief, etc.
HAHAHAHAHAH at you saying a d/d ele or staff will lose to a gs/hammer. The only players a gs/hammer can kill are the bad ones. That gs build only has a small degree of success because most wvw players have no idea what they are doing.
Any of the builds I listed is capable to win or at least stale a fight forever against a gs/hammer.
GS 5 is highly telegraphed and easy to avoid even on melee range. GS 2 is the easiest skill to avoid in the game. The only thing GS is good for is to run away….Trying to immobilize an ele that runs -40% food and hoelbrak(-20%) and is one of the classes with the most condi clears in the game hahahaha.Lol, your movement impairment doesn’t work on Warrior too, they have more innate traits for it than ele. They have more mobility than you that’s for sure. Staff ele lol…. That type of Warrior hits harder than you against single target, and they run faster than you too. And their selling point is excellent chasing ability, CC, and burst. Condition is just to keep people in place from running away, but for staff ele it’s not even needed.
One last note, my power build never have any trouble against staff ele in dueling, but find GS/Hammer 10 times tougher than most eles. Not sure if we’re playing same game or not, or you’re living in your LaLa land. Maybe you’re imagining those WvW players standing in that invisible circle that they can’t run out from your Meteor Shower or Lava Font like in conquest.
Lol, no eles are far more mobile then warriors. The mobility fiery greatsword gives is only matched by thieves.
FGS is mainly used for running away, not fighting lol. I have yet to see an Ele pop FGS to fight me, not running away in WvW. Also that cooldown XD.
The staff ele can just drop aoe on hist feet and outheal your dmg. If you are not using a longbow you are reducing you class to full melee. Good look dying inside lava fonts.
GL finding kitten that’d stand inside those circle in open field. Outheal lol…
That LB doesn’t even hurt that much anyway, and mainly used for F1 field and blast finisher in Conquest because people are forced to stand on node. Also Ele has alot of projectile reflector, that LB just provide ele alot of breathing time.
Guess you either never play WvW, or you’re trying to trick Warrior using LB against Ele so you can win them easily in WvW.
HAHAHAHAHAH at you saying a d/d ele or staff will lose to a gs/hammer. The only players a gs/hammer can kill are the bad ones. That gs build only has a small degree of success because most wvw players have no idea what they are doing.
Any of the builds I listed is capable to win or at least stale a fight forever against a gs/hammer.
GS 5 is highly telegraphed and easy to avoid even on melee range. GS 2 is the easiest skill to avoid in the game. The only thing GS is good for is to run away….Trying to immobilize an ele that runs -40% food and hoelbrak(-20%) and is one of the classes with the most condi clears in the game hahahaha.
Lol, your movement impairment doesn’t work on Warrior too, they have more innate traits for it than ele. They have more mobility than you that’s for sure. Staff ele lol…. That type of Warrior hits harder than you against single target, and they run faster than you too. And their selling point is excellent chasing ability, CC, and burst. Condition is just to keep people in place from running away, but for staff ele it’s not even needed.
One last note, my power build never have any trouble against staff ele in dueling, but find GS/Hammer 10 times tougher than most eles. Not sure if we’re playing same game or not, or you’re living in your LaLa land. Maybe you’re imagining those WvW players standing in that invisible circle that they can’t run out from your Meteor Shower or Lava Font like in conquest.
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I agree CI is one of the most powerful traits in existence, which defines and shapes ALL Warrior’s PVP AND WVW builds. It is a must have to any warrior in any PVP/WvW modes, and that one trait carries Warrior to become one of the bulkiest tanks.
GS war is a terrible build. You can basically pick any spvp build adapt to wvw and never lose to one. They probably can run away from most non burst classes but they won’t ever kill you 1v1 if you have any semi decent build.
Try:
-shoutbow
-hambow
-d/d celestial ele
-celestial staff ele
-2kit slick shoe engi
-perplexity engi
-p/d perplexity thief
-medi guard
-condi/regen ranger
-etc…
He’s talking about WvW, dude…
GS, Hammer is a known combination, doing very good in WvW roaming.
They have multiple ways to cripple foes so they can’t get away, very aggressive play-style, excellent mobility, good burst/CC, and good defensive ability…
Shoutbow/hambow is not a good combo in WvW as compare to in PVP because no-one will sit in your F1 LB anymore. Celestial staff ele sucks in dueling. D/D ele will lose to GS/hammer because they’re equally bulky, yet more aggressive than you. Slick Shoe doesn’t work too well in WvW dueling too because no-one will stand in it. Mediation Guardian will be out-sustained and killed later on. Seriously, your solution is all about SPVP not WvW at all.
Basically it hard-counters most direct damage build, that only condition build with good poison up-time can beat them. Even then, if you unfortunately get hit by f1 repeatedly, you’re going to lose too… You’re NOT going to outrun him, and he’ll run Rampage mostly if you try to run, and you pretty much screwed up by that point. (Rampage almost grant immunity to movement impairment when combine with certain trats/runes, perma stability, extreme mobility and high damage.)
I seriously doubt you really play WvW that much… Shoutbow or hambow would not win against this, and they’re relatively weak in dueling… go try it yourself. People from PVP need to stop look down on WvW because it’s a totally different mode, and your precious PVP build may not always work in WvW at all. I play both modes so I know that too well.
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In the future, resistance quickness, and alacrity become boons too.
There are your 12 boons.
Unranked and Ranked exist for this reason:
- Play Unranked when you are running with casuals and/or teaching team mates that are not able to compete competitively. This way no one gets kittened off when they lose.
- Play Ranked when you have assimilated a proper team and are confident that you’re ready to play competitively. The real teams are in the game for leaderboards, not reward tracks in unranked.
The problem that you are experiencing occurs when a good team is teaching one or two new guys and join Unranked. Quite often the new guys aren’t even new players, they are r80 dragons and just new to the team in general so you’re still facing a well coordinated team on a TS3. These teams are not in Unranked because they are trolling or farming you, they are just testing out play with new team mates.
The issue here is not Unranked vs. Ranked. These two different game modes needed to happen, to delude the saltiness of community losses. The real issue is that solo was combined with team ques. There are so many problems with this and the community has voiced them multiple times in this forum, therefore there is no reason to go back in to them here.
But I will state the obvious solution:
- Bring back Solo Que, make it ranked only
- Make Team Que ranked only
- Turn hotjoin/practice in to what Unranked is now
Some of those teams just enjoy “farming” the win credits, instead of caring about the meaningless leaderboard or rating or “fair fight”. Yes, some people don’t play PVP for fun, they play for credits, or maybe title.
Merging Solo and Team Q is the worst decision Anet makes yet again.
Maybe that’s their way to nerf the sustain of Ele and other boon reliant classes :P
It is a bad thing in PVE but a pretty good thing in PVP.
Same goes to condition duration. Since they’re making most conditions stackable, in order to balance, they reduce the duration of all conditions by removing the trait bonus.
Rangers are an old/out of date and redundant class/proffesion type.
Just delete it and be done with it for goodness sake.
I have at least a toon of every class up to 80, and albeit Rangers aren’t my favourites I must say that I saw some videos from Night Shift and Agression and both teams have been using Rangers for a while in a sort of anti-ranged party role (focused on hunting down necros, eles, etc.) with great success.
- Going further, since the stability changes, I would even say that I’m finding the heavy train (classes which I main) less and less productive in the WvW raids.*
las time i got spiked by a few gank rangers in a midle of a fight i didnt even had time to react, i almost didnt even noticed downed state… it was to fast , all they need is time warp and auto atack to insta melt targets. i dont mind their damage they are squishy but its more like a cooldown problem it was fine before they reduced it the LB skill, its to easy to pull damage out of the box that target isnt even a threat if he do not have a gap closer, if one can do a ton of damage atacks must be slower, funny how sometimes for classes that cant block and rolls were used already is almost a certain death.
The heavy classes are far less productive becouse stability was to powerfull to, now its almost situational used, unless on a 1 vs 1 fight, the heavy train needed to change and the called pirate meta its just a temporary solution.
Guess you never seen 2 thieves combo that down people in 1.5 seconds, coming out from stealth, that there’s no-way you’d see it’s coming because they’re permanently in stealth. Not to mention one of them may run some venom sharing so you’re permanently immobile during the spike.
For rangers at least you can see them coming. L2P.
It’s ninja nerfs like this that will keep me from even trying the expansion.
Guardian was pretty average of late and has the most unappealing prestige class coming in the expansion… no ranger plays traps why would a guardian? If this expansion is trying to bring back lost players it is failing miserably.
Rangers don’t play traps because those traps are useless in terms of effect, not mechanic… Anet tried to make traps that have real impact to the fight. I
Also you’d be the only one who probably will leave because of expansion, people WILL come back. Also even if you don’t buy expansion, the trait change is inevitable.
My only personal whine about shortbow is the lack of reliable stealth – not because I feel I need it at range, but because I’m traited for venoms and therefore stuck with unusable minor traits
I thought blasting smoke field with SB is common sense… It saves so many cool down, and able to achieve so many additional stealth..
This is another reason why even PVE thieves have SB on their 2nd weapond 24/7
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We blamed Anet because we used to have separate cues for Solo and Team.
They removed it for silly reasons like “it’d scatter the community base”.
Basically what this sentence means is that so few people are playing Team Arena, that they need to throw soloers inside so those “Team E-sport guys” can farm us soloers.
We have absolutely full credit to blame Anet.
New wilderness survival will handle conditions pretty nicely, with newly buffed Troll Ungeant, entangle, and lightning reflexes. Healing Spring is not the only option against condition anymore.
And for WvW roaming, thieves number are like 5 times more than other classes.
First, you cannot prove that claim.
Second, in my own experience I find rangers to be much more common that thieves; anecdotes don’t prove anything.And glass thief is probably more risky than glass ranger. Ranger has the luxury of being able to (at least sometimes) sit in the back or use height advantage or hard to reach terrain from 1500 range to pew pew people from a distance and are actually most effective this way; in group fights this has the added benefit of having other people in front of you to protect you. Glass thief always has to go melee to be effective: their ranged damage is much less than ranger and they only have 900 range.
In group fight rangers are useless too, don’t use group fight as an example. Against a zerg, ranger’s range AOEs are just too weak, too scarce, and punished too harshly by retaliation. Rangers are almost always useless in T1 zerg fight.
I’m talking about solo roaming, which thieves are the most common. Idk which tier or game you’re playing, but thieves are the most common roamers for ages. You hold grudge on ranger only because we have “Sick-em” to screw up those bad-skill stealth reliant thieves. (Good thieves have huge advantage against power ranger, that’s a fact)
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Funny thread.
1. OP has to learn to dodge.
2. The ranger defense brigade needs to stop defending the most brain dead low risk high reward class in the game.
3. D/D thief takes infinitely more skill to pull off that a LB ranger.Either way it’s good to see the posters who rage about thieves scrambling to defend their class lol
If only there’s no wall for D/D to infinitely stack up stealth when near a keep…
This should be fixed already…
Oh, btw, if ranger is so low risk high reward, they should be in the tournaments and WvW already lol… But guess which classes are the most plenty?
Thieves. Engineers. Warriors. Elementalists. Guardians.
And for WvW roaming, thieves number are like 5 times more than other classes. Pretty obvious that which class is the most low risk high reward in WvW lol.. Yet you and that Archon guy is defending the most broken class and crying about ranger because that “Sick-em” and “Rapid Fire”may screw you low risks folks up many times.
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and where is LB 20% ? They missed it I guess.
Maybe that’s intended, considering some of those skills have super low CD, or very strong effect?
Just a little correction:
So is the adept 10% damage multiplier against crippled foes. We can definitely always benefit from it in PvE, where the condition could be applied by other players, but the trait only makes sense as a bow/trap related trait since those are our only reliable cripple sources.
Superior Sigil of Incapacitation
LB autoattack will also cripple both targets if it bounces (more than one target is hit).
I still need to see real time/real opponent reaction to projectile speed of arrows to target before any real commentary can be made.
I’m sure it’ll be no different than a Warrior’s arrow projectiles on his bow. It’s very much dodgeable at 600 range but unlike a warriors specific, high cd skills, no one is going to trouble themselves with dodging an autoattack cripple compared to other skills.
Our “kill shot” arrow will be obvious, especially at 1200 range. But not in a game breaking way, it’ll still be useful.
You’re pretty wrong. Anet already mentioned that all arrows will have Read the Wind projectile speed as baseline, meaning all of them have their arrow speed increased by 100% on default.
Rangers gotta realize that they have a pet dealing passive damage, 300 more range and they are not rooted while casting RF. All this crying about DH makes no sense except for those people who wanted to play with a longbow that’s faster than a warrior’s without being burdened by the pet.
Pet is more of a liability than help in many situations. It’s a easy bait for ranger to stuck in combat in WvW and PVP, it’s an easy bait for D/D thief to CnD, and now even Guardian’s LB1 can infinitely snaring ranger because of the pet.
If you think pet is such a big deal, you Guardians are free to have it, while we can take your virtues, toughness, and mediations
I get whipser rage after beating people in PvP
I get whipser rage after beating people in WvW
I get whisper gold selling ads
SOLUTION: Only my friends can whisper me: the option.
At least stop people from whispering me after they’ve already blocked me.
Only the last solution is necessary.
Other ones don’t make sense.
Do teefs not realise that they are not the only class where bad things happen if you get hit by rapid fire? Or that they aren’t even close to the most vulnerable to taking a full rapid fire to the face?
True, it is worse if you are necro. If death shroud is on CD, you are basically toast.
Nah, dire necro can beat ranger pretty easily if their death shroud is full. (which you can easily do so by hitting a random mob out there before engage, I seriously don’t get why any necro wouldn’t do that already.)
The HP, toughness is just too high that power ranger need to take quite some time to chip down, but all you need to do is land weakness, fear, and other conditions on him, and finish him with 1 combo. You have more margin of error than power ranger in that scenario. Once ranger got hit by your condition combo, he’s pretty much finished, unless his RaO is not on CD.
And if you’re talking about PVP, then it’s even easier for necro because there’re so many obstacles you can abuse on node to prevent LoS.
Ummm, almost every thieves use SB in all contents because of mobility and free 0 CD blast finisher… Isn’t that enough?
Guardian had a good time in the past…maybe it is time to let others shine….and accept to enter the gimmick club.
Only that’d it’d shine brighter in PVP and WvW now…
Mediation’s Guardian’s only weakness is always the lack of snaring ability and good range option, that some classes can toy around Guardian while kiting. With the new LB, opponents can no longer do that because the damage is at least 70% of ranger’s LB, with good utilities, AOE, snaring, and CC.
Also DH has alot of good dps traits for PVE contents.
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Nope. All channel skills works like that and you only want ranger to be the exception because it hurts your thief.
You’re the hypocritical one.I actually think that all channel skills shouldn’t be able to do that. And it’s not because it hurts my thief, it’s because its a bad mechanic that shouldn’t exist.
Also complaining a “game mechanic” that’s been there for ages, applying to all classes, just so it favors your thief, that is what I called “thief favourism”.
First, changing the mechanic would also affect mesmers, engies, rangers (omg!), and actually every other class because they an be stealthed by someone else. Second, this is a personal attack against me, claiming that I have ulterior motives. That is not a real argument, that is ad hominem.
I could also just as easily accuse you of having “ranger favourism” (I think you mean “favoritism”). You’re defending a mechanic that clearly is to your benefit. Although other classes can use this mechanic to their benefit, like kill shot or magnet, ranger clearly has the most use of this broken mechanic against thieves. Therefore, you have “ranger favourism”, because it is within your best interests to allow this mechanic to exist.
And please, before anyone again misinterprets the above paragraph, I am satirizing his claim that I have “thief favourism”, and I am not accusing him of having ulterior motives, even though he might.
Also, I’m pretty sure most people will agree that stealth is a more broken mechanic than channel skills.
Balance is not a democracy.
If you want to argue me with logic, then I should be able to track stealth by sound, footprint, wind, grass movement and such in real life, why can’t I do so in GW2?
You are again equivocating my statements. Stealth was clearly designed to be allowed to be used in broad daylight and clearly designed to be undetectable by wind, sound, etc. When I said “logic”, i meant the reasoning behind skill design and balance, not realism and science.
I don’t need to justify anything, I’m not the one trying to justify one skill on “logic” or “lore” you are, logic or lore have absolutely nothing to do with it, as shown by the examples I gave that you conveniently ignored as they show how ludicrous your argument is, we’ve had people who can’t play whine about channeled skills before, guess what, nothing changed, it is a counter to stealth that provides some balance, in a game where stealth has very few, learn to play.
What examples are you talking about? You never countered anything I said.
Ok, let’s make a deal.
Now RF can’t track you in stealth, but instead, it turns into a charge shot, that gathers all damage in one arrow. It takes 1 second to charge the attack, just like kill-shot Fair now right?
Do you think that we rangers even like RF being a channel skill? I rather it be like kill-shot.
I had my ranger for a while now but used him mainly for sniping targets in WvW zerg fights.
I played two games of PvP in him, lost both, but felt that he was dishing out good damage with good survivability.
Rangers are not weak at all? even when I was targetted it took a while before they got me down.
I run LB + GS.
Traits is 20660
With rune of the grovehere is the build:
http://gw2skills.net/editor/?fNAQJATRjEq0yaDLesQ1ag8gaVA0OIOifw9CHFxdBraA-TpBFwACuAAMOEAs2fYxRAoaZAAPAAATry it. it has good damage and good survivability.
Umm, you played 2 games and lost, then you’re claiming it’s a good build..
Where’s the logic?
Maybe, just maybe it’s because your damage is not good at all as a supposedly zerker class, that you didn’t do your job of sniping good enough that your team lost?
Ah…. moving on.
I almost wish it was back at the beginning when the thief was the rangers worst enemy. Now they have none?
With an engineer using reflect, 2 solid blocks, and magnet pull, and rocket boots to close a gap. I feel I am a natural predictor of the LB user. I have little difficulty dispatching rang e s with my warrior at all, and even less trouble when on my mesmer.
In my opinion if your having difficulty with a ranger, that is the fault of your own build and how you are playing it.
I’m not talking soloing, when was the last time you saw a roaming LB ranger. But in backline zerging they can snipe prety easy, No matter how good you say you are. I’ts the easiest job in the world, and very effective.
And this “job” you mentioned doesn’t work too well against a blob of zerg of 50+ players because it doesn’t determine the outcome at all. (As long as their opponent’s commander not so trashy)
Thief seems to be broken. No matter how many mistakes thief player makes he still can flee every time.
That’s why I tend to bring sick-em whenever I see thief.
To make sure they don’t just run away whenever they make mistake.
More reveal mechanic should be in game already.
Too bad in T1, those thieves are so coward that they can’t even roam solo. They tend to roam with at least 1~3 other thieves.
auto 1 no condition apply (except burning and sigils) ONLY !! if a sec target is close you cripple
2 CHARGE damage done no condition
3 deflecting shot scepter ball of wrath style with a small block on the way and a blind
4 shot a symbol ads vigor to you/ally radius 180 (go get it o wait to small mist it)
And last 5 a whopping 60 sec personal (Ring of Warding) giving skill the enemy still shots you dont forget that !! and a small dmg at the end (no x dmg to it) and 360 radius (each personal ring or total skill radius)
1. Guardian always lack good range dps. Scepter 1 never hits, 2 hard to hit. Staff does low damage too. Now they’re adding an auto that does way higher damage than those 2 with good accuracy and snare and you’re complaining? Not to mention how EASY that cripple requirement triggers in PVP and WvW.
2. Charge attack yes, with damage of about 70% of RF charge in one shot, a real BURST, with CD as low as 4, and you’re complaining? Yes they can dodge, but how many times can they dodge when the cd is just 4?
3. Completely counters RF, does blind, as well as GOOD DAMAGE. It’s not those utility skill that hit almost 0 damage.
4. An aoe without the need of LoS and grant vigor, and ignore reflect. So good in PVP!
5. One of the strongest range CC in the game.
Seriously, go observe other classes’s LB before you say Guardian’s LB is bad.v Not to mention it solves Guardian’s biggest weakness in PVP: The lack of good range dps option and snaring ability.
One thing what is good for guardians is longbow…but…..other stuff is just….NOT.
As I said in my thread, guardians will be last and least played in HoT, all other classes getting better stuff and feel better and fresh.
“We are in a good place” so we dont need new stuff or more than few hours of tweaking by devs (hint- look at its specialization name)So far:
Chronomancer – almost perma slow
Reaper – perma chill on autoattack (with better shouts and 3.5k heal on 20 sec O.o)
DH – nothing good except LB …lets wait for others
As I said r.i.p. guardians in HoT ;(
Other classes get “cool mechanic”. Guardian gets “useful mechanic”. I’d call it even.
You’d be mistaken that no Guardian’s will play DH in HoT. I will definitely go play DH because it looks like a WAY better Ranger in WvW than the currently lackluster one.
Ragnarox, we got some awesome stuff. I disagree completely. Now granted, we need to see what the other professions get but so far i’m incredibly happy.
What stuff we got? LB? Lb is good but traps are useless….I’ll stick to my medi build because all other classes are getting deadly condies on autoattack and similar.
Did anyone else burst in laughter at the bolded statement? I almost fell out of my chair.
Anyways did you notice the 80% self fury that can easily become 100% with a bit of boon duration? How about the vulnerability burst from trap and Big Game hunter? What did you think of the Cripple? Hey what’s the deal with those immobilizes? And who could forget the 20% damage modifier in zeal thats changing the meta from sword focus to mace focus and making hammer a top contender?.
You are mixing duration and 80% with 100%? Nice. Imobilize ? you mean virtue with 60 sec cd for 3 sec imm? You mean symbol dmg which you can dodge like traps. Cripple ? you mean if someone is near your target? Don’t cry when HoT comes and then you suddenly felt disappointed with guardian.
I am worried about Guardians, we are going to be left behind.
You can stick to your selfish Mediation. I’d grab some traps and start being useful in WvW. One trap that can do 3.5k damage to potentially 50+ enemies who walk through, it’d be on my bar.
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A slow, hard hitting class like reaper is basically a god send for us guards who know how to actually block.
I dunno what stream you were watching yesterday, but Guardians are going to get kitten on by a good Reaper. As if our cooldowns weren’t long enough on their own, perma chill and a shout that makes attacks unblockable are going to wreak havoc on a medi guard that already has trouble disengaging without 66% less movement speed.
Eeeexxxceeeppt we aren’t forced to melee them and actually have ways of pinning them down while kiting and also have some decent condi removal?
They’ll have pulls. Also if you look at current traits alongside the new Reaper traits you’ll find that it’s probably NOT going to be so easy to pin them down.
Hey, I finally have to take necros seriously when I fight them instead of just face rolling them for a free kill. Finally a fun fight.
1200 range immobilize will hardcounter power reapers.
There’s a trait that -66% movement impairment conditions duration when in DS. Combine this with -40% condition food and you’ll have a necro that immune to immob/ cripple/ chill.
The guardian didn’t NEED anything. Necro and mesmer have gaps in their abilities since launch. Dragon Hunters gave Guardians exactly what they wanted forever, ranged dps and ways to stop people from disengaging. Only reason people are crying is because the Chrono and Reaper LOOK like they got a lot More, but neither is in anywhere near a good spot as the Guardian and probably still won’t be
+1 this.
Guardian’s got something that potentially looks OP in WvW, and necro gets their dps in PVE so they’re “on par” with other classes’ dps finally, and mesmer gets something they always lack: I passive movement speed buff.
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Logically, it makes no sense why am a ability based on aiming should be able to pinpoint track someone while their target is invisible. Because this is illogical, the burden of proof as to why channeled skills should follow in stealth falls to you.
Also, stealth in this game is completely different to stealth from other games. You’re comparing apples to oranges.
LOL, because being able to “stealth” in full sight of someone, in broad daylight in an open space with no cover is perfectly logical…
Stop equivocating. That’s not what I meant. Stealth was clearly designed to be able to be used in broad daylight; it makes sense that it works that way. and FYI, lore-wise, stealth is magic, so it can be logically justified in an in game way also.
As for channeled skills, there is no clear reason why they can track in stealth: it’s not logical.
That is what I called double standard.
You try to justify your stealth being logical, so “channel” skill should logically finish their channel even if you go into stealth.Yeah I know, you just want your candy, I know you just want ranger to be free loot bags, I know you just want easy mode, I know you just want thief dominating all classes, I get it. Thief is thief zzz.
Moving on.
Really? From my point of view you want thieves to be free loot bags for rangers by allowing a cheap and broken mechanic to exist.
Nope. All channel skills works like that and you only want ranger to be the exception because it hurts your thief.
You’re the hypocritical one.
Also complaining a “game mechanic” that’s been there for ages, applying to all classes, just so it favors your thief, that is what I called “thief favourism”.
Also, I’m pretty sure most people will agree that stealth is a more broken mechanic than channel skills. If you want to argue me with logic, then I should be able to track stealth by sound, footprint, wind, grass movement and such in real life, why can’t I do so in GW2?
Short answer: L2P. Thief is not ranger’s free loot bag. Good thief can always beat a ranger, it’s not a hard-counter. You guys abused stealth long enough in WvW, so now’s time to start L2P.
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But no,tbh I don’t think they went overboard with the scythe size. It’s perfect. It’s perfect. It’s perfect.
Yeah it’s only like 2-3 times bigger than your character, makes perfect sense.
The scythe itself is made of some sort of spiritual energy, so it’s weightless. It is reasonable for it be big and still swing it smoothly.
I want it to be BIG!
I’ll go back to play my necro because of it.
Logically, it makes no sense why am a ability based on aiming should be able to pinpoint track someone while their target is invisible. Because this is illogical, the burden of proof as to why channeled skills should follow in stealth falls to you.
Also, stealth in this game is completely different to stealth from other games. You’re comparing apples to oranges.
LOL, because being able to “stealth” in full sight of someone, in broad daylight in an open space with no cover is perfectly logical…
Stop equivocating. That’s not what I meant. Stealth was clearly designed to be able to be used in broad daylight; it makes sense that it works that way. and FYI, lore-wise, stealth is magic, so it can be logically justified in an in game way also.
As for channeled skills, there is no clear reason why they can track in stealth: it’s not logical.
That is what I called double standard.
You try to justify your stealth being logical, so “channel” skill should logically finish their channel even if you go into stealth.
Yeah I know, you just want your candy, I know you just want ranger to be free loot bags, I know you just want easy mode, I know you just want thief dominating all classes, I get it. Thief is thief zzz.
Moving on.
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I think combining some chill trait, and that attack speed buff from grandmaster, necro could maintain perma chill on 3 targets with AA. That’s by no means weak.
But I do understand this trait doesn’t enhance necro’s defensive ability a single bit, which is what necro exactly lacks in PVP.
We had a Ranger night on our server and it was glorious. Great fun to pew pew thieves and watch them melt under fire from 30 Rangers. Even stealth couldn’t save them.
Well, mostly it’s the other way round in my server. Usually 2~5 thieves roam in a group, taking turn SR, and spike any loners when I’m traveling
Sigils/Runes do indeed define builds “as in, without these sigils/runes on certain builds, those build wouldn’t even be viable” and this is true but the issue here is not as broad and simple as recent posters are explaining. Here is a more concise explanation of what is happening here:
- ~ Some Sigils/Runes are plainly better than others and used on MOST builds in the game. This is not an issue of Sigils/Runes defining build structures but more an issue that some Sigils/Runes are just too useful in contrast to the bulk of the Sigils/Runes in the game that are completely useless. Two things to fix this: Either tone down those Sigils/Runes or power creep the useless Sigils/Runes.
- ~ Some specific build archetypes benefit SO WELL from a specific Sigil/Rune that there is no reason to ever use anything else and thus the main problem I am seeing posted in this thread “Sigils/Runes define builds”. This is half true. It’s not that Sigils/Runes define ALL builds but rather some builds in the game. Some builds benefit so widely from let’s say “Intelligence Sigil” that it does become a staple of the build. That right there “a staple of the build” is what is causing people to see it as “Sigils/Runes defining builds” and again, that is half true but not entirely an entirely accurate statement to define the problem here.
More over I would like to point out to you all that if Sigils/Runes are nerfed too much, it will indeed nerf your options for different viable build structures. I suggest that you all shift your complaining more towards buffing useless Sigils/Runes rather than nerfing what is useful and fun to use in general. Let’s face it, when you proc a double fire/air crit with a backtab, it’s a highlight and it’s fun. Let’s not take the fun out of the game but rather add other fun options to use for Sigil/Rune selections
Fire+Air on Backstab is fine. It at most doubles the expected damage of the skill.
The problem is, when any small scratch has the ability to suddenly deal 20 times the expected damage.
I like to be able to use my hp as a resource. Jump in, trade hits, evade critical attacks, use heals to mitigate small scratches and push through damage.
In the current state of the game, this is not possible. There is no distinct damage sources, as half the damage of many builds is tied to procs, which can not be blocked(unless the attack causing the proc itself was unblockable and triggered the proc while hitting through a block), evaded, blinded or interrupted. You can block full rapid fires, interrupt earth shakers, reflect lich claws, blind pin down, etc. But you can’t stop that small utility skill, which just does a scratch and normally has the main use of applying cripple or weakness from suddenly exploding in your face.
Sigils don’t go on cooldown unless they proc. The only way to blank a passive proc is endure pain/signet of stone. Any other damage source will be gone for a while once you evade the hit. If all the damage is tied to passive procs, it doesn’t matter, what you are hit with.I’ve already stated my opinion on the matter in another thread: There is no conceivable reason for there to be two passive proc sigils with massive physical damage, so why not give one of them a new purpose?
How about:
Currently:
Sigil of Air: 50% chance to deal 408(1.2) damage on critical hit. ICD of 3 seconds.
Proposed:
Sigil of Air: 66% chance on critical hit to deal 128(0.4) damage and apply weakness (3 seconds) to the target. ICD of 8 seconds.
Nerf celestial bunkers first before you nerf sigils.
Bring down the healing amount from Signets of Restoration, Signer of healing, Mediations, Shouts, regeneration, those passive healing procs, then we can talk.
Also address the auto-procs from many classes too before you justify the nerf of air-fire.
Stop being hypocritical.
The problem is you can still be hit by targeted skills after stealth,
The problem is on you. Ranger reacts faster than you and cast their RF BEFORE you enter stealth, deal with it. If you go to stealth sooner, he’ll lose target and couldn’t hit you.
The real problem is too many bad thieves rely too much on stealth as their “oh-kitten” bottom, and think going into stealth = invincible/ solving all problems.
L2P.
What? Are you aware that rapid Fire has an instant cast time? How do you expect the thief to stealth before the instant lock rapid fire? CnD has a half second cast time, and lol if you think d/p can stealth before he instant casts rapid fire.
Learn when to enter stealth and when to dodge, and when to dodge while in stealth…
Learn to count CD too…. Basically a L2P issue.My point is too many thieves have the mentality of “I go into stealth = I’m safe”.
Wtf does learn to count CD mean?
It’s not a “stealth = safe” mentality. It’s that it makes NO SENSE why channeled attacks can follow someone while they’re in stealth. Even if you double dodge you will still get hit, and then you have no dodges for anything else.
What do you expect me to do? Blow all my intiative or use cooldowns every time I see a ranger in the distance? I don’t think you’ve ever actually played thief vs longbow ranger, or you would now how ridiculous a suggestion it is that to counter ranger rapid fire “learn when to enter stealth”.
Count CD of other opponent’s crucial skills like RF?
When RF is not ready, you can safely spike them. If you’re in melee range, you can cancel RF by roll through ranger/teleport to the back of ranger, and so on.
And yes, you should blow your initiative when you see RF, either to interrupt, dodge, and so on.If all fails you, then go play that noobest build ever existed: Dire perplexity condition thief.
….none of this stuff is relevant because it ignores that rapid fire shouldn’t be allowed to follow someone in stealth.
According to whom?
Most games have at least some kind of caveat around “stealthing”. Be it moving slower, needing to stealth outside the attention of an enemy, things like being on fire or covered in jarate showing where you are etc. There’s always something to balance out the fact that you are now kittening invisible.
About the only downside to stealth in this game is it’s not “activate god mode” against channeled skills and apparently even that’s not enough.
Logically, it makes no sense why am a ability based on aiming should be able to pinpoint track someone while their target is invisible. Because this is illogical, the burden of proof as to why channeled skills should follow in stealth falls to you.
Also, stealth in this game is completely different to stealth from other games. You’re comparing apples to oranges.
According to your logic, it also makes no sense that you can stealth into shadow even though your opponent is watching IN FRONT of you.
This is not how stealth works in real life lol. Everyone should have notice your location if you stealth in combat.
If you want to argue logic in MMO, basically everything defies logic.
WHY WOULD YOU COMPARE AN ELITE CLASS TO THE BASE CLASS?
/FACEPALM
Because we don’t have a Elite range trait QQ…
We’re going to become a fake Guardian or something