OMG! SO CUTE!
THIS IS INDEED THE MOST IMPORTANT PATCH SO FAR <3
It was a pretty useless trait before patch, but now it’s even more useless..
Anet often works on rangers half-way, improving like 30% of things that’re already good, and leave 70% things rotten as usual.
I’m currently running 6/0/6/0/6
Totally ditch Skirmishing for BM.
Quick Draw is weaker than I thought.
It only lasts for 4 seconds, and if your skills doesn’t end before the animation finished, your skills are still on full CD. For example, RF takes 2.5 seconds to finish, so if I casted it 1.5 seconds later, quick draw will end before rf finished, making my rf goes on full cd.
Also double RF looks nice on paper, but when put in actual use, it actually puts you into great risk of facing reflection due to the nature of you’re forced to use skills quickly before Quick Draw ends.
The other traits in Skirmishing are not really interesting in PVP as well. Tested a few rounds and then drop Skirmishing and move my points to BM and have a blast.
the problem is that classes with a higher hp pool don’t have to care about this, they just go berserker and will deal a substantial higher amount of damage.
they should have just kept marauder as berserker and never put the new berserker in. or add jewels so that we can mix berserker with valkyre.
This really is a none-issue because very few people chooses Assassin before the patch anyway. It is basically an alternative version of Assassin. Not to mention 4 stat amulet has higher total stats.
the difference between assassin and the current berserker is that assassin is not always more dps, it depends on the class.
with the new berserker amulet it is more dps, always.
mesmer warrior and necro (maybe engi) will be able to take the berserk amulet and they will oneshot children with it.
So your issue is not Ele becomes UP, but instead other classes becoming OP then.
Good to know :P
the problem is that classes with a higher hp pool don’t have to care about this, they just go berserker and will deal a substantial higher amount of damage.
they should have just kept marauder as berserker and never put the new berserker in. or add jewels so that we can mix berserker with valkyre.
This really is a none-issue because very few people chooses Assassin before the patch anyway. It is basically an alternative version of Assassin. Not to mention 4 stat amulet has higher total stats.
berserk ele will run around with 11k hp, this is a bad joke and yet again this forces ele to drop damage and go for the less offensive marauder amulet just because the design fail of the low base hp… ele needs 13k base instead of the old number.
not only is this for berserk but also for cleric ele, how do you intend to survive with 11k hp now that other dps get damage buffs?
Old Zerker always has that Vit part, and ppl actually pick Zerker over Assassin because of that. Donnu why the sudden complaint when Marauder is actually the old Zerker, and the new zerker is actually the alternative Assassin.
There’s a new Amulet called Marauder that are like the old Berserker Trinket but gives abit more Vitality.
Maurader Meta Confirmed for all zerk classes.
(edited by Toxsa.2701)
Beastmaster will be a solid PVP trait line.
But I will more likely run the first 3 trait lines in WvW due to the nature of how frail pets are in WvW in general.
Simple usage:
1. PBS -> RF-> -> 1 x n ->3 when enemy gap close -> switch to GS -> double leap to make distance -> run -> Switch to LB -> double RF -> profit.
I heard that from this Tuesday, out skill points will be converted into a new currency called: spirit shards.
Here’s my question:
1. Can we use spirit shards to unlock skills like we currently do with skill points?
2. If not, how can we unlock skills from now on?
3. Should I try to unlock all skills before the changes in case we can no longer unlock skills through skill points?1. No. Spirit Shards will be used instead of skillpoints to buy things from Miyani. They are purely a crafting currency.
2. For Hero Points you will get from leveling and doing hero challenges (current skill challenges on maps. Thus, their number is finite (400 hero points from leveling, ~190 hero point from map completion, and perhaps another ~30 hero points from skill challenges that are not counted for world completion – those in Dry Top, SW, Southsun, WvW, home instance)
3. No. There will be a skill(and trait) unlock reset anyway, and you have to rebuy them for hero points (you will get HP for your current level and skill challenges already done). Any skillpoints you will use up for skill unlocks now will not be refunded/converted to spirit shards.
Thanks for the detail info.
But does that mean my 8 alts who doesn’t finish map completion will now need to redo the whole map completion and skill challenge kittens before I have access to all skills? I already finished that with 2 characters, I seriously don’t want to do that 8 more times…
That’s extremely disappointed tbh. Also are you sure all skills that we unlocked will be locked again? I literally have 2k scroll of knowledge to burn, I seriously rather blow all of them right now on all my alts than wasting time redoing map completion 8 more times…
I heard that from this Tuesday, our skill points will be converted into a new currency called: spirit shards.
Here’s my question:
1. Can we use spirit shards to unlock skills like we currently do with skill points?
2. If not, how can we unlock skills from now on?
3. Should I try to unlock all skills before the changes in case we can no longer unlock skills through skill points?
(edited by Toxsa.2701)
Thief is among the top 3 most buffed classes…
Be ready of incoming nerf, not buff.
Anet’s way of balance.
When a trait is OP, LET’S MAKE IT MORE OP! (looking at shout, LB)
When the trait is UP, let’s ignore it or nerf it! (looking at rifle..)
We can speculate, but because Shoutbow is very likely to remain, possibly be even stronger, we may as well start talking about power specs.
Power Spec is Gutted too. Aoe Moa from engi will destroy all lich 24/7. The CD is actually shorter.
engis being able to reduce the duration of their heal by half when using medkit (there is a trait that resets cooldown on the next toolbelt skill after you evade)
That trait has 20s of cd, you won’t be able to use it efficiently on Bandage Self (16s cd), you are better off using it on your f5 (double moa ? double bandage drop ? quadruple orbital strike ?).
It also contends its spot with gadgeteer and gadgeteer basically gives you 50% cd reduction on slick shoes + an overcharge (no idea what the overcharge does but it’s probably going to be op like double duration or smthing)
Hmmm? What do you mean it would not be efficient? You could use your main heal on 8-10 seconds cooldown… But granted, double AOE moa or half the cooldown on slick shoes + overcharged might be even more problematic.
As for adrenal implant: not sure how it compares to the other staff, just finding the fact thar engis would, if I understand the way endurance and vigor work now correctly, be now the profession with access to more dodges than anyone else (sd thieves included) problematic. Adrenal implant is now actually better than having perma vigor.
Edit: Sorry you meant overcharge, not overcharged shot. Still, halfthe cooldown on slikshoes (even better actually, since sliskshoes now have lower cooldown than before by default) would seem really unreasonable.
Not to mention Moa form on short cd will kill Rampage War, Lich Form Necro, Minion Necro, Plague Necro, basically anything that transform at a long CD. Post patch Power Necro would be game-over too thanks to new Engi total domination.
For a little bit I was really really looking forward to posting a dragonhunter. Then I went onto my ranger again and played for a while. I feel everything dragonhunter can do the ranger can do better, and more easily. Plus we have a pet on top of it taking all agro for us in pve. Is anyone here thinking dragonhunter will be better then the ranger as is already? If so why?
We don’t even know the damage coefficient yet and you’re already saying ranger can do better.
From what I see, DH has better snare than LB (barrage is a very bad snaring tool), it has more spammable burst(again, we don’t know the damage coefficient yet), a range projectile destruction that ranger lacks, a short cd aoe field ranger lacks also (Quick Hand may fix this btw), and a much stronger version of Barrage.
Also, DH’s traps seem more powerful than ranger’s trap when in a larger group fight, like blade trap can trigger on infinite targets for 1~2k of damage per travel through, and can chip down zerg’s hp quite effectively. The reveal trap is also a 10 sec area denial that thief or anyone wouldn’t want to stand on it.
Okay let’s take a look at the facts:
About the dodge:
Rapid Fire lasts 2,5 seconds, while a dodge only takes 0.75 seconds, so even if you would use both dodges you would still not be able to fully come out undamaged.It is about choices….everyone has options for sigils, traits, and food. So you can actually have 3 dodges.
This argument is old. Arena Net doesn’t believe it is over powered or needs adjustment. Au contraire they changed it – so you all dislike it and come to the forums to say so. Or the general forum, or even the WvW forum.
It will be interesting come Tuesday because Rangers will get a few more trait points back now whereas we spent them for ranger and a few other things. By nightfall on Tuesday I’m thinking there will be much more dislike.
I’m not too worried about it since the spotlight is on Mesmer, Engi, and Thief who got the most buff. People will QQ about them first XD.
Also Ele in WvW will be more deadly because of that -33% fire attonement CD. Now they use Lava Plum on top of each other to do double damage, and spam Meteor Shower way more often.
Okay let’s take a look at the facts:
About the dodge:
Rapid Fire lasts 2,5 seconds, while a dodge only takes 0.75 seconds, so even if you would use both dodges you would still not be able to fully come out undamaged.Rapid Fire vs Kill Shot
- Rapid Fire and Kill Shot both have a cooldown of 8 when traited.- Rapid Fire has a Skill Coefficient of 3.75
Kill Shot has a Skill Coefficient of 2.25/2.5/3.25 for each adrenaline level on Warrior. I never played Warrior, but I can imagine the adrenaline takes a little while to build up. (Shouldn’t be too long though)- Movement Interrupts the Kill Shot, while Rapid Fire can be used while moving.
- Kill Shot has a 1.25 cast time, and only does one hit, Rapid Fire hits 10 times with a 2.5 channeled cast. Concluding from this:
-> Rapid Fire can hit faster since it doesn’t have a 1.25 cast time
-> Kill Shot is likely to deal more damage when traited with the 100% crit trait at full adrenaline.
-> Kill Shot is blindable, dodgeable, blockable, reflectable,
-> Rapid Fire is blockable and reflectableI think Kill Shot is very strong too if I look at it on paper, but still I never see warriors running with a rifle. (Anyone knows why?) But builds without blocks or reflects are really screwed with Rapid Fire, while Kill Shot can be dodged or blinded and depends on Adrenaline.
If I miss some points please add them below, then I’ll add them to the post.
Sources:
https://wiki.guildwars2.com/wiki/Dodge
https://wiki.guildwars2.com/wiki/Rapid_Fire
https://wiki.guildwars2.com/wiki/Kill_Shot
Rifle is Warrior’s WORST weapon. The dps is even lower than their LB. So do you mean Ranger’s LB should be as bad as Warrior’s Rifle? How about fix Warrior’s rifle instead of nerfing a currently viable weapon?
Also don’t know why you look at things only half way:
1. RF eats retaliation and confusion 10 times. Retaliation is extremely common in WvW.
2. When compare to real dps, RF’s damage should be divided by 2.5 since it takes 2.5 seconds to complete the damage. Rifle’s kill-shot takes 1.25 sec to complete, so the DAMAGE PER SECOND is actually higher, especially after you combine it with Volley in the rotation.
3. The reason why ranger’s LB still win in terms of damage is because Rifle’s Auto attack is very bad compare to Long Range Shot, not because RF does more damage than Volley + Kill shot combined. But LRS’s > 1000 range damage never changed, even back when LB is unviable. So why complain it now?
4. RF is destined to avoid at least half of it’s damage at any person with normal reaction speed because 2.5 seconds is not a real burst.
Btw, here’s a footage about how Warrior utilize rifle, which is kinda good tbh:
This is probably why many people want RF and LRS to be nerfed down.
https://youtu.be/a6E7C7i2KQ0?list=FLmiCrh9NTZSbU-XKczLW_3g
Now you know why people can QQ about a weak class like ranger (chuckle)
Totally hilarious.
(edited by Toxsa.2701)
Necromancer is getting a lot of nerfs and the consume conditions recharge increase and vulnerability is the biggest. Yet, all I’m reading is stuff like, “Well, I guess I understand the change” or “It makes sense if…”.
No, just no. The necromancer is getting gutted with these changes. Necromancer will die easier than ever before.
The nerfs are bad enough but our trait lines are becoming utter garbage in the process. A minor trait that gives you and minions protection when exiting death shroud? “But Zefrost, even if you don’t have minions you still get protection!” I don’t care, this is horrible design/synergy. How does this even synergize with traits in the same tier like armored shroud or soul comprehension?
Answer: it doesn’t.
Then we have the blood magic changes. What on earth kind of balance is this? No one in the existence of ever has ever suggested these types of changes. Life transfer now teleports downed allies to your location and heals them?
WHY?!
That is a very strange (kittened) change. How about a trait that makes life transfer draw conditions from your allies to yourself? Yep – that seems necromancery (and we can already do it underwater) This is also something that has been suggested before by myself and others.
Anyone trying to defend the necromancer now is in a serious denial problem. I am ashamed to even have a necromancer now, let alone that the majority of my time was spent (wasted) on it. The necromancer is forever garbage tier.
Axe skill #2 now converts a boon into a condition – that’s a good change. Good job.
The entire thought process of every balance change that is happening is horrible balance and I feel like Johnathan Sharp was the glue that held this type of “balance” from happening. I would rather have no balance than this. You don’t just make everything baseline, combine traits together whilst buffing traits and then give players new and better traits to choose from.
You have butchered the game. Please bring back Johnathan Sharp.
PS. I will make it my mission in yolo que to use the trait that stops allies from bleeding out whilst /sitting beside my ally while the opponent holds a point.
Cool trait. I will use it.
the consume conditions nerf was made because they made it a corruption. If they didn’t nerf it and still gave it the new categorization, it would have become over powered quickly.
protection when you leave death shroud is a lot more valuable than when you enter death shroud. I’d argue it synergizes with armored shroud because it covers the options that armored shroud doesn’t.
We got that, it’s called unholy martyr.
the teleport trait does seem like it leaves a lot of room for people to kitten with allies.
Yet they put Master of Corruption to compete the choice between Terror and path of corruption. Way to kill Condition Necro more. Now unless some new synergy comes out, Condition Necro would be stuck with a 30 CD heal (which is already the most easily interruptable heal in the current meta) and gg.
In fact, it adds more variety to some classes by eliminating/ merging useless traits that no-one with a right mind would pick them. It actually opens up way more “real builds”.
So.. now that curse line…
Terror, Path of Corruption, Master of Corruption, 3 of the most important traits for condition Necro all stuck into one spot and can only be chosen one…
I understand why they add CD on Consume condition (because of that freaking corruption category that doesn’t -20% CD but rather -33%, so they afraid consume condition to be like 17 secs CD), but shafting all the important traits along with it is totally counter productive because there’s no-way you can pick Master of Corruption if you want your Condition Necro to be viable.
Ah, Anet, where’s your brain? What to do now?
I don’t main Necro (but I do have a lv80 necro, with some PVP and WvW experience too), but when I see Necro got this weird and useless trait lay-out, I really can’t help but shake my head too.
LOL. Epidemic Bond is a horrible cleanse mind you. By the time it helps you get rid of immobilize you’re already dead. Clearly another clueless Warrior folk who has no idea how other classes are like. CI is 10 times better than EB. Go ask that in ranger’s forum or PVP forum and everyone will agree.
Ignoring for a moment that you’re completely out to lunch on Fast Hands, what’s bad about Empathic Bond. I don’t have ranger (one of two classes I don’t have), but it looks alright to me.
CI is an excellent cleanse, and on paper EB seems just behind it. CI has the advantage of a shorter cd and the ability to choose when to use it (which will be less important post changes). EB seems to have the advantage of not having to think about it, no need to balance best time to clear against best time to burst, no qualifying criteria (i.e. no equivalent to adren build), and no chance of missing.
What makes it horrible?
Wilderness Knowledge, it’s direct competitor, doesn’t look bad either.
10 seconds in PVP is life or death. On demand cleanse is miles away from the RNG cleanse. If you need to wait potentially more than 5 seconds until your next random cleanse proc, you are as well as dead in most situations. The best example I mentioned is the cast of immobilize. That’s why if given the choice between EB and WK, WK will be picked 100% the time unless for some reason the person is running 0 survival skills. Well, if we can actually see the timer in our tool tip, it may be another story though. Not to mention the transfer condition is basically just killing your pet quickly too. Pet has 0 method of removing condition other than swap it all, which is on a 20 CD.
Thieves will run DA, Crit and Trickery. Not SA. The buffs to that line doesn’t add anything to the thief’s current role.
Why run Trickery in PVE? This is a “PVE numbers” discussion no?
Because it has damage modifiers and gives you more initiative.
This is a “PVE numbers” discussion, no?
Well, simple solution, trait for SA when skipping and trait for Trickery after the skipping part. Problem solved. A skilled dungeon runners already do that, and it’d be even easier to do that post patch.
My point stands, that thief, along with War and Ele will always occupy at least 3 slots in any decent team. So other 5 classes have to fight for that 2 spots. (and ele may steal one more spot too) Usually Guardian will take one more spot if you want to have a smoother round. So that leaves 1 spot.
Thieves will run DA, Crit and Trickery. Not SA. The buffs to that line doesn’t add anything to the thief’s current role.
Why run Trickery in PVE? This is a “PVE numbers” discussion no?
You said it yourself. What’s left to discuss?
I’ll just quote what I said earlier. Just because there is counterplay to something doesn’t mean it isn’t overpowered.
There was counterplay to Perplexity runes the day they were released. Did that stop them from being the most overpowered rune set in the game? Nope. Or perhaps we could say that the bugged mesmer falling damage trait wasn’t broken, but a lack of situational awareness on the part of those who died.
The argument defending longbow rangers is that they CAN be countered, but counters don’t make something balanced (though they help). It’s about risk/reward and input/output. If someone can do tons of damage safely with no risk and little input, it needs adjusted. If rangers had all of this kill pressure, but they had to go into melee or channel for a long time or pull off a specific combo, it would be 100% fine. But right now, they don’t have to do anything. They just stand there. It’s safe. It’s effective. It’s broken.
The point is how many counter-play. Power ranger doesn’t exist in high-end pvp because they are too many “hard counters”, and they bring nothing in a group fight.
Seriously, stop it already. There is effort. There is risk. I can’t help it if the person I’m using Rapid Fire doesn’t have good situation awareness. If my target had any sense at all they would:
Dodge
LoS
Hide behind a tree (except Dolly Parton)
Hide behind ambient creatures, dead yaks, guards, NPCs, etc
Jump into a lower part of terrain / use height
Charge ranger
Reflect
RetaliationEffort in pressing a button and watching things die from miles away? Honestly… any other zerk class has to try 10 times harder to deal high damage and they are all 10 times more risky than a ranger.
Ok so you can dodge one auto attack, another auto attack, sure… then comes Rapid Fire… you gotta dodge that, or there comes the knock back, you gotta dodge that too because if you don’t you’ll eat Rapid Fire… then there’s entangle, the pet fear or immob… all the while the auto attacks are wrecking you. So how many dodges are we supposed to have? Especially when you’re already fighting someone else. Last time I checked, I had about 2.
Lastly, if you leave the ranger alone behind the line you reap what you sow. You have a team and there are members of that team designed to counter that. I’ll put it this way. The problem isn’t the Ranger or the range. It is the design of the game in that everyone looks at the bags of skittles on the ground, aka loot, rather than playing as a team and doing a job.
Ah so while I’m running from a group, kiting I’m just gonna somehow make the newly arrived ranger disappear? Maybe I’ll tell my thief friend to go after him! Oh wait… they’re immune to damage for 5 seconds… oh wait… they’ve got Sic’ Em. Oh wait… they’re 1500 units away from the actual fight… Oh wait… there’s 2 of them, and now you’re Entangled.
It’s funny people think pressing more bottoms = more effort. Maybe people really are clueless. We press those because we’re “mechanically limited” by the things we can do to dish out damage. Just like Necro spamming wells/ marks to a zerg, it doesn’t take effort to click some wells and kill alot of people in an area. It’s mechanic. Just because you press more bottoms don’t mean you spend alot of effort lol..
Guys I found the OP and recorded him! He clearly had no time to dodge or use skills before I bursted him down with my 20k rapid fire.
The only thing this proves is how OP rangers are. I mean… he killed a player from 1500000000 range in basically 3 auto attacks. Auto attacks. Three. 3. Auto attacks. The whole ordeal barely lasted longer than 3 seconds.
Had he actually pressed a button (#2) that would have ended 2 seconds earlier.
That damage was also without food or any kind of stacks (sigils + guard stacks).I’m sorry but this video backfired.
LMAO, 3K per second on the glassiest spect in the history is not alot really. He doesn’t even trying to dodge or use shadowstep to get away anyway.
Guys I found the OP and recorded him! He clearly had no time to dodge or use skills before I bursted him down with my 20k rapid fire.
This post is priceless <3
Showing how bad those whiners are. Basically they do nothing and react to nothing when they get hit.
Yeah, I see Ranger as being able to fill a lot of different roles here. Jack of all trades.
1. Perma AoE Blind
2. AoE Weakness, 85% uptime.
3. Good DPS
4. Frost Spirit
5. Spotter
6. Perma Fury/Swiftness/Regen
7. 80% uptime on water field with 2 blasts.
8. Party condi cleanse, 5 per 24s. Per party member.
9. Can max out Vulnerability stacks, solo.
10. AoE Taunt every 15s to ball trash mobs.
11. 5s reflect on 25s CD.That is a good list.
New Meta;
Frostspotter Support Ranger
PS Warrior
Chronomancer
2 x Frostbow eles.
Not likely. Giving up thief for skipping + higher dps is kinda counter productive in dungeon. For Chrono, their dps is still questionable.
Anyway, I still think thief will take over a spot, especially after the super SA buff that most thieves can afford to take now. (PVE meta, Deadly Art, Crit, SA)
Well, but you should know ranger is not the only class that receive a dps buff.
Phanlanx Strength Warrior is getting roughly 40% dps increase. (20% Berserker Power, 10% GS traits were not available to them before due to trait limitation).
Guardian has that crazy +33% damage when foes stand in symbol. (I kinda forgot how much exactly, any link?)
Ele has their bolt of heart buffed too (from 33% threshhold → 50% threshhold), and their -cd becomes -33% instead of -20%., so they can spam even more skills.
Engi got on dodge blast finisher and more dps modifiers too.
In comparison, Quick Hand’s dps buff is quite minor in PVE set-up. I do understand it is invaluable in any PVP and WvW situations. Oh, don’t forget we lose dps trait from Eagle eye too. (Though in old times we usually take spotter anyway)
Down State Penalty ideas:
1. When you get rev, you received a -15% max hp penalty for 30 seconds.
2. If you go down again during that 30 seconds, when you get rev, you’ll have -30% max hp penalty for another 30 seconds.
3. If this repeats until the penalty reaches 60%, your character dies the next time they get downed during that 30 seconds.
4. Once 30 seconds expired, you lose all stacks of penalty.
These are according to the downstate penalty of GW1, but with lighter and more temporary penalty.
(edited by Toxsa.2701)
Engi is face roll.
As is D/P Carry thief, what is your point?
I played all classes, and honestly I’d have to tell you Engi is 10 times more faceroll than thief in general. A good thief is really strong but it’s much easier to suck at playing thief than suck at playing engi.
I think that it may be a little op.. With some investement on might duration, an axe mainhand and some other skills too you will have no problem reach 25 might stacks after a few secs under 50% life..
They will nerf it, enjoy while you can
Well Necro has a similar trait when using DS though. The requirement is actually easier than getting through the trouble of staying at 50% hp and below.
Also do note that there’re 3 classes (or 4) have that damage modifier of +20% damage when hitting a target below 50% hp. Thief’s panic strike also will consistently cause immobilize on you when you try to stay at 50% hp and below. Overall it’s a huge risk to stay under 50% hp in general. Rewarding with a little extra spike damage may be the way to go since it’s really hard to stay under 50% hp and not die.
Are you kidding me? I think it’s very good post patch.
It even benefit those naders who run zerk and no longer requires burning.
The one that everyone’s looking forward to is the one that leave a blast finisher after dodge. Also it has the easiest to achieve damage modifier in the game. Personally I’m looking forward to all the nade related traits.
.
Ignore Toxsa, hes playing ranger with autopilot on cleansing 3 condi/10sec just by picking up one trait.
LOL. Epidemic Bond is a horrible cleanse mind you. By the time it helps you get rid of immobilize you’re already dead. Clearly another clueless Warrior folk who has no idea how other classes are like. CI is 10 times better than EB. Go ask that in ranger’s forum or PVP forum and everyone will agree.
Why does its placement matter? If people want condition removal then they now trait into wilderness survival rather than nature magic. The fact remains that rangers have been able to play power ranger without any condition removal at all.
Maybe that’s the exact reason why all their builds are not viable in the first place before the update :P (Picking Nature is such a big sacrifice in terms of stats and possible traits selection, making it more of a condition oriented spec. The problem is all their must have traits are stuck in GM spot, but now the 3 full trait lines system solve this)
Now they’d “potentially” be “viable” after picking WK. Any real build will work around WK because that’s literally the only aspect of cleanse ranger has in terms of traits. Btw, I need to repeat this, Nature Magic no longer has any cleanse. It’s just WS now.
(edited by Toxsa.2701)
Nope nope, post patch everyone will pick WS. LB ranger WILL pick WK 24/7. They didn’t pick it before only because “THEY CAN’T” due to traits limitation and all the spreading traits of LB. Now every ranger with their right mind will pick WK 100% of the time. Even TU is becoming a survival, there’s 0 reason a ranger wouldn’t take WK if they want to be “viable” in pvp.
Yes, yes. They could take condition removal through nature magic if they wanted to use the survival of the fittest build. Just because they’re getting a boatload of baseline traits doesn’t mean they were not viable without the condition removal, it just means they will be stronger post-patch.
You’re also comparing a class that has been fine without it who will pick it more often post-patch, to a class that has never been fine without it. Rangers have three years of selecting the same essential trait for their build before they catch up to warriors need of fast hands.
For Guardian, shout is not really a viable build in this Meta. That’s why you only see Mediation Guardians nowadays. We’re talking about “viable builds” in PVP.
It is viable, that’s why it’s on metabattle with a 4.75/5 rating. I see them all the time. They’re very viable in solo and teamque. If we’re talking tournaments…well, only few builds are really picked them. And some classes aren’t picked at all, but that’s not what a class should be based around. The biggest issue is how certain classes counter other classes,s o it throws those classes out of the meta.
You won’t see anything on metabattle without fast hands, that’s for sure!
You’re outdated mate. SotF is now the new Wilderness Knowledge, and they’re squishing it into Wilderness Survival, making WS to only trait-line that has cleanse for ranger. It’s basically a must pick in any PVP mode.
I read every single changes of every single classes already. (Because I play all classes and care for them all) Since the update will launch at Next Tuesday, please use the updated infor.
Like, it must be so hard to understand how to force 2-3 dodges when the Warrior switches to long bow and then burst.
It must be so hard to dodge arcing arrows or pin downs or skull cracks or anything that GS does.
It must be SO HARD to CC a Warrior before a Warrior can CC you due to the lack of instant cast.
Fear Me isn’t even a problem, that gets cleansed by other people anyways. It’s not like Necro Fear which they can overlap easily.
Even with those flaws, sure Warrior can still be strong. But those openings are what makes baseline Fast Hands balanced and not broken.
People who complain about Warriors like Toxsa are the same people who NEVER work on their mechanics and say “Warrior is OP because my reaction time is bad.” Learn to provide REAL arguments please. Sigh.
As if it’s so hard to stall as Shoutbow Warrior for several minutes in 1 on 1 or 2 on 2. As if it’s such a hard class to spam F1 none stop for cleanse and node denial. With the most forgiving class in the world talking about the reaction time, as if you even need to dodge things despite you can just cleanse them and heal it back, period. I do play shoutbow, and it is literally the easiest spec to play and be successful without putting any effort in it, and people want that easy aspect to be baseline. (CI and FH) You ask for those buffs because you don’t want to manage your timing, you want passive proc, you want passive cleanse. Seriously try posting those NS in PVP forum and see how people would react to you instead of living in your small Warrior world.
Also still 0 counter-argument as to why other classes getting same treatment will break the other classes.
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Power Ranger is still easy mode, why? You have 10 million evades on top of an endure pain signet and it repositions easy because it has mobility too.
I don’t understand why people think Ranger has any risk involved, it is the EASIEST class in the game kinda like Guardian.
Doesn’t matter how you build Ranger, you’re an easy mode spammer no matter what you do. There is NOTHING hard about easy mode evade spams and 10 million stun breaks while you attack and bait cool downs with pet. NOTHING.
You have no idea what you’re talking about, showing 0 knowledge of a class. No wonder your points are so biased that only favors Warrior.
Power ranger doesn’t has a million evade, they have at best ONE evade on a 40 secs CD. (lighting reflexes) Seriously stop talking, you don’t know anything yet you trash talk people for stating more factual information. (If you’re talking about GS evade, if a ranger is using GS to auto on you none-stop on your warrior, you can literally afk and still be alive, they’re losing dps by spaming auto on you with a GS)
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snip
So you disagree with the argument they used to give Mesmers IP. That’s fine, but some of us don’t and we’re actually happy Mesmers received the trait.
Things like not enough Condi clear on a Ranger would be better handled by adding additional traits on other lines, skills, and pretty mechanics that reduce pressure on the trait path for rangers than making Condi management bsseline. I’d certainly support that of Condi management was coming ranger diversity.
As for fast hands, do you have an argument as to why it shouldn’t be baseline for warriors that goes beyond jealousy and sour grapes?
Hey, I change my mind. Instead of trying to persuade you guys, I decide to just buff all other classes to compensate each of the buffs anyone received. If everyone is buffed, then there’d be balance eventually. That’s why we should start forming a baseline wish list. If you’re disagreeing with me, it only shows that you’re the jealous one who doesn’t want good things happened to other classes :P.
BTW I noticed that someone just started a thread on the engi forums raising the valid point mentioned above: the dev activity on the engi forum is staggering if you compare to say necros or rangers.
That thread was quickly locked with no explanation that I can see.
Haha, look at ele subforum. We got one short message about blasting staff being added in the changes and then nothing for months ^^
Beside the recent healing skill category changes, rangers sub-forum hasn’t receive a red posts for half a year or more lol.. (And that red post is just to compensate an oversight in the original update note of them forgetting to include these changes)
You can even see in some sub-forums that the developers are CHATTING with the community back and forth.
No offense, if you get dodged/ hit when blinded, it means you got out-played and it’s totally your fault. Burst has a CD of 7~8.5 seconds depending on build, and each weapon shares a separate CD.
If you want burst to land, you have to out-maneuver your opponents.
Just because you can’t do it doesn’t mean it needs a buff to solve your issue. CI has no ICD because they want Warriors to use skills for the reward of huge active cleansing. If you want the brainless version of CI, then there should be an ICD of 15~20 seconds on it to match for all other classes. If you find the “active cleansing” too hard for you to manage, you can try the new Brawler Defense which only requires you to spam switching weapon by abusing FH.
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Read the Wind power ranger doesn’t trait into wilderness survival for condition removal.
Ele: Yeah
Guard: If you’re a meditation guardian…but that’s not the only viable guardian build. There is the altruistic healing guardian that takes shouts. And the virtue bunker which also takes shouts…So that definitely does not apply to guardian.
Nope nope, post patch everyone will pick WS. LB ranger WILL pick WK 24/7. They didn’t pick it before only because “THEY CAN’T” due to traits limitation and all the spreading traits of LB. Now every ranger with their right mind will pick WK 100% of the time. Even TU is becoming a survival, there’s 0 reason a ranger wouldn’t take WK if they want to be “viable” in pvp.
For Guardian, shout is not really a viable build in this Meta. That’s why you only see Mediation Guardians nowadays. We’re talking about “viable builds” in PVP.
They’re adding GvG through Guild Hall post patch!
Just wait for it.
Though the objective may be alot simpler..
It’s not about higher damage, it’s about worthless utility skills. Virtually every skill on rifle is either easily dodged or lacks a purpose. I mean, compare rifle butt with point blank shot. Two skills on the same CD that serve the same purpose, except one if vastly better than the other. The rifle skill volley is similar to rapid fire, except it has shorter range and fires much slower. The fact that it deals less damage just adds to the inferiority of it.
Someone gets it. My whole point was to show how similar those two weapons are and THEY SHOULD NOT BE. Rifle needs to be something else. It needs a complete revamp so its not even comparible to the ranger LB at all. It should be completely different.
I do agree with this partially, though one of the rifle’s skills feels very unique and fun to me, and that’s killshot.
The problem is that they made the rest of the weapon so similar to Ranger’s longbow, yet weaker in every way, that you can only conclude that using it does in fact make you a poor man’s ranger.
I think the comparison between longbow ranger and rifle warrior is perfectly fine. People coming in here saying it isn’t yet provide zero reason why should just go back to the ranger forum really.
And comparing Rifle to warrior longbow shows even more that rifle needs help. Longbow is not really used as a ranged weapon when literally 4 out of it’s six skills are best used in melee range. People may not like it, but longbow does have a distinct feel and use in more then 1 gamemodes.
Buffing the longbow to 1200 range while doing nothing for rifle to me shows a complete lack of understanding of what’s going on with warrior right now.
Technically is 1400~1500 range post patch for Warrior’s LB.
People been lying about the 2000 range of ranger (it’s only about 1800 and less), it’s time to face the truth that Warrior’s LB hits further than tool tip as well.
Btw, LB F1, 3, 4 , 5 all can be casted effectively at 1200 ranger, just that you wouldn’t gain might stack if you don’t blast the field near you, that’s why people choose to use it at close range. It is still a range weapon regardless.
Says it all really. Literally the exact same reasoning applies to Fast Hands.
With that principle there is 0 reasons to FH not be baseline.
But i guess no Devs will answer this.
In case of Developers going to answer this post, I’m gonna form a “mandatory baseline wish list”
Ranger:
Wilderness Knowledge. (The only form of cleanse ranger has, forcing all ranger to pick Wilderness Survival post patch)
Ele:
Evasive Arcane + Elemental Attunement. Same as FH, all Ele uses it.
Guardian:
All meditations related traits.
Note that the developers are using the word “viable pvp builds” So some niche useless specs should not used as an excuse to counter my argument.
Feel free to expand the list.