Holy mother, I didn’t realize I’m not using skirmishing for the Fury procs.
Forget Marksmanship, that choice is literally horrible.
Well, as I said, I glued it together in a matter of minute, so it has lots of flaws. I was just thinking whether the Supportive shout template is of any use.
Whether it is more of a handbrake or it has any potential at all (I gave it a try when it was still bugged and gave myself a stop after 3 games of feeling bad about myself)
After a few moments of thinking, this is what I’d run with.
http://gw2skills.net/editor/?vNAQRBMhd+0JlKQ/KYvggtgAXLYwQo4AYdbgfLe2a3f9XY2P5B3YF-TJBFwAF3fYxTAAaZAAnEAA
I mean, this would fit far better with mixed damage and stuff.
I guess I’ll give this build a try. Seems like there’s not much of us who played it, yet.
I’ll come back later to share my findings.
Hey, all.
Just came here to ask for feedback. Have any of you tried a Shout (Rune of the Soldier – cleanse on shout) build, yet?
http://gw2skills.net/editor/?vNAQNAR3XnUqAtCi9rA2CCEtgh/gaLiMIA+04HGev37hg/kLclVA-TJxHwACeAAILDob/BAXEAA
Build updated further:
http://en.gw2skills.net/editor/?vNAQRBMhd+0JlKQ/KYvggtgAXLYwQo4AYdbgfLe2a3f9XY2P5B3YF-TJBFwAF3fYxTAAaZAAnEAA
I glued something of this sort together, but wasn’t too sure if it’s worth giving it a try. What do you guyz say? It should be tanky, help with recuperating and revives and focus on disrupting and damage spikes.
Does anyone have any experience with this build of sorts? WvW/sPvP
(edited by Tragic Positive.9356)
Yep, As Heim says – that is pretty much a variation of the Remorseless setup that has been going on as a decent build.
And dont’t forget…its 16 hits! With a nice critical hit chance & a sigil of strength….Combine that with Fortifying bonds & Companions might…kitten bro! Thats an easy 15 stacks of might for your pet!
Sigils have cooldowns, but their proc is literally pushed to the highest efficiency.
What concerns the traits – yes, that’s what is amazing about Horn.
Don’t forget you can make it 32 with Quick Draw.
It has been like this ever since I can remember. Even before the longbow and Signet mastery buffs.
So yea, it didn’t go away. And probably will not for some time. This is a pretty standard situation.
I can second Justine’s thought.
Hunter’s Call is absolutely fine, but needs another niche of sort. Anything (but not the damage) of what has been proposed a hundred of times already.
Some groups would not like it. It does substantially less damage than sword. Like 17%
Remorseless helps to close the gap. By a few percent.
Well, it’s still lower but helps to make it viable. In my honest opinion, GS is perfectly viable, but not by itself.
It’s builds that include the weapon that should be discussed, as there is no other weapon besides Sword that is viable by itself.
Even Longbow is a part of the meta build.
Wait, just let me get this straight.
All this discussion is about PvP and WvW? Because if I was mistaken none of what I’m talking about makes sense.
I was addressing PvE where people “just don’t need you” (yet, we can’t be sure about what HoT brings). The difference in DPS between Zealot and Zerker is Roughly 25%. And your allies will die regardless if they failed to dodge the spike damage. Even the Silverwastes bosses are made so that every large-scale-AoE has the cooldown of 10 seconds – so you could dodge every one of them (maybe Vigor will be needed for some of the HoT, who knows).
I am aware of what you are saying. But the fact that you are going to die regardless of whether you brought healing power or not is still the same and the same goes for people you are trying to help. If you want to feel helpful – bring thee things:
Elite Spirit of Nature
Water Field
Blasts
Weakness/Protection/Blind
(see how nothing requires healing power?)
People need your help only if they screwed up. I can guarantee that 50% of your regen goes to hell without effect on people with 100% hp.
I also stated what are the only environments or mechanics that would make your healing power beneficial. So I believe we understand each other, but you can’t shake your feeling that healing power is useful even if it’s not.
Rymer, don’t take this as a downvote, but rather a useful lesson you could learn.
https://www.youtube.com/watch?v=aRnw05Boi8I
Here are some amazing points on why is there absolutely no point in focusing on Healing Power.
Or rather, the value of that particular stat is light years behind in perspective.
EDIT:
This is the reason and the main idea. You could call this a
tl;dr
https://youtu.be/aRnw05Boi8I?t=14m3s
(edited by Tragic Positive.9356)
Frost spirit, call of the wild on weapon swap, sword/wh, spotter. Support done. Maybe put in a pet with buff f2
So literally the build that I linked.
Except it did also heal the ranger… It worked that way for years. The pet would get regen every second and the ranger would get it every 3 seconds.
Well, it’s true I haven’t really checked the combat log or pay attention to what heals me periodically. But I’m pretty sure I don’t remember the green numbers apart from regeneration.
If that’s so, this would be my bad.
Steady Focus
Seriously.
Even for WvW / PvP?
Are you sure?
I think he meant signet of the wild, the one that boost your damage by 25%
Nope. That has long cooldown and has completely different effect.
Signet of the Hunt on active provides the very same buff as Moment of Clarity and does not stack. So by picking SotH you get the very same damage benefit as MoC provides, but is reliable.
Brutish Seals make perfect sense if you are running Signet of the Hunt.
That way you get kind of both MoC, Signet Recharge and bonus might.
If you are not, than it’s hard to say. MoC is mostly made for the bonus stun duration. You hardly ever hit the Buffed Maul with MoC (but it’s kinda guaranteed with SotHunt).
If your are interested in that kind of power build, watch hiro stream. He plays much better. His opponents are better too.
I can’t watch someone dodge roll twice at 1500 range again and again. Or knockback someone with stab again and again. A montage with basic mistakes peppered through it should be called average at best.
This
Exactly, this trait was never designed to heal the Ranger.
If it is not healing the Ranger, it’s working as intended.Did they ever actually say that? I know the tool tip never said anything about healing the ranger but the tool tips in this game are pretty unreliable.
It’s a trait that never did it in the 1st place. Never said it should and only got merged with pet getting more Healing Power.
That’s it. A trait that never did this has no reason to start doing it without even saying so.
Exactly, this trait was never designed to heal the Ranger.
If it is not healing the Ranger, it’s working as intended.
Making our pet autoattack leap on each strike would be cool, but maybe too good.
It would also require lot of animation rework.
Making them able to move while auoattacking is simpler imo.Why would you stow your pet during a fight anyway lol!
It’s your class main mechanic
Because there is a part of the fight that is flooded by AoE. And you know your pet is going to die.
So if I could stow my pet, and bring it out only after the “die phase”, I could actually save my pet from being utterly useless for 1 whole minute.
If I decide to stow my pet – I am willing to trade 30% of my DPS and utility in order to save it for the time when I really freaking need it.
That’s the point.
@Rymer
Hmmh, let me see.
Largely depends on what do you want to focus on. Support as such comes from vast variety of types. My understanding of “support” is definitely time efficiency.
Blind/Weakness/Protection bot = damage mitigation
Swiftness/DPS buffs = Time efficiency
Recovery/Resurrection = fail proofing/comfort
Because most of it doesn’t make you want the healing power at all, while providing better mathematical results. So yea, you won’t heal the people for 300 per second.
You will mitigate a hit for 5K every 5 seconds and reduce the rest thanks to protection to 3500. Now we may be talking even though you literally see none of the results.
So, right now I might need to know what is the playstyle you prefer in the expression of “support”. Is it the green numbers? The efficiency? The “non-DPS helpful” feeling? I might be able to make a build that you like and is not completely.
But if you want me to help you, you have to help me know what can I help you with =)
Is this one more to your liking if not change it up this works for alot of things look at the stats it has suvivability and lots of other things you can tweek on it to make it be all the above. Its still has a high healing output and more plus good damage and you can add more healing or dps by just changing a few things.
You still miss the point. Ranger has lots of unique healing but none of you build around it. 2 pets, Invigorating Bond and 2 spirits. (I was able to solo the Dry Top quicksand achievement with that except I used Healing Spring with blasts and leaps)
Regeneration as a boon is fine if you are the only one providing it and the damage you receive cannot be avoided. Plus you still sacrifice a huge portion of your damage. Yes, a huge. Your damage is awfully low when compared to a DPS build.
The build I dare to call supportive is this. If you really want to go for more “HP support” take the Protection Moa. It will heal for 3500 (was it?) and boost the protection duration for up to 80%.
https://forum-en.gw2archive.eu/forum/professions/ranger/PvE-build-Support-Ranger
The support you are looking for “cannot be found mechanically within Ranger’s reach”. If it is – it’s gonna be inferior to Eles and Guardians.
If you really want to play the healer – this is what I’d play with as a template.
http://gw2skills.net/editor/?vNAQRBMhd+1IjK0ui9qgzKQ0iBGhiLgvNA+WfYTdf0D2mOj3eY2D-TZRAABa8AAYrMAAHBgpPBA/s/AA
Perma Regen (more than Perma), easy access to fire/water field, high Protection uptime, Taunt that saves lives (heals for a nice amount), Moa that heals for 3500 on a 32 sec CD.
If you want to heal, you should think about how you can do it by other ways than everybody else. This would be the way to bring in the heals, deal damage via pet, buff people and support their damage up.
Still not the ideal one, but the logic behind it matters.
I guess people believe in what the screen shows, not the real objective result. I’m starting to feel strange that builds for support in terms of “healing” and not damage prevention (lack Taunt from pet).
Or many other things. But I guess I’ll just drop this and move on.
But a friendly advice : playing support builds of this caliber is going to get you hated everywhere you step your foot.
No one’s that broken to acknowledge a support whose only heal is regeneration (that overwrites) and sigils that are open for literally everyone.
Is the greatsword usable in any way when it comes down to pve? Or should I just lie down and accept sword as my overlord? Really like the greatsword skills so it’d be a bummer if I were to miss out on them.
It’s viable.
Not for every single environment, but it’s viable. Perfectly fitting some parts of the roof of efficiency.
Allow players to stow pets without any reward or pay-off for doing so.
Make pet attacks hit the enemy targets on the move (Sword mechanic, Range increase, deal damage at the beginning, not end of the cast… Any of that).
Every and any trouble fixed immediately.
I freaking want to keep my pet alive for moment I need the pet. Not when arena-net thinks I need it (die phase). Also for skipping.
There are moments when I want to save my pet for later. A-net just has to deal with it.
Also, the damage will become reliable. That’s everything we need, our pets got buffed in survivability by a lot.
I’m all up for support builds, make no mistake.
I made one just like that myself.
With perma fury, perma swiftness, perma regen, 3 blast finishers, 7 might uptime… And believe me that I will deal more damage, mitigate more damage taken than this build proposed and heal for more than this build proposed.
Without any healing power whatsoever.
With all due respect, any pet with beast mastery deals this amount of damage. But the fact that you sacrifice all your damage for it. Like yes, all of it – means a lot. Your team will take more damage because of it and you keep ignoring this very important fact.
Zerks die because of this fact, and people like you keep ignoring it. Whether you want it or not, Zerk is the meta because of the efficiency. For a bloody good reason. Which means everyone is right to expect people to play with the highest efficiency. Once you start playing something viable that kills the rest of your buddies – that’s horrible. No discussion. That’s just plain bad.
If you intend to play a “support build” of any kind – that’s completely fine! But for gods sake! Do not ruin everybody’s else game-play they intend to play because of efficiency. If you want to play a build for fun – do so in open world content that no one really cares about (we do care at Teq/Tripple Trouble) or PvP if it makes sense (I saw a really efficient disruptor mesmer the other day without any real damage).
This – build – is – worthless – unless – people – ask – for – it. It does more harm than support. If you find people who build around this particular game-style – than this build is fine. But until then – I really can’t see any reason to bring this build in.
As I said – the build I made not only provides better damage mitigation, better utility, but also better healing (if you use blasts for this purpose) without any healing power.
It only lacks AoE chill that won’t help you prevent damage anyways. The target is crippled regardless.
Celestial is still considerably good because Ranger doesn’t have the burst.
So focusing on mixed damage and poisons while having the occasional spikes from Sigil of Air (yep, the DPS from this is huge comparing to other damage) makes a decent play-style of slowly tearing your enemy down while evading the stuff.
We have just enough of CC and utility now to play around with our enemy till he dies. After all, every single of our weapons is hybrid (except GS and LB).
A lot of stuff is viable if the whole amount of people goes organized.
Regen is not needed because people get that randomly from 20 other sources and you contributing to this whole chunk of boon is not even noticed.
Swiftness is ignorable because all the meta classes bring it by default.
This kind of support ranger would be effective if people had nothing of what already is there provided by others by default while dealing much more damage or healing for more than you.
Well yes, all that kind of stuff is kind of fine, if everything else is not fine… Which means starting braindead and trying to fix the braindead instead of starting with stuff that is already fine.
What people like the original poster do not understand is that NPC’s are only able to kill you because someone isn’t playing Zerk or someone is playing wrong.
So making a build that still can be played wrong and die that focuses on the phase where someone already screwed up is in my honest personal opinion – wrong.
If I wanted to focus on “support” I’d focus on numbers. Time spent, damage negated, damage recovered…
Regeneration for 240 per second is absolutely ridiculous when you can negate a ranged flurry of 24K damage. So being a support in terms of off-hand axe is welcome. Being a support in terms of regen bot that trades like 3K damage per second (which results in more damage done by the NPC in the end) is wrong.
Negating the damage taken by 30% (toughness), Recovering from the damage taken (Healing Power), and focusing on Condition Damage and Pet stats for still noticeable damage is fine. “Unless you lost enough damage for your Zerk comrades to die because of the more time the enemy is alive and still deals damage”.
Well yes, of course, supporting is viable and welcome. But it’s absurd to claim that your support role is more help than a handbrake when “no one asked for it and you traded the damage that everyone asked for”.
Carrion? Yes.
Celestial? Yes.
non-power builds? Nope. Chuck Testa.
I had a build for Sword+dagger. I believe Heim’s still gonna have it in his thread in description.
so you feel that, because it directly counters mechanics used by most classes by being completely broken, then it is #balanced? if it goes through defensive mechanics used by almost every class then supposedly balanced…. admittedly, it is practically the only strong thing for ranger at the moment, but it is still ridiculously broken. simply because the rest of the ranger class was left behind damage wise and support wise when anet buffed every thing
What is broken on stopping evades ?
Not denying – you can still use stun breakers and you can still be immune during it. It just stops evades.
With all due respect – you are forsaking yourself. Calling it “ridiculously broken” … And I don’t think you were the 1st to ask for fix on Engi grenade IK bug.
What makes you think this “currently seemly intentional” mechanic is broken? Did you die because of it, by any chance? If so, I’m glad it works the way it does.
Because I’ll keep agitating anyone who keep slamming Ranger to the ground even further. Because A-net will always listen to silly ones like yourself.
So you don’t have to worry. It seems we will get nerfed (not fixed, because it has already been fixed – meaning this is supposed to be intentional).
I find Cele and Carrion builds for Ranger to work the best.
Simply because all Condi bomb abilities have long CD and Power Builds do not have any condi strip or burst.
So the builds that are made for sustainable fight of mixed damage is the mechanical way of gameplay. Not because they are powerful but because they have far less counter-play.
lets be clear, for all you people who seem to be tunnelvisioning in on the fact that i am playing a mesmer here. i am using mesmer to demonstrate how broken this taunt is, i do not main mesmer, nor do i consider myself to be an amazing mesmer, now please, focus on the stupid skill going THROUGH evade frames, and interrupting skills. – this works on multiple evasion skills, feel free to test.
The thing is that we don’t really feel like it’s broken. Because it is not. It’s a nice place for a mechanic that counter evades or mechanics that everyone used to rely on, so it feels a bit uneasy.
It seems perfectly all right to have a new sort of mechanic like this especially on the already underpowered class as Ranger definitely is.
Then again, it still feels uneasy to have the allmighty mechanic of avoidance countered. So it might make sense even by not being intended to hit through evades.
But the real thing is : If the ranger gets ripped of the only unique mechanic that has a use in PvP and is already costly for effort to land at the right time and place (and requires anticipation, you need your pet to be on the target) – we’ll get sucked back to the god-forgotten underpowered state again, and we won’t ever have a reason to appear in competitive again.
You just pointed out that it goes through Mesmer evades – so I suppose the Ranger community that really strives to hold the “useful” nature feels only natural to laugh the head off of the class that currently holds the top of the category.
Every skill that “rules” over your mobility has been nerfed as well as buffed.
All these skills have a base travel value that cannot be modified by Swiftness or traits, but can’t be hindered by cripple and chill, either.It’s a tweak they made for all the classes. Not just Ranger.
He’s talking about the fact that the range of all our offhand skills got increased, except for stalker’s strike.
They also screwed up the cooldown on throw torch, it’s not being affected by the trait. Hopefully they will fix both of these problems.
Well, if they don’t want it to end up like the Shortbow “fix” they’d rather address this. It was intended before, and if it wasn’t it should have been mentioned.
The changes make sense, but still feel like “well, we don’t feel like fixing the problems, so let’s just pretend that it wasn’t intended for the past 2 years – fixt”
Every skill that “rules” over your mobility has been nerfed as well as buffed.
All these skills have a base travel value that cannot be modified by Swiftness or traits, but can’t be hindered by cripple and chill, either.
It’s a tweak they made for all the classes. Not just Ranger.
I still can’t even breathe how people are so frustrated about taunt, while there’s still nothing to counter engineer’s oil slick (Slick Shoes) with.
If anyone says “you just have to stay out of melee range”, I swear to god.
I don’t play it because I hate the responsiveness of the Axe. Cast time of 1/4 while my character is dazed for another 3/4 is hard for me to get used to.
That’s all there is to it.
I still play celestial, though.
Ring/Line of Warding, Static Field, etc. are telegraphed, long cooldown skills with easily recognizable visual indicators. Beastly Warden taunt is instant and short cooldown. See the difference?
Taunt has horrible radius, is glued to a tiny amount of pets (misses on all the rest), you cannot track the cooldown, is glued to an ability you’d otherwise want for other uses, requires your pet to live, requires your pet to be in range and you can break from it.
Saying you don’t see the pet is laughable. You don’t see the instant cast Ring/Line/Static either (but you see the pet at all times). It just lasts for X more seconds (See the difference? That’s why the CD) and doesn’t force you down a Grandmaster trait, specific heal and specific pet.
Ring and others will knock you countless times while active, can be activated on will without a single kitten restriction and can deny a whole point entrance on specific maps and locations all while a class offers a huge variety of other much more powerful fire-power and utility unlike the Ranger.
See the glorious difference?
Taunt should be unblockable. No skill should go through evades. Looking at you binding blades!
That means you should be able to evade through Guardian’s Ring of Warding.
Do I get that logic correct?
If so, I’m absolutely perfectly with with that.
Well, this whole thing is pointless.
This thread is simply a loud cry about not being able to adapt to new mechanic that the original poster refuses to counter. Nothing more and nothing less.
I expect Anet to address this because of the childish behavior like this one, but I still have the hopes.
It’s fun to see that one of our fellow Ranger players managed to frustrate a mesmer so much he came into the forums to take it out.
They actually have a lot of options to address current damage=win system.
But about the toughness… It’s not that “damage means less”. It’s actually still the same with a new type of damage. Lots of games have Magic/Physical damage system. GW2 does not – and conditions are the second type we are looking for – but were out of question till now and couldn’t be used as a form of DPS (was too low).
If minions that cannot be crit, immune to conditions, applying slow, applying confusion everytime they are struck, heal for 75% of condition damage, etc etc
are created – with every content that requires some of you to the stats for that – we can call diversity.
But I’m not sure, we’ll all have to see.
@Zenos
I just hope you are right.
Because progress mechanics in game currently are:
~ Damage (burst/sustained)
~ Damage mitigation (Toughness/Protection/Weakness)
~ Damage denial (Aegis/Blind/Immunity)
~ Damage recovery (Heals Passive and Active)
And the thing about fights is: The damage income to you stops at a moment when the enemy dies (when you dealt enough damage). And numerically healing power doesn’t provide enough scaling power or power whatsoever to match the “value” of damage.
The only environments where I can think of being in need of healing power are:
Mai Trin in fractals. (currently, this is the limit)
She can’t be damaged for a long time and you need to survive this phase (and yet you can survive her easily by dodging and standard heals). The only difference is that with healing power you can solo her easier (it takes you a hundred times longer than a well played zerky).
If HoT Brings enemies with huge amounts of health pool and toughness, and suffer from passive or active damage (lose 1% of HP every second passively without your effort), enemies with AoE damage output that cannot be avoided not even with immunity, or can be damaged by other ways than your weapons or abilities (being burned by sun…?) – I could agree on your points.
Sadly, we haven’t been told even a single hint about anything like this, and if something similar isn’t in HoT, well played DPS will save you more life than healing up after mistakes.
These are facts. I just hope that you are right and HoT indeed brings these kind of mechanics that will make you want the healing power.
tragic , your concept of support is Basicly Kill things Fast that will not Work in Heart of thorns, things around going to be tougher like husk machanics and things will heal faster too in creature rotations , do you remember Aloe seeds in Guild wars 1 they are like the Menders if more than one are alive they will regen forver though those Aloe seeds are the toughness Bark/husk version of Menders they lived in the Jungle 600-1000years before gw2 lore was released i Except to see the same creatures , where this Kill fast Support will not be any good by the time you have killed the target the downed player will be dead from poison clouds/Burning fields or Lots of Grasping roots .
your current Ideal of support is old and out dated which is still Viable at current but will vastly get more difficult as future content gets Released , for example the Marrionette you went down in such a small area , you would have to res No questions it was impossible to do a Slow Res or was Very difficult then if that failed your down to 4 players , then if it happens again your down to 3 players taking even longer to beat the time limit.
in this current New player Friendly PvE its so easy to forgo Res and healing support its silly you can play the Game blind/naked and with only one weapon , so your ideal of support is not everything, nor to the point you’re demeaning comment is POINTLESS>
Okay, I get your point, but only up to a point.
Regardless of environment or the enemy… You never wanted or will want to tank and heal the damage up. This part has always been done through evades, blocks, and active abilities as such.
If a concept of healing up the damage will appear – it will be dealt with through Nomad tanks and rest of Sinisters/Zerks.
It’s the efficiency we are talking about. Regardless of how much you think about it – healer for PvE does not exist. And never will. Abilities are not made that way because there’s just no way to constantly heal people up. Them and only them can keep them healthy because you have no access to their heals. You can only help out.
And yes – the support of dealing damage is the deal. The longer the enemy lives – the more damage he will deal. If he dies fast – you saved much more HP than you would by healing up. And it does rally. And there is no mechanic to deal with the amount of damage a difficult boss deals through heals and reviving.
Well, of course there is a way to help ressurect people – but if you find people downed – it means they did something wrong (didn’t dodge, dodged early…) – and you would be actually traiting for stages of “wrong” instead of traiting for your goal.
To kill stuff. Because that’s all there is to it.
EDIT: The only way that I can see to be changed is the “value of damage” being degraded. In terms of being lower. You would actually think of getting AoE vigor as Ranger instead of 100 more DPS from sharpened edges or AoE blind and weakness instead of bleeds and might from pets.
Or Protective Ward / AoE heal from Nature Magic.
But there will never ever be a moment where you’d like to let damage go for the sake of “support”. Because a support that also deals 90% of proposed damage will kill any support’s dreams.
(edited by Tragic Positive.9356)
Hunter’s call with trait of Sharpened Edges and Sinister Stats deal a huge amount of damage.
It also deals most damage of any off-hand weapon in Celestial stats. It also is a blind-prevention for a few seconds.
It has it’s uses. I just want it to have more utility, not the damage part. The damage part is absolutely fine. Both the ticks and damage. It’s also a slight DPS increase with full Zerk stats.
Windborne notes will probably get fixed, I’m afraid…
If you really want to feel supportive, run Healing Spring (use it very rarely) and Frost Spotter. Take Beast Mastery and go for the Blind/Weakness/Taunt build.
Ranger has nothing else to bring (that is more valuable than dealing damage).
If your target dies – your ally will rally – you both saved time and everyone feels happy.
With all due respect – no one absolutely cares about being healed for 200HP per second. And no one cares about being ressed faster. If the person is ressed, he couldn’t care less about being it 4 or 8 seconds.
The current build IS horrible. For any environment. If you want to feel helpful, prevent the hit for 4K with blindness and reduce it with weakness/protection. Trying to heal it up with the pitiful amount of regen or whatever is shameful.
The real support comes from saving time. Which means Might (25 stacks goes for roughly 50% time saved from fights), Fury (20% time from fights), Swiftness (33% from ooc), Frost Spotter (15% from fights), Banners (Roughly … 30%?),
Aegis, Protection / Blind, Weakness for less time requires for casting evades and heals (exceptional revives)
Your build kills and hinders like 60% of your personal DPS (form of support) to support people at moments that you are trying to avoid at all times. The concept is horrible.
But the thing is, this is a matter of perspective. I for one do not care for my own burst only. when you trigger MoC + remorseless, the pet hits so hard too, so the burst does not actually need to come from you.
A dog KD with Attack of O. + remorseless easily hits for 8k. So I do not know what are you saying about it cannot instakill.
Well, if you want to combine those long cooldowns with dog’s one that is even more so… And my Wolf’s Leap usually hits for 2K without boosts. No idea where the 8 come from.
I understand what you are trying to say. But my point still stands. The damage of this benefit goes only with Greatsword. Regardless of how you defend the current version, my point will still stay. No other weapon but Greatsword has real synergy with the trait.
“most dangerous game” change listed here is way OP. automatically crit 100% of the time under 50% health? lol.
I mean yes, why not?
That would only make sense with power builds – and those are still underwhelming in PvP. Plus, when under 50%, your objective is to get above 50% in the 1st place.
If you think it over – you need MM tree for this to have the 100% crit, and that leaves your trait specializations for only one out of Taunt/Protective Ward/Condi Cleanse.
Do not forget that with Remorseless builds you offer 2 stats for damage and no defense from traits. This being The Most Dangerous Game only sounds reasonable.
If you wanted to be deadly even above 50% HP, you’d need Marauder stats and that’s around 50-70% (fury) crit anyways. By risking all the counter-traits that trigger below 50%, MDG for Grandmaster has to provide as much.
You should test MoC first before posting stuff.
MoC works on ALL interrupts, SB 5, Spike Trap, (AoE proc), I think even taunt.
Saying it only synergizes with GS is utter….
The pet can also get the MoC (attack of opportunity) buff.
Saying it has synergy with GS is in place. No other weapon even notices the glorious 300 bonus damage it offers from auto-attacks or utility abilities.
Or did you find a glorious exploit of how Path of Scars triggers itself with MoC?
The only abilities that hit hard in 1 hit are Maul, Swoop and PoS. And from this setup only Maul and Swoop can be cast after interrupting the enemy.
If you think that pets that hit for 500 damage would instakill you if they hit for 750 instead, or your autoattacks that would hit for 1500 instead of 1000; than you are strangely mistaken.
We are talking about a pure PvP trait, that can be activated by 45(36) CD trap, 25 CD Shortbow stun, and 25 CD Greatsword Stun, 15 PoS pull, 15 LB push, and from these nothing but GS will take notice of the burst option.
I’ll mention that you need to interrupt so there’s still chance to fail your burst.
I’ll try to address some of the traits that needs a change or straight buff from Balance/Entertainment perspective.
Marksmanship:
- Predator’s Instinct: Long CD, Weak condition, HP restriction.
Change: If you attack a target below 75% HP, you apply 5 second cripple. 10 sec CD
~ This trait gets cleansed or ignored by ports, and has way too long CD. No one uses it.
- Moment of Clarity: Absolutely Zero synergy with other weapons than GS in DMG
Change: If you interrupt an enemy, your next ability has it’s effects increased by 35% (DMG,Condi duration,Push/Pull distance, Stealth/Boon duration)
~ Moment of clarity is a good trait, but is glued to 1 weapon only.
- Opening Strikes
Change: 1st = You and your Pet have Opening strikes
2nd = Opening Strikes always critically hit
3rd = Opening Strikes refresh when you swap weapons
~ Slight Change that would favor a bit of gameplay love without any real Balance change.
- Predator’s Onslaught
Change: Merge with Predator’s Instinct
~ The trait is fine but boring.
Skirmishing:
- Strider’s Defense
Change: Serpent’s Strike and Monarch’s Leap now deal 50% more damage and destroy projectiles
~ The trait gives low RNG and competes with Spotter. No one’s using it now. The DMG boost is not a PvE deal. Using both would still be a DPS loss even with this change (calculated) but would open melee power builds for PvP.
- Light on Your Feet
Change: After evading an Attack, your next attack deals 15% more direct damage and conditions will last 20% longer for 3 seconds. Shortbow Pierce and CD reduction.
~ Direct works on 1 hit only; Love for Shortbow and GS, Synergy with proposed Strider’s Defence
- Most Dangerous Game
Change: When below 50% HP, your attacks are Opening Strikes (no ICD) and your condition damage is increased by 20%
~ Most Dangerous Game is currently totally underwhelming and needs more love and synergy.
- Empathic Bond
Change: Your pet changes a condition from you into boon every 3 seconds.
~ Pet as our core mechanic shouldn’t be punished by traits.
Nature Magic
- Instinctive Reaction
Change: 7% of your Power is converted into Healing Power. (Quickness below 50% stays)
~ There are no stat paths for effective power healer builds. Increased Healing power for Power builds sound reasonable.
- Nature’s Vengeance
Change: Frost Spirit – Pulses Fury instead of might
~ all other spirits give duration boons, not intensity. Also – remorseless
- Invigorating Bond
Change: Now also removes 2 conditions from affected allies.
~ Such an underwhelming heal on high cooldown needs more love
Beast Mastery
- Honed Axes
Change: Main hand increases precision, Off-hand ferocity. Winter’s Bite is now AoE, Whirling Defense has increased Radius.
Well, the problem of this build is that there are classes that already provide Swiftness and Fury uptimes. That’s why I stated that this build is for non-meta runs
This build goes well with damage mitigation as well as those buffs that usually are donated by others.
We already know the 2 meta DPS builds. There’s no point posting them over and over again. I’m posting builds that have at least some place in some environments and people might like them while being viable.
Greetings all. I came here to share a build that I really tried to fit into the viable state for a really long time. Yes, it includes Warhorn. I wanted to make use of one. While not offering as much of the damage, this build offers a really vast store of useful support.
http://gw2skills.net/editor/?vNAQNBMhNakRFqYxeVwVF4axweQt3eAM68FEwjgH8H/UkxPnM7B-TZBEwAGOEAM3fAwJAIbZACPBAA
Possible variations: You can change Signet of the Wild for Quickening Zephyr for higher DPS but less utility (stability, super speed, regen). You can also change a Sigil on Warhorn for any other. Fire sigil is a good choice. Every proc goes on cooldown thanks to Hunter’s Call.
Purpose:
high damage
permanent Swiftness and Fury
3 blast finishers (2 in combat)
7-8 might
66% protection uptime
in addition to Frost Spirit and Spotter
Cons:
Pet swapping temporarily hurts pet DPS
Lack of Quickness
Lower Burst than standard S/A build
Lack of off-hand Axe benefits (pull, reflect)
This build is solely made for 2 environments. Non-meta dungeon runs and High-lvl fractals; and is extremely effective in longer fights where kiting is needed.
It’s rotation is similar to LB>S/A, but instead of PoS you’ll be using Hunter’s Call. Since you’ll be having around 90% crit if banner is brought, you’ll benefit from Sharpened Edges for around 3K more damage than you’re offered in description. 32 hits that proc the trait is just enough.
I hope this build will help those who prefer the supportive play-style. Cheers!
And seriously. Condi removal? We are AMAZING.
We used to be. We aren’t anymore.
When we could get both Empathic Bond AND Wilderness Survival – those were the fine times. Now the only condi removal that counts we get is on 60 second cooldown or a grandmaster trait that forces you to blow all utility slots for Survival skills or Kills your pet instead of you – making you semi-useless.
We are “amazing” in condi clear only if we:
Bring Signet of the Renewal, Healing Spring, rest Survival skills, Bear Pet and Sigils for condi clear/transfer.
And that means being useless in everything but condi clear (because you’ll die to everything else) and still not being immune to condis – so well played condi build will kill you anyways.
Probably too much quickness given that we have 3 other sources as well.
Not really.
You have access to Quickness from Zephyr regardless. If you want to take Windrobne Notes and BM, you are either sacrificing Spotter or 20% damage from Marksmanship.
Nope, that much quickness is not even close to being much.