Guardian, specifically Dragonhunter, sounds like your kind of class. It’s currently the flavor of the month and the most played class in pvp. High damage trap, in your face, decent survivability and mobility. Have at it.
(edited by UnitedChaos.8364)
I don’t understand why they only have one modeler and he/she is dedicated to blacklion weapon sets. Hire a-freaking-nother. He/she could easily….easily add a weapon every couple days. I don’t understand why every armor set has to be compatible with all races, just make another category in the wardrobe for human, charr, etc. A single modeler could make an entire armor set in a week or two if motivated.
Edit: forgot to mention. All I want is a baggy hoodie. One hood up, one hood down.
Hey there,
I recently posted a list of Ranger/Druid builds here.
They’re basically all PvP builds but I would highly recommend the three under ‘meta pvp builds’. They will all perform well in WvW.
Just change their name….?
“Juvenile Tiger, Juvenile Lynx…etc”
I would just like both hornet’s sting and monarch’s leaps to have directional arrows. Think it of a leap skill that you can use twice if you use it back to back.
It works for me this particular season and has proved more useful than some of the other builds I’ve played this season. It stands in my list of top builds.
But we all know that a cloud thrown by a master can beat a knife thrown by a newbie. If no one else, You should be aware that nothing improves performance as much as preference.
That particular build provides zero burst damage, worse CC and utility than a LB build, it is dead meat against conditions or any pressure of that sort and cannot even decap.You can’t expect everyone to be on your level. If you were to determine which is the strong part of the build… It has none. Having the bunker Sword+Dagger/Staff would do the exact same thing as a shortbow. Not only it has better DPS, it even has more evades. With Quick Draw twice the amount.
Gotta go with tragic on this.
Lot of weaknesses in that build.
You may have used it with success, that doesn’t mean it’s a good build.
Whatever works for you guys. I should, however, point out.
“Below you’ll find Ranger/Druid builds that specifically contributed to my success in sPvP.”
anyone tried the stun breaker.
I’m feeling doubtful upon seeing a sbow in a pvp build
The power shortbow build with no stun breaks and healing spring as the condi removal?
No…… no I have not tried that…..Doubling this. With Light on your Feet instead of Quick Draw. And no Druidic Clarity … There seems to be way too much wrong in the build. Meta or not, I wouldn’t try the build. Ever.
It might seem short-sighted as I don’t play anymore and only check forums every now and then – but the build doesn’t have any of the strengths that Ranger ever had.
It works for me this particular season and has proved more useful than some of the other builds I’ve played this season. It stands in my list of top builds.
anyone tried the stun breaker.
I’m feeling doubtful upon seeing a sbow in a pvp build
The power shortbow build with no stun breaks and healing spring as the condi removal?
No…… no I have not tried that…..
The few builds that have carried me through the past seasons have been reflective of that specific season. Whether the most effective strategy was full offensive (Zerk longbow, Menders burst) or supportive (shout bow), this season is no different. I’ve found the “stun bunker” build effective this season. It offers the survivability to escape the large bursts commonplace this season with supplemental damage. I feel that condition pressure is mitigated by the few traits that remove them, healing spring, and the genorocity sigil. Try it out.
Updated 08/22/2016
“Mender’s Stun Bunker” – Credit – Pug Sniped
Key word stationary.
Most pets have a difficult time hitting moving foes, with the exception if moas..
I want to point out that 4 dh can maintain a lot, and I mean a lot, of aoe projectile denial; and when 3/5 of a team are rangers (who are probably running projectile-based weapons) our damage is basically reduced to none. This forces the rangers to switch to melee when the group of dh pop their invulnerable projectile denial. But, a team of 5 medium/light armor classes going up against a team of heavy armored classes, is basically suicide. As soon as any class leaps into a pile of 4 dh traps, it’s basically over.
This post is basically pointing out that DH is the top class this season, and needs some smoothing out. Meanwhile, the matchmaking system needs to evenly disperse classes out instead of stacking them to one team. I get it, a lot of people are going to play DH because they’re so good right now, and they need to be put into a match, so there’s going to be a lot of DHs.
As a druid, I have to run every single possible condi cleanse available.
Druidic Clarity (13 cleanse on CF)
Wilderness Knowledge (2 cleanse on each survival utility)
Shared Anguish (transfer one CC to pet)
Rune of Soldier (1 cleanse on each shout)
Sigil of Generosity (1 transfer on crit, 9s ICD)
Sigil of Purity (1 cleanse on hit, 10s ICD)
….and I’m still struggling to cope with the amount of conditions in pvp particularly condi thief and condi war.
I just made a post about this. 3 rangers on one team, 4 dh on the other. completely slaughtered by the dh team because of the insane dps and projectile hate.
I have no idea what is with the matchmaking this season, but it’s horrible.
DH is THE class this season because of its low skill ceiling, incredible burst dps, and blocking ability. Matches are seeming to group professions together this season. I’ve had games of 8-9 DHs.
Worst of all I’m getting games stacked like this.
https://i.imgsafe.org/32c605b4ab.jpg
https://i.imgsafe.org/32c781a959.jpg
Needless to say, we were slaughtered by the DH team ~500 to ~100.
Come on ANET…
The last two seasons I got diamond rank, but I’m currently in sapphire and on a 12 loss streak.
Yes, I have yet to play ‘core’ ranger since HoT was released.
Basically every trait in their traitline is more powerful/versatile/useful that anything ‘core’ ranger can offer.
Clarity + Shadow = Huge condi cleanse and invis for pvp.
Seed of life = Additional condi cleanse if needed to swap to at start of pvp Nerfed.
Ancient Seeds – the go to for all longbow builds.
Grace of the land – your raid/dungeon’s best friend
Natural Stride – WvW roaming’s best friend.
Etc.
This season is really becoming very lame. Each match is 5+ dragon hunters. It’s overplayed because of its low skill cap but insanely high damage. It truly is becoming ridiculous.
https://i.imgsafe.org/dcda463181.jpg – Just one of the many, many matches of dh spam.
I just said a similar thing. The bell shouldn’t reward points, it should fire on enemy controlled points for a certain time dealing damage and knocking opponents down.
-Enemy has 1 pt – it fires on only that point
-Enemy has 3 pts – it fires on all three points.
That way you have a better chance of killing enemies (for points) and recapturing those points (for future points).
Splash screen is great. The waiting for people to join teams needs to be removed.
It would make my life easier to get rid of all those sigils and runes on the same click as removing the current ‘junk’.
Currently:
After a game ends you may see scrolling “Top Stat – xxxx” appear on the right side of the screen followed by the statistics panel. These scrolling “Top Stats” show you if you were the top player for this stat. No one else sees your scrolling top stats, so it does not promote player animosity, which is good.
Issue:
These “Top Stats” scroll by far to fast and are don’t provide much information.
Solution:
I would like to see these scrolling “Top Stats” represented by colored banners on the statistics panel at the end of the match.
Further explanation:
For example, if you had the most revives, you would see a gold banner highlighting “Teammates revived.” If you had the second most revives, you would see a silver banner. Third; bronze. That way I could easily see in the statistics panel, “Wow, I was first for damage. Third for revives.” It wouldn’t promote animosity because it would be individualized for each player, and it would feel much more rewarding.
(edited by UnitedChaos.8364)
Hello developers, bump.
What!? You’re joking.
Ranger is near the bottom of dps charts.
No where close to the top for healing.
There are so many bugs, glitches, and issues with ranger. Go back to your profession’s forum.
When interacting with a merchant the ‘Sell Junk’ button needs to have a cog, so you can define what junk is.
When you click on the cog a menu should appear where you can further define what junk is.
Currently Selected as “Junk”
xMonster Drop
xRuined Items
xEvent Items
Other Selectable Items
_Minor Sigils
_Major Sigils
_Superior Sigils
_Minor Runes
_Major Runes
_Superior Runes
_Tier 1 Materials
_Tier 2 Materials
_Tier 3 Materials
_Tier 4 Materials
_Tier 5 Materials
_Tier 6 Materials
etc…
Obviously these would be alphabetized and incorporate a list of all possible items. Checking a box would add the item to the list of “Defined Junk”. Clicking “Sell Junk” at a vendor would then include those items into that category.
Updated 08/06/2016
It’s pretty obvious what should be done.
-Add a amulet for every possible stat combination.
-Properly balance profession skills.
It’s pretty obvious what will happen.
-ANET will continue to ignore obvious top meta professions that are overpowered because they’re popular.
-ANET will continue to ignore obvious bottom tier professions that are underpowered because they’re unpopular.
Bump 15 characters
Rallying off roots has been a bug since the dawn of Entangle, but since it’s a ranger bug it won’t be fixed anytime soon. Get comfy.
-Glyphs should insta cast.
-Trait should remove 2 conditions.
Seems someone got trashed by a trash druid and is upset about it.
No, but seriously, druid needs a lot of fixes, buffs, and tweaks to even come close to the top meta classes. So, go away.
Why did every class get a slate-wide buff while rangers received a ton of garbage pet fluff? Ranger received zero quality of life. Ah, favoritism.
They saw the very good Sharpening Stone’s suggestions on the Tweak/Buff thread and they said
“No, no, no we can’t make them have usable skills. Likes just shine poop.”
Disappointing not a single developer thought about anything the ranger community had shared (even after appearing in some of the threads)…
Time to wait another 6months for minor ranger fixes.
GG everyone.
OUTRAGEOUS!
After many years, ranger pets have learned how to remember their own names, and you’ll no longer be required to rename a pet when you switch them out! In addition to some baseline improvements, our goal has been to improve base pet abilities during this update. With that said, there are definitely more pet changes that we’re looking forward to implementing in the future.
My take: A big fat freaking whoop-de-doo. After litterally waiting a year, the only ’fix’ ANET managed to produce was a measly 5 minute fix from a programmer making pets retain their names. Thanks, ANET. I’m glad that classes that you deamed "We also looked to normalize elementalist damage and healing a bit more, as their overall potential to do both at the same time was considerably higher than was healthy for group compositions." received nearly all buffs and next to no nerfs. Way to go!
Pets
Pets: Names for unequipped pets are now remembered between sessions.
Spider Family—Poison Gas: The duration of this field has been increased from 1 second to 4 seconds, applying poison on each pulse. Poison application is now based off of an unblockable attack instead of applying directly through defense. Poison duration has been increased from 3 seconds to 4 seconds.
Moa Family—Peck: The attack range of this skill has been increased from 130 to 170.
Moa Family—Frenzied Attack: This attack now executes twice as fast as it previously did, allowing the creature to engage in combat faster. Increased the number of attacks from 3 to 4. Vulnerability now applies on each attack hit rather than directly applying it to the target through defense.
Red Moa—Furious Screech: The aftercast of this pet skill has been reduced by 2 seconds, allowing the creature to engage in combat faster.
Blue Moa—Protecting Screech: The aftercast of this pet skill has been reduced by 2 seconds, allowing the creature to engage in combat faster. The cooldown of this skill has been reduced from 30 seconds to 24 seconds.
White Moa—Chilling Screech: The aftercast of this pet skill has been reduced by 2 seconds, allowing the creature to engage in combat faster. Chill duration has been increased from 3 seconds to 5 seconds. The cooldown has been reduced from 30 seconds to 24 seconds.
Pink Moa—Dazing Screech: The aftercast of this pet skill has been reduced by 2 seconds, allowing the creature to engage in combat faster.
Black Moa—Dazing Screech: This skill now dazes up to three times during the cast, at a 1 second interval. Daze duration has been reduced from 2 seconds to 1 second per hit.
Pig—Forage: The recharge of all forage skills has been reduced from 40 seconds to 30 seconds.
Pig—Maul: Bleeding stacks per hit have been increased from 1 to 2, for a total of 4 if both attacks hit.
Pig—Brutal Charge: The recharge of this skill has been reduced from 40 seconds to 30 seconds.
Feline Family—Maul: The recharge of this skill has been reduced from 20 seconds to 16 seconds.
Drake—Tail Swipe: The recharge of this skill has been reduced from 30 seconds to 24 seconds.
Drake—Chomp: The recharge of this skill has been reduced from 20 seconds to 10 seconds.
Canine Family—Crippling Leap: The recharge of this skill has been reduced from 20 seconds to 10 seconds.
Canine Family—Brutal Charge: The recharge of this skill has been reduced from 40 seconds to 30 seconds.
My take: Because of ANET’s lack of interest in the ranger community, it only seems fitting that they make this entire balance revolve around pet skills without actually addressing the pet’s ai, movement, line of sight, etc. That would make too much sense to fix the actually issues. It seems the entire ranger balance patch conversation went much like the following.
(15 minutes until Season 3 drops)
"Oooooh, we forgot about ranger again."
"Ah, that’s alright, Steve, just change some of the pet traits around and make it sound nice."
"Brilliant idea, Margret. Should I mention that things are also ’on the table for the future?"
"Of course! This wouldn’t be Guildwars2 if you didn’t!"
Swoop: This skill will no longer be affected by movement-impairing conditions.
Hunter’s Call: The damage of this skill has been increased by 25%. This skill now applies 5 seconds of vulnerability each time it hits an enemy.
Enlargement: This trait will no longer force players out of Celestial Avatar when triggered. The benefits of the trait will still apply.
My take: What little fixes there were, were basically infinitesimal. Swoop has been broken since game launch. Ranger warhorn has also been lackluster since the dawn of man. The only real fix was transformations breaking CA form.
Ricochet: The number of times the axe can bounce has been reduced from 2 to 1. Base damage has been increased by 40%.
Protective Ward: Increased the cooldown from 15 seconds to 18 seconds in PvP only. This trait will no longer apply weakness through block or evade.
Beastly Warden: Increased the cooldown from 15 seconds to 20 seconds.
Guard: Reduced the damage reduction from 50% to 33%.
My take: Well it is typically ANET fashion. The ranger forums were the only forums with a "Buffs/Tweaks" thread to be constantly added to, and even commented on by a developer
’Great thread, thanks. Good feedback from OP and the subsequent posts.’
and then the subsequent patch not include A SINGLE ONE. I guess all these active thread posters were just blowing smoke out. Thanks, ANET.
Sharpening Stone: The recharge of this skill has been reduced from 45 seconds to 30 seconds. Bleeding duration has been increased from 6 seconds to 10 seconds.
My take: Not much more needed said
Really, guildwars2? I went through each of their “Press Round Up” articles and literally every single one was poorly articulated, some were less than 10 sentences, some had typographical errors, and most said something similar to the following…
“Wow, what an overall disappointing year for MMORPGs. The only major MMO to really show up on the floor was The Elder Scrolls Online, besides the Final Fantasy XIV Sephirot challenge, and even so it was overshadowed by everything else Bethesda had unveiled. Behind the scenes was another story, and ArenaNet had a lot of upcoming content to discuss in regards to Guild Wars 2.
Moreover, E3 is specifically meant to be an industry event, which means that the content relayed is more important than how flashy the booth was or how developers were interacting with fans. Unfortunately, nearly everything ArenaNet told us about upcoming Guild Wars 2 content is under a TBD embargo. However, what we can say is that regardless of the type of content you enjoy in Guild Wars 2, you won’t be left out. Keep an eye out on MMOGames for when ArenaNet lifts that embargo to find out what we saw."
I mean come on. If your E3 ‘roundup’ is less than 10 sentences worth of explanation or you refuse to talk about it in general, why bother making an announcement on your main page? I was looking to read about upcoming content, tweaks, fixes, balances, etc. Instead, I got ANET’s legendary “stuff’s on the table…eventually.”
Anyone else find every single one of these articles incredibly disappointing? Or did I just miss something completely?
As to not post a rant without a solution, ANET, instead of trying to convey information to poor mmorpg websites, why not just release an article on your main page of what you want the player base to know?
I remember that the tiger was locked behind a vine wall section of dragon’s stand, which could only be opened by completing the meta event. I think since then the vine wall has been removed and the tiger can be reached without completing the meta event now.
I don’t know about the other pets though. Check wiki?
It’s a learn to play issue. Most just spam 1-4 and 5 when they feel like it, because they understand that 1-4 are instant cast and 5 is an aoe. While in fact, the autoattack, with the exception of rapid fire, is the best dps. I see players all the time including 3 in their rotation just because.
Experienced players will know to use 4 for interruption and deliberate kb and 3 to escape.
You must have changed your Skirmishing Grandmaster trait from ‘Light on Your Feet’ to something else. LOYF makes shortbows penetrate up to 5 targets.
Similarly, “Lead The Wind” the Grandmaster trait in Marksmanship makes longbows penetrate up to 5 targets.
Guys, come on, stop quoting devs.
1. Yes, they said it was fine.
2. Yes, they said it wasn’t fine.
3. If you find it fun to waste electricity to gain like 50s while at work for 8 hours….go for it. I doubt anyone will ever come after you.
Ranger will probably receive another nerf, because you did get a couple shots in…eventually
slams fists on table
I demand developers read this.
Rangers are basically the mediocre version of every other class.
-Necro > Ranger – condi damage
-Ele > Ranger – Healing (and bull to anyone who’s says "No, wah, druid healing is better.)
-Dragon hunter > Ranger – Traps
-Revenant > Ranger – Boons
What we do have over other classes
-incompetent AI
-consistent nerfs
-consistent othere classes that visit ranger forms to make sure we don’t get any fixes
Etc
This has already been thoroughly discussed.
https://www.reddit.com/r/Guildwars2/comments/1utx8p/data_mining_vip_membership/
(2 years old)
https://forum-en.gw2archive.eu/forum/game/gw2/VIP-Membership/first
(Also ancient)
TL;DR (It’s a thing in Asia, but a resounding “Never going to happen anywhere else.”)
Check out
http://www.logicalincrements.com/laptop
This is a list of popular newer laptops.
This is also a great website for finding parts to build your own pc. (This what I used.)
Frankly, this is what i’de like to see.
-Damage reduced by 75%
-Duration increased by 100%
-Vulnerability will be applied to projectiles reflected not physical damage from itself.yeah cause no dmg and a duration that you are forced to cancel animation out of every time makes for an amazing skill. But on the positive side it might apply a couple stacks of vulnerability.
Frankly, this is what i’de like to see.
-Damage reduced by 75%
-Duration increased by 100%
-Vulnerability will be applied to projectiles reflected not physical damage from itself.No. Bad idea, every single point. I dont understand your reasoning. At all.
Two thumbs down, go back to the drawing board.
If either of you had ever played wvw…
Step 1: SotP / Signet of the Wild (for stability)
Step 2: Leap into zerg (gs: swoop or staff: ancestral grace)
Step 3: Signet of Stone
Step 4: Whirling Defenses
Step 5: Profit on all the tags.Increasing the duration would only improve the amount of tags / reflections done. There is no greater feeling than defending stonemist and leaping into one of the hallways while an entire zerg tries to shoot down it and reflecting all the damage.
(Retaliation and Projectile Reflections ftw.)
Ahahahha
Yes I want to take my ranger into the middle of a blob and then stand still for 6sec and then stand at spawn crying at map for not pushing. On the bright side I will probably get 5-10 loot bags while standing at repair NPC.
No offense to ranger forums but I learned long ago that in wvw:
Ranger for roaming
Everything else for zergingIf rangers are whirling axes as some new trick in the middle of a blob I can truely understand why rangers are laughed at.
Yup. That’s me. Just deliberately afk once casted because, welp, im a Ranger pleb. (Dripping in sarcasm)
Frankly, this is what i’de like to see.
-Damage reduced by 75%
-Duration increased by 100%
-Vulnerability will be applied to projectiles reflected not physical damage from itself.yeah cause no dmg and a duration that you are forced to cancel animation out of every time makes for an amazing skill. But on the positive side it might apply a couple stacks of vulnerability.
Frankly, this is what i’de like to see.
-Damage reduced by 75%
-Duration increased by 100%
-Vulnerability will be applied to projectiles reflected not physical damage from itself.No. Bad idea, every single point. I dont understand your reasoning. At all.
Two thumbs down, go back to the drawing board.
If either of you had ever played wvw…
Step 1: SotP / Signet of the Wild (for stability)
Step 2: Leap into zerg (gs: swoop or staff: ancestral grace)
Step 3: Signet of Stone
Step 4: Whirling Defenses
Step 5: Profit on all the tags.Increasing the duration would only improve the amount of tags / reflections done. There is no greater feeling than defending stonemist and leaping into one of the hallways while an entire zerg tries to shoot down it and reflecting all the damage.
(Retaliation and Projectile Reflections ftw.)
You want to sacrifice damage so you can tag more people in a blob fight?…..
Why not just reroll as a loot stick guardian and live out your dream?
I’m willing to wager that
+5 seconds of projectile reflection
+5 seconds of retaliation
+5 seconds of whirl finisher
Even with 0 physical damage would be much, much, much more viable than it is currently. Consider in pvp contesting a point with such a large whirl finisher. Oh, did I mention it’s only a 25s cd.
Ya’ll just want a copy of dagger storm.
Frankly, this is what i’de like to see.
-Damage reduced by 75%
-Duration increased by 100%
-Vulnerability will be applied to projectiles reflected not physical damage from itself.yeah cause no dmg and a duration that you are forced to cancel animation out of every time makes for an amazing skill. But on the positive side it might apply a couple stacks of vulnerability.
Frankly, this is what i’de like to see.
-Damage reduced by 75%
-Duration increased by 100%
-Vulnerability will be applied to projectiles reflected not physical damage from itself.No. Bad idea, every single point. I dont understand your reasoning. At all.
Two thumbs down, go back to the drawing board.
If either of you had ever played wvw…
Step 1: SotP / Signet of the Wild (for stability)
Step 2: Leap into zerg (gs: swoop or staff: ancestral grace)
Step 3: Signet of Stone
Step 4: Whirling Defenses
Step 5: Profit on all the tags.
Increasing the duration would only improve the amount of tags / reflections done. There is no greater feeling than defending stonemist and leaping into one of the hallways while an entire zerg tries to shoot down it and reflecting all the damage.
(Retaliation and Projectile Reflections ftw.)
No, its swiftness is outdone by
-Resounding Timber (swiftness on shouts)
-Natural Stride (+33% perm)
Frankly, this is what i’de like to see.
-Damage reduced by 75%
-Duration increased by 100%
-Vulnerability will be applied to projectiles reflected not physical damage from itself.
I suggested this in the early PBE.
PvE:
When I’m on the offensive – I want stuff stacked. Having to blow CAF for it to work my way is user-unfriendly.
When I want to heal stuff – I want everything else out. This way I pull everyone in to smack my team.PvP
When I’m in melee – I want to hit everyone in melee range. So I might as well want the pull instead of push. In case I’m ranged and want to push guyz back – I should have LB. But having Staff+LB is the only valid point of PvP knockback in normal mode.
By entering CAF – the same as PvE. I want to heal stuff – let enemies stay back. The only reasoning to why is it good in PvP now is the Tides>#5 synergy.Naturally, both functionalities work and may be “better” for a part of the community, but I think swapping them makes more sense from “role” perspective.
Yes, yes, yes. It should be swapped for thus exact reason