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Preparations to replace bad traits

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

if the reformed hidden barbs and Choking gas sounds like a very nice Addition but its simply a way to get a AoE poison effect and it Sacrifices the trappers expertise (which vipers nest causes a lot of Aoe poison anyway)

we kind of need more in depth traits not more Combo/complex traits which are required for other traits to even be viable just like our current steady focus.

Umm.. Thanks?

Steady focus requires near perma Vigour upkeep and evades so the enduance bar can be topped up its very Restrictive to many weapon sets and trait lines.

Seeking Arrows : 8seconds of unblockable attack is overkill most of the rangers burst damage comes from high spike or Rapid Multipul hits of which we can do both in a reasonable time , could you imagin a RF+Seeking Arrows chained after with unblockable pbs > pet f2 leap and then ancient seeds .

this trait would be the unwanted toppings that we simply don’t need .

I, for one, only use Steady focus when standing at range with my bow. Which means I always have 100% endurance and it guarantees a permanent +10% damage. Where as my suggestion was you only gain +5% damage and your attacks are unblockable when and only when an attack is blocked. So, there is a gate on this trait that an attack has to be blocked before you gain any benefit from this trait. Yes, an unblockable rapid fire sounds powerful, but it’s only negating blocks, not reflects, dodges, los, etc.

In general, for most of these traits, I feel that a “+5% damage and your attacks are unblockable” is more flavourful trait than a permanent “+10% damage.” If you’re playing WvW, for example, and you like standing on walls sniping players, if you’re not running a permanent +10% damage, you’re essentially limiting your dps. Whereas a trait that allows use outside of rangers standing at max distance pew pewing, is more useful.

Not “More flavorful”… it’s “Ludicrously overpowered”. As pointed out above, it turns defensive options such as Warrior Shield and Guardian Shelter into “murder me while I’m helpless”. Now, “Next Attack is unblockable” could be useful, but 8 seconds of shredding through defenses (On an ICD only slightly longer than those defenses it shreds) is obscene.

Signet of might and “Nothing can save you” I guess if other classes have it, rangers shouldn’t be allowed something equally as powerful…on a longer cd…

the point there is those block mechanics cooldowns like shields and warroirs sword off hand and Guardains shelter do have around a 25-35second cooldowns on them and at 30seconds for Seeking arrows i can Garrentee that it will trigger each and every time , it basicly removes Blocking defences (which is the most common form of melee and projecile defence for most classes excluding Druid/ele and a traited engi ect even though it don’t go through reflects ,dodges ect just remeber most classes can’t have both Blocks and Reflects in the same build and solely rely on blocks to heal up aka Guardain (this will wreak guardains each time they hit that heal button.)

Same goes for the traits I mentioned. (A guard starts to heal > Signet of Might > Killshot > Done.) If the cooldown is what the issue is, I could settle for a 40s cooldown, but then it would be outclassed by the aforementioned, skills. Yea, if the only “block” guardians used was their heal, obviously it would trigger. Guardians have access to lots of other blocks. One of their virtues grants aegis as well has having tons of skills/traits that grant aegis. The argument that classes that use a block instantly die becomes invalid when other unblockable skills/traits already exist. To further my point, if a guardian starts to heal, the skill doesn’t interrupt, you would have to follow it up with point blank shot for example. The heal would continue and succeed.

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So whats the general acceptance of rangers?

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

Pvp
With the nerfing of snr, I doubt rangers will see much play. Ele can out heal and bunk a team of four and pretty much every other class will out dps. With limited survivability it’s, like stated above, a solid “meh”. The only good thing going for them is some pretty solid cc.

PvE
Like all classes, pve is face roll easy. Using a zerker set allows you to sit and spam Long range shot.

WvW
Is the only real area I like my ranger. Strong sniping damage from walls like true archers. Piercing Arrows allows players to get up close and personal and swapping into celestial form gives your zerg that mobile water field everyone loves.

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Preparations to replace bad traits

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

if the reformed hidden barbs and Choking gas sounds like a very nice Addition but its simply a way to get a AoE poison effect and it Sacrifices the trappers expertise (which vipers nest causes a lot of Aoe poison anyway)

we kind of need more in depth traits not more Combo/complex traits which are required for other traits to even be viable just like our current steady focus.

Umm.. Thanks?

Steady focus requires near perma Vigour upkeep and evades so the enduance bar can be topped up its very Restrictive to many weapon sets and trait lines.

Seeking Arrows : 8seconds of unblockable attack is overkill most of the rangers burst damage comes from high spike or Rapid Multipul hits of which we can do both in a reasonable time , could you imagin a RF+Seeking Arrows chained after with unblockable pbs > pet f2 leap and then ancient seeds .

this trait would be the unwanted toppings that we simply don’t need .

I, for one, only use Steady focus when standing at range with my bow. Which means I always have 100% endurance and it guarantees a permanent +10% damage. Where as my suggestion was you only gain +5% damage and your attacks are unblockable when and only when an attack is blocked. So, there is a gate on this trait that an attack has to be blocked before you gain any benefit from this trait. Yes, an unblockable rapid fire sounds powerful, but it’s only negating blocks, not reflects, dodges, los, etc.

In general, for most of these traits, I feel that a “+5% damage and your attacks are unblockable” is more flavourful trait than a permanent “+10% damage.” If you’re playing WvW, for example, and you like standing on walls sniping players, if you’re not running a permanent +10% damage, you’re essentially limiting your dps. Whereas a trait that allows use outside of rangers standing at max distance pew pewing, is more useful.

Not “More flavorful”… it’s “Ludicrously overpowered”. As pointed out above, it turns defensive options such as Warrior Shield and Guardian Shelter into “murder me while I’m helpless”. Now, “Next Attack is unblockable” could be useful, but 8 seconds of shredding through defenses (On an ICD only slightly longer than those defenses it shreds) is obscene.

Signet of might and “Nothing can save you” I guess if other classes have it, rangers shouldn’t be allowed something equally as powerful…on a longer cd…

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Survivable open world builds

in Players Helping Players

Posted by: UnitedChaos.8364

UnitedChaos.8364

Pretty much everything is survivable in pve. Just use your zerker set to kill things faster. No content should be really challenging in pve, including heart of thorns.

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Preparations to replace bad traits

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

if the reformed hidden barbs and Choking gas sounds like a very nice Addition but its simply a way to get a AoE poison effect and it Sacrifices the trappers expertise (which vipers nest causes a lot of Aoe poison anyway)

we kind of need more in depth traits not more Combo/complex traits which are required for other traits to even be viable just like our current steady focus.

Umm.. Thanks?

Steady focus requires near perma Vigour upkeep and evades so the enduance bar can be topped up its very Restrictive to many weapon sets and trait lines.

Seeking Arrows : 8seconds of unblockable attack is overkill most of the rangers burst damage comes from high spike or Rapid Multipul hits of which we can do both in a reasonable time , could you imagin a RF+Seeking Arrows chained after with unblockable pbs > pet f2 leap and then ancient seeds .

this trait would be the unwanted toppings that we simply don’t need .

I, for one, only use Steady focus when standing at range with my bow. Which means I always have 100% endurance and it guarantees a permanent +10% damage. Where as my suggestion was you only gain +5% damage and your attacks are unblockable when and only when an attack is blocked. So, there is a gate on this trait that an attack has to be blocked before you gain any benefit from this trait. Yes, an unblockable rapid fire sounds powerful, but it’s only negating blocks, not reflects, dodges, los, etc.

In general, for most of these traits, I feel that a “+5% damage and your attacks are unblockable” is more flavourful trait than a permanent “+10% damage.” If you’re playing WvW, for example, and you like standing on walls sniping players, if you’re not running a permanent +10% damage, you’re essentially limiting your dps. Whereas a trait that allows use outside of rangers standing at max distance pew pewing, is more useful.

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[Appreciation letter] A-Net update on weapons

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Thanks for the positive words. And thanks, too, for the ideas about areas in which we can make future improvements. Nothing is 100% perfect, for everyone, all the time. But we’re working on it, and feedback in this forum plays a significant role in the direction we take.

So thanks to all of you, and keep the ideas coming in this and the other threads in this sub-forum. While we don’t post here often, you can be sure the feedback you share is noted!

While we appreciate your response, Rangers need your love. Things like SnR were literally destroyed in the latest patch. With a 600 range and stomps with a range of 400, nearly every stomp in competitive pvp continues to finish a downed ally. Such a short range barely is able to get your allies out of cleave and massive elementalist aoes.
Thanks.

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Preparations to replace bad traits

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

if the reformed hidden barbs and Choking gas sounds like a very nice Addition but its simply a way to get a AoE poison effect and it Sacrifices the trappers expertise (which vipers nest causes a lot of Aoe poison anyway)

we kind of need more in depth traits not more Combo/complex traits which are required for other traits to even be viable just like our current steady focus.

Umm.. Thanks?

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So... about Astral Wisp - Suggestion

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Posted by: UnitedChaos.8364

UnitedChaos.8364

If it is aoe, that would be pretty cool. It’s like a Waterfield minus the field.

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Preparations to replace bad traits

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

I like none of these suggestions. The fact that you excluded a rework for Predator’s Instinct and have more traits with more ICDs sickens me. Rather than interesting and balanced around active play so there can be no ICDs, these traits seem more hindering.

Currently 2/5 have ICD. My suggestion has 3/5 with ICD. While I can appreciate you disliking ICDs (as do i, ranger traits have much longer ICDs compared to other professions), I think my suggestions are more flavorful Tham the current “+10÷damage”.

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Preparations to replace bad traits

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

The possibilities are endless for choking gas, any build can use them if you use atleast one of the above I mentioned.

Sinister builds for pve will also benefit from this, perma AoE poison plus poison master is super good.

I totally forgot about spiders. Their aoe poison blob would be awesome with this skill because it would also generate a field for projeciles.

2.) Can you please explain barbed arrows and hidden barbs .

Sure.
First, I just renamed sharpened edges to “barbed arrows”.
Second, I moved it from adept to master to be parallel with the other “preparation” traits I made.
Third, I moved Hidden Barbs from master to adept to accommodate #2 and gave it a buff to synergizes well with Choking Gas.

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Preparations to replace bad traits

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

I can’t say I liked any of these changes. I understand that they are most likely geared with a very pvp mentality in mind but the steady focus change alone is a straight 10% dps reduction on a class that isn’t exactly a dps powerhouse. Hurts pve unless you add that back in baseline to weapons. I’d rather we have a change in a utility to avoid projectile hate. Or projectile hate on other classes is balanced down as a whole. The rest seem very situational. I mean choking gas could be alright but rangers only have two weapon sets (dagger/ shortbow am I missing any?) to apply poison. Wouldn’t that narrow build/gear diversity? Barbed arrows is confusing, no change in functionality? Why make it compete with spotter? You are losing trait synergy with that move. Also hidden barbs would be a tad over balanced for an adept.

Yes, I’m pretty play PvP and wvw exclusively.
For the posion, fields would also apply poison even if not directly from you. Necromancers inflict heavy poison stacks which would also play well with this trait.

1. Seeking arrows would overcome heavy guardian and warrior blocks.
2. I moved barbed arrows to make it a master trait to be in line with the other traits.
3. I feel Choking Gas is much more powerful than the current and would work in all game modes.
4. Read the wind keeps the current functionality idea (vigor to allies) but is in line with preparations as well as a boon removal. This would be terrible in pve.
5. Disrupting accuracy allows you to control the heals on your pet. For example, you can cc a foe then use bristleback’s F2 for a big heal.

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(edited by UnitedChaos.8364)

Preparations to replace bad traits

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

SUGGESTION Hitting poisoned targets spread their poison stacks. ICD 3 Seconds. 300 Radius. 1 Stack transferred every 3 seconds.

“ABSOLUTELY! Refined Toxins is a terrible trait. I LOVE YOUR SUGGESTION. What a unique trait! Name it “Choking Gas” after the GW1 Ranger preparation. I think it should transfer their entire poison stack." – United Chi


This was a recent thread taking about a rework to Refined Toxins. I commented that it should be named Choking Gas (after the gw1 preparation skill). I thought that this was such a cool idea that I went and looked at the list of gw1 preparation skills, paired them up with each gw2 trait line, and reworked the poorly designed and unused traits. I feel that these traits are much more unique and interesting than the current, bland ranger traits that noone uses. The thread I was refering to.


PREPARATIONS

Marksmanship
Old – Steady Focus
“Damage is increased when endurance is full.”

New – Seeking Arrows
“The next time an attack is blocked. Your attacks become unblockable for 8 seconds and deal 5% more damage.” 30s ICD.

Skirmishing
Old – Sharpened Edges
“Chance for you and the pet to cause bleeding on critical hits.”

New – Barbed arrows
(Same as Sharpened Edges)
Move Sharpened Edges Barbed arrows to Master trait line.
Move Hidden Barbs to Adept trait line. Change functionality to bleeding and poison.

Wilderness Survival
Old – Refined Toxins
“While you are above the health threshold, your strikes inflict poison. While your pet’s health is above the health threshold, its strikes inflict poison.”

New -Choking Gas
“Striking a poisoned target spreads their poison to nearby enemies.” ICD 15s. Maximum Targets 5. 400 radius.

Nature Magic
Old – Vigorous Training
“Pets grant vigor to nearby allies when you swap pets.”

New – Read the Wind
“Striking an enemy with vigor removes it and grants the remaining duration to you and nearby allies.” ICD 10s. Maximum allies 5. 600 radius.

Beastmastery
Old – Natural Healing
“Your pet gains natural health regeneration and improved healing.”

New – Disrupting Accuracy
“Whenever you pet strikes an disabled foe (daze, stun, kd, etc). They gain x health.”

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(edited by UnitedChaos.8364)

Poison Master and Refined Toxins Rework

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

SUGGESTION Hitting poisoned targets spread their poison stacks. ICD 3 Seconds. 300 Radius. 1 Stack transferred every 3 seconds.

ABSOLUTELY! Refined Toxins is a terrible trait. I LOVE YOUR SUGGESTION. What a unique trait! Name it “Choking Gas” after the GW1 Ranger preparation. I think it should transfer their entire poison stack.

ex
‘Choking Gas’
‘Hitting a poisoned target spreads poisons nearby enemies.’
ICD 6s. Maximum targets 5. 400 radius.

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DPS tester proves it

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Posted by: UnitedChaos.8364

UnitedChaos.8364

ANET confirmed ranger dps 1/5 elementalist.
Also, why is everyone putting every buff on, every condition on, and considering it a realistic test of dps? Yea, I know you run in groups most the times, but that’s not very realistic of your build’s capability.

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Amazing Job Anet

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

Agreed. There are some things that were missed, but across the board, nice work. Hopefully, the next patch is just as fulfilling.

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How do you justify killing off Scrappers?

in Engineer

Posted by: UnitedChaos.8364

UnitedChaos.8364

You’re obviously joking right? Rangers have an insanely tough time staying in competitive pvp. The only reason they saw play recently was because of SnR, but that was basically nerfed to Rin and back (see what I did there?) in the latest update. Rangers having ranged damage, who would have thought? Engineers are top meta right now in competitive pvp with massive bunking ability, multiple stuns, tons of projectile denial, stealth and more.

TL;DR
Don’t expect a single class to dominate multiple game modes.

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(edited by UnitedChaos.8364)

Search and Rescue.. Can you work with it?

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

No. (This is a copy paste of what I said in my own thread).

The ‘crème de la crème’
• “Search and Rescue!”: The radius of this shout has been normalized and now affects a radius of 600, down from 1200. The recharge time of this skill has been increased from 45 seconds to 60 seconds. -

Yes, this skill was way too powerful for competitive player-vs-player. I’m not suggesting we go back to the old version either, but this is not the solution. The glory of SnR was that you could pull allies well out of danger (AoE and cleave) as well as current stomps. If a player was mid-cast through a stomp, and you were able to pull your ally from the brink and get them back up, IT WAS GLORIOUS. Now SnR has a MAXIMUM range of 600. Imagine, if you will, a line of: You, Stomping Enemy, and then your Downed Ally with the stomping enemy being between you and your ally. You haul your way out of your comfortable longbow, shortbow, or even axe range into a very close proximity of the enemy. The enemy starts stomping. You pull your ally all the way to you!…..and the enemy spins around mid-stomp and finishes your ally. Yea, this is the way the skill works now. This skill is now a “I hope my pet can help you stay alive while I cleave at whoever is trying to stomp you”. Rather than the “I’m going to pull you down the staircase, over this wall, behind this rock 1200 units away, res.” that we’ve all come to love. The statement “the radius…has been normalized” is quite irrelevant when ‘Sic ‘Em!’ has a range of 2,000 and SnR had a range of 1,200. There is no standard shout range. If anything this ‘range’ should be standardized at 900.

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United Chi's - April's Patch note review

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

Here are my thoughts about the latest updates to Ranger and Druid. I’ve organized them according to Great, Fine, and Bad. Enjoy!

Ranger


Great!
• Kick + Leap (Sword Combo 2 + 3): This skill has been renamed Crippling Thrust / Precision Swipe.. The animation of this skill has been modified, and the ranger will now be able to move while activating the skill. – Finally a fix to ranger sword!…. but they forgot to change the skill icon.
• Poison Volley: Increased the poison damage duration applied by this skill from 4 seconds to 5 seconds. The physical damage per strike has been increased by 150%. – I’m fairly confident this skill is bugged. At point-blank range, the combat log only displays 2-3 [Poison Volley]’s (the actual projectiles), but 5 poison stacks are visible. If so, 2-3 arrows are not dealing their projectile damage.
• Quick Shot: The swiftness duration of this skill has been increased from 3 seconds to 9 seconds. The damage has been increased by 20%. – Great!
• Crippling Shot: The cripple duration has been increased from 3 seconds to 4 seconds. Base damage has been increased by 100%. The pet bleeding duration has been increased from 6 seconds to 12 seconds. – Great!
• Concussion Shot: The stun and daze durations have been increased from 1 second to 2 seconds. – Great!
• Ricochet: Might duration applied by this skill has been increased from 3 seconds to 5 seconds. Increased the cast point by 0.1 seconds. The aftercast delay has been reduced by 0.16 seconds. – Great! I’ve heard that there was a weird delay after casting that prevented skills issued immediately after, but I never personally noticed it. Hopefully, this resolves that.
• Whirling Defense: The active portion of this skill has had its speed increased by 50% and will now scale with quickness. The damage per strike has been increased by 100%. – One of my favorite updates. This will see much more usage in WvW.
• Fortifying Bond: …boons shared have increased duration… – Great!
• “Protect Me!”: This skill will no longer attempt to break stun on NPCs who aren’t already in combat. – Great!
• Fixed a scaling and placement issue with the Celestial Avatar skill icon after the druid elite specialization is equipped. – Great!


Fine!
• Viper’s Nest: Fixed an issue that caused the combo ring for this skill to display at an offset time. – Umm, ok?.
• Winter’s Bite: The chill duration of this skill has been increased from 3 seconds to 4 seconds and now also applies 3 stacks of bleeding for 5 seconds. The aftercast delay has been reduced by 0.32 seconds. – Umm, OK. The tooltip is missing the new bleed information, although bleed on the skill itself doesn’t quite fit the theme of this skill. Frankly, Winter’s Bite should be AoE without the trait, Honed Axes, and I could deal with losing the additional bleed.
• Vine Surge: Fixed a bug that allowed this skill to strike a target more than once. ¬– Never knew this was an issue.


Bad!
• Sublime Conversion: Fixed an issue that caused the combo ring for this skill to be visible to enemies. – Never knew enemies could see this field. Failed to fix the arching of projectiles through this field. Projectiles, even fired at a straight, quick shot, will become very slow-moving, high-arching projectiles, which often miss the ranger completely.
• Path of Scars: This skill is now ground targeted and can be cast at a shorter distance than the maximum. – Probably the second worst change for ranger has to be Path of Scars. There is literally no point in having this skill be ground targeted. Previously, PoS acted strange when sent directly over ledges (It would travel down the wall in the direction of cast, hit whatever target, and pull them back. Which, frankly, looked and seemed kind of weird and clunky.) I feel adding the ground targeting was a cheap way out of actually stopping the projectile once it hit a wall or a ledge. The reason given was so it “can be cast at a shorter distance than the maximum”. Why? Why potentially limit how many targets this skill can hit?


The ‘crème de la crème’
• “Search and Rescue!”: The radius of this shout has been normalized and now affects a radius of 600, down from 1200. The recharge time of this skill has been increased from 45 seconds to 60 seconds. – Yes, this skill was way too powerful for competitive player-vs-player. I’m not suggesting we go back to the old version either, but this is not the solution. The glory of SnR was that you could pull allies well out of danger (AoE and cleave) as well as current stomps. If a player was mid-cast through a stomp, and you were able to pull your ally from the brink and get them back up, IT WAS GLORIOUS. Now SnR has a MAXIMUM range of 600. Imagine, if you will, a line of: You, Stomping Enemy, and then your Downed Ally with the stomping enemy being between you and your ally. You haul your way out of your comfortable longbow, shortbow, or even axe range into a very close proximity of the enemy. The enemy starts stomping. You pull your ally all the way to you!…..and the enemy spins around mid-stomp and finishes your ally. Yea, this is the way the skill works now. This skill is now a “I hope my pet can help you stay alive while I cleave at whoever is trying to stomp you”. Rather than the “I’m going to pull you down the staircase, over this wall, behind this rock 1200 units away, res.” that we’ve all come to love. The statement “the radius…has been normalized” is quite irrelevant when ‘Sic ‘Em!’ has a range of 2,000 and SnR had a range of 1,200. There is no standard shout range. If anything this ‘range’ should be standardized at 900.


Other things!
• Custom Ranger ground targeting is awkward because the logo is at an angle. Please make the Ranger logo always face straight from the ranger.
• In pvp, pets still revive at the location the ranger was defeated, can take damage, and usually always starts the ranger in combat.
• Ranged pets such as Bristleback still struggle with LoS and will use their f2 even if the enemy is obstructed.
• No spirit rework? Disappointing.
• Sword #2, needs directional arrows.
• Completely unused utilities like Sharpening Stones need reviewing.
• Lingering Light needs review. One blind on a 12 second cooldown, on an ally who may potentially not get to use it due to its short duration and reliance on the ally actually attacking. Is not a grandmaster-worthy trait.
• Love the new combo field looks!

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(edited by UnitedChaos.8364)

[Feedback] New Legendary Bow [merged]

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

This would have been so much cooler as a white tiger theme with snowy tiger paw print footfalls.

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Dungeon Revitalization

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

I actually really like this idea. Making the dungeons an actual integrated part of the story makes them meaningful once again. Let’s be honest, people only do dungeons because they are easy money, not because they want to enjoy the story.

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changes needed for the pets.

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

Flying birds? Digging canines!? How overpowered do you want it to be. Youre basically asking for Smokescale relentless assault on each pey.

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suggstion spirt rework!

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

I think he’s saying have the active effect proc when the Spirit is summoned and activating the Spirit again would be just a kill-switch.

Indeed.
Rather than summoning a spirit and then sacrificing it – the spirit would spawn by using it’s active. You could simply kill it with 2nd activation if you need to reposition.

Ah, ok. I do think the actives need to be stronger though. But do this ANET.

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Ghostly Infusion Doesnt work in pvp

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

As stated, the ghostly infusion works in all game types except pvp. I have no idea why, but if other players can spam their unicorn shooting bows, I should be able to have a fiery glow.

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The nature of MMR hell

in PvP

Posted by: UnitedChaos.8364

UnitedChaos.8364

This is awesome. I can confirm I have been in the top 3.3% happyfanboi percentile and the bottom 4.5% MMR snowball hell percentile. I’ve litterally has games of +10 win streaks and +10 game loss streaks. Your analysis is awesome!

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This is getting annoying...

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

hands ZudetGambeous aloe

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How Does Druid beat a Reaper in PvP

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

Longbow at max range and start ploinking away. They’ll have to engage you in order to survive.

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Rev and Necro and matchmaking balanced needed

in PvP

Posted by: UnitedChaos.8364

UnitedChaos.8364

showing names is not allowed

ty for the insightful feedback.

On a more serious note, I didn’t know you couldn’t share player names, especially since I’m not pointing at any particular player for any particular thing. I’m just sharing that class stacking is not being addressed by the matchmaking system.

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Rev and Necro and matchmaking balanced needed

in PvP

Posted by: UnitedChaos.8364

UnitedChaos.8364

Matchmaking should never, ever, ever stack multiple professions on the same team, especially when it’s uneven.

Every one knows how stupidly overpowered revenant is….
Game of 6 Rev’s
6 Revs end result

Necromancer is one of the lowest skill levels with one of the highest condition dps…
Game of 7 Necromancers

Matchmaking should limit games to a maximum of 2 of the same profession (That allows four of the same profession in a ten person match. This is totally reasonable.)

Teams of full Revs allow near instant downs through 4 man coordinated relentless assaults…
Teams of full Necros allow infinite conditions and fears.

Neither of these games were any fun, and ‘good game’ was called before the matches started. The matchmaking system needs some serious limitations.

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Ranger bugs never fixed

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

that one unfortunately isn’t a bug but it is working as intended. they mentioned something about needing a way to store the names locally and they didn’t have that set up. There is, however, an extra long list of bugs that still need to be fixed lol.

Yea, I’ve been watching the official gw2 bug tracker and they’re only thinking about fixing 2 ranger bugs even though the playerbase’s bug list is astronomically larger.

(The two they’re checking:)
“Ranger: Protect Me! shout puts nearby allies in combat briefly”
“Ranger: When equipping or reequipping the Druid specialization the icon for Celestial Avatar becomes displaced and over sized”

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Ranger bugs never fixed

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

I know there have been numerous threads about ranger bugs, but I was watching a WoodenPotatoes video from September 23, 2012 and he was playing a ranger. He had the viewers name his pet and he follows up with…

“I don’t know how much i really want to swap around my pets, but I know that they lose their names at the moment ’cuz of a bug in the game by swapping around so…”
(Here was the video by the way )

I couldn’t help but laugh. I don’t think he expected that April 2016 ANET would continue to avoid fixing even the most minor ranger bugs.

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Selling SAB

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

lfg tool is dead because of all the people spamming selling SAB paths. I, personally, can’t wait for SAB to go away again.

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ANET please nerf HoT

in Guild Wars 2: Heart of Thorns

Posted by: UnitedChaos.8364

UnitedChaos.8364

I had absolutely no difficulty completing any of the HoT content. Of course, you need a map to complete the one meta (dragon stand), but still.

Creatures in game expansions should be more challenging than the core game. Based upon the fact that you’re supposed to complete the core game before diving right into HoT. If you’re trying to complete HoT without at least a max level with exotic gear, you’re going to struggle. This content was intended for players who know how to play, how do dodge, when to properly use skills, and how events work.

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CC tutorial for dummies is needed

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

I feel that players, especially newer players, feel the need to spam skills 1-5. Ranger, for example, has Point Blank Shot and Hunter’s Shot both of which shouldn’t ever be used unless for a specific reason, but you see people spamming these while at 1200 range for no reason all the time. If they lowered the damage on these skills and increased the effectiveness of these skills (so the effect is more prominent than the damage), people would be more mindful of when they use them. For example, if they made hunter’s shot do 1/4 the damage, but the stealth last 5 seconds instead of 3, players would realize that actually spamming this lowers your dps. A light would go off in players heads and say: “Wow, this is really weak; but, wow, this stealth is handy.”

Point being: I don’t think they need a tutorial to teach such a basic thing, but I think ANET should keep in mind that every single attack doesn’t need to have a damage equal to the other skills in that set. The skills effect should always be more important than the damage.

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necro definitly not op

in Necromancer

Posted by: UnitedChaos.8364

UnitedChaos.8364

What’s this proving?
The blue team has one druid (I assume) which would be the only source of healing. Also, the entire blue team is condition damage, meaning any condition removal shatters any potential damage. The red team has a variety of power and condition damage players in conjunction with condition removals and an elementalist healer.

The only thing this proves is that the matchmaking needs work. There are 4 necromancers in that game. One got put on red and three on blue. It should automatically try to balance classes out in the queue.

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United Chi's Elite Spec Suggestion

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

Anet already gave us “spirits”… They were epic… Then Anet gutted them…

Your weapon skills sound rather terrible as there is zero evade or blocks which the ranger needs… Your only option your proposing is a “don’t move, don’t attack, but don’t take damage” skill that in all honestly sounds very terrible when compared to ele’s earth focus 5…

Almost every ranger weapon has some kind of evade or block (GS, sw, dag, sb, spear, staff)… In all honestly the only one I can think of that doesn’t is ax/torch and maybe harpoon but I think the #5 is an evade or atleast a leap backwards…

If bunny thumper was even to become a thing it would have to be LOTS like warrior by giving you access to lots of CC if the weapon or utilities aren’t going to give block/evade options… So it’d basically turn into a warrior hammer copy/paste…

I used to really like the idea of having a bunny thumper in gw2 but honestly ranger already decent melee options, what we need is a viable condi spec to compete on higher levels of gameplay for a DPS role as our physical damage is tied to a 90% worthless pet.

The utilities are also very bad… You can’t copy/paste from gw1 and apply them to gw2 and expect anyone will think that is a good idea… Because it is not… Totally different game types… Even in gw1 pvp you didn’t use those spirits because they hurt you as often as help you…

I can’t help but disagree. Elite Specializations should add something additional to the class. It’s not just going to stand alone. My “Bunny Thumper” is a nostalgic throwback to gw1. It has a lot of hard ccs and provides a lot of game changing effects.

Not every weapon has to have a form of dodge or block (I guess Stampede could have an evade while charging). Yes, now that you mention it, it does sound a lot like a warrior, but I’m all for an up-close ranger. It’s not like warriors haven’t gone out of their cliche zone. For example, pretty much all pvp warriors are now confusion/burn builds. That’s like saying “they’re too much like mesmers”. It’s nice to have a little similarity to other classes, while still staying unique, of course. I disagrre about a viable condi spec. There are several condi builds that are very powerful already like Druid Bleed, Mad Bleed King Druid, and Poison Druid.

It sounds like you have a great deal of animosity towards the pet mechanic, but like it or not, it’s here to stay, so you may as well try to get the most out of it. If you don’t think pets are powerful try Roaming Smokescale or Cleric Burst. The latter’s tiger has the ability to hit hard 7-8k criticals.

Lastly, I don’t think the utilities are terrible. Yes, they are basically identical to their gw1 counterpart, but you’re not going to run a full build of nature rituals. Why would you? Throwing a Frozen Soil down in a winning team fight basically ensures the win. Using Rough Terrain on a fleeing enemies can prevent them from escaping. The skill you quoted as “don’t move, don’t attack, but don’t take damage. That in all honestly sounds very terrible…” could be used on a cluster of enemies, applying a massive aoe immobilize, allowing huge allied hits.

I can think of countless possiblities. I think everyone is viewing this idea as a stand-alone thing, but when in conjunction with the other ranger skills makes it massively powerful.

See combinations above^
Rough Terrain>Muddy Terrain>Drakehound f2(immobilize)>Earthen Shackles For a massively long chained immobilize.
or
Signet of Stone>Earthen Shackles for long lasting point contesting.

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If you could have one bow from GW1

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

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Advice for a Core Roaming Ranger

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

If you’re looking for a Ranger Build (not druid) for your generic player. Probably something like this would work better: Longbow Zerker. This provides some condi cleanse on dodging (Evasive Purity) and additional condi cleanse from survival skills (wilderness knowledge).

If you’re gung ho on the whole shout or beast mastery theme (like your build seems to favour), there is a DRUID build I recommend: Roaming Smokescale.

For a full list of my builds check out United Chi’s Ranger/Druid Builds.

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United Chi's Elite Spec Suggestion

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

For the regeneration. I meant you will regenerate 3% per second until The bar is full (100%).

Anyway, thanks for the input. I still think it’s a really cool idea. Having both benefits and negatives means thumpers will have to skillfully manage when to cast rituals.

I think there are interesting combinations such as:

Point blank shot > Strike as one > yeti Smash > crushing Blow
Which would: knock down > telephoto to and inflict weakness and cripple > knockdown (if they have a 3rd condition) > then launch

Or

Rampage as one > symbiosis >roaring winds
Which would: provide (until nature force bar is depleted)
3 boons = an extra 1500hp
2 rituals grant +600hp per second (300hp/sec per ritual)
2 rituals grant +150hp per second (50hp/sec per boon)

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(edited by UnitedChaos.8364)

United Chi's Elite Spec Suggestion

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

Sounds bad to be honest :T

What did you dislike?

The utilites you borrowed from Guild Wars 1 are literally copy pasted over rather than actually thinking up of a similar function to match its original form. I like the idea of having Nature Rituals, but your Elite Skill doesn’t match the idea behind the utilities; it being shout rather than a Nature Ritual. The only exception here is Roaring Winds.

Roaring Winds and Symbiosis weren’t thought out cause of how much sustain you could passively get from these two skills. You could manage 650 heals per second, 850 maximum, if you were able to somehow keep Resistance, Aegis, Quickness and Stability always on. As well with an additional 3500-5500 extra HP for doing nothing, with the extra health being applied to allies as well. You could cause ALOT of deaths on allied players or even creatures if you kept that effect on; Thieves, Eles, and Guardians would hate you.

Edge of Extinction would never serve much of a use in PvP because of it being too situational. PvE, it could find some use. Would be broken in WvW, where a group of ‘Bunny Hoppers’ could destroy entire zergs, by causing all of their Edge of Extinctions proccing through a domino effect. But this is assuming Anet would even allow a player character to be considered to be a creature; so if we weren’t it would literally only be a PvE skill.

Frozen Soil, I like this skill because, if my assumption is correct, fits the idea of this being a control Elite Specialization. The enemy would have to focus you down if they wanted to rez their allies. Although, if there was a complete 0% chance to rez down bodies, this would be over powered. So maybe a reduction to rez speed, similar to poison, but not poison so you could stack the rez reduction rates.

Rough Terrain could find some uses, but not many to be honest.

Strike as One doesn’t fit the idea behind the utilites since it stands out among the other utilites, because it isn’t a Nature Ritual at all. It would fit behind a Beast Mastery Elite Specialization due to the skill being a shout.

Nature Bar Force doesn’t really give much of a description, from you saying being able to generate 3%-100% of energy per seconds, so lacking info and other ways to generate energy.

There’s also no traits :T

Thanks for the input.

I borrowed the utilities from gw1 as nostalgia. I think they’re pretty awesome.

I should further clarify the mechanic I suppose.

Nature Force bar: each Nature Ritual depletes this bar. Nature rituals cannot be uncast, meaning 1 nature ritual will deplete this bar slowly and last longer. While casting multiple nature rituals will deplete it faster and thus expire sooner. The healing skill, roaring winds, also depletes the nature force bar, but at a much faster rate than the utility nature rituals. This means, for roaring winds, you can cast many rituals and recieve a short-lasting but powerful regeneration. Or, you could cast it with few rituals (or none) to provide a small, but long-lasting regeneration. While under the effect of no rituals, you have a positive regeneration of 3%/second. This means that rituals will have no ICD, because the rely completely on this bar, including the heal skill.

This would allow you control over what effects are in play on the battlefield. The downside of these rituals is that they also affect you and your allies.

Roaring winds and symbiosis: I think these play great of of each other. Obviously you can’t kill yourself because the effect is on you, but enemies affected by your ritual who try to flee will be punished if the are at a critical health. Stripping boons from enemies could also push enemies all the while providing boon heavy allies a massive benefit. Symbiosis would also pair great with Rampage as one.

Edge of extinction, like you said would need some limitation in wvw or additional skill fact. In gw1 the spirit would lose health each the the effect activated. This skill was intended to punish mesmer clones and necromancer minions. Maybe for my idea it depletes an additional 1% off your nature force bar per tick, thus ending it sooner, or have a maximum of 10 targets. And of course cannot stack with other edge of extinctions.

Frozen Soil, as intended, would fail if you try to resurrect an ally. Targets being ressed before the nature ritual’s effect would continue to revive. You can still revive yourself from the down state. This would direct pressure to the ranger. Remember if your allies go down you’ll need to expedite your nature force bar’s depletion. You could do this by casting more nature rituals to deplete the bar faster or leave the range of the downed ally. Enemies can pressure thumpers and make them flee and allow their allies to be ressurected.

Rough Terrain would be totally situational. If your team is winning a team fight on point. Maybe you would cast this to slow foes from fleeing. Allowing more ranged attacks and spells before the target gets away.

Strike as one. I intended this to help the hammer portion of this class. This would allow thumper to get close and affect foes with a series of knock downs, knock backs and affect them with nature rituals.

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United Chi's Elite Spec Suggestion

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

Sounds bad to be honest :T

What did you dislike?

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suggstion spirt rework!

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

Just swap their actives and spawns.

By pressing the ability – it’s active would take place and near you a spirit with it’s health pool providing bonuses would spawn. Killing it would mean lower buffs uptime. Adjust duration (to let’s say 15 seconds with a 30 second cooldown. Keep in mind that dead spirit provides buffs for roughly 13 seconds after it’s death).

Easy, simple, no new coding or mechanics, user-friendly… Why add so many new stuff when it’s not needed?

I don’t understand this

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United Chi's Elite Spec Suggestion

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

Bunny Thumper

Class Mechanics:
-Hammer Proficiency: You can wield a hammer.
-Nature Force Bar: Has natural regeneration of +3%/sec to 100% while you have no active nature rituals. Each Nature Ritual depletes this bar. Nature rituals cannot be canceled. Nature rituals will only expire once the bar is completely drained.

Weapon: Hammer
1a. Swing: Deal [x] damage.
1b. Swing: Deal [x] damage.
1c. Sweep: Deal [x] damage. Deal an additional [x] damage and inflict weakness for [x] seconds for each additional target hit. (max 5 targets).
2. Stampede: Rush forward crippling any foe you pass by. Range: 900. Effect Radius: 150.
3. Crushing Blow: Deal [x] damage. Striking a knocked down foe will launch them.
4. Yeti Smash: Deal [x] damage. Knock down any target with 3 or more conditions for [x] seconds.
5. Earthen Shackles: You become solid earth for 5 seconds, preventing movement or skills, and taking no damage. Cast Muddy Terrain at your location for the duration you are transformed.

Class Utilities:

Heal.
Roaring winds: Gain 300 health per nature ritual currently affected by and an additional 50 per boon per second.(-5% Nature Force / second)

Utility: Nature Rituals
Symbiosis: All creatures in 900 range gain +500 health for each boon affecting them. (Leaving the range of this skill with less health than the Ritual grants will down you). (-1% Nature Force / second)
Frozen Soil: All revival skills within 900 range fail. (-1% Nature Force / second)
Rough Terrain: Negates all speed buffs on all creatures within 900 range. (-1% Nature Force / second)
Edge of Extinction: Deal [x] damage whenever a creature dies to all creatures within 900 range of the same type. (-1% Nature Force / second)

Elite Skill:
Strike as One: You and your pet instantly move to your target. Your next attack inflicts weakness for [x] seconds. Your pet’s next attack inflicts cripple for [x] seconds.

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(edited by UnitedChaos.8364)

United Chi's Ranger and Druid Builds

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

Updated 4/4/16. Enjoy!

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Where to find Builds..

in Players Helping Players

Posted by: UnitedChaos.8364

UnitedChaos.8364

Metabattle.com is ok.
The best resource: yourself from experience. Keep a word document or something with a list of builds you’ve created.

The second best source: Your guild. Seriously, join a large organized guild. Chances are they already have a forum, and have been sharing builds on it (probably people keeping a document of builds, see #1).

The third best source: Your server’s forums. Fort aspenwood has a dedicated forums for its players. I’m sure whatever server you’re on has one too.

Here is a link to a list of my ranger builds:
https://forum-en.gw2archive.eu/forum/professions/ranger/United-Chi-s-Ranger-and-Druid-Builds/first#post6015694

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(edited by UnitedChaos.8364)

Upcoming changes in Spring Quarterly Update

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

1. Reduced scribing costs.
2. Probably WvW map reversion.
3. No more dates for anything will be announced to prevent backlash.

Nothing about a massive skill and profession balance?
If there is anything it should be “April will have a massive class and skill balance”.
Let’s be honest. Every elite specialization is more powerful than the base class, I’ve never once played ranger since druid came out. The Ele power creep is so real: ele can now out heal the “dedicated healer class (druid)” while tanking a team of 3 or 4 in pvp and potentially down someone. Dragonhunter traps put ranger traps to shame. Necromancers are basically the only class ran in PvP now.

TL:DR
What do the players want?
Massive skill and profession balance.

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Legendary weapons

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

How I wanted legendaries to be handled:

1. A weapon set themed to each of the 6 Human Gods.
2. Completing a long, lore-driven quest chain (Exactly like the current Legendary Collection), but The Six Gods related.
3. One collection for each of the Six Gods.
4. Completing the Legendary God Collection would reward you with a choice of one of their corresponding weapons.
5. One of the core components would involve an area similar to Guildwars1’s Fissure of Woe where you would prove your worth to the God of your choice.

This could have really been applied to anything. Let’s not forget the other Religions of Tyria. There is just so much lore that making content should have been a breeze.

This could have applied to armor as well, but they started adding “Human God” armor to the Gem Store also.

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WoodenPotatoes latest video!

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

He pretty much nailed everything he said here, all the while being totally unbiased by viewing each parties perspective. We’ve got to give WP credit here. He took this totally level-headed, analyzed each scenario and came up with his response.

I think what we should take away is: WP should be GuildWar’s 2 game director, he kitten nailed it.

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suggstion spirt rework!

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

I kinda like this idea:

Something like.
1. No more spirit avatar. Instead there is a slow-moving wisp that circles your pet with a radius of 600.
2. Each time the spirit passes through an ally, a buff is provided.
3. Once buff is provided, that wisp becomes ’inactive" for that player for 5seconds.

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Legendary weapons

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

They don’t have to “give” you anything. It’s a game, not a charity.

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DPS meter in game would be a "God Send"

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

Would be further used to stop rangers in pvp (lack of dps), and stop rangers in raids(ele healing is > than druids), and in general every class > ranger in pve. So, no.

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