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Bunny Thumper

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Posted by: UnitedChaos.8364

UnitedChaos.8364

We have no idea what druid will be yet, but I’ve always wanted to see that GW1 throwback, Bunny Thumper. The idea being that you can consistently knock down, but not really anything else. In GW1 it was coupled with a couple of pet attack skills, but they don’t really exist in GW2, so… Of course, I would like to see some improvements to pet ai, making “Guard” a standard part of pet mechanic, and general ranger fixes first.

Bunny Thumper – A hammer-wielding, close-range, knock-down master. With the ability to get up close, drop someone, and keep them down; foes will surely scatter.

Hammer Skills
1. a. Hook – Sweep sideways hitting adjacent foes for x damage. (5 targets)
1. b. Upswing – Deal x damage. (1 target)
1. c. Heavy Blow – Deal x damage. If your foe has 4 or more conditions, knock them down. (1 target)
2. Crude Swing – Attack adjacent foes dealing x damage. If you miss, you fall down. (5 targets, whirl).
3. Tiger’s Fury – Stomp forward leaving a long crippling trail.
4. Yeti Smash – Attack all adjacent foes. Knocks down foes suffering from 4 or more conditions.
5. Belly Smash – Slam your foe dealing x damage. If your foe is knocked down, stir up a smoke field which lasts x seconds. If your foe is not knocked down,

Utility – Nature Bonds
Symbiosis – For 20 seconds share half of all the boons you would gain with allies within 1000 radius.
Swap – Remove movement impairing conditions you and your pet swap locations.
Return to the Earth – Remove a condition each second for 3 seconds and create a corresponding field that lasts 5 seconds.

Notes
I think it could makesome cool combos for the class like:
You could get up close with “Tiger’s Fury”, pull of a knock down, use a current utility like “Lightning Reflexes”, swap to longbow and finish with “Point Blank Shot”.
or
You could “Guard” a ranged pet on a ledge, get in close, annoy someone, and swap out to the ledge with “Swap”.

Having a selfless skill like “Symbiosis” could really make the Bunny Thumper a helpful teammate (think about “Strength of the pack!” or might-stacking teammates synergies.

What do you think?

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Conditions Everywhere

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

well thought out post op i agree with you totally and i dont have anymore to add

Thanks!

So basically you think everyone should play a power build and that condition builds should not be viable?

Even with the current state conditions deal significantly less dps than power specs. we need ways to apply MORE conditions, not less.

The exception is the 3 current burn classes, ele, guard and engineer can stack pretty crazy burn burst.

No, I clearly stated that condition builds should be powerful, but the current game design that every skill should apply arbitrary conditions is out of control. You should have to intentionally apply conditions and not just them be a side effect of whatever skill your using. And no, if you get a high stack of any condition, including low-damage conditions, such as poison, it will do much more damage than any physical dps class.

Well, firstly, for maiming ranger, I’m impressed that you don’t know about all of our condi cleanse.

Troll ungent- cleanse 2
Sharpening stone- cleanse 2

Those only remove conditions if you take the trait he mentioned, which prohibits you from taking the other condition-cleansing trait. Because they’re in the same trait line at the same level (grandmaster). It also really hurts build diversity because you MUST take that trait line if you want reliable condition cleanses.

Healing Spring used to clear conditions, until they converted it to a trap. It still does if you can get the trap portion to trigger. But if the initial heal portion tops off your HP, then the trap portion doesn’t trigger, and you never get the condition cleanse.

My most frequent mode of death now is I get cripple/bleed/burn/whatever put on me, I use Healing Spring, the initial heal puts my HP to full, meaning I never get the condition cleanse, and I get killed. (If your hp drops while you’re in the HS trap, you have to move out of the trap and back in to trigger it and get the condition cleanse. Which is rather difficult when you’re crippled and quickly being beat to death.)

This used to be the ranger’s best heal, but its current state has made it the second worst. The dorky trap mechanic might’ve been acceptable when you could pre-set up to 3 healing spring “traps” for later use. But that was immediately “fixed” to a max 1 trap in the next patch, while the condition cleanse problem remained unaddressed. If they can’t make the trap trigger if you’re not at full hp or you have conditions on you, they need to make it so using the skill also cleanses some conditions.

Lightning reflexes- cleanse 2 movement impeding

The immobilize clear was added to this skill because it was silly/stupid to have a skill designed to make you leap back out of danger, but could be completely nullified with an immobilize.

Signet of the wild: cleanse 1 every 10 seconds or full clear

That is the lone utility skill he mentioned.

As far as traits I’m curious to know which one you are noting, and you might be forgetting shared anguish which transfers movement impeding conditions to your pets

That doesn’t transfer conditions. It transfers control effects like stun, knockback, and is equivalent to a stun breaker, not a condition cleanse. And it seems to be bugged at the moment. Or maybe it’s because Anet keeps adding mobs which repeatedly apply multiple control effects in quick succession, and the trait only transfers the first application to the pet before going on a 60 sec cooldown. (Side-effect of changing Stability to stacks.)

There is a ranger trait which removes blindness, cripple, and poison on dodges. Probably the weakest conditions out there.

I believe sword 2 is also a immobilize break as well as greatsword 3

Nope. They don’t clear any immobilizes, control effects, or conditions. In fact GS 3 is bugged in that if you’re immobilized during the middle of its leap, all your skills are disabled until you die or logout. Actually I think this bug affects all leap skills, it’s just more apparent on ranger GS 3 because it’s the longest duration leap.

Thank you for clarifying this for InsidiousWaffle.7086.

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Conditions Everywhere

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

kitten ! finally someone that thinks for all the game!!!

im really happy to read this thread!

im engineer – i know i can apply with bombs heavy conditions – but its risky to play bombs in melee – so could be even fair enough – but still…

Thanks for reading! I’m glad someone agrees that there are issues with conditions.

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New player here concerned with endgame.

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

For a new player, hitting level 80 will take some time and work.
But for the veteran player, they could hit level 80 incredibly fast. Veterans may be sitting on level up tomes, level 20 tomes, etc.

There are also incredibly fast ways to level up such as dungeons or Edge of the Mists; but if you don’t abuse those systems as a way of leveling up, it should take you some time to hit level 80.

Enjoy the game.

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Conditions Everywhere

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Conditions Today
Conditions have become a major part of the game now especially since conditions have been revamped and such, but this leads to issues. I’ll be talking from a Ranger’s perspective because it’s my main. I’m not trying to cry about Rangers, but it’s the only perspective I have.

Issues:

1. Players have too much access to conditions. By this, I mean that players can stack insane condition stacks in seconds, dealing ungodly damage.

ex. Reaper can stack 35+ stacks of poison….
ex. Guardian can stack 15+ stacks of burning…
ex. Rangers can stack 35+ stacks of bleed… (mad king + hunter’s call)

2. Conditions, like vulnerability, has become devalued. Nearly every profession has access to vulnerability, and those skills/utilities/etc that do apply huge stacks. This means nearly any class can amass the maximum number of vulnerability stacks.

ex. A vast majority of “critical hit” traits apply vulnerability.
ex. Skills like “On My Mark!” 10 stacks. Rapid Fire 10 stacks.

The same can be said about the boon, swiftness.

3. Skills should not apply multiple, arbitrary, random conditions.

Yes, some skills should have access to multiple conditions, but very, very few should, as this further devalues conditions. I’m all for skills having access to powerful conditions, but multiple condition skills should not be so prevalent or powerful.

Let’s look at the Berserker’s Primal Burst skill: Skull Grinder, just as an example. This skill applies: blind, weakness, confusion, cripple, daze. Yes, this skill should be more powerful than normal weapon or utility skills being a part of the Berserker’s class mechanic, but, really 5 conditions. Being that you can add conditions to skills with sigils, runes, and traits completely devalues any other classes’ ability to provide those conditions. Imagine a Berserker taking a sigil of ice (chill on hit), sigil of blight (poison on critical hit), and Rendering Strikes (vulnerability on critical hit). That’s a total of 8 conditions on one skill, not to mention runes.

4. Classes that lack condition cleanse will feel the effects of condition spam more often than those high condition-removal classes. (I will ignore runes and sigils that remove conditions for simplicity sake.)

Rangers, for example, have two traits that remove condition(s) both in the same trait line, and only one can be equipped at a time. Rangers have access to one utility skill that removes condition(s).

Elementalists, for example, have access to three traits that remove conditions, and all three can be equipped at the same time. Elementalists also have access to four utility skills that remove conditions from themselves and allies.

Conditions cleanse should be a available to all classes and within a reasonable spectrum of each other (i.e. One class shouldn’t have two cleanse while another has seven). A reasonable balance, in my opinion, would be 3-4 per profession (not including sigils and runes). I feel this way because: having near infinite condition cleanse is basically immune to condition based builds, and having nearly no condition cleanse is basically instantly killed by 35 stack poison builds.

Yes, if you forgo taking your condition cleanse in lieu of something else, you should be punished. No, you should not be punished if your class has next to no condition removal.

5. Classes should have obvious distinctions between what condtions they should be able to access and what conditions they shouldn’t be able to access (Runes and sigils aside).

Rangers should have access to ample bleed, cripple, and burning(torch). As they are an obvious and distinct part of the class. This is what creates a distint difference between classes, and it doesn’t create a conglomerate of every class having every condition. Yes, ANET loosely abides by this (i.e. there is no slow on Ranger), but it seems all classes are gaining access to every condition instead of having a distinct separation.

But Rangers shouldn’t have access to fear, torment, or confusion. As they are not what should be considered part of the class. Conditions like fear and torment should belong to classes similar to necromancer.

I remember watching Guild Wars 2 initial release trailer and seeing the Ranger’s Bonfire skill be shown, and saying “This will be an incredibly awesome fire skill” or “THE burning skill”; but, sadly, nearly every other fire source in the game provides a much better burning with addition effects. Yes, Bonfire has its place, but it’s very lackluster comparatively.

Final Thoughs
Conditions have their place, but they should be distinct, intentional, and powerful. I feel there are several ways to help right the ship:

1. Conditions should be limited. For example, no skill should apply 10 stacks of confusion.
2. Conditions should be intentional and not apply arbitrary conditions.
3. Short cooldown skills should have short duration conditions.
4. The more often a condition can be applied the shorter its duration should be.
5. Less powerful conditions should have longer durations. A skill that applies vulnerability should last longer than a chill skill.
6. There should be very, few multiple condition skills.
7. Skill that do apply multiple conditions should be coherent. For example, if there was a skill called “Burning Light”, it could apply a short duration blind and burn. It should not apply something like blind and torment.
8. No professions should not have access to all conditions.
9. Actions such as raising the vulnerability cap to 50 and lowering the damage increase to .5% should be considered in balancing, if the amount of stacks players can inflict remains the same.

The list goes on, but I think everyone has the point. Some of these points could be made about boons. If ANET has their head on straight about how the want to handle conditions, fine; but as of right now, it’s out of control.

Thoughts?

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(edited by UnitedChaos.8364)

Pet's powerfull mob handling.

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

I keep hearing this perma blind using birds f2, but I’m not understanding.

The shortest pet f2 is 6s.
Go for the eyes is 5s blind.
Unless the enemy doesn’t attack you but once every 6s, you’re not going to maintain “perma blind”.

As stated, thieves using smoke field, that’s a perma blind.

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POLL: a ranger introspective

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Pretty thorough survey, and I can agree with some of the questions; but I feel some people have a poor understanding of the ranger class.
Like the questions about do you want more / less of such condition. I feel, now this is a personal opinion, that rangers should be:

The best at: bleed, cripple, poison. (Baseline in most weapon sets).
Very limited: burning, immobilize, weakness, blind. (Some skills ex. bonfire>burning).
One or two at max: daze, stun. (Trigger after meeting criteria ex. trait specific).
Zero: torment, fear, etc. (These feel like they belong to other classes).

I feel like all classes should follow some planning as above, but it feels as if all classes are getting every condition, etc., etc. Making each class feel less…unique. I feel people answered the survey going “Rangers don’t have any torment! Gimmi more!”, but, guys, that’s not really a ranger-ish theme.

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United Chi's Ranger Builds

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Posted by: UnitedChaos.8364

UnitedChaos.8364

These are my hand-selected builds to be proven effective.

Power Builds
Remorseless GS Ranger
A melee-centered build focusing on Marksmanship’s grandmaster, remorseless.
Longbow Berserker
Powerful, sustained range damage coupled with great motility.

Condition Damage Builds
Trap Ranger
An immensely satisfying trap-ranger build.
Shortbow Survivalist
A well-rounded, condition-focused ranger capable of serious condition output.
Settler’s Condition Ranger
A well-rounded, tanky ranger capable of taking a beating and applying condition pressure.
Mad Bleed King
Seen the movie The Birds? Yea, this is that.

Other Builds
Spirit Ranger
A mid-range spirit support build.

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Suggestion: Brutish Seals Change

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Posted by: UnitedChaos.8364

UnitedChaos.8364

I would love to see this changed

from
3 stacks might on signet
-20% cd on signets
to
2 stacks of might and aegis to nearby allies.

Reason
Would finally give rangers some team support.
Makes signet builds less selfish.
Great synergy with Superior Rune of the Defender.

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Together we stand as Rangers!

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Posted by: UnitedChaos.8364

UnitedChaos.8364

United we stand.
(1 character, 1 ranger, 2,300+hrs over 1,020+days)

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Ranger Bugs (Updated)

in Bugs: Game, Forum, Website

Posted by: UnitedChaos.8364

UnitedChaos.8364

Bump, do not let the Ranger’s numerous bugs and issues go unnoticed.

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Please fix the rangers sword skills

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Posted by: UnitedChaos.8364

UnitedChaos.8364

This is not just a ranger issue. It’s an overall issue with skill (and trait activation) queuing.

Ranger is not some special class that is the only class dealing with a bug.

Heaven forbid someone complain about something other than warrior or elementalist.

He feels there is an issue with the ranger’s sword skill. Which, has been covered many times, but he feels the need to bring it up again. No, it’s not an issue with skill queuing. The sword’s chain: Slash, Kick, Pounce is the issue. The Kick and Pounce portion of the skill involves a heavy animation that locks the ranger from moving. Yes, there are threads with detailed instructions on how to get out of the animation lock; but we shouldn’t have to read them because it shouldn’t be an issue.

Don’t bring your warrior attitude in here. Ranger threads and bugs go completely ignored while warriors and elementalists cry and spam until their issues are fixed.

Every class has issues that haven’t appeared to be addressed. That doesn’t mean Anet isn’t actually working on them. I don’t care what class is saying ‘their bugs aren’t getting fixed’ as every class can say that, and yet none really have the right. Every class has had bugs fixed, and will continue to do so. And yes more bugs will be introduced to each class later, it’s just the nature of an MMO.

I’ll bring my attitude wherever I choose. It’s open forums. It is the proper place to post bugs, yes, being the Bug Forum. But the issue isn’t related to a single weapon or a single class, as it affects all. It is also known to Anet. I’ve gotten killed because my skills wouldn’t activate on multiple classes simply because a trait was activating, or auto attack basically filled the ‘queue’. This is not a ‘warrior attitude’ or an ‘ele attitude’. If you want to argue, we can, but this is not the place for it. I’m open to ‘rephrasing’ so it doesn’t seem so ‘harsh’ or ‘inflammatory’, but I think I’ll just leave it as is.

Point being. He brought a valid issue up with valid reason. The skill has issues that should have been addressed, which, I explained, because people like you, who have no idea how the skill works, chime their wrong input in. But, every time a ranger issue comes up, people like you feel the need to barge in and act like “Ranger is fine, fix my ele”. So, no, your attitude isn’t welcome.

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Ranger Bugs (Updated)

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Posted by: UnitedChaos.8364

UnitedChaos.8364

hello

when is Arenanet fixing some behaviour of long bow for rangers?

at start 1500 range – simply not correct ON A SINGLE TARGET!

most of all the skill named “rapid shot”, you go in stealth, and whatever kind of enemy has you in target THEY LOOSE TARGET, but not that SKILL!

simply not correct.

fix it

You obviously know nothing about channeling skills.
Every channeling skill, as long as it is cast before the target stealths, will continue to channel. Mesmer Greatsword, Necromancer leech life, Guardian Burning Blade, etc, will all hit stealthed targets.

Rangers aren’t some ‘special class’ that can hit stealthed targets. Take your warrior/elementalist attitude and there is the door.

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Ranger Hate...

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Ranger Hate
Noun

1. When a player is killed by the most ANET’s most ignored and underpowered class. The defeated player will resort to calling the Ranger a “Noob” or “Pew Pew More, Scrub”.

“Why is there so much (ranger hate)?”
“Because haters gonna hate.”

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Ranger Bugs (Updated)

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Posted by: UnitedChaos.8364

UnitedChaos.8364

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Please fix the rangers sword skills

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Posted by: UnitedChaos.8364

UnitedChaos.8364

This is not just a ranger issue. It’s an overall issue with skill (and trait activation) queuing.

Ranger is not some special class that is the only class dealing with a bug.

Heaven forbid someone complain about something other than warrior or elementalist.

He feels there is an issue with the ranger’s sword skill. Which, has been covered many times, but he feels the need to bring it up again. No, it’s not an issue with skill queuing. The sword’s chain: Slash, Kick, Pounce is the issue. The Kick and Pounce portion of the skill involves a heavy animation that locks the ranger from moving. Yes, there are threads with detailed instructions on how to get out of the animation lock; but we shouldn’t have to read them because it shouldn’t be an issue.

Don’t bring your warrior attitude in here. Ranger threads and bugs go completely ignored while warriors and elementalists cry and spam until their issues are fixed.

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Bonfire's Burning issues

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Burning and Damage
The skill lists 9 stacks of burning. But, in fact, it’s 1 stack at start and 1 stack per tick. The actually applied burning only lasts 3 seconds, so it never will exceed 7 stacks. The skill sounds like it would apply a heavy burning, but it doesn’t. It applies a small, low-damage, easily-avoidable, single-stack burn.

The damage is also listed wrong, as per wiki:
“Bug Bug:
The tooltip for this skill incorrectly shows the damage of the skill with a 1.35 (0.15 × 9 hits) coefficient, rather than the skill’s actual coefficient of 0.9 (0.1 × 9 hits).”

Animation
Can we please get a re-work of Bonfire’s animation. Previously, Off-Hand-Training increased the radius of Bonfire and, in addition, gave it a nice little Burning Earth animation.

Animation Issues:
-There is a delay for the flame animation.
-The initial flame is tiny.
-The Burning Earth animation is delayed.
-The Burning Earth animation ends prematurely.

Closing Thoughts
As one of the skills show in the Guild Wars 2’s release trailer and heavily referenced when combo fields we’re covered in the media, I expected this to be THE fire combo fire field. When in actual fact, pretty much every other fire field puts it to shame. The animation is poor, the damage is poor, and it doesn’t do what it says it should do.

I feel the skill can’t decide what it wants to do. It should either be an incredibly long-lasting, low-damage, fire field; or a relatively short, high-damage, fire field. As of now, it’s trying to be the latter but the skill isn’t performing like it should.

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Why legendary backs and not ascended?

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Why have they decided to add legendary back pieces when they haven’t even come close to adding the rest of the ascended back pieces?

http://wiki.guildwars2.com/wiki/List_of_ascended_trinkets

There are only five ascended back piece choices…

The announcement should have been “We’re finally finishing ascended stats for each accessory!” Which, I would have been ecstatic about, but, no, I’ll just go ahead and get my legendary.

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Ranger Bugs (Updated)

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Posted by: UnitedChaos.8364

UnitedChaos.8364

I’ve hit some of these compiled issues (like the 150 pet stats, some offhand range items and some pet traits not working while downed) and those should be getting addressed soon-ish.

We are working heavily on HoT and trying to get to these issues whenever time allows.

Out of a huge list of ranger bugs you’ve selected three minor issues to complete ‘soon-ish’…

I guess balancing the class to be par with the others is not very high on that list then? Rangers lack condition removal, team support, not to mention nearly every single skill is outclassed by nearly all other professions.

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Ranger Swoop Animation Glitch

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Happens all the time.
Will never be fixed until after HoT when team returns to fixing little bugs in the actual, current game…
Good luck everyone.

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Ogden's Ankh Still Unavailable!

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Posted by: UnitedChaos.8364

UnitedChaos.8364

The part that really bugs me is what is believed to be causing it. Completing the LS right after it came out, keeping up with the new stuff and doing all the cheevos only to end up unable to buy the rewards because you did it on release vs later… Really crappy system there xD

What bothers me, is they just don’t care about the minor bugs. The entire team is focus on HoT and nothing else. They said there would be weekly balances. Nope. They should have had several people stay behind and go around fixing little bugs left and right all the way up to the release date. This is one of those things that bothers only a few players, but it’s a big deal when all those little things add up.

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Ogden's Ankh Still Unavailable!

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Posted by: UnitedChaos.8364

UnitedChaos.8364

100% I agree on this problem. I’m also one of the players sitting at 100% mastery on all LS cheevos and I can’t buy them from the laurel vendor:( Been asking A-net to fix it, the only reply I get is “check the forums for news and new information”.

Yup, I completed my LS achievements a long time ago. Shame really.

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Norn shape shifting

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

Racial skills are weak by design. Anet’s vision of “balance”. in all honesty, I would prefer if racial skills either had more impact, or were abolished altogether.

Abolish, they serve no purpose.

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Ogden's Ankh Still Unavailable!

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Can we please get a fix on Ogden’s Ankh?!
It’s been months and players are still locked out of finishing their nomad sets!
Ogden’s Ankh
There is also an abnormality listed:
“Players might be unable to buy this amulet because it isn’t listed at the laurel merchant. It is believed to be caused by players having completed all Story Journal achievements of the first four episodes before the introduction of ascended trinkets as rewards for said completion.”

Not only that, but isn’t it about time to complete the pieces missing from other sets?!
Nearly all the stats are missing their corresponding back item.

I’m all for future LS adding duel stat accessories, but only if they’re complete sets!

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Ranger Sword vs Revenant Sword

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Wow talk about misrepresenting facts holy cow.

1.) You compared a base power to zerker power weapon to prove your “3x more damage” point which is beyond silly… The whole AA comparison is just bad.

2.) Hornets leap is about a million times better than Sword 2 on revenant. You really want to swap your .5 sec evade, mobility, leap finisher for a 1 second chill that hits only as hard as your auto attack and has a 450 range? Really? I’ll take that trade lol…

3.) The 3 abilities aren’t even the same, but poison is a great utility and you have yet another low CD evade. Revenant said doesn’t evade and isn’t controllable, so will likely be ruined by AOE fields. Both are okay in their own ways, however.

Then you purposefully chose your worst offhand to compare it to the offhand, axe notably being bad since forever.

Not to mention the fact that sword CDs have the potential to be reduced…

I’m all for being sympathetic but this is the goofiest comparison ever.

1. Even if the Ranger went full power it wouldn’t scale to the extent of the Revenant’s current.
2. Yes, yes I would.
3. I agree to disagree.
4. Axe has the Ranger’s most powerful weapon skill and a semi-useful reflect. So, no. It’s one of the best of-hands available to Rangers.
5. Really? So does every other profession.

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Rangers seriously need PvE love. A story.

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Every thread a warrior or thief pops in and screams louder than the rangers that “rangers are fine, everything is fine, keep it that way”; and with the forums he who screams louder gets their way.

I used to think the devs would be above this, but in reality they “listen to the community” a lot (dhuumfire, perplexity, turrets, and so on.) Big uproars get dev reactions, and that’s bad when rangers are the least popular class to play AND play against.

The overwhelming majority of the community doesn’t play rangers competitively (in all formats), hates playing against them, and the devs listen to the overwhelming majority.

Yup.

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Ranger Sword vs Revenant Sword

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Posted by: UnitedChaos.8364

UnitedChaos.8364

To say we need more dps when we are equal because of what is really a defensive issue is just beyond belief.

I just did an examination of this, like, three posts ago.

You are wrong. Very, very wrong. We don’t have the same level of attack damage any other class does and lack the buffing capability they do, for either ourselves or allies.

Don’t spread misinformation, please.

+1. When other professions come into ranger forums they scream that everything is fine, leave rangers the way they are, and the actual rangers are overshadowed and dismissed.

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Ranger Sword vs Revenant Sword

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Posted by: UnitedChaos.8364

UnitedChaos.8364

The ability to move is more a defensive thing not offensive. I mean the reason you move is defensively ranger root does not affect offensive movement (unless you want to which target and fail to select the new target) does not affect defensive movement one you learn how to.

What?

Ranger only lose in dps when it comes to self buffing but sheer flat damage we are among the top.

Yes, in wvw, while standing on a wall, and protected from any incomming damage, we’re among the top dps. As soon as they’re on our level and it’s actual combat, all is lost with a dps build.

When all the active, passive and semi passive defences come into play that is when rangers start losing the battle.

I can agree with that.

To say we need more dps when we are equal because of what is really a defensive issue is just beyond belief.

What? I didn’t say the damage needed to be higher. The post was a comparison about how nearly every skill is leagues behind every other profession. Rangers don’t have the highest raw damage. Ranger have next to no condition removal without traiting entirely into a line, while nearly every profession has utilities/weapon skills/weapon swap/attunement swap that cleanse nearly all conditions. The list goes on.

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Rangers seriously need PvE love. A story.

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

+1 so much it hurts.
I can’t count the threads I’ve made asking ANET for Ranger love, but the threads are swamped with other professions who seem to have it out for Rangers. Every thread a warrior or thief pops in and screams louder than the rangers that “rangers are fine, everything is fine, keep it that way”; and with the forums he who screams louder gets their way.

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Ranger Sword vs Revenant Sword

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

While I agree that Revenant sword appears stronger than ranger (and probably is) did you consider that this variation might be attributed to gearing, or are you assuming Zerk for both sets?

The second criticism is in regards to our most trusted, and hated ally. Our pets. The ranger as a class, and most pet classes in games (e.g. Hunters in WoW, etc.) will never deal equal damage to another class without their pet. This is a balancing point for our class. Hell when I played WoW in BC Beastmastery was the “meta” build for hunters and pets equated to ~60% of the class’s damage. Now you can argue that pets need a rework (they do) or they need to do more damage (not necessarily the case, just smarter AI, imo) but that is an entirely different argument.

Personally I believe that yes, on equal footing WITHOUT pets revenants SHOULD do more damage with their power weapon vs. our power weapon. While I’m not saying you are wrong and rangers are in a great spot (though we are arguably in the best spot we have been in years) your comparison is not entirely a valid one without considering our other source of damage.

Ignoring the fact that the Ranger Sword has the dubious honor of being the only auto-attack that can kill its user. Ignoring the usability concerns of skill #2. Yes, let’s look at pets. Let’s take a cat. Say, a lynx, to be specific.

The lynx, at level 80 and specced into beast mastery, will deal about 850 damage per hit at a rate of about 1 hit per 0.9 seconds. It’ll have about a 40% chance to crit (60% if you manage full Fury uptime) and deals about 1600 damage on a critical hit. This gives it a DPS of about 1300.

The ranger sword, assuming berserker gear, will deal about 600 damage base per hit, and hits at a rate of 1/2, 1/4, 3/4. This gives it a DPS at 50% crit chance, 1800 DPS.

This BARELY matches the DPS of a sword revenant, without taking into account the fact that the Revenant can move. Without taking into account that the pet can and often will die. Without taking into account any revenant Devastation traits, which will all increase its DPS considerably. Without taking into account that some people want a pet that isn’t going to die as soon as an enemy breathes on it. Without taking into account that Revenants cleave, while pets and rangers don’t. Without taking into account that a moving enemy cripplesany attempts for a pet to deal damage.

Ignoring all that? Yes. Rangers with a pet and Revenants have almost equal auto-attacks.

Agreed. Maxing nearly everything to Ranger has and hoping all goes well, and your pet isn’t dead 2 seconds into combat. They could last a little longer, sadly, this isn’t the case.

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Ranger Sword vs Revenant Sword

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

While I agree that Revenant sword appears stronger than ranger (and probably is) did you consider that this variation might be attributed to gearing, or are you assuming Zerk for both sets?

The second criticism is in regards to our most trusted, and hated ally. Our pets. The ranger as a class, and most pet classes in games (e.g. Hunters in WoW, etc.) will never deal equal damage to another class without their pet. This is a balancing point for our class. Hell when I played WoW in BC Beastmastery was the “meta” build for hunters and pets equated to ~60% of the class’s damage. Now you can argue that pets need a rework (they do) or they need to do more damage (not necessarily the case, just smarter AI, imo) but that is an entirely different argument.

Personally I believe that yes, on equal footing WITHOUT pets revenants SHOULD do more damage with their power weapon vs. our power weapon. While I’m not saying you are wrong and rangers are in a great spot (though we are arguably in the best spot we have been in years) your comparison is not entirely a valid one without considering our other source of damage.

I used default 1,000 power in pvp, no equipment bonus. Yes, we could probably guess they’re using zerker gear, but the point of the post was to bring up that nearly every skill/trait/utility is outclassed massively by nearly all the other professions.

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Wisps the future of Spirits

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

This is a very cool idea. Some modifications I’d make though: instead of static spirit health, make it so spirits have 3 charges that correspond to the 75, 50, and 25% marks of your health bar. So whenever you drop below the mark or use the active, you lose a charge.

Excellent idea. I’ll update main post.

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Ranger Sword vs Revenant Sword

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

Disclaimer:
Now, I’m not asking for a nerf to Revenant; I just wanted something to compare to. The point was: It feels as if nearly all of the Rangers skills and weapons are completely outclassed by all the other professions, not to mention traits. To put it metaphorically, ranger hit low damage granting no boons and applying few conditions while every other class seems to apply 1-2 conditions per skill, remove 1-2 conditions per skill, hit incredibly high, cleaving damage and they continue to get buffed and addressed by ANET. How do you feel?

Ranger vs Revenant

Sword 1 Ranger:
Slash
249 damage, 3 targets, 130 range
Kick
249 damage, 1 target, cripple 2 seconds
Pounce
284 damage, 3 targets, 5 secondsmight to pet.

Total
782 damage with rooting animation and short cripple on single target.

Sword 1 Revenant:
Preparation Thrust
593 damage, 6 seconds vulnerability
Brutal Blade
395 damage x 2, 6 seconds vulnerability x2
Rift Slash
711 damage + 237 damage

Total
2,331 damage (unable to determine from video, but there seems to be more hits than listed in the skills), no rooting animation, sustained 16 stacks vunerability

Skill #1
Winner Revenant – Revenant’s auto attack is 3.27x more powerful than the rangers, sustains 16 stacks of vulnerability, and allows the Revenant to move.

Sword 2 Ranger:
Hornet Sting – 8s CD
284 damage, .5s evade, 400 distance evaded
Monarch’s Leap
391 damage, 3s cripple, leap finisher, 400 distance leap

Sword 2 Revenant:
Precision Strike – 4s CD
672 damage, 1s chill

Skill #2
Winner Revenant – Revenant’s attack is still more powerful than rangers, chill is a much more powerful crowd control and due to low cool-down, more accessible. Ranger’s sword 2 is mainly used as a movement skill, but due to wonky mechanics is unreliable at best. If instead of automatic roll back, you were given a green directional arrow mechanic for both segments, I would find ranger the winner.

Sword 3 Ranger:
Serpent’s Strike – 15s CD
284 damage, 6s poison x 2, .75s evade.

Sword 3 Revenant:
Unrelenting Assault – 10s CD
435 damage, 1 might per hit, 7 targets

Skill #3
Winner Revenant – A clear victory. A double-damage skill that hits an additional 6 targets and grants might per hit. In addition to this Revenants are going to evade most of the incoming damage as they teleport around confusing enemies. I imagine that it will be almost impossible to attack Revenants as they do this, because a moving ranger must attack enemies within a 180 degree arch in front of them.


(Since Rangers do not have an off-hand sword, I will use an axe for comparison sake).
Axe 4 Ranger:
Path of Scars – 15s CD
426 damage, 450 pull, pierce

Sword 4 Revenant:
Duelist’s Preparation – 15s CD
2 second block
Shackling Wave
586 damage, 2s immobilize, 3 targets

Skill #4
Winner Revenant – Shackling Wave and Path of Scars are pretty evenly matched. One provides a pull and the other an immobilize. Although, Shackling wave will be much easier to land because the attack doesn’t have to be lined up for maximum effectiveness. However, because Revenants will also have access to a versatile 2s block, this skill is leagues ahead of Path of Scars.

Axe 5 Ranger:
Whirling Defense – 25s CD
1,068 damage (12 hits), 4s retaliation, 5s duration, 180 radius, 90 reflect radius, 1 vunerability (12 hits) 10s.

Sword 5 Revenant:
Grasping Shadow – 20s CD
593 damage, 600 pull

Skill #5
Winner Revenant – Whirling defense has it’s uses in wvw, but with it’s long CD, short duration, and reliance on hitting all 12 hits for it’s maximum effectiveness, it falls short. The majority of the time you’re using this skill at range and the damage and vulnerability is lost for a short-duration reflect. When using this skill at close-range, it has to hit all 12 times to be even remotely effective. Revenant’s Grasping Shadow, however can see uses in pretty much all game types. At half the damage of Whirling defense it only has to hit once compared to twice, making it much more powerful. It also synergies well with other skills in the Revenant’s tool kit unlike the Ranger’s.

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(edited by UnitedChaos.8364)

Wisps the future of Spirits

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

An interesting idea. I wouldn’t mind seeing how it works. Has to be better than the current version. +1

Thanks! I think having ethereal wisps floating around your body absorbing damage and oozing mystical magic that buffs allies sounds much cooler than the current.

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Wisps the future of Spirits

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

The Problem
Spirits have become less than desirable with the patch. The reason given was that it wasn’t the direction that they wanted spirits to go and it didn’t feel very ranger-ish. Previously, it felt awkward to lead a pack of mindless, rubber-banding spirits around the map; and it felt pretty ridiculous looking. Even if they abilities were mediocre, they were very lackluster and didn’t feel very natural.

The Brainstorming
I was thinking of an alternative that felt like something a Ranger would do. Something natural, something magical, something incredibly versatile. I wanted spirits to retain their ability to follow the ranger and grant allies buffs, but also something a little selfish that would make use of their active abilities.

The Suggestion
Imagine, if you will, wisps that encircle the ranger, in their corresponding colors, expelling magical energy to nearby allies granting buffs. But, when their master becomes wounded, wisps unselfishly absorb some of the damage, and will ultimately sacrifice themselves for their master. When they are destroyed the release all their magical energy. When you fall below the health thresholds, your spirits absorb damage in the order they were cast.

Update:

This is a very cool idea. Some modifications I’d make though: instead of static spirit health, make it so spirits have 3 charges that correspond to the 75, 50, and 25% marks of your health bar. So whenever you drop below the mark or use the active, you lose a charge.

What this encourages
This encourages players to choose between:
a. Keeping your distance and providing powerful buffs party wide.
b. Enter close combat and use wisp buffs temporarily and benefit from their damage absorption and effects upon death.

Frost Wisp (1 second cast time / 40 second cool down)
Summon a frost wisp to encircle you that has a chance to grant bonus damage to nearby allies. When you fall below 75, 50, or 25% health your wisp absorbs damage.
-Frost Wisp: 75% chance to grant 10% bonus damage on hit.
…(same)…
-Wisp Health: 1,500

Cold Snap
-Remains the same.

Sun Wisp (1 second cast time / 40 second cool down)
Summon a sun wisp to encircle you that has a chance to grant allies a change to inflict burning. When you fall below 75, 50, or 25% health your wisp absorbs damage.
-Sun Wisp: 75% chance to apply burning on hit.
…(same)…
-Wisp Health: 1,500

Solar Flare
-Remains the same.

Stone Wisp (1 second cast time / 40 second cool down)
Summon a stone wisp to encircle you that has a chance to grant allies protection. When you fall below 75, 50, or 25% health your wisp absorbs damage.
-Stone Wisp: 75% chance to apply protection on hit.
…(same)…
-Wisp Health: 2,500

Quicksand
-Remains the same.

Storm Wisp (1 second cast time / 40 second cool down)
Summon a storm wisp to encircle you that has a chance to grant allies swiftness. When you fall below 75, 50, or 25% health your wisp absorbs damage.
-Storm Wisp: 75% chance to apply swiftness on hit.
…(same)…
-Wisp Health: 1,500

Call Lightning
-Remains the same.

Water Wisp (1 second cast time / 40 second cool down)
Summon a water wisp to encircle you that grants allies a chance to heal when attacking. When you fall below 50% health your wisp absorbs damage.
-Water Wisp: 75% chance to heal yourself on hit.
…(same)…
-Wisp Health: 1,500

Aqua Surge
-Remains the same.

Ethereal Wisp
Summon a ethereal wisps that encircle you and your allies. Wisps heal and cure conditions on your allies. When your fall ally falls below 50% health their wisp absorbs damage.
…(alter heal and condition intervals)…
Heal ~ Same??
Condition Removal 1 every 3s??
20s duration??
-Wisp Health: 4,000

Aqua Surge
Insert Water Wisp active ability on Ethereal Wisp destruction.

Thoughts?

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(edited by UnitedChaos.8364)

Falling Traits Feedback [merged]

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

Wow… Guys, did anyone you actually get past that one word? How about reading the kitten thing, then commenting. You seriously missed the whole point.

1) It is very limited in value, regardless of all the WvW people using it.
2) If the ability is rolled into actual gameplay it has no value at all.
3) In every case it is taking up 1/3 of all the available traits for that line and tier. If you want to use that trait, now, it is also taking up 1/3 of all your trait lines since you have to run that line too. We have extremely limited options and would be better off with something that impacts combat than something like fall damage reduction.

Would you seriously have an issue with the removal of fall damage reduction if that was just a straight game mechanic?

My only complaint with this is that it’s very much not lag friendly. It can’t be.

Thank you for reading past the first line. Others struggled with that part.

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PvP Ruining Ranger Pet Bugs

in Bugs: Game, Forum, Website

Posted by: UnitedChaos.8364

UnitedChaos.8364

BUG 1:
You stomp a ranger out.
Their pet disappears as soon as they are stomped.
You place an aoe trap.
As soon as the ranger respawns, their pet will respawn at the place they were removed.
The trap triggers dealing damage and applying conditions to the pet.
The pet is warped to the rangers location and continues to take damage.

This is incredibly annoying because:
As the ranger you are placed in-combat and suffer a movement speed decrease.
As the attacker, you just lost your trap to a pet, who will recover, and your skills are on now on cooldown.

BUG 2:
As a ranger, if you stand on the edge of any spawn, your pet will glitch in and out of the spawn trying to get back up to the ranger.

This is incredibly annoying because:
You cannot use your pet’s F2 during countdown because the pet may be out of range.

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Falling Traits Feedback [merged]

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

Please remove the unused and boring reduced fall damage traits.

For:

1. A moment before impact prompt a dodge roll to appear. If the player presses “V” and has sufficient stamina for a dodge, the player rolls instead of going splat. If the dodge was successfully completed, reduce damage by 50%.

This encourages skill based play instead of incredibly dull trait use. Players won’t be able to abuse it any more than they can using reduced fall damage traits. This is similar to how free-runners roll after a high fall to evenly distribute the force of the impact throughout their body instead of on their heels. You would think incredibly powerful warriors would know how to land after a fall, #notintyria.

2. Substitute removed fall damage traits for something…useful.

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~New Races~

in Guild Wars 2: Heart of Thorns

Posted by: UnitedChaos.8364

UnitedChaos.8364

No.
#stopmountandnewracethreads.

Additionally, it’s not as easy as you think to throw a new race into a game. You have to create entirely new armor, animations, voice acting, etc. On top of that you’ll have to incorporate them into the previous 1-80 story. Which, frankly, wouldn’t work, and would be an incredible amount of work for you to play a rat…

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Anet, HoT = Free world transfer?

in Guild Wars 2: Heart of Thorns

Posted by: UnitedChaos.8364

UnitedChaos.8364

The point of servers is so there are teams. Making wvw a megaserver makes servers pointless. You’re supposed to join a server you want to support and fight for.

There was a bug a couple weeks back where everyone in wvw was made allies and no one could fight. I think that’s what you’re hoping for wvw to become. Spoiler: it’s not.

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Princess, Dragonite Ore Eater

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

No, what they need to do is:
Decrease drag, blood, etc. drops by 1/1000.
Increase rarity of drops from princess, maw, etc.

What they did: slap a bandaid on something they should have corrected.
What they should have done: make players make a calculated decision between saving for ascended or chance of rares.

But it’s too late now. Frankly, the converters should never have been added. End-tier drops should not be the most common items in the game.

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Trapper, lets talk about that.

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

They said directly in the let’s play that.

Traps didn’t feel like what rangers should be,
blah blah,
they feel more like grenades than traps,
blah blah,
it’s not the direction they wanted rangers to go.

It’s not a nerf. Frankly, I feel they’re far more powerful in pvp than ever. Also, the stealth and superspeed now works correctly with rune of the trapper and stacks duration rather than casting over it.

No more trap threads please.

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Understanding New Ranger Traits

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Tail Wind: Gain 9s of swiftness by switching your weapons in combat. This trait has a 9 second internal cooldown.
Increased duration 5s to 9s. Added 9s ICD. Note: normal weapon swap has a CD of 10s. Use with Rune of the Warrior to guarantee every time.

Furious Grip: Gain 5s of fury by switching your weapons in combat. This trait has a 9 second internal cooldown.
Increased duration 5s to 9s. Added 9s ICD. Note: normal weapon swap has a CD of 10s. Use with Rune of the Warrior to guarantee every time.

If you use the warrior rune, you can actually miss the CD by 1 second, meaning you have to wait a further 8s to get it. Since the CD of the trait is 1s shorter than the CD of the weapon swap, you do not want to reduce the CD of the weapon swap at all to take advantage of this. They both always had a 9s ICD.

Ah, I see what your saying. I was thinking the below.

weapon swap = 10s CD
6th tier of Superior Rune of the Warrior = -20% weapon swap recharge
10s-20%=8s.
8s <9s

But, you’re right. If you spam weapon swap, this will trigger every other time.

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Understanding New Ranger Traits

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Beastmastery:
Minor:
Pack Alpha: Your pet gains up to 150 power, precision, toughness and vitality and their skills recharge 20% faster.
New.

Loud Whistle: While your health is above 90% your pet deals 10% more damage. Your pet swap recharges 20% faster.
Added damage to functionality.

Pet’s Prowess: Your pets move 30 faster and gain up to 300 ferocity.
New. Functionality acquired from Agility Training (move 30% faster).

Adept:
Go For The Eyes: Your pet gains up to 300 toughness. Your pet’s command [[f2]] ability causes 5s of blindness to foes around it.
New.

Companion’s Might: Your critical hits grant 5s of might to your pet. Critical strikes from your pet’s basic attack cause 6s of bleeding.
Moved from Skirmishing and combined with Rending Attacks.

Resounding Timbre: Your shouts apply 10s of Regeneration and 10s of Swiftness to nearby allies. You shouts recharge 20% faster.
Moved from Nature Magic, added -20% recharge, and name change (Nature’s Voice > Resounding Timbre).

Master:
Wilting Strike: Your pet inflicts 4s weakness when you activate its command [[f2]] ability.
New.

Two-Handed Training: Greatsword and spear damage is increased by 5% and those skills recharge 20% faster. Greatsword and spear hits have a 50% chance to gain 3s of fury. This trait has a 10 second internal cooldown.
Moved from Nature Magic. Added -20% recharge functionality.

Natural Regeneration: Your pet gains natural health recovery and their healing power is increased by up to 450.
Added +450 healing power.

Grandmaster:
Beastly Warden: Your pet’s command [[f2]] ability causes 2s of taunt to foes around it. This trait has a 15 second internal cooldown.
New.

Zephyr’s Speed: Combat Only. When you swap pets you and your pet gain 3 stacks of might for 15 seconds and 3 seconds of quickness.
Added might.

Honed Axes: Gain up to 150 ferocity while wielding an axe in your main hand. Winter’s Bite is now inflicts its effects in an area at your target’s location.
Moved from Skirmishing and added aoe Winter’s Bite functionality.

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Understanding New Ranger Traits

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Wilderness Survival:
Minor:
Natural Vigor: Increases your endurance regeneration by 20%.
Decreased from 25% to 20%.

Companion’s Defense: Combat Only. You and your pet gain 2s of protection when you dodge roll.
No change.

Bark Skin: You take 33% less damage and your pet takes 50% less damage while your health is above 90%.
Moved from grandmaster to minor. Changed functionality from -50% damage when below 25% health to -50% damage when above 90% health.

Adept:
Soften the Fall: You take 50% less damage from falling. When you take falling damage create muddy ground.
No change.

Oakheart Salve: Gain 5s of regeneration when you suffer from bleeding, poison or burning. While under the effects of regeneration you take 5% less damage. This trait has a 10 second internal cooldown.
Added -5% damage functionality. Decreased ICD from 15s to 10s.

Expertise Training: Your pet gains up to 300 condition damage, based on level and their conditions last 20% longer.
Decreased condition damage from 350 to 300. Added +20% condition duration functionality.

Master:
Ambidexterity: Gain up to 150 condition damage when wielding a torch or dagger. Your torch and dagger skills recharge 20% faster.
New. Some functionality similar to Off-Hand Training (-20% recharge) excluding axe.

Refined Toxins: While you are above 90% health your strikes inflict 6s of poison. While your pet’s health is above 90% its strikes inflict 6s of poison. This trait has a 10 second internal cooldown.
New.

Shared Anguish: Incoming disables (Stun, Taunt, Daze, Knockdown, Knockback, Pull, Sink, Float, Fear or Launch) are transferred to your pet. This trait has a 60 second internal cooldown.
Added new conditions.

Grandmaster:
Empathic Bond: Pets take 3 conditions from you every 10 seconds.
No change.

Wilderness Knowledge: Survival skills have 20% reduced recharge, grant 6s of fury and remove 2 conditions.
Combination of Survival of the Fittest (-2 conditions and fury) and Wilderness Knowledge (-20% recharge).

Poison Master: When you swap pets your pet’s next attack will inflict 2 stacks of poison for 8 seconds. Your poison damage is increased by 25%.
Poison damage decreased from 50% to 25%. Pet’s poison changed from 7s to two stacks for 8s.

Nature Magic:
Minor:
Rejuvenation: When you receive damage while below 50%, gain 6s of regeneration. This trait has a 18 second internal cooldown.
Regeneration increased from 5s to 6s. ICD reduced from 30s to 18s. Threshold reduced from 75% to 50%.

Fortifying Bond: Any boon you gain is shared with your pet.
No change.

Lingering Magic: Boons you apply last 20% longer. Boons your pet apply last 50% longer.
New. Some functionality acquired from Concentration Training (+50% pet boons).

Adept:
Bountiful Hunter: You and your pet deal 1% more damage per boon on you. New.
Instinctive Reaction: When your health drops below 50% gain 3s of quickness. Gain 7% of your Healing Power as Power.

New. Some functionality acquired from Nature’s Wrath (10% to 7%).

Allies’ Aid: When you begin reviving an ally cast search and rescue on them. You gain 10% increased revive speed.
New. Some functionality acquired from Healer’s Celerity (+10% revive speed).

Master:
Evasive Purity: Dodging removes blindness, crippling and poison from you. This trait has a 10 second internal cooldown.
Added cripple.

Vigorous Training: Your pets grant 6s of vigor to allies near them when you swap pets.
Moved from Beastmastery. Vigor increased from 5s to 6s.

Windborne Notes: Call of the wild also grants 10s of regeneration. Your warhorn skills recharge 20% faster.
New. Some functionality similar to Off-Hand Training (-20% recharge).

Grandmaster:
Nature’s Vengeance: Each of your spirits pulses 1s of a particular boon every 3s. Your spirits gain 100% increased health. The range of spirit activated abilities is increased by 50%.
New.

Protective Ward: When you receive damage inflict 6s of weakness on foes near you and you gain 4s of protection. This trait has a 15 second internal cooldown.
New.

Invigorating Bond: Your pet heals allies in an area around them. This trait has a 20 second internal cooldown.
Moved from Beastmastery.

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Understanding New Ranger Traits

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

This is how I’ve been reading the changes. I’ve included a little sentence after each change describing it, if it was combined with others and the exact changes to each. I don’t know if this helps anyone understand some of the changes, but it didn’t hurt to post it. Have fun everyone!

Ranger Trait Changes

Marksmanship:
Minors:
Opening Strike: Cause 5 stacks of vulnerability for 5 seconds with your first strike on entering combat.
No change, but has synergy with grandmaster.

Alpha Training: Your pets gains Opening Strike.
No change.

Precise Strike: Your opening strike always critically hits.
No change.

Adept:
Enlargement: When your health drops below 50%, you cast Signet of the Wild.
Moved from Nature Magic and threshold increased 25% to 50%.

Predator’s Instinct: Apply 10 seconds of Cripple to foes below 50% when you strike them. This trait has a 30 second internal cooldown.
Cripple duration decreased by 3s.

Clarion Bond: Cast Call of the Wild when you swap pets.
New. Duration and cooldown unclear. Warhorn’s CotW has 30s CD and 15s duration. Pet swap has a CD of 20s.

Master:
Brutish Seals: Activating a signet grants 3 stacks of might for 15 seconds to you and your pet. Your signets gain 20% recharge reduction.
Combination of Beastmaster’s Might and Signet Mastery.

Steady Focus: Deal 10% increased damage when at full endurance.
No change.

Moment of Clarity: When you interrupt a foe, you and your pets’ next attack deal 50% more damage. Your daze and stun durations are increased by 100%.
Moved from Skirmishing.

Grandmaster:
Predator’s Onslaught: You and your pet deal 10% increased damage to foes affected by disables or movement impairing abilities.
Pet’s damage increased from 5% to 10%. Encompasses new movement impairing conditions.

Remorseless: Regain opening strike whenever you gain fury. Your opening strike deals 25% more damage.
Changed from “…kill a foe…” to “…gain fury”. Additional 25% more damage. Synergizes well with clarion bond (pet swap); skirmishing minor, Furious Grip (weapon swap); Beastmastery master, Two-Handed Training (50% chance 3s on hit, ICD 10s); and Wilderness Survival grandmaster, Wilderness Knowledge (6s on survival skill use).

Lead the Wind: While wielding a longbow your attack speed is increased by 10% and your arrows pierce. Longbow and Harpoon gun skills recharge 20% faster.
Encompasses current Read the Wind (10% attack speed); Piercing Arrows; and Skirmishing master, Quick Draw (-20%recharge).

Skirmishing:
Minor:
Tail Wind: Gain 9s of swiftness by switching your weapons in combat. This trait has a 9 second internal cooldown.
Increased duration 5s to 9s. Added 9s ICD.

Furious Grip: Gain 5s of fury by switching your weapons in combat. This trait has a 9 second internal cooldown.
Increased duration 5s to 9s. Added 9s ICD. Note: normal weapon swap has a CD of 10s.

Hunter’s Tactics: Increase your chance to critically strike by 10% when attacking from behind or the side.
Functionality changed from +10% damage to +10% crit chance.

Adept:
Sharpened Edges: You and your pet have a 66% chance to cause 3s of bleeding when you critically strike.
Duration increased from 2s to 3s.

Primal Reflexes: When you successfully evade an attack gain 5s of Vigor. This trait has a 8 second internal cooldown.
Functionality changed from “…hit by critical hit” to “…successfully evade…”. ICD reduced from 15s to 8s.

Trapper’s Expertise: Boons and conditions caused by your traps last 60% longer. Your traps recharge 20% faster and your offensive traps cause 2s of cripple.
Duration decreased from 100% to 60% and added boons and 2s cripple to functionality.

Master:
Spotter: Nearby allies gain up to 150 precision.
Moved from Marksmanship.

Strider’s Defense: Your melee attacks have a 25% chance to destroy projectiles. Your sword skills recharge 20% faster.
Increased from 20% to 25%. Added -20% sword recharge functionality.

Hidden Barbs: Bleeding you cause deals 33% more damage.
New.

Grandmaster:
Quick Draw: Combat only. Upon swapping weapons, your next ranger weapon skill used has 66% reduced recharge. This trait has a 9 second internal cooldown.
New.

Light on your Feet: After dodging your damage and condition duration is increased by 5% for the next 4 seconds. Short bow skills recharge 20% faster and pierce.
New. Combined functionality of Quick Draw and Piercing Arrows.

Most Dangerous Game: While your health is below 50% you gain a stack might for 8 seconds every second.
New.

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(edited by UnitedChaos.8364)

Druid reveal this week? The madness begins!

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

It’s a centaur. We can’t play centaur. Stop saying centaur.
It’s not druid by the way.
(I’ll be suprised if they show a play-able class on an in-playable race.)

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Bows, realism and lack of target-less skills

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

The following conversation occurred in Tyria 01/06/2015:

A:“Why can rangers not fire arrows backwards when engineers can nade backwards and thieves have 4 sb skills that will work without targets and 3 of which are aoe and can be shot backwards?”

B: “Nades are ground target, so u can back cast them”

A: “So, you actually run around firing gnades with skill, or do you randomly spam 1-5 and run around in circles? Because I don’t know a single person who can throw 3 nades backwards and under their legs while running in circles and not blow themselves up. So why can’t I shoot arrows backwards through my stomach?”

Which raises a very good point:

When a target is stealthed and a ranger is using a bow, they’re basically rendered useless until the stealth wears off; or when a ranger is running forward and being chased, you cannot attack the chasing target without either: stopping to engage the target head on or standing still and spamming skills as they run around you. Because you can only attack 180 degrees in front of you while moving which means you can’t attack the 180 degrees behind you. Now, if the ranger was using a greatsword (their only fully target-less weapon), they’d whip that out and start slashing air; but greatsword isn’t their ‘main’ weapon, it’s their bow.

Engineers, using nade kit, don’t need a nade kit and randomly blast the area spamming 1-5 without thought and inflict tons more conditions than any ranger build could.
Warriors randomly slash air or use longbow to cast aoe attacks.
Guardians randomly slash the air or use staves to autoattack without a target.
Etc.

Do rangers lack target-less skills? Is the shear inability to attack foes behind you is awful? Should bows attack parallel to the ground without a target so they don’t require a target (although arrows would look weird moving with the contour of the ground)? Do your pet suffer the wrath of target-less free-casters while running around chasing them?
I think so.

Should we enable friendly fire and let everyone blow themselves up?
Eh, maybe not.

What do you think?
Do you share my frustration?

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NA ToL top 8 teams, How many rangers?

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

My typical pvp experience.
[IMG]http://i59.tinypic.com/21o1wco.jpg[/IMG]
Every.
Single.
Time.
I finished top on my team…

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Pet Mechanic FIX

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

Adding a leap to pet attacks only solves a portion of the issues with Pets. The F1-F3 suggestions do not add much since it functions similar to “Guard!” but without the cast time or buffs.

Improving Pet QoL would have to involve 3 things:

  1. Leaping attacks to increase hit chance (already covered).
  2. Pet attacks cleave (at the very least the auto attacks).
  3. All or 2 Pet skills are available for manual control.
  4. Keybind options for pet commands.

Points 3+4 can be explained HERE on a previous suggestion.

Nice!
+1

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