more deadly than any that walks this earth. Put aside the Ranger.
Become who you were born to be. I give hope to men. I keep none for myself.
I suggest Skirmishing 5 Minor trait to provide 5-10% bonus movement speed out of combat on top of Swiftness on Weapon Swap. :P
I am running a beastmaster tanky ranger with 0/5/20/15/30 traints and find this post to be mostly ridiculous.
My Wolf rarely dies if at all even in boss fights and I’ve seen it crit for 3000 fully buffed. If you invest only in other Trait lines and go pure DPS much like other classes your class feature aka the Pet will be very weak and you’ll be stuck with bears.
The damage from spearguns is so high if you use 2, 3 and 4 on cd that it makes spears look like a joke.
I run Sword/Axe and Axe/Warhorn and it is sokittengood.
The chilling axe skill 3 is aimed at beast masters as a clutch damage reduction tool, it’s awesome and I can’t go without it. Coupled with a Cave spider I get 20 seconds of Weakness on my target with only 10 seconds downtime.
I agree that Sword’s 1 is very annoying at the moment and isn’t responsive at all.
I agree that pet F2 skills are even less responsive that the Sword 1.
That’s plain ridiculous.
Rangers are already extremely mobile in combat, there isn’t room for more in their kit.
If you are talking about out of combat boosts…kittenI agree so much. I move like a slug and watch as every other class is speeding around me.
Solved the issue with 5 points in Skirmishing, Off-hand Training and Warhorn, which works awesome as I am not using any two-handed weapons. But that might be too much of an investment by ranged DPS builds… I dont use those anyway.
(edited by Wayfinder.8452)
You have to target your pet, that’s the only way.
http://wiki.guildwars2.com/wiki/Fortifying_Bond
This might be useful if you are running a Beastmaster build as I am.
The anti-farm features of GW2 and GW1 are virtually the same.
I do agree that crafting materials should have a more consistent drop rate, but for that to work out the game has to go a long way with fixing the many exploits it currently has.
For example there is this one mission where you can kill 300-450 dredge per hour with 0 difficulty, but after you kill the first 50 or so you get almost 0 drops. That’s a good example of the anti-farm feature working as intended, but as is it need some thinkering.
For clarity drop rates decrease the longer you kill the same mobs in the same zone, if you have an efficient farming pattern, lets say moving in a circle around a certain zone and not skipping mobs different from the one you are hunting or not all of them the anti-farm system will not trigger at all.
I can confirm this as I used to farm on a island with Skale on it, I started roaming aroundthe whole island and the drops stayed consistent. I think the current anti-farm system is more of an anti-bot system. :-/
Sword user since level 2, now 80.
I love all the skills. Serpent Strike is a bit cluncky but its OK because with the current waqy it works you can use it as a gap closer too.
My problem is being unable to quit comboing 1 1 1… I try to dodge, but I need to mash the button 100 times before it works or use manual attack, which sucks when you run quickness…
Moving Serpent strike to 1 is a waste, this is a dodge move that should be player controled for maximum effectiveness.
I like the sword more than any other weapon for Rangers and have been playing with it from level 1 to level 80.
I run a tanky ranger and it is compeltely unacceptable for me to have less control over dodging. Being mobile in this game is all about control, not some automated combo sequence.
(edited by Wayfinder.8452)
I don’t agree with your chice of Pets at all, since what you are focusing on is only a mediocre DPS build that everyone is currently running.
Pets should run a bit infront of you as it is now, because it help Beastmaster build to draw aggro to their pet.
I run a 30 beastmastery tanky build and my pet rarely dies in PvE and can tank lower tier bosses in Dungeons.
I posted this elsewhere I’ll paste it here…
Close-combat Ranger
Weapon Set 1 : Sword/Axe
Weapon Set 2 : Axe/Warhorn
Preferred pets : Wolf/Cave Spider
Traits : 0/5/20/15/30
PvE Skills : Troll Unguent, Sic’ Em (optional), Quickening of Zephyr (optional), Signet of Renewal, Rampage as One
Dungeon Skills : Healing Spring, 2x Spirits, Search and Rescue, Spirit of Nature
Armor and Accessories : Cleric’s and 6/6 Superior Runes of Lyssa
Weapons : Knight’s
My build is rather tanky and my dps unbuffed is rather low, but I’ve seen my Wolf crit for 3500 on a level 80 group event boss with 25 stacks of Might on it and 12x Vulnerability on the Boss, which is kinda funny.
This build revolves around supporting and buffing my pet while being somewhat tanky. I rarely take more than 700 damage from levle 80 mobs and common group event bosses rarely hit me for more than 1800, which is good enough when I have 15k hp. I deal consistent but average damage.
I’m having mighty fun with Fortifying Bound, as it is AWESOME with might stacking from Rampage as One and Protection one dodge roll. Whirling Defense and Hunter’s Call are awesome for stacking Might, because every hit counts towards Rampage as One, so it takes ~3 seconds for my pet to reach and maintain 25 Might. you want to know how this trait works go to the GW2 wiki I’ve updated this trait page and have even added a table with condition durations.
I take Wolf and Cave Spider along with the Trait that makes their F2 Cripple.
I love the Wolf, it’s F2 is the best disengage ever and is awesome in dungeons. 30 points in Beastmastery make it hit like a truck even if slow. I like the Fear + Cripple rather than only Fear, because it gives you more control and makes chasing mobs less annoying.
The Cave Spider is ranged which is very good for event boss battles. I take Cave spider over any other spider because it has a very short recharge on it’s F2 and inflicts weakness which makes me and my pet more tanky and coupled with Protection on Dodge and Troll Unguent is rather insane. I’m usually tanking champions in PvE and lesser bosses. Well not exactly tanking, but once me and my pet take aggro its very hard for the mob to kill me with so much toughness and protection. Rune of Lyssa is awesome here, getting random boons on heal is a no brainer when you already have so many boons in your kit. Fortifying Bound makes this even better, as it transfers the buffs to your pet.
I am stacking about 1200 healing power which most people think is a waste but I really like as when you DPS is low, but you are tanky it more than makes up for itself in the long run.
I’m taking Troll Unguent for the same reason, as it has 25% longer cooldown than Heal as One, but heals roughly 33% more and when you are tanky that snowballs really well.
I know my build isn’t really good, but I find it really fun to play and this build is one reason I’ve bought and play GW2.
My English might be bad, but hey we are not all that perfect.
Cheers and have fun, gotta’ tame em all !
Close-combat Ranger
Weapon Set 1 : Sword/Axe
Weapon Set 2 : Axe/Warhorn
Preferred pets : Wolf/Cave Spider
Traits : 0/5/20/15/30
PvE Skills : Troll Unguent, Sic’ Em (optional), Quickening of Zephyr (optional), Signet of Renewal, Rampage as One
Dungeon Skills : Healing Spring, 2x Spirits, Search and Rescue, Spirit of Nature
Armor and Accessories : Cleric’s and 6/6 Superior Runes of Lyssa
Weapons : Knight’s
My build is rather tanky and my dps unbuffed is rather low, but I’ve seen my Wolf crit for 3500 on a level 80 group event boss with 25 stacks of Might on it and 12x Vulnerability on the Boss, which is kinda funny.
This build revolves around supporting and buffing my pet while being somewhat tanky. I rarely take more than 700 damage from levle 80 mobs and common group event bosses rarely hit me for more than 1800, which is good enough when I have 15k hp. I deal consistent but average damage.
I’m having mighty fun with Fortifying Bound, as it is AWESOME with might stacking from Rampage as One and Protection one dodge roll. Whirling Defense and Hunter’s Call are awesome for stacking Might, because every hit counts towards Rampage as One, so it takes ~3 seconds for my pet to reach and maintain 25 Might. you want to know how this trait works go to the GW2 wiki I’ve updated this trait page and have even added a table with boon durations.
I take Wolf and Cave Spider along with the Trait that makes their F2 Cripple.
I love the Wolf, it’s F2 is the best disengage ever and is awesome in dungeons. 30 points in Beastmastery make it hit like a truck even if slow. I like the Fear + Cripple rather than only Fear, because it gives you more control and makes chasing mobs less annoying.
The Cave Spider is ranged which is very good for event boss battles. I take Cave spider over any other spider because it has a very short recharge on it’s F2 and inflicts weakness which makes me and my pet more tanky and coupled with Protection on Dodge and Troll Unguent is rather insane. I’m usually tanking champions in PvE and lesser bosses. Well not exactly tanking, but once me and my pet take aggro its very hard for the mob to kill me with so much toughness and protection. Rune of Lyssa is awesome here, getting random boons on heal is a no brainer when you already have so many boons in your kit. Fortifying Bound makes this even better, as it transfers the buffs to your pet.
I am stacking about 1200 healing power which most people think is a waste but I really like as when you DPS is low, but you are tanky it more than makes up for itself in the long run.
I’m taking Troll Unguent for the same reason, as it has 25% longer cooldown than Heal as One, but heals roughly 33% more and when you are tanky that snowballs really well.
I know my build isn’t really good, but I find it really fun to play and this build is one reason I’ve bought and play GW2.
My English might be bad, but hey we are not all that perfect.
Cheers and have fun, gotta’ tame em all !
(edited by Wayfinder.8452)
2. So why not allow me to spec a tank with some aggro tools, and let those who want to spec as a DPS to go glass cannon
3. People with same language or guild can still run the instances and rolldodge their hearts content, I don’t want to take that away.I don’t see how such a system could exist parallely with one rewarding an ancient mindset. People will always choose and prefer what they are used to. Since that would become a dominating mindset it will become outright obligatory. So the other one goes extinct and in doing so it will defeat one design purpose of the game.
Well, there are several people that defend the current role free gameplay, claiming that they enjoy the challenge. It’d be pretty funny if they would voluntary change to holy trinity if game would permit.
What I’m after here is, that why not let both groups get their wish. It would only be a small change, adding a bit of utility to here and there.
I play GW2 exclusively because I can be a melee beastmaster that combos with his pet, a melee wizard thief, a fregile but extremely mobile melee mage.
The problem here isn’t in the design but in the numbers that represent it. Namely damage beeing too high and DPS build being too good in PvE, PvP and in WvW if ranged.
I am a Ranger stacking toughness and some vitality (~15k hp), regular mobs barely hit me for 700 and champions hit me for up to 1400 in level 80 zones.
All my friends have been whining about this damage too high thing, whem I’m tanking champions in level 80 zones with dodge rolls and medium toughness. Everyone is running pure Crit/DPS builds, stop doing that and you’ll have much more fun.
My Ranger traits are 0/5/20/15/30 and I’m stacking healing power.
Simply NO
Please no Paragon systems, Commander Ranks and other crap. No extra traits points.
Any further progression should be only cosmetic and shouldn’t snow ball out of control…
I play as a Support Ranger in dungeons and I usually end up with 3-4 dps chars on the team that charge in like there is no tmrw and die in 2-3-4 boss major hits. I can manage to keep them alive or ressurect them well enough so they can go crazy all the way till the end, but I do agree that instagibbing and damage over all should be reduced a bit.
On the other side of the coin… Thoughness and tanky builds should receive considerable buffs as this stat and builds are heavily overshadowed by DPS (glass cannons) in PvE, WvW and PvP. They are only decent in dungeons and that is as far as they go.
The pets are Ranger’s class feature, if you don’t like them please play a warrior instead. If you don’t like a class’ mechanics that’s not a design flaw. This is like the 100th topic about this in the last month.
The only thing that every thread seems to agree on is that “stowing away” should be permanent until the pet is manually called out. Anyone who doesn’t want to play with a pet should be allowed to play alone, but there shouldn’t be any buffs gained from stowing away pets. I agree with this too, as targeting is very glitchy at the moment and pets tend to attack mobs when you cast buffs, spirits and traps.
(edited by Wayfinder.8452)
The effect you gain when you have 6/6 Superior Runes of Lyssa slotted in your armor actually REMOVES any Stability boons gained from your Elite skill.
When you cast your Elite skill the 5 second stability gained from the Runes replaces any stability you gained prior to the rune effect effectively making any Elite Skill that gives Stability worthless.
I love those runes but they have deminished my elite quite a lot.
Please fix this.
<3 ArenaNET, Jeff Grub and Jeremy Soule
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.