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Druid minor traits suggestion

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Hmm… there may be a small tweak to make the minors more non-staff friendly and raise the effectiveness of non-Druid traits and utilities.

Live Vicariously: When you heal or apply regeneration on an ally, you also heal.
Natural Mender: Increased outgoing healing when you heal or apply regeneration to an ally.

This could make things more flexible in cases like shouts & Resounding Timbre, Healing Spring, Windborne Notes with warhorn or Clarion Bond, among the others. Dare I say, even Water Spirit traited with Nature’s Vengeance could have some effectiveness retaining either bonuses.

Only on application of regeneration though, not the ticks. Just a thought.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

LB rapid fire delay

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Odd. I can reproduce this bug regardless of weapon slot. It wasn’t noted but in the video, Staff and Longbow are in the 2nd weapon slot in my setup.

As long as it’s fixed for you though, that’s what matters. Glad to be of some help. As for the bug… (Looks at developers)

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

LB rapid fire delay

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I was able to reproduce this bug and on multiple weapons and classes (video below showcases Ranger only). The issue stems from assigning the auto-cast function on another weapon skill besides the 1st and executing another attack that isn’t the auto-cast assigned weapon skill.

In your video, Chris, Rapid Fire is assigned with this function. In doing so, it will either send the skill on a short cooldown as though it were interrupted/cancelled or full cooldown (will vary). On a brighter note, this is a good way of telling which skills will still go into full cooldown if interrupted or cancelled.

https://youtu.be/Pya3kqVzMOE

On that note, someone tell Anet Hunter’s Shot (Longbow 3) will go on full cooldown when cancelled or interrupted.

Edit: Worth noting that not all skills will send the auto-cast assigned skill on cooldown. It seems that skills with no cast times or require ground or directional targeting will not cause this bug. Which is why Hunter’s Shot and Barrage is friendly with the setup of having Rapid Fire on auto-cast.

2nd Edit: Also, note that this delay will happen if the auto-cast is assigned to utilities, heals, and elites. Unless said utilities were instant-cast or had no cooldown, as those are fine.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

(edited by Wondrouswall.7169)

Sharpening Stone-FacePalm

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Asking the same for Wyverns. Only Anet has managed to make tamable dragons suck.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Sharpening Stone-FacePalm

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Right? You’d think one of them would have received a change to create an ice field (cough) Polar Bear and it’s ridiculous 45-second F2 (cough).

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Why glyphs are not instant cast?

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I realize the advantages of instant casts, though I’d rather see the rest of the Glyphs improved in some way as being instant for mediocre to moderate effects only goes so far.

If the effects were to remain as is, Alignment could be a ground-target cast so there’s at least 1 Glyph that isn’t a PBAoE. If you want to consider another Glyph to be instant, Unity is a better candidate.

It’s mediocre and requires a certain kind of setup to pay off. Being instant would help out a smidge when being pinned and beaten on, though not by much. Would at least be somewhat of a deterrence.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Water Spirit Update Notes

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So, you may or may not be familiar with this heal and the previous threads I have made about how bugged it was since 8 months ago, but some things were fixed while other things are now… stranger. I was going to update the patch notes thread but this (kind of) deserves its own.

A run-down of how it performs as of this writing:

  • Passive on-hit heal scales with player’s healing power that activates it. Meaning if your allies have 0 healing power, they receive the base 805 heal – this includes the Pet.
  • Passive on-hit heal scaling for the player (source) is 0.125 but for allies (non-source) the scaling is the old 0.09 coefficient.
  • Passive on-hit heal scaling does not benefit from any outgoing heal % modifiers.
  • Passive on-hit heals activated by others do not contribute to Astral Force generation, nor does it activate Live Vicariously or Natural Mender minor traits.
  • Regeneration from Nature’s Vengeance scales with the player’s boon duration and healing power, and is affected by outgoing heal % modifiers.
  • Tooltip is still busted for the Passive on-hit heal and does not update.
  • Active initial self-heal is not affected by outgoing heal % modifiers for the player, but will apply to our Pet.
  • Active Water Spirit heal is affected by the player’s healing power and outgoing heal % modifiers and will be applied to the player if they were to receive the heal.

In short, if the passive on-hit activated by allies scaled with the highest healing power between you or them (like it used to before it was broken); activated Natural Mender, Live Vicariously, and contributed to generating Astral Force; then it would be decent rather than a niche.

As of now, it’s better than the bugged state it was in for the last 8 months, and still requires Nature’s Vengeance to have an effective presence.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

(edited by Wondrouswall.7169)

Why glyphs are not instant cast?

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Being instant isn’t a huge deal for the most part, especially when our most powerful one is instant, Equality.

What bothers me are 2 things:

  • Glyphs do not function underwater.
  • Glyph of Rejuvenation in CAF has a 1s cast time; double of the non-CAF version.
PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

(edited by Wondrouswall.7169)

Patch Notes - July 26

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Wondering if water spirit or a spirit heavy build can work now too on a few occasions where you fight in 1 place, I can think of some raidbosses.

That was the case before when raids were first introduced and AF generation was still being tweaked. Granted, it lasted in the meta for maybe 1-2 weeks before being phased out. It can still work, by all means.

Haven’t tested the small increase in the scaling or if anything changed for the on-hit heal in an actual instance. I recall when it was bugged, the on-hit heal did not register in the combat log nor did it generate AF.

I only know the on-hit heal still doesn’t show up on our combat log when others proc it – I assume it shows up on theirs. Will test later on though if it contributes to AF and if it is affected by outgoing healing % modifiers.

Water Spirit is still garbage, albeit, niche garbage; but I have a soft-spot for Spirits. Will update the 1st post underneath the “Notes” section on it though for anyone curious.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Sharpening Stone-FacePalm

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On the bright side, Thieves can share venoms without a trait. Meanwhile, Rangers can’t even share Sharpening Stone with its Pet.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Patch Notes - July 26

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The change to drakes are decent imho. Traited, Chomp are down to 8 seconds cd, and Tail Swipe down to 19,25 seconds cd. Drakes are still the go to pet when fighting multiple foes that are grouped together, and this patch did improve on that.

Isn’t that the odd thing, though. Drakes were already at a decent level and are still the go-to choice for a cleaving Pet. In fact, most of the pets that received a tweak were already top choices for their respective mode/situation. The exception here being Moas and Porcines. The downside is Wyverns are further down the totem poll.

Salamander Drake pulls ahead even further compared to the Fire Wyvern in terms of utility, damage, and damage against moving targets. Because we can’t control Wing Buffet unless Wyverns are kept on Passive until the break bar turns blue, Fire Wyvern’s CC ability becomes near redundant compared to a hard-hitting blast finisher.

On the break bar side, Pink & Black Moas are actually competitive with the Electric Wyvern because they can reliably hit a moving target with the range increase, and their CC is controllable, on the same cooldown, and has a lower chance of firing in the wrong direction.

This is on-top of an extra AOE heal and single-target vulnerability – 2 valuable things either Wyvern can’t do and at half the cast time. Anet has to get their sh(i)t together, because buffs to pets should be happening on a whole – to all of them – not just a select few.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Patch Notes - July 26

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Right, I’ll add that little bit on there.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Patch Notes - July 26

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Aye, the changes that Rangers received were a mix between nerfs and quality of life adjustments. I guess those that were waiting 4 years for Pet names to save can rejoice. (A better late than never scenario.)


I find it strange that the suggestions for reduced cast times and longer attack range for all Pet attacks only find their way on the Moa. We still have Jungle Stalker that suffers from a 3s cast time; one that not only nets it a DPS loss (even when receiving said might), but is easily interrupted.

Bears, with the exception of the Brown Bear, have overly long cooldowns on their F2 commands while the Arctodus F2, though on the low cooldown side, can only strike 1 target while the open-world versions of the Maul can cleave up to 3 players.

Other small changes that would have made an impact were also left out, such as the aftercasts reduced from the new sword animations, as well as having the 2nd strike cleave up to 3 targets. Instead, Ricochet on axe gets an odd tweak with partial compensation without strengthening its core role as a condition weapon.

Traits such as Opening Strike’s dependency on Remorseless, Honed Axes, Most Dangerous Game, and the highly lackluster Predator’s Instinct remain as-is. Glyphs are still unusable underwater, even though Celestial Form is fully functional while submerged.

“Sic ’Em” still requires a target when it should function like the Warrior’s “On My Mark!” so the Pet can receive the buff regardless while targeted enemies receive the reveal. Even though “Guard!” was reduced along with the other skills of other professions (Bulwark Gyro, “Rise!”, Phantasmal Defender) – it still can’t be used underwater.

I guess the final thing I can think of to touch on is the range increase for Moas and Porcine Forage. The Moa moveset suffers like the Bird moveset, where only the auto-attack has the reach while the other important skills are left at the base 130 range.

On the Porcine side, the reduced cooldown does NOTHING when Rangers have been asking for it to function as the current “Steal” function does on Thief. The item should be stored as the F2 for use rather than laying on the ground for anyone.

Players should not be hindered to go out of their way to fetch said item, only to cast it. That’s a total of 3 casts (Forage, Pick up Bundle, Use Bundle) plus travel distance for a low pay-off item while using an already lackluster Pet – which comes with its own RNG on Forage and a measly 12.57% critical hit chance due to having the lowest precision of any Pet.

This is yet another patch where I guess we should “count our blessings", but the sum of these changes fall short.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

(edited by Wondrouswall.7169)

Patch Notes - July 26

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Interesting thing to note:

Between the Pink and Black Moa, both will Daze and damage enemies 3x, but the Pink Moa has a 1½s Daze while the Black Moa (Hall of Monuments Pet) is a flat 1s Daze.

Also, the Black Moa has not received any aftercast reductions compared to the other Moas. Use for cosmetic purposes only, because the Pink Moa is statistically better.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

(edited by Wondrouswall.7169)

Patch Notes - July 26

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Ranger
“After many years, ranger pets have learned how to remember their own names, and you’ll no longer be required to rename a pet when you switch them out! In addition to some baseline improvements, our goal has been to improve base pet abilities during this update. With that said, there are definitely more pet changes that we’re looking forward to implementing in the future.”

Weapons

  • Swoop: This skill will no longer be affected by movement-impairing conditions.
  • Ricochet: The number of times the axe can bounce has been reduced from 2 to 1. Base damage has been increased by 40%.
  • Hunter’s Call: The damage of this skill has been increased by 25%. This skill now applies 5 seconds of vulnerability each time it hits an enemy.

Utilities

  • Strength of the Pack: Updated the skill facts to show the proper effect duration.
  • Sharpening Stone: The recharge of this skill has been reduced from 45 seconds to 30 seconds. Bleeding duration has been increased from 6 seconds to 10 seconds. The number of attacks this skill applies has been increased from 5 to 6.
  • Glyphs: All glyphs have been updated to properly set their cooldowns after use.
  • Glyph of Rejuvenation: This glyph now heals the ranger’s pet.
  • Water Spirit: Fixed a bug that prevented Water Spirit’s on-attack healing effect from scaling properly.
  • Guard: Reduced the damage reduction from 50% to 33%.
  • Druid—Glyphs: Fixed a bug that caused glyph abilities to have differing recharges between base form and celestial form.
  • Quickening Zephyr: The cooldown of this skill has been reduced from 60 seconds to 50 seconds.

Pets

  • Pets: Names for unequipped pets are now remembered between sessions.
  • Spider Family—Poison Gas: The duration of this field has been increased from 1 second to 4 seconds, applying poison on each pulse. Poison application is now based off of an unblockable attack instead of applying directly through defense. Poison duration has been increased from 3 seconds to 4 seconds.
  • Moa Family—Peck: The attack range of this skill has been increased from 130 to 170.
  • Moa Family—Frenzied Attack: This attack now executes twice as fast as it previously did, allowing the creature to engage in combat faster. Increased the number of attacks from 3 to 4. Vulnerability now applies on each attack hit rather than directly applying it to the target through defense.
  • Red Moa—Furious Screech: The aftercast of this pet skill has been reduced by 2 seconds, allowing the creature to engage in combat faster.
  • Blue Moa—Protecting Screech: The aftercast of this pet skill has been reduced by 2 seconds, allowing the creature to engage in combat faster. The cooldown of this skill has been reduced from 30 seconds to 24 seconds.
  • White Moa—Chilling Screech: The aftercast of this pet skill has been reduced by 2 seconds, allowing the creature to engage in combat faster. Chill duration has been increased from 3 seconds to 5 seconds. The cooldown has been reduced from 30 seconds to 24 seconds.
  • Pink Moa—Dazing Screech: The aftercast of this pet skill has been reduced by 2 seconds, allowing the creature to engage in combat faster.
  • Black Moa—Dazing Screech: This skill now dazes up to three times during the cast, at a 1 second interval. Daze duration has been reduced from 2 seconds to 1 second per hit.
  • Pig—Forage: The recharge of all forage skills has been reduced from 40 seconds to 30 seconds.
  • Pig—Maul: Bleeding stacks per hit have been increased from 1 to 2, for a total of 4 if both attacks hit.
  • Pig—Brutal Charge: The recharge of this skill has been reduced from 40 seconds to 30 seconds.
  • Feline Family—Maul: The recharge of this skill has been reduced from 20 seconds to 16 seconds.
  • Drake—Tail Swipe: The recharge of this skill has been reduced from 30 seconds to 24 seconds.
  • Drake—Chomp: The recharge of this skill has been reduced from 20 seconds to 10 seconds.
  • Canine Family—Crippling Leap: The recharge of this skill has been reduced from 20 seconds to 10 seconds.
  • Canine Family—Brutal Charge: The recharge of this skill has been reduced from 40 seconds to 30 seconds.

Traits

  • Protective Ward: Increased the cooldown from 15 seconds to 18 seconds in PvP only. This trait will no longer apply weakness through block or evade.
  • Beastly Warden: Increased the cooldown from 15 seconds to 20 seconds.
  • Enlargement: This trait will no longer force players out of Celestial Avatar when triggered. The benefits of the trait will still apply.

Runes

  • Superior Rune of the Druid: Fixed a bug in which the fourth bonus would give the incorrect amount of vitality.
  • Superior Rune of the Trooper/Soldier: Ranger shouts will now remove conditions from allies within a range of 600.

Notes

  • Water Spirit’s tooltip remains broken, but the on-attack heal scaling with the player’s healing power is now working. It seems to have received an increase from 0.09 to 0.125.
  • Storm Spirit’s pulsing Swiftness when traited with Nature’s Vengeance still does not scale with the player’s boon duration.
  • Pink Moa’s F2 dazes and damages foes 3 times (for clarification). Not noted, but the daze duration was reduced from 2s to 1½s.
  • Black Moa’s F2 did not receive an aftercast reduction. This now makes the Hall of Monuments Pet a straight downgrade rather than a cosmetic replacement for the Pink Moa.

Additional Notes for Water Spirit

  • Passive on-hit heal scales with player’s healing power that activates it. Meaning if your allies have 0 healing power, they receive the base 805 heal – this includes the Pet.
  • Passive on-hit heal scaling for the player (source) is 0.125 but for allies (non-source) the scaling is the old 0.09 coefficient.
  • Passive on-hit heal scaling does not benefit from any outgoing heal % modifiers.
  • Passive on-hit heals activated by others do not contribute to Astral Force generation, nor does it activate Live Vicariously or Natural Mender minor traits.
  • Regeneration from Nature’s Vengeance scales with the player’s boon duration and healing power, and is affected by outgoing heal % modifiers.
  • Tooltip is still busted for the Passive on-hit heal and does not update.
  • Active initial self-heal is not affected by outgoing heal % modifiers for the player, but will apply to our Pet.
  • Active Water Spirit heal is affected by the player’s healing power and outgoing heal % modifiers and will be applied to the player if they were to receive the heal.
PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

(edited by Wondrouswall.7169)

Ranger Elite Trap; Mistfire Wolf Elite.

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Yeah, seems as though the point for adding in the missing slots has come and gone. At one point they were planning to do this, but they seemed to have wasted those opportunities. Anti-Toxin spin heal or whatever it was called, such a waste.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Needed Buffs/Tweaks 2016

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I’m not a big fan of spending endurance for the sake of getting a damage buff, it’s counter intuitive to the entire dodge mechanic when dodging becomes a part of the damage rotation (unless you’re built around it like the daredevil is).

Ain’t that the truth, and yet, they gave us Light on Your Feet. Thankfully, the suggestion is already in the opening post to include activation of the bonus on evade rather than restricting it to dodges.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Needed Buffs/Tweaks 2016

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I don’t expect too many changes myself. I also expect underwhelming aspects such as Predator’s Instinct and Sharpening Stone to receive no changes. We’ll see though. As I said: keep expectations low.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Needed Buffs/Tweaks 2016

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Wait until the 26th for the update. I feel as though this thread has out-lived its usefulness. We stated our concerns, feedback, suggestions, and had plenty of good discussions – enough to receive a red post.

I hear there’s going to be an actual split between modes, so, there’s maybe some glimmer of having things that are underwhelming in one mode can be brought up to be more effective within its own viability in the other.

Just gotta wait for the big content patch ’round the corner. Keep those expectations low like the fruit on the ground, guard up for any nerfs, and excitement to a minimum on any good stuff we might get (since those usually receiving “shaves” within a day or two of going live).

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Pocket raptor pets were planned

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They planned 7 Wyvern variations, used 3, and gave us 2 as pets. Seems as though we were spared.

Only one I would like to have from that list is the Spike-nosed Beetle, as its charge launches enemies behind it. A pet with that kind of F2 would make for some interesting cliff skirmishes; unless the Juvenile version were to receive a lesser-version of that (most-likely with all things considered).

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Needed Buffs/Tweaks 2016

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Dust Trap was planned as a normal utility at one point, but was never implemented.

https://wiki.guildwars2.com/wiki/Dust_Trap

Personally, if we ever received an Elite trap, I would rather have Smoke Trap from GW1 instead, since it inflicted both blind & daze. It would at least have some trait synergy with MoC and Ancient Seeds.

http://wiki.guildwars.com/wiki/Smoke_Trap

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Reddit- Pet DPS comparisons

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It isn’t just the smokescale’s smoke assualt that makes it stick, its basic attacks have longer range than what the core melee pets have. I’m surprised no one ever complains about it.

Amazing what 60 additional range can do. Not surprised people don’t complain about it; probably because they just didn’t know.

But since you brought it out into the open, I guess the ignorant bunch can start screaming for another Smokescale nerf on its AA down to 130 to match the other pets…

Or, better yet, Anet would most-likely do their usual patch updates and spin it:

“Fixed a bug that made the Smokescale auto attack strike further than intended.”

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

(edited by Wondrouswall.7169)

An Organized Pet Management Menu

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A re-post since the original thread was locked for being old and revived. I realize it was re-posted by another but I tweaked the images a bit since I still had the files because: reasons. Ignore the “Evolution” bar as that was done a long ago with other suggestions.

Stats and attributes to reflect the player’s own Hero Panel layout since Pets don’t actually receive expertise or concentration, and to reflect critical hit chance %. Maybe icons of the effects in the corner as visual aid to help new or returning players.

Click that [+1] if you want a more organized Pet Management Menu, as it helps all Rangers, both new and old. Cheers.

Attachments:

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

(edited by Wondrouswall.7169)

Possible bug - Juv Electric Wyvern

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Common issue with pets. It’s not a bug – just bad design. You can reduce the likelihood of the Lightning Assault (or any pet F2) from acting up or firing in another direction where there are no enemies by pressing F1 to turn the pet towards a selected target, immediately followed by F2.

Still acts funky from time-to-time, so no guarantee. Lightning Wyvern is a special case since its F2 is instant and it occasionally attempts to adjust its position to flank a target. It will fire off in different directions since it’s changing the direction of where its facing when navigating around an enemy.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Hitting Multiple Targets

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“Light on Your Feet” Grandmaster trait in Skirmishing is what you are looking for. “Lead the Wind” Grandmaster trait in Marksmanship is the Longbow version.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

I hate playing playing with Rangers

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This isn’t just rangers, mesmers constantly pop illusionary wave, and rev’s use their staff knockback on cooldown.

Reminds me of all the times another profession would use a knockback and someone would blame (the) Rangers.

…Let the good times roll…

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Xera's mask

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I can’t think of one point in the past 4 years that Anet has ever changed the dye channels on any item they’ve released.

I can. The Wizard Hat.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Needed Buffs/Tweaks 2016

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7.) This one I agree too, we have very limited cleave access so maybe pet revamps or new pets could help with these.

Do we really want new pets as an option to these issues though? With the time and effort they spent nerfing both the Smokescale and Bristleback 3 times, they could have touched on core pets and at least gave them some QoL such as cleaving auto attacks and/or lower cooldowns on F2 skills.

Not downing what you stated on that point, as I do hope there are some pet revamps done in the future. It just urks me knowing we might sooner receive a new pet in the next expansion that will address maybe 1 issue rather than all pets being improved.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

(edited by Wondrouswall.7169)

Needed Buffs/Tweaks 2016

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Because it’s a dumb way of buffing numbers that’s all around inferior. You proc confusion more. You proc retaliation more.

All for a roundabout way of buffing a weapon that only need % damage increases.

Your animation speed increase instead of % damage increase is a numbers buff with far more downsides.

And, yes, I care about character animations. Maybe you don’t, but plenty of people do.

I don’t want to imagine 1/4-1/5 sec cast attacks with quickness up, it’s just dumb.

You have confusion, don’t attack. You see retaliation, don’t attack. At this late in the game, those are not issues.

It’s also a decent way of buffing numbers. Even if cast speeds aren’t reduced, after-casts and contact points reductions as found on the sword and dagger tweaks on Thief weapons (or Ranger axe) helps tremendously.

GS could use a bit of both: a reduction in those times and increase of damage. Having both would be great, but in GS case, after-cast and contact times could use some tightening up. Hilt Bash & the actual Counterattack (the kick portion) could use a faster cast time.

Another option of course is to reduce cd, especially on Spike trap. The launch effect is not so powerful to make this trap needing a 45 seconds cd (untraited).

Doesnt pulse either. A random clone or AI can waste that 45 second CD.

I think that’s one of the good things about Spike Trap not pulsing: all the effects are front-loaded on its trigger, especially due to a lack of a combo field.

It could have been worse, launching an opponent on trigger and then lingering around for 3s, only inflicting 2 stacks of bleed per pulse with no combo field like Thief Caltrops. If anything, I want the 45-second cooldown justified and not lowered.

Harder hitting direct damage, a bit longer bleeding duration, and some immobilization thrown in the mix to act as a secondary snare against foes that already have stability. Would be excellent then.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

(edited by Wondrouswall.7169)

Needed Buffs/Tweaks 2016

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- Great Sword auto attack chain damage buffed by 20%

I suggest an alternative to this. Just like how the Reaper has slower GS attacks, since Ranger is viewed as a more agile fighter, increasing the attack speed of the auto attacks would fit more thematically.

It would increase the auto attack damage a different way, making the chain go from: ½s ½s ¾s to ¼s ¼s ½s. Naturally, the 1s evade from 1c would have to be reduced to ¾s, but the trade-off is accessing it faster due to shorter cast times in the chain.

Two-Handed Training could also use bump to the damage modifier from 5% to 10%

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Needed Buffs/Tweaks 2016

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Posted by: Wondrouswall.7169

Wondrouswall.7169

Flame and Frost Trap can remain at 3 pulses since they already apply burning and chill on the initial trigger. If anything, as I said before, the condition duration of Flame and Spike Trap could use a small bump. Burning from 2½s to 3s and Bleeding from 6¼s to 8s.

Knock the blind down to 3s on Flame, up the weakness on Viper to 4s for condition duration normalization, and up the immobilization on Spike from 1s to 2s like how it was before with the old TE, as 1s is far too short.

Remove the stun breaker from Spike Trap as well. It’s already strong and should not be empowered any further, especially with my above suggestion of added functionality to Hidden Barbs. If there has to be a trap with a stun breaker, place it on a trap that needs it.

Frost Trap being the most-likely candidate. 30s/24s for a self-stun breaker that’s completely defensive as a debuff utility makes sense. It would cause far less outcry from opponents if a Ranger broke out of a stun and hit them with a Frost and Spike Trap with Hidden Barbs compared to a double Spike Trap as your suggestion above notes.

That being said, add 1s of Stability to Frost Trap with the stun breaker and it will be normalized with all other stun breakers with a cast time. Fragments of Faith being the rare trap exception due to it providing the user with 3 stacks of stability on-trigger.

Edit: ICD of Spike Trap on Hidden Barbs should be equal to the actual CD of 45-seconds. Might seem like a lot, but again, it’s a powerful trap and the ICD should be set accordingly. Obvious cooldown reduction if Trapper’s Expertise is taken, and that’s where choices will matter and come into play.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

(edited by Wondrouswall.7169)

Needed Buffs/Tweaks 2016

in Ranger

Posted by: Wondrouswall.7169

Wondrouswall.7169

The cripple can remain as is. It’s near useless, but will still act as making every trap a viable snare instead of only Frost and, to an extent Spike.

As for the Hidden Barbs update, Spike Trap can remain as is. Just use a stun breaker of any kind and it’s laid on the ground. The ½s arming time remains so opponents can still react.

Boons can remain on Healing Spring, there is no need to spread it around. All that we require is an additional non-damaging condition on the trigger-portion of the offensive traps and we’re solid.

It would address the issue of traps not being as threatening due to opponents moving out of their fields. Catching an opponent can at least be debilitating on the initial trigger, forcing them to use a condition cleanse or engage us for a short period of time debuffed.

Thematically, it fits very well into Skirmishing while not making traps overly strong.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Needed Buffs/Tweaks 2016

in Ranger

Posted by: Wondrouswall.7169

Wondrouswall.7169

By removing cripple we can now introduce the idea of additional conditions on traps. Because with cripple, 1 trap will be producing 3 conditions. which is ewwww.

I don’t share the same sentiment. When Thieves can trait so their trap applies its said effect, plus vulnerability to foes and might to the player, that’s 3 effects. Dragonhunters can trait to deal direct damage, apply boons, a daze, and in the case of some of their traps, apply a condition on affected opponents; that’s 3-4 effects.

As far as I’m concerned, 3 conditions – 2 being non-damaging – is not an issue. Especially, when one is Cripple, a condition that is easily cleansed thanks to -% condition duration stats, passive movement traits, and movement skills ignoring the effect.

As for ground-target traps, I’d prefer that to be on a separate trait if it were to return. If not, then I would be fine with Hidden Barbs receiving an additional function to form synergy with other utilities in other potential lines.

Something along the lines of: “When you break out of a stun, lay a Spike Trap.” It would give Rangers our own take in relation to traps and a stun breaker, while serving as a 2nd trap trait as Thief and Dragonhunter have.

A more selfish, up-to-date version of “Trapper’s Defense” while being merged into a master trait that could use some extra functionality besides bleed damage.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

(edited by Wondrouswall.7169)

Needed Buffs/Tweaks 2016

in Ranger

Posted by: Wondrouswall.7169

Wondrouswall.7169

I agree on additional conditions tho, as long as they are not damaging. otherwise it will be condi bombing galore.

I’ll agree with this. Normalization of the direct damage inflicted by all our traps would also be a great, yet minor tweak. A small bump in some traps’ current conditions, too.

Applying Frost Trap’s current damage and coefficients to all traps, as it yields the highest, would aid in the overall damage; one that would be beneficial if done across the board.

Flame and Spike Trap could use a minor condition duration boost. At the moment, they are 2½s and 6¼s, respectively. An increase on the burning duration to 3s and bleeding duration to 8s would even things out a bit.

Last, but not least, to touch up on adding non-damaging conditions to traps I suggest those apply to the on-trigger portion only. 3s Blind of Flame Trap, 3s of Slow on Frost Trap, 2s Immobilize on Spike Trap, and 4s of Weakness on Viper’s Nest.

Having those on by default should make them more potent while avoiding any condition-bombing aspects. Again, all very small tweaks, but it would help out traps a bit more.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Isn't time for controller support already?

in Guild Wars 2 Discussion

Posted by: Wondrouswall.7169

Wondrouswall.7169

If they want to add controller support, then I’m for it. It would be an option anyway.

PET PRECISION & DPS TESTS -OUTDATED-
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I dont like where ranger is going.

in Ranger

Posted by: Wondrouswall.7169

Wondrouswall.7169

2 more expansions for 2 more e-specs that would take another 3-4 years to happen just so the game can come into fruition 7 years after release… That’s a lot of patience.

PET PRECISION & DPS TESTS -OUTDATED-
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Needed Buffs/Tweaks 2016

in Ranger

Posted by: Wondrouswall.7169

Wondrouswall.7169

Not sure what to add for Traps other than the already mentioned Vigor on Healing Spring when traited with Trapper’s Expertise.

Although, Frost Trap requires attention more than ever. Before Heart of Thorns, it was a rare niche to use a Frost Ranger build. However, it has fallen into near-obscurity since then.

I’d propose Frost Trap be replaced all together with the other, unused traps from the previous Guild Wars. Dust Trap, Smoke Trap, Barbed Trap, etc. comes to mind.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Needed Buffs/Tweaks 2016

in Ranger

Posted by: Wondrouswall.7169

Wondrouswall.7169

Already one in the QoL link with Opening Strikes + Remorseless.

  • Opening Strike & Alpha Training minors merged.
  • Precise Strike moved from Grandmaster minor to Master minor.
  • Furious Strike added as a Grandmaster minor: You and your Pet gain an Opening Strike when you gain Fury.
  • Remorseless: Opening Strikes deal 25% more damage and are unblockable.

As far as I’m concerned, I believe the thread which had suggestions of Sharpening Stone making attacks unblockable – either the next 5 strikes or a set duration – is a much better route for additional access to a powerful attribute.

With those 2 changes (the Opening Strike traits & Sharpening Stone), having access to unblockable attacks can be: flexible across all weapons, versatile in multiple setups, limited enough so it’s not over-empowering, and bumps the effectiveness of an outdated utility.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Glyph of Tides: Should it be flipped?

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Posted by: Wondrouswall.7169

Wondrouswall.7169

Something seems odd about your description. I can see why Tragic was confused (or anyone else) because you use “Staff” instead of “CA” on said rotations. Didn’t become apparent until now as you typed out “(by this time CA form is drained)”.

PET PRECISION & DPS TESTS -OUTDATED-
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Whirling Defense

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Posted by: Wondrouswall.7169

Wondrouswall.7169

There is so much wrong here that I’m glad the Devs don’t often browse our forums.

PET PRECISION & DPS TESTS -OUTDATED-
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Whirling Defense

in Ranger

Posted by: Wondrouswall.7169

Wondrouswall.7169

I don’t. If Anet were to allow it to move, they would gut it down to be a reflecting dreidel. Warriors would complain it’s better than their spin-to-win, and Thieves would complain that it’s better than Dagger Storm – in all aspects (cooldown, damage, and reflect radius).

Give Rangers something nice and it will be nerfed in trade twice over. No thanks. I’ll take Whirling Defense as is.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Pet Flaw Thread Results

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Posted by: Wondrouswall.7169

Wondrouswall.7169

Just logged on to get that sweet login reward of more Essences of Luck (..). As (essences of) luck would have it, I came across something that was interesting [to me] and recorded it to highlight the subtle things about Pets. Specifically, how effective they can be against ambient creatures hiding behind a pebble.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Needed Buffs/Tweaks 2016

in Ranger

Posted by: Wondrouswall.7169

Wondrouswall.7169

Suggested tweaks are starting to resemble those QoL suggestions on the previous thread I linked at the beginning. Might as well port those over to the OP.

alright, which thread is it again? also is it cool if it merge the ideas of your thread here?

Go for it.

https://forum-en.gw2archive.eu/forum/professions/ranger/The-QoL-List-2-0/first#post6119542

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Needed Buffs/Tweaks 2016

in Ranger

Posted by: Wondrouswall.7169

Wondrouswall.7169

Suggested tweaks are starting to resemble those QoL suggestions on the previous thread I linked at the beginning. Might as well port those over to the OP.

Just to note, the cooldowns can be 8s to be compatible with Warrior Runes. Otherwise, you are leaving out Quick Draw (9s) and Primal Echoes (8s) – inconsistencies across the board, man. Something all professions need less of when it comes to traits.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

(edited by Wondrouswall.7169)

So how bad ranger solo dps?

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Posted by: Wondrouswall.7169

Wondrouswall.7169

Yeah, that’s one of the sad parts about it; them just not really caring about PvE or WvW balance. They stick so close to thematics that Ranger personal dps will always remain low because, thematically, it’s a Ranger.

PET PRECISION & DPS TESTS -OUTDATED-
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So how bad ranger solo dps?

in Ranger

Posted by: Wondrouswall.7169

Wondrouswall.7169

This is why this game needs official DPS meters, so clueless people who live in WvW/sPvP can be helped to grasp the concept of DPS as clearly they are confusing their rapid fire burst and raven F2 for DPS.

That and go back to splitting skills for different modes. When they decided to throw skill splits out the window, balancing became more difficult on their end in regards to the 3 diverse modes.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Expert Examination change, fix Engi in Raids

in Engineer

Posted by: Wondrouswall.7169

Wondrouswall.7169

Question on that though. In PvE, specifically (raid) bosses, wouldn’t that mean Static Overcharge would apply when the defiance bar is broken?

I ask because I recall there were/are issues with similar traits that activated a bonus when stunning or dazing a foe. Some of which applied only when the player inflicted the CC to break the defiance bar while others applied by striking a broken boss.

Feel free to fill me in if this is not the case with (some) traits anymore, or if it just had to do with wording. Ie: “…stunning or dazing a foe…” vs “…striking a stunned or dazed foe…”

Anyway, +1 regardless on the idea.

PET PRECISION & DPS TESTS -OUTDATED-
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Warhorn - does it have a purpose?

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Posted by: Wondrouswall.7169

Wondrouswall.7169

It was reported as a bug in the large Ranger Bug post a long while back. No other single-leap procs twice, so Rangers can be kitten about that all they want, it was fair enough. Until Hunter’s Call becomes a threat/viable, that double cooldown bonus will probably stay there, especially when trees and small rocks can negate the entire attack.

PET PRECISION & DPS TESTS -OUTDATED-
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Warhorn - does it have a purpose?

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Posted by: Wondrouswall.7169

Wondrouswall.7169

Who do you think maintains the wiki lols.

That’s besides the point. No official Dev statement means it’s just another beneficial Ranger bug.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Warhorn - does it have a purpose?

in Ranger

Posted by: Wondrouswall.7169

Wondrouswall.7169

It’s pretty clear its a form of compensation for a trait that would otherwise affect only one skill on a weapon with only two skills.

Unless stated otherwise by the Devs, themselves, it’s a bug. It was never made clear by them, ever. It is assumption that it’s a form of compensation at this point. Even the Wiki lists it as a bug.

http://wiki.guildwars2.com/wiki/Hunter's_Call

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.