Will update once Path of Fire releases.
Will update once Path of Fire releases.
The wisp has been suggested many times, and rightfully so. It’s a good idea… that was then applied to staff 2…
Will update once Path of Fire releases.
You are not doing something wrong. It can happen when executing leap or leap-like moves on large, structure-classed enemies.
Will update once Path of Fire releases.
Yea, I’ve been watching the official gw2 bug tracker and they’re only thinking about fixing 2 ranger bugs even though the playerbase’s bug list is astronomically larger.
Likewise, from time-to-time. Unfortunately, 20+ bugs – tested and confirmed by the community – as well as other QoL inconsistencies does not seem to make that list because… Oh, kitten it.
Will update once Path of Fire releases.
(edited by Wondrouswall.7169)
I think he’s saying have the active effect proc when the Spirit is summoned and activating the Spirit again would be just a kill-switch.
Will update once Path of Fire releases.
The irony being they had their resident Ranger post an April Fool’s joke that left out the Ranger profession. For those that don’t know, Gaile plays Ranger.
Will update once Path of Fire releases.
Achiever: 40%
Explorer: 93%
Griefer: 40%
Socializer: 27%
Results describe me fairly well.
Will update once Path of Fire releases.
Thankfully, Anet seems to be looking into it according to the Known Issue Tracker.
Ranger: Protect Me! shout puts nearby allies in combat briefly – Investigating
Will update once Path of Fire releases.
Thought I would chime in with an update. More testing today led to new findings and have been posted in the bug sub-forum section. Updating this thread for those interested or curious on the issues of Water Spirit, as well as some time tables on when these bugs seemed to have occurred.
- Passive healing effect and the Water Spirit active heal of Aqua Surge (the splash) is not effected by any outgoing healing % modifiers.
- Passive healing effect is no longer displays in the combat log or heal floating numbers when proc by allies.
- Passive healing no longer activates Lingering Light [Druid GM Trait] on allies.
- Healing from the passive effect no longer scales with the player’s healing power and heals a static 863 health points.
- Tooltip for the passive effect heal does not update with the player’s healing power and is displayed incorrectly at a static 863 heal. This appears to be linked with the previously noted bug, however, it has been this way for several months with different static heals presented on different patches.
+ As of the 01-26-2016 patch, the passive heal was reduced to a static 915 and no longer scaled with the player’s healing power or outgoing healing % modifiers.
+ As of the 02-23-2016 patch, the passive heal was reduced to a static 889 and could no longer proc by affected allies.
+ As of the 03-08-2016 patch, the passive heal was reduced to a static 863. Allies can now proc the passive heal again but it does not register with the combat log and no longer activates Lingering Light on affected allies.
Will update once Path of Fire releases.
Fun notes on this topic:
- Water Spirit will proc Lingering Light. Unfortunately, it is currently bugged and only applies Lingering Light for the player that summoned Water Spirit.
- Spirit of Nature, as well as other heals over time, do not activate Lingering Light.
- Pet heals, both self and group, do not activate Lingering Light.
- Life Steal from nourishment, sigils, and runes will activate Lingering Light. I have not tested if this works with external sources such as Necromancer’s active Signet of Vampirism or Vampiric Aura.
Will update once Path of Fire releases.
Water Spirit for the Ranger is still bugged. It is now more broken than before.
- Passive healing effect and the Water Spirit active heal of Aqua Surge (the splash) is not effected by any outgoing healing % modifiers.
- Passive healing effect is no longer displays in the combat log or heal floating numbers when proc by allies.
- Passive healing no longer activates Lingering Light [Druid GM Trait] on allies.
- Passive healing does not activate Natural Mender or Live Vicariously [Druid minor Traits] for the Druid.
- Healing from the passive effect no longer scales with the player’s healing power and heals a static 863 health points.
- Tooltip for the passive effect heal does not update with the player’s healing power and is displayed incorrectly at a static 863 heal. This appears to be linked with the previously noted bug, however, it has been this way for several months with different static heals presented on different patches.
+ As of the 01-26-2016 patch, the passive heal was reduced to a static 915 and no longer scaled with the player’s healing power or outgoing healing % modifiers.
+ As of the 02-23-2016 patch, the passive heal was reduced to a static 889 and could no longer proc by affected allies.
+ As of the 03-08-2016 patch, the passive heal was reduced to a static 863. Allies can now proc the passive heal again but it does not register with the combat log and no longer activates Lingering Light on affected allies.
As a new update, Swiftness provided by Storm Spirit when traited with Nature’s Vengeance (Nature Magic, Grandmaster) no longer scales with the player’s boon duration as of the 04-19-2016 patch.
Edited after a bit more testing and to add Storm Spirit bug.
Will update once Path of Fire releases.
(edited by Wondrouswall.7169)
It needs to use the player’s condition damage and duration, as well as a shorter combo interval for more whirls. Every ¼s instead of ½s would be great. Maybe go as far as have it inflict bleeding on strike and lower the strike interval from 1s to ½s so it can be a semi-decent area denial tool.
Will update once Path of Fire releases.
Remove the target requirement and add 1s of Burning on the final hit takes my vote (not a fan of more % chance, though).
Will update once Path of Fire releases.
Even though I’m taking a slight break from this game, I’d come back for the Bunny Ears, Witch’s – Hat (censored), and Wizard Hat. Yeah, I know the Wizard Hat was free at some point, but I missed out on that time frame. I’d pay actual money for it – especially since it can be dyed now.
Here’s hoping the best is being saved for last.
Will update once Path of Fire releases.
(edited by Wondrouswall.7169)
I would start HERE and read up a bit on the guides and watch some videos posted on Dulfy. May or may not help out with all of your problems, but it can provide some insight into Heart of Thorns and its elements.
Will update once Path of Fire releases.
Linking it with the pet would be all right if that particular part wasn’t tied to a tether range. More or less having the effect proc so whenever you or the pet took damage, enemies tethered to the player could be the only ones affected.
Also, I understand not liking to be forced into using a set. Unfortunately, for those that remember that Druid reveal stream, the developers think the Ranger community was craving more niche builds. Not that I support that sentiment, but I was on the forum long enough to be confused where the hell did they took that demand from.
Thus, Glyph of Unity. =/
Will update once Path of Fire releases.
Forum Bug.
Will update once Path of Fire releases.
I’m not really sure I understand your comment. Are you saying Ranger/Druid isn’t in a good spot?
I think the guy probably meant something else and phrased it wrong. Druid is in a decent spot, but there’s a lot of people that don’t like the spot it’s in.
Will update once Path of Fire releases.
Maybe another way is if it linked enemies to ranger AND pet it would be amazing.
Now, that’s a good idea right there. At least then it can be powerful with “Guard!” rather than this weak niche with Signet of Stone.
Will update once Path of Fire releases.
You may have told, but I rarely read your dribble. The fault lies is that this elite was made for two separate niches with the normal and inverse versions. 600 tethering range isn’t bad at all considering most Glyphs are half of that range.
How it is currently bugged is an improvement on what it could be. If you haven’t caught the bug, the effects linger on targets even after they pass the range threshold. It’s better without the tethering, but if they insist on keeping it, extending the initial range to 600 is as best as one could hope for.
Will update once Path of Fire releases.
All I could ask for is the activation & tether range to be 600 so it isn’t as clunky to use. Maybe add a bonus on the final pulse to those still tethered like Necromancer’s Tainted Shackles. Daze foes for the normal and on the inverse a burst heal to allies still attached.
Will update once Path of Fire releases.
Well, those questions do pose interesting theories. So much that I spent a better half-hour in Cursed Shore testing Water Spirit on those methods, and I have some fun facts, dire news, and a request. First off, the dire news & request, as they are one in the same.
I never tried testing Water Spirit since I made the opening post a month ago, unfortunately, whatever patch between then and now has seemed to have broken it further. I’m not calling it a bug until I can get others to test and confirm this also (in case its a fluke).
[Bad News]
Water Spirit passive buff applies to the pets but pets can no longer proc them on hits. I literally tried for 20 minutes in that half-hour once I started noticing an absence of the pets being able to take advantage of the passive heal effect in all 3 cases: healing number floaters (green numbers), combat log for incoming and outgoing healing (checked outgoing just in case), and pet health bar movement.
Also, the broken passive heal is broken slightly further. Before, it used to be a fixed amount regardless of healing power @ 915 for the passive heal, which was equal to 1220 healing power. Now, it’s been reduced down to 889. For reference on the scaling, that’s about 933 healing power assuming the 0.09 scaling it was once reported for having.
[The Request]
I want to see if other Rangers can get their pets and other class minions (such as Necromancer minions) to proc the passive effect.
Edit 2: I can’t seem to get the passive effect to even proc on NPCs like before. Might explain why pets are not able to take advantage of the passive… Going to do a bit more testing to see if there’s more broken… Hope I don’t find anymore.
I tried with all of the Heart of Thorns pets, Fern Hound, Jaguar, Hyena + summoned ally, Jungle Stalker, Wolf, and Brown Bear with 0 activation of the passive heal while keeping the pets on Avoid Combat and then placing them on Guard once their health was at 75% so the heal could be allowed to, well, heal. Exception with the Brown Bear as I waited only until it was at 90% health (that vitality stat).
[Fun Facts]
- Water Spirit passive effect is still broken, healing 889 regardless of the player’s or receiver’s healing power and outgoing healing % modifiers.
- The Initial Heal on Aqua Surge for the PET ONLY benefits from outgoing healing % modifiers.
- The Water Spirit Heal on Aqua Surge (the splash) scales with the player’s healing power but DOES NOT use outgoing healing % modifiers. I think that’s weird but it could be intended. Who knows, so I can’t call it either a bug or not since Water Spirit itself is bugged. At the moment, it just seems like inconsistency.
Edit: Please note that the other Spirit passive effects are still working with pets. So, worry not as only Water Spirit is bugging out with them. Also, more edits.
Will update once Path of Fire releases.
(edited by Wondrouswall.7169)
Seems fair to add this system later on. The referral reward does not even have to be significant, either. Toss in a Black Lion Chest Key and call it a day. Companies enjoy and benefit from referrals, anyway. Might as well toss in a minor treat for those that do it.
Will update once Path of Fire releases.
Don’t care about what you just said. I’m just correcting you that the minor provides up to 20% instead of 10% and saying (again) that 120 @ 1000 HP is still making it sound better than what it actually is.
But sure, keep going on about these things.
Will update once Path of Fire releases.
^ What everyone else said. % modifiers are much better than the healing power bonus after using Glyphs. That and Monk has 15% boon duration instead of Vitality. Helps a lot with spirit boons when traited for Nature’s Vengeance, especially when Herald’s provide their F2 buff.
Will update once Path of Fire releases.
Up to 20% from the Druid minor, actually. Again, making it sound better than it actually is.
Will update once Path of Fire releases.
its not a bad weapon but it scale too badly on healing power, you can crit damage multiple times within 5 sec but you cant crit healing at all
0 healing power solar beam heal 80hp
1000 healing power solar beam heal 120hp
You make it sound better than what it actually is. I would love to have those numbers and scaling with Solar Beam vs what it currently is…
0 Healing Power Solar Beam: Heal 66hp
1600 Healing Power Solar Beam: Heal 114hp
Will update once Path of Fire releases.
I think the Ranger profes s ion and to a n extent, the D r uid, are blessed to be the way they are. We should have more nerfs to be fair. Ranger has remained so humble in terms of keeping with the original balan c e philosophy th a t the profe s sion is a pri m e example that ArenaNet knows how to keep things leveled.
Will update once Path of Fire releases.
See how a moa’s reach fairs against a moving target, it has kind of a leap attack to keep up with its target, making it much more effective.
Not even sure where this came from as pet Moas never had such a move. The only Moas that have a leap of any kind are the NPC variants which is a kick and players transformed into Moas.
Check in-game yourself if you must. Pet Moas have only had Peck and Frenzied something which are 130 range, and fair just as poorly vs moving targets with a majority of pets.
That aside, here’s hoping they don’t touch BB’s Rain of Spikes. It’s the saving grace move of stacking this little guy inside a hitbox of a target in PvE. x)
Will update once Path of Fire releases.
So can Anet unnerf Bristleback’s HP then?
It’s unfair that Anet has to double-nerf a pet…
Unlikely, as the HP was an actual bug where the end HP with its vitality ratio was getting multiplied by 2 for some reason. This “fix” however, was lazy. Should have been the correct number of shots fired instead of an actual damage reduction per shot.
I could chalk it up to Anet not knowing how to tweak the AI counterpart moves to reduce the number of hits a move can do, but as we all saw with the Smoke Assault reduction with the Smokescale – they know how to do it. It’s just laziness (again) at this point.
Will update once Path of Fire releases.
thats good too but then you’d have to consider what if a person took Both of these Traits and the invigorating bond had a low ICD lets say 15seconds thats some very high periodic condi removal combined with the druid trait line.
i do think EB needs to move atleast 2/5 of the Trait lines need to have some form of condi Migration outside of druid also not including Evasive purity(since that only removes Poison as a damaging condi its more for Hp+mobility sustain) .
atleast then we Can’t use wilderness survival and EB(natureline) giving/having to choose between BM or druid well thats a complex Spec’ing issue .
it still makes more sense for EB to be in nature magic.
IB has a 15s ICD, so there’s no “let’s say.” Also, if you think EB being tweaked to make the condition cleanse 1 every 3s + converting a condition into a boon every 15s + Druid can be high periodic condition removal: let me remind you of what the OP wants.
With the OP’s suggestion, that’s 2 conditions lost every 10s, which is 1 every 5s, plus Druid, on top of WS and survival skills for even more. At least when EB is kept within the WS line, there’s a choice: you either take Survival skills for additional cleanses and utility or you don’t and use EB.
Will update once Path of Fire releases.
Here are the problems.
1.) Making the clear on an f2 is such very bad design. How? We have so much f2 traits that, you will have actually taunt someone with Beastly warden and get the clear. What if you only wanna taunt? So basically its like wasting a clear without any conditions you. There is too much offensive mechanic tied into our f2, merging a support one on top of that will be convuluted.
2.) Every 3 seconds is too short. You are basically making yourself immune to conditions (sorta). If it was 10 seconds, you still give your foes counterplay to condi burst you. My idea is better since you technically strengthen your pet, so even without BM your pets will kinda get stronger. The whole boon thing also synergizes really well with NM.
1) Actually, there are no problems. If you stack up on support, offensive, and control on a pet’s F2, then that’s the player’s choice for doing so. No round about way for it. You either taunt and are within range for the condition conversion or you save it for yourself and miss a taunt.
2) Every 3 seconds isn’t short either. It’s been asked for so long that ties it equal to other classes that lose a condition every 3 seconds (Necromancer while in Shroud and Thief while stealthed). It comes out a head from the current EB by 1 second in terms of an ICD.
If you were to face a foe that focuses on bursting a player down with conditions and only applies 1-2 conditions within their kitten nal, they deserve to have very little counter play against condition cleanses like this since its already in the game, and on other classes.
Your suggestion gives all benefits without drawbacks in terms of making smarter choices with traits, play, and positioning. The only trade off you did was drop the amount of conditions taken by the pet down to 2. The boon conversion passively towards the pet within the interval is where it became unnecessary.
Will update once Path of Fire releases.
Man so many traits are messed up and in lines that make no sense.
What did anyone expect? Before the specialization patch, Resounding Timbre was a Nature Magic GM trait, Invigorating Bond was a GM Beastmastery trait, Two-Handed Training was in Nature Magic and Honed Axes was in Skirmishing.
I’m personally against the OP’s suggestion. I’d rather have:
- Invigorating Bond: Pet F2 heals and converts 1 condition into a boon.
- Empathic Bond: While the pet is active/alive, lose 1 condition every 3 seconds.
Close the book then call it a day.
Will update once Path of Fire releases.
Water Spirit scaling with healing power still busted. Thread about it here a month or so ago. Tested it with the new patch just in case it was a note left off, but the Spirit still heals for a value of 915 regardless of the player’s healing power.
The active effect is the only thing currently working. The tooltip heal of the passive effect also does not scale regardless of healing power (remains at 863).
Will update once Path of Fire releases.
Let’s talk about this trait a little. The boons it adds to spirits is a nice touch. Extended range of active abilities by 50% is also a fair increase for those wanting to bring on more support via Spirits. So, what about the passive?
We still see that favoritism of the old Spirits Unbound trait wanting to make a return every now and then, but the fact is that mobile Spirits are a thing of the past, so what now?
There was always suggestions about increasing the passive range of these Spirits, but keep in mind that our Spirits have 1000 range. Even though it loses value in modes and situations where you are constantly traveling with very little to no back tracking to previous areas, it is still the largest buff radius compared to what any class has access to.
That said, should Nature’s Vengeance also increase the passive radius by 50% for Spirits? Please note that the increase would lead to a 1500 radius if traited for. Discuss.
Will update once Path of Fire releases.
This a QoL or rediculous buffs thread? No more “auto cast skill” traits into the game please and certainly not cooldowns so low there is no need to equip said skill on the main bar.
Saw the idea of the Shared Anguish rework and it seems fair. Similar to all the other disabled skills and very akin to what Tempest has with casting their AOE stunbreak shout when disabled.
You call it “ridiculous,” but since the spec. patch, that particular suggestion in on-par with other classes. Also, allies’ aid cooldown lowered to the current is still over double of Scrapper’s Function Gryo minor, which works similar without currently requiring to revive, the Gyro revive speed is equal to the player’s, and is a minor.
All on-par with others, but I guess some Rangers don’t really pay attention to what others classes have access to and would rather have weaker traits.
As for the MDG suggestion, I’d love to see it removed as well, but (for some reason) they want to keep it there. Fury pulsing will make it actually competitive within the GM tier while having actual synergy with Remorseless/MM traitline. Say what you will, but Might is the boon that has 0 place in Skirmishing: a traitline all about being fast-paced, critical strikes, crit chance, and evasion.
Will update once Path of Fire releases.
Another round-up list of all things Quality of Life Rangers are waiting for, with extras that are just good, simple ideas. So, let’s see if the “State of the Game” address would actually address any of these within the year. All of the listed items are relatively low-hanging fruit.
PETS
- Conditions, Boons, Buffs, and Debuffs displayed on the player UI without having to click on the pet.
- Porcine “Forage” flips the F2 skill icon to the foraged item so it is not a bundled item on the ground or in the player’s hands.
WEAPONS
- Reduced after-casts on main-hand axe moves.
- Path of Scars is a ground target to control its distance, similar to Phoenix (Elementalist Scepter) or Envoy of Exuberance (Herald Shield). Allows users to avoid issues of the projectile disappearing when traveling into a wall or off a cliff. Also, it provides more control and ups the level of intricacy this move can have.
- Hornet’s Sting cast time is reduced from ½s to ¼s or removed entirely.
TRAITS
- Tail Wind & Furious Grip cooldowns reduced from 9s to 8s to be friendly with Superior Rune of the Warrior like Primal Echoes.
- Quickdraw buff duration increased from 5s to 6s so Whirling Defense does not have to be canceled to take advantage of the trait.
- Shared Anguish renamed and redone to cast “Protect Me!” when disabled.
- Allies’ Aid cooldown lowered to match the new cooldown of “Search & Rescue!”
- Most Dangerous Game pulses 1s of Fury. It is all this trait needs to make it competitive within its GM tier.
- Predator’s Instinct needs an interval to activate on multiple targets below the threshold rather than a single, universal cooldown.
UTILITIES
- Sharpening Stone needs attention. Either the cooldown is reduced, effect also applies to the pet, or is changed into something new or extra function added.
LAST BUT NOT LEAST
- Bug fixes.
Will update once Path of Fire releases.
You have to consider that direct damage in this game scales exponentially. Stats like power, precision and ferocity amplify each other. 150 is not a huge amount but if pets with usually zero precision suddenly get some precision or if pets with decent precision suddenly get some ferocity it really shows.
Some clean testing would have to be done but I estimate the dmg difference between traited and untraited pets around 30-40%.
Again there, guy. 10% damage modifier and 300 ferocity from minors, on-top of the 150 points. The only pet with low precision, or in your words, “zero” precision are Porcines. The rest see a damage boost since all other pets have already decent base precision, with the exception of birds and felines that have exceptional precision.
Where your post above (and below) falls flat is you propose BM attributes be lowered by 50 points, which again, means that would become baseline. BM will still be doing what it’s meant to do.
If you want your proposal to have any weight, elaborate the “buff old pets” point in your original post. The rest you can keep out.
Will update once Path of Fire releases.
While it does provide a technical immunity to blindness for the ranger, it also makes you take more damage than you deal if the target has retaliation.
Too bad retaliation never counts on Anet’s book as a reason to buff or change a multi-hit skill before. It’s a give-and-take. Reason why I said what I did was when Robert Gee posted on why he did not want to buff Necromancer Axe #2 beyond the flat 10% damage they received on MH Axe overall.
I guess some don’t venture onto the other sub-forums, but the gist was a multi-hit skill that does not produce a projectile, so it is believed to be strong for the above reasons. Where Hunter’s Call excels beyond that in Anet’s book is that it’s fire-and-forget.
Retaliation as a counter is not a valid reason to add, change, or buff a skill like this according to Anet. Is it lackluster? To a point. Overall, its solid.
Will update once Path of Fire releases.
Did a double take when I read the extra attribute points from BM are part of the issues. Must be some good stuff thinking the extra 150 points from that line are workin’ that well. You know why the damage kind of falls off when not taking BM? Those minors on top of the extra bonus stats.
With how Anet went into distributing the core 5th trait lines, reducing the extra attribute points to “make it less mandatory” means moving those as a baseline increase. But hey, more buffs for us, right? I’m down with that. ;]
Will update once Path of Fire releases.
Sadly, don’t think this skill will see any change. At one point, I would have liked to see the number of targets be increased like the Mad King bonus, but I don’t anymore.
It’s a strong single-target skill that can negate blindness and is fire-and-forget. Let it remain as is. Maybe decrease the cooldown to 20s and fix the cooldown error Windborne Notes has with it. Possibly have Windborne Notes allow it to grant Regeneration as well.
Beyond that, nothing more.
Will update once Path of Fire releases.
Anet’s going to keep doing what it does. Guild Wars 2 caters to a specific crowd of players, while Black Desert and Blade & Soul will cater to others.
Wouldn’t surprise me if there was a small, temporary sale of Heart of Thorns that coincided with Black Desert’s initial release. Granted, that’s more for attracting new players and solidifying a sale with free-account players – which are part of the player base anyway.
Will update once Path of Fire releases.
Yeah, toss out Remorseless. Too much extra coordination to make Remorseless work in that scenario anyway that isn’t worth the pay off. That said, if the whole boon removal issue might cause a hiccup, why not move the attempt to Gors?
Either way, a raid boss kill with all Rangers is still a raid kill. So, unless there’s something special about chasing down a techno-colored, duck-faced spaceman over the other ones; I wish the attempt and everyone involved the best of luck.
Will update once Path of Fire releases.
Thinking it the wrong way. Currently, if a player takes Verdant Etchings, the blinds are extended to Glyphs that have moderate cooldowns. With the delay of Seeds of Life, it’s easy for people to avoid.
Where your change makes it a blind-spam is Cosmic Ray. The only thing players and Anet will focus on is, “You can potentially blind up to 5 targets every half-second for 15s while Druid is in CA form.” That’s where the focus will lie.
It doesn’t matter if what we sacrifice in the end: it will be a blind-spam to people. One that will be viewed as more erratic than any Glyph & Seeds of Life in CA option we currently have.
Will update once Path of Fire releases.
Anet has been steadfast in making blinds less effective in the past year or so, even increasing the cooldown on Lingering Light because players thought it was too much blind-spam. Now, you want re-introduce more blind-spam and possibly more hate towards Druid?
Will update once Path of Fire releases.
Get your head out of your kitten with thinking we are “wrong” with our opinion because you think we don’t play Druid much.
Solar Beam revert seems more likely with how they placed gates than extending the duration of Sublime Conversion. Check on every projectile reflect and denial skill in the game. The only thing that comes close to decent duration with cooldown is on Revenant’s Hammer, and even then, they have an energy system in place to offset some of that.
Not to mention, you and others that I have seen want CAF skills to use a % of astral force built based on skills. You really want Anet to balance that? Think about that for a moment, especially, you of all people.
Will update once Path of Fire releases.
I felt robbed when they made Solar Beam require a target AND building up Astral Force only through healing allies not at full health.
Rest of the Druid is all good to me.
Will update once Path of Fire releases.
Only things I want is to use Solar Beam without a target and a small amount of damage added to Cosmic Ray so I can proc “on-hit” or “on-critical” sigils like the underwater counter-part.
Maybe a design change for the flower on Seeds of Life, but that’s a stretch at this point. The rest of the design is tolerable.
-1 though for more staff damage and sublime conversion duration increase. Staff provides plenty of sustain and utility that tacking on more damage, even equal to shortbow, not only makes the weapon imbalanced, but further lowers the value of other weapons like shortbow.
Sublime Conversion is a 5-second water field and projectile denial. That kind of duration increase of double+ for the cooldown is not balanced at all. Sheesh, people.
Will update once Path of Fire releases.
Call me crazy, but I would have thought a solid composition for an all Ranger party on VG would be like:
Team 1 (melee team)
Healer-Tank Minstrel or Nomad Druid, 3 Berserker Rangers, 1 Berserker Druid
Team 2 (ranged, circle team)
Healer Berserker Druid, 1 Berserker Druid, 3 Viper Rangers
- Healer Druids on both teams, main melee one is also the tank. Healer on team 1 is in nomad or minstrel gear while healer in team 2 is berserker or zealot.
- Healers have all spirits on utility bar, Water, Sun, Frost, Stone, and Nature with Spotter traited. All other power members have Sharpened Edges & Hidden Barbs traited in Skirmish.
- 2 Druids on each team for 100% Grace of the Land uptime by altering between the two. 3 Viper Rangers on team 2 with all traps (Flame, Viper, Spike) and traited for traps.
- Both Power Druids have Tides for knocking back Orbs, Empowerment for extra damage, sigil of nullification for boon removal, and Spirit of Nature for 100% uptime alternating with the Healer Druids. Lack of stability is all right here with Power Druids.
- Power Druid on Team 1 is double longbow for running green circles. Power Druid on Team 2 has Storm Spirit for 100% vulnerability uptime with Longbow Power Druid on team 1. Power Druids traited Marks-Skirmish-Druid.
- Longbow Power Druid on team 1 doing team 2 circle duty and Sword Power Druid on team 2 doing team 1 melee fighting for better boon distribution.
- 3 Power Rangers have a sword in one set and warhorn in the other while using the Quickdraw proc on Hunter’s Call for DPS. Power Druid on Team 2 uses Quickdraw proc on Call of the Wild for boon uptime.
- Viper Rangers using Skirmish-Wilderness-Beast with traited shouts. Power Rangers using Marks-Skirmish-Nature with Signet of the Wild, Quickening Zephyr, and Sic ’Em. Viper and Power Rangers using Heal as One and Strength of the Pack.
- Pet selections: Everyone uses Bristleback. Viper & Power Rangers 2nd pet: Lynx. Power Druid 2nd pet: Electric Wyvern. Healers 2nd pet: Fern Hound.
All a theory, though. It could be just total kitten .
Will update once Path of Fire releases.
(edited by Wondrouswall.7169)
^So i would go for Magi Exotic Trinks instead of Cleric asc trinks ..
Yes. Keep in mind what others have said though. Do raids with your friends/guild(s), as they would (most-likely) be flexible than PUGing. As for zerk vs healing trinkets, you can go either way, but keep both in your bag. Keep in mind though that if you are using a double-staff setup, you might as well go for over-topping heals as Staff does little damage to begin with.
If your team has the dps and the mechanics down, but tend to go down here or there, slot in the healing trinkets. If they are taking hits due to having a slower reaction time (usually older players) or a bit-higher-than-safe latency, the full-healing setup can be a small, yet, deciding factor that aids in the contribution towards a win.
Will update once Path of Fire releases.