Showing Posts For Wondrouswall.7169:

"Presumably", "assumably" not "Assumedly"

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Wondrouswall.7169

My daughter wants to go into game design as a writer and narrative designer and after pausing the video, I used this as a teaching moment for her, that even big companies with large budgets can make mistakes, and why proof reading your work is important.

There are other, worse things in the writing and narrative that could be used as a teaching moments. The story and characters are essentially a bundled case of, “things not to do” examples.

PET PRECISION & DPS TESTS -OUTDATED-
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Staff needs buffed

in Necromancer

Posted by: Wondrouswall.7169

Wondrouswall.7169

I’d be okay with Staff #1 being a 100% projectile finisher. Would be pretty nice if that flying hand of darkness was just a little bit deadlier in that way. Small buff but, eh, that’s all I want.

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Freshwater Pearls are absurdly rare.

in Guild Wars 2: Heart of Thorns

Posted by: Wondrouswall.7169

Wondrouswall.7169

Kind of makes me think that a discovery recipe should be added for combining Mother-of-Pearls into Freshwater Pearls to alleviate this issue.

1 year later and I’m still waiting for this recipe! Either by crafting station or some ridiculous mystic forge recipe, lemme turn those sweet Mother-of-Pearls into Freshwater sparkles of joy! Yarr!

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Signet and Trap (suggetsions)

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Posted by: Wondrouswall.7169

Wondrouswall.7169

Again most of you haven’t suggested “minor effects” on the trap aside from cd reductions and added pulses. Even with those changes, Procession of blades by itself eclipses any other trap we have with those changes.

Cooldown reductions and normalization of pulses to match other traps within a profession’s themed utility are “minor effects.” When asking for stuff like stun breaks, instant cast times (instead of reduced), and other additional functionality like when Spike Trap received a launch feature, we are stepping outside of that into major effects.

Let’s be honest. If Frost Trap were to be a stun breaker and instant, Rangers would use it for only a couple of weeks out of curiosity. Then, after a month, return here and complain that it needs more because the game around us changed so much, that the chill still doesn’t help much, the damage ticks are too weak, and because of the physical damage – it’s still unusable with Trapper runes for escaping.

So, a minor cooldown reduction is most of what it can get. It’s not going to make a difference, but it prevents a mistake Anet sometimes makes of giving the players an inch, and then we try and take a mile.

It’s either that, or go with the elite Frost Trap suggestion. But I’m sure someone out there wouldn’t be too happy about a drastic cooldown increase, let alone not being able to slot a reworked Frost Trap that can lock players in a block of ice AND Entangled AND Spike Trap in the same bar while traiting for Ancient Seeds.

Kill druid synergy? If you kill that, so every druid build will have to use Either dolyak and go BM / NM for AF regen?

There are other means to generate AF. I can’t find that video Justine posted awhile back when against regen to generate AF, but look that up if you can. Shake up that meta!

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Signet and Trap (suggetsions)

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Wondrouswall.7169

I disagree with the SotW change. One reason being is that this signet is being used in druid builds without BM. Because you can do a build with both SotW / Dolyak or one of each without being pigeonholed into BM / regen shouts.

I don’t. In fact, if we were to get a healing signet, I’d want the change to happen because of that reason alone. You either take a Signet heal over time or WHaO with Resounding Timbre.

The fact that Wild provides a defensive passive with a heavily offensive active is odd enough. Small 180 power for a class and pets that do not scale well with power gives the Wild more focus as an offensive signet while giving only a smidge of power.

Both proposals going hand-in-hand are to better synergize with Brutish Seals applying might and shorter cooldowns – so when Rangers use these signets, it’s to go on the offensive, not to power up a support spec. I’d gladly kill Druid synergy as a means to strengthen core Ranger.

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Making hammer Engineer work

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Posted by: Wondrouswall.7169

Wondrouswall.7169

This is the build you should be running for what you want: Boon-Hammer. A week late, but oh well. Permanent swiftness, might, quickness, fury, vigor, and high regeneration, protection, retaliation, and stability uptime while drunk on Elixirs.

Start out on G-kit to stack conditions for Modified Ammo and then Hammer stuff out. Mortar & Grenade kits also serve when you need to range, proc Agility sigil, and extra (group) condition conversion.

I use this build myself and it’s pretty fun alternative to power Engineer. Can also sub in Chocolate Omnomberry Cream instead of Golden Fried Dumplings to save some coin and barely lose out on 25 might.

PET PRECISION & DPS TESTS -OUTDATED-
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(edited by Wondrouswall.7169)

New Class & Mechanic Rework

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Wondrouswall.7169

I’d rather Anet rework some of the core game’s mechanics before reworking professions. Revert the change to dashes and leaps so soft-cc snares regain their value, alter defiance bars so – when broken – conditions such as blind, weakness, chill, and cripple affect the boss while it regenerates as an extra incentive and reward for breaking it.

Change traits so most of them provide 1-2 functions instead of now where some of them do 3 things and aren’t even in the grandmaster slot. More skill splits for each mode, reducing condition and boon output and durations in WvW, reducing the total allotted stat points of 4-stat gear to match the core game’s 3-stat equipment, and splitting passive movement traits that also reduce movement-impending conditions.

Do that, and the professions can have an overall go-around done to them. But even then, I’d rather see simple and smart tweaks that build synergy and go a long way then major overhauls.

PET PRECISION & DPS TESTS -OUTDATED-
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(edited by Wondrouswall.7169)

Signet and Trap (suggetsions)

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Posted by: Wondrouswall.7169

Wondrouswall.7169

-snip-

This is where we just have to agree to disagree. I disagree with all those comparisons and it is still very much about power creep. Most of which stems from the larger changes made since Sept. 2014 and with Heart of Thorns.

Again, all of what I suggest are low impact suggestions for if/when Ranger acquires other traps and signets to fill out the utility roster, and fits more with the core game than what came after.

You’re welcome to start another thread for drastic reworks of under-performing utilities in terms of competitive aspects. As a side note: I agree with Justine on Signet of Stone. Shorter cooldown with a reduced duration is more than fair.

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Signet and Trap (suggetsions)

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Wondrouswall.7169

Frosttrap pulls in enemies like dragonsmaw does and triggers its effect.

How about Frost Trap becomes an elite trap (hear me out) and on-trigger, it traps foes in a block of ice for 2s while pulsing chill (3s) in the area for 3s. Cooldown increased from 30s to 60s.

It’s a bit extreme, but hey, making it an exclusive elite slot and doubling the cooldown works that a bit over. Would setup trap condi-bombing and add team support with Dust Trap when fighting on-point.

As for stun breaks on a trap, I still say modify Hidden Barbs instead. “Bleeds you apply deal 33% more damage. When you break out of a stun, lay a _ Trap – ICD of Trap’s cooldown.” In the opening suggestion that would be Dust Trap. In the current situation – Spike Trap.

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Signet and Trap (suggetsions)

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FINAL POINT: Again, the only real use of ranger traps is a pitiful condition bomb. Even with your suggestions it would not make a difference since we are not addressing the real problem here.

The real problem I see here is that we seemed focused on bringing in more power creep instead of reducing what was introduced with other classes.

As I stated in the opening, these are low-impact suggestions, and I have previously mentioned before DH traps need another glance over.

I would be more than ecstatic if DH traps had all of the boons on-trigger removed, cast times placed on Test of Faith and Fragments of Faith, and Test of Faith had either its damage reduced further or unblockable removed.

Between adding more power creep and reducing what was introduced, I’d rather the latter. Aside from that – yeah, more Signets!

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My Life in Tyria [BLOG]

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Wondrouswall.7169

I gotta say, I think it’s really cool that you blog your progress (in either game as you also mentioned World of Warcraft).

Keeps a record of moments sometimes one might forget or take for granted. Ah, that first time I reached level 80 on my first character (Ranger). Wish I saved old screenshots.

Cheers and all the best, Lanky.

PET PRECISION & DPS TESTS -OUTDATED-
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Signet and Trap (suggetsions)

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Wondrouswall.7169

Another thread for Signet and Trap improvements, as well as suggestions for if or when professions have their missing utilities expanded. In the case of Ranger: an elite Trap and Signet as well as a healing Signet.

So, with those in mind, here are some suggestions and ideas with the goal of keeping it easy, low-impact, and not over-the-top crazy loaded with being able to do everything.

Signet & Trap Cooldowns

-Signet of Renewal cooldown lowered from 60s to 40s.
-Signet of Stone cooldown reduced from 80s to 60s.
-Signet of the Hunt cooldown reduced from 30s to 25s.
-Frost Trap cooldown reduced from 30s to 25s.

Cooldown reductions are to make these utilities more appealing without changing too much. Quicker accessibility without adding a large amount of power creep since most are defensive.

Signet & Trap Changes

-Signet of the Wild passive adds 180 Power (at 80) to you and your pet instead of health regeneration.
-Signet of Stone active duration reduced from 6s to 4s.
-Viper’s Nest applies 2 stacks of poison (4s) when triggered and for 3 pulses. This adds an additional hit and extends the poison field duration from 2s to 3s. Number of targets increased from 3 to 5.
-Flame Trap burning duration increased from 2½s to 3s.
-Spike Trap moved as an elite Trap. Cooldown normalized to 45-seconds in all modes. Now inflicts 6 stacks of torment (8s) instead of bleeding.
-Trapper’s Expertise increased duration bonus reduced from 60% to 50%.

These changes are to accommodate for new utilities, except the changes made to Viper’s Nest, which is to normalize its poison field, number of targets, and pulses to most of the other Traps.

New Signets & Trap

[Heal] Signet of Companionship: You and your pet gain health regeneration. You and your pet heal each other for a percentage of outgoing damage when activated.
-Passive Heal: 125 (0.06)
-Interval: 1s
-Healing: 1860 (0.25)
-Signet of Companionship (6s): 25% of damage you deal heals your pet. 50% of damage your pet deals heals you.
-Cooldown: 30s
-Cast Time: ¼s
-Damage from conditions and retaliation also count.

[Elite] Signet of the Beastmaster: You and your pet attack 10% faster. Revive your pet to full health and instantly recharge pet skills when activated.
-Cooldown: 120s
-Cast Time: 1¼s

[Trap] Dust Trap: Set a trap that blinds and bleeds foes.
-Damage per pulse: 80 (0.6) -coefficient between Flame & Viper-
-Bleeding (2 stacks) per pulse: 5s
-Blindness per pulse: 1s
-Number of Targets: 5
-Pulses: 4
-Duration: 3s
-Trap Radius: 180
-Damage Radius: 240
-Unblockable
-Cooldown: 30s
-Cast Time: ½s

Thoughts?

PET PRECISION & DPS TESTS -OUTDATED-
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(edited by Wondrouswall.7169)

[E. Spec Concept] Strider

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Wondrouswall.7169

Was thinking that if Rangers were to ever receive an off-hand shield e-spec, it would have been named “Warden” since that was one of the three ideas merged to create the current Ranger.

-snip-

I like the way you think.

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Pet improvements

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Yeah. Odd how Canines fell so low from before. Almost sad that Porcines are equal to them in damage – and with such low precision to boot. I presumed during the update that Canines having a longer auto attack range than other pets (except birds) had something to do with the lower damage.

As for the pet stats, especially power, you’ve pointed out a sore thumb since a pet’s power stat is only useful if the coefficient scales well with it. With that point in mind, I wouldn’t mind seeing Canines have a slight bump in power. They don’t perform any better when traited for conditions, so, it couldn’t hurt.

PET PRECISION & DPS TESTS -OUTDATED-
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Skill QoL/Improvements

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All those seem like too much, Chokolata. Let’s step back a bit and instead ask for simple tweaks that go a long way instead of more adding more power creep. We all want our profession(s) to improve, but let’s not get too out-of-hand with it.

I can get behind the Signet of Renewal suggestion though. Limit the amount transferred, as well as a cooldown reduction could hit a sweet-spot for endangering your pet while aiding yourself and nearby allies from conditions.

As for any trap becoming instant, let alone a stun break, I guess I really am in a minority since I want none of it. 4/5 of our traps provide combo fields and all are unblockable – Spike Trap (above any) does not need more utility.

I’d rather Anet take a look at DH Traps one more time and normalize them with other traps of other professions, meaning: Fragments of Faith and Test of Faith get a ½s cast time and Fragments of Faith is compensated with 1s Stability during activation as a stun breaker with a cast time.

At least then no traps would be instant when laying them down, which is equally worse than being able to throw them like grenades – animation free, zero time to react AoE damage is something we should want Anet to cut down on.

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Nerf on Elite Racial Skill

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Wondrouswall.7169

Instead of a nerf, player should ask for racial skills on other races to be brought up to the already pathetic level of take root.

In a perfect world, that would be nice. Unfortunately, disabling them would be easier, as well as better in the whole. Otherwise, there will most likely be more instances like this with other professions in regards to their race.

Going with what you wrote, Reapers would be have to be Humans and Engineers could drop Mortar Kit but only as Charrs. Buffing racial skills is not the way.

PET PRECISION & DPS TESTS -OUTDATED-
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Pet improvements

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Well, before asking for more pet improvements, Drakes still need to be looked at. When the update hit, Drakes were still fine, as I recall their unbuffed DPS was at 573 for letting them automatically attack without using their F2 ability.

Then, one of the several patches broke their AI – disabling them from using both Chomp and Tail Swipe – their hardest hitting moves, which dropped them to 420 DPS.

I also agree with the critical chance between pets, unfortunately, it might be controversial since Ranger has its own set of power creep. Primary examples would be condition Ranger becomes stronger in PvE while BM bunker Druids become more annoying in PvP/WvW.

So, as much as I want it, it will come with heavy consequences – and I kind of like where the damage ratio is now. At launch, the damage was distributed between the player and pet around 60/40, which later become 70/30, and now it’s around 80/20.

Are Rangers willing to see reductions to their own capabilities in favor of Pets receiving further boosts? I think with topics such as these, it’s important to ask ourselves this – even though it may not be the most popular thing to do.

*Turns in “Paw-Print” card. :-"

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Gamescom Cologne, 23 - 26 .08.2017

in Guild Wars 2 Discussion

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Wondrouswall.7169

Make sure to have a t-shirt ready in case Anet are there that reads: “I’m a Fan – Cantha Tell?”

Enjoy your trip!

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Raven's Glider is NOT too big

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Wondrouswall.7169

It’s not too big – just largely small.

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Things I Want

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That’s a modest proposal.

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Skill QoL/Improvements

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Some more, but I feel like I must refine and reiterate, because regardless of the ideas – they should be (more) realistically achievable for the balance team. A lot are repeats, but these are all that I would want changed. At least on the next balance patch.

-Sword: Cleave on Crippling Thrust; reduced cast time on Hornet’s Sting; cleave on Serpent’s Strike.
-Axe: Winter’s Bite AoE baseline; reduced radius from 240 to 180.
-Dagger: Stalker’s Strike range increased from 250 to 400. (half of what Off-Hand Training would have added)
-Spirits: % chances removed; effect recharge reduced from 10s to 8s on Storm, Stone, and Water; Frost Spirit damage boost reduced from 10% to 7%.
-Traps: Viper’s Nest applies 2 stacks of poison (4s) on-trigger and for 3 pulses; increase poison field duration from 2s to 3s; increase number of targets from 3 to 5; Frost Trap cooldown reduced from 30s to 25s.
-“Sic ’Em!”: No target required in order to cast; reveal is applied to the nearest enemy if no target is selected; grants Fury (6s) to the Ranger only.
-Signet of Stone: Cooldown reduced from 80s to 75s.
-Porcines: Number of Foraged items reduced from 3 to 2; Boar- Skull Crack & Throw Rock (hard CC); Pig- Healing Seed & Drink (defensive); Siamoth- Blinding Tuft & Consume Plasma (unique); Warthog- Throw Gunk & Exploding Venom Sack (conditions with combo fields).

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Skill QoL/Improvements

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Keep Stone as is. There is already too much condition creep in all modes – we need less, not more. As of now, Spirits fulfill one role of the game: power (frost), debuff (storm), defense (stone), condition (sun), heal (water), support (nature). Why would you want to reduce those roles?

A critical chance buff for Storm would be nice, but at this point, that’s starting to give Ranger so many unique buffs that we’ll see start to see less diversity in utility selection, especially if the target cap remains at 5.

We could keep suggesting an increased target cap, but none of us know the details of how their system and servers work over there. So, with that in mind, I’d avoid another unique buff all together.

50% burn with no ICD on Sun can get out of hand fast unless it’s reduced appropriately. That said, I’d rather have RNG completely removed and keep it as is. ICDs aren’t all bad, especially when utilized properly.

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[Suggestion] Toggle for Eternity

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I’d rather Eternity get it’s own unique skin tbh. I’ve seen some amazing concept art on what it could look like and it honestly brings me down on how little the actual eternity changes when you take into consideration you’re sacrificing a whole legendary.

I sincerely doubt they’d ever bother to change it though

https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/198096/Eternity_Idea.jpg

kitten … that Eternity looks really nice.

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Skill QoL/Improvements

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Wondrouswall.7169

White’s made some valid points. Might wanna alter the title slightly and remove the “QoL” part as a lot of these start falling into balance changes. As for Spirits, he also has a point on most. Though, like traps – any changes made, if drastic, should have Nature’s Vengeance in mind. I’ll change my stance on it and suggest (again):

QoL tweaks for Spirits
-% chance removed
-Storm, Stone, and Water Spirit effect recharge reduced from 10s to 8s.
-Storm Spirit vulnerability duration for passive on-hit effect reduced from 10s to 8s.
-Frost Spirit bonus reduced from 10% to 7%.

Storm Spirit wouldn’t be affected, and it will become easier to have permanent protection with Nature’s Vengeance on Stone Spirit – which is all right, considering you’re taking a Grandmaster trait.

Water Spirit would likely remain as a niche, but the 2s reduction on the recharge makes the heal slightly more attractive without having to increase the values. Only Frost Spirit would be taking a slight hit. The current average is 7.5% (post-09/14) and the old average was 7% (pre-09/14) – take the old one for a clean whole number.

Even though 10% would be ideal, at that point, Frost Spirit would be mounds better Grace of the Land and Glyph of Empowerment. Wouldn’t be an issue if neither of those buffs existed, but since they do, gotta keep the power creep in mind and try to not increase it any further.

These are much smaller changes, and ones that are also more likely to happen.

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Skill QoL/Improvements

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Well, I’m not too fond about the suggestions for Signet of Renewal and the Wild. I’m partial to how both currently work, even though Renewal’s can outright kill a Pet, but I understand the dynamics of what they were going for.

Signet of Stone I guess can be 60s in all modes. I say this since Elementalist had their most defensive cantrips reduced from 75s to 60s/50s – so as long as offensive utilities remain as is or are reduced in trade – it wouldn’t be too crazy.

I already said my peace for traps on the other thread. Trapper’s Expertise & Trap adjustments will have to go hand-in-hand instead of one or the other. Trap visuals would be nice, but it’s not like it would be a huge priority, otherwise Thieves would have to get theirs, too.

As for Sic ’Em, I would be happy with just the addition of Fury for the Ranger so it can have boon interaction like our other shouts. I would almost take a reduction on the skill as a whole to have access to it more.

Almost to the point of the cooldown reduced to 30, in trade for the bonus damage and movement speed reduced from 40% to 30%, and the reveal down from 6s to 4s with the addition of 4s of fury.

Though, one way I thought it could work is keep the 40s cooldown and 6s reveal, but remove the damage bonus, replace the movement speed bonus with super speed for 10s, and grant the pet immunity to movement-impending conditions for the duration.

Have the pet sort of be this insanely persistent beast out to get its target, and the only ways to get it off is by hard cc or outright defeating it. Just a (thematic) idea.

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(edited by Wondrouswall.7169)

New ES Idea: Golemancer

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I think we already have an engineer minion elite specialization in the scrapper with the gyros. We don’t need another one, at least not without scrapper getting a decent redesign.

Golemancer would fit better with a transformation-based elite spec, where the engineer transforms into a golem suit, which can equip kits too in its own manner.

^ This. Golemancer offers an F6 function and maybe have the GM trait can dictate if the suit functions are geared more towards support, offense, or defense like how DD GMs change their dodge.

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Skill QoL/Improvements

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That’s true that moves like Crippling Talon and Throw Torch have drawbacks of being single-target, but something seems off here. For what both of those do, it’s simply tossing a weapon at a foe.

A small aoe would seem kind of off, but having it bounce is just another copy/paste of what Thieves have. Could have it pierce, but that’s like a traited shortbow. I’m starting to think CT is fine as is, single-target and all. Not to mention we can toss it further than we can throw an axe or fire our shortbow.

There’s something to be said about Throw Torch though. Maybe not inherently an aoe move, but possibly have some setup involved for a better payoff. Right now, it’s just throw a torch – set a foe on fire.

What about expanding on that with a requirement? Throw Torch burns nearby foes around the target (3s, 120 radius) if target foe is burning. Half the stacks and duration, but there’s some aoe in there for tossing it at a foe that’s already on fire. Cap the aoe at 3 targets and -not- have the person who had the torch tossed at receive an extra stack of burning.

Benefits setting foes up with other burning sources (Sun Spirit, Pets, Flame Trap, etc.) so it’s not just a freebee aoe while expanding on the thematics of a foe on fire burning their nearby allies. Not too strong and a decent starting point for the devs to measure if this addition can be included.

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(edited by Wondrouswall.7169)

Skill QoL/Improvements

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Well now we’re at an impasse since either swapping places or the pet shadowstep can be restrictive, even though each weapon has its restrictions.

I’ll still stand firm to not give the Ranger a shadowstep (in general). Add in more blinks and teleports, then dedicated snares like Muddy Terrain and Frost Trap start to diminish further in value.

Immobilize doesn’t seem necessary either, since that begins to blur into Crippling Shot from shortbow, but without positional or skill emphasis.

I might suggest scratching Crippling Talon off the list. Probably best to instead focus on Stalker’s Strike and request the missing range from Off-Hand Training to be added to it.

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Beware before buying

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I have a feeling that – no matter what Anet does – some people will still miss the warning one way or another.

It’s like having a “PULL” sign on a door. Every now and then, someone looks confused when they try and push it open.

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Skill QoL/Improvements

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Nah. Crippling Talon is a pretty decent snare, and should work as such. Swapping places with the Pet is moving into concepts once designed for Mesmer and can be disorienting like Revenant’s former displacement mechanic.

It’s also more situational in loadouts with melee weapons and pets, and can work against the player when needing to use it to snare. Got to keep in mind that CT is a snare at its roots. It’s better to focus on its utility.

Otherwise, we start moving into Anet territory of attempting to make moves unique and flavorful while the execution becomes impractical. Just remember that shadowsteps do not interrupt moves.

So, burst with a Pet F2 while chasing down a fleeing target low on health, toss Crippling Talon and the Pet shadowsteps to the target mid-animation and lands the attack. Or with other pets with long animations like Wyverns’ Wing Buffet or Consuming Flame.

A foe could well move out of range on those attacks before the first strike lands. Use CT to shift the Pet’s attack field while lowering a target’s speed. The concept can be greatly utilized with a bit of creativity.

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Brainstorming - Healing-related boons

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Wondrouswall.7169

Rather than a healing boon, why not add encounters for PvE where healing affects enemies and does more damage than conditions and direct damage? For PvP/WvW, a new e-spec that offers a unique debuff (instead of a unique buff) that makes your heals also damage an opponent.

New encounters and unique debuffs are things Anet should be looking into, as PvE encounters are becoming stale, and there are so many unique buffs that the buff bar is becoming ridiculously cluttered.

This would be a great chance to give healing specs more chances to shine and new niches for diversity and group dynamics.

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

(edited by Wondrouswall.7169)

Skill QoL/Improvements

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Posted by: Wondrouswall.7169

Wondrouswall.7169

Hmm, weapon skills are an odd one out for me. I always thought most are just right, especially after the years of improvements made to them. Guess to keep the fruit hanging low, I’d like to see:

Sword:

  • Crippling Thrust (1b) to cleave up to 3 targets.
  • Hornet’s Sting cast time reduced from ½s to ¼s to access the evade faster.
  • Serpent’s Strike cleave up to 3 targets. Giant snake head and hits only 1 target – blah.

Dagger:

  • Crippling Talon shadowsteps the Pet to the target if it hits, similar to “Strike as One” (GW1 skill). Even though giving shadowstep to the player would be better, I’d like to see it go to the Pet, otherwise we’re just copying Thieves.

Axe:

  • Winter’s Bite aoe is baseline, but at the cost of a radius reduction to 180 instead of 240. I think at this point, if Winter’s Bite were to be an aoe baseline, this is a fair traide-off so it’s not completely giving the boost Honed Axes provides.

That’s about it. Not too many changes and nothing drastic aside from Crippling Talon.

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

Trait QoL/Improvements

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Posted by: Wondrouswall.7169

Wondrouswall.7169

I am actually doing another thread about solely skills after this one.

Looking forward to it

I’m really curious about what makes it on the list of skills, as I can’t think of too many besides the ones that are occasionally brought up, like Muddy Terrain and Frost Trap.

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

Trait QoL/Improvements

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Posted by: Wondrouswall.7169

Wondrouswall.7169

Hmm… If talking purely trait modification without touching utilities and so-forth, I think a bit of refining can be done. Improvements that build more meaningful and create new synergies.


  • Opening Strike & Alpha Training merged. Furious Strike minor suggestion is good.
  • Clarion Bond suggestion is good.
  • Predator’s Instinct: Gain a stack (5s) that increases attack speed by +2% when you apply or strike a foe with chill, cripple, or immobilize. Stacks up to 5 times. Synergizes with all of the weapons available for Ranger and other Marksmanship traits.
  • Remorseless: Opening Strikes deal +25% damage. Gain might (3 stacks, 5s) when you deal damage with an Opening Strike. Builds momentum and adds an incentive for the player to keep attacking a foe “remorselessly.”
  • Lead the Wind: Remove the attack speed modifier. Introduce a 1½s immobilize on Barrage’s first hit. Rather than having a modifier that increases longbow’s damage, increase its ability to snare.

  • Strider’s Defense moved to Grandmaster: 100% chance to destroy projectiles (2s) with melee attacks when you apply vigor to yourself. Sword skills deal +10% more damage and recharge 20% faster. Self-applied vigor keeps it in check and projectile destruction when using melee attacks is more active than gaining reflection.
  • Most Dangerous Game moved to Master: Gain might (5s) for every second you have vigor. Creates synergy with Primal Reflexes & Strider’s Defense without adding power creep to a traitline dedicated to critical strikes and traps.
  • Light on Your Feet: Gain +10% condition damage while you have swiftness. Shortbow skills recharge 20% faster and pierce. Sacrifices the damage and duration modifier for just condition damage, but adds synergy with traits, utilities, and shortbow that applies swiftness.

  • Shared Anguish changed to Call of Protection (GW1 skill): When disabled by a foe, your Pet taunts that foe (2s) – 60s ICD. Read suggestions in Beastmastery for creating a new Taunt synergy for Rangers involving the Pet.
  • Refined Toxins: Health threshold reduced from 90% to 75%. When you or your Pet poison a foe, also apply vulnerability (4s). This beefs up poison Rangers to go more on the offensive; further utilizing Pets and those that inflict or create poison fields, such as Spiders, Devourers, and the Murellow.

  • Nature’s Vengeance also increase the passive range of Spirits by 50% as a compromise for losing Spirits Unbound.

  • Wilting Strike replaces Go For the Eyes and inflicts cripple instead of weakness to synergize with Marksmanship. Rangers were good before Go For the Eyes, and we would be fine without it.
  • Two-Handed Training: Greatsword and Spears skills recharge 20% faster and deal +5% damage. Gain fury (3s) when you stun, daze, or knockback a foe with a weapon skill. This change allows Two-Handed Training to work with (core) Ranger’s two-handed weapons which have access to these hard crowd controls.
  • Feral Aggression (GW1 skill) as a new Master trait: When your Pet taunts a foe, cast “Sic ’em!” on that foe – 40s ICD, can be reduced with Resounding Timbre. This creates a new Taunt synergy for core Ranger specs. With Call of Protection, when you are disabled, your Pet taunts that foe and becomes enraged. Likewise with “Protect Me!” and Beastly Warden. Instead of giving the Ranger an offensive boost when bouncing back, this synergy gives it to the Pet instead to utilize our profession’s mechanic.
  • Honed Axes: Axe skills recharge 20% faster. Gain a stacking buff (5s) that increases critical hit chance by +2% whenever you strike a foe with an axe skill. Stacks up to 10 times. Winter’s Bite aoe is baseline. Increased critical hit chance benefits all builds, and with a stacking buff that requires the Ranger to constantly attack, this ensures the trait is active and not some passive buff for – what is essentially – more fury (I’m looking at you, Roiling Mist).

I’d like those changes. More synergy within core Ranger, creates new synergies within and with other traitlines, and adds more uses and involvement with Pets.

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

(edited by Wondrouswall.7169)

Suggested Spirits QoL/Improvement

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Posted by: Wondrouswall.7169

Wondrouswall.7169

I don’t think it is overpowered To have 1 block every 5 seconds that the enemy player can counter as easy as to use tab to select the spirit and hit it twice or three times with the autoattack of choice to kill it. We have 1 second evasion every 2 seconds in the Greatsword auto attack and nobody is complaining.

People don’t complain about our evasion uptime with Greatsword since we have to auto attack in order to get it – and the auto hits for low damage.

Blocking an attack every 5s that can also apply to multiple allies is not overpowered, but it’s powerful enough to throw things off.

Imagine if core Guardian’s Virtue of Courage, when activated, created a shield that pulsed aegis every 5s to nearby allies and had its cooldown reduced to 20s.

Place yourself on the other end and think about how that would get a bit out of hand, especially when adding more players that provide the same effect.

But if you really want to push the idea, adjust the cooldown accordingly. Preferably, at 90s, and make the active worth while. Trading (essentially) aegis for an aoe snare is hardly worth the effort.

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

Happy days!!!!

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Posted by: Wondrouswall.7169

Wondrouswall.7169

I’m happy for all those that are happy. I’m waiting for that Celestial Zodiac armor to return again. >_>

Gah, keep confusing the name of it.

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

non-quickdraw ranger builds?

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Posted by: Wondrouswall.7169

Wondrouswall.7169

Nah, that’s one of the weaknesses of the Skirmishing traitline. Not only is Quick Draw good – the other two traits just can’t compete.

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

Condi Ranger Rotation

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Posted by: Wondrouswall.7169

Wondrouswall.7169

I can see it now…

“Racial abilities have been disabled in Raids.” :P

On the bright side, some players have always wanted to have more of damage allotted to the Ranger instead of the Pet.

An unbuffed Lynx with the setup shown should average around 2.4k DPS. With a 33.5k DPS average, the pet makes up just over 7% of that. Rejoice!

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

Clarion Bond suggestion

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Posted by: Wondrouswall.7169

Wondrouswall.7169

So a small suggestion for Clarion Bond (Marksmanship – adept). Could we have a unique version of “Call of the Wild” with a reduced cooldown so it can better sync up with Pet Swap?

To elaborate: Reduce the ICD from 30s to 20s, which is a 33% reduction. In turn, reduce the boon durations of might, fury, and swiftness from 15s to 10s – also a 33% reduction. This would mean the duration of the boons gained from Clarion Bond, Vigorous Training, and Windborne Notes are equally 10s when swapping Pets.

Also, retain the ICD reduction with Windborne Notes, even though it would mean taking MM/NM/BM to sync everything together at 16s, but that still beats the current situation of 24s Clarion Bond ICD and 16s Pet Swap with that combo.

With this change, you could also remove the Clarion Bond icon that indicates when it’s ready. 1 less visual clutter on the buff bar and all that.

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

(edited by Wondrouswall.7169)

Glyph of unity

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Posted by: Wondrouswall.7169

Wondrouswall.7169

Getting struck while tethered to foes deals damage to them, regardless if you take damage or not. Using Signet of Stone’s active will deal the damage portion to foes even though you are immune to it.

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

Trap issues

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Posted by: Wondrouswall.7169

Wondrouswall.7169

Hmm, maybe take a different approach. Increase the potency of base traps, reduce the amount of things Trapper’s Expertise can do, and tie in some synergy within and outside of skirmishing. Something along the lines of:


Trapper’s Expertise

  • Increased trap boon and condition durations removed.
  • Defensive traps apply vigor (3s) to allies and offensive traps inflict cripple (3s) to foes. Traps recharge 20% faster.

Flame Trap

  • Burning duration increased from 2.5s to 3s per pulse (20% increase).

Viper’s Nest

  • Poison duration increased from 4s to 5s (25% increase).
  • Number of targets increased from 3 to 5. More of a QoL thing.
  • Applies 2 stacks of poison on-trigger and 2 stacks of poison per pulse for 3 pulses. This adds an extra hit of direct damage for on-critical traits and sigils, and extends the poison field duration from 2s to 3s, at the cost of 1 poison stack.

Spike Trap

  • Cooldown set to 40s across all modes (for simplicity and another reason).
  • Bleeding duration reduced from 6.25s to 6s (4% reduction).

Frost Trap

  • Cooldown reduced from 30s to 25s.
  • Chill duration increased from 3s to 4s (33% increase).
  • Direct damage increased by 50%.

Hidden Barbs

  • Bleeds you apply deals 33% more damage. Lay a Spike Trap when you break out of a stun – 40s ICD.

This is to be more thematic to the name, as well as provide Hidden Barbs with a flexible synergy between Sharpened Edges and Trapper’s Expertise users. Being able to lay a Spike Trap after breaking out of a stun also fits thematically into skirmishing – allowing a Ranger room to breathe or turn the tide of a battle.

The 40s cooldown of Spike Trap would be a happy-medium to the profession’s available stun breakers. Removing the increased duration from Trapper’s Expertise and slightly reducing Spike Trap’s bleeding keeps things in check for gaining a powerful asset.

Other traps gain a duration boost and other adjustments for compensation, but it’s also so that they are not greatly boosted by Trapper’s Expertise like how they are now, and can be more effective right from the get-go.

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

(edited by Wondrouswall.7169)

Pet DPS Tests

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Posted by: Wondrouswall.7169

Wondrouswall.7169

I wanted to test it, but it told me to “carri-on.”


Updated it.

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

Pet DPS Tests

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Posted by: Wondrouswall.7169

Wondrouswall.7169

All right, peeps. Did some time in the Special Forces arena for some Pet testing since the 02/22 update and have some results to share.

Most of the testing details can be found as notes on each sheet. There are 3 data tables: Pet Precision, Pet DPS (a), and Pet DPS (b).

  • Pet Precision were tests I conducted roughly 6 months ago to indicate that Pets are not using the same precision/critical hit chance formula as the Player. The data still holds up as of this writing.
  • Pet DPS (a) were tests conducted with no traits or buffs on the Pet, and a Golem debilitated with 25 Vulnerability to simulate a common occurrence in open-world events, dungeons, fractals, and raids (aka PvE).
  • Pet DPS (b) are tests done with more favorable conditions. Core Ranger setups of Power and Condition specs with the most used and thematically classic Pets to show the increase of how hard Pets can hit when traited like a proper Beastmaster.

-> LINK TO THE STUFF

Note that Pet DPS (b) will be updated throughout the day. I’m going to try knocking them all out today. All the results are in. Cheers!

P.S. “Kind of Blue” from Miles Davis is a pretty sweet album.

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

(edited by Wondrouswall.7169)

Suggested Spirits QoL/Improvement

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Posted by: Wondrouswall.7169

Wondrouswall.7169

I prefer static buffs like the ones Insane suggested – keeps things simple. If just making small adjustments to how current Spirits currently work, I’d be okay with a few things:

  • Spirit % chances removed.
  • Frost Spirit permanently gave 7.5% increased damage (its current average).
  • Water, Stone, and Storm Spirit passive ICDs reduced from 10s to 8s.
  • Storm Spirit vulnerability duration reduced from 10s to 8s.
  • Nature’s Vengeance also increased the passive radius by 50%
    (to make up for mobile Spirits being removed)

Again, I’d rather have what Insane posted, but I’ll also take these tweaks, too.

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

Pet crit chance

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Posted by: Wondrouswall.7169

Wondrouswall.7169

@Gath: Did you even bother to check discussion in this thread or the one you linked? Player precision formula =/= pets precision formula.

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

Pet crit chance

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Posted by: Wondrouswall.7169

Wondrouswall.7169

Last chime in on this for awhile. Updated the mobile DPS for all pets except for Drakes (since they are bugged).

Fun fact: Hyena performed better than Bears against a moving target, but not by much. Bears took the longest time to kill a trotting golem: approximately 1hr 6mins. Thank god for Netflix….

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

Pet crit chance

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Posted by: Wondrouswall.7169

Wondrouswall.7169

You didn’t test any of the HoT pets and why leave out the felines and birds?

If you are referring to the precision tests, read the notes under “Pets Used,” as it explains why. And Jaguars are felines.

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

Pet crit chance

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Wondrouswall.7169

Thanks man. It’d be interesting to see how much pet movement dps has changed as well :0

Been working on DPS tests post 2/22 update. It’s up now, with stationary and mobile targets. Bottom tab labeled: “Pet DPS” to the right of “Pet Precision.”

Though, currently bare-bones with 1 set of testing conditions: weak golem (1400 toughness, 1mil hp) with 25 vulnerability. No traits, boons, buffs, or BM were taken.

I wrote on the spreadsheet that I didn’t record hyena and bears vs mobile targets since they weren’t worth it. Currently going through them now because I might as well complete them all.

Will update it throughout the week with other tests such as full dps on certain pets with certain setups (ie: condition pets with condition ranger setup and power pets with power ranger setup – no druid traitline, though).

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

(edited by Wondrouswall.7169)

CA back to 10s in wvw and other stuff

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Wondrouswall.7169

Hmm… would rather smaller changes to some of the CAF skills now. Cosmic Ray radius increase from 120 to 180 since we can spread GotL to 10 people. That would make it a bit easier to cover more allies.

Seeds of Life I’d rather have it pulse twice. Split the current heal in half for each pulse, have the first pulse cleanse 1 condition and heal allies, and the second pulse blind foes and heal allies.

This would also mean Seeds of Life applies GotL twice when traited, but allies also receive the condition cleanse and a little healing sooner. Nothing too drastic.

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

(edited by Wondrouswall.7169)

[PvE] Greatsword

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Wondrouswall.7169

Not really supposed to swap out Sword/Axe with GS. Since the update, you drop LB for GS now in a power build. Just make sure you use any single-hit Pet [F2] burst ability (Tiger, Lynx, E. Wyvern specifically, though Lynx does 2 hits) after doing Mauls in your rotation.

To get the most out of it, weapon swap from S/A to GS -> Maul -> F2 -> Maul -> Pet Swap -> Hilt Bash -> Maul -> F2 -> Maul -> swap back to S/A.

Edit: Or when using a Tiger, forget Pet Swap and use F2 after Mauls. Makes things simpler.

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

(edited by Wondrouswall.7169)