Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos
Its always hard to explain to people why Healing Power is so powerful, because on paper is seems like such a trashy stat.
It really takes in game experience of having a Healing Power set vs a PVT set to see the real power in it.
Removed Offhand Axe Mastery Trait,
added
Excessive Baggage – You now drop a random trap at your location when you dodge, This has a 15 second ICD.
This would make a great LB build trait which doesn’t involve changing the LB into the SB in order to boost survivability. ICD might be too low though for a master trait as you can kite all day with axe/dagger.
Its random what you’d get, Flame Trap, and the Poison one wouldn’t really do much for kiting, you might get Frost Trap or Spike trap though. Which would help, if it was to much you could bump it to 20 ICD.
I agree with Mcrocha. The idea behind your Honed Axes trait is nice, but it’s just too strong. You’d stack Might like mad on yourself and your pet with high crit chance and Fortifying Bond. Keep in mind that the Axe auto-attack bounces. So let’s assume that with a high base crit chance and under the effects of fury you apply 2-3 Might stacks per auto-attack. Granted, it’s only 5 seconds, but still a bit over the top.
Also, why the nerf to Natural Healing? This severely punishes bow/axe + melee pet combos which a grandmaster trait (!) shouldn’t do.
Its about in line with Greatsword for Warriors, which is able to stack incredible amount of Might per second as well. A lot of classes can do this basically. We’re one of the few classes that cannot.
As for Nerf to Natural Healing, right now Natural Healing has lost some of its luster, While this would be a nerf to the solo capability of the Trait, it would actually be a rather large boost to the group utility of the trait…
I’m not sure what you mean by “WAR spit out”… I don’t have the insane background some of you have with other MMOs/games. I played Runescape for 11 years before moving to GW2.
The maps aren’t currently “well-balance” in any aspect for WvW but we make them work as we best we can.
WAR was the last RvR game we got (it was made by the same dude who’s now taking people’s money to make Camelot Unchained) and it was utter crap. It was one of those MMOs that really was dying within a few months from all sorts of terrible decisions one of which was its terribly designed RvR. The maps were god awful as if they were thrown together, and later they released maps that were effectively empty…
The maps are well-balanced in that they are at their base carefully thought out even if people have long since taken advantage of every small nook and cranny of the maps. There is all of one spot in Cliffside/Crag/Dawns where you can siege uncontested, but then that is also the hardest to lose tower in the Borderlands. Structures are placed at carefully placed distances, there is a weird hierarchy between the keeps that is very unique and played at carefully (though this is largely a meta-evolution). Garrison > Hills/Bay with the later two borderland keeps having unique strengths and weaknesses.
Its not a map like PvE thats just thrown together, let’s put it that way. No map can be perfect when put in the hands of thousands of players but they’ll held up pretty well. :p
A. Warhammer Had more maps in some of its tiers, then Guild Wars 2 has in its entire game, Most of them were flat out better than what is available in GW2, Tor Anroc for example, Mourkains Temple, Better then GW2, the few maps it did release afterward were also way way better
http://warhammeronline.wikia.com/wiki/Scenario
30 were Available at launch for example.
B. Warhammer Online died from its lack of going F2P, and its complete lack of attention EA gave it…GW2 would of have easily suffered the same fate as Warhammer Online if it wasn’t Buy 2 Play, so don’t kid yourself into thinking GW2 is marginally better. RVR Wise Warhammer online is frankly superior in every way to WvW in this game except for the fact that GW2 has 3 “factions”.
C. The Campaign Maps themselves were about the same as this games Borderland Maps, except they at least differed somewhat compared to this games Carbon Copy area….Praag looked nothing like Thunder Mountain, or Black Crag for example.
Its one of those things that I agree with like Signet of Beastmaster (Signets shouldn’t require a trait to make them work on us for example, as you’re basically making trait actives half as effective on the ranger as other classes are since pets make up a portion our damage), It also makes the ranger kind of dull for some specs, where you never use your Signet Active Abilities and at all….
However with Fortifying Bond, This opens up certain Cleric/BM Bunker Builds that actually need things like this, as their damage is naturally lower then Condition Based BM builds.
Plus think about the changes I did for axe that give might for axe critical hits, That change will open up a new spec for Rangers
Knights Axe/Axe specs with 30 Skirmishing/20 Beast/20 Nature’s
Reason Nature’s is being used for example is cause of things like Fortifying Bond, which would mean the person could easily drop those 20 Nature Points into something like Wilderness or Marksman instead which might overpower it.
I would like Fortifying Bond to be changed. I think that boons affecting the ranger should affect the pet by default, and that Fortifying Bond should serve some other purpose.
I think boons that affect the ranger should affect the pet by default because no other class has boons becoming less effective because of their class mechanics. If a ranger doesn’t put the 15 pts for Fortifying Bond then they are not receiving the full benefits from might, for instance, as other classes would.(Speaking in a group setting)
While i agree in principle, it might make the Ranger pet to overpowered, Plus the way Fortifying Bond works it actually keeps builds in check, and allows other builds to exist that wouldn’t otherwise, which is why I think it should stay.
Removed Beef Bus – Pigs now have a 50% to proc their forage abilities on critical hits
New Trait Added
Psychedelic Truffle – The Enemies face now looks like a giant truffle to your Pig, The Pig Gains the ability to strip 2 boons from the target for 10 seconds on crit after using its (F2), 1 Boon goes to the Pet, the other goes to the Ranger.
K Changed Remorseless
Remorseless – This has been redesigned, Your pet now consumes a condition on itself every 5 seconds, Causes your pet to have a 15% chance to cleave on critical hits, Your pet now applies 5 stacks of Vulnerability on its next attack each time it consumes a Condition.
Every 5 seconds, it’ll basically consume a condition and make its next attack apply 5 stacks of Vulnerability to the target.
It also gains the ability to have a chance to cleave on critical hits.
You can now also rename it “necroslaughter” XD
It’d only remove 1 condition off the pet every 5 seconds, The Ranger himself would give up his own condition removal to get the ability.
I wouldn’t call it Necro Slaughter to much, as i’m pretty sure a Necro would still eat a Power Ranger fairly easily.
K Changed Remorseless
Remorseless – This has been redesigned, Your pet now consumes a condition on itself every 5 seconds, Causes your pet to have a 15% chance to cleave on critical hits, Your pet now applies 5 stacks of Vulnerability on its next attack each time it consumes a Condition.
Every 5 seconds, it’ll basically consume a condition and make its next attack apply 5 stacks of Vulnerability to the target.
It also gains the ability to have a chance to cleave on critical hits.
I have another idea that would make a little more sense (I think) I kinda fell your idea of remorseless felt out of place for the pet to get cleave like that rather have a trait in the BM line that can give pets cleave deep in to make BM pets really stand out by having cleave maybe a new GM trait even that gives all pets a cleave… or I was thinking all pets get a chance for a cleave upon crits that is another thought I liked it should then probably be a master trait, maybe something for the pigs idk…
The idea with Remorseless is it’ll cleave on its first couple attacks, which means everyone will eat the Vulnerability that it applies, Plus whatever hit will be a Crit as well.
Though I don’t know how well that stands up to be honest.. I feel it needs something else, but i’m not certain what.
I’ll see if i can think up a better idea.
K, I think I have an idea
I don’t like flight control giving shortbow range I think that should defiently be included in eagle eye instead, add a bonus for a diffrent weapon there like1200 throwing axe maybe XD (heh heh heh this is really fun)
They had said they might add it at a Grandmaster Talent later on, I could actually change it up some, in fact I will… one sec.
Changed Expertise Training
Expertise Training – This trait has been changed, Now increases the pets condition damage by 30 each time it applies a condition for a maximum of 25 stacks, This Decays at 1 second very 2 seconds outside of combat, This resets on Pet Swap or Pet Death.
This ends up being 750 Condition damage if you let the pet get 25 stacks, Forcing the Ranger to Swap will reset the ability, Not doing it will cause you to suffer.
I don’t think you should need heavy traits just for the offhand axe to not be garbage.
Abilities and utilities should be good baseline, not need heavy trait support to work.
Compassion/Malicious training also are pretty terrible. 350 condi damage or 10% condi duration for the pet is such a bad investment for a trait. The pets, like phantasms, should inherit the ranger’s stats.
Change the BM traitline bonus to just decrease the cd of all pet and f2 skills depending on the investment.
I think it’s actually 50% condi duration from that trait, that’s pretty darn good actually
You’re right. I was confusing it with some other trait. Compassion training and the condition damage one is pretty bad though. 350 of healing power/condi damage only, really negligible.
depends how well the heals scale with it, for example it used to bring natural healing on you from 133 to 177 or similar wich is really good scaling even if it’s not very attractive still cause it’s only every 3seconds, however imagine if it did the same for the heal on the pet itself wich is every second then it’d be freaking awesome for petregen.
With the change I did it would improve the Heal from the Crit the pet gets, and it’d also improve its healing capability with the Natural Healing Trait (which would mean those people around your pet would get a good increase in health)
I don’t think you should need heavy traits just for the offhand axe to not be garbage.
Abilities and utilities should be good baseline, not need heavy trait support to work.
Compassion/Malicious training also are pretty terrible. 350 condi damage or 10% condi duration for the pet is such a bad investment for a trait. The pets, like phantasms, should inherit the ranger’s stats.
Change the BM traitline bonus to just decrease the cd of all pet and f2 skills depending on the investment.
I think it’s actually 50% condi duration from that trait, that’s pretty darn good actually
You’re right. I was confusing it with some other trait. Compassion training and the condition damage one is pretty bad though. 350 of healing power/condi damage only, really negligible.
Compassion I made better by attaching the crit on heal for it, So that’s actually not bad now for a talent, Expertise I could improve, but it’d have to be something like I listed before, Let me see what I can do.
I have an idea on Expertise training going to change it up.
(edited by Xsorus.2507)
Removed Offhand Axe Mastery Trait,
added
Excessive Baggage – You now drop a random trap at your location when you dodge, This has a 15 second ICD.
Removed Stability Training
added
Beef Bus – Pigs now have a 50% to proc their forage abilities on critical hits
This basically allows them to proc random forage abilities on their critical hits (it won’t summon the item, but instead proc the actual ability, for example..Plasma which would give the pet a bunch of buffs, or a heal, stealth, a stun ect ect)
Since pigs have a fairly low crit rate I don’t think it’d be to bad, if it was over the top they could drop the chance down to 25% for chance on crit for example.
I don’t think you should need heavy traits just for the offhand axe to not be garbage.
Abilities and utilities should be good baseline, not need heavy trait support to work.
Compassion/Malicious training also are pretty terrible. 350 condi damage or 10% condi duration for the pet is such a bad investment for a trait. The pets, like phantasms, should inherit the ranger’s stats.
Change the BM traitline bonus to just decrease the cd of all pet and f2 skills depending on the investment.
Malicious Training is 50%, not 10%
Compassion Training has the Heal with it now. You’re thinking Expertise Training, I could also change it up, Maybe have something like reduces the pets power by 1000, increases the pets condition damage by 1000.
Only problem with that is the hyena would have to be reworked because it has like 800 strength I think.
You have a point on Offhand Axe Mastery though, I’ll try and think of something else.
(edited by Xsorus.2507)
I wish I could come up with something on Pigs besides moving them to Rending Attacks, Moa’s I think I handled pretty good by allowing their (F2’s) to become Blast Finisher’s, but Pigs are harder to handle without changing their F2 abilities completely.
K, redid Circle of Life, this keeps the original utility of it, while extending it to the pet as well (so it has some group utility also)
Circle of Life – This trait has been redesigned, Causes a Healing Spring on the area of the death of the Ranger and the Ranger pet.
Also new idea on the old Enlargement
Reflective Personality – Whenever you Block or Reflect an attack, You Enrage your pet causing it to grow in size, and grant fury/might for 5 seconds to those around it in a 360 radius. This has a 1 Second ICD.
This keeps Enlargement, gives it group utility (for example, Greatsword Block would be 15 Seconds of Fury and 3 stacks of might, for those around your pet if someone is attacking you)
(edited by Xsorus.2507)
This was great fun to read I love all of these ideas, pet cemetary!!! heh master’s bond would likely be too good this way though why on earth pick anything else if all you have to do is have the pet out for 25s to gain so much? it’ll make a 10bm pet a 35bm pet just by waiting before heading anywhere not that I would complain if I had it XD
Lol not to mention that when MB gave 10 pts cats were capable of 15k crits in the beta (IF they felt like obeying you), but since the recent nerf to pets and if they made it every 5s instead, I feel it wouldn’t be too strong.
I probably should word it better, It’d work like the MB right now, Only instead of running around getting 25 kills, You have to keep your pet active for 25 seconds, You could also change it to something like requiring it to be every 2 seconds, So a pet would need to stay up for 50 seconds for example to get full stacks.
This is designed more around zerg fights and World vs World, as swimming or the pet dying constantly in zerg fights just resets it.
It could stack only when in combat that would work, or maybe that is what you meant?
That’d work, Also have it decay outside of combat.
In fact let me reword it for something like that.
I reworded it better, and took that idea of yours (cause that’s a good one)
Master’s Bond – This trait has been redesigned, Now increases the pet attribute by 1 for every second the pet is active in combat for a max of 25 stacks, Decays at 1 stack every 2 seconds outside of combat. Resets on Pets Death, or Pet Swap.
(edited by Xsorus.2507)
This was great fun to read I love all of these ideas, pet cemetary!!! heh master’s bond would likely be too good this way though why on earth pick anything else if all you have to do is have the pet out for 25s to gain so much? it’ll make a 10bm pet a 35bm pet just by waiting before heading anywhere not that I would complain if I had it XD
Lol not to mention that when MB gave 10 pts cats were capable of 15k crits in the beta (IF they felt like obeying you), but since the recent nerf to pets and if they made it every 5s instead, I feel it wouldn’t be too strong.
I probably should word it better, It’d work like the MB right now, Only instead of running around getting 25 kills, You have to keep your pet active for 25 seconds, You could also change it to something like requiring it to be every 2 seconds, So a pet would need to stay up for 50 seconds for example to get full stacks.
This is designed more around zerg fights and World vs World, as swimming or the pet dying constantly in zerg fights just resets it.
The first 2 or 3 trees I liked, granted 2s daze on hunters call is a bit over the top (2 would be better), the NM ones I’m not a huge fan of, get your grubby little paws away from my Enlargement and Circle of Life(comes up on downed and the regen can even rally you if you Hit 4 fast enough)!
I really like Pet Cemetary, I must have it!!
What you mean by 2 would be better on Hunter’s Call? It would just be a 2 second Daze, not a 2 second Daze per each hit.
I don’t see a lot of people using Enlargement and Circle of Life, So i tried to come up with something new for them..
I thought about keeping Circle of Life, but adding something new to it.
Figured the Spirit idea would fit more with the line.
Enlargement I wanted to replace with something that would give more utility to Offhand axe and Greatsword Line, this wouldn’t effect he ranger, would be more group utility for example (though I think it probably needs a ICD for the one I listed, maybe 2 seconds like Empathetic Bond idea, so your entire zerg doesn’t get a massive Protection Buff)
(edited by Xsorus.2507)
If the Ranger Community ends up liking this type of post, I’ll do one for the pets next.
and yes, I came up with most of these off the top of my head while making each post.
Beastmastery
Major Traits
_______________
—Adept Traits—
Speed Training – This Trait has been combined with Commanding Voice
New Trait Added
Pet Cemetery – Whenever your pet dies, The ghost of said pet will now follow the target who killed him for 15 seconds in an unwavering rage.
Master’s Bond – This trait has been redesigned, Now increases the pet attribute by 1 for every second the pet is active in combat for a max of 25 stacks, Decays at 1 stack every 2 seconds outside of combat. Resets on Pets Death, or Pet Swap.
Shout Mastery – This trait has not changed.
Compassion Training – This trait has been combined with Carnivorous Training from Skirmishing Line, Now grants the pet health whenever it critical hits, This is based off the pet healing stat
Commanding Voice – This trait was combined with Speed Training, It now reduces pet cooldowns by 20%
Mighty Swap – This trait now grants the Ranger 3 Might stacks on swap along with the pet.
_________________
—Master Traits—
Rending Attacks – This Trait hasn’t been changed.
Stability Training – This trait has been removed.
New Trait Added
Psychedelic Truffle – The Enemies face now looks like a giant truffle to your Pig, The Pig Gains the ability to strip 2 boons from the target for 10 seconds on crit after using its (F2), 1 Boon goes to the Pet, the other goes to the Ranger.
Intimidation Training – This trait has been redesigned, Now causes the Spiders (F2) abilities to Cripple the Target, Now causes the Canines (F2) to cause 7 seconds of Weakness to all enemies hit by it. Bears (F2) ability now grants Aegis to all allies around it in a 360 radius for 5 seconds.
Vigorous Training – This trait has been redesigned Birds/Jellyfish Grant Vigor on Swap for 5 seconds, Moa’s (F2) Abilities are now Blast Finishers.
__________________
—Grandmaster Traits—
Zephyr’s Speed – This trait has not changed
Natural Healing – This trait has been redesigned it now applies to all allies in a 360 radius around the Ranger and Ranger Pet, The Ranger and Ranger pet no longer have a passive regen from this ability. To get the Regen from this ability, they must be within radius of one another.
_________________________
Minor Traits
Instinctual Bond – This trait instantly summons the pet to you on death, causes the pets next attack to daze for 1 second, grants the pet 3 seconds of quickness.
Loud Whistle – This trait has not changed
Nature’s Wrath – This trait has not changed.
(edited by Xsorus.2507)
Nature Magic
Major Traits
____________
—Adept Traits—
Circle of Life – This trait has been redesigned, Causes a Healing Spring on the area of the death of the Ranger and the Ranger pet.
Concentration Training – This trait has not changed
Nature’s Bounty – This trait has not changed
Spiritual Knowledge – This trait has not changed
Strength of Spirit – This trait has not changed
Nature’s Protection – This trait has not changed
___________________
—Master Traits—
Nature’s Vengeance – This Trait now also causes the pet to leave a combo field based on which spirit died, Stone Spirit leaves a Smoke Field, Frost Spirit Leaves an Ice Field, Sun Spirit Leaves a Fire Field, Storm Spirit Leaves a Lightning Field.
Evasive Purity – This trait has not changed.
Two handed Training – This Trait now also grants Might for 5 seconds on critical hit attacks for Greatsword/Spear
Enlargement – This Trait has been removed
New Trait Added
Reflective Personality – Whenever you Block or Reflect an attack, You Enrage your pet causing it to grow in size, and grant fury/might for 5 seconds to those around it in a 360 radius. This has a 1 Second ICD.
_________________
—Grandmaster Traits—
Spirits Unbound – This trait has been redesigned, Spirits can now move freely, Whenever a spirit dies it removes 2 condition from allies in a 360 radius around it. This opens up Condition Removal for Spirits specs, and Makes Ranger spirits more useful for zerg fights when following the ranger. It also keeps with more Active Control.
Nature’s Voice – This trait has not changed.
______________________
Minor Traits
Rejuvenation – This trait has not changed.
Fortifying Bond – This trait has not changed.
Bountiful Hunter – This Trait has been redesigned, you and your pet now do 2% extra damage for each boon you have.
(edited by Xsorus.2507)
Wilderness Survival
Major Traits
______________
—Adept Traits—
Soften the Fall – This trait has not changed
Healer’s Celerity – This trait now grants 5 seconds of stability along with swiftness on reviving a target
Shared Anguish – This trait has been redesigned, This now grants the pet Aegis for 10 seconds whenever it receives cripple/chill/immobilize. This has a 30 second ICD.
Vigorous Renewal – This trait has not changed.
Expertise Training – This trait has been changed, Now increases the pets condition damage by 30 each time it applies a condition for a maximum of 25 stacks, This Decays at 1 second very 2 seconds outside of combat, This resets on Pet Swap or Pet Death.
Wilderness Knowledge – This trait has not changed.
__________________________
—Master Traits—
Offhand Training – This trait has not changed
Oakheart Slave – This trait has not changed
Hide in Plain Sight – This trait now allows you to move while Camouflaged, 30 second ICD still in effect.
Martial Mastery – This trait has not changed.
________________________
—Grandmaster Traits—
Empathetic Bond – This now transfer’s a condition to your pet whenever you evade an attack, This can only happen once every 2 seconds (So a bunch of people spamming attacks don’t instantly removal all conditions on you), This removes the Rangers more passive condition removal, and instead moves it towards a more active role. Things like Lightning Reflexes, Shortbow, Sword/Dagger become condition removal abilities.
Barkskin – This trait has not changed.
__________________
Minor Traits
Natural Vigor – this trait has not changed
Companion’s Defense – this trait has not changed
Peak Strength – This has been changed to 80% health.
(edited by Xsorus.2507)
Skirmishing
Major Traits
_______________________
—Adept Traits—
Pet Prowess – This Trait has not changed
Sharpened Edges – This trait has been increased to 2 seconds duration.
Trapper’s Defense – This Trait now also lays frost trap along with spiked trap
Primal Reflexes – This Trait has not changed
Companions Might – This Trait has not changed.
Agility Training – This Trait has not changed.
__________________
—Master Traits—
Carnivorous Appetite – This trait has been combined with Compassion Training in Beastmastery line.
New Trait Added
Excessive Baggage – You now drop a random trap at your location when you dodge, This has a 15 second ICD.
Trapper’s Expertise – This has been combined with Trap Potency
Honed Axes – This Trait now grants the Ranger 5 seconds of might on axe critical hits, increases axe critical damage by 10%. This opens up Axe/Axe Builds to multiple specs.
Quickdraw – This Trait has not changed
__________________________
—Grandmaster Traits—
Moment of Clarity – This Trait has been redesigned, Currently this trait is ok only if you’re Asura and have access to Technobabble, Making a Grantmaster trait reliant so much on a racial ability is silly. Keeping with granting Rangers more Active Condition removal this trait now removes 2 Conditions from the Ranger when he Interrupts a target. Dazes and Stun Duration are increased by 50%. This makes weapon attacks such as the longbow knockback, path of scars, shortbow and great sword dazes as active condition removals for the Ranger.
New Trait Added
Flight Control – This Trait has replaced Trap Potency which was combined with Trapper’s Expertise, This Trait increases Shortbow/Axe Mainhand range to 1200.
_________________________
Minor Traits
Tail Wind – This trait has not changed
Furious Grip – This trait has not changed
Hunter’s tactic – This trait has not changed
(edited by Xsorus.2507)
I wanted to make a post going over Traits that need to be changed, removed, or put in new lines, The whole idea of this is to open up more builds for the Ranger, and fixing some of our redundant more useless traits.
Marksman
Major Traits
__________________
—Adept Traits—
Steady Focus – This Trait needs no change
Malicious Training – This Trait needs no change
Keen Edges – After recent patch, this Trait is now perfect
Signet Mastery – This Trait has been combined with Beastmaster’s Might Trait
New Trait Added
Poison Tipped Arrow – Longbow/Shortbow now has a chance on crit to apply a 3 second Poison to the target
Predator’s Instinct – This has been changed to a 3 second immobilize when the target drops below 25% health.
Beastmaster’s Bond – This talent now also grants you 3 seconds of stability when your pet reaches 50% life.
_____________________
—Master Traits—
Spotter – This Trait no longer needs a change after the last patch
Piercing Arrows – This Trait has been combined with Eagle Eye Trait
New Trait Added
Horn Mastery – Hunter’s Call now Dazes the target for 2 seconds, Call of the Wild now grants 10 seconds of Retal to your pet.
Beastmaster’s Might – Has been combined with signet mastery trait, now grants 20% reduction in signet cooldowns along with the 3 stacks of might for 15 seconds.
Eagle Eye – Now grants shortbow/longbow/harpoon the ability to pierce target’s, increases Longbow/Harpoon Range, Increases Longbow/Harpoon damage.
______________________________
—Grandmaster Traits—
Signet of the Beastmaster – This Trait has been redesigned, Signets no longer require this trait to grant the active to the Ranger, This opens up Signet usage to other builds as currently most don’t even pop signets they have due to it only working on the pet. This Trait now Coverts 1 condition into 1 boon on the ranger, and 2 conditions into 2 boons on the Ranger Pet on Signet Use. This change gives the Ranger ranger more active condition removal instead of relying on passive condition removal.
Remorseless – This has been redesigned, Your pet now consumes a condition on itself every 5 seconds, Causes your pet to have a 15% chance to cleave on critical hits, Your pet now applies 5 stacks of Vulnerability on its next attack each time it consumes a Condition.
________________________
Minor Traits
Opening Strikes – Alpha Training has been combined with this trait.
Alpha Training – Your pets opening strike now grants 3 stacks of might to all who are 500 radius around him.
Precise Strike – This Trait has not changed
(edited by Xsorus.2507)
My problem with Zergs fights with it, was yes..I could kill that one guy… But generally the fight was over anyway depending on who had the bigger zerg.
It is funny though popping people with 10k damage hits.. and I imagine it’d be a lot more fun if I had the Sylvan Root ability.
Ehhhh..this is Maul Build…This has existed for a while now..
Its fun every now and again for kittens and giggles (who doesn’t love popping a thief for 10k damage) but the problem comes when you miss…Or you’re blinded ect ect..
By the way, Sylvan is the absolute best Race for this type of spec because their root doesn’t do damage, so it won’t eat your attack…Meaning you can root someone, then pop them in the face.
Imagine the following scenario:
A small group of players finds a good hiding place, sets up an ambush, and sends 1 player out to bait a large zerg. The large zerg takes the bait and runs past the ambush point, the smaller force drops a full AoE spike on their stacked map-zerg. With the current AoE limit, the small force’s AoE hits 5 of the 80 players in the zerg, achieving nothing before the zerg then turns and annihilates the small force. Without an AoE cap the small force’s AoE would have hit the full zerg, killing most of them and punishing them for poor situational awareness and taking bait.
Like say this
https://www.youtube.com/watch?v=mI250gU4Ct8Haha, exactly. Even when they wipe, they take a crap ton of Kzar with them.
Only problem with that video is it wouldn’t work int his game besides there also being an AOE, you also have the god awful down system to go a long with it.
Lets just face it, None of the developers played DAOC, despite them insisting that they did…It doesn’t take a genius to figure out that GW2 WvW is a pale horrible comparison to DAOC….
Warhammer Online with 2 Factions was more like DAOC then this game with 3 Factions..That should tell you how bad the WvW system is in this game
Rofl, at anyone who thinks Rangers are walking loot bags..
While Rangers aren’t super great at a lot of things (Dungeons for example) and Zerg Fights for utility, We absolutely are one of the best solo classes in the game..
If you have guildies claiming they’re walking loot bags, They’ve never fought anyone running my BM Bunker Build..
It would probably work decently with my Technobabble Build like I said, I may have to eventually make a set to try it out.
what all does your build entail? ive been messing around with babble myself , Mixing muddy terrain,technobabble,Dog/Wolf and entangle makes a great mass CC build Rotation.
Best setup i’ve found so far with it is Clerics
30 Skirmish/30 Wilderness/10 Nature’s
Don’t bother with Muddy Terrain, Dog/Wolf is alright, though I feel with the setup you need more damage as its non condition based.
Shortbow/Greatsword with Signet of Hunt/Signet of Wild/Techno, Build sort of like you’d do a Bunker Ranger with Rune of Dywana, Sigils you want a Power one, and usually Lightning or Weapon Swap Chill.
I actually prefer Drakes still, though Spiders also work very well…
Technobabble with Moment of Clarity is 4 seconds, then you have the Shortbow/Greatsword Dazes/Stuns and it adds up….Time it right and you can chain lock down someone to death.
What if I am not playing as Asura? Is there any possibility of making a similar build, for example, a build with runes of mesmer?
Technobabble build requires Asura
Pain Inverter and Technoblade really make me regret rolling a Norn
PI’s been nerfed to not be really worth it anymore, Technobabble though is still a Niche Build and can work…
I’ll never understand why they focus so much on SPvP in this game, It will never be an esport, and out of the 3 paths currently played (SPvP, WvW, PVE) its the least played ..
Yet they continue to focus on it..
It would probably work decently with my Technobabble Build like I said, I may have to eventually make a set to try it out.
what all does your build entail? ive been messing around with babble myself , Mixing muddy terrain,technobabble,Dog/Wolf and entangle makes a great mass CC build Rotation.
Best setup i’ve found so far with it is Clerics
30 Skirmish/30 Wilderness/10 Nature’s
Don’t bother with Muddy Terrain, Dog/Wolf is alright, though I feel with the setup you need more damage as its non condition based.
Shortbow/Greatsword with Signet of Hunt/Signet of Wild/Techno, Build sort of like you’d do a Bunker Ranger with Rune of Dywana, Sigils you want a Power one, and usually Lightning or Weapon Swap Chill.
I actually prefer Drakes still, though Spiders also work very well…
Technobabble with Moment of Clarity is 4 seconds, then you have the Shortbow/Greatsword Dazes/Stuns and it adds up….Time it right and you can chain lock down someone to death.
What if I am not playing as Asura? Is there any possibility of making a similar build, for example, a build with runes of mesmer?
Technobabble build requires Asura
Trapper Build can eat people alive with Rabid Gear, but you have to kill them equally cause the substain is very low in the fight.
yeah, For the Direct Damage something like this might work. you should make a thread with it on there so people dont get confused between builds.
Im really excited to work on the DD re-port331 with some celestial gear and see if that helps. its super frustrating because i believe i have the perfect wvw build with the Re-Port331 and 331R so for the DD version not to work as well is really a thorn in my side.
But rest assured, i will get it as viable as possible to make sure Rangers everywhere get a chance to enjoy the build.
Jaxx of GRIM
-Darkhaven-
Didn’t want to put it in its own thread because its just a version of your build.
Plus i’ve honestly not fully tested it yet, even though i’ve had the gear.
I use Dwayna Runes on all of my ranger builds, similar to how I take retaliation duration increase on all my guardian builds.
One thing rangers shine on better than any other class in the game (barring guardians) is passive mitigation (or as some people see it, constant health regeneration), so I build to try to capitalize on that, especially since the best pvp options we currently have are all condition based, leaving only the decision of whether to build for traps or pets, or spirit magic.
What I’m saying is that until there is something that rivals the effectiveness of building bunker, I’m going to stack the rangers ability for constant health regen through the roof, and unfortunately Evasive Purity isn’t in a state right now where it takes high priority for a trait slot.
Purely opinion though, it’s still good for helping Empathic Bond (and SoR/Healing Spring) with cleansing, but I’ll be more impressed when (if) the next patch delivers what was talked about in the SoTG; more active condi removal.
I’m willing to bet our more active condition removal ends up being a nerf to Empathetic Bond while not improving the situation much, this is based on past experience with Anet.
In fact I’d be willing to bet they nerf Empathetic Bond to 1 Condition every 10 seconds, and improve SoR to 2 conditions every 10 seconds, just to make it more attractive.
If you use Healing Spring, the Regen Duration isn’t bad, however I find that if you use anything else, Its not a huge boost (its like 1 or 2 seconds extra I believe on Dwyana Runes)
I’d much rather have the opening Protection hit for high burst attacks.
Not sure if anyone has posted this yet
But this is a possible alternative to this setup
As for why on using Drakes for example instead of other pets, and not using the Crit Damage Talent.
Drakes F2 is their main attack, the crit damage talent won’t work on it, Companions Might however will increase the Drakes Power level up. when you have the person focusing on you, pop Rampage as one, use Horn Offhand to apply lots of Might Stacks, pop Drakes F2 (usually Lightning), since you’ll be weapon swapping, and have fury, he’ll actually crit a lot as well…and that Drake Lightning Attack will be a huge amount of burst.
(edited by Xsorus.2507)
Yeap, clearing 2 conditions if you have them on dodge is very useful, mainly because its something that SoR and Empathetic Bond won’t eat up..
With it being fixed, I actually think it probably will end up being a better pick over 30 in beast (Though the quickness is till nice for stomping, and Natural Healing is still decent) However a Blind/Poison removal ability is fairly nice (basically insures you can avoid those things when you pop your heal)
So defensive wise, Its decent, You also pickup some extra Vit, and you can give some Protection to your Pet as well which is nice.
Though offensive wise, I still think 10/0/30/10/20 is still the better bet for BM Bunker, with Sharpening Stones, The amount of bleeds you can put out is rather silly with it.
It would probably work decently with my Technobabble Build like I said, I may have to eventually make a set to try it out.
what all does your build entail? ive been messing around with babble myself , Mixing muddy terrain,technobabble,Dog/Wolf and entangle makes a great mass CC build Rotation.
Best setup i’ve found so far with it is Clerics
30 Skirmish/30 Wilderness/10 Nature’s
Don’t bother with Muddy Terrain, Dog/Wolf is alright, though I feel with the setup you need more damage as its non condition based.
Shortbow/Greatsword with Signet of Hunt/Signet of Wild/Techno, Build sort of like you’d do a Bunker Ranger with Rune of Dywana, Sigils you want a Power one, and usually Lightning or Weapon Swap Chill.
I actually prefer Drakes still, though Spiders also work very well…
Technobabble with Moment of Clarity is 4 seconds, then you have the Shortbow/Greatsword Dazes/Stuns and it adds up….Time it right and you can chain lock down someone to death.
You can also just use Signet of the Hunt till you find someone then swap it out for SoR or lightning reflex (even protect me might work) when you get to them, I usually find though that I can do alright without stun breaks, bout the only class that will screw me would be a 100b warrior, and i absolutely just take a dump on that class 1v1 on most of the builds I run.
As for running 3 traps, you can get by without the Poison one and the Chill one, the chill one though is nice if used, and could probably take the place of Flame Trap if using torch offhand…
It would probably work decently with my Technobabble Build like I said, I may have to eventually make a set to try it out.
The only Thief that’s given me trouble lately was a Condition one that I honestly wasn’t expecting, He dancing Daggered over me and my pet while throwing down caltrops, which wouldn’t be that bad..But he had just a silly amount of condition damage, His bleeds were ticing for 151…. which is just …geez
Anyone got an idea of how much of stats you’ll have with full set
Why do you have Auto Attack on in the first place….
Seriously, Do you guys not PvP or something? You should of disabled it a long time ago to deal with things like Retal and Confusion.
If sword is to complicated for you to figure out, Please don’t ask for it to be dumbed down, Go play a different class, or use a different weapon.
Sword in this game is perfect..
Having to explain why Sword 2 has a backwards leap (which is amazing) or why having a leap on our auto attack is amazing gets old after a while.
I could see the set maybe being decent for my Technobabble Build, I was using Clerics, but I could see dropping it some and picking up a set of this, I may try it eventually.
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