Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos
As someone who solo roams, and has this happen to me on my side and the enemies side, let me offer some suggestions.
1. If you see your side killing an uplvled guy, Don’t join in the fight…The person is already killing an uplvled person…In fact unless that player attacks you, don’t kill Uplvled people…Its prickish.
2. If you see 2 people fighting, its real simple, Don’t attack..you can watch….and only join in if someone from there server joins in… (Making it 2 v 2)
3. Its perfectly fine to stomp someone…..Though I have some rules myself, if you are terrible, and I just rofl stomp you….I generally will not stomp you and instead will leave you…Mainly because I didn’t think you were worthy of the stomp. If you were a good fight i’ll let you res and offer a rematch.
4. If you see 2 people fighting a 1v1, and one starts begging you for help…/laugh and walk away..
A. Matches are decided by Numbers, every server also “blobs” when they have the superior Zerg. So Buffy, if you think BP hasn’t blobed, I’ll start taking bloody video of the ones I see.
B. People need to get it out of their head that winning this League or placing in this league has to do with anything remotely related to skill.. I’ve said this a 1000 bloody times already, The Scoring system in this game does not show skill…If you were to take the WvW population chart and put it next to the ranking in this game, you’d see it lines up perfectly, because that is what decides what wins a match…NOTHING ELSE.
Once you understand those 2 things…It’ll make losing or winning a matchup not bother you at all….Because in the end, It does not matter.
I thought this class was going to be worth playing eventually, I have 4 other lvl 80 characters but I used up all my resources to buy the ascended gear to my ranger.
So today I meet a warrior in WvW, he doesnt charge me and then hammer stun and then eventually kill me in 2-3 hits as usual but he pulls out his rifle and starts shooting.I then proceed to run up on his face, Unload all my conditions while evading most of his attacks, down him because he nothing in terms of condition removal, am now disgusted that I wasted my time on said person.. and proceed to just leave him without being stomped. Because that is really the greatest insult in the game….Me thinking you’re not even worthy of a stomp.
Edited this story to describe what happens when I run into a Rifle Warrior
Just did both together
Me Roaming on my Ranger in WvW
The only way I found to take on a necro decently enough is not coming in and attacking, But instead skirting outside their range while applying conditions and relying on my pet to get them low.
When i get them low enough I try and move in for the kill.
Doesn’t always work.
But yea, they can easily throw all the conditions back at me.
The servers are ranked by population, Anet might not believe it, but its true.
So naturally the Leagues will be determined by Population.
Yea, I did a Trait post a while back, I was working on a pet one… But I got lazy and didn’t finish it, But to give you an idea
This is just for bears
Bears
A. Brown Bears
Shake it Off – Cures 3 Conditions Now
Bite – Casts Regen on itself (No Change)
Slash – Applies 1 Vulnerability to the Target for 5 Seconds
Defy Pain – No Change
B. Black Bears
Enfeebling Roar – Strips 2 Boons from Targets in 600 Radius (20 Second Cooldown)
Bite – Steals 2 Boons from the Target (25 Second Cooldown)
Slash – Applies 1 Vulnerability Stack to the Target for 5 seconds
Defy Pain – Converts Conditions on itself into Random Boons (45 Second Cooldown)
C. Polar Bear
Icy Roar – Converted to Icy Charge, Now Bullrush’s the target leaving behind a Frost Field (Think Burning Speed from Elementalists, but Frost Instead), Chill Increased to 7 Seconds. (20 Second Cooldown)
Bite – Immobilizes the Target for 4 Seconds
Slash – Applies Cripple to the target for 3 Seconds.
Defy Pain – Changed to South Paw, Knocks the Target on the Ground for 3 Seconds. (30 Second Cooldown)
D. Arctodus
Rending Maul – Change to Protective Stance, Absorbs 15% of damage done to allies in the area for 8 seconds, 30 second Cooldown.
Bite – Changed to Intercept, Charges the Ranger and Takes the Next Hit intended for him.
Slash – Applies 1 Stack of Vulnerability to the target for 5 seconds.
Defy Pain – Changed to Bodyguard Splits damage between Ranger and the itself for 5 seconds – 30 Second Cooldown.
E. Murellow
Poison Cloud – Change to Sickly Aura – now transfers 2 conditions from itself to enemies in a 600 Yard Radius every 2 seconds for 10 Seconds. (25 Second Cooldown)
Bite – Now Applies Poison and Weakness for 10 seconds (25 Second Cooldown)
Slash – Applies 1 Stack of Bleed for 5 Seconds to the target
Defy Pain – Changed to Disease Prone – Converts Boons on itself into Conditions (25 Second Cooldown)
As you can see, I’ve Made Each Bear Unique and Have a specific thing they’re good at.
Brown Bears being the Standard Bear, Black Bear Being all about Boons, Polar Bear being all about CC, Arctodus be all about Protecting its master, and Murellow Being all about Spreading Conditions.
If they were in wilderness, You wouldn’t be able to get Offhand Training or Martial Mastery, nor EB or Barkskin.
While you don’t gain much from the Crit Damage bonus of Skirmishing Tree, Precision you do gain from, allowing you to use things like Sigil of Earth and Sharpened Edges to Proc Bleeds off your Traps for example.
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.
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.
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.
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
Going to add these to this post, maybe give you some ideas on Traits, this post was made a while back, and some of these wouldn’t work anymore.
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
Even though we wouldn’t do it now another shot at Greatsword to discuss
A) 1 chain NDA by giving Vigor.
B) Add evade to swoop…Discuss?
Why do you want to change the Greatsword?
Does the evade have to go and you need to come up with an acceptable solution for it?I don’t have to change it. I am hoping to improve it with changes without making it overpowered. I think right now one of the major problems, despite being good is that the evade on the chain is very hit or miss and feels very RNG when using it or fighting against it. I would rather put more of the skill of when to evade under player control to give this weapon more agency.
Ehh Jon….That Evade is incredibly important to Rangers in Massive Fights.
Most WvW fights consists of the game frankly lagging where the only thing you can actually use is the Auto attack, That Evade saves rangers a TON of damage….The changes you’re suggesting would make the weapon overall much weaker.
Again, Swoop is not a problem, Swoop is fine the way it is, If you want to actually improve the weapon, remove the damage bonus that overlaps with Moment of Clarity from the Hilt Bash, and add something else. That’d improve the weapon.
Got some more Ranger Video of mostly this matchup
Nature’s Tank Volume 4
I just had a wacky idea that might make some aspects of MH sword less frustrating. I’ll test it out when I get in to work and report back.
Thank you kindly.
Even if it doesn’t pan out, I do want to commend you for taking another look at it in response to our feedback.Ohhh. That’s a neat idea, Xsorus.
Hilt Bash stepping on Moment of Clarity’s toes has always been a bit odd. You could totally change it to something else. Though Aegis is probably pushing into Guardian territory. How would you feel about Protect?
protect would work also, couldn’t think of another good defensive thing besides it and aegis.
Also I wanna add Jon, If you wanna improve Power Rangers some, you really need to change how the Pigs F2 work. Those Pets provide a lot of utility that the Power Rangers could use (since they aren’t speccing pets for damage) and would make them far far better then they are currently. Right now those Pets are a complete pain in the kitten to use though.
Evade on swoop was just an idea to give that build a second on demand defensive skill. It would certainly help close/escape as well because not being able to be bit while closing/escaping is going to improve your chances of doing so. Also gives you a reason to use that skill outside of those situations which would help with rotations IMO. That being said you are correct that removing evade from 1 is probably too harsh so this is a change that will probably have to wait a while for proper testing if it happens at all.
Jon
Want to add another defensive skill to Greatsword, remove the 150% damage bonus for the pet hit off the 5 Skill, replace with granting Aegis to the Pet and Ranger for 10 seconds. That way it works with Moment of Clarity, ad we gain a second Defensive ability.
However I’m still of the opinion Greatsword doesn’t have a problem, Its actually one of our better weapons after all the changes (Though I still wouldn’t say no to Maul having a Blast Finisher)
A lot of the problems with Power Rangers extend to Trait Line issues we’ve all brought up, Pet Issues (In general, Our utility pets being crap, leaving us to choose mostly DPS Pets..Pigs for example), and the shared dps of the pet + ranger.
Face it, the only Builds that really allow extreme damage right now are usually the ones that are fairly glassy, But why are they able to do that? Because they have multiple Invul’s, or Stealth, and other cooldowns they can pop and the possibility of sustain.
Warriors for example, They have access to their Regen (Adrenal) pretty early in a Tree, Rangers get it 30 Points in Beastmaster, Meaning most power rangers have to rely on Signet of the Wild for Regen
Warriors get Condition removal fairly early in their tree, While Rangers have to put 30 points in Wilderness Survival for condition removal to be viable.
You take the Average Power Ranger spec and what do you have?
30 Points in Marksman
20 in Skirmish (or 10)
and 30 Wilderness or 20 Wilderness If its 30 we have condition removal, if its 20 we have none worth anything.
our Regen is also a pitiful 67 points per second with no healing power, When its taking SoTW + Trolls to = Healing Signet of Warrior and 30 points in a line to get kittentier Condition removal compared to a Warrior do you really have to wonder why Power Rangers might not be favored.
We’re basically Forced into our Beastmaster builds…kind of like how Ele’s were forced into the D/D bunker builds.
The Evade on the Auto Attack is one of the reasons the weapon is pretty much are only weapon useful for Large Fights in World vs World.
Swoop Doesn’t need an evade, Its there for 2 purposes, Getting me to the Fight, and Getting me away from the Fight… an Evade will not help that..
This. You would be nerfing survivability of rangers by removing evade on GS#1. Evade on swoop – what for? I don’t need it, not sure anyone ever asked for it. It would not compensate loosing evade on #1.
This combined with the proposed nerf to Natural vigor seems to point, imho, that you’re trying to lower survivability of this class.
Yeap, I use that Leap to get to fights, and to Run from Fights… I’d rather have the bloody Auto Attack Evade During the Fight more then a bloody whirl finisher.
Am I the only one who wants to see that evade on GS gone? If you want burst then stop using the GS as a DEFENSIVE weapon. It is just another passive mechanic that has no place in game. I would gladly trade that evade for damage boost.
Greatsword already can have incredibly high Burst, I’ve got builds were Maul can hit for 7-8k on Average…That’s good Burst…
What you’re not understanding is how much bloody damage that auto attack saves a Ranger in a Zerg Fight.
Plop on a greatsword sometime in WvW, and Charge in with a group, Pop Rampage as one and just spam the 1 key, You’ll cleave, do ok damage, But most importantly, Look at how much Evade Spam you get…If that evade didn’t exist, Everytime you saw Evade Spam, THat’s something that would of hit you instead.
Some ranger discussion.
Power Rangers
No pun intended. As many have said these guys are in an interesting position. In some ways they can be very strong, but everytime I play my ranger this way it feel like it comes up a little bit short. I think this is because they are lacking a few things as either additional tools for greatsword or as utilities. Signets are the somewhat obvious utility choice but their effect is too varied to run a strong full signet build here. Conversely all traits associated with signets tend to increase in power the more you bring. What signets need is a good trait that synergizes with bringing a single signet, like Nature’s Voice does for shouts. This would let you bring maybe one or two signets and suppliment them with something else. One idea we talked about for Greatsword would be to take the evade off of the 3rd attack of the auto-chain and put it on swoop. This would give you a second on-demand defensive skill and instead we put something less timing based (for example a whirl finisher) on that third attack to empower it.Jon
Rofl…. NO… jon….Bloody No…
The Evade on the Auto Attack is one of the reasons the weapon is pretty much are only weapon useful for Large Fights in World vs World.
Swoop Doesn’t need an evade, Its there for 2 purposes, Getting me to the Fight, and Getting me away from the Fight… an Evade will not help that..
Also what Signets need is you to bloody remove Signet of the Beastmaster so Bow Users can actually use Signets active abilities (Right now they have to give up Longbow Range or Pierce Arrows and can’t use that other bloody trait you added either)
Power Rangers have to many needed Traits in the Master part of the Tree… You need to combine some of them or move them to other tree’s
Greatsword as a weapon is not a bad weapon, The only ability that annoys me right now is the number 5 Ability, It doesn’t Synergize well with Moment of Clarity (they provide the same effect) It also has an incredibly short range and long animation time.
Other problems with Power Rangers extends to think like Our Pets being a mediocre system that you really should redo
Define Viable.
I mean…I can run around with it….but if I wanna zerg, I still find Greatsword to be our best weapon for that.
People don’t understand why Bunkers Exist..
Bunker’s Exist because you have specs in this game that can instantly… and i mean that…INSTANTLY kill you.
100 to 0 in 1 second…..
If you’d not one of those classes that can do that, You go Bunker.. its really that simple.
Btw, those new Antitoxin runes are incredible for the existing condition bunker builds.
Yeap, i’ve considered getting them.
Only reason i have is i’m not wanting to give up my utility slot.
I bet Bears will be amazing for tanking stuff with the new Bark Skin heh
He could of probably switched to a beefier pet as well, I once dueled another ranger who switched over to Bears cause I kept killing the pet.
This is why i always laugh at people who say bears are horrible in PvP, sure they don’t do as much damage but you’re not gonna be moving that kittener an Inch especially if you’re direct damage and you’re up against a black bear.
For those of you that play pokemon, think of running a bear pet as having a “wall” IE something to eat hits you don’t want your high damage dealers/essentially status inflicting guys to eat. That’s what i do when i run say a Cat/Bear, or Canine/Pig (or bear) or bird bear etc.
I didn’t say it helped the Ranger Win
It just meant I didn’t have to worry bout killing his pet anymore or dodging its attacks.
My Problem with it, its promotes passive play, Take BM Bunker, There are times when I ran 3 signets, and never touched them as far as an active goes because it was pointless, They had good actives, but they only worked on my Pet which made using them Meh.
Imagine if Longbow Rangers for example could actually get other talents and still use Signets also…That’d instantly make that ability better.
Hell the change to Enlargement would actually make me consider dropping 10 from Marksman and 10 from beast to go 20 Natures to pick it up if Signet of Beastmaster went away.
But ya, Active Condition Removal is something I want to see added as well..
Maybe on Heal as One….or Lightning Reflex, or Muddy Terrain… Something better… then just EB or Bust.
for Barkskin, wilderness survival, grandmaster major trait, I would propose instead of 50% damage reduction below 25% health, changing it to 33% damage reduction to below 50% health, that would make it more competable to Empathic Bond.
If you feel and tests shows that is too strong, id suggest making it apply protection boon for x seconds, every x seconds when you are under 50% health threshold, as boons can be striped, stolen or even converted to conditions.I would really like to get everyones oppinion on that.
You clearly don’t use Barkskin, so stop trying to nerf it!! That reduction in damage STACKS with frost aura and prot btw. This trait has saved my balls (and my pet) waaaaaaaaaaay more than empathetic bond, it normally buys me those precious extra seconds needed in order to get off my heal again and put me back into the fight.
If they made it a protection pulse…. That would be HORRIBLE, would I like the health region to be larger? Yeah, that’d be awesome! But I’d much rather take 50% less damage under 25% health than a measily 33% under 50%
How are you handling Conditions right on now Durzlla, i know you talked about Barkskin and Frost Trap before.
The Biggest change Anet can do right now is removing bloody Signet of the Beastmaster and making that baseline.
Absolutely silly we have to invest 30 points in a line to get the same effect as everyone else.
He could of probably switched to a beefier pet as well, I once dueled another ranger who switched over to Bears cause I kept killing the pet.
Old Machines
Its a Dubstep thing about Reapers from Mass Effect
While I can agree with some of the proposed changes (new Predator’s Instinct looks pretty good, Mighty Swap is change for the better and spirit nerfs are needed), they do nothing to improve ranger’s poor (active) condition removal.
I would like to suggest fusing Healer’s Celerity (and Trapper’s Defense) with Circle of Life.
- Circle of Life: Create a healing spring while reviving an ally. (30-60s cd). Increases revive speed by 10%
This would open up an adept trait slot in Wilderness Survival which could be used to give ranger more active condition removal. New adept WS trait suggestion:
- Symbiotic Bond: Remove a condition from you and your pet when you break stun.
Thoughts?
ANET buffs brown bear and make healing spring pulse faster: users think ANET does nothing for ranger condition removal
Chopps, Those two things will do absolutely nothing for you in terms of Condition Control.
the BB nerfs your damage, only removes 2 conditions every 20-25 seconds…
Healing Spring is counter intuitive for managing conditions as well, You want to use HS when you’re low on health, Not when you get a bunch of Conditions applied to you and you want to remove them….
Figure I’ll go through and respond to each one of them.
Long Range Shot. Increased the damage at 500 range by 20%.
Long Range Shot. Increased the damage at 500-1000 range by 15%.
These are actually good changes, and should make Longbow a bit more viable in comparison to Shortbow
Marksmanship V – Predator’s Instinct. Increased the threshold from 25% to 50%. Increased the Cripple Duration from 2s to 10s. Increased the cooldown from 15s to 30s.
I don’t see this trait being used, 10 Second Cripple on a 30 Second Cooldown, I can maintain almost Perma Cripple already with Spiders and Intimidation Training. For everyone else 10% bonus damage with Endurance is always the better option….Hell Keen edges also for most builds…If it applied 2 or 3 Stacks of Torment with the Cripple It’d say it’d be an amazing Trait, problem then would be it overshadowing Keen Edges
Marksmanship VI – Beastmaster’s Bond. Decreased the cooldown from 90s to 60s.
This is another filler talent, No one is going to pick this ability as it simply doesn’t give enough to make it a choice over other things. You should simply scrap this trait entirely and add something else
Skirmishing XII – Moment of Clarity. Stun Duration increased from 50% to 100%.
Decent Change, I know why you did it, So you could make the Stuns on SB/GS 2 seconds instead of 1 second that it currently is (Right now Moment does nothing for those setups), Still wish it included Dazes hehehe…..
Wilderness 5 Natural Vigor. Reduced the increased endurance regeneration from 50% to 25%.
Nerf, but you’re changing everyone so I understand why its being nerfed
Wilderness VIII – Oakheart Salve. Decreased the recharge of this trait from 20s->15s
Won’t be used, Already to many good Traits, Offhand Training, Martial Mastery are pretty much required for most builds, the only build that wouldn’t use either of those two is a longbow/shortbow build and they’re generally not going to waste a trait on a crappy Regen they won’t get benefit from cause they won’t be specced Healing Power in the first place
Wilderness XII – Bark Skin Increased the damage reduction from 30% to 50%.
Great Change, This is more for PVE which is what I don’t think people get….Everyone serious about PvP will still use EB, though in PVE, making your pet be able to absorb more damage is a pretty nice change. EB is less required in PVE so you can give up the trait. However PvP it won’t be used most likely… EB is simply to important in fights, Simply watch my fights with Faux, Soon as his pet died, he died because he could do nothing against those Conditions.
Nature Magic I – Circle of Life. Cleared up the text of this trait to clearly identify that it happens when downed, not defeated.
I don’t know anyone who uses these traits. There seems to be far better picks, I’m thinking this is a PVE trait
Nature Magic V – Strength of Spirit. Increased conversion from 5% to 7%
Greatsword Valkyrie Burst Builds will love this i imagine
Nature Magic IX – Two Handed Training. Added the following functionality to this trait. Greatsword and Spear attacks have a chance to grant Fury on hit. 50% chance. 3s Fury. 10s cooldown.
This is for Cleric BM Builds I believe, as they lack crit with their current setup. could possibly be used with a GS Valkyrie Burst Build as well
Nature Magic X – Enlargement. This trait now uses Signet of the Wild to trigger. This reduces the cooldown to 60 seconds and allow it to interact with the Signet of the Beastmaster and Signet Mastery traits.
Requires 50 Points to be useful, plus me getting to 25% life, Non Starter….Either Remove Signet of Beastmaster and give us full functionality of our Signets (which is holding them back currently) or bump this to 50% life and maybe it’ll be a bit better
Nature Magic VII – Nature’s Vengeance. Moved to Grandmaster Tier.
Nature Magic XI – Spirits Unbound. Moved to Master Tier.
Decent Change, some people already mentioned Support Build you can do with this Setup. You’d have to drop SoTW though to run it, not sure much I agree with that.
Beastmastery VI – Mighty Swap. The might from this trait is now applied to you and your pet.
You’re basically giving me a free 100 more condition damage with this, So I thank ya..It’ll now be used 100% of the time
Sun Spirit. Reduced the passive burning from 3s to 2s.
Storm Spirit. Reduced the damage from the Call Lightning skill by 33%
Since the only place people run Spirits really is Tpvp, i understand these changes….Won’t matter anywhere else cause no one bothered in the first place
longbow can work with Conditions, it requires Sigil of Earth and Sharpened Edges and enough crit to do it, but it can most diff work.
heheh, I’ve been lazy about grabbing more music
I should probably find some more off Newgrounds.
Right now i’m trying to figure out why the quality drops so badly from my computer to youtube.
I get distortion during fast movements on Youtube, and its very annoying to see in a video, Fraps didn’t do this… but Shadowplay is causing this… I’m thinking it has to with the FPS change.
I’m not understanding the Enlargement change, not sure what they mean by that information.
Mighty Swap granting Might to me also is interesting.
Makes Boon Duration more interesting.
Nature Magic X – Enlargement. This trait now uses Signet of the Wild to trigger. This reduces the cooldown to 60 seconds and allow it to interact with the Signet of the Beastmaster and Signet Mastery traits.
Harro Terravos! This trait is now basically the active portion of Signet of the Wild, meaning it can be reduced with Signet Mastery and will also apply to the ranger when Signet of the Beastmaster is equipped and Might if you have Beastmaster’s Might equipped.
-Karl
So 50 Points are required to make this trait somewhat manageable?
If Signet of Beastmaster didn’t exist, This trait might be useful, However the fact that I have to invest 50 points to make it worthwhile, plus go to 25% health…Makes it not that great.
It suffers from a lot of the Ranger problems, Which is far to high requirements for many things.
Oh jon…
Skirmishing XII – Moment of Clarity. Stun Duration increased from 50% to 100%.
Why must you tease me
If only it worked on Dazes..
Yea, we need better active condition removal, simply watch my duel video with Faux to see how it can easily screw us over by having our Pet die.
Yea, part of the problem was his Condition Removal was tied completely to the pet…So I started targeting his pet after that in other fights.
once that was gone, it meant he died to condition overload.
He could go for 15 in Beast for the Weapon Swap, but then he’s giving up EB or his Regen Shout..
I’m not understanding the Enlargement change, not sure what they mean by that information.
Mighty Swap granting Might to me also is interesting.
Makes Boon Duration more interesting.
lol, I must admit
I about kitten myself when I read this
Skirmishing XII – Moment of Clarity. Stun Duration increased from 50% to 100%.
then I realized it was just for stuns lol
Was a lot of fun, i loved learning about the Mistfire and Chill Strategy, never expected that.
SoTW scales with Healing Power
Give it time for better quality
Call it speculation.
I mean even if I had a source, i couldn’t provide it to you anyway.
Healing Signet needs to scale better with Healing Power, and then lowered a lot if you don’t have any healing power.
That way if Warriors want to have sustain, they will have to go Clerics or Apothecary like everyone else.
Everyone thinks Warriors are overpowered, Except Warriors.
Honestly everyone else is wrong, and all Warriors are just right.
grin
Do you really believe that this is “my Professions vs your Profession”? People complain all the time against other Professions (almost childishly so) but it doesn’t mean that they don’t play the other Professions.
I don’t think my Warrior is OP, but rather in a good place at this time. Survivability is now better (before it didn’t have good survivability at all-high vitality didn’t help as much as people usually think.) It still has weak healing burst skills, that don’t play well with such high hit points pool. I was rather happy that the weapons I used to use BEFORE they became “meta” were improved as of late.
However, the above means that I would really dislike if they nerf unsuspecting foe, as I did almost prepare my Warrior to have a rather low critical chance a LONG time ago, just because I preferred the Hammer when it wasn’t as popular, and it allowed me to use more defensive gear. It was NEVER OP or as powerful as a Greatsword build. Unsuspecting foe was thus always a good trait for my Warrior in particular, even back when it was a rarity. And I still believe it’s not “max DPS” at all, nor honestly believe unsuspecting foe is an “unfair” trait given that its benefit is very situational.
In short, I do not agree that Warriors have max DPS, max survivability, and max CC without sacrificing something. Main-hand Axe is probably still more powerful, and ditto for the Greatsword. Not every Warrior that uses Hammer/Longbow uses the meta-prescribed build anyway. Whatever they decide to do with the Warrior’s “OP” status, hopefully they keep the weapons untouched, or buff the “bad” weapons so there’s no excuse and every weapon has its use.
Also, to the poster that stated that he/she hopes hammer is nerfed so that he/she can go back to greatsword/longbow: NOTHING is preventing you from doing so right now-why use “the most effective build” according to what many other players currently use? By doing this, you will be at the mercy of patches and metas, rather than playing the way that is the most fun to you (hopefully you are not saying you wish Greatsword to be the “best” Warrior weapon? As the ideal is that all weapons are good in one way or the other.)
Did you really just ask me if I believe what I stated
Then follow it up with
“I don’t think my Warrior is OP, but rather in a good place at this time.”
They’ve been talking about how they’re planning to release in China, and that’s why they need the new WvW map for overflow, That’s BS.
They’re going to merge some of the WvW servers together (By that, I mean the actual WvW portion of the game, not the servers)
So for example, Stormbluff Isle and NSP might be on the same team….Before they couldn’t do something like that this because people would be poed they got put in a Queue.
Now they’ll be able to do just throw them in the Overflow Map.
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