key to beating PU Mesmer is walking away and fighting something else.
far as large scale wvw goes, GWEN still reigns supreme
1.) Guardian
2.) Warrior
3.) Elementalist
4.) Necromancer
ranger, thief, engi will see little use in large scale, but are good for solo and havoc roaming. Out of Gwen, warrior is probably the best of both worlds.
ok ill bite…
1.) Guardian has incredibly low health pool. One of the lowest in the game. Armor isn’t enough to mitigate damage when health is that low, especially condition spam, so we need blocks and healing for sustain. Its really a main theme of the guardian.
2. The builds that heal all have stipulations:
Altruistic healing builds, which require 6 into valor, need to have allies around to heal the guardian, and is really only effective with a full team of allies. On its own an altruistic healing guardian gets wrecked in 1v1.
triple meditation builds with monks focus typically are full on zerker builds, and are very burst reliant. these builds are great in havoc teams and 1v1, but they have incredibly low health pools on average, like12-14k, and thus rely on blinds and healing to stand a chance. This build is also extremely hard to play.
lastly, healway builds, (6 into virtues, which doesn’t offer trait boosts, but virtue recharge and boon duration) which are full on support builds, offer excellent passive and active self healing, both to guardian and team, but are as bunker as they get. Don’t expect to take down a bunker healway guardian without another to help. but because they are mostly cleric gear, they do not hit hard in the least.
now if you want to talk about warrior healing, that’s an entirely different conversation.
these are the main guardians you will run into, which some variations im sure, but all of the healing comes with a cost.
I would say ascalonian armor from Ascolonia catacombs dungeon looks extremely rangery in a very traditional sense.
Human t2 and t3 cultural look nice too.
Vipers armor in the gem store is a high quality skin that has nice refelctions and textures in the gem store as well, very rangery looking
Well what I would do:
-new minor trait “random cool name”- convert 1 condition into a boon on weapon swap (ICD 9 seconds)
Voting Chokolata to become the next developer!
I had an idea just like this for skirmishing line that i proposed for cdi. Combine (1) tail wind and (3) furious grip and make that the adept minor trait. Replace furious grip with “cleansing grip” which removes 1 condition and grants 2 sec regen on weapon swap.
Opening strike should be both pet and player on MM (1), 100% crit should be (3), and remorseless should move from grandmaster major to minor
(edited by Zatoichi.1049)
In a game with prolific access to skills such as aegis, blind spamming, damage immunities, blocks, evades ( both natural from the endurance bar, and built into weapon skills) in combination with perma vigor, and to a lesser extent protection, i cannot think of a game where armor has less significance. especially considering that heavy classes,, enjoy the luxury of that nice little “cusion” that armor provides, yet have heavy (no pun intended) access to aforementioned mitigation abilities.
And yes, for pve, berserker meta is the result to this…
I have always felt that stealth should mean completely invisible when standing still, and very slightly visible/opaque when moving (like a human figure that is see through, slightly distorting/blurring the background within the form of the figure).
I think the 2 biggest problems people have with stealth is guessing where to attack in the air when the opponent is stealth, and not being able to more reliably position oneself to avoid a thieves’ backstab. I believe this fix could help enough, without having to touch stealth skills or destroying the stealth mechanic as a whole.
I have always felt that stealth should mean completely invisible when standing still, and very slightly visible/opaque when moving (like a human figure that is see through, slightly distorting/blurring the background within the form of the figure).
I think the 2 biggest problems people have with stealth is guessing where to attack in the air when the opponent is stealth, and not being able to more reliably position oneself to avoid a thieves’ backstab. I believe this fix could help enough, without having to touch stealth skills or destroying the stealth mechanic as a whole.
as im not really interested in trying to sugarcoat a ranger strength
a rangers kryptonite is it’s pet…
we must rely on if for so much:
-damage ( like 30% ish I believe?)
-CC
-condition cleanse (which actually kills the pet)
-condition coverage
-buffs (either through f2 or swap)
all of which are lost if our pet is dead because of how prevalent AoE and one hit kills are, such as in WvW or high level fractals. The pet cannot dodge in a game about dodging, or avoid said AoE/one-shots without extreme intuitiveness on the players part, with a bit of luck too.
Throw in the fact that pets are sluggish, take a long time to reach a target (loss of dps), F2s are still not 100% reliable, and can barely hit moving targets because of long and very telegraphed skill activations, and you have a recipe for ranger pie.
if you want ranger to have a weakness, don’t make it our game defining mechanic.
side note: also, if were so adept at wilderness survival, why are rangers weak at condition removal? Shouldn’t we be like, the best at it?
(edited by Zatoichi.1049)
^ I kinda like that idea tho
make it so the next two attacks from stealth hit the target as if they have like 1500 armor
or hunter’s shot reduces targets armor for 3 seconds to 1800
How about long range shot would have a similar “from stealth mechanic” like thief? upon entering stealth ( applied by the ranger only to avoid op thief/ranger teams) long range shot becomes, idk, sundering arrow, which pierces x amount of armor and it cant be blocked.
They could normalize the damage based on range and then give the armor pierce that varies with range instead.
This brings you back to square one if you didn’t notice. The LB already has tiered damage according to range. You’re suggesting the same thing, but calling it " armour pierce."
I see what u r saying, but its an over-generalization. Many people have been asking for normalized longbow damage for quite some time. Honestly, we should get max damage at any range, as there are simply too many ways for an enemy to avoid a longbow arrow at max range, whether its being obscured or blocked, or the target just moves, not to mention the prevelance of low cooldown, gap closing leaps. Tats why we should get max damage at any range.
So if we got damage normalization (max damage at any range), then as a solid buff in addition to that, we could creat the bonus of armor pierce at different ranes, which would add some interesting mechanics to the ranger, giving us more solid performence versus heavily armored foes.
How about: first shot from stealth pierces armour (treat all targets as if they had 1500 armour).
Then give SB a stealth move.
Im not sure how i feel about this idea. On one side i appreciate how your trying to make it more active, but if it was only one shot it would have to be a significant amount of armor pierce. And even with that, a single shot is still prone to invulnerabilities and blocks, just missing, and whatnot,which doesmt solve alot of the issues longbow ranger experiences.
So, first place servers get 2 mistforged weapons, and 6th – 9th place servers enjoy the same pristige of a 2nd place server in the form of a mistoforged weapon? That makes perfect sense… Might as well just change the name of mistforged weapon to zenith part 2 and call it a day.
U are obviously a PvEr that’s gotten the Meta for the AP’s and the sweet sweet skin.Server ranking in the tournament is about prestige and bragging rights not about how many weapon skins u get,sheesh.
Excuse me? Actually, im not, so kitten off dude. I play exclusively wvw. Im long time tc player somplease dont think u know me and lecture me like amd tell me how supposed to feel.
U are more than entitled to ur opinion, but saying bullkitten like " you are obviously a pver" just makes u look ignorant and a typicall opinion basher.
(edited by Zatoichi.1049)
So, first place servers get 2 mistforged weapons, and 6th – 9th place servers enjoy the same pristige of a 2nd place server in the form of a mistoforged weapon? That makes perfect sense… Might as well just change the name of mistforged weapon to zenith part 2 and call it a day.
wow, there certainly is a lot of anger here, not only aimed at AET, but players going at players.
To those who are complaining about NOT receiving awards yet, you might do yourself a favor and sit back, relax, think about your life, and get your priorities in line. Its not THAT big a deal.
To those who are overly criticizing and, to an extent, insulting said complainers, at this point, at this point…they have a right to be upset and express their disappointment. Can we stop lobbing insults at each other? Hell…
They could normalize the damage based on range and then give the armor pierce that varies with range instead.
This, i think, is spot on.
I like this idea, but 20% is too much.
20% reduction means:
3000 armor becomes 2400 (-600 toughness)
2600 armor becomes 2080 (-520 toughness)
2200 armor becomes 1760 (-440 toughness)I would suggest 5% reduction:
3000 armor becomes 2850 (-150 toughness)
2600 armor becomes 2470 (-130 toughness)
2200 armor becomes 2090 (-110 toughness)
k so yeah 20 is a bit much, but 5 is too little. The reason I mentioned 20 is cuz longbow hits like a wet noodle outside of glass cannon.
20% armor pierce/ignore on longbow AA.
What do you think?
Edit: 20% too much… 10% seems fair
(edited by Zatoichi.1049)
You know, you could make shortbow 3 apply some torment, since outside of the evade the functionality is barely noticeable as is.
Also, I saw somebody else suggest putting torment on sword 3, which flows really well with the soft cc theme behind the sword, and would benefit both power and condition builds as well.
Additionally, offhand dagger 5 could have its bleeds replaced with torment.
Those are my big 3.
I would be happiest with dagger 5 out of those I think. would be nice competition to x/torch if you don’t want to run both.
shortbow 3 is also a solid option cuz, yeah, its a pretty mediocre skill (though I would prefer vigor on #3)
I think putting it on sword might make sword too strong, but I wouldn’t say no to it =D
Why do i need torment. Watch this from lvl 49 frac: 3k – 3,5k by long range shot.
Do i need smthing more? nah.. just a spotter’s thing
if 1111111 pew pewing pve trash with longbow from 1800 range is all you desire out of ranger than more power to you my friend.
Again, #3 is a real defensive skill and not something worthy of attaching a DPS oriented condition to imo. If torment were to fill the real role of discouraging a player from moving because it hurt a lot, then it would fit on a defensive oriented skill imo. But it’s a very poorly designed condition and need to be stacked pretty high to have a real impact. At that point it’s just a DPS condi and would rather use it on a spammable skill.
Now as for removing the cripple all together? It could work… but I’m not a fan of that idea because the shortbow is really the only suitable kiting weapon we have unless you go perma chill with axe and sigils and such.
Rather not lose the daze or the cripple.
hmmm perhaps I was unclear. My intention behind shortbow #5 was to keep all the current functionality (the daze and stun), whilst adding torment to a successful interrupt using said functions. No losing the daze.
I don’t like the idea of it on concussive shot because a daze is actually useful and you wouldn’t want to use the skill that often. Cripple on the other hand isn’t as useful and a player is far more likely to use the skill even when they may not really need to because of the short cooldown.
good point. It would sort of make concussion shot a spam skill. Im still ok with it I think, as the torment would be a “reward” if you will for a successful interrupt, but to explore your idea about #4, what if the cripple the ranger currently applies was replaced with torment? Would we miss the cripple?
Change the bleed on SB #4 to torment imo.
its a good idea, but would not be nearly enough. Unless I’m mistaken, and I could very well be, the bleeds as they are now on #4 come from the pet, and pets have no condition damage, so even though it would be 3 stacks, the damage would be very low. That’s why I would prefer to see torment placed on Concussion Shot, if short bow was the chosen weapon.
A pet torment would be more of a condition coverage thing, which is why it would make a good secondary source, but not a good main source. plus, you know, dead pet…
Another thing I wanted to mention, is how a source or two of reliable torment, dare I say AOE torment (sigil doesn’t count as anyone can use that), would open up builds to using Runes of Torment, which could ultimately lead to more effectiveness, or at the least some interesting builds, while running with zergs in WvW.
Going back to the idea of hunters calls as well, that could be a 360 range ( more?) AOE torment around the ranger.
yes, it would make sense if i look to the design of ranger.
after the patch brought torment to the game i always
thought, why mesmer and warrior get this condition and not ranger aswell.for ranger it would make more sense to have torment on some skills, then on mesmer and warrior,
because as ranger you have to kite with much builds.maybe poison master should really do something like this.
add a bit torment to each poison skill.
but not to much because torment is a really strong condition.
immobilize, cripple, AND torment kiting. sounds like something to be feared. ranger needs that.
So maybe torment on Shortbow’s Concussion Shot? the torment would proc on interrupt. 5 stacks for 5 seconds considering the cooldown of the skill.
(edited by Zatoichi.1049)
Quite honestly, hunters call and some traps seem the best place to fit it. The traps are lacking in general.
Frost trap should apply chill AND weakness
Vipers nest should apply poison AND 2 stacks of torment
Flame trap should apply a blind effect when its first activated as well
Spike trap should do significantly more physical damage when activatedCooldowns should be adjusted and normalized
torment and poison on poison trap sounds brutal! That would make the trap worth bringing outside of trapper builds. I like it.
Yes, i’d like to see it applied to Hunter’s Call and/or make it applied via a new spiders F2 skill. IE: Maguuma Spider or something of the sort.
Also, we’re good at more than just condi bunker, that’s just the most popular because it was viable since launch, however power builds, support builds, etc have all been risen into viability atm, and are ALL very strong.
Didn’t mean to make it sound as though condi bunker was the only viable style, just meant to say it was one of our strongest. That being said, compared to other Condi classes (Necro, Engi, Theif, Mesmer), I don’t want to say we are flat out the weakest, but I will say we cant spam like they can.
Which is why I would like to see us have access to torment, I think it would even the playing field as they say.
I like the idea of it on hunters call for sure, but I would be unhappy if that was the only weapon we received it on. If we could get it on sword or axe mainhand, then warhorn x/wh would be a very interesting choice for condi build.
As the title suggests…what do you all think?
Personally, I am in favor of a single source of torment on a weapon, maybe 2-3 stacks on a decent ICD. Perhaps a less impactful secondary source through a pet as well. IDK…
As much as I dislike it, rangers strive as condi bunkers as many of you know, and as I don’t see us getting access to natural confusion, torment at least makes sense from a flavor perspective.
So if no, please explain why, and if yes, where would you place it?
really funny stuff
my favorites were ranger, warrior, and engi
much better option is if Swoop become full evade .. as increase cd on maul just for blast finisher is not a good idea…if you know how to use maul and if you perform chain of some attacks you may be able to even down some GC players in few seconds ..
it wouldn’t need a longer cool down IMO.
Guardian Mighty blow Hammer 2 has AOE 300 range leaping blast finisher on 5 second cool down.
Maul has a 6 second cool down, with no leap towards target, 150 range, and obvious telegraphed animation. The vulnerability is practically useless compared to the bleeds we used to get on it.
both mauls and mighty blows damage, though not equal, are comparable.
ill use this in my shout heal build with trooper runes for organized WvW (running with a guardian for stability coverage) with lemongrass. I need it cuz I cant always have stability on bar (2 shouts + endure pain). In any other build there are better options.
fact is, whether that stab is on your bar or in your traits, its not free, it requires a slot
when I make a conscious decision that my build needs this trait so that I can pursue a particular tactic, I certainly don’t think im being “mindless” or “passive” as you say.
(edited by Zatoichi.1049)
so it spreads a random condition the target is suffering from, to other targets it passes through? if so, It would have to have an decent ICD to not be incredibly OP. Cool concept though.
It would grab 1, 3 or all conditions(balance issues) from the first target, then distribute those condition(s) to any other target it passes through.
If it was 1 condition per arrow, it could probably get away with an ICD of like 5 seconds, otherwise it would be way too good with short bow.
if it was all conditions, it would probably have something like a 15 second ICD.
If it was all conditions and all stacks, it would be completely OP.
what is your primary game mode? WvW, PvP, PvE?
so it spreads a random condition the target is suffering from, to other targets it passes through? if so, It would have to have an decent ICD to not be incredibly OP. Cool concept though.
For those who like the animation, have u played wvw or pvp? You can see it coming from ammile away, and the cast is slow. It prettynmuch requires hilt bash for a set up. Even warrior has less obvious tells on the hammer, and those attacks have devestating cc AND good damage. A good fix would be to remove the bear in pvp, wvw, but keep it for pve.
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1. Find a job that pays $10 per hour
2. Work 1 extra hour per week past norm
3. Buy 800 gems for $10 dollars
4. Enjoy your gold
I have see at least 5 different rangers played by Dev’s on blackgate and maybe overflow. Anyone who say they never play Rangers is talking out of their fanny.
probably being forced to play them?
awwwwwww GDI!
15/char
If guardians are so bad, why are they so prevalent as frontliners in serious WvW guilds?
I second the question “What is he running here”?
As he appears to be stacking might on crit, Id be willing to bet its AHEM, 0/0/30/30/10, with knights primary with some soldier thrown in. Its what I run with my guild .
I would like to see striders defense changed to be an on crit heal/regen, or protection
Or
A heal/regen, or protection on weapon swap
Striders defense is a joke. im not totally against rng traits if youncan rely on them statistically, but low, specific rng like this accomplishes nothing.
Conceptually, a defensive trait in skirmishing is a great idea, but this?
Who is gonna go 30 deep into skirmishing for this when moment of clarity, which is already not a great trait, is better?
Cnt we get something useful like regen/protection or both on crit?
There are enough under deserving people abusing insulting gestures in wvw in completely unjustified scenerios. Example: when i win a 1v2 and then get rolled over by a 5 man a few seconds after, then they are proceed to laugh and jump on my body. What? Or when im winning a fight, 1v1, 1v2, etc, and then they get saved by their zerg, and proceed to do the same thing. You knew u were gonna lose u jerk lol. Im in TC, and people spam laugh, etc waaaaay too much. Gets annoying fast.
Honestly, u want to say chicken @ the warrior, but wont it just result in all the warriors doiing it to u?
You guys think read the wind is bad huh? You think rangers are godly now? Well just wait till the finalized patch notes come out.
Anet: " We thought full zerk longbow power rangers were hitting too hard, too easily from max distance with little to no associated risk, so we made an adjustment to the base arrow velocity."
Longbow – lowered base arrow velocity by 50%
Added: Read the Wind (new GM trait) – Longbow arrows fire twice their base velocity.
Hello! Im a serious WvW’r currently playing on Gate of Madness (my original world since launch). The state of GoM WvW has slipped into the garbage and I want to play WvW on a much more competitive level.
I mostly main Warrior (Norn female, full ascended trinkets, 2 ascended weapons), and guardian (Full ascended trinkets, 1 ascended weapon), but I also have Thief (ascended trinkets and weapon), and a ranger who I play often because I enjoy the class (full ascended armor, trinkets, and 1 weapon)
I am looking to transfer possibly to tarnished coast because it is the highest I can currently transfer to. Let me know if you are interested in me.
Also, how is TC fairing currently in WvW?
Yeah, it’s too soon to have answers, but this kind of shows how high ranger hopes are on the results of this CDI. XD
So true, so true
I dont believe i am judging anyone, nor am i being harsh, by stating a fact. Simply, we have seen little to no response from the devs yet. Whether theymplanned to wait it out, to begin responding today or not, this must change. I am merely expressing my slight dissatisfaction of this lack thus far. Patience really inst the issue here, i just want what i believe was promised, a discussion involving both devs and players. I feel the need to mention this now, before we are 20 pages deep with no responses. Think of it as a simple call to action.
I think the lack of ArenaNet posts is a result of the thread being opened towards the end of the day which led to them not actually being in the office for most of the thread’s life so far. They basically opened it and then had 2-3 hours before they left the office for the day. They’ve only been back in the office for about an hour now, so I expect more interaction soon (once they have a chance to read through the suggestions so far).
Well thats good to know, in a sort of off putting way. But i mean, is it too much to ask to get 1 or 2 “off the clock” responses? would love to see more than one dev in here today.
So its been about 24 hours at at this point, 7 pages of proposals, and very little response (pratically none) to said proposals from devs. I was under the impression (perhaps incorrectly?) that devs would be active proponents in the advancement of the discussion in this forum. So far what im mostly seeing is people posting their own ideas and ignoring/bypassing the ideas of others. We honestly need some sort of moderation in here, motivation if you will, on the part of the devs, to move this thread in a direction of discussion, other wise by tommorow well be 20 pages in, floating in a sea of lost and forgotten proposals. Are the ideas good so far? are they way off base? What aspects of the proposals so far are peaking your intrest? More dev involvment please from here on out please.
This. +1
Otherwise, CDI or not…
They say you should never judge a person too harshly until you’ve walked a mile their shoes.
I think Allie has her hands full is just trying to juggle, organize and edit these “walls-of-text” suggestions of ours. This CDI has been up just a little over a day, so perhaps we can be a bit more patient.
I dont believe i am judging anyone, nor am i being harsh, by stating a fact. Simply, we have seen little to no response from the devs yet. Whether theymplanned to wait it out, to begin responding today or not, this must change. I am merely expressing my slight dissatisfaction of this lack thus far. Patience really inst the issue here, i just want what i believe was promised, a discussion involving both devs and players. I feel the need to mention this now, before we are 20 pages deep with no responses. Think of it as a simple call to action.
So its been about 24 hours at at this point, 7 pages of proposals, and very little response (pratically none) to said proposals from devs. I was under the impression (perhaps incorrectly?) that devs would be active proponents in the advancement of the discussion in this forum. So far what im mostly seeing is people posting their own ideas and ignoring/bypassing the ideas of others. We honestly need some sort of moderation in here, motivation if you will, on the part of the devs, to move this thread in a direction of discussion, other wise by tommorow well be 20 pages in, floating in a sea of lost and forgotten proposals. Are the ideas good so far? are they way off base? What aspects of the proposals so far are peaking your intrest? More dev involvment please from here on out please.
Specific Game Mode
WvW/PvE
Proposal Overview
An adjustment/reworking of popular trait lines.
Goal of Proposal
To condense unutilized, or less effective traits, to provide more practical access to much needed condition removal that we lack (I mean, rangers should be masters of condition removal being the wilderness experts we are), and to re-allocate certain utility traits to more sensible trait lines.
Proposal Functionality
They are simple buffs to bring ranger up to par, they don’t go against the core design or alter the ranger in a harsh way.
Associated Risks
Ummmm, IDK, maybe a little toooo much condition removal?
MARKSMANSHIP CHANGES:
(5) Opening Strike: Now affects both pet and player.
(15) Alpha Training: Removed and replaced by minor grandmaster trait Precise Strike (Opening Strike always crits)
(25) Remorseless: New Minor Grandmaster trait (no longer a major Grandmaster trait).Effect stays the same but remove the renewal on Stealth part (that was way too gimmicky anyway).
Eagle Eye: Moved to Major Grandmaster trait. Now affects Short Bow and Longbow.
Signets…
NOTE: untraited Signet active should affect player, not pet. This may have to result in a nerf to Signet of Stone’s 6 sec immunity active (but could be buffed back through signet trait). With that in mind…
Signet of the Beast Master: New Master Major Trait (no longer Major Grandmaster Trait): Active effects of signets also affect your pet. Improves the effects of signets (by like 20% or something).
SKIRMISHING CHANGES:
(5) Tail Wind: Gain 5 sec Swiftness and Fury on Weapon Swap
(15) Cleansing Grip: New Master Minor trait. Cure one condition on weapon swap
Agility Training: Removed (this doesn’t help the already broken pet mechanic anyway), replaced by Martial Mastery from Wilderness Survival.
Healer’s Celerity: Moved from Wilderness Survival.
Moved to Wilderness Survival: Trapper’s Expertise, Trap Potency.
WILNERNESS SURVIVAL CHANGES:
Empathic Bond: Moved down to Master Trait.
Trap Potency: New Grandmaster Trait. Moved from Skirmishing.
Trapper’s Expertise: New Adept Major Trait. Moved from Skirmishing.
Moved to Skirmishing: Healer’s Celerity, Martial Mastery.
NATURE MAGIC CHANGES:
Spirit traits need to be condensed to 2 traits. Evasive Purity could maybe be changed to just remove 1 condition. Not sure though. Eould have to have a ICD.
Beast Mastery:
Pet attribute bonus needs better scaling. Pet damage nerf was needed but ended up being too much.
Intimidation Training and Stability Training should affect all pets.
Vigorous Training: Pets now remove a condition and grant Vigor to nearby allies when activated
(edited by Zatoichi.1049)
I didn’t get celestial primarily for the crit damage, so I support + boon duration added as part of the balancing process. Celestial is a popular choice for guardian and elementalist (not sure about others), 2 professions in which boon duration is well, a significant boon to the profession…yeah. I would even further support + boon duration as a primary stat for celestial. It seems like a change that fits the flavor of celestial.
