Showing Posts For Zenith.7301:

Fallen Masks Adventure

in Guild Wars 2: Heart of Thorns

Posted by: Zenith.7301

Zenith.7301

Randomness is fine. It tests how well you can adapt, instead of mindlessly running a scripted event. Randomness in raids is a good thing, it keeps the fight interesting after the first few kills.

What is not fine is that timer relative to the randomness. The timer is too tight for the time variations.

Clarion Bond still not blasting Smoke Cloud

in Ranger

Posted by: Zenith.7301

Zenith.7301

I don’t see why the enlargement can’t apply to your astral form…

Small suggestions for Rev core class

in Revenant

Posted by: Zenith.7301

Zenith.7301

And then there’s the fact a good d/p thief is a rare sight as the weaponset requires far more than braindead staff for similar results.

Uhhhh…. D/P Thief is faceroll easy and just as braindead as staff. What are you talking about!?

Because if we are talking about frontlines and positioning, it’s likely it’s about WvW? How often in spvp are you having fights where there’s more than 2-3 people?

In what kind of fights do you think you’ll find a well played auramancer? And where do necromancers position themselves?
There is a frontline in SPvP be it obvious or not, all you need is another ally to have one.

No, frontline/backline talk general refers to WvW and zerg play not PvP. Stating that you have another ally with us as a Frontline is just grasping for straws.

D/P requires the extra effort of not kittening up your BP>HS and actually landing backstab, a timed positional on moving targets.

It takes a fair bit more effort (by thief standards, which is little of course) than braindead staff autoattack spam whose staff twirl not only reflects projectiles but hits essentially as hard as UA without resource cost UA.

Thief autoattacks are stupid OP and it boggles my mind that in a setting where classes have such atrocious autoattack DPS inequality, they buff thief autoattacks out of all things.

I mean, it’s actually a DPS loss to use Vault on a staff thief over just Bounding Dodge every 5 seconds and autoattack. That’s CRAZY, a godkitten 5 initiative point spender should not be getting outDPS’d by a free autoattack that also reflects projectiles.

But the same applies to UA which they nerfed to the ground and is now DPS neutral to autoattacks on top of having a resource cost and cd.

You’d think it would be basic game design that free, spammable skills should not be hitting harder than skills with cooldowns and resource costs. These devs are clueless.

Small suggestions for Rev core class

in Revenant

Posted by: Zenith.7301

Zenith.7301

Because if we are talking about frontlines and positioning, it’s likely it’s about WvW? How often in spvp are you having fights where there’s more than 2-3 people?

Fallen Masks Adventure

in Guild Wars 2: Heart of Thorns

Posted by: Zenith.7301

Zenith.7301

problem is not watching the video the problem is the 2nd ability resetting when you are aiming cause why something that targets needs a cooldown or a skill to start to change into a target skill that has a short cooldown is stupid, also some jumps due to the amount of time given are impossible when you have things like people on older computers struggling for 2+hrs trying to get this done for hope and wiki info is wrong or it does not always pay out.

in simple fungus among us should have more time added to it and the timer for the rewards increased and change skill 2 to a target without set up.

Get a better computer. Mine cost me $800, far below most, to build so it’s not like it’s expensive and I run the game at max settings.

Games shouldn’t be balanced around people running computers that can’t handle the game’s requirements.

Small suggestions for Rev core class

in Revenant

Posted by: Zenith.7301

Zenith.7301

Staff daredevil counters d/p thief pretty handily so many choose to run that option even if it’s less strong against other match ups, since WvW is virtually flooded with daredevils as roamers given their virtual immortality if they have a clue (not immortality in a duel, just the ability to permanently reset if things don’t go as they want until they run you out of cd’s).

Scrappers can give daredevils a good trouncing, as they do to pretty much everyone but scrappers seem to be far more rare as engineers are not that popular a class.

Staff thief also has the advantage of offering far better cleave/aoe damage than the d/p variant, which helps on downed targets among other things.

And then there’s the fact a good d/p thief is a rare sight as the weaponset requires far more than braindead staff for similar results.

Small suggestions for Rev core class

in Revenant

Posted by: Zenith.7301

Zenith.7301

i dont think the amount of healing is the problem. on paper the ventary has good healing burst abilities which all are aoe

ventary will should be 240 r and not 120. i notice in team fight ppl move dodging evade so to use it right 120 is just too small radios to be effective healing skill (maybe its good in wvw)

rev need 1 more break stun so maybe with protective solace give it longer cd and also make it water field and when you finish it (diminish sloace) it will be blast finisher

i always had trouble even in 1v1 against high cc enemy like engi thief and warrior (direct dmg not condi)
also vengeful hammers should have better dmg and healing with break stun as well

also i dont like fragments as its only in as bunker 1v1 not as healer. but this is me

Run proper traits remove Soothing bastion and get Enhanced Bulwark.
Not that it would be a bad idea giving Ventari a stun break on PE. What you are doing to PS is a no-no though.
If you want to run Ventari for support stop trying to frontline, it’s more efficient to heal others than yourself. Also take some outgoing healing traits, runes and sigils.
Another note don’t use hammer you give up too much support and sustain for a negligible damage. (This part you did correctly in your build)

care to explain your ideas?
with dwarf you got stability just need to time it right. so even with EH it can be rip off with necro or thief leaving you vulnerable to cc without much break stun

PS is nice idea for healing on point . as rev not always need to be on range. if so he will be targeted and going down fast with no escape means. so to be bunkery is sometimes needed

If you analyze the skills properly you’ll notice that the skills that heal and sustain yourself well are different from those that sustain others well and they are mutually exclusive because of energy limitations.
Therefore avoid having to sustain yourself in the first place and spend most of your energy on supporting others. Having large access to outgoing healing also favors this tactic.

That does not mean that you should never bunker or get close to your opponents to pressure them it’s just that you have to know when to do so.

Also Soothing bastion is terrible, it’s an autoproc that roots you therefore making you more vulnerable against competent opponents, it also interrupts your actions be it whatever you might have wanted to do. It’s usually used by newcomers that can’t use the available defenses properly and it only works in low tier matches.

The extra stability stack is far more useful in pretty much any case.

BTW if you look at the original interviews this is even the way they intended Ventari to work but it only started working because of the last set of buffs. The reward for it still isn’t enough but it’s usable.

My request for buffs is because I know that this tactic can be countered once other players are aware of it and right now you can only outperform auramancers slightly while in that ideal state. Therefore you need to either increase the time you are able to stay in that ideal state or increase the reward for being in that state.

Also everything I said applies specifically if you intend to use Ventari to replace an auramancer in support. There is a bunker/decap build that was made by Rym this season and that obviously plays very differently, don’t expect to keep anyone else alive though.

but favor healing others over self sustain will result in you being focused by thief and getting killed in 5 sec thus you must mixed them. no one will let you heal freely from range once they see your tablet out.

i know the SB cancel your actions thus i know when it gonna procs so using it twice yield me 10k healing . only problem is shadow sot from a thief which is unblockable.

No thief can burst you down alone… If you play correctly. Also facetanking thief AA is a no-no try to kite them after all tablet usage doesn’t interfere with your mobility…
And I never said that you would permanently be able to keep this condition I specifically said that you won’t. Your job is to maximize the time you are able to stay in that ideal state through smart positioning. Also there is a dodge button, use it.

How the hell are you kiting a remotely competent thief lol.

Their mobility is far superior to yours and they got enough evades for days to avoid all your highly telegraphed CC besides staff 5.

If they somehow flub an evade they got the best stun breaker in the game which is 2 stunbreaks in one and a double port on top of condi cleanse in a single utility.

The vast majority of a thief’s damage on staff comes from an autoattack, bounding dodge happens 6 times if they choose that, and then there’s one Vault per 5 seconds of initiative regen.

Vault, steal, bounding dodge, shadowstep. No one’s better at chasing than a thief, and nothing keeps you safer from a thief than being part of a frontline.

But then again, they could give revenants a Legendary Scrapper Stance so they could do something about daredevils ever since revenant has gottent nerfed over and over into irrelevance.

(edited by Zenith.7301)

Thank you for astralaria animation "fix"

in Revenant

Posted by: Zenith.7301

Zenith.7301

What fix? Axe 5 still won’t do anything with astralaria effects ;(

I dont like where ranger is going.

in Ranger

Posted by: Zenith.7301

Zenith.7301

Also, every class has that “respec or gtfo” problem. Try playing anything in a raid that isn’t meta. Nature of raids/highend fractals/speedrun dungeon groups.

Ele:

dagger/warhorn, staff berzerker, or dagger/focus condi variations, or full water staff healing variation.

There, healer, condi, and power dps all used in raids.

Ranger has no such benefit of role flexibility.

Ele is a even more of a jack-of-all-trades that Ranger is. It’s understandable that it’d be more diverse. That being said, do you ever see anyone looking for condi Ele’s? No? Now look for condi Druids. Bingo.

Jack of all trades, master of all lol.

Condi ele works just fine in VG. It actually does just as much if not more DPS than condi ranger (while suffering from the same issue, that targets moving out of bonfire/flamewall wrecks their DPS). And most people alternate between condi and power ranger because honestly the DPS on either is utterly mediocre and you’re just a buff/healbot with side DPS capabilities.

Nobody brings a ranger to DPS because ranger DPS is simply bad, and most importantly ranger aoe/cleave is the worst in the game of the DPS specs.

If you make a ele for anything other than dps, you will be told to respec or gtfo. Because that’s what people expect eles to do. My statement was one of what people expect your character to be, not whether it had build diversity.

And I would argue ranger does have build diversity, but let’s stay on topic.

Plenty of eles running water staff, Nike from DnT even suggests it for a safe pug comp.

I mean, by your own logic, if I made a druid to wear anything but zerker or viper, I’d be told to regear or gtfo by optimal groups.

But that doesn’t happen, because the truth is most groups run magi/zealot druid even though they’re a waste of gear to carry failing groups in raid content where not a single fight requires anything below zerker or vipers.

Mesmer has one role and one role ever in any group content, or they get kicked. Trust me, they have it worse.

Yet they bring more in PvE mathematically, and I alone know of Burst Mesmer as well as Condi or Well bunker builds.

I played one, so I think we are only in kind of similar boat as mesmers. But they certainly don’t have it worse.

This is so wrong.

Optimal groups bring ONE mesmer. Optimal groups bring TWO druids and PS warriors. That alone tells you the strength of the buffs provided for a class that make some wanted to be stacked over others.

Nothing beats PS warrior in terms of group damage boost, and druid comes in second place.

I have seen many people go on about what is optimal for groups. I think what’s optimal depends on what the group is doing (to state the obvious).

I do know that because of wonky mechanics (the same issues our pets have with moving targets, shatters have with them too), mesmers come behind rangers on both power and condi dps (unless the target is highly mobile, then mesmer may do better on condi), heals, and most support/buffs. The alacrity and quickness of the mesmer is what gets them into groups (and portal helps too). That’s pretty much it. If your mes is spec for condi or dps or heals, you’re kick bait (unless playing with friends or guildies).

Note: I’m speaking about pve. I don’t do pvp or wvw, so no clue how things work out there.

Ranger I’ve done well with doing support, healing, and condi (usually a mix of the 3). I’ve never been kicked from a group. Not saying it doesn’t happen, but between these two classes, I know which one gets more traction in groups in my experience, and most other people who play both that I’ve talked to say the same thing.

Mesmer DPS is not low due to mechanics. It’s because their numbers are utter trash. They got among the lowest autoattack DPS in the game, their main class mechanic, shatters, is actually a DPS loss for anything but the new one as chrono. Phantasms are high cd despawning pets on target death that with a really low attack rate and scaling damage do pitiful DPS.

Mesmer DPS and ranger DPS are still quite far apart. They need far more DPS help than we do (and we do need it).

This is so wrong.

Optimal groups bring ONE mesmer. Optimal groups bring TWO druids and PS warriors. That alone tells you the strength of the buffs provided for a class that make some wanted to be stacked over others.

Nothing beats PS warrior in terms of group damage boost, and druid comes in second place.

That’s exactly the reason.
One mesmer can support more than 5 people with quickness and provides alacrity (not everyone benefits from it that much, only some classes need it).
You wouldn’t have brought 2 Rangers if 1/3 of what they bring would be a pointless overkill at a cost of low DPS.

And some groups (non-hardcore groups) still bring 2 mesmers.
Which means 2 mesmers are still optimal. Not the top efficient but still very optimal.

It’s not that, it’s that after the alacrity nerf, a 2nd chrono is a DPS loss compared to just adding another tempest.

A chrono simply doesn’t add enough personal DPS to the group after 1 is there, unlike a druid who doesn’t see such harsh diminishing returns.

But by now I don’t think an olympics of crappiness is good for either rangers or mesmers. They’re both pigeonholed into crap DPS and just being buff bots.

(edited by Zenith.7301)

So how bad ranger solo dps?

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Posted by: Zenith.7301

Zenith.7301

vs.
https://www.youtube.com/watch?v=obwRyaBw2TY

This “large margin” you’re talking about isn’t really there. It’s just that rangers can do better in raids than playing a selfish personal dps build…

You are so full of crap.

You cherry picked the video of the ranger benchmark with the unrealistic buffs and scenario, and compared it to the engineer’s realistic buff video instead of the similarly unrealistic one.

https://www.reddit.com/r/Guildwars2/comments/4ft01q/qt_dps_benchmarkstests_for_all_classes/

31k engineer. Please, try a bit harder next time.

Wow… what kind of aggressive idiot are you? I didn’t cherry pick anything, but posted 2 videos (the engineer one is from the exact link you posted; fully buffed starts at about ~3:00min. i even linked it that way, but the forum snipped the “&feature=youtu.be&t=2m54s” from the link sigh), both showing single target damage under the exact same unrealistic fully buffed conditions, while benefitting equally from fields dropped under an unmoving target…

engineer gets ~31k, ranger gets ~30k.

So where’s that engineer “completely eclipsing the other condi builds by a large margin”? Are we talking about the 3% difference or are you just trolling?

Of course that’s normally no reason to play selfish condi ranger (as there’s nearly no reason to bring an engineer nowadays; both bring damage lower than a tempest’s without much utility) and a raid will dps-wise benefit more from a buffing (and raid healing/condition cleansing) condi druid.

But fact is: a ranger’s personal damage (the thing this thread is about^^) is perfectly fine (and comparable to the engineer’s) should he choose to build for that.

You’re being silly assuming that every fight is single target. 1k difference on a single target golem. Add more targets and the engineers aoe/cleave condi potential far outstrips the ranger one.

What has the ranger got for aoe/cleave? Bonfire? That’s pretty much it for cleaving condis.

The engineer’s condi DPS should a target walk off his fire field is higher than the ranger’s, which makes him better on moving targets.

So, yeah, you cherry picked the worst example possible as in any realistic scenario the engineer trounces condi ranger.

In fact, the very first weeks of progression when Vale Guardian saw just that, engineers dominating the condi groups while rangers were not remotely as wanted.

Problem with engineer is that after Vale Guardian, no other fights have really favored strong condi niches. Which is why other than ranger (plenty of which also run power builds) and necro, a vast majority of the DPS spots in a raid comp are power based builds.

Engineers are not weak. Neither are daredevils for that matter. Tempests are just broken. You have a single class capable of not only trouncing everyone in DPS by a large margin, but they can do so from range and they’ve got among the most powerful aoe potential besides necromancers.

(edited by Zenith.7301)

Fallen Masks Adventure

in Guild Wars 2: Heart of Thorns

Posted by: Zenith.7301

Zenith.7301

I don’t know how people can say Fungus Among Us is bad. All I did was watch a youtube video and got Gold medal on the 3rd try.

Fallen Masks took me about 12 hours of continued tries. RNG sucks.

So how bad ranger solo dps?

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Posted by: Zenith.7301

Zenith.7301

In fact, if DPS is all that matters in a group setting, condi engineer completely eclipses the other condi builds by a large margin.

vs.
https://www.youtube.com/watch?v=obwRyaBw2TY

This “large margin” you’re talking about isn’t really there. It’s just that rangers can do better in raids than playing a selfish personal dps build…

You are so full of crap.

You cherry picked the video of the ranger benchmark with the unrealistic buffs and scenario, and compared it to the engineer’s realistic buff video instead of the similarly unrealistic one.

https://www.reddit.com/r/Guildwars2/comments/4ft01q/qt_dps_benchmarkstests_for_all_classes/

31k engineer. Please, try a bit harder next time.

all this math and time dedicated to answering a question that could be answered extremely easily.

In a SOLO situation your DPS DOES NOT MATTER.

if you’re truly solo and getting no buffs from allies, i.e. soloing dungeons or personal story, then druid can excel due to it’s high survivability. you have to be able to remain alive in order to solo dungeons. the ele and thief builds that max out dps do so at the cost of survivability.

On the other hand if you’re really asking about a max dps build that can be used in almost all the other content then the condi druid is decent but not the best when compared to other classes. ele’s and thieves are the kings of power damage and necro is the king of condi. all other classes fall off from those three. when it comes to GROUP dps druid is the lowest but is brought for the buffs only they bring, Not DPS.

Condi engineer does more DPS single target than a condi necro by far, as does condi ranger.

Condi necro is a thing because of the amount of utility they bring by comparison. Condi necro manipulates condi cleanses for group well, corrupts boons on autoattack, and epidemic is among the strongest AoE tools next to Meteor Shower in the game.

Against a single target there’s no reason to bring a condi necro over a condi engineer, ever. Their DPS is middling if they can’t game Epidemics.

In fact, if DPS is all that matters in a group setting, condi engineer completely eclipses the other condi builds by a large margin.

You must not PvE much, condi engineer has one of the most complex and difficult to learn rotations. If that rotation is not done perfectly everytime DPS falls off quickly. Condi ranger is no where near as complex but if Quickdraw bonfires are not done correctly DPS falls off very quickly. Necro can kitten on a stick and get max condi dps through epedemic and using horrors to apply massive amounts of bleeding. Sure in perfectly optimal conditions condi engi outDPS’s all other condi classes but i’ve only seen a few people play engi that well.

There’s a real reason why condi engi stopped being in demand as much for raids

edit: I will also add that for Rangers to max out condi DPS we have to play a completely selfish build that does nothing for the team. There is very little content in this game that is meant to be played completely solo therefore playing a build that gimps your team is not desired. When you build a condi or power Druid you’re not putting out nearly as much personal dps but buffing the entire team.

What a dumb post.

Engineers are not brought because they don’t have any utility whatsoever to offer to a raid, and they no longer outDPS tempests and daredevils. It’s that simple.

If you don’t bring raid buffs, and you don’t do the DPS of the classes with no raid buffs (tempests and daredevils), then you don’t have a guaranteed raid spot. Sort of like a guardian.

Incompetence at playing a class is no excuse for not using it. This game is not hard as you suggest. Raids are cleared the very day they come out. The PvE in this game is EASY.

Is engineer harder to play? Sure. But it can and WILL be played optimally if it ever gets to be a top DPS class or gets raid utility.

Necro and ranger just bring utility that the engineer doesn’t, and if the engineer ever gets desirable raid utility, it will probably kick necromancers out in any fight that doesn’t require boon strip or condition clears.

(edited by Zenith.7301)

I dont like where ranger is going.

in Ranger

Posted by: Zenith.7301

Zenith.7301

Also, every class has that “respec or gtfo” problem. Try playing anything in a raid that isn’t meta. Nature of raids/highend fractals/speedrun dungeon groups.

Ele:

dagger/warhorn, staff berzerker, or dagger/focus condi variations, or full water staff healing variation.

There, healer, condi, and power dps all used in raids.

Ranger has no such benefit of role flexibility.

Ele is a even more of a jack-of-all-trades that Ranger is. It’s understandable that it’d be more diverse. That being said, do you ever see anyone looking for condi Ele’s? No? Now look for condi Druids. Bingo.

Jack of all trades, master of all lol.

Condi ele works just fine in VG. It actually does just as much if not more DPS than condi ranger (while suffering from the same issue, that targets moving out of bonfire/flamewall wrecks their DPS). And most people alternate between condi and power ranger because honestly the DPS on either is utterly mediocre and you’re just a buff/healbot with side DPS capabilities.

Nobody brings a ranger to DPS because ranger DPS is simply bad, and most importantly ranger aoe/cleave is the worst in the game of the DPS specs.

If you make a ele for anything other than dps, you will be told to respec or gtfo. Because that’s what people expect eles to do. My statement was one of what people expect your character to be, not whether it had build diversity.

And I would argue ranger does have build diversity, but let’s stay on topic.

Plenty of eles running water staff, Nike from DnT even suggests it for a safe pug comp.

I mean, by your own logic, if I made a druid to wear anything but zerker or viper, I’d be told to regear or gtfo by optimal groups.

But that doesn’t happen, because the truth is most groups run magi/zealot druid even though they’re a waste of gear to carry failing groups in raid content where not a single fight requires anything below zerker or vipers.

Mesmer has one role and one role ever in any group content, or they get kicked. Trust me, they have it worse.

Yet they bring more in PvE mathematically, and I alone know of Burst Mesmer as well as Condi or Well bunker builds.

I played one, so I think we are only in kind of similar boat as mesmers. But they certainly don’t have it worse.

This is so wrong.

Optimal groups bring ONE mesmer. Optimal groups bring TWO druids and PS warriors. That alone tells you the strength of the buffs provided for a class that make some wanted to be stacked over others.

Nothing beats PS warrior in terms of group damage boost, and druid comes in second place.

(edited by Zenith.7301)

Changing Aerodrome Jumping Puzzle

in Guild Wars 2: Heart of Thorns

Posted by: Zenith.7301

Zenith.7301

No, thanks.

Less gimmicks, more actual combat content.

Needed Buffs/Tweaks 2016

in Ranger

Posted by: Zenith.7301

Zenith.7301

How is that a nerf? I took in what you suggested and added an extra effect? It would be a buff tho lol.

SO its “10% damage and gain 2 stacks of might when you swap weapons”

Oh, I’m getting you now. I thought… you just wanted to make it 2 might on weapon swap only. I’m silly. My bad.
That would be lovely. Not sure how much of a difference for non-competitive content it would be but… Yes, it would feel nice to feel buffed when swapping weapons even more.

I think It would be a good buff even for pve, atleast we dont have to trait into NM to get 25 might stacks, you can now do it with Skirm/BM only. Atleast noone is going to be pigeonholed into NM most of the time.

UPDATE

Furious Grip

  • CD reduced to 7 seconds

Tailwind

  • CD reduced to 7 seconds

Hunter’s Tactics

  • Increased Damage while attacking from behind or the side. Gain 2 Might Stacks when swapping weapons. ICD 7 seconds
  • Damage Increase: 10%
    Might 2 stacks (10s): +60 Power, +60 Condition Damage

Reasoning: The 7 second CD traits are reduced to have better synergy with the Warrior Runes. I changed the critical hit chance when flanking because it does not make any sense in skirmishing where you easily get perma fury. 10% damage is more in line. Also I added Gain might on weapon swap to Give Skirmishing a more streamlined approach. 10% damage by itself is not worthy of a GM minor slot especially if it is really situational. Before anyone says this is OP check this for reference:

http://wiki.guildwars2.com/wiki/Versatile_Power

Funny thing is the skirmishing minor used to be a 10% damage modifier and then they went and nerfed it to 10% crit in their unbelievably stupid belief that this was actually a net buff change in one of their bigger ranger trait revisions.

We also got worthless garbage like Strider’s Defense, an RNG defense against projectiles that requires you be swinging your weapon and a cooldown reduction on a weapon whose cooldown skills are used situationally and not on cooldown (as they are a DPS loss compared to autoattack, and you don’t want to go blowing your evades just because).

Yeap it was 10% before, it was better no doubt, but flanking is such a situational mechanic that you only benefit from the trait IF you successfully flank. So I added another effect to it, only fair right?

It’s amusing, because they’ve got this flanking obsession with ranger, yet outside Serpent Strike or Dagger 4 we don’t really have a way to stay there, unlike thieves with flanking strike spam and their far superior mobility.

They also gutted our endurance regen and vigor saying we had too many dodges, and then proceeded to gift all of those dodges back to thieves and then daredevil, but on steroids.

When Robert Hrouda still worked here, in his post he said that ranger’s burst was lacking because they were supposed to be among the best sustained DPS classes.

That never materialized either.

Pets won’t still attack objects or castle walls, ranged pets won’t even attack down walls.

I was doing the Chak Hive comb destruction event and having your pet just stare at the object you’re supposed to destroy reminds me how little effort they put into actually making the class work.

Hell, I was at Vinewrath, and the Teragriff’s 1-shot aoe still instantly kills the pet despite the AoE change. I bet Liadri will also be unchanged.

More importantly, why is that ridiculous 50 sec pet death penalty still there? Remove it, there’s no reason whatsoever for it to exist, if a pet dies just tie it to swap cd.

If I kill mesmer phantasms, their phantasms aren’t gone for 50 seconds (and the pet makes more of our damage than phantasms do theirs).

If I do enough damage to a warrior, he suddenly doesn’t do 12-15% less damage for 50 seconds. It’s an atrocious design.

Needed Buffs/Tweaks 2016

in Ranger

Posted by: Zenith.7301

Zenith.7301

How is that a nerf? I took in what you suggested and added an extra effect? It would be a buff tho lol.

SO its “10% damage and gain 2 stacks of might when you swap weapons”

Oh, I’m getting you now. I thought… you just wanted to make it 2 might on weapon swap only. I’m silly. My bad.
That would be lovely. Not sure how much of a difference for non-competitive content it would be but… Yes, it would feel nice to feel buffed when swapping weapons even more.

I think It would be a good buff even for pve, atleast we dont have to trait into NM to get 25 might stacks, you can now do it with Skirm/BM only. Atleast noone is going to be pigeonholed into NM most of the time.

UPDATE

Furious Grip

  • CD reduced to 7 seconds

Tailwind

  • CD reduced to 7 seconds

Hunter’s Tactics

  • Increased Damage while attacking from behind or the side. Gain 2 Might Stacks when swapping weapons. ICD 7 seconds
  • Damage Increase: 10%
    Might 2 stacks (10s): +60 Power, +60 Condition Damage

Reasoning: The 7 second CD traits are reduced to have better synergy with the Warrior Runes. I changed the critical hit chance when flanking because it does not make any sense in skirmishing where you easily get perma fury. 10% damage is more in line. Also I added Gain might on weapon swap to Give Skirmishing a more streamlined approach. 10% damage by itself is not worthy of a GM minor slot especially if it is really situational. Before anyone says this is OP check this for reference:

http://wiki.guildwars2.com/wiki/Versatile_Power

Funny thing is the skirmishing minor used to be a 10% damage modifier and then they went and nerfed it to 10% crit in their unbelievably stupid belief that this was actually a net buff change in one of their bigger ranger trait revisions.

We also got worthless garbage like Strider’s Defense, an RNG defense against projectiles that requires you be swinging your weapon and a cooldown reduction on a weapon whose cooldown skills are used situationally and not on cooldown (as they are a DPS loss compared to autoattack, and you don’t want to go blowing your evades just because).

So how bad ranger solo dps?

in Ranger

Posted by: Zenith.7301

Zenith.7301

all this math and time dedicated to answering a question that could be answered extremely easily.

In a SOLO situation your DPS DOES NOT MATTER.

if you’re truly solo and getting no buffs from allies, i.e. soloing dungeons or personal story, then druid can excel due to it’s high survivability. you have to be able to remain alive in order to solo dungeons. the ele and thief builds that max out dps do so at the cost of survivability.

On the other hand if you’re really asking about a max dps build that can be used in almost all the other content then the condi druid is decent but not the best when compared to other classes. ele’s and thieves are the kings of power damage and necro is the king of condi. all other classes fall off from those three. when it comes to GROUP dps druid is the lowest but is brought for the buffs only they bring, Not DPS.

Condi engineer does more DPS single target than a condi necro by far, as does condi ranger.

Condi necro is a thing because of the amount of utility they bring by comparison. Condi necro manipulates condi cleanses for group well, corrupts boons on autoattack, and epidemic is among the strongest AoE tools next to Meteor Shower in the game.

Against a single target there’s no reason to bring a condi necro over a condi engineer, ever. Their DPS is middling if they can’t game Epidemics.

In fact, if DPS is all that matters in a group setting, condi engineer completely eclipses the other condi builds by a large margin.

Druid dps rotation in high fractal?

in Ranger

Posted by: Zenith.7301

Zenith.7301

Lunar Impact makes trash pulls so easy as you’re not only healing your group from any burst they ate from high scale mobs, but it’s a huge cc lockdown skill that prevents further damage from going to your group as your group wipes the trash pack out.

With bosses, a Quick Draw’d Lunar Impact allows you to chain 2 of them and with electric wyvern and Glyph of Equality the druid can solo most breakbars while the group focuses on DPS.

The only skill I’m not fond of in CA is #5 as it roots you in place and that will get you killed more often than not. Plus, the effect is kinda trash for the total channel time.

I dont like where ranger is going.

in Ranger

Posted by: Zenith.7301

Zenith.7301

Also, every class has that “respec or gtfo” problem. Try playing anything in a raid that isn’t meta. Nature of raids/highend fractals/speedrun dungeon groups.

Ele:

dagger/warhorn, staff berzerker, or dagger/focus condi variations, or full water staff healing variation.

There, healer, condi, and power dps all used in raids.

Ranger has no such benefit of role flexibility.

Ele is a even more of a jack-of-all-trades that Ranger is. It’s understandable that it’d be more diverse. That being said, do you ever see anyone looking for condi Ele’s? No? Now look for condi Druids. Bingo.

Jack of all trades, master of all lol.

Condi ele works just fine in VG. It actually does just as much if not more DPS than condi ranger (while suffering from the same issue, that targets moving out of bonfire/flamewall wrecks their DPS). And most people alternate between condi and power ranger because honestly the DPS on either is utterly mediocre and you’re just a buff/healbot with side DPS capabilities.

Nobody brings a ranger to DPS because ranger DPS is simply bad, and most importantly ranger aoe/cleave is the worst in the game of the DPS specs.

Clarion Bond still not blasting Smoke Cloud

in Ranger

Posted by: Zenith.7301

Zenith.7301

When you swap pets, the pet’s field disappears too.

Don’t you love such a useless field that’s only good for blasting being made even more useless by a core class mechanic

Staff rework anyone?

in Necromancer

Posted by: Zenith.7301

Zenith.7301

As popular as staff is, I do not see it being buffed substantially.

Faster projectile velocity would be nice and Reaper’s Mark could stand a shorter cool down now that Elite traits boons, conditions, and dps dwarf Terror’s condition damage.

staff is popular because there is no other 1200 range option. give necromancer a longbow, see its popularity diminish.

Things are popular due to fluff.

I just had a stupid necromancer camping axe in fractal scale 95.

Because he liked the idea of being a necro tank and using an axe.

Similarly plenty of necros who crafted Nevermore and just want to use a subpar weapon on the class because of looks.

This game is full of idiots that somehow make it to upper endgame content.

please assume all my posts are directed towards pvp/wvw. i have no interest in this game’s pve.

You think stupid people using suboptimal weapons for looks is tied to PvE?

How many rangers running bear and spamming staff autoattack do you see in WvW? I see countless.

How many rangers with longbow do you see autoattacking or camping longbow when stuck in melee range.

I’ve seen true horrors in WvW as well.

People still want to nerf Reaper Chill?

in Necromancer

Posted by: Zenith.7301

Zenith.7301

The whole reaper traitline is a joke for PvE anyways.

But then again, Robert Gee doesn’t design for PvE. He creates for PvP and PvE be kitten ed.

All the reaper traitline revolves useless shouts in PvE (except for Rise on condi necro, which can still be replaced by CPC), chill on a 2 second fear as a minor trait in Shivers of Dread (worse than worthless, utter garbage).

Useless grandmasters and adepts as chilling nova does nothing for PvE, augury even less, and the other one doesn’t even have a use. Of the grandmasters, Reaper’s Onslaugh affects RS1, which is a DPS loss over simply autoattacking on greatsword, and the other two were nerfed into irrelevance in PvE.

Plus a greatsword weapon riddled with long casts for proportionately low nmbers and HUGE aftercasts severely decreasing the DPS of attacks like Gravedigger.

So how bad ranger solo dps?

in Ranger

Posted by: Zenith.7301

Zenith.7301

Getting 14k with staff daredevil without other class buffs. Had to change build around to trickery for the 1 mil golem.

Seems like pointless limitations as without boons you are basically in a solo open world environment in which the condi druid wont have time to ramp up his condi DPS and most mobs die to trivial burst, and in any extended setting you got people around you buffing with might or fire fields to blast yourself which make the other classes pull ahead by a large margin.

The ranger also uses a niche build that will never see group play to adjust for these numbers while the other classes will use their meta builds and just scale off better in PvE.

I will grant that the one thing ranger has going for it is a less sleep inducing rotation.

Daredevil rotation is basically auto in between boundless dodges for the damage buff and use Fist Flurry on cooldown. The very definition of braindead.

So how bad ranger solo dps?

in Ranger

Posted by: Zenith.7301

Zenith.7301

There you go, DnT DPS test of staff daredevil vs. D/D daredevil.

I dont like where ranger is going.

in Ranger

Posted by: Zenith.7301

Zenith.7301

Also, every class has that “respec or gtfo” problem. Try playing anything in a raid that isn’t meta. Nature of raids/highend fractals/speedrun dungeon groups.

Ele:

dagger/warhorn, staff berzerker, or dagger/focus condi variations, or full water staff healing variation.

There, healer, condi, and power dps all used in raids.

Ranger has no such benefit of role flexibility.

So how bad ranger solo dps?

in Ranger

Posted by: Zenith.7301

Zenith.7301

If we’re going for solo DPS I’d actually pick out Daredevil or warrior instead of ele.

My Daredevil basically starts a fight with two 10k vaults without might (higher than anything a ranger has for an attack that can be used every 5 seconds given initiative regen).

Their bounding dodge does about 6k crits, higher than our average maul crit without might stacks (and they got effectively 6 dodges with the heal).

Their autoattack final part of the chain also does about 6k (and reflects), not counting the previous steps.

Problem is even if pet benefited from boons, they wouldn’t come close to closing the gap.

Pets don’t have 220% crit damage bonus (even with BM traitline, they’re far, far below that) like a zerker ranger. Or the crit chance we do.

Pets did not gain a stat boost like other classes did with 10% stat boost and weapon damage increase from ascended gear.

Pets do not benefit from maintenance oils or sharpening stones, or runes or sigils.

Pets have a static set of stats in terms of power, so while you gear zerker you gain an immense proportion of power and precision but your pets are lucky to have anywhere close to your levels of gained stats.

Basically, pets scale like garbage, and that’s why they are such a tiny part of ranger DPS.

That is also why it sucks that ranger pays a pet tax on their power weapon base numbers and coefficients, yet their condi weapons don’t and that is why historically rangers in most game formats have been condi specced because their condies don’t do any less damage due to a pet.

Rangers pay a pet tax on power weapons for no reason whatsoever. They need to revert the closed beta nerfs on greatsword, remove the range variations on damage for longbow (even then a staff ele with fireball+lava font would outDPS a longbow ranger, and that’s cleaving damage which the ranger doesn’t even have), and buff the damage of 15+ sec cd attacks like Serpent Strike and Path of Scars and Hunter’s Call.

(edited by Zenith.7301)

So how bad ranger solo dps?

in Ranger

Posted by: Zenith.7301

Zenith.7301

Because i don’t have all classes/the the right gear for those.

lol and you feel in the position to talk about our DPS relative to other classes when you don’t even have other classes geared.

So how bad ranger solo dps?

in Ranger

Posted by: Zenith.7301

Zenith.7301

I don’t think, ranger’s solo dps is too far from most other classes’ solo dps, because it can easily stack some might and vuln and because there are no buffs that the pets don’t benefit from.

Agreed. I don’t know about soloing dungeons or fractals, but nothing should be able to do that anyways. We do fine. In fact, we’re one of the better classes for OW roaming, and provide good support and dps in a group if traited properly.

lol, they’ve done that for, uh, 4+ years.

This is why this game needs official DPS meters, so clueless people who live in WvW/sPvP can be helped to grasp the concept of DPS as clearly they are confusing their rapid fire burst and raven F2 for DPS.

(edited by Zenith.7301)

Warhorn - does it have a purpose?

in Ranger

Posted by: Zenith.7301

Zenith.7301

The Hunter’s Call skill is double cd reduced with its trait. -40% that is.

The warhorn has average skills that competes with dagger at best. It’s no competition for axe or torch though.

They would probably need to make Hunter’s Call, 5-no-target-required cast and add vulnerability or something.
Call of the Wild would probably need 8 stacks of might and cause 5sec of reveal to 5 enemies in the radius.

So while it’s skills function adequately, its hard to take the weapon who’s skills are trumped by madking runes and resounding timber.

8 stacks is too much lol. Just bring down the cd to 25 then add the reveal. The reveal is such a good idea too since we are rangers after all.

Hunter’s call is a little tricky, making it hit 5 targets will insta kill you with retal. How bout we put blind on it and make it AoE.? does retal go through blind?

How is 8 stacks too much? PS warrior generates 25 permanent stacks of might for the group in a 100B+Whirlwind sequence.

Ele’s attunement rotation on a fresh air build grants them 12 might stacks on dagger/warhorn.

You PvP people…..

Warhorn 5 has a ridiculous 30 sec cd for a wimpy 3 stacks of might, fury, and swiftness for 15 seconds(fury and swiftness which everyone has in spades, and the tiger alone provides ~90% uptime of fury with his F2).

It is absolutely dreadful. Reveal and blind are useless in PvE. This class needs more universal buffs that make weapons good in all formats, not more PvP gimmicks.

So how bad ranger solo dps?

in Ranger

Posted by: Zenith.7301

Zenith.7301

It’s trash. Ranger solo DPS is only less terrible than mesmer. It’s the 2nd worst DPS in the game.

And the 30k video is on a selfish condi build (which nobody will let you run anyways, since they bring you for heals and grace of the land procs off your healing form, aka Celestial Avatar) with food and buffs on a stationary target that doesn’t move out of your bonfire.

Do NOT roll a ranger if you want to DPS or go through mobs in open world quickly or want to solo dungeons or fractals efficiently.

Power vs Condi in raid?

in Ranger

Posted by: Zenith.7301

Zenith.7301

Power druids bring 2 projectile destruction source, axe 5 and staff 5.

Power druids do better on moving targets that don’t sit in Bonfire.

Power druid weapons give them more dodges.

Power druids, by nature of power builds, help you burn down short lived adds faster than the ramp up of a condi druid.

Most importantly, the inability to flank doesn’t hurt you nearly as much as that of a condi druid who can’t flank with his shortbow (stupid weapon design, but you can mitigate this by just camping axe/torch).

Is condi better in general for DPS? Sure.

But both DPS specs are so trivial in the scheme of things because ranger is like mesmer, raids don’t bring you for your mediocre DPS. They bring you for the buffs.

Power druid could use some DPS buffs, but then so could condi benefit from some quality of life stuff like the burning of bonfire just needing to touch the area once to register the full burning duration, removing the flanking requirement off shortbow and buffing the axe autoattack with a couple of bleed stacks.

They’ll still bring you mainly for Grace of the Land/Spirits/Spotter.

(edited by Zenith.7301)

Legendary weapons

in Guild Wars 2 Discussion

Posted by: Zenith.7301

Zenith.7301

It’s not even legendaries. They got away with murder this xpac.

Here you have an xpac priced at $60, the same of the base game.

But only with 4 maps, instead of the 23 in the base game. 3 raids, but NO dungeons. 1 “soon” to be released fractal.

3 armorsets instead of the 20+ of the base game, same with weapons, only a fraction.

Like, HoT isn’t even 1/5 of the content and rewards the base GW2 was, which cost the same $60.

All in-game rewards from vanilla release changed models into RNG extremely rare drops and immense gold grinds, with most new armor/weaponsets now on gemstore.

Dungeon token system completely gone in terms of acquisition models.

They reneged on everything in their manifesto and turned into your average F2P game where everything is tied to a gold economy and cash grabs driven by huge gold and RNG gates to acquire items to encourage people to buy gems and convert to gold if they don’t want to spend half a year to acquire enough gold to get a legendary weapon.

Look at precursor hunts, it’s a farce. People wanted a scavenger hunt so they wouldn’t have to pay a fortune for precursors, and instead they did a scavenger hunt that ends up being more expensive than the vanilla precursors themselves on TP.

Druid glyphs: need change?

in Ranger

Posted by: Zenith.7301

Zenith.7301

I would say any glyph but empowerment, our heal, and our daze one are crap. The heal is sadly overshadowed by healing spring in every way as a blast field for water will completely overshadow any healing we would have done with the glyph in CA at great expense to our own self healing.

And, yes, I’m saying the glyphs fail at the aoe niche we were told they would fill.

Because the truth is Ranger AoE is total garbage and the staff and glyphs could have filled that void, and instead we got gimmicks and highly situational point blank aoe utilities.

Gift of Battle Feedback [merged]

in WvW

Posted by: Zenith.7301

Zenith.7301

Please, bring the vendor back and use an in-game mail to announce the grace period. This is not proper communication of a change at all.

Druid glyphs: need change?

in Ranger

Posted by: Zenith.7301

Zenith.7301

LOL

The pet is NOT remotely 40% of the damage. The DPS benchmarks DnT and rT did showed the pet at best with a cat at around 11% of our total DPS. And that was assuming full buffs on the pet, which clearly does not happen in reality.

I don’t think you grasp how bad the pet’s DPS is and how poorly they scale with ascended gear (they don’t), consumables (they don’t), and runes/sigils (they don’t). Pet’s don’t even reach the 220% crit damage bonus the player does (so 120% from ferocity), at best with BM traitline (which you don’t even take), we’re talking about a measly 30-40% crit damage bonus compared to the player’s 120% form gear.

Pets in their current iteration will NEVER be more than 20% of our DPS at best.

And perhaps it’s best that way so PvP crybabies don’t block attempts to buff the ranger’s DPS because they hate dying to a pet. They might actually buff the ranger’s weapon DPS for a change.

(edited by Zenith.7301)

Druid glyphs: need change?

in Ranger

Posted by: Zenith.7301

Zenith.7301

It’s a really weak glyph, it’s essentially a 3.75% traited damage bonus (10% for 6 seconds every 16 seconds) , about half of the 7.5% of the frost spirit which brings other benefits of its own, namely a much longer range and an optional secondary activation skill.

We only use these glyphs because ranger utilities outside the spirits are utter garbage.

I mean, what are you going to use in PvE? Shouts? Nope, utter trash. Signets? Utter trash. Quickening Zephyr? Kinda redundant with chrono perma quickness.

Just because they’re the less crappy in a sea of crap option does not make them good.

Not to speak of how our glyph elite actually managed to beat out RaO and Nature Spirit for worst elite of the game.

RaO, which is a terrible elite that doesn’t even cap might on both you and the pet without using heal as one.

And Spirit of Nature, an utterly inferior version of the warrior’s War Banner (cast time to summon, cast time for command to rez to go through, no boons to allies, utterly miserable healing after the nerf).

They really outdid themselves at giving ranger crappy utilities and elites.

Your way of looking at our utilities is lacking. There is tons of difference between uncontrollable damage buff which can be calculated over time(like you did with spirit) and ncontrollable dps buff for a short period of time. In the hands of a good druids and team, this glyph will give 12%(when traited with GOTL) damage buff for a short piriod of time, in times where damage is most needed.

Also, our spirits when traited give boons, Nature spirit gives stability.

WoW, stability at the expense of skirmishing (quickdraw, spotter) or a 25% damge modifier in Marksmanship. Great utility, good to know I need a grandmaster in some traitline so the spirit doesn’t suck.

A 12% damage when you most need it is misleading. You will use that thing on cooldown, or the overall damage contribution from that glyph over the entire length of the fight will be far less.

A boss has an health pool that requires x amount of damage to be depleted. What matters is how much contribution a utility makes to that required number.

The way you describe glyph usage would imply that the group is not meeting a phase DPS check so you need to use the glyph suboptimally because people in your group are not DPSing properly.

The only spirit with a worthwhile boon on the grandmaster is Earth spirit. The rest are trash. Frost spirit gives a pitiful 3 might, in a setting where might is always capped.

I didnt say you must take the trait, but you cant make false statments. Regarding your use of gyphs you are very wrong, spamming you utilities is the wrong way to, and explains alot. Not to mention that druids spends like 505 of fight in CA and you never want to activate empowerment when in CA. Your view of our utilities are very one dimentioanl and relevant mostly to raids which si small portion of pve and even smaller portion of the game as a whole.

Who said anything about using glyphs in CA? You use them to trigger your 2nd trait in Druid traitline and proc more grace of the land buffs from the seed pop in addition to filling your astral power faster. You basically use glyphs to help you to get to CA faster with that trait.

snip

You do realize you just bunched up all other utility categories with a single glyph, right?

Spirits, spotter, GotL are entirely separate categories from glyphs that are not dependent on glyph usage to exist or be taken.

And in between serpent strike and monarch leap you shouldn’t be losing Steady Focus in raids often.

Not to mention you missed out on the 15% to YOU AND YOUR PET from Predator’s Onslaught on top of Steady Focus. Losing marksman is a pretty significant damage modifier loss.

(edited by Zenith.7301)

Second gift of maguuma

in Guild Wars 2: Heart of Thorns

Posted by: Zenith.7301

Zenith.7301

Takes about 2 days at most to clear all 4 zones.

Core Tyria was a LOT worse.

Druid glyphs: need change?

in Ranger

Posted by: Zenith.7301

Zenith.7301

It’s a really weak glyph, it’s essentially a 3.75% traited damage bonus (10% for 6 seconds every 16 seconds) , about half of the 7.5% of the frost spirit which brings other benefits of its own, namely a much longer range and an optional secondary activation skill.

We only use these glyphs because ranger utilities outside the spirits are utter garbage.

I mean, what are you going to use in PvE? Shouts? Nope, utter trash. Signets? Utter trash. Quickening Zephyr? Kinda redundant with chrono perma quickness.

Just because they’re the less crappy in a sea of crap option does not make them good.

Not to speak of how our glyph elite actually managed to beat out RaO and Nature Spirit for worst elite of the game.

RaO, which is a terrible elite that doesn’t even cap might on both you and the pet without using heal as one.

And Spirit of Nature, an utterly inferior version of the warrior’s War Banner (cast time to summon, cast time for command to rez to go through, no boons to allies, utterly miserable healing after the nerf).

They really outdid themselves at giving ranger crappy utilities and elites.

Your way of looking at our utilities is lacking. There is tons of difference between uncontrollable damage buff which can be calculated over time(like you did with spirit) and ncontrollable dps buff for a short period of time. In the hands of a good druids and team, this glyph will give 12%(when traited with GOTL) damage buff for a short piriod of time, in times where damage is most needed.

Also, our spirits when traited give boons, Nature spirit gives stability.

Wow, stability at the expense of skirmishing (quickdraw, spotter) or a 25% damge modifier in Marksmanship. Great utility, good to know I need a grandmaster in some traitline so the spirit doesn’t suck.

A 12% damage when you most need it is misleading. You will use that thing on cooldown, or the overall damage contribution from that glyph over the entire length of the fight will be far less.

A boss has an health pool that requires x amount of damage to be depleted. What matters is how much contribution a utility makes to that required number.

The way you describe glyph usage would imply that the group is not meeting a phase DPS check so you need to use the glyph suboptimally because people in your group are not DPSing properly to meet the check.

The only spirit with a worthwhile boon on the grandmaster is Earth spirit. The rest are trash. Frost spirit gives a pitiful 3 might, in a setting where might is always capped.

(edited by Zenith.7301)

Staff rework anyone?

in Necromancer

Posted by: Zenith.7301

Zenith.7301

As popular as staff is, I do not see it being buffed substantially.

Faster projectile velocity would be nice and Reaper’s Mark could stand a shorter cool down now that Elite traits boons, conditions, and dps dwarf Terror’s condition damage.

staff is popular because there is no other 1200 range option. give necromancer a longbow, see its popularity diminish.

Things are popular due to fluff.

I just had a stupid necromancer camping axe in fractal scale 95.

Because he liked the idea of being a necro tank and using an axe.

Similarly plenty of necros who crafted Nevermore and just want to use a subpar weapon on the class because of looks.

This game is full of idiots that somehow make it to upper endgame content.

Needed Buffs/Tweaks 2016

in Ranger

Posted by: Zenith.7301

Zenith.7301

Edit- this is the pvp (wvw and spvp) perspective

Offhand axe is completely useless in wvw and spvp.

GS is only really good for the movement skill and against the occasional not so good player because the damage is awful. Unless you get the lucky crit here and here depending on build.

I haven’t seen SB in pvp modes since the LB buff. Damage is awful, and without bleeding from the front it’s even more useless. But ya know, some professions can flood players with conditions so naturally any bleeds from the front would be unbalanced…

Main hand axe is a good zerg tag weapon but damage is mediocre.

Sword eh, an ok dueling weapon, but damage is meh too and without tracking now…

LB rangers get torn apart in pvp settings unless they are left unchecked to pew pew away.

Staff is meh damage, could use some burn on 1 and 2. 3 is good for kiting and a bit of healing. 4 misses constantly. Hardly ever waste time with 5.

Overall our damage is low on weapons. Druid we can sustain more. Until pets are optional, we will always be the meh damage profession with clunky heals throughout the game.

There isn’t anything very notible about Ranger/Druid except for being desired in raids to do close quarter healing and buffing. Beyond that, there really isn’t any place that this profession shines. *Although, we can run away awesomly in wvw with the right build so that’s a big plus! *

Natural Stride, staff+greatsword+signet of stone+lightning reflexes+rao+signet of renewal = By Felicia, I’m Outta Here.

Warrior and thief can probably keep up but they won’t kill you before you reach either another zerg or a castle wall.

That’s all ranger is good for, really. Healing and running away.

Because my herald is piercing zergs for 5-6k autoattacks from any distance and CoR is critting more than one person for 12k.

And that’s when I’m not playing a Tempest and seeing 6k meteors and 5k lava font ticks and 4k fireballs all over my screen.

(edited by Zenith.7301)

Gift of Battle Feedback [merged]

in WvW

Posted by: Zenith.7301

Zenith.7301

It seems a little odd that WvW map completion was removed from the acquisition of the Gift of Exploration…but now WvW participation is being forced in much higher order to acquire the Gift of Mastery.

I don’t mind WvW, so the change isn’t anathema to me or anything, but it does seem unfair to people who have already earned their badges but don’t want to participate in WvW any longer. This is especially so for people in crummy matchups (such as against TC or BG).

TC is basically getting tag teamed by Blobgate and their proxy server Yak’s Bend.

It is virtually unenjoyable as every blobgate group we face is basically 40-50+ people 24/7.

Needed Buffs/Tweaks 2016

in Ranger

Posted by: Zenith.7301

Zenith.7301

Yeah, I also felt the change to axe 4 was a quality of life loss. The reticle and path of the projectile is too small.

Now when fighting a boss you actually have to place the reticle behind him to make sure the skill strikes twice, and using the skill while moving is a pain as it no longer tracks your target.

Path of Scats needs a damage buff for the cooldown it has anyways.

Whirling Defense should allow movement.

Druid glyphs: need change?

in Ranger

Posted by: Zenith.7301

Zenith.7301

It’s a really weak glyph, it’s essentially a 3.75% traited damage bonus (10% for 6 seconds every 16 seconds) , about half of the 7.5% of the frost spirit which brings other benefits of its own, namely a much longer range and an optional secondary activation skill.

We only use these glyphs because ranger utilities outside the spirits are utter garbage.

I mean, what are you going to use in PvE? Shouts? Nope, utter trash. Signets? Utter trash. Quickening Zephyr? Kinda redundant with chrono perma quickness.

Just because they’re the less crappy in a sea of crap option does not make them good.

Not to speak of how our glyph elite actually managed to beat out RaO and Nature Spirit for worst elite of the game.

RaO, which is a terrible elite that doesn’t even cap might on both you and the pet without using heal as one.

And Spirit of Nature, an utterly inferior version of the warrior’s War Banner (cast time to summon, cast time for command to rez to go through, no boons to allies, utterly miserable healing after the nerf).

They really outdid themselves at giving ranger crappy utilities and elites.

(edited by Zenith.7301)

Druid glyphs: need change?

in Ranger

Posted by: Zenith.7301

Zenith.7301

Alignment is decent with low cooldown cripple + weakness.

Which is useless in PvE since they made debuffs useless thanks to breakbars.

And no, you don’t need chill/weakness for breakbars, revenant staff 5 alone alongside a few other of the 9 other people’s rotational CC is enough to break a bar.

Glyphs were supposed to be our aoe damage utilities, but they’re far from that.

They’re melee range for some weird reason, so they can’t even be targeted on a class who’s designed around ranged weapons.

adventures need a nerf

in Guild Wars 2: Heart of Thorns

Posted by: Zenith.7301

Zenith.7301

I think the only adventure that needs a nerf is Fallen Masks. I already got all my gold medals.

Fallen Mask is just RNG hell with the ridiculous timer and spawn points it has.

The other adventures are about patience. Shooting Gallery is pretty bad too, but not as bad as Fallen Masks gold.

A Fungus Among Us actually has a surprisingly forgiving timer, just practice your shortcuts.

The biggest QoL change they could do is not gate adventures behind meta events. I shouldn’t be forced to do a meta event for around an hour just to get back to attempting at a gold medal.

And Shooting Gallery has those miserable frogs spawning over you who wills tun and kill you while you’re trying to shoot the kitten targets.

Half-naked females, fully draped males.

in Guild Wars 2 Discussion

Posted by: Zenith.7301

Zenith.7301

YES THIS! Nothing makes me go “Really? Come on!” than seeing an armor that is revealing on women but covers a man completely from the neck down. Is there some cultural reason, especially for the humans, that causes the men to dress so conservatively? From what I’ve seen, most male armors even have something to hide an already well-covered rear.

Male bodies are beautiful, give them armors as revealing as the female armor counterparts, or, really, a lore reason that men are such conservative dressers. It is noticeable.

Uh no do not make them as revealing, women naturally have more to show, especially in traditional fantasy where men dont shave legs. Now if you mean men should have the option to share bare chest they already do have some of those options.

Speak for yourself.

Men have plenty to show.

That you can’t appreciate it is another matter.

Suggestion for Raids - Difficulty Levels [merged]

in Fractals, Dungeons & Raids

Posted by: Zenith.7301

Zenith.7301

…….

You have raids that are beat the same day they come out, and you want them even easier?

Needed Buffs/Tweaks 2016

in Ranger

Posted by: Zenith.7301

Zenith.7301

UPDATE:

So me and Shadelang were talking about how rangers do not have boon hate (Again do not want any comparisons) But with the rampant boon farting other classes have (ele, revs, etc), we have no options to deal with them so I present these ideas to you.

Enlargement

Signet of the Wild is soo useless with this because: 1.) It’s on a high CD 2.) Has A long Cast time and 3.) It cancels Druid Form out.

Changes:

  • If your target has 2 or more boons, Activate Signet of the Hunt.
    Your next attack and your pet’s next attack deal more damage.
  • +15% damage on next attack. Attack of Opportunity (4s):
    15% increased damage lasts the entire 4 seconds
    30 second ICD

Reasoning: Again we do not have options to deal with boon farting meta. This effect also fits the MM DPS line and you can get the effect more frequently. So think of this effect not as a damage boost, but as a utility

Honed Axes

All of the traits effects do not make any sense since MH is a condi weapon while OH is a power weapon.

Changes:

  • While wielding an axe, gain 2% Damage and Condition Damage for each boon your opponent has. Winter’s bite is now an AoE skill. Axe skills recharge faster.
  • Attribute bonus: Damage and Condition Damage Increase 2%
    Number of Targets: 5
    Radius: 240
    Recharge Reduced: 20%

Reasoning: With this change, it benefits BOTH MH and OH on their respective roles. Another utility since we do not have boon strips or corrupts. This turns your axe into another utility weapon. Now with the change YOU DO NOT HAVE to have an axe in your MH since it also benefits you as an OH.

Why are we making traits that are only relevant in PvP? Your suggested change turns a mediocre trait that is used in neither format into a niche one that will still be rarely taken in spvp/wvw because the fact is very few people will ever run BM traitline so long as spotter and quickdraw remains on skirmishing.

There are very few circumstances outside a few fractal scales where mobs will have a bunch of boons.

I want universally useful traits, not ones for one format and ones for the other.

Maybe make opening strike trigger every 10 seconds while in combat and remove 3 boons when it triggers.

your suggestion is exactly the same way though. I could use your argument that mobs will not have a bunch of boons too, so removing boons will be useless in pve as well right?

But not everything revolves in PvE.

Traits with falling damage? Who uses them in PvP? See how you create your argument?

Except my suggestion ties boon removal to a trait that already does something else useful (apply vulnerability and do damage on opening strike). Yours grabs a trait and makes it worthless.

Falling damage traits were merged with other traits to provide other effects, and quite frankly they shouldn’t exist to begin with. They’re a waste of a trait slot, so I don’t know where you think this is a working model.

Druid glyphs: need change?

in Ranger

Posted by: Zenith.7301

Zenith.7301

Glyphs are pretty terrible, you only use them because of the trait procs to proc grace of the land and healing seed.

Their effects and damage are pitifully weak in PvE.

The glyph heal is decent, but healing spring with trapper’s expertise is so much better.

Gift of Battle Feedback [merged]

in WvW

Posted by: Zenith.7301

Zenith.7301

They could have sent an in-game mail to people….