For pets:
Boon duration is in nature magic, a minor
Condition duration is in wilderness survival.
Pets needs a rework, but writhing their basic mechanics. Traits needs some adjustment too.
Those traits about condi and boon duration I would move them to a pet Especificar trait line that is dependent on the pet family.
So you shouldn’t have to sacrifice your traits to improve exclusively the pet.
It depends on your build and game style. I always thought guard is a good design just not for everybody.
Not for wvw blobs thou.
i agree with you.
Poison Voley is ok how it is thou. The change wouldn’t mean much thou.
In the evasive skill I would go as far as 3 seconds of super speed. Also for the Longbow’s hunter shot.
Although the change is needed the most is to apply always bleed in crossfire and increase the range to 1200. You can maintain 3 stacks of bleeds, 6 at most with +100% condi duration. That change is needed to make the Shortbow to became used again.
Monk
/15 furry charrs
They can replace Vigorous training for Spirits Unbound. If abet wants the ranger to evade more they need to design the trait to fill up the vigor. Vigor regen is not good enough for a master trait. As a minor it could be thou.
Although I agree with you Wond. They could do that, we are not strangers to the nonsense over nerfs the Devs decide to do sometimes (S&R CD and range… ).
Unfortunately if they do something like that would be pushing the changes to be useless waste of time, same as happened to the shout Search and rescue.
Hours wasted defining that skill that an no sensible overnerf destroyed completely.
Ranger and Druid are a classes were the strategy of when to use your skills are really defined and delicately balanced as a watch’s cogs.
To make you choose an spirit over your actual skills those spirits should bring something the other skills don’t.
So yes: now with the wvw working in full speed we need some balance to the fights so it’s not reduced to the biggest blob.
- we need some skills in some professions that apply conditions around their target over time, the same way as vampiric infection from the vampire beast bloodsucker work.
The objective of this skill is to break Zerg stacking formation so can benefit smaller groups. No need to do much damage but to apply presure in stacking.
- armor should diminish the power damage in a sensible way. It’s not reasonable that I get the almost same damage from coalescence of ruin (15k damage) with 1.5k armor or 3K armor.
- healing, because is the most underused stat in game, should diminish condition damage the same way as armor should do for power.
- might should affect only power.
- new boon, let’s call it bursting, should affect condition damage. Poison fields could be the combo that blast this boon.
What do you think?
I do agree that you need cleanses, I heavily disagree that core ranger isn’t viable. Eura got to legendary using only Core Ranger.
you havent seen the review from wooden potatos i assume. anybody could get to leg just playing enough hours. Also premaids help, and obviously your skill against them.
core ranger is not viable because you are locked in survival for the cleanses. the runes of the trooper only cleanse one condition and are for tanky builds.
the day Anet moves the trait emphatic bond to BM will be a day ro rejoice. And if they improve it to cleanse 1 condi every 3 seconds maybe even push the ranger to have a chance.
(edited by anduriell.6280)
just one question: if you activate the snap ground target to the selected enemy (i think there is a keybind for that)… if it hits at the exact position, is that enemy puled or the axe needs to pass thru the target?
so this build is only good for pve, right? because a pet that anybody can ignore is not really something you need in pvp.
The part where our damage comes from power is kinda misleading.
Although it is partly true, almost 50% of that power damage stats comes from pets, which has nothing to do with the power stat.
you are right, but the pet is really very unreliable so yet i dont really count on it.
Old pets are simply annoying. the bristle had a harsh nerf and the AA is not that strong and have a lot of LoS issues.
the smokescale only hits when it shadowstep, after that any enemy with swiftness will avoid its damage just moving.
so unless you are hitting a golem i cant count the pet as a reliable source of damage.
>Sword doesn’t cleave anymore
It still does, just not on the second strike. First and third work line normal. We also got a slightly stronger Whirling Defense as additional cleave-age.>Condition Builds
We’re still mostly Bonfire/Torch throwers, but unless we got throwable traps again, I don’t expect much to change. I guess Axe is a -little- better since you have 2 reliable bleeds over Shortbow’s situational one.
LB/Staff (or GS) is still best imo. Sword’s not the worst case, but the DPS loss from aftercasts is kinda harsh.
yep, sword does not stick to the target, the second and third attack does not follow. also it does not cleave: the second and third only hit one target(manly) although i could be wrong there.
also the aftercast to see the nice animations make the attacks slower.
Anet could have go for changing the viper nest, that is actually kinda buggy not hitting your target unless is in melee, for a short CD short leap with evade.
put the poison in the AA(1sec for example) or in monarchs leap and i think they have made everyone happy.
condition builds will never work for the ranger in its actual state. we need more 4 stats sets that include condi and healing. the actual are more focused to other classes with stronger condition application. Also the ranger does not apply much condi pressure with almost any of the weapons.
it seems Anet have the idea of conditions for the ranger to be like a plus, but our main damage coming from power. or at least what i could see with the last buffs to power damage in the SB.
but strangely enough Anet still doesnt make the weapons real hybrid ones… focused in power with some condis flavour. So its kinda confusing.
so you end up with power healing build, that mostly locks you in LB\staff.
so yeah still one build choice. Man this is boring…
its going to hurt LB/Gs druids as you’ll now have to swap to gs get into range use defences and all just to meet the 600 yards , if this 600 yards stays people may as well just use Staff or Axe+ offhand /Gs and be done with LB.
the problem there is that you are not rescuing anyone there. the same attacks are hitting you will hit the downed.
the nice thing about S&R is that you could pull someone out of harms way. now you cant and thats a crap.
in my case i used to get out the fight, use S&R, and then go back melee\medium range. So while my pet revived the downed the enemy was busy dealing with me.
(edited by anduriell.6280)
Playing glass rev = hitting 1 and then going to make a sammich.
yeah, im soaking in 10k coalescence of ruin and 4k basic hammer attacks from revs every time i step on wvw… Justine were you just trying the AA only?
Not super buffed I tried hammer 1 and it was like ~3k dps ( I have pve build for self stacking 25might just whatevering it). I tried weaving in other stuff and it improved some.
I didn’t try sword which is probably much better dmg.
Oh and ya, I got like 95% crit chance, 13 might stacks just standing around, 25 autoattacking, so ya I’m one of those revs that are pewpewing for 4-5k hammer bolts and 10k+ CoR. But I’m also one of those laying dead on ground way too often. Need to learn how to play it more, I created the rev to learn how not to get one shotted on my druid ;-(
yah revs in glint have that problem. you need to learn to swap legends like we do weapons.
Glint\Ventari used to work well for me, some full destroying things manage fantastic with shiro.
hammer\sword-axe is still the winning combo.
shame druid is locked into full bunker if you want to have enough time to heal because our dps is that low.
Playing glass rev = hitting 1 and then going to make a sammich.
yeah, im soaking in 10k coalescence of ruin and 4k basic hammer attacks from revs every time i step on wvw… Justine were you just trying the AA only?
For wvw purposes, i dropped it. The lower cooldown made it handy as a Resounding Timbre spam source when on the move, but more importantly, 1200 range was key to catching downed people in the ocean of red circles and deliver them safely near you during a zerg retreat.
In PvE i guess it doesn’t change much, people don’t go down too often and if they do, they’re generally close to each other. So i guess the nerf is based on sPvP. One day maybe we’ll get skills split across modes…
yeah i meant in wvw, in pve there is not actual reason to carry this.
in pvp also is bad thou, the old range meant you could save your team mate at the cost maybe of the point.
As somebody suggested even making it ground target would be a nice addition so you could choose the area were the pet will try to rescue.
Dont you have a keybind to snap the ground target to the selected enemy? i think there is a option for that so you can press a button and your path of scars will be locked into your target.
im not sure thou about the keybind..
After the nerf, the higher CD and the reduced ranged to half the skill went to unreliable to impossible to make it work.
I don’t really have clear if the range is from the pet position or the ranger position but in any case 600 is too short to be useful because we can’t send the pet where ever we want . The pet only goes were some enemy is.
The problem is that in the middle of a fight is a really a bad idea to swap to a ranged target when you have a melee guy eating your lungs. And also you have to select it manually if there is more than a couple in your screen.
Also if you are fighting a zerg in WvW most of the times your pet is going to be dead from random damage, even if you have it in passive and don’t attack with it. So you have to swap the pet but then you are too far from the downed.
I can work with the CD. I’d like it to be an elite so maybe SotP could become a shorted CD shout to give use some useful stability.
In any case i think the range of S&R i think it should go back to 1200 or even better: same range as the pet have. It’s enough that the pet has to go there and then we lost the dps from it while is ressing and we lose another utility from our bar for this support.
I used to use this shout in any game mode (PvE and WvW) and i found it useful some times, the pet simply ignored downed players or died before reaching the target, but now i can’t make it work when i needed.
The we’ll be making this a more tactical choice.. would be good if we could place the pet wherever we want. That’s not the case at this moment.
Do you guys like the new Search and Rescue? Can you make it work?
Wow. I disagree with all of you on all of these points lol. I’m not saying you are wrong, but i just never noticed any of the things you have mentioned. To me shortbow is awesome because I know how and when to use each skill.
Concussive Shot
One second is a crappy Daze, but it s more than enough time to proc ancient seedsPoison Volley
I’ve never had a problem making this Skill work for me. Maybe it’s because I’m always up in the face of my enemy.Quick Shot
Evade+Attack+Swiftness on a short cool down. You’re right. nothing wrong with quick shotCrippling Shot
Still don’t understand why people have a problem with it’s used to slow your opponent down long enough for you to get in close. It does that, just fine.IMO you all want a weapon do be able to work exactly how you want it. you want to place large stacks of bleeding and poison with one or two attacks. All of the problems mentioned above about short bow come down to this. You want to apply all 5 stacks of poison from poison volley to one opponent with one shot., you want to be able to daze people longer with Concussive shot, you want to be able to apply bleeding to your opponent with every shot from any direction with crossfire.
That’s not how a ranger is supposed to be played. Its not how any profession should be played. A ranger is a mobile, skirmisher, who excels in either long range power based combat, or quick, get-in-get-out strikes. Shortbow does not have an evade to put distance between your enemy. It has an evade as a bait’n’switch which allows you to stay alive a bi longer. That’s why you can swap to your secondary weapon mid leap.
Along the same lines the sword has an evade that turns into a leap back to about where you started for the same reason. Ever notice that the delay between both is just enough time to drop a trap, or activate a utility skill, or use your second evade? you can even swap to shortbow mid evade, put out a concussive shot into an quick shot (procing ancient seeds if you have it) and then lay into them with crossfire.
There are so many combos with the ranger’s weapon sets that listing them all would be pointless here. I can understand getting rid of the gap closer on the sword. I for one liked it, but i understand it and i can accept it. but changing the shortbow? No.
dude that the bigfest pile of crap ive read in a long time. its a general consensus that shortbow is just underwhelming in its current state.
i never understood the reasons behind the nerf in the range… they are two very different weapons, only just because they are build for two different kind of builds.
most vets here ive already pointed out: the sb doesnt need much of a rework, just some buffs to become the ranged condi weapon its skills seem to point to.
I could make up stories about how you play as well. All I know is the style worked for me really well and now it’s gone.
that bug had to go, it wasnt the intended behaviour for the sword, just a residuary and undesirable effect of the early stages of development of the ranger, like many broken things with this class.
just i hope the sword has been reworked, just not only the AA, so we can keep the mobility.
lets see if Anet listen any of the feedback they have in this forums and changed\fixed more than the sword AA
It just hit me,
sword AA change + legendary shortbow inc = shortbow rework
What % chance do you give it?
Less than 5%.
Legendary is done by a different team than balance.
Balance guys already made a “major” change to Ranger’s via the Sword AA, and even if they had the time won’t want to rock the boat any more in a single patch.
Too many changes undoubtably summons the nerf bat.
although im afraid you are right, the truth is that ranger needs deeps rework to make it work better with the pet and to fix all that bugs\clunky mechanics
i wish it too. But we already know better than to have expectations, don’t we Justine?
I agree in some degree Poison Master is not a trait to be in the “GM” tier. In my book poison was never about damage but more about duration and capacity to reapply it.
Also i don’t like the “swap the pet as much a possible”. Although it seems Anet has the idea of the pet being like a hammer or axe, another weapon swap with no personality.
I at least choose the pets for the strategical uses i can get from them. Swapping them all the time just brings a really unnecessary layer of micromanaging and complexity that achieves almost nothing. And also cold mean that when you really need the swap it’s not available.
I’d like the pets to be useful instead just another ranged attack with very high chances of miss and that affects negatively (for at least a 40%) the damage output from the ranger. Pets should bring more utility with their DPS.
If i would be in charge of the ranger i would, for example:
- Refined toxins moved to GM, they are applied while over 50% health. Increase duration to 8 seconds. ICD 10 seconds.
- Poison master goes in place of Refined Toxins, it buffs its duration instead: +25% duration to poison application. Pet apply 1 stack of 3 seconds every 10.
Honestly people are overrating the importance of the “gap closing” element of the leap.
Don’t tell us what we value and how highly we valued it. You got your way, stop arguing this point.
The leap was counterproductive to the skill, at least in pvp. End of story.
actually PVP was the only game mode were the leap was useful, to stick to a thief. check your information before you drop that kind of statements.
the sword AA chain was however really annoying in pve and wvw mostly because it would get you into unnecessary hairy situations most of the time.
i did like the 1 button mode in pve with the sword AA but i really hated the lock that negate your dodges.
i just hope the sword dont get nerfed damage wise, and Anet reworked the other skills to make up for the mobility lost.
for example change the weird serpents strike for the leap with the evade in very short cooldown so we can keep the mobility.
i like the change. Now i hope the sword is not nerfed and there is some way to keep the cleave effect but without the lockdown.
It’s not been cut.
I was out last week at Emerald City Comicon, and this week we’re taking a break while I prepare the 4/22 post-spring-update show.
WAIT a minute… nobody ask about this? Emerald City is real? Can i go too?
how can i get to Oz?
These are some interesting ideas, but I’m afraid they don’t address the root issues. I’m not at liberty to discuss the architecture of the game, but the problems are harder than what you’re thinking. That being said, are they fixable? Yes. Do we know how to fix them? Yes. Are we going to spend man-years doing it so people can sell items faster on the TP? Probably not. There’s just bigger fish to fry.
yeah i understand, my advise is only good if the client is designed to handle some of the ingame events, wich clearly it doesn’t.
if the inventory is handled exclusively by server side trying to create that interface to handle the listing would might need too many changes in the game engine (i don’t expect years but probably many weeks or even some months).
so i agree with you, there is a bigger fish to fry. Also thanks for the acknowledgement.
Flying birds? Digging canines!? How overpowered do you want it to be. Youre basically asking for Smokescale relentless assault on each pey.
if you mean for the pets to hit consistently their target then yes, we need something like that for every single pet, as soon as possible, for yesterday would be best. also you forgot \s at the end.
but in any case in a wvw\pvp sense, because in pve really doesnt matter, there is no such a difference.
birds are the glassiest family pet, and carrions (no canines) do a weak damage, thats why you couldnt see almost any ranger with those, even before hot.
allowing the birds\carrions to reach targets that otherwise the ranger could not because of the absolute lack of ranged AOE would be very interesting.
and because you actually can kill those “weapons” is not like any ranged aoe. I would think those pets as a way to harass enemy players that hide on the top or behind the walls.
but all those are suggestion to give some strategic sense to the kind of pet you choose. right now they are just dps thus the choice is always reduced to the top dps.
This game also has a global TP, not a server based TP. As far as I know, there isn’t another game TP that’s within an order of magnitude of scale of this one.
Hi John, just my 2 cents.
I guess the technical limitation has something to do with the database and the amount of querys some amount of players can do before the DB cache queue get fills up (AKA beginning to lose transactions.
I would in your case implement a double queue system: Your TP already have in place one (i guess).
At the client side i would implement an internal queue where the items that the player want to sell are queued. Those items are listed in the TP as soon as possible if the limit is reached it tries in X seconds/minutes.
If the player close the game before those items are listed they are returned to the player to his inventory.
For the player would not be any visual difference and would solve the hindrance of the limit pop up, the TP could get some breather because you could decide what are the limit of quees x second and player could be the limits of the amount of items posted per x time.
And at security level wouldn’t change much, simply would be another “hidden space” were those items could be placed while waiting to be listed in the TP. If those have to be returned because the player closed the game before they could be listed and his bags are full again, it could be given back in a way similar to a daily chest so the player can try to list them again in the TP as soon as he is able to free up the bag.
Sure it will need some coding, but the change shouldn’t be very invasive, is simply creating a queuing interface to handle the listing.
i was going to answer the thread of “new pets” but i realized that actually we need better pet system. this ideas is to make our pets more useful than “a ranged weapon” and promote synergy between the ranger and the pet.
- pets get a trait line per family that give them special buffs like:
first branch could buff the pet stats: more dps(condi and power), more tanky(vit and thoughtness) or more support (expertise and concentration).
second branch applies some buff to the ranger when cast the f2 or periodically. same rutine as before: give the ranger some extra dps, or more tanky or some support like (like shared anguish or some minor regen like an signet of the wild or such)
third branch a nice new skill for the pet: beastly warden could go here for melee families, being able to attack invisible enemies or being able to hit more than one enemy at once.
so if i have a bear my enemy can be sure if i have a dps bear that will taunt him or a tank. the important thing is that depending on which options i choose my pet will be played very differently.
because it affects families shouldnt be much of a change. reduce the families to the most unique and interesting.
id like to have also different states for the pet instead just attack and passive, from the most proactive to passive:
- aggressive: attack anything the ranger attacks or attack the ranger.
- defensive: only attacks if the ranger is attacked. otherwise just move away from damage.
- passive: follows the ranger but attack nothing.
- f1 still fix the pet in that target, as long as that target lives and the ranger doesnt tag another with f1 the pet dont swap targets. same as does with passive but applied to any pet state.
- pet attacking lease range should be increased, and its speed matched to +40% normal player speed. So it can follow their objective as far as needed.
- pet lease when not attacking is stuck to the ranger, so if im avoiding aoe my pet follows,now it simply stays in the middle of aoe while im out of their range.
- birds family should fly. when i mean fly i would be happy if they just behaved like the barrage from the bristle in the beta, so the birds could attack over walls and such. This would make up for the lack of ranged aoe.
- same for example for the carrion family. maybe tunnel under walls? Again more fun and tactical use and a reason to use a carrion. when chosen this ability the carrion could give the ranger the ability to see and tag enemy names thru walls at short range. lets call it “ground vibrating sight”.
- canines could be able to attack invisible targets while not revealing them.
- cats could get the ability to attack more than one enemy at once.
- being able to know which buffs or conditions are affecting my pet would be amazing.
- Druid could get in some of the trait the skill to transfer the conditions affecting the pet and converting them to boons for the druid.
those are random ideas in a random order, what do you think?
if we go for the wisp thing maybe this is a crazy idea but: why dont make them work as some sort of aegis?
while the wisp float around the ranger it gives the passive.
then the ranger could decide to sacrifice the wisp for the active, or the wisp will block one attack (like the aegis) and then cast the active.
i like the idea, do you think could be op to block one attack? the idea behind is to give the enemy players some sort of counter against the buffs that the spirits gives.
oh there is a massive list with bugs that affect the ranger\druid some of them even from 2012.
but i cant find the thread now… can a kind sould link it here for reference?
and here is the poweeer creep.
Dont get me wrong: core ranger need a lot of buffs to be viable in competitive, and when i mean viable i mean to have more than 1 build choice.
PVE openworld never is the problem here you can go naked and still have an easy time even in HoT.
but i think your buffs are too much.
ok cor the guys saying that is inefficient way to get gold, that may be right.. if it wouldnt for the multiboxing.
you have 4 guild wars 2 running in each a ranger with its pet. and you can be playing one of those (or not ) and get the loot of 4 toons at the same time.
dont get me wrong, i mostly play ranger and i agree with the dev that the pet is behaving correctly and within the rules. Also you people should have in mind that now even more with the druid there is massive chunks of time the only damage from the ranger is actually from the pet itself. I Anet applies the rule the ranger has to tag directly the druid would end up with nothing.
so my suggestion is this one that will work for any class in game: if the player is not moving\doing actions the pet kills will not give any xp or loot. also the skills from 6 to 0 shouldnt be available to set in AA. never understood that.
Then the afkers will need to use a booting program instead afking. And the ranger/druid can keep getting the already poor loot because of the low damage compared to other classes (yes in blobs\groups is really difficult for the druid to tag enemies that die before your first attack hit)
another nice thing would be: pets that can hit more than one target and they can attack faster.
snop
snep
It was bad because people cried about it on the forums, so anet ‘fixed’ the issue
yes that was what i knew.
such a shame, spirits were so much fun before the nerf (before even the static nerf hammer).
i did love them mobile and the thing that cast their skill when dead. because we dont have any means to know how long is left for the spirit ( not the health bar and not the time left) is impossible to know when to cast the active.
Not the first time it was suggested… The problem behind Spirit Ranger was the zoo effect, simple change would be to make the spirits not have a physical form to get rid of the problem and keep them mobile like a wisp that circles around you, but why do that when you can kill the build entirely when the actives for spirits are meant to be used while moving….
dont get it, why the zoo effect was bad?
actually having more pets around was something that did benefit greatly the survival of the ranger. same as the army of clones the mesmer can drop, or the minion master.
if it was just because the ranger only can have one pet is really discouraging for me to think there is going to be hope to get kitteneful class like ever.
the only change i would make is apply a few seconds of cripple to #2.
most of the buffs i see here are way over the top.
They could be if the staff would be a normal weapon. It is not, does half of the damage the shortbow does without conditions. Around 300 per tick in a power build
So the staff needs a serious bump to be at least in line with the greatsword (the example of an utility weapon for the ranger).
Also more skills to discourage stacking in WvW would be so much fun. Right now is just a blob wars, the server with the bigger blob wins.
Which leads to AC wars and, and siege wars are the most boring thing i’ve ever seen.
But that’s nothing new having in mind we yet have to see other weapon options than the longbow and greatsword, after 3 years being the class so full of bugs and absurd design decisions.
1- Burns long duration so it can apply some stacks in the target.
2- I like the circling thing, the wisp burns and blind around its target. Apply 2-3 stacks of burns for 1-2 seconds. Main objective: be useful against groups. Still heal allies.
3- It’s fine like it is.
4- Ranged AoE that cleanse allies and apply roots in foes (same as Ancient Seeds) up to 5 targets.
5- This one is bad, the more i try to give it any use the worst it seems. Maybe apply CC to no one can cross without stab. And apply longer duration to the wall.
Basically the staff needs more offensive value. The ranger/druid base damage is really low already, we have to abuse the crit and fury to be able to do some damage.
Just to put it in perspective:
I am seeing blows of 3-4K damage from the Revenant’s hammer basic attack, 10K with Coalescence of Ruin (4 second CD, 1200 range, no cast)
We are forced to use the staff, at least make it rewarding. And so i may be able to get some bags in WvW.
DH is better ranger because simply there is no pet that takes away 40% of our damage.
A pet that does not hit anything hat is affected by swiftness.
Ranger is now locked in druid spec, and in tank/healer druid if you go with staff.
But that’s not because the Druid is amazing, that is not, but because the Ranger class is still broken and buggy as hell.
When somebody in Aney open their bh and actually bring the ranger the same as any core class in game the Druid will be mostly as amazing as DH or Tempest.
Still the 2 seconds delay between you enter the CAF and you actually can cast any skill annoys me.
And the completely lack of damage from the staff. And the lack of range from the glyphs.
And the fact that you are locked in staff or shouts if you want to build AF.
And that enlargement trait destroy your caf.
But those are just merely annoyances compared to the absolutely game breaking bugs the ranger has and the lack of any actual choice and bad design.
Just one question: How do you get the ascended ZEALOT trinkets? because i don’t see those stats in the laurel vendor neither i can find history mode to get them same as the Sinister.
Yeah it looks like a standard trapper thief. Your main mistake was standing still, once you were caught and immobilized you build up to a large number of stacks really quickly, largely on account of what may have been double needle trap. There is a drop needle trap on heal ability.
Key to dealing with this build is a lot of condition clears applied at regular intervals and applying AoE damage. This build is probably fairly tanky but needs to be on top of you. Your options are to use a stealth disabler/skill, just AoE the area around you, and to try and stay mobile around that AoE radius to avoid getting hit.
You also, in that video, hit your heal waaaaay too late and were unlucky to have just used your 3 skill and didn’t use any other skills to get out of immobilize. You were down at like 20% when you hit that. At the rate you were loosing HP you should have triggered it around 50% or so.
Also, not that familiar with druid, but where were your condi clears? It’s like you didn’t have any at all or very few from what I can see.
@ Fat Disgrace — Bleed/Poison from Needle Traps
All my skills cleanse + i had the trait that passes 3 condis to the pet periodically. However the trait is just rubbish as you can see, it takes 10 full seconds to act.
The thing is that the thief could keep DPSing me while in stealth, even did stomped me and didn’t reveal until so much later. It kept killing players all around.
It is not about when i hit the heal, this attack built 10K/tick condi damage in just one attack, it’s about during all the attack the thief was no visible but around dealing damage. And we know that build can stay invisible as long as they want. And because they can deal damage while in stealth they don’t need to come out. In other words: God Mode.
That is not fun.
But how could i get so many stacks?
I go from one stack to have: 5 stacks of confusion, 12 stacks of bleeds + 8 stacks of poison.
Traps apply only one stack… How could i get so many?
So can somebody explain to me how the thieves can hit you from stealth with no reveal? How can i possibly have fun in this situations?
10 ranger raids even possible?
ps: pls id like an invite also
pss: i should have around a 1 man guild from before hot that was called BRBO… just because i thought i could use the extra storage same as a bank.. such a fail T.T
(edited by anduriell.6280)
@OP. I am assuming this is for PvE/Raids, if not then disregard this:
Druid:
+ Unique Group Buffs
+ High sustained healing output in Celestial Avatar
+ Ranged heals
- Low Damage output
- Resource dependent and isn’t in “Healer” mode half the fight
- Cast times on Heals
- Loses resource when going into down state, delaying your group heals for a significant amount of time
-CD dependantTempest:
+ Instant cast heals (can heal through slow or before interrupts happen)
+ Wide variety of boons
+ High damage output if geared that way
- Limited ranged healing
- CD dependant
- Lower base HP(survivability)than druidsBetween the 2 I’d rather have a druid, but I can see Tempest being a viable, sometimes even better replacement for Salvation Pass. I personally prefer running 1 druid healer and 1 auramancer for the final boss, since it’s a 2 healer fight.
Actually the tempest survivability is higher than the druid because the massive and constant access to heals (not only regen)+access to other defensive boons and offensive defensive effects (cc). Also our heal skills have Cd even in avatar state.
in practice tempest is better suited to do support with strong heals than the druid. the druid brings the offensive boons that are more or less very unreliable (grace of the land or boons from spirits that still have some rng in the appliances)
however i find druid more fun, although i avoid doing raiding.
i and i think most of the forumers agree with you. pets need soem short of option to be able to customize a little bit more how they are, like stats or traits you can choose from.
does anybody knows if they are working in any of the suggestions they have in the forums to improve the ranger and druid?
hey we have the pet to compensate the 50% damage difference to other classes \s
i like most of this ideas:
- burning if target is <450
- blind if target >450
no need for a target is also a must.
skill 5 is mostly useless because the ratio cd > effect duration.
increase the duration of the wall so it can be used to block attacks \ blasted more or decrease the cd so it can be used more often.
skill 4 i would change it to ranged aoe that cast roots (bleeds + immo) up to 5 targets.
skill 2 wisp would blind \burn enemies that passes thru.
and there we have an actual weapon we could feel rewarding to use.
snip…
NM – 2, 1, 2 (Instinctive Reaction, Evasive Purity, Protective Ward)
Beastmastery – 3, 2, 2 (Resounding Timbre, Natural Healing, Zephy’s Speed)
Druid – 1, 2, 2 (Druidic Clarity, Seed of Life, Lingering Light)
…snip
That build actually works very well in roaming WvW. There is food that cleanse a condition when cast a heal so you can make it up for the lack of burst cleanse.
Other choice is to use Wilderness survival instead NM so you can use the survival skills to burst cleanse and also to add more attack thus the druid/ranger is really lacking unless you go for full glass.
Personally i don’t like sword because of the lack of control, not just the lock you in place AA but also because the unreliable leaps that can move you pass your target down a cliff or zerg’s bomb. If Anet someday decide to fix it i would consider the weapon again. Axe mainhand is really lacking also, but is good for people in walls or some zergs. Unfortunately because of the lack of speed is not a weapon you can use to kill 1v1 (in my experience up until this date).
The staff with 2700 power does around 1K damage. Not really much. But again is our only weapon we can use for reliable mobility.
I was out last week at Emerald City Comicon, and this week we’re taking a break while I prepare the 4/22 post-spring-update show.