Showing Posts For apocalypso.4895:
Keep the same actual functionality if you just tap or use it while moving, but while you stand still and hold the skill, it becomes:
- Focused Shot : fire a burst of arrows all at once when you release it or move. The longer you channel, damage is increased.
Cast times:
3/4s / 10x vuln / 40% total current rapid fire damage / blast finisher
1 1/2s / 10x vuln / 70% total current rapid fire damage / blast finisher
2 s / 10x vuln / 100% total current rapid fire damage / blast finisher
Tradeoffs: You have to stand still. You can also increase the cooldown 2-5sec, or simply adjust the damage it does to players (I don’t think it’s needed, since it will do less than a Kill Shot with a higher cast time).
Things this would have synergy with: Hunter’s Shot, wolves and pigs, muddy terrain and traps, camouflage trait, all combo fields, entangle.
For Condi builds:
Magi/Rabid variation
Condition Damage major
Precision minor
Vitality minor
and for Power builds:
Assassin variation
Precision major
Ferocity very minor
Boon Duration very minor
Power very minor
http://gw2skills.net/editor/?vMAQNBMPDbkRlSWrYxVFuWDErH7Z/Di94QJyQuCoKj7OZmE
I switch skirmishing II for IV if the party is caping bleeds (it’s possible to use main hand axe and switch it to IX or if using longbow X)and Frost Spirit for Signet of Stone or Renewal if the encounter has too many unavoidable ground target aoes.
If there’s another ranger with frost/spotter’s, you can use a max dmg build with the same trait setup:
http://gw2skills.net/editor/?vMAQNAsXRjMqUyaFLGsw1aAY9YP/Gk94wEX0VA1MW6kZSA
What exactly does this change?
Rate of fire? Internal Cooldown between skills? <<< What actually means something.
Or just projectile speed?
Because if it’s only the latter I don’t see the point.
We still can’t use longbow traits (Eagle Eye, Piercing Arrows and Remorseless) at the same time we use this or Spotter or Signets.
If Anet wants to make longbow better they need to make this projectile speed a native effect (as many people said, this is just a QoL thing) and change the grandmaster trait to speed up the RoF and IC.
We use frost spirit in pve for direct damage and Sun/Stone/Elite Spirit for condition builds in spvp, sometimes Storm spirit too, but I don’t think it’s worth a slot anymore after the last nerf.
Don’t just wait still for a thief to come and kill you, kite and evade them.
The real unbalance of thieves is risk vs reward. Anything that powerful should have high risks.
Specific Game Mode
PVX – Affects more WvW and SPVP
Proposal Overview
Merge Spirits visually, i.e. if you have 3 of them active they’ll be just one, but with 3 auras combined corresponding to the spirits activated. Rework of passive/active effects.
Goal of Proposal
To promote active play with Spirits and give both viable support options and less visual clutter!
Proposal Functionality
Visual clutter
We have 6 spirits that are mostly passive/killable group buffs and clutter the screen. This way you would have just one in the screen but all (if you slot for it) for the functionality.
Traits promoting active play
“Your spirits now move with you and their active skill has an added effect:
Water Spirit: Now removes x conditions.
Storm Spirit: Now dazes for x seconds. (works with moment of clarity)
Sun Spirit: Now does x stacks of confusion for x seconds.
Frost Spirit: Now encases targets affected in an ice crystal for x seconds.
Stone Spirit: Now weakens for x seconds.
Elite Spirit: Reflects projectiles for x seconds.”
Passive Effects rework
Frost Spirit: Deal X% more damage to chilled targets.
Sun Spirit: Inflict x seconds of burning if the target is blinded.
Storm Spirit: Gain X seconds of swiftness if the target is interrupted.
Stone Spirit: Gain X seconds of protection if hit by glancing blows.
Water Spirit: Gain X health if hit by conditions.
Elite Spirit could have the healing passive greatly reduced and the active part could be completely changed depending on which spirits you have active.
Support
Main problem with using spirits to support is that they die in a second to aoes, in my solution they would merge their health too, being a lot more survivable and have some active defense with elite active.
Associated Risks
Some balancing would be required to bring everything else up to par with spirits builds.
I’ll make a signet rework proposal and overall trait in the coming days.
(edited by apocalypso.4895)
Ah, and joke. Remorseless giving Open strike to pet also. But no pet stealths, except of jaguar. Troll
Assuming the patch notes are true…
synergy with Guard is the reason.
People really don’t know their class.
Frost Spirit Active in my opinion would fit well (for PVE atleast). Not sure if any weapon skill would without a redesign.
1: Ranger
2: Elementalist
3: Necro
How bout we just nerf stealth in WvW?
The actual problem is a mix of blindness/evade/stealth/leaping spam thieves have.
Reveal from Sick Them is only good to troll thieves who rely on stealth when they see a zerg coming, but it doesn’t change anything vs a good thief if you’re a power ranger.
It’s really hard to stay calm while talking to somone such short minded like you … I’ll say it a last time, in baby language, idc if you finally get it or not:
Warrior damage = bambam by weapon + bannerbuffs
Ranger damage = less bambam by weapon + spirit / spotterWarrior damage > Ranger damage
Party with 3 what-ever’s + Warrior + Warrior = 3x pengpeng + 2x bambam + 1x banners.
Party with 3 what-ever’s + Warrior + Ranger = 3x pengpeng + 2x bambam + 1x banners + 1x spirit / spotter.1x spirit / spotter > the differene of the warrior bambam and the ranger bambam.
Do – you – under – stand – now? O.O
You know that Warriors SKill have better Coef than ranger skills no?? you can hit for 35k+ easy with a 100b , a ranger CANT hit for that amount.
GS and axe + (insert here any weapon) warrior is probably the best dps in the game, 2 Warrior can out dps 1 warrior + 1 ranger and perhaps 1 warrior + 2 rangers, sad, but true.
ranger can do decent ranged dps compared to other classes ranged dps. The problem is that ranged dps is nowhere near melee dps in this game.
<——THIS
it is hard to understand that ranger damage is bad??other classes have more damage to offer, so, in a dps run like GW2 you will chosee pure dps classes
1 – You clearly don’t even understand what DPS means. Saying things like “you can hit for 35k+ easy with a 100b , a ranger CANT hit for that amount.” or “2 Warrior can out dps 1 warrior + 1 ranger and perhaps 1 warrior + 2 rangers” proves that. The 100b skill has 3 1/2sec cast time, we can do that damage in half that time without quickness or party support.
2 – Also the highest dps build for a ranger doesn’t use spotter/frost spirit/warhorn, so if you have two rangers, there’s no need for both to use that build…
3 – If you’re dpsing with ranger using 20/25/0/25/0 you’re doing it wrong.
4 – There’s no dps meter ingame and any statement that ranger has no place in a dps race using the right builds is false, you can’t prove that without several videos with 5 skilled players using different classes.
Depends on vulnerability on target, your might stacks and your target toughness (and if they have protection, ofc). The giant has more toughness than a squishy light armor target, so the dmg could be higher (I’ve done 22.6k in wvw in a zerg vs zerg situation without max might stacks, didn’t see how much vulnerability, if any, the target had), but like I said it’s rare to combo it perfectly in a real combat situation.
Edit: Here’s 24.2k Maul http://youtu.be/dofBtmP0yKI
(edited by apocalypso.4895)
If you want to do damage with a ranger stop using lB or SB.
Use Sword/Axe, Greatsword. You’ll need to also use your pet too (Jungle Stalker, Jaguar, Raven, Owl).
Maul can hit for 22k+ and Path of Scars can hit for 25k+ if both hits land however both are quite hard to pull off in real combat situations and anything you get out of your pet beyond 5 might stacks from jungle stalker you have to consider as luck.
If you play smart, it’s actually a fun build to run in a zerg, one shotting distracted people.
(edited by apocalypso.4895)
And nerfing minion master (which is not totally op – lame yes) and refusing to nerf spirit ranger for ages (when its more clutter and way way more OP) is a joke. Haha
Spirit ranger is being consistently nerfed directly and indirectly in recent balance patches and they just announced another nerf compared to actual state. You can’t use that excuse.
-Spirit of Nature – ‘reduced’ to 320hp/second
thats a buff or not? Oo
its atm 320/3secs
Now:
480/sec (because it’s bugged and should be 320/3 sec)
Change:
320/sec
We need:
- completely new and functional pet AI (with f2 active response instant) even if you need the system from scratch, it just can’t be ignored.
- pet aoe dmg reduction
- real condition removal on demand and not linked to pets
- utilities and weapon skills with knockdown (maul), blast finisher, gap closers, and blindness.
- a complete rework of longbow, main hand axe, shortbow.
- a buff to number of bleeds of nr.5 dagger.
- a damage buff to nr1. chain and nr.5 greatsword, nr.4 warhorn.
- a buff to damage part of nr.5 axe.
- get rid of opening strike mechanic and give us something meaningful.
- immobilize removal with lightning reflexes.
- equal to other classes power coeficients with our skills.
(edited by apocalypso.4895)
I’m pretty sure this was a joke anyway but even so, pretty sad if the only way rangers can burst that high is to use a race specific elite.
But it’s not, we can burst even higher than that without that elite. > proud human ranger <
I gave it another go for fun, and with a different build I killed it in barely 7 sec:
http://youtu.be/ZUwY-GpNVNQ
Class: Ranger
Worst Enemy:
1vs1:
- Engineer
group fights:
- a good Mesmer (kinda rare to see a good one)
- a good Necro
- Thief (The really good ones)
His trait build is this:
http://gw2skills.net/editor/?fMIQNAV8YjAVV2BWKWo2CiVBB1eoJzfeWBD9PkevgTORqWB-jUCB4iRmmGi8AOnrIaslgRrKKI1XhVJjIqWdDTKAYmGB-w
My ranger build can kill it in 10s or just under it with perfect execution.
http://youtu.be/C2QX-VorZKQNice one mate was 11sec
What crit change/dmg you have in default?
Traits?
atck 3511 sw/wh 3660 gs
crit 52% without sigil of perception
crit dmg 107% without food
Traits
30 mm 1 – 9 – 11
30 skirm 1 -2 -5
0
0
10 beast 2
My ranger build can kill it in 10s or just under it with perfect execution.
http://youtu.be/C2QX-VorZKQ
Reposting here
Rangers " Unparalleled archers, rangers are capable of bringing down foes from a distance with their bows." this is to honor that and also help the class in general. "
Longbow
Long Range Shot
Now it has a chain with second attack giving cripple(3s), and a super fast third double shot (each hit 70% dmg of a normal hit), along with faster projectiles and lower cooldown between shots.
Rapid Fire
Lower cast time(2 1/2sec max), now grants stability during the cast, more condensed hits, 5 instead of 10, higher total damage (each hit atleast higher than max ranged auto attack) and higher cooldown, to like 45seconds untraited, it needs to feels like a powerfull bursty skill, not a “I’m bored of my auto attack, let’s use 2”.
Hunter’s Shot
Now pierce targets blocking and gives you 1sec quickness in addition to it’s current effects.
Point Blank Shot
This one should have like twice it’s current damage, faster projectile, a higher cooldown (25 sec) and 1 or 1 1/2 sec cast time instead of instant, in adition to the knockback. You could combo hunter’s shot/point blank/rapidfire efficiently.
Barrage
2 1/2 sec immobilize on first hit (the same duration as the cast, as this skill is supposed to keep people from reaching you, not the opposite like it is now), lower cooldown (20, 25sec).
Pets
When in combat, pets should have higher speed than players, even without any trait put in it vs a player with swiftness. Often I find myself hitting someone with a full rotation before my pet even reached them.
So my suggestion is to change the untraited pet speed up to 40/50% more than what it is now and give another functionality to the Agility Training 30% speed trait : When you enter in combat your pet gains super speed, (100% speed, lasts until hits the target). Sick Them would have this super speed added to it’s effects too, so you could catch faster a player that uses a movement skill during combat.
Increase overall range of melee pets attacks by atleast 100-170 so they could hit targets from 230-300 range (like birds auto attack Slash).
Improve reliability of pet skills, leaps and everything in general seems too easily avoidable.
Bears
Increase their overall damage considerably. Reduce Arctodus, Murrelow, Polar Bear and Black Bear f2 cast time to 3/4 sec down from 1 1/2. Increase the number of conditions removed from Brown Bear f2 to 3.
Cats
Reduce Jungle Stalker f2 to 1 1/2 sec cast time down from 3 sec.
Reduce Snow Leopard and Lynx f2 cast time to 3/4 sec down from 1 1/2sec.
Birds
Remove the Quickening Screech swiftness from birds and change it to fury (10s), reduce it’s cast time to 1/4 sec down from 3/4 sec (reason for this is they often start this animation instead of attacking your target as you expect and get left behind you if you leep at your target or just keep moving) .
Devourers
They need faster projectiles, and better active skills, just like underwater, Whiptail Devourer f2 should stun (1s), Lashtail Devourer f2 should have half (2s down from 4s) it’s cast time, and no bleeding.
Spiders
Also faster projectiles, much higher damage and lower duration for the immobilize on Entangling Web something like 1 1/2 sec down from 3 sec.
Moas
They need higher toughness and better range, specially for Frenzied Attack as they often miss this skill.
Drakes
Tail Swipe could use an aoe knockback, just like the npc ones do. Also lower cast times for their f2 abilities (3/4 sec down from 1 1/2 sec for the melee ones (burning, chill and confusion) and 1sec for ranged ones).
Dogs
Need higher damage overall.
Pigs
Their f2 Forage should apply the random booms automatically to you.
Beastmastery Traits
Move Loud Whistle to adept and Nature’s Wrath to master traits.
Rework the Instinctual Bond quickness on downed adept beastmaster trait, move it to grandmaster and change functionality to: Boons applied to your pet also affect you, then you will have might on third sword skill 1 auto attack, might from Companion’s Might, swiftness from 3 longbow, bleeds on next 3 attacks from shortbow 4, fury from harpoon gun 3, and Active effects from signets without traiting into Marksmanship.
Change the effect of Intimidation Traning from Cripple to Torment.
Utilities
Lightning Reflexes Now removes immobilize.
Signet of the Wild now instant cast.
Signet of Renewal Cd reduced to 30 sec, range from pet increased to 2000, so it doesn’t fail to activate it’s effects.
Protect Me Your pets gains an aura and run at your side, instead of just stopping.
Rangers " Unparalleled archers, rangers are capable of bringing down foes from a distance with their bows." this is to honor that and also help the class in general. "
Longbow
Long Range Shot
Now it has a chain with second attack giving cripple(3s), and a super fast third double shot (each hit 70% dmg of a normal hit), along with faster projectiles and lower cooldown between shots.
Rapid Fire
Lower cast time(2 1/2sec max), now grants stability during the cast, more condensed hits, 5 instead of 10, higher total damage (each hit atleast higher than max ranged auto attack) and higher cooldown, to like 45seconds untraited, it needs to feels like a powerfull bursty skill, not a “I’m bored of my auto attack, let’s use 2”.
Hunter’s Shot
Now pierce targets blocking and gives you 1sec quickness in addition to it’s current effects.
Point Blank Shot
This one should have like twice it’s current damage, faster projectile, a higher cooldown (25 sec) and 1 or 1 1/2 sec cast time instead of instant, in adition to the knockback. You could combo hunter’s shot/point blank/rapidfire efficiently.
Barrage
2 1/2 sec immobilize on first hit (the same duration as the cast, as this skill is supposed to keep people from reaching you, not the opposite like it is now), lower cooldown (20, 25sec).
Pets
When in combat, pets should have higher speed than players, even without any trait put in it vs a player with swiftness. Often I find myself hitting someone with a full rotation before my pet even reached them.
So my suggestion is to change the untraited pet speed up to 40/50% more than what it is now and give another functionality to the Agility Training 30% speed trait : When you enter in combat your pet gains super speed, (100% speed, lasts until hits the target). Sick Them would have this super speed added to it’s effects too, so you could catch faster a player that uses a movement skill during combat.
Increase overall range of melee pets attacks by atleast 100-170 so they could hit targets from 230-300 range (like birds auto attack Slash).
Improve reliability of pet skills, leaps and everything in general seems too easily avoidable.
Bears
Increase their overall damage considerably. Reduce Arctodus, Murrelow, Polar Bear and Black Bear f2 cast time to 3/4 sec down from 1 1/2. Increase the number of conditions removed from Brown Bear f2 to 3.
Cats
Reduce Jungle Stalker f2 to 1 1/2 sec cast time down from 3 sec.
Reduce Snow Leopard and Lynx f2 cast time to 3/4 sec down from 1 1/2sec.
Birds
Remove the Quickening Screech swiftness from birds and change it to fury (10s), reduce it’s cast time to 1/4 sec down from 3/4 sec (reason for this is they often start this animation instead of attacking your target as you expect and get left behind you if you leep at your target or just keep moving) .
Devourers
They need faster projectiles, and better active skills, just like underwater, Whiptail Devourer f2 should stun (1s), Lashtail Devourer f2 should have half (2s down from 4s) it’s cast time, and no bleeding.
Spiders
Also faster projectiles, much higher damage and lower duration for the immobilize on Entangling Web something like 1 1/2 sec down from 3 sec.
Moas
They need higher toughness and better range, specially for Frenzied Attack as they often miss this skill.
Drakes
Tail Swipe could use an aoe knockback, just like the npc ones do. Also lower cast times for their f2 abilities (3/4 sec down from 1 1/2 sec for the melee ones (burning, chill and confusion) and 1sec for ranged ones).
Dogs
Need higher damage overall.
Pigs
Their f2 Forage should apply the random booms automatically to you.
Beastmastery Traits
Move Loud Whistle to adept and Nature’s Wrath to master traits.
Rework the Instinctual Bond quickness on downed adept beastmaster trait, move it to grandmaster and change functionality to: Boons applied to your pet also affect you, then you will have might on third sword skill 1 auto attack, might from Companion’s Might, swiftness from 3 longbow, bleeds on next 3 attacks from shortbow 4, fury from harpoon gun 3, and Active effects from signets without traiting into Marksmanship.
Change the effect of Intimidation Traning from Cripple to Torment.
Utilities
Lightning Reflexes Now removes immobilize.
Signet of the Wild now instant cast.
Signet of Renewal Cd reduced to 30 sec, range from pet increased to 2000, so it doesn’t fail to activate it’s effects.
Protect Me Your pets gains an aura and run at your side, instead of just stopping.
(edited by apocalypso.4895)