Showing Posts For arron.7348:
1. Stabbing a person in the face while they are down is common sense not a mistake,
i fail to see why you wouldn’t simply stomp someone while downed, especially as a guardian with nigh limitless access to stability
it works for every other class, it -needs- to work for ranger.
the only thing rangers need is less people saying everything about them needs nerfed
Downed stills are for stalling for time while a buddy comes to heal you, not to completely mitigate another players DPS because your healing 15% of your hp a second.
5% hp/s, which is an incredibly low amount and easily removed by simply using a control on the pet
The way to counter this skill should be either to CC the pet or nuke it but unfortunately pets are balanced unlike players to have no active defence and just a big hp pool so they don’t suffer from the same danger that players do while standing still to revive somebody. This is obviously a problem when i got fury and might stacks on and this critter isn’t going down, and the rangers hp pool aint going down either. Also from what I’ve heard you can knock them back and they’ll just get right back up and go to healing
what the literal kitten are you talking about? any pet aside from bears/drakes die in 2-3 hits, how is your guardian unable to kill them by accidentally using one of any of your skills that cleaves? how do you claim pets have high hp, when their hp is cut in half in pvp? how are they somehow resistant to the danger of players, when their ai is completely broken and doesn’t even work right?
2. Arron, please use the forums for -constructive- criticism
i am, learn to play you massive kitten
3, Back to my original plea, we all know its broken so wheres the nerf?
because it’s not broken, learn to play
Don’t worry, you might still pull out second place , we are having way too much fun harassing CD to worry about PPT.
you and i both know this isn’t true – anvil rock has spent 80% of its time in kainengs borderland because they, too, cannot face crystal deserts’ overwhelming numbers. even the best defenders simply become fatigued, especially when crystal desert often brings more omega’s than their enemy has numbers.
you do less than 5% hp damage/s in pvp? have no cleaves? no general aoes? are you an uplevel?
spoiler: l2p
just you wait: nature spirit will become immortal, last longer, have a shorter cooldown, further range, more potent healing-turret abilities, and its battle standard effect will become ground targeted and completely replace both roa and entangle in both pve and pvp
it really is not nearly as much as you seem to think it is
let’s do some quick math on movement speed
u = units/second
c = combat
n = noncombat
range: 1,500
base movement speed: n294u, c210u
moving backwards(back pedaling): n105u, c105u
moving to the side(strafing): n180u, c180u
base time to reach ranger: 7.14s
apply swiftness(+33%): c279u/s
new time: 5.38s
apply gap closers:
900: 2.9s
1,200: 1.8s
if you take it a step further, the ranger is also probably back pedaling at 105u/s, which would tack on another half-second. strafing might give them another second, and pb-shot will add another second to that as well. however, some classes(eg, warriors) have multiple gap-closers per weapon
it really, REALLY is not as much as some people seem to think. that longbow becomes entirely useless once you pass that 600 meter line, and since just about everyone has at least a 900 meter jump(or a shorter jump that can be used multiple times at once for the same effect), stealth, stability, etc., their “op range advantage” goes out the window the second someone notices them
contrary to popular belief, gw2 has a melee bias, not a ranged one
kaineng is the same as its always been, they’re just now facing a server that can put more numbers on a field than it has players
as a server that’s most likely the smallest on the north american line-up and is often faced against 2-4x its numbers at all hours of the day and night, i can assure you that taking down golems is far from impossible
~30 of kaineng’s finest held off an onslaught of 6 golems, 4 ram attempts(5 rams built each time), 2 catapult attempt(5 catapults), and over 60 players for well over 45 minutes without losing its keep by using smart siege placement and well-coordinated defensive maneuvers. mind you this keep was not upgraded in the slightest, we were defending paper walls
that’s not to say i don’t wish superior siege would cease to exist, i’m just saying it’s not nearly as difficult as some in this thread are trying to portray
i remember when people use to say that
those were better, simpler days
ranger in arah? surely you jest
i know the higher tier servers have to deal with it all the time, but kitten . when servers like crystal desert get pushed all the way down to the bottom with small servers like mine, it’s just not fair. kaineng, at its peak, cannot even match the numbers of crystal deserts’ havoc parties that they have spread across every single map. no matter what the map is, i have the outnumber buff.
so for this, i bring forth a suggestion: remove the outnumber buff, at least on smaller servers, and just stop letting large servers pour in endless numbers when they already outnumber to such an extreme. there is no reason for it. simply start the queuing when there’s too many on one side.
There still a subset in the community that think spirits (as they are now) are overpowered just for being use to bodyblock/add targets towards the target caps regardless of the effect/uses of the individual skills.
my changes would remove this entirely and just have the base effects, not a 1-hit wall
i wanted to add this to my above post, but apparently there’s a character limit per post
i understand that a lot of people might see what i’ve said about spirits to be too powerful(i’m just thinking outloud, i obviously can’t field test these things), but i think there’s a way to potentially balance that:
instead of dropping the spirits effects under the player(like i originally said to do), they could be ground-targeted abilities that send the spirit away from you for a time, and while it’s gone, you lose its benefits
tl;dr i’m not a game developer and most people hate rangers enough to think any positive update for them is bad, so you might want to skip my post. it’s also quite long, i apologize for that
survival skills(with the exception of sharpening stone) are all fantastic and don’t need anything added to them(though i absolutely detest getting crippled/chilled while using LR). what does need work is shouts(all of them) and spirits. while i think signet of the hunt could be changed too, that’s lower on priority list in my opinion
i would, first and foremost, like to see shouts completely re-made: currently, almost all of them are useless, and the few that aren’t are not used for their original purpose or are seemingly broken
1. instead of having a grandmaster trait designed to make one shout useful, simply give rangers a shout that gives a regen/swift buff, similar to “retreat!”. the base ability is 1,690 hp/13s, and swiftness/13s, with a 15s cd(12s traited)(effects are accounting for the nature spirits bonus of +300 healing power and +30% boon duration. its actual base is 1,300/10s and 10s of swift). i would rather see 2,280 hp/20s, swiftness/20s, 40s cd(32s traited)
2. personally, i like search and rescue, but it doesn’t even work most of the times you use it and it takes up a slot from a more useful ability. i’d like to see this work more like signet of undeath, where the pet roars and revives 1-3 players closest to it
3. “protect me”, rather than just being an unused source of immunity and totally sacrificing this pet you’re suppose to have some kind of spiritual connection with, should be functionally similar to “shake it off!”, but instead of curing conditions, it should break stun and give 10s of protection
4. “sick ’em” is currently a good skill, but i dislike how telling my pet to do anything after it’s enabled, disables it. some pets tend to be quite a bit useful when actually able to use their abilities. part of me feels this is a bug, so i’m not really sure what to say about it
as for spirits, “spirits unbound” should be baseline and replaced with something more useful. spirits themselves should be untargetable/unkillable “entities” that float around the player like faeries/orbs of light that drop their activated skills on top of where the player is currently standing, instead of at random x,y
traits:
“spirits unbound” changed to “spirit mastery”, switching places with vigorous spirits for adept slot. spirit mastery reduces the cooldown on spirits and spirit abilities by 20%
“vigorous spirits”: 20% spirit duration(72s), +35% trigger chance(unchanged)
“nature’s vengeance”: skills are larger(120 radius) and persist longer(+2 seconds)
1. water spirit is literally useless currently, especially since it can die. the traited 70% chance is fine if its icd was removed(like every other heal like it).
2. storm spirit is completely pointless, gaining swift while actively attacking something is doing nothing for you unless you’re chasing someone who’s running from a ranger(lol). rather than a swift buff, i think it should give a “lightning strike”-like effect, or a blindness effect, preferably with a reduced icd
3. frost spirit is fine, but i don’t see why damage was tacked onto ice rather than fire. i’d prefer to see: 70% chance to cause 1s of chill, 10s icd
4. sun spirit would be good if its burn actually did good damage, if burn stacked, and if there wasn’t already such an immense amount of sources of burning. on the sun spirit, instead of burning, i’d give it the 70% chance for +10% damage per hit
5. stone spirit has potential, but i dislike how it’s applied. i believe it would make more sense to apply the protection when receiving damage, rather than delivering it. with this change, i would increase its duration to 6 seconds and keep its 10s icd
6. spirit of natures range is, imo, too short. i think its healing turret should have at least 900 range, and its ‘revive everyone around me’ thing could benefit from ground targeting.
‘signet of the hunt’, i really think its active effect would make a helluva lot more sense if it gave 5 seconds of super speed or 3 seconds of stealth. i currently don’t see the point in why it has the effect it does
and if i could add a note for non-utility skills, i’d also like to see some changes to longbow: i think “rapid fire” should be changed from a 10-shot charged attack to a double-shot that hits 25~33% lower than it currently does without the stupid cast time. it’ll hit lower, which should make everyone happy, and i won’t have to lose half of my atack because someone noticed i was the one killing them or because los. i also think it’d be cool if that, instead of hunter shot just giving you stealth if someone doesn’t dodge your attack, that you instead dropped a smoke bomb that offeres you and allies stealth while inside of it/enemies blind(like thiefs refuge, but significantly lower duration/radius)
(edited by arron.7348)
i wish the warriors and guardians on na were that squishy and unintelligent
I cba to explain it somone will just tell me im wrong anyway.
This is the build i use http://gw2skills.net/editor/?fNAQNAsYTjEqUyaLLOsQ1ag9gadAUAndveg7APClcpKA-TZBEwAJeCA42fAwhA4xJAIbZAA
Forget about logic and go and actually try it in real pvp and you will understand.
so you’re a 1-trick pony that puts pressure on people who run equally bad builds in pvp?
I hope they just buff warrior so i can go back to that instead of playing this in pvp.
i’ve seem some odd claims: such as instantly one-shotting anyone from 1,500 meters, no chance of survival, and even one-shotting bunker guardians(in what scenario can a bunker guardian die?), but choosing a ranger over a warrior in pvp due to effectiveness? that’s just absurd.
shoutbow is a better longbow ranger than any ranger. it doesn’t melt in ΒΌ of a second, it brings significantly more personal and party utility, and its melee is actually dangerous enough to cause people to run away.
i wish my ranger was as powerful as the one people keep describing in these post
either that, or i wish the servers i faced were full of more extremely lazy glass characters/uplevels
i would argue that spotter brings more to a party than a spirit build
water spirit? our version of ‘heal signets’, but with the ability to die and not every hit
storm spirit? useless, a party has perma swift
sun spirit? every party contains at least 1 ele, or guardian, or shoutbow warrior. all of which bring significantly stronger burns
frost spirit? is estimated to be an approximate +7% dps gain in pve, largely unnoticeable in pvp
stone spirit? has its appeal, guardians already share protection 24/7, most classes have the ability to sustain protection almost 100% of the time solo, and it has that nasty 10s icd that severaly limits its usefulness
spirit of nature? has a lot of potential, if not for its small effective range and the fact that it dies to any random aoe. warbanner outclasses it in every way
it should also be noted that spirit rangers typically have poor builds that do low damage for the sake of slightly higher regeneration(that’s still inferior to the passive healing of a warriors signet), so they also aren’t bringing any pressure to the enemy team
what is spirit ranger bringing that i’m missing? the spirits themselves, at best, are mediocre, with the rest being useless
They’re probably the best ranger build for tPvP, team support out the kitten .
a single cleave will kill every single one of your spirits, the only spirit that’s worth using is ice, and rangers don’t belong in tpvp
i pray i see the day when rangers are actually broken, not at the bottom of the list and considered free kills
why would you take signet of the hunt for anything but lazily running around out of combat due to limited access to swift? why are you focused 70% on conditions when you have 300 condition damage? how are you even effectively placing bleeds? the keen edge trait would get you 5 stacks, but that’s on a long cooldown. it can’t be sharpened edge, your crit is too low for that to be reliable.
i question the legitimacy of this build, especially after claiming that a low dps condition is somehow effective against engineers, who have some of the most potent condition cleansing in the game
what are you 1v1ing? cows in queensdale?
there’s an absolutely horrendous number of zerker rangers doing pvp in this thread, and an awkward number of people claiming they only find ‘glass’ thieves
any good thief will kitten on you and you will be unable to kill them, you simply have nothing on a properly played thief. rangers are, quite literally, underpowered thieves
tip for you OP:
1. full zerk/glass lb doesn’t work in pvp
2. longbow is a substandard weapon in pvp
2a. it does serve its purpose if you just follow behind a zerg, but that’s essentially pve anyway
3. if someone suggest double bow, full melee, or axe mainhand without a torch in the offhand, you have been rused
4. torment sigils make fighting thiefs really funny
i never understand where you guys get this:
“rangers deal great damage”, “safe at a range”, “good cc”
it’s almost like none of you play this class, or you only fight terrible people
Midnim
Kaineng
sPvP, WvW
1) Handling conditions is reserved specifically for people who stat into it, and it’s only 4-per-10 seconds. The Wilderness Survival grandmaster trait “Empathetic Bond” and the signet “Signet of Removal”. Going for these isn’t a bad option if you’re going for a regen build.
2) The pathing is broken, much like how most of our skills are.
3)
F1 with a target: move to this target
F1 without a target: aggressive stance
F3 with a target: return to me
F3 without a target: passive stance
what this basically means is that, your pet wont attack if you press f3 before combat. however, it sometimes starts attacking again.. idk, ai is clunky and changes behavior often.
4) I don’t think there was a grand scheme behind this.
5) They want to define rangers as “Beastmasters”. Stowing your pet effectively cuts off 30%(?) of your damage, doing so would be nothing more than a cripple.