I found these equations on the wiki about condition damage:
Burning:
8 + (4 * Level) + (0.25 * Condition Damage)
Level 80: 328
Poison:
4 + Level + (0.1 * Condition Damage)
Level 80: 84
Bleeding:
2.5 + (0.5 * Level) + (0.05 * Condition Damage)
Level 80: 43
Does this mean that if you have e.g. 1300 in condition damage you get:
Burn damage = (8+(4*328)+(0.25*1300)) = 1645 per second
Poison damage = (4+84+(0.1*1300)) = 218 per second
Bleed damage = (2.5+(0.5*43)+(0.05*1300)) = 89 per second per stack
So if u get 25 stacks of bleed, you deal 89*25 = 2225 damage per sec.
I also understand that poison and bleed only stack in duration. So when you e.g. use the Bonfire (Burn)8 , you get 8 seconds of fire. Right?
So total burn damage must be: 1645*8 = 13160. Is this correct, or did i get it wrong? It seems to high?!
I don’t understand the sign and numbering of the icons. E.g. Combustive Shot : You have a little number 3 next to burn icon and also it says 2 seconds. Duration says 4 seconds. How do you understand these?
The wiki say that the duration can be extended only if you get whole seconds.
Eg. If you have 3 seconds of bleed and u get 30% duration you get: (3*30) /1003 = 3.9 sec. But in reality you end up with the same 3 seconds and not more?!!?
But if the bleed was 4 seconds and u got +30% duration, you got 5.2 seconds. In reality you would gain 1 extra second; total 5 seconds. Is that correct?
Final question:
Regarding superior rune of the mad king:
It says +10% condition duration and +15% bleed duration.
Does this mean that you get a total of +25% bleed duration? Since bleed is condition?
And does this ad to the +30% condition duration from trait tree? A total +40% condition duration and a +55% bleed duration?
I hope you guys and / or Anet can shed some light on the questions!
Cheers
I don’t like to spend 30 points in BM just to get a pet that doesn’t die so easily in pve. The loss from not using 20-30 points elsewhere is to great for me. Specially when in dungeons no matter what, pet is really hard to keep alive even with 30 points in BM.
In pve I think most rangers that have been playing long enough are capable of keeping the pets alive and get good benefits from them.
In my current build i have 10 p in BM, for the 2 sec quickness and one of the first 6 traits. btw. imho, the best traits in BM are 1-6 anyway!
I did some testing in the mists. It behaves really strange. I used the Insect swarm from marsh drake. The poison ticked for 84 without trait.
With the trait it still ticked 84. But if I engaged in the fight first and then pressed F2, the poison would tick for 119. Also the pet management window doesn’t show that you have 350 condition dmg all the time when traited. However when in battle it shows 350.
If you start the fight then I guess your pet will benefit from the trait. But if you just stand passive and command the pet to fight with F2 ( while you don’t fight) the +350 cond dmg doesn’t work.
I hope some others would care to make some testing as well.
When I crafted the Mystic crescent I got the superior sigil of purity (60% Chance on Critical: Remove a Condition, Cooldown: 10 Seconds.)
It could be a decent alternative.
Greetings
How can we be sure Malicious Training is working as it should?
The pet management window only stats the power, precision, toughness and vitality. Critical damage, healing power, condition damage and agony resistance all say a big fat 0!
None of the values change when I choose different traits. Hoovering the mouse over the F2 button doesn’t show any change either. Do we get the +350 condition damage or is the pet management window broken?
Loyal ranger
the only one we have are for our pets and traps.
Thank for the replies guys. Then I must have a pretty decent power & condition build:
Power: 2063
Condition dmg: 1300
Hi all
Those of you with pure damage builds: How much power do you have and how much is your attack?
How much is needed to be a “damage” build?
And how much condition damage is considered as a condition build?
thx
without any further modification i get 3 stacks of might on pet with 1h sword. that’s +105 dmg. not bad!
I liked the jp. Well done Anet!
why do people always complain? HAVE FUN :-D
Search and Rescue should not be a utility skill but a pet skill F5!
The ranger’s pets should have this skill as default. It should work like the F2 skill with appropriate cool down time and be trait-able through the Beastmastery tree.
As it is now, you occupy 1/3 of the skill slots available for a skill that has a cool down time of 85 seconds and doesn’t benefit the ranger at all! Also the pet revive at a considerably slower pace than players. The revive should be at the same level and pace as a player.
The ranger needs some profession specific skills that make them stand out, in a good way. Not being an unwanted profession in groups. There are many posts in the forum describing groups kicking rangers because of lack of contribution. However I totally disagree that rangers are a total waste in groups. We can contribute with a lot if played right. But we do need some love and fixing.
I strongly believe making Search and Rescue to a pet F-skill would do a lot for the rangers in groups. It’s a skill that doesn’t benefit the ranger directly at all. It only buffs the group’s survivability. Therefore making it to a pet F-skill wouldn’t make the ranger overpowered. I also believe it’s a simple procedure for the devs to implement this new feature.
I hope Anet read this!!!
I was going to make a new signet build (got tired of being a trap ranger) focused on sword. But as I read about the rooting issue with the sword, I think I just keep using the axe with dagger. At least the daggers evading attack always work and you can dodge whenever you wish to.
It’s a pity basic things don’t work as they should. Takes the fun out of the game.
I believe one picture is worth a thousand words.
Seriously, this is a huge game failure! I don’t believe it’s only the ranger bow that has this ugly, godforsaken, unforgivable, out of this world issue!!?!?
Something needs to be done about this. It’s not like we are exploiting or breaking a major game philosophy. I’M JUST STANDING ON A FREAKIN’ LITTLE ROCK!!!!
I’m so close to that (lucky) invulnerable coyote that I could just hit it in the head with my bow! It’s not even a long bow! But the dumb arrows can’t hit?!!?
Give us the opportunity to use the landscape. The game would feel much more alive and fun.
The ranger’s trap skills are described by Anet as:
Traps
Rangers can punish enemies who dare to approach them with traps, skills that are placed on the ground nearby.
I strongly believe the ranger should be able to deploy ground targeting traps by default. If this is our special skill why should we be forced to use 20 points in Skirmishing just to be able to throw a trap? Extra condition duration and larger AoE is understandable, you boost your trap skill by traiting which is ok. But you really shouldn’t have to use traits to have ground targeting traps. The ranger needs to have this knowledge from the beginning!
ps. trap skills should be in Wilderness survival tree (Malice, traps are condition based) and not in Skirmishing (have nothing to do with precision).
- Investing 30 points (almost half of your total trait points!) in Beastmastery and gain only +30 in pet attribute is a mean joke! By investing 30 points in BM you have sacrificed either ranger damage or health. And what have you gained instead? A pet that does +30 more damage and still has major mechanic failures.
Tooltip is wrong, you get +10 attribute points to each pet attribute for each point invested in this traitline, so +300 to all attributes with 30 BM.
That’s good to know :-) I guess we can take this one off the list then!
We’ve balanced the class around the idea that you always have a pet with you to aid in any fight. The fact that the ranger can have multiple pets allows them to combine their pets in ways that most impact the current fight.
They [warriors] can still do some decent damage at range, but they aren’t as good at it as the Ranger (with their pet).
If what Anet claims here was a real in-game fact there would never be any complaints from rangers. Ever!
However the truth is unfortunately far far away. But I know we will get there some day. It’s only a matter of time and positive constructive feedback from us rangers.
In the following list, we will do our best to help Anet towards the needed fixes in order to eventually be truth to their own philosophy:
Pets:
- If we are supposed to always have a pet with us, we need our pets to deal better with AoE. Pets simply die to easily in dungeons or wherever AoE is abundant. This is a massive flaw in the pet mechanism. There are many posts in the forum with suggestions and ideas of how to fix this. Something needs to be done with it! And I am not accepting suggestions from players who say that you can call the pet back. This is not a valid fix. The pet will still die from all the AoE on its way back to ranger anyway. And using a skill slot like Signet of the stone for 6 sec immunity with a cooldown of 120 sec is just ridiculous. A major system flaw can not and should not be compensated with the use of other skills!
- If we are supposed to combine our pets in a way that allows to most impact the current fight we simply need the option to change our inactive pet during a battle. As it is now, ranger must leave fight in order to change pets. It should be possible to change the inactive pet whenever and wherever!
- Anet did a good job with melee pets getting better to hit moving targets. A good start. Now the ranged pets need the same attention! How often have you actually seen your spider hit a moving target? Not even in pve the pet’s ranged projectiles can hit a moving target. Pet’s ranged attacks are so slow that the target (even npc) can simply walk towards you (even with some stacks of cripple) and not be hit. If target is not glued to the ground a lot of potential dmg from ranged pets are wasted. Which means the total dmg a ranger should have done is enormously decreased.
- Ranged pet’s attack must equal the range of longbow when not traited (1200) and to 1500 when traited.
- A little buff to all pets attributes, specially vitality would make the pets more viable.
- Investing 30 points (almost half of your total trait points!) in Beastmastery and gain only +30 in pet attribute is a mean joke! By investing 30 points in BM you have sacrificed either ranger damage or health. And what have you gained instead? A pet that does +30 more damage and still has major mechanic failures.
- BM traits should not be limited to only a specific family of pets. This is in contrast with multiple pets allows them to combine their pets in ways that most impact the current fight.
Spirits:
- Make the ranger a profession all dungeon groups would wish to have! Make the spirits better by making spirits move and follow by default. They are spirits, the least they can do is to follow you now that you have conjured them!
- Buff the spirit chance percentage!
Weapons:
- Longbow needs default + 5% range (untraited to 1500).
- The longbow’s default attack, long range shot, should have bleed like warrior’s rifle bleeding shot.
Traps:
- Traps range to 1200.
- Make Viper’s nest (snake trap) to a combo field.
Please feel free to add suggestions (realistic) to the list.
This is a decent patch for the ranger. Anet is definitely moving towards the right path. The game has been on for only 3 months (I believe), so we need to have patience. The fixes and the buffs will come eventually.
I appreciate they have been working on pets. However a lot of issues still remain unsolved around pet mechanism.
I strongly encourage all of you rangers to stop comparing professions. We need our own class fixes before we can compare ourselves with others. My concern is still our pets. If Anet could make the pets more viable, many of our issues would slowly vanish.
Another thing that still needs some fixing is the trait tree.
Small steps!
ps. Instead of complaining, make requests to Anet about what you would like to have with solid argumentation. They do read them. Then we can just hope for the best.
Are birds like eagle and hawk considered as melee pets?
Anet absolutely crushed this patch. they addressed almost everything i can think of that had been wrong with some of the professions i use, and the problems i’ve heard on the forums.
Necromancer pets.
Yeah, this one. Necros did get some love but not where it mattered most, our pets.
Necros should either stop whining about broken pets, or if they love pets roll a ranger! The only vial pet prof is RANGER! And ranger pets REALLY need SOME LOVE!
+1
What is that you don’t understand???
When your pet deals more harm than benefit you are forced to change it! And as long as you are in battle you can’t do it!
I guess you are one of those guys who use the same pet all the time regardless of the situation?
Now, I don’t wish to make this to a personal defense / attack thing (even though you clearly missed the thread’s points and focused on something else), but must highlight that not being able to change inactive pet during a battle is indeed an issue. As agreed by many others in the mentioned thread.
Also, even though it’s extremely rare that I have to leave group battle to change pets, it’s much more beneficial for the whole group in the long term. Group tactics can be ruined if the wrong pets are chosen. However when you have done all the dungeon paths and fractals, you know what to expect at the next battle. So I do change pets according to that. But in a new and unknown place, you are not able to know what the next battle is about, so you have no chance to pick the best pets in advance! After finishing a path or fractal I know exactly what pets to use next time. So the whole leaving the party battle is only when you enter a new instance.
I’m sure all rangers know how to manage their pets’, contrary to your belief. But again, unfortunately you missed the point: as long as you are in battle, you can not change the inactive pet. And this has nothing to do with how well or bad you manage your pets!
Specially in www, the situations can change many times. From defense to offense to support. Wouldn’t you like to have the opportunity to change your inactive pet without going out of battle instance?
I’m sure I would!
I wish to emphasize on a VERY important matter mentioned by jubskie.3152 and sleepy.2647 in “Busting the Myth of Useless Pets”.
Picking the appropriate pet for the situation is something a lot of players lack_, thus they cry that "pets are useless
This is what makes the difference for me. When I do dungeons and get rangers on my group, all i have to do to know if the ranger is good or not is to pay attention at what pets they use and how they manage their pets.
This is a game where you can switch pets anytime as long as you are out of combat, there is no excuse to being stuck at using the same pets for everything.
I hope Anet allows us to switch the non used pet even when being in combat, this would really help to adapt your pets to the situation even if you can’t get out of combat
The ranger must have the opportunity to change the inactive pet DURING a battle. Most of the time you find your self in battle, but it’s a new and different situation. If you could change the pet to what suits the situation best, a lot of “pets are useless” issues would vanish, as mentioned in the quoted thread.
In dungeons and fractals I have been forced to abandon the battle and leave my group, (sry group!) just to be able to change pets! This is not only unfair against the ranger but also against other players. You can not have a system that forces you to leave your fighting mates just to be able to change a pet. The whole group gets in a critical and vulnerable situation. Besides nobody likes a deserter!
Please, Anet, give the ranger the choice to change inactive pet during a battle!
Picking the appropriate pet for the situation is something a lot of players lack_, thus they cry that "pets are useless
This is what makes the difference for me. When I do dungeons and get rangers on my group, all i have to do to know if the ranger is good or not is to pay attention at what pets they use and how they manage their pets.
This is a game where you can switch pets anytime as long as you are out of combat, there is no excuse to being stuck at using the same pets for everything.
I hope Anet allows us to switch the non used pet even when being in combat, this would really help to adapt your pets to the situation even if you can’t get out of combat
+1
Pet change of the un-active pet must be implemented!
This is actually not a bad thing. You just have to change the pet = tank strategy. If you pet doesn’t get attacked, then you can use those more fragile pets but stronger attacks. You can also still use a tank pet along with the “protect me” skill.
Thank you! Thank you! Thank you!
One little step ………. GIANT leap for the Ranger!
I Love my ranger and pets even more now :-)
A signet build needs 30 points in Marksmanship to get Signet of the beastmaster. Without Signet of the beastmaster a signet build is not optimal. When you use 30 points in Marksmanship you wouldn’t make a good condition ranger. Therefore it would not be optimal to use weapons that are condition oriented, like SB, axe, dagger. Now here comes the issue with a signet build. The non-condition weapons like LB and GS (and maybe sword) are really not good atm. So you end up with crappy weapons and some weak signets. Overall not a good build. If the GS and LB get some buffs along with the signets, then it might be fun to make a signet build.
What? Marksmanship is essential for condition builds, it increases condition duration by 1% for every point! One of my two main builds is designed around SB with 30 points in marksmanship and 30 in wilderness survival for maxxed out condition damage and duration.
A signet build needs 30 points in Marksmanship to get Signet of the beastmaster. Without Signet of the beastmaster a signet build is not optimal. When you use 30 points in Marksmanship you wouldn’t make a good condition ranger. Therefore it would not be optimal to use weapons that are condition oriented, like SB, axe, dagger. Now here comes the issue with a signet build. The non-condition weapons like LB and GS (and maybe sword) are really not good atm. So you end up with crappy weapons and some weak signets. Overall not a good build. If the GS and LB get some buffs along with the signets, then it might be fun to make a signet build.
There’s some major flaws in your thinking… Axe -isn’t- a condition weapon it has 1 ability that applies condition damage, the #3 is a control ability, and then #1 is a raw damage auto attack, which works pretty well with 30 in marksman, and may even just flat out be -better- by going into marksman because it makes the chill and weakness last longer as well as the bleeding…
Shortbow also can be played as a more front loaded damage weapon with conditions as a sort of “benefit” to the killing of your enemies, and if you’re playing that way.. well 30% increased condi damage is amazingly good for that.
And then LB and GS are awesome weapons and once the arrow movement speed is increased (which has already been confirmed as an “It’s going to happen on the 14th” thing) it will have pretty much no issues.
My bad, I forgot to mention that I am a condition trapper. I use a 3x traps. And also I do have 10 points in marksmanship just for the Malicious Training (+50% pet condition duration). But I can’t afford more than 10 points in marksmanship because then I will have a glass canon build which isn’t my thing. Also I use Sup runes of the Mad King which give +10% condition duration & +15 % bleed duration. The runes give a total +25% bleed duration! (overall traits: 10/30/20/10)
The reason I use axe as condition weapon is because of Splitblade. In close combat you can deal 5x bleed for 6 sec! In addition these Splitblades pierce enemy, so you can actually hit those behind as well (I love it!) In addition to the axe I use one of the two most awesome condition weapons: Torch or dagger!
I really appreciate your comments and criticism. It’s always nice to get second opinions! In the end, these kind of constructive discussions make us ( the ranger) stronger!
We have to wait and see what the new patch gives us. I’m specially interested in a signet build for www if things look good :-)
A signet build needs 30 points in Marksmanship to get Signet of the beastmaster. Without Signet of the beastmaster a signet build is not optimal. When you use 30 points in Marksmanship you wouldn’t make a good condition ranger. Therefore it would not be optimal to use weapons that are condition oriented, like SB, axe, dagger. Now here comes the issue with a signet build. The non-condition weapons like LB and GS (and maybe sword) are really not good atm. So you end up with crappy weapons and some weak signets. Overall not a good build. If the GS and LB get some buffs along with the signets, then it might be fun to make a signet build.
One of the reasons I love this game is the exploring of the amazing maps. I love wandering around and “finding” new places.
I LOVE it when I suddenly find a small passage behind some branches or tiny entry to a cave under water. Sometimes it leads to a jumping puzzle sometimes it’s just a short cut. What ever secret the new discovered place has to offer, I always enjoy finding these places.
We talk and share info about these places in our guild and with friends. If they have discovered a cool passage or a secret place we all check it out too. But here is also what, imho, ruins the explorer feeling of the game! These places are all known! I believe ALL the jumping puzzles have been mapped. Everybody knows these places. Its not a “secret” anymore! Therefore the explorer spirit of the game is ruined.
Now, you might say: “Well, don’t look at the maps revealing these kind of info!” And I kind of agree. BUT, wouldn’t it be awesome if one or two of these secret places or jumping puzzles on each map had a character unique coordination different from others?
Imagine your friends say they found an amazing jumping puzzle with a nice chest in Frostgorge Sound. Obviously you would like to check it out for yourself. But instead of going to the exactly same spot as your friend, you have to discover it on you own, because that specific jumping puzzle has a different place on your map! We all know that there is this cool jumping puzzle, but where is it!?!!?
Maybe the devs would say it’s difficult to implement this because the landscape is locked and static, you can’t just move an entire jumping puzzle to a random place! Now, I’m not a programmer, but wouldn’t it be easy to make these kind of character unique exploration places bound to a portal? I mean once you have found the secret entry behind some branches, you get ported to the same shared jumping puzzle? It’s only the “door” to the jumping puzzle or secret cave that is unique for each character.
This way you know you have to explore every place of the map to discover these cool places :-) Because they are not found at the same spot as some one else did!
(edited by awe extender.1908)
I guess it depends on your traits. I have traits that buffs pets condition dmg and duration.
pve: eagle & hawk. They have awesome bleed skill with a short cooldown and u get swiftness!
dungeon: Brown bear (condition remover) & either murellow (poison combo field) or jungle spider (immobilize).
www: Krytan (immobilize) & brown bear (condition remover + “protect me” -shout)
water: armor fish ( tank) & shark (looks awesome!)
Honestly, I didn’t even know there was a lightning field?! That sounds awesome.
WE WANT PETS WITH COMBO FIELDS, PLEASE!
I read that capital letters make things more important :-)
A suggestion to a new pet skill (F2):
Fire combo field!
Like murellow’s Poison Cloud, I would LOVE to have a pet that could make a fire combo field.
I’m not sure what your question is. Are you asking for help regarding different builds and stats, or are you asking what condition is?
If you need more help regarding build check this:
https://forum-en.gw2archive.eu/forum/professions/ranger/Post-Your-Build-Thread/page/2#post957796
Alot of good advice on different builds. You need to find out what you like yourself. Trial and error. Have fun.
If you need more info about condition look at this:
I prefer server time
There’s the entirety of the Deldrimor Front, the rest of the Far Shiverpeaks, and whatever else they want to throw at us if we go north even more.
You’ll get more of these eventually. Honestly though, Asura and Sylvari both have exactly one zone that is primarily theirs, one zone they share, with each-other, and the rest is entirely tied in to humans. Before we start giving more Norn based zones, we ought to at least round out the two races that got the shaft in the first go.
I don’t mind variety in race specific maps. It’s just the amazing feeling and fun gaming experience in Frostgorge I love (besides the landscape). If Anet can make an Asura or Sylvary level 80 map with the same touch and careness it would be awesome!
I’m sure all rangers know that the trait tree is a mess. But it’s maybe too complicated to correct them. It’s much easier to fix e.g. dmg output or arrow speeds etc. These are only numbers that have to be changed. But fixing the traits might need more work, and may take longer time to achieve. I totally agree though, Anet must re-consider the ranger trait tree. Personally I would love to see the trap traits in Wilderness Survival tree. They are after all condition based. God knows why Anet decided to put traps traits in a tree where Precision and Prowess are. Neither have anything to do with traps! Am I wrong, Anet???
That’s just fine. They (Anet) can be true to the story of Orr and the spirit of the war zone but still make it a little more fun by at least increasing the re-spawning time of common foes.
Also, I’m sure there will be expansions, it’s just a matter of time. Therefore, personally, I would really love to have more level 80 maps like Frostgorge.
Please make more maps like Frostgorge Sound!
I LOVE Frostgorge Sound, and not only because I’m Norn and actually from Norway :-)
I love the scenery, I love the background music and I love the story and the foes.
Thanks to all of you who had a finger in making this awesome map! I bow to thee!
I wish there were more end-game maps like Frostgorge Sound. I really enjoy wandering around and exploring. You guys have really achieved something amazing here. Imho, it’s the best part of the game. I play at least 1 hour every day in Frostgorge Sound.
On the other hand, I really dislike Orr. The fun and enjoyable part of the game is imho non-existing in Orr. Maybe because of the HUGE number of foes?!? You cant walk 3 m before being attacked. Now, I enjoy the challenge as anyone else, but this is just annoying. Make the single foes more challenging, but spread them! Make something like Frostgorge.
I really would like to know how others think about this.
What’s your thought on making the Jumping puzzles in www a non-fighting instance?
I’m so tired of campers, specially at the exit of the dark room!!!!
Maybe we could have enemy NPCs instead?
When you see red circles every time you close your eyes.
I’m happy :-)
Have patience fellow rangers. Anet knows about our issues and they will eventually be fixed.
Thanks Jon!
Ogre Pet Whistle = consumable
Ogre pet can aid for 5 min. If killed or 5 min passes, u can “whistle” a new pet, as long as u have more whistles.
Could we please at least run as fast as thieves?
I (we) could make several pages long list of needed ranger fixes, but they have already been mentioned throughout this forum. But could you, Anet, please give us some speed?
We sure are not the best ranged class, so what’s left of the “Ranger”??? At least some speed would give us a little “scout” feeling.
Imho, ranger should be fast, agile, and master of ranged and traps. At the moment, we are neither! Makes me sad :-(
PLEASE ABANDON THIS THREAD. I HATE TO SEE “RANGERS ARE OP” EVERY TIME I LOG ON!
I do miss my pets going from ranger to a pet-less profession.
pve
Superior Rune of the MAD KING!!!
+165 Power, +15% bleed duration, + 10% condition duration. (=25% bleed duration)
I’m condition trapper. It’s awesome with hawk and eagle pets.I have all the matts i need to craft one of those minus the lodestones, what does the raven swarm on elite use actually do?
I actually don’t use the final rune. I have one of those +10% MF. ;-)
Btw, when i got the runes, it was MUCH cheaper to buy final runes, than buying the mats. Make some calculations!
(edited by awe extender.1908)
Oh my goodness! This the most hilarious thread ever :-) Thanks to all, you made me laugh!
You know you play GW2 too much when you yell " I AM AWESOME!" in front of everybody just for doing simple daily things like making coffee!