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What's the point of entangling roots?

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Posted by: faytte.1057

faytte.1057

Hrm

So its a 20 second root, likely will root most people for about 10 seconds give or take.
Has an enormous area of effect (600 radius. Most AOES i see from classes are in the 200-300 range).
Bleeds every second they are in it (not bad for condition rangers)

I think its too easy to negate but tahts about it.

Rangers Compared to other Classes?

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Posted by: faytte.1057

faytte.1057

Also note that rampage as one makes every attack you or a pet do STACK might. It can lead to rather insane stacks of might.

Screw Longbow... Buff Axes

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Posted by: faytte.1057

faytte.1057

Axe 1: Bounces up to three targets. With a precision build this spreads out bleeds on crits like crazy.
Axe 2: Another source of tons of bleeds. At close ranges all axes will hit and apply 5 stacks of bleeds before any crits.
Winters Bite: A Chill and a Weaken in one ability.

The axe is a fantastic weapon. Its single target is not as good as a Short Bows, but moving to it to hit 2/3 and your offhand before moving back to SB is a smart idea. Chill is an AMAZING condition to apply to someone, as anything they use in those three seconds wont be used anytime soon there after!!!

[BUILD] sPvP - full damage condition (very effective)

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Posted by: faytte.1057

faytte.1057

Tested against Golem:

Hunters Call definitely is procing Sharpened Edges. Through the duration it was maintaining about 3-4 stacks. Without a parser its hard to know just how much damage that is, but Throw Torch by comparison is doing (with my gear) 4,221 damage over 6 seconds. If someone gets into melee with me, Bonfire is dealing 5628 damage over 8 (realistically, lets say half that) and applying a 1 second burn on ranged attacks through it (for circa 703 damage). Being an 8 second bonfire, its easy to get a few combo procs out of it.

Burns for me are 704 a tick.
Bleeds are 118 a tick per stack
The damage of call vs a big golem with a condition build and my crits seems to do about 1K or so total physical damage (this is with the warhorn up mind you) and about 2-3 stacks id say on it through its duration of bleed. So thats about 300 or so damage a second for its duration (which seems to be about 5 seconds) and another 1K. Quite a bit short of our throw torch.

Secondly there is no bonfire, which is great to throw down in big melees and provides you a number of fire procs. Both have shorter cooldowns.

Warhorn gives you more crits sure, but sharpened edges procs 60% off crits for a 1 second bleed. So thats 118 more damage (might does not give enough condition to effect bleed damage ticks). So 60% of 20% is 12%. That means your attacks have a 12% higher chance to proc for 118 damage, or in other words over the duration of the warhorn buff your attacks are hitting for 14 more damage on average.

Now that ignores the fact your also critting more, but because your not a power build, you dont crit for that much anways. That isnt to dismiss it, double is always double and its always good. It be much harder to abstract your total damage during that period with 20% more double damage, and I’m sure over the course of 15 seconds your power based damage being increased by 20% would likely overtake it, however its hard to say. Bonefire is pretty amazing in a team fight

[BUILD] sPvP - full damage condition (very effective)

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Posted by: faytte.1057

faytte.1057

Why warhorn and not torch?

I think there is an internal cooldown on our crit bleed trait isnt there? So flock of death from warhorn isnt going to proc more than a single bleed…

sPvP Ranger: Condition vs Power Crit

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Posted by: faytte.1057

faytte.1057

So wanted to get peoples opinions about this. I adore the conditions I can give out as a ranger with traps..but sometimes I feel despite all my condition damage and rotations that stuff just is not dying very well. I feel maybe a bit like the unsung hero and that my damage is probably huge, but its not something I can tangibly ‘track’ in sPvP. I hear good things about power/crit SB builds, and was wondering for people that have done both what they think.

Hammer Time!

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Posted by: faytte.1057

faytte.1057

The third hits animation should be sped up.
The damage of all attacks should be slightly increased.
The area of effect of the 2 should be increased.
The projectile speed of 3 should be examined. I feel it needs to be bigger
I feel 4 could use a combo effect if a target hits a hard wall (effect or real) resulting in bonus damage. This would promote cross functional class combos and even internal ones (5+4).
I feel the 5 key takes a hair too long to establish and lasts a hair to little time.

Basically small minor buffs to each ability because I think each one is in some way underwhelming. I would rather use 3 on a GS than 2 on a Hammer, which is kind of sad given GS has far more range and is less prone to a single evade avoiding all of its damage.

The Scepter is boring.

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Posted by: faytte.1057

faytte.1057

Scepter is nice. The orbs of the auto attack however need to be faster. Anyone worth anything can almost dodge every orb which quickly makes the scepter fing useless unless people arnt paying attention to you.

Guardians could use a short bow in my opinion. Consider we have a bow spirit weapon and out of all our spirit weapons, its the only weapon we cant actually use (seems odd).

Basically though the options for Guardians in ranged damage is really minimal. Staff is all support and mild aoe, and scepter is insanely easy to avoid aoe damage that it almost entirely used for its root and aoe, then quickly swapped out of.

Basically no one uses the scepter for its actual ranged capabilities unless you are fighting someone that has fallen asleep or simply does not realize what you are doing.

Hammer Time!

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Posted by: faytte.1057

faytte.1057

So I tested the Hammer Changes….not enough. Here are the issues.

Cant tell how far mighty blow will push me forward. Seems not enough in general.
Auto attack chain is really clunky, dps on it seems rather bad compared to the GS, the third effect on it is so so.
The spin up time on your 5 seems to long in my opinion.
Your chain root is way too easy to dodge.

The GS excels at moving me, blinding, aoe damage, pulling back running foes, and has an awesome symbol for dueling people.

The Hammer just feels clunky compare to other weapons. It does similar damage to the GS while not attacking nearly as fast, so its DPS is just kind of terrible. What it nets you after that just does not seem enough to warrant it.

The new trait for the hammer seems…ok. 40 second cool down uncontrollable chill is a bit hard to muster, and chill does not synergies with any Guardian combos, so its on an island by itself which seems odd. I guess with an intelligence rune and a weapon swap its not so bad, but the core abilities itself are just very lacking.