Specific Game Mode
WvW
Proposal Overview
All arrow attacks pierce at least one target by default.
Goal of Proposal
Rangers have access to minor AoE without trait investment. Provides increased effectiveness of arrows while keeping range damage in check.
Proposal Functionality
This change will allow more build diversity as bows become a reliable source of minor AoE as well as attacking the enemies hiding behind large groups.
Associated Risks
Ranger may become effective at killing their targets and create incentive for more strategic positioning.
Specific Game Mode
WvW
Proposal Overview
Pets receive less damage from AoE attacks.
Goal of Proposal
Afford pets a slightly better chance of surviving large scale fights.
Proposal Functionality
Many times, the pet’s AI cannot save the pet as it charges into enemy group. Pets will walk directly through areas of heavy AoE and die instantly. When the pet dies, the master suffers 60s of DPS loss and damage mitigation.
Associated Risks
Pets may be able to survive large group fights very well. They will survive longer to torment enemies.
Specific Game Mode
WvW
Proposal Overview
Lightning Reflexes cures cripple, chill, immobilize.
Goal of Proposal
Give ranger as much condition removal as all other professions. Allow rangers to create gap from enemies.
Proposal Functionality
Lightning reflexes acts as a “last resort” maneuver to save the ranger’s life.
Associated Risks
Rangers might e able kite enemies too well. This puts ranger high up beside Warrior and Thief for superior kiting ability.
Specific Game Mode
WvW
Proposal Overview
Sic ’Em should apply longer Reveal on enemies. Reveal should not be removed due to skill bug.
Goal of Proposal
Counter Stealth play. Unique role for ranger.
Proposal Functionality
Currently Sic ’Em applies 4s of reveal which is not enough to be significant advantage for the ranger. It should be increased to make the skill more useful.
Associated Risks
The risk associated with this change is that Ranger may become the only reliable counter to Stealth play. As a consequence of this change, less people will gravitate to stealth play and make the game much better.
So… basically you are proposing that Rangers should use a slightly modified version of the Elementalist class mechanic instead of pets.
Personally, I would like to give Rangers a little bit of each class mechanic.
ex.
Access to weapon kits imbued with attunements that activate when you charge a full bar of adrenaline. Also, a lot more access to Stealth and Fear in utility.
4. Point Blank Shot : The biggest annoyance in the game when it comes to group play. It would be better if it was all reflected back to the ranger that cast it and knock him out of the fight. It is probably the strongest reason why people do not want any rangers in their parties.
Obviously button smashers play Rangers too. This skill is very strong and there’s really nothing to complain about if it’s used correctly. You should chastise the Ranger that used it wrong. I’m sure he’ll learn and problem solved.
This weapon’s damage is nothing to scoff at and nor is it’s design unimaginative. Combined with a high damage build, it makes a very compelling option for strong long-range damage that can hit multiple targets. However, the Long Bow cannot carry anyone to victory alone. I have played at least 300 hours using Long Bow and I would like to share the intimate details about this weapon to people who are interested. It may reveal a strategy to upgrade this weapon to a better state because I believe it is possible to do so.
In order from left to right:
1. The Long Range Shot
This auto attack has a damage multiplier on par with Warrior’s Great Sword, one of the best among all professions. It has a reach of up to 1500 and fires approximately once per second. It look great on first impression, but this skill occasionally suffers from projectile lag at such range (i.e. “out of range” or “obstructed” or simply firing wide when a target rapidly changes direction). Another draw back is that it is very difficult to keep a distance from your foe. Often, every class carries multiple gap closing abilities, whereas rangers have only Lightning Reflexes, Point blank Shot, walking backwards and either a pet spider immobilize or a wolf fear to open gaps. The pet responses and effectiveness is unreliable, and thus it’s very common to have your enemy jump into melee range if they wanted to. When they do that, your damage plunges to roughly 40% less. Look at it like this; every enemy you run across has a special skill called “X” that reduces your DPS by 40% for essentially as long as they want. So, a long bow ranger using Long Range Shot in melee range is fighting with one of the lowest damage multiplier and the highest animation time. It’s always the case that when an enemy is in melee, a skillful ranger must switch to melee weapons or disengage.
2. The Rapid Fire Shot
This skill is usually worse in DPS than Long Range Shot because it’s damage multiplier is one of the lowest on any weapon. It has an unusual and exceptionally long channel time of 4.5 seconds (ironic because the name alludes to a quick attack ). Consider, the time sacrificed to use this skill does not reward greater DPS. This skill has one use that is inherent in all channel skills, the ability to temporarily track and damage stealth opponents. It’s high rate of fire gives a better chance of triggering on-crit sigils, physical projectile, and cleansing blinds. It’s debatable whether applying vulnerability one at a time is better than all at once. On one hand, it gives a better chance of actually applying some sort of vulnerability on the target, on the other, it is mathematically better for DPS if ten stacks apply before Rapid Fire hits.
3. Hunter’s Shot
A quick-firing, fast-moving projectile that deals low damage. The Stealth granted is good for repositioning or escaping. The question is, why doesn’t it trigger either Sic’Em, or Signet of the Hunt as well? The conditional requirement to gain stealth is a hindrance to Ranger because the target will most likely evade, block, or be invulnerable, or blind us; thereby, the skill will not work as intended for the user.
4. Point Blank Shot
Also a quick-firing, fast-moving projectile but this one does surprisingly better damage. It’s utility is really, really amazing. The development and testing team was very wise to bless Rangers with this skill. It’s knock-back is the strongest in the game due to the fact that it’s fast acting and range. Most players cannot detect this skill quickly enough to respond and thus this skill actually works in our favour mostly whenever the target does not have stability. I for one love the speed and explosiveness of this skill and would want all arrows fired from Long Bow to move just as fast while the rate of fire and damage multiplier could be adjusted to balance each skill.
5. Barrage
Firstly, the name is impressive. To think that one girl/guy can fire so many arrows as to literally “barrage” their foes shows mastery of the bow. The skill is only held back by it’s low DPS, small radius, long channel time, and stationary casting requirement. The range of barrage is farther than any AoE skill, and acts as area denial whenever needed. Barrage triggers on-crit sigils very well and provides sustained cripple. It’s a reliable siege killer, much like Elementalists but not as efficient.
The wraps up my experience with long bow. I hope game designers could use my sincere feedback on longbow and upgrade the longbow. Thanks.
1. Ranger
2. Warrior
3. Guardian
Great feedback, everyone. Just wanted to let you know that I’ve flagged this thread for the designers to check out.
Thanks for keeping it constructive!
Thank you!
Rangers all over the world thanks you. You are the best Allie!!!!!!!!!!
Happy Chinese New Year!!!!
PU Mesmers are good for WvW roaming and nothing else. They have zero chasing ability and their burst (ie. Illusionary Counter and confusion) depends on you attacking them. Just ignore them. I don’t see much point in balancing around a troll build that’s essentially useless in every aspect of the game other than roaming.
Erm, not all PU mesmers run that sort of build. I agree they suffer from mobility so running is quite easy. The biggest problem is things like iZerker, iDuelist and such.
A possible fix:
ANY damage done brings them out, that includes summoning any illusions that deal ANY damage
That’s a big nerf to them because illusions constantly do 0-5 dmg to random crap.
Why would SoR have a cap on conditions cleansed? The similar warrior signet has no cap. If it’s not OP on a warrior, it cannot be OP on us…
You’re right. I just read what signet of stamina does and i’m impressed. I really want to keep the “remove condition from nearby allies” of our signet though if possible.
You want to know what’s currently OP? It’s those ‘Boom&Zoom’ Warriors!
A PU Mesmer does not kill you; your own stupidity does. The key to winning is to stop acting like a zergling that’s mindlessly mashing buttons.
Calling others dumb is disingenuous and will not convince them that PU mesmers are balanced. From my numerous encounters with PU mesmers, I almost always die. They don’t kill you particularly by stacking confusion, they kill through overloading bleed + burn.
That doesn’t make me too optimistic about the future then. Geez.
Anet said they open this sub-forum to hear from us about balance. So I will let them hear it. Hopefully, they help us out.
Marksmanship:
6. Signet of the beastmaster – signet’s active effect should be granted to the player by default.“Signet of Stone
Passive: Improves toughness for you and your pet.
Active: Your pet takes no damage from attacks. "Perma active effect for ranger, seems legit…
Signet of stone’s active is on 80cd and lasts 6 seconds. It’s not “perma”. It’s one of 3 source of damage mitigation (the others being Protect Me!, and GS#4). Rangers have very crap damage mitigation in general.
Also, just a heads up- I just found this in-game:
Tthe Skirmishing 15 minor trait, furious grip actually only gives about half of what the tooltip says it should. 5 seconds of fury vs the tooltip’s 9 or 10.
Been there since beta. I forgone putting these on because 4s of fury on a 9s cd is still nice.
I’m still mystified on why my shouts on my warrior and guard are instant cast but the shouts on my ranger are not when the shouts on my warrior and guard are much more powerful/useful.
Yes, this is true. Compare the usefulness of warrior’s best shout versus ranger’s best: Berserker Stance
60s cd
80% less condition duration
adrenaline gain
instant cast
vs
Sic’em
40s cd
increase pet damage+speed (get’s canceled when pet dies, activate F2, or pet swap)
applies 4s revealed (but requires a target to activate)
instant cast (after you pick a target)
Ok, I once did a complete workthrough of all ranger traits, but I can’t be kitten d digging it up to repost here.
Some things that should be looked at – the sheer number of “your pet” or “you and your pet” traits that are outside of beastmastery is far too high. A lot of the traits are for things that should be base function of pets or for things that should come as part of another trait.
- Alpha Training. This should be part of the Opening Strikes skill.
- Malicious Training. Merge with Expertise Training and place in Beastmastery.
- Agility Training. Merge with Speed Training. Or better yet, make it a base function of pets.
- Carnivorous Appetite. Merge with Rending Attacks. Make Rending Attacks/Stability Training/Intimidation Training work across all pets – not divided by type.
- Concentration Training. Merge with Compassion Training, or outright replace Compassion Training.
There’s 5 spots opened across the other trait lines for something useful. Other things that should be done:
- Eagle Eye should be the 15pt minor trait in Marksmanship.
- Quick Draw really belongs in Marksmanship as well
- Martial Mastery would make more sense in Skirmishing.
- all the trap traits would make far more sense in Wilderness Survival. Or, traps need their direct damage increased greatly to be useful to power/crit builds.
- The trap traits themselves are strange. The adept level should be “Traps Recharge 20% faster and cover a greater area” Master level should be “Damage from traps is increased 100%. Conditions inflicted by traps last twice as long.” Grandmaster should be “Traps use ground targetting”.
- Signets. Our signets are just wrong. The base functionality should ALWAYS be for the ranger – if needed, trait to have them affect the pet as well.
- Signet of Renewal should just remove all conditions on activation – not attempt to kill our pet with them.
- Empathic Bond suffers from the same issue as Signet of Renewal. It should be “Pets periodically clean conditions for you.” No more of this sacrificing our “companion”.
I’m sure there’s more, but these all jump to mind as things that I would do, given the power to do so.
I agree on the most part. Here are some additional suggestions:
-Signet of Renewal needs a cap if it’s going to clear condi (~4 conditions).
-Traps are fine as they are believe it or not. Just make trap potency affect immobilize on spike trap. And increase the radius to match engineer’s grenade fields.
Fine. Lets just leave healing signet as it is. Lower base health of warriors 5%.
It’s certainly a challenge to balance the condi PU mesmer so as to not change the effectiveness of other mesmer builds.
YES!! That is my main concern.
I think the best way to balance the generic PU build is to separate the condi duration of illusions from the player. This would have the effect of minimizing reliance on illusions for DPS as well as promoting offensive play. Because illusions are damage mitigation, they should not be out DPS’ing the mesmer. More specifically the mesmer should work for his kill just like any other class must do.
I actually think the main offender is PU itself. I’ve seen many variations using power or hybrid that would not suffer even if the conditions were nerfed. Mesmers having high damage is fine. Just not so high with nearly godlike survivability.
Maybe the buffs are too high. Remove the extra stealth duration or reduce the boon durations or both.
Do you run a mesmer yourself?
I believe the unbalance component is the following:
1. Debilitating Dissipation
2. Vengeful Images
3. Phantasmal Healing
1. this skill should work on a 0% condition duration of the illusion(all illusions should have 0% condi duration).
2. this skill should work on a 0% boon duration of illusion.
3. this skill should work on a 0% boon duration, as well as ICD
So you see the unbalance is because these traits fall in lines that give +duration to boon and conditions which have compounding benefit when mesmer summons 3 illusions to apply boons and conditions.
Hey guys, I know it’s really hard to discuss OP builds on these forums. Most responses come in the form of “trying doing this” or “try doing that”. “You should play this” or “you should play that”. This topic is for the people that believe PU mesmers are OP and would like to think of ways to balance them. If you want to post on strategies for fighting a PU mesmer, please create another topic and post there. This is not the place to discuss strategies.
I’m surprised no one has brought this up yet. In WvW, these guys can take camps with defenders and still kill everyone while being virtually immortal. I can’t say what exactly is is so OP about them, but everyone I talk to, even mesmers themselves, agree PU mesmers are quite OP. I don’t really know this build well and why it’s so strong, but I at least would like to know what other players think on this topic.
I do know what they are doing. I’ve read tips on how to deal with them, but they generally don’t really work. I don’t even know how to balance this properly, just wanted to start the discussion.
We should all make threads with very little knowledge and move to promote discussion based on secondhand knowledge from people we talk to. At least research PU first. How can you have a serious balance discussion on the topic but you don’t even know the material yourself?
Hey guys I heard bowbear rangers are OP discuss!
I don’t have a Engineer and I didn’t take the time to research this OP build but I heard its OP discuss! I mean seriously discuss! I will even have counter arguments based on my lack of knowledge.Everyone with knowledge is telling you it isn’t OP the only people that call it OP are the ones foolish enough to fight them with out a build that can handle the Mesmer. Dueling in the Sanctum doesn’t make them OP which is probably where your second hand knowledge came from dueling. You can ignore them out in the open world and most of them pick fights stacked in their favor. They are looking for other duelist because that build is designed to counter duelists.
I roll up with my terrormancer and then they don’t want to duel. I’m OP until a balance stance warrior with hammer comes along or a diamond skin ele.
P/D perp thieves are far more dangerous then PU mesmers you can ignore. PU is designed for Dueling and very small scale roaming. If I run full clerics armor on my Ele and don’t die to a PU but can’t kill him either who is OP?
I do know a lot about the PU mesmer and I know many reasons for why it’s quite strong. I’m sorry but I did not express myself well. I meant to say that I do not know exactly how to balance it without affecting other mesmer builds. What I really don’t know is how to balance those builds without breaking other balanced ones. I know there are many mesmers that think the build is OP themselves and I thought they would be the best ones to come up with solutions.
I could easily come up with multiple solutions to balance PU mesmers.
Solution 1: The Prismatic Understanding trait gives one boon total when leaving stealth instead of one per second.
Solution 2: Illusions do not attack when a mesmer is invisible.
Solution 3: Decrease the boon durations given by PU.
Solution 4: Remove the 1 second extra stealth from PU.
Coming up with solutions are easy. I did not want to do that as I think mesmers should be the best ones to identify how to nerf the really OP builds without breaking them or other builds (which I know nothing about). Sorry for the misunderstanding.
Balancing by destroying a whole trait would be bad because non-condi PU mesmers exists. The only way to balance it would be to lower condi duration of illusions.
I actively use the dodge on evade trait already for PvE, and hell I don’t want to see that 7 seconds revealed state. Being able to remove conditions via stealth for 7 seconds is deadly 7-14 ways.
As already said; …Anet could made
>>> Diverstiy dodging directions<<< as a standalone trait in grandmaster…
so you dont have to trait this, if you dont want to.
Power of Inertia can be as it is,; feel better now?
@gawker: This thread is not about Counter Play other classes against stealth
Ah ok. I was getting the feeling this was a stealth balance thread.
So it either needs to be scrapped completely, or given more chances to be used(without needing a grandmaster trait).
Agreed. It should be compressed into one trait so that new traits could be introduced. I like the sound of:
Opening strike: You and your pet apply vulnerability on first hit. Opening strike has 100% critical chance.
Remorseless: Pet regain opening strike on pet swap. You regain Opening strike when entering stealth.
It’s certainly a challenge to balance the condi PU mesmer so as to not change the effectiveness of other mesmer builds.
I think the best way to balance the generic PU build is to separate the condi duration of illusions from the player. This would have the effect of minimizing reliance on illusions for DPS as well as promoting offensive play. Because illusions are damage mitigation, they should not be out DPS’ing the mesmer. More specifically the mesmer should work for his kill just like any other class must do.
Arrows should never pierce by default. Ill agree on agility training, I mean we are talking about 4 legged killing machines here. Opening strike has potential but you have to take the grandmaster trait for it to be really worth anything, otherwise those minor traits aren’t near as strong as others. And you only get stealth from like 2 places as a ranger Alot of the rangers traits work..you just really have to bottleneck yourself into a certain build to do it. Also i don’t think signets effecting ranger to by default is the way to go, its a good concept, its just that the pets tend to be abit difficult to use.
Ranger has one source of stealth (Hide in plain sight is not a stealth). Opening strike is so so so so so bad COMPARED to the trait concept of other professions.
Ex.
Thief power line
Serpent’s touch: apply poison(10s) on steal.
Lotus poison: apply weakness(4s) to foes that are poisoned.
Exposed weakness: +10% dmg to foes that have condition.
Thief combo makes so much more sense and is so much better.
The on fall makes sense in WvW. I use the on fall trait sometimes.
The on revive and on death traits are ridiculous.
Ex.
Ranger’s wilderness survival line
Healer’s celerity: grant swiftness(15s) to you and your ally when reviving someone.
The guy laying on his back surely doesn’t care if he’s got swiftness. And I, the ranger, rooted in place to revive my friend finds that getting swiftness is making a huge difference.
(edited by gawker.8340)
You guardians have no idea how much better these traits are than ranger’s mess.
Ex.
Opening Strike : Apply five stack of vulnerability for 5 seconds to player you hit when you enter combat.
Alpha Training : Your pet a applies five stack of vulnerability for 5 seconds to a player it hits when it enters combat.
Precise Strike : Opening strike is a critical hit.
You get all that for 25 points in one train line. LOL
Uhm, bark skin is borderline OP as is. Buffing it to apply at 50% would make rangers almost impossible to kill 1v1
I’ve yet to see one rational reason to use bark skin (as is) instead of Emphatic bond. The health threshold currently is 25% which is really really low margin to have a strategic advantage in battle. Most (99%) rangers have a max health of 18-21k, 25% of that is 4-5k hp. At about 5k hp, just 5 stacks of bleed applied by someone with 1200 condi dmg would kill you in 10 seconds. In the same situation, EB will remove bleed+vuln+poison which would save your kitten.
BTW, +50% protection duration is not OP because ranger have 3 sources to get it.
The counter-play to stealth should rely on the skill of other professions. I suggest light fields apply reveal (3s) on stealth players.
About 7-8 months ago, the community blamed the ranger BM build for being too high-reward, low-risk, and passive. Well now we have discovered something that exceeds what the ranger could do.
PU is about kiting your opponent and letting your illusions do damage. 18s of stealth combined with boons, blinks, and illusions provide huge damage mitigation. Fighting a PU is a lost cause because if you can tank their damage, then you cannot DPS enough to kill them.
PU Mesmers are good for WvW roaming and nothing else. They have zero chasing ability and their burst (ie. Illusionary Counter and confusion) depends on you attacking them. Just ignore them. I don’t see much point in balancing around a troll build that’s essentially useless in every aspect of the game other than roaming.
The fact that they have 0 chasing ability is wrong.
Most PU use Traveler rune (which is extremely good for them, as both the boon duration and conditions duration are really nice). Plus they have blink, an immob from sword or another blink from staff.They are actually quite good at chasing. They are not like thieves or warriors or gs rangers, but they definitely don’t lack out of combat mobility.
That blink from staff you are referring to actually blinks you away from your target – defensive blink
turn 180 degrees and use it. It’s a very reliable 1200 range gap closer. The only class that has a chance of escaping a PU mesmer is a thief or warrior.
What’s really sad is even though so many traits in Marskmanship are awful, you still can’t build a power based longbow ranger without making very critical choices because of how bloated that tree is.
Exactly. The best trait in marksmanship is malicious training (a mediocre adept trait). The other good one is spotter, which you have to spend 20 points (precision stat is most affected by diminishing returns).
Marksmanship:
1. Keen edge – is not affected by wilderness knowledge.
2. Opening strike – not viable. Poor concept.
3. Alpha training – not viable. Poor concept.
4. Precise strike – not viable. Poor concept.
5. Piercing arrows- arrows should pierce by default.
6. Signet of the beastmaster – signet’s active effect should be granted to the player by default.
7. Remorseless – not viable. Poor concept.
Skirmishing:
1. Primal reflexes – cool down too long.
2. Agility training – pet should move faster than players by default.
Wilderness survival:
1. Healer’s celerity – swiftness should be switched to stability.
2. Shared anguish – cool down too long.
3. Expertise training – change to +500 condition damage.
4. Oakheart salve – change to reduce condition duration of bleeding, poison, burning 33%
5. Hide in plain sight – change camouflage to stealth.
6. Bark skin – change to increase duration of protection 50%
Nature magic:
1. Circle of life – change to increase healing spring duration 20%
2. Fortifying bond – change grant vigor to stability.
Beastmastery:
1. Instinctual Bond : change to pet gain quickness when you are disabled.
2. Master’s Bond : change to increase base pet stats by 35 points.
3. Compassion training : change to +500 healing power.
Pet Mechanic is unbearable due to the fact that pets do not add enough value to pvp combat. No ranger pet can sustain normal DPS output on moving targets. Pets tend to be extremely unreliable at mitigating DMG and executing F2 skill. Thus, the pet contribute very tiny portion to the ranger’s overall DPS and utility. Much, much less than 10% and as low as 0% versus certain specialized builds such as PU mesmers, and BS thieves.
The way to balance the game-play for ranger is to significantly improve pets in the area of utility, DMG mitigation and DPS. This must be carried out in incremental stages to let the current meta absorb the changes. The ranger desperately need viable pets to be competitive in the current meta.
Massive ranger buffs incoming. The radio silence from Anet is most likely because they are focused and diligently working on fixes to the ranger once and for all. The ranger 2.0 is going to revolutionize the meta and create more fame and fortune for Anet. I cannot wait for our mutual benefits!!!!
Let’s all sing kumbayah now.
“that would break the game” said Anet.
You forgot pets….
or did we not want to open that can of worms? lolxD
I’m hoping Anet will take the initiative and do something about that by themselves. I know they said the pet issue is hard to solve so I will give them the benefit of the doubt.
Listen, Anet, honey. It’s not me, it’s you. It’s time for you to consider the following:
Immobilize on spike trap should be affected by trap potency. Increase trap radius to match engineer’s grenade. Frost trap should inflict weakness. Viper’s nest should apply torment instead of poison (already have too many sources of poison from weapon and pet).
Reduce signet of renewal cool-down to match guardian’s signet of resolve. Heal as One should cure 2 conditions. Hide in plain sight should apply stealth instead of camouflage (camouflage is bad).
That is all and thanks for reading.
In wvwvw 1v1 situations, the chance I down…
(lvl 80 and highly skilled)
Warriors: 80% (They are usually easy 1v1, but become a problem in groups)
Necros: 10% (You will likely never beat a good Necro. They are hard counter to all cnd specs)
Thieves: 25% (Just watch out for P/D. They usually have 17000 hp or more. Their steal gives them cnd cleanse. You’re almost always blinded so applying cnd is tough. They could try for as long as they want, but they can’t kill this spec)
Engis: 50% (Don’t run into their bombs and turrets. Don’t be scared by grenades, just run through it. Engis are scared little things and will go defensive from just a little threat. Disengage when you see a big stack of confusion on yourself)
Mesmers: 0% (Just run)
Rangers, Eles, Gaurds: 90% (overload cnd on them, you will eventually win)
My cnd spec:
S/D, A/T 20/15/30/5/0
apoth armor & trinket
rabid weapon
This is hard and fast rules to help you play ranger my friends:
1) Be sure you have a full stack of corruption and guard leech. (put corruption sigil on each weapon set)
2) This set up allows you to “test the water” before you decide to engage. I want to make it clear; No class on any build can burst a ranger with my spec down by itself. The 9k eviscerate are scary but a warrior with axe MH is rare. The highest BS a thief got on me was 7.3k. Remember, their high dmg weapon sets affords them no Efficient CC to finish the job.
3) Water is our element. We have an OP AoE, range bleed that is super fast on our spear gun. This thing’s dmg scares people. Run into water, pop spear #2, then #3 to escape anyone.
4) Escaping on land requires adjusting two things about your game. First, auto-target off. Second, high speed camera rotation. Sword #2, turn 180, run forward, #2 again to leap forward. After this maneuver, you’re out of opponent’s 900 range skills. If people are still on your tail, dagger #4 face opponent while serpent strike is playing then do hornet&monarch leap again. Perfectly executed, this is equivalent to doing swoop from GS #3 but the benefit is you can change direction at mid-distance.
5) Rangers have a pseudo cnd burst at very close range. Can stack 14-15 bleeds in as fast as 2 seconds (~1600 dmg per second). Require geomancy sigil. Start with dagger #5, proc sigil, axe #2. Set them on fire and stay close. They will dodge lol, they always do when their life is ticking away at that rate. After the second dodge, pop entangle.
6) Learn to accept disappointment when playing ranger. Entangle barely works, but when it does, it’s a beautiful thing. Our pet is a non-factor in fights with skilled people. Our superior disengage skill is not unique to our class, when a warrior decides he had enough, he will leave. When a thief fails many attempts to assassinate you, he will get bored and leave. Bunker D/D eles roll out of fights in style. Rangers get punished the most for player mistakes. Pop heal too early? Have to disengage and start over. Warriors have passive heal so healing isn’t even on their mind. Over extended? Better hope your SoR is off CD. Warriors, Mesmers escape very well and they have dmg mitigation unlike the cnd spec ranger.
Enjoy this build while it lasts guys. Might get nerfed soon.
(edited by gawker.8340)
+1
Some glaring issues will arise if we get perma stow pet option. For example, RaO will be bad and also all of our signets will be useless.
I’ve got a lvl 80 who has well equipped items that I want to be able to sell and/or un-soul-bind so I can equip my new character. I feel that I worked hard enough to get that stuff once, and I don’t want to do that again. These last few patches has driven me out of my preferred class towards another less impacted. I feel that for Anet to be fair to players, we should be allowed the freedom to transition between classes without having to spend months gearing up again. For the casual player like me, we only want to maximize fun time not grind time. And for Anet to make sweeping nerfs that bring about personal decision to change class, then allow players to do it otherwise a player could drop the game entirely.
anet has many other customers who enjoy their product. like every MMO out there, nerfs happen and you got to adapt to changes.
How come Necros don’t have to adapt to survive? They just cried really hard to get what they want. The Necro buff set a precedent for the GW2 community. If you think your main class is weak, just QQ about it so Anet will bring you up.
Everything about the Ranger class is unacceptable to me too. Too many useless traits, and a constant undermining of certain play styles by Anet gets me aggravated. Rangers died on June 25th 2013.
Currently the volume of saffron is 30k. From this supply, people can cook 600 Dragon Revelry Cakes.
I am not one to say for sure that we are really low on saffron supply but we are. There’s 4 million zhaitaffi and supply still growing. Asuming we only convert 1 million Zhaitaffi into the dragon cakes, we still need 1.25 million saffron to do that. There’s 1 million saffron in deficit.
This Dragon’s Revelry Starcake is so OP it’s not even funny. It’s currently at 38s. Anyone who pops one is spending 130c per min and I think people are willing to spend more than that. This food is so over the top crazy that maybe it’s a luxury that warrants possibly 170c per min or so. The sky’s the limit when it comes to the best of anything.
I think the limit of the supply of Saffron will have a huge effect on quantity of these cakes in the long run.
Sorry I posted in the wrong forum
I wonder where the 250000 volume of saffron on the TP went after June 25. Did it get converted into 5000 cakes already?
Anyway…
There’s not enough saffron anymore because there’s 4 million zhaitaffi and only 30000 saffron left on the market. We need over 5 million saffron to convert all that zhaitaffi into cakes.
What people think? I think opportunity.
For simplicity, each gold that passes hands on the TP loses 15% in amount. Meaning that the movement of gold on TP is removing the supply of gold from economy. Thus, the value that the TP investors add to the economy is to keep inflation at bay. In reality, TP investors don’t actually expand wealth in any way because they are just moving existing goods around. To create wealth, you have to farm.
You speak of the term economy but you hardly know how taxes/fees/tariffs work. Any tax/fees is payed by the consumer. Has always been and always will be.
This is probably the second or third most detrimental nerf to the Ranger that many ignorant players are happy to overlook because
O.O “14% dmg increase shortbow.!”
or the
O.O “5 seconds might for pet when I crit”
I’d pay a modest monthly fee if they can manage a decent balance. Really I would pay because I’d rather spend more time playing than complaining.

