Terrible idea, no thanks.
Yes, viewership numbers of under 2000 people for weekly tournaments…
One of the big problems for viewers is lack of roles. In the current meta, everyone can do everything reasonably well. Gone are the days when you had “bunker”, “sustained damage”, “burst”, “far-point assaulter” etc. If the casters can look at stat and trait choices and identify a role for a person, that’s good enough IMO. Go with any stat system that’s best for the player base.
Well, the first pro league had 7k viewers for EU and almost 3K for NA, which isn’t too bad. It was higher than I was expecting.
One of the biggest reason for lack of clearly defined roles is that celestial amulet is just too good compared to the tankier or more support oriented amulets which have less total stats and glaring weaknesses such as no vitality.
You can beat most Druids right now if you play well as a necro:
-If the Druid is running Healing Spring instead of TU or HaO, fighting them as a condition Necro is not worth it
Taking Relentless Pursuit over Chilling Nova nullifies Druid’s ability to kite with immobs from Ancient Seeds or Entangle.
-Dodge the Bristleback barrage skill, this is the biggest nuke that most druids have.
-Dodge the Smokescale Smoke Assault.
-Save Fears and CCs for when the druid enters Celestial avatar.
-Save your biggest condition attacks and corrupts for after the Druid has entered celestial avatar (almost all druids run the full condition clear and stunbreak on entering CA). Basically, you need to land a large condition bomb + fear chain after the Druid has entered celestial avatar.
-If the Druid is running Greatsword, avoiding Maul and the #5 stun.
-Although almost all Druids run Staff, you should kite them anyway, because the staff DPS isn’t great and Glyphs require melee range (and do 1-2K damage + various effects)
-The Bristleback pet is extremely inaccurate past 600 range, so much so that you can strafe the full barrage by running parallel. It also can be LoSed for the most part (it will randomly fire into walls and whatever and not change positions).
Risk/time/engagement circumstances:
-It is not worth it to assault a node a Druid is sitting on generally.
-It is worth it to 1v1 a Druid on a neuted node.
-In my opinion, Druid is worthwhile to focus in 2v2s and 3v3s, but most likely not as much in 4v4s or 5v5s.
-The fight will be harder with 0 life force, and even harder if you are running Wurm over Spectral Armor.
Sources: 3k ranger games, 1.5 necro games at pretty high MMR.
(edited by infantrydiv.1620)
Why not allowing to players a certain amount of point that they can spent between the different caracteristics? The point is to decide how much point, because in thy way cele will be nerf (more point actually than the others) but the diversity of builds Will be improve. But this idea have to be worked with some limitations to limit the ultra tanky builds (like minestrel stat) or the running of one or two stats.
Or, instead of adding more amulets that either invalidate or are invalidated by previous amulets, we could implement a 3 or 4 item stat system and have some real stat diversity.
As was already stated above, I (and others) believe that Arenanet wants to keep the amulet system for viewership reasons. More balanced hybrid amulets would help alleviate the problem that we have currently which is that celestial and marauders are almost always the way to go.
How about
“Harbinger”
1050 power
1050 ferocity
560 vitality
560 toughness
Generally I don’t think amulets with a ton of ferocity and no precision are very good. They have marginalized uses like in Moment of Clarity ranger builds and Daredevil crit dodge builds
Yes, this is match manipulation and cheating, however Arenanet most likely won’t do anything about it, because they don’t care. There are people with hundreds of afk’ed games and rage tantrums who are never banned.
I just love how this exact trait was deemed overpowered in engineers and they had theirs removed while theirs only activated while they had 25% hp or under and did not removed currently applied conditions
‘this exact trait’?
…I can’t even… these forums, endless facepalms
“generic p2w” implies microtransactions such as purchasing the strongest armor and weapons with real money and whatnot.
I’m going to assume this is a troll thread since every single other MMO at expansion raises the level cap, meaning anyone who doesn’t buy it is not even able to reach max level and participating in PvP content would be suicide.
Are Elite specs too strong compared to the base specs right now? For the most part, yes. Does that make the game pay 2 win? Nope. Get your facts straight please.
yes please!
i want a marauder variant!
Raider’s Amulet
+1050 power
+1050 precision
+560 toughness
+560 vitalityreplace ferocity with toughness!
This one looks good, I’ll add it to the list.
I also made a thread suggesting changes to a few amulets listed below, didn’t get much traction though.
Good luck with yours.
Countless
Well, I think that Vipers and Sinister will see some amount of play and aren’t terrible amulets, but I do agree we need more hybrid condition damage amulets with less min-maxing.
Just break the current amulets into 3 items, let players mix and match with the existing prefixes. No need for an endless combination of amulets.
I’d be all for that, but I’m pretty sure Arenanet has decided that for viewership purposes, having single named amulets is the way they want to go unfortunately…
Other than Celestial/Marauders which are utterly dominating the meta, there is a lack of functioning condition or tanking amulets. We see occasional Carrion on Necromancers, but that’s about it.
There needs to be more 4 stat amulets with some toughness and vitality, as well as more hybrid-type amulets that allow for builds that can’t use all of celestial’s stats to do well. We already have all the burst type amulets we need with Sinisters, Berserkers, and Marauders.
New more useful amulets that would help in making viable options aside from Celestial and Marauder:
Medic’s Amulet: Basically a Cleric’s amulet but exchanging some toughness for increased Vitality.
+1050 power
+1050 healing power
+560 toughness
+560 vitality
Wraith’s Amulet: Just a nice cross between Carrion/Rabid
+1050 condition damage
+1050 power
+560 toughness
+560 vitality
Mercenary Amulet: Standard balanced power damage amulet, has been needed for ages.
+1050 Power
+560 Ferocity
+560 Precision
+560 Toughness
+560 Vitality
Occultist’s Amulet: An improved Rabid amulet for classes with very low HP.
+1050 condition damage
+1050 toughness
+560 vitality
+560 precision
Seer’s Amulet: More balanced Settler’s type amulet with less toughness.
+1050 condition damage
+1050 healing power
+560 vitality
+560 toughness
Raider’s Amulet: Slightly tankier Marauder’s amulet with toughness instead of ferocity.
+1050 power
+1050 precision
+560 toughness
+560 vitality
Good luck seeing any of the amulets below ever in serious builds due to serious stat conflictions or redundancies. Very bad amulets which could most likely be removed:
Barbarian
Cavalier
Magi
Rampager
Vigilant
(edited by infantrydiv.1620)
How many seasons will anet need to get convinced that thieves and wars need help~
They let the meta go for a year and a half without a single Ranger team winning any tournament of note, good luck to you.
Also to OP, thanks for posting this, interesting to see the total stats
I dont know what i am talking about? seems like you dont!
Maby i am talking against a PVE player here.. all he thinks about is DMG.. nothing more.
Well nomather how you look at it, the rangers weapon skills are very good with or without the pet. too bad you cant see that.
Axe is run in condition builds because there is really no other option. However, only 1 of the three skills is a condition damage attack and a not very good one at that.
Ranger weapons are actually terrible in terms of utility and damage, it’s one of the biggest reasons the class has not been very viable in top tier until the recent patch. Axe/Longbow/Shortbow are all easily counterplayed and vulnerable to projectile reflects. They are good in only one category and that is evades.
As for who you are talking to, well, I’m someone who spends all his time in pvp at top MMR, seeing as how all I played against yesterday was Abjured and other top NA teams in queue.
Another thing you people in this thread forget is that the PvE damage uptime from pet is much higher than the damage uptime from pet in PvE, at least at a level where people aren’t standing in place clicking their skills and keyboard turning.
My agenda is to play GW2 in a way that whether it’s me or the enemy, there is going to be a conclusion to a good amount of fights. I absolutely do have a dislike for slow paced games where there are very few kills. Give me a high damage slug fest any day.
I’m definitely not alone on this either. Some just either don’t know the cancer it brings, or play Bunker Guard.
You mean like in WTS where you just suicided off tanks on all nodes and won by stalling out the games because all your builds had to be 1v2ed, like Minstrel’s Druids? Ohhhhhhhh
But wait, Minstrels Druid/Guardian couldn’t even kill people or decap nodes 1v1
Blighter’s Boon? Because it made Reaper an unkillable DPS tank in all game modes (Raids, WvW, etc), that’s why it was nerfed, PvP was probably the spot it was least broken tbh.
How come the ranger don’t have reduced stats?
Compare any equivalent Ranger weapon to other classes similar weapons and you will see that this is true —>
Compare:
Ranger Axe auto to Thief Shortbow Auto: Wayyy less damage
Ranger Sword auto to Warrior Axe
Ranger GS auto to Guardian GS auto
Etc,etc…. what is the point of this thread again?
Wow this is so bad man!
Lets add my opinion:
Ranger Axe auto to Thief Shortbow Auto: Wayyy less damage
These are 2 complete different weapons! axe is also a condi weapon where shortbow thief is not.. omg bad bad badRanger Sword auto to Warrior Axe
sword and axe are not even the same! and sword gives many mobility and axe on warrior does not!Ranger GS auto to Guardian GS auto
Ranger Auto gives a EVADE thats huge compared to guardian or even warrior GSI agree with OP here.. many ranger weapon dont even have that much less dmg.. and even if they do they bring often also mobility or CC.
This comparing is so bad
Oh, you mean the 5 bleeds on axe 2? because otherwise it’s a power weapon and bleeds do very little damage. Thief shortbow 2 also does bleeds, and 4 does poison aoe, so is it a condi weapon? Get real.
And Ranger sword auto also prevents you from breaking the chain to dodge, meaning it can get you killed. I’ll trade it for Warrior mace or axe auto any day.
Yes, and we all know how reliable and effective weaponset chain attack evades are to use right? Check the power coefficient of maul compared to other skills btw, it’s extremely low.
You basically don’t know what you’re talking about.
How come the ranger don’t have reduced stats?
Compare any equivalent Ranger weapon to other classes similar weapons and you will see that this is true —>
Compare:
Ranger Axe auto to Thief Shortbow Auto: Wayyy less damage
Ranger Sword auto to Warrior Axe
Ranger GS auto to Guardian GS auto
Etc,etc…. what is the point of this thread again?
It’s also unfortunate due to the fact that Lingering Light was a very unique form of allied support and really one of the only ways Druid was supporting allies outside of Celestial Avatar.
I think we can all agree that 3 second ICD was a bit overpowered, while 12 makes the trait borderline useless, and Arenanet is developing a disturbing pattern of destructive nerfs toward the class, which started imo with the nerfing of the Spirit utilities.
You’d think that a company that says they like to balance by shaving wouldn’t look at a trait for 5 days and then nerf it by 400%. I mean I’d have understood 6, 8, maybe even 10 seconds… wtf
I played cele for quite a bit but staff just has too low dmg to make alle the offensive stats work imo.
Having some insane sucess with trap druid at the moment.
The AoE pressure makes him excellent for holding points and with skirmishing the leaps almost put him on thief mobility level. Try it!
Im doing something very similar but it went largely under the radar cause ranger forum hates me or something cause I love druid.
The thing about traps is that they just aren’t that great of a use of a utility spot.
In fact, Flame Trap received a huge damage nerf in the burning patch (since one stack of burn now does about half of what it used to). Snake and Spike traps are decent, but I really only see trapper builds becoming more common if Spike trap had something like a 25 second base cooldown and Flame Trap had 2 burn stacks per pulse instead of 1.
Don’t get me wrong, Traps are very fun and you can win games with them, but I don’t see them entering the meta as a top tier build right now.
Okay thanks for the explanation. I tried it briefly and while maintaing might was a tad easier to do, the autos on axe were more like tickling the opponent than throwing an axe at their face… so yeah hahaha.
This has been the druid build I’ve felt the most useful running. I’ve seen other better rangers than me (got matched against eurantien today.. it hurt) running cele builds with longbow and ancient seeds that force decaps like hell, but I kind of prefer your setup for more condition pressure, surviability (protective ward is huge), and blind spamming.
I was fighting Eura tonight in queue and his build is definitely annoying to deal with. This spec is somewhat weak to immobilize since it doesn’t have immediate condi clear which makes it a real pain if you get stuck in ancient seeds.
I personally think that while Longbow/Staff with Ancient Seeds is a decent pairing and super strong for dueling, the amount of blinds and allied healing you can put out with Lingering Light, as well as the additional cleave you get from Torch and glyphs is better in a lot of situations.
So you think it would be viable to run axe over sword for more might and bleed?
I’m gonna go ahead and say that Sword is pretty much clearly better in this build for a few reasons:
1. Weapon set evades + extra mobility: Axe makes you very vulnerable to Immobilizes (this build lacks immediate immob clear like Lighting Reflexes), Sword 2 leap + Staff 3 can get you between points very fast.
2. Sword leap finisher can be paired either with Bonfire or Sublime Conversion for might or healing. Axe has projectile finishers, but they aren’t nearly as good.
3. The axe auto isn’t really good, even though it can get you to 25 might stacks fairly quickly, it doesn’t have much of an effect on the course of a team fight, and it scales very badly with power anyway. Bleeds are also very bad right now, they received something like a 20-30% nerf when the recent condition changes were made for an unknown reason.
4. The attacks you want to be using in this build from range are on staff: Staff auto + Astral Wisp are good single target pressure at high might stacks and allow you to remain at range. You actually want to stay out of sword/torch until you have a reason to use the evades or Bonfire on a downed target (although placing bonfire on a node early is great too).
5. Going in for an unexpected sword auto chain at 20 might stacks and with quickness from pet swap can net you way more damage than Axe could. It’s not good to go around sword autoing everything for obvious reasons, but sometimes to finish a low and on the run target, sword can be good, and it’s also better downed body cleave than axe (it is Ranger’s highest DPS weapon).
(edited by infantrydiv.1620)
Tried this build out real quick before I get caught up with real life. I can already tell that it has much greater potential than most of the other WS oriented Druid builds I’ve seen so far.
Also why did you put damage oriented sigils on staff? I feel like transference would be invaluable on staff.
For one, Blood sigil procs Lingering Light on yourself, meaning a blind and 700 healing. For two, Air and Blood do a lot of damage at 25 might stacks, and I like the amount of ranged pressure staff can output when fully might stacked.
Basically I prefer having higher single target damage at ranged, because Staff is exceptionally good at pressuring a target across the map: You can chase them with #3, immob with 4, while doing lots of damage with Staff auto.
Transference might be a good choice if you are trying to heal more, especially if you always remember to enter CA while in staff, so that it still applies, but air/blood are always immediate value on a build that has a decent crit chance.
I’ll say this again, although this helps the issue, it does not address the main problem.
Having regen build AF, you will be still forced to get regen sources.
Just make AF build up will all weapons AND while taking damage. Problem Solved
I don’t like having damage taken charge CA, if anything that rewards poor play. Ranger typically survives by actively avoiding damage through kiting and weapon set evades. I wouldn’t mind adding a large amount of CA generation to damage taken from players bound by the elite glyph, that would be cool.
This build is nice, the traits are where it’s at.
I like Bristleback with “Protect Me” good spike damage and works 100% with “Protect Me”.
But this build works really solid on side points great survival. Has decent damage output.
I haven’t experimented much with Bristleback, but melee pets have become kind of a personal preference of mine. Bristleback definitely looks strong, and ranged pets are almost certainly better with Protect Me. However, I’ve always hated the functionality of Protect Me, whenever I really need it my pet usually dies and I don’t like losing nodes due to the invulnerability. I also like the fact that Stone gives passive toughness.
Protect Me is also better in a Marauder kiting build like you run where the goal isn’t so much to be able to stand in the middle of a big fight and hold a node.
Like that you ditched WS for NM and took glyphs over the survival poular utilities. Your weakness OFC are Condies and your boons are reapers food. Even If you change primal cehos to druid calirty(which you should), it takes time to build AF and not sure the 2 seeds of life+EP can carry you up to that moment(unless the 2 glyphs realy help out in building AF).
The good news is that condi builds aren’t being played much currently → Reaper, Scrapper, Dragonhunter, Mesmer, Thief all are primarily power based damage at the moment.
If I was facing consistent condi pressure I would most likely swap out Signet of Stone for Signet of Renewal and take Druidic Clarity. Really though, Glyphs are better condi removal than they seem: It’s basically 4 conditions off every 20 seconds, and you can cleanse poison, cripple, weakness with Evasive Purity before the seed bursts, so they normally remove important condis like burn or torment. Another thing is that the build have very high healing output with permanent regen and Heal as One, as well as additional glyph healing and the Master tier minor druid trait, you also can leap and blast finish the staff 5 water field.
Would this build lose a 1v1 to a condi duelist build like shatter condi mesmer? Probably yeah, but it isn’t really a big deal, because it can reset on most condi builds with staff/sword mobility anyway. Would I really want to fight a Reaper on point with it? Nope, I would want to kite the Reaper and daze him as soon as he gets close to me.
Warrior is in need of help. Arenanet has added so much blind spam to the game that the penalty for missing f1 attacks should be removed.
Berserker isn’t played simply for the fact that it replaces many burst skills with inferior attacks, at least, that’s how it seems to me.
Another thing is that while many classes got extra types of utility or abilities, the Warrior is a super simple and obviously telegraphed class, and that doesn’t change with the rage mechanic. Basically Warrior doesn’t actually bring much to the table.
This build basically attempts to maximize the hybrid nature of the Druid spec and also take advantage of insane might stacking capabilities of HaO to keep up a regular 16-25 stacks. Glyphs provide emergency condi removal as well as preventing res attempts by enemies (AoE poison and AoE daze), and a low cooldown stunbreak.
The basic Might stacking rotation is simply a pet swap into your Smokescale f2, followed by HaO which will usually net 15-16 stacks, Using Strength of the Pack followed by a Bristleback F2 will stack a lot of might without even using Heal as One
Healing immediately after swapping pets will also net you an extra 2.5 seconds of quickness. (About 5.5 seconds of quickness every pet swap)
Torch is included because it adds a lot of value to celestial, provides a fire field blastable by staff 3 and is amazing for cleaving downed bodies. (Without torch, good luck keeping downed bodies from being ressed).
This build can put out extremely high damage and healing numbers while having very fast mobility from Sword 2 and Staff 3 and perma swiftness from Heal Shout.
In a full length game with lots of teamfighting/skirmishing, you can expect numbers of above 300K in both allied healing AND damage, which imo is very good.
Edit: Also credits to Hitzer (Elxdark) who was running a very similar build to this which I took and modified slightly after a discussion.
(edited by infantrydiv.1620)
Warrior’s rage should get the same treatment then
I actually agree, there’s no real reason that Warriors need to degenerate Rage outside of combat. Warrior has really been hurting lately in terms of viability in PvP outside of Rampage and somewhat shoutbow support builds. It really hurts losing all your rage on your f1 to a mesmer who can instantly spam blind you over and over as well.
Currently Druid is stuck taking Staff, and usually Troll Unguent to effectively charge Celestial Avatar (especially now that it degenerates out of combat).
Staff charges Avatar exceptionally fast: You can get 9 hits of damage off a single staff auto in a group fight and multiple healing procs, this is just extremely fast compared to any other Ranger weapon. Troll Unguent for an unknown reason charges a very large portion of the bar all by itself.
My suggestion is that since Ranger, for whatever reason, has been given massive access to regen, both personal and Aoe, why don’t we take this regen and make it useful for Druid by allowing it to charge Celestial Avatar. Here’s the list of builds that it would synergize with:
-Spirits: Water Spirit, when traited, pulses AoE regen
-Traps: Healing Spring is a great source of AoE regen
-Shouts: Traited Shouts apply AoE regen
-Warhorn: Hunter’s Call applies AoE regenAnd additionally, all these utilities are somewhat underused currently in PvP/WvW, meaning that this buff would basically affect builds that aren’t seeing a lot of use currently. The Ranger’s dominant utilities for PvP are currently signets/survival skills, so this buff wouldn’t make the strongest builds stronger but instead improve upon a number of less common utilities.
^ Really good idea! Then it would sync well with our other builds. It would also work well with Condi Bunker.
Thanks! And yes I agree, it would make tons of builds (both power and condi) more viable for Druid, while also keeping a focus on support due to Regeneration (which seems like what Anet wants for Druid)
I’m assuming for them to do that regeneration would have to be a ‘heal’ in the way the game sees it. If it becomes a heal it can have some other effects that might not be wanted. For example the grand master trait that activates every time you heal an ally, giving them heath and a blind on their next hit. I suppose they can tweak the cooldown to compensate but then other situations that were granting it that often and were suppose to will lose some strength. As a trapper ranger, I would love if regeneration would help build astral force.
I’m pretty sure they have the technology available to single out boons and attach specific effects to them. I think rather than making Regen function as a ‘heal’ they would just make it so the boon ticking gave you astral force, as a separate function from the healing traits like the GM trait.
Currently Druid is stuck taking Staff, and usually Troll Unguent to effectively charge Celestial Avatar (especially now that it degenerates out of combat).
Staff charges Avatar exceptionally fast: You can get 9 hits of damage off a single staff auto in a group fight and multiple healing procs, this is just extremely fast compared to any other Ranger weapon. Troll Unguent for an unknown reason charges a very large portion of the bar all by itself.
My suggestion is that since Ranger, for whatever reason, has been given massive access to regen, both personal and Aoe, why don’t we take this regen and make it useful for Druid by allowing it to charge Celestial Avatar. Here’s the list of builds that it would synergize with:
-Spirits: Water Spirit, when traited, pulses AoE regen
-Traps: Healing Spring is a great source of AoE regen
-Shouts: Traited Shouts apply AoE regen
-Warhorn: Hunter’s Call applies AoE regen
And additionally, all these utilities are somewhat underused currently in PvP/WvW, meaning that this buff would basically affect builds that aren’t seeing a lot of use currently. The Ranger’s dominant utilities for PvP are currently signets/survival skills, so this buff wouldn’t make the strongest builds stronger but instead improve upon a number of less common utilities.
If regen were removed it would be in all modes. I’ve seen that in PvP it is also a pretty heavy gating, but in PvE it is appears worse due to the more frequent travel time between engagements.
Imagine if every time a bunker guardian entered a fight in PvP it had to spend 20-60 seconds charging up its shouts before using them, that’s basically the equivalent of Druid currently.
One thing that would fix Druid easily in PvP, and make it viable for builds without staff is if you added Astral Force charging from Regeneration boon. Right now Druid can only charge the form effectively with Staff and Troll Unguent, but if you added Regen charging Astral force, Druid would be able to use:
- Water Spirit (with Regen pulsing boon)
-Traited Shouts for Regen
- Healing Spring in team fights for regen charging
-Traited Warhorn
This would open up an extremely large variety of builds (Shouts, Traps, Spirits, etc). It would be amazing.
No thanks. We already have two bows as single target ranged damage, and staff now as well. If Ranger gets a rifle, it should be a shotgun and do AoE damage. I’d prefer it if Ranger got another magic based spec with Scepter or offhand sword or mainhand dagger though.
The new pet damage is a problem (specifically the Smokescale).
And in regards to the blinds, how about we wait for a viable Ranger build in top tier to surface and see regular play before we ask for nerfs maybe? Especially since we haven’t witnessed a team with a Ranger on it win a single important tournament for over a year and a half now, unlike Ele which was being stacked to no end for the past year and a half.
Threads like this… probably the reason why Ranger remains bad.
now some of you guys are changing your tune. most of the complaints had to do with not generating enough AF for the avatar. being dependent on the staff is an entirely different issue. perhaps they want us to be.
They are separate, and important issues. I’m not “changing my tune”. And AGAIN, no other Elite Spec requires the weapon to achieve functionality.
None of the other Elite Specs have to use their optional weapon in order to be effective. Neither should Druid.
….when literally every other Elite Spec has completely optional weapons and works just as well using base weapon sets?
Also if Astral Force isn’t fixed to not dissipate after combat, GG I’m rerolling
If this is intended, the devs really are conspiring to keep Ranger nonviable in PvP
While trapper Ranger works well as a roaming WvW build or in low-mid tier sPvP, it falls off in effectiveness dramatically the higher you go up in MMR. The reason for this is that you simply start meeting more direct counters to the build, as well as more coordinated burst and CC, which easily takes advantage of your lack of defensive utilities.
For example, Celestial Necro, SA Thief and Mesmers should all be able to kill trap Rangers, or at the very least never, ever die to them. Trap Ranger’s effectiveness is also negated a lot of the time in team fights if the enemy team has good support cleansing classes like Shoutbow, Staff Ele or Bunker Guardian.
As for your build, it’s decent, but you would probably need to take Signet of Stone over Flame Trap the more rating you gain, Carrion is a pretty squishy amulet now and good teams will CC you very easily between evade frames. It would also be worth it to put an energy sigil on one of your weapon sets. Settlers is also a good option for traps if you find yourself vs mostly power based burst damage.
holy great wall of text china
Hawk: Tony
Wolf: Big Bad
Funny fact I saw, Druids start PvP match with 100% filled Astral Force.
Funny fact I saw, Druids lose all their Astral Force as soon as they leave Celestial Avatar. Also Celestial Avatar doesn’t count as a second health bar
I’d like to see the Marksmanship minors merged and add might stacking as theme of Opening Strike as well.
Predator’s Instinct is also a terrible trait and definitely needs either big CD reduction or complete redesign
The sword chain can be kept as it is, but dodging need to override the chain, otherwise it’s dysfunctional. This post does Ranger Sword a big disservice and it’s posts like this that probably make sure the devs remain inactive on fixes that need to happen.
-A 4000+ hr Ranger Vet
What are you talking about? We never had the option to choose every armor piece stats. Amulets have been in PvP forever and the most customization we had was jewels giving just a slight ability to mix and match.
- Glyph of Alignment: Increased the weakness and cripple duration on this skill from 3s to 5s. Reduced the cast damage by 66%. This skill now applies 3 stacks of poison._
This is just wrong. Ranger was lacking AoE direct dmg since day 1, and when you finaly gave us option to play AoE direct dmg burst with this specialisation, now you are nerffing it. Why? We dont need more condies. Beside, skill was criting for 1900-2200, now it will be like 600-700 on crit. Realy?
They’re really fond of garbage hybrid skills that scale poorly with both power and condition damage.
It’s almost like they don’t realize that their game forces people to choose between power or condition investment and either way one half of the skill gets screwed.
It’s the shortbow with its mix of power and conditions. It’s the axe with its mix of power and condition. Neither excel at anything (power autoattack on axe, which is used as a condition weapon because the power coefficients of the auto and splitblade are garbage).
It’s the same mistake they did with Maul initially where it applied a bleed instead of vulnerability.
And they don’t learn. Meanwhile warrior and thief serve as examples of classes with weapons each dedicated to a particular stat and that’s why they work well.
None of that hybrid crap. They have to choose whether druid will be a power or condi spec (and the staff is a power weapon so far, even though a weak one). And apply the glyphs accordingly.
But I doubt it will happen.
A glyph that hits AoE 300 range for less than one autoattack worth of damage is being nerfed by 66%.
This class was most certainly not designed with PvE in mind because the poison is worthless in PvE.
Exactly this. And Glyphs wont be taken anyway because the effects they have are extremely weak and or boring compared to the cooldowns. The only one I’d see being used is the damage modifier one in PvE.