Nemata Sapshield – Dragonhunter
Lillian Estre – Tempest
(edited by jwaz.1908)
Neither Wintersbark nor Wintersbite have special animations or projectiles. No non-legendary weapon has special animations of any kind, and just serve as skins.
(edited by jwaz.1908)
After using it for over 2 months, I would say main hand ax is a melee condition damage weapon.
- Ax flight speed makes it so that you won’t be hitting most of the time if the target is moving (and has a brain).
- Splitblade (ax 2) is best used pointblank.
- Anything power related (power/precision/crit damage) is only affecting “half” your damage (you direct damage is scaled down to compensate for pet direct damage and gear stats don’t transfer to pets).
- Anything condition related (condition damage/duration) will affect all your conditions fully.That said, pair it with a torch.
While this can be true, if traited (10% crit dmg), axe can also be a great zerker weapon.
EDIT: I also might add that axe auto doesn’t apply damaging conditions, only axe 2 does, so most of the time, axe is a zerker weapon.
I’ll also add that on crits, my auto attack does around 14-1600 per bounce, which isn’t that low of damage (for rangers at least).
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Axe auto is complete garbage. Axe is there for the 3rd skill chill, splitblade at pointblank, and simply because it’s the only ranged weapon that lets you bring a second offhand.
Axe auto is amazing in certain situations, such as weakening mobs in dungeons, but for pvp circumstances yes it is quite horrible.
Coming from someone who has used Ranger axe A LOT (I have Frostfang for god’s sake), axe is not good for ANY pvp situations.
It has little to no survivability and single-target damage is nonexistent.
In WvW and sPvP, ranger shortbow is much, much more useful, since it has a lot of survivability (cripples, evades, dazes), and does a lot of single target damage.
:rollseyes:
But doesn’t give a speed boost which means you’re burning a Utility Slot to get your 25% flat boost. And even that’s not all that great as you’re going to get caught from behind by all the 33% speed boosters who can catch you fairly quickly.
Honestly, I can’t tell you how many rangers I’ve offed on my warrior who maintains a constant 33% boost because they think that 25% constant is ‘good enough.’ Only to find out that when we’ve blown through the front-line of the enemy zerg to wipe the back-line first… They have just found out that, no, it isn’t…
(And yes, you can have a constant 33% boost with a warrior. It’s easy to do.)
I find the signet really only works well in the zerg when you’re being boosted by all the warhorns and elementalists. And, of course, if you miss a few boosts, or you’re on a havoc squad, you’re ending up at the end of the conga line and ripe for being picked off as a straggler.
Personally, I think short-bow is a great weapon, especially for dueling. And can be quite useful in a zerg if you’re replacing the longbow you equip for sieges. But I think your advice is a clear failure in general WvW where sustained speed really does matter.
I wasn’t saying warhorn is bad for WvW, in fact warhorn is amazing in WvW, but don’t use axe mainhand, because it absolutely sucks in pvp. Sword would be much better especially if you get into smaller skirmishes or have 1v1 encounters.
Also, keep in mind you can switch weapons from your inventory while not in combat, so you can swap warhorn in for the speed buff, then swap out again for another preferred weapon.
Coming from someone who has used Ranger axe A LOT (I have Frostfang for god’s sake), axe is not good for ANY pvp situations.
It has little to no survivability and single-target damage is nonexistent.
In WvW and sPvP, ranger shortbow is much, much more useful, since it has a lot of survivability (cripples, evades, dazes), and does a lot of single target damage.
Another Goedulf post
He is by far, the cutest Mini-Pet in the game.
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While yes, traited Signet of the Wild is our only stability utility, we also have Lightning Reflexes and Quickening Zephyr as stun breaks, as well as Rampage as One for a long period of stability.
EDIT: But to answer your question, there is no way other than Laurels to get Ascended that you can slot AR into before encountering the agony mechanic at level 10 onwards.
You’re incorrect, there are 3 different ways now to get AR before FOTM lv10.
Method 1: Laurels, as you already stated.
Method 2: Mystic Forge, crafting an Ascended back piece.
Method 3: Guild Commendations, buying an ascended accessory.
I’m not sure what you mean by “abilities”, but if you’re referring to the graphics then no, it doesn’t lost its effects. A legendary skin is a legendary skin, no matter what item it is transmuted onto, and retains all the bells of whistles.
I recently purchased the Aviator Sunglasses from the gem shop, only to discover that my character’s head slot for town clothes is bugged. I tried wearing the holiday hats too but none of them showed up.
I agree that there’s no true wilderness in the game where you’re truly alone.
I would love to see some HUGE open-world PvE zone where there’s a constant threat. Places like these add excitement, thrill, and adventure to the game, whereas at the moment, there’s no actual threat in GW2 open-world at the moment.
Example:
Far Shiverpeaks
This zone would be an open-world PvE zone designed to be an adventurous, dangerous zone, and would encourage people to group together with guildies or pugs in order to survive.
Yes, there have been posts of this topic before. Basically if you’re not on a flat surface, or underwater, the ability will fail. It’s a really annoying bug and somewhat game-breaking for rangers.
It is true that dye colors change depending on the armor set they’re applied too. I agree with the OP that this is silly, since you would expect a dye color to be that same color no matter what.
I’ve also experienced celestial dye not looking “celestial”. On my norn cultural armor the pure white color looks fine, but on human cultural it looks gray and muddy, which isn’t what celestial is suppose to be.
Enough with the mounts already! I’ve seen like 5 bajilllion posts saying “where are the mounts?!”, this is not WoW, or any other MMORPG. Waypoints are a far superior system so please stop asking.
How is making the gold required any less legit?
I was referring to those who buy legendary with real-life money, farming gold to buy materials is necessary when crafting a legendary, although I dont see why anyone would farm gold to buy them off the trading post, since gift of mastery and all the non-gold parts are the easiest ones.
The only “admirable” thing that getting a legendary weapons shows is dedication, the rest of it is just skill-less farming/grinding.
Legendary weapons are unfortunately a sign of wealth rather than skill. I earned my legendary through legit means, but even then, its more about dedication and persistence than it is quality of player, or mastery that player has over the game.
Why rangers bad for FotM:
1. Bows. Most bow attacks – projectiles. There is a lot of situations of 100% projectiles reflection. Especially at bonus level.
2. Pet. He will die extremely fast. Especially at10+ lvls, coz agony
3. Pet. He will aggroing unneeded mobs.
4. Pet. At bonus level he will be targeted very often even if he dead.
5. AOE. Rangers didn’t have good AOE, but sometimes it very needed.If you or your party doesn’t afraid of this – use Knight gear and all will be Ok. FotM – just another dungeon, like CoF etc.
I find this post really amusing, since most of your points revolve around the bonus fractal, which is super easy, and oftentimes where rangers are most useful (high level fractals with “search and rescue”).
Nonetheless, lets go down the line:
Long story short, most of your points are false/irrelevant. That being said, rangers are quite underpowered in terms of utilities and general support abilities, making them worse in FOTM than guardians/mesmers etc…
So rangers aren’t “bad” for FOTM, just worse than some other classes, but if played correctly, can carry their weight.
P.S. I run full zerker gear on my ranger and hold my own, albeit switch to PVT on grawl/cliffside/dredge.
I think this is a stupendous idea! However, I would suggest the influence scale with the fractal levels, start at 0-9 get 10 influence, 10-19 15 influence, 20-29 20 influence, etc. Also I feel if you’re going to give a “guild run” influence bonus you should keep it to 5 guildies, but then again I feel it should be that way for dungeons too (5 guildies for bonus influence). Anyway, this seems like a minute and easily doable tweak that ANet could do to help fractals and reward players.
Scaling influence would be great! And while yes it would be an easy fix, it’s a HUGE loss of influence. With the addition of guild missions and the need for tens of thousands of influence, influence from FOTM is a must!
I don’t have any real PvP or WvW ranger experience, but I can tell you that they’re much less useful in dungeons than most other classes.
The problem with rangers is that pets are 25% of their damage, but are almost always dead, and that ranger utilities are far less superior than other classes’ utilities.
The only time rangers shine is in open-world solo PvE, since bear pets can tank almost anything. Keep in mind, this is coming from someone who has played ranger 1000+ hours.
As a long-time ranger, I actually like all of the elites, since they all have their useful moments. “Entangle” CAN disable npcs for a long period of time, “Rampage as One” is useful for long-term stability, and “Spirit of Nature” is good for on-the-spot ressing of allies, and aoe healing.
Ranger utilities, on the other hand, need a ton of work. Spirits are unusable, shouts are lackluster, and traps kinda suck too. Basically 12/20 utilities are horrible, and the other 8 are situational. The only ranger utility that is a MUST is quickening zephyr, which is both great for burst dps, and speed ressing allies.
Keep in mind these opinions are from a PvE standpoint, since I don’t PvP or WvW often. I’ve just found that in terms of utility, other classes are more useful than rangers most of the time.
I’ve gotten devourer pets to successfully “lick wounds” on occasion, the ability itself is horribly bugged though, and fails no matter what pet you have.
I’ve found the only 100% way to get “lick wounds” to work, is if your pet is downed when you use it, thus reviving your pet who then revives you.
I was quite disappointed to hear that doing daily FOTM (Fractals of the Mist) runs with my guild yielded absolutely NO influence. FOTM is more challenging than most, if not all other dungeons, and yet has no benefit to guilds that run it frequently.
Suggestion: Reward equal or more influence to guilds for running FOTM.
[EDIT] I should also mention here, that any exotic found in a Fractal Chest is account bound, unlike Exotics in World Boss chests.
This statement is semi-inaccurate. While yes, the majority of the exotics found from fractal chests are indeed account bound, there are a few exotic drops that aren’t, so far I’ve only had one such exotic drop in my 500+ fractals.
If you do an even-level fractal higher than your own, you will still get a daily reward chest, but of your personal highest even-level.
In short, yes you will get the pristine relic and a chance for ascended ring.
Legendary weapons are skins, nothing more. “Best in slot” comes with the time/effort required to make them, even if transmuted they should retain that value.
Why in hell should all legendary weapons be restricted to PVT stats, the only reason they are is because Anet lacked the imagination to allow a way to choose the stats on creation, thus requiring transmutation to get the desired stats.
Just because your legendary weapons are non-transmuted doesn’t make them “pure” or “sacred”, a legendary skin is a legendary skin, and should always be “best in slot”, thus all legendary weapons should be upgraded to ascended when ascended weapons are added to the game.
Too many items in this game really, I suppose that is why we have 20 slot bags but they just cost too much for the typical player, they want us to buy bank expansion really.
An easy solution to the lack of bank space is creating mule characters, which are characters you simply use to store items on.
I switch between longbow/short-bow and use axe/warhorn main-hand. Axe is a really good dps weapon in dungeons where there are a lot of clumped up mobs, and short-bow is good against bosses and such.
collectible tabs hold 250 … wouldn’t do you much good.
While this is true, there could be MULTIPLE stacks of 250 :O (what an idea?!), say 10 rows for each dungeon!
And it’s not saving them for a rainy day, it’s saving them if we ever want to buy that specific dungeon armor for a character down the line, instead of just wasting them on random crap that has little to no significance.
Oglaf if you want to throw a unique axe, I suggest going for Frostfang
Doing so on my Warrior.
Wish they were account bound.
That’s beside the point though; all axes should be like Frostfang when thrown, with Frostfang being even awesomer yet. It isn’t “legendary” it is just something that should happen regardless of which axe you throw.
Frostfang’s “legendary effect” should be default for Rangers is what I am trying to say.
I understand where you’re coming from, but I doubt Anet would but the time/effort in to make a ranger-only ability so elaborate. While it would be nice if ranger default attack threw the axe, it would require programming and animations specific to each axe skin, which is something they just won’t ever do.
In terms of Frostfang being account bound, there is a way to make it so, but at the cost of 2 transmutation stones and 2 exotic axes per transfer. You might already know this but you can transmute a legendary onto a white item to make it account bound, then transmute it back onto an exotic on a different character.
While Griffon pets would be really cool, if they were the only pet with a usable dodge ability, they’d overpower every other pet, and I’m pretty sure Anet doesn’t want to alienate all other pets.
Oglaf if you want to throw a unique axe, I suggest going for Frostfang
spend them, they won’t take up space then
That doesn’t fix the problem. Player’s that dungeon frequently often build up dungeon tokens without anything to spend them on at that moment. I have tokens from pretty much every dungeon and at least 2000 fractal relics that I’m saving.
An alternate solution to this problem would be to unlock/add a collectible tab to store dungeon tokens in, without having to convert them into currency.
I have no doubt that there will be effect updates for legendary weapons like Meteorlogicus, Kraitkin, and The Minstrel that were left out in January’s legendary update.
I’d go for “The Flameseeker Prophecies” on your guardian. It’s one of the less-common legendary weapons, with a beautiful skin that fits a guardian perfectly. You also don’t have to worry about a 750g precursor, although you’d still need 100 onyx lodes.
Just has a cool skin and a bluish trail, for now.
Any of the off-hand or underwater legendary weapons are very cheap, such as howler, rodgort, minstrel, kraitkin, frenzy, etc…
But to be honest, since you already bought a zap, I wouldn’t waste TP fees selling it. While yes, charged lodestones are very expensive, you should be able to farm the t6 mats, ecto, and gold for runestones in a reasonable amount of time, so I’d just say go for bolt
Because the dungeon armor is some of the least attractive.
Vials of mist essence are collectibles, meaning when you hit “store collectibles” it will be automatically teleported to your bank collectibles tab.
Check there and I’m sure you’ll find it.
I made my Frostfang a few days ago, and I love it! There’s just a few clipping issues with its effects that I wanted to address.
To summarize, please remove the awkward crystal on Frostfang’s handle, and scale the ice-arm effect up to prevent clipping and make it more noticeable.
In all honesty, if Anet doesn’t run a script that upgrades all transmuted legendary weapons, I and many others will be quite angry, especially since PVT works for very few people. I don’t see how hard it would be for them to implement, even if the item is no longer considered “legendary” in the eyes of the game.
In all honesty, I don’t see transmuted Legendaries worthy of the upgrade. You used it as a skin. Any other skin is considered gone. You used it for it’s looks. If they changed the looks, you’d get it. If they changed the stats on any other weapon, you’d not get it.
If I were to make Foefire’s Essence then transmute it for the skin, and then suddenly they decide that all HPT exotic weapons need better stats, they wouldn’t give me an upgrade.
Lastly, if the game doesn’t see it as Legendary, how do you expect this magical script to see it as such? Even though the Weapon Strength was the same, you still downgraded the Legendary to an Exotic. All they’re doing now is making it so that the Icon and text matches the skin used so that they are in line with all the other same item type transmutations out there.
What are legendary weapons if not skins. They have the same stats as exotics, and are all PVT, which again fits very few people’s builds. If Arena net didn’t intend them to be transmuted, they wouldn’t have given all of them generic stats, and wouldn’t be trying to fix the legendary transmutation bugs.
And yes, I do expect a magical script to upgrade my transmuted legendary, I spent 3 months to get this skin, I expect it to continue to be “best in slot” no matter what, and I’m sure I’m not the only one who feels this way.
EDIT: If you don’t have a legendary, Pennry, please don’t even try to argue this point, since it doesn’t even apply to you, and you don’t know what it is to have one.
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So many people finishing their legendary these days! :O
Btw, for the precursor and the forge, do you recommend using exotics, or rares?
I and many others would say rares, and sell the non-precursor exotics you receive to make back some of the money you just flushed away
The only unique town clothes are the holiday ones, but those are only appropriate during that holiday season.
Actually there have been quite a few town clothes in the gem store, other than the holiday ones, there is a pirate one, a lot of hats (including some free ones that were only available during a short period of time) and the chef outfit (which is the only racial town clothes other than the ones you start with).
However, we do need a lot more, especially racial ones.
Yes but those are “costumes” rather than actual clothing.
I used the Orion longbow. Longbow of dragon’s deep. I didn’t realise until now when I unequiped it, it says the name of the bow it was transmutated from.
This is just another bug yet to be fixed. I transmuted my Frostfang and it still remains legendary, even if the chat window says otherwise.
But it’s not “Legendary”, it’s “Transmuted”. So far from all the fixes and what not, all they’ve done is fix visible labels. As seen by that chat box pulling code, it still show it as changed. Anet has stated time and again that transmuting creates a new item and that those items show rarity text coloring to match the appearance item. We can see this clearly putting Exotic skins on lower rarities, but those items still act like the original item’s rarity (ie Basic/Fine not soulbinding). So until this mechanic is changed, I do not think these transmutations will be considered Legendary when the time comes to upgrade them to match Ascended weapons. And that’s ignoring the fact that no Legendary weapons have any other stats than PVT to be upgraded to match the slew of combinations I’m sure Ascended will get.
In all honesty, if Anet doesn’t run a script that upgrades all transmuted legendary weapons, I and many others will be quite angry, especially since PVT works for very few people. I don’t see how hard it would be for them to implement, even if the item is no longer considered “legendary” in the eyes of the game.
Attached screenshot explains it all…
Basically when you unequip a transmuted legendary, the name of it in “game messages” is that of the stats, rather than the legendary skin.
The problem with town clothes is there are very few to choose from. Since all are pretty much the same (depending on race), there’s no reason to wear them/show them off. The only unique town clothes are the holiday ones, but those are only appropriate during that holiday season.
I see them skipping exotic water-breathers altogether and making ascended ones. The ironic thing with this being that the agony resist would only apply in the underwater fractal, whose agony is basically nonexistent.
Anyone else annoyed by the auto attack of Call of The Wild ( Warhorn #5)?
If you just want to get the speed buff (let’s face it: 1 stack of might is not why most rangers use warhorn!) you will engage in a fight and you pet will also get out of stow and all hell breaks out!
Let the warhorn #5 just give the buffs without starting a battle!
Yes the auto-target on this attack is quite annoying. The only way to “avoid this” would either be to turn off auto-targeting, or to quickly hit ESC so your auto-attack doesn’t hit an enemy and put you into combat.
I used the Orion longbow. Longbow of dragon’s deep. I didn’t realise until now when I unequiped it, it says the name of the bow it was transmutated from.
This is just another bug yet to be fixed. I transmuted my Frostfang and it still remains legendary, even if the chat window says otherwise.
I’ve heard you can transmute legendary weapons onto white items to make them account bound, then transmute them back onto exotic stats on a different character.
Whether or not this is the case is unknown to me, the only concrete thing I can tell you is transmuting legendary weapons no longer removes the purple text, since I transmuted my Frostfang to berserker stats a few days ago.
Also in terms of Eternity, I’m not sure either but if I were to guess, I’d say transmuting Twilight/Sunrise would make them illegible for becoming Eternity, since when you transmute an item, it becomes a whole new item, similar to how transmuting precursors make them illegible for legendary recipes.
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