The mob has spoken and the turrets shall be burnt at the stake.
(edited by naphack.9346)
Chokolata:
Clever build that works well.
I believe using runes to extend boon duration like a lot of d/d Eles run might do very well in this build; be an effective alternative to runes of melandru/hoelbrak.
Using:
2 superior rune monk,
2 superior runes water, and
2 of either major rune sanctuary/monk/waterwill give you +40% boon duration for you and your pet in theory (gonna try this setup tonight when get a chance).
To partially address the lack of condition removal lost from ditching the other runes, the superior sigil of generosity is an option (60% chance to transfer a condition to your foe on critical hit with cooldown of 10 seconds).
Boon duration only works on the ranger, not on the pet. Fortifying Bond gives fixed boon durations to the pet and (AFAIK), can’t be affected by anything. Stats from armor only affects the rangers, only points in BM and traits can affect pet stats.
And the URL you link to says otherwise…
Also seems, you can grab and drop bundles repeatedly to stack fury and swiftness on your pet :>
the traits seem to be capped at 40 seconds, but I don’t know about fortifying bond. Might be worth looking into. Giving the pet 2 minutes of swiftness and fury seems like an interesting idea^^
(edited by naphack.9346)
axe/axe could do the trick.
Got bouncing stuff, some piercing double hit and can also reflect projectiles, which, believe it or not, can be invaluable.
Guys, can we pls stop with all the size matters and “who has the biggest” talk?
It’s not about the size but how you use it!
just get a sylvari, you can give them great colors and make them hard to distinguish from phantasms!!!!
Seriously, tho, get what you like.
Charr animations are easy to spot tho because they lean forward heavily. Every slight turn, they take can be spotted. Makes them easier to fight.
buy a blue set every 5 levels…
No need to spend any more money.
I bought a full set of rares for a lev 35 char once… Then I realized, I just blew almost 2 gold for literally nothing. Really. Go with blues. They are cheap and get the job done.
A bunker is a bunker… Just try to be hard to kill.
The most common bunker builds use either clerics(healing/tough/power), apothecary (healing/tough/cond), VERY expensive or something similar.
Min/maxing with no vit and loads of toughness with high healing values is feasible, if you got ample condition removal and regeneration uptime. Else, you will probably want the aforementioned ptv armor.
As for the ranger, reg uptime is no problem, so you can probably save on the vitality part and grab some healing power for a bunker build.
The signet build has one big weakness: Conditions! Especially immobilize.
You can bunker like crazy against physical damage with signet of stone and 30 points in earth, permanent protection uptime, armor of earth on 50% hp etc. But ele still has a crazy low hp pool.
My first attempt was signet of water, signet of air, signet of earth and skipping on the 10 pt in air due to having +25% movespeed. Then I swapped out signet of air for cleansing flame and got the swift and fury on aura back… Tried loads of stuff, as soon as your opponents start constantly applying conditions, you are done for.
(edited by naphack.9346)
Centaur greatswords!
as for your decision between sword/oh and gs, imo, the difference is the playstyle.
With the sword, you stick to your target like glue and take it down bit by bit. Sword is best supplemented by axe+torch or a shortbow.
With the GS, you typically wait things out while trading blows and then burst in and try to take your target down in one big attack.
Typically works better with a longbow… Or a sword for that matter, if you want something to fall back on when you are about to be overwhelmed.
Basically, sword for bunker builds, GS for more damage/movement oriented burst builds. For getting around quickly, nothing beats a GS, for staying on target constantly, nothing beats a sword.
sword/warhorn+gs seems possible too, would pretty much give the pet 100% fury uptime.
But it will also need loads of microing, as you will be in hecical melee battles while having to look after your pet.
As you said, mixing melee and range in a bm build is a bad thing to do.
I built something similar, but I ran sword/warhorn instead of sb for call of the wild. It sucked for exactly one reason: Weapon swaps.
Dual range with traiting fury on swap actually seems more useful for fury uptime and it allows you to constantly stay on target without having to go toe to toe.
Probably gotta give the catmaster a second chance.
ranger has the best defensive melee weapons in the game. <-period.
Sword is godlike, greatsword is even more so(defensive, that is)
Just look as the friggin skills…
sword 1: stick on your opponent like glue
sword 2: Disengage and re-engage at will
sword 3: evade stuff and roll around your foe
dagger 4: evade
dagger 5: cripple from a range
gs 1: evade on every third attack
gs 2: damage
gs 3: leeeeeeeap… And a friggin great one at that. You can outrun anything save for 2 guys perma-crippling/immobilizing you.
gs 4: block and counterattack
gs 5: daze
first try whether other ‘5’ skills work.
hahaha
BULL RUSH!
→did that work?
→yes.
→seriously?
→no.
so great
We need a thief flowchart…
Yesterday, I had a thief trying to heartseeker-spam my downed ranger for like half a minute without as much as scratching me… Don’t know, if he actually tried to hs down my dog for knocking him down when he tried to stomp… Was too busy laughing at him.
Compared to that, the average iq of a warrior is pretty high… They at least need to fill the cooldowns in between HB with autoattacks.
allow us to give food to pets.
Actually a friggin good idea, just make it so the food buff doesn’t go away on pet swap…
Please make it so when a player is revived from downed state; he has 50% less stats.
Lol, for how long? This would make them completely useless, it would make downed state useless, you might as well just die.
I like the idea of making it harder to get out of downed state with maybe less than 40k hp and 50% damage reduction, and definitely harder to get back up. I would also make this for PvP and WvW only, it is fine the way it is for PvE.I am a fan of the downed mechanic, I think it keeps battles running longer and adds an element of decision making to the battle field.
??
Decision making?
Longer battles?
The only thing it does is make the bigger zerg win.
Well you had your chance to transfer to a lower pop server :>
nope you didn’t understand.
Ticks will still be every 15 minutes.
(it could tick every 3 minutes for a fifth of the points for that matter)
But if you capture an object, it won’t generate any points at the ticks unless you have held it for at least X minutes already. With 30 minutes, that would mean holding it for 2 ticks without getting anything for doing so besides kitten off the server, you took it from. Only then, the objective will start giving you points at the ticks.
If the server takes it back, before X minutes have passed, it will get points again when N minutes have passed, where N is the time, the object was in possession of the other server.
Basically, the longer you hold it, the longer the other server won’t get points for it and the moment, you manage to hold it for X or more, it will completely belong to you and start generating points.
Of course, the devs can be free to choose different X values for SM, keeps, towers and camps. I’d say, 15 min for camps and towers, 30 min for keeps and SM should be enough for the beginning, maybe step it up to 15, 30, 45 and 60 for the respective objectives.
More interestingly, the more heavily contested a matchup is with this system, the lower the point total will be, which will result in hunting down Yaks being worth way more in terms of points.
(edited by naphack.9346)
Make objectives only generate points after you held them for X minutes (half an hour?).
Too lazy to type it out right now, posted this already in a similar thread.
Basically, what it does is, unless you defend, what you take, the third server will pull ahead of you, while you waste manpower on taking down objectives, only for your opponent to take them back immediately.
Depending on how long you make the “X”-factor in the equation, you can lessen or completely remove the impact of karma trains on the system, as the servers actually defending their stuff will pull ahead in points.
Also makes sense from a realistic point of view. Just, cause you razed down a fort and have a skeleton crew guard the ruins doesn’t mean, you get any benefit from it except for that fort not being of use for your enemy anymore.
Super easy fix ANet, almost no changes are needed to the scoring system using the following:
Separate the server ranking list, from the match line-up list. Done. I’ll explain:
The list of servers rank by glicko score will not change. This will still be the ordered list of 1st to last place.
The list of server match-ups though would now be determined by winner move up loser move down. This will keep match-ups from going stale and tiers becoming out of scale with each other. This means that the list of current match-ups will be close, but not equal to the list of server ranking in order.That’s a really dumb idea as dozens of players have pointed out in other threads. It just makes blowouts happen more often.
I’d prefer to have a blowout every other week rather than every single week.
I understand why you call it “dumb”, but I think it’s a better alternative than the current.
There are plenty of examples and scenarios that show why glicko fails in a tiered environment. This options mixes the tiers more often (more blowouts, you’re correct), and the reason for this would be to keep the tiers in the same score scale with other tiers. I don’t expect everybody to understand and/or agree with this, I just think it’s better than what we currently have. I’d love to hear a solution that is the best of both worlds; minimal blowouts, but tiers don’t get off scale with each other in regards to glicko score.
how ’bout this?
how to play ranger:
-go to character select
-hit “delete”
-enter name
-hit “create character”
-click on warrior
-have fun.
Seriously tho, I levelled a warrior to 80 and didn’t want to play him halfway through. Just had to use “endure pain” in real life to get him to 80 for the sake of having him at 80.
It’s boring and tedius, you just stand there, face-tank everything and lol100blades or autoattack it to the ground.
unless, you are some performance obsessed nerd who desperately needs to run level 70+ fractals in under 15 minutes, to get any sense of accomplisment, you can really roll a ranger. It’s loads of fun, just don’t be disappointed, when you try to do a dps race against a warrior. Ranger just isn’t cut for that.
needs spirit of nature.
As far as I know—due to limited testing last night—spirit of nature is bugged and does not revive fallen allies. Have you seen this behavior? It has been confirmed by two people to bug in wvw although one person reportedly had it work in a dungeon.
don’t know about WvW, but I rezzed myself in spvp countless times by popping it right before I went to downed state. Also, like similar skills, it only resurrects players in downed state.
Basically, they down you, bam, you are back on your feet at half health and start regenerating like crazy again.
That and the group support. I just can’t bring myself to get entangle or rao on my GC longbow/gs ranger, when I can have that self-rezzing mechanism(or for rezzing others, for that matter)
I just recommend, popping it before you drop to 5k health. There is nothing more shameful than popping a spirit and going down before being able to tell it to rezz.
needs spirit of nature.
I don’t want a crossbow.
You guys know longbow autoattack, right?
now, you want a weapon with an even SLOWER rate of fire?
the first 3 seconds, I was like “wtf?”
then I was awestruck.
Please keep this!
the order does not matter.
SoTH will be first in most situations anyway(the buff lasts 16 minutes kitten but what’s more important, you can actually bash the kitten out of your opponents while sick’em is active. the gs buff + that fix pretty much nailed it.
So I’ve started playing spvp.
right now running a glass longbow build but before I had a tanky catmaster…
Honestly, the best way to buff your cat is grabbing a war horn and getting the trait which copies your boons to your pet. You can get nice fury uptime with that. Get some runes of battle and a couple other sources of might and fury and your pet rips everything to shreds.
Well, in Spvp it behaves like a glass longbow build. You can’t really solo with it cause as soon as the opponent finds out where the damage comes from, you are gone, so you need to roam a lot to catsassinate people who are busy fighting others.
Then build around it.
I can think of lots of ways to still build something like that. At work right now tho.
it’s not like the cat can not hit targets anymore…
erm…
It’s not like the cat doesn’t do damage anymore. Just try to make it work yourself.
try out whether it works.
If it doesn’t, MAKE IT WORK.
It’s a friggin RPG. Be creative.
well, they will for sure fix the game breaking bug on Signet of the hunt.
As for game changing buffs, maul gets a blast finisher and faster activation time, swoop gets a 100% chance to crit and lower cd, barrage gets bigger AoE but lower damage, axe offhand gets more range, more damage and a slower projectile and shortbow auto gets slower fire rate to make up for a 5% damage buff to quick shot.
It’s not that “we” were op.
It’s not even that most of the quickness abilities were op.
It’s that the friggin quickness effect was op.
100% faster activation time on EVERYTHING. They tried to offset it with huge drawbacks on the skills but it just made everything even more ridiculous.
Cutting it back to 50% was fine. The problem is, they made a superficial job of it and didn’t look at it enough. They now need to rebalance quite a bit of skills around the new quickness values, ESPECIALLY for ranger.
traps will be busted.
Some “fix” which causes them to bug out half the time
want me to create a thread named “the real real math of the quickness change” now?
Anet should really lower some attack animation times on ranger.
But quickness is fine. 100% was bs.
“-Signet of the hunt now applies its bonus damage only for 20 seconds.
(Players could unequip it after usage and still get the bonus damage on the next hit)”
:)
tried to find where it’s written and failed to find it…
:(
Definitely read it somewhere…
But well, if even Xsorus, who called it quits on the ranger after countless hours and great vids didn’t know it, it might be worth posting again and again and again. :>
Lancer would be great!
And give them a spear as a non-underwater weapon! I’d gladly roll one right off the bat!
On the other hand, guardian can probably fit most of the lancer role quite fine…
old news are old.
You can even preload it and then switch it out.
As long as you don’t swap pets, the next attack will hurt.
I don’t think focusing on 1 element is “the wrong way”.
I know many many and again many Eles who don’t want to swap a lot and spam everything on CD or rotations, they like specialized play.
It’s just the Ele class lacking a proper specialization system with T3 traits.I.E.
Pyromaster: Fire spells have their critical chance doubled.
Attunement recharge rate increased to 60s and spells of other attunements have -50% dmg/healing.
Stormcaller: Air spells have their damage increased by 25% and recharge 20% faster.
Attunement recharge rate increased to 60s and spells of other attunements have -50% dmg/healing.
Stoneguard: +250 toughness and condition damage. Armor of earth cooldown halved. Attunement recharge rate increased to 60s and spells of other attunements have -50% dmg/healing.
Frost Mage: +250 vitality and healing power. Water spells cause vulnerability.
Attunement recharge rate increased to 60s and spells of other attunements have -50% dmg/healing.
You do realize, this totally KILLS attunement swap?
So basically, if all you want to do is laying down a combo field, blast finisher or cc, you’d have to wait 60 sec to be able to swap back to your heavily traited attunement.
What’s the point of it? Shouldn’t the point be to promote the attunement while making others less effective, not outright killing all other attunement?
How about “attunement cooldowns of other attunements are doubled, attunement cooldown on fire is halved”?#
would promote swapping to another attunement to drop your bs and then get back to roasting stuff.
but then I want more starter pet options
Want a customized jaguar!
yes! I want a power torch and a condi mace!
/thread
speedbuild omegas? np, a squad can do it!
Yeah it’s kinda confusing. You don’t know if each level adds more to the previous lvls or not.
Because 1+2+3+4+5 supply extra are 15 extra, adding to this the extra 15 you can carry yourself eith the camp upgraded it’s like: hey! We are 10 guys and can build 5 arrow carts and 4 rams! Just us!
Or no wait! We’re 10 and can build 3 siege ninja golems!
And a mesmer drops timewarp so you can build them faster!!!!!
Btw, the correct way to look at it is 4 seconds of 100% increase vs 5 seconds of 50% increase in an undefined time frame.
In 4 seconds: 50% less bonus damage, 25% less overall damage
In 5 seconds: 37.5% less bonus damage, 16.66% less overall damage
In 10 seconds: 37.5% less bonus damage, 11% less overall damage
The difference in bonus damage, however, will always be 50% for timeframes of 4 seconds and below and 37.5% for the full duration of QZ.
If you want the diff for some odd numbers like 4.8 seconds, do the math yourself!!!
Thought about getting “guard!”?
for ultra long range support purposes, sneaking in an invis wolf for a surprise fear is always nice.
Also, if you are that far away from fights, you might wanna test out spirits, even tho they suck. having useless signets slotted while sitting at a ballista aint gonna do much good.
god… Why can’t europeans guest NA servers?
oh, so changing the purpose of a skill is a bad thing?
It increases your burst, right? still the same purpose.
then thats a problem with the playerbase of your server and not with the system.
Applying a complex linguistic system just for your server? Not gonna happen.
Applying a simple system which allows players to communicate regardless of language by using predefined keywords?
Not gonna be used.
As simple as that.
Rather than destroying traits or skills that we find effective and fun, why don’t they focus their efforts on boosting those that are underutilized?
That’s called power creeping and it’s a bad thing.
Keep in mind that Kill shot does 12k normally up to 17k on glass cannons on sPvP
Warriors will be come snipers!
Rifle warriors that do that much damage are squishy as crap and are incredibly easy to kill, not too mention all their burst can be avoided by simply dodging on time ONCE or just walking right past them while theyre kneeling down.
This build still wont be prominent cause it sucks in sPvP just as much as it always has.
dodge?
walk past?
block?
Real men reflect it back!
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