I’m sure other professions have plenty of useless utilities.
Or useless heals, does any Ranger ever run Heal as One? Blood Fiend on Necros?
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It was probably buffed to make it consistent with other conditions, there was no way to intuitively know that immob behaved differently than all other conditions, which was bad design (especially with skills like Devourer Venom where one strike canceled out the other).
Immob is in a weird state now IMO since while it is op in some situations, in other situations classes can get 100% reduction on it, rendering it (and other CC conditions) useless to any class that doesn’t pump +100% duration.
What anet should do with new legendaries, to avoid making people feel that their current legendaries might be stale in comparison, is to provide recipes that use an old legendary to craft a new one. There are so few legendaries now that if you want/use a specific weapon, your options are really limited (i.e a scepter using Necro has no choice other than Meteorlogicus, a very un-necro weapon). So Anet could do something like this:
Series 1 Legendary (must be same weapon type as output) + Series 2 Precursor + Gift of Series 2 Legendary = Series 2 Legendary
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Celestial p/d works, about as good as other armor sets for p/d, but I don’t think you can pull a “superior” build out of celestial stats (maybe things will change dec 10?).
0/20/30/0/20 or 0/10/30/20/10 I’ve found to be viable.
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The main things I would like to see is spite signet’s cast time increased to something like 1.5s, and for dhuumfire to proc when the enemy has no conditions instead of on crit, and also possibly swapping terror and withering precisions.
And on the flip side more access to stability/blocking, and better direct damage options.
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This game is balanced on pve and wvw, nuff said.
I actually think WvW balancing has been mostly an afterthought. Part of the problem though is that the gameplay has largely been “cemented”, so radical changes/splits would tick off too many players, and a nerf for the sake of pvp can also be a pointless pve nerf (probably why we’ve seen more buffs than nerfs).
One radical change I’d like to have seen though is shifting a lot of the traits/utilities that are anti-condition from defensive to offensive lines, to enforce a sort of condi-tank-glass paper rock scissors soft counter framework. Some builds just get too much of everything atm, and sustain just amplifies that.
Im happy to see this! Kudos! But at the same time, I’m not sure how fun it’ll be seeing everyone and there mother running around with 5 stacks of Guard Leech and Applied Fortitude..
With hp and armor like that you better make sure you can kill them with your frontload of conditions because you likely won’t get a second go at it.
You’d be suprised how often you can do it (no one expects a condibombing ranger). But yeah, for dueling a BM bunker condition build is a lot better. The toughness on the knights gear does help though, so it isn’t a glass build exactly.
Turn your ranger into a mini necro! (build linked is as-is, trinket selection could be improved though since it’s from stuff I had lying around, any suggestions?)
Also, the core of this build is hardly unique, it’s based on this build
https://forum-en.gw2archive.eu/forum/professions/ranger/I-introduce-you-my-LB-GS-CONDITION-build/ , which is in itself based on another build,
Instead focusing on traps (I think Xorus also ran something similar with pure glass cannon rampager gear)
It’s surprisingly effective for a hybrid build, while not really for dueling the purpose is basically to ambush someone, starting with warhorn 5 then 4, traps, wolf fear, sword 3, then finishing them off with SB (we’re talking unloading 10+ stacks of bleed, torment, confusion, poison, cripple, chill, burn, fear, vuln, immob in only a few seconds if you jump someone). Let me know what you think.
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Healing signet should function normally when in 480 range of an enemy, but drop to tick once per 3s outside that, with a boost to the active heal to compensate.
The downed state should also be looked at, HP should be drastically reduced I think when downed, and the rallying mechanic reworked along with it. Downed state works fine as-is in PVE and sPvP, but it’s a horrible mechanic in WvW that punishes players that down enemies when outnumbered.
The vulnerability should be scrapped and replaced with the ability to transfer a condition to your opponent. Would be handy for both p/p and p/d.
I think it would be a good feature if Anet implemented a wardrobe system so you don’t lose the skins.
I think the new diamond skin should just be a zerker stance copy-paste that triggers from taking a hit at above 90% HP, with a reasonably long CD (60s+)
Anet’s economist dun goofed.
Rush needs to be reworked, to use ground targeting with a pbaoe at the end (always spends all adrenaline similar to lb), and then swapped with arcing slice. GS #5 would functions like arcing slice at 3 bars, with the same 20s CD.
Works great, I use 0/30/20/0/15, with 5 free points you can put anywhere (Ive been experimenting between 5 extra in defense for extra pow/toughness, or 5 in discipline for C/D reduction on signets). I always run GS, and can use it with a stun set (mace + sword), lb, or s/s and get good results.
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1) Endgame that came as an afterthought, and it doesn’t help that a lot of the gameplay is held up with mindless zerging/stacking mechanics and boring grinds to get the rewards you want.
2) Having a cosmetic system that revolves entirely around a gem store-only item.
3) WvW being a game mode that encourages boring PvD over PvP, with skill lag making it unplayable at times.
4) Diminishing returns and timegating everywhere… except the trade post. Should have made anything bought on the TP acctbound. Anyone that made 1000’s of gold did it from the TP while the rest are left to languish, hoping for Anet to slip up somewhere like the Deadeye farm.
5) A completely uncompelling story with characters no one really cares about (minus Tybalt). (Though he world building/lore is good)
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roamzero do you play a ranger?
I do, have a level 80 on everything. Ranger to me is almost-good, especially in 1v1’s, but feels really, really neglected. Especially the nerfs it has suffered for the sake of sPvP which no one plays. Being good in Spvp is probably a good enough reason to be neglected in every other game mode for Anet..
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Tier list for non-zerging:
Wtf is Anet smoking tier:
Mesmer, Warrior
Broken Builds tier:
Permastealth Thief, Dhuumfire+Spite Signet Necro, Perplexity Anything
Almost OP tier:
Guardian, Grenade Engie
Troll Tier:
Bunker Ele, P/D Thief
Red Headed Stepchild Tier:
Ranger
Living story updates have nearly as much impact as WvW updates would anyway since they siphon off players.
What makes HS OP isn’t even comboing it with other healing sources. What makes it OP is the ability to use mobility/blocks/stuns/etc to buy time for it to work. Best fix it to reduce the rate of healing to once per 3s when outside 450 range of an enemy and boost the active, so if a Warrior moves away or gets kited he might actually have to consider pressing the heal button.
I think it’s a fair tradeoff. Entangle is really weak against some classes like thieves, but a well placed entangle can totally wreck a Necro or Mesmer.
I still remember what happened when they swapped around the GS skills and cooldowns on Guardian. I don’t think Anet wants to do anything drastic.
It just produces visual clutter during the battle also. Players that have nameplate culling can’t tell if the enemy is dead or not.
Little hint: Cleansing ire, healing signet, melandru runes & lemongrass = unstoppable roaming machine on steroids… not comparable to any other classes`capabilities (except PU mesmers) at the moment.
When it comes to non-zerging, mesmers and warriors are in a completely OP broken tier of their own. Following that are the perma-stealth thieves, anything perplexity, and condi-bomb necros. Guards can be almost OP but they are kept in check by mobility. Rangers/eles need some work. Mobility stacking is a really small issue, if that.
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Does the mad king #6 proc sharpened edges? How many bleeds can you stack with it?
In a team fight you see your big aoe condi build that burns down player in a sec and think, “Wow what a great build that completely dominated my opponent while they could do little or nothing to stop me.” *A P/D thief (and DD for that matter) may not be meta but in theory they are what condi specs should be. Stack up stupid numbers of one condition, are innately defensive, and have access to other conditions (to cover) however, they can not bomb.
Another issue is that Anet is pumping up anti-condition abilities so classes can deal with bombers like Necros and Engies, but it’s also an indirect nerfing to more balanced condition builds. Why couldn’t they just go to the source? Like, make Dhuumfire and Incendiary powder only proc when no damaging conditions are present on target. It would be nice to see condi eles/thieves/guards viable some day without them being pumped up to necro/engineer/spirit ranger levels.
Good fix to consider IMO:
1)Fix rush to have a PBAOE effect at the end, fix it so it doesn’t overshoot .
2)Swap rush with the F1 (and make it always spend adrenaline on use), adrenaline now affects the speed and power of rush and arcing slice operates on a 20s cooldown with the same effect as the lvl 3 version.
This would also help aleviate the problem of those perma-run mobility specs without needing to give rush a Ride-the-Lightning cooldown adjustment.
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You can build to have a decent 1v1 chance against most classes/builds pretty easily. That’s not the problem with Ranger, the issue is not having any get out of jail free cards like other roaming classes when suddenly outnumbered/focused on.
At best vital shot is a hybrid weapon skill but hybrid builds aren’t even sub-optimal in this game, they are sub par.
P/D celestial is viable (in wvw), though not inherently any better than full condition.
Unload deals x% more damage per stack(PER STACK) of bleed. It buffs unload in a way that doesn’t promote simply spamming unload for more damage. It also works with sneak attack since it would deal more damage after 1 sneak attack, than it would after 1 vital shot.
Maybe make the init cost of unload 6+, but reduce the ini cost per stack of bleed on your target (up to a limit)
Warrior with some clerics gear and -condi duration food/runes. Even with the investment in healing power, your 100b on a stunned guy will still do like 5-6k damage, and render you nigh unkillable..
They should let your turn while immobilized without having to rely on that clunky keybind.
Other than that, seems fine to me though any significant changes should be countered by removing/adjusting other classes’ abilities to get 98% duration reduction.
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IMO the solution to (stunbreakable) CC’s is to have a 1s immunity between application and make only one CC active on you at a time (to keep from being chain CC’d).
As for the meta, the problem has always been AOE condi spamming and Anet’s unwillingness to nerf the primary culprits (Necros/Engies and to a limited extent Rangers). Instead they are buffing anti-condis to counter them, leaving all other lesser condi builds in the dust in this silly arms race. Though the Dec 10 patch seems to be heading in a better direction somewhat.
Seems hilarious, though the problem is that not every class has a reliable way to counter-interrupt. The proper way to nerf the rune set:
Reduce the duration of the 5 stack interrupt a bit (and make the +confusion duration work too),
Reduce the 5 stacks to 2.
Ele’s are currently only good in zergs with staff. Wait till the dec 10 patch I say (good builds that go 30 into earth might emerge), otherwise go with Mesmer since they are just about brokenly OP in small/medium battles, though have trouble in big zerg battles getting loot tags.
Personally I think the suggestion someone put out to make venoms for f2-4 would be better. Nearly all the F2 steals are good too, the only change I would make would be to the mace steal from Guards, IMO the daze should be shorter but also unblockable.
Dec 10 will be the birth of the 0/0/30/20/20 shaman/apothecary signet condition d/d ele… though I m not sure what the sPvP equivalent would be.
Dont forget new fractals.
Hmm, still nothing happened regarding this. Has anybody read some statement by Anet about (ab)using this in WvW? Would like to know whether I have to spend gems on this or not.
They’ll probably address it after abusing the ambiguity to get more gem store sales.. Really, what should happen is costumes should be disabled outside of the spawn zones and anyone that bought the set should get a gem refund if they want it.
What is in the gem store that’s giving an advantage, exactly?
The toy axe with the executioner outfit gives an unfair mobility advantage. But so far, other than the transmutation crystal racket they’ve got going that’s the only time Anet’s really crossed the line IMO.
An unfair mobility advantage … in costume brawl?
Lol, it has a 600 range rush on 3s cooldown, even higher ranger if you have +movement speed or swiftness. Ive seen entire packs of gankers in WvW use it to catch up to and roll over unsuspecting victims. This item also single handedly removes Mesmer’s ooc mobility weakness, among other classes like necro and guard.
You’ll have to forgive me, I don’t play WvW. You’re saying they switch into town clothes, zoom up to people, and then switch back and attack?
Yeah, or just use it to zoom around large maps.
What is in the gem store that’s giving an advantage, exactly?
The toy axe with the executioner outfit gives an unfair mobility advantage. But so far, other than the transmutation crystal racket they’ve got going that’s the only time Anet’s really crossed the line IMO.
An unfair mobility advantage … in costume brawl?
Lol, it has a 600 range rush on 3s cooldown, even higher ranger if you have +movement speed or swiftness. Ive seen entire packs of gankers in WvW use it to catch up to and roll over unsuspecting victims. This item also single handedly removes Mesmer’s ooc mobility weakness, among other classes like necro and guard.
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What is in the gem store that’s giving an advantage, exactly?
The toy axe with the executioner outfit gives an unfair mobility advantage. But so far, other than the transmutation crystal racket they’ve got going that’s the only time Anet’s really crossed the line IMO.
Dhuumfire and incindiary powder should only proc if you target doesn’t have damaging conditions (burn/bleed/poison/torment) already applied. Make it strictly for opening combat or after a big cleanse.
Simple changes to make Ranger viable (as a roaming class in wvw)
-Better and more shared utility with the pet – such as sharing stealth with the black panther’s F2. Give one of the bears an aggro F2 roar that forces enemy minions/phantasms/clones to attack it.
-Have traps transfer conditions.
-Some access to faster weapon swapping, either via traits, or on weapon abilities that would reset weapon swap cd.
What would the impact be if the Moment of Clarity trait replaced the attack of opportunity buff with “on interrupt, reset weapon swap cooldown”?
Gap closers are OP in this game. It only takes 1 gap closer to negate the range advantage. They need to nerf gap closer distance across the board.
I disagree, gap closers are only op when abused for escaping (see Warrior), what needs to happen is weapons/traits/etc need to give access to faster weapon swapping, which would help access better kiting options. For example say the Ranger’s GS’s #4 reset the weapon swap timer when you counterattack – in situations when you get gap closed on your SB you could switch to GS, block, counterattack, swoop away and immediately switch to SB again.
In wvw the problem isn’t so much the signet alone, it’s that the Warrior can use his mobility to kite and ensure those huge passive heals.
Solution: HS heals normally when in 600 range of an enemy, but outside of that range its heal interval is reduced to once per 3s.
Rush on GS and Savage Leap also should get increased cooldowns when used without an in-range target.That and the Dec 10 changes would fix just about everything about Warrior imo.
And by fix you mean freekill status again right ?
As long as Warrior has its stability utilities, zerk stance, dogged march and cleansing ire it’ll never be a “freekill”. None of which from that list I think need nerfing particularly. Kiting mobility coupled with passive regen promotes a cheesy run and peck playstyle that doesn’t really punish an overextended Warrior.