Showing Posts For runeblade.7514:

Please make dailies feel more natural

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

Or, better yet, leave the dailies as they are.

No, bad idea.

Dailies should not to be forced into a checklist of things to do.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Please make dailies feel more natural

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

In order for it to feel natural, there need to be LESS variety, not more. The reason you can do PvP dailies just by playing is not only that they are natural to the play, but that they never change from day to day.

I’m all in favor of a more natural PVE daily set, but you’d have to cover all styles of play that people do every day:

1. Dungeon runners set — run 1~2 dungeon paths and totally complete your daily.
2. Champ zergers set — kill 4 champs to complete your daily.
3. Leveler set — gain 3-4 levels for your daily.
4. Mapper set — X skill points, Y waypoints, Z hearts for your daily.
5+ etc etc etc

The key to keeping this from becoming a truly insane grind is to CAP THE DAILY AP at 4. If you don’t cap it, those folks who try to complete every single possible AP gain every day will be driven insane.

Or how about both?

Increase to 15 daily stuff to do. Keep 5 constant, 5 WvW only, and 5 specific dailies to do.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Please make dailies feel more natural

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

With the right effort/tactics some dailies can be finished in 20mins or even less.

What I would add as part of everyday’ s daily:

1. 1 Champ
2. 5 Veterans
3. 60 Kills
4. 3 Events
5. Dodger

These are all dailies present in game but they are never together on the same day, they can be done all by playing naturally without feeling like a robot. The rest of the achievements can vary and exist for completionists and AP hunters.

Just my idea.

I agree with this. It sounds like a solid list.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Buff ele sustain, and nerf their burst damage

in PvP

Posted by: runeblade.7514

runeblade.7514

I agree. If sustain is increased then the burst must go down. It wouldn’t be fine if ele were immortal death machines.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Please make dailies feel more natural

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

PvE Dailies feel very forced and grindy. You have to look at the list and see if you did the checklist and then go back to what is fun for you.

Unlike the PvP laurels, you get it naturally if you play for fun. You can forget about the dailies and then a treasure chest pops up.

You can’t do that in PvE dailies. They are regional bound or make you do things that aren’t really fun for you. Even if you do it naturally, you’ll only finish like one or two things.

Please redesign PvE dailies so that they would feel very natural if you forget about it. I don’t care about the length.

My suggestion:

  • Add natural daily activities that would be natural for all PvE mode types(Dungeons, Open-world, Boss farm). These will take 1-2 hours to complete.
  • Regional bound activities will take 15 minutes to complete the required amount of activities.

I feel that this will improve GW2 very well as it caters to all style. If players want to play casually without having to be forced to look at the daily checklist, the option of playstyle is there. If players want to do the dailies as fast as possible and is willing to do it in a checklist form, the option is there. Want to do both? Sure, there is the option for that too. So no, I am not suggesting that dailies be easy but that there is the option to make dailies feel natural to complete.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Dolyaks, the New Ranger Pet

in Ranger

Posted by: runeblade.7514

runeblade.7514

I think (and truly hope) that this is the right place for this thread. I am posting this on behalf of the entire MOO guild on NSP, and this is for everyone to show their support of dolyaks as the new ranger pet. It would be primarily pretty tanky and be the first pet with a reasonable F2 knockdown/charge skill. To avoid making it over-powered it could have a long recharge such as that of Flesh Golem’s “Charge” skill (about 40 seconds, or even make it 60 seconds). If the model is too large, then the size could be reduced to the size of a smaller Festive Dolyak. Anyway! Feedback/support/criticism for it goes here. Thanks!

Many F2 skills are around 40-60 seconds. It is not really long.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

1 reason skyhammer shouldn't be in solo q

in PvP

Posted by: runeblade.7514

runeblade.7514

Here Phanta smt from me

http://www.twitch.tv/forsaker_/c/3821192

Oh need to make highlight from today when i got stuned-dazed-feard-imob in the same time , was so fun , never gonna forget it

The second kill is pure gold.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

So why are AH guardian builds...

in Fractals, Dungeons & Raids

Posted by: runeblade.7514

runeblade.7514

Stability and Protection boon is way more useful than a measley 4.5k heal.

EDIT: Didn’t know how old this topic is.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

So Disappoint

in PvP

Posted by: runeblade.7514

runeblade.7514

Can I have your gold?

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

THE answer to Whirling Axe!

in Warrior

Posted by: runeblade.7514

runeblade.7514

Then use whirling axe when the enemies don’t have retal. Not every class has perma retaliation.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Why offhand axe is bad at everything.

in Warrior

Posted by: runeblade.7514

runeblade.7514

Off-hand axe shouldn’t have to have defensive capabilities. I like that it is offense only weapon. The problem is, does the offense make up for the lack of defense?

The point wasnt that offhand axe needs defensive capabilitys. The point was that offhand swords 1 ability (impale) exceeds both axe abilitys; and that’s not including the fact sword also has a block.

And to your question. No, it doesn’t. It’s almost useless. For something that has no defensive capabilitys, you would think it’s offensive abilitys with a power build would be pretty strong.

Then you shouldn’t have pointed it out that off-hand axe’s weakness is no defensive capabilities.

You should make your point clear.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

ok so what hasn't been found

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

The third swinging child.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Cultural and armor gear(Anet pls respond)

in PvP

Posted by: runeblade.7514

runeblade.7514

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

What build do you want to see nerfed/deleted?

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

I don’t understand why you want to hit the builds when the skills and traits make up the build. If you break those traits and skills you cause the domino effect that topples people not using the “righteous meta” builds.

Then first list the build you hate and you can go ahead and blame the skill for the reason why the build exist.

I don’t want this thread to devolve into healing signet thread.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

[PvP] 5 condition team

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

What is stopping you from playing a power build?

I can play both power builds and condition builds without trouble. Are you having trouble fighting condi builds?

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Collaborative Development: Ranger Profession

in CDI

Posted by: runeblade.7514

runeblade.7514

Re: Fear that we will only work on pets

  • Don’t stress about this. We wanted to look at the class as a whole with you. We didn’t make this thread specifically to get feedback on the pets. It just happens to be one of (if not the biggest) the top issues with Ranger right now.

So, you want the class itself to have some input? Is this my moment to shine?

Rangers themselves do need help. From your description, I have a myriad of ideas.

Specific Game Mode
PvP

Proposal Overview
Give Rangers more resilience.

Goal of Proposal
Rangers are suppose to be the sustain damage class while being resilient. This is Anet’s vision of the class as per Allie said.

The problem is, Rangers are not resilient. If anet wants rangers to be resilient, then it needs to be resilient.

Proposal Functionality

Weapon skills
Every ranger weapon set need some sort of reliable defense without needing to trait for it. Like necro weapons have a snare for their attrition class.

Sword- evades need to break immobilize and allow dodging while auto-attacking. Reduce auto-attack damage to compensate the buff.
Dagger- evades need to break immobilize.
GS- Improve auto-attack damage. The resilient factor is fine here.
OH Axe- Fine in resilient factor, but could use improvements elsewhere.
Axe- Remove winter’s bite and put cripple in Splitblade. Then add a new third skill that transfer a condition. I propose removing winter’s bite because Axe is not a single target weapon, it is an AoE weapon. Otherwise, add a leap to it. Then the dual axe ranger can charge in and then use Whirling defense or the axe ranger can leap to safety.
Torch- Throw torch inflict fear because enemy is crying in pain. Bonfire removes Bleeding and chill because Rangers can use fire to burn the skin to stop bleeding and defrost the snow.
Warhorn- Warhorn Birds give blind and/or Warhorn 5 removes condition.
Shortbow- Give cripple in quickshot. Keep Crippling shot the way it is. The problem with this is that Crippling shot is not flexible. Quick shot is.
Longbow- Hunter shot or PBS give immobilize when hit. Longbow needs help in maintaining distance since it is not a flexible weapon. Many skills requires the enemy to be in front of the ranger or be rooted. Unlike the Mesmer GS, the mesmer can be running away while casting spells. Rangers cannot.

Utility skills
Huge change in survival skills- Every single one of them needs to remove certain Condition in some ways. Lightning Reflex can remove Immobilize, chill and cripple. Muddy terrain removes bleeding, burning, torment. Quickening Zephyr removes weakness, blind, and confusion. Sharpening stone needs change, should apply cripple AND bleed.

Traps get a grandmaster trait- “Bide Time.” Remove a condition and gain regeneration when a trap is activated. The idea here is that Rangers uses the moment that slowed the enemy to recuperate.

Shouts- Protect me should transfer condition, stuns, damage straight to the pet. Other than that, shouts are fine.

Signet- Should not require me to take Signet of the Beastmaster to use the active effect. If anything, it should be reversed. SotB will give the pet the active effect instead.

Traits
Empathetic bond changed Melandru’s resilience, which reduce 33% condition duration. This is a very ranger like skill. Since my Rangers suggestion get loads of condition removal, current EB would be a bad trait.
Fortifying Bond- Need a vice versa. Especially for bearbow rangers.

Other traits-
Beastmaster adept trait- Activating a F2 skill will remove conditions.
Skirmishing Master trait- If you leap and doesn’t hit anything(or just leap in general), you gain swiftness. So that when swoop and Monarch leap is used to escape, you get to run away.

Everything here is about raising survivability and control which rangers lack really hard especially on a resilient class that cannot burst.

tl;dr: Add more control/support skills and condi removal!

Associated Risks
When you buff something, it runs into a chance of being OP. Rangers is suppose to trade burst for survivability which is a good trade to me for PvP. But right now, we trade burst for nothing.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

THE answer to Whirling Axe!

in Warrior

Posted by: runeblade.7514

runeblade.7514

That defeats the point of having retal at all.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Collaborative Development: Ranger Profession

in CDI

Posted by: runeblade.7514

runeblade.7514

If I am reading Ally support 1 right, I think this is genius. Moving pet’s f2 skill for ranger only cast will increase the viability of f2 skills as pets can take 3/4 second to 5 second to cast their f2 skills because of bugs. A ranger casting the pet’s f2 skill will relieve those bugs and make it easier to cast. The downside is that rangers actually have to cast the f2 themselves.

I think you are reading it wrong, it merely states that the amount of Ally support skills on pets (including the F2 skills) could be increased (or shift from pet-AI-controlled to F2 controlled).

And while I agree that defensive 1 makes the rest obsolete, the other mechanics seem to be a lot more interesting. In a sense that they are actual mechanics, where no1 is just a flat damage reduction. And I personally do not see the problems with combining #2 and #4 together to make the pet more reliable, and personally think your statement of ‘immortal’ is fairly overstated.

Also don’t agree with your stance on offense #1 and #4 I don’t see any ‘perma cripple’ there? A cripple that actually lands due to #1 could then make it more likely that the rest of the pet attacks hit as well, at least for the time the movement impared condition works. After that it’s mainly a question of when the pet will hit again… (given that I haven’t tried a setup with all pet-speed skills combined to try and make hits more reliable).

As far as offensive 3 goes, I may have misunderstood the details, and perhaps they want the range increased or the reactiveness increased. These I think are mostly requested for Pet vs Human interaction and not Pet vs NPC. It was proposed in as part of the ‘I can hardly land a hit on moving targets’-discussion, so maybe something else was the ‘spear point’ of the suggestion.

So, in other words with Ally support skills, you want more skills that focuses on buffing allies. I disagree. I want more varied skills and not just ally buffing only. There are multitudes of techniques that pets could use instead of party support.

Defensive 2+1 makes the pets have zero weakness. Even if they somehow die, defensive 4 will let the pet continue attacking. So no, it is not an overstatement.

If you don’t have to have cripple in auto-attack then you better specify it. If you want cripple in skills with cooldown, dogs already have this. Perma cripple + perma swiftness will be overpowered. Locust swarm proves it. In fact, Offensive 1 + 3+ 4 sounds like a dog with Agility Training. We already have something like this.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Collaborative Development: Ranger Profession

in CDI

Posted by: runeblade.7514

runeblade.7514

PET SUMMARY from the top of mind sort of summary pet related solutions
These are all QoL suggestions put forth in this thread to improve the Pet. They are combined here (for as far as I recall them) to give an overview of what has been suggested specifically to improve the pet. Hopefully they give a combined package that Anet can work with, and perhaps even show flaws as to where we missed possible solutions to pet issues.
please let me know if I forgot an important suggestion so that I can add it

Offensive
1. Increase the pet base speed, so they can reach foes faster and keep up with running foes.

2. Give melee pets a bigger ‘hit range’ so they are more likely to hit moving foes.

3. Give certain pets ‘gap closers’ so they can at least hit moving targets, combined with

4. Give pets more movement reducing skills (freeze, cripple, torment, immobilize), so that they are more likely to land hits once they place one of these movement impairing conditions.

Defensive
1. Reduce the amount of damage pets take from AE.

2. Give pets a ‘dodge’ mechanic, where they have an endurance bar that takes a ‘hit’ if the pet is hit with an attack that does more then threshold amount of damage (10% f/e). The pet takes no damage from this attack, but instead takes a ‘hit’ on his endurance bar and dashes towards the ranger.

3. there was another similar to #2 but I seemed to not be able to recall the functional details

4. Make the pet’s defeated state one of constant ‘downed’ instead. The pet gains a downed bar that can be filled by any source of healing, it starts empty and once it has HP in it, it also starts to tick down like the normal downed bar does for players. Once the downed bar is filled entirely with HP, the pet resurrects with the amount of HP corresponding with a resurrection (I think that’s about 35-40% HP).

Ally support
1. The amount of player controlled buffs to allies on pet F2 skills, could be increased. In order to increase the ‘welcomeness’ of the pet class in group oriented gameplay. (f/e. an F2 swiftness on the birds)

I am sure to have forgotten suggested pet solutions, as this thread is huge (and I haven’t even read 100% of it, as I lost where I was when reading foreward and backward and thus I miss pages from the middle), please let me know which so I can add them

Other than Defensive 2 and 4. I like this list. Defensive 1 makes defensive 2 and 4 obsolete. Most pets die to AoE damage not to direct damage. Having Defensive 2 and 4 will make pets too immortal.

Offensive 2 should be changed that it attacks in range 80 while the attack range is 130. Otherwise, it wouldn’t solve the problem, it would just make range bigger.

Offensive 1 and 4 will be too strong if combined together. Either perma cripple or perma swiftness. Having both in a passive is just too strong. I prefer perma swiftness because it is less obtrusive to the enemy and less chance to cry over nerfs. There are already pets with offensive 3 so it is obsolete.

If I am reading Ally support 1 right, I think this is genius. Moving pet’s f2 skill for ranger only cast will increase the viability of f2 skills as pets can take 3/4 second to 5 second to cast their f2 skills because of bugs. A ranger casting the pet’s f2 skill will relieve those bugs and make it easier to cast. The downside is that rangers actually have to cast the f2 themselves.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Why offhand axe is bad at everything.

in Warrior

Posted by: runeblade.7514

runeblade.7514

Off-hand axe shouldn’t have to have defensive capabilities. I like that it is offense only weapon. The problem is, does the offense make up for the lack of defense?

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Collaborative Development: Ranger Profession

in CDI

Posted by: runeblade.7514

runeblade.7514

Wrong. Pets have high health in all game format, except when zerging. In PvE, their hp is already buffed immensely.

If you don’t want pets to die, then why not just suggest to remove health pools from pets and make them immortal? It is a way better solution than giving pets reincarnation all the time.

While this may be true, in PvE the foes have also received a considerable buff, there are vets doing 12k+ and elites doing 20k+ damages in one hit. Pretty much one hitting players, not even considering pets…

But by all means keep going at it, as it forces me to improve the idea in response , what about this:

Specific Game Mode
PvX

Proposal Overview
Make the pets ‘defeated’ mode one of ‘constant downed’ instead. Give the pet a downed bar that can be filled up with any type of healing, and that ticks down similar to the player downed bar at the same time. If the pet receives enough healing (from any source) that the downed bar is filled, resurrect it with the amount of health a resurrect would warrant (I think that’s about 35% HP)

Goal of Proposal
To give the ranger other means of reviving their pet, then by swapping (or continued out of combat time). And have the pet benefit from all sorts of AE healing on the battlefield.

Proposal Functionality
already described above.

Associated Risks
waiting for runeblade to cut it to pieces

Risk: Rangers can just hide behind a wall while the pet kill the boss.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Collaborative Development: Ranger Profession

in CDI

Posted by: runeblade.7514

runeblade.7514

@runeblade, pets only have a high health if totally slotted for them, pets shouldn’t die within 3 seconds but the fact is they still do in various game formats (mainly Dungeons/WvW) due to AE…. Due to that I am also very much in favour of giving pets a ‘dodge mechanic’ as was described earlier in this thread by Nike.****

A solution to your issue (which by all means is rightfully brought up , I hadn’t thought of that signet). Change Signet ot Wild’s functionality to no longer provide a passive health buff. Or make it only ‘direct heals’…

And I do not think it is overpowered, there is hardly a way for any other profession to so easily loose 30% of their effectiveness. So why should the ranger suffer from it…

Wrong. Pets have high health in all game format, except when zerging. In PvE, their hp is already buffed immensely.

If you don’t want pets to die, then why not just suggest to remove health pools from pets and make them immortal? It is a way better solution than giving pets reincarnation all the time.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Collaborative Development: Ranger Profession

in CDI

Posted by: runeblade.7514

runeblade.7514

Specific Game Mode
PvX

Proposal Overview
Any amount of healing a pet receives is enough to resurrect it with the amount of health it gained from that healing

Goal of Proposal
The goal of this proposal is a work around for the pet reliability. By having the pet be ressed by any amount of healing means that the ranger can actively res a pet by using various healing skills.

But also, similar to how the pet dies from random AE, it now also benefits from random AE healing.

Proposal Functionality
If a pet receives any healing from any source, and the pet is dead, it is resurrected with the amount of health it would have gained from the healing source would it not have been dead.

Associated Risks
Non that I can think of, the pet will become somewhat more of a reliable source, and the ranger will have the option to resurrect their dead pet by using a healing skill, instead of using a swap. It actually reduces the risk of putting a res on a specific ranger healing skill and ‘bombarding it’ to the ‘must have heal for the ranger’.

sorry for interrupting the shouts discussion, this just popped in my head while going over the ranger skills for specific shout issues/improvements/sollutions, and seeing I think this can work in concurrence with other pet solutions I thought it best to just post it anyways, SHOUTS !!

Risk:

  • Signet of the wild will make the pet immortal.
  • Pet becomes impossible to kill.
  • Doesn’t make the pet reliable. It just make the pet immortal.

But if we just make it to be direct heals, and not regens or passive heals, might be a good idea… (if alive, takes regen, if dead, don’t, needs an active heal, like a burst on water field or an activated master’s heal… not just from Ele’s fields, Gard’s traited dodge or other source)

I just hate when my pet is about to die, I have 3 sec CD on heal, 2 sec on pet swap, I spam F3 for it to get out of there, but Bam! dead, 60 sec CD…

Okay, risk:

  • Pet becomes impossible to kill.
  • Doesn’t make the pet reliable. It just make the pet immortal.

Point still stand.

Pets have high health and rarely ever focused on so pets shouldn’t die within 3 seconds. With pet swap in a 20 second skill and healing skill on a 20-30 second cooldown. It is still overpowered strong.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Collaborative Development: Ranger Profession

in CDI

Posted by: runeblade.7514

runeblade.7514

The Ranger isn’t expected to do burst damage. By sustained, we mean that the Ranger should excel at surviving (resilient) through burst while still doing enough damage over time to take the opponent down.

If we have to trade burst damage for surviving, can we at least get resilient without the need to trait to be tanky? Every other class can do that but better.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Collaborative Development: Ranger Profession

in CDI

Posted by: runeblade.7514

runeblade.7514

Specific Game Mode
PvX

Proposal Overview
Any amount of healing a pet receives is enough to resurrect it with the amount of health it gained from that healing

Goal of Proposal
The goal of this proposal is a work around for the pet reliability. By having the pet be ressed by any amount of healing means that the ranger can actively res a pet by using various healing skills.

But also, similar to how the pet dies from random AE, it now also benefits from random AE healing.

Proposal Functionality
If a pet receives any healing from any source, and the pet is dead, it is resurrected with the amount of health it would have gained from the healing source would it not have been dead.

Associated Risks
Non that I can think of, the pet will become somewhat more of a reliable source, and the ranger will have the option to resurrect their dead pet by using a healing skill, instead of using a swap. It actually reduces the risk of putting a res on a specific ranger healing skill and ‘bombarding it’ to the ‘must have heal for the ranger’.

sorry for interrupting the shouts discussion, this just popped in my head while going over the ranger skills for specific shout issues/improvements/sollutions, and seeing I think this can work in concurrence with other pet solutions I thought it best to just post it anyways, SHOUTS !!

Risk:

  • Signet of the wild will make the pet immortal.
  • Pet becomes impossible to kill.
  • Doesn’t make the pet reliable. It just make the pet immortal.
5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

What build do you want to see nerfed/deleted?

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

While i think this whole thread is just troll … I will treat it serious non the less…

I think no build or class should be nerfed. There should be a clear power plateau set (decided upon) and all builds, professions should receive buffs to be brought to that power plateau.

If you got ideas, please visit this thread.

This is for a different discussion.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Revives are too fast

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

If you have an ally, and the ally stomp, you can poison the downed enemy + massive AoE damage and/or massive condi pressure.

  • If the ally successfully stomps, you win.
  • If the ally fails to stomp, the enemy that was reviving should now be in half-hp. Kill them.

There is also access to knockbacks and stuns to interrupt the revivers.

When soloing, with enough practice you can tell if you are able to stomp or not. Giving you the choice of making the next round easier to fight or taking the chance to stomp the downed enemy or not.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Cultural and armor gear(Anet pls respond)

in PvP

Posted by: runeblade.7514

runeblade.7514

i think they said, all vendors who sell rank-chests will be removed and the pvp mystery coffer from the kodan will be removed.

This is what I heard from the devs.

Yet no mention of cultural or dungeon gear.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Anyone else realize GW1 is the better series?

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

Fun is subjective, there is no way to prove you right or wrong.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Cultural and armor gear(Anet pls respond)

in PvP

Posted by: runeblade.7514

runeblade.7514

Will I still be able to buy cultural and dungeon gear from the vendor?

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

[PvX] [Engineer] Turret Cooldowns

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

I think turrets should drop like warrior banners (ground targeted, take no damage) and have charges (like ele weapon summons). Drop turret, it fires its salvo, say twice over a certain amount of time, then self-destructs. Once it dies, it begins to recharge. Lower cooldowns so they’re useable. Allow traiting for more charges and/or shorter time between salvos.

Problem solved.

I love this idea. The way it is now, I don’t see the point of turrets.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

What builds do you want to see buffed?

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

I’d like to try nerfing the out-of-control OP stuff first and see if that opens the door from some of these fringe specs to come into play, rather than power-creeping everything to god-status.

If you got ideas, visit this thread.

This thread is for a completely different discussion.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

What builds do you want to see buffed?

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

Beastmaster Rangers- Rangers are tanky while the pet dps.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Collaborative Development: Ladders & Seasons

in CDI

Posted by: runeblade.7514

runeblade.7514

Will there be spectator mode in solo/team queue? Spectator mode is what got me into hotjoin pvp. I can just view the players, learn their builds and join any time.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Question for devs: Are you going to fix PW?

in PvP

Posted by: runeblade.7514

runeblade.7514

Every thief weapons are brokenly strong. Which weapon spec isn’t?

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

What build do you want to see nerfed/deleted?

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

Is this for WvW or for PvP. The answers are different depending on which gamemode.

Doesn’t matter, even PvE builds count.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Collaborative Development: Ranger Profession

in CDI

Posted by: runeblade.7514

runeblade.7514

If Rangers are suppose to trade burst for resilience, at least make the class resilient without the need to go bunker.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

What build do you want to see nerfed/deleted?

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

Do not list skills or traits. e.g healing signet

Only builds.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

[Suggestion] Necromancer Combo Finishers

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

Agreed with all of you. I wish Necro had a bit of mobility too I can t catch up as necro against wars or thiefs who are running the wholle time out of combat

Then you are playing necro wrong.

Necro isn’t about pursuing enemies, it is about making the enemy chasable by a slow turtle.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Pistolwhip Nerf

in PvP

Posted by: runeblade.7514

runeblade.7514

1/2 sec daze and evade in the beginning.
Balanced?

What ? PW has two phase

1) Pistol attack with 3/4s cast time + little stun 1/2s and no evade
2)Sword attack with +- 1 sec evade

Wrong.

Pistol whip has two phase:

1. Downing glassy enemies by spamming 3.
2. Blind stomp them.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

[PvP] Mesmer Moa Skill = Death Sentence

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

In the end, the flaw of Moa is that it only targets a single person, on a very lengthy CD. Yes, it’s strong. It’s a 10s daze, in a way.

But it’s one target.

It isn’t just a 10s daze. This is a 10s unremovable perfect daze. In a regular 3 second daze, you could use instant skills and stun break.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

[PvP] Mesmer Moa Skill = Death Sentence

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

Please nerf this skill to the ground.

I was fighting a 1 v 1 when a glass mesmer came in and moa’d me straight away. Seriously, press to win button in this situation.

So you lost a 2 vs 1 in which at least 1 of your enemies used his elite?

Tell me more about this only happens against mesmers who use moa.

Every proper burst build might be able to destroy you when he attacks you in the right moment and you are already in a fight.

Dont you think, the outcome would have been the same if a engi would have come in and droped a supply crate on you?
Or a necro fearing you to death?
Or a thief attacking you? Maybe with basilisk venom or thieves guild?
Or just a warrior joining the fight?
etc.

Can you stun break out of a moa form?
Can you teleport away with moa form?
Can you use your invulnerability skills in moa form?
Can you gain stability in moa form?
Can you run away in moa form?

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

(edited by runeblade.7514)

[PvX]Ele condi removal; Diamond Skin & more

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

A few days ago I proposed a change to Diamond skin:

Diamond Skin: When you lose more than 20% of your current health in a single attack, you gain aegis and lose 2 conditions. (ICD: 2 seconds)

This would solidify Diamond skins role as a tank trait, reducing burst and conditions while under heavy pressure

No thanks, that isn’t Grandmaster quality.

How about one that increases our toughness by say 50% of the damage taken, Lasts say 5-10seconds. Stacks 5 times Now THAT is a Grandmaster Trait.

This might stop us getting killed in like 2-3 hits as well…

Hell no. This is not enough.

How about one that gives us perma obby flesh?

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

New boon idea!

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

If this was implemented, then this should be a Ranger specific boon.

It sounds very ranger-ish. Plus, Rangers can use all the help it can get, if it isn’t a spirit ranger.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Collaborative Development: Ranger Profession

in CDI

Posted by: runeblade.7514

runeblade.7514

The longbow is easy to fix:
-compress the Rapid fire into 2.5 seconds from 4.5 seconds, keep total damage the same
-hunter shot stealths on shot not on hit
-allow movement during barrage channel

There, I fixed it… tsk

You’ve made it better, but it’s still an incomplete weapon. There’s no synergy between the attacks like there are with melee weapons. No real flow. You’ve also left the problem where Barrage and Hunter’s Shot are counter intuitive because you can stealth then barrage but you can’t barrage and then stealth. This is why barrage needs to be removed from the weapon. It just doesn’t make any sense the way it’s set up currently.

I disagree with this.

I like Barrage because it is a anti-melee pressure skill. Rangers always complain that people always get out of barrage aoe. So, I like to capitalize on that mind set and make barrage a anti-melee field. I use it to surround myself and shoot people from afar.

I wish barrage cooldown is lowered.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Pistolwhip Nerf

in PvP

Posted by: runeblade.7514

runeblade.7514

If the class playing this weren’t teleporting around, and doesn’t immobilize the target when shadowstep towards, I would disagree with this.

It just need to change stun to daze.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Instant trait reset gemstore item: P2W?

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

Even if they added a increase level cap to 85, permanent +200 power stat boost, and a instant pvp r80 boost. It wouldn’t be pay to win because you can buy it with in game gold.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

[PvX][Ranger][Suggestion] - Ranger Traits

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

Remove Zephyr’s speed. Pets will never gain the benefit of quickness anyways.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Collaborative Development: Ranger Profession

in CDI

Posted by: runeblade.7514

runeblade.7514

Specific Game Mode
PvP

Proposal Overview
Give Rangers more resilience.

Goal of Proposal
Rangers are suppose to be the sustain damage class while being resilient. This is Anet’s vision of the class as per Allie said.

The problem is, Rangers are not resilient.

Proposal Functionality
Every ranger weapon set need some sort of reliable defense without needing to trait for it.

GS- Fine
Sword- evades need to break immobilize.
Dagger- evades need to break immobilize.
OH Axe- Fine in resilient factor, but bad weapon set.
Axe- Remove winter’s bite and put cripple in Splitblade. Then add a new third skill that transfer a condition. Axe is not a single target weapon, it is an AoE weapon. Otherwise, add a leap to it. Then the dual axe ranger can charge in and then use Whirling defense or the axe ranger can leap to safety.
Torch- Throw torch now inflict fear because enemy is crying in pain. Bonfire removes Bleeding, chill because Rangers can use fire to burn the skin to stop bleeding and defrost the snow.
Warhorn- Birds give blind. Warhorn 5 removes condition.
Shortbow- Give cripple in quickshot. Keep Crippling shot the way it is.
Longbow- Hunter shot, removed. Reduce Barrage and PBS skill number by 1 and put a new skill in #5: Hunter’s stride. Grants stealth and swiftness.

Huge change in Wilderness survival- Every single one of them needs to remove certain Condition in some ways. Lightning Reflex can remove Immobilize, chill and cripple. Muddy terrain removes bleeding, burning, torment. Quickening Zephyr removes weakness, blind, and confusion. Sharpening stone needs change, should apply cripple AND bleed.

Traps get a grandmaster trait- “Bide Time.” Remove a condition and gain regeneration when a trap is activated. The idea here is that Rangers uses the moment that slowed the enemy to recuperate.

Shouts- Protect me should transfer condition, stuns, damage straight to the pet.

Empathetic bond changed Melandru’s resilience, which reduce 33% condition duration. This is a very ranger like skill. Since Rangers get loads of condition removal, current EB would be a bad trait.

Everything here is about raising survivability and control which rangers lack really hard especially on a resilient class that cannot burst.

Associated Risks
When you buff something, it runs into a chance of being OP. Rangers is suppose to trade burst for survivability which is a good trade. But right now, we trade burst for nothing.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Can anyone explain why Ele are weak? (pvp)

in Elementalist

Posted by: runeblade.7514

runeblade.7514

Eles are both trait and stat starved. They can only reach high damage only by taking every single damage trait there is, yet these heavily compete with survivability traits.

Actually, I do understand this. The thing is, it isn’t ele specific.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant