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Siege timer

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Posted by: slingblade.1437

slingblade.1437

Yes. This has been discussed many times here on the forum and Anet has indicated that they will be reviewing it at some point, if I recall correctly.

A common suggestion is 1 hr for regular siege (with exceptions for rams, golems, trebs) and 2 hours for superior siege. My personal preference would probably be to have it 1.5-2 hours regardless of whether or not it’s superior. The point is to keep us from having to do, as someone put it " the donkey work" of constantly having to tick siege. If I build 20 pieces of siege in Garrison, I’m going to feel compelled to tick it as much as needed, regardless of whether or not it’s superior, and frankly, it’s foolish to put superior in some places, such as walls that will quickly get hit with AOE. Players shouldn’t be penalized for sometimes wanting to do quantity over quality, or for mixing regular and sup for tactical reasons.

Ranger Role in WvW: Yak Slappers

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Posted by: slingblade.1437

slingblade.1437

Thieves are much more effective at this tbh. With my unlimited stealth build I can easily sneak past enemies, whether its a zerg or single player. And I can take a dolyak down in about 6sec.

Rangers would draw attention to themselves. First 1 person sees, then 2, then 3, etc. Remember you’re close to the enemies base.

Yep. A decent, determined thief is pretty much impossible to stop as a yak slapper. Ranger’s are good at it, but I wouldn’t say they’re the go-to class for it.

As far as whether to flip a camp or just kill yaks, I didn’t know about the difference in the points for one v. the other, but then, now that I think about it, there’s a whole list of questions you could ask yourself about the best tactic for the moment beyond just which one directly gives the most points.

Our role(s) in WvW?

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Posted by: slingblade.1437

slingblade.1437

As I recall Zho’s armor is affordable, and offers 224 Power, 224 Toughness, 315 Healing. That’s what I started with for my BM bunker (0 0 20 20 30). It comes with Runes of the Flock, which aren’t ideal, but do bump Healing power by 90.

As far as where we fit in in wvw, most say Rangers are best suited to solo/small group stuff, and that’s been my experience, too. I typically only join large groups for defensive efforts or major offensive pushes. Nice thing about a bunker is if you’re careful, keep your eyes open and your GS handy, you can (depending on tier and map somewhat) move around the map by yourself without getting into anything you can’t handle or run away from, and you can shrug of a lot of damage in big fights.

That being said, some people prefer high-condi builds and/or traps, and others like high Marksmanship, Piercing Arrows and Sigil of Fire for zerg fighting. There are at least handful of decent, different ways play Ranger in WvW. For me, when I started I got killed so many times that learning a bunker build pretty much sold me for good on it, but that’s just a matter of personal preference.

Traps?

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Posted by: slingblade.1437

slingblade.1437

The only change here in sieging keeps and the like is that one player will run ahead to trigger all traps before the zerg comes in.

That will take a fair amount of coordination and communication, to hold the zerg back while one player, then another, then another runs more than 1200 ahead, if you can only trigger the trap while you have supplies. I foresee much berating of noobs in the zerg in the near future.

Traps?

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Posted by: slingblade.1437

slingblade.1437

Regarding Ranger pets triggering the traps, I’m gonna assume you don’t trigger a trap unless you are in a condition to trigger it, i.e., in stealth or carrying supplies. Otherwise the reveal trap would hardly seem worth it and would constantly be getting tripped by people not in stealth and wasted.

The supply-stripping trap should make for some more lengthy sieges, especially at the keeps, where you have to break through outer and inner gates/walls. I can see the traps really kittening up a zerg’s plans. Will be interesting to learn if you can place traps while in stealth.

Six Sense Signet

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Posted by: slingblade.1437

slingblade.1437

If there’s a problem with thieves, I’d rather they just fix thieves instead of make us take up a slot to attempt to address essentially a problem caused by one class. If Rangers were the only ones complaining about thieves it would make sense to give Rangers a counter, but it’s most/all classes that complain (mostly in wvw), so you have to look at the source of the problem, rather than the “victims.”

That being said, we’ll have to see how this trap thing in wvw that’s supposed to reveal the stealthed is going to work out.

Fortifying Bond suggestion

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Posted by: slingblade.1437

slingblade.1437

It would be nice, but I’d be even happier if Rangers had more sources of boons/might stacks themselves that they could control, rather than random incoming stuff that hits the pet. I’d also like to see some of the boons that the pet gets via FB have an increase in duration. For example, right now pets only get 3 seconds of Fury, or 3 seconds of Swiftness via FB, which are quite brief, especially considering how often pets’ attacks miss.

Agility Training: Better than it seems?

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Posted by: slingblade.1437

slingblade.1437

Also worthy of note in this discussion, BM trait “Intimidation Training” adds a cripple on F2 to canines and spiders. It could be seen somewhat of a mixed blessing, since, for example, wolf’s Fear won’t send targets as far as normal because they’re crippled, but, your Fern hound’s AOE heal is now also an AOE cripple. It might be worth it if the main thing you’re trying to do is maximize CC.

Ascended Gear... none again?

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Posted by: slingblade.1437

slingblade.1437

All the currencies should be interconvertible so people can do the stuff they enjoy.

30 skill points = 50K karma = 250 badges = 2 laurels

30 laurels per item

My first reaction to this at least, is that it’s brilliant.

Anet, please take note! Don’t punish us for playing the way we want to play. Just be happy we’re playing, and reward accordingly.

(edited by slingblade.1437)

Agility Training: Better than it seems?

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Posted by: slingblade.1437

slingblade.1437

Also I’m not sure if it’s possible to have over +33% movement speed, so taking agility training and signet of the hunt would be pointless.

That is my understanding as well, that 33% is the max speed boost.

BM10 trait Master's Bond

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Posted by: slingblade.1437

slingblade.1437

I don’t understand why we lose the buff by going underwater, and changing to new locations. It’s not like the bond should be shredded just because we traveled somewhere else or go for a swim! Jeez. Bond should only be broken on death/down and log out.

Agreed. It makes no sense and I think it probably wasn’t intentional. I also think it’s bogus that we lose our sigil stacks in wvw when we port do a different map.

Agility Training: Better than it seems?

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Posted by: slingblade.1437

slingblade.1437

I operate under the same principal, i.e., faster pet = more damage, but normally use Sig of the Hunt since I don’t have points in Skirmishing anymore, and also, I can’t stand the default running speed.

Ascended Gear... none again?

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Posted by: slingblade.1437

slingblade.1437

250 or 500 badges + 5g = ascended gear.
Simple. And yes, I hate fractals.

SUGGESTION:
Would be nice to have Daily WvW, since there is Daily PvP, for example,
4 steps:
1: Guard killer: 5/5
2: Points captured: 3/3
3: Badges of Honor earner: 10/10
4: Lord killer: 1/1

This would make a perfect daily, the reward can be: 1 Laurel, (if haven’t got it from other dailies) + 5 badges of honor + some WXP

I much prefer something along these lines as opposed to just making it strictly based on badges, with the exception that number 3 should be based on the number of enemy “invaders” killed, rather than badges, since badges are random.

As Anet already knows, there are lots of players who make vital contributions to their servers but prefer to not spend most of their time zerg surfing. As one of those types of players I have relatively few badges and would again be forced to doing something I don’t particularly enjoy in order to be on equal footing with other players, even though I already work my tail off doing things I know help my server such as scouting, holding/flipping camps, securing/disrupting supply lines, building siege, etc..

Please don’t let this be yet another case of the behind-the-scenes players getting left out in the cold.

Asura Pets VS Norn Pets - Size

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Posted by: slingblade.1437

slingblade.1437

I don’t think they change with race, but the active for Signet of the Wild does enlarge the pet.

I do think the animation for Call of the Wild from an Asura is pretty cute tho. It’s tiny.

Throwing in my Commander tag. [RISE]

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Posted by: slingblade.1437

slingblade.1437

Transferring to BG from KN lost us most of our veteran core members.

Wow. Why did you guys transfer then? Strictly a majority-rules vote?

Thinking Xfering. Where to ?

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Posted by: slingblade.1437

slingblade.1437

I started on SBI and xfered to Kaineng after the mass exodus from SBI. While I had a good time on Kaineng until at least some of those same guilds that instigated the collapse of SBI did the same thing to Kain, I was never really comfortable with having left my “home” server, and have thus returned to SBI.

Speaking from experience, my suggestion is you stick it out at least until Kain settles into a lower tier and then see how you feel.

Edited for spelling.

(edited by slingblade.1437)

New Amulet

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Posted by: slingblade.1437

slingblade.1437

Just give us an amulet that works like the trait lines: you have a certain number of points to spend, and you can spend them any way you like.

BM10 trait Master's Bond

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Posted by: slingblade.1437

slingblade.1437

Most people probably already know this, but I just found out earlier this week.

After master’s bond reaches 25 stacks, if you want to you can switch the master’s bond trait to something else, and the stacks will remain on the pet.

I did not know about or ever consider this. Thanks for the great tip!

Go get your 25 MB stacks and your 25 weapon sigil stacks, then switch traits and weapons and have the best of all worlds….and don’t die!

SOAC Revenge Tourney - Great Work!

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Posted by: slingblade.1437

slingblade.1437

How did the rangers do on Thursday?

Won their first matchup v. Engis, then lost in the semi-finals to Warriors. They did have a DC in the deciding (2nd) game, but I’m not sure how long it took for the player to get back in.

Time to Bring the Noise Live 5:30pmPST!

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Posted by: slingblade.1437

slingblade.1437

Rangers just won game one of best of 3 v. Engis. Good job!

Dolyaks are OP

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Posted by: slingblade.1437

slingblade.1437

Please reititle your thread to “Dolyaks are OP.” :p

limit on number of pets?

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Posted by: slingblade.1437

slingblade.1437

What do you mean by “friend?”

Only thing I know of is charm, and there is a limit to which animals can be charmed.

Good Starting Class For a Noob?

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Posted by: slingblade.1437

slingblade.1437

Depends on what you want to do.

I play WvW and sPvP. Rangers are good in WvW for 1v1 or other very small fights, scouting and such, but most people consider them weak in large battles. They are very good in sPvP, at least for now.

I don’t do much PvE, but it’s my understanding they’re considered good in open-world PvE but generally a liability to the team in dungeons and fractals.

I stick with ranger because 1. I’m too lazy to lvl up another toon. 2. I’ve come to love the playstyle in WvW, for the most part.

What is your build then?
yours
Ira

0 0 20 20 30

Beastmaster with high healing power, based on a build posted on these forums by CRabbit, or CRrabbit.

A lot of people also run 0 0 30 10 30 builds. There are many variations and discussions on these types of builds here in the ranger section, and there’s even a thread with a link to many of the builds.

Good Starting Class For a Noob?

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Posted by: slingblade.1437

slingblade.1437

Depends on what you want to do.

I play WvW and sPvP. Rangers are good in WvW for 1v1 or other very small fights, scouting and such, but most people consider them weak in large battles. They are very good in sPvP, at least for now.

I don’t do much PvE, but it’s my understanding they’re considered good in open-world PvE but generally a liability to the team in dungeons and fractals.

I stick with ranger because 1. I’m too lazy to lvl up another toon. 2. I’ve come to love the playstyle in WvW, for the most part.

Edit to add: As far as finding a world server, do your research. I suggest something tier 4 or lower, where the zergs don’t dominate most everything.

(edited by slingblade.1437)

Randomly Despawning Siege is Breaking My Pin

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Posted by: slingblade.1437

slingblade.1437

^^^ Without going into detail, there are legit reasons to throw siege farther than 200 in non-blocked areas. Restricting to 200 would break something to try to fix something else, and it might not completely fix anything. :p

Suggestion WvW Matchup-System 2.0

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Posted by: slingblade.1437

slingblade.1437

Mein Deutsch ist kaput.

Randomly Despawning Siege is Breaking My Pin

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Posted by: slingblade.1437

slingblade.1437

Another suggestion. Please change the throw distance of siege build sites from 1200 to 200. That would probably be a much cleaner and more effective method if you were looking at preventing people from throwing siege back up into their (invulnerable) starter zones.

There really is no need to be able to throw siege build sites 1200 range away from you.

Like the current “fix,” this could both not cleanly fix the problem and also result in unintended consequences. If they don’t want siege to be built in certain areas they should strive to write code that prevents exactly that. Nothing more, nothing less. Seemingly eaasier said than done, but as already pointed out , you often pay double for for shortcuts in the long run.

BM10 trait Master's Bond

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Posted by: slingblade.1437

slingblade.1437

Does water cause reset on amphibious pets, too? I can understand reset on death or swap, but not just as a penalty for entering or leaving the water.

Sigil of Strength vs Sigil of Force

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Posted by: slingblade.1437

slingblade.1437

If you have 15 nature magic go with strength.

Fortifying Bond was the first thing that came to my mind, too. However, the complete answer to the question also depends on your how often you crit, and if you are decent at pet management, and probably some other things, too.

On-crit sigils don’t give much bang for your buck if you’re not critting frequently. And, if you use weak pets, they’re dead, on passive, etc., you’ll lose whatever benefit you could have gotten from from Sigil of Strength + Fortifying Bond (available only if you have 15 in Nature Magic).

Be sure and explore several sigil options before making a choice. I have Fortifying Bond, but prefer Sigil of Battle oh my sword, which means 2 more stacks of Might on me and my pet, for twice as long on me (20s on me, 10s on pet). I’ve usually swapped back to short bow before the 20s are up, so it’s a no-brainer for me between Sig of Strength v. Sig of Battle.

Runes to use (Other than Divinity)

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Posted by: slingblade.1437

slingblade.1437

Runes of Altruism on my Bunker/BM.

5/3 T3 Kaineng/Maguuma/Yak's Bend

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Posted by: slingblade.1437

slingblade.1437

i’m extreemily new to WvW – i do hope someone can help me out, i’m on YAKS bend – so i understand if you’re from green / blue you won’t want to help / give the more incorrect advise, however being so new to WvW i’ve picked up a bit. in a way basically -find the blue arrow and follow it get wiped do it all over again-

what i do want to ask or is to seek advise on is…
when we’re faced with impending doom aka. a giant army running towards us or us running into a big fight….
how the heck do you know what you’re doing? is there something i’m missing: the fight begins and i’m dead…

i’m an 80 ranger, with exotic beserker gear i believ? and beserker bow / warhorn / axe – though i’ve been advised to maybe make the swap to sword….

i just have trouble even knowing if i’m attacking an enemy or if i’m helping out at all. is there something you can give as advise when a big battle starts. make sure i do X? or try THIS? just when battle starts my screen fills up with names and all i seem to do is dodge roll back to try select a target and attack and then it’s out of range and i’m dead… just looking for i suppose – game / fight advise??? there is so much that happens what should i focus on trying to do?

A few things…

If you can afford to, I suggest setting up a bunker instead of a zerker. There is much discussion of bunkers builds in the ranger section of this forum. 0 0 30 10 30 or 0 0 20 20 30 are your friends. Those builds are a lot more forgiving, and I think also when people can tell you’re not bunker, that just makes you an even more enticing target. Any time I see a ranger who doesn’t have Sig of the Wild and isn’t regen-ing health, I consider them a likely (relatively) easy kill. Until you learn the maps, and how to read the ebb and flow of the game and battles, being a bunker will allow you to participate, and observe without getting insta-gibbed. Just try to pay attention to your position and your commander’s/team’s/zerg’s position at all times and know when you’re too exposed. Most commanders are constantly on the move and you will be left naked and bent over if you don’t move with them.

Also learn to switch skills and weapons on the fly. Sig of the Hunt, War Horn, Great Sword, for example, all greatly improve your mobility and thus your ability to get out of harms way, or get to the action. You might find you like Lightening Reflexes for small-group play, but switch to Sig of Stone for zerg running.

Rangers are the kings of water combat. If you are fighting a small-scale battle on land consider water to be your “high ground,” in that if you can lure your opponent(s) into the water, you will likely have an advantage over them.

Also, play sPvP a lot just to learn how to PvP, how to fight against other humans, to develop your situational awareness, to learn when and how to stomp, etc. It’s not the exactly the same as WvW, but there are valuable lessons to be learned none the less.

Siege Despawn Timer

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Posted by: slingblade.1437

slingblade.1437

chefdiable, I think it will have the opposite effect of what you are hoping for. In fact, for me it already has. I used to be one of those people who couldn’t stand to see Garrison on my home BL with little or no defensive siege, so I would spend at least an hour or two working, usually with no help, to build defenses. When I was finally done, I’d go and “play,” checking back every so often on my siege. It was not uncommon for me to find much of the stuff I built still around 24 hours later, even though I knew it was not being refreshed regularly, if at all.

Now, it’s just not worth it to even build anything other than maybe a few pieces in high-traffic areas where people might bother to tick them. Even when I’ve tried really hard to get back in time to refresh, or ask repeatedly for help in map chat, I’ve seen multiple superior ACs time out right in the Garrison lord room. Right after the patch we had 4 trebs and about 10 ACs at Garri. I’d call out when I refreshed, and ask for help, and by God if they didn’t all despawn the one time I didn’t personally get back and refresh them. On most servers/maps (EB might be an exception), I think it’s more often than not, money, time and supplies down the drain, and that’s really unfortunate.

Randomly Despawning Siege is Breaking My Pin

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Posted by: slingblade.1437

slingblade.1437

If Devon’s theory is correct and the “buff” sticking is the cause of this new problem, the whole approach still seems like a messy fix to the overall problem of people being able to build siege in areas it’s not supposed to be built.

By that I mean, what if you want to build a treb on the outside edge of a blocked area? If I understand Devon correctly, the prints could be in safe territory, and 9 players could put in supplies if they are standing on the safe side of the dividing line between blocked and unblocked, but then one person could try to put in supplies while standing on the “blocked” side of the line and destroy the build. Is that correct?

This may not seem like a big deal to some people, but there are times when you want to build siege as close to the blocked zone as possible. It seems like blocking a person from putting in supplies if they are standing in the blocked zone, would be much more logical/fair, as opposed to destroying prints that are in an unblocked zone just because one person had one foot in the “no no” zone.

Traps+Get More Out of WvW

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Posted by: slingblade.1437

slingblade.1437

Want to break up zergs? Forget your silly traps. Give us MINE FIELDS. Mines that are triggered by X numbers of players. 15 players travel together over the mine field – no problem. 30 of em – BOOM! Bye bye zerg! Or if that’s too harsh, maybe just a long lasting, AOE cripple & bleeds on the whole zerg, and a mushroom cloud that can be seen from far away. Like blood in the water for nearby sharks. Could make for some really fun ambushes on zergs by smaller groups.

Mine field prints can be purchased and built same as siege weapons, but only outside of towers/keeps/camps. and not within X units (500?, 1000?) of the objective.

This post started off as a joke, but now, I’m srs!

On Kill Stacks

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Posted by: slingblade.1437

slingblade.1437

I run a bunker (high healing-power build) so I start out with Sigil of Life. I like it because the more stacks I get, the somewhat harder I am to kill, meaning the less likely I am to lose my stacks.

Once I get up to 250 stacks I switch to weapons with damage related sigils, and also can switch to other gear/consumables as needed. If the chances of running into really dangerous/tough situations seem high, I’ll stick with food and armor that emphasizes healing power, but if things seem pretty safe on the map, I’ll sometimes change some of my armor and food to add more damage to my build. In other words, depending on the number of enemies their organization and skill level, and how I want to play, I’ll lean towards either gear and consumables with more survivability, or more damage.

What do you bring to a group? (WvW)

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slingblade.1437

^^^Six Sup Runes of Altruism are another source of AOE Fury (and 3 stacks of Might). Good for some healing/BM builds. Not that the runes are Ranger-only of course, but they do complement some builds nicely, IMO.

I generally run as a lone wolf who just helps out groups of allies as needed, so I don’t really coordinate with them. However, I’m going to start trying to do more organized stuff with guild groups tho and expect I’ll offer to be the CC for melee’s targets since I often run two canines, SB, and some chills (from sigils and food).

Ranger vs Ranger ...

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Posted by: slingblade.1437

slingblade.1437

The Ranger will win.

Arrowcarts [merged]

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Posted by: slingblade.1437

slingblade.1437

I rather they nerf the range and its ability to hit through gates than nerfing the damage.
Squishies should be squished

although I wouldn’t mind if they nerfed their damage against flame rams.

I think we still need some way to damage rams and golems (and zerg balls) thru gates. Catas already got nerfed, so that leaves only ACs. They just need to be toned back down some. If they could not hit “through” gates, we’d be going to the other extreme and gates would be too easy to breech.

Repairing gates/walls should not give WXP

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slingblade.1437

Lesson 1: don’t fix it as long as a treb is hitting it.

This is a generalization.

If you are confident that you will lose the tower/keep, it is very important to drain the supply. Repairing walls is often a great way to accomplish this – even if they are still trebbing it. It also delays them, which will hurt them if they intend to extend through the tower/keep.

But it would be impossible to explain this to a PUG

Yep. Repair is not a black-and-white decision and your opinion of when to/not to repair should evolve as you learn more about the game. Of course there will always be a few selfish players who don’t even care what impact it might have on the server, but that also applies to a lot of the zerglings. You don’t need 60 people to take supply camps and flip vacant, paper towers and keeps, but it happens all the time, and those people are rewarded for a massive misallocation of manpower.

Ranger Observations from Yesterday

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Posted by: slingblade.1437

slingblade.1437

While I’m glad to hear this story, I think it really is more a testament to the value of skill and great team play than the Ranger class itself.

Titles no longer display in WvW?

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Posted by: slingblade.1437

slingblade.1437

As someone stated in another thread a few weeks ago, all we really need is a arrow or dot over everyone’s head in the color of their server: green, red or blue. That would be the ultimate reduction in clutter.

Arrowcarts [merged]

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Posted by: slingblade.1437

slingblade.1437

Re: Hickeroar’s post -

I think the siege design was pretty balanced pre-patch, but that Anet is trying to make up for players’/commanders’ bad decisions by tempting them with the candy of OP ACs.

By that I mean, pre-patch a keep with lots of well placed, pre-built siege, protected by scouts and with players who respond quickly to calls of incoming zergs had a very good chance of turning back massive attacks. But in a lot of cases people just were not taking advantage of the tools already at their disposal. Keeps with no siege and no scouts are common, even when they make it to full upgrad. So, Anet felt they had to give us a better tool to stop the zerg we know is coming but had refused to prepare for, hence the OP AC.

I’m fine with a modest buff to ACs if it sparks some people to realize, “hey, these things can help us not get our kitten flipped all the time – let’s build some!” But the current buff is way over the top.

Pets Survival in Dungeons April 30 patch

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slingblade.1437

Neb, I’m comparing Bears’ damage potential with 25 Stacks of Masters’ Bond to canines and cats without, since most people consider cats to have very good damage output and dogs to have decent output, even without MB.

In other words, it looks like a bear with 25 stacks of MB will have damage output somewhere between what a non-MB dog and a non-MB cat can produce, but have much greater health.

Repairing gates/walls should not give WXP

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Posted by: slingblade.1437

slingblade.1437

…If anything, supply from camps should give double WXP…

This is a really good idea.

tpvp not fun anymore because u make it daily

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slingblade.1437

My guess would be he/she is complaining that people are giving earning their PvP dailies priority over smart team play.

Any idea how to siege hills?

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Posted by: slingblade.1437

slingblade.1437

They were no more than 15 and we were like 40-50. I’m serious with this post. If they counter treb me everywhere, there’s othing i can do… catas rams and golems are useless nowadays…

Did they have other holdings, and troublesome forces on map? Did Hills have a WP? If no, then you hold the upper hand, despite their siege. You control supply and you control their ability to enter/re-enter the keep via gates. Try and try again to punch as many holes as you can, destroy as much siege, cannons, oil, mortarts, etc.. Grind down their supplies. It might feel like failure, but as long as you have access to fresh supply and they don’t, and you are damaging/destroying stuff, you are making progress.

Attachments:

Any idea how to siege hills?

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slingblade.1437

While it would be a fun challenge to break in (as you eventually did) it might be a better tactic to just move quickly to other targets and maps trying to find weak points to hit for a few hours, then pop back in for a quick strike and try to catch them unaware. All that siege has to be refreshed. The 30 minute timer often did not work pre patch, but now it (supposedly) does. Maybe they have a few players willing to do the boring work of refreshing, hour after hour, and maybe they don’t. I suspect that’s going to be a more important tactic with the new ACs: quick attacks that test defenses. If the defenses are too strong, go where they aren’t, and wait for stuff to despawn before trying again. On servers with good coverage on all maps it might not work, but I know there are others where it will.

Pets Survival in Dungeons April 30 patch

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Posted by: slingblade.1437

slingblade.1437

As stated earlier, I’m not a PVE or dungeon guy, but, I might do some dungeons if some pets can now survive. Doing some quick (and hopefully accurate) math, it looks like with Master’s Bond at 25 stacks a bear will have 1724 power and 1724 precision.

Without Master’s Bond:

- – - – - – - Power——Prec
Canines —1868-——-1524
Cats —-—1374———2061

If I’m correct, then bears should have very respectable damage, if you can get them up to 25 stacks and keep the alive/out of water and otherwise unswapped.

Edited for clarity.

Edited to add: And of course, their toughness and vitality will also be improved.

(edited by slingblade.1437)

NPC slowdown should be removed in WVW

in WvW

Posted by: slingblade.1437

slingblade.1437

If you don’t attack them, you don’t slow down. I don’t know what the issue is.

From what I can tell, any time you take damage you go “in combat,” and are therefore slowed down. This even happens with falling damage. It’s a real pain in the kitten.

I assume the other side of the equation is that you also go in combat any time you deal damage.

Titles no longer display in WvW?

in WvW

Posted by: slingblade.1437

slingblade.1437

I’m at work so I can’t check, but has any looked to see if there is now a checkbox allowing us to choose to show/hide them?

I prefer to not have the clutter myself, but couldn’t care less if other people want to see titles.