There is actually a huge exploding icon over the ranger’s head when it’s activated.
Yes, there is big icon for 0.5sec when its activated but after that next 3-4 seconds icon at health bar is the same as when its passive effect, then last few seconds starts blinking to show thats near end…
And when you see the icon, you’ll know that the ranger will only take condition damage for the next 6 seconds.
You cant possible pick out which of the signets is activated though.
Why not?
Nope. You didn’t happen to be an asura did you? All races have the same size hitbox, so you’re the size of a norn. Can’t always use your eyes when telling if you can hit something.
Also the longbow skill 5 doesn’t require line of sight.
The problem is that when shooting at an asura, the arrow goes straight into the ground after hitting the asura…. Frustrating to say the least
No challenging pve content!?
Not fun to kill 100 enemies anymore!?
Fix:
Make a veteran version of more enemies. Give these veterans better & more skills that are telegraphed and can be avoided if the player is good enough.
Bam and hard mode was created.
Video? :P
Suggestions:
Troll Unguent – Might be more difficult to use, but I just use it when I lose a quarter of my health… You can try doing the same.
Healing Spring – No idea how it would work but the theory is that all but poison volley is a projectile finisher and comboing the water field can give you some regeneration… To be honest, quite a lot of arrows fly within 10 seconds which I’d guess is about 2-3k healing.
Pet control – Sure, raven deals a lot of damage and is good for stomping, but it’s mostly for PvP where you need to be quick with the stomp. I’d use two canines, which would allow me to do on demand knockdowns (badoom, a CC build) which can be very useful when they get close. To do this, you just put them on passive and press F1 when the enemy is close. The pet will automatically use (95% of the time) the knockdown skill. This way, you can even chain together something like 2s knockdown, 2s immobilise, swap, 2s knockdown and then 2s fear. I think this would work very well because let’s face it, you have Concussion Shot on SB, PBS on LB, Immob on Spike Trap & Entangle, Controllable knockdown on 2 pets, Fear on 1 pet, immob on 1 pet… Plus the cripple, chill and other condis you have in your build…
Edit: Forgot to say that having pet on passive won’t hurt you much, if at all, because you’re kiting and your enemy is probably also running around evry taim.
(edited by solrik.6028)
in the end everyone will run the same meta build ish
Be careful with what you say…
“everyone” means “average players” in that sentence.
I have 3:
Human, because why not… doesn’t everyone have one?
Charr, because I think they are cool… Couldn’t stand the stretched textures and the overdone hunchback, but I love their running animation especially when it’s the smallest size charr.
Norn, because uhhm…. Well, just because… They have nicely pronounced shoulder armors and the weapons are huge, so I made my norn ranger as short as possible.
Some things you might be picky about:
Armors are designed for humans… Humans are humans, nothing special with them.
Can’t say much about sylvari… I don’t like their running animation
Asuras are small and the whole game feels fast with them. They got some nice animations, but armor is barely visible.
Norn are big, they have the slowest animations and can get boring after a while (reason why I made the shortest)
2015 and people still on this matter?
Sword should be the default weapon for ranger. Best weapon, 2 evades on it, and the “freedom” of having an off-hand (which should be axe 90% of the time).
GS is by far inferior (17% dps difference), and should be used only in situations where you wanna max melee, which are rare encounters anyways.
Sword/axe may surpass GS for power builds once they allow you to use skills without rooting you in place, especially on whirling defense. Until they do that the better weapon comes down to user preference.
However I do need to argue that the dps difference doesn’t make GS inferior because GS has better burst damage which is way more important when fighting another player. There is a reason people started complaining about longbow after rapid fire received a buff. The overall damage the longbow did was pretty much the same but now the a ranger could burst down the professions with tanky builds.
While I was thinking PvE when I was commenting, even in PvP, I would chose S/A over GS.
GS may have a bigger burst on paper, but applying it is something else entirely… The whole weapon is so much dependent on 1 skill (maul), and once that misses, it becomes a useless stick untill you either swap, or get maul back again. Experienced players will not get damaged by maul 80% of the time.
It’s really easy to cancel the skill but still get the animation to make players waste their dodges. I almost never miss a maul. Path of scars however is much harder to land.
I +1 that… Use Maul, stow weapons, bear slams down, enemy dodges → use maul.
Cancelling it will induce a 3 seconds CD though.
If you’re tanky, you can even play around with it… Use it without using it in a team fight… People shall waste their dodge!
Greatsword:
- Basic attack evade can be used twice for 2 seconds of evasion. (Where did you get the 3/4 second?)
- Leap counts as a double leap, where the first leap is the running portion and the second is the jumping portion of the skill.
- Block is very useful against ranged enemies, because you can block them for the duration of Block and then use crippling throw just before it ends
Sword:
- While it roots you in place, you can easily fly through an enemy zerg, to the backlines, by using the basic attacks.
- Requires skill, but the basic attack’s third attack can be used for escaping if timing it right… very difficult to do and I haven’t seen anyone do it.
Side note:
It is wrong to even consider sword’s basic attack damage because it’s very unlikely that you’re going to or will be able to just root yourself on the enemy with it, rather than to use the evade skills.
Hi everybody
For a start, i know that axe is sort of a hybrid damage weapon, but i still think it is sligthly underperforming compared to other specialized weapons such as short or longbow. Note that i dont mean with underperforming to the damage potential of the weapon, but underperforming on the reliability on landing that damage on the enemy on most part.
So here are the changes i propose to you in order to make axe more reliable and less frustrating in some cases to use.
1. Ricochet:
Proyectile speed increased by 50%Reason: you´ll note that using this skill on moving targets misses most of time, mainly due to the axe´s low proyectile speed, and taking into acount that its not that sort of high risk – high reward skill (such as necromacer´s staff #1, which now that i remember just got buffed exactly like this), i think the low speed its unnesesary.
2. Splitblade:
Direct damage increased by 200%Reason: This time, you´ll notice that this is actualy that kind of high risk – high reward skill (point blank and sligtly long cast time) and it deals, not counting the 30 ticks of bleed, the same damage as a single ricochet, so i think this damage increase will make it more rewarding witouth making it overpowered the damage it will now deal is aproximatedly 1.5 long range shot at max distance, or the same damage as 1 hit of path of scars.
3. Winter´s bite:
Increased speed by 50%
Chill diration decreased to 1 second
This skill is no longer teledirected to its target
This skill will now bounce 2 times like ricochetReason: This skill was mostly fine, but it was the only skill that couldn´t hit multiple targets, so i made a change to make it hit multiple targets, while decreasing the single target chill uptime and increasing direct damge potential, because having a skill that puts over 1 second of chill its overpowered and there is no class that has any skill that puts over 1 second of chill.
4. Path of scars No change
Reason: This skill is mostly fine, AOE, high damage potential, hard to land, decent cooldownt etc.
5 Whirling defense
Decreased duration to 3 seconds
Decreased cooldown to 15 seconds
Decreased hits to 3/5 of what it was (7.2 theoricaly)
Damage per hit unchanged
Animation changed to the same than warrior´s whirling axe or thieve´s dagger storm, while the outside bubble remains the same
This skill now can be used while movingReason: many times that you want to reflect something, you end up spining for a long period after you reflected said thing, and taking into account that you can´t move while casting this skill, you end up wasting the rest of the skill, this change will also increase retaliation uptime making it more meaningfull And because many people (included myself) think than being able to move whith this skill would make it more useful, and because the relative low DPS this skill has, it is fine to let the ranger be able to move while using this skill
SUM
Overall, the only skill that gets increased damage its splitblade while the rest are made more versatili and reliable.
¿Do you think its a good changue or not?, im open to discussion.
1. Why? It homes to it’s target…
2. PoS spike damage every 6 seconds? Too OP
3. The good thing with current Winter’s Bite is the chill and the full weakness up-time. Nerfing it’s chill to make it bounce will make the weapon more team-oriented, which might be either a bad or a good thing for people.
4. “Mostly fine” ? What is wrong? I’d widen the hitbox of the gliding axe
5. Please stop comparing whirling defense to whirling axe. Whirling defense Reflects, Retaliates, Inflicts vulnerability and deals damage, even that in higher radius. Whirling Axe does nothing besides dealing damage. Nerfing it’s damage and overall effect to enable moving will not make it better. Changing only the cooldown (5 seconds less?) would help tremendously.
Difficult to take someone seriously when their pet is called “kitten Lube”
Just make sure to F1 the pet onto the real mesmer and the pet will always prio the real mesmer :P It will start attacking clones and other irrelevant things when the mesmer is invisible, but will always start attacking them when visible.
(works for thief too)
It should be fairly easy if you fight against 2. Down one, send your pet on the him. Start fighting the second without your pet. Works exceptionally well when you got control skills. No stomping, though
The problem is with their Forage skill that forces us to move to the item in order to pick it up and also that enemy players can pick the item up as well.
There is more than enough time before the enemy can pick it up. Literally, there is a cooldown before they can pick it up.
If you use the F2 skill and inflict a condition, I assume that uses the character’s condition damage and condition duration. Is that right? Thx!
No.
F2 skills use the pets conditions dmg and duration, just like other F2’s use other stats like precision/power.
Foraged items that you pick up and use skills on use your stats because it was you who activated the skill.
(There would be no sense in having stat-altering traits for pets otherwise)
Hmmmm “Coffin Rehearsal” sounds very familiar
Are you gandarian?
If so, I remember running around with you a few times :P
Oh wow, I always thought that entangle roots just apply their effects to anything standing on them…
Apparently it is too much to ask for skills to kind of at least work similarly across the profession. I wonder if a thief in stealth is stunned by the supply crate.
Yeah, I always used my entangle when a thief stealthed at low health… for the obvious reasons. Never seemed to work well. At least I know it’s not me who fails big but the game that fails.
Oh wow, I always thought that entangle roots just apply their effects to anything standing on them…
Hmm, can’t even write it’kittenting ?
Punish the grammatically correct people!
it’kittenting
its hitting
it is hitting
hitting, it is
Only thing I’d like to see:
Make double conditions duration default
Make a trait that adds extra effects like immob to spike.
As said before…
As a ranger with sword, I would just use the evades on the sword to evade that combo. After that you’re basically trying to flee because of conditions.
Ideas that others and I together came up with:
Crossfire: Change to 2 bleed from behind. (puts higher emphasis on flanking/positioning)
Poison: Make the cone narrower and let each projectile pierce at least 2 times. (more usefulness, less risk, higher reward)
Quick shot: Increase the evade range (for bigger gap, because atm it’s more like “evade one enemy ability”)
Cripple shot: Increase cripple duration or increase bleeding inflicted by pet (will be more of a “now is the right time to use it” skill rather than “oh it’s off cooldown, let’s use it”)
Concussion shot: 1s daze if hit from from, 2s knockdown if hit from flank. (High cooldown, high reward. It’s a knockdown because of MoC)
This is why the often-proposed changes are bad:
Poison volley, change to en exploding bomb or the like:
Changing poison volley to a poison bomb would either require a nerf to cooldown or a projectile that resembles the thief’s cluster bomb (without the chain skill). When thinking about synergy with other skills, the poison volley is as wide as it is because crossfire is likely to apply bleed, which means that bleed will almost always be on your enemy. Posion volley has a 100% uptime so the high risk high reward factor comes from the difficulty of hitting an enemy with all 5 projectiles. Conclusion is that poison volley should stay as it is, but it’s properties changed. There is more to a “Poison volley” than a “Posion bomb”.
Crossfire bleed from front:
Alright, let me set up my bleed build. 20 constant stacks of bleed on my enemy and it took me only 4 seconds! That would be 2k+ damage per second + white damage + other conditions + other bonuses… Oh he cleansed… no problems… 20 stacks again!
Problem is that thread was last posted in 2 months ago, so to post in it now would be a bit of a necro. In any case, I did read the history section:
Crossfire: Inflict bleeding from all directions. (Or increase duration/stacks of bleeding)
Seems fine, but would quickly get lamented as OP since with the fire rate of short bow it’d be easy to keep at least 10+ stacks of bleed on someone at all times. I’d rather keep the positional requirement and increase damage coefficient of the skill.
Concussion Shot: Daze 2 second if hit from front. Daze 3 seconds if hit from sides or behind.
I personally do not have an issue with concussion shot at the moment. If anything, keep the 1s daze and make it unblockable. For me, it’s primary purpose is an interrupt, which 1s will do just fine.
Poison Volley: Fire a posionous arrow that explodes on target and poison it for 8 seconds and adjacent enemies for 4 seconds. Blast finisher.
I agree with the poison field idea. Basically, make it like thief’s choking gas. Increase damage of it a bit also to keep with the dev’s vision for Rangers being ‘masters of poison’.
Quick Shot: Increase the range slightly (by ca 50). Increase swiftness to 5 seconds. Always gain swiftness.
Quick shot is fine IMO. Increase the range and you increase the liklehood of flying off cliffs. Always gain swiftness might be a bit much also as then people would just spam it for that reaason. I could see potentially adding a 3s chill effect though, so they move slower, you move faster. Cooldown is about the same as winter’s bite, so no OP cries.
Crippling Shot: Increase cripple to 5 seconds.
I’d rather replace the pet’s next three attacks inflict bleeding with something. Not sure what though.
So instead of posting on-topic in that thread, you choose to post off-topic in this thread instead?
How was he off topic?
Oh and about bumping old threads https://forum-en.gw2archive.eu/forum/game/wuv/A-Note-on-Necroposting-don-t-do-it/first#post4245260
Since we have to follow anet ”logic” we are better off creating more and more duplicate threads.
With their logic, necroposting is allowed… or is it not allowed… or is it allowed???
A dead thread is defined as any thread that has not received any posts in more than 30 days.
then
If you would like to comment on or about a topic that was raised in a dead thread, please either create a new thread or post in an existing thread of the same topic.
Problem is that thread was last posted in 2 months ago, so to post in it now would be a bit of a necro. In any case, I did read the history section:
Crossfire: Inflict bleeding from all directions. (Or increase duration/stacks of bleeding)
Seems fine, but would quickly get lamented as OP since with the fire rate of short bow it’d be easy to keep at least 10+ stacks of bleed on someone at all times. I’d rather keep the positional requirement and increase damage coefficient of the skill.
Concussion Shot: Daze 2 second if hit from front. Daze 3 seconds if hit from sides or behind.
I personally do not have an issue with concussion shot at the moment. If anything, keep the 1s daze and make it unblockable. For me, it’s primary purpose is an interrupt, which 1s will do just fine.
Poison Volley: Fire a posionous arrow that explodes on target and poison it for 8 seconds and adjacent enemies for 4 seconds. Blast finisher.
I agree with the poison field idea. Basically, make it like thief’s choking gas. Increase damage of it a bit also to keep with the dev’s vision for Rangers being ‘masters of poison’.
Quick Shot: Increase the range slightly (by ca 50). Increase swiftness to 5 seconds. Always gain swiftness.
Quick shot is fine IMO. Increase the range and you increase the liklehood of flying off cliffs. Always gain swiftness might be a bit much also as then people would just spam it for that reaason. I could see potentially adding a 3s chill effect though, so they move slower, you move faster. Cooldown is about the same as winter’s bite, so no OP cries.
Crippling Shot: Increase cripple to 5 seconds.
I’d rather replace the pet’s next three attacks inflict bleeding with something. Not sure what though.
So instead of posting on-topic in that thread, you choose to post off-topic in this thread instead?
Please, to not make many short threads with the same subject, I want to redirect you to this thread:
https://forum-en.gw2archive.eu/forum/professions/ranger/Shortbow-rework-suggestion/first#post4484363
Read the changes, write your opinions and keep it constructed!
Thanks a bunch!
In PvP you have to use the ability with your IQ, not on cooldown. Which means… You’d really have to think twice about using it for Combo blast. It would really make a difference in very high competitive scene for professional players that would definitely deserve it, or a bonus utility feature for regular rangers, that are playing for utility supportive builds – that does not use entangle for survival or key moments of the battle.
Actually, a ranger running entangle is probably playing a condi-build. If entangle is available, the best thing to do is to condi-bomb the enemy(-ies) and then use entangle to ensure that people stay in it. It can be used for preventing stomps, though, so I’m not saying “THIS IS THE ONLY WAY”
Can I safely assume that you are a professional player in very high competitive scenes? “Professional” players don’t even use the builds that “Amateur” players use.
3 leap finishers, 4 blast finishers in one and the same build (if we count entangle blast finishing).
Erm, out of interest, what build currently gives Ranger 3 leap finishers and 3 blast finishers?
Also, “while doing damage” hahaha
9,1k? how? let’s take out Entangle blast, that’s 1320 healing less for a total of 7780 healing. Are you suggesting that chaining GS 3, sword 2 (back and forward), 3 sword autoattack, a blast finisher from the horn, a blast from drake 1 (you need a target inside the water field to do this) and another blast from drake 2, inside a water field on a 10 seconds window is OP?. Because a) it sounds hard to achieve on that time b) I don’t think any build with those weapons is good. c) You can’t be dealing damage all the time while doing that and/or requiere the target to be sitting inside your waterfield.
2 Leaps from GS,
1 Leap from Sword,
1 Blast finisher from Warhorn
1 Blast finisher from Drake
1 Blast finisher from second Drake
The first three can pretty much be done at the same time as the first two.
Drake finishers and Leaps depend on the enemy’s position, but they are not required to stay inside the water field.
Entangle or any skill that makes the enemy unable to move can ensure the two drake finishers.
The leap from GS should be used from the healing spring, preferably in a way that ensures double finishing.
The leap from sword can be used in a way that makes one retreat into the healing spring, to continue with leaping out of it. The warhorn can be used between Hornet Sting and Monarch’s Leap.
For the second point, GS leap will deal damage, sword #2 will deal damage, warhorn will increase damage, drakes will also deal damage. (Obviously any of the skills can be mitigated if the enemy dodges, duhh)
A build that focuses on doing these combos works, but not in the way as most people thinks. It is difficult to play in 1v1 situations and very easy to use in a 1v2 situation (if the build has toughness/vitality), partly because people tend to think that outnumbering the enemy will mean 100% win and won’t pay as much attention to what’s happening………
For one, it has 60s CD default.
Second, it can be traited to grant fury, cleanse conditions and have shorter cooldown, which makes rune effects proc often. Entangle can often be used at least 2 times in a fight, or 3 if you use it early. Most of the other elite skills (in the game) can’t do as much.This sentiment that every class can’t have an advantage….
Who gives a kitten if other classes elites can’t do as much. The other classes aren’t rangers.
They are never going to make things ‘fair’. It’s an mmo played on Pc’s.
It’s not fair and it never will be.Whether a class gets buffed or nerfed should 1-be based on the class mechanics (does it make sense) and 2-Will it be game breaking?
Yeah, it would be game breaking. A blast finisher would make ranger become a(n even better self-)healing class.
3 leap finishers, 4 blast finishers in one and the same build (if we count entangle blast finishing).
That’s about 9.1k heal for yourself and 5.2k heal for allies. All while you’re dealing damage or do whatever you’re doing. (And this is not even counting the fact that it’s possible to be invincible while doing the combo finishers)
For one, it has 60s CD default.
Second, it can be traited to grant fury, cleanse conditions and have shorter cooldown, which makes rune effects proc often. Entangle can often be used at least 2 times in a fight, or 3 if you use it early. Most of the other elite skills (in the game) can’t do as much.
GS main strength is the maul. Going from half health to “o *! I’m dead” cant be understated. No amount of regen can help with that.
Maul does less damage than rapid fire though…and its harder to connect.
2 month ago i oneshottet 3 thiefes at once. they all used steal to close the gab between me and them. luckily i saw them comming and activated sigil of the wild, the first thief ate hilt bash ( MoC activated ) followed by maul. the thiefs were all lined up pretty well and i could hit them all together. result: 16k maul on everyone of them and three death thiefs. ( they ganked me 4 or 5 times after and i left the map :P )
I once feared 5 people off a huge cliff in WvW with my wolf while being downed…. I got up and typed “/laugh”
For the record, Dragon’s Tooth is a blast finisher and has the same CD as Maul.
Has a 1 second cast time plus the time it takes for it to fall.
I tried to create a similar build to the strong celestial builds of ele engi war but the problem is a) the damage. Maul with 20 might stack crits for 2.5-3k which is lol compared to burning speed or jump shot.
Jump shot has a 20s cooldown
Burning speed has 15s cooldown
Maul has 6s cooldownJust saying…
sure but then again you have other high damaging skills on ele and engi which can hit even more. fire grab, churning earth, toolkit#3 rifle#3
without a longbow or berserk/moment of clarity you lack any burst capabilities.
What’s your point?
Fire grab has a kitten CD
Churning earth has a 30s CD
Pry Bar has a 15s CD¨
Blundebuss has a 10s CD (It comes close, though)
In the same way as you do it, I can limit it to ranger…
Many ranger skills do more damage than Maul, but at the same time, Maul is a low CD skill which means it will proc sigils and other kind of procs more often.
As for bursting, it’s very easy for rangers to burst with conditions or together with the pet in a power build.
I tried to create a similar build to the strong celestial builds of ele engi war but the problem is a) the damage. Maul with 20 might stack crits for 2.5-3k which is lol compared to burning speed or jump shot.
Jump shot has a 20s cooldown
Burning speed has 15s cooldown
Maul has 6s cooldown
Just saying…
While talking about combos…
I tried a combo build once and I was unkillable when fighting against 2. On the other hand, I couldn’t kill anyone.
Healing spring→
2 leap finishers from GS
1 leap finisher from sword
1 blast finisher from warhorn
2 blast finishers from 2 drakes
7.8k healing without healing power
The word ‘unreliable’ in “drakes are unreliable” is relative because it will feel ‘unreliable’ for people who don’t know that it is the first skill the drake will use when activated.
Same goes for wolves, having them on passive and only making them attack when you need a knockdown can actually help a great deal (probably more than just letting them attack by themselves) or help win a 1v2 fight if you’re very skilled at micro-managing your pets.
shortbow is a hybrid weapon
My head is about to blow up…
Is maul love, or is it life? That is the question.
Enemies will much more often than not switch to attacking your pet in PvE.
When you come to Orr, you will be screwed if you let your pet tank everything before Orr because in Orr, enemies don’t give a flower about your pet.
We can’t give you a step-by-step guide for every possible situation in the game. Just play the game and you will learn by yourself.
Yep, I’m a weirdo. I don’t like to pew-pew all day, but two toothpicks sticking out from the hands of my Charr don’t make me happy too (no offense, dual wielders). After some quite long messing with professions I decided that the Rangers Great Sword is a weapon for me, coupled with LB where ABSOLUTELY necessary.
Any advices to help me hold my resolve high (that is, how to efficiently use the Great Sword in PvP or WvW)?:)
Also, apologies for my phrases and expressions – English’s not my native, so, doing my best… um, relatively:).
Gonna go through each skill and write tips for them:
1:
The Evade part of the skill can be used twice, effectively granting a 2 seconds evade. Just make sure the skill hits nothing and then use it a second time and hit something.
2:
Although difficult to land in PvP because of it’s obvious animation, you can make people waste their evades by using the skill and immediately pressing the STOW hotkey (which is not set by default). This will cancel the weapon swing, but the spiritual bear will still slam down. Note that it will not do any damage, but people will almost always waste their dodge. The skill will go on a 3 seconds cooldown which is pretty spammable. Otherwise only use it if you CC’d your enemy.
3:
Counts as a double leap finisher which means a lot of heal if you have healing spring. (Actually, healing spring + swoop > troll unguent if you can time it right), or double of any combo effect. Great for getting in/out of the action.
4:
Blocks any kind of attack for as long as the attack is not in melee range. Make sure to not press many buttons when using the skill because you may accidentally cancel the knockback effect.
5:
Not much to it, works great with moment of clarity but fairly difficult to land
General tips:
Greatsword is a very predictable weapon, which means that you have to think out of the box and mix your rotations a lot if you want to hit.
People often do Block→Knockback→Hilt Bash→Maul or Hilt Bash→Maul→Block if Maul missed. Use every skill when it’s the least expected.
For pve, Maul before the Evade attack on #1….
Coughhypocritcough. Pardon me as I cannot hear you over the sound of mad keyboard smashing.
“Stay classy”
That’s my point, thank you very much!
Writes Lazze’s name in my book called “Memorable People”
Pathetic how people aren’t allowed to express their opinion on a public forum and instead other people point out the less important things…
It’s a forum, I usually post things about a game and no one has been offended because it’s a game.
It’s their personal issue if they get mad and start to slam the keyboard.
You are allowed to express your opinion but don’t use your opinion to tell people what they should do or how they should behave (because it’s no longer an opinion then). At least do it right if you quote me and change it to mean something else.
Pathetic how people can’t enjoy a video and has to instead point out the less important things….
It’s a game, I usually t-bag people in the game and no one has been offended because it’s a game.
It’s their personal issue if they get mad and start to slam the keyboard.
Yeah remove mesmers’ illusionary wave too. That’s about 5x worse but thankfully mesmers are rare.
Or warriors hammer whirly knockback skill.
Or guardians hammer launch, so annoying when trying to stomp.
Or necros fear mark.
Those classes player bases don’t seem to be confused about the appropriate uses of those skills.
Inexperienced players don’t know how to use their class correctly, so you seriously suggest to remove their options.
You must be a pretty awesome player yourself as well^^
I see it most consistently with rangers.
Basically if I see a ranger with a longbow out in a PVE zone I pretty much assume they’re the kind of player the NPE was designed for, just my experience with them.
And because of that you are posting on ranger forum that a very usefull skill should be removed because you don’t like it. As I said, you must be beyond awesome!
Nah I’m asking for the behavior of the skill to change, just the knockback portion. Knockdown might be good, or stun, or immobilize. But what I’m seeing is that rangers don’t know how to appropriately use the skill designed for repositioning when it’s advantageous to, but rather they use it inappropriately when it’s NOT advantageous to..
Someone drops meteor showers and lightning storms those are 30-60s cooldown aoes. You knock the mob out of those circles that damage is just lost.
Now if rangers actually knew what they were doing, they’d see those aoe circles and knock a mob that’s NOT in them into them, or knock a mob against the wall so that warriors can whirlwind attack them for more damage.
Remedy a skill issue by nerf?
I’d say Ranger needs an AoE heavy weapon. Nothing more, nothing less.
Almost everyone got this whole thread wrong. It’s not about “ranger means this”, it’s about “a reason for why rangers can use rifles”.
Yes, we already got single-target high damage ranged weapon(s) but we lack AoE.
The rifle, already in the game, could be made into an AoE power based weapon for the ranger.
Also, quit arguing that Aragorn is what the ranger is, Aragorn is not real. The game is not real. I also like how someone kept pointing out “American Soldier”; I mean, come on, that is just so unnecessary.
I don’t think many would remember what they wrote in these kind of threads and say “Please no” when Anet announces that Ranger is getting the rifle.
Sigil of Earth is wasted on S/Wh because you will apply 2 stacks at max and fighting with sword doesn’t grant many hits on the enemy. It’s better if you go with geomancy for longer and more bleeds.
I agree with you on this one, but if i had geomancy on axe, any other sigils you suggest OP or solrik?
Keep in mind that you will have 60% Condition Duration so the procs from Sigil of Earth jump to 8 second bleeds. But if you want to use a different Sigil, try Sigil of Torment.
Oh i forgot to mention, this is for the spvp build. :p sorry
You can also try using healing spring instead of TU because it can give you around 8.2k direct healing with the leap and blast finishers. Plus you also get the added benefit of more cleansing and regen for the whole team that is fighting on point. Combo that with Barrage on the spring and you can safely run around in healing spring. On top of that, rapid fire can also combo with the spring and give you on average 4 seconds of regen per use.
Oh and if you have two drakes than double the fun. Have them both on passive and use them to blast → swap → blast the spring for 2.6k extra hp. After that you can just let them attack everything.
More on top of that, allies can also blast it. I mean, you have already healed everyone for 3.8k hp and cleansed their conditons, they can’t complain about anything.
(Note: that 3.8k would be heaven for a thief friend
)
10% of health is often less than 2-3k hp which is way under the threshold for when healing skill is most effective.
I say raise it to 15% per shot.
It looks you just pulled out some random ideas from wherever and didn’t consider balance to play a role. Ranged pet’s toughness is good for kiting and body-blocking enemy projectiles.
With a spider, it’s possible to keep it in the middle even in melee fights so that any targeted projectile’ish skill will hit the spider instead.
Sigil of Earth is wasted on S/Wh because you will apply 2 stacks at max and fighting with sword doesn’t grant many hits on the enemy. It’s better if you go with geomancy for longer and more bleeds.
Because two of the three attacks in the chain are considered to be “leaps,” which are prioritized over everything other than weapon-swapping, I believe.
If the third attack on the autoattack chain hits, the first attack (which normally isn’t a leap) becomes a leap as well. So all three attacks in the chain leap.
The problem is two-fold. You can’t dodge during a leap. And there’s a bug where a leap will lock out dodge for about a half second after the leap finishes. During this time you can move, you can fire another skill, but you can’t dodge. Tapping a movement key or another skill clears up the bug and you can dodge immediately after (so move-dodge works after a leap).
But since two of the skills (1st and 3rd in autoattack chain) are long leaps, even if you manage to dodge during the chain it doesn’t help. What happens is you dodge, then the next autoattack just leaps you right back to where you dodged away from. The only way I can think of to fix it is to special-case ranger sword so that a dodge turns off attack.
That can’t be true since I can always walk a very short distance while slashing….
The problem this game has is either you have more condition removal than your opponent has application and are virtually immune to condition builds, or they have more application and you are pretty much dead before you start. There is very very little inbetween space.
The statement is only true if 2 players can cleanse and apply the same type of conditions but different amounts.
Just because someone can apply more bleeding than I can cleanse, doesn’t mean that I will die. Dodge rolls can fully neglect any condition and other skills too.
It’s not 1+1=2 because skill comes into play. A good player knows their cleanses and will make sure to have poison cleansed before healing or notice tells and evade high damage skills, amongst other factors.