Showing Posts For uri.6521:
Ok i agree that damage is the most important part of the game, but also i dont want to make a miracle, i just want to improve what is oseless so it can be a little less useless.
For example:
Moa changes will greatly increase the capabylity of a moa to keep with its target, imagine the autoattack moves you 100 units to the target, that means the moa will attack at 230 units of distance instead of 130, and it will close the gap betwenn its target by 100 units, which means the target has to run more than 100 units away from the moa to prevent it to autoattack him again, and also, the new skill 2 i propose will be like moa morph skill 2 (the kick), if you ever watched your pet being hit with moa morph in hotjoin, you would get surprised of how easy ti can stay on target, almost all the time it was on the target dealing maximun dps.
So in short, moas will deal the same low damage, but they´ll stay on target much more easily than the rest of the pets.
And on bears, i know that this will not change a lot, but at least the cleave and the masive health of bears will make them a realiable option for aoe in team figths, on top of the improved active skills.
Pigs will be a middle ground betwen moa and bear, having cleaving attacks and a bit of cap closing with maul, but not that of the moa that i think will be very hard to shake off.
Longbow changes also reduce the cooldowns, and .75 secs cast time is not that long, and stealth shot is too storng to be that fast, but both got buffed in aviavility, but nerfed on being almos unavoidable.
On power builds, i could perfectly increasded the damage of sword/ greatsword, but i honestly think it would be OP if idid, so i just made some changes to make cleave and the aviavility of skills better insteand of increasing the damage.
Ok you are rigth, but the point of the shortbow change was to keep a similar DPS while decreasing the fire rate to give bigger room to blind, evade, but also give de chance to increase the damage output if you manage to use the poison volley at poit blank when the enemy cant evade it, and making all skills exept 3 which is an evade easier to dodge, but in exchange meke them stronger so to reach maximun DPS is now something diferent to pressing 1 frenetically.
WEAPON SKILLS
Shortbow
Crossfire: Increased cast time to match thief´s shortbow fire rate, increased damage by 33% and bleed duretion to 5 seconds
Poison volley: Increased damage by 50%, added a .75 seconds cast time (to match splitblade)
Crippling shot: Increased damage by 100% increased cripple duration to 5 seconds, added a .75 seconds cast time (to match splitblade)
Concussion shot: Increased cast time to 1 second, the ranger is no longer able to move when casting this skill,, increased damage by 100% and cooldown to 15 seconds
Sword
Kick: Increased cast time to .5 seconds, increased cripple duration to 4 seconds, thus skill can now hit 3 targets
Hornet strike / Monarch leap: This skill can now hit 3 targets
Serpent´s strike This skill can now hit 3 targets
Longbow
Long range shot: Changed the damage ranges to match mesmer´s greatword auto attack (300, 300-600, 600-900 and 900+), changed damage to match the extra damage range
Point blank shot: Increased cast time to .75 seconds, reduced cooldown to 12seconds
Hunter´s shot: Increased cast time to .75 seconds, reduced cooldown to 10 seconds
Barrage: Increased cast time to match the barrage’s duration (near 6 seconds or so), reduced cooldown to 15 seconds
Greatsword
Counter attack kick: This skill can be done when moving, this skill can now hit 3 targets
Hilt bash: Increased cast time to .75 seconds, reduced cooldown to 15 seconds
Axe
Spliblade: Increased damage by 200% so it deals de damage of 3 ricochets when hit at point blank
Winter´s bite: The proyectile is no longer homing, reduced chill duration to 2 seconds, this skill now bounces three times like ricochet
Whirling defense: Reduced duration to 3 seconds, reduced number of hits to 9, reduced cooldown to 15 seconds, retaliation duration remains to be 4 seconds
Spear
Jab: decreased damage to match stab
Evasive strike:Decreased damage to match jab, this skill can be done while moving
Counter strike: This skill will continue blocking if the target is not in range
Trow spear: Increased damage to match greatsword´s cripplig throw, added 5 seconds of cripple, reduced cooldown to 15 seconds
Man-o-war: This skill can be done when moving, reduced cooldown to 20 seconds
PETS
Bears
Slash: This skill can now hit 3 targets
Bite: Instead of apply regeneration to the bear this skill now heals for 1000+ healing power per each target hit, it can now hit 3 targets
Shake it off: this skill now cures two conditions instead of one
Enfeebling roar: Reduced cooldown to 25 seconds
Chilling roar: Reduced cooldown to 20 secods
Poison cloud: Increased damage to match carrionn devourer´s poison cloud damage, reduced cooldown to 25 seconds
Rending maul: This skill now moves the arctodus 300 units at the moment of falling
Moas
Peck: This skill now moves the moa 100 units to its target
Frenzied attack: This skill now does a flying karate moa kick that hit two times, and moves the moa to its target 400 units, this skill can no hit 3 targets damage increased to match drake´s chomp skill, each hit apply 2 stacks of vulnerability for 10 seconds
Harmonic cry: Reduced cooldown to 30 seconds
Protecting screech: Reduced cooldown to 20 seconds
Furious screech: Reduced cooldown to 20 seconds, reduced fury duration to 10 seconds
Chilling screech: Reduced cooldown to 25 seconds, this skill now hits two times, dealing damage and aplying 3 seconds of chill and thus, increasing damage by 100%
Dazing screech: Decreased cooldown to 15 seconds
Pigs
Jab: This skill can now hi 3 targets
Maul: This skill now moves the pig to its target 300 units, this skill can now hit 3 targets
Forage (all): Reduced cooldown to 30 seconds, the bundles can no longer be picked up by enemies
The point of all this changes is to increase build diversity and make skills that have no counter or are very hard to see coming can now be countered by fast reflexes, while increasing their overall effectiveness.
If you read all this , then thanks a lot for your attention.
Any feedback is also welcome.
Hi everibody
First of all, i an nobody who has been known as a good player in TPvP. but i played ranger for long enough to make me think of some changes that could be done in a future.
The point of this changes is to increase build diversity and make playing as a ranger something confortable to play and enjoyable to watch from a espectator´s perspective
So, here is the link:
And also here is it:
TRAITS
Marksmanship
Keen edge: Moved to master tier
Piercing arrows:Moved to adept tier (swap with keen edge)
Beastmaster´s bond: Changed the functionality of this trait, it now increases your damage dealt by 20% when your pet is downed
Skirmishing
Honed axes: This trait now also decreases the cooldown of main hand axe by 20%
Wilderness survival
Healer´s celerity: Moved to master tier, changed the functionality of this trait, it now grants you and your ally 5 seconds of quickness when reviving an ally
Martial mastery: Moved to adept tier
Hide in plain sigth: Reduced cooldown to 15 seconds, chandged its functionality to apply 3 seconds of stealth when disabled
Nature´s magic
Evasive purity: Moved to adept tier
Circle of life: Moved to master tier, changet its functionality to create a healing spring when you start reviving an ally, it does tha same effectss than the actual trait (3 seconds of regeneration and remove one condition every pulse, pulses 3 times and last for 5 seconds)
Beastmastery
Speed training: Changed its functionality to decrease the cooldown of pet skills (rampage as one and heal as one ) and the skills of pets by 20%
Master´s bond: Changed its functionality to give 1 stack (or 5 in pvp) of master´s bond to the pet when you kill a foe, the stacks are not removed in any form and are shared when you swap pets, the stacks last for 300 seconds
Pet type especific traits All this traits now apply for all pet types
UTILITY / HEALING SKILLS
Sharpening stone: Added a 2 seconds cast time, reduced cooldown to 20 seconds
Search and rescue: Added a 1 second cast time, changed its functionality to revive and make the pet invulnerable for 3 seconds and make it search for downed targets and revive them at 50% the speed of a player, the effect of this skill last for 10 seconds
Ligthning reflexes: Reduced vigor duration to 5 seconds, reduced cooldown to 30 seconds, this skill now removes movement impairement effects
Heal as one: This is now a pet skill
CONTINUED NEXT POST
(edited by uri.6521)
Swag i like your suggestion, but there is a “tiny” problem with it, wich is:
ANET ALMOST HAVE TO MAKE ANOTHER GAME TO IMPLEMENT IT
I have many other suggestion for other professions like thief for example:
Head shot:
1. Increased cast time to 1 second
2. Moving while casting this skill will cancel the skill
3. Increased damage considerably (im not sure of the damage it deals so i cant give a % increase)
4. Reduced initiative cost to 2 initiative
Blinding powder
1. Reduced initiative cost to 4
2. Reduced the amount of pulses to 3 (down from 5)
3. Increased casting time to .75 seconds (up from .25 seconds)
4. Duration remains the same
Cloak and dagger
1. Increased casting time to .75 seconds (up from .25 seconds)
2. Added a black smoke effect while casting (like the snow leopard or jaguar mobs)
3. Reduced initiative cost to 4 initiative (down from 6 )
4. Increased vulneravility stacks from 3 stacks of 5 seconds to 5 stacks for 10 seconds
That way thief can use their skills more often, but are easier to counter, more enjoying to watch and easier to understant to new players.
Hi everybody
I want to express my suggestion on how my idea of balance is respecting cast times of skills.
Right now there are many skills that have very long cooldowns and very strong effects/ are instant cast, to fix this i recomend doing this to all skills unless they already do that.
Supposing this is implemented, then mos skills would recive the folowing changes:
1. Should have longer (in some cases much longer) casting times, and in other cases, they should have a chanelling part added on top of the casting time.
2. Should be less powerfull in a burst point of view but better in a DPS / aviavility point of view
3. Should have much lower cooldown (i think skills should be balanced in a way the longest cooldown possible was 120 secs, to erase the “He won because he had his elite off cooldown and i didnt”)
Same goes to weapon skills, in this case, i think they should have 20 secs cooldown at most.
To give a better idea of my propossal, here is a post that i did long ago about a suggestion on Necromancer’s marks
What about making necromacer’s marks chanelled skills skills so they work similar to ranger traps: ill give you an idea:
Mark of blood
This skill now inflicts 1 stack of 4 seconds bleeding and 1 stack of 3 seconds regeneration up to 5 stacks on its full duration, as long as the necromancer keeps chanelling the skill, the mark will be pulsing every second up to 5 times
Cooldown reduced to three seconds
Mark of evasion
This skill now ow inflicts 1 stack of 4 seconds bleeding and 1 stack of 3 seconds regeneration every pulse, it pulses 2 times.
Removed internal cooldown
Chillblains
This skill now inflicts 1 stack of 1 seconds chill and 1 stack of 3 seconds of poison on every pulse up to 5 stacks on its full duration, as long as the necromancer keeps chanelling the skill.
The mark will be pulsing every second up to 5 times
This skill is now ten seconds cooldown
Putrid mark
This skill will now transfer one condition from allies to foes every pulse up to 5 conditions.
The mark will pulse every second as log as the Necromancer keeps chanelling it.
This skill is now fifteen seconds cooldown
Reapers mark
This skill will now inflict 1 second fear every pulse up to 2 pulses, starting the first pulse two seconds after the mark is cast
The mark will pulse every three seconds as long as the Necromancer keeps chanelling it.
This skill is now 20 seconds cooldown
This will make Necromancer’s marks easier to counter while making them more powerfull if not countered.
This kind of mecanic can be inplemented on other skills like lava font for example, but giving something in exchange like reducing its cooldow to 2 seconds so they can have something similar to two Auto attacks.
Thats just to start, but this kind of changes can be applied to most of the skills to mee them more counterable, rewarding to land, easier to understand for those who are new to the game and more entertaining to watch
Yes, healing power scales poorly, but not that much for regeneration boon, which i have 100% uptime on me and on other 5 allies.
I used to run axe, horn but the damage is too low and has too long cooldowns and hunters call its single target only, and if i switch axe/axe for sword/dagger, then you are leaving me with no ranged weapon, which would limit me in many situations.
No, soldier’s amulet will just increase my burst resistance, but i already have a lot of that, instead, i use valkyrie’s amulet because it increases my regeneration’s strength via healing power , which also increases my support since the regeneration affect allies too, my critical chance is 9%, 29% with fury up, so crits are not often but it increases my burst potential.
Because of all that is that i use valkyrie’s amule instead of soldier’s amulet.
Ok first of all, thanks for the feedback
And now to clarify even more the situation posted above , this is my build:
http://intothemists.com/calc/?build=-Fg-77FCwEFt-a2ZDV-0;9k6Y;3TT9;419A57B2;06-V46Rk0F-03F-034kG
My build is very sturdy against direct damage, thats why i was surprised of taking that much damage on a single hit, but as far as i see, it was just backstab + mug.
Hi everybody
I just want to know what combo does the thief use to backup a backstab in order to deal a instant burst attack.
To make things more clear, magine the follwing situation (which happened today in a soloQ match on the battle of Kilho map when i was attacking the enemy treb):
1. I came up on the treb
2. There was a thief (in my case was Caed)
3. The thief attacks me while im attacking the thief
4. Thief takes too much damage an stealths an apparently retreats
5. Treb destroyed, i return get down to return to my team
6. Thief was waiting in stealth down and he eats half of my life on a single hit
7. i try to figth and fail miserably, thief (Caed) wins
Thats the situation, but betwen all the figth i couldnt see the combat log but im sure that whe used something else than just backstab, because i have 2940 armor and 18k health so thats not possible.
So my question is, what does a thief can do to support a backstab in order to deal more instant burst damage?
Hello everybody
I want to show youthe idea i have about how conditions should be affected by critical hits, rigth now the only way to improve condition damaging skills is via the condition damage stat (its also affected indirectly by presicion and condition duration).
Rigth now, direct damage deals 150% damage on critical hit and this percentage is affected by critical damage stat. So:
THE IDEA
1. Conditions dealt by critical hits last 150% of the duration of a non- critical hit.
2. That 150% is affected by critical damage just like their direct damage counterpart.
3. Conditions dealt by glancing blows (when weakened) only deal 50% the duration of a non critical hit (or 75% if its a glancing critical hit at 0% critical damage).
ADVANTAGES
1. Will make glass cannon condition build more viable
2. Will make hibrid builds more viable
3. Will potentialy create new builds that use prescicion and critical damage as offensive stats (but im not sure if its possible)
4. Will sigthly nerf condition builds with no prescion
5. Will make condition builds vulnerable to weakness
6. Will improve direct damage glass canon builds via increase the duration of cripple and other non damaging conditions they have acces to.
DISADVANTAGES
1. Will make some skills deal crazy condition duration of strong conditions (like warrior bolas skill and pin down or thief devourer venom )
2. In wvw, some people have like 100% critical damage, and any condition they deal on a critical hit will have very long duration
Thoughts, suggestions appreciated
Hello
First of all, i want to thank the devs for giving us this patch, this patch contains most of what, for me, is needed for an ideal 2 week patch, wich should contain:
1. Some new PvE content
2. Some new skills and traits changes / additions
3. Some new skins
4. Some new character creation options
I would like that every patch contains at least a small bit of all this four aspects.
If a dev reading please look at this
As far as i have seen the developement of every patch thas has been made, a have noted that every pach never misses this:
PvE content or living story which is a part of PvE
Thats good but…
I know you are making three diferent games separated, PvE, PvP and WvW, thats good, but if you look at the patch notes of every 2 week, you’ll note that you are supporting directly and mostly PvE, while leaving the other two mostly untouched, causing people to think you have left them.
My solution
¿You have three games rigth? so lets see the thinks they have in common, as far as i can think this is what i get:
1. Five races
2. Eigth professions
Those two are the core of the game, and i personally think that if you cant support making updates for the three games at the same time, you should make sure that this two are always on the pach notes, ¿how? , doing something like this:
1. Profession skills and traits changes / additions
2. Bug fixing
3. New armors/ weapon skins
4. Armor bug fixing (not clipping , im reffering with real bugs like this http://i.imgur.com/SVBMXQx.jpg)
5. New options for character creation
And well, thats all i wanted to say, opinions / suggestions appreciated.
What about making necro marks chanelled skills skills so they work similar to ranger traps: ill give you an idea:
Mark of blood
This skill now inflicts 1 stack of 6 seconds bleeding and 1 stack of 3 seconds regeneration up to 5 stacks on its full duration, as long as the necromancer keeps chanelling the skill, the mark will be pulsing everi second up to 5 times
Mark of evasion
This skill now ow inflicts 1 stack of 6 seconds bleeding and 1 stack of 3 seconds regeneration every pulse, it pulses 3 times.
Chillblains
This skill now inflicts 1 stack of 3 seconds chill and 1 stack of 3 seconds of poison on every pulse up to 5 stacks on its full duration, as long as the necromancer keeps chanelling the skill, the mark will be pulsing every second up to 5 times
Putrid mark
This skill will now transfer one condition from allies to foes every pulse up to 5 conditions. The mark will pulse every second as log as the Necromancer keeps chanelling it.
Reapers mark
This skill will now inflict 1 second fear every pulse up to 2 pulsesThe mark will pulse every second as log as the Necromancer keeps chanelling it.
This will make Necromancer’s marks easier to counter while making them more powerfull if not countered.
This kind of mecanic can be inplemented on other skills like lava font for example, but giving something in exchange like reducing its cooldow to 2 seconds so they can have something similar to two Auto attacks.
I know this is a bit off topic, bu i would like that on the update on October 15 Anet could fix this armor bug in which the back of my character clips througth the armor layer (Link to image below).
!http://i.imgur.com/SVBMXQx.jpg!
As you can see, this is the Ascalonian catacombs medium armor, so it is a really important and hard to earn set, so i would like to see it fixe so i cant see my back throught the armor because its very disgusting to see for me.
About RANGER
I have some interesting changes that may improve two traits that are considered subpar:
Evasive purity: This trait is actually good, but it is very situational and it removes two of the less harming conditions (aside from vulneravility).
Sugestion: Change this trait so it removes 1 condition on doge roll with no or 5 seconds internal cooldown, this way, it will be more appealing since it will be useful for most situations.
Two handed training: This is probably the most unused traits on the ranger, since greasword does very low damage (mostly on the auto attack.)
Sugestion: I would like that this trait made greatsword and spear attacks inflict bleeding, ¿why?, because the other traits that benefit it directly (martial mastery) are in the condition damage traitline, i suggest making it so it always inflict a fixed amount of bleeding (no chance to proc) but in a balanced amounts:
So, the numbers i suggest look like this:
1. Auto attacks (both): One stack of one second of bleeding per hit.
2. Maul / Swirling strike: Three stacks of 6 seconds of bleeding .
3. Swoop / Dart: One stack of ten second of bleeding.
4. Counterattack / Counterstrike: Four stacks of four second of bleeding.
4 (2). Cripplig throw / Throw spear: One stack of ten second of bleeding.
5(greatword). Hilt bash Three stacks of 6 seconds of bleeding (only from behind) .
5(spear). Man O War: One stack of one second of bleeding per hit.
I really hope you guys like this, tell me if you have any suggestions.
(edited by uri.6521)
Hello
I will be honest, i worked really hard to get my well earned ascalonian leather armor set, it was good when i equiped it (it looked good to me), but then i looked at my back and this is what i saw:
!http://i.imgur.com/SVBMXQx.jpg!
I dont know what you think, but to me this is an INSULT from the Anet´s armor designers to not check if such a important and hard to earn armor set is that badly implemented.
I havent checked this on other races / genders but on male charr, because i only like to play that (in fact i have 4 of them), but i dont think this is a charr armor problem only so i would like you people to see if something can be done here.
¿What do you guys think?
Hello
I will be honest, i worked really hard to get my well earned ascalonian leather armor set, it was good when i equiped it (it looked good to me), but then i looked at my back and this is what i saw:
!http://i.imgur.com/SVBMXQx.jpg!
I dont know what you think, but to me this is an INSULT from the Anet´s armor designers to not check if such a important and hard to earn armor set is that badly implemented.
¿What do you guys think?
Hello
Im not angry or anithing, im just curious in, for example, ¿How hard is for the devs to make necromancer´s grasping dead apply 2 bleeds instead o 3 compared to making the living story ? In a time / money / effort invested point of view.
Hello
As the title says i just want to know if there will be balance changes on this update, because i cant even remember when was the last ones an im at the edge of maddness from playing the same builds and seeing the same meta all day in PvP.
Thanks in advance
Hello
As the title says, i want to know if someday we will be allowet to buy an account with gems, maibe Anet at first may think im crazy but there are some things it could be useful for:
1. It will attract players that cant afford the 50$ cost but have a friend that plays the game .
2. It will promote to make the bot / gold sellers accounts show up because they would buy a lot of them (depening on the limit of accounts create for account).
If this is implemented, to ensure that Anet wont loose a lot of money from this, i would like this limitations to be implemented along with the buy account function.
1. Put a limit of 1-3 acoounts to be bougth per account
2. Accounts bought with gems cant create new accounts
The prize of an account would be the price of 50$ in gems (4000 gems ) wich, rigth now, would cost 187.2 gold, wich is a bit too low.
Well anyway, ¿what to you people think?
I have some suggestions for balancing tha classes that you people (and also me) see as overpowered, ok here are my suggestions:
Spirit ranger
To me, the best solution to turn them into a more balanced state is:
All non elite sipirits
1. Cooldown decreased to 30 seconds
2. Now the trait sipirits unbound also decreases the cooldown for spirits by 20%
3. Now the cooldown starts after they die
Spirit of nature renewal
1. Cooldown decreased to 120 seconds
2. Now its active skill has 60 seconds cooldown so it can only be used once
3. Now the trait sipirits unbound also decreases the cooldown for spirits by 20%
4. Now the cooldown starts after the spirit dies
Stunlock warrior
They are almost balanceb but they need just this change to be balanced (for me):
Skull crack
1. The duration of the stun from this skill is now 1, 1.5 and 2 seconds stun depending of the adrenaline level
2. Now this skill can hit 3 tragets
Pulverize
1. Now this skill can hit 3 tragets
Counterblow
1. The cooldown of this skill has been increased to 15 seconds
2. Now this skill does not cancel when it blocks a ranget attack
3. Now this skill can hit 3 tragets
Im not really sure about how to poperly balance terror necromancer and elixir R but at those are my opinions about spirit ranger and stunlock warrior.
On a side note: i think that engineer kits should have a 10 seconds cooldown, which can be reducet to 5 via kit refinement or speedy kits, ¿why? because i have been playing solo quee a bit and i have seen how they just 2345 switch to bombs 2345111 switch to pistol shield 32 switch to nades repeat etc, they simply spam AoE a lot without any punishement for switching in a wrong time or something, but that is just my opinion.
I know about engineers pre nerf incendiary powder, but there is a small diference betwen condi necromancers and engineers
Engineers spam grenades and bombs that hit multiple times (and some of this skills inflict burning by themselves so its not the only trait what made burning almost imposible to clenease)
Necromancers attacks (especifically the ones tied to condition damage such staff or scepter / dagger) are much much slower, so it will be much harder
Also incendiary powder pre nerf was 33% chanse of 2 seconds on a 3 secsonds internal cooldown or something like that (is that or 3 on a 5 internal cooldown i cant remember correctly) so it was stronger that 1 second on 33% chance (at least for single tragets)
I know than the devs already nerfed Dhuumfire to 2 secons instead of 4, but i think it was not the apropiate way to change it for this 2 reasons:
1. Engineers have the exact unerfed version of this trait and is an adept major trait instead of a grandmaster major trait.
2.This trait has a 10 seconds internal cooldown so, this means that it is built to burst down people (i have experienced it by myself how those extra 600 – 700 burnig damage literally burst me down when they fearlock me for like 4 seconds)
Im not a necromancer but my way to fix this trait is:
1. Remove the internal cooldown (sounds crazy op but its a grandmaster trait remember).
2.Make it so it can now have the chance to burn tragets for 1 second at a 33% chance
This is not exactly a perfect soultion to my point 1 at the start of the post why? because eles have a major adept trait called burning presicion… well back to the topic doing this change would make things more interesting since, as you know, necromancers staff and scepter and everything (exept life transfer), a terror necromancer hakittens at the speed of a grandpa so, unles they also have high preission, they will not be able to place any constant burning on the traget, and if they do, tant means they have both condition damage and presicion, potentialy making them very very squishy.
But thats not the end, this means that the fast hitting weapons (daggers, axe, wells etc.) can use this trait akittens most potential thus opening new builds (im thinking of guardian like builds with low condition damage but perma burn because of dhuumfire)
Now the final question is:
¿Am im nerfing or buffing necros with this change?
I can tell you from experience that mesmers and engineers especifically are no problem, ¿why? , because they use a lot of proyectiles / have a lot of multihit skills , so just find a good moment to use your axe 5 and they will eat half fo their life because of reflected proyectiles + retaliation.
Also, axe is a ranged weapon.
And what if you run both GS and Axe / Axe, they combine very well betwen each other.
You can use path of scars, which has almost no after cast and you can cancel it with a ricochet and then start to wind up a splitblade, by the time they get pulled to you (if you hit them twice, to do so, you have to choose a time when they are not going to doge it, like when a thief starts to hearthseeker or yust running in a straight line towards / away from you) you will hit them in the face most of the time unless the pull bugs (doesent pulls them the full distance) and inmediatly swich to GS and maul them in the face and swich to a drake and hilt bash and sic em so they use their super one shot tail swipe attack.
Or something like that.
I have noted since this patch that when you get stomped / defeated , now charr character have a diferend pose to be in the ground (now they are completely faceup with their arms at each side and the legs sigthly separated).
Also, they now do diferent sounds when we get defeated, i cant explain them properly but i think those where the souns that characters made when they get downed (at least for males).
And also, they aparently removed the AAAAHU UGH UGH sound when you get defeated.
Now the question is: ¿do you like this changes? and ¿why they changed this ?
What about “sprinting”, another way to spend endurance?
Maibe this increase speed by 50% but consumes endurance at about 25% per second?
Ok i know that shortbow has good dps but it doesnt have a big effect in a PvP team / multiple mobs figth while double axes can bring both AoE and some interesting stuff like proyectile reflection, chill, weakness and most importantly, a possible 5 traget pull every 15 seconds which is really good in stomps / rezz and etc.
Also i must use a weapon with mobility (melee), so i cant have a shortbow as secondary.
AND
You dont need a single trait to do this only the 20% cooldown reduction and +10% critical damage which can be skipped without great diference.
Hello
As the title says i want to ask why shortbow is so popular on the ranger, because everytime i see another ranger in SPvP i know he will start to pewpew me.
I know there are better ranged weapons than shorbow like double axes so ¿why dont use those? (also you can use 2 sigils).
(edited by uri.6521)
Hello
The rangers nature magic trait Evasive Purity doesnt remove neither poison or blind conditions when i dodge roll or use evasive skills or when evading attacks, in combat or not, it doesnt remove anything.
Im not sure if Arena Net team is aware of this because i didnt found a thread about this and some people claim to heve been sending reports of this a while ago, so excuse me if there is already a report of this bug.
Thanks in advance for your attention
ok then i guess necros are not that used in both cases, so i guess ill play necro (i have necro ranger warrior and engineer all 80 so no problem leveling)
Im a bit comfused about which class is has more us than the others, im not reffering to its usefulness, but how many people play x class in SPvP.
I know that tecnically, warrior should be the least used class, i want to use the “least used class” but it just happens that there are a lot of warriors both in PvE, WvWvW and even in SPvP (oviously less than in the other two but for sure not the least used there).
So the question is: ¿What is the class popularity tier list in SPvP?
PD: Please forgive me for my bad english
@ loseridoit your build is good, but as far as i can see its a “bunker” build, made to hold a point while moving in small circles, the problem here is: that when somebody strts to kite you, you cant do anithing, not even run away because your mobility lacks a lot.
my build isnt condition, i use valkyries jewel which is a power and crit damage amulet, my bleesds only tick for 50 and they get cleanased in 2-3 seconds anyway, but my direct damage uts not bad also, my crits with sword auto hit for about 1k and up to 2.5k on thi final thrust, i even tried to use axe / horn instead of sword / horn, but i got kited to death so i desided to use sword.
Yourd build is good but it also doesnt bring a lot AOE support compared to mine.
Please dont make me feel alone or im going to cry
I have been running this build in PvP since i first made my warrior, because i hate how people is too selfish and just focus on damage and survivability.
Well the build is this:
Strength: 0
Arms: 10
Deep cuts for more bleed
Defense: 20:
Dogged march so i can run away and chase people easier.
Embrace the pain for more combustive shots and more flurrys.
Tactics: 30
Inspiring banners: Big radius and cooldown is short enough with this trait to just have 1 banner.
Quick breathing: My favorite trait of all the warriors traits, this one doestn just convert conditions into boons, but it does it too for your nearby allies, and charge is guud for breaking from long imobilizes.
Inspiring battle standarts: for AOE regen
Dicipline: 10
Signet mastery: for signet of rage and stamina CD reduction
So and what equipment do this build use?
Sword / Warhorn big mobility, come CC and condition removal all on one set, also packs long lasting bleeds and a moderated punch (i think it hits like a truck but im sure you dont)
Longbow: Leaps, blast on my combustibe shot will stack a lot of migth (9 or 12 if you summon your banner and then use skill 5 inmediatly+ alies blasts)
i use x2 monk and x4 dwyana runes for extra boon duration and to make sure im never without regen
I use Valk amulet for the extra power, critical damage but you can go for clerics (regen ticks for 209 and healing signet 220, with clerics its 300 and 240 respectively so its about 100 hps loss, not too bad)
My utilities are:
Healing signet: more regen that is active even when you take tiny hits which makes it very useful to me
Banner of disipline: 8.5 % critical chance and 15% critical damage is very useful
Balanced stance: as stun breaker
Signet of stamina: burst condition removal for those epidemics or so
Signet of rage: perma fury swifness and 42/28 seconds of 5 stacks of migth
I act as a mobile sturdy support member on my team, its hard to get killed with this build because of sword mobility and your high regen, which by the wat is:
221 from signet + 209 form regen + 360/3=120 from adrenal health= 550 hps, not bad eh?
Y use sigils of perception and sigil of fire on the sword, whith optimal conditions (25 stacks of perception, fury and banner), i break the 50% crit chance mark which is near a zerk jewel level and i have 40% critical damage (10% from traits, 20% from jewel and 15 % from banner), its not strange to hit over 2500 with final thrust or 5k+ arcing arrows.
ok im over… opinions?
oh and sorry for my bad english.
Do you think Anet is going to implement unlockable weapon skills in the furure?
With this im refering to skills that you spend skill points to unlock and can be changed out of combat (just like utility skills but un weapon skill bar).
This would add more ramdomness on the pvp encounters (in example when you see a warrior runing directly to you with a greatsword you are not 100% sure thakittens a easy bag of loot) .
What do you guys think
Pd sorry for my bad english
uri.6521:
The warior has probably one of the worst condition removals in the game, in fact, the wariors in the video had 0 condition removal so, being hit by a death bolossom will ensure them taking 3000 damage over 10 seconds (10 seconds of 3 stacks of bleed at 100 damage/tick), even the thief was making errors by leting himself get hit and spaming death blossom.
If there was a better thief in the video (i dont use thief BTW) he could easily take 3 wariors and still win.
Oh and i play warior so i know they have 0 condition removal.
I main warrior, but been playing my new thief a lot,
warrior mending heal is like 2 removals, shake it off is 2 (3 with soldier runes) fgj and omm also condition remover with runes. They don’t actually have 0
I also main a warior, and i know we can have condition removal, but you should play a bit more with your warrior because missed something:
1.Shake it off removes 1 condition and for many people (including myself) its uor only stun breaker
2.you can use mending to remove conditions but you dont really need the heal (you are almost at max hp in example), so it makes you choose
3. you may need other utilities instead of more shouts, and also you have to sacrifice your runes for condition removal while other classes have plenty of acces to them.
Why is everybody ignoring me?
/cry
The warior has probably one of the worst condition removals in the game, in fact, the wariors in the video had 0 condition removal so, being hit by a death bolossom will ensure them taking 3000 damage over 10 seconds (10 seconds of 3 stacks of bleed at 100 damage/tick), even the thief was making errors by leting himself get hit and spaming death blossom.
If there was a better thief in the video (i dont use thief BTW) he could easily take 3 wariors and still win.
Oh and i play warior so i know they have 0 condition removal.
I know that guard hasnt a lot of utility besides maibe placing “traps” whit a pet (guard stealth + signet of the wild active + pet prowess+ hilt bash +sic em + openig strice 25 point trait + drakes tail swipe= 300 damage for sure).
Back on topic, my option for fixig guard shout would be:
1. The steath and protection can be maibe removed from the shout (maibe just the sealth)
2. When you use guard, your pet will run to the traget location and on the same time, you and your pet will get a “indicator” buff to show that you are usin guard
3. This indicator buff will be canceled when the ranger takes damage
4. Guard doesnt start recharging until it ends
5. For 180 seconds (guards actual duration), your utility, healing and elite skills will be locked (or if it ends prematurely)
6. For the duration of guard, you will take control of your pet, having its 4 skills and the fifth sikill will be a skill that cancels the shout.
7. your pet mantains pet traits, signet efects etc and their stats doesnt change.
This is what i think that would be more useful than the current guard skill, but there are some isues with it:
1. ranger stays inmobile or (if this hapens then it shouldnt end on the ranger taking damage) ranger becomes a useable “pet”, but that wold be very strange
2. underwater, i think guard efect should end if you as the pet enter in the water (or maibe just if your pet is terrestial only)
3. jumping animations doesnt exist for pets, but i think it wouldnt be that bad if you coudlnt jump (when you get moa morph cant jump BTW), it will make harder to catch people.
4. You can be as skilled as you want bou it doesnt change that pet attacks rot you in place.
5. Doge rolls should be alowed, just like when you get moa morphed, it doesnt require extra animation work
6. This is a important thing, stomping peple when you are a pet this would be very interesting for 1500 range LB builds that may find this very useful to down the player, then guard and stomp the player with their pet, but im not sure if this would be OP
Thats what i think guard should be in my opinion, but im not really sure if it would be OP or not.
Opinions,/sugestions/flames will be apreciated