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Soilder.3607

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Posts posted by Soilder.3607

  1. Hello. In terms of large groups and zergs, Druid has been underused in comparison to other elite specializations. Most prominently, Firebrand and Scrapper are more preferred supportive specs when compared to the Druid. The reasons for this are varying.

     

    The Firebrand offers superior boon output and can grant the highly useful Stability and Protection, while the Druid cannot share Stability with teammates and has limited means of sharing Protection. Though the Druid can offer more raw healing than the Firebrand, the Firebrand's numerous sources of condition cleansing, boon sharing, and respectable healing output nullifies this advantage.

     

    The Scrapper cannot unconditionally share boons as frequently as the Firebrand may, but offers some of the highest condition cleansing output in the game that also doubles as a way to convert conditions into boons. On top of this, the Scrapper packs easy access to utilities such as group superspeed and stealth while also being able to sustain powerful and constant healing.

     

    The suggestions below are put forth in an attempt to improve the Druid's ability to support groups by improving some of their more selfish traits as well as improving some underperforming skills.

     

    **Druidic Clarity**

    * Instead of clearing all conditions from the Druid, this trait should remove 3 conditions from the Druid and 3 more conditions from up to 5 allies around the Druid, with an AoE radius of 300. This change would shift the power of this skill away from supporting solely the Druid to supporting himself and his teammates, thereby making the Druid more vulnerable to conditions yet enhancing his ability to cleanse his allies.

     

    **Seed of Life**

    * The radius of this skill should be increased to 240. Correspondingly, the blind duration will be reduced to 3 seconds. This radius increase is significant enough to make Seed of Life a much more reliable tool for cleansing allies, as the prior radius of 180 is limited. It is now much more likely to affect its total potential of 5 targets.

     

    **Lingering Light**

    * When entering Celestial Avatar mode, instead of your next attack blinding your foe and healing yourself, up to 5 enemies near you are immediately blinded for 4 seconds at a radius of 300. The 50% increase in healing to allies would remain the same. This trait has a design flaw in that entering Celestial Avatar mode removes much of your ability to attack enemies by replacing your skill bar with Celestial Avatar skills. The Lingering Light effect as it is now only lasts for 5 seconds, during which time it is likely that the Druid will spend most of his time healing and not attacking foes, wasting some potential of the trait.

     

    **Celestial Shadow**

    * This trait will no longer grant stealth. Instead, superspeed will be granted to the Druid and his allies when he both enters and leaves Celestial Avatar form. This change will allow the druid to more frequently grant superspeed to his allies. Though the loss of stealth may be impactful on roamers, in large fights it is less of a consequence where the ability to grant superspeed is more beneficial.

     

    **Cosmic Ray**

    * Instead of being a ground targeted skill, this skill will now always land directly on the Druid. Its radius will be increased from 120 to 240, and consequently it should see a healing reduction of 20%. This change greatly increases the usability of Cosmic Ray as the prior radius is extremely difficult to heal allies with. The PBAoE nature was chosen to make it consistent with other healing "auto-attacks" such as Med Blaster and Desert Bloom.

     

    **Astral Wisp**

    * This skill will be redesigned. The new version will retain the same range, cooldown, and casting time with an improved radius of 240. Instead of summoning an astral wisp to circle your foe and heal allies periodically, the skill will now immediately cause an astral explosion on your target that heals allies with a healing power scaling of 550(0.5) and a target cap of 5. Enemies in the blast range will be blinded for 3 seconds but take no damage.

     

    I do not anticipate Druid replacing the current staples of Firebrand and Scrapper; these suggestions are merely an attempt to push the specialization in the right direction. Thank you for taking the time to read this post.

     

  2. I don't know if this is a bug per se but I'm going to explain the issue as cleanly as possible.

     

    When [Off-Hand Training](https://wiki.guildwars2.com/wiki/Off-Hand_Training) was removed as a trait in the [June 23rd, 2015 update](https://wiki.guildwars2.com/wiki/Game_updates/2015-06-23#Ranger) the recharge reduction effect of that trait was merged into the traits Ambidexterity and Windborne notes while the increase in range of off-hand skills was made baseline. Previously, when the dagger was traited with off-hand training, Stalker's Strike gained a range increase and moved the player character a significantly further distance than if untraited. As an easy point of comparison, Stalker's Strike used to have the exact same animation and movement distance as [Flanking Strike](https://wiki.guildwars2.com/wiki/Flanking_Strike) currently does. However, when Off-Hand Training was removed as a trait and the range increase was rolled into baseline changes to the skills that it used to affect, Stalker's Strike did not receive the range increase it was supposed to receive and has been left that way ever since.

     

    I do not know if this was intentional or not but I suppose that it wasn't. Even though it's been five years, is there any way Stalker's Strike could be returned that increase in range it used to have?

  3. Revisiting this topic after having resumed playing support Druid in WvW again.

     

    As a preface, I use Ministrel gear and optimized my build to max cleansing and healing output.

     

    I feel like the Druid could be significantly enhanced in supportive performance in WvW if a few changes went through.

     

    1. Cosmic Ray - If Cosmic Ray were made a PBAoE with 180-240 radius, it would instantly be leagues better than it is now. Cut the healing a bit to compensate. Firebrand and Scrapper get easily spammable heals, I don't see why druid can't equal them.

     

    2. Seed of Life - 240 radius, this one has been obvious for a long time. I don't know why Anet has put it off for so long.

     

    3. Astral Wisp - This skill needs to be redesigned if it wants to be useful for WvW. Guardian Staff #2 received an amazing redesign that made it go from a bad skill to a good one and a blast finisher. If Astral Wisp was changed into some vanilla ground targetted heal with a 240 radius, it would instantly be usable.

     

    4. Pets - Just get rid of them when playing druid and roll their traits into the ranger. Entering/exiting CA mode counts as pet swap for purpose of traits etc etc...

  4. Haven't WvW'd on my druid in a while.

     

    I really like playing healing druid but the only content I do nowadays is World Bosses and other open world PvE.

     

    > @"Lazze.9870" said:

     

    > And 2; Pets are dead. Scratch that, they're dead-er with the stat penalties. Won't change unless they do drastic changes to druid as a whole (as in removing the pet ("permamerged", inspired by SB?), make it an invulnerable whisp, or whatever). Would screw over PvP druid and druid roaming, but I don't really care. Core and SB can do those, I'm sure the next elite spec will too (I'm also sure the upcoming spec _won't_ give ranger a solid WvW squad role, considering they gave us one with pet merge and shared stances, one that heals, and yet none are particularly wanted in a squad).

     

    Coming from an old GW1 Ranger main (who would later switch to Ritualist), I never liked the pet being a forced mechanic. I'd be glad if all the elite specs dropped the pet entirely and compensated through other means.

  5. I apologize for I did not know where else to place this subject.

     

    I want to thank Arenanet for investing time in the small community that remains in the original Guild Wars series of games. The addition of new Elite Skills is very, very much appreciated from myself. Any content that you decide to add is greatly appreciated.

     

    That is all I have to say in this thread, a simple thank you.

     

    Edit: Also, I would gladly surrender to you my hard earned money for new Guild Wars 1 content. I would unwaveringly sacrifice my soul, my belongings, everything I own for you. There is nothing of me you cannot have, in exchange for new Guild Wars 1 content, no matter how miniscule it is.

     

    Oh my sweet, sweet Arenanet, how you tease me so.

  6. > @"Infusion.7149" said:

    > If you're talking about WvW it _still_ won't be viable until the pet is removed completely or stow-able permanently until you let it out. The reason why people run firebrands, scrappers, and tempests is not because of the things you suggested. You're more likely to run cele scourge than druid if you start adding barriers to it which eat warrior's cunning damage bonuses (+50% in WvW).

    >

    > 1. If you run a druid, you need to build astral force. The healing is mediocre and not on tap until then. A lot of engagements are decided on sustain at first push and snowballs from there.

    > 2. You won't replace firebrand with respect to aegis and stability. You could run a hybrid firebrand with 600+ heal power and have 70-80% of heal effectiveness and still put out stability.

    > 3. Spirits are useless versus AoE and need to be re-positioned : it's the same reason why warrior banners that don't die to AoE aren't used.

    > 4. Projectile weapons aren't viable , neither is slow ramp condi which comes on dagger (2 targets) and axe mainhand. Shortbow poison spam (6-8 recharge) you might as well run daredevil. That's why soulbeast with Greatsword + stance share was a more viable WvW build than druid before Feb 25 patch ; with the hit to Maul + Worldly impact on top of the reduction to merged bonuses it isn't that strong anymore.

    > 5. The reason people run scrappers is stealth gyro + condi clears in bulk (5+ at a time) without necessarily a large DPS loss. You can run DPS scrapper and slot in elixir gun (which gives you a toolbelt stunbreak alternative to elixir U) + med kit or med kit + purge gyro.

    > 6. Tempest has larger heal range of 600 and staff tempest heals on auto attack ; staff tempest can still drop static field , geyser, and other combos (eruption blast finisher) and if running multiple equip templates can swap to meteor down siege on the backside of a wall.

    > 7. The pet runs everywhere out of stealth gyro let alone mesmer veil ; blasting smoke fields doesn't necessarily stealth the pet even if the ranger is stealthed

    > 8. Scrapper and tempest have ally stunbreaks and superspeed (Eye of the Storm , Toss Elixir U) which is a way to deal with stability being boon ripped . Celestial Shadow is counterproductive if you are trying to sustain because you need to drop out of Celestial Avatar.

    >

    > Arenanet needs to stop taking suggestions from people that play only one class "exclusively".

    >

    > "That is all, thanks."

     

    I think you mistook the intention of my post.

     

    The suggestions I put forward are intended to push Druid closer to parity with other support specializations in competitive formats, those formats being sPvP and WvW. I do not anticipate Druid ever supplanting Firebrand as the most important supportive character in a zerg nor small composition groups without considerable buffs from Arenanet, likely in the realm of a significant overhaul. The most likely spot for a Druid to replace in a zerg would be that of the Scrapper or Tempest. This would be difficult to achieve without significant adjustments to the Druid, but I do not think it impossible. Furthermore, I do not exclusively play one class. From the time of the patch, to the time at which I submitted this post, I played only support Druid, a mere two weeks isolation . I have played Firebrand in zergs; I know what it is capable of. I used to play healing Tempest pre-PoF in zergs for quite some time, though I no longer do.

     

    My post was intended to be as neutral and unbiased as possible, with the suggestions put forth as balanced as possible. As I said prior, short of a significant overhaul, Druid will likely never be Meta in a zerg comp, though it is possible it may be returned to Meta status in sPvP, as it had been for some time.

     

    Lastly, you're quoting of me saying "That is all, thanks." Is needlessly aggressive. If you cannot express an opinion in a respectful manner, don't express it at all.

  7. I agree with the OP, this is the change that I would've liked instead.

     

    The current change is acceptable as it is; I have no problems performing as a Soulbeast. However, being permanently merged with the options to swap sounds more fun.

  8. Greetings Arenanet. I do not know if my following requests fall under the category of QoL. They are requests for new stat combinations which I would like to incorporate into builds.

     

    The combinations are as follows:

     

     

    **Combination #1 (Suggested Prefix Title: Peacekeeper's)**

     

    Healing Power (Major)

     

    Toughness (Minor)

     

    Vitality (Minor)

     

    **Combination #2 (Suggested Prefix Title: Hunter's)**

     

    Power (Major)

     

    Precision (Minor)

     

    Vitality (Minor)

     

     

    Thank you.

  9. I do agree with the speculation that new elite specs would be very, very difficult to balance.

     

    We can already see that certain classes have elite specs which suffice in regards to class "roles". For example, the Guardian has Firebrand for Support and Dragonhunter for damage. The Ranger has Druid for Support and Soulbeast for damage. Wherein would the role of a new elite spec for these classes lie?

     

    That said, the ultimate decision is up to Arenanet, and the collective effort of the assumably dozen or so developers who will work on these elite specs may be able to invent some creative specializations.

     

    I myself would be satisfied with or without new elite specs provided the other content is expansive enough. I expect new maps, and, knowing that the Cantha expansion for the original Guild Wars had a strong PvP showing, I would hope for new PvP modes and maps.

     

    As a long shot, I would like to see the Ritualist added as a new profession.

  10. Also Arenanet, if you could also make available a set like this:

     

    Healing (Major)

     

    Vitality (Minor)

     

    Toughness (Minor)

     

     

    I would like to use this set on my Druid for WvW. It is essentially Nomad's with the major attributes flip flopped.

     

    The Druid does not provide an outstanding amount of boons to his allies, much unlike the Firebrand and Scrapper supportive specs. Therefore, I find that when playing Druid, it is most beneficial to ones team for the Druid to maximize their healing output, and to this end I use Cleric's gear instead of Ministrels. I would love to use the above gear set on my Druid to give myself an even greater ability to tank and sustain damage. Thank you.

  11. The most common weapon I have seen used by rangers in WvW since the patch is the shortbow, all of whom have been running condition oriented builds.

     

    Speaking from the experience gained from those whom I have fought against so far, the Shortbow is outputting rather tremendous condition pressure, with frequent applications of bleeding and poison stacks along with a high uptime of immobilization.

     

    The rangers who run these condition builds, while all are using the shortbow, seem to have some variation in elite spec choice. I have played against condi soulbeasts, condi druids, and core rangers.

     

    The Shortbow does not seem weak in WvW roaming at all. I have adapted much of my roaming build to be able to counter these specs.

     

    I do not know how Shortbow performs in sPvP.

     

  12. Hello Arenanet Gods.

     

    I do not know if these types of requests are permitted on the forums.

     

    Here is my request.

     

    Please make available a stat combo for weapons, armor, and trinkets with the following attributes:

    * Power (major)

    * Precision (minor)

    * Vitality (minor)

     

    I would like to use it for general PvE and WvW. I don't believe a mix of currently available attribute sets can precisely replicate what my requested attribute set can offer. Please correct me if I am wrong.

     

    Thanks -Soilder.3607

  13. > @"Strider.7849" said:

    > I'd also like to see a change to the staff skill #2. The condi removal change you suggested on avatar sounds great.. I still miss that stun break though. At the moment my hardest thing to find with the current druid is where to bring a staff (outside of pve?). After all the nerfs it just feels like a very underwhelming weapon.

     

    I agree that staff #2 is underwhelming. It is not terrible if used, and successfully landed, on an enemy player who is utilizing a melee weapon. Yet this is not particularly easy to do, and the low travel speed of the projectile enhances this difficulty.

     

    I did not make a suggestion for staff #2 as I do not have any ideas in regards to buffing or reworking it. That said, I would prefer the skill to be reworked as some sort of ground targeted support spell, preferably healing allies while debilitating foes.

     

    Guardian staff #2 received a similar rework while it was previously a fairly usable skill, chiefly due to the detonation ability which allowed the Guardian some control over the healing aspect of the skill. It's reworked version is much superior to the old version, healing and damaging allies and foes, respectively, with greater reliability than before, while also featuring new functionality as a blast finished.

     

     

  14. Hello. Now that the dust has begun to settle from the latest balance patch, and after having played support Druid nigh exclusively since, I feel confident in making balanced suggestions to improve the supportive capabilities of this elite spec, with a focus on competitive formats, e.g WvW and sPvP.

     

    Firstly, support Druid offers substantial healing output, as it has since its release. With that being its biggest strength, Druid has tended to lack in a few important areas when it comes to support, namely boon application and allied condition clearing. Druids lack of boon sharing is by design, and this design can be further exemplified by Arenanets tendency to grant the Druid support options that are either unique buffs or non-boon buffs, such as stealth and superspeed, or the since removed unique Grace of the Land.

     

    The newly introduced Glyph of the Stars is an example of Arenanet attempting to continue one of these past trends, i.e the preference for unique buffs over boons (Glyph of the Stars essentially grants a more powerful, unstrippable version of the Resistance boon for its duration), while moving past the other, i.e the lack of allied condition removal.

     

    The suggestions below would align with Arenanets recent trends for the balancing of the Druid class. No suggestion would be a direct buff to any skill nor trait; all suggestions would come with tradeoffs as an attempt to continue the recent revert and avoidance of power creep. The ultimate goal of these suggestions is to make the Druid more competitive with other support oriented specializations, such as the Firebrand or Scrapper, in competitive game modes.

     

    **Druidic Clarity**

    * Instead of clearing all conditions from the Druid, this trait will now remove 3 conditions from the Druid and 3 more conditions from up to 5 allies around the Druid, with an AoE radius of 300. This change would shift the power of this skill away from supporting solely the Druid to supporting himself and his teammates, thereby making the Druid more vulnerable to conditions yet enhancing his ability to cleanse his allies.

     

    **Verdant Etching**

    * The Lesser Seed of Life spawned by this skill will now remove 2 conditions instead of 1, and its base heal will be lowered by 10%. A simple change to enhance the Druids ability to cleanse his allies while making Glyph more appealing.

     

    **Sublime Conversion**

    * This skill will no longer grant regeneration to allies. Instead, allies that pass through the barrier will receive protection for 4 seconds, and enemies that pass through the barrier will receive weakness for 4 seconds. Its base healing will be reduced by 33%. This change will place a superior boon in the hands of the Druid by replacing the easily accessible (for the ranger) regeneration with protection. The base healing of the skill itself will see a significant reduction in exchange.

     

    **Seed of Life**

    * The radius of this skill will be increased to 240. Correspondingly, the blind duration will be reduced to 3 seconds. This radius increase is significant enough to make Seed of Life a much more reliable tool for cleansing allies, as the prior radius of 180 is limited. It is now much more likely to affect its total potential of 5 targets.

     

    **Lingering Light**

    * When entering Celestial Avatar mode, instead of your next attack blinding your foe and healing yourself, up to 5 enemies near you are immediately blinded for 4 seconds at a radius of 300. The 50% increase in healing to allies would remain the same. This trait has a design flaw in that entering Celestial Avatar mode removes much of your ability to attack enemies by replacing your skill bar with Celestial Avatar skills. The Lingering Light effect as it is now only lasts for 5 seconds, during which time it is likely that the Druid will spend most of his time healing and not attacking foes, wasting some potential of the trait.

     

    That is all, thanks.

  15. > @"Pterikdactyl.7630" said:

    > > @"Soilder.3607" said:

    > > > @"bigo.9037" said:

    > > > I haven't played it myself but was fighting one a few days ago (after patch) and he was surprisingly difficult to deal dmg to even with my full dps burst build.

    > > >

    > > > He was using sword warhorn and staff I believe. Full support.

    > > >

    > > > Traps are pretty useless. Don't bother with them.

    > >

    > > That might've been me to tbh. I've been running full support Druid in WvW since the patch, with Staff and Sw/Wh. Did you fight that guy in WvW? And if so what server was he on and what server were you on?

    > >

    > >

    > > To answer the OP's question, I've been running full support Druid in WvW. It feels pretty good. It definitely has some very potent healing abilities. Condi clear is alright if you use Glyph of Alignment and Glyph of Equality while in CA mode, as well as Verdant Etching. Seed of Life in CA mode was buffed in the patch; it now removes two condis. Glyph of the Stars is actually a phenomenal skill. Possibly the ultimate counter to conditions _and_ it affects 10 targets. You can furthermore use the Brown Bear pet, as I do, to cure an additional two condi's, and you can grab Signet of Renewal to fully clear allies. So the condi clear actually isn't all that bad if you build it right.

    > >

    > > I do not know how dedicated WvW guilds feel about healing Druid. I would assume much the same way as they did before the patch, as in, not preferring them over Firebrand and/or healing Scrapper.

    > >

    > > I prefer using Cleric's gear on my support Druid, as the Druid doesn't provide many boons to its' allies like the Firebrand does, and so I find maxing my healing output to be more optimal. As the poster above stated, 14k healing on Glyph of Rejuvenation in CA mode is absolutely possible. Combine this with Cultivated Synergy (which you absolutely should) and you're looking at ~18-20k healing in CA mode. I also run Superior Runes of the Flock in addition to Verdant Etching, which means that every time I use Glyph of Rejuvenation, I can potentially heal up to 25 allies for differing amounts of healing (5 allies from Glyph of Rejuvenation, 10 allies from Cultivated Synergy because it activates on both you and your pet, 5 allies from Flock Runes which usually heal around 2.5k, and 5 allies from Verdant Etching if the seed heals them).

    > >

    > > Give it a try if you'd like OP.

    >

    > Sounds like you have had a very similar experience to my own, so it's good to see that it seems to be working for others. Out of curiosity, mind linking your build? Seems like we have a lot of overlap in what we decided on, but I'd like to see how you're approaching it.

    > Also, how do you feel survivability is on full Cleric's? I have myself a full set of Cleric's that I was using pre-patch but I felt too squishy at the time so went back to full Minstrel's. I imagine now it feels a bit better? You are right though: other than regen, it doesn't provide many boons.

     

    This is what I run --> http://gw2skills.net/editor/?POwEwEmpsB2Cjh5wKxjWytpWyrqA-zVIYf0xXKJVAJGCpmAVHB6cQCl9wbxvNL-w

     

    I typically camp the bear pet in a zerg, using its condi cleanse on recharge. Sometimes I use the wolf pet as my second pet for the AoE fear, which is better put to use in smaller groups.

     

    I use flock runes because I do not have monk runes. However, flock runes do provide a very important increase in vitality, in addition to their healing power bonus, with a gain of 100 vitality and a 10% increase to base health; this is particularly important to a player in cleric's gear. Their active effect, that being an additional healing effect around you when using a healing skill, typically heals in the realm of 2-2.5k health outside of CA mode, and upwards of 4k in CA mode.

     

    I run Wilderness Survival instead of Beastmastery for the added survivability it provides, most notable through an increased uptime of protection and the exceptionally strong scaling Rugged Growth. Similarly, that's why I prefer Protective Ward over Invigorating Bond.

     

    The Superior Sigil of Benevolence provide a greater healing output to allies compared to the Superior Sigil of Life, the drawback being that this increased healing modifier does not apply to yourself.

     

    Allies' Aid is an equally viable trait; I take Instinctive Reaction simply because I love maxing my healing output.

     

    The survivability of Cleric's is good enough. I believe the greatest threat to the healing Druid is its lack of stability. Incoming damage is well enough countered by the Druid's superb healing. Being unable to heal is more or less ones downfall.

     

    I am also glad to see that I am not the only one playing healing Druid in WvW.

  16. I accept the current tradeoff for the Soulbeast as is and admit that it was needed. However, I believe a better option would've been the following:

     

    * Instead of having access to pets at all, the Soulbeast is locked in Beastmode permanently. He can still access the pet menu via the K button, or other keybind, and change his merged pets while out of combat.

    * The Soulbeast gains access to pet swap while in Beastmode, limited as it was prior to a 15 second cooldown, traitable to 12 seconds. Swapping pets in Beastmode activates all appropriate traits and changes your Beastmode skills to those of the pet you swapped to.

    * Traits and other such material that activate upon entering, or leaving, Beastmode would be adjusted for this new functionality. For example, Unstoppable Union could grant you boons and remove movement impairing conditions when swapping pets while in Beastmode.

     

    To me, this would've been a more enjoyable solution. It places more skills directly in the hands of the Soulbeast, gives the Soulbeast an appropriate nerf, and encourages a playstyle that is not found in both Core Ranger and Druid.

  17. > @"bigo.9037" said:

    > I haven't played it myself but was fighting one a few days ago (after patch) and he was surprisingly difficult to deal dmg to even with my full dps burst build.

    >

    > He was using sword warhorn and staff I believe. Full support.

    >

    > Traps are pretty useless. Don't bother with them.

     

    That might've been me to tbh. I've been running full support Druid in WvW since the patch, with Staff and Sw/Wh. Did you fight that guy in WvW? And if so what server was he on and what server were you on?

     

     

    To answer the OP's question, I've been running full support Druid in WvW. It feels pretty good. It definitely has some very potent healing abilities. Condi clear is alright if you use Glyph of Alignment and Glyph of Equality while in CA mode, as well as Verdant Etching. Seed of Life in CA mode was buffed in the patch; it now removes two condis. Glyph of the Stars is actually a phenomenal skill. Possibly the ultimate counter to conditions _and_ it affects 10 targets. You can furthermore use the Brown Bear pet, as I do, to cure an additional two condi's, and you can grab Signet of Renewal to fully clear allies. So the condi clear actually isn't all that bad if you build it right.

     

    I do not know how dedicated WvW guilds feel about healing Druid. I would assume much the same way as they did before the patch, as in, not preferring them over Firebrand and/or healing Scrapper.

     

    I prefer using Cleric's gear on my support Druid, as the Druid doesn't provide many boons to its' allies like the Firebrand does, and so I find maxing my healing output to be more optimal. As the poster above stated, 14k healing on Glyph of Rejuvenation in CA mode is absolutely possible. Combine this with Cultivated Synergy (which you absolutely should) and you're looking at ~18-20k healing in CA mode. I also run Superior Runes of the Flock in addition to Verdant Etching, which means that every time I use Glyph of Rejuvenation, I can potentially heal up to 25 allies for differing amounts of healing (5 allies from Glyph of Rejuvenation, 10 allies from Cultivated Synergy because it activates on both you and your pet, 5 allies from Flock Runes which usually heal around 2.5k, and 5 allies from Verdant Etching if the seed heals them).

     

    Give it a try if you'd like OP.

  18. There are a lot of runes and other effects that cause an additional healing effect around a player when they use a healing skill.

     

    I didn't realize this for a while after HoT came out, but Cultivated Synergy activates twice, once for you, and once for your pet.

     

    This is rather significant because not only is the healing amount essentially doubled, but so is the target limit as you can heal 5 allies around yourself and another 5 around your pet.

     

    Use with Glyph of Rejuvenation for the ability to heal up to 15 allies at once. Add a rune like runes of the flock and suddenly you can heal up to 20 allies with just one skill.

  19. > @"Eurantien.4632" said:

    > > @"Soilder.3607" said:

    > > I haven't touched this game since December but anyone serious about condition removal used Runes of the Revenant or Runes of Resistance. Runes of the Trooper have not been meta for any content for _years_.

    > >

    > > Removing one condition at a time has not been viable since pre-HoT. All the whining in this thread is standard fare whenever Anet updates ranger, hence why they've learned to ignore this forum.

    >

    > You're out of touch. Revenant and resistance were meta because of boon share on boonbeast. Boonbeast isn't meta anymore. Lb/gs is more meta now and there are the WS version and the MM version at high tiers. MM was higher risk for faster kills and required soldier runes for its Condi clear. The range, the extra stealth, the higher damage, and low prevalence of Condi classes allows for the one Condi clears of soldier runes to work again. This nerf kills that build and any others that potentially wanted to move away from WS and that's the problem. Even more of a reliance on WS and less build diversity

     

    No Eurantien, I'm not out of touch. This entire subforum is out of touch.

     

    Do you people mean to tell me that you don't remember, for the three years after Guild Wars 2 launched, how ranger was one of the buggiest, least desired, and most of all, NOT meta profession for all content in the game? You people seriously forget that?

     

    And then what happened when Heart of Thorns launched? Druid became supermeta. It was needed in raids, desired in fractals, OP in PvP, the strongest roamer in WvW for a long time, though remaining unviable in zergs.

     

    And then what happened when Path of Fire launched? Soulbeast was a buggy mess actually. But then it received much needed bugfixing and fine tuning. And then what did it become? Supermeta! OP in PvP, one of the *strongest* WvW roamers, though again unviable in zergs; Meta in most PvE content as both power *and* condition.

     

    This class is NOT the red headed step child accusation that I see thrown around in nearly every balance patch discussion thread. We've received our fair shared of buffs and nerfs that *every* class has received. But this subforum remains the same, and with every balance patch comes *overwhelming* negativity, regardless of the rights or wrongs arenanet puts out.

     

    I have no idea what the hell arenanet is trying to accomplish with this balance change (if it could be called that). But pretending that this minor change "pigeon holes" rangers and "kills viability"? No my friend, *that's* out of touch.

     

    I will probably have something to say again in six months.

  20. I haven't touched this game since December but anyone serious about condition removal used Runes of the Revenant or Runes of Resistance. Runes of the Trooper have not been meta for any content for _years_.

     

    Removing one condition at a time has not been viable since pre-HoT. All the whining in this thread is standard fare whenever Anet updates ranger, hence why they've learned to ignore this forum.

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