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JorneMormel.9850

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Everything posted by JorneMormel.9850

  1. Start by improving the pet mechanic. Specifically: F1 Attack/(Toggle)Heel and F3 Move To (Ground targeted) It would make pet controls more intuitive and allow the option to path pets out of harm's way, without requiring too many button presses and overcoming the fact that Guard/Avoid Combat cannot be hotkeyed, which would be a welcome QoL update if it did. Axe (Mostly OH #4) Dagger (MH lacks cleave) Short Bow (Lacks damage potential on flanking which is hard enough to pull off in any competitive environment, and is still outclassed in PvE.) Staff Sword All need love. So does Druid and I wish pets were an optional mechanic for them, too. Stowing a pet for skill effects and attribute increases would even improve core. And give Soulbeast the second pet back, but instead design the drawback that your pet appears with the same hitpoints as it had before when leaving Beastmode, and when you switch into Beastmode, if your pet's health % is lower than yours, lose health equal to 50% of the difference. Losing the second pet lowered the skill ceiling by so much, it's not even funny.
  2. > @"Soilder.3607" said: > Revisiting this topic after having resumed playing support Druid in WvW again. > 1. > 2. > 3... > 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... Agreed wholeheartedly, but how would you go about the (Beastmastery) traitline(s) and skills/effects that affect the pet?
  3. > @"Johnny.1634" said: > ... > Guild Wars 1 had amazing player and pet synergy, with pet attack skills that basically let you use double the skills other players could at the same time, and majority of pet based builds let your pet provide you with ridiculous amounts of heals and energy regen. > Sadly with GW2, majority of pets are bugged and ANet has done a pretty awful job at giving Rangers any synergy with their class mechanic. Hopefully this new spec will finally see us actually using our pet. > This statement is false. There were a maximum of 8 skills in Guild Wars 1, of which Charm Animal (and later Comfort Animal [PvE]) were required skills for the Ranger to even have a companion in the first place, which was just another body with a slow attack speed, no attack skills of its' own and its' damage partially dependant on your investment into the Beast Mastery attribute. Point being, when staying true to the Guild Wars 1 comparison; the Ranger originally had an optional pet, not one as its' core mechanic.
  4. Been happening to my Cobalt skin GS since around the time warclaw was introduced. Never been addressed.
  5. The assumption I'm making is from the perspective of a new player, new to all formats. While in PvP there's no stat difference, I feel the level playing field is gated in WvW. I've had friends who leveled their first characters in WvW like back when the game launched. Even for returning players or recent adopters, there's still less incentive to create gear fit for anything other than their assumed 'meta' build first, nevermind stacking their inventory space with equipment for i.e. roaming or untested builds. Having said that, I have to agree that the few must-have ranks are easily attained on active player accounts and aren't really an issue, especially since the warclaw stomp got removed.
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