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anduriell.6280

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Everything posted by anduriell.6280

  1. well ranger already has Longbow. So if we get rifle it should become a 50 caliber machine gun at 100 bullets / second. Otherwise no, we don't need more ranged weapons, we already have too many.
  2. > @"Veprovina.4876" said: > Couldn't have this just been a normal root skill? I have to wail on it for far too long being defensless while rangers just pew pew on me. > > Also it doesn't last just 4 seconds unless destroyed, it lasts until destoryed. This is obviously a bug. > Fun fact - if a ranger entangles you from land and you happen to be in water, you're defensless because you can't attack them to get free, even if you're submerged and have a weapon, you're considered "on land" or something so your underwater weapons don't work. And they don't have a timer apparently, or it's a very buggy one, so you've just become a free kill. > Furthermore, single target weapons without splash damage need to be retargeted to it and you can't tab to the roots so good luck hitting them. > > Can't this be a slighly stronger than normal root skill that doesn't require damage to get out of? > Who's the brain behind this skill, i mean seriously. > > I don't come across it much honestly, but whenever i'm rooted, i'm not DPS i can't get out of it. And yes, minstrels is tanky, but not that tanky. > > Is this supposed to be like that or what? Cause it looks horribly bugged to me. 4 seconds duration "unless" destroyed doesn't seem to be the case. > Anyone else can chime in? What am i missing? Is this skill just that horrible and bugged right now or what? You cleanse and move at the same time same as any other condition. Simple as that.
  3. > @"Dadnir.5038" said: > > @"anduriell.6280" said: > > _Snip!_ > > Do you like Nemesis? Because i do like the Nemesis. > > > > The core necromancer sorely lack active defense in it's kit. Your spec might work if it wasn't the case but as it is, it would be chore to even begin to make it work (I mean, you double shroud CD and remove weapon swap to give what? A 2 charge leap with evade frame gated behind a shroud on a 20s CD and some heal that only work with LB?). This new spec will be a transversal change to how you play the necro thou and i understand it is difficult to warp the mind about this concept , it would change from an slow moving tank to a more fast paced DPS roamer. I'm providing the ranger's best survival toolset and ranger's best roaming weaponS to the necro, additional stunbreaks on demand, access to cleanses, additional evades on demand, additional gap closers on demand, another stability on demand , access to Stealth on demand, unblockable attacks on demand, piercing attacks on demand.... Without any limitations which limits the ranger in zerg combat ( reflects will not reflect your LB attacks against your friendlies but it will heal the target and damage you directly ) Additionally the necro already have a lot of access to additional healing which will work while in shroud (remember now it works as a barrier not a second bar, so incoming heals will heal the necro while in shroud as well) . List of currently available traits: 1. Blood Bond — Cast Lesser Signet of Vampirism on your foe when you inflict bleeding on them that matches or exceeds the threshold. 2. Vampiric — Siphon health whenever you hit a foe. Minions siphon health and transfer it to you. 3. Vampiric Presence — You and your nearby allies siphon health with attacks. This effect increases while in Shroud. 4. Parasitic Contagion — A percentage of your condition damage heals you. Healing will not occur while life force replaces health. 5. Life from Death — Heal and partially revive allies in an area when you exit shroud. 6. Transfusion — Shroud skill 4 heals and partially revives nearby allies. Up to five nearby downed allies are teleported to you upon using shroud skill 4. 7. Unholy Sanctuary — Regenerate health while in shroud. If your life force is above the threshold, your shroud will activate if you would take a lethal blow. (this could ignore the requirement to have the life force bar full) All those would work with the new spec shroud. I don't think the Nemesis would need more sustain on shroud and using LB will provide enough sustain by itself while the necro is not. If you are planning to use another weapon just don't use the specs new heal, use any other from core. You still can have access to the other utilities wich will be useful either way. I'm sure this spec if anything else will prove a very strong roaming / small teams. It needs some tradeoffs otherwise it would be simply too ridiculous. > @"Anchoku.8142" said: > Also, core Necro has design characteristics that will make balancing a long range Elite dps troublesome so I do not see it happening. If you mean long range utility, that, too, is difficult without a substantial skill split in WvW. I personally don't see those issues with balancing. This spec tradeoff the range for number of targets ( longer range for single target ). The shroud is melee so nullifies the range component while still be different mechanically from the Reaper shroud (faster attacks for less damage each) . If the Nemesis picks any other weapon then loses the range and sustain. If the nemesis picks wells then it's sacrificing access to some of the new utilities. If he picks Lich Form then miss the stability and unblockable attacks. Your bias may like it or not, but you can't objectively say the design is bad.
  4. ##Cute white rabbit. The Cute white rabbit is a race of rabbits who in it's fluffiness are the cutest of all the rabbits. So white such cute it steals the hearts of all the players around. The pet hops around and stay put sometimes looking extremely cute. Sometimes it does cute noises like purring, sighing, and honking which makes them even more cute. **_Pet Skills:_** * _So Cute_ CD 1/2s . The pet basic attack is just staying close to the target. With it's pulsing cuteness it causes confusion ( 1 stack 3 seconds ) around the pet (300 radius) up to 5 foes while they foes are trying to understand how something so cute could be a foe. This does not have animation, it pulses around the pet each interval. It does no other damage otherwise. * _Kick_ . CD 20s . The rabbit go close to the target (range 180), turn around and kick with its rear feet. It causes a knockdown (2 seconds) to the target. It does little damage( 0.01) like all CCs. * _Hop_ . Cd 10s. The rabbit does a leap (range 600 ) which has evade frames. It does not damage at all. **_Beast Ability F2_** * _Cuteness Overload_ CD 45s . The pet starts hopping in small circles while purring (chanelling 3 seconds). The foes around the pet ( up to 5 foes, radius 600 ) are stunned (3 seconds) by the rabbit's extreme cuteness while tormenting themselves about having to fight such a cuteness ( 1 pulse/second x 3, apply 3 stacks of torment (6s) each ) . It does no other damage. **_Soulbeast abilitites_** * _Kick_ CD 20s. The player does the [Counter attack Kick](https://wiki.guildwars2.com/wiki/Counterattack_Kick) animation to knocking enemies back. This does not evade and only targets 1 enemy. * _Hop_. Leap 600 with evade frames. **_Cute Rabbit Mechanics and Behaviour_** This super cute pet uses a mechanic similar to carrion Devourer , it behaves like a ranged pet. Try to stay in range of the autoattack (300) from the selected target at all times and if the foe gets closer it uses Hop (leap 600) to escape in a similar fashion on how Devourer use the [Devourer Retreat](https://wiki.guildwars2.com/wiki/Devourer_Retreat) . It also uses Hop skill to close gap on CD to the target if the target is farther than 600 units. Only instances when try to get close is when try to Kick the target (every 20s). The pet stats are in the range of the [Juvenile Fanged Iboga](https://wiki.guildwars2.com/wiki/Juvenile_Fanged_Iboga) ##Stronk Burd Burd is a big bird. Stronk Burd is roughly double the size of normal bird pets. It's part of the bird family and shares the stats and basic family skills with the juvenile birds. **_Beast Ability F2_** * _Burd Stronk_ CD 30s. The pet grabs the target and bring it to the ranger. This is basically a pull, the main difference is it does not have range limits. It is limited by the pets range, if the pet can attack the target, the F2 can be cast. The pull is not instant, the target is pulled while the pet brings it to the ranger (at it's normal speed) . To balance the mechanic additionally to an stunbreak or stability the pull can be stopped if the pet gets interrupted or killed while is pulling the target. Obviously this can't be done by the target as its being CC'ed while the pull takes place but any external help (marks, traps, foe friendlies) can cause that situation. As it constantly applies CC until the Stronk Burd reaches the ranger it could be a fantastic tool against defiance bars ( 100 damage / second ) if the ranger stays at range. ##Mistfire Wolf. This is the pet version of summon [Mistfire Wolf](https://wiki.guildwars2.com/wiki/Mistfire_Wolf). This summon has a very cool model and abilities and would be great to have it as pet. It shares the stats with the [Wolf](https://wiki.guildwars2.com/wiki/Juvenile_Wolf) . Skills are as the summoned minion as such lacks knockdown pet skill. * _Bite_ - Basic attack. Melee attack. deals damage and inflicts burning for 1 second. * _Ride the Mistfire_ - . Leaps to target foe. Deals damage. Either inflicts burning or chilled for 1 second. * _Mistfire Storm_ - Drops 5 mistfire shards around target foe’s location (range 1200). Each shard deals damage, chill for 4 seconds and set the targets on fire for 3 seconds (note that the shards strike different locations, which makes it very unlikely that a single target would get hit by all shards). **_Beast Ability F2_** * _Howl of the Mists_ CD 45s . It summons a [Mistfire Wolf](https://wiki.guildwars2.com/wiki/Mistfire_Wolf) to help in combat. **_Soulbeast abilitites_** * _Ride the Mistfire_ - Leaps to target foe. Deals damage. Either inflicts burning or chilled for 1 second. * _Mistfire Storm_ - Drops 5 mistfire shards around target foe’s location (range 1200). Each shard deals damage, chill for 4 seconds and set the targets on fire for 3 seconds (note that the shards strike different locations, which makes it very unlikely that a single target would get hit by all shards). **_Mistfire Wolf Mechanics and Behaviour_** This pet uses the same behaviours as the Jaracanda as the skill set are similar. So what do you think about this pets? Wouldn't they be a very positive addition to the game?
  5. > @"MatyrGustav.6210" said: > I think it would be awesome to have shields as a Necro. Also would be amazing to summon Stationary Bone Walls to hide behind. just some thoughts. > I also would hope more weapons are being added to the classes outside the elite specs. For Necro I think The Main hand sword as a base weapon would be amazing as well. Sword would be cool but the reaper already has Greatsword, i don't see any improvements it could be done to improve that. ## Longbow the best option I would love the necro to have access to 1500 Longbow, so the new spec has access to long range single target roaming class. Instead shooting projectiles it does life leech from the target, the projectiles goes in reverse from the target to the necro, healing the necro when the projectiles reach him. The projectiles are not homing projectiles but it work like the enemy shooted that against the necro current position. Fast projectile speed assures the projectile will reliably reach the necro but under specific circumstances (moving under superspeed, taking cover, target very far) the projectiles may fail. It would be something like an vampire dark ranger longbow. **The necro would lose to swap weapons during combat as well**, as to downside to pick this specialisation (read the shroud section at the bottom) ##Balance the Inverted Projectiles Mechanic To balance the mechanic all inverted attacks works this way: **1/3 of the packet damage is done with the first impact** (which is basically unblockable unless aegis, dodge or active blocking from target)) and when the projectile reaches the necro the rest of the packet is triggered as addtional damage (not unblockable and can be evaded) with crit chance (and crit effects) and a fixed healing for the necro at the same time. Those projectiles can be body blocked by enemies, walls or lost by LoS or evaded by the necro, in those cases the second part would not trigger. ##Longbow details Longbow is depending LoS also except for the inverted barrage. **Projectile speed and attack speed is similar to ranger's Longbow. Weapon skills would be based in the original ranger's longbow**: One channelled burst of fast multiple attacks against a single target, One apply some stealth when the projectile reaches the necro, Other apply Fear in two phases, 1 second on hit and another 1s when the projectile reaches the necro, and one channelled ranged AoE similar to barrage where the projectiles follow an inverted pattern to ranger's barrage ( from ground to sky and sky to necro ) the full return should take around 1s to complete, this skill would be a big heal and almost unblockable as the only way for the necro to miss is to move under superspeed or dodge. CDs would be bigger than Ranger's Longbow to balance the fact it heals the necro. ##Aditional utility skills **Skills would provide the additional missing tools for the spec to be completed**: Quickness, leaps, protection, an stunbreak, additional sustain (being more stealth or more healing) . The heal will apply an small heal and make the attacks to be piercing attacks (up to 5 targets) for a short time. Those piercing attacks still generate just 1 projectile but it damages up to 5 targets and heals by the same amount of hits . The elite will provide stability and a bunch of unblockable attacks (there is not need for much unblockable for this as the first part is "unblockable" but it is good to make sure the projectiles aren't destroyed on their way back) . The skill set should have access to a total of 2 stun breaks, one in the heal skill another in the skill which will provide protection. ##Shourd mechanic The shroud provides an additional 50% of the current HP as an special barrier which last for the shroud duration an current necro energy bar is managed in as similar fashion as the Druid mechanic, the shourd can only be used when the bar is full and for limited time. When using the Longbow skills or the specialization utility skills the bar will be filled quickly so the main limitations should be the 20s CD of the Shroud. The Shroud will allow the necro to have a melee weapon set. The idea is for the necro to use ranged longbow and when the enemy get into melee transforms into a melee ball of pure destruction. * A double sword shroud with access to fast attacks and fast mobility with leaps and evades plus some heavy burst. * Damage is not high but the bursts attacks are no-rooting channelled fast attacks which allows the necro to move around while channelling. * Leap will provide evade frames and it should be 600 range separated in two charges. * Going into shroud will trigger "On Swap" effects. * Shroud does not proc the life steal from the longbow. ##Traits There will a be a weapon trait to reduce cooldowns on the Long bow and apply quickness if the range is superior to 900. There will be an skill trait wich will provide swiftness and cleanse 2 conditions each time the new utilities are used. Other trait will improve the new Shroud makingto have extra barrier ( up to 100% extra based in the current necro health ) . Another trait to make the shroud to do more damage, it is good to have those effects separated so the player may pick more damage or more sustain but not both. ##Weak points - Counter play * It does not have access to weapon swap during combat. * Shroud CD is higher (20s CD) to allow counterplay once the necro returns to normal. * It does not have access to more projectile block. * Limited access to stability in the elite with long CD. * The additional health provided by the shroud is based in current health, as such removing the possibility of an extreme tank with no investment. * [soul Battery](https://wiki.guildwars2.com/wiki/Soul_Battery) will increase the duration of the Nemesis Shroud instead adding more life force. It would be called the Nemesis Specialization, because it has the potential to become the nemesis of a chosen target. Do you like Nemesis? Because i do like the Nemesis.
  6. > @"Sigmoid.7082" said: > > @"anduriell.6280" said: > > It would be better if the communication was constant. Communicating the changes once they are done is not good, If the devs reworked a traitline once it is done there is no point for the community to provide any feedback as no relevant changes can be done at that point. > > A lot of community feedback that you see isn't all that useful. It lacks objectivity and is brimming with bias. Feedback does not mean the devs has to do what the community says. Yet the community will warn about glaring problems which could come with some changes which the devs may not have anticipated. There is nothing bad in more feedback as long as the community managers filter it.
  7. > @"Voltekka.2375" said: > Condi herald. Theyre everywhere and can easily 1v3 it seems the previous list is a bit biased so i will fix it with my bias. S Tier: Thief (Deadeye, Daredevil, Core),Revenant(Condi focused Herald/Renegade) A Tier: Engineer ( Holosmith), Ranger (Soulbeast) ,Guardian (Core and DH) B Tier: Mesmer (Core, Mirage), Warrior (Spellbreaker, sometimes Core), Scrapper C Tier: Elementalist (Weaver), Necro (Core, Reaper),
  8. > @"snoow.1694" said: > Title is self-explainatory. If you have something big up your sleeves, let us see the changes and don‘t implement them without some community feedback. It would also be fun to theory craft before the new patch is released. > > Or even a small statement about what is planned in terms of balancing, something tangible for us. For me personally this 0 information environment drains my motivation to play the game and I am not sure, but I believe we haven‘t had a big balance patch with proper announcement since last February It would be better if the communication was constant. Communicating the changes once they are done is not good, If the devs reworked a traitline once it is done there is no point for the community to provide any feedback as no relevant changes can be done at that point.
  9. > @"Shroud.2307" said: > > @"Kovu.7560" said: > > Cut down (or flat out remove) all of those multiplicative bonuses the Beastmastery and Soulbeast traitlines give to a soulbeast and buff core ranger damage. Core ranger damage is sufficiently pathetic that anything shy of bruiser-based builds is subpar in today's roaming meta. > > > > As for Soulbeasts that press sic 'em & rapid fire... their rotation is literally the most predictable thing in the game, making even rifle deadeye look high-skill. > > > > Druids are annoying with the roots but don't actually kill anything on their own -- unless you have literally 0 cleanses and they're allowed to ramp up those bleeds. IMO that spec needs a rework involving the reduction of immobilize applications, but whenever I bring it up Druid mains (all three of them) cry. > > > > Also, since we're comparing lengths, 8k hours on ranger here. o/ > > > > ~ Kovu > > Only issue I see with that is that Soulbeast and Ranger become too similar, and they're already not very different. I think it makes sense for Soulbeast to be the high damage spec, it's just that the utility it has is superior to core as well which makes it almost a complete upgrade. > I'm happy to see most agree about the pets feeling atrocious to play with, and we all agree is about the utility brought for core and soulbeast and the point they can't stick to moving targets being the smokescale the only pet which can hit targets more or less consistently. Trying to nerf the smoke will do nothing as the pet is already barebone, it does no real damage (autos around 350 no crits) and assault i think is about 2K. Ranger definitely needs a rework of most of the pets. If we are talking about damage multipliers i agree Soulbeast has access to many, maybe too many. I did comment once a possitive change for soulbeast would be to move the GM [Oppressive Superiority](https://wiki.guildwars2.com/wiki/Oppressive_Superiority) to replace [Furious Strength](https://wiki.guildwars2.com/wiki/Furious_Strength) as minor. Furious strength is a almost permanent extra multiplier which works while the soulbeast is merged and while is not and that is a direct upgrade over core. In my opinion removing that and making the multipliers to be more situational (in this case only when soulbeast has more hp than the target) would diminish somehow all the accumulative multipliers. Also it would be a 7% damage nerf. It is my opinion **GMs should allow us to pick the Soulbeast skill F3 and Archetype** , as that would solve all the issues with pet selection regarding the archetype skill related to them, like for example there is not Spiritual Reprieve F3 in the Moa family when that combination would be great for a support build. The same happens to Wolf the pet most used for pvp in the core days now linked to a Primal Cry (condition) when by the F2 effects (CC) would be better suited as Prelude Slash. Eternal bond can be deleted from the game it has no real uses in PvP or PVE for being very situational and underwhelming. Leader of the pack could be moved to master and Essence of Speed replace Fresh Reinforcement while Fresh Reinforcement merged with Elevated Bond. I personally **would fusion the archetypes so we end up with three**: Ferocious + Deadly, Stout+Versatile and Supportive + Versatile nerfing the extra stats to 100 each so the extra stats make sense and depending on your GM you get that archetype independently of the pet. Less complications for the future as Devs can focus solely on the new pets. Also i would merge the effects: **Worldly Impact + Primal Cry, Prelude Lash + Unflinching Fortitude and Spiritual Reprieve + some AoE cleanses**. Normalize all the CD to 40s ( nerf to Worldly , Primal Cry and Prelude Lash) in all Soulbeast F3 skills and nerf a bit the secondary skill ( Remove the pulsing effects from primal cry but buff the amount of burst condition in that singel application , reduce the immunity to 2s in Unflinching Fortitude) . That would make better sense with the limitation of only having one pet while in soulbeast mode, There is no point now to have so many archetypes/separated effects and it makes the class feel very clunky at times. **If you go for hybrid build you can not get the right Soulbeast skills / archetype** for example. But that is just my opinion on how i would make soulbeast a more enjoyable class to play with.
  10. > @"Shroud.2307" said: > Maybe I misunderstand what you're saying, but I have many _( over 4k )_ hours on Ranger, and it is my second oldest character approaching its 7th birthday. > I've also fought many, many, _many_ Rangers. I misunderstood you then, my apologies. We are in similar tier (just over 5K hours) mostly in WvW (which is seen in the amount of deaths i have) , same my second oldest character just passed the 7th birthday. > @"Shroud.2307" said: > Boonbeast is still a thing. It's less faceroll, but still forgiving. There is actually a core Ranger version of the Boonbeast build that is even more tanky and with better Condition cleanse, but slightly less damage. > Longbow Boonbeast has never been as good as the GS + X _(typically full melee or with Axe mainhand)_ variant, but it is still plenty strong. I know of a particular player who uses a Boon build with GS + Longbow and is absurdly tanky despite also dealing very heavy damage. I don't know what his armor is, but I'm assuming a mixture of Marauder and Commander or Diviner + Durability runes. Well so we agree GS + Axe main hand, and Axe mainhand is used because of the easy access to might. Axe mainhand + We heal as One can keep perma 25 might which makes the autos in that setup to deal 3-4K. Full melee is not seen anymore in soulbeast, some core may use it as nostalgia build and for the extra mobility from sword. Core is not a boon beast, Core has always (from the buff to the shout) been able to build for perma boon uptime with NM + BM ( bouncing boons to the pet and duplicate them with the shout) + WS for cleanses. We never had a problem with that one because a RF could deal max 4K, and i'm talking about core no sicem soulbeast. Boonbeast was the Soulbeast variant, same tankiness but with much more burst potential. It made use of Fresh Reinforcement to replace NM traitline. That is not a thing anymore thou i don't remember which was the nerf which cause this. The build you are talking about is this one: Marauder armor + Commander trinkets + durability runes. BM + WS + SB. It takes advantage of the might stacking from Axe Autos to deal constant damage (can keep 25 stacks of might almost constantly ) , GS is to boost Wintersbite (Maul for the buff and swap very 30 seconds) . Winterbite can deal more damage than a maul that way, ranged AoE which also apply chill and weakness. Durability runes are the main reason of the bulkiness of that build, 10% extra HP + protection + resistance every 20s. Put that together with WS and you have that extra tankiness. Which would be fine if the objective is to be tanky. But still that build can deal a good amount of damage and the reason of that is because of the constant 3-4K autos (plus all the condi as extra) because of the 25 might. Obviously once you have 25 might and Fury even an RF will deal a good amount of damage. I still think removing the might from the Axe autos and maybe reduce the buff duration to 5s from the Maul (Although i personally would remove it altogether) would be enough.
  11. Why thou? Karma is the most useless currency IMO. I have like 19 million karma in my account and i don't see any use for it.
  12. Probably has something to do with the coherent cache, They use the coherent UI (depreciated) to show the login windows and the TP. If they did any changes behind the scenes but didn't change the names of the resources probably it is causing the error (like trying to call a function which does not exists anymore) . Have you tried cleaning the coherent cache? [instructions for Windows here](https://help.guildwars2.com/hc/en-us/articles/231273908-Trading-Post-Troubleshooting) (i don't know how to do that in Macos thou) . If you can't, Have you tried deleting the full game and installing it again?
  13. > @"reib.6589" said: > This build looks too swap intensive and melee hibrid. I prefere to stay full ranged if possible. No it is not, check the instructions on how to use placed at the bottom.
  14. Did you check out this build? https://metabattle.com/wiki/Build:Deadeye_-_SA_Rifle_Roamer I personally would use Valkyrie / Zerker set instead marauder but that build is better for beginners
  15. > @"uberkingkong.8041" said: > Can we get GW1 monk as a profession, and yes the ability to go 55 monk status. > > Other professions, have a healer role, tank role, etc. > Except thieves. > > But one of the best tanks/healers in GW1 was Monk, especially the 55hp monks. > There is no doubt that if done in GW2 it would go to the thief. Yes please we need Medic Thief to be a thing. To make it different from other healing classes/builds just make the thief to have the ability to heal one target, with burst healing and constant ticks. So medic thief would keep the +1 role but for healing instead dps.
  16. > @"Shroud.2307" said: > These are targeted changes because this is how balancing should be done. These things will effect Soulbeast and Soulbeast only. Not Druid or core. They are things that have been over performing and overlooked for a long time, and the spec will not die with these changes. Your suggestions are pretty close to be good but clearly don't play with ranger which shows. BoonBeast is not a thing anymore. It is very difficult to keep up the boon uptime although the Soulbeast can have a some moments where it can get a burst of boons. The main culprit of the efficiency of the tanky builds is the Axe Mainhand. That weapon does too much damage compared with the range and utility bought (weakness + chilled) . Without that weapon the tanky builds would be just that, tanky builds. In this thread i pointed out the reasons of why Axe mainhand needs a nerf and how to do it easy as it doesn't need much fiddlering. https://en-forum.guildwars2.com/discussion/120143/nerfs-the-ranger-class-as-a-whole-needs-please-anet > @"Shroud.2307" said: > Dolyak Stance is one of the biggest offenders. > > 33% damage reduction > 33% Condition damage reduction > Immune to movement impairing Conditions > 6 stacks of Stability > Stunbreak > 30 second recharge Dolyak stance is over bloated you are correct. What I would do is to place the damage reduction into the Bear stance not because the stance is busted but to make other stances more useful. Right now Bear stance extra healing is basically negated by the condition ticks it is supposed to cleanse. And reduce the CD in SPvP to 40s. There are other stances which would need small adjustments like Moa (reduce the duration of the stance to 6s), Vulture(it needs to apply bleeds additionally) and Griffon (It needs to add an stun break) . And normalize all stance durations to 6s base (nerf to Moa and One Wolf Pack and a buff to Bear ) > @"Shroud.2307" said: > This is practically an elite skill. It makes you _immune_ to all form of CC, on top of giving a Protection effect that cannot be removed that also effects Conditions. > Removing the 33% damage/Condition damage reduction, and changing it so that it only reduces _the duration of_ movement impairing Conditions, would make this skill a lot less overloaded, but still strong. > > Next, "Sic 'Em!" should apply Exhaustion to the Ranger for 3 seconds after use. That idea sounds interesting but then other classes in the game with an skill which gives a plain damage modifier should get the same treatment. List a followed: 1. Herald  Burst of Strength — Legendary Dragon Stance, Consume 2. Spellbreaker Break Enchantments — Meditation 4. Deadeye Shadow Flare — Cantrip 5. Elementalist Glyph of Elemental Power — Glyph 6. Mesmer  Phantasmal Defender — Phantasm And other utilities which provide a similar effect like Assassin's Signet should get the same treatment. > @"Shroud.2307" said: > And lastly, Smoke Scale's merged skill, Smoke Assault, needs **one of two changes;** > Range reduced to 350, or give it a cast time. > Right now it has _double_ the range of Unrelenting Assault, no cast time, and can be enhanced with "Sic Em!" to deal nearly as much damage, on less than double the recharge. Those skills and pets are fine not only the class does not need a nerf there but it would need more pets to have the same type of utility skills (teleport / leaps, evades, etc...). The ranger in general needs better designed pets it is it's main mechanics and it shows very clearly it has not being taken care of.
  17. Players don't hate Traheane, they hate how it was portrayed by the writers and how inconsistent was the main story.
  18. > @"Yasai.3549" said: > > @"anduriell.6280" said: > > Which will reveal the ranger with the first impact. What's your point? > > Who cares if it reveals the ranger when yur Rapid Fire has 100% chance to Blind. Rapid fire already has a 100% chance to apply blind at least twice during the 2s channel, that will not change. Again what is your point?
  19. > @"Hannelore.8153" said: > > @"InsaneQR.7412" said: > > > @"Hannelore.8153" said: > > > What you suggest: A well-thought-out skinning system that players have wanted for a long time. > > > What the devs will see: Oh, you want 1,200 gem pet skin? > > > > So what? I mean ppl would finally have a skin system and Anet wouldmhave a chance on some profit. Tbh that sounds like a win-win to me. . > > My point is , its very unlikely they'll add any more pet skins to the game, even the mobs that already exist. If they did implement the system, they'd only allow you to select from the existing skins along with buying new ones from the gemstore, probably RNG. > > This is historically how they've done things, one major example being the build template system. I think now that the soulbeast can have only one pet during combat they should be able to pick the archetype. There are a lot of combinations which makes the pets very undesirable (like wolf being a condi archetype or not having a healing archetype in the moa family)
  20. > @"kappa.2036" said: > Mine is to have a REAL competitive build - after 8 years - for wvw zerg fights with my ranger without getting kicked from the squad or blamed for not bringing a meta class :) > Of course i also have firebrand, spellbreaker, scourge and scrapper but ranger was always my favourite class and i would really love to be considered useful with it and on par with other meta classes. I really hope the next expansion will bring something truly useful in this regard :) > > And you? What is your personal wish for 2021? Merry Christmas everyone :) > +1 on this wish plus also the same for thief and mesmer, so they have some uses in the zerg.
  21. > @"Mikhael.2391" said: > > @"merga.6709" said: > > I haven't played in a few years and decided to come back and check out the game. I'm mostly interested in WvW. What does the solo roaming meta currently look like? > > Like since launch. Go thief That is true, but to be fair the nerfs to burst and mobility makes the one shot more difficult to pull off. You can't jump on an enemy player and do a 100-0 like before. Mobility is "nerfed" on the shortbow you will have to make use of utilities to teleport if you fail. The class is still the best roaming but now you don't have so much wiggle room if you mess up. Condi revenant is king you can win easy 1v3 and it has no counter, there is no effective build which can fight the condi spam that class has. Condi druid is in the same train although less 1vX potential. I'd like to recommend ranger as well although the class has more +1 potential than dueller.
  22. > @"Leonidrex.5649" said: > he said enemy, so Im assuming it picks up the enemy, and if he doesnt get a kill within 5-10s they flop dead, its kinda like a banner then Um you are right but i thought that was a typo. Why would you want to resurrect an already defeated enemy? I mean it takes around 3s to stomp a downed why would you take the risk of reviving it. So the mesmer has a finisher taking an slot from the skill bar? Why would you pick that skill over absolutely anything else even a blank slot? Unless i miss an /s there i think i'm missing something in this thread.
  23. > @"Yasai.3549" said: > And with such a powerful interaction like this, Smokefield is more than enough, allowing the Ranger to Stealth, and immediately counter attack with a barrage of unblockable longbow shots. Which will reveal the ranger with the first impact. What's your point?
  24. > @"duell.4518" said: > Returning player after years of not playing mmo's played wow the burning crusade and wrath of the lich king. Played a hunter and necro in gw1 and had a main in gw2 as a necro. I saw [a video of a healing scourge]( ) and was wondering if I could return as a healer necro in both dungeons, raids and wvw. I used to be a hardcore wow raider as a healing shaman and love to heal but I'm doubting between wow shadowlands and gw2. I love WvW, back in the day had a guild and was active daily but due to work I had to quit but I miss the days. Want to be a casual player now, doing dungeons in the evening and a bit of wvw. How's necro? Any builds you can recommend? Is healing scourge still meta? Thanks! In fractals is viable although there are better options. In wvw no.
  25. You as Minstrel FB only need to use this once : https://wiki.guildwars2.com/wiki/Chapter_3:_Valiant_Bulwark, any Firebrand can do that. And the ranger is defeated before he can finish his RF, you don't even need to do anything else. You are welcome.
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