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Jacaranda is broken


MorgothLich.1253

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Jacaranda is the "supportive" type of pet with a 9s total duration immobilize on 16s cd, 5k dmg ability on 10s cd(which is not hard to land considering the amount of immobilize it can spam), 828 dmg on autoattack, and if it wasn't enough the pet can self heal for 5k, clear 2 conditions and get regen on a 20s cd. Not to mention the fact that it is not even that fast to kill since it has 20k hp.

Here is a wiki list of the abilities

https://wiki.guildwars2.com/wiki/Root_Slap

https://wiki.guildwars2.com/wiki/Call_Lightning_(Jacaranda)

https://wiki.guildwars2.com/wiki/Photosynthesize

https://wiki.guildwars2.com/wiki/Jacaranda%27s_Embrace

 

If the bird dmg was nerfed the jacaranda should receive a nerf too. I'm not saying to nerf it to the ground but this pet has really too many overtuned aspects.

Especially when you couple this pet with a build that has even more immobilize spam than the pet already provides you see how much overtuned it really is.

So my proposition is nerf call lightining damage by 33% and increase the cd by 33%, fix Jacaranda Embrace 2nd,3rd,4th and 5th pulse since they provide 2s immobilize instead of 1s that the tooltip says so that ability provides 5s of immo and not 9s. Then decide if the pet needs to be tanky with a lot of hp or if it has to heal itself and have lower hp, having both should not happen

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> @"MorgothLich.1253" said:

> Jacaranda is the "supportive" type of pet with a 9s total duration immobilize on 16s cd, 5k dmg ability on 10s cd(which is not hard to land considering the amount of immobilize it can spam), 828 dmg on autoattack, and if it wasn't enough the pet can self heal for 5k, clear 2 conditions and get regen on a 20s cd. Not to mention the fact that it is not even that fast to kill since it has 20k hp.

> Here is a wiki list of the abilities

> https://wiki.guildwars2.com/wiki/Root_Slap

> https://wiki.guildwars2.com/wiki/Call_Lightning_(Jacaranda)

> https://wiki.guildwars2.com/wiki/Photosynthesize

> https://wiki.guildwars2.com/wiki/Jacaranda%27s_Embrace

>

> If the bird dmg was nerfed the jacaranda should receive a nerf too. I'm not saying to nerf it to the ground but this pet has really too many overtuned aspects.

> Especially when you couple this pet with a build that has even more immobilize spam than the pet already provides you see how much overtuned it really is.

> So my proposition is nerf call lightining damage by 33% and increase the cd by 33%, fix Jacaranda Embrace 2nd,3rd,4th and 5th pulse since they provide 2s immobilize instead of 1s that the tooltip says so that ability provides 5s of immo and not 9s. Then decide if the pet needs to be tanky with a lot of hp or if it has to heal itself and have lower hp, having both should not happen

 

So use one dodge every 16-20s to avoid the slow-moving hairy nut flying at you and you can walk out of the Call Lightning before the first strike even hits the ground.

 

If you play necro you can also just transfer the immobilize back onto the pet because it can't dodge.

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> @"shadowpass.4236" said:

> > @"MorgothLich.1253" said:

> > Jacaranda is the "supportive" type of pet with a 9s total duration immobilize on 16s cd, 5k dmg ability on 10s cd(which is not hard to land considering the amount of immobilize it can spam), 828 dmg on autoattack, and if it wasn't enough the pet can self heal for 5k, clear 2 conditions and get regen on a 20s cd. Not to mention the fact that it is not even that fast to kill since it has 20k hp.

> > Here is a wiki list of the abilities

> > https://wiki.guildwars2.com/wiki/Root_Slap

> > https://wiki.guildwars2.com/wiki/Call_Lightning_(Jacaranda)

> > https://wiki.guildwars2.com/wiki/Photosynthesize

> > https://wiki.guildwars2.com/wiki/Jacaranda%27s_Embrace

> >

> > If the bird dmg was nerfed the jacaranda should receive a nerf too. I'm not saying to nerf it to the ground but this pet has really too many overtuned aspects.

> > Especially when you couple this pet with a build that has even more immobilize spam than the pet already provides you see how much overtuned it really is.

> > So my proposition is nerf call lightining damage by 33% and increase the cd by 33%, fix Jacaranda Embrace 2nd,3rd,4th and 5th pulse since they provide 2s immobilize instead of 1s that the tooltip says so that ability provides 5s of immo and not 9s. Then decide if the pet needs to be tanky with a lot of hp or if it has to heal itself and have lower hp, having both should not happen

>

> So use one dodge every 16-20s to avoid the slow-moving hairy nut flying at you and you can walk out of the Call Lightning before the first strike even hits the ground.

>

> If you play necro you can also just transfer the immobilize back onto the pet because it can't dodge.

 

I see you went for the compelling arguments "just dodge" or "just transfer", giving the classic forum answers instead of discussing point by point the things I wrote.

You see nothing wrong with a supportive type pet with more damage than the ferocious or deadly type, an ability that is clearly bugged providing 9s immo instead of the 5s it should, with a lot of hp and selfheal?

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> @"MorgothLich.1253" said:

> > @"shadowpass.4236" said:

> > > @"MorgothLich.1253" said:

> > > Jacaranda is the "supportive" type of pet with a 9s total duration immobilize on 16s cd, 5k dmg ability on 10s cd(which is not hard to land considering the amount of immobilize it can spam), 828 dmg on autoattack, and if it wasn't enough the pet can self heal for 5k, clear 2 conditions and get regen on a 20s cd. Not to mention the fact that it is not even that fast to kill since it has 20k hp.

> > > Here is a wiki list of the abilities

> > > https://wiki.guildwars2.com/wiki/Root_Slap

> > > https://wiki.guildwars2.com/wiki/Call_Lightning_(Jacaranda)

> > > https://wiki.guildwars2.com/wiki/Photosynthesize

> > > https://wiki.guildwars2.com/wiki/Jacaranda%27s_Embrace

> > >

> > > If the bird dmg was nerfed the jacaranda should receive a nerf too. I'm not saying to nerf it to the ground but this pet has really too many overtuned aspects.

> > > Especially when you couple this pet with a build that has even more immobilize spam than the pet already provides you see how much overtuned it really is.

> > > So my proposition is nerf call lightining damage by 33% and increase the cd by 33%, fix Jacaranda Embrace 2nd,3rd,4th and 5th pulse since they provide 2s immobilize instead of 1s that the tooltip says so that ability provides 5s of immo and not 9s. Then decide if the pet needs to be tanky with a lot of hp or if it has to heal itself and have lower hp, having both should not happen

> >

> > So use one dodge every 16-20s to avoid the slow-moving hairy nut flying at you and you can walk out of the Call Lightning before the first strike even hits the ground.

> >

> > If you play necro you can also just transfer the immobilize back onto the pet because it can't dodge.

>

> I see you went for the compelling arguments "just dodge" or "just transfer", giving the classic forum answers instead of discussing point by point the things I wrote.

> You see nothing wrong with a supportive type pet with more damage than the ferocious or deadly type, an ability that is clearly bugged providing 9s immo instead of the 5s it should, with a lot of hp and selfheal?

 

I don't think it's a given that ferocious and deadly types should do more damage. After all, families that have several pet types might have both a supportive and a ferocious or deadly, and usually pets within the same family have fairly similar damage. The types only matter for soulbeasts, and if anything, the jacaranda being supportive could be considered a downside since it doesn't grant the damage boost when merged as ferocious or deadly.

 

The issue, honestly, is probably primarily the root. The root mechanic is a pain regardless of the source.

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> @"MorgothLich.1253" said:

> > @"shadowpass.4236" said:

> > > @"MorgothLich.1253" said:

> > > Jacaranda is the "supportive" type of pet with a 9s total duration immobilize on 16s cd, 5k dmg ability on 10s cd(which is not hard to land considering the amount of immobilize it can spam), 828 dmg on autoattack, and if it wasn't enough the pet can self heal for 5k, clear 2 conditions and get regen on a 20s cd. Not to mention the fact that it is not even that fast to kill since it has 20k hp.

> > > Here is a wiki list of the abilities

> > > https://wiki.guildwars2.com/wiki/Root_Slap

> > > https://wiki.guildwars2.com/wiki/Call_Lightning_(Jacaranda)

> > > https://wiki.guildwars2.com/wiki/Photosynthesize

> > > https://wiki.guildwars2.com/wiki/Jacaranda%27s_Embrace

> > >

> > > If the bird dmg was nerfed the jacaranda should receive a nerf too. I'm not saying to nerf it to the ground but this pet has really too many overtuned aspects.

> > > Especially when you couple this pet with a build that has even more immobilize spam than the pet already provides you see how much overtuned it really is.

> > > So my proposition is nerf call lightining damage by 33% and increase the cd by 33%, fix Jacaranda Embrace 2nd,3rd,4th and 5th pulse since they provide 2s immobilize instead of 1s that the tooltip says so that ability provides 5s of immo and not 9s. Then decide if the pet needs to be tanky with a lot of hp or if it has to heal itself and have lower hp, having both should not happen

> >

> > So use one dodge every 16-20s to avoid the slow-moving hairy nut flying at you and you can walk out of the Call Lightning before the first strike even hits the ground.

> >

> > If you play necro you can also just transfer the immobilize back onto the pet because it can't dodge.

>

> I see you went for the compelling arguments "just dodge" or "just transfer", giving the classic forum answers instead of discussing point by point the things I wrote.

> You see nothing wrong with a supportive type pet with more damage than the ferocious or deadly type, an ability that is clearly bugged providing 9s immo instead of the 5s it should, with a lot of hp and selfheal?

 

The animation for the f2 immobilize is 1 second long of the jacaranda spinning in place before launching a slow moving projectile at you. I would this one of the easier skills to avoid in the game as it can be completely avoided by running in a straight line at longer ranges. Dodging the initial skill and transferring or simply cleansing the immobilize are _some_ of the ways necro can deal with it. You can even just enter shroud with Speed of Shadows, Relentless Pursuit, or even enter and leave it with Unholy Martyr traited as well. If you choose to sit there and eat a skill that's easy to avoid, it's on you.

 

Jacaranda can meme people who have low awareness or absolutely 0 cooldowns, but the pet is o.k. at best. The primary damage from call lightning only hits more than once if the enemy is either standing completely still, rooted, or hard cc'd. Essentially, avoiding or negating the f2 makes the pet entirely useless for the next 16-20 seconds until the f2 comes back off cooldown. I rarely use it for these reasons.

 

I see nothing wrong with a supportive pet dealing more damage than a ferocious or deadly type pet when the damage it deals is insignificant and hard to land otherwise.

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> @"MorgothLich.1253" said:

> > @"shadowpass.4236" said:

> > > @"MorgothLich.1253" said:

> > > Jacaranda is the "supportive" type of pet with a 9s total duration immobilize on 16s cd, 5k dmg ability on 10s cd(which is not hard to land considering the amount of immobilize it can spam), 828 dmg on autoattack, and if it wasn't enough the pet can self heal for 5k, clear 2 conditions and get regen on a 20s cd. Not to mention the fact that it is not even that fast to kill since it has 20k hp.

> > > Here is a wiki list of the abilities

> > > https://wiki.guildwars2.com/wiki/Root_Slap

> > > https://wiki.guildwars2.com/wiki/Call_Lightning_(Jacaranda)

> > > https://wiki.guildwars2.com/wiki/Photosynthesize

> > > https://wiki.guildwars2.com/wiki/Jacaranda%27s_Embrace

> > >

> > > If the bird dmg was nerfed the jacaranda should receive a nerf too. I'm not saying to nerf it to the ground but this pet has really too many overtuned aspects.

> > > Especially when you couple this pet with a build that has even more immobilize spam than the pet already provides you see how much overtuned it really is.

> > > So my proposition is nerf call lightining damage by 33% and increase the cd by 33%, fix Jacaranda Embrace 2nd,3rd,4th and 5th pulse since they provide 2s immobilize instead of 1s that the tooltip says so that ability provides 5s of immo and not 9s. Then decide if the pet needs to be tanky with a lot of hp or if it has to heal itself and have lower hp, having both should not happen

> >

> > So use one dodge every 16-20s to avoid the slow-moving hairy nut flying at you and you can walk out of the Call Lightning before the first strike even hits the ground.

> >

> > If you play necro you can also just transfer the immobilize back onto the pet because it can't dodge.

>

> I see you went for the compelling arguments "just dodge" or "just transfer", giving the classic forum answers instead of discussing point by point the things I wrote.

> You see nothing wrong with a supportive type pet with more damage than the ferocious or deadly type, an ability that is clearly bugged providing 9s immo instead of the 5s it should, with a lot of hp and selfheal?

 

You dont neex to dodge to avoid the slow projectile from jaracanda, just don't stop or afk and just keep moving and you will avoid the F2.

The archetypes are for the soulbeast F3 has nothing to do with the damage the pet itself does or how it behaves.

 

next time don't stand in the red circles and you will be fine. This is clearly L2P issue from a noob just lost to a Random ranger

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People will always complain about every ranger pet that is being used until they remove all damage and utility from every single one of them. The reasons vary over the years, and usually not even the nerfs satisfy them. The low level players will also refuse to take advice, and while "high level" players will know exactly how to counter and/or outplay a ranger and their pet, they'll still complain, because that's convenient for them.

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Honestly the only thing that needs nerfing is Immobilize as a mechanic.

 

It just robs too much from the target and forces them to spend too much resource to avoid this potentially fatal mechanic (fatal in the sense that it could leave them open to get killed)

 

Other builds that abuse Immobilize as well, like Dead Eye for example, are equally annoying and frustrating to deal with, often winning due to spamming immob to force their opponents out of dodges/cleanses in order to gain an advantage which can make people feel that it's extremely cheap.

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> @"MorgothLich.1253" said:

> > @"shadowpass.4236" said:

> > > @"MorgothLich.1253" said:

> > > Jacaranda is the "supportive" type of pet with a 9s total duration immobilize on 16s cd, 5k dmg ability on 10s cd(which is not hard to land considering the amount of immobilize it can spam), 828 dmg on autoattack, and if it wasn't enough the pet can self heal for 5k, clear 2 conditions and get regen on a 20s cd. Not to mention the fact that it is not even that fast to kill since it has 20k hp.

> > > Here is a wiki list of the abilities

> > > https://wiki.guildwars2.com/wiki/Root_Slap

> > > https://wiki.guildwars2.com/wiki/Call_Lightning_(Jacaranda)

> > > https://wiki.guildwars2.com/wiki/Photosynthesize

> > > https://wiki.guildwars2.com/wiki/Jacaranda%27s_Embrace

> > >

> > > If the bird dmg was nerfed the jacaranda should receive a nerf too. I'm not saying to nerf it to the ground but this pet has really too many overtuned aspects.

> > > Especially when you couple this pet with a build that has even more immobilize spam than the pet already provides you see how much overtuned it really is.

> > > So my proposition is nerf call lightining damage by 33% and increase the cd by 33%, fix Jacaranda Embrace 2nd,3rd,4th and 5th pulse since they provide 2s immobilize instead of 1s that the tooltip says so that ability provides 5s of immo and not 9s. Then decide if the pet needs to be tanky with a lot of hp or if it has to heal itself and have lower hp, having both should not happen

> >

> > So use one dodge every 16-20s to avoid the slow-moving hairy nut flying at you and you can walk out of the Call Lightning before the first strike even hits the ground.

> >

> > If you play necro you can also just transfer the immobilize back onto the pet because it can't dodge.

>

> I see you went for the compelling arguments "just dodge" or "just transfer", giving the classic forum answers instead of discussing point by point the things I wrote.

> You see nothing wrong with a supportive type pet with more damage than the ferocious or deadly type, an ability that is clearly bugged providing 9s immo instead of the 5s it should, with a lot of hp and selfheal?

 

It has no actual support it only heal itself randomly. I am amazed why ppl are so naggy about dodge it shouldnt be required to be used for this

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Jacaranda dmg + immob is quite powerful. I think it's been too powerful for quite sometime and now that everything else has left the spotlight it's getting it's time to shine. It is 100% annoying. But the best bet is to prob change the immob from a root to just a plain immob and lower the dmg a hair.

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> @"Eurantien.4632" said:

> Jacaranda dmg + immob is quite powerful. I think it's been too powerful for quite sometime and now that everything else has left the spotlight it's getting it's time to shine. It is 100% annoying. But the best bet is to prob change the immob from a root to just a plain immob and lower the dmg a hair.

 

Aren't pet supposed to be powerful/useful to justify the fact we can't get rid of them? **I stopped using core ranger because all pets now do negligible damage** , if I want to do dmg..I do so using a soulbeast and have 3x more of it, druid offers more utility with mass clear and stealth

 

Not even in PvE now there is any reason to use core ranger over soulbeast or druid, there is not a single pet now to justify the loss of benefits coming from the elites , **we all use smokescale-gazelle and owl**, the other 47 or so pet are **completely and utterly useless** with rare occasions where one or two of them become useful somehow

 

Jacaranda is the **last pet** doing great aoe dmg in PvE, if you want to use a core ranger..that's the main pet to benefit from the double pet mechanic.

 

....Sorry man didn't want to lash at you...I am just very frustrated with the balance in this game and **when somebody playing a necro** comes on the forum asking to nerf the last remaining aspects of professions that still hold a candle in the spotlight when their own vastly eclipse it in terms of popularity...then I go absolutely ballistic

 

Seriously somebody abusing a class quickness aoe spam around for 6-7k crits on 2.4k armor targets like necro on reaper.......shouldn't really open his mouth, somebody playing a core necro...or a reaper...or a scourge complains about a pet doing his localized aoe dmg in its small circle after 1s cast animation, we should all be laughing at this thread...not justify it in any shape or form

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> @"MorgothLich.1253" said:

> Jacaranda is the "supportive" type of pet with a 9s total duration immobilize on 16s cd, 5k dmg ability on 10s cd(which is not hard to land considering the amount of immobilize it can spam), 828 dmg on autoattack, and if it wasn't enough the pet can self heal for 5k, clear 2 conditions and get regen on a 20s cd. Not to mention the fact that it is not even that fast to kill since it has 20k hp.

> Here is a wiki list of the abilities

> https://wiki.guildwars2.com/wiki/Root_Slap

> https://wiki.guildwars2.com/wiki/Call_Lightning_(Jacaranda)

> https://wiki.guildwars2.com/wiki/Photosynthesize

> https://wiki.guildwars2.com/wiki/Jacaranda%27s_Embrace

>

> If the bird dmg was nerfed the jacaranda should receive a nerf too. I'm not saying to nerf it to the ground but this pet has really too many overtuned aspects.

> Especially when you couple this pet with a build that has even more immobilize spam than the pet already provides you see how much overtuned it really is.

> So my proposition is nerf call lightining damage by 33% and increase the cd by 33%, fix Jacaranda Embrace 2nd,3rd,4th and 5th pulse since they provide 2s immobilize instead of 1s that the tooltip says so that ability provides 5s of immo and not 9s. Then decide if the pet needs to be tanky with a lot of hp or if it has to heal itself and have lower hp, having both should not happen

 

"OVERTUNED" it's not a word you are allowed to use on this forum....**while playing a necro**

 

 

Go back to the necro forum to contemplate...

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> @"Arheundel.6451" said:

> > @"MorgothLich.1253" said:

> > Jacaranda is the "supportive" type of pet with a 9s total duration immobilize on 16s cd, 5k dmg ability on 10s cd(which is not hard to land considering the amount of immobilize it can spam), 828 dmg on autoattack, and if it wasn't enough the pet can self heal for 5k, clear 2 conditions and get regen on a 20s cd. Not to mention the fact that it is not even that fast to kill since it has 20k hp.

> > Here is a wiki list of the abilities

> > https://wiki.guildwars2.com/wiki/Root_Slap

> > https://wiki.guildwars2.com/wiki/Call_Lightning_(Jacaranda)

> > https://wiki.guildwars2.com/wiki/Photosynthesize

> > https://wiki.guildwars2.com/wiki/Jacaranda%27s_Embrace

> >

> > If the bird dmg was nerfed the jacaranda should receive a nerf too. I'm not saying to nerf it to the ground but this pet has really too many overtuned aspects.

> > Especially when you couple this pet with a build that has even more immobilize spam than the pet already provides you see how much overtuned it really is.

> > So my proposition is nerf call lightining damage by 33% and increase the cd by 33%, fix Jacaranda Embrace 2nd,3rd,4th and 5th pulse since they provide 2s immobilize instead of 1s that the tooltip says so that ability provides 5s of immo and not 9s. Then decide if the pet needs to be tanky with a lot of hp or if it has to heal itself and have lower hp, having both should not happen

>

> "OVERTUNED" it's not a word you are allowed to use on this forum....**while playing a necro**

>

>

>

> Go back to the necro forum to contemplate...

 

Eh, I wouldn't necessarily say those particular statistics say anything about their performance in any individual game mode, and even then performance can be overshadowed by things like theme and ease of play (it's probably not coincidence that the top four are the professions with relatively simple mechanics). If you're going to make an argument based on how much things are played, it'd be more informative to look at stats on which professions are used in sPvP (or whichever mode you're concerned about balance in).

 

It's worth noting that on metabattle at the moment, only four professions are now considered to have meta builds - D/P daredevil for roaming, D/F support tempest, power reaper, and power holosmith. Daredevil and support tempest are probably in there simply because they're best available in their roles, but there have usually been more non-support teamfighters in the meta than just two.

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> @"MorgothLich.1253" said:

> Jacaranda is the "supportive" type of pet with a 9s total duration immobilize on 16s cd, 5k dmg ability on 10s cd(which is not hard to land considering the amount of immobilize it can spam), 828 dmg on autoattack, and if it wasn't enough the pet can self heal for 5k, clear 2 conditions and get regen on a 20s cd. Not to mention the fact that it is not even that fast to kill since it has 20k hp.

> Here is a wiki list of the abilities

> https://wiki.guildwars2.com/wiki/Root_Slap

> https://wiki.guildwars2.com/wiki/Call_Lightning_(Jacaranda)

> https://wiki.guildwars2.com/wiki/Photosynthesize

> https://wiki.guildwars2.com/wiki/Jacaranda%27s_Embrace

>

> If the bird dmg was nerfed the jacaranda should receive a nerf too. I'm not saying to nerf it to the ground but this pet has really too many overtuned aspects.

> Especially when you couple this pet with a build that has even more immobilize spam than the pet already provides you see how much overtuned it really is.

> So my proposition is nerf call lightining damage by 33% and increase the cd by 33%, fix Jacaranda Embrace 2nd,3rd,4th and 5th pulse since they provide 2s immobilize instead of 1s that the tooltip says so that ability provides 5s of immo and not 9s. Then decide if the pet needs to be tanky with a lot of hp or if it has to heal itself and have lower hp, having both should not happen

 

All pets have a damage component. Ranger coefficients are lower to factor in pet damage, so the more you nerf pets the more we want direct damage boosts to Ranger skills.

 

Dodging, removals and conversions exist for reasons. Do not stand still either.

 

 

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> @"Fueki.4753" said:

> If a pet can do CC, especially this long, it should deal no damage.

> Arenanet made CC weapon skills deal practically no damage, so pets should get the same treatment.

 

Hard conditions are different than soft conditions. The devs did work on hard condition skills, and ones from pets.

 

This is a player issue, not a pet issue. Pets have tons of problems and are easy to avoid, so I don’t see how some players are having a tough time honestly.

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Sincere advice to the OP: try running a ranger with a jacaranda in unranked, it'll give you a lot of perspective on how it works (and just as often doesn't). In particular, the F2 projectile has a pretty visible windup before launch, and moves quite slowly in a high arc (so you can usually see it above the other spam). The few times I used to run it before the February megapatch, I only seemed to land the F2 immob if I paired it with another immob or cc, or was just piling onto a target already being pressured by my team.

 

In my condi soulbeast these days, I actually run jungle spider. It has an f2 immob that turns its next attack into an immob, which is nice because it often spits aoe poison circles (which also move slowly in a relatively high arc). The big thing though is that it gives a pull and another immob through merged F3, which I often use to pull targets down from kiting ledges. In total, I have 6 immobs from the following sources:

 

(1) merged spider f1

(2) merged spider f2

(3) unmerged spider f2

(4) shortbow 4 flanking

(5) entangling roots elite

(6) healing skill, when I take the muddy terrain trait

 

3 of those 6 immobs are thanks to the spider pet I use. In comparison, any ranger running jacaranda only gets 1 immob from their pet, which has the already-mentioned drawbacks. Given the setup the jacaranda requires to pull off both its immob as well as the call lighting channel, I think it's okay keeping it's supportive archetype and current damage.

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> @"MorgothLich.1253" said:

> > @"shadowpass.4236" said:

> > > @"MorgothLich.1253" said:

> > > Jacaranda is the "supportive" type of pet with a 9s total duration immobilize on 16s cd, 5k dmg ability on 10s cd(which is not hard to land considering the amount of immobilize it can spam), 828 dmg on autoattack, and if it wasn't enough the pet can self heal for 5k, clear 2 conditions and get regen on a 20s cd. Not to mention the fact that it is not even that fast to kill since it has 20k hp.

> > > Here is a wiki list of the abilities

> > > https://wiki.guildwars2.com/wiki/Root_Slap

> > > https://wiki.guildwars2.com/wiki/Call_Lightning_(Jacaranda)

> > > https://wiki.guildwars2.com/wiki/Photosynthesize

> > > https://wiki.guildwars2.com/wiki/Jacaranda%27s_Embrace

> > >

> > > If the bird dmg was nerfed the jacaranda should receive a nerf too. I'm not saying to nerf it to the ground but this pet has really too many overtuned aspects.

> > > Especially when you couple this pet with a build that has even more immobilize spam than the pet already provides you see how much overtuned it really is.

> > > So my proposition is nerf call lightining damage by 33% and increase the cd by 33%, fix Jacaranda Embrace 2nd,3rd,4th and 5th pulse since they provide 2s immobilize instead of 1s that the tooltip says so that ability provides 5s of immo and not 9s. Then decide if the pet needs to be tanky with a lot of hp or if it has to heal itself and have lower hp, having both should not happen

> >

> > So use one dodge every 16-20s to avoid the slow-moving hairy nut flying at you and you can walk out of the Call Lightning before the first strike even hits the ground.

> >

> > If you play necro you can also just transfer the immobilize back onto the pet because it can't dodge.

>

> I see you went for the compelling arguments "just dodge" or "just transfer", giving the classic forum answers instead of discussing point by point the things I wrote.

> You see nothing wrong with a supportive type pet with more damage than the ferocious or deadly type, an ability that is clearly bugged providing 9s immo instead of the 5s it should, with a lot of hp and selfheal?

 

You're a necromancer complaining about the stump? .... wow I've seen literally everything lmfao... guess you don't like wood very much do you? ahahaha! Alright seriously though I dont understand why its a big deal, cleave it. You have a second health bar; You shouldn't if you know the ranger is there even get struck with its shenanigans. Now if you're fighting perma root druid, sure. fine. I can see it but rather than nerf the pet... NERF THE PERMA-ROOT BUILD. Im not even sure why that build is allowed to exist....

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> @"Thornwolf.9721" said:

> I can see it but rather than nerf the pet... NERF THE PERMA-ROOT BUILD. Im not even sure why that build is allowed to exist....

 

That's Arenanet loves the over-abundance of CC.

That's also the reason why they their idea of nerfing CC is taking away the damage, rather than actually nerfing CC.

 

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> @"Fueki.4753" said:

> > @"Thornwolf.9721" said:

> > I can see it but rather than nerf the pet... NERF THE PERMA-ROOT BUILD. Im not even sure why that build is allowed to exist....

>

> That's Arenanet loves the over-abundance of CC.

> That's also the reason why they their idea of nerfing CC is taking away the damage, rather than actually nerfing CC.

>

Agreed, perma-anything should be dealt with quick and swiftly .

however CC has a place in game, so I don't disagree with what they did with the last big balance patch.

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> @"anduriell.6280" said:

> however CC has a place in game, so I don't disagree with what they did with the last big balance patch.

 

I don't think being able to be permantnly CC'd, like the February patch promoted, has any place in a game that relies on active dodging.

A few stuns here and there is fine, but having every single skill in a "fight" (which actually is not a fight, as one player is just a punching bag) being interrupted is just pure garbage. And sadly, that's what PvP has deteriorated into.

 

 

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> @"Fueki.4753" said:

> > @"Thornwolf.9721" said:

> > I can see it but rather than nerf the pet... NERF THE PERMA-ROOT BUILD. Im not even sure why that build is allowed to exist....

>

> That's Arenanet loves the over-abundance of CC.

> That's also the reason why they their idea of nerfing CC is taking away the damage, rather than actually nerfing CC.

>

 

Immobilize is not a “hard CC” effect that “disable all skills for the effect's duration.”.

 

https://wiki.guildwars2.com/wiki/Control_effect

 

 

 

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> @"Swagger.1459" said:

> > @"Fueki.4753" said:

> > > @"Thornwolf.9721" said:

> > > I can see it but rather than nerf the pet... NERF THE PERMA-ROOT BUILD. Im not even sure why that build is allowed to exist....

> >

> > That's Arenanet loves the over-abundance of CC.

> > That's also the reason why they their idea of nerfing CC is taking away the damage, rather than actually nerfing CC.

> >

>

> Immobilize is not a “hard CC” effect that “disable all skills for the effect's duration.”.

>

> https://wiki.guildwars2.com/wiki/Control_effect

>

>

>

 

Depends on the profession, but you might as well be when you can't dodge and are being hit by a number of some of the hardest-hitting skills in the PvP formats through RF/Maul/WI/SA and when condition cleanse sources were deliberately nerfed with the 'Major "balance" patch.'

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