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5/8/18 Ranger Notes


Soilder.3607

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Ranger

 

Stab: The damage of this skill has been increased by 25%.

Jab: The damage of this skill has been increased by 27%.

Evasive Strike: This skill has been renamed Toxic Strike and no longer evades attacks. Instead, it now applies 1 stack of poison for 6 seconds on enemies it strikes. Its damage has been increased by 25%, and the ranger is now allowed to move while using the skill. The aftercast has been reduced by 0.2 seconds.

Swirling Strike: The damage of this skill has been increased by about 120%.

Dart: This skill has been renamed Surging Maw, and its ending strike will now inflict bleeding based on how long the ranger has been moving.

Counter Throw: The damage of this skill has been increased by 33%, and it will now cripple enemies for 6 seconds upon landing a successful hit.

Counterstrike (Kick): The damage of this skill has been increased by 16%, and it will now stun the target instead of pushing them away. The player can now move while executing this skill.

Man O' War: This skill now strikes up to 8 times on a target, immobilizing them on the final attack, and it now functions like ammunition. Up to 2 ammunition recharges every 25 seconds with 4 seconds between uses. The ranger can now move while executing this skill.

Splinter Shot: The physical damage of this skill has been increased by 120%.

Coral Shot: The physical damage of this skill has been increased by 1,150%.

Feeding Frenzy: This skill's damage-per-pulse interval has been reduced from 0.5 seconds to 0.2 seconds, allowing it to rapidly deal damage.

Mercy Shot: This skill's base damage has been increased by 25%. Additional damage at each health threshold has been increased from 50% of the base damage to 75% of the base damage at all levels.

Ink Blast: This skill now inflicts cripple for 2 seconds and minor damage per pulse in addition to its previous effects.

Hornet Sting: The damage of this skill has been increased by 12%.

Monarch's Leap: The damage of this skill has been increased by 14%.

Instinctive Engage: The damage of this skill is no longer split between game modes and will now use the higher 66% damage increase in all modes with a 0.5 second cooldown between uses.

Cosmic Ray: Reduced the healing of this skill by 30%.

Seed of Life: Reduced the healing of this skill by 35%.

Lunar Impact: The heal scaling of this skill is no longer split between game modes and will now use the lower 20% reduced heal scaling in all modes.

Rejuvenating Tides: Reduced the healing of this skill by 40%.

Ricochet: The damage of this skill is no longer split between game modes and will now use the higher 15% damage increase in all modes.

Healing Spring: The condition-cleansing aspect of this skill is no longer split between game modes and will now use the increased removal of 2 conditions per pulse in all modes.

Lightning Reflexes: The cooldown of this skill is no longer split between game modes and will now use the lower 30-second cooldown in all modes.

Quickening Zephyr: Reduced the cooldown of this skill from 50 seconds to 45 seconds.

Water Spirit: Increased the chance that the ranger is healed when they strike a target from 75% to 100%.

Stone Spirit: Increased the chance that the ranger is granted protection when they strike a target from 75% to 100%.

Storm Spirit: Increased the chance that the ranger inflicts vulnerability when they strike a target from 75% to 100%.

Sun Spirit: Increased the chance that the ranger inflicts 2 burning stacks when they strike a target from 75% to 100%, and reduced the burning duration from 3 seconds to 2.5 seconds.

Frost Spirit: The chance that the Spirit of Frost effect will increase strike damage dealt to a target has been increased from 75% to 100%. The damage increase has been reduced from 10% to 5%.

Spike Rain (Soulbeast): Fixed a bug in which the projectiles that were fired from this skill could miss stationary targets.

Bird—Quickening Screech: Fixed a tooltip error that displayed a range instead of the proper 480 radius.

Wyvern—Lightning Assault: Fixed a bug in which this skill hit with its control-effect function multiple times on the same target when launching them.

Frost Trap: The damage of this skill has been increased by 25%.

"Sic 'Em!": Reduced the cooldown of this skill from 40 seconds to 35 seconds.

Call of the Wild: Reduced the durations of fury, swiftness, and might granted by this skill from 15 seconds to 10 seconds. Might granted by this skill has been increased from 3 stacks to 6 stacks.

Windborne Notes: Reduced the duration of Call of the Wild's regeneration from 10 seconds to 6 seconds.

Spider—Poison Gas: Fixed a bug in which the poison field could not reach its target if the ranger was too far away.

Verdant Etching: Reduced the healing of this trait by 35%.

Grace of the Land: Increased the duration of might granted by this trait from 8 seconds to 12 seconds, and decreased the stacks of might granted from 3 to 2.

Lingering Light: This trait no longer grants its effects when healing an ally. It now grants its effects when entering celestial avatar form. While in celestial avatar form, outgoing healing to allies is increased by 50%.

Spotter: Reduced the precision granted by this trait from 150 to 100 at level 80.

Two-Handed Training: The damage bonus of this trait is no longer split between game modes and will now use the improved 10% damage bonus in all modes.

Loud Whistle: This trait now grants the soulbeast increased damage if they have merged with their pet.

 

////////////////////////////////

 

Just gonna highlight a few important things. Current power soulbeast dps = 26k. Changes to Loud Whistle and Two handed training may bump that up to 29-30k, possibly putting power soulbeast into meta territory.

 

Secondly, druid changes seem to be directed at forcing druids to choose between either healing or might stacking.

 

Thirdly, underwater buffs are nice and long overdue, but uh, underwater combat being as it is, we'll see how it pans out.

 

Discuss!

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Fun times for pure healing Druids

 

Cosmic Ray: Reduced the healing of this skill by 30%.

Seed of Life: Reduced the healing of this skill by 35%.

Lunar Impact: The heal scaling of this skill is no longer split between game modes and will now use the lower 20% reduced heal scaling in all modes.

Rejuvenating Tides: Reduced the healing of this skill by 40%.

 

We have zero damage output, now they take away the healing also. Go Anet gooo

I mean, Anet, please stop smoking whatever you are smoking!

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The Druid changes are annoying af...now the healing and the might stack are even less. It isnt hard enough yet to keep the bloody pugs alive, nooooooo pls make it harder.

 

So they honestly expect us to switch back to Magi Druids? Why put the GotL changes into the game in the first place then?

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The Druid nerf is HUGE, I'm speechless. Firebrand was already slowly starting to take Druid place, now it will 100%.

 

> Ricochet: The damage of this skill is no longer split between game modes and will now use the higher 15% damage increase in all modes.

 

Splitblade still unsplitted.

 

> Frost Trap: The damage of this skill has been increased by 25%.

 

Good joke.

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Guys, overall changes to druid allow for more NET healing. No single druid skill was reduced by 50% healing or greater, while we were given a trait that increases outgoing healing by 50%. That is an overall buff in terms of healing to allies, the cost being the loss of might stacks of course.

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> @"Deepcuts.9740" said:

> Fun times for pure healing Druids

>

> Cosmic Ray: Reduced the healing of this skill by 30%.

> Seed of Life: Reduced the healing of this skill by 35%.

> Lunar Impact: The heal scaling of this skill is no longer split between game modes and will now use the lower 20% reduced heal scaling in all modes.

> Rejuvenating Tides: Reduced the healing of this skill by 40%.

>

> We have zero damage output, now they take away the healing also. Go Anet gooo

> I mean, Anet, please stop smoking whatever you are smoking!

 

It's to make room for the Lingering Light change and other healer/might support roles.

 

It adds up as a buff for "pure healing" druids, if you by pure healing actualy mean pure healing.

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> @"HeadCrowned.6834" said:

> The frost trap ''buff'' is so hilarious. It just showcases the ignorance of the balance team, they really don't play this game. This is one of the most disappointing patches I've seen since launch. Not exaggerating here.

 

Several buffs here to various builds outside druid, this is not even close to being the worst patch since launch.

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> @"HeadCrowned.6834" said:

> The frost trap ''buff'' is so hilarious. It just showcases the ignorance of the balance team, they really don't play this game. This is one of the most disappointing patches I've seen since launch. Not exaggerating here.

 

You clearly haven't played since launch if you truly think that.

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Nerf nerf and nerf 0 build diversity for pvp.

mesme and war can block and do crazy dmg and they are fine but ranger Noooo nerf them and buff useless skill

Really 0 love for this class 2 3 patch and we go with renegade

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* Frost Spirit: The chance that the Spirit of Frost effect will increase strike damage dealt to a target has been increased from 75% to 100%. The damage increase has been reduced from 10% to 5%.

* Spotter: Reduced the precision granted by this trait from 150 to 100 at level 80.

 

lolwut?

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> @"Substance E.4852" said:

> > @"Soilder.3607" said:

> > Guys, overall changes to druid allow for more NET healing. No single druid skill was reduced by 50% healing or greater, while we were given a trait that increases outgoing healing by 50%. That is an overall buff in terms of healing to allies, the cost being the loss of might stacks of course.

>

> Then it isn't actually a "NET buff" is it?

 

And now you must choose heal vs might via lingering light vs GotL.

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> @"Ephemiel.5694" said:

> I'm more annoyed that there was no Longbow change to actually make it good again.

 

I doubt we're going to see any changes to Longbow for a very long time, if ever.

 

Ranged weapons are supposed to be weaker in pve and people in pvp get their panties in a bunch whenever longbow is even simply adequate.

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> @"Substance E.4852" said:

> > @"Ephemiel.5694" said:

> > I'm more annoyed that there was no Longbow change to actually make it good again.

>

> I doubt we're going to see any changes to Longbow for a very long time, if ever.

>

> Ranged weapons are supposed to be weaker in pve and people in pvp get their panties in a bunch whenever longbow is even simply adequate.

 

yet they spent time working on how to make rifle deadeye even better with this patch....

 

:thinking:

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Longbow is fine. At least I'm fine with it in pvp and wvw. Power ranger in general had a minor buff, power soulbeast specifically. Reversing Farsighted to an universal, not-dependent-on-projectiles-modifier, and buffing the sword auto to actually match other profession's similar mh weapons should put pve power soulbeast in a good place.

 

The annoying thing about this specific patch, considering they were adressing underwater in the first place, was the fact that they didn't make "Guard" and druid's glyphs available underwater. Not that I care all that much anyway, but if they're gonna focus on underwater in the first place..

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> @"Soilder.3607" said:

> Guys, overall changes to druid allow for more NET healing. No single druid skill was reduced by 50% healing or greater, while we were given a trait that increases outgoing healing by 50%. That is an overall buff in terms of healing to allies, the cost being the loss of might stacks of course.

 

It's a massive nerf to PvP and WvW that pushes Druid even further out of the meta though.

 

Firebrand is just straight up better for team composition roles as a healer because of its massive utility in both modes, and Druid was already pushed out of the PvP sidenode meta by tanky sidenoders with big damage like Chrono/Holo/Spellbreaker.

 

The patch is a massive disappointment for anyone who was hoping it would renew their interest in the game.

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