Upcoming PvP Ranger Changes — Guild Wars 2 Forums
Home Professions Ranger

Upcoming PvP Ranger Changes

Eurantien.4632Eurantien.4632 Member ✭✭✭✭
edited February 1, 2020 in Ranger

EDIT: General Changes I missed:
Ranger:

Soulbeasts, long standing without a tradeoff, are now receiving theirs - they lose combat access to a second pet and must choose carefully which pet they are going to be bonded with in battle.

Soulbeast: Soulbeasts can no longer swap pets while in combat. Merging and unmerging with your pet now counts as a pet swap for the purposes of the Clarion Bond and Zephyr's Speed traits.

Lightning Assault (Electric Wyvern): Added a 500ms warmup before the dash occurs.

Glyph of the Stars: Reduced the cooldown of this skill to 60 seconds from 90 seconds.

Call of the Wild: This skill now uses the new unblockable buff (see General section for more details).

Throw Torch: This skill now applies its effects in a 180 radius around the target struck by the torch.

Winter's Bite: This skill is now always AoE even when not traited with Honed Axes. Increased bleeding stacks in PvE from 2 to 3 and increased bleeding duration in PvE from 8 seconds to 12 seconds to match PvP/WvW version.

Honed Axes: Baseline ferocity is now also applied to your pet. No longer causes Winter's Bite to strike AoE.

Hunter's Tactics: This trait now increases damage when attacking from the side or behind by 10% in addition to its previous effects.

Lead the Wind: No longer grants swiftness when performing a projectile combo. Instead grants swiftness for 10 seconds and quickness for 5 seconds (2.5 seconds in PvP and WvW) when striking with an attack from beyond 1200 range. This effect has a 15 second cooldown.

Druidic Clarity: This trait no longer causes entering Celestial Avatar to stunbreak.

Unstoppable Union: This trait no longer causes entering Beastmode to stunbreak. Entering Beastmode now grants protection and vigor in addition to removing movement-impairing conditions.

Beastly Warden: This trait now has a 1 second delay before your pet taunts nearby enemies. Fixed a bug that could prevent this trait from working with underwater pets.

Clarion Bond: This trait now uses the new unblockable buff (see General section for more details).

Twice as Vicious: Increased the damage and condition damage bonuses granted by this trait from 5% to 10% in PvE only.\

PVP ADDITIONAL CHANGES

Link to full thread: https://en-forum.guildwars2.com/discussion/96744

Remember all professions have been similarly adjusted. There is a lot to process here.

Ranger

Profession Mechanics

Celestial Avatar

Cosmic Ray: Reduced heal coefficient from 0.469 to 0.25
Seed of Life: Reduced heal coefficient from 0.4745 to 0.2. Increased number of conditions cleansed from 1 to 2. Increased cooldown from 3 seconds to 4 seconds
Lunar Impact: Reduced base heal from 1620 to 1215. Reduced heal coefficient from 1.44 to 0.72. Increased daze duration from 1.5 seconds to 2 seconds
Rejuvenating Tides: Reduced pulse heal coefficient from 0.3 to 0.15

Soulbeast Merge Skills

Swoop (Bird): Increased cooldown from 10 seconds to 18 seconds
Brutal Charge (Canine): Reduced power coefficient from 0.64 to 0.01
Tail Lash (Devourer): Reduced power coefficient from 0.5 to 0.01
Call Lightning (Jacaranda): Reduced power coefficient per hit from 0.5 to 0.4
Maul (Porcine): Increased cooldown from 12 seconds to 15 seconds
Brutal Charge (Porcine): Reduced power coefficient from 0.67 to 0.01
Takedown (Smokescale): Reduced power coefficient from 0.7 to 0.01
Smoke Assault (Smokescale): Reduced might duration from 8 seconds to 6 seconds. Reduced power coefficient per hit from 0.5 to 0.35
Wing Buffet (Wyvern): Reduced power coefficient from 0.3 to 0.01

Beast Skills

Unflinching Fortitude: Increased cooldown from 35 seconds to 50 seconds
Worldly Impact: Reduced power coefficient from 1.89 to 1.512

Pet Skills

Pig Family

Brutal Charge: Reduced power coefficient from 0.67 to 0.01

Canine Family

Brutal Charge: Reduced power coefficient from 0.67 to 0.01

Wolf

Terrifying Howl (F2): Reduced power coefficient from 0.2 to 0.01

Devourer

Tail Lash: Reduced power coefficient from 0.5 to 0.01

Iboga

Fang Grapple (F2): Reduced power coefficient from 0.2 to 0.01

Bristleback

Spike Barrage: Reduced power coefficient per strike from 0.22 to 0.165

Rock Gazelle

Head Toss (F2): Reduced power coefficient from 1.11 to 0.01
Charge: Reduced power coefficient from 1.1 to 0.825

Smokescale

Takedown: Reduced power coefficient from 0.5 to 0.01
Smoke Assault: Reduced power coefficient per strike from 0.25 to 0.2

Wyvern Family

Wing Buffet: Reduced power coefficient from 0.3 to 0.01

Lightning Wyvern

Lightning Assault (F2): Reduced power coefficient from 0.6 to 0.01

Weapons

Greatsword

Autoattack Chain: Reduced power coefficients from 0.64/0.8/1.3 to 0.45/0.6/0.866
Maul: Reduced power coefficient from 1.75 to 1.5. Reduced vulnerability duration from 8 seconds to 6 seconds. Increased cooldown from 4 seconds to 6 seconds
Swoop: Reduced power coefficient from 1.0 to 0.91. Increased cooldown from 12 seconds to 15 seconds

Counterattack: Increased cooldown from 15 seconds to 25 seconds.
    Counterattack Kick (from Counterattack): Reduced power coefficient from 1.3 to 0.01

Hilt Bash: Reduced power coefficient from 0.72 to 0.01. Reduced cooldown from 25 seconds to 20 seconds

Longbow

Long Range Shot: Reduced maximum power coefficient from 0.9 to 0.6. Reduced minimum power coefficient from 0.7 to 0.466
Rapid Fire: Reduced power coefficient per strike from 0.375 to 0.275. Reduced vulnerability duration from 10 seconds to 6 seconds
Point Blank Shot: Reduced power coefficient from 0.8 to 0.01
Barrage: Reduced power coefficient per strike from 0.5 to 0.381

Short Bow

Crossfire: Reduced power coefficient from 0.4 to 0.266
Quick Shot: Increased cooldown from 8 seconds to 12 seconds
Concussion Shot: Reduced power coefficient from 0.4 to 0.01

Sword

Autoattack Chain: Reduced power coefficients from 0.7/0.7/0.96 to 0.466/0.466/0.64
Monarch's Leap: Reduced power coefficient from 1.25 to 0.75

Axe MH

Ricochet: Reduced power coefficient from 0.8 to 0.533. Reduced might duration from 10 seconds to 5 seconds
Splitblade: Reduced power coefficient per axe from 0.4 to 0.1. Increased bleeding duration from 6 seconds to 12 seconds. Increased cooldown from 6 seconds to 8 seconds
Winter's Bite: Reduced power coefficient from 1.5 to 1.0. Increased bleeding stacks from 2 to 3.

Axe OH

Path of Scars: Reduced power coefficient from 1.2 to 0.01
Whirling Defense: reduced power coefficient per strike from 0.66 to 0.44. Reduced vulnerability duration from 10 seconds to 6 seconds

Dagger OH

Stalker's Strike: Increased cooldown from 10 seconds to 15 seconds
Crippling Talon: Reduced power coefficient from 0.75 to 0.5

Warhorn

Hunter's Call: Reduced power coefficient per strike from 0.15 to 0.1
Call of the Wild: Reduced might duration from 10 seconds to 6 seconds

Staff

Solar Beam: Reduced base heal per pulse from 66 to 30
Ancestral Grace: Reduced healing coefficient from 1.0 to 0.5

Dagger MH

Autoattack Chain: Reduced power coefficients from 0.4/0.42/0.44/0.88 to 0.32/0.336/0.352/0.704
Double Arc: Adjusted bleeding per hit from 3 stacks for 6 seconds to 2 stacks for 9 seconds
Instinctive Engage: Reduced quickness duration from 3 seconds to 1.5 seconds

Heal

We Heal As One: Increased cooldown from 25 seconds to 30 seconds
Troll Unguent: Increased cooldown from 25 seconds to 30 seconds
Glyph of Rejuvenation:
Non-Celestial: Reduced self heal coefficient from 1.708 to 1.25. Reduced ally heal coefficient from 1.4 to 1.0
Celestial: Reduced self heal coefficient from 1.4 to 1.0. Reduced ally heal coefficient from 1.708 to 1.25
Bear Stance: Increased cooldown from 25 seconds to 30 seconds

Utility

Lightning Reflexes: Reduced power coefficient from 1.0 to 0.1
Quickening Zephyr: Reduced quickness and superspeed duration from 6 seconds to 4 seconds. Reduced cooldown from 45 seconds to 40 seconds
Glyph of Alignment: Increased cooldown from 20 seconds to 25 seconds
Glyph of the Tides: Reduced power coefficient from 1.5 to 0.01. Reduced cooldown from 25 seconds to 20 seconds
Dolyak Stance: Increased cooldown from 40 seconds to 60 seconds
Griffon Stance: Reduced might duration from 8 seconds to 6 seconds
Moa Stance: Reduced bonus boon duration from 66% to 20%
Glyph of Equality (non-celestial): Reduced power coefficient from 1.5 to 0.01
Spike Trap: Reduced power coefficient from 0.2 to 0.01. Adjusted bleeding from 6 stacks from 6.25 seconds to 1 stack for 1 second. Reduced cooldown from 30 seconds to 20 seconds

Elite

Strength of the Pack: Reduced might duration from 10 seconds to 6 seconds. Reduced stability duration from 8 seconds to 6 seconds

Traits

Marksmanship

Stoneform: Increased cooldown from 90 seconds to 300 seconds
Lesser Call of the Wild (from Clarion Bond): Reduced boon durations from 15 seconds to 6 seconds

Skirmishing

Sharpened Edges: Reduced bleeding duration from 3 seconds to 1 second
Primal Reflexes: Reduced vigor duration from 8 seconds to 4 seconds
Strider's Defense: Reduced quickness duration from 3 seconds to 1.5 seconds

Wilderness Survival

Rugged Growth: Reduced base heal from 259 to 155
Lesser Muddy Terrain (from Child of Earth): Reduced duration from 10 seconds to 4 seconds
Taste for Danger: Reduced vitality to expertise conversion from 7% to 4%
Refined Toxins: Reduced poison duration from 6 seconds to 4 seconds
Shared Anguish: Increased cooldown from 90 seconds to 300 seconds

Nature Magic

Rejuvenation: Reduced regeneration duration from 5 seconds to 3 seconds
Lingering Magic: Reduced concentration from 240 to 120
Instinctive Reaction: Reduced quickness duration from 3 seconds to 2 seconds
Windborne Notes: Reduced regeneration duration from 6 seconds to 4 seconds
Protective Ward: Reduced weakness duration from 6 seconds to 4 seconds

Beastmastery

Wilting Strike: Reduced weakness duration from 4 seconds to 3 seconds
Lesser Quickening Zephyr (from Zephyr's Speed): Reduced quickness and superspeed durations from 3 seconds to 2 seconds

Druid

Live Vicariously: Reduced base healing from 207 to 144
Natural Mender: Reduced bonus outgoing healing per stack from 2% to 1%
Celestial Shadow: Reduced stealth duration from 3 seconds to 2 seconds
Grace of the Land: Reduced might duration from 12 seconds to 6 seconds. Reduced target cap from 10 to 5

Soulbeast

Live Fast: Reduced quickness duration from 3 seconds to 2 seconds
Eternal Bond: Increased cooldown from 90 seconds to 300 seconds
<1

Comments

  • anduriell.6280anduriell.6280 Member ✭✭✭✭
    edited January 31, 2020

    Hi you forgot: Soulbeast can not swap pets while in combat and merging\unmerging will trigger the swap traits.
    Unstopable union does notmbreak stun but provides protection and vigor.

    Which means:
    lesser clarion bond + lesser quickening zephir = welcome back the unblockable quickness pewpew. Doesn't mean much because of the nerf to LB damage (around 30%)

    Axe OH is kitten now. The skills will not do any damage, path of scars is still clunky as hell, whirling defense will do no damage to be useful. Nobody can use that skill as reflect because of the stunlock on channelling.

    Reduced condis from traits (taste from danger, sharpened edges) is reduced which already make the condi build even more irrelevant.

    Dagger mainhand will do as much POWER damage as sword.

    The only actual stability for the soulbeast is nerfed to 40s CD, i would remove the Damage reduction and leave the cooldown as it is.

    Heal as one is nerfed with a 50% CD increase (from 20 to 30s).

    Still no wvw zerg build available.
    Depending how the other classes are nerfed we can go from keep our irrelevancy to be considered deleted in game.

    They really really need to talk to ppl in this subforum.

    Ah they didn't really nerf condi damage in this balance which means the condi meta is coming back.

  • Abyssisis.3971Abyssisis.3971 Member ✭✭✭

    When Anet are nerfing already weak and unused weapons, skills and trait, you know it’s time to move to another class.

  • aymnad.9023aymnad.9023 Member ✭✭✭
    edited February 1, 2020

    Quick look after midnight and barely looking at other professions. So please keep in mind this is not reliable and I am trying to guess.

    Overall :

    For every professions :

    • Every skill that is has a cc has no more damage, even if this skill is bad.
    • Nerf on boon sources.
    • Nerf on every defense skill / utility
    • Nerf on damage / healing

    This is very very hard for me to see how the meta will evolve and how those changes are good or bad since I do not have the big picture. It is also very hard to like a patch where you only see nerf without understanding how everything else is impacted.

    What I do not get :

    • No rework on druid or changes on cd / astral force so I have a hard time seeing it played. Also less healing and less damage means you build life force slower. Great job there.
    • 300s on some passives. This is the 1st of april right ? Why not have something new ? Why not delete them at this point? They were already weak, I already was not using them. If anyone uses them after the patch well I do not know how we can help him/her.

    What I do not mind

    • Most of the boons changes.

    What I am not sure of :

    • Huge nerf on power based weapons and few changes on our condi. This might be an attempt to bring those on the same level.
    • Nerfing damage, healing and cd. Some people have asked for "a slower gameplay" but I like the current one and nerfing all around does not mean it will make the game more fun to play.
    • I feel like ranger still does not have a direction / goal… I am scared that we lose too much and then even solo queue becomes hard.

    Details :

    Soulbeast merged skills :

    • Longer swoop cd is fine
    • Less might on smokescale is fine.

    Beast skills :
    Fine changes

    Pets :
    No updates on core pets outside of the cc losing damage.

    GS :

    • Massive hit on survivability. Maybe too much but if other professions hit less who knows. (but I am really scared, it is not like ranger can really fight a long time on a node...)
    • Less frequent maul should be fine and make this bear sound less annoying :smirk:.
    • More frequent hilt bash is ok with all those nerfs.

    Lb :
    Probably fine for skills but I find the auto sad… Wait and see.

    SB :
    Nothing to see.

    Sword :
    Do not know. Looks rough for the auto but I stopped playing sword. Only a utility weapon now.

    Axe :
    Fine changes.

    Dagger :
    Barely changed

    Staff :
    :lol:

    Healing :
    Some professions got coefficient nerf, we got cd nerfs.

    Utility

    • Lightning Reflexes: Just remove the damage at this point please !!!!!!! It is only a trap that makes you vulnerable to some effects (protect me, shocking aura, triggers full counter)
    • Glyph of alignment: Seriously? Nerfing the only true utility glyph ?
    • Dolyak : ouch?
    • Moa Stance: Reduced bonus boon duration from 66% to 20%. Then decreasing the cd could have been nice.
    • Spike Trap : I like it and will try it. I loved the old version, more frequent and less damage. It helped you to set up your traps/combo more often.

    Traits :
    I think most of them are fine. Outside of those cd. I mean… why?
    Sharpened Edges : not sure why
    Natural Mender: well it is not like druid already has issues healing allies.

  • sevenDEADLY.5281sevenDEADLY.5281 Member ✭✭✭
    edited February 1, 2020

    This entire thread is missing the "general changes" section of changes that apply to all game modes and is listing only the pvp/wvw specific changes. In context some of the bigger changes are missing because this section was left out.

    Edit: these are the general gamewide changes.
    Ranger:

    Soulbeasts, long standing without a tradeoff, are now receiving theirs - they lose combat access to a second pet and must choose carefully which pet they are going to be bonded with in battle.

    Soulbeast: Soulbeasts can no longer swap pets while in combat. Merging and unmerging with your pet now counts as a pet swap for the purposes of the Clarion Bond and Zephyr's Speed traits.

    Lightning Assault (Electric Wyvern): Added a 500ms warmup before the dash occurs.

    Glyph of the Stars: Reduced the cooldown of this skill to 60 seconds from 90 seconds.

    Call of the Wild: This skill now uses the new unblockable buff (see General section for more details).

    Throw Torch: This skill now applies its effects in a 180 radius around the target struck by the torch.

    Winter's Bite: This skill is now always AoE even when not traited with Honed Axes. Increased bleeding stacks in PvE from 2 to 3 and increased bleeding duration in PvE from 8 seconds to 12 seconds to match PvP/WvW version.

    Honed Axes: Baseline ferocity is now also applied to your pet. No longer causes Winter's Bite to strike AoE.

    Hunter's Tactics: This trait now increases damage when attacking from the side or behind by 10% in addition to its previous effects.

    Lead the Wind: No longer grants swiftness when performing a projectile combo. Instead grants swiftness for 10 seconds and quickness for 5 seconds (2.5 seconds in PvP and WvW) when striking with an attack from beyond 1200 range. This effect has a 15 second cooldown.

    Druidic Clarity: This trait no longer causes entering Celestial Avatar to stunbreak.

    Unstoppable Union: This trait no longer causes entering Beastmode to stunbreak. Entering Beastmode now grants protection and vigor in addition to removing movement-impairing conditions.

    Beastly Warden: This trait now has a 1 second delay before your pet taunts nearby enemies. Fixed a bug that could prevent this trait from working with underwater pets.

    Clarion Bond: This trait now uses the new unblockable buff (see General section for more details).

    Twice as Vicious: Increased the damage and condition damage bonuses granted by this trait from 5% to 10% in PvE only.

  • GUFF.5692GUFF.5692 Member ✭✭

    @sevenDEADLY.5281 said:
    Soulbeasts, long standing without a tradeoff, are now receiving theirs - they lose combat access to a second pet and must choose carefully which pet they are going to be bonded with in battle.

    Soulbeast: Soulbeasts can no longer swap pets while in combat. Merging and unmerging with your pet now counts as a pet swap for the purposes of the Clarion Bond and Zephyr's Speed traits.

    I feel like the gap between pets didn't get smaller but instead got larger. Smokescale nerfs seemed too light especially to smoke assault (it still does too much: blink, evade, damage and might stacking) while the nerfs to other pets seemed to great.

    Combine the above with the change to unstoppable union and Soulbeast will be even more annoying fight. The 1 pet only rule effectively means nothing if smokescale is still too good.

  • Ashkew.6584Ashkew.6584 Member ✭✭✭

    Its very hard to judge the changes just by looking at ranger class, you gotta look at them in the context of all the changes to other classes, which all received nerfs and shaves. Too much changed, so i really gotta wait until the meta settles again.
    The soulbeast losing a pet is big, but also some fun meaningfull things come up with merging being a swap now, i am thinking off the lesser call of the wild, making you unblockable and merge being a blast and the quickness and condi cleanse(when playing wilderness) on merge.

  • Miellyn.6847Miellyn.6847 Member ✭✭✭

    @aymnad.9023 said:

    out understanding how everything else is impacted.

    What I do not get :

    • No rework on druid or changes on cd / astral force so I have a hard time seeing it played. Also less healing and less damage means you build life force slower. Great job there.

    Yes no druid rework is embarrasing considering the state of druid in PvP and revenant got two! trait line reworks.
    But astral force generation happens per healing/damage instance and is always the same no matter how much you healed or damaged.

    • 300s on some passives. This is the 1st of april right ? Why not have something new ? Why not delete them at this point? They were already weak, I already was not using them. If anyone uses them after the patch well I do not know how we can help him/her.

    All passive defensive traits got 300 seconds cooldown. They basically deleted all those traits which saw only play in PvP modes anyway without removing them. Pretty bad change.

  • aymnad.9023aymnad.9023 Member ✭✭✭

    @Miellyn.6847 said:

    @aymnad.9023 said:

    out understanding how everything else is impacted.

    What I do not get :

    • No rework on druid or changes on cd / astral force so I have a hard time seeing it played. Also less healing and less damage means you build life force slower. Great job there.

    Yes no druid rework is embarrasing considering the state of druid in PvP and revenant got two! trait line reworks.
    But astral force generation happens per healing/damage instance and is always the same no matter how much you healed or damaged.

    Omg whaaattt ???? I have been wrong for 5 years now! Makes no sense to me to have it working like this.

  • aymnad.9023aymnad.9023 Member ✭✭✭

    Thanks for pointing out the general section @sevenDEADLY.5281

    General section :

    I like most of the changes there for PvE
    Soulbeast “trade off” : Do not like it. Bye bye versatility. Hello pets dying in seconds in PvP.
    Throw Torch + Winter's Bite : So nice and could be super strong :astonished:
    Glyph of the Stars : Not what I wanted (4s cast and 3s working by itself) but still ok.
    Hunter's Tactics : That is going to hurt. I will try it.
    Lead the Wind: This is better than the previous version. But it still is a lb specific trait… Maybe it works on warhorn 4 if you move out of range but that is not what I want.
    Removal of stunbreaks : but, but, why? I always thought our lack of stability made it clear that we needed those in PvP and thought it was the reason they added stunbreks and condi removal on every e-spec.
    Beastly Warden: Why make it so…. random.
    Twice as Vicious: Am I finally going to stop being on the same level as a power banner zerker ?

    I looked at all the professions changes and I feel like some stuff is going to hit ranger really hard.

    Copied from a post in the PvP section :
    From what I can understand of this patch :

    • Druid still has no reason to be used as a support.
    • Current power damage options are still good in range but close combat looks so dangerous (to a point I feel it will be ridiculous to try it).
    • Condition damage is barely changed so who knows. It might suddenly become oppressive.
    • Traits boon nerfs look fine.
    • Some defense are still there. Boonbeast might be better than damage slb.
    • Stunbreak removals are stupid. WS has always been needed but is now the name of the game.
    • I find the 1 pet in combat completely ridiculous. I liked my suggestion of having regen over time on merge and cast time on pet swap more. But the traits triggering on merge could make sicem build even more meme.
  • I generally love the changes.
    Nerfing damage all across the board was the real goal of it and they did it as hard as they should have.
    It's obvious that currently the game will imbalanced after so big changes to the core of the combat system.
    But the smaller patches will fix that after some time.

  • Eurantien.4632Eurantien.4632 Member ✭✭✭✭

    @Ashkew.6584 said:
    Its very hard to judge the changes just by looking at ranger class, you gotta look at them in the context of all the changes to other classes, which all received nerfs and shaves. Too much changed, so i really gotta wait until the meta settles again.
    The soulbeast losing a pet is big, but also some fun meaningfull things come up with merging being a swap now, i am thinking off the lesser call of the wild, making you unblockable and merge being a blast and the quickness and condi cleanse(when playing wilderness) on merge.

    My concern with this is that its something that once again lowers the skill ceiling. We already have pet swap merge (if you can do it fast enough) allowing for you to get unblockable on yourself.

  • Ill say it here as well. Im fine with nerfs across the board, but the druid nerfs, especially the removal of stunbreak from Druidic Clarity, is too much. Especially since the amount of CC itself in the game hasnt rly been nerfed.

  • Hyper Cutter.9376Hyper Cutter.9376 Member ✭✭✭✭
    edited February 1, 2020

    Like, I could understand if they only allowed you to merge with one pet (maybe designate one slot as being able to do it and the other not, or something), but being unable to swap them in combat at all is excessive and completely kills the versatility of the pet system.

    At least they finally were smart enough to keep the pet nerfs in PVP/WvW for a change.

  • Soulbeast: Soulbeasts can no longer swap pets while in combat. Merging and unmerging with your pet now counts as a pet swap for the purposes of the Clarion Bond and Zephyr's Speed traits.

    So, my main inquiry here is will SLB keep the option to pet swap out of combat? It could be very benefitial for diversity if we kept at least that.
    Anyways, looking forward to the changes and hoping they will be brought out ASAP. Let's shake things up!
    Oh, and #resurrect druid since it's going to be even deader than before lol

  • Guess another Longbow damage nerf i think we'll soon deal more damage to ourselves in zerker gear with rapid fire and barrage on eating retal/burn procs and the like then that we actually do damage feelsbadman.

  • Ashkew.6584Ashkew.6584 Member ✭✭✭

    all in all, i really look forward to come up with some new builds/playstyles.

  • Eleazar.9478Eleazar.9478 Member ✭✭✭

    Sages druid, or possibly condi core ranger might be something to try

  • Lazze.9870Lazze.9870 Member ✭✭✭
    edited February 2, 2020

    I don't understand why Anet is so content with druid only having a use in one out of three game modes. Not sure why I had any hopes for it this time. Rework is needed.

    First impression of everything else ranger specific is.. eh.. not great, not too awful.

  • Cyric.7813Cyric.7813 Member ✭✭✭
    edited February 1, 2020

    wish soulbeast have no active pets but 2 pets beastmode and pets swap button changes merged skills of chosen animals..

    p.s. my english is bad)

  • LughLongArm.5460LughLongArm.5460 Member ✭✭✭
    edited February 1, 2020

    It is good to see such an overall, I know this patch suppose to create a "clean slate", reset for the devs build upon in future patches. However, it is also clear that most of changes are just blind algorithmic adjustments, there is little game design justification to many of them and most of the ranger class(and specialization) specific issues, has not been addressed at all.

    Hoping for the best.

  • Krispera.5087Krispera.5087 Member ✭✭✭
    edited February 2, 2020

    What's up with the nerf on PvP/WvW Shortbow ? It's so random. If anything, Shortbow needs help in competitive. What a joke.

    Also, just stop playing Druid, it's useless.

  • ranger nerfs aren't nearly as bad as the other classes.

    Te lazla otstara.

  • Levetty.1279Levetty.1279 Member ✭✭✭

    Axe MH
    Ricochet: Reduced power coefficient from 0.8 to 0.533. Reduced might duration from 10 seconds to 5 seconds
    Splitblade: Reduced power coefficient per axe from 0.4 to 0.1. Increased bleeding duration from 6 seconds to 12 seconds. Increased cooldown from 6 seconds to 8 seconds
    Winter's Bite: Reduced power coefficient from 1.5 to 1.0. Increased bleeding stacks from 2 to 3.

    There goes the dream of ever having Axe's pvp coefficients in PvE. kitten this game and kitten anet.

  • Lazze.9870Lazze.9870 Member ✭✭✭
    edited February 2, 2020

    @Stand The Wall.6987 said:
    ranger nerfs aren't nearly as bad as the other classes.

    One elite spec is already dead outside of pve and they did nothing to adress that, while the other is a niche - proven by how little it is used in the tournaments.

    Implying it should get hit harder is a joke.

  • Lazze.9870Lazze.9870 Member ✭✭✭
    edited February 2, 2020

    @Cyric.7813 said:
    wish soulbeast have no active pets but 2 pets beastmode and pets swap button changes merged skills of chosen animals..

    p.s. my english is bad)

    Said this back when PoF came out. Would have been easier to balance and with a clear trade off from day 1.

    Now they double down. One pet, and some of them get nerfed. As if bird leap needed a longer cooldown if you're stuck with that bird as your only pet.

  • Axl.8924Axl.8924 Member ✭✭✭✭
    edited February 2, 2020

    @Miellyn.6847 said:

    @aymnad.9023 said:

    out understanding how everything else is impacted.

    What I do not get :

    • No rework on druid or changes on cd / astral force so I have a hard time seeing it played. Also less healing and less damage means you build life force slower. Great job there.

    Yes no druid rework is embarrasing considering the state of druid in PvP and revenant got two! trait line reworks.
    But astral force generation happens per healing/damage instance and is always the same no matter how much you healed or damaged.

    • 300s on some passives. This is the 1st of april right ? Why not have something new ? Why not delete them at this point? They were already weak, I already was not using them. If anyone uses them after the patch well I do not know how we can help him/her.

    All passive defensive traits got 300 seconds cooldown. They basically deleted all those traits which saw only play in PvP modes anyway without removing them. Pretty bad change.

    Druid is gonna be kitten now compared to ele even more noticeably bad What the heck.

    Here is my list of characters i got so far:

    Elementalist 80 with tempest:Talman nul
    Necromancer 80 with reaper:Zex vokar
    Mesmer level 80 no chrono yet:Klanga voosh.
    Level 80 Ranger with druid spec Jedkhan.

  • Pterikdactyl.7630Pterikdactyl.7630 Member ✭✭✭✭

    The support Druid dream will never die. I will try to be somewhat tame with my ideas since the whole scope of this is to bring down the power level, but the efficacy level between Druid and Firebrand will still be quite stark. Staff in particular is in need of some major love, so I may have gotten carried away with the buffs. The weapon is suffering an identity crisis though, so I think it needs it as Druid's ability to support outside of CA form is very poor. Aside from the staff suggestions, the goal was not to overdo it with the buffs. Seems like stab support won't happen at all. Spirits are beyond help in competitive modes and I like the idea of them becoming spirit weapons, but that's for another day.

    STAFF

    • Solar Beam (Staff 1): Heal effect now additionally occurs in a 180 radius around the player. Does not affect self.
    • Astral Wisp (Staff 2): Now blinds enemies in a 180 radius upon arrival. If no enemy is targeted, the wisp will now circle around the Druid. Cast time reduced to 1/2s. Increased orbit speed by 50%. Improved tracking so it doesn't disappear due to terrain so easily.
    • Ancestral Grace (Staff 3): Now also grants protection (3s) to affected allies. Does not affect self.
    • Vine Surge (Staff 4): Now functions as a cone. Cast time reduced to 1/4s. Velocity increased.
    • Sublime Conversion (Staff 5): Now functions as a 240 radius ring.

    CELESTIAL AVATAR

    • Cosmic Ray: Increased radius from 120 to 180.
    • Natural Convergence: Upon successfully channeling, now grants protection to nearby allies (360 radius).

    GLYPHS

    • Glyph of Alignment (CA only): Now a 900 range targetable AoE.
    • Glyph of Equality (CA only): Radius increased to 360.
    • Glyph of the Stars (CA only): Can now be affected by quickness.
    • Glyph of Unity: Cooldown reduced from 30s to 20s.
    • *Glyph of Unity (Non-CA only): Grants protection to self.
    • *Glyph of Unity (CA only): Grants regeneration to affected allies.

    TRAITS

    • Celestial Shadow: Cooldown increased to 15s in PvP only.
    • Invigorating Bond (CORE): Additionally, your active pet gains 50% of your healing power.
    • Verdant Etching (DRUID): Additionally, increases the radius of Seed of Life & Lesser Seed of Life from 180 to 240.
    • Lingering Light: Additionally, reduces the cooldown of Celestial Avatar form from 20s to 10s in PvP only.

    PETS

    • Regenerate (FERN HOUND): Reduced cast time to 1/2s.
    • Protecting Screen (BLUE MOA): Reduced cast time to 1/2s.
    • Furious Screech (RED MOA): Reduced cast time to 1/2s.
  • @Axl.8924 said:

    @Miellyn.6847 said:

    @aymnad.9023 said:

    out understanding how everything else is impacted.

    What I do not get :

    • No rework on druid or changes on cd / astral force so I have a hard time seeing it played. Also less healing and less damage means you build life force slower. Great job there.

    Yes no druid rework is embarrasing considering the state of druid in PvP and revenant got two! trait line reworks.
    But astral force generation happens per healing/damage instance and is always the same no matter how much you healed or damaged.

    • 300s on some passives. This is the 1st of april right ? Why not have something new ? Why not delete them at this point? They were already weak, I already was not using them. If anyone uses them after the patch well I do not know how we can help him/her.

    All passive defensive traits got 300 seconds cooldown. They basically deleted all those traits which saw only play in PvP modes anyway without removing them. Pretty bad change.

    Druid is gonna be kitten now compared to ele even more noticeably bad What the heck.

    It is very hard to predict because changes are so overwhelming and it is only a preview.
    But based on what we know, staff Solar Beam damage scale is better than SB Crossfire and with higher speed. So if we evaluate the staff damage by the new standards, it is competitive? Same for skills like "Natural Convergence", based on your damage standards, this skill damage is now OK?

    Also, Keep in mind that that healing rotations will be harder to sustain so the value of extra druid healing may increase. Also, when value of skills are being lowered the value of of field combo is increasing. Very high chance that blast finish heals will come back big time like it was in vanilla. When our ranger's selfish heals are on 30 sec CD, take another look at "Healing Spring", the value is insane, especially if you can blast/leap like once or twice. Many more examples like that but as mentioned this only a preview that it very hard to predict future meta.

  • Pterikdactyl.7630Pterikdactyl.7630 Member ✭✭✭✭

    @LughLongArm.5460 said:

    Also, Keep in mind that that healing rotations will be harder to sustain so the value of extra druid healing may increase. Also, when value of skills are being lowered the value of of field combo is increasing. Very high chance that blast finish heals will come back big time like it was in vanilla. When our ranger's selfish heals are on 30 sec CD, take another look at "Healing Spring", the value is insane, especially if you can blast/leap like once or twice. Many more examples like that but as mentioned this only a preview that it very hard to predict future meta.

    You actually summed up my thoughts almost perfectly. To be honest, I do see Druid gaining more momentum as a support. Healing Spring seems like it will actually be a pretty popular heal, even untraited. The blast potential on a support build with Quickdraw will carry a higher impact now for the reasons you mentioned. Also, Druid is coming out with healing modifier power competing with Ventari, who additionally is seeing nerfs to its healing strength. Not sure how it will actually pan out, but my feelings are that comparatively speaking, they are coming out a little stronger post-patch.

  • LughLongArm.5460LughLongArm.5460 Member ✭✭✭
    edited February 2, 2020

    @Pterikdactyl.7630 said:

    @LughLongArm.5460 said:

    Also, Keep in mind that that healing rotations will be harder to sustain so the value of extra druid healing may increase. Also, when value of skills are being lowered the value of of field combo is increasing. Very high chance that blast finish heals will come back big time like it was in vanilla. When our ranger's selfish heals are on 30 sec CD, take another look at "Healing Spring", the value is insane, especially if you can blast/leap like once or twice. Many more examples like that but as mentioned this only a preview that it very hard to predict future meta.

    You actually summed up my thoughts almost perfectly. To be honest, I do see Druid gaining more momentum as a support. Healing Spring seems like it will actually be a pretty popular heal, even untraited. The blast potential on a support build with Quickdraw will carry a higher impact now for the reasons you mentioned. Also, Druid is coming out with healing modifier power competing with Ventari, who additionally is seeing nerfs to its healing strength. Not sure how it will actually pan out, but my feelings are that comparatively speaking, they are coming out a little stronger post-patch.

    Fingers crossed. I miss my druid.

  • anduriell.6280anduriell.6280 Member ✭✭✭✭

    @LughLongArm.5460 said:

    @Axl.8924 said:
    Druid is gonna be kitten now compared to ele even more noticeably bad What the heck.

    It is very hard to predict because changes are so overwhelming and it is only a preview.
    But based on what we know, staff Solar Beam damage scale is better than SB Crossfire and with higher speed. So if we evaluate the staff damage by the new standards, it is competitive? Same for skills like "Natural Convergence", based on your damage standards, this skill damage is now OK?

    Also, Keep in mind that that healing rotations will be harder to sustain so the value of extra druid healing may increase. Also, when value of skills are being lowered the value of of field combo is increasing. Very high chance that blast finish heals will come back big time like it was in vanilla. When our ranger's selfish heals are on 30 sec CD, take another look at "Healing Spring", the value is insane, especially if you can blast/leap like once or twice. Many more examples like that but as mentioned this only a preview that it very hard to predict future meta.

    from my PoV Druid is going to be pretty bad, even worse than before. It may see come uses because of the nerfs to soulbeast, but that doesn't mean the class will feel rewarding. This is not the fault of the last balance patch per se, this is a product of all the indiscriminate nerfs coming before this balance.

    The buffs are to verdant etching (yeeeeyy we get the 2 cleanses back bois!) and to lunar impact (2s daze).
    The most important nerfs are to Druidic clarity (no stunbreak) and Celestial shadow (2s stealth) .

    The coefficients between Staff and Shortbow have been always pretty close. Power damage both weapons have done almost the same damage, there is no change there. The difference is Shortbow brings some conditions.

    With all the other healings being in the range of 30s we may see more use of Healing Spring, because every 15s (or 12s if traited) clarion bond can be triggered which is a blast.

    Yet I'd like to see how this is implemented as i'm afraid it is going to be half-way and we won't get the unblockable buff when going into beastmode.

  • @Lazze.9870 said:

    @Stand The Wall.6987 said:
    ranger nerfs aren't nearly as bad as the other classes.

    One elite spec is already dead outside of pve and they did nothing to adress that, while the other is a niche - proven by how little it is used in the tournaments.

    Implying it should get hit harder is a joke.

    i'm not that's your cynicism talking.

    Te lazla otstara.

  • anduriell.6280anduriell.6280 Member ✭✭✭✭
    edited February 2, 2020

    @Stand The Wall.6987 said:
    ranger nerfs aren't nearly as bad as the other classes.

    Thats because ranger has always had lower coeficients than all the other classes. Coeficients, boon duration, conditions duration has always been 20%-30% lower than any other class in game. Because of the no-working pet.

  • Axl.8924Axl.8924 Member ✭✭✭✭
    edited February 2, 2020

    So what would be the ideal healer druid build after these changes? just curious as soon as these changes hit I want to test when it.

    Having finishers might help a lot but I'm kind of worried by some of the nerfs on the healing modifiers and other stuff on. it's nice we get nice condi cleanses though, such as the CA 3 and 4 blind and such combination with heals, making it less useful for keeping people alive compared to Firebrand who will be god mode.

    Here is my list of characters i got so far:

    Elementalist 80 with tempest:Talman nul
    Necromancer 80 with reaper:Zex vokar
    Mesmer level 80 no chrono yet:Klanga voosh.
    Level 80 Ranger with druid spec Jedkhan.

  • Swagger.1459Swagger.1459 Member ✭✭✭✭
    edited February 2, 2020

    Druid will be the same as it is now. Number changes don’t change the state of driud. Only a mechanics change to CA and an improvement in CA skills for movement based combat will improve druid.

    Seriously, everything is the same except the numbers on the screen and log are less.

    The goal of the patch was to reevaluate numbers, for lesser numbers sake, to establish a base, not to make QoL gameplay improvements and enhancements. That might come later.

  • Pterikdactyl.7630Pterikdactyl.7630 Member ✭✭✭✭
    edited February 2, 2020

    @Axl.8924 said:
    So what would be the ideal healer druid build after these changes? just curious as soon as these changes hit I want to test when it.

    Having finishers might help a lot but I'm kind of worried by some of the nerfs on the healing modifiers and other stuff on. it's nice we get nice condi cleanses though, such as the CA 3 and 4 blind and such combination with heals, making it less useful for keeping people alive compared to Firebrand who will be god mode.

    This is the build I am currently experimenting with in WvW to see how it does pre-patch: http://gw2skills.net/editor/?POwEYiNssC2CDjxwKxyV6vpWiHvC-zVJYjRNfhEUBkaIUdG47BJU6t43mF-w

    I will be honest that I am rusty at Ranger. I have shelved it for the past year and a half because I lost interest in playing Soulbeast, so the theorycrafting may not be super on point. Basically these are my thoughts:

    • Value of water fields will be increased. This spec has access to 3 of them, and with Quickdraw this makes their access more frequent if fields are what you are after.
    • Value of blast finishers will consequently be increased as well. Just like water fields, this spec has access to 3. Nice thing about Staff 3 w/ Quickdraw is that you can essentially double-cast it with like a 1-ish sec CD for a double blast/burst heal.
    • My guess is that strong healing in general will be more sought after. Glyph of Alignment is a slept-on burst heal and it is only getting a CD adjustment, but no numerical adjustment. It will be a hard hitter. This may just be stubbornness speaking because I have always really liked the skill. I have also taken Invigorating Bond for similar reasons: with healing in general being reduced, the trait will have a little more value since it is not being tuned down. Still a rather lackluster trait, but I'm after the traited NM for the traited Warhorn for better regen uptime.
    • Glyph of Rejuvenation may be a good choice, but my thought process is that with Druidic Clarity decreasing in value, Cultivated Synergy becomes a bit better of an option. This effectively makes Healing Spring a pretty darn strong support skill with all the other utility it brings as well. I liked taking traited WHaO previously for the big range AoE regen/swiftness, but with the big CD increase, I just don't see it being worth it anymore.
    • Signet of Renewal is nice for the CA generation, an additional stunbreak, and a burst group condi clear. May be stupid with how much damage gets thrown out there, but my hope is that it won't be too much to render the pet useless like it currently is. I guess we will see. I tend to play in puggy fights and don't really follow tags too often, so I don't see the pet issue being quite as glaring as it may be in those situations.
    • With Stand your Ground getting nerfed, group stab access will be less. Having a group stunbreak will increase in value. Glyph of Equality is there for that.
    • The spec has pretty solidly paced condi cleanse access: Seed of Life, Verdant Etching, Glyph of Alignment, Glyph of Equality, Healing Spring, light fields/blast finishers, and the good 'ol brown bear. Burst condi cleanse is limited to just SoR, but in general it can provide a steady flow of cleanses.
    • Glyph of Stars being at a 48s CD will be pretty hype. With rez traits getting gutted (aside from actual skills like proper rez signets), the rez value of GoS will be quite valuable. Additionally, the non-CA version is quite nice for massive condi area denial, especially with condis probably becoming significantly stronger in the patch.
    • Not really sure about Monk Runes since its boon access is rather bursty and infrequent. Still playing with this idea. Minstrel feels like a bit of a waste since it doesn't get huge value from concentration, but I have been playing with full Cleric's + Instinctive Reaction and I feel like paper. Will be different in the patch, so maybe if Minstrel's doesn't feel as necessary going Cleric's will be good to maximize healing potential.

    This build is of course assuming that I have the ability to sacrifice my own self-survivability through support from others. If I was running in smaller scale, I'd change the build a lot to become more selfish. I play WvW a ton, but play pretty casually and as I please, so my perspective is not from a high-end GvG or zerg v zerg perspective. Still probably far off from ever having a spot there. It's more about how I can play the spec I want to play for enjoyment and contribute the most to a group despite it being an off-meta pick.

  • @anduriell.6280 said:

    @Stand The Wall.6987 said:
    ranger nerfs aren't nearly as bad as the other classes.

    Thats because ranger has always had lower coeficients than all the other classes. Coeficients, boon duration, conditions duration has always been 20%-30% lower than any other class in game. Because of the no-working pet.

    don't even start with me lol. I know how to break ranger, its like any other class.

    Te lazla otstara.

  • anduriell.6280anduriell.6280 Member ✭✭✭✭
    edited February 2, 2020

    @Stand The Wall.6987 said:

    @anduriell.6280 said:

    @Stand The Wall.6987 said:
    ranger nerfs aren't nearly as bad as the other classes.

    Thats because ranger has always had lower coeficients than all the other classes. Coeficients, boon duration, conditions duration has always been 20%-30% lower than any other class in game. Because of the no-working pet.

    don't even start with me lol. I know how to break ranger, its like any other class.

    What do you mean with that? Ranger had its pepega moments like bunker druid era or the pewpew sniper soulbeast, but that never has got anything to do with the coeficients.
    I don't recall ranger to get even be close to 2.0 coeficient in any skill, while you can easily find coeficients of 3.x and 4.x in burst skills from other classes. We can have a conversation about the pets, damage multipliers, and whatnot still the coeficients have ever been much lower because of the no-working pet mechanic (at least is what an anet dev said long time ago).

    Other than that:

    • It does not have any meaninful representation in sPvP at skilled level. In gold you may see some roleplayers.
    • In WvW is hated and loathed as is only used for its pewpew potential from the top of the tower. It is the most bullied class with direct scorning comments in wvw right after afkers in spawn with queue in the map.
    • In PvE is used as spirit slave, because might can be provided by other classes.
  • CroTiger.7819CroTiger.7819 Member ✭✭✭
    edited February 3, 2020

    Since this is their plan we should atleast get pet autoattack in beastmode too and rework of 80% pets... Ranger having 2 autoattacks would feel nice, just imagine jacaranda on condi build so you stack 5+different condis and hit more for each condition because thats what jacaranda aa is doing right now...Alot more depth would be added and this won t be such cheese class to play and would bring some strong condi builds combined with pet aa which could be used as cover condi and other things like i mentioned with jacaranda. Pet skills have long cd and having just 1 pet would make entering beastmode only rewarded with boons and cleanse if traited thats why i think giving ranger second autoattack along with other beast skills would make much more sense and feel the gap (even replace existing skill 1 with pet auttoattack something like mirage ambush but not that strong but still being able to get another aa from beastmode since you can leave it in 1 sec anyway would make much more sense. Also i think this is just good setup for future changes they want to do so its risky start but i admire it because i think it will slow down game and make it more meanigfull than just spam but still cc is not adressed and there is no interupts only crazy amount of hard cc and they removed some stun breaks. Changing it opposite way of having 1/4 daze (pure interupt) as 80% of universall cc across all professions and make hard cc such as taunt as ranger unique cc (making only 20% of all cc available for ranger so its not spamable) would make game shine much more and build diversity even stronger since you won t run 2-3 stunbreaks as must because now you don t waste stunbreak on 1/4 daze which is meant just to interupt you and keep stunbreak vs only 1 hard cc every proffesion would be able to trigger since its all changed for daze to fit line beetween interupts (1/4 daze active gameplay) and hard cc (all we have to day making game very passive). Still when outnumbered you will have 1 stunbreak for hard cc and being attack by 2 players would mean you need to be careffull about not eating both of hard cc from both players attempting to kill you.

  • Sandzibar.5134Sandzibar.5134 Member ✭✭✭
    edited February 4, 2020

    Sharpened Edges: Reduced bleeding duration from 3 seconds to 1 second

    That MUST be a typing error surely. 1 sec of the weakest condi? that relies on a crit hit. o_0

  • anduriell.6280anduriell.6280 Member ✭✭✭✭

    @Sandzibar.5134 said:

    Sharpened Edges: Reduced bleeding duration from 3 seconds to 1 second

    That MUST be a typing error surely. 1 sec of the weakest condi? that relies on a crit hit. o_0

    It doesn't really matter, nobody uses condi ranger in compt.

  • Sandzibar.5134Sandzibar.5134 Member ✭✭✭
    edited February 5, 2020

    @anduriell.6280 said:

    @Sandzibar.5134 said:

    Sharpened Edges: Reduced bleeding duration from 3 seconds to 1 second

    That MUST be a typing error surely. 1 sec of the weakest condi? that relies on a crit hit. o_0

    It doesn't really matter, nobody uses condi ranger in compt.

    Whilst very true.. I thought the whole purpose of this complete combat rework was to
    1) stop the insta pop builds
    2) slow combat down overall and make it more tacticool
    3) AND make condi and power - and potentially hybrid builds - all more equally viable.

    ??

    Not sure how you make condi more viable for ranger by changing it in this manner...

  • anduriell.6280anduriell.6280 Member ✭✭✭✭

    @Sandzibar.5134 said:

    @anduriell.6280 said:

    @Sandzibar.5134 said:

    Sharpened Edges: Reduced bleeding duration from 3 seconds to 1 second

    That MUST be a typing error surely. 1 sec of the weakest condi? that relies on a crit hit. o_0

    It doesn't really matter, nobody uses condi ranger in compt.

    Whilst very true.. I thought the whole purpose of this complete combat rework was to
    1) stop the insta pop builds
    2) slow combat down overall and make it more tacticool
    3) AND make condi and power - and potentially hybrid builds - all more equally viable.

    ??

    Not sure how you make condi more viable for ranger by changing it in this manner...

    In this manner it won't it won't even mean a big change in the competitive builds.

    Yet I pointed out some easy solutions in the wvw thread with the hopes of Coen or anybody from the balance team to see it and maybe get some of those changes included. Some like return back the 1200 range to the shortbow would benefit PvP and should be extremely easy to implement, others like the splinter effect could be more tricky (although in worst case scenario would be enough to apply the fire sigil alike effect with the relevant conditions) it could be very beneficial for WvW scenarios.

    I don't mean it would make condi builds automatically viable but this changes would be a big step in that direction and it would open the build variety a little bit more,

  • Substance E.4852Substance E.4852 Member ✭✭✭✭
    edited February 9, 2020

    Come back once I hear they posted the preview of the big balance pass

    They nerfed druid even harder and are making our limited AoE's even worse (press F for path of scars)

    Don't know what I expected but being made that much crappier in group combat wasn't one of them

    Guess I don't have to feel bad about the heat death of WvW anymore since I'll no longer have any reason to log in

    Autoattack Chain: Reduced power coefficients from 0.4/0.42/0.44/0.88 to 0.32/0.336/0.352/0.704
    Crippling Talon: Reduced power coefficient from 0.75 to 0.5

    Did ranger daggers, of all the weapons in the game, really need a nerf? REALLY? Does anyone even use these outside of goofy fun builds?

    I get that this was some big sweep but some of these feel like they were just reaching for things to nerf, not actually thinking about any real baseline to aim for

    This is just some broad numbers crunch and not any kind of "balance" when they reduce barrage's damage but only increased CoR's cooldown. I'm still gonna die from 2 hammer rev's hitting me at the same time while barrage is back to it's "oh nvm that's not an arrow cart on us" status.

  • CroTiger.7819CroTiger.7819 Member ✭✭✭

    Beastly Warden: This trait now has a 1 second delay before your pet taunts nearby enemies. Does anyone here noticed we may be able to use cheatah pet f2 which is 1200 range shadowstep to aoe taunt from range...also iboga pet will be able to pull and than taunt which could be nice to use with torch which gained some buff on skill 4. Too bad druid still don thave ability to rezz pets while entering CA that would make those pets viable on druid.

  • aymnad.9023aymnad.9023 Member ✭✭✭
    edited February 9, 2020

    @CroTiger.7819 said:
    Beastly Warden: This trait now has a 1 second delay before your pet taunts nearby enemies. Does anyone here noticed we may be able to use cheatah pet f2 which is 1200 range shadowstep to aoe taunt from range...also iboga pet will be able to pull and than taunt which could be nice to use with torch which gained some buff on skill 4. Too bad druid still don thave ability to rezz pets while entering CA that would make those pets viable on druid.

    I am still disappointed that the cheetah does walk down the stairs, turns to the enemies then uses it's skill and only with los (and pet dies too fast). But you are right. A nice long range combo.
    Iboga seems like a cool idea. I am not sure if the target will reach the pet before it triggers.
    I was also thinking about using tiger F2 after a 'protect me' to chain cc and damage.

  • @CroTiger.7819 said:
    Beastly Warden: This trait now has a 1 second delay before your pet taunts nearby enemies. Does anyone here noticed we may be able to use cheatah pet f2 which is 1200 range shadowstep to aoe taunt from range...also iboga pet will be able to pull and than taunt which could be nice to use with torch which gained some buff on skill 4. Too bad druid still don thave ability to rezz pets while entering CA that would make those pets viable on druid.

    yes, I also thought about this combo. On the Soul-beast department, it could also work nicely with the versatile type F3. pull followed by immob followed by taunt. Could be nice combo with Axe 5. Also remember that you can proc beastly Warden back to back(with no CD), if you use pet F2 first and SB F3 after. And guess what, Cheetah is versatile type.

    Regarding Condi druid, the more I think about it the more I think it is feasible. Got back on my druid after a very very long time to practice. Lowering overall damage could help pets to survive.

  • CroTiger.7819CroTiger.7819 Member ✭✭✭
    edited February 9, 2020

    @aymnad.9023 said:

    I am still disappointed that the cheetah does walk down the stairs, turns to the enemies then uses it's skill and only with los (and pet dies too fast). But you are right. A nice long range combo.
    Iboga seems like a cool idea. I am not sure if the target will reach the pet before it triggers.
    I was also thinking about using tiger F2 after a 'protect me' to chain cc and damage.

    Yes tiger can be good too. Also im not sure if pull from max range will be fast enough to proc taunt on time around iboga. Also cheetah is shadowstep and it works like thief steal you probly used it on no port or it was glitch. I used it on druid with smokescale to have 2 shadowstep pets while i snare targets and it was working pretty much without los and things you said. What you said it dies fast yes that was the problem and still will be but maybe dmg reduction overall help it. Still druid should get pet revive with CA druidic clarity traited or even as adept trait.

  • CroTiger.7819CroTiger.7819 Member ✭✭✭
    edited February 9, 2020

    @LughLongArm.5460 said:

    yes, I also thought about this combo. On the Soul-beast department, it could also work nicely with the versatile type F3. pull followed by immob followed by taunt. Could be nice combo with Axe 5. Also remember that you can proc beastly Warden back to back(with no CD), if you use pet F2 first and SB F3 after. And guess what, Cheetah is versatile type.

    Regarding Condi druid, the more I think about it the more I think it is feasible. Got back on my druid after a very very long time to practice. Lowering overall damage could help pets to survive.

    Yes would be nice for axe 5 aswell if iboga can set that kind of cc lock (would work on traps too and even with torch 5 can be good. Im playing condi soulbeast right now and will most likely put video about it since i got top 70 right now only playing that bar.
    I will try those combinations aswell and im already trying to make condi druid with iboga and cheetah with probly a/d and s/t because iboga still have good aa with alot of condis on target and also have nice cover condis which can deal good dmg aswell.
    Traitlines should be something like wildernes beastmastery and druid. Maybe even kick wildernes for skirmishing and play spike trap+ healing trap (rune of trapper) which is nice aoe condi cleanse + regen great synergy with nature magic if you run it aswell.