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DuckDuckBOOM.4097

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Posts posted by DuckDuckBOOM.4097

  1. @Lazze.9870 said:

    @"DuckDuckBOOM.4097" said:than bandits defense taking up a utility slot. Bandit's defense also doesn't have an evade on that kick so it can be interrupted.

    But it is a 20 sec cd stun break.

    Can't sum up the bad without the good.

    Oh absolutely that's a great aspect of it. I was mostly focused on the offensive aspect due to the claim "no one gets hit by it anyways."

  2. @"shadowpass.4236" said:

    The 10x damage difference was in regards to PvE.

    There's ZERO RNG on Power Stab's evade. It's literally the same sequence of attacks every single time.

    I'm straight up telling you right now that the new GS4 change isn't nearly as good as you think it will be. It's like Bandit's Defense. No one gets hit by that kitten anyways. Huge, huge nerfs to this weapon.

    We're losing so much utility and depth with these nerfs.

    Sure that 10x damage was PvE but it still tells the bigger story of a huge player skill gap which is definitely there in PvP.

    I know you can double cast the gs evade if you cancel it at the right time. I know you can jump with GS 4 and other counter attacks to keep channeling blocks. I also usually screw those up and/or don't always bother with it. I also doubt that the vast majority of players even know you can do those things because of that "10x" skill gap. I 100% understand why top ranger players would be pissed and I feel bad for you but I'm not upset.

    That 15 endurance helps me with my next dodge and I can time that dodge when I want to. That's also a bit more healing/prot uptime because of an active dodge instead of evade frames. Making GS4 a full channeled block is a buff to my defenses that isn't randomly wasted on a clone etc when I mess up a jump.

    You lose an evade and damage on GS auto but you gain an evade and damage on GS4.2. I don't like the argument that no one gets hit by bandit's defense. I can say that about any skill to try to trivialize anyone's argument. I'll do it now. GS auto is only an evade and not pressure since no one ever gets hit by GS auto. /s. 3 second channel block followed by a 5 second window to evade & CC on a 12 second CD is a lot better than bandits defense taking up a utility slot. Bandit's defense also doesn't have an evade on that kick so it can be interrupted.

    Again, I understand your loss but it's 100% a gain for me.

  3. @"Stand The Wall.6987"I don't think you should propose a bunch of seemingly random AoE buffs which as you mentioned are lazy but also won't fix the problem. I think it's better to first think about at baseline, what is the closest ranger currently has to a meta build, why it doesn't work and then propose the minimum number of buffs that would push it into at least being viable in zergs without breaking other game modes.

    What builds do we have that are closest to viable?1) Druid as a healer.2) Group stability front line SB3) Back line DPS with longbow

    What is lacking/how to buff them in WvW without breaking PvP?1.1) Rather than have Druid try to beat FB or scrapper at their own game, I think Druid needs its own niche which could be a CC healer as Druid does have decent amount of CC on glyphs, CA and the staff trait. Aside from generic boon removal/corruption, there is currently only 1 anti-stability trait in the game: https://wiki.guildwars2.com/wiki/Brutality  What if you could move while casting CA5 and it stripped 1-2 stack of stability per pulse? Druid doesn't completely steal scourge or spell breakers spot for boon removal but it fills an anti-stability niche which would allow it to utilize a lot of the CC built into Druid. It also enables your zerg to time CC spikes in specific areas.

    1.2) Explosive seeds (Ancient seeds rework): (Lesser) seeds of life now instantly detonates. + When you interrupt a foe, immobilize them and drop a lesser seed of life (no ICD). Nobody has time to wait for a seed to blossom in mobile zerg fights after already waiting for a glyph cast time. It removes the ability to blast light fields via CA 2/3. Interrupts with glyph tides/equality, CA3 or primal echo, give bonus heals.

    1.3) Changing staff 1 to heal independent of a target would help a lot on the heal side in zergs when not in CA.

    2.1) Group stab is extremely rare for not guardians. Shared Dolyak stance is actually really good. Only 1 change is "required." Rework unflinching fortitude to group stability instead of personal damage reduction. Having two abilities that share stability and also make your allies immune to cripple, chill and immob is a niche that SB could fill. Alternatively, if that's too scary for the balance team to change unflinching fortitude, add a new pet family to the game. Have a merged F2 skill from that new pet give AoE stability. 

    @"Substance E.4852" said:We already failed twice in that regard with Druid heals and SB stance share and aren't unseating Firebrand or healbot scrappers with their anti projectile skills

    Fail sure, but I don't think Druid and SB are not salvageable for zerg support. Salvaging would be easier than a new 3rd elite spec for sure. See above.

    the class needs AoE damage to be zerg material, not supportThe only other hope for the class is Anet to roll out a 3rd espec where we just fart out easy massive damage AoE's like the necro which is almost certainly never going to happen.

    http://gw2skills.net/editor/?POgAMNlRw2YasHmJOyLWPxSWwcA-zVJYiRF/h0kCoCRQMTBbNLTssB-wMM/Skrim/SB quick draw Double longbow with jacaranda. This is an idea I've had in the back of my head after the longbow 5 buff that I haven't tested yet. I think it's the closest to a viable back line DPS build that avoids projectile hate.

    Longbow is a coeff of 6 on a 9 second CD in this build at 1500 range. Merged jacaranda F1 is a coeff of 2.5 on a 15 second CD at 1200 range. Neither of these is stopped by projectile hate. For comparison, well of suffering is a coeff of 6 on a 30 second CD at 900 range. Well of corruption is a coeff of 3 on a 40 second CD at 900 range. I would say that SB has that easy massive damage AoEs like necro. In fact, SB have better damage, cool downs and range than power scourge.

    Is there a reason why scourge is meta? Yeah! Barrier and boon corruption on top of those wells. Barrage procs retal 60 times instead of 30 times per cast. If needed Necros also have life steal to negate retal.

    How to fix this:3.1 Make barrage a 1.0 x 6 instead of 0.5 x 12 coeff. Both yield a final coeff of 6. One might actually be viable in zergs!3.2 Make vulture stance apply AoE poison. This+predators cunning could negate a lot of the damage retal would do. It's an ideal oh shit button. Cast barrage. Realize retal is too much. Activate vulture stance.

  4. @KeyOrion.9506 said:

    @KeyOrion.9506 said:A ranger that can't pick off his targets. A Necromancer well can be launched at the longest range of a Ranger now. And the wells are doing 15k-20k dmg per second PULSES...how is this even closely fair for the class that was SUPPOSED to be the long range class of the game? We try to keep combat ranged, and the necro's try to get up in your face. Seriously WHY would we want to close with a CONDI WELL OUTPUTTING 15k-20k DAMAGE PER GOD kitten SECOND ANET!

    What are you talking about? Well of suffering has a coeff of 3 over 6 hits. That is only 0.5 coeff per pulse. Meanwhile longbow auto is 0.7-0.9. Power soul beast has way more modifiers than necro. How the heck would necro hit 15k-20k per pulse without sic'em? Also wells are 900 range. So are shades. Longbow is "1500" but actually is closer to 1800 range. That's almost double the range of necro wells/shades.
    A MAX dps power reaper vs a golem is only doing maybe 10k per tick with the power well and the power well does twice as much damage as the condi well. There is no way a necro hits you for 15k with well of suffering unless you are naked.

    Anyhow, if they want to give ranger a spot in WvW Zergs, I think the best shot is to buff SB group stability to be a contender in replacing FB in some subgroups. The only other group stability right now aside from guardian is either mantra of concentration mesmer (not long enough duration) or dwarven road on rev (which just sucks at 1 stack). Shared Dolyak stance is actually good and almost comparable to stand your ground (especially after it gets nerfed next patch). 6 second base stability, 5-6 stacks each. Stand your ground is 10 targets but will be nerfed to 3 stacks soon. So SB has the only real contender for group stab for WvW.
    SB just needs 1 more source of group stability.

    I would do this by basically copy-pasting shared Dolyak stance onto Unflinching Fortitude. Remove the 100% dmg reduction and make it aoe stability + immunity to chill, cripple and immobilize. So only SB (not core ranger which makes it easier to balance), only when merged with a stout pet (easy to balance again) has two sources of group stability. Furthermore, the stability + immunity to chill, cripple and immobilize give SB an "unstoppable movement" niche. I could see this version of SB being useful to WvW zerg subgroups that melee push. So it wouldn't even completely replace FB in all subgroups but just a melee groups.

    Giving a second class group stability that competes with FB would significantly shake up the WvW meta and give ranger a spot in zergs.

    Traits. I've been hit by necro wells at the same distance that i'm firing my longbow. If i'm being hit by a kitten necro well at the max distance at as my Longbow, I really don't know what to tell yah, other than some kitten would seriously be messed up. Then again, i'm not the fool programmer trying to hide things behind my boss' back in the programmers office.

    There is no trait that does that.

  5. @blambidy.3216 said:However if you tech want to go to how the comp was 2 chrono, Druid. Dps. Is still a great comp. which is more then enough dps to speed clear.

    The thing is you said Druid isn’t 10 man heals. But water spirit is 10 man. So idk what your talking about.

    Look I agree with a lot of your statement. However all I’m saying is the reason Druid is number 1 is because of the utility and skills + might are more easier to do then say a firebrand + ren comp within “raids”. As for fractals. Fibrigade comp is superior. But going through speedclears your going to be using a comp with 1 Druid.

    The comp being good is different than the Druid being good. That's the point I'm trying to make. Druid isn't number 1. It's Chrono that is number 1 (at least in some fights)! Druid is just tacked on there because of spirits.

    Staff 2, as I mentioned also heals 10 targets and is far more valuable at ~700 x 10 target heal every 2 seconds. Water spirit itself is bad. 863 healing every 10 seconds is nothing (not affected by Druid healing power/outgoing healing). Water spirit is just for the 50% up time on 10 target regen to the other 5 ppl not in your subgroup since you already have perma regen from WH on the 5 in your subgroup. If you have 2 healers, water spirit is useless as the other healer with bring their own regen. I'm not saying it's impossible for Druid to heal 10 ppl but the majority of the healing is only towards 3-5 at a time and most groups I've healed need a second healer.

    I disagree on it being easier. I've played both. It's a lot easier keeping ppl alive with FB than Druid. The general boons/might is also easier on FB as long as your teammates group up near you.

  6. @anduriell.6280 said:So lets say you all are very wrong and when a ranger defeat you you should feel very grateful of the honor of consuming the oxigen from more valuable ppl like the player whom just killed you. And the nerf is only a pandering move for the likes of dudes whom plays pve and comes to the forums to make noise about competitive modes.

    1) I never said I was for or against that nerf. I was pointing out the absurd lie that @KeyOrion.9506 told when they claimed necro wells do 15k-20k per pulse at the same range as ranger. That is objectively false on both the range and the damage. If you cant get those numbers in optimal max PvE buff scenarios, you won't get those numbers in WvW unless you are hitting a naked.2) If you think someone killing me in WvW means I have the honor breathing because that makes me less than them, you need help. It's a game. Nothing you accomplish in this game gives you honor.

  7. @"KeyOrion.9506" said:A ranger that can't pick off his targets. A Necromancer well can be launched at the longest range of a Ranger now. And the wells are doing 15k-20k dmg per second PULSES...how is this even closely fair for the class that was SUPPOSED to be the long range class of the game? We try to keep combat ranged, and the necro's try to get up in your face. Seriously WHY would we want to close with a CONDI WELL OUTPUTTING 15k-20k DAMAGE PER GOD kitten SECOND ANET!

    What are you talking about? Well of suffering has a coeff of 3 over 6 hits. That is only 0.5 coeff per pulse. Meanwhile longbow auto is 0.7-0.9. Power soul beast has way more modifiers than necro. How the heck would necro hit 15k-20k per pulse without sic'em? Also wells are 900 range. So are shades. Longbow is "1500" but actually is closer to 1800 range. That's almost double the range of necro wells/shades.

    A MAX dps power reaper vs a golem is only doing maybe 10k per tick with the power well and the power well does twice as much damage as the condi well. There is no way a necro hits you for 15k with well of suffering unless you are naked.

    Anyhow, if they want to give ranger a spot in WvW Zergs, I think the best shot is to buff SB group stability to be a contender in replacing FB in some subgroups. The only other group stability right now aside from guardian is either mantra of concentration mesmer (not long enough duration) or dwarven road on rev (which just sucks at 1 stack). Shared Dolyak stance is actually good and almost comparable to stand your ground (especially after it gets nerfed next patch). 6 second base stability, 5-6 stacks each. Stand your ground is 10 targets but will be nerfed to 3 stacks soon. So SB has the only real contender for group stab for WvW. SB just needs 1 more source of group stability.

    I would do this by basically copy-pasting shared Dolyak stance onto Unflinching Fortitude. Remove the 100% dmg reduction and make it aoe stability + immunity to chill, cripple and immobilize. So only SB (not core ranger which makes it easier to balance), only when merged with a stout pet (easy to balance again) has two sources of group stability. Furthermore, the stability + immunity to chill, cripple and immobilize give SB an "unstoppable movement" niche. I could see this version of SB being useful to WvW zerg subgroups that melee push. So it wouldn't even completely replace FB in all subgroups but just a melee groups.

    Giving a second class group stability that competes with FB would significantly shake up the WvW meta and give ranger a spot in zergs.

  8. @ButcherofMalakir.4067 said:

    @DuckDuckBOOM.4097 said:As someone that has played both healers in raids and fotm, I'll toss in my 2 cents.

    @wefal.8426 said:Druid is basically spirit slave.1) Unreliable spirits that can die and need to constantly move around the map.2) Unreliable healing. Staff 1? Make sure you're behind your teammates.Staff 2? Slow heal. IF it passes through allies.With all honesty I dont understand why Druid is so revered compared to other just as good if not better heal/support specs.

    1) The spirit change made spirits extra reliable (actual up time in the DPS meters were higher) if you position them well2) If you want to complain about staff 1... those FB mantras are even worst for supplying your important boons. While they have a small radius around you, the cone is what you hit most ppl with. When you have allies that orbit, your boon up time on them suffers a lot.3) The one thing about playing Druid that I actually miss is staff 1 and 2 for the consistent heals (1&2) and the 10 target heals (just 2). Aside from that, I agree that FB healing is much better than druid.

    Overall our group has been much happier and have had higher group DPS with 2x FB+ 1 ren. I haven't personally seen anyone praise druid in a while. So I'm not sure what the OP is talking about here. In fact, I've never been cheered at or seen other ppl cheer a druid in raids ever.

    @"blambidy.3216" said:You say that firebrand can do every boon? Technically it can barely pull 25 stacks of might to 5 people, also the quickness for firebrand is only 5 man. Also firebrand doesn't have any offensive buffs. The thing is firebrand won't be alone in support like a druid can. Druid does 25 might + spirits + spotter. Then you can have 1 power/condi quickbrand. 1 divine ren, 1 chrono, bs, dps. As far as main heal, it will be impossible for firebrand to be solo heal unless might can be 10 man, or you have an unusual comp but the comp people won't use or people will not be prepared for it...There are other things to note that druid does that you did not note. Pushing in sh, pushing in sam, green 2 kite on dhuum, pushing red seekers. Entangling red seekers, spirit res. which is far easier to do with druid than firebrand, that's if firebrand can do some of these things. Firebrand can push on sam and push couple seekers here and there. But pushing on sh? green kite 2 on dhuum? You will have a hard time with those on firebrand....Which is great. Firebrand carries people in fractals because of the blocks and aegis it provides. But as far as "speedruns" Druid makes the raids, fractals faster "if" people do not facetank.

    Just because might is applied to 10 players with gotl, doesn't mean druid solo heals/supports 10 ppl. The comp you list requires 4 support spots. Calling Druid solo heal/alone support isn't fair when you have 4 support (I'm not counting BS). 2x FB (tank/off-heal) + 1 ren requires 3 support. It's the comp my groups been using for a while. Even without spirits, our group DPS went up because that extra DPS slot > spirits. Double DPS spirit is also over rated. Comps tend to go full power or full condi. 5% power buff to 7 condi dps is nothing compared to a full extra DPS. Sun spirit is only worth 2k DPS total (not per person but total group) to 10 power DPS if it's 100% up time. Sun spirit is worth it for druid since it has nothing else to bring. 2k DPS doesn't make it worth it to bring a Druid especially since a power or condi SB can easily slot in 1 spirit.

    Despite having 2 druid mains, we quickly adapted to 2 x FB for VG. It's better than Druid. We use shield 5 to push orbs or staff 5 to prevent orbs from hitting the group. No entangle or nature spirit required. Healing is good enough that we usually don't get downed by green. Ppl go down maybe 1-3 times max in an entire fight and that isn't always due to greens but ppl missing blues. Samarag, use axe 3, shield 5 and F1 (3). SH, add a 4th support which is druid. We haven't done dhuum in a while due to time constraints but same as SH, just add a 4th support. So there are only two fights were druid is "better" than FB from my personal experience but it's used as a 4th slot not a replacement for FB.

    Also, I don't get how you can claim that "speedruns" are better with Druid and ppl not face tanking. Actual speed runs have your DPS go full DPS and not dodge because of aegis/stab (or the old mesmer distortion share). Dodging, especially to cancel a big DPS skill is a DPS loss. Aegis is the biggest utility FB brings.

    @InsaneQR.7412 said:Druid is just plain out bad right now. It's not even overrated it's just outdated and needs a decent rework.

    Agreed. I think what bothers me is that when you look at group comps in general, it's either Chrono/Druid or FB/Ren or 1 of each. However, it's never that you want the Druid. It's just that if you bring chrono, druid just vestigially fits in their.

    I agree that in your comp, druid is bad. That beeing said some encounters are better with minimum 1 chrono and that means druid is required.

    Oh absolutely. That's why I wrote the last two sentences in my post. When you need chrono, druid is there to fill in the gaps that chrono lacks. It's not that druid is great.

  9. As someone that has played both healers in raids and fotm, I'll toss in my 2 cents.

    @wefal.8426 said:Druid is basically spirit slave.1) Unreliable spirits that can die and need to constantly move around the map.2) Unreliable healing. Staff 1? Make sure you're behind your teammates.Staff 2? Slow heal. IF it passes through allies.With all honesty I dont understand why Druid is so revered compared to other just as good if not better heal/support specs.

    1) The spirit change made spirits extra reliable (actual up time in the DPS meters were higher) if you position them well2) If you want to complain about staff 1... those FB mantras are even worst for supplying your important boons. While they have a small radius around you, the cone is what you hit most ppl with. When you have allies that orbit, your boon up time on them suffers a lot.3) The one thing about playing Druid that I actually miss is staff 1 and 2 for the consistent heals (1&2) and the 10 target heals (just 2). Aside from that, I agree that FB healing is much better than druid.

    Overall our group has been much happier and have had higher group DPS with 2x FB+ 1 ren. I haven't personally seen anyone praise druid in a while. So I'm not sure what the OP is talking about here. In fact, I've never been cheered at or seen other ppl cheer a druid in raids ever.

    @"blambidy.3216" said:You say that firebrand can do every boon? Technically it can barely pull 25 stacks of might to 5 people, also the quickness for firebrand is only 5 man. Also firebrand doesn't have any offensive buffs. The thing is firebrand won't be alone in support like a druid can. Druid does 25 might + spirits + spotter. Then you can have 1 power/condi quickbrand. 1 divine ren, 1 chrono, bs, dps. As far as main heal, it will be impossible for firebrand to be solo heal unless might can be 10 man, or you have an unusual comp but the comp people won't use or people will not be prepared for it...There are other things to note that druid does that you did not note. Pushing in sh, pushing in sam, green 2 kite on dhuum, pushing red seekers. Entangling red seekers, spirit res. which is far easier to do with druid than firebrand, that's if firebrand can do some of these things. Firebrand can push on sam and push couple seekers here and there. But pushing on sh? green kite 2 on dhuum? You will have a hard time with those on firebrand....Which is great. Firebrand carries people in fractals because of the blocks and aegis it provides. But as far as "speedruns" Druid makes the raids, fractals faster "if" people do not facetank.

    Just because might is applied to 10 players with gotl, doesn't mean druid solo heals/supports 10 ppl. The comp you list requires 4 support spots. Calling Druid solo heal/alone support isn't fair when you have 4 support (I'm not counting BS). 2x FB (tank/off-heal) + 1 ren requires 3 support. It's the comp my groups been using for a while. Even without spirits, our group DPS went up because that extra DPS slot > spirits. Double DPS spirit is also over rated. Comps tend to go full power or full condi. 5% power buff to 7 condi dps is nothing compared to a full extra DPS. Sun spirit is only worth 2k DPS total (not per person but total group) to 10 power DPS if it's 100% up time. Sun spirit is worth it for druid since it has nothing else to bring. 2k DPS doesn't make it worth it to bring a Druid especially since a power or condi SB can easily slot in 1 spirit.

    Despite having 2 druid mains, we quickly adapted to 2 x FB for VG. It's better than Druid. We use shield 5 to push orbs or staff 5 to prevent orbs from hitting the group. No entangle or nature spirit required. Healing is good enough that we usually don't get downed by green. Ppl go down maybe 1-3 times max in an entire fight and that isn't always due to greens but ppl missing blues. Samarag, use axe 3, shield 5 and F1 (3). SH, add a 4th support which is druid. We haven't done dhuum in a while due to time constraints but same as SH, just add a 4th support. So there are only two fights were druid is "better" than FB from my personal experience but it's used as a 4th slot not a replacement for FB.

    Also, I don't get how you can claim that "speedruns" are better with Druid and ppl not face tanking. Actual speed runs have your DPS go full DPS and not dodge because of aegis/stab (or the old mesmer distortion share). Dodging, especially to cancel a big DPS skill is a DPS loss. Aegis is the biggest utility FB brings.

    @InsaneQR.7412 said:Druid is just plain out bad right now. It's not even overrated it's just outdated and needs a decent rework.

    Agreed. I think what bothers me is that when you look at group comps in general, it's either Chrono/Druid or FB/Ren or 1 of each. However, it's never that you want the Druid. It's just that if you bring chrono, druid just vestigially fits in their.

  10. @viquing.8254 said:

    @DuckDuckBOOM.4097 said:[...]Hmm I don't know if 2 times more static retaliation with sword 2 is a good thing. I mean practise will probably highligh some differents use case than paper.You seems to over-estimate the sword1 ambush potential.

    No I'm not overestimating the ambush. I just talked about the ambush+blurred frenzy with a reductionist approach in the first section. I then later mention that you can use an off-hand like pistol. Bring a utility like MoD. You still have F3 too. The Sw/P mirage is obviously going to be a small scale PvP setup where retal isn't as big a problem. The low CD evade is potent though. Or don't spam blurred frenzy. Just use pistol 5, 4, MoD and F3. With DD+CI, you can spam those two pistol skills. To clarify, I don't mean mindlessly spam. Thoughtfully use your interrupts but almost consider pistol 4-5 also really low CD abilities instead of 20-25 second CDs.

    Same for shield 5 and torch 5 who are more than telegraphied.And I maintain that mesmer weapon skills aren't that good considering gameplay is around shatter and bests skills are in utility bar.In Zerg, reality is that most player are under stability and illusions instantly die so sword ambush and shield 5 (not even talking about the melee range of this skill.) are near to never proc CI.

    Is an entire zerg trying to dodge Tides? No. Can you even use Tides with sword ambush? No. Is shield 5 an illusion or melee range? No. The shield 5 stuff is obviously about WvW zerging.

    Mesmer illusions are already a non factor in WvW. The new CI lets you ignore your illusion skills and double down on the skills that don't require illusions (like shield 5). I have never been in a zerg where I have actually had permanent stability on my necro (of whatever variety). I'm also able to land corrupts and fear plenty of times. WoD is also a thing. The proposed changes also have guardian stability going from 5 to 3 stacks of aoe stab. The nerf to anti-toxin runes means cover boons are going to be harder to come by from scrapper boon conversion. You also don't need to interrupt 20+ ppl when you hit 20+ ppl. You only need to interrupt 6 to have an instant recast of shield 5. If you interrupt 5 ppl, you still have improved alacrity to bring ToT down to a 3 second CD. ToT is also applying quickness and alacrity to your zerg too. You also have MoD and gravity well and chaos storm on heal for more interrupts to recharge ToT.

    So I disagree: mesmer weapon skills can be good considering game play in WvW already has illusions being a non-factor. The main problem was CD and CI negates that problem.

    @viquing.8254 said:Yeah it's the theory it seems beautifull etc.Reality is that with sword ambush and IH, unlike you are farming bronze potatoes :

    • Ennemy don't cast so they don't rupt.And even with theory : can you theorycraft a duel versus thief/holo/sb/condiweaver/rev with this build ? The time you cast an ambush they did 2 actions.

    Wut? Is the enemy not casting so you don't interrupt or are they doing two action while you ambush? Only 1 of these happens at a time. Either way it's good for this build. Either you free cast or your interrupt. Also how did you proc CI before it was disabled? Could you never land an interrupt? Then CI was already useless for you. You still have MoD and F3 to instant interrupt people too. Your heal with be an AoE interrupt with the new staff 5 on heal.

    If clones die to aoe and IH is useless, why does the meta build take IH and DE? Basically take the old meta builds with CI+MoD and keep playing it. Now you have to skillfully land interrupts instead of RNG staff 5 procs. CI won't hold ppl down anymore but your enemies will burn through their defenses slower than your skills with come on CD now. So by your second burst they are "softly" held down. At least it gives your enemies time to realize they are screwed and have a chance of running instead of feeling powerless with a CC+Immob combo from RNG.

    Or take Dune cloak Sw/P and try to go ham with an interrupt build that strips stability with Dune Cloak in PvP. Or go to WvW and just spam shield 5 and interrupts. I'm not saying this will be actually OP but for once I'm looking forward to a mesmer patch and I'm going to try to have fun with this trait and I think it'll be really strong in a good way.

  11. @"Blood Red Arachnid.2493" said:I can understand the Mantra and Chaos Storm changes, but why nerf Illusion of Life? I haven't seen that skill used in ages. Also, the new chaotic interruption seems... utterly random. I mean, I don't PVP with Mesmers that often, but last I checked they don't really spam their weapon skills that much. They're more tactical. At most, you have a 3/5 chance of reducing one skill, and a 2/5 chance of doing nothing.

    https://en-forum.guildwars2.com/discussion/86662/future-potential-wvw-centric-balance-changes-september-6th-2019/p1"Chaotic Interruption: This trait has been re-worked and now reduces the cooldown of one of your weapon abilities that is already on cooldown by 5 seconds when you interrupt a foe."

    So you don't have to worry about the 3 of 4 skills (auto attacks don't have CD so it's not out of 5) randomly recharging. If you spam 1 skill and only 1 skill + interrupts, you can start to get insane spam on it. Consider Sword mirage. Use blurred frenzy. Then ambush to interrupt. This brings sword 2 CD down to (8-5) = 3 seconds. 1 of those 3 seconds is spent ambushing anyways. Don't use any other weapon skill. You can now spam evades and blurred frenzy like crazy. That's tactical spam. Then consider the next part...

    @"NICENIKESHOE.7128" said:hmm there's likely going to be a low CD to chaotic interruption to avoid multiple target procs in one skill, but it is interesting. Could be hilarious if you're lucky with Domi/Chaos/Chrono (2x2 berserkers every 7 seconds)

    I don't think it will have an ICD and berserkers will likely be the least interesting combo.https://giphy.com/gifs/Vhv8cB0LDs5BPeCdcfDuelist discipline doesn't have an ICD and has a similar function but only for pistol skills. Gif shows me interrupting 2 targets at the same time with MoD to reduce pistol 5 CD by 12 seconds (25 second CD -50% CD from 2 x 25% CD reduction of DD). Assuming DD stays as is, DD and CI will likely stack. So interrupting 1 target with DD+CI = 11 second CDR on pistol skills.

    So now try to combine sword+pistol mirage with DD and CI. Don't bother using sword 3 at all, it'll get in the way of CI. Just sword 2, pistol 4 and 5. There is some insane spam potential of those 3 skills if you keep landing your interrupts. The versatility of CI is kind of akin to quick draw on ranger: pick 1 skill that you need and use it more than balance intended it to be used.

    Shield 5 and torch 5 are going to be the aoe interrupts that are able to recharge themselves since the interrupts happen after the skill goes on CD. Torch 5 won't work well in zerg fights but shield 5 will be a decent source of aoe blind, confusion, slow. Just a quick test on golems in PvP and shield 5 can hit 20+ times in 1 cast. That is a lot of potential interrupts. If you do nothing but spam shield 5, there is a pretty good chance it will instantly recharge itself. MoD and gravity well are just icing on the cake to help keep your shield 5 spam going. You can also swap to Dom, Chaos, Chrono instead of Duel, chaos, chrono for power interrupts instead of condi. ToT, Lost time and power block can do 60 pockets of damage. That's a lot of retal procs! However, sigil of draining (~1k life steal) has no ICD. Sigil of absorption also steals 3 boons with no ICD. It cant steal stab but constantly keeping enemies low on boons from stealing them will make it easier for your allies corrupts/boon removal to get rid of stab. What else does shield 5 spam do? Give your entire zerg quickness and alacrity. Who needs illusions now?

    If they give CI an ICD, it'll be not nearly as good in WvW but will still have major potential for sword mirage. Then again, if you look at all the mesmer interrupt traits, only 1/7 has an ICD in PvP/WvW. We'll see.

  12. Overall the changes look promising. The new CI has me really exited to play mesmer again but I have major balance concerns.

    1) Would CI work similarly to improvisation (recharge 1 random skill 2-5 regardless of whether or not it is actually on CD?) or would it only attempt to recharge skills already on CD.1b) If I unequipped my main hand weapon (or offhand). Will it only recharge skill 4/5 (or 2/3)?2) Would there be an ICD on it?3) Do successful AoE interrupts proc it multiple times?4) Would a skill be able to recharge itself with CI procs? Staff 5, GS5, shield 5, torch 5 and pistol 5 come to mind. Pistol 5 cannot. I "know" this because duelist discipline doesn't let pistol 5 recharge itself: skill interrupts before it technically goes on CD. I suspect GS5 and the new staff 5 would be similar. Torch 5 should be able to recharge itself potentially 2-10 times with chronophantasma and aoe. Unlike every other skill here, it's a phantasm which makes it less problematic in WvW but I still see a potential "toxic" build interaction for PvP with CP, CS and SotE. Shield 5 would be able to recharge itself: it starts the CD before the CC happens.

    Would it change the way I play? Yes. I would try to make a full dire rune of perplexity chrono on day 1 of that patch. Run off-hand shield (and maybe no sword/scepter) full on captain america shield tossing. Dueling/Chaos/Chrono. Spam that shield 5 for interrupts and blind, slow, confusion procs and shield 4 blocks with a very low CD.Would it actually be good? Really depends on how you answer those questions.

  13. You forgot to mention
    Smoke assault on the pet came out at the same time rev did. I could just as easily and uselessly claim that rev copied a ranger pet.

    @ButcherofMalakir.4067 said:Why can chrono use rune of the firebrand? That is the same question :D

    This!

    Why can firebrand use minstrel stats? Why can any pof spec use rune of durability or leadership? Why can pof specs use viper or trailblazer gear?

    All the best heal builds are elite specs but rune of the monk is a core dungeon rune. I demand that only core pve healers are allowed to use those runes. /s

    There has been 7 years of power creep, partially through gear but also skill and trait balance and new elite specs. Most of those don't buff pets enough to keep up with that power creep. I vaguely recall a dev mentioning that updating core pets is extremely difficult due to the fact that they are also open world mobs which causes problems when they try to change pet animations. Expansion pets are how they upgrade a core mechanic to keep up with power creep without actually buffing core pets.

    And yet Lynx is still go to pet for some versions of condition soulbeast. Not all of those pets are useless

    Lynx or warthog are meta. True, but I'd argue that proves my point. They are only meta for their merged abilities and not the core pet itself. You're never supposed to unmerge. In contrast, the pof iboga is also meta for condi sb and you intentionally unmerge with the iboga during your rotation for a dps increase.

  14. You forgot to mentionhttps://wiki.guildwars2.com/wiki/Juvenile_SmokescaleSmoke assault on the pet came out at the same time rev did. I could just as easily and uselessly claim that rev copied a ranger pet.

    @ButcherofMalakir.4067 said:Why can chrono use rune of the firebrand? That is the same question :D

    This!

    Why can firebrand use minstrel stats? Why can any pof spec use rune of durability or leadership? Why can pof specs use viper or trailblazer gear?

    All the best heal builds are elite specs but rune of the monk is a core dungeon rune. I demand that only core pve healers are allowed to use those runes. /s

    There has been 7 years of power creep, partially through gear but also skill and trait balance and new elite specs. Most of those don't buff pets enough to keep up with that power creep. I vaguely recall a dev mentioning that updating core pets is extremely difficult due to the fact that they are also open world mobs which causes problems when they try to change pet animations. Expansion pets are how they upgrade a core mechanic to keep up with power creep without actually buffing core pets.

  15. @Swagger.1459 said:

    @Eurantien.4632 said:Moment of clarity used to be a skirmishing grandmaster trait. I used it for a power ranger build in the world tournament series with skirmishing and marksmanship. The move to marksmanship has actually been a big boon for us. As it stands, moment of clarity synergizes wonderfully with two handed training in beast mastery and remorseless on marksmanship, allowing for some huge dps following interrupts. Moving that to skirmishing would be be a step backwards in a way.

    Honestly, without moment of clarity in marksmanship, not sure id run Marksmanship, even though I think clarion bond is one of the best reasons to run it for PvP.

    Sure, I can understand and accept synergy, but lb/gs builds are already very effective and pretty common. Condi based builds need more help outside of pve, and so does the Shortbow. Even if the traits aren’t swapped, the daze and stun buff would be more useful in skirmishing for any type of shortbow builds.

    Unfortunately it still wouldn't make it viable. Buff shortbow up 3s daze/stun and it still wouldn't be viable because shortbow has no follow up for damage. You'd just swap weapons for more dmg...

    And gs doesn’t need it considering the potential damage output. But the daze and stun buff doesn’t need to be in the longbow line.

    Maybe not, but the damage buff on interrupt is definitely good with longbow, and the fact GS is easily paired with LB, makes the damage buff on interrupt pair very well with GS and so does the stun and daze duration for GS...

    In a way it's like because you're using longbow and invested in marskmanship, you should use GS too. Which is kind of cool from a synergy point for view. Because your have marksmanship traits essentially just for longbow with that other master trait that gives 5% to 10% more damage and lead the wind.... but you also have the option to run these trait lines of moment of Claire and remorseless that not only help longbow but also GS because you will have to go into melee range and thats cool...

    Now skirmishing does have some of the coolest traits in this game. Quickness on dodge. Quick draw is the coolest trait there is... yet there are to date no builds (for PvP) that can make use of skirmishing.

    Personally, I don't think moment of clarity should be move but instead, skirmishing should get some kind of trait for Condi clear on swiftness or quickness gain or something so that we can be freed from the shackles of wilderness survival, hopefully grab the Shortbow trait too. And then maybe we can actually have a skirmishing shortbow build, or at least, hope for skirmishing.

    Point is this, and I’m not trying to be rude in any way, a trait function that buffs stun and daze doesn’t belong, or make sense, in a trait line devoted to a weapon devoid of any stun or daze period. Shortbow builds are far behind in any wvw or pvp play, unlike the common, and highly effective, lb/gs “me too” builds you see. Lb and gs aren’t underperforming weapons compared to some others, and those others need some extra help where they can get it.

    Look at the link you posted.
    50% stun/daze duration was added later in the game. It's main purpose is NOT to extend the duration of CCs like you claim. It's main purpose was and still is increasing your and your pets next hit after interrupt by 50%. This trait is exactly where it belongs: the power/burst trait line. MM is not just a LB traitline.

    The extra stun/daze duration is a nice bonus to GS but also Druid Dazes, SB Gazelle F2 and any daze/stun on a future elite spec that, fingers crossed, might be announced soon. Short bow and skrim need some love but stun/daze duration MoC is not it.

    Pets don’t get the buff.

    You mean this one?https://imgur.com/a/v722TckWhere my Tiger F2 does 50% more dmg when I actually land an interrupt?Also at @Eurantien.4632If you are talking about my Gazelle comment, I was referring to the merged soul beast F2 being a daze not the pet F2.

    “Marksmanship - focuses on long range damage and opening strikes. Enhances longbow, harpoon gun, and signet skills.”

    So you are going by the wiki description? Really? Those don't even come from in game. They are just what someone decided to write. I can go an edit that wiki to include enhances CC too. MM is not only about longbow. No single trait line should be dedicated to a single weapon. That is bad design because every build needs at least 3 trait lines.

    50% stun/daze duration fits along with the main purpose of the trait, bonus power damage after interrupts. The slightly longer CC helps land the following bonus hit. Also, since I do occasionally run power Druid (PvE), the stun/daze duration would be missed. That's 50% less on break bars in PvE on glyph of equality, storm spirit active, CA3, GS5 and primal echoes.

    Listen, condi builds suck outside of pve. Sb is junky and needs work, but this thread is about that 1 trait buff to stun and daze.

    Listen, 50% stun/daze duration isn't helping condi builds outside of PvE. Best case scenario, the 50% bonus to short bow 5, only if you get a flanking stun, gives you 2 more auto attacks into someones back. Ranger condi builds have easy access to immobilize and condition duration. Since immob also prevents rotating your character, buffing immob or giving shortbow better capacity to flank is a much better buff than 50% stun/daze duration.

    Basically replace short bow 3 withhttps://wiki.guildwars2.com/wiki/Earthen_Rushand you probably have a much better chance of condi ranger working in PvP/WvW because it can get into position and hold an enemy down for a flanking shot. You would still be able to about face to run away with it too.

    Give sword 3/dagger 4 bonus conditions if you hit an enemies flank (bonus immob/more poison stacks). Change 10% crit while flanking to 2 stacks of poison when you hit an enemy flank (~3 second ICD).

  16. @Swagger.1459 said:

    @Eurantien.4632 said:Moment of clarity used to be a skirmishing grandmaster trait. I used it for a power ranger build in the world tournament series with skirmishing and marksmanship. The move to marksmanship has actually been a big boon for us. As it stands, moment of clarity synergizes wonderfully with two handed training in beast mastery and remorseless on marksmanship, allowing for some huge dps following interrupts. Moving that to skirmishing would be be a step backwards in a way.

    Honestly, without moment of clarity in marksmanship, not sure id run Marksmanship, even though I think clarion bond is one of the best reasons to run it for PvP.

    Sure, I can understand and accept synergy, but lb/gs builds are already very effective and pretty common. Condi based builds need more help outside of pve, and so does the Shortbow. Even if the traits aren’t swapped, the daze and stun buff would be more useful in skirmishing for any type of shortbow builds.

    Unfortunately it still wouldn't make it viable. Buff shortbow up 3s daze/stun and it still wouldn't be viable because shortbow has no follow up for damage. You'd just swap weapons for more dmg...

    And gs doesn’t need it considering the potential damage output. But the daze and stun buff doesn’t need to be in the longbow line.

    Maybe not, but the damage buff on interrupt is definitely good with longbow, and the fact GS is easily paired with LB, makes the damage buff on interrupt pair very well with GS and so does the stun and daze duration for GS...

    In a way it's like because you're using longbow and invested in marskmanship, you should use GS too. Which is kind of cool from a synergy point for view. Because your have marksmanship traits essentially just for longbow with that other master trait that gives 5% to 10% more damage and lead the wind.... but you also have the option to run these trait lines of moment of Claire and remorseless that not only help longbow but also GS because you will have to go into melee range and thats cool...

    Now skirmishing does have some of the coolest traits in this game. Quickness on dodge. Quick draw is the coolest trait there is... yet there are to date no builds (for PvP) that can make use of skirmishing.

    Personally, I don't think moment of clarity should be move but instead, skirmishing should get some kind of trait for Condi clear on swiftness or quickness gain or something so that we can be freed from the shackles of wilderness survival, hopefully grab the Shortbow trait too. And then maybe we can actually have a skirmishing shortbow build, or at least, hope for skirmishing.

    Point is this, and I’m not trying to be rude in any way, a trait function that buffs stun and daze doesn’t belong, or make sense, in a trait line devoted to a weapon devoid of any stun or daze period. Shortbow builds are far behind in any wvw or pvp play, unlike the common, and highly effective, lb/gs “me too” builds you see. Lb and gs aren’t underperforming weapons compared to some others, and those others need some extra help where they can get it.

    Look at the link you posted.https://wiki.guildwars2.com/wiki/Moment_of_Clarity50% stun/daze duration was added later in the game. It's main purpose is NOT to extend the duration of CCs like you claim. It's main purpose was and still is increasing your and your pets next hit after interrupt by 50%. This trait is exactly where it belongs: the power/burst trait line. MM is not just a LB traitline.

    The extra stun/daze duration is a nice bonus to GS but also Druid Dazes, SB Gazelle F2 and any daze/stun on a future elite spec that, fingers crossed, might be announced soon. Short bow and skrim need some love but stun/daze duration MoC is not it.

  17. @Lazze.9870 said:

    @"Euthymias.7984" said:The traitline's not bad

    It's functional. Adept and minors are good (I'd make Furious Strength apply to condition damage aswell), but the master tier has 2 out of 3 traits that are complete filler traits, Eternal Bond is dead weight (probably going for syngergy with Second Skin which is good, but the actual functionality of the trait is bland and doesn't promote fun gameplay), and the stance trait doesn't serve the purpose it was clearly designed for like you're pointing out.

    Would I see myself running a different line if the merge mechanic still carried over? Definetely, which is something I don't feel like I'd say for other elite specs. I also think only having two traits that are build defining (Fresh Reinforcement and Leader of the Pack) is slightly lackluster. Doesn't need a rework, but I'd happily take a couple of changes to some of the traits. And the dagger, obviously.

    Mainhand dagger is the meta weapon for power and condition soulbeast (yes the 'condition weapon' deals more power damage than sword).New melee weapons in PvP have it really hard because greatsword is just everything you ever want. Burst, mobility, block/evade and CC. And most of the time you are better off with a ranged option than a second melee weapon.

    But stance share could use a slightly larger radius like 480.

    Apparently you have to put out an asterix every time you critisize the dagger and make a remark on how it is the meta weapon in pve. Yes, I know it is.

    But why is that? Is it because the dagger is particularly good, or because it replaces a weapon that was never designed for doing a lot of damage (sword, power), and another weapon that still has a hybrid identity crises (axe, condi)?

    The latter.

    Besides, the first thing I'd do with it is to make the leap more fluid. That above anything else is what I hate about the dagger.

    One more * is that dagger isn't better than sword. Both are actually meta. It just depends on how quick the fight is and how many phases there are.

    I'd like to see the poison shifted around. Not to increase the total DPS but to make predator's cunning procs feel more deliberate instead of a worst regen on auto attack. Bonus poison stacks on sword 3 if you hit an enemies flank with it. Swap the poison and bleed stacks on dagger 2. Both would feel a bit more like decisive and deliberate heals. See change to guardian GS3 and GS trait from the most recent patch for a similar change.

    With the increased duration on twice as vicious, I don't think CC on dagger 3 is "needed" as much but dagger 3 still feels lacking in utility. Double leap finisher and quickness actually make it ok but I think it's actually just the lack of good leap combo fields. Smoke scale is obviously good for stealth but I rarely see SB make use of the double leap for stealth. It's just not needed. They could make call lighting a lighting field for merged jacaranda. Then having a double leap finisher on dagger 3 would give a daze to dagger 3 on a 15 second CD. It would be easier to balance because it's balanced around a pet. Lighting wyvern F2 is a lighting field but its wonky with the aim so much harder to combo. It's also a CC skill in and of itself so leaping into a daze seems unnecessary. Healing spring is the only option for water field on soul beast. Merged jellyfish also has water and smoke but you can't use dagger underwater. Maybe add one more water field on a merged land pet ability. Or maybe reduce the base healing a bit on spiritual reprieve but give it a 3-5 second water field.

  18. @anduriell.6280 said:

    @"Euthymias.7984" said:So, Frost Trap may see some use in PvETwice as Vicions is a little better for sustained damageBarrage has gone from filler trash when LoS is used to meh.

    I wouldn't call it meh.Whirling defense: 7.92 coeff over 3.25 seconds. 7.92/3.25 = 2.4 coeff per sec.Barrage: 4.8 x 1.25 buff = 6 coeff over 2.25 seconds. 6/2.25 = 2.66 coeff per sec.That number is iffy since it takes about 7 seconds for all the barrage arrows to land but as far as damage per cast time is concerned, barrage will be stronger than WD after the patch. I doubt LB will replace GS in raids but LB+S/A could maybe beat out GS+S/A in fotm burst scenarios.

    Frost trap was also meta in burst situations. It going to get a 250% buff. After this, I think it will always be best in slot compared to vulture stance. Problem I have with frost trap is that it doesn't seem to scale with ascended weapon strength which was why the damage seemed lower than it should be. 250% buff is nice though.

    Most of the "PvP/WvW" changes seem fair. Except staff 3. Why are they still stomping druid?

    Well the math doesnt work like that with barrage, Barrage is coe 0.4s. So now it will be 0.5s.My guess a full zerker sicem SBeast would do something around 3k tick.Keep in mind the AoE last 12 seconds unless using quickness.

    What are you talking about? It doesn't matter when you apply the 25% buff. The math will be the same.(0.4 x 1.25) x 12 = (0.4 x 12) x 1.25 = 0.5 x 12 = 6

    The aoe lasts 7 seconds which starts when you first begin the channel. Arrows fall every ~0.6 seconds. Quickness doesn't speed this up much. As far as PvE players are concerned, that doesn't matter as long as the boss dies in 7 or more seconds. See lava font on ele lasting 6 seconds as an example. It's coeffs per cast time that matter.

    GS2,5,2 opening is 4.4 coeff over ~3 seconds.LB 2 by itself is 3.75 coeff over 2.25 seconds. These are actually pretty close.

    LB5, owp, lb4, 2, WI, into axe 4, 5 is going to be a strong burst. By the time the axe 5 ends, you'll be close to having barrage finish. Sic'em will cover the entire rotation. This may replace GS in some fotm fights. GS will likely win out if you have to do more than 1 full weapon swap rotation due. Actually, having a 20 second instead of 30 second CD also makes LB5 fit better in the rotation. Still probably won't replace GS in long fights but it's closer than you think.

  19. @"Euthymias.7984" said:So, Frost Trap may see some use in PvETwice as Vicions is a little better for sustained damageBarrage has gone from filler trash when LoS is used to meh.

    I wouldn't call it meh.Whirling defense: 7.92 coeff over 3.25 seconds. 7.92/3.25 = 2.4 coeff per sec.Barrage: 4.8 x 1.25 buff = 6 coeff over 2.25 seconds. 6/2.25 = 2.66 coeff per sec.That number is iffy since it takes about 7 seconds for all the barrage arrows to land but as far as damage per cast time is concerned, barrage will be stronger than WD after the patch. I doubt LB will replace GS in raids but LB+S/A could maybe beat out GS+S/A in fotm burst scenarios.

    Frost trap was also meta in burst situations. It going to get a 250% buff. After this, I think it will always be best in slot compared to vulture stance. Problem I have with frost trap is that it doesn't seem to scale with ascended weapon strength which was why the damage seemed lower than it should be. 250% buff is nice though.

    Most of the "PvP/WvW" changes seem fair. Except staff 3. Why are they still stomping druid?

  20. @"EremiteAngel.9765" said:

    Sorry but I think you got hornet Sting wrong. The roll back is 400 range.And like seriously no ranger here bothered to correct you?

    Shows how much you guys want to defend your OP mobility.

    And it doesn't matter for my point here even if half the mobility skills here can be used to Attack.

    The fact is they allow a ranger to outrun 5 out of 9 classes and then turn and shoot.

    Most classes can deal with an extreme kiting soulbeast? Would you show me a build on any of my five listed class that can keep up?

    On the other hand, I can point you to Glads vids. The guys trying to chase him are not noobs. They just don't have the tools to catch his playstyle of shoot run shoot run.

    Only a thief caught him and a reflect mesmer forced him to run.

    Ranger sword 2 in game only mentions the 130 range (the stab range) and revolution probably got confused. It's Saturday and only been a few hours. Did you expect everyone to instantly read it? Anyhow, I do think SB is a bit over tuned on some level, especially roaming in WvW but that is mostly about the alpha strike potential not the mobility. Some counter points on mobility/range:

    The first part of sword 2 is an evade but the second part is not. Swoop (bird) is also not an evade. GS3 swoop is only an evade at the end when the ranger swings the sword. You can immob/CC during these. None of the running away mobility on ranger is instant cast: A 1-2 second cast time on 1000 range mobility is worth less than a 900 range instant teleport.

    The DH scenario you listed went way wrong. If you are fighting someone with unblockable, you don't use F3 and not dodge. JI + sword 2 is an instant 1800 range teleport + blind. F1 is a 1200 range leash. So basically 3k range can be covered quickly/gap closed. You cannot dodge the pull of DH F1. So leash before the SB tries to GS3 or Sword 2 and then pull them once they try to use any of their mobility skills to interrupt the mobility regardless of evade frames. 1800 range teleport + DH elite vs a glass SB with no easy stability = dead SB. If using meditation elite, channel that invuln, or double dodge. Seriously, why use F3 and face take an unblockable attack.

    Weaver: Burning speed? Who uses dagger on weaver while roaming? Sw + Focus or dagger. Air 2 is a 600 range teleport. Ride the lighting is 1200 range. Lighting flash is 900. More importantly though, Comet and gale are both 900 range CC skills which stops sword 2.2 and swoop before the SB has a chance to leave. Oh and that 600 range teleport air 2 is also a daze. Elite FGS 3 and 4 are both 900 range and can basically match ranger mobility.

    Holo: Rocket boots, rifle 5 or holo 2 to quickly gap close then...Rifle 2 and 4 are 1200 range immob and INSTANT CC. See above for when you use CC.

    Spell breaker.https://metabattle.com/wiki/Build:Spellbreaker_-_Magebane_Roamer

    Thief should have zero problems catching a SB: Shadow step then time Steal for a near instant 2400 range interrupt on SB mobility.Mesmer "OP". More than mesmer can reflect. Rev sword/shiro.

    Necro: Yeah you are right on that, just a walking bag in that scenario. Those reaper shroud/SR nerfs hurt RS2 mobility a lot which was the only real answer to these situations, especially with the projectile blocking on it. The most I can recommend is to try and abuse spectral walk and outplay the ranger. Also sacrifice something to Anet and hope they add a new elite spec with mobility on the weapon. Sword MH necro!

    So 8/9. Feel free to link glad videos since I'm not familiar with that streamer.

  21. I can get behind @"Pterikdactyl.7630" suggestions: especially the better visual tell/cast time on sic'em and smoke assault and removing the passive stone signet (they are trying to do that for all the classes).

    @Ruufio.1496 said:

    @"anduriell.6280" said:Just move one step away and you get no damage.

    Please, next. But next one do write something funny pls.

    "Good" rangers use muddy terrain which immobs for 3s. By the time you've stunbroke and cleared immob your health is 50% if you're tanky. Dead if you're anything else. You should know this since you main ranger. Axe 4 > heal because lolmuddyterrain > axe 5.

    Btw slow is a thing that exists.

    If you keep getting hit by that combo, all you have to do is press shield 5, rifle 4, elixir S or rocket boots when you get hit by axe 4.

    All of those skills will remove the immob and/or interrupt the combo. Rifle 4 is the only dicey one as it can be reflected but it'll still knock you away and clear the immob. Try to land that while they cast the heal. Of course, you could just have stability to prevent the pull or dodge the axe 4.

    BTW, 3 of 4 of those skills are also instant cast so slow isn't an issue there. If you have really slow internet/reflexes, that is not a balance problem. However there is a solution: take reactive lenses instead of power wrench for the passive stun break on CC and hit the dodge button before the 1 second cast time on the heal.

  22. @Swagger.1459 said:Pound for pound facets are used way more than spirit weapons or nature spirits, and there is no denying that fact... There are reasons why more players make use of facets as skills over spirits.... And it’s silly of you to attempt to diminish this idea by suggesting that the actives wouldn’t be used in order to paint some “not active play” picture. You didn’t even see there were active skills in the suggestion until I pointed them out, and to suggest those actives wouldn’t be useful is wrong... You are also implying that a rev running facets doesn’t really constitute “active play” while using those skills, which is wrong and shortsighted.

    You are comparing two sets of utilities on base guard/ranger to an elite spec on a class which is forced to bring 5 or nothing of a utility via picking their legend. Rev also has energy which forces them to make a choice between which facets are channeled and for how long to channel. Facets can be made stronger because there are so many restrictions to them. If spirits are made into facets but none of the drawbacks are there, they will suck. Having the restriction of only 1 active at a time doesn't work because Rev don't have to option to mix and match/trait WS or meditations which ranger/guard can.

    I'm all for having use for spirits in other game modes but with the exception of the elite passive being OP, I wouldn't use any of those abilities you suggest in WvW/PvP. It would also kick Druid out of PvE too. So... I'd consider that a fail.

  23. @Rhapsody Dragonfly.5136 said:

    @Rhapsody Dragonfly.5136 said:sorry been gone for a bit.... not interested in soul-beast um never wanted to play druid they should have brought back a monk as most of us gw1 players asked for i think my ranger is nothing but trash. i don't play her anymore the only way she get much damage is by using a axe and warhorn i don't see a even balance for ranger i see it as being forced into Druid i am not happy about. don't get me wrong i loved my ranger i miss it but its not the same. i will try druid when i get the chance to change all her armor again for it but i am totally turned off by the ideal and just avoid it now. I basically buy the pieces i need for druid maybe once a month or less. i hope all that have posted here don't take offence to this i will take my time and read all you have said and leave a message to your and my thoughts on the builds for ranger...

    A couple things, I hope you take this as tough love rather than me just being a jerk.We all share a fondness for Ranger or we wouldn't be on these forums.I have 3 rangers, I know some people that have 6 and more, on one account.

    For starters, if you aren't happy with the game, you don't have to play.There are more classes than Ranger although I will mention again, Ranger is VERY competitive.

    I don't share your love for guildwars. It didn't ring my bell. It was a pretty girl that was not my type.Stop holding on to the memory. This is not that game.Even if they bring back a monk, you aren't going to be happy with the gw2 incarnation.And do you know why? This isn't guildwars.And its not even here yet.No use dreaming of what was or will be until it is. Ya feel me?

    Honestly, how about you take my word for it, and go learn soulbeast.It wont feel right but,It is
    MORE ranger
    than a vanilla Ranger.There is MORE I can doThere are more CC chains I can perform.More unblockablesEasier ways to get stability and share it with your team!There are MORE ways to get into stealth without longbow.The pets are MORE important than before.There are more ways to get awayto healand to do dmg!

    In a match going far on a well played soulbeast practically carries the match.

    Cheers

    I have not taken any offence to what you have to say. but i still am disgusted by trying to play druid idk what it is I never tried and and I don't want to try it and I tried soul beast once when it first came out I was not happy with it... One thing that does bug me about your post is...

    For starters, if you aren't happy with the game, you don't have to play.

    This bothers me, I have played this as my main game for over 16 years now. Ranger was always my main... and I still feel like they turned it into trash. the damage on LB is trash there really is no point in using it now by by Kudzu what a was it was to make that. ( no balance for LB compared to other weapons)so now I have chose Necro as my main for now, as far as the game its self I enjoyed GW1 and GW2 sorry if you didnt like GW1 but I loved it. and at the time it was a little more complicated to play compared to GW2. GW2 is easy Vs GW1... But enough of the past. I am not happy with what they have done to Ranger which was my main, Instead I find myself kind of lost in the game I play more Necro now then anything else waiting for the day of a new part of the game to come out and hope they bring something back to ranger that might perk up my interest again.

    Druid required in all fractals and all Riadswell like I said before they place druid on rangers because the build worked better on ranger then it did for guard or rev i forgot which one it was that was a post to take that roll any hoot I never wanted to do it i never wanted to play it I never thought it was right to force ranger into being a healer and i still feel it was wrong. So i do fractals everyday I don't do raids I have not found a interest to do them, My other is PvE and PvP but I don't take ranger anymore again I have had to chose another for my main because I no longer enjoy playing the class of ranger, and I guess at this point I am kind of mad for even making it my main considering all main crafting is on her and not on any other class she sits by a crafting station just to knock out whatever daily crafting I need to do. I don't want to play like a thief so souldbeast takes out my ranger to something comeback to when they improve the play stile to something that is more agreeable for me to play. If you like Ranger i am happy for you. but its not for me anymore.

    SoulBeast requires: Dagger/Axe, Sword/Axe, Greatsword, and Beastmodeall those weapons are close range ( Which is more of a play stile for Thief)well I guess they wanted you to play more like a thief here rather then a ranger so grats on all that like thief because I hate that class.Well I feel like they wanted you to act more like a thief here rather then a ranger. I didn't enjoy these skills that they placed on ranger with the weapon choice. Its not fun for me. I always hated thief and i don't like the feel when playing soulbeast, I realy dont care for melding with my pet * Beastmode

    I have known a lot of player and most of them ran ranger as there main and what I see now is that they don't play ranger anymore they basically swapped to other to charters play now, I know of many other rangers that feel the same, they are just to afraid to post on here because some peeps cant take the criticism from how others feel and windup getting a fraction for what they have to say.

    I have 3 rangers, I know some people that have 6 and more, on one account.I should not need more then 1 ranger, and gw2 should have a way save for our builds. But I did make another. I just see it as them wanting to make more money off of us. and at this point I will need to agree with you I will need to make others so I can have one for PVE, WvW, PvP, Raids and Fractals

    Take it from someone that was an altoholic/mesmer main for 12 years then swapped 4 years ago, I've been a lot happier with gw2 when i accepted that I enjoy playing ranger and necro a lot more than mesmer.

    Gw1 ranger could do necro touch or scythe or hammer builds and they were all meta in some form of play due to strong stances evades. So even back then, ranger wasn't only a melee class. Gw2 doesn't do 75% evade stances because it's a different game. It has those active leaps and evades gw2 style.

    You can also use axe axe or longbow on soulbeast. It's not restricted to melee in pvp.

  24. I would add smokescale to the above for casual solo/wvw. Iboga, bristleback, lynx and warthog for condi. Owl is more of a wvw/solo sustain and speed choice. Personally not a fan of jacaranda but it seems like a popular pick. Maybe fern hound if you want to power or condi druid: it's weird in that its regen acts as if you applied it and charged ca.

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