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kappa.2036

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  1. I like the concept of the spear, it gives us the opportunity to have a different playstyle. However, the issues I've encountered are the following: 1- Skill #1 does too little damage, especially at a distance. 2- The Ambush Skill #1 has no utility and the damage is low. 3- Skill #3 cannot be used if the enemy is behind you. 4- Skill #4 should cover more distance. 5- The stealth version of Skill #5 is useless as it is practically never used. The damage overall is too low, especially considering that only 4 out of 5 skills deal damage. Moreover, there are no useful boons or conditions. The main problem is that every skill reveals you, which doesn't make sense.
  2. Hello everyone, What are the best options for ranger in a gvg/zerg scenario? Can you also link the build / video usage? Thanks in advance! 😄
  3. Lately i am experiencing lag issues only inside pvp arenas (during ranked/unranked matches), the rest of the game seems fine. I am the only one with this problem?😔
  4. The truth about ranger changes? SOULBEAST PvP - Probably new sidenode builds will rise up thanks to the new Eternal Bond. WvW gvg/zerg - Still the same immob build but with better Stance radius. DRUID PvP - CA still 20 sec cooldown so you will never be good at support since you have to wait 20 seconds to heal your allies. WvW - You can't really compete di Firebrand / Tempest /Scrapper as long you don't have any offensive pressure, unique buffs, and still have to carry a pet.
  5. Those druid changes are completely nullified by the Celestial Avatar 20s cooldown in pvp. Basically you nerfed druid self condi cleanse to get nothing worth using, since support druid will never exist as long CA cooldown is doubled in pvp compared to other modes. In wvw druid will still lack unique buffs like other supports can provide and its also crippled by the pet, so basically Soulbeast is still the only (off-meta) way to play ranger in zerg fights. I mean, anyone who remotely plays ranger could identify these issues. I am quite disappointed.
  6. After 4th beta: I still don't see any specific role tied to the Untamed. What is good at? Teleports and damage? Revenant and thief are still better because they also provide group buffs or stealth. Boonrip? Necro and warrior are definitely better. Crowd Control? Even druid is better at cc locking. Honestly, the gameplay feels better after the changes, but i don't see this spec playing at any high level content. My suggestions: - Untamed needs an unique and specific buff, maybe something like "After you disable an enemy, that enemy can't gain boons for x seconds". - Spores needs to grant some buffs for allies, maybe "Your boons can't be removed or corrupted for x seconds after you touch a spore" - Cantrips needs cooldown reduction trait and specific buffs instead of random boons, for example Nature's Binding could remove boons from enemies every second if they don't escape from the cage, Exploding Spores could remove 1 boon for every spore that hits the enemy. - Pet needs a perma-stow option for wvw.
  7. They still forgot about the Stow pet option, which is very important, especially in wvw. Having your pet revealed while you and your group are stealth-pushing will reveal your position. Other than this, nice changes, but Untamed is still missing a defined role in end game content.
  8. A lot of specs change their playstyle entirely by choosing a GM trait. Your thoughts are right, but I think we have enough damage modifier traits with core traitlines and soulbeast. Honestly, Untamed doesn't need damage modifiers, since its not even his role. It needs defense stats modifiers, and maybe cc/expertise duration modifiers. So i would just rework the Damage% trait. Also this problem is only with the hammer.
  9. - Having a totem/spirit being able to teleport do anemies and inflict poison, rip boons, and pulsing aoe poison destroying projectiles is still better than having a dead pet running around with you. I'm not saying it would be meta, but it will be a good starting point. - I think it would get the same treatment as a scourge's shade. You can see them on the battlefield, but they can't be targeted or anything, can't get boons, etc. - My cantrip heal would be used in wvw. There are plenty of ideas in this subforum about other cantrip skills.
  10. As everyone knows, ranger has always been the worst teamfight class, purely because their main mechanic (1) doesn't bring enough group utilities (2) die too fast. After 8+ years, Anet still didn't fix this. Seems like they want ranger to be played ONLY as a sidenode dueler or a roaming/gvg class, which is a shame, since a lot of us like to play with other players/friends, synergizing with them, but WE CAN'T. Now, we got Untamed, which got described by Anet as a teamfight oriented/bruiser/frontliner. Untamed in its current state is not a teamfighter (no group utilities, only selfish boons, poor damage and boonrip, no unique utilities), nor a bruiser (no blocks, evades, mobility or sustain in any skill), nor a frontliner (no stunbreaks, no stability on demand, also pets can't survive in the frontline). So, beside the infinite number of bugs/problems Untamed has, here's how i would fix the spec for its desired role: - New Grandmaster trait instead of Restorative Strikes called Unleashed Spirit: Your pet become an invulnerable Spirit when unleashed. When in this form, pet's can't autoattack and is locked in place (like Scourge shades), but can still perform its Unlseashed skills. I think this is a good tradeoff since we lose the DPS of the pet but the pet will be useful in larger fights without dying. This only change will basically solve the viability problem of the spec in wvw. - Hammer cc kit needs to be swapped with the damage kit. There is no reason to have a lot of cc while our pet is unleashed, since Venomous Outburst, Rending Vines and Enveloping Haze don't do any damage at all. Just swap hammer unleash mode with the unleashed. - Venomous Outburst needs more poison stacks or additional group benefits. - Rending Vines needs more damage and more boons ripped in competitive modes. - Enveloping Haze needs to pulse poison for its entire duration. - Perilous Gift needs to be a skill like Defiant Stance for both the Untamed and the pet. This will improve the survivability of the pet by a lot. - Cleansing Unleash needs to partially revive your pet by 50%, and remove 1 condition aoe for every ally in the radius. - Debilitating Blows and Enhancing Impact could be merged into 1 trait. The missing trait could be a trait that improve the effects of Cantrips and reduce their cooldown. These simple changes will make Untamed viable in wvw and pvp teamfights (and are still not enough to make the spec meta in any way). But being viable is still better than the current trash.
  11. After testing it, i think i will just leave the ranger class. This spec is complete garbage. From the weapon to the utilities, from the unleash mechanic to the traits, EVERYTHING is terrible and i feel useless playing it. Untamed is not a bruiser, nor a teamfighter, nor a frontliner. It completely lacks the tools to deal with it. There is no reasons to put cc on the hammer kit while the pet is unleashed, because unleashed pets DO NO DAMAGE AT ALL. There is no reasons to play this class as a teamfighter o a frontliner, since pets DIE IN THE FIRST 2 SECONDS and bring no group utilities at all. PETS SHOULD BECOME INVULNERABLE TOTEMS (like scourge shades) WHEN THEY ARE UNLEASHED, or atleast give us a trait that allow us to do so. The spec needs a stunbreak. The spec needs stability on demand. Make the elite a stunbreak, or move the stability to another utility skill, we already have SOTP if we want stab on elite. The spec needs a way to keep the pet healthy and revive them. The spec have good aoes but lacks group utility, and an unique role. Otherwise, this trash will never be viable in wvw zergs. The spec needs also more defensive utilities, right now you can't survive as a frontliner.
  12. You really think few seconds endure pain on a bear or some crappy non-istant heals are enough to make pets viable in a zerg fight? You will be disappointed very fast....
  13. Anet keep saying "You can go frontline with this and bla bla bla" but HOW we can go frontline with a pet that dies in the first 2 seconds because it can't dodge anything? There is NO WAY pets can be useful in their current state in zerg fights, even with the Unleash form. I expected some skills or traits that could make the pet invulnerable for brief periods of time, or the ability to revive them, but nope. People will be seriously disappointed when they will realized that this spec can't be used properly in blob fights. MY SUGGESTIONS: - The new healing skill should not reduce pet health by 50%. Instead, this skill should be like the "Defiant Stance" warrior healing skill, which absorb all the damage and heals you and your pet; - The skill that cleanse all the conditions should cleanse the pet aswell; - The new elite damage reduction should also affect the pet; - Pet unleash skills (F1-F2-F3) should be ground targeted skills that lock the pet in that location until you activate another command OR simply allow us to stow the pet completely like the Mechanist robot.
  14. Final results: 70% of unhappy rangers, what a shame Anet 🙁
  15. Performance wise, yes, catalyst definitely needs more work! I just wrote that title because conceptually his role would have been great for the ranger (fields, aoes, boons, etc) 😉
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