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Zorpi.5904

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  1. New hall sure looks great, but there is way too many invicible walls around. What i hope devs to do is open that map up litle bit from shouth and west side so we can saill around thos isles and remove thos invicible walls specialy at high mountain shout from arena.
  2. Ater some more testing i think it is time continue this rambling rant and add some suggestion for improvements. As first thing i like to quate lore part where devs tell us what this spec is suppoused to be and how it should work. ''The traditions and power of the untamed descend from warriors of archaic Echovald. They are one with nature—the pulse of nature beats in their hearts as the relentless rhythm of life and death. The untamed share a primal bond with nature through their pet, juggling control of raw power back and forth to defeat foes—your pet uses debilitating nature-based skills to weaken enemies, then relinquishes that power to you for the final strike.'' One thing that i have start wonder during my time testing untamed is that nature energy witch should move between ranger and pet to power them up or more like absence of it in version we have now. When i read that text image that i get in my head is someting like revenant berserker, where that natural energy move from unleashed pet to ranger untill energy on pet has dryed out and ranger is filled and ready to unleash. Then ranger uses that energy to power him self up until it is all depleted on him and fully loaded on pet side and it can be unleashed. Now the ting is what that unload should do and i don't think it what we have now is what that is. What is should do is grant ranger or pet who ever is unleasehd somthing like berserker stance and traits we take mods what ranger and pet can do when unleashed. This way there is more freedom on making build, whole spec dont feel like hammer locked and pets uses skills we know. Of course it would be wasteful trow thos new pet skills on trashcan and thats why they should be worked to be new skills we can get from traits and use them as skill modifier. Like lets say one trait makes unleashed ranger or pet(witch ever is unleashed at that moment) shadowstep on target when disabling a foe. Other corupt boons when pet or ranger unleash. That poison field projectile block feels like it should be part of explosing spores cantrip instead of it knockdown someone standing midle of that skill. When it comes to pet i think it would be better if this spec only have one pet but with boosted survival ability on pvp/wvw(maby extend that aoe protection at pve to on other modes aswell) and unleashing pet should res dead pet.
  3. Man was i hyped when i heard rangers were getting hammer as new weapon and it sounded like new spec was focusing around pet. Was realy hopping some of the ages old pet problems finaly were going to get fixed, but it seams like nothing have been done. Pets still can't hit on moving targets(easy to fix by making pets faster/reducing they skill cast time/ increasing they skill range) and when ever they manage catch target they hit like wetnoodle, we still don't share our boons with them with out trait(fortifying bond should be made baseline and replased with skill that copy our boons on pet when we swap it), unlike mechanist golem our pets dont inherit part of our stats to boos them and make them tankier, there is no way remove condies from pets(traits and skills that remove condies from rangers should remove them from pet as well) and they die in secs on aoe and cleave, dead pet penalty is still 60sec and what worse with this new spec we can't call our pet back or do we have way to ress it fast like on soulbeast. Thos are just problems core mechanigs of ranger have and things are eaven worse with this spec, sins it dosent bring anything in, except unimpressive looking and feeling hammer that is only good for cc spam, if you managet hit on anything with it. That weapon need to be reworked from the ground up to have some mobility, damage midication and synercy with pet. Personaly i would not take warrior hammer as source of inspiration, but instead take a look on skillset on Rampage or what rev and scrapper have on they hammers. It would be nice thing to have high damage numbers on hammer, but personaly i would take utility heavy weapon, that can be used to make our pets and allies shine. Switching skills on unleaching is nice thing, but thos skills need to look and feel different to make them interesting to use and there need to be other reasont to use thos skills than just spam to do damage. Same way all traits and utility skills need to be looked and made sync with pets and have someting to offers to our group not just for our self. At the moment unleased pet skills feels realy unrevarding to use(they do low damage and have no trait synenercy, all pets have same skills) and same time my own skills do 10% less damage, but in other hand i see no reason why would i unleash my rangers sins then i only get +15% on my damage numbers witch still are only medicore, but same time loose all the utility from hammer and start to take more damage my self. I see no pont why i would use that new heal skill to kill my pet witch most likely is all ready ended dead when it should give me 50% of its healt and i get nothing from it. Someting like Defiant stance, Litany of wrath, Shelter, A.O.D, would have been mutch more intresting and fitting healing skill. None of thee new skills have stun break and the only condi removal skill work only on ranger no on pet also. Unleache mechanic it self dosen't feel like it is powerup that i want to have or want my pet have far rather it feels like do i want to have permanent weaknes or vulnerability on me. Because of all that this spec feels like it could have been somewhat ok 10 years a go, but have no place in guild wars as it is now.
  4. Don't worry mate skills with cc do zero dmg in pvp and wvw so unless pets get massive dmg puff it won't be that great weapon
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