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❤️How to improve Ranger for every mode! And because after 10 years some people would like to have more build options in wvw! Thanks! ❤️


Swagger.1459

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CELESTIAL AVATAR (PLEASE MAKE IT BETTER)

❤️CA Form- Provides natural stability to the Druid and pulses stability to 5 allies within a 240 radius.

❤️AF Mechanics- Make CA a stance that is maintained until downed, killed or manually exited. Once downed, killed or exited, you have to build up Astral Force again to activate and reenter CA form.

 

CELESTIAL AVATAR SKILLS (PLEASE MAKE THESE SKILLS MORE FLUID, MORE USEFUL, AND LESS CLUNKY)

❤️CA 1- Make this skill similar to the old Guardian staff 1. Wide 900 range “astral” cone attack (with effects like the attacks from those bloodstone fen spirits at the Justicar) that hit 5 enemies and heals up to 5 allies within the effect. Does NOT heal the caster, only allies.

❤️CA 2- Remove the reticle aiming function and make it a point blank aoe. 360 radius. 5 targets PLUS the caster.

❤️CA 3- Remove the reticle aiming function and make it a point blank aoe with the same 360 radius. 5 Allies healing MINUS the caster. 5 enemy target daze.

❤️CA 4- 360 radius. 5 Allies healed PLUS the caster.

❤️CA 5- Remove the root so players are not sitting ducks. Add a 5 player, MINUS the Druid, healing component that coincides with the pulses and final damage. 360 radius.

 

 

DAGGERS (SO WE CAN USE THEM OUTSIDE OF PVE)

 

 

HAMMER (MAKES ME SO SAD IN WVW. WHY PLAY UNTAMED HAMMER FRONTLINE WHEN I CAN GET BETTER RESULTS WITH REV HAMMER AND SURVIVE MORE??? PLUS I CAN RUN FACETS AND HELP THE TEAM MORE WHILE DOING IT BETTER) 

❤️Unleashed Hammer 1/ All skills- Extend the range of all attacks to 900 range. "The power of unleashed nature projects out of your mighty hammer and strikes targets at a distance"... 

❤️Unleashed Hammer 2/"Unleashed Wild Swing"- "Unleased nature" power after effect that hits targets for 1/2 damage. Maybe increase the radius a bit for this skill.  

❤️Unleashed Hammer 3/"Unleashed Overbearing Smash"- 900 range ground target attack and positioning skill.      

❤️Unleashed Hammer 5/"Unleashed Thump"- Increase to 900 range. 

 

 

NATURE SPIRITS (CAN THE TEAM PLEASE MAKE THESE USEFUL OUTSIDE OF SELECT PVE MODES???)

 

“The Nature Spirit Society has given permission for Rangers to fuse with nature spirits! This allows the Ranger to have crazy cool new skills! Think of these crazy cool new skills as “Facets”… but only 1 can be active at anytime! No funky resource mechanics either!

 

❤️Heal- Fused Water Spirit

  • Passive- Heal. Every 5 sec. 300 radius. Self and 5 allies.
  • Active- See Aqua Surge. 300 radius. Breaks stun.

 

❤️Slot Skill- Fused Frost Spirit.

  • Passive- 10% bonus to damage. 300 radius. Self and 5 allies.
  • Active- See Cold Snap. 300 radius.

 

❤️Slot Skill- Fused Stone Spirit.

  • Passive- Protection. 300 radius. Self and 5 allies.
  • Active- See Quicksand. Breaks stun.

 

❤️Slot Skill- Fused Storm Spirit.

  • Passive- Vulnerability to enemies. 300 radius. +25% movement to self and 5 allies.
  • Active- Call Lighting. 5 targets. 300 radius.

 

❤️Slot Skill- Fused Sun Spirit.

  • Passive- Burning. 5 targets. 300 radius.
  • Active- See Solar Flare. 300 radius.

 

❤️Elite- Fused Spirit of Nature.

  • Passive- Regen and removes 1 condition on 1 sec intervals. 300 radius. Self and 5 allies.
  • Active- Revive 3 targets. Remove 5 conditions and breaks stun on self and 5 allies.”

 

 

SHORTBOW (SAD WEAPON THAT COULD BE FAR BETTER WITH A FEW TWEAKS)

❤️Remove the flanking mechanics from shortbow. Up the direct and condi damage instead.

❤️Rework the https://wiki.guildwars2.com/wiki/Light_on_your_Feet trait to include... "Short bow skills pierce and gain recharge reduction", not the other stuff. ADD "You arrows fly 1,200 range now"

❤️Take the daze and stun buff from Moment of Clarity and put it in https://wiki.guildwars2.com/wiki/Hidden_Barbs.

❤️Change https://wiki.guildwars2.com/wiki/Hunter%27s_Tactics into... "Critical Chance Increase: 10%" (FROM ANY DIRECTION).

 

 

STAFF (THIS IS CURRENTLY ONE OF THE BOTTOM OF THE BARREL WEAPONS IN THE GAME)

❤️1- Add 1 Burning condition to both the 2nd and 3rd pulse. 

❤️3- Add a short duration burning condition trail and burning condition aoe burst around the user at the end of the skill movement. 3 targets for aoe burst damage and 3 allies for healing. 240 radius.

❤️4- Rename to “Astral Seed”, or something... Make it an aoe patch that looks similar to a fiery Seed of Life. Remove the immobilized effect and add burning instead. 3 targets. 240 radius. Same movement condition removal on allies.

❤️5- Make this skill an aoe dome. 240 radius.

 

TRAITS

❤️https://wiki.guildwars2.com/wiki/Leader_of_the_Pack - ADD IN- "STANCE SKILLS GAIN REDUCED RECHARGE"

 

 

TRAPS 

❤️Give back throwable traps (as a standard function, not trait related) to this profession. Only this profession. 900 range option.

❤️Reevaluate the damage and cc on these so they are a lil more impactful.

❤️Considering the Trapper Expertise Trait has a Boon buff... “Boons and conditions caused by your traps last 60% longer.”, perhaps we could add some Boons.

 

SAMPLE TRAP IDEAS

❤️https://wiki.guildwars2.com/wiki/Healing_Spring. ADD in Stun Break on skill activation (not trap trigger).

❤️https://wiki.guildwars2.com/wiki/Flame_Trap. Gain Aegis on skill use (not trap trigger). OPTION- Up to 900 range ground target.

❤️https://wiki.guildwars2.com/wiki/Frost_Trap. Gain Alarcrity on skill use (not trap trigger). OPTION- Up to 900 range ground target.

❤️https://wiki.guildwars2.com/wiki/Spike_Trap. Gain Vigor on skill use (not trap trigger). OPTION- Up to 900 range ground target.

❤️https://wiki.guildwars2.com/wiki/Viper's_Nest. Gain Regeneration on skill use (not trap trigger). OPTION- Up to900 range ground target.

 

NEW ELITE TRAP IDEAS 

❤️Causes Torment on trigger. Gain Might AND Stun Break on skill use (not trap trigger). OPTION- Up to 900 range ground target.

OR

❤️Causes Daze on trigger. Gain Stability AND Stun Break on skill use (not trap trigger). OPTION- Up to 900 range ground target.

OR

❤️Causes Blindness on trigger. Gain Fury AND Stun Break on skill use (not trap trigger). OPTION- Up to 900 range ground target.

 

 

LASTLY... PETS (INFO FROM 2020, BU THE CORE ISSUES ARE THE SAME)

Pets can easily be tested here... https://wiki.guildwars2.com/wiki/Lion%27s_Arch_Aerodrome inside https://wiki.guildwars2.com/wiki/Special_Forces_Training_Area

 

Load up the walking golem and let your pets do their things.

 

Watch as some pets struggle to even hit the WALKING golem.

 

Just tested https://wiki.guildwars2.com/wiki/Juvenile_Rock_Gazelle and the f2 skill https://wiki.guildwars2.com/wiki/Head_Toss didn't even land on the walking golem. The golem kept walking around and the gazelle just kept chasing it.

 

I'll mess with a couple more pets, but any pets not being able to keep up and land attacks on a walking target is a HUGE issue that we have known since the beginning.

 

It's not really fair to have a built-in class mechanic that has major issues like these, while also taking away ranger base damage potential due to factoring in these pets that struggle to hit walking targets.

 

My suggestion is to give ALL pets STANDARD movement speed buffs and attack speed buffs so they hit more consistently. I'm sure the ranger players wouldn't care if the devs nerfed damage output on some pets... IF pets were to be a consistent source of actual damage and pressure.

 

Test away with standard and F2 pet attacks and report your results in this thread if you want, but regardless, this HAS to be fixed up please.

 

TY for reading.

 

EDIT SECTION-

WALKING GOLEM TESTS

https://wiki.guildwars2.com/wiki/Juvenile_Sand_Lion F2 https://wiki.guildwars2.com/wiki/Blinding_Roar... Lion stops to perform F2 and golem walk away without being affected... It's a reminder that pets were designed for stationary targets, not moving. That IS a huge issue in wvw and spvp bc players aren't standing still.

 

https://wiki.guildwars2.com/wiki/Juvenile_Forest_Spider... Some ranged attacks hit, some ranged attacks missed. https://wiki.guildwars2.com/wiki/Poison_Gas missed by a long mile due to the spider stopping to perform the attack and shooting the cloud in a small area marked for the attack. Issue is the ground target setting for the F2 attacks.

 

https://wiki.guildwars2.com/wiki/Juvenile_Salamander_Drake... ALL standard and F2 skills MISSED the walking golem... ALL of them.

 

https://wiki.guildwars2.com/wiki/Juvenile_Whiptail_Devourer... Ranged attacks hit with more consistency, not all, than Forest Spider. F2 skill tracked and hit the target better, but barely caught the walking golem. Better F2 design than the ground target skills.

 

https://wiki.guildwars2.com/wiki/Juvenile_Red_Moa... Standard Peck hits very seldom and there are periods where the Moa won't attack at all due to being out of range.

 

https://wiki.guildwars2.com/wiki/Juvenile_Arctodus... Hit with each standard attack 1 time every 7 seconds. https://wiki.guildwars2.com/wiki/Rending_Maul NEVER landed. The Arctodus just kept chasing the golem in circles.

 

https://wiki.guildwars2.com/wiki/Juvenile_Lynx... Hit consistently with standard and F2 attacks.

 

https://wiki.guildwars2.com/wiki/Juvenile_Fire_Wyvern.. Wing Swip generally missed the 1st attacks of the 2. Rarely uses Tail Lash skill, Wing buffet MISSES completely. https://wiki.guildwars2.com/wiki/Consuming_Flame drops an AoE (with a long animation prior) and the walking golem is long gone.

 

*I'm not going over every pet and every skill, just gathering some basic info. However, it's safe to assume that there are lots of tracking and missed target issues with lots of pet skills.

 

WHAT WE COULD DO TO FIX THESE ISSSUES...

❤️Edited Suggestion... Pets could be immune to AoE damage. Both direct and Condition damage AoEs.

❤️As stated. Movement speed and attack speed buffs to ALL PETS

❤️ALL ranged pet skills need to be INSTANT CAST and track the target. NO MORE GROUND TARGET RANGED PBAOE skills that roots the pet and drop the AoE where the target was 5 seconds earlier.

❤️ALL melee attacks need better attack range. And in some cases, make skills LEAP attacks that track the target.

❤️ALL PBAoE attacks need to be INSTANT CAST PBAoE.

 

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Edited by Swagger.1459
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  • Swagger.1459 changed the title to ❤️How to improve Ranger for every mode! And because after 10 years some people would like to have more build options in wvw! Thanks! ❤️
1 hour ago, Swagger.1459 said:

CELESTIAL AVATAR (PLEASE MAKE IT BETTER)

❤️CA Form- Provides natural stability to the Druid and pulses stability to 5 allies within a 240 radius.

❤️AF Mechanics- Make CA a stance that is maintained until downed, killed or manually exited. Once downed, killed or exited, you have to build up Astral Force again to activate and reenter CA form.

What are the numbers on the stab and does the AF change give you infinite CA duration?

1 hour ago, Swagger.1459 said:

CELESTIAL AVATAR SKILLS (PLEASE MAKE THESE SKILLS MORE FLUID, MORE USEFUL, AND LESS CLUNKY)

❤️CA 1- Make this skill similar to the old Guardian staff 1. Wide 900 range “astral” cone attack (with effects like the attacks from those bloodstone fen spirits at the Justicar) that hit 5 enemies and heals up to 5 allies within the effect. Does NOT heal the caster, only allies.

❤️CA 2- Remove the reticle aiming function and make it a point blank aoe. 360 radius. 5 targets PLUS the caster.

❤️CA 3- Remove the reticle aiming function and make it a point blank aoe with the same 360 radius. 5 Allies healing MINUS the caster. 5 enemy target daze.

❤️CA 4- 360 radius. 5 Allies healed PLUS the caster.

❤️CA 5- Remove the root so players are not sitting ducks. Add a 5 player, MINUS the Druid, healing component that coincides with the pulses and final damage. 360 radius.

1 would need a huge heal nerf with that aoe size.
5 does too much.

2 hours ago, Swagger.1459 said:

DAGGERS (SO WE CAN USE THEM OUTSIDE OF PVE)

Offhand dagger is already used outside of pve.
AA shouldn't have a leap for both balance and programming reasons.
4 and 5 have WAY too many effects and 5 is probably the most ridiculous skill I've ever seen. 6s of complete invis on a 1200 range shadowstep can pretty much allow you to jump at someone and break their spine with Greatsword.

2 hours ago, Swagger.1459 said:

“The Nature Spirit Society has given permission for Rangers to fuse with nature spirits! This allows the Ranger to have crazy cool new skills! Think of these crazy cool new skills as “Facets”… but only 1 can be active at anytime! No funky resource mechanics either!

The entire idea is invalid due to original buff design which Anet is getting rid of for quite some time.

2 hours ago, Swagger.1459 said:

❤️Take the daze and stun buff from Moment of Clarity and put it in https://wiki.guildwars2.com/wiki/Hidden_Barbs.

This doesn't make sense.

2 hours ago, Swagger.1459 said:

❤️1- Add 1 Burning condition to both the 2nd and 3rd pulse. 

❤️3- Add a short duration burning condition trail and burning condition aoe burst around the user at the end of the skill movement. 3 targets for aoe burst damage and 3 allies for healing. 240 radius.

❤️4- Rename to “Astral Seed”, or something... Make it an aoe patch that looks similar to a fiery Seed of Life. Remove the immobilized effect and add burning instead. 3 targets. 240 radius. Same movement condition removal on allies.

This is not guardian.

2 hours ago, Swagger.1459 said:

TRAPS 

All traps ideas make no sense aside for the stat changes.

2 hours ago, Swagger.1459 said:

My suggestion is to give ALL pets STANDARD movement speed buffs and attack speed buffs so they hit more consistently. I'm sure the ranger players wouldn't care if the devs nerfed damage output on some pets... IF pets were to be a consistent source of actual damage and pressure.

It's more of a animation and movement cancel issue, so movement speed and attack speed won't do a thing except for adding DPS on immobile targets.

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This is the most broken manifesto I have read in a loooooong time. So much ridiculous stuff, it's hilarious. Never going to happen, tho.

Some of my favourite jokes from here:

Dagger 5: 1200 range stunbreaking teleport (not shadowstep.... TELEPORT) which also stealthes you. And all of this on a weapon skill. Basically: no ranger will get killed ever again. Great for escaping, but even more potent for engage. kitten, it's a stealth which doesn't end if you attack an enemy, for 6 seconds! Probably the most broken weapon skill suggestion I have ever read.

Adding stunbreaks to multiple healing skills.

Making Untamed hammer ranged... for.... reasons?

Unlimited Celestial Avatar state which also passively pulses stability to the druid and surrounding allies.

Edited by Kodama.6453
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I skimmed the topic but I don't know how this would be the way to improve ranger in WVW. Hammer changed to 900 range would need to have less damage not more damage.

In addition, the number one way to fix druid in WVW is to have stow pet. This would prevent the pet from being a liability in stealth scenarios and also not have it take boons and healing from players outputting boons and healing.

Soulbeast isn't as bad as people make it out to be especially with Leader of the Pack comboed with Dolyak Stance and Bear Stance.

Edited by Infusion.7149
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On 11/15/2022 at 3:19 PM, Beddo.1907 said:

What are the numbers on the stab and does the AF change give you infinite CA duration?

1 would need a huge heal nerf with that aoe size.
5 does too much.

Offhand dagger is already used outside of pve.
AA shouldn't have a leap for both balance and programming reasons.
4 and 5 have WAY too many effects and 5 is probably the most ridiculous skill I've ever seen. 6s of complete invis on a 1200 range shadowstep can pretty much allow you to jump at someone and break their spine with Greatsword.

The entire idea is invalid due to original buff design which Anet is getting rid of for quite some time.

This doesn't make sense.

This is not guardian.

All traps ideas make no sense aside for the stat changes.

It's more of a animation and movement cancel issue, so movement speed and attack speed won't do a thing except for adding DPS on immobile targets.

 

I'll let the Devs figure the Stab out.

 

Who cares what heal numbers need to be balanced, the important things are to improve the functionality of skills so they are no longer clunky and junky.

 

Offhand dagger... really? It's junk outside of pve.... just like the main hand dagger as well.   

 

Dagger 4 and 5 fit perfectly with all the other "ridiculous" skills and designs in this game. Not like we don't have other professions with stealth, ports, and such. 

 

I don't care what the original designs of this game was. I would caution you to avoid brining this up as an argument. 

 

Daze trait in Skirmishing line so Shortbow Daze skill can utilize a boost to Daze doesn't make sense? So what you are saying is that it makes sense to have a Daze boost trait inside of Marksmanship for the Longbow that doesn't have a Daze skill attached to it? Really???

 

What does Guardian have to do with this? oh Burning? Not like any other profession has Burning as a condition... Or do you think Burning is exclusive to only Guardian? 

 

Traps are mostly junky and used in gimmick builds outside of pve. There is also a trait that improves traps on the boosts boons on traps. If you didn't know, only the heal can take advantage of the boon buff. Also, if you are new(er) to this game, just know that traps were once able to be thrown.

 

 

Edited by Swagger.1459
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16 minutes ago, Swagger.1459 said:

Dagger 4 and 5 fit perfectly with all the other "ridiculous" skills and designs in this game. Not like we don't have other professions with stealth, ports, and such. 

Tell me: How many player skills are in the game which apply stealth for 6 seconds which isn't broken by attacking?

Hint: There is not a single one, because allowing someone to attack while staying stealthed for 6 seconds is pretty busted and should never be allowed to be in the game.

Another question: How many weapon skills in the game are stunbreaks?

Answer: An amazing amount of exactly 0. Stunbreaks are a powerful and important mechanic which usually will require you to dedicate utility skill slots to it or use the class mechanic.

___________________________________________________________________________
The skills you are proposing here are far beyond any level of kitten this game has ever seen in it's entire lifetime.

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9 hours ago, Swagger.1459 said:

Dagger 4 and 5 fit perfectly with all the other "ridiculous" skills and designs in this game. Not like we don't have other professions with stealth, ports, and such. 

Because one class has stealth and ports doesn't mean you can thrown all of those into one kitten skill and crank it up to a 100.

9 hours ago, Swagger.1459 said:

I don't care what the original designs of this game was. I would caution you to avoid brining this up as an argument. 

It's not "was" it's "is". If a change doesn't fit the game design then it's simply not being even looked at. But sure, next time I'll just skip this type of idea.

9 hours ago, Swagger.1459 said:

Daze trait in Skirmishing line so Shortbow Daze skill can utilize a boost to Daze doesn't make sense? So what you are saying is that it makes sense to have a Daze boost trait inside of Marksmanship for the Longbow that doesn't have a Daze skill attached to it? Really???

Just because a weapon has a weapon trait, doesn't mean the whole trait line is X weapon traitline. Skirmishing has no other CC traits.

9 hours ago, Swagger.1459 said:

What does Guardian have to do with this? oh Burning? Not like any other profession has Burning as a condition... Or do you think Burning is exclusive to only Guardian? 

No but healing and condi cleanse that also used burn is pretty much Guardian design. Burning is just making the skills bloated and doesn't fit Druid. (Just because it's Solar ray doesn't mean it should burn.)

9 hours ago, Swagger.1459 said:

There is also a trait that improves traps on the boosts boons on traps. If you didn't know, only the heal can take advantage of the boon buff.

Correct, only healing skill used the boons part of the trait and that's the only reason there is the boon part to begin with.

9 hours ago, Swagger.1459 said:

Also, if you are new(er) to this game, just know that traps were once able to be thrown.

As you can imagine, the thrown part of the traps was removed for a reason. That's just how traps work now.
(Also using trapper rune would be kitten annoying with the aim delay.)

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look man, im sorry to say but ranger doesnt need that many things, if only pets were a bit more reliable overall, make pets share boons on beastmastery, maybe on untamed a buff so when youre unleashed pets receive less dmg and they do more dmg while they're unleashed, then maybe change a bit how ambush skills work(having them on the autos is a bit bothersome i think) and untamed is decent.

druid is getting buffs already and i think it works fine maybe some little buffs here and there but its going good

as for soulbeast it is the more thief like, it kinda duelist and its good at killing stuff.

Now for weapons id make one significant change, longbow4, make it knockdown or stun, daze or inmobilize, but the knockback is bad.

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3 hours ago, zaswer.5246 said:

look man, im sorry to say but ranger doesnt need that many things, if only pets were a bit more reliable overall, make pets share boons on beastmastery, maybe on untamed a buff so when youre unleashed pets receive less dmg and they do more dmg while they're unleashed, then maybe change a bit how ambush skills work(having them on the autos is a bit bothersome i think) and untamed is decent.

druid is getting buffs already and i think it works fine maybe some little buffs here and there but its going good

as for soulbeast it is the more thief like, it kinda duelist and its good at killing stuff.

Now for weapons id make one significant change, longbow4, make it knockdown or stun, daze or inmobilize, but the knockback is bad.

Pets definitely need some help. I would not like to change the pushback on longbow though - yes it's annoying when novice rangers use it, but it's a useful tool for skilled rangers. One of the big things ranger has going for it in longbow/greatsword is its ability to control the range of your target. New players pew pew at max range.. good ones are floating in and out of melee/mid/long range. That single pushback makes the difference between winning an outnumbered fight and losing. 

 

Druid is looking much better now, still needs a few tweaks in my opinion, but overall is in a working state and that's a lot more than I've come to expect over the years of repeated, and often times, strange/unnecessary nerfs.

 

Untamed lacks any sort of identity and that's where ranger needs a lot of help, currently it's just core ranger with better pet control, essentially core+.

 

I multiclass but have been a ranger main since day 1 of launch but since untamed release, I haven't been using my ranger as much. I bought the expansion because of the advertised ranger wvw spec that would be used in zergs and for access to new pets. Unfortunately untamed in zergs is really bad right now and soulbeast is a much better roamer.. further all the new pets are underwhelming with very situational uses.

 

Turtle would have been amazing if it's cannon actually did any damage. 1k AoE every few seconds, you may as well leave it on passive so you can utilize the bubble better.

White tiger is okay on druid for pve.

Phoenix could have been awesome if it functioned with taunt, despite its glass cannon health.

That Grey mole thing that no one uses is complete garbage.

Wish we had got those horses from echovald forest.

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20 hours ago, Strider.7849 said:

Pets definitely need some help. I would not like to change the pushback on longbow though - yes it's annoying when novice rangers use it, but it's a useful tool for skilled rangers. One of the big things ranger has going for it in longbow/greatsword is its ability to control the range of your target. New players pew pew at max range.. good ones are floating in and out of melee/mid/long range. That single pushback makes the difference between winning an outnumbered fight and losing. 

 

Druid is looking much better now, still needs a few tweaks in my opinion, but overall is in a working state and that's a lot more than I've come to expect over the years of repeated, and often times, strange/unnecessary nerfs.

 

Untamed lacks any sort of identity and that's where ranger needs a lot of help, currently it's just core ranger with better pet control, essentially core+.

 

I multiclass but have been a ranger main since day 1 of launch but since untamed release, I haven't been using my ranger as much. I bought the expansion because of the advertised ranger wvw spec that would be used in zergs and for access to new pets. Unfortunately untamed in zergs is really bad right now and soulbeast is a much better roamer.. further all the new pets are underwhelming with very situational uses.

 

Turtle would have been amazing if it's cannon actually did any damage. 1k AoE every few seconds, you may as well leave it on passive so you can utilize the bubble better.

White tiger is okay on druid for pve.

Phoenix could have been awesome if it functioned with taunt, despite its glass cannon health.

That Grey mole thing that no one uses is complete garbage.

Wish we had got those horses from echovald forest.

I use pets in pasive mode in wvw, mainly turtle and blue moa, for protect and fir when i unleash them, as they have good health.

the lb change isnt because i think you cant use it well, but because in most scuads rangers with lb are looked with a bit of distrust because of that skill, call it a preconceived image of lb being a bother, i dont like it but the best way would be to make the skill in wvw to knockdown maybe, itd end that image fast.

as for the untamed itself its not that bad, but it needs unleash pet to get effects like ranger unleash, hammer could have a bit bigger area on 4 and 2 maybe, and unleash skills shoukd be on a weapon skill, like gs2 or hammer2, having it on AA is more bothersome and you need to use them on a timing, wich is a bit too much micro management for wvw in my opinion

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On 11/19/2022 at 2:56 PM, Strider.7849 said:

Untamed lacks any sort of identity and that's where ranger needs a lot of help, currently it's just core ranger with better pet control, essentially core+.

 

I multiclass but have been a ranger main since day 1 of launch but since untamed release, I haven't been using my ranger as much. I bought the expansion because of the advertised ranger wvw spec that would be used in zergs and for access to new pets. Unfortunately untamed in zergs is really bad right now and soulbeast is a much better roamer.. further all the new pets are underwhelming with very situational uses.

Because it suffers from ranger's initial design of being a roamer/PvPer with a constant pet at its side.

Edited by Acyk.9671
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