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borya.2964

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  1. I like the concept of the weapon, but it is currently unplayable in pvp and wvw (tested as healing scrapper). The weapon is too much time consuming to build up, left you very vulnerable for an effect that can be easily avoided buy your opponent. Like everybody said radius need to be bigger, effects are not impactful enough. You need more mobility and defense as an utility weapon. The weapon needs more synergy with engi traits lines, detonation could be treated as explosion, the initial device as an elixir or a turret, etc. The initial arrow absolutely needs to trigger something (before detonation) to help the engi and his allies to survive either pulsing around the device or the initial landing around and the player and the device: swiftness or superspeed for mobility, barrier, stability or protection, resolution/resistance or regen. Landing a device could also trigger on the player a stacking effect. Detonations needs to be more impactful: boon removal, launch etc. Combo fields need to be better, water/smoke or light. You really have a huge scope before to consider the weapon potential op.
  2. “Jack of all trades” hybrid holo for solo/group in wvw. http://gw2skills.net/editor/?PewAo67lNwmYhsOWKWqW2PXA-zVRYVhjiNaQrnRpKgelAG+UImEAfag7f0Ai1IAA-w The build is played as a condi build since you want to regularly apply burning, but you also have a good amount of extra damage. It works as a short attrition playstyle (depending on your opponent’s level) without the ability to face tank damage. This is where your mobility shine. Engaging is almost about the same = Incendiary Ammo + Static Shot + Poison Dart Volley + Napalm + Flame Blast + Foton Forge / Move, heal, clean, temporize and repeat. Pros : - It’s fun - Huge mobility (Holo Leap, Rocket Boots, perma Swiftness and Superspeed), but at this point you’ll trigger a lot of chases so you’ll have to be careful with mounted players since you want to stay in combat to be effective. Be also careful to not overcap Superspeed duration (it’s easy). - Max Might generation, mostly passive. - A lot of Blind, Combo, easy access to Blast finishers, very good amount of sustain cleans. - Good for both solo and group roaming Cons : - It’s a piano build - You have absolutely no use of any of your auto attacks which is potentially confusing - You have no real big burst, you’ll loose your first rotation most of the time to exhaust doges and cleans of your opponent and generate Might (the second one is deadly tho) - 1 vs x might be difficult
  3. Well i can deal with the fact of not being able to disengage with only the smokescale which is the pet I already only use while actively fighting, but Raven or Wolf could indeed be interesting options to try. I could also give a try to GS (that I didn’t use for ages) with sword/axe (but I would lost might stacking), and “on pet swap” traits that I didn’t use anymore for a long time. Even if the latest seems a bit gimmicky to me, but we’ll see (if you take the smokescale, good players already always dodge Takedown and avoid , in a way or another, pretty much everything that come in a short time after Smoke Assault even if you got boons, superspeed etc). Yes, im not probably very clear. You can find to types of LB/GS rangers in wvw (all together 90% of the ranger population), the squishies Unblockable SicEm and the ones more boons oriented, but it’s the same playstyle, they will try to burst you, if they can’t or if they are to heavily focus they will disengage with birds and GS. Power creep is not all about damage and sustain, mobility is a very huge part in wvw and I feel like for this type of gameplay there is no real tradeoff because they will use 100% birds to the point, in my opinion, where there will not have incentive to unmerge anymore, lowering the skill celling (and as far as I read in some other threads , even for different reasons, it is a shared feeling). I shouldn’t have spoken about “buff”, but it’s the philosophy of the patch, if it’s not a hard nerf it’s a buff and buy extension, if it’s not a real tradeoff, it’s a buff. Buy comparison If you play off meta, the lost of one pet is huge. But like Lugh said, I could be wrong.
  4. Fair enough, you make some good points. But boon stacking will not change that much if you use BM with the stat boost when merged because you can literally invest in a 4th stat that can be concentration. Swoop even with the increased CD is still great coupled with GS (mostly used to disengage for 90% of the wvw rangers). I still think that a SB with a build with NM and WS mainly using LB for damage and GS to disengage, with damaging stats + foods and defensive traits (the majority of the wvw rangers) will not have any reason to unmerge from a bird anymore (owl or whatever, pick an eagle if you want). So there is no real tradeoff for this type of gameplay and it lowers the skill of a lot of wvw rangers I think, which is my primary concern. I gave up with LB since HOT, so i will still play bruiser with smokescale, sword and axes. I already barely see this kind of build nowadays and with the upcoming patch you won’t see any ranger with this playstyle with little to 0 mobility anymore. Again, looks like less build diversity, lower skills and laziness to the point where most of wvw rangers will not unmerge anymore from their birds (because in the roaming population it’s more important to survive rather than fight). Title says “wvw”, we are in the ranger forum and you still manage to bring other classes and spvp… And I seriously care about wvw roaming (90% of my playtime) where rangers have always been useful and in a very good spot. I disagree and explained why, and i have a SB avatar because in only play ranger in ww roaming since 2012.
  5. I open the tread for main wvw rangers after patch. While im still trying to figure out what to do with my build (untouched since POF : bruiser build with sword/axe and axe/warhorn, WS, BM, SB, using different mix of stats and different runes) where the loss of either the owl or the smokescale is a huge tradeoff compared to other professions, I feel like (LB/GS) hero/pewpew/tower rangers (whatever you like to call them) are really buffed. Why ? because there is no tradeoff for this type of gameplay where they almost have no reason anymore to unmerge from the owl. Look at build with WS/NM/SB, they keep everything: damage, sustain, heal, mobility. Good luck to catch them, good luck to kill them twice (with Eternal Bond). The only reason to keep merging/unmerging is to get perma Vigor with Spirited Arrival + the new Unstoppable Union (on top of Lightning Reflexes) , like the boon we couldn’t maintain yet… I could be wrong, but I feel like the more you improved your skills, the more you dedicated time to master SB, the harder you’re hurt with the patch. What do you think? how do you see your future in wvw ?
  6. I open the tread for main wvw rangers after patch. While im still trying to figure out what to do with my build (untouched since POF : bruiser build with sword/axe and axe/warhorn, WS, BM, SB, using different mix of stats and different runes) where the loss of either the owl or the smokescale is a huge tradeoff compared to other professions, I feel like (LB/GS) hero/pewpew/tower rangers (whatever you like to call them) are really buffed. Why ? because there is no tradeoff for this type of gameplay where they almost have no reason anymore to unmerge from the owl. Look at build with WS/NM/SB, they keep everything: damage, sustain, heal, mobility. Good luck to catch them, good luck to kill them twice (with Eternal Bond). The only reason to keep merging/unmerging is to get perma Vigor with Spirited Arrival + the new Unstoppable Union (on top of Lightning Reflexes) , like the boon we couldn’t maintain yet… I could be wrong, but I feel like the more you improved your skills, the more you dedicated time to master SB, the harder you’re hurt with the patch. What do you think? how do you see your future in wvw ?
  7. In order to use sword 2 mobility with its full potential (to leap straight forward) you need to use the "advance about face trick" : that's 4 keys to use with perfect timing (when most class only need one key to achieve the same thing), with Hornet Sting rooting you on the very first portion of the animation and Monarch's Leap being interruptible during its full duration. Calling this OP mobility is pretty much bad faith. And there's nothing to defend against false assumption : you can't cancel a successful Swoop (merged) to reduce its CD.
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