Guild Wars 2 Fixing Rapid Fire In 5 Easy Steps

Rangers have always been a very good option, at least for roaming. Case in point: Gladomer. Just because not many people play Ranger doesn’t mean it’s under powered. There were many very skilled rangers I came into contact with on a daily basis. Even in Tpvp I would occasionally find excellent rangers. Among “top tier” Tpvp There has been a humongous influx of rangers. Unless you’re referring to sub 100, you’re flat out lying. For the most part I Tpvp every day (Team arena or solo queue depending on the day) and I generally sit around 200-300 rank in team arena and 500-600 in solo arena. Just yesterday I played two matches while queued up for Archeage. The first match there were three rangers on my team, and two on the enemy team. The second match there were two rangers on my team and two on the enemy team. This has been my experience ever since the patch.

The guy above said that rangers have the “highest burst.” That isn’t true because fresh air Ele’s can burst for insane damage right? Well sure, many classes can, but not by pushing one freaking button! Rangers just press two and hope for the best. If it’s reflected they dodge backward, use a few skills to distance themselves, and then press two again and hope for the best. The point is that the skill has a very short cool down, practically no telegraph, and the capability to reduce your hp by 33-50%. These three factors make gw2 gold unfair. Before the patch, we could tank the first few arrows while closing in. Now, it’s simply too much to tank and forces us to use a counter. But how does one counter a skill that keeps reappearing every 10 seconds and bursts for 8k? You would have to have constant access to dodges, gap closers, reflects, stability, etc.

Personally I think that is too much to ask for just one skill. What’s the solution? Ultimately I believe the solution is just a longer cool down. Make it 20-30 seconds and I’m down. I mean so far I’ve seen rangers kill good players from 1,000-1,500 range and they don’t even need to swap weapons.

Necromancer for example. You cant get close enough to do much if the ranger is smart. It doenst matter if condi or power.

Warrior to a degree – if hes not using GS. Lets say a Rifle and Axe/Axe warrior for example. Would have a very hard time getting close, he still can have his immunities regardless of his weapons, but the ranger can easily stealth and then switching to GS and leap away, waiting till the stances are over and resetting the fight. The warrior has no real counterplay to that, he can safe his blocks and stances untill he can fully engage but the ranger easily keeps the range and killing the warrior with RF as well as AA, both hit very very hard in a power build. Even IF the ranger should do a mistake he still has a 6 sec invulnerability or lighting reflexes to get out if he pleases.

Guardian actualy has the kinda same problems, but can block / aegis the CC effects a little better, basicly can handle the pressure better, + has some really good gapclosers at hand that dont rely on a projectile.

Any mesmer without PU / stealth centric has the same problem.

These are just examples, but basicly ANY class that doesnt have a gapcloser or stealth built in the used build can only loose in a open field fight if the ranger is of equal skill. These is not a factor of “outplaying”, this is simply a complete lack of reasonable counterplay. Nobody would complain about loosing against a good ranger, nobody would complain about getting outplayed by skill, but people will always complain about something they simply cant do anything in the first place. If a fight is basicly GG before it started because i play a necromancer and happen to see a longbow ranger something is terrible wrong.

Guild Wars 2 Necromancer

Its fine a new player in gw2 to start with a necromancer and enjoy the class to level 80, but after that if he’s looking ahead for an endgame will be disappointed.The class has no place in pve, wvw and maybe pvp(its still ok).People will ask you to change class if you want to do fractals and the reason is just that doesnt bring any utility for the group (that is a sang song i dont agree) other classes are capable to deliver(might stack, reflect or stability).

A new player will like that class and then see he was trolled by the game developers mistakes, which are gamebraking(minios – 6 utility skills with their traits useless) for almost a year old and still no fix.

Im playing this class mainly cos of fun only and will do till the day anet admits they never wanted necromancer to look this way, so it will be over with it, or some total makeover.My advise is dont bother with the necro. Stick with the living story stuff!

But another problem, is that Anet seems to have a habit of saving Necro changes till last, and then implementing them right before a major tournament. That’s a big problem for pvp, since often things get broken in these patches, and you’d preferably not find out about that during the tournament.

Necros are just in a bad spot in PVE, and it’s a problem that mostly pops up against bosses, and in dungeons. We have little to no group support, there’s the condition cap, condition immunity and condition resistance, and of course defiant. For a class that is focused on conditions and control, that is a big problem.

For WvW, I’d say we can be very useful, but it’s our sustain that is a big problem. Our Death Shroud doesn’t scale with larger numbers of players, which means that under focused fire, it can instantly be destroyed. Our complete lack of any invulnerability skill, and poor access to stability, tips the scales unfairly in the favor of other classes. Especially for those moments where you quickly have to flee into a nearby keep, it’s the classes that have these skills that make it out alive. We also have some of the poorest downed state skills.

But this has been a balance problem since day one: Stability, Invulnerability, Downed State. Back in GW1, I already brought up that Anet should never have introduced invulnerability to begin with, since you inevitably run into balance problems when not every class has access to it. But in GW2 invulnerability is even more widespread than in GW1, which unbalances the game even further.