I've looked over Voltomey's pvp build and it seems like it would work for pve too. Is there a viable pve combat build? I've only seen archery and nature on the forums. Thanks.
I've looked over Voltomey's pvp build and it seems like it would work for pve too. Is there a viable pve combat build? I've only seen archery and nature on the forums. Thanks.
Personal opinion I don't think combat will work well in pve. Too much in pve is a dps race. Combat gets some nice defensive bonuses but for pve the group will be better off with a gwf or gf for tanking, or another hr, tr, cw, or gwf for dps. Combat would need a major buff for pve from what I've seen.
Personal opinion I don't think combat will work well in pve. Too much in pve is a dps race. Combat gets some nice defensive bonuses but for pve the group will be better off with a gwf or gf for tanking, or another hr, tr, cw, or gwf for dps. Combat would need a major buff for pve from what I've seen.
Combate is fine for pve just not dungeons the combat build i have works well for all solo pve content.
Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
[SIGPIC][/SIGPIC]
Of course it can work. You just need Fox, Split the Sky, Thorn Ward and Split Shot/Electric Shot. Go passive Stormstep and Twin Blade (or whatever it's called) and equip a Plaguefire enchant.
Split debuffs all the mobs (no rule of 5), Thorn ward in the middle of the pack and then go crazy with Fox/Forest Ghost. When Ghost is on CD spam Clear the Ground.
Combate is fine for pve just not dungeons the combat build i have works well for all solo pve content.
That is what I meant, dungeons. When I see PvE I assume it's a discussion of dungeons as that is the main endgame PvE activity. Solo content I'm sure combat would work out just fine as well.
So you've tried it and it didn't work? Or it's just a wild speculation?
Also, something works when it does its job. If you want to appear on top scoreboards then yeah, go get HV and rank 10s. Personally I feel that something works when I get a smooth run and I can help the group.
So you've tried it and it didn't work? Or it's just a wild speculation?
Also, something works when it does its job. If you want to appear on top scoreboards then yeah, go get HV and rank 10s. Personally I feel that something works when I get a smooth run and I can help the group.
E-peen boost is another issue.
I haven't tried combat personally but I've grouped with combats. Every single time the group would have been better served with a smoother dungeon run with any other class or any other specced hr. They just hit like wet noodles in comparison with everything else.
You can't generalise from your queues. If everybody would do that then 90% of the DC would better be bots and 90% of the CWs i've met must have spent trillions of gold on Injury kits.
Edit: I am not saying that Combat HRs will outdamage everything, but the do a proper job and they don't need babysitting. Plus they can change to single target focus really easy.
You won't out damage equal geared cw's, tr's, gwfs, archery hr's.
Quote for Truth i have run combat its just to much work and even with all that work your barly out dpsing a good cleric with on par gear. This is why i label combat spec a pvp only spec just not enough dmg to be competitive on a PvE dungion lvl. You will not do more single target dmg then a TR and you will not be giving your party any kinda help and you will only be a hindrance more then you will good dps rolling combat spec for dungeons.
Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
[SIGPIC][/SIGPIC]
Something doesn't work if it doesn't produce 2 m damage than the party's CW?
For combat In Dungeons Yes no one wants a third useless wheel who dps is barely greater then that of a Cleric with on par gear For pvp combat is great for solo PvE its great for Dungeons its not and thats just how it is.
Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
[SIGPIC][/SIGPIC]
Which is exaclty what happens with Archery. And that's why you will NEVER see a lf an HR ranger for a dungeon.
So, since Combat is sooooo much better than Archery in PvP, and while both in PvE are not first choices for parties...why bother?
Archers will still produce more dps than combat rangers In PvE Dungeons and PvP wise Archers can be extremely proficient if played right Because Both trees are on par with each over PvP wise all you have to do to get ver master of archerys nerf is slot crit to 40% and correcting aim will take over from there.
Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
[SIGPIC][/SIGPIC]
Archers will still produce more dps than combat rangers In PvE Dungeons and PvP wise Archers can be extremely proficient if played right Because Both trees are on par with each over PvP wise all you have to do to get ver master of archerys nerf is slot crit to 40% and correcting aim will take over from there.
Sorry didn't fully understand, but from what I got, no...the two trees are not on-par in PvP. Anyway, that's not the point of the thread, I guess we all got our answers.
Sorry didn't fully understand, but from what I got, no...the two trees are not on-par in PvP. Anyway, that's not the point of the thread, I guess we all got our answers.
Sigh my bad English fails me again i said both archery and combat are on par PvP wise just not PvE wise any good archery can beat a combat ranger just the same as any good combat ranger can kill a archer but atm most melee rangers i see in PvP latch on to that SsA bug. But for PvE if you plan on doing high end dungeon content stay away from the combat tree.
Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
[SIGPIC][/SIGPIC]
Please HRs are entirely comptitive with CWs and TRs when equivalently geared and played. Who wins the DPS race is about the dungeon and who applies damage first and last to things. The gap between being 1st and 3rd or 4th under such circumstances is a matter of a few seconds applied damage, 5s of a fight and loose 2-500k of damage in the chart.
Not disputing your combat spec experience, but sugesting that Archery spec cannot compete in dps is entirely wrong. CWs just have the advantage now becuase they are mostly fully geared or at least better geared. We still have to work out the best combinations for HRs in comparison to the core elements of the other classes being well known.
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
Obsidian, I never said that Archery is not the better DPS. I am just stating that all 3 builds CAN do dungeons effectively. I hate the impression that lingers about DPS in dungeons. It's like if you are not on top you are nowhere.
Personally, I like going with Combat HR with a Plaguefire and getting OK-ish damage and debuffs for my group. Plus I NEVER CHECK scoreboards. Good runs are what most people search for.
And the run would have been better with anything but a combat specced ranger.
Archery HR = better
Nature HR = better (slightly better dps and buffs)
TR = better
GWF = better
CW = better
DC = better (less dps but the support makes up for it)
GF = better (group takes less damage and can concentrate on dps)
I have to agree with hidahayabusa whom I think might be getting a little frustrated at this stonewall attitude. Personally I find the combat ranger challenging and a complete blast to play. According to this however I will never be included in a dungeon run simply because I can't out dps? I thought this game was supposed to be fun, not about that stupid scoreboard. Guess not.
I have to agree with hidahayabusa whom I think might be getting a little frustrated at this stonewall attitude. Personally I find the combat ranger challenging and a complete blast to play. According to this however I will never be included in a dungeon run simply because I can't out dps? I thought this game was supposed to be fun, not about that stupid scoreboard. Guess not.
Many boss fights function as a dps check during the final phases. Can your party pour on the dps to the boss / adds before you are overwhelmed? Low dps can make groups fail. Combat hr is an extremely low dps dps build that needs four strong players to carry it in high end content as it hits like a wet noodle and can't make that check.
Many boss fights function as a dps check during the final phases. Can your party pour on the dps to the boss / adds before you are overwhelmed? Low dps can make groups fail. Combat hr is an extremely low dps dps build that needs four strong players to carry it in high end content as it hits like a wet noodle and can't make that check.
Man, really it's not like that. I never felt I was dead weight on the small number of T2 dungeons I've been into. Obviously I am not too experienced with T2 runs, since I have run less than 20 with my HR, but I could pull my weight on DPS, I could kite big groups of mobs if I was asked to and I could switch to whatever roll without needing to hold the party back.
Never got first in DPS among equal geared CWs and TRs if that's what you are asking, but I was always on comparable numbers.
So, from my limited experience I would have to disagree that Combat HRs need to be carried by 4 other players. The statement that they hit like a wet noodle shows that you don't have seen a proper execution of the Forest Ghost/Stormstep interaction in a group of mobs.
Man, really it's not like that. I never felt I was dead weight on the small number of T2 dungeons I've been into. Obviously I am not too experienced with T2 runs, since I have run less than 20 with my HR, but I could pull my weight on DPS, I could kite big groups of mobs if I was asked to and I could switch to whatever roll without needing to hold the party back.
Never got first in DPS among equal geared CWs and TRs if that's what you are asking, but I was always on comparable numbers.
So, from my limited experience I would have to disagree that Combat HRs need to be carried by 4 other players. The statement that they hit like a wet noodle shows that you don't have seen a proper execution of the Forest Ghost/Stormstep interaction in a group of mobs.
You're right I don't like running with exploiters.
I've looked over Voltomey's pvp build and it seems like it would work for pve too. Is there a viable pve combat build? I've only seen archery and nature on the forums. Thanks.
Yes, it is working beautifully for me.
Open with an aimed shot at either an a) instant kill or b) tougher enemy to soften up. Follow with a hindering shot to slow the charge for those types of enemies and/or a disrupting shot for casters. Use split shot until they close, then pop Fox (ranged). Switch to melee, hit the toughest thing with aimed strike for the bleed, use fox's (melee) and then just go to town with whatever rotation works for you.
The right to command is earned through duty, the privilege of rank is service.
You're right I don't like running with exploiters.
That's cute, but in a group of mobs it works as intended (activation per target). Unless you were coding the whole thing and you noticed a bug in your algorithm.
That's cute, but in a group of mobs it works as intended (activation per target). Unless you were coding the whole thing and you noticed a bug in your algorithm.
And should count only once as its one daily activation for ssa. It's no different than betas bugged set bonuses, this is just a smaller scale.
The HR is lacking seriously in the DMG department.
Sure a fully geared (Full Rank 10's & Perfect Vorp) can out DPS pugs but when they go up vs. an equally geared CW. The CW's do about x2 the damage by end of run.
HR's had good damage before the massive nerf on the PTR between 30 to 60% on each encounter/at-will. Also melee needs a 50% damage increase on at-wills to even be viable in PvE. Mainly due to all of the mobs being tossed around and maintaining DPS, otherwise split shot.
Plus with the nerf to the highest off-hand (melee) by about 100 weapon damage the class took another massive hit to DPS.
On the PTR prior to the nerf the Hunter was hitting really nice #'s comparable to the CW. But after the nerf the damage dropped to that of a TR.
Nobody disagrees. But the fact that 'their DPS is not comparable to CW' and the fact that 'they are useless for Dungeons' is very different.
The way the game is shaped right now, there is no competition for top damage. It's either CWs or credit card GWFs. Of course, don't expect a buff in at wills for the Combat, especially since most of the whinners in the forums cry about OPness of the ranger.
Comments
Personal opinion I don't think combat will work well in pve. Too much in pve is a dps race. Combat gets some nice defensive bonuses but for pve the group will be better off with a gwf or gf for tanking, or another hr, tr, cw, or gwf for dps. Combat would need a major buff for pve from what I've seen.
Combate is fine for pve just not dungeons the combat build i have works well for all solo pve content.
[SIGPIC][/SIGPIC]
Split debuffs all the mobs (no rule of 5), Thorn ward in the middle of the pack and then go crazy with Fox/Forest Ghost. When Ghost is on CD spam Clear the Ground.
You won't out damage equal geared cw's, tr's, gwfs, archery hr's.
Also, something works when it does its job. If you want to appear on top scoreboards then yeah, go get HV and rank 10s. Personally I feel that something works when I get a smooth run and I can help the group.
E-peen boost is another issue.
Edit: I am not saying that Combat HRs will outdamage everything, but the do a proper job and they don't need babysitting. Plus they can change to single target focus really easy.
Quote for Truth i have run combat its just to much work and even with all that work your barly out dpsing a good cleric with on par gear. This is why i label combat spec a pvp only spec just not enough dmg to be competitive on a PvE dungion lvl. You will not do more single target dmg then a TR and you will not be giving your party any kinda help and you will only be a hindrance more then you will good dps rolling combat spec for dungeons.
[SIGPIC][/SIGPIC]
Something doesn't work if it doesn't produce 2 m damage than the party's CW?
[SIGPIC][/SIGPIC]
So, since Combat is sooooo much better than Archery in PvP, and while both in PvE are not first choices for parties...why bother?
Archers will still produce more dps than combat rangers In PvE Dungeons and PvP wise Archers can be extremely proficient if played right Because Both trees are on par with each over PvP wise all you have to do to get ver master of archerys nerf is slot crit to 40% and correcting aim will take over from there.
[SIGPIC][/SIGPIC]
Sorry didn't fully understand, but from what I got, no...the two trees are not on-par in PvP. Anyway, that's not the point of the thread, I guess we all got our answers.
Sigh my bad English fails me again i said both archery and combat are on par PvP wise just not PvE wise any good archery can beat a combat ranger just the same as any good combat ranger can kill a archer but atm most melee rangers i see in PvP latch on to that SsA bug. But for PvE if you plan on doing high end dungeon content stay away from the combat tree.
[SIGPIC][/SIGPIC]
Not disputing your combat spec experience, but sugesting that Archery spec cannot compete in dps is entirely wrong. CWs just have the advantage now becuase they are mostly fully geared or at least better geared. We still have to work out the best combinations for HRs in comparison to the core elements of the other classes being well known.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
Personally, I like going with Combat HR with a Plaguefire and getting OK-ish damage and debuffs for my group. Plus I NEVER CHECK scoreboards. Good runs are what most people search for.
And the run would have been better with anything but a combat specced ranger.
Archery HR = better
Nature HR = better (slightly better dps and buffs)
TR = better
GWF = better
CW = better
DC = better (less dps but the support makes up for it)
GF = better (group takes less damage and can concentrate on dps)
What does the combat ranger do?
Man, really it's not like that. I never felt I was dead weight on the small number of T2 dungeons I've been into. Obviously I am not too experienced with T2 runs, since I have run less than 20 with my HR, but I could pull my weight on DPS, I could kite big groups of mobs if I was asked to and I could switch to whatever roll without needing to hold the party back.
Never got first in DPS among equal geared CWs and TRs if that's what you are asking, but I was always on comparable numbers.
So, from my limited experience I would have to disagree that Combat HRs need to be carried by 4 other players. The statement that they hit like a wet noodle shows that you don't have seen a proper execution of the Forest Ghost/Stormstep interaction in a group of mobs.
Yes, it is working beautifully for me.
Open with an aimed shot at either an a) instant kill or b) tougher enemy to soften up. Follow with a hindering shot to slow the charge for those types of enemies and/or a disrupting shot for casters. Use split shot until they close, then pop Fox (ranged). Switch to melee, hit the toughest thing with aimed strike for the bleed, use fox's (melee) and then just go to town with whatever rotation works for you.
That's cute, but in a group of mobs it works as intended (activation per target). Unless you were coding the whole thing and you noticed a bug in your algorithm.
And should count only once as its one daily activation for ssa. It's no different than betas bugged set bonuses, this is just a smaller scale.
Bug also?
Sure a fully geared (Full Rank 10's & Perfect Vorp) can out DPS pugs but when they go up vs. an equally geared CW. The CW's do about x2 the damage by end of run.
HR's had good damage before the massive nerf on the PTR between 30 to 60% on each encounter/at-will. Also melee needs a 50% damage increase on at-wills to even be viable in PvE. Mainly due to all of the mobs being tossed around and maintaining DPS, otherwise split shot.
Plus with the nerf to the highest off-hand (melee) by about 100 weapon damage the class took another massive hit to DPS.
On the PTR prior to the nerf the Hunter was hitting really nice #'s comparable to the CW. But after the nerf the damage dropped to that of a TR.
The way the game is shaped right now, there is no competition for top damage. It's either CWs or credit card GWFs. Of course, don't expect a buff in at wills for the Combat, especially since most of the whinners in the forums cry about OPness of the ranger.