User talk:Isaiah Cartwright/Overpowered Skills/Ranger/Archive 2

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Otyugh's Cry Otyugh's Cry

Let's examine this skill for what it is. It makes a high damage melee attacker unblockable with 0s activation and a long duration. If this melee attacker is any sort of threat, this skill is overpowered, otherwise it's irrelevant. Please don't make overpowered skills to compensate for crap attributes. This gets used with Warmonger's Weapon on pets in TA. --TimeToGetIntense 02:36, 7 January 2008 (UTC)

If people are using warmonger's on something that attacks once every 2 seconds, just cast between hits. I have never seen this used anywhere. Not even in pve pugs. Shard 20:25, 7 January 2008 (UTC)
I'm pretty sure pets attack way faster than that when you use Rampage as One. And people do use this. It's hard to notice because most people in TA are either total scrubs or an RA team. Like I said in other places, the TA community is dead due to Thumpers and Warmonger's Weapon. It was already dead when this skill was buffed to make pets unblockable, so it's not been an issue many people cared or knew about. --TimeToGetIntense 00:02, 8 January 2008 (UTC)
So this skill is broken because Warmonger's is broken? Please, if you think a build is broken, do not list all 8 skills involved in that build. Only list the ones causing the problems. ~Shard (talk / Nerf List) 10:01, 16 February 2008 (UTC)


Barbed Arrows Barbed Arrows

moved to User talk:Isaiah Cartwright/Underpowered Skills/Ranger


Rampage as One Rampage as One

Ok i'm going to go ahead and add this here. I'm shocked that it hasn't been listed sooner as i think it is the reason for so many gimmick builds out there. The Skill is dominating most forms of PvP at the moment. HA is full of them as i'm sure you are well aware, whether it be in heroway teams which can end up in GvG's, or spiritway teams. They are also stupidly powerfull in TA atm. (R/W and R/P) I thought quite a lot about this since i generally dont like nerf suggestions, because i feel it's people complaining about things they can't beat, but i think this is the root of the problem with a lot of very IMBA builds. How to update it i dont know. I'll leave those ideas to you (And the rest of the wiki =P) But i think one good change to this could really change the entire meta for the bettter. And a note to anyone replying here, please think before you post, as i have thought about this quite a bit before deciding to post it here. --ChronicinabilitY User Chronicinability Spiteful Spirit.jpg 09:23, 3 September 2007 (UTC)

tbh, it was imba pre-nerf. It's a mind-boggling 25 energy now (not factoring in expertise). A ranger can't keep this up like it could before. —ǥrɩɳsɧƿoɲ/ 18:49, 3 September 2007 (UTC)
It was more the fact that it was 25 energy, but lasted longer (for a longer recharge), basically meaning it costed less to maintain it as much as possible. I'd leave this one be to be honest, we don't see enough beastmastery in the game and it's nice to actually show some light on an otherwise entirely unused attribute line. --Ckal Ktak 20:26, 3 September 2007 (UTC)
If you hate thumpers, nerf BM (the skill). Readem Promote My Ban Here 20:41, 3 September 2007 (UTC)

Ok so yes 25 energy is a lot, but it can still be kept up constantly without any problems as long as the build is suited for it. I dont hate Beast Masters at all, but these arent beast masters, these are builds that bring a pet along simply for extra DPS and the abillity to use a constant speedbuff and attack buff with no downsides (other than taking up you're elite slot which is no big deal) the real damag comes from the hammer (or spear) and the pet is somewhat secondary. --ChronicinabilitY User Chronicinability Spiteful Spirit.jpg 21:03, 3 September 2007 (UTC)

And the huge energy drain. Like I said, kill EW when you see them, and or nerf Bestial Mauling. Readem Promote My Ban Here 21:06, 3 September 2007 (UTC)
Right now, RaO isn't necessarily broken. It's obviously good, no other skill gives IAS and Movement Speed and can be upkept 100% of the time. However, with people who can't use their brain (like HA thumpers), they run low on energy very quickly and stop using attack skills (or this skill). Personally, I find I do more damage on a warrior than on a thumper. Shard 02:25, 9 September 2007 (UTC)
Warriors don't have on demand Daze, RaO thumpers do. If you honestly think that the skill is costly, plx read the description of energizing wind. Readem Warning: Ignore this User if at all possible. 23:30, 10 September 2007 (UTC)
Yeah, I'd have to agree with Readem and OP here. While the skill itself might not be the most imba of imba crop, it is still very powerful (so much so, that when combined with knockdown, daze, and deepwound on demand, it becomes easily overpowered). I think the skills accompanying RaO need to be tweaked. A 3 or 4 second recharge on hammer bash and a 30 or 35s recharge on bestial mauling would solve this problem. RaO at 25e is still manageable (via EW) and ressing a pet to use RaO is pretty tough, so I don't really see how nerfing RaO to the point of death would be helpful, but hitting the other "thumper" skills hard would balance the build more (and promote more balanced play in HA). -Auron 23:45, 11 September 2007 (UTC)
Hammer warriors hate you for wanting to nerf their skills to deal with the problem of a Ranger build. Anyway, RaO was hit hard enough already. No more changes needed. Arshay Duskbrow 06:11, 12 September 2007 (UTC)
Hammer warriors rarely run Bash, and crushing needs no nerf. How would this affect them in any way? A nerf to RaO and bash would actually promote the use of hammer wars instead of gimmicky ass hammer rangers. -Auron 07:18, 12 September 2007 (UTC)
maybe because hammer warriors suck? they are crap compared to axe warrs -.-
LOL! You just proved how little you know! --ChronicinabilitY User Chronicinability Spiteful Spirit.jpg 21:14, 12 September 2007 (UTC)
Stop flaming, Chronicinability.
Saying axe wars are "better" than hammer wars is like saying apples are "better" than oranges. They don't do the same thing outside of DPS. Axes have deep wound on demand and faster attack speed and thus are better at dealing solo damage on a spike, whereas hammer wars utilize knockdown (followed by deep wound) to lock a target in place as AoE does the rest of the "spike" damage. Hammers can also lineback, spamming knockdowns on enemy wars to prevent them from DPSing your team, and they can knock down a totally different target during a spike (backbreaker the infuser as the rest of the team spikes the sod monk, anyone?).
Both (axe and hammer wars) are good, both are powerful, and both do more damage than RaO - but neither one can touch the cspace pressure of the thumper. That's the problem that needs to be fixed. Killing the long-lasting RaO was a step in the right direction, but that just prompted everyone to take EW (which, in standard spiritway, is just one of ten+ spirits, so killing EW is an ineffective and time-consuming "counter").
As I've said, I don't think hitting RaO is the way to go... giving hammer bash a recharge and upping Bestial Mauling's recharge would go a long way to that end. -Auron 00:56, 13 September 2007 (UTC)
Generally i don't flame but when someone says something as ridicoulous as Hammer isn't as good as Axe they obviously don't know what they are talking about. I'm just fed up with people who basically know nothing about the gaem (let alone the balance of it) wanting to change things just because in thier view "skill xxx doesnt work how they want it to." These pages are becoming less and less usefull the more and more unknowledged people find their way here. --ChronicinabilitY User Chronicinability Spiteful Spirit.jpg 02:18, 13 September 2007 (UTC)

My preferred fix to RaO is as follows: 20 recharge, decrease IAS to 25%, add exhaustion. --Edru viransu 23:43, 7 October 2007 (UTC)

Nope. RaO is fine. The only thing making it good is the ability to res pets solely for using this skill. Comfort Animal needs a self-blackout if it resses your dead pet. Shard 12:48, 10 October 2007 (UTC)

I think the issue with RaO is it's used in spirit way, but I think the issues with Spirit way are not with RaO and it should be solved in other ways. ~Izzy @-'---- 22:05, 12 October 2007 (UTC)

RaO isn't used in just spirit-way, but depite that, there was a massive failure to nerf spiritway in anyway at all. --ChronicinabilitY User Chronicinability Spiteful Spirit.jpg 14:31, 13 October 2007 (UTC)

RaO gives you and your pet a permanent IAS and Speedbuff. Warriors can only have 1@ a time either speed or IAS. Why does a Ranger need a permanent speedbuff??? He's a ranged attacker and doesn't need to be in melee range. The exception for this are thumpers. Synergies between classes are nice, but not in such a way. Let the ranger his previous intention...Interrupt, Damagedealer, Conditionspammer, RANGED ATTACKER!!!. RaO should really only work with a bow or u cannot gain adrenaline while RaO is active. But that's not the only reason why Sway is so strong. Ritualist Weapons and the OoA combined with the spirits make them so strong. Pls Anet don't let those Thumpernoobs be so succesfull!!!

I'll rephrase what you said in a less ranty way.
Rangers do not need a permanent movement speed/IAS buff. Why was this skill specifically made for melee rangers? Why don't you make ranged skills in the ranger attribute lines? Why don't you make an ele skill that complements having a scythe equipped? Why don't you make a monk skill that requires undead minions? Why don't you make a melee bow attack? Can the skill designers stick to making skills that make sense? This skill screams "we made this specifically for thumpers." That's a bad thing BTW if you failed game balance 101. Shard 10:01, 9 November 2007 (UTC)
Tbh, i've always laughed at this skill. I agree that it screams "we made this specifically for thumpers.", why the heck do you need a speed boost when you're ranged? your pet naturally runs faster than humans already, it's just that the dumb AI prevents it from hitting targets that are moving if it doesn't have a speed boost. Give this skill 33% attack speed and +damage. remove the speed boost.Make it a stance. This will nerf thumpers. My TalkBaineTheBotter 09:38, 11 December 2007 (UTC)
The only problems with Thumpers have always been synergy with other characters. A long time ago, it was Ferocious Strike Thumpers + Air of Enchantment Smiters, then it was Thumpers + Minion Necroes (That is the reason spirit-way used Thumpers rather than Warriors), now in TA it is Thumpers + Rits. Warriors are superior to Thumpers, but Thumpers always find their way into skill-less overpowered team builds. --TimeToGetIntense 02:46, 7 January 2008 (UTC)
I still would change this skill. My suggestion is to change the skill to "Elite Stance. For 2...8...12 seconds, both you and your animal companion attack 25% faster and run 25% faster." Energy cost should be reduced to 15 and the recharge time should become 15 seconds. A. von Rin 16:36, 31 January 2008 (UTC)
Shard, They already made several ele skills that complement using a scythe. And I think that we shouldn't have ritualist skills that are only useful on physical atatckers either, because they're spellcasters.Rhydeble 17:37, 2 February 2008 (UTC)

Bestial Mauling Bestial Mauling

A core skill of any good thumper build. This skill has been causing issues since it was added. It is quite easy to get off an most of the current thumper builds daze spike both monks every chance they get. This skill is way too good for its cost and recharge. I would give it a minor nerf (accompanied with minor nerfs across other points) to help put thumpers/spirits in check. Shave 1-2 seconds off the duration and bump the recharge up to 25s or 30s. 7-8 second daze is still pretty scary on a thumper. -Warskull 16:20, 7 October 2007 (UTC)

Indeed. "Let's make people run pets by creating two grossly overpowered pet skills (Rampage as One, Bestial Mauling) and leave the rest of the line crappy!" --72.211.152.118 07:22, 20 October 2007 (UTC)
Bestial Mauling is fine. What you basically said is this: "The build {Skill A, Skill B, Skill C, Skill D} is overpowered. Nerf Skill A, Skill B, Skill C, and Skill D even though only one of them is causing problems and the other 3 are fine." Shard 11:47, 20 October 2007 (UTC)
If RaO isn't the problem with RaOs, and Bestial Mauling isn't the problem, then what is the problem? --Edru viransu 15:58, 20 October 2007 (UTC)
The problem lies in the players and the game, if you can't blame the skills, but i agree that RaO is more of the problem compared to...Bestial Mauling. taking a pet out isn't that hard, especially if it doesn't have any protection skills.My TalkBaineTheBotter 09:31, 11 December 2007 (UTC)
In order for a thumper to daze you with this, you have to not block 2 consecutive attacks, and he and his pet have to not miss two consecutive attacks. Bring guardian. The bigger problem is RaO. Right now it has 100% uptime, which is bad (for balance). Shard 20:28, 7 January 2008 (UTC)


Magebane Shot Magebane Shot

I think this skill is a bit overpowered now it's unblockable and seems comparable to that Keystone Signet, Signet of Distraction, and Mantra of Inscriptions combo that was nerfed like a month ago after only being out for a week. The difference is that this is only one skill though it seems Rangers will be having a lot of interrupt parties and fun using this. 70.132.2.120 05:51, 14 November 2007 (UTC)

I totally agree. And since i don't want to type again, this is what i posted under the skill discussion. (This skill is actually a bit TOO overpowered in my opinion, unblockable, extremly low recharge and energy cost, even though energy isn't a problem with rangers. ONLY way to stop it is to blind. I just don't like the idea of rangers being able to disrupt almost anything with only one skill and a condition removal for possible blindness. Since rangers are pretty good with energy at least put it to 10 or something.) Something must be done. ~ajc2123
Perhaps a change could be if you disrupt a nonspell skill, the recharge of Magebane shot is increased by 5-3 seconds? 10 Energy Maybe? But not both at the same time ~ajc2123

Nothing wrong with this, it's now actually a viable Elite skill that could show serious competitive use and create badly-needed Ranger build diversity. Arshay Duskbrow 03:08, 15 November 2007 (UTC)

And at the same time it smacks the face of punishing shot good and proper. Now for the AI with it to be fixed.... --Ckal Ktak 08:33, 15 November 2007 (UTC)
Sadly, Punishing Shot is no more useless now than it already was, and it will continue to be useless until somebody works up the nerve to give it additional on-interrupt bonus damage. Arshay Duskbrow 10:10, 15 November 2007 (UTC)

At 5e and 5r, two rangers spamming this skill on one monk is just broken, many don't even try to time the interrupts. Block can't counter it, blind isn't viable since every Magebane Ranger brings Mending Touch which leaves hexes as the only viable counters, which are simple interrupts for d-shot/savage/magebane. Up the cost to 10e to force timed interrupts instead of dual rangers spamming and possibly scale it back to an 8 second recharge if that doesn't prevent dual spamming. Three PD mesmers couldn't keep up an interrupt every 2.5 seconds like two Magebanes can for even a minute due to energy, not even mentioning non-stop interrupts straight into VoD. --Rururrur 02:15, 27 November 2007 (UTC)

The monks could use persistence of memory! :P Jigoku 02:23, 27 November 2007 (UTC)

saw this skill alot in team arenas today, its disturbing as hell, sad that izzy have other things to do, just look at his contributions to see when he was last logged in.--Cursed Angel talk 02:26, 27 November 2007 (UTC)


moved from User talk:Isaiah Cartwright

Way OP in 4v4, nerf plz =) — Skakid9090 19:44, 25 November 2007 (UTC)

OMFG NERF IT --Cursed Angel talk 19:45, 25 November 2007 (UTC)
OMG, an unusable skill got buffed and is now meta! Quick, nerf it before someone realizes there was a little diversity in ranger builds! Lord Belar 03:25, 26 November 2007 (UTC)
OMG, my whole skillbar is disabled from 2 skills! This game is so balanced! — Skakid9090 06:08, 26 November 2007 (UTC)
Use terrain and hide, feint your skill usage with the escape button, blind the ranger, use skill, stop whining. --Ckal Ktak 12:25, 26 November 2007 (UTC)
What do players normally do against interrupt Mesmers that suddenly doesn't work against Rangers? Not to mention, it's easier to Blind then to stop spell-type interrupts; I'm missing the big problem. (and how did you lose your whole skillbar? Spammed everything the moment you saw an interrupt on the Ranger's bar?) --User Jioruji Derako logo.png Jïörüjï Ðērākō.>.cнаt^ 15:21, 26 November 2007 (UTC)
  • hint* go play in TA vs. dual magebane rangers (i swear sometimes it's like they have 8 copies of d-shot on their bar). — Skakid9090 17:48, 26 November 2007 (UTC)
4v4 maps are open, and the more time you're taking trying to hide the more time they have to beat the shit out of your casters. Not every build can fit blind, and if they do it's dismissed in seconds. You can't spare any energy on skill canceling when you're entire team is poisoned and your spells have a 75% chance of getting disabled for 10-20 seconds. Sry, but skill really doesn't cut it. (note: i said imbalanced in 4v4) — Skakid9090 17:50, 26 November 2007 (UTC)
Wow, you decided to post properly, maybe you'll get a proper answer now. That answer is, get more skilled. --Ckal Ktak 18:14, 26 November 2007 (UTC)
Lrn2read tbh — Skakid9090 18:30, 26 November 2007 (UTC)
How do you handle dual magebane ckal? — Skakid9090 18:35, 26 November 2007 (UTC)
he use dual mending --Cursed Angel talk 18:36, 26 November 2007 (UTC)
& mirrored stance — Skakid9090 18:38, 26 November 2007 (UTC)
Magebane is slightly overpowered. It is a perfect dshot, and dshot was already great. --Readem 20:02, 26 November 2007 (UTC)

Magebane is easily abused by running two rangers with this skill. At 5 energy with expertise, they can spam this skill on recharge for as long as they'd like. Up the energy cost to 10, slightly increase the recharge, or add some drawback if the interrupt misses to make this a skill that requires timing rather than a spam skill. As it is now, two unskilled interrupters alternating Magebane can easily lock down a single monk and with Mending Touch readily available to remove blind the only real counter to it is hexes, which are easy to interrupt, especially with two Magebane rangers. --Rururrur 22:27, 26 November 2007 (UTC)

Then don't use a Monk....roflcopter. --Deathwing 00:33, 27 November 2007 (UTC)
0.o — Skakid9090 00:40, 27 November 2007 (UTC)
Ever heard of LoS (Line of Sight) or spells that are cast in a quarter of a second (if you're a monk, never leave home without one)? I don't think it's that hard to survive against two Magebane Shot rangers. Of course, it will complicate your job as a monk, but then again, two enemies are focusing on you, so your team should handle the situation quickly. I'm not sure whether Magebane Shot is overpowered, but if it is, this is not the reason why... - TeleTeddy 09:00, 27 November 2007 (UTC)
Surviving against them isn't the problem, as rangers don't do DPS to begin with. Getting spells off with unblockable interrupts that disable your skills pelting you every 3 seconds or so (from the aforementioned 2 magebane rangers) is pretty much impossible. I mean, sure, I could slip in a RoF here or there, but there's no sane chance of getting a WoH or SoA off reliably. And even if you luck out and and get one off, you'll just get it hit the next time - and have it disabled for upwards of half a minute.
This isn't just overpowered in small arenas, I've seen pretty much entire teams of casters in HA neutered by one or two magebane rangers just tab+magebane-ing. Is that how Guild Wars is supposed to work? With interrupts that recharge so fast you can fire them off at random targets and disable half their bar? :/ -Auron 09:26, 27 November 2007 (UTC)
Ofc Auron. dont be so dumb. --Readem 23:15, 27 November 2007 (UTC)
Magebane may be slightly overpowered in 4v4 situations but it's definitely not overpowered in larger games.

1) If a team of casters gets shutdown by 2 magebane rangers who are doing nothing more than spamming magebane then your casters are terribad.

2) Magebane is an elite and must be effective to displace the likes of crippling shot, burning arrow and (the now rare) BHA. As long as you're not chain casting your spells, and intelligently using your 1/4s cast magebane should not be giving you problems. Again, if you're finding your entire bar shutdown due to Magebane that's more an indication that you need to learn how to time your skills better.

3) lrn2bsurge

169.233.127.6 00:30, 28 November 2007 (UTC)

Learn to read idiot, we've been over this. — Skakid9090 00:47, 28 November 2007 (UTC)
Learn to play and make less personal attacks scrub? -67.188.28.71 06:35, 28 November 2007 (UTC)
You're gona keep blind on 2 rangers with mending touch...? Right... you're alone as a monk in TA, you can't afford to intelligently use your 1/4 casts (which will be glimmer, which takes your elite spot, or RoF, which'll be migated by the small damage of bows, or a small prot like shielding hands if you bring it) when a warrior is beating on you and you need to prot or heal yourself effectively (usually 3/4-> 1 sec casts). I'll say it again, lead to read. — Skakid9090 20:31, 28 November 2007 (UTC)
Haha, if two Magebane Shot rangers and a warrior engage me (the monk) in the Team Arenas (your scenario), then I'll run and use Return (1/4s spell, hard to interrupt) occasionally. I guess I'll die eventually, but so should the enemy monk, without any support of his team (remember? His three team mates all focus on the monk). However, that was the scenario that I don't have any support from my team, which shouldn't be the case in TA anyway: Good teams bring some sort of snare, anti-melee or backup healing, so... no, I don't see the problem with two Magebane Shot rangers. Again, I'm not sure whether MS is overpowered, but if it is, it's not because of this scenario. - TeleTeddy 14:22, 29 November 2007 (UTC)
You cripple him for a few seconds (and if his monk doesnt remove cripple it fails) and he continues to pound on you. Return recharges in 20 secs =/ — Skakid9090 20:40, 29 November 2007 (UTC)
It's 15s, but anyway, you didn't get my point at all (or at least you replied like you didn't). My point is: Bringing two magebane shot rangers may cause severe problems to your monk, but that's not very surprising - any well played two characters mean serious trouble for the monk: And don't forget the fact, that the rangers have to be well-played, else the monk will laugh at the poorly attempted interrupts. I'd fear two magebane shot rangers even more, if only one would concentrate on the monk, while the other goes for a different target - but then again, they provide little pressure (damage-wise) only, and no anti-melee. Magebane shot rangers are great, but in 4vs4, I wouldn't bring more than one. Otherwise, it would be a gimmick build, and while these are great vs some builds, they poorly fail vs others. These builds are not versatile enough. - TeleTeddy 10:25, 30 November 2007 (UTC)


If this is TA there is no need to keep blind on two rangers unless you're bad. But let's assume that is the case. Say that you're basically reduced to spamming bsurge all match long. Your character is effectively occupied. Well, the 2 rangers on the other side will be spamming mend touch all day long. 2 characters occupied. But again, even that's a moot point cause you shouldn't be spamming bsurge anyway. I'll say again, lrn2bsurge.

Every TA team is supposed to bring a b-surge? =/ — Skakid9090 00:30, 30 November 2007 (UTC)

If 2 magebane rangers in TA are as big a problem as you say, bringing a single bsurge is worth it. I mean, 1 elite slot to nullify half of their team? Yes please. Plus, even if you run into non-magebane ranger teams bsurge is still quite a useful elite. But it certaintly isn't the only solution. But, I will give the nod to you here that this is more build wars-ish than anything. Kinda hard to avoid in the smaller formats though sadly.

Well, we usually say: It's not the build, it's the player. And that's a statement that derived from many many TA games with many different people. In the end, I think 4vs4 does pretty well balance-wise. - TeleTeddy 10:25, 30 November 2007 (UTC)

I already posted a fairly long comment on the actual update page, but, whatever. Magebane shot is a GOOD skill, true, but not OVERPOWERED. On 4v4 maps: A. The most frequent comment seems to be about 2 magebane shot rangers being imba against one monk. Now, if you dedicate two characters completely to shuting down one character, then that character should have trouble doing thing its job, no? Of course, if your team has something to counter this with (a second healer of sometype), a blindbot, a hex necro, etc. it becomes much harder for the intrupt rangers to do their job. And B. you don't have a second point? In 8v8: A. they're still good, but I'd prob rate cripshot > them, and their it becomes more about luck and tactics that the power of the skill, imho. Sword.wind. 02:47, 3 December 2007 (UTC)

It's balanced (maybe even a little underpowered, especially compared to cripshot) in 8v8, but OP in 4v4. It requires no "tactics" to use, just luck by firing it off on recharge (which effectively disables you). Something small like a 5 sec extra recharge if you don't interrupt a skill would be great. — Skakid9090 21:03, 3 December 2007 (UTC)
A (very predictable) interrupt every five seconds disables you? Hell, you deserve to lose... ;) Seriously, blocking is not the only way to prevent interrupts: You can prevent LoS, use hexes/conditions, use fake-casting or get out of his range, when the ranger renews his preparation, for example. I doubt that a magebane ranger is more disrupting than a mesmer - no matter if both (mesmer and ranger) are played well or if both are played badly. - TeleTeddy 10:06, 4 December 2007 (UTC)
You can't say with a straight face good mesmering takes as much skill as magebaning. — Skakid9090 20:51, 4 December 2007 (UTC)
I play monk regularly, and in my experience, the enemy ranger makes the difference. If it is a not-so-good ranger, than you can easily avoid being interrupted, while your own ranger will interrupt his preparation. Maybe he's lucky, and gets an interrupt from time to time, but then again, that's not that devastating. However, things look different, if the enemy ranger is a good player: He will anticipate when you cast your important spells and interrupt you regularly - your mechanisms to avoid him (see above) will fail or require great effort at least. Yes, I say that playing a good (magebane) ranger is as difficult as playing a good mesmer, with a very straight face. Maybe a magebane can compensate lack of skill by luck easier, but then again, you're not always lucky, and most teams go for winning streaks, and not for lucky wins. ;) - TeleTeddy 09:51, 6 December 2007 (UTC)
I find it's pretty easy to tell the skill level of the enemy ranger too. Nubbish ones will just twitch their interrupts at anything, even if you're not about to cast anything just in case they get lucky, the skilled ones can at least wait for you to start casting before firing their shot, and the expert ones look at the state of your team (if you're a monk) and guess when you're really going to need that a spell cast, and interrupt it then. --Ckal Ktak 12:35, 6 December 2007 (UTC)
There are more ways to counter magebane than there are ways of countering power return, which is nonelite. I don't see power return on the mesmer page. Shard 06:20, 9 December 2007 (UTC)
...Power Return gives energy back and doesnt disable. — Skakid HoHoHo 06:38, 9 December 2007 (UTC)

This skill is way to overpowered. It takes no skill for a ranger to sit and spam interupts now without aiming at all. With magebane, savage, dshot, he can spam one of the three always without ever stopping. Ifs its called "magebane" shouldnt it only interupt spells? Why does this interupt everything! Make it like 10 or 15 energy then if it has a 5 recharge. Maybe rangers will actually think about aiming it then. Or make recharge at least 10 or 15. This skill has just ruined anything in ta. It is practially impossible to get off a res after the first one is used. A ranger can easily camp the other two and stop resing the entire match. It is way overpowered compared to a mesmer's interupts which mostly interupt spells and have like at least 20 second recharge. Isnt the mesmer supossed to be the interupt master and not the ranger? I mean ranger does so much other crap its not fair. Making it unblockable is bs also. Its already hard to tell when a ranger is going to fire on you but making it unblockable is just stupid. With mend touch on a ranger that costs him only 1.5 energy with his expertise, and having stupid stances which make him hard to hit with melee, and +30 armor against elemental, it is hard enough to shut down rangers. Arent all classes supossed to have a counter? Wth is the counter to these stupid rangers? Exactly, there is none. This skill has just made them even more overpowered.

Again, it does take skill to interrupt with a ranger, because you can't react to, but have to anticipate your enemy's actions. I know those "I fire all my interrupts as soon as I can" rangers, they are absolutely no problem: All you have do to is start casting right after you get an interrupt. Activation/flight time for the next interrupt + aftercast of the old one is more than enough time to cast your spell. Furthermore, on most maps, there's the possibility to stay out of sight (on the hill in Churranu Island Arena, on the bridge in Sunspear/D'Alessio arena, Fort Koga is very easy, for example), so a magebane ranger has its problems to interrupt, and for sure he can't stop a decent team from ressing. Finally, you shouldn't compare mesmer interrupters to rangers, that's two different things. The mesmer's advantage in interrupting are a) that he doesn't need to hit (no need of LoS, not vulnerable to blindness, etc), b) that his interrupts cast less than a 1/4s instead of 1/2s (which greatly improves your chance of success for a reacting interrupts), and c) that he has accompanying spells (hexes), like dealing damage with every interrupt, like reducing the casting time, etc pp.
In the end, magebane rangers are like any other character: If you encounter a good one, they can give you a hard time. - TeleTeddy 09:06, 12 December 2007 (UTC)
If you can't get a res off simply because of a single ranger i feel very very sorry for you and you should probably not go back into TA! lol!...there is a key on your keyboard in the top left...learn what it does =D ! --ChronicinabilitY User Chronicinability Spiteful Spirit.jpg 06:25, 13 December 2007 (UTC)
I'd like to see this changed to have a 10 second recharge and 30 second increase recharge, then it's just a more powerful DShot. In its current unblockable, fast recharge state it screws anything over in arenas. It's pathetic not even being able to get off a fucking res signet AT ALL because of one ranger. 82.34.197.184 21:31, 26 December 2007 (UTC)
Some rangers just ramdomly shoot and it does get lucky, those who shoot on recharge can be dealt with though. But this is NOT like punishing shot. I wish it was, then when RoF gets hit you recast it, not wait like an idiot while it shuts down your other spells, punishing shot can also be blocked, this cant, who needs extra damage when it cant be blocked and prolongs your need to interrupt again? 74.229.66.241 20:01, 10 January 2008 (UTC)
If the Ranger is spamming interrupts like that he's not going to be effective overall. If he randomly gets one spell, oh well. You don't lose because of that. If he keeps doing it, you can time your spells so he doesn't hit them because all of his interrupts have an aftercast, so you can fit spells in between if he fires them off all in a row. If there's anything wrong with this skill it has nothing to do with randomly spamming it. --TimeToGetIntense 02:15, 11 January 2008 (UTC)

Did I mention, a good percentage of you fail at the game? O, right, I did. This skill is overpowered. Not in GvG (as it works only in flat terrain + cripshot is great). When my guild TA's (which is a rare occurence unless Jeg is online <--- euro, not likely), we always have the guest be mbane. Why? Merely because it is the easiest position to play. Spam, and you are likely to get a WoH. Then just spread degen, and it's gg. If your team knows how to call, then res sigs are useless (unless you can cancel well). Whoever said "blind the ranger", you are just bad. Rangers have a magic skill on their bar that get's rid of two conditions for 2e. Fail less, play moar. --Readem 00:07, 15 January 2008 (UTC)

To teletubby and chronic: you obviously clueless about this power of this skill. Ok fine so you faced some random nubs in ra who ran magebane and you may have only got one of your skills disabled and you think your hawt stuff. Come against me and my guild in ta, with danny running ranger, and he will make you cry and uninstall gw. Fine with me keeping this skill the way it is, r9 glad here i come.

I agree it's much more potent in TA but I don't think it's enough to warrent a nerf as the game isn't balanced primarily around TA. Skills like Warmonger's Weapon are another story. I guess if the spell disable was removed it wouldn't hurt it much in GvG but it would be more fair for TA. --TimeToGetIntense 23:03, 15 January 2008 (UTC)
I've been flamed by anonymous! Oh, the horror! - I can't stand it any longer... okay, seriously, we do play the Team Arena regularly, sometimes with a Magebane, fairly often against one. We make our winning streaks, but as far as I can tell, there's no problem with Magebane Shot. A well played Magebane is quite powerful, granted, but so are other builds. In my experience the disturbance of a Magebane comes down to his player skill, right as it should be. - TeleTeddy 10:37, 17 January 2008 (UTC)
Haha flame me more pls! QQ!... Of course if your team is decent and your facing crap then magebane seems like its supergood cos he's disabling skills all over the place, But yes we do play TA, quite a lot actually when we cant GvG, and face a LOT of magebane rangers (As you would expect in TA) yet still regularly make streaks of 40 wins. Now before you say "40 wins, thats nothing blah blah" I really don't care. And tbh balancing around TA is about bottom of the ladder. Theres no rating assosciated with TA like GvG so it doesnt have a lasting effect, and the Glad title is meaningless since PvErs can farm it in RA with stupid E/D builds. Magebane is not overpowered, check obs, more than half the guilds will be running a cripshot. The few that do take Magebane yes have the advantage in some situations, but the overall utility of the skill is much less than Cripshot. So, as far as the game has been balanced since day 1 (ie with Competitive PvP in mind) then no Magebane is fine. And i shall stand by my original comment...If you cant get a single res off because of 1 Magebane Ranger then you fail! --ChronicinabilitY User Chronicinability Spiteful Spirit.jpg 10:57, 17 January 2008 (UTC)
It's probably not overpowered anymore with the increased energy cost 10 now. 70.132.2.120 03:52, 18 January 2008 (UTC)

Probably? It's probably not overpowered? Game balance isn't about guessing. It's about knowing what's good/bad and changing it accordingly. Do not come here if you think something is "probably maybe might be somewhat broken but idk so yeah..." Its recharge has to be 10 seconds to match Dshot. Then revert the cost to 5 to match Dshot. Dshot + unblockable + elite = balanced. ~Shard (talk / Nerf List) 10:16, 16 February 2008 (UTC)