June 23 Specialization Changes
My recent thief build is taking an arrow to the knee because i either have to select deadly arts (which i don’t care about) for traps, or go balls to the wall into shadow arts (which i really just want for condi cleanse on stealth).
Or you could actually make a new build and balance it after all the changes that happens to all classes My guard buil, my engi build, my Mesmer build, my Ranger build and my Thief build will go down the drain… But I do not sulk for that becouse I have the chance to find a new build to learn and be good at and I get the chance to really try out the new system. I am so tired of all these meta builds in PvP, it’s good to have a little new air to the game. And hopefully with this change there won’t be a solid meta (One can only hope).
But… Warrior seems pretty loved by the devs… Realy, do I have to ask for a Healing signet “nerf”. Coming from a meta Shoutbow warrior.
Guild Leader of Alpha Sgc [ASGC]
How accurate is this list? Does this include all the baseline changes and such? There seem to be a few previous traits missing, so can we assume that those have been discontinued?
Lastly, just a small thing, but made me wonder:
Brawler’s Recovery: Remove 1 condition whenever you swap weapons (combat only).
I was under the impression that receiving a condition automatically puts you into combat? As such, the combat requirement/information is kinda redundant?
Any specialization build calculator with this changes updated?
I still don’t read ‘Players are no longer able to fulfill the finishing move while in mist form’
This is bs.
At least well ’o mancer still looks fine.
All we wanted was a GvG.
It just occurred to me: Did engis lose deployable turrets?
Our granades are reduced to 900 range and we’re losing deployable turrets? Say it isn’t so! Engis were the best class to take out siege in WvW by far.
I mean, I generally like a lot of the changes engis are getting, so I’m sure I’ll adapt, but man… I liked kittening off people on the walls.
It just occurred to me: Did engis lose deployable turrets?
Our granades are reduced to 900 range and we’re losing deployable turrets? Say it isn’t so! Engis were the best class to take out siege in WvW by far.
I mean, I generally like a lot of the changes engis are getting, so I’m sure I’ll adapt, but man… I liked kittening off people on the walls.
Prepare to change the way you play. Find another way… Try the new improved Elite skill and wait and see what the Elite specialization brings us.
Guild Leader of Alpha Sgc [ASGC]
It just occurred to me: Did engis lose deployable turrets?
Our granades are reduced to 900 range and we’re losing deployable turrets? Say it isn’t so! Engis were the best class to take out siege in WvW by far.
I mean, I generally like a lot of the changes engis are getting, so I’m sure I’ll adapt, but man… I liked kittening off people on the walls.
Grenades now have a standart range of 1200.
And about the guys crying about condi nec: I also dislike the change but I just assume that this nerf will be necessary to prevent the reaper from beeing op.
All we wanted was a GvG.
What about the stats changes?
Vials Maize Balm Exploit(Halloween) 2014
Locked out of JP (Wintersday) 2015
Worried ranger here is spirits duration changed itsbind increased to 8 sec imply that spirits only have 8 sec life time ???? and what happened necromancer change they get more viable in groups i dont see anything why i should take necro to groups they are same as ever only dmg nothing else to group. far as i remember u saying necros should get some support skills so they wont be left out of groups but far as i can see necros are still all same only thing they bring is dps. what every1 can do, but other classes bring other nice buffs which increase dmg output of whole group. My own opinion that rangers skirmish is traits are pretty wild like old1 there is like sword trait strider def which got lot of nerf since i last time saw thorns ver of it and its in middle of skirmish tree which i can only see condi trait tree for ranger = again there is power type things in condi tree which was huge problem in old trait trees.
Grenades now have a standart range of 1200.
Grenades are 900 now.
In fact apart from the mortar kit engineers now have nothing that can shoot farther than 1000 (Rifle autoattack) as it seems they have removed the range increase traits from rifle/elixir gun and pistol
Grenades now have a standart range of 1200.
Grenades are 900 now.
In fact apart from the mortar kit engineers now have nothing that can shoot farther than 1000 (Rifle autoattack) as it seems they have removed the range increase traits from rifle/elixir gun and pistol
Sorry I got that wrong
All we wanted was a GvG.
Worried ranger here is spirits duration changed itsbind increased to 8 sec imply that spirits only have 8 sec life time ???? and what happened necromancer change they get more viable in groups i dont see anything why i should take necro to groups they are same as ever only dmg nothing else to group. far as i remember u saying necros should get some support skills so they wont be left out of groups but far as i can see necros are still all same only thing they bring is dps. what every1 can do, but other classes bring other nice buffs which increase dmg output of whole group. My own opinion that rangers skirmish is traits are pretty wild like old1 there is like sword trait strider def which got lot of nerf since i last time saw thorns ver of it and its in middle of skirmish tree which i can only see condi trait tree for ranger = again there is power type things in condi tree which was huge problem in old trait trees.
I usually don’t have a problem with having a necro in my party… Don’t se that problem. But as I see it, necro will get more healing potence to allies and also will be able to rez downed players in or going out of Shroud. Also wells will always be cast where you want it. Sounds like Necro will be a pretty good team player if you ask me.
Guild Leader of Alpha Sgc [ASGC]
Wouldn’t it have been faster to just remove necro from the game? Why bother making all those changes to change us from completely unuseable to even more completely unuseable?
The cynicism is strong in this thread.
Interesting changes, now that we can see all of the laid bare. I’d like to see all this in live so I can really play with everything – hard to do that on paper.
Wouldn’t it have been faster to just remove necro from the game? Why bother making all those changes to change us from completely unuseable to even more completely unuseable?
I would get pretty kittened if they removed my necro. My build gets a very good buff from this new stuff so I am pretty happy with it.
Guild Leader of Alpha Sgc [ASGC]
Does Parasitic Contagion finally work in Death Shroud??
The Dhuumfire thread
sorry i was talking about necros whit old info yes looks like necros can suport pretty ok other way than using resssing signet = groups alredy failed at something (i cant call that support if u need group fail to support them) but yes now i read and not just half heartly listen stream i saw few nice changes which help´s necros support party pretty hard,
What i was more interested on than the skill changes was the stats changes. Currently traits give 1400 stat points. I wanted to know where are and how are those going to come from now.
Vials Maize Balm Exploit(Halloween) 2014
Locked out of JP (Wintersday) 2015
Every MMO I play, I play ranger and mesmer types. I always max out quick, take a break and come back JUST IN TIME for major ranger and mesmer nerfs, while necromancers and warriors always get buffed.
What is it with MMO’s and ranger-hate?
Every MMO I play, I play ranger and mesmer types. I always max out quick, take a break and come back JUST IN TIME for major ranger and mesmer nerfs, while necromancers and warriors always get buffed.
What is it with MMO’s and ranger-hate?
Sarcasm? Seems to me mesmers got buffed into the sky. And Warrior probably got nerfed yet again.
Was Thief’s 5% damage boost when wielding daggers from Dagger Training folded into the baseline? Or was it eliminated altogether? Hmmmmmmm.
Every MMO I play, I play ranger and mesmer types. I always max out quick, take a break and come back JUST IN TIME for major ranger and mesmer nerfs, while necromancers and warriors always get buffed.
What is it with MMO’s and ranger-hate?
Necromancers get buffed?
Necros are one of the weakes classes in gw2 considering self defense.
No stealth, no invulnerability, 1 useless stability well, totally useless stun breaks and so on.
You can deal damage, but if they catch you they got you (which is fairly easy with the 213480 cc’s most classes have)
Warriors are definitly op in this game but necros are very well balanced imo.
All we wanted was a GvG.
(edited by Entenkommando.5208)
What exactly is the use of the Feedback change (Mesmer)?
If this change was made to make feedback easier to use (Because it can’t bug under the map anymore) – I guess everybody who doesn’t know that feedback can bug without target and therefore doesn’t watch out when using the spell would probably have auto target ticked on in options, so it can’t even happen to them that they cast feedback without a target.
I don’t know any situation where you could exploit sth by placing a feedback where it shouldn’t be able to be placed, so there also no use in that direction.
The only effect I see is that Egg Blocking / Deboofing @ Triple Trouble is now getting hard with a mesmer, and I don’t think that this was the intended effect when feedback was changed.
Sincerly,
a (former) mesmer egg blocker
Guardians got nerfed.
The devs proving once again that they hate Guardians. We are now officially the most broken profession in this game.
lol. have you not heard of ranger? we have just been shot in the head. ugh (It’s just as well love my ranger regardless of the crappy changes they’ve made).
rangers were buffed in too many ways to list here.
I can no longer instantly heal and clear conditions with healing spring.
My traps have to be placed at my feet and I cannot place them right where I want them. I’m less concerned about the arming timer for the old traps…but my heal? when I hit heal I want to heal not wait 1/2 a second and hope I’m not dead by the time my healing spring is ready for me.
So now I have to use a different heal skill because when I hit heal I better get a heal right then not some time later and hope I’m in the same spot when I hit that heal.
Because I have to change my heal I’m losing condition cleanse. Why isn’t there a survival skill for condi clear? Seems like that should be a basic survival skill…
I don’t use spirits because they were a pain to use and I don’t plan on using spirits still.
I loved traps for the extra AoE damage fields but I can’t put them where I want anymore.
How is this better?
And again are Rangers the only ones getting stuck with an arming timer on traps? Shouldn’t all traps in the game work the same?
Is warrior still getting all those skills changes that were talked about last time?
Physical Skill improvements?
Mending made into a physical?
Healing Surge made into a shout?
Healing Signet reduction and given Resistance?
Frenzy having it’s negative effect removed to be inline with other classes?
Probably not since they haven’t announced them. My guess is we’ll get this first change (and they went with “safer” changes this time) and will modify other things based on what happens after the initial patch.
Can’t say I dislike the possibility that they realized HS is fine and will leave it alone. Frenzy could use the effect removed though.
About the ranger and wilderness survival tree, will “soften the fall” (muddy terrain when you fall) trigger “wilderness knowledge” ?? (fury + 2 conditions removed)
(edited by RevanCorana.8942)
Guardians got nerfed.
The devs proving once again that they hate Guardians. We are now officially the most broken profession in this game.
lol. have you not heard of ranger? we have just been shot in the head. ugh (It’s just as well love my ranger regardless of the crappy changes they’ve made).
rangers were buffed in too many ways to list here.
I can no longer instantly heal and clear conditions with healing spring.
My traps have to be placed at my feet and I cannot place them right where I want them. I’m less concerned about the arming timer for the old traps…but my heal? when I hit heal I want to heal not wait 1/2 a second and hope I’m not dead by the time my healing spring is ready for me.
So now I have to use a different heal skill because when I hit heal I better get a heal right then not some time later and hope I’m in the same spot when I hit that heal.
Because I have to change my heal I’m losing condition cleanse. Why isn’t there a survival skill for condi clear? Seems like that should be a basic survival skill…
I don’t use spirits because they were a pain to use and I don’t plan on using spirits still.
I loved traps for the extra AoE damage fields but I can’t put them where I want anymore.How is this better?
And again are Rangers the only ones getting stuck with an arming timer on traps? Shouldn’t all traps in the game work the same?
Actually, I took one look at the ranger changes, and logged out. With a headache. Which is completely related.
/rangermainsinceclosedbeta
Does Signet of Courage from guardian affect him as well?, does he get the passive and active healing?.
Vials Maize Balm Exploit(Halloween) 2014
Locked out of JP (Wintersday) 2015
Overall the changes are interesting, but we will have to see for class balance. Engineer and Ranger buffs seems excessive.
I’m only dissapointed about one thing: You didn’t improve elementalist elites, these skills are completly terrible yet they are supposed to be elites.
Guardians got nerfed.
The devs proving once again that they hate Guardians. We are now officially the most broken profession in this game.
lol. have you not heard of ranger? we have just been shot in the head. ugh (It’s just as well love my ranger regardless of the crappy changes they’ve made).
rangers were buffed in too many ways to list here.
I can no longer instantly heal and clear conditions with healing spring.
My traps have to be placed at my feet and I cannot place them right where I want them. I’m less concerned about the arming timer for the old traps…but my heal? when I hit heal I want to heal not wait 1/2 a second and hope I’m not dead by the time my healing spring is ready for me.
So now I have to use a different heal skill because when I hit heal I better get a heal right then not some time later and hope I’m in the same spot when I hit that heal.
Because I have to change my heal I’m losing condition cleanse. Why isn’t there a survival skill for condi clear? Seems like that should be a basic survival skill…
I don’t use spirits because they were a pain to use and I don’t plan on using spirits still.
I loved traps for the extra AoE damage fields but I can’t put them where I want anymore.How is this better?
And again are Rangers the only ones getting stuck with an arming timer on traps? Shouldn’t all traps in the game work the same?
Actually, I took one look at the ranger changes, and logged out. With a headache. Which is completely related.
/rangermainsinceclosedbeta
I’m seriously considering ditching playing my Ranger, and I’ve played her since…. forever. Might try a revenant.
This is just horrible.
I really have to see these changes in game to give a proper reaction to them. My first impression is that my Ranger, Guardian and Mesmer (my three main classes) will be nerfed and that my Engineer and Necromancer (the professions I just play for fun) will be buffed. For nerf or buff I look at the way I prefer to play them (now), not at all the changes. It worries me slightly that it looks like I have to change my playstyle for all my main characters.
I want to make one specific point: Having Stalwart Defender and Communal Defenses compete with Strength in Numbers makes me really sad. I try to play PvP with my Guardian with a shield. That is currently not really great, this change will make it even worse. Why would anybody take Stalwart Defender or Communal Defenses over Strength in Numbers?
- Consume Conditions: This skill is now considered a corruption skill and applies 10 stacks of vulnerability to you for 4 seconds after use. Increased recharge to 30 seconds.
Well, I guess Well of Blood will have to do now. With the changes to vulnerability I can’t see this being all that helpful, especially if I’m going to get 10 stacks :| .
Now Josh, please do as I instruct:
Sincerely, a former diehard fan of your game.
takes a drink
Love the changes CANT WAIT
Having serious mixed feelings about Ranger changes
/gavemeaheadacheaswellandrangersinceheadstart
I love the necromancer traits, especially blood magic. Excellently done.
Question on thief pistols: why the hate? I was hoping to see some support for my p/p sorta-cheese thief, I’m really gonna miss ricochet.
And I thought Healing Signet was getting a tiny nerf?
I have a thief built entirely around the ricochet trait. Its not my main, mesmer is (and I’m pleased about that), but losing ricochet makes me very sad.
Look at the profession forums, especially for Necromancer and Warrior. A lot of people are kittened at Anet’s completely stupid decisions.
Was the whole “give us your feedback” thing a complete lie? Because you barely listened to ANY of the feedback you were given.
“Warrior’s Sprint: Move 25% faster while wielding melee weapons. Using a movement skill removes the immobilize condition.”
I think it’s the perfect moment to remove the melee weapon requirement tbh.
Yes, but then Juggernaut would be OP!
You see what they did there? /sarcasm
As a Ranger, I’m just floored over these changes. A couple of good buffs to a couple of builds, no other love, mostly nerfs. Little synergy between traits, many terrible ones.
You did not make Blood Magic any more appealing.
That’s untrue. I love the blood magic changes.
Guardians got nerfed.
The devs proving once again that they hate Guardians. We are now officially the most broken profession in this game.
lol. have you not heard of ranger? we have just been shot in the head. ugh (It’s just as well love my ranger regardless of the crappy changes they’ve made).
rangers were buffed in too many ways to list here.
I can no longer instantly heal and clear conditions with healing spring.
My traps have to be placed at my feet and I cannot place them right where I want them. I’m less concerned about the arming timer for the old traps…but my heal? when I hit heal I want to heal not wait 1/2 a second and hope I’m not dead by the time my healing spring is ready for me.
So now I have to use a different heal skill because when I hit heal I better get a heal right then not some time later and hope I’m in the same spot when I hit that heal.
Because I have to change my heal I’m losing condition cleanse. Why isn’t there a survival skill for condi clear? Seems like that should be a basic survival skill…
I don’t use spirits because they were a pain to use and I don’t plan on using spirits still.
I loved traps for the extra AoE damage fields but I can’t put them where I want anymore.How is this better?
And again are Rangers the only ones getting stuck with an arming timer on traps? Shouldn’t all traps in the game work the same?
Actually, I took one look at the ranger changes, and logged out. With a headache. Which is completely related.
/rangermainsinceclosedbeta
I’m seriously considering ditching playing my Ranger, and I’ve played her since…. forever. Might try a revenant.
This is just horrible.
I’m going to make my ranger work, but I’m going to miss the AoE fields that my former traps provided. And I’ll have to trait for condi cleanse rather than choosing other traits now…is Troll Ungent becoming a wilderness survival skill?
What sense does it make that we can’t ground target anymore?
What sense does it make that thief and Dragon Hunter traps DON’T have an arming timer (they didn’t mention that anywhere)?
What sense does it make to have a heal that doesn’t heal you when you activate the skill?
The way I’ve formerly played ranger is changing and I’ll adapt, but I still don’t like some of the changes.
Guardians got nerfed.
The devs proving once again that they hate Guardians. We are now officially the most broken profession in this game.
lol. have you not heard of ranger? we have just been shot in the head. ugh (It’s just as well love my ranger regardless of the crappy changes they’ve made).
rangers were buffed in too many ways to list here.
I can no longer instantly heal and clear conditions with healing spring.
My traps have to be placed at my feet and I cannot place them right where I want them. I’m less concerned about the arming timer for the old traps…but my heal? when I hit heal I want to heal not wait 1/2 a second and hope I’m not dead by the time my healing spring is ready for me.
So now I have to use a different heal skill because when I hit heal I better get a heal right then not some time later and hope I’m in the same spot when I hit that heal.
Because I have to change my heal I’m losing condition cleanse. Why isn’t there a survival skill for condi clear? Seems like that should be a basic survival skill…
I don’t use spirits because they were a pain to use and I don’t plan on using spirits still.
I loved traps for the extra AoE damage fields but I can’t put them where I want anymore.How is this better?
And again are Rangers the only ones getting stuck with an arming timer on traps? Shouldn’t all traps in the game work the same?
That update will probably kill trapper runes/rangers :/
Elementalist – I’m a little sad I’ll probably have to give up arcane brilliance heal because the lower CD was put in grandmaster. It was combined with elemental surge, which really isn’t very good. I certainly wouldn’t give up evasive arcana for it. I’m also surprised the 4 skill on ice bow was buffed instead of nerfed.
Engineer – This class had the biggest wow factor for me. Hopefully I’ll be able to find a new build cause you killed mine. Enhance performance seems to be gone and I used it in my might stacking build, along with med kit. Making med kit bundles ground targeted, kills the skill for me. I tried that trait once and hated it. When not ground targetable they just drop in front of you while you are running. So if I need the healing I pick them up. When they are ground targetable they drop behind you instead unless you manually target in front of yourself, seems like a little thing but I found it very annoying. Engineer gets other good healing skills though and I saw a lot of positive changes in the traits. So I’m sure I can find a new build to my liking.
Mesmer – This class gets my lowest grade. Maybe because I was really looking forward to it the most, which made the disappointment so much worse. It is my only full condition class , so I thought with the condition changes it would get better. I basically run a shatter/confusion build. You put everything shatter /confusion /condition / illusion CD into the same line, including moving the torch into it from domination. I’m actually going to lose traits I had before because of this and there really isn’t anything in the other 4 lines that helps my build at all. This class is probably going join my necro and ranger as useless classes that just camp harvest nodes.
Guardian – I love the new elite changes! That with the new elite weapon specialization coming makes me wish I hadn’t deleted my 80 guardian. I’m going to have to level another one. It can take the place of my Mesmer One thing I don’t understand is why all the emphasis on burning damage for a class that gets no condition damage weapons? Even torch is more of the direct damage weapon. You may want to considering changing something like the staff 1 skill to a burning cone attack or the one handed sword to a bleed weapon.
Thief – Nothing really positive or negative for them. This is the one class of mine that seems is going to keep the exact same build he has.
Ranger – Remove pets from the game please or at least make it so we can toggle pet off and gain a damage buff for PVE. Throw away druid staff idea and give axe skills to dagger. then make axe a decent cleaving one handed weapon. Trait lines are still very bland, once you go down the one with your chosen weapon, you may as well choose the rest by what stats you want. This class has probably the most fun ranged and offhand weapons , too bad pets and poor main handed weapons had to ruin it.
Necro – A lot of nerfs for a class that already seems really bad. Signet mastery moved to a grandmaster, making the best healing skill a little worse if your going DD, because with necros low damage , close to death is pretty much a must have. One thing that has always bothered me about necro is the best trait line has always seemed to be blood which gives you vitality, which is the one stat you need the least. I’d much rather have toughness , which is the worst trait line. I really hope the two handed sword helps this class, because it needs it!
Warrior – Sad about the nerf to berserker’s power. Other than that my build wasn’t changed much.
Well that’s my take on the changes and how they effect me anyway. Even though there may seem to be a lot of negative in there, I see a lot of positive in them too. I am looking forward to testing out new builds for engineer and guardian. Mesmer was the only really big let down for me, ranger has been beyond hope forever, so I wasn’t expecting much there anyway.
So Josh, question.
Since you destroying rangers after finally giving us a taste of what its like to actually be useful…
Will you allow us trade in our ranger for either an equally geared and leveled Engineer or Guardian Dragonhunter?
Really dislike most/all of the ele adept and master traits. There are none that I would ever want to choose, let alone any that make me try to decide which to take.
Definitely not looking forward to the ele elite anymore now.
Please give us a keyring…
Elxir infused boms: I’m sad those are gone as I specifically built an engineer to use it, but:
Soothing Detonation: When you combo a blast finisher nearby allies are healed.
Not quite the same thing, but if working with a team mate it might actually be better. I’m not sure how many fields the engineer can come up with on his own with the changes, I’ll have to look…
Unless it heals for dramatically more? Might be fun to combo with water fields….
Guardians got nerfed.
The devs proving once again that they hate Guardians. We are now officially the most broken profession in this game.
lol. have you not heard of ranger? we have just been shot in the head. ugh (It’s just as well love my ranger regardless of the crappy changes they’ve made).
rangers were buffed in too many ways to list here.
I can no longer instantly heal and clear conditions with healing spring.
My traps have to be placed at my feet and I cannot place them right where I want them. I’m less concerned about the arming timer for the old traps…but my heal? when I hit heal I want to heal not wait 1/2 a second and hope I’m not dead by the time my healing spring is ready for me.
So now I have to use a different heal skill because when I hit heal I better get a heal right then not some time later and hope I’m in the same spot when I hit that heal.
Because I have to change my heal I’m losing condition cleanse. Why isn’t there a survival skill for condi clear? Seems like that should be a basic survival skill…
I don’t use spirits because they were a pain to use and I don’t plan on using spirits still.
I loved traps for the extra AoE damage fields but I can’t put them where I want anymore.How is this better?
And again are Rangers the only ones getting stuck with an arming timer on traps? Shouldn’t all traps in the game work the same?
That update will probably kill trapper runes/rangers :/
^This. My favorite build was my Throwing Trap Ranger. Now my play style has been thrown out the door. My favorite character has just turned into an alt. I have no idea what I will play now.
I am not opposed to changes like they have done, but so many builds that were staples and enjoyed by a large number of players have been callously trampled on. Something I have enjoyed for years and mained means nothing now.
Disappointed doesn’t even begin to describe how I feel. Unceremoniously thrown in the garbage may be a better way to describe it. Thanks for nothing ANet.
Ranger here! I for one see my Longbow build already in my head. I’m loving these new changes but I do believe healing spring should NOT be a trap! This to me does not scream trap in any form but more of a survival skill. I understand the initial cast will heal me as I lay it down and will make an excellent escape tactic with trapper runes but I just do not like it. Please change it over to survival line.
EDIT: Maybe make the initial cast remove 2 damage conditions completely on cast to make up for the lost pulse/s.
(edited by Natfrog.4310)
I’m loving these new changes but I do believe healing spring should NOT be a trap!
Where does it say Healing Spring will be a trap?