June 23 Specialization Changes

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Posted by: DeceiverX.8361

DeceiverX.8361

Thief Improvisation combined with Consume plasma seems to be too strong.
Consume plasma gives 10s of all the boons in game while steal has close to 20s cooldown.
This means, as long as thief enters a fight where an enemy mesmer is present, the thief can get close to 100% uptime of all boons in the game. That sounds a bit too scary to me.

Already been stated by Karl that the duration of all of the effects is being reduced by half to make steal when traited give a total of the same duration it gives now. Most bundles are being nerfed this way.

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Posted by: Natfrog.4310

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?

It was on the livestream.

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Posted by: Foefaller.1082

Foefaller.1082

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?

They said it was in the livestream. What was once old is now new again.

Which brings up another question for me; Other than this, are there any other changes that have been made that are not on the list? Specifically, I’m thinking of several changes mentioned in the first specialization livestream that are not showing up in the new list, like Consecration skills becoming ground-targeted and Engineer Pistol 1 and Rifle 5 becoming explosives for the purpose of traits. Did you decide to scrap them, or have they become so natural that you just forgot that you’re only making the change live this patch?

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Posted by: cocowoushi.7150

cocowoushi.7150

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?

Said it in the stream.

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Posted by: Aeolus.3615

Aeolus.3615

@ guardian changes:

Make another class maybe…. tks guys!

1st April joke, when gw2 receives a “balance” update.

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Posted by: lioka qiao.8734

lioka qiao.8734

Looks like my heavy siphon wellomancer is gettin a big buff.

Little red Lioka

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Posted by: EdgarMTanaka.7291

EdgarMTanaka.7291

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?

Said it in the stream.

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?

They said it was in the livestream. What was once old is now new again.

Which brings up another question for me; Other than this, are there any other changes that have been made that are not on the list? Specifically, I’m thinking of several changes mentioned in the first specialization livestream that are not showing up in the new list, like Consecration skills becoming ground-targeted and Engineer Pistol 1 and Rifle 5 becoming explosives for the purpose of traits. Did you decide to scrap them, or have they become so natural that you just forgot that you’re only making the change live this patch?

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?

It was on the livestream.

That’s bad… I mean it’s not even logic to call it a trap… Well if they add an effect against enemies when they trigger it it should be a trap but as it is atm it’s not a trap. They should see the differens between a trap and a spring :P

Can’t it be that they just where wrong when they said it? If not I must agree that rangers realy got a really big nerf.

Member of Alpha Swedish Gaming Community – http://www.alphas.se/
Guild Leader of Alpha Sgc [ASGC]

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Posted by: Zerlok.5042

Zerlok.5042

I played a thief more than 2 years, only with dagger/dagger after this update will not be possible to play, because that shadows Arts nerfed Cloaked in Shadovs moved to the Grandmaster, now everything is perfect but then dagger/dagger thieves simply will not, only Dagger / Pistol and sword / dagger. Dagger/dagger will destroyed in game

(edited by Zerlok.5042)

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

Healing Spring with an arming time:
When you activate your healing skill, you are not healed.
You wait for 1/2 a second for it to arm, then you are healed.

Awesome, thanks for that. Cool mechanic.

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Posted by: Mea.5491

Mea.5491

PLEASE DO NOT NERF CONSUME CONDITIONS! WTF?

(edited by Mea.5491)

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Posted by: Odin.3752

Odin.3752

Pls… Pls

Pls Anet, don´t nerf the Consume Condition on the Necros so much, My propposition, keep the Volnurability (I don´t understand the thought prosess behind that tho, get condi to remove condi ?? but fine) but dont increase the cd, pls keep it at 25s

Should be fast and easy to implement

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Posted by: Morhyn.8032

Morhyn.8032

Why in the hell has Merciless Hammer been hidden behind a bunch of garbage that doesn’t apply to it?

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Posted by: Avador.8934

Avador.8934

Why to nerf Consume Conditions on Necro? Where’s the reason? You propably wanted to make other heals being more used, but in PvP they are almost nothing compared to Consume Conditions in it’s current state. Please, let it be as it is. Or if you really want to make other heals being more used, then buff them. But Necro doesn’t deserve more nerfs

I am lazy to write it over and over. So sorry for my English.

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Posted by: Requiemcliff.1920

Requiemcliff.1920

Pls… Pls

Pls Anet, don´t nerf the Consume Condition on the Necros so much, My propposition, keep the Volnurability (I don´t understand the thought prosess behind that tho, get condi to remove condi ?? but fine) but dont increase the cd, pls keep it at 25s

Should be fast and easy to implement

Corruption talent gives it a shorter CD than it currently has live.

Does that help?

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Posted by: phys.7689

phys.7689

Pls… Pls

Pls Anet, don´t nerf the Consume Condition on the Necros so much, My propposition, keep the Volnurability (I don´t understand the thought prosess behind that tho, get condi to remove condi ?? but fine) but dont increase the cd, pls keep it at 25s

Should be fast and easy to implement

Corruption talent gives it a shorter CD than it currently has live.

Does that help?

along with an additional condition.

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Posted by: Impact.2780

Impact.2780

Regarding Thief:

The changes to Critical Strikes are alright, but still underwhelming. The only thing that might tempt me into the line is the combination of Ferocious Strikes and No Quarter, but unless you’re going for an all-or-nothing damage build, I don’t think those 2 traits which rely on RNG to deal a maximum of about +13% damage is worth giving up 5-6 consistently useful traits in another line. Other than that, it shows some creative thought went into this line.

Acrobatics was underwhelming at the last preview as well; it only really offered Swindler’s Equilibrium, with Feline Grace as more of a bonus than a reason to go into the line (I don’t consider it necessary as it is now either, and right now it’s stronger). I mean, I was even considering going into Shadow Arts to allow me to assist with reviving - which isn’t something you want your roamers to build for -, and gain access to stealth while out of combat for S/D with "release blinding powder when you steal." Although, the combination of the three minors Merciful Ambush, Meld with Shadows and Resilience of Shadows was very strong - especially when considering the damage reduction could stack with protection from a team mate. Now, the improved Endless Stamina makes the new Feline Grace more attractive, and the slight buff to Pain Response it welcomed especially with the condition changes. But it’s the addition of (at long last!) desirable grandmasters for this line that make it a contender. Acrobatics looks extremely advertising as a trait line now. Great job!

One further change I must suggest for Acrobatics concerns Pain Response. It is taken for the condition cleansing, not the regeneration, but due to the way it activates, it isn’t a very reliable condition cleanse. I’d rather save it until I actually had damaging conditions on me before it triggered - even if I was to be below 30% health. The regeneration really is just an added bonus. I’d be fine it it was removed, just so the trait would become something like: "While affected by a damaging condition, if struck below 75% health, cleanse all damaging conditions [and gain regeneration]." Ideally it’d trigger when taken below 75% health from a condition tick as well as a direct hit.

Question:
Regarding the aforementioned "release blinding powder when you steal" which was an added feature to the trait Decent of Shadows, has that trait been removed, or is it to be merged with Last Refuge or was it added somewhere and I missed it? Usually I’d assume it was removed, but every class has a reduced falling damage trait, and that was the one for thief. I also noticed the +10% damage we saw with Improvisation last time wasn’t listed either... Same question: removed or missed/omitted from the post?

EU | Ímpáct / Impact Warlock / Impact Illusions
http://www.twitch.tv/impact2780

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Posted by: Natfrog.4310

Natfrog.4310

Healing Spring with an arming time:
When you activate your healing skill, you are not healed.
You wait for 1/2 a second for it to arm, then you are healed.

Awesome, thanks for that. Cool mechanic.

Incorrect.
You heal as normal on cast. The pulseing regen and condi removal is the “trap effect” that triggers on allies or self under 100% health from the way they spoke. Initial heal will be exactly like normal.
That is the way I understood when they first announced it last week.

(edited by Natfrog.4310)

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Posted by: Sagat.3285

Sagat.3285

Does Parasitic Contagion finally work in Death Shroud??

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: Ronah Lynda.2496

Ronah Lynda.2496

When GW1 was in its 3rd year, Anet thought they should make GW2 because their new ideas could not be technically achieved with the GW1 engine.

Now, when we are in the 3rd year of GW2, Anet think to make GW3 but becasue the GW2 system alows them to make chamges, they desided to mess up the whole game with the new ideas.

Really, just trying to read all the OPs, it feels they have nothing better to do then re-write the whole game over and over and over. This game is not a continuous evolving world and they advertize it, it’s a time loop where players do and learn the same things over and over becasue we are playing an open beta game since the begining coz they never said Its ready" but only “When its ready”

Believe me, it will never ever be ready!

An enourmous waste of resouces instead of having the whole Tyria map open and filled up with the usual stuff: PoIs, Vistas, Hearts, etc.

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Posted by: Celwina.2598

Celwina.2598

>Old Juggernaut is kinda back
>Incendiary Powder trait merge
>they’re both grandmaster

Come on, ANet, that’s a kitten move.

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Posted by: DeceiverX.8361

DeceiverX.8361

Regarding Thief:

The changes to Critical Strikes are alright, but still underwhelming. The only thing that might tempt me into the line is the combination of Ferocious Strikes and No Quarter, but unless you’re going for an all-or-nothing damage build, I don’t think those 2 traits which rely on RNG to deal a maximum of about +13% damage is worth giving up 5-6 consistently useful traits in another line. Other than that, it shows some creative thought went into this line.

Acrobatics was underwhelming at the last preview as well; it only really offered Swindler’s Equilibrium, with Feline Grace as more of a bonus than a reason to go into the line (I don’t consider it necessary as it is now either, and right now it’s stronger). I mean, I was even considering going into Shadow Arts to allow me to assist with reviving – which isn’t something you want your roamers to build for -, and gain access to stealth while out of combat for S/D with “release blinding powder when you steal.” Although, the combination of the three minors Merciful Ambush, Meld with Shadows and Resilience of Shadows was very strong – especially when considering the damage reduction could stack with protection from a team mate. Now, the improved Endless Stamina makes the new Feline Grace more attractive, and the slight buff to Pain Response it welcomed especially with the condition changes. But it’s the addition of (at long last!) desirable grandmasters for this line that make it a contender. Acrobatics looks extremely advertising as a trait line now. Great job!

One further change I must suggest for Acrobatics concerns Pain Response. It is taken for the condition cleansing, not the regeneration, but due to the way it activates, it isn’t a very reliable condition cleanse. I’d rather save it until I actually had damaging conditions on me before it triggered – even if I was to be below 30% health. The regeneration really is just an added bonus. I’d be fine it it was removed, just so the trait would become something like: “While affected by a damaging condition, if struck below 75% health, cleanse all damaging conditions [and gain regeneration].” Ideally it’d trigger when taken below 75% health from a condition tick as well as a direct hit.

Question:
Regarding the aforementioned “release blinding powder when you steal” which was an added feature to the trait Decent of Shadows, has that trait been removed, or is it to be merged with Last Refuge or was it added somewhere and I missed it? Usually I’d assume it was removed, but every class has a reduced falling damage trait, and that was the one for thief. I also noticed the +10% damage we saw with Improvisation last time wasn’t listed either… Same question: removed or missed/omitted from the post?

I think crit strikes would be really good if cloak and dagger got an added benefit of your next single stealth attack strike automatically critting. This makes D/D more consistent with its burst and maintain its heavy emphasis in its “damage or bust” kit setup while keeping P/D crit effects at bay and D/P more fair/utility-oriented. Crit strikes then becomes a very solid DPS trait line.

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Posted by: Entenkommando.5208

Entenkommando.5208

If you know how to play thief you will be even more op than now.

R.I.P Kodasch Allianz [KoA]

All we wanted was a GvG.

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Posted by: Lakshmi.5941

Lakshmi.5941

Has Healing Power changed in the upcoming patch? If so, it would be wonderful to see the same kinds formulas as you are showing for the condi changes.

Barring formulas for all heals, show us one for a single healing skill that’s representative of the kinds of changes we’ll see across the board.

Thanks!

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Posted by: Asmodeus.8042

Asmodeus.8042

Why in the hell has Merciless Hammer been hidden behind a bunch of garbage that doesn’t apply to it?

Welcome to every class that wasn’t Ele or Engineer

RIP Banners, I will never Shoutbow no matter how much you want me to

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Posted by: Impact.2780

Impact.2780

I think crit strikes would be really good if cloak and dagger got an added benefit of your next single stealth attack strike automatically critting. This makes D/D more consistent with its burst and maintain its heavy emphasis in its “damage or bust” kit setup while keeping P/D crit effects at bay and D/P more fair/utility-oriented. Crit strikes then becomes a very solid DPS trait line.

Perhaps for a backstab build where investing into Trickery isn’t necessary. Forgive me, I think in terms of sPvP. Although you can’t take both Hidden Killer and No Quarter, and No Quarter would be the main reason for going into that line. The rest of the line, including Ferocious Strikes, is out-shined by Executioner.

EU | Ímpáct / Impact Warlock / Impact Illusions
http://www.twitch.tv/impact2780

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Posted by: Morfedel.4165

Morfedel.4165

Looks like my heavy siphon wellomancer is gettin a big buff.

as is my vampire/death shroud build

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Posted by: eyestrain.3056

eyestrain.3056

“Spectral Walk: This skill can no longer be activated while in mid-air.”

i’m going to cry. not only was this one of necro’s only truely effective escape methods, it was one of the most fun things in the game.

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Posted by: Exses.3710

Exses.3710

1. Valor
The new Verion of “Retributiv Armor” is Trash…. i want the old back ! i need Crit rate Not Crit dmg for my Build and i lose of my 6% crit rate with this new trash version, an it overlap with an other importend skill of my build on Grandmaster

2. Honor
- every Adept Traid is usles trash for me
- switch “Pure of Heart” back to Adept…..(it overlap with an other imported skill vor me)
the 2. point is not importend for me but the 1. because I lose a lot of precision regardless of my weapon.

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Posted by: Morfedel.4165

Morfedel.4165

Hm. high Precision + Sharper Images + new Duelist’s Discipline + new Confusing Combatants = lots of bleeding on a target, + some confusion as well.

Hm, Fencer’s Finesse is pretty cool too. Every time you hit? Nice!

I used to run a lot of sw/sw + sc/p in the early days, because I liked the idea of pairing p.Duelist with p.Swordsman. These traits just increased the appeal of using that build again

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Posted by: Morhyn.8032

Morhyn.8032

Why in the hell has Merciless Hammer been hidden behind a bunch of garbage that doesn’t apply to it?

Welcome to every class that wasn’t Ele or Engineer

RIP Banners, I will never Shoutbow no matter how much you want me to

The build I’ve been using since launch, one built specifically for RPing a raging hammer warrior, will now be impossible. Since that’s the only thing I enjoy playing, I believe ANet has just kicked me out of the game.

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Posted by: Entenkommando.5208

Entenkommando.5208

“All damaging conditions are changed to intensity stacking and the maximum number of stacks for each damaging condition has been raised to a much larger number that should never be hit under normal circumstances.”

Have you ever watched the karma trains in orr?
It will be fun to see all the big world bosses dying in like 1/2 of the time now.

R.I.P Kodasch Allianz [KoA]

All we wanted was a GvG.

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Posted by: Ludovicus.7980

Ludovicus.7980

I just wanted to point that in the mesmer patch notes, the F1-F4 skills changes are written twice, once near the beginning of the general changes and then again at the end of general changes.

The glory of my ancestors shall be restored.

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Posted by: Gilgalas.7860

Gilgalas.7860

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?

Said it in the stream.

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?

They said it was in the livestream. What was once old is now new again.

Which brings up another question for me; Other than this, are there any other changes that have been made that are not on the list? Specifically, I’m thinking of several changes mentioned in the first specialization livestream that are not showing up in the new list, like Consecration skills becoming ground-targeted and Engineer Pistol 1 and Rifle 5 becoming explosives for the purpose of traits. Did you decide to scrap them, or have they become so natural that you just forgot that you’re only making the change live this patch?

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?

It was on the livestream.

That’s bad… I mean it’s not even logic to call it a trap… Well if they add an effect against enemies when they trigger it it should be a trap but as it is atm it’s not a trap. They should see the differens between a trap and a spring :P

Can’t it be that they just where wrong when they said it? If not I must agree that rangers realy got a really big nerf.

Don’t get why turning it into a trap would be a nerf. Well, it is actually a boost since it will benefit from other trap enhancing talents whereas in its current implementation it does not belong to any skill class and does not link to any talent.

Though I understand it may seem strange to you to have a healing trap, GW1 players will feel at home since this skill was actually a trap back in that game. It is also consistent with Anet new move that consists in giving a skill type to all previously typeless skills.
If you are too much disturbed by the idea of a “healing trap”, don’t forget that necromancers got “wells”, only one of which is a healing one. It is the same mechanism except for the skill type name.

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Posted by: Entenkommando.5208

Entenkommando.5208

If you are too much disturbed by the idea of a “healing trap”, don’t forget that necromancers got “wells”, only one of which is a healing one. It is the same mechanism except for the skill type name.

And the same bs.

In a game with this kind of dynamic combat you just need instant heal.

R.I.P Kodasch Allianz [KoA]

All we wanted was a GvG.

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Posted by: Gilgalas.7860

Gilgalas.7860

1. Valor
The new Verion of “Retributiv Armor” is Trash…. i want the old back ! i need Crit rate Not Crit dmg for my Build and i lose of my 6% crit rate with this new trash version, an it overlap with an other importend skill of my build on Grandmaster

2. Honor
- every Adept Traid is usles trash for me
- switch “Pure of Heart” back to Adept…..(it overlap with an other imported skill vor me)
the 2. point is not importend for me but the 1. because I lose a lot of precision regardless of my weapon.

“I want, I need, for me” … And the others ?

It is funny, some players around enjoy theses changes (the one Anet designed), while some others need different changes, neither the ones Anet made nor the one you “request”. Long story made short, there are changes for everybody and everybody will have to adapt, you included.
See it as a chance to improve yourself instead of sticking to a static gameplay and stop whining please

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Posted by: Morfedel.4165

Morfedel.4165

ok, I know its weird, but am I the only one that thinks the engineer trait aim-assisted Rocket is kinda cool in concept? LOL

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Posted by: Gilgalas.7860

Gilgalas.7860

If you are too much disturbed by the idea of a “healing trap”, don’t forget that necromancers got “wells”, only one of which is a healing one. It is the same mechanism except for the skill type name.

And the same bs.

In a game with this kind of dynamic combat you just need instant heal.

There are different healing skills that fit various needs or settings. Pick the one you need/enjoy most. Really don’t get how the healing spring change will harm you. I hope that you are well aware that your own lack of reactivity (no offense meant, as human beings, we just all inately have a rather slow reaction time) will delay much more the time to 1st tick than the possible (not confirmed yet) 0.5s of arming time. And if that 0.5 is really overkill in your mind, then, you have other healing skills. Or if you are a really good player, you will plan ahead and lay down your healing spring 0.5 in advance so that the 1st tick lands right in time.

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Posted by: Ithir Darkleaf.7923

Ithir Darkleaf.7923

I like the changes on necro overall, I think this time around you guys are doing a good job with us

Some things I don’t like at all and I saw a lot of people complaining about as well though:

Consume Conditions
Seriously guys, this is huge. I totally agree we need some reasons to choose between CC and the other healing skills, but nerfing hard the only acceptable one we have is the wrong way to do it. Please consider changing to Spectral type or not giving it a type at all (just like Shelter).

Lich Form
I know the change of the duration is because the new Spectral type associated to this skill, so if we choose the Spectral Mastery trait, the total uptime of Lich is more than we currently have. I like that, but I do think as well that 15 seconds is too low. If the time is sticking to 15s, please consider buffing the pulsing stability to 2 stacks per 3 seconds.

Dhuumfire
Dhuumfire falls too short for a Grandmaster trait with the proposed changes. Life blast has a really high cast time and you changed the proposed change to Lingering Curses now, so it only extends conditions from scepter’s skills so this trait now is really worthless. Please consider extending the duration of burning to 4 or 5 seconds.

Spectral Walk
I think the entire necromancer playerbase would love to hear some input about why this skill had to be changed. Seriously, is one of the funniest (if not the most) skills in the entire game, and I don’t think that casting it mid-air was breaking anything at all.

I think these are the hot and main concerns of the necromancer community. Of course, I don’t have the power of speaking for everyone, I just want to give my input on these ones and I think a lot of people can agree with me on my proposals.

~ The light of a new day

(edited by Ithir Darkleaf.7923)

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Posted by: Lily.1935

Lily.1935

The more and more I read the necromancer changes the more I scratch my head and wonder why… We’ve been hit really hard by this patch and everything that was said in the reaper live stream about them Fixing our issues at the core and not at the specialization was clearly a major LIE!

I am sick and tired of arena net lying to the necromancer community. We didn’t get a vampiric aura, clearly stability isn’t important to the necro since we didn’t get any, and I wont be able to play a condi reaper. And it gets worse. Our only useful heal has gotten an INSANE nerf. Which didn’t make sense, we couldn’t escape the fight before well now they’ll just have an even easier time killing us. The absolute slowest attacking profession doesn’t have access to anything to make up for it. And don’t bring up dagger, dagger is still a really slow weapon its only the auto that’s fast.

Maybe the blood changes will be good. Maybe. But I didn’t want to have to lose curse in process of making blood good.

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Posted by: Galhaldir.1569

Galhaldir.1569

Im trying to be constructive, Anet!

To give a statement in the Name of (likely) all meta/spvp thiefes about the changes:

1. The nerf on the stolen items is survivable. Maybe the time-nerf on the item of the ranger is a bit to drastic, because of its importance as water field in structured team-fights.

2. You (Anet) added 3 seconds on the recharge of WITHDRAW, because of the viable trait to reduce the recharge of tricks (20%), didnt you? But no meta-thief will choose it, instead of the boon-ripping on steal. So its senceless to nerf that, just because of its alleged healing-strenght (in comparison to the healing-signet of the warrior really ridiculous…) withdraw=4800hp heal Healing signet=6500hp heal in 18 secs.

3. Replacing LAST REFUGE with MERCIFUL AMBUSH is just such a bad idea. In high ranked pvp it is NOT the role of a thief to revive the people and it will never be. Lost minor trait. LAST REFUGE is way more better to keep the squishy, damage-dealing thief alive.

On the other hand I dont have to list all the positive aspects of the upcoming changes (larger range of steal, double usage of venoms, etc.), it would cost to much time and they will come anyways

As little tip for Arenanet: The first proposal of the revised trait-lines were perfect in view of high-ranked thief-gaming

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Posted by: Ithir Darkleaf.7923

Ithir Darkleaf.7923

…. We didn’t get a vampiric aura ….

Just to correct you a bit, maybe it’s a misreading

Vampiric Presense: You and allies near you siphon health with attacks (combat only). This effect stacks with the siphoning granted by Vampiric.

This is the vampiric aura they promised, of course we need the exact numbers to know if it will be useful or not, but the aura is there hehe

~ The light of a new day

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Posted by: Mochi.7083

Mochi.7083

I’m kind of amazed at how many people are actually surprised that they didn’t take any of the player feedback into account. I mean, when have they ever? Does anyone remember town clothes, back when they wardrobe changes were a thing? They assured us over and over that they were listening to us, and then when the wardrobe was actually released, nothing had changed from it’s original proposed model. Or the New Player Experience and all the changes there. The same thing happens here. When a company like Arenanet asks for feedback, they have already made their decisions. They know what they are going to do, what has been programmed, and what is being released. The only reason they ask for feedback is to give us as players some small illusion of control over what happens to this game. They don’t actually care, and no amount of kittening and moaning on part of the player base is going to change anything.

June 23 Specialization Changes

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Posted by: SlimChance.6593

SlimChance.6593

Since Vulnerability now increases ALL damage(direct and condition), shouldn’t Protection reduce ALL damage as well???

Eccho, Echo Oread – Mesmers (Yak’s Bend)
My EchoRupt Build - Forum Post

June 23 Specialization Changes

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Posted by: Tengu.5267

Tengu.5267

Was Thief’s 5% damage boost when wielding daggers from Dagger Training folded into the baseline? Or was it eliminated altogether? Hmmmmmmm.

I was wondering this myself……

Human Thief-CD

June 23 Specialization Changes

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Posted by: Ithir Darkleaf.7923

Ithir Darkleaf.7923

Since Vulnerability now increases ALL damage(direct and condition), shouldn’t Protection reduce ALL damage as well???

I see your logic here, but keep in mind that they are trying a different thing with this making the new Resistance boon.

~ The light of a new day

(edited by Ithir Darkleaf.7923)

June 23 Specialization Changes

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Posted by: OutOfMyMind.9613

OutOfMyMind.9613

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?…

There were no baseline changes mentioned in the original post, so we do not know what was finally decided on. If a trait was not mentioned it will no longer exist as a trait, but it could have been made baseline.

June 23 Specialization Changes

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Posted by: Zoic.3154

Zoic.3154

Healing Bombs -for engi ? you deleted this trait ? T_T noooo i so loved it in zergs

June 23 Specialization Changes

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Posted by: Gilgalas.7860

Gilgalas.7860

A bit of information to every player complaining about the switch of rangers Healing Spring to a trap. Please read carefully the description of this trait from the “Skirmishing” trait line:
Trapper’s Expertise: Boons and conditions caused by your traps last 60% longer. Your traps recharge 20% faster and your offensive traps cause 2s of cripple.

Do you still fail to understand why the switch to a trap is a buff ? Do you know of any trap giving boons ? No, therefore the description “boons and conditions” clearly states that healing spring will benefit from the trait (as well as the cripple effect limited to “offensive” traps).

In other words, if you pick this trait, healing spring will:
- get a 24s cooldown
- grant 24s of regeneration
- dispel 5 times over 10s every 24s

If that is not a buff, I really don’t know what it is. Yes you may not pick this trait, but this is YOUR choice.

(edited by Gilgalas.7860)

June 23 Specialization Changes

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Posted by: Lightsbane.9012

Lightsbane.9012

Master:

Wilting Strike: Your pet inflicts 4s weakness when you activate its command [[f2]] ability.
Two-Handed Training: Greatsword and spear damage is increased by 5% and those skills recharge 20% faster. Greatsword and spear hits have a 50% chance to gain 3s of fury. This trait has a 10 second internal cooldown.
Natural Regeneration: Your pet gains natural health recovery and their healing power is increased by up to 450.

Grandmaster:

Beastly Warden: Your pet’s command [[f2]] ability causes 2s of taunt to foes around it. This trait has a 15 second internal cooldown.
Zephyr’s Speed: Combat Only. When you swap pets you and your pet gain 3 stacks of might for 15 seconds and 3 seconds of quickness.
Honed Axes: Gain up to 150 ferocity while wielding an axe in your main hand. Winter’s Bite is now inflicts its effects in an area at your target’s location.

i’d really like to know why the axe and greatsword skills were moved to a healing power and pet skill line. I currently run both of these on my ranger and have absolutely no desire to spec into this line at all. not only that but the axe trait is GRANDMASTER now? seriously? the axe isn’t even that good at all for rangers!(or anything but warrior) my build just got completely annihilated. completely.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

June 23 Specialization Changes

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Posted by: DanteZero.9736

DanteZero.9736

…. We didn’t get a vampiric aura ….

Just to correct you a bit, maybe it’s a misreading

Vampiric Presense: You and allies near you siphon health with attacks (combat only). This effect stacks with the siphoning granted by Vampiric.

This is the vampiric aura they promised, of course we need the exact numbers to know if it will be useful or not, but the aura is there hehe

YES. My Order of the Vampire suggestion was mechanically added to the game. Can’t really complain about that!