New stat combo: Toughness, Healing, Vitality

New stat combo: Toughness, Healing, Vitality

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Posted by: Xenon.4537

Xenon.4537

How do you guys feel about this? Will it affect WvW? PvP? Will it do anything for the zerker meta in PvE? Does this indicate the possibility of Anet moving content in a different direction in the future which makes survival and support more important?

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Posted by: Morsus.5106

Morsus.5106

It won’t do anything. The Zerker meta is the meta because of how combat works in this game, introducing new stat combos won’t fix it.

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Posted by: irk.2047

irk.2047

just what I need to fight, things that can outlive my ranger more

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Posted by: Pibriamal.8719

Pibriamal.8719

WvW, possibly. Most likely sPvP.

Not PvE unless they make content that requires healing and sustain. Such as a mob with fast weak attacks and a unclearable, environmental DoT. Maybe a sandstorm that ticks damage like Pokemon.

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

Considering the Devs gave a hint about needing (water and) food with condition removal for the new area, maybe it will be viable there. /shrug

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Posted by: Mesket.5728

Mesket.5728

Are they changing dungeon content so that set will be required now?

Then its just pvp material

Zerk is the average Joe build. Don’t pat yourself in the back too hard.

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Posted by: Yaos.4528

Yaos.4528

They could always just boost the lesser used combos. I want to say I’ve seen a game do this with stats that are harder to balance, but I don’t recall which game.

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Posted by: Chase.8415

Chase.8415

There’s no indication that those stats will be coming to PvP, but if they did expect to see some ridiculously OP Guardian/Engineer bunkers.

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Posted by: phys.7689

phys.7689

wvw, they got some nigh unkillable builds now, they will become the ultimate in undying. But i guess you can just get like 20 people to focus them.

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Posted by: Xenon.4537

Xenon.4537

There’s no indication that those stats will be coming to PvP, but if they did expect to see some ridiculously OP Guardian/Engineer bunkers.

Yeah, I doubt it will make it in to PvP anywhere in the near future. With the current way combat works, a pure defensive set would make bunkers even more stupid in PvP. I really hope they don’t add it to PvP.

I think it will only really affect WvW by making support builds more survivable so they stay up long enough to get another water field out or spread some more boons. In essence, zergs will get tankier. People running the set for solo roaming will find themselves getting laughed at by thieves who can neither kill or be killed by them.

For PvE there needs to be a total overhaul and/or new environmental mechanics to necessitate this stat combo. That’s why I’m thinking/hoping Anet plans to drive content in a more interesting direction.

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Posted by: Corpus Christi.2057

Corpus Christi.2057

You definitely won’t need those stats for PvE. The content is so easy and undemanding that I believe those stats would work, most likely and only, in PvP or WvW.

Three 80-lvl Rangers. Why? ‘Cos they’re that cool.

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Posted by: Balekai.6083

Balekai.6083

Save for some healing beacon toon in WvW or bunker build in PvP, this stat combo is undesirable in my opinion.

The more defensive gear sets with power as secondary already have damage issues. Same goes with condition defensive sets but not as much due to not requiring precision/crit damage. Going full out defensive stat would mean that your character would be as offensively powerful or less offensively powerful than a badly geared new level 80/uplevel. That doesn’t scream success in wvw because collectively your zerg/roaming group still needs stopping power in addition to survivability and organization.

It may lead to some indefinite battles on a point in PvP which would be good for a bunker holding a point, but not being able to kill let alone pressure an attacker may give them the opportunity to perfect their DPS and thereby counter your healing over time and high vitality/toughness. Also if enough CC is applied to knock the bunker toon off point and contest/capture it, good luck getting it back. This new gear set in addition to a prof with heavy CC and healing ability (Decap Engie) may work very well.

Now I do agree that this may be a sign of things to come in PVE and may possibly be a hint that encounters may be a bit more intense. We have already seen “some” temporary content which hurt zerker meta and even power meta in Season 1. However, we would need to see some major changes to current PVE meta that would require more build diversity to see real change. Anything short of making encounters a lot more like player vs player encounters (AI dodge, evasion, condition clear, a lot more condition stacking/usage/application, blocking, different pathfinding around obstructions for melee/range mobs, and self unstacking under heavy AoE) won’t really work.

Implementing forced diversity via immunities and high resistance to either Power or Condition Damage, like those Husks in the Wurm fights only being affected by Conditions, could get annoying for players if it becomes common, but is probably the change we will likely see.

That said this stat set could simply be just another addition with no actual reason behind it other than more gear options.

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Posted by: chronometria.3708

chronometria.3708

Hmm, I have been waiting to try a guardian – looks like its time to give it a go with this new stat set.

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Posted by: Vavume.8065

Vavume.8065

Patch isn’t live yet, how do you know about this new stat combo? what am I missing?

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Posted by: Belenwyn.8674

Belenwyn.8674

Since we don’t know what the challenges and the encounters of the new episode are we can’t judge the new stat combination. Maybe the new combo will be favored in Gates of Maguuma.

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Posted by: insanemaniac.2456

insanemaniac.2456

how/where was this announced

JQ: Rikkity
head here to discuss wvw without fear of infractions

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Posted by: Eroiqua.5891

Eroiqua.5891

http://massively.joystiq.com/2014/07/01/what-you-need-to-know-about-guild-wars-2s-second-season-living/

Note, there are a few small spoilers beyond HVT in the article. The part you’re looking for is right at the end.

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Posted by: RedStar.4218

RedStar.4218

The only way something like this would be favored instead of Berserker’s is if there’s an environmental condition that hits you for a set amount of damage (not %) and that cannot be removed.

Other than that, killing your threat is better for your survivability than dragging on a fight. Especially considering how few “healing” skills are available for certain professions.

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

Here is a link to an article announcing what you can find in the new patch: http://massively.joystiq.com/2014/07/01/what-you-need-to-know-about-guild-wars-2s-second-season-living/#continued

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Posted by: Vargamonth.2047

Vargamonth.2047

The only way something like this would be favored instead of Berserker’s is if there’s an environmental condition that hits you for a set amount of damage (not %) and that cannot be removed.

Not even with that. Vitality would be pretty much useless in that scenario and Clerics would be far better.

This new combination looks completely ridiculous to me. I guess it might come handy for some mix & match and maybe for some crazy full support WvW build though.

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Posted by: Jski.6180

Jski.6180

Heal way gurds and healing support ele for wvw i think can be a thing. The thing is they will do no dmg at all so at a point they will seem worthless in a losing fight and OP in a wining fight.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

(edited by Jski.6180)

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Posted by: chronometria.3708

chronometria.3708

Heal way gurds and healing support ele for wvw i think can be a thing. The thing is they will do no dmg at all so at a point they will seem worthless in a losing fight and OP in a wining fight.

I can see them being valuable in pvp and wvw where they act as sticky flypaper, while other players come to deal the damage. Being able to absorb a charge is very valuable in those situations.

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Posted by: Jski.6180

Jski.6180

Heal way gurds and healing support ele for wvw i think can be a thing. The thing is they will do no dmg at all so at a point they will seem worthless in a losing fight and OP in a wining fight.

I can see them being valuable in pvp and wvw where they act as sticky flypaper, while other players come to deal the damage. Being able to absorb a charge is very valuable in those situations.

Maybe in spvp where you can hold a point (mind you there nothing about them saying they would add this to spvp) but say in WvW if you just can heal and stay alive your taking up a Q for some one who can do some type of dmg heal and stay alive (not as well but to some level).

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA