Whose builds are burned, and why?

Whose builds are burned, and why?

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Posted by: Kal Spiro.9745

Kal Spiro.9745

I think most of my builds are salvageable, the only thing here that really kittened me off is that I apparently have to choose, now, between a fast warrior and being able to rally.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

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Posted by: Kartoon.4291

Kartoon.4291

My guardian build isnt burned completely but I will be taking a hit to overall dps due to having to decide between retributive armor and unscathed contender.

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Posted by: Kal Spiro.9745

Kal Spiro.9745

I’m actually rather disappointed to learn that the fall damage traits are all still there. Considering they reduced the available adept traits by half that is taking up a huge amount of retail. I usually take that trait, but that’s because I was just dropping a couple points into a line I didn’t need for my build. I don’t have that option anymore in this system, so if I’m taking that line it’s because I want what is in that line. Chances are I don’t have room for fall damage.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

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Posted by: Dante.1763

Dante.1763

Only.. ONE of my builds are getting burned out of my 12 characters. Most of them use 4/4/6 or 6/6/2 builds already. I have one build thats a 2/4/0/2/6 build, but i havent updated that one to the build my other mesmer uses. So…

The pvp community reminds me of what Obi-kittenenobi describes Mos Eisley as from star wars.

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Posted by: Conncept.7638

Conncept.7638

One of my favorite PvE builds and my absolute favorite PvP build is being flat out removed, with nothing remotely similar to replace it.

I run an elixir fused bomb build with clerics gear, light condition duration for immobilize and vulnerability stacks, and of course the full bomb suite of traits from the explosive tree. They’re going to remove Elixir Infused Bombs for a heal on blast finisher trait. How does that fill even remotely the same niche? And aren’t bombs already unpopular enough without have no trait for them?

I have honestly not been so saddened by any change to the game, not even when they took away my shroud bounce builds, I feel like I’ve just been punched in the gut, that clerics engi build is just so much fun and it’s the build I’ve had more compliments on in PvP than any other.

(edited by Conncept.7638)

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Posted by: Nike.2631

Nike.2631

Apparently because I like support builds like Battle Presence Guardian (and a bunker’ish super unicorn thief) most of my builds are being improved.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: Blaeys.3102

Blaeys.3102

Given that most traits are still there – just either merged or now baseline – I doubt any actual viable playstyles will be lost (we may actually be gaining some, but it’s too early to tell).

Regarding elixir infused bombs – yes, maybe that exact build is gone (I run it too), but the trait that causes all blast finishers to heal should more than make up for it, especially when paired with the “all heals are blast finishers” and evasive powder keg = finisher (blast finisher every time you dodge) traits. Add to that the very long range heal from the mortar (which we havent really been able to use much in the past). I can see a brand new – and probably stronger – cleric engi emerging.

(edited by Blaeys.3102)

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Posted by: Kal Spiro.9745

Kal Spiro.9745

I’ll have to wait until I can actually watch the AMA at my own pace and actually rewind to see, but I suspect my Mesmer and Necro builds that relied heavily on minor traits over major traits might be in trouble.

You might be right, though, since they did move and merge a lot of things it’s possible the stuff I used it just more streamlined now.

It looks like my main will actually be buffed.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

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Posted by: Donari.5237

Donari.5237

I’m with Kal Spiro on the fall damage thing. I was really hoping it would be baseline. It also struck me that Thief’s fall damage trait is in the second tier when all the rest (that I saw, I didn’t spot them in all professions) are in first. That’s likely due to folding in an unrelated trait, Blind on Steal. Thief overall felt a bit lackluster compared to the other professions, other than the first trait line they showed, the poisons one.

I hope that the whole fall damage thing is still subject to a great deal of change. I use the trait almost universally on all my alts and as you said, Kal, the real estate it takes now is tremendous.

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Posted by: MithranArkanere.8957

MithranArkanere.8957

They should have replace the fall damage traits with a PvE “Exploration and traveling” mastery that works only in PvE and WvW, and that also provides a fixed 33% movement speed while out of combat regardless of skills.

Getting them out of PvP altogether.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

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Posted by: Conncept.7638

Conncept.7638

Regarding elixir infused bombs – yes, maybe that exact build is gone (I run it too), but the trait that causes all blast finishers to heal should more than make up for it, especially when paired with the “all heals are blast finishers” and evasive powder keg = finisher (blast finisher every time you dodge) traits. Add to that the very long range heal from the mortar (which we havent really been able to use much in the past). I can see a brand new – and probably stronger – cleric engi emerging.

It won’t replace it to any degree. Even if the new trait does put out the same amount of healing, it won’t provide that point blank maniacal ‘gotta go fast’ PBAoE playstyle that rewarded you for crazily getting up in your enemies face and just repeatedly blowing up in every fashion and form imaginable, all while sustaining yourself a hairsbreadth above death.

The new trait will probably be just as viable for sustain bunkers, heck most likely even more so, but it won’t provide the playstyle that is being lost.

(edited by Conncept.7638)

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Posted by: runeblade.7514

runeblade.7514

I’m actually rather disappointed to learn that the fall damage traits are all still there. Considering they reduced the available adept traits by half that is taking up a huge amount of retail. I usually take that trait, but that’s because I was just dropping a couple points into a line I didn’t need for my build. I don’t have that option anymore in this system, so if I’m taking that line it’s because I want what is in that line. Chances are I don’t have room for fall damage.

I don’t want them removed.

I need them or I die in jumping puzzles.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

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Posted by: Galeskyring.9617

Galeskyring.9617

Regarding elixir infused bombs – yes, maybe that exact build is gone (I run it too), but the trait that causes all blast finishers to heal should more than make up for it, especially when paired with the “all heals are blast finishers” and evasive powder keg = finisher (blast finisher every time you dodge) traits. Add to that the very long range heal from the mortar (which we havent really been able to use much in the past). I can see a brand new – and probably stronger – cleric engi emerging.

It won’t replace it to any degree. Even if the new trait does put out the same amount of healing, it won’t provide that point blank maniacal PBAoE playstyle that rewarded you for crazily getting up in your enemies face and chucking and glue trails and oil trails and every other interesting little trick you could stick in all while barely surviving.

It will probably be just as viable as a sustain bunker, heck most likely even more so, but it won’t provide the playstyle that is being lost.

Yup support the I told you so’s we knew it was bad but anet is forcing it on us anyway. https://forum-en.gw2archive.eu/forum/game/hot/I-didn-t-want-to-say-it-but-post-spec-stream/first#post5001383

Honor, Kindness, Patience, are Virtues; Virtues are practiced~ Loyalty & respect are earned

Regard others as you would normally, the internet is not justification for mistreating others

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Posted by: Kal Spiro.9745

Kal Spiro.9745

I’m actually rather disappointed to learn that the fall damage traits are all still there. Considering they reduced the available adept traits by half that is taking up a huge amount of retail. I usually take that trait, but that’s because I was just dropping a couple points into a line I didn’t need for my build. I don’t have that option anymore in this system, so if I’m taking that line it’s because I want what is in that line. Chances are I don’t have room for fall damage.

I don’t want them removed.

I need them or I die in jumping puzzles.

I don’t want to see them gone, I just want them outside of traits.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

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Posted by: runeblade.7514

runeblade.7514

I’m actually rather disappointed to learn that the fall damage traits are all still there. Considering they reduced the available adept traits by half that is taking up a huge amount of retail. I usually take that trait, but that’s because I was just dropping a couple points into a line I didn’t need for my build. I don’t have that option anymore in this system, so if I’m taking that line it’s because I want what is in that line. Chances are I don’t have room for fall damage.

I don’t want them removed.

I need them or I die in jumping puzzles.

I don’t want to see them gone, I just want them outside of traits.

I rather have them merged with some other trait so that the fall damage becomes a minor thing. People would bring them for the “other” bonuses.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

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Posted by: Tommyknocker.6089

Tommyknocker.6089

I use the minor traits deathly strength to boost the power of my necro in WvW zerging while adding the greater marks trait for the added radius and making marks unblockable.

I have played this exact build for over 2 years now and really enjoy the tankyness it provides. Now I have to choose between greater marks or deathly strength so I will choose neither and instead just be a 66006 necro clone. One without the other is far to much of a sacrifice and the strength I will get with the sprite line now FAR outweights the toughness I would receive in the death magic line.

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Posted by: Kal Spiro.9745

Kal Spiro.9745

I use the minor traits deathly strength to boost the power of my necro in WvW zerging while adding the greater marks trait for the added radius and making marks unblockable.

I have played this exact build for over 2 years now and really enjoy the tankyness it provides. Now I have to choose between greater marks or deathly strength so I will choose neither and instead just be a 66006 necro clone. One without the other is far to much of a sacrifice and the strength I will get with the sprite line now FAR outweights the toughness I would receive in the death magic line.

You don’t get stats from lines anymore, so I’m not sure what you mean.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

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Posted by: Kako.1930

Kako.1930

If it’s true that we’ll only be able to invest into 3 trait lines at once then my mesmer build is shot because I use 2/6/4/2/0.

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Posted by: Kal Spiro.9745

Kal Spiro.9745

If it’s true that we’ll only be able to invest into 3 trait lines at once then my mesmer build is shot because I use 2/6/4/2/0.

Basically it means you have to choose between the first line or the fourth line. I have to do the same with my Main.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

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Posted by: Blaeys.3102

Blaeys.3102

Regarding elixir infused bombs – yes, maybe that exact build is gone (I run it too), but the trait that causes all blast finishers to heal should more than make up for it, especially when paired with the “all heals are blast finishers” and evasive powder keg = finisher (blast finisher every time you dodge) traits. Add to that the very long range heal from the mortar (which we havent really been able to use much in the past). I can see a brand new – and probably stronger – cleric engi emerging.

It won’t replace it to any degree. Even if the new trait does put out the same amount of healing, it won’t provide that point blank maniacal ‘gotta go fast’ PBAoE playstyle that rewarded you for crazily getting up in your enemies face and just repeatedly blowing up in every fashion and form imaginable, all while sustaining yourself a hairsbreadth above death.

The new trait will probably be just as viable for sustain bunkers, heck most likely even more so, but it won’t provide the playstyle that is being lost.

But if your goal is to be a cleric engineer – a true healing engineer – what we’re getting is a step in that direction. If your goal is to stand toe to toe in the boss’s face and help your party while blowing up the enemy, that looks like it will be possible as well. The key, if the traits they have stay (and they said engi is the farthest from being polished), will be cycling blast finishers with your (and your party’s – very important) combo fields. Shield 4, big ol bomb, dodge rolls, your heal, overcharging turrets, detonate mine, flame blast, acid bomb, supply crate – you have a lot of choices (again, with dodge rolls and your actual heals probably being the primary source). The great thing is most of the kits we have that have blast finishers also have the ability to drop combo fields (including the bomb kit).

It will probably take a little more thought than blindly dropping bombs at your feet, but it will also, most likely be rewarded with more powerful and consistent heals.

Im not saying this is how it will absolutely be (it’s too early to do that) – Im saying the crazy exploding healing cleric frontline dungoneer should be just as viable (more so, most likely) than it is now. It may not look EXACTLY the same – it sounds like it will be even more fun.

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Posted by: Electro.4173

Electro.4173

Well, my Mesmer runs conditions-on-clone-death traits which are apparently getting completely removed, so that’s going to require a hefty rework. Probably end up keeping the roughly the same traitlines (Domination, Duelling, Illusions, while dumping the 2 points in Chaos since I don’t really care to support) and turn myself into a Phantasm build, I guess.

I think that’s really the only one that’s going to be majorly broken, though. Most of my others seem to be benefitting from the changes, if anything.

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Posted by: Narum.7402

Narum.7402

Also some traits have been moved around. For people that are saying they can’t run a build because it used to span 4 different trees, the traits all tend to synergize a bit more and you could be getting the exact same effect with just 3 trees now.

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Posted by: Iason Evan.3806

Iason Evan.3806

One of my favorite PvE builds and my absolute favorite PvP build is being flat out removed, with nothing remotely similar to replace it.

I run an elixir fused bomb build with clerics gear, light condition duration for immobilize and vulnerability stacks, and of course the full bomb suite of traits from the explosive tree. They’re going to remove Elixir Infused Bombs for a heal on blast finisher trait. How does that fill even remotely the same niche? And aren’t bombs already unpopular enough without have no trait for them?

I have honestly not been so saddened by any change to the game, not even when they took away my shroud bounce builds, I feel like I’ve just been punched in the gut, that clerics engi build is just so much fun and it’s the build I’ve had more compliments on in PvP than any other.

This build honestly sounds like the exact type of candidate that Roy was talking about when he said to leave the team feedback. They said none of what they posted was set in stone multiple times throughout the stream. There is a good chance your build could still make it in the release. Make a forum post about this.

Leader of The Guernsey Milking Coalition [MiLk] Sanctum of Rall

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Posted by: roamzero.9486

roamzero.9486

RIP condi builds, every ele is going to roam with diamondskin now.

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

I think most of my builds are salvageable, the only thing here that really kittened me off is that I apparently have to choose, now, between a fast warrior and being able to rally.

They are completely revamping the system. I am looking forward to rethinking all of my builds. At this point, with so little information actually available, I think it’s premature to say if there are burned/broken builds, "winning builds, or if maybe what we are going to have will be an entire new set of alternative builds.

Plus, when HoT releases, we’ll have the equivalent of 10 new professions (1 actual new one + 9 elite specializations).

John Smith: “you should kill monsters, because killing monsters is awesome.”

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Posted by: Tommyknocker.6089

Tommyknocker.6089

I use the minor traits deathly strength to boost the power of my necro in WvW zerging while adding the greater marks trait for the added radius and making marks unblockable.

I have played this exact build for over 2 years now and really enjoy the tankyness it provides. Now I have to choose between greater marks or deathly strength so I will choose neither and instead just be a 66006 necro clone. One without the other is far to much of a sacrifice and the strength I will get with the sprite line now FAR outweights the toughness I would receive in the death magic line.

You don’t get stats from lines anymore, so I’m not sure what you mean.

No you will get them from your armor/trinkets, but that don’t mean I wouldn’t rather use tanky gear (soldiers) to give me a bit more power with a trait instead of having to only use zerk. With this change i will not get the extra power unless I sacrifice a major trait for it. And that is something that doesn’t appeal to me.

(edited by Tommyknocker.6089)

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Posted by: Kal Spiro.9745

Kal Spiro.9745

One of my favorite PvE builds and my absolute favorite PvP build is being flat out removed, with nothing remotely similar to replace it.

I run an elixir fused bomb build with clerics gear, light condition duration for immobilize and vulnerability stacks, and of course the full bomb suite of traits from the explosive tree. They’re going to remove Elixir Infused Bombs for a heal on blast finisher trait. How does that fill even remotely the same niche? And aren’t bombs already unpopular enough without have no trait for them?

I have honestly not been so saddened by any change to the game, not even when they took away my shroud bounce builds, I feel like I’ve just been punched in the gut, that clerics engi build is just so much fun and it’s the build I’ve had more compliments on in PvP than any other.

This build honestly sounds like the exact type of candidate that Roy was talking about when he said to leave the team feedback. They said none of what they posted was set in stone multiple times throughout the stream. There is a good chance your build could still make it in the release. Make a forum post about this.

That’s actually why I made this thread. In the hopes that they would all be in an easy to see location.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

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Posted by: runeblade.7514

runeblade.7514

The lynchpin for condi ranger is Survival of the fittest and Empathetic Bond.

Condi rangers are pretty much dead, I guess.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

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Posted by: guardian.6489

guardian.6489

One of my favorite PvE builds and my absolute favorite PvP build is being flat out removed, with nothing remotely similar to replace it.

I run an elixir fused bomb build with clerics gear, light condition duration for immobilize and vulnerability stacks, and of course the full bomb suite of traits from the explosive tree. They’re going to remove Elixir Infused Bombs for a heal on blast finisher trait. How does that fill even remotely the same niche? And aren’t bombs already unpopular enough without have no trait for them?

I have honestly not been so saddened by any change to the game, not even when they took away my shroud bounce builds, I feel like I’ve just been punched in the gut, that clerics engi build is just so much fun and it’s the build I’ve had more compliments on in PvP than any other.

This build honestly sounds like the exact type of candidate that Roy was talking about when he said to leave the team feedback. They said none of what they posted was set in stone multiple times throughout the stream. There is a good chance your build could still make it in the release. Make a forum post about this.

Not to mention Engy has a lot of TBA open to suggestion trait slots.

I think it would be sweet if Elixir-infused bombs returned but traded pure healing for defensive boons or something since other healing traits now cover that.

Retired Leader of TTS

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Posted by: Conncept.7638

Conncept.7638

But if your goal is to be a cleric engineer – a true healing engineer – what we’re getting is a step in that direction. If your goal is to stand toe to toe in the boss’s face and help your party while blowing up the enemy, that looks like it will be possible as well. The key, if the traits they have stay (and they said engi is the farthest from being polished), will be cycling blast finishers with your (and your party’s – very important) combo fields. Shield 4, big ol bomb, dodge rolls, your heal, overcharging turrets, detonate mine, flame blast, acid bomb, supply crate – you have a lot of choices (again, with dodge rolls and your actual heals probably being the primary source). The great thing is most of the kits we have that have blast finishers also have the ability to drop combo fields (including the bomb kit).

It will probably take a little more thought than blindly dropping bombs at your feet, but it will also, most likely be rewarded with more powerful and consistent heals.

Im not saying this is how it will absolutely be (it’s too early to do that) – Im saying the crazy exploding healing cleric frontline dungoneer should be just as viable (more so, most likely) than it is now. It may not look EXACTLY the same – it sounds like it will be even more fun.

But it won’t be a bomber crazy exploding healing cleric frontline dungeoneer, it will be a turret/shield crazy exploding healing cleric frontline dungeoneer, a or several bunker sustain builds may be maintained, but the manic style of playing it unique to the bomb kit will be gone.

What we will have in its place is either turretsplosion or kit cycling builds which will take advantage of the replacement trait far better than the bomb kit, adding more of the same to the class, more rote cycling through cooldowns, which I fail to see as being any better than bomb spam in any way, shape, or form.

Elixir infused bombs on the other hand was something truly unique and interesting and most of all, incredibly fun, if only the developers had ever given it some love so that players would even try it out. But completely sustainless bombs are just too risky with too little reward, especially when you can do the exact same thing with them at range with the grenade kit, and soon to be the ‘rocket’ kit.

And yes it was spammy, some people like that, like I did. However, you cannot have the build played with how you describe it, because unskilled and blindly spamming could not be farther from the truth. It is consistent use of skills with incredibly precise positioning and evasion that has to be maintained through all enemy control, debuffing, and significantly superior damage optimally within range of both your opponents and your enemies. If you are not spamming in range of both enemies and allies, are controlled or debufffed or downed, your allies aren’t getting heals, they aren’t getting DPS amp through might and vulnerability, and the enemy has an advantage in repositioning and resetting because of the control you aren’t contributing. And remember, all of that, at point blank range, with a fuse delay on all your abilities.

I run this build with double pistols (a huge sacrifice on a power build) because double glue fields is amazing, slick shoes, 60600, and clerics gear. Then I would alternate between Elixir C+Elixir H+fast acting elixirs, utility goggles+speedy gadgets, or most frequently sitting duck and a net turret or sitting duck and Elixir C. With any of those setups, you generally have one or less response to any amount of offense that the enemy could throw at you. This isn’t the only support build I’ve tried, and I have to be far more observant and more responsive than any support build I know of, just to maintain my stream of buffs, debuffs, DPS, and healing. Spammy does not inherently mean it is used blindly or is skill less, it is a particular play style that can be good or bad, skilled or unskilled, just like any other.

(edited by Conncept.7638)

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Posted by: Guhracie.3419

Guhracie.3419

One of my favorite PvE builds and my absolute favorite PvP build is being flat out removed, with nothing remotely similar to replace it.

I run an elixir fused bomb build with clerics gear, light condition duration for immobilize and vulnerability stacks, and of course the full bomb suite of traits from the explosive tree. They’re going to remove Elixir Infused Bombs for a heal on blast finisher trait. How does that fill even remotely the same niche? And aren’t bombs already unpopular enough without have no trait for them?

I have honestly not been so saddened by any change to the game, not even when they took away my shroud bounce builds, I feel like I’ve just been punched in the gut, that clerics engi build is just so much fun and it’s the build I’ve had more compliments on in PvP than any other.

This build honestly sounds like the exact type of candidate that Roy was talking about when he said to leave the team feedback. They said none of what they posted was set in stone multiple times throughout the stream. There is a good chance your build could still make it in the release. Make a forum post about this.

I really think it’s important to focus on this. Nobody’s builds are burned yet, because it’s a work in progress. That was obvious, and actually pretty exciting to see. (I see now that the OP did address this already- my apologies for clogging up the thread, but I don’t want it to be full of rage, either. So I did intend this to be helpful.)

“Be angry about legendary weapons, sure, but what about the recent drought of content?”
-Mike O’Brien
Because we can’t be angry about both?

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Posted by: runeblade.7514

runeblade.7514

One of my favorite PvE builds and my absolute favorite PvP build is being flat out removed, with nothing remotely similar to replace it.

I run an elixir fused bomb build with clerics gear, light condition duration for immobilize and vulnerability stacks, and of course the full bomb suite of traits from the explosive tree. They’re going to remove Elixir Infused Bombs for a heal on blast finisher trait. How does that fill even remotely the same niche? And aren’t bombs already unpopular enough without have no trait for them?

I have honestly not been so saddened by any change to the game, not even when they took away my shroud bounce builds, I feel like I’ve just been punched in the gut, that clerics engi build is just so much fun and it’s the build I’ve had more compliments on in PvP than any other.

This build honestly sounds like the exact type of candidate that Roy was talking about when he said to leave the team feedback. They said none of what they posted was set in stone multiple times throughout the stream. There is a good chance your build could still make it in the release. Make a forum post about this.

I really think it’s important to focus on this. Nobody’s builds are burned yet, because it’s a work in progress. That was obvious, and actually pretty exciting to see. (I see now that the OP did address this already- my apologies for clogging up the thread, but I don’t want it to be full of rage, either. So I did intend this to be helpful.)

The devs specifically asked the community so they know what build’s have been burned prior to the stream they showed. If you don’t like it, you can create your own thread discussing about it because arguing about builds not being burned isn’t helping the devs and neither contributing to this thread.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

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Posted by: Eos.6951

Eos.6951

My never-die thief for PvE isn’t going to work now. I used both ricochet (pistol shots bounce) and invigorating precision (15% hp on critical) and opportunist (criticals have a chance to restore initiative). A single unload get restore ~5k+ HP, and if I used 2 it was pretty much a guaranteed full heal. Plus the ricochets would also have a chance to restore initiative, so every once in a while I’d unload and still have most of my initiative.

It was a little unfair though.. only time I’d die is if something 1-shot me.

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Posted by: ExtraCosmic.9082

ExtraCosmic.9082

I hardly know where to begin. I love making characters; for the most part it’s what I “do” in this game. Currently I have 19 of them, and the only reason it’s “only” that many is because I don’t build and then put aside my characters. I make one and then play it until it has full PvE map completion and has finished all of its personal and living story, and only then do I move to the next. I swap between them all regularly for PvP, world bosses, WvW, and other activities. I’ve spent a lot of time with all of them, and am attached to all of them. I don’t swap between builds with a character, ever; their name and appearance are all tied into “who” I made. If someone is a minion-master necro, that’s who they were made to be, and if a different necromancer build looks fun, I make a new necromancer.

Along with the 19 I have, I have at least that many again planned for the future. I’ve regularly bought gems, often for character slots, and have saved up a ton of them eagerly awaiting the next time slots go on sale. I genuinely worried about someday hitting the 64 character limit and having more planned, because I didn’t want to delete a single character. I’ve played almost every day since the headstart, I can easily name all my characters and many of those planned and their builds and personalities and what I like or dislike about them…but what I’ve heard about this update is so devastating to the way I play that for the first time, in all its ups and downs, I find myself seriously considering leaving the game. And that truly saddens me.

Character customization has been gutted. Roughly half of my builds, existing and planned, are destroyed. Am I supposed to just throw these characters away? Another half of those remaining can be at least partly salvaged, but I’m not happy with many of them. I’m left with maybe a quarter of my characters that survive. Worse, the three characters I’ve looked forward to creating most for months, eagerly watching the store for character slots to go on sale, one of which I’ve created my first legendary for, are gone. Their builds are no longer viable. Worse still, I have little to look forward to in character-building, what has been my primary passion in this game. What’s there to build? I can’t “make” a character anymore.

I don’t know what I’m really contributing here beyond needing a place to moan, so I’ll hasten this to an end…I could make suggestions (not here, this post is long enough), but honestly this feels like corporate oversimplification to increase mass appeal as much as an actual response to game issues (much like the NPE) and it doesn’t make me optimistic about the ability to actually make a difference.

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Posted by: Aro.8275

Aro.8275

One of my favorite PvE builds and my absolute favorite PvP build is being flat out removed, with nothing remotely similar to replace it.

I run an elixir fused bomb build with clerics gear…

I may be the cause of that… killed Izzy on my Healbomb engy so it’s getting Smiter’s Boon’d. Sorry, my bad… https://www.youtube.com/watch?v=8clRuqN1n2w
It was fairly fun while it lasted.

(This post may contain high amounts of sarcasm.)

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Posted by: Nike.2631

Nike.2631

I hardly know where to begin.

You’re going to need to begin by writing up some of the the builds you are losing. Either as text or provide a link to the build done on a good spec-builder page.

This is absolutely key – they have to see the build you have now.

Then if you’re really intent on making a change you’ll want to try to present a short explanation of what you were doing with it, the theme of the build, or why it was fun.

Then you’ll need to show that it’s no longer possible under the new system – things like key traits no longer exist or combinations of effects can no longer be achieved because you can’t go outside the 3-trait lines limit or you need more than 3 adept traits or master level traits.

Persuading game designers is a specialized skill set. It’s not going to be easy for a lot of people. But they’ve asked, so hopefully they are actively listening .

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: Gean.1279

Gean.1279

Most of my builds are burned down to ashes except for the simple ones that have only three trait lines and clear builds. I think only one build will remain unchanged – my only zerker The rest… well, I hope it at least will be fun and easy to work out new builds with the new system.

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Posted by: Dante.1763

Dante.1763

Most of my builds are burned down to ashes except for the simple ones that have only three trait lines and clear builds. I think only one build will remain unchanged – my only zerker The rest… well, I hope it at least will be fun and easy to work out new builds with the new system.

Again, as was said, they need to know what those builds are and what they do. I have one build gutted by this new thing, a mesmer fractal build that i havent used in ages because i found a new one that works better, while doing more than the older one despite using 3 trait lines

The pvp community reminds me of what Obi-kittenenobi describes Mos Eisley as from star wars.

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Posted by: Gean.1279

Gean.1279

Again, as was said, they need to know what those builds are and what they do. I have one build gutted by this new thing, a mesmer fractal build that i havent used in ages because i found a new one that works better, while doing more than the older one despite using 3 trait lines

Actually, living in this world of zerkers, I’m a bit… shy to display my builds ^^" They are not designed for dungeon or fractal running or whatever, and therefore they can be harshly critisized. That would be logical though, because they don’t “do” anything, they are meant to be handy for me, so that I would have fun while playing. These are not the builds that “work better”.

But, well, maybe it’s a good point to show at least one that will probably turn into a pumpkin with the new system. May be it’ll make someone laugh for a minute.

My thief:
Knight hat, shoulders, chest and leggins, soldier’s gloves and boots.
pistol/pistol + dagger/dagger, rune of fire, two sigils of fire, one of rage and accuracy.
2: III
3: V
2: V
4: I, II (or X for the sake of fun)
3: III

Playing: tickling troubles, burn mordrems, running away, dodging a lot. Lots of initiative with the signet + lots of dodge and fire. Being able to get a couples of hits and still get away with that.

I also play an engi in a zerker’s armor but with full trait line in vitality and I’m not sure if I’m ready to play a full zerker engi =/ She will still have her rune of the Grove, but it would be probably even more silly even for me – to be a full zerker with such a rune

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Posted by: maha.7902

maha.7902

i honestly didn’t know runes of fire actually existed

Serah Mahariel – Death and Taxes

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Posted by: Orpheal.8263

Orpheal.8263

This is the exact reason, why I keep telling here, that ANet should better finally SPLIT UP the Trait Sysstem into 3 different categories, like this:

  • Specializations (Traits) = For all kinds of ACTIVE SKILL CHANGING EFFECTS
  • Talents = For all kinds of BASELINE EFFECTS OF YOUR CLASS THAT ARE PASSIVELY THERE
  • Expertises = For all kinds of VISUAL CUSTOMIZATION of your Class in regard of Skills and Baseline Effects

This way Anet would be able to keep such stuff, like the old Fall Damage Traits as Baseline Effects passively for a Class Talent to be learned, so that don’t have to waste a Specialization Slot for that.

As long Anet won’t split up the mechanics of the Trait System into these 3 seperate sections, the system will always be disappointing and very limiting for the player, because it takes gameplay mechanics, that should work as passive permaenent talents as active class changing mechanics that you have to waste an important Specialization Slot for to get something, that should be permanent part of your class gameplay.

Fall Damage in itself is just a thing, that is mostly anyways only relevent in WvW due to only there the maps having high enough places to fall down that you’d need those 50% FD reduction to survive the fall. Such specializations aren’t just important enough for the whole game, that on something like that should get wasted a Specialization for.

In Specializations should come only skill changing effects, that are everywhere useful for the player, be it PvE, PvP or WvW. Fall Damage Reducers don’t count to that effectively.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: vincecontix.1264

vincecontix.1264

If it’s true that we’ll only be able to invest into 3 trait lines at once then my mesmer build is shot because I use 2/6/4/2/0.

I hope its not true, it would be limiting builf diversity.

Shikamaru X Thief, Warrior, Mesmer, Engi(FT leader)
Highest ranked reached 28 soloq
Isle of Janthir

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Posted by: NiBlack.3149

NiBlack.3149

I am also using elixir-infused bombs on cleric gear. And now I am loosing it. What is funny it seems that “meta engi” will be working just fine. Probably even more powerful with 2 free blast finishers for ultra optimized runs (where you won’t need them to survive).
Unfortunately bombs are outclassed by triple vulnerability stacking grenades.

Anet for now I HATE you… till you prove otherwise…

or it is time to scrap healing turret for first aid kit (and abuse “on healing skill used”) but knowing luck it will have ungodly ICD, and will be kitten healing…

SO STILL HATEING

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Posted by: Conncept.7638

Conncept.7638

Most of my builds are burned down to ashes…

I hardly know where to begin….

Guys the last thing the developers need or will listen to is doomsaying hyperbole, if you want your feedback to matter, if you want the developers to see and do something about the builds you will lose in the trait changes, list the builds you are talking about, why you believe that style of build is no longer represented, and what specifically is being changed that will prevent them from being available.

(edited by Conncept.7638)

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Posted by: Ohoni.6057

Ohoni.6057

My roaming Thief build is burnt because they took the fall damage trait out of acro and put it into shadows, then nerfed the early Acro stuff and forced us to pick up the junk at the back end of Acro since we can’t split trait lines anymore, so basically I’m stuck. I want most of Deadly Arts and Trickery, and I want ONE skill in Shadow and a few in Acro, but they’ve removed the option of getting a little of both. I have no idea what I’ll be doing after this change, but it definitely won’t be as fun as what I’ve got now, so good troll, ANet.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: Randulf.7614

Randulf.7614

My guardian appears to be slightly nerfed, but not to devastating effect

My warrior’s reflect and empower build seems intact, maybe improved

My ele needs a refresh anyway so I’m ok with a change up

Not quite as concerned as I was

(edited by Randulf.7614)

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Posted by: ExtraCosmic.9082

ExtraCosmic.9082

I’ll try not to bury the thread with mass-detail reviews of 20+ builds, but here goes. The post had to be split for length anyway…

One of the recurring issues this Specializations change seems to have created, ironically, is the inability to specialize. This was a common idea when I made characters; “I want to make a flamethrower engineer, a chaos mesmer, a vampire necromancer, etc.” I don’t know how much this was a conscious design choice to avoid overpowering with the stronger traits, and how much was an inevitable side effect of drastically reducing both the number of traits and freedom in choosing them, but I found myself unable to repair various “theme” builds because of inability to take multiple traits that synergize.

As a first example, the flamethrower engineer. It’s difficult to comment on this profession from the AMA since its new traits seem to be the least complete, but Fireforged Trigger and Deadly Mixture appear to be gone without reintegration, and Juggernaut and Napalm Specialist, either of which seem vital to a flamethrower build, have been moved to the same tier. On a confusing sidenote, napalm seems to have been integrated into Incendiary Powder to make it stronger, a trait that I already saw complaints of as being overpowered.

The proposed structure of the Guardian Radiance grandmaster tier is confusing, and a large part of the knife into the three builds I was looking forward to. There are exactly two reasons that a guardian, who has only one damaging condition, would make a condition damage build; to specialize in burning, or to specialize in retaliation, using the Radiant Retaliation trait. Placing both the burning and retaliation grandmasters into the same tier along with signet mastery, one of the only means a guardian has to increase condition damage as well as a source of retaliation, is stifling to what is already their most constricted build avenue. If Amplified Wrath can’t be moved back into Zeal, I would recommend swapping Perfect Inscriptions into it in the place of Shattered Aegis.

My Elixir Engineer is wounded by the apparent removal and non-integration of Potent Elixirs and Acidic Elixirs (the latter of which was one of only two means engineers had to remove boons). My turret engineer had a support build using Experimental Turrets and an outgoing heals rune, but will have to choose between that and heal-splosion for support.

My Arcane elementalist was about being element-neutral, using rapid attuning to apply many boons and conditions and using arcane skills for a lot of damage. I’m not hit by the separation of evasive arcana and boon-on-attune nearly as much as between attunement and elemental surge, over the already-weak Elemental Contingency now separated from inherent boon duration increase.

My condition-damage mesmer is going to be severely hobbled by having to choose between Maim the Disillusioned and Blinding Befuddlement (the confusion duration being formerly an adept trait), considering that confusion and torment are almost the entirety of her conditions, especially with the new scepter trait seeming to encourage both.

Cont…

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Posted by: ExtraCosmic.9082

ExtraCosmic.9082

The necromancer minion-master build seems to have been weakened (which it certainly didn’t need with their buggy AI), due to a master trait (Training of the Master) being integrated into a grandmaster that already shared space with another minion trait. There is also the strange choice of forcing minion effects into minor traits, which they seem to have done due to cutting their options in half. Past updates actually removed these minor traits that existed before, and for good reason, as forced utility-related traits causes builds to bleed into each other and reduce distinction/variety. We already have two minion grandmasters in Death Magic, considering the forced focus into three trees how many options are left to non-minion necromancers in that area?

My vampire-build necromancer, focused on health siphoning, is badly crippled by having to choose between siphoning on critical hits, and the new Quickening Thirst trait that integrates dagger recharge, the primary weapon of choice for siphoning as it’s the only one that has a siphoning attack, and attacks fastest to actually take advantage of those criticals in the first place. Additionally, the Curses line (the necromancer’s main critical hit tree) now has only condition-related grandmasters, which seriously leaves behind a necromancer there for critical hits in the first place.

Banner traits seem to have vanished almost entirely, which leaves my planned banner-using warrior nowhere to go. The new Furious trait is less debilitating, but confusing to my dual sword warrior; a warrior’s only real condition sources are swords, for which I’d want that dual wield attack speed to build up the criticals and bleeding, and the longbow, which hits slowly for a build-stacks-on-critical trait…the trait ends up mainly benefitting the enormous fire-field burst and confusing hammer interrupts that people already complain of making hambow warriors too common/overpowered.

I’m out of time to keep rambling, so that’s all from me for now.

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Posted by: Lambent.6375

Lambent.6375

I enjoy having traits for both LB, and GS, which seems like I will no longer be able to do under the new system.

“Caithe, someday you’ll see, Tyria needs me. -Scarlet”

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Posted by: Gean.1279

Gean.1279

Guys the last thing the developers need or will listen to is doomsaying hyperbole…

Hey, I’m not doomsaying, I’ve already said that I hope it’d be fun to work out new builds. Also it seemed to me that this topic is exactly the place where I can allow myself to complain a little
And btw the builds in which players tried to balance their trait-line stats and their armor stats will already be broken since the stats are not being ust moved to the armor – Anet is just going to “improve” our armor. This is basically the most and the only truly disturbing point. I’ve even mentioned two of my builds where I tried to make something suitable for myself and managed to do it via combining armor stats and trait-lines, but now it will change – my builds will be changed. It seems that Anet thought that all the people have the same stats in the trait lines and in the armor.
Yet, if I dislike something that doesn’t mean that this “something” is necessarily bad. I’m almost ready to submerge into a brand new world of new -zerkers- builds >:D