My Thoughts on Beta (mostly) :)

My Thoughts on Beta (mostly) :)

in Guild Wars 2: Heart of Thorns

Posted by: Alucai.9307

Alucai.9307

Heya,
I enjoyed the PvE part beta very much! (I did not try PvP or WvW, while I do play those modes, PvE is my favorite part of the game)

(Attached is my Quantic Foundry gaming style)

Warning I don’t really read the forums and I did not do a ton of research on HoT so I may not understand some things as I first encountered them in the game, (I do try to keep up on the news feed from the launcher though) so if it was just stupidity on my part I’m sure I’ll learn at some point, but I left it in because I feel it may be valid for the devs to know

I am also not a competitive player, I play for fun and to enjoy spending time with friends. Though I do try to be skilled and knowledgeable. I have more drive to get a new piece of armor to complete a character’s look or because it would be interesting in a new build I want to try than because it would make me dominate.

I also just realized what a noob I have been (after writing this whole thing up) … I did not use food or utility buffs for my playtesting. I also don’t really use them in the game, though they give a great benefit … it just has never seemed to outweigh the pain of farming up herbs or the like to make them and I don’t like buying consumables off the AH, especially if I could make them myself. I have a love hate relationship with consumables. I know they are really useful, but it seems like every game I play I tend to not use them. I like renewable skills and abilities, and though I tend to horde consumables sometimes for a rainy day … when that rainy day comes, I forget to use them.
I was just looking at the Bowl of garlic Kale Sautee and thinking how much I would like to have that benefit … but then I looked at the materials needed to make 1 bowl to last me 1 hour: 20 head of garlic and 30 kale leaf and I know I will never bother … it is more of a pain to farm that up than to go without … and I certainly won’t use gold to get something that is a consumable when there are so many more shiny permanent benefits I can get with it. (course I would not want to slight anyone who makes extra money buy selling these consumables). … but I digress anyway, on to my thoughts on HoT!

Gliding:
Gliding is a blast, I can’t wait to use it more! (I noticed you can do it in Silverwastes too … dunno if that was just in the story mode or a bug or if it will be added)
I still couldn’t figure out how to get to the mastery point on the rocks to the left of the entrance rock. … maybe my gliding wasn’t leveled enough.
Being able to stop gliding and fall and start again was very useful as well.

Jumping Mushrooms:
I leveled to get the jumping mushrooms, which were nice, but there weren’t as many as I hoped there would be and the one near where the daytime escorts stopped (near the pit but not next to it) missed the bridge a couple times when I used it and I had to glide back down and use it again.
I liked that the mushroom by the wall (that you defend the top for a very long time during the daytime escort) landed you first on a place that you could afk safely. With all the enemies that randomly spawn on this map, it is nice to have safe areas when you need to take a quick afk break.

Beta Map & enemies:
Enemies could get a bit overwhelming, if you were on your own or in a small group.
The Stoneheads worked well. I could pretty easily take out a Veteran on my own if I avoided the attacks, which had good tells to them.
The pocket raptors were adorable and not too tough even when there was a lot of them since they did not attack too often, so they were good.
The snipers were a bit hard to deal with if you had more enemies to face, they did a lot of damage that was hard to negate without reflects (even if you had decent tough/vit)
Punishers seemed good, I did not totally understand the defiance bar … but I did not have lot of interrupts either. (Not sure when defiance was broken or not they had a red shield and a grey bar when they were charging their attack, some enemies had a blue bar that would go down … maybe it meant these guys could not be interrupted? … I probably just need to encounter the new defiance more to learn it)
Tormentors aoe’s lasted a long time and got quite large … but they did not seem to hurt too much, though the cripple was a pain. They were easy with a ranged class though.
The Mushroom guys could get a bit overwhelming when you got a lot of them together. Maybe you could make it so that when they die, if you stun (or cc) them, then they don’t explode? Could be a fun dynamic.

Attachments:

My Thoughts on Beta (mostly) :)

in Guild Wars 2: Heart of Thorns

Posted by: Alucai.9307

Alucai.9307

Blow up the vinecrawler encounter (my technical name for it)
… I was lost on this encounter … when I was in a big enough group we were able to keep the menders and the hivekeepers back on one side, I would load the mortars and fire them … but they didn’t seem to do anything to the vinecrawler’s shield. Maybe it was just a cut off event or broken?
The hivekeepers were rather harsh (especially surrounded by menders) … definitely had to have a group to deal with them when they were veteran or above. Their bees if stacked on you take you down pretty quickly and they don’t leave when you are downed so there is little chance to survive.
The menders (in my opinion) should never be veterans or above, just send a lot of them if need be. Their healing can basically make the rest of their allies basically unkillable unless you are in a decent sized group (maybe that is the point … I’m not sure what then entended group size is supposed to be for the event encounters in beta)

Classes:
I tried the Revenant, Dragonhunter, Chronomancer, and Reaper
I am not a min/maxer (I believe that is considered meta in this game) nor do think berserker is the only relevant playstyle. I always like to do my own thing and see how it goes. I try to play more of what seems cool or fun or useful, rather than being the most powerful or effective.

Revenant:
So, I played this one basically like I did last beta … I <3 conditions for some reason. So I went with the Demon & Dwarf form Carrion/Sinister/Rabid gear and Mace Axe/Hammer. Corruption/Retribution/Devastation Traits (Scavenging runes & Blasting/force Sigils)
I enjoyed this a lot and I felt it was the most powerful of the classes I playtested … does that say something about the elite specializations? I dunno maybe I played them wrong.
I would use the #2 mace skill for a fire field the most (it has a low cooldown and burning seems do do quite a bit of damage) I like to combo it with the #3 mace skill and get might … Did the #4 skill for the axe change? I don’t remember it teleporting me to the target on the last beta, but I enjoyed this very much. and #5 Axe skill was useful to gather enemies together and as an interrupt.
I like the first utility skill that gives resistance and would use if after I would use the elite skill to give me some respite from the torment, or to supress an immobilize so I could dodge other attacks.
The skill that causes confusion I would use sometimes, it seemed expensive, and I had trouble having enough conditions on me to make it worthwhile.
The skill that teleports the enemies throught the mist seemed better this time than in the last beta, It seemed to group them up better, instead of spreading them out, but I still did not use it a whole lot because it could be hard for a group to deal with (it was nice for rezzing though)
I really only used dwarf form for the road to blast it and give everyone swiftness, and for the heal that would remove conditions.
The hammer I pretty much only used if I needed ranged or to block ranged attacks, but it was useful for that.

Would I make this Revenant my main … possibly. I think it would get decent play from me … low condition cleanse and low reflects make it hard for me, but at least it has some. Plus the lack of changing utility skills to fit the need makes it a bit rough for fractals I think.

My Thoughts on Beta (mostly) :)

in Guild Wars 2: Heart of Thorns

Posted by: Alucai.9307

Alucai.9307

Chronomancer:
Obviously not a good condi trait line, so I went with Soldier’s gear and weapons and Berserker Accessories.
Sword/Shield & Scepter/Focus … I am a bit of a focus addict (though scepter did surprisingly well as a power weapon) I went with Illusions/Inscriptions/Chronomancer
and took the Well of action & well of Recall (along with signet of Ether, null field, & timewarp)
I was going for all the slow, quickness, and alacrity I could get, to be more useful in a group.
Runes of the Pack & sigil of ice/force … though I would probably use something other than force … maybe water for more group support.
The Continuum Split Shatter was cool like a bigger version of mimic and without taking a utililty skill slot. I liked being able to use time warp, the wells, and the #5 shield skill and then getting to use them again … but of course I had to have illusion created first, so I think it was not too powerful, but more fun and somewhat useful than anything.
I like the #5 shield skill a lot how it stuns enemies & gives quickness to allies … if I moved however it would sometimes choose an odd path to come back on that would sometimes be too far away for me to catch on the way back. Though that is quite a fun dynamic
It also would not come back sometime (I think mostly when I was on a ramp or if it went over a cliff) then I was standing there waiting for it and feeling kinda awkward.
The block skill was nice. I love blocks, plus it would trigger the phantasmal defender and then when I shattered them, they would come back so I could use/shatter them again … I missed dodge rolling for clones, but this was not a bad alternative.
Though there were many times that I would hit the block skill and wait for something to hit me and it would hit my phantasm or someone else and I would not get my phantasm. Maybe if the block covered nearby allies as well and would just absorb the next attack anything took then it would be more reliable. (and a better support skill)

I have an issue with blocks like that (i.e. the scepter #2 skill) which are great if something actually hits you, but if not, you just stood there doing nothing and feeling stupid. Perhaps if they did there effect when the skill reaches its end (weather you blocked an attack or not, but not if you cancelled the skill early) that way you ether get the added bonus of blocking the attack and getting to resume play earlier or you can still get the effect of the skill but it just takes a little longer. I think that would alleviate my issues with block skills.

Would I play a Chronomancer over my current mesmer (My main)… probably not, though I may make another mesmer to be a chronomancer because it could be fun to play in dungeons as another way to support a group. My friends always like it when I drop time warp, so being able to drop 2 and having a mini one would make them happy I’m sure

Dragonhunter:
I went with full zerker gear since my aim was to be a ranged and play keep away (though some condi damage may have been useful too). I still went with Traveler runes (like I tend to on a guardian) the increased condi duration was nice for this build. I went with Sigil of Incap/Ice to help with the keep away aspect.
My build was Zeal/Virtues/Dragonhunter
The longbow is very nice … I feel bad for Rangers longbow in comparison, though their stealth ability is nice. (I also used a hammer, though not much for it’s ranged immob, ring of warding and knockback. I felt it paired well with my build focus)
The #1 longbow skill is nice. Yay! ricocheting shots and cripple if they do!
The #2 lb skill did a lot of damage so I was cool with it.
The #3 lb skill was nice to have a projectile defense
The #4 lb skill, Yay! ranged symbol … my scepter dosen’t have one QQ
The #5 lb skill, is what rangers should have as their #5 lb skill, but I’ll take it!
I used Signet of Resolve, Test of faith, Hammer of Wisdom, Purging flames, and “Feel my Wrath!”
Test of faith worked great with my build and was nice to lay down and have last for so long.
Hammer of wisdom, when it was traited was a nice knockdown and added burning
Purging flames I did not have to use all that often, but I like having it a s a condi cleanse just in case
Feel my wrath was great to get quickness and fury before I started attacking.
The sigils helped with the keep away as well
I feel like this was my most effective beta character to handle the stonehead dinos, but it was good against groups as well.

Would I make it my main … probably not (not enough group support I think), though I will change my guardian to a dragonhunter because I really enjoyed it and it fits his theme … I had always designed him (his look at least) to be focused of fighting the dragons, so when I heard of this specialization I was excited. I think it holds up well and I think I will enjoy playing it with him in the future.

My Thoughts on Beta (mostly) :)

in Guild Wars 2: Heart of Thorns

Posted by: Alucai.9307

Alucai.9307

Reaper:
I really was excited for this class, and it wasn’t bad, it just wasn’t what I expected.
I went with a zerker build similar to the one my current Necro has. (though he has zerker/Valkyrie accessories for the added lifeforce bar and hp)
I went full zerker with gear and weapons, Greatsword and Staff.
Traveler runes and Ice/Chilling Sigils.
Traits: Soul Reaping / Death Magic / Reaper
I used Consume conditions, Spectral Wrath, “Suffer!”, Blood is Power, and “Chilled to the Bone!”
I started with Blood Magic instead of Death Magic (my Necro used both which lets him stay in shroud a good amount of time when running with a group). I liked Death Magic a bit better because it cured conditions, upped my damage in Shroud, and gave me the shroud failsafe incase I was killed, which also worked with Blighter’s boon from Reaper to help heal me up when I was in shroud with low health.
Reaper seemed less about damage as I thought it would be, and more about control. (though it did do good damage as well)
I liked the function of “Suffer!” and “Chilled to the bone!” a lot they were great for adding chill and dealing with conditions and it was nice to have an elite skill that was not a form or a pet.
The greatsword was good for me … I think I like playing ranged classes better (even if I play them in melee at times) It was nice that the auto attack gave chill, because there is a lot of benefits to having the target chilled (might and damage increase and slowing the enemies movement and skills).
The #2 gs skill was cool. It hit pretty hard and had the nice cd recharge if it killed or hit a low health target.
The #3 skill was great for damage at close range …. I would miss sometimes though with sucked, because of bad positioning or the target moving, but overall I liked it, especially against several mobs and it gave a ton of vulnerability.
The #4 skill was my favorite. a growing field of blind and cripple, that does damage too. Great for close combat.
The #5 skill was useful, but felt weak … I feel like it would be better if it were closed to the guardian #5 greatsword skill. I was often hitting it in the wrong direction, or the enemy would move. … maybe add a directional arrow if it can’t be made more like the guardian one and give it a wider spread (like a cone) so you have a better chance of getting the enemy or multiple enemies.
Reaper skills

  1. skill, is very similar to their Greatsword #1 skill and is nice for the chill. I also liked that the third hit added some lifeforce since you can’t get as much as a reaper as you can in regular deathshroud.
  2. skill … This skill was the cause of most of my deaths in this beta … I was forever going off of cliffs using this skill. yeah, I know it was my fault because of bad positioning and maybe after awhile I would better learn exactly how far it takes me … but yeah I don’ t think I have the patience … I just stopped using it. It dosen’t seem to do a lot of damage either. I think this is the one that I had an issue with because it would charge at whatever I had targeted as well, instead of straight in front of me … which would be fine if it stopped me at the target … maybe that was another skill though. I can’t remember, I just remember that I was done with this skill.
  3. on the otherhand was amazing! Yay stability! as soon as I went into shroud I would use this skill so I could get my #5 & #4 off without being interruped. (mind you the stability could still get removed, but it helps give you that defense … if skills are going to take awhile to cast, the option to use a stability skill beforehand makes it actually viable. Otherwise you get interrupted like crazy and your skill goes on cooldown and there seem to be no real point to even trying to use it)
  4. this skill did soooo much damage in an Aoe (maybe too much, but I really don’t want to complain and I think the long CD makes up for it anyway) and it stacked poison like crazy. <3 this skill.
  5. skill was very nice to chill. Again with the stability skill #3 offers it make this very viable.

Would I go for a Reaper as a main … probably not, especially since I like my Necro as it is better. I am able to stay in shroud longer and supply more group support with my current build. But Reaper chilling is really nice and I may consider it at some point for fun or for a change or on another necro.

My Thoughts on Beta (mostly) :)

in Guild Wars 2: Heart of Thorns

Posted by: Manifibel.8420

Manifibel.8420

When the Breakbar is all gray, it means you can’t cc them.
When its blue, you have to use CC to stun them for x seconds, or another mechanic, like changeing phases, like the Wyvern does if you let it fly away.
When its yellow/orange, its regaining the bar, and you can’t cc it until its blue again.

Its really simple, and hope this helps [:

Dungeons being about how fast you clear then compared to being able to clear them makes me sad.

My Thoughts on Beta (mostly) :)

in Guild Wars 2: Heart of Thorns

Posted by: Alucai.9307

Alucai.9307

A couple things I wanted to mention in response to the news feed post:
1. There was some mention about how much you had to use your entire skill bar in battles.
I think that I often had to use most skill in battle, between weapons swaps, utility skills, and the f skills, you can have a lot of abilities to utilize and a lot to learn. Knowing what skills do and when is the best to use them takes a lot of practice an experience and what separates new players from seasoned ones.
2. Teaming up with other players is always preferable to going it alone. I don’t even think you could do any of the events in this small area of HoT on your own. Certainly you can kill a few enemies … I tried to escort a Pack person during the night event on my own … and he just kept dying.
3. I did not feel the need to change up the skills or traits to overcome certain encounters. I usually stick to a “Build” that I like and maybe switch up utility skill. I often do that in fractals. The issues with changing a build, is that it is usually based on Armor/Weapons & Runes/Sigils. which are tough to change on the fly (unless you carry around extra armor sets for just such an occasion). I put a lot of thought an testing into my builds so I know what they do and what makes them work. Changing on the fly is not my style.
4. Leaderboards I could care less about … I am not in a competition. I play for fun not stress. Please be careful when making my PvE experience a competitive one. If I have to fight people to get the armor skins I want, I will stop playing because it will no longer be fun. PvP and WvW are there for the people that need to feel superior. I want to work together for a goal that does not make one group of players losers and another group winners, so far I’ve been able to do that (though I do like to PvP and WvW on occasion when it suits me, but there is a time an a place for it).
5. Masteries are great. I like the idea of learning new skills in an area that help you to better navigate the area. Gliding is a ton of fun as well The mastery points were a bit odd … you could complete a mastery track, but not get the mastery until you had a point to spend on it. I feel like that could cause problems if people raised the wrong masteries. Say for some crazy reason I decided to not take gliding and raised my other masteries in the area first. Will there be enough mastery points for me to then raise gliding? (since some of the mastery points require gliding to obtain). I feel like masteries should just complete, like PvP tracks and notify you and move you on to the next one (if you don’t choose a different one yourself). You have put in all the time to get the skill, why do you then have to get an arbitrary mastery point just to confirm it?
6. The events were nice, but I feel like we never made any headway and never really achieved anything lasting in the area. It seemed to me that every night things just reset and we’d have to do the same escort everyday to re-take the camps. Maybe just because this was beta, but it felt a bit like the temple events. All the sudden it is reset and you need to re-take it. I feel like there should be more of a preservation or defense aspect or events. Defend the camps at night or they get re-taking and you have to take them again the next day or some such. So we don’t follow the same route of retaking all the camps the next day. The route would then change to just re-take the ones that were lost during the night (maybe some just require gathering materials and defending the rebuilding process separate from the escort). Or something like that … maybe that is kind of how it works. I could not really tell. I was a bit confused by the nighttime events.

Overall I really liked the beta test and am excited to see what is fixed/changed for the next one (hopefully there will be more missions to do and more world to explore and more encounters to test out skills on). If nothing changes other than bug fixes, I will still enjoy HoT because I get to to go on new adventures with the characters I love to play and play with in the developing story of a world that has captured my imagination.

Thanks for all the hard work Anet!