break. I feel like they should be back by now..”
Racial benefits and dmg vs X sigils
break. I feel like they should be back by now..”
Isn’t that the entire point of the mastery system in HoT?
Racial benefits and dmg vs X sigils
in Guild Wars 2: Heart of Thorns
Posted by: Inculpatus cedo.9234
I must be the odd-man-out as I use racial skills on a few of my characters. I rather like their effects. /shrug
Also, as noted above, the Mastery System is supposed to provide horizontal progression, once HoT releases. =)
Good luck.
I know about those, but they are exclusive (atleast from what is said about them) to the new zone and the fractals. Not one of them seem to relate to the old zones even though it talks about current pve content. I know all the info hasn’t been mentioned but I’m really annoyed by all this push for new content without keeping the old content relevant in some way.
It is where I got the idea from but this would be for removing the dmg vs X enemy type sigils and for racial progression, not something for 1 new region only.
break. I feel like they should be back by now..”
Racial benefits and dmg vs X sigils
in Guild Wars 2: Heart of Thorns
Posted by: Inculpatus cedo.9234
The Legendary/Precursor Mastery Track is for Pact Tyria. (Which may be quite popular.)
The Devs have stated many more Mastery tracks will be offered. Time, only, will tell.
Good luck.
So, you’d want all people wanting a dps character to roll charr, all support chars to roll humans, all condi chars to play asura, etc? Basically what Anet wanted to avoid?
Not likely to happen.
Remember, remember, 15th of November
Your suggestion is daft, it’d pigeonhole players into certain races if they wanted to perform better, it shouldn’t be like that at all.
A race should be aesthetics only, the skills we have alongside them are merely there for lore, yes they could be a bit stronger, but then that always runs the risk of making it so people start rolling the race they are for the wrong reason.
Mastery is basically what you’re after, and while we haven’t been shown much of it yet, i can guarantee you that it will be expanded upon and it’s possible we haven’t seen every or know of every mastery track we’re going to be getting in HoT.
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
How about less traditional combat related traits then? I kinda see how combat stats push people into these roles based on race even though the values would hardly be something to calculate.
Norn (Spirit Infusion): Transformations last longer. 3%/6%/9%/12%/15%
Charr(Ammo pack): Environmental weapons have additional charges (this includes charrzooka). 1/2/3/4/5
Human(Speed of a Centuar): Increased out of combat movement speed. 2/4/6/8/10%
Asuran(Experimental Soles): Take reduced falling damage. 2/4/6/8/10%
Sylvari(Ebb and Flow): Faster movement speed underwater when out of combat. 2/4/6/8/10%
Fits more into the exploration of pve than the combat.
break. I feel like they should be back by now..”
(edited by NinjaEd.3946)
Racial benefits and dmg vs X sigils
in Guild Wars 2: Heart of Thorns
Posted by: DresdenAllblack.1249
You want to shine in PVE? Get the diving title.
Crystal Desert
Racial skills are weaker compared to common skills…. With 1 or 2 excptions, most of them are still rarely seen. This most;y to guarantee a variety of classes and to remove the ‘but thier class is OP cause they have -fill in racial skill-’
Slaying sigils are commonly used for speedrunning and, ORR farming (Malchor’s Leap, Cursed Shore and parts of the Strait of Devestation)
Sigil of Force and :
- Sigil Undead Slaying with Undead Slaying Potion
- Sigil Icebrood slaying with svanir slaying potion
- Sigil (of justice?) Bandit slaying with bandit slaying potion
is a flat 27% DPS buff , it is the maximum buff you can get permanently vs 1 type of enemy
Force and Night is the =generic combo- used for the ALL the dungeons in the Night dungeon set (TA, AC, CoF, CoE, SE) with the appropriate slaying potion it gives the same buff mentioned above but it’s considered a set for the lazy or the ppl with limited bag space, unless running SE or CoE.
Night sigil andd the relevant slaying sigil:
- TA (nightmare court),
- AC (ghost slaying, note: extended ghost slaying exixts is soulbound and ca only be made by artificers, else use sharps),
- CoF(flame legion),
- CoE (inquest or in a small part destroyers(generic is more practical),
- SE (dredge or inquest (generic is more practical)
give you 33% added DPS with the correct slaying potion. This is the highest possible DPS buff ingame from any sigil and food combination, but it’slimited to night environments (the dungeons listed being night 24/7)
Last the slaying potions ALSO give a flat 10% damage reduction received from said relevant enemies..
-period-
(expensive potions will set you back 2-3 silver, except fot the ghost slaing which is ~40 silver (you get 10 from the recipe but the recipe uses a charged lodestone)
As far as most other suggestions, maybe a minor ( off and/or def) vs their common enemies would be nice (human vs bandits, sylvari vs nightmare, charr vs flamelegion, norn vs icebrood/svanir, asura vs inquest. ) i could see max 5 on both sides @ level80.
Not more though..
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)