Two Elixir Grandmaster Traits...

Two Elixir Grandmaster Traits...

in Guild Wars 2: Heart of Thorns

Posted by: SaulWolfden.6178

SaulWolfden.6178

I sincerely really hope they just combine HGH + Fast Acting Elixirs and Cleansing Formula 409 into one under Alchemy on final release… it really has no place existing alone on Tools where the rest of the line has absolutely nothing related to that sort of thing. Lead the Wind on Ranger has 3 things, so why not the Grandmaster Elixir trait under Alchemy?

Sorry if late on this, but using the calculator that_shaman made me notice this when I realized I no longer cared about one of the trait lines I currently use on my Engineer.

“Fear is only what you feel”

Two Elixir Grandmaster Traits...

in Guild Wars 2: Heart of Thorns

Posted by: DevilLordLaser.8619

DevilLordLaser.8619

HGH by itself is something of a game-breaker and one of few existing Grandmasters that feels like a Grandmaster. 409 makes Elixir Engineers immune to conditions. You don’t think being able to take one trait in one line that gives you faster Elixirs which also give you all the Might in creation and makes you immune to conditions might be overdoing it a touch?

Two Elixir Grandmaster Traits...

in Guild Wars 2: Heart of Thorns

Posted by: Gibson.4036

Gibson.4036

They want us to make hard choices, rather than just picking out the best traits. That’s why they’re simplifying the system to make a lot of things mutually exclusive.

Two Elixir Grandmaster Traits...

in Guild Wars 2: Heart of Thorns

Posted by: SaulWolfden.6178

SaulWolfden.6178

HGH by itself is something of a game-breaker and one of few existing Grandmasters that feels like a Grandmaster. 409 makes Elixir Engineers immune to conditions. You don’t think being able to take one trait in one line that gives you faster Elixirs which also give you all the Might in creation and makes you immune to conditions might be overdoing it a touch?

No more than reducing recharge on longbow skills, arrows piercing, and velocity increases. I’d rather see the might gone and replaced with removing conditions on grandmaster alchemy instead tbh if one would be completely lost. Hard choices? Not really for Engineer, tools has absolutely nothing else I’d use in it, 1 trait that I’d use isn’t worth 2 traits I wouldn’t have any use for due to the all or nothing mentality of the new system.

“Fear is only what you feel”

(edited by SaulWolfden.6178)

Two Elixir Grandmaster Traits...

in Guild Wars 2: Heart of Thorns

Posted by: RunicAura.9860

RunicAura.9860

I have to say out of all the trait lines alchemy seems to be the most lacking. This is of course my opinion. Mostly I find the only useful thing out hgh, 409 and fast acting is fast acting. might comes from a large number of places, 409 just don’t cut it in my opinion and and the fast acting and hgh just don’t make a grand master. It don’t alter my play style I’d say a master at best. if you add all three maybe but still I probably would ignore it . I’d rather have the fast acting as an adept or as is as a master. I’d think the devs should put more thought into the alchemy line. Conditions healing, status effects. Alchemy could be used to alter play style in different ways. Just my opinion but alchemy or chemicals is what is used to make explosives, to make flame throwers and all these other interesting effects that are made. But the traits do not seem to reflect that much at all. So I think they should rethink their grand master alchemy traits. heck most of them.

Two Elixir Grandmaster Traits...

in Guild Wars 2: Heart of Thorns

Posted by: Iason Evan.3806

Iason Evan.3806

HGH by itself is something of a game-breaker and one of few existing Grandmasters that feels like a Grandmaster. 409 makes Elixir Engineers immune to conditions. You don’t think being able to take one trait in one line that gives you faster Elixirs which also give you all the Might in creation and makes you immune to conditions might be overdoing it a touch?

No more than reducing recharge on longbow skills, arrows piercing, and velocity increases. I’d rather see the might gone and replaced with removing conditions on grandmaster alchemy instead tbh if one would be completely lost. Hard choices? Not really for Engineer, tools has absolutely nothing else I’d use in it, 1 trait that I’d use isn’t worth 2 traits I wouldn’t have any use for due to the all or nothing mentality of the new system.

^really valid point. beastmastery for rangers is in the same boat as are a few for other professions. i’m not going to take a trait line that i want 1 thing in anymore and it’s a shame because sometimes those are great, but they won’t be worth it under the new proposed system.

paring things down like this is fine if every trait line offers something valid to use across the entire trait line. that just simply isn’t the case and it’s going to reduce a lot of the flexibility down to a very few number of solid choices.

im not a fan overall of the proposed changes.

the traits as they are now are in a really good spot. the game feels really balanced. the issue is not the traits. The issue is how you acquire traits. ArenaNet just doesn’t seem to get it.

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