Tanya Larina – Human Thief
Finchy Whyte – Sylvari Ranger
So, Irenio posted this in the Scrapper forum:
Gyros are going to be affected by a systemic change that should increase their survivability quite a lot.
Maybe I’m reading too much into it, but the way he says “systemic change” there implies it might be a new mechanic that affects pets across the board and not just the Gyros specifically. Agree with that interpretation, or am I letting my optimism get the best of me? If the former, what form do you all think the “systemic change” will take?
Your interpretation is spot on. He posted about a week ago about changes to the survivability for all minions/pets coming with HoT. We still havent seen any details, so there is no telling how impactful those changes will actually be. If raids are any indication though, then things are looking really positive.
It was known that a change was coming, but short of something like “creations/minions ignore all damage if not directly targeted” – which would never happen because PvP balance – I’m skeptical that anything will actually help much.
If I had to make a prediction, it would be something like “creations/minions no longer take critical hits and/or are immune to damage conditions”. Which will still leave phantasms getting one-shot by huge AoE boss attacks.
Who knows, maybe it’s something outside the box. Maybe something like “creations/minions can only lose X% of their HP per incoming damage packet”. I guess that might be good if balanced properly. 5% maybe, 10% at most.
So, I wish I could be hopeful, but these sorts of promises have a way of not panning out.
(edited by Arshay Duskbrow.1306)
Could just go down the simple route of WoW’s early steps in minion PvE survivability (before the devs said kitten it and just made minions walking DoTs with models), and give them 75% damage reduction to any non-player-based AE.
If they want it to affect PvP too, that’s tricky, due to the scaling. Because in theory it’s already balanced.
Sure, a zerg of 50 players pushes so many AEs that any illusion walking in there just dies, but the enemy team also has 10x as many illusion-producing players than in sPvP, and hence 10x as many targets for those AEs. As each AE caps at 5 players, this ought to balance out, assuming the AEs are balanced initially (which they’re not right now, and therein lies the problem, they’re all balanced way too much for sPvP).
“Systematic” does sound like its a change that will affect pets/minions across professions but we don’t know if the change will affect us since we don’t know if the devs classify phantasms/clones as pets/minions (as far as I know).
“Systematic” does sound like its a change that will affect pets/minions across professions but we don’t know if the change will affect us since we don’t know if the devs classify phantasms/clones as pets/minions (as far as I know).
Well, they don’t trigger Rune of the Ranger.
I am gonna call it! Vitality on armor only will now scale by a certain % over to minions/pets/illusions health. Frifox discovered the vitality on armor was giving phantasms more health. It was not confirmed if this is intentional or not (we assumed it’s a bug that’ll get a hotfix).
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