PvP & WvW roaming
Gonna bump this for now, been getting lag in WvW and PvP since the friday before last (august 16th), will edit with ip when I play tomorrow.
PvP & WvW roaming
You miss a lot of skills and combos, blasting with EG#4, mistiming loads of magnets and not stunbreaking your overcharged shot to combo a larger burst onto him. Just feedback from the first 3minutes.
PvP & WvW roaming
As a friend on the server I can only recommend you jump on this opportunity, they are a fun bunch and they are a pleasure to raid with! Excellent experienced leading and a strong core.. Honestly, don’t miss out
PvP & WvW roaming
As opposed to the PvE and PvP community, which I think can and in fact, DO drop the game on a regular basis (in PvE people just play and stop whenever they feel like it, be it weeks months whatever, and many PvPers stop playing for many weeks at a time when they get mad at skyhammer and stuff:D) the WvW \ GvG community is one of the most dedicated to the game. They are constantly active, if you don’t practice working together as a group of 20-30 players, things can fall apart very easily, and that’s why when it comes down to it, IMO, Anet should definitely pay some attention to their most dedicated crowd.
We’ve endured many other MMO releases and stuck out with GW2.
Not supporting gvg game mode is one thing- but maybe use existing infrastructure and resources to make us a bit happier?
PvP & WvW roaming
Arcane wave is quite unneccesary. You should be blasting your fire fields with earth and/or water, leaping through with earth 3 for fire shield and maybe using strength / hoelbrak runes for might duration.
The second build is definitely better as once you stack up a load of might, that 100 or so power difference becomes very small (3~ might stacks).
Also, sigil of energy/doom/leeching/hydromancy is probably better than air- not for straight up dps, but for excellent utility.
PvP & WvW roaming
Also rotation would be stacking might, dragons tooth and phoenix into a ring of fire for might, arcane brilliance/glyph for more might, swap to earth, earthquake for another blast, put up the rock barrier, start casting churning earth (for an additional 3 might once it finishes the cast)
As churning earth is about it finish, hurl rocks +teleport onto your enemy with LF while swapping to air, double arcane +air2.
Im not sure if churning earth is better than the 20% modifier you give up on (tempest defense) someone would have to do the math / check it, otherwise maybe earthquake → LF insta phoenix → air+ arcane might be higher.
PvP & WvW roaming
562xx or 56×2x are both higher damage than 26221.
Why? They have the same dmg% modifiers but one has +150 power.
Your variation- 26221 (1pt still missing)
+20% tempest defense
+20% bolt to the heart
+10% scholar runes
+10% air training
+10% vital strike
+10% stone splinters
+100 power from fire traits
Vs: 562xx / 56×2x (1pt missing)
The exact same only replace stone splinters OR vital strike for +10% dmg vs burning foes, and add an additional 150 power from traits.
PvP & WvW roaming
but for for the less gimmicky ultimate burst it is probably an ele popping a whole bar of arcane skills while multiple skills land at the same time. (phoenix, flame tooth etc)
not very practical though
Clearly you’ve never seen anyone playing burst ele. It’s very practical and really only requires quick use of skills.
@OP- if you’re not gonna go 5 into earth (for 10%, 5%,10% modifiers) you should go 5 into fire.
26221 (with one spare point) is lower burst than 562xx or 56×2x, simply because you trade 10% in earth to 10% in fire- which gives you power. (10% while burning)
Additionally, sigil of air hits higher than hydro so i’d suggest air/force on your weapons, although air/fire is very common lately.
All in all, in practice the highest burst would be 06521 and in theory the highest burst would be 16520 (assume all crits, +50power.)
Alternatively, 56xx1 is also a usable burst in practice but in theory the damage modifiers from earth are better.
PvP & WvW roaming
“Viable” – yes.
Optimized? probably not.
Honestly, you’re probably better off taking a weapon for a skin than using Settler on an ele, unless you’re playing a very niche condition build which again, I wouldn’t recommend at ALL for big zergs.
PvP & WvW roaming
I’m gonna just put this out there for the OP and I hope he sees this.
1. The developers have already released the notes for the patch so it will be inevitable.
2. PvE drives the balance patches. Look at living story.
3. This is the wrong forum to post this on because developers barely respond to the complaints here. If anything you’ll have this page locked because a moderator (not developer) will see something he/she doesn’t like.
4. People aren’t bothering to read your original post as it is with a lot of these forum topics. I’ve tried making coherent arguments in the forums in the past but you need to think of the forum posters as having the reading attention of a mouse. Just look at people talking about zerging, when in the original post you already talked about how the zerging meta isn’t affected by the changes and are instead talking about the roaming meta.
5. While some people will mention thieves or warriors as the main reason why ferocity needs to be implemented, it is really only the thief that can do complete one shots. Guardian burst will hurt with these changes along with some roaming ele and power mesmer builds.
6. People don’t want to get better at the game. Period. If you offer to help someone learn how to fight burst classes they will most likely decline, then continue to complain how overpowered or underpowered classes are.
I only make this long post because it is obvious you want developers to think about the changes before they implement them but I’m going to warn you that you will be sorely disappointed by the responses you will get around here.
Thanks, I appreciate it. I don’t post many threads on the forums and I mostly lurk around. Maybe it’d be worth posting this somewhere else?
Also as to point 1): I never really thought this post would “stop” ferocity.. I’m just trying to get other people to understand why IMO it’s a bad change that shouldn’t be welcomed and possibly make some noise on the forums.
I’m sure ANet have considered everything I’ve said, I just honestly don’t think they care about what little balance WvW already has.
PvP & WvW roaming
We already in the condi meta.
The vast majority of builds, both roaming and zerging, rely on direct-damage above all. If anything it is and always has been a direct-damage meta.
Zerker gear isnt balanced at all, this “high risk” the OP speaks of simply doesnt apply to a couple of professions.
Thief is never easy to kill. Purely thanks to blinds, blinks and stealth, killing a Thief will always be challenging. So there is little risk going for an all-out damage build. Either you kill someone instantly with that absurd damage, or you run away and no one is going to stop you. No risk involved.And Warriors get such amounts of free survivability in the form of free toughness and vitality, they are never ever glassy. But they do get the absurd damage from going full zerker. Yet even a full zerker Warrior with 20pts in Defense is hard to kill, that is if you can even catch one.
So for roaming its a good change to nerf zerker gear. Give other professions a chance aswell without getting instagibbed by the zerkercheesers, and you might see more variety.
For zergs nothing changes, thats just guardians and warriors, and this nerf wont change a kitten thing because they dont use zerker to begin with.In the end this change will do very little. The people who run zerker now will continue to do it because its free zero-risk damage. But instead of an 11k backstab itll “just” be 10k.
I agree with most of what you’ve written. But isn’t that just a problem with Warrior and Thief, more than a problem with zerker gear? Playing meditation spike guard, scepter ele\dd ele, necro?, static discharge engi, ranger, shatter\glass phantasm mesmer – Playing any of those “zerker” specs if you get caught, you DIE. End of.
But you also do a lot of damage. As I said, high risk high reward.
The only exception is Warrior and Thief as you said, but why should all zerker\power specs be nerfed because of imba warrior and stealth thieves?
PvP & WvW roaming
Agreed, and to be perfectly honest crit damage in dungeons didn’t need to get hit all that much. Conditions in PvE and support needed to be looked at. Because as you said, the only change in pve is that it will take longer to finish. Mobs will still one shot you if you mistime a dodge, conditions will still be overwritten to be worthless.
I agree.
Simply lowering the damage will do nothing in regards to PvE build variety.. ANet don’t seem to realize this. If they want more build diversity in PvE they need to rework encounters to encourage usage of support (boons\condi cleanses) and conditions.
Understandably this might be difficult server side, but buffing conditions in PvE to do say, +x% damage and removing the AoE cap on conditions in PvE might go a long way in introducing conditions into PvE.
PvP & WvW roaming
We already in the condi meta.
Yes! Which is why this is an issue. Introduction of ferocity will push us even deeper into this condition meta by reducing the effectiveness of power specs, which are bad enough as it is.
PvP & WvW roaming
Hello everyone! WALL OF TEXT WARNING. Let me just quickly introduce myself, I’m “Asura Ele”, and these are just some thoughts I’ve had regarding the new ferocity changes.
TLDR at the bottom.
Critical damage\Ferocity changes
Ferocity, new stat, 15ferocity=1% critdmg.
The main issue I see with ferocity is that it’s a PvE centered “nerf” that also affects WvW.
From the official blog post: One of the main goals for balance in Guild Wars 2 is to support a wide variety of builds that cater to different play styles. The current implementation of critical damage works against this. Put simply, if critical damage-stacked builds are more effective than other approaches, the build diversity decreases...
That statement is correct… Exclusively for PvE.
Critdmg stacked builds (power specs) aren’t more effective in a PvP environment such as WvW, which creates conflict between the goal of ferocity and its potential results.
In WvW, playing glassy with a lot of berserker gear is high risk high reward play.
If you get caught, you die. The tradeoff is that if you DON’T get caught, you can do a lot of damage.
Large scale WvW will largely stay the same considering it doesn’t matter if 40 or 70 people hit you- You will die. Which is why really big zergs and blob fights wouldn’t be overly influenced by this change, in my opinion.
What Ferocity will change drastically is roaming, and smaller scale fights (10~25).
Roaming is already highly condition based, since conditions inherently are “safer” to play with- Yes they can get cleansed but you get 1 (arguably 2) more defensive stats you get- Without losing on the effectiveness of your condis!
I’ll explain: To do damage in a power setup, one needs to have three components: Power, Precision, Ferocity (critdmg). This means you trade off survivability (Toughness, Vit, Healing Power) to get those three offensive stats that you require.
Conditions, on the other hand, only require two (arguably 1) stats to do damage Condition damage, condition duration. This is fair, considering you don’t have as much spike ability as a power setup, but that also means you will be much, much more durable and survivable (because you aim for 1\2 offensive stats rather than 3).
Ferocity will dishearten players from playing the already weaker power specs, promoting condition play in small scale WvW and roaming, creating an even bigger focus on sustainability- Which as I mentioned earlier, is easier to achieve on a condition based setup than a power setup.
Counters- A counter to conditions is burst- Kill them fast before they wear you down. But what if 15-20% lower damage on power specs lowers your damage by so much, you can no longer realistically spike down and defeat a condition based enemy?
Medium-scale fights-Another point that needs to be addressed is organized larger scale WvW. 15-25 people raiding against 35-70 man blobs is hard enough already when facing server lag and fps drops, but now the risk reward will be reduced even more! Playing necro and ele effectively will simply NOT be as effective…
Playing at 2100-2300 armor is already risky enough, and as it is right now it’s also rewarding enough- You do damage. With ferocity, you’ll have to either give up more survivability to reach the same amount of damage, or simply lose damage.
In my opinion the current setup is balanced, and introducing ferocity to WvW as it is right now will break the balance in medium-scaled combat as well as small scale.
The main changes in PvE IMO will be:
All dungeons will now take 10% longer to complete.
As I said, the issue with ferocity is that it’s a PvE oriented balance change (to discourage the fullzerk meta and shift condis into viability, I guess?) and yet it ends up affecting WvW’s balance more than anything.
_TLDR: Ferocity will shift WvW meta towards condis, power will become high risk low reward in WvW. Balance breaking. Ferocity won’t introduce more build variety into WvW but in fact lower build variety, completely negating the original goal of ferocity. _
This is all WvW related, I’ve no complaints or issues with Ferocity change in PvE.
I’m looking at all the reasons to love this patch, but I just cannot get over thinking about roaming and fighting in WvW post patch.. I hope ferocity in practice proves me wrong!
Disclaimer: These are my own personal opinions that represent the way I perceive game balance. I don’t claim to speak for anyone or represent anyone else’s opinions.
Also this was written pretty late at night so please excuse any grammatical mistakes and typos.
PvP & WvW roaming
(edited by Aiden.6483)
Hello!
I’m planning to craft another set of ascended armor and weapons, and I’m sure many others are too.. But with the upcoming celestial changes, I don’t know if it’ll still be worth it for me to get celestial on certain equipment pieces.
This isn’t a rant, it’s more of a request to ANet: Give us a hint, some information as to what will happen to celestial armor.
Or at least an approximation on when the changes will happen, how long we have to wait for this information.
I play nearly every day, I love making new gear mixes and theorycraft builds, and I’m sure many others are dying to know what will happen to Celestial.
PvP & WvW roaming
@Mek, OH RIGHT because eles have perma immobilize! Let me just immobilize this thief right here that will then teleport and keep attacking the ele.
@OP, the situation is that in the current meta (in pvp and wvw) thief is pretty much the anti-ele. They steal our boons, they cc us (hard and soft cc, dazes and cripples and immobs) and because they have such high damage and we’re so squishy, they usually dont have any trouble killing us.
Hopefully with the balance patch we will see some improvement to ele so we can deal with thieves with a bit more efficiency. (Add a “revealed” effect on certain ele skills? Maybe a trait that gives you aegis if you’re hit for 10%+ of your hp?)
PvP & WvW roaming
I’m sorry but this ele gameplay is hilarious
1:41 is the first time you move out of Fire\Water, clicking your attunement swaps and using tornado without meteor shower\ice spike\lava font\eruption is disheartening
I suggest binding your attunement swap keys to keys you will be more comfortable using quickly, because the power of an elementalist is versatility and not being able to adjust quickly means death!
Good luck in future fights and matches,
Best regards,
[Full]
EDIT: Ouch, saw a few 400-700 meteor shower crits on there. Where’s your damage? :S
PvP & WvW roaming
(edited by Aiden.6483)
I get the same issue, mainly when roaming on the new Edge of the Mists map.
Lightning Flash is extremely buggy on that map, usually teleporting me midway to my target, or teleporting me to my target then back to my original location etc.
PvP & WvW roaming
PvE:
1. Necromancer
2. Engineer
3. Ranger
PvP:
1. Elementalist
2. Mesmer
3. ??
WvW:
1. Ranger
2. Mesmer (a lot of utility, not much else)
3. Engineer
PvP & WvW roaming
Doesn’t matter for me though, killed Quackers alot of times which is enough fun for me.
I also turned him into a moa several times while he was commanding xD
He wasn’t moad this week yet so you must have mistaken him for someone else
PvP & WvW roaming
NP looking for gvgs 15v or 20v, can do any day from 19:00 GMT,
wednesday \ thursday at 20:00 GMT at the latest.
PvP & WvW roaming
NP are looking for gvg this week 10v10 up to 20v20 please contact myself
As at the moment Chris doesn’t have internet, contact me for GvGs against NP.
10v10, 15v15, 20v20 !
PvP & WvW roaming
I don’t feel that Evasive Arcana is mandatory, this comes as a player who got used to playing without it. But Elemental Attunement definitely should be intergated\ at least left as is.
PvP & WvW roaming
Your BS does not deal like zerker, not with the situational 1860 power (depends on sharpening stones and super expensive food) as opposed to 2.1k-2.4k power without might.
PvP & WvW roaming
imho moving Elemental Attunement and Renewing Stanima both to master traits will achieve the opposite effect to what they want: Instead of lowering the dependability on the Arcana line, they’re forcing people to go 20 points into it, rather than the old 10.
I think that just lowering attunement recharge to 13 and leaving those traits (or moving one and leaving the other, whichever is deemed more powerful) would be better than to make people choose between them.
PvP & WvW roaming
As a person who plays all classes and all game modes quite intensively, this patch sort of.. feels weird. (3k+ hrs)
- NECRO wise? I just feel that without touching terror \ dhuumfire, the conditions will still be overwhelmingly powerful. I think a slight tone down to terror scaling would be a good solution.
- WARRIOR nerf? In my honest opinion, playing both as a warrior and against warriors, this is a bit overkill. Moving unsuspecting foe to master trait and just lowering earthshaker damage by 10% I feel would be a good spot to be in, seeing as honestly- earthshaker doesn’t do crazy damage anyway.
- I don’t quite understand the ELEMENTALIST changes to be honest.. if you’re trying to make people NOT depend so much on the Arcana line, why do you move elemental attunement to a master trait? Maybe it’s just me, but I feel that it’s a very good trait that is pretty mandatory (for lack of a better word) in most elementalist builds.
>>I think instead of lowering the dependability on the Arcana Line this change will essentially deny elementalists of vigor on crit or attunement swap effects. <<
PvP & WvW roaming
What does that have to do with warrior shouts? By all means, suggest different effects to thief venoms.
PvP & WvW roaming
All warrior shouts, except for this one, have a place. IMHO, if this was changed to a 40s cd, 5secs of stability (even just personal stability) and 1-2s of fear instead of 1-3 this skill would be much more useful and would see more play.
Note: Not necessarily a stun break, I feel it would be a bit too strong if it was a stunbreak too.
PvP & WvW roaming
roamer- 0 20 30 0 20 with damage oriented armor, go for mace\shield + gs or sword\x + hammer (if u dont use gs go 0 10 30 0 30)
zerg build- 0 0 20 30 20 or 0 0 25 30 15 or 0 0 30 30 10 with shout healing and healing signet, very good sustain healing and good dmg. gear defensively (25khp or more, 3k armor or more)
PvP & WvW roaming
Honestly, this looks like an interesting build, although with power being a bit low you might need to use some foods\sharpening stones to buff it up. I recommend going with perplexity runes for a whopping 9 stacks of confusion on interrupt ^^
PvP & WvW roaming
Hello, I was wondering if someone has this shield\glove combo and whether it clips this bad (http://imgur.com/7PE21Lv), since I know shields don’t preview well on charrs.
PvP & WvW roaming
It’s an AoE hard cc, it can’t be “less predictable” because it would be too strong. I say this as a hammer warrior main.
PvP & WvW roaming
For WvW there is no such thing as too much armor. I’m sitting on ~3.5k armor on my warrior with about 2.3k toughness, for blob diving! Also 28k hp is nice.
PvP & WvW roaming
Getting perma-swiftness on a necro is not that hard, but it’s complicated (runes of centaur I think it is, spectral walk, warhorn and some boon duration) but IMO it’s just not worth it. I feel that if you want to be mobile, an efficient scout and a quick repair guy there’s no denying warrior and thief are the highest mobility classes in game at the moment, meaning those will accomplish all your goals fairly well.
PvP & WvW roaming
GS can’t have highest mobility, highest burst (arguably) AND cc. It would be overpowered.
EDIT: Also IMHO we have plenty of cripples (only longbow and mace don’t have one if i’m not mistaken) and that is plenty of movement control even without the CC we get from many weapons.
PvP & WvW roaming
I always fantasized about three weapons for the warrior, but you have to realize it would be so ridiculously OP (Not to even mention 4 weapons), EVEN on a high CD.
First off, on a high CD (to have it balanced) you essentially get “stuck” with those other weapons for the duration of the CD, meaning you can’t REALLY adapt as much to the situation because of the higher cool down. What if another player just joined the fight? Or the staff necro you just engaged is surprisingly a power necro not a condition necro?
Also, it would allow for crazy set ups. (Leg specialist, sword autoattack → f1 → swap to mace (15s cd back to sword, 5s to GS) stunlock with mace 3 & 5 (or shield 4), mace F1 → swap to GS → 100b
or axe with eviscerate etc etc. (or hammer for more cc, or LB for more immobilize)
The thing is, most (if not all) of the warriors weapons are balanced to work around and with ONE more weapon, therefore allowing the warrior to have another weapon handy (or TWO) would be game breaking, IMO. It’s like giving eles 5s attunement swaps, or allowing thieves to use their skills without spending initiative.
(I do think there is a lot to do with warrior class specific skills, (imho there should be another one, and give adrenaline more value) but giving us another weapon is not the way to go.)
PvP & WvW roaming
[NP] Looking for another GvG, 10-15 person, hit me up on “Raghnall Scarskin”, or these guys: “Mr Quackers” or “Malekai”.
PvP & WvW roaming
Huge shout out to [Dius] for some really good fights in JS BL last night.
[NP] Is looking for 10-15 man GvGs, hit me up on “Raghnall Scarskin”, or these guys: “Mr Quackers” or “Malekai”.
Lets keep the fun going
PvP & WvW roaming
30\x\x\x\20
+critdmg with axe, +15%dmg on full adren, and axe trait in discipline.
rest are optional.
PvP & WvW roaming
Ulthane the Crazed sounds Charr to me. 9/10
Mine’s Garia Steelshard. She’s a female Charr Guardian. Thoughts?
I love it! 9/10
Mine:
Brimstone Infernus – Male Charr Engineer – Iron Legion (variant of Brimfire Infernus one of my characters from GW1)
and
Kelsha Etherheart – Female Charr Mesmer – Ash Legion
4/10 – Brimstone Infernus, because Brimstone isn’t creative IMO, too much like Rytlock Brimstone. :P
6/10 – Kelsha Etherheart, good last name, I feel too much “kesha” from the first name which makes me kind of reluctant to give it a higher score.
My Charr: A Blood Legion warrior, “Raghnall Scarskin”, of the Scar warband.
Raghnall Scarskin currently serves in the eternal fights in the mists, battling for a brighter future for his world.
PvP & WvW roaming
I named mine Raghnall. Just cause I brainstormed, and it sounded beastly and Charr-like.
PvP & WvW roaming
Thank you for your reports, this is very helpful to the team.
The individual files for certain pieces of armor occasionally have small errors which can cause things like weapons moving or shrinking. Posting screenshots or detailing which armor set you are wearing is critical to helping the team locate these bugs, especially since they are sometimes only experienced by a small number of the player-base.
Fixes are typically easy to make, once the team knows where to look. So, the more information you include in your reports, the easier it is for the team to find the bugs and fix them.
While on the subject, I’m not sure how much \ what can even be done with this, but spikey gloves will go way through most shields. (I’m mainly referring to T3, although iirc T1 also had this issue).
It’s really bad and I have a hard time using a shield, something that I love aesthetically (when it doesn’t clip :P).
PvP & WvW roaming
It’s a bit late for me to set up a whole build there for ya, but just a few pointers:
Get offensive gear (knights chest & pants, cavalier earrings and rest zerk if you don’t want full zerk) and trait defensively. Warriors do inherit high damage even without traiting for it, which is why I recommend (for a hybrid \ mixed build) to gear offensive and trait defensive. For WvW get more knights\PVT pieces, and always have a HAMMER.
Hammer is the to-go WvW weapon for warrior. AoE stun? Yes please. Cleaving weakness? Hell yea! Cone AoE cripple? Yep, right here! AoE spin-knockback? Indeed!
PvP & WvW roaming
I am working towards this hammer and I would like to see it on a male charr, in game, preferably on a warrior. (Preview on TP isn’t enough for me, sadly.. I wanna see how it handles, the actual length of it when wielded, etc.)
Please, if you are a male charr with Foefire’s Power, or you know who is, contact me!
I am on EU server, and can guest over to any other EU server, so sadly any NA people can’t help me.
Thanks in advance,
Raghnall
PvP & WvW roaming
Check your settings, there are quite a few different physiques, some with narrower waists some with wider ones.
PvP & WvW roaming
If Conditions are Dot’s, then it would seem having toughness would Not stop the condition but would slow the the tick rate down. This is from a natural or logical standpoint. As any person in the real world who is tough, just has a better ability to withstand pain, but they still get hurt no matter how much their ego says otherwise. Is there another stat that slows down the tick rate of Dot’s?
The only stat that is somewhat similar to slowing down the tick rate of DoT’s is essentially -condi duration, which can be gotten through certain runes and foods.
PvP & WvW roaming
Oh man, Ruins of Surmia brings up memories. Wish you guys best of luck and lots of love…
Ex-[Mrat], Julia Tranceweaver.
PvP & WvW roaming
As the title says- I’ve reported this bug in game as have a few of my friends, but I want to bring this to everyone’s attention and remind you to REPORT THIS AS A BUG.
And those who might think “it’s not that big a deal, you still need to get through the gate to actually cap it” would be wrong, because the times I have saved a tower through bannering \ various other insta-res skills on the lord are COUNTLESS. The lord is supposed to serve some form of “last line of defense” for the tower, and the fact that sometimes it can be dealt with outside of the tower is, in my opinion, game breaking.
(This is not the only time I’ve seen this happen: It happened this morning on the Red Keep as well, with the lord teleporting outside of inner [was still in the keep, between outer and inner].)
PvP & WvW roaming
But cantha is so awesome! It was my first campaign of gw1 and I love it so much<3
The Echovald Forest and the Jade Sea were so awesome and to see them 250 years in the future, with gw2 graphics would be amazing.. And Kaineng! Argh my most hated area of gw1!
Bring it back so more people can be frustrated with Kaineng
PvP & WvW roaming