Showing Posts For AlphaWolvesGamer.5790:
Something that I’ve noticed from a lot of feedback on the forums:
Core Thief/Daredevil: Steal = Instant + “Item” Stolen = Cast Time
Deadeye: Steal = Cast Time + “Item” Stolen = Instant
Who thought this was a good design idea?
As much as I hate to be that person who says this, if you’re not the one who isn’t carrying their weight on your team, then someone on your team is causing drag vs someone on the enemy team carrying. As long as your dealing DPS and taking objectives, you should be okay for yourself. However, the downfall of Solo queue is the 4 random people you’re going to deal with every single game, and spoilers: These people are picked from the same pool of people you were playing with during this 2-3 hour period, so its highly likely you had someone on your team who just wasn’t doing enough and you were unfortunate to have that person on your team several times in a row. You’ll probably get a lot of “get good scrub!” hate cuz you’re complaining about losing, but sometimes, no matter how good you are, you can’t carry a sinking ship.
Simple Answer: Solo Queue has “those moments” – Especially when you’re pulling from the same queue of people over the 2-3 hour time frame you posted.
It’s been happening to me too: The worst parts are when my gains only give me +13 point score, but my losses give me like -20 point score, meaning despite me having an approximate 50% win ratio this season, I’m still losing points.
Don’t worry though, they’ve said it will still be obtainable no matter what, so you don’t have to fear on missing out.
Oh thank god, I thought I misunderstood with the in game text saying “This years precursors”, and then realizing that I only have about 3 months left to complete them all, each with a 15 day lockout. I would have cried, lol. (I already missed out on the Merciless skins without any warning…).
Or… just hear me out… you Mystic Forge them for a Legendary Back Armor?
So, shoot me for asking an obvious question, but is this even possible this late into the year? I’ve been grinding the points for the Legendary Back Piece (I saw it and instantly started grinding as hard as I could, no pelvis left), but then noticed that I have a 15 day lockdown for each level of the achievement. Considering it’s already almost the end of the year, are these achievements even viable to achieve?
I guess that’s two things in one week that I’m disappointed in myself for not realizing sooner… -sigh- Life sucks…
Bloodstone Rifle, Inquest Rifle, Merciless Rifle, and Tenebrous Rifle are all Rifles that I’ve been looking at. Bloodstone looks nice, but the red base is clashing with the overall color scheme I’m looking for. Inquest Rifle is a little small, and I don’t like the partical effects. Merciless Rifle is 400 gold right now… And Tenebrous Rifle is Guild Locked, and I can’t find a good guild to join.
Well… I’ve got 150 Gold right now, maybe it be worth spending that extra time for Merciless. Is it possible to unlock the skin without account bounding the item?
Haha, nice Leviathan. Any chance of us getting a weekly webpage panel for your adventures of your characters? :P
But I have to admit, I don’t normally like Chaar, but this one makes me laugh. I’ll have to continue reading when I have more time, I got down to “let that skritt go!” lol.
That would explain why the Merciless Rifle skin costs so much.
Le’sigh, that would have been the perfect Rifle Skin for my Armor collection… Oh well, I guess that means I’ll just have to spend a month of grinding for gold. (Silverwaste still profitable? Whats the best “Farm” place? I don’t want to spend all my Laural’s on medium bags).
Does anyone know of any other good looking rifle skin that isn’t a giant blunderbuss and doesn’t look too futuristic or sci-fi? I’ve been trying to get a decent appearance for my Armor Skin (Darn, I also need gold to buy dye), but I’ve not had any luck thus far.
Any idea why there weren’t prior warnings about this change?
(edited by AlphaWolvesGamer.5790)
Why do people waste their time putting these together?
Look out guys, we’ve got a kitten over here. In response, why do people waste their time posting these responses on threads they don’t agree with?
Back on topic: It appears I may have placed this in the wrong thread. Should this be moved to Community Creations instead? (So we don’t offend any more people who would want to voice their one sentence copy/paste opinion).
Virtuous Prayers: The Monk gains access to Virtuous Prayers which is an Ammo based ability. While slightly weaker than normal Virtues, the ability can be used up to three times before the ability goes on cooldown, and passives remain active until the last charge is used. The Monk’s Virtuous Prayers do not restock normally, and will only recharge once the last prayer has been used.
{F1} Prayer to Mind: The Monk meditates within the flames of his mind, releasing a torrent of fiery fury around himself. All enemies struck by this flame are Burned (3s). This ability can be cast up to 3 times before it is placed on cooldown and losses its passive.
{F2} Prayer to Body: The Monk meditates within the hearth of his body, releasing spiritual energy to cleanse himself and allies surrounding him. Activating this ability removes one condition from up to 5 allies. This ability can be cast up to 3 times before it is placed on cooldown and losses its passive.
{F3} Prayer to Spirit: The Monk meditates within the comfort of his soul, releasing protection to his allies around them to block them from pain. Activating this ability grants protection to up to 5 allies around him. This ability can be cast up to 3 times before it is placed on cooldown and losses its passive.
Channeling Divinity: The Monk also gains access to Channeling Divinity skills, which has an ability while the Monk is channeling. They cannot attack or use abilities without canceling the Channel but they can move while Channeling. All effects are centered around the Monk. They can stop their Channel at any time for full effect, but gain bonuses for Channeling completely. If you are stunned or CCed while channeling, the Divinity goes on cooldown but does not activate.
Healing Divinities:
- Pain is an Illusion: (Channel 5s) Heal yourself and allies around you every 1/2 second you channel this ability. Heal yourself for [%Number] Health when you stop channeling this ability, increasing the healing by [%Number] if you Channeled this ability completely.
Utility Divinities:
- Meditative Strength: (Channel 5s) Grant Might (3s) to yourself and allies around you every 1/2 second you channel this ability. Deal Damage to enemies in the area when you stop Channeling this ability, knocking them down if you Channeled this ability completely.
- Mind Above Body: (Channel 5s) Ignore all movement impairing abilities (Crippled, Slowed, Chilled) affecting you while channeling this ability. Gain Swiftness (10s) when you stop Channeling this ability, gaining Haste (10s) instead if you Channeled this ability completely.
- Spiritual Superiority – (Channel 5s) Inflict Vulnerability (3s) to enemies surrounding you while channeling this ability. Inflict Cripple (3s) to enemies surrounding you when you stop Channeling this ability, Immobilizing them instead if you Channeled this ability completely.
- Spiritual Pressure – (Channel 5s) Cause Damage to enemies around you each 1/2s you channel this ability. Deal Damage to enemies in the area when you stop Channeling this ability, dealing extra damage if you Channeled this ability completely.
Ultimate Divinity:
- Karmic Justice – (Channel 5s) – Block 50% of damage dealt to you from all incoming attacks. Deal damage equal to twice the damage you took during this time frame to all attackers. Knockdown all enemies who struck you during this time for additional damage if you Channeled this ability completely.
Weapon Abilities: _Monks gain access to Focus Main hand, assaulting enemies with a flurry of punches to overwhelm them with physical assaults.
Focus 1.1: Punch – The Monk Strikes with his main-hand.
Focus 1.2: Second Punch – The Monk Strikes with his off-hand.
Focus 1.3: Flurry Punches – The Monk Strikes repeatedly with both hands, gaining Might (3s) for each strike that hits (5 attacks).
Focus 2: Ground Slam – The Monk lunges to the target, slamming a symbol into the ground. The Symbol Cripples enemies and grants Swiftness to allies. If the Monk has higher than X Might Stacks, also knockdown the enemy.
Focus 3.1.: Counter Setup – The Monk Prepares to block the next attack (max 1).
Focus 3.2.: Counter Strike – After the Monk blocks at least 1 Attack, push the enemy back while healing allies around the Monk.
Guardian Elite Spec (Monk) – Monks channel energy into their Foci to assault their enemies with a flurry of attacks. They channel their virtues into Prayers which can affect a large area around them, and gain access to meditations to weather the tempest of souls within them.
Weapons Gained
– Focus (Main Hand)
Skills Gained
- Divinity Skills
Mechanics Gained
- Virtuous Prayers
- Channeling Divinity
==========
The Monk Elite Spec Traits
Minor Adept: Gain Focus Mainhand and Divinity Skills. Gain Prayer Mechanics.
Major Adept 1: Block an additional attack when using Foci weapons.
Major Adept 2: Take less damage while you are channeling abilities.
Major Adept 3: Prayers have increased durations for Boons and Conditions.
Minor Master: Gain stacks of Stability while you are Channeling.
Major Master 1: Gain 10% Increased damage when you block attacks (Cooldown 10s).
Major Master 2: Focus Punches gain additional effects based on off hand weapon. Gain Bonus Stats based on off-hand weapon. (1)
Major Master 3: Prayers grant better abilities when they are triggered. (2)
Minor G.Master: Gain increased Toughness while Channeling and increased Power after finishing Channeling.
Major G.Master 1: Divinity Abilities can now be Channeled for 10s and have 20% reduced cooldown. Channeled Abilities can be maxed after 5s.
Major G.Master 2: Consecutive Attacks increased damage until you miss an attack. (Max Damage 20%).
Major G.Master 3: Gain Power based on 13% Healing Power. Deal damage to enemies surrounding you when you are healed (1s Cooldown).
(1) Focus: Punch an additional time for each attack. Gain +50 Power and Precision.
(1) Shield: Heal in a small AoE around you each attack. Gain +50 Toughness and Vitality.
(1) Torch: Burn in a small AoE around target each attack. Gain +50 Power and Condi.
(2) Prayer of Mind grants allies surrounding them fury when activated.
(2) Prayer of Body heals all allies surrounding them when activated.
(2) Prayer of Spirit grants Aegis to allies surrounding them.
(edited by AlphaWolvesGamer.5790)
So… Guild Wars Wiki and Currency Exchanger both say that the Merciless Weapons are still available in the game. Can this be confirmed? Where do I get them at? I tried looking at the vault, and I can’t find them anywhere. Are the sources wrong? If not, where to find them at? Screenshot maybe? lol
On the plus side, if you decide NOT to go Rifle, you essentially give yourself another trait which you can use. Any Deadeye using a Rifle has to go X-1-X on their trait line to make their 5-skill feel not totally useless other than a “setup for big shot”.
Hey RAWR and Nythrilyn, thank you for holding out your hands, I’ll definitely let you guys know if I need any help should I decide to go for the achievements. If I get all of the games, I’ll probably go for the 30/50 Achievements, but I’ll probably stick to 17/30 until I decide to get the other games and play through them. (1 of each Weapon, 1 of each required Armor, Hero of Tyria, and Black Moa Pet).
Hey RAWR, there were a few skins that I wanted to use on my characters to be honest. Heritage Gloves mostly because they’re almost essential for my Thief armor set that I’m looking for. Inquisitor’s Gloves /might/ work, but overall Heritage Gloves gives it that balance that otherwise wouldn’t work.
Gnarled Walking Stick and Living Wood Shortbow would probably be somethings I used for my Druid Ranger Sylvari, and Fiery Dragon Sword for my elementalist and warrior (Duel swording fire and ice ftw). Diamond Aegis might be fun to play with, considering I don’t have any other good Shield skins. Icebreaker would be nice for my Norn Guardian. Lastly, all the pets so that I won’t feel like kitten for having empty spaces in my pets screen.
I doubt I’ll ever get access to my pets, but Fiery sword seems generally easy to get. How long do you think getting a Fiery sword would take?
Hm… that does really suck, I was hoping to get the Black Widow and other skins for my Ranger with all things considered. That being said, it looks like 20 points would be relatively easy to get with Base Game and Heart of Thorns only.
Getting the rare pets (is that possible without all expansions) looks to count as a rare pet and an animal companion, then training up 3 other heroes. Completing Tyria story, unlocking Luxon, Vabbian, and Obsidian Armor, and unlockign a Destroyer, Tormented, and Oppressor weapon (plus 2 more) = 20. It seems like a rather big chore to go from 20 to 30 without spending that extra Money, which sucks…
Would you guys consider the HoM stuff “worth it” to dump the $50 and hours grind into? Or just grab Platinum for the Fire Sword and call it quits? lol.
So… before investing another $50 into this game to unlock the 30 Hall of Monument rewards for my Gw2 account, I wanted to ask a few questions about how realistically pleasurable it is and if you guys think it would be worth the price.
Realistically, with all three expansions, how long do you guys think it would take a group of players to complete the 30 points required to unlock all of the rewards for a group of 4 players? What would the best way to complete these be? Is it possible to trade items to other players to expedite the groups clear time?
- Mini-Moa cross- expansion miniquest gives you 2 points.
- M.O.X. and Animal Companions give you another 5 points.
- Eternal Protector and Eternal Guardian gives 9 Points.
- Collecting Kurzick, Vabbian, and Obsidian Armor gives 5 points.
- Collecting 1 Destroyer, Tormented, and Opressor gives 4 points.
That’s a total of: 25
What’s the best/fastest/least boring way to unlock the remainder 5 for a group of people looking to complete this asap?
Edit
Actually thinking about it – What’s the realistic point value for only getting Platinum Edition? (Core + Eye of the North). It’s highly doubtful that we’ll be able to get the full 30 point progression with only Core and EotN, but we should be able to get the majority of what we want from it.
(edited by AlphaWolvesGamer.5790)
TL-DR: Feedback and Opinions about the Deadeye Spec. I LOVE IT, but it feels Clunky.
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TL-DR Long version: Feedback about the clunkyness of the Deadeye Spec and possible fixes.
Feedback 1: Deadeye’s Mark Projectile feels awkward compared to Core Thief’s instant Stealing.
Suggestion 1: Chance Deadeye’s Mark to a faster projectile or instant with a 1/4 to 1/2 cast time.
Feedback 2: Silent Scope Mastery is essensial for Deadeye, but feels useless with weapon swap.
Suggestion 2: Change Kneel to Sniper’s Cover by detault and reward players for not moving w/out rifle.
Feedback 3: Kneeling feels clunky and awkward to micromanage and it’s easy for people to jump on you.
Suggestion 3: Dodge Rolling from Kneel removes the player from Kneeling.
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So, I’ve been absolutely loving the Deadeye Spec (Which appears to be an unpopular opinion on the forums and in game), and the class will probably be stealing my “main” from Guardian once it’s been released. The only negative thing I’m feeling about the class is how clunky the Rifle Mechanics are, and how you’re pigeon hold into a specific build for the Deadeye, mainly the fact you have to take X-1-X if you’re wanting to play it.
Firstly, lets talk about the traits. Rifle Proficiency…… YEEEESSSSSSSS!!!!!
Let’s me honest here, I wasn’t the only one who was shocked core rogue didn’t have access to the rifles. It seems like such a classic rogue weapon, and despite being slow, it hits for BIG numbers with a surprisingly decent DPS Power Build. Also, referenced from other threads, it makes a surprisingly good Condi Power hybrid.
Secondly, there is Deadeye’s Gaze, which feels extremely clunky in my opinion… I understand that with other combinations of powers, having an F1 “Deal instant damage from range without displacement” is a little overpowered, but comparing it to the original steal, it feels underwhelming. The first major problem with this is that its a projectile (and an extremely slow one at that) while the original steal is a point-and-click teleport option. But at the same time, the F2 feels a little weird being instantaneous without counter play other than “Dodge the mark!”.
A simple fix that I see could be applied would be giving Deadeye’s Mark (F1) functionality an instantaneous, or 1/2 second cast time, allowing the Thief to be still “interrupted” out of it, but at the same time, not be simply dodged 100% of the time or somehow blocked by environment (I seriously got “obstructed” from someone standing on stairs before). Secondly, transfer the projectile and “Stealing” Trait Mechanics to the “stolen skills” F2 ability, allowing for more of a counterplay once you’ve been marked, and allowing Deadeye’s Mark to be more powerful without being a “ranged poison damage without counter”. Just the fact that Deadeye’s Mark is a projectile while Thief’s Seal isn’t makes this feel extremely clunky.
Thirdly, it feels like the Silent Scope Mastery skill on the Deadeye Trait page is almost essensial, if not mandetory, for everyone who plans to take the Deadeye class (Let’s be honest here, if you’re becoming a Deadeye, you’re doing it for the rifle). A simple fix for this is to apply the Sniper’s Scope Mastery to “Kneel” without the Mastery. Have Kneel transform to Sniper’s Cover if you haven’t used it for 10-20 second, and remove the ammo counter. (It’ll also fix that awkward double 5 click people use for 2s stealth). Maybe change it to “If you haven’t moved for ‘%CounterNumber’ seconds, gain swiftness for ‘%BoonDuration’ seconds. Rifle skills critical hit chance is increased while kneeling”. This will make it so it doesn’t feel like I’m wasting 1/3 of my potential when weapon swaping just because I don’t have a rifle equiped. It also fixes some escape issues that I’ve found Deadeye’s having (both fighting against and fighting as).
Lastly is the clunkyness and awkwardness of the Kneeling mechanic itself. Considering you’re stuck when kneeling, you’re kind of SoL if someone jumps on you and CC locks you after the jump. Perhaps allowing them to remove kneel after a dodge roll. I understand not wanting to remove kneel from dodge roll, but I feel that a dodge roll should end the kneeling. Considering 90% of the time you’re dodge rolling while kneeling is to escape an attack, it feels like a Quality of life thing to automatically remove kneeling when you dodge roll backwards.
Those are just my open opinions on the class, and how to possibly remove the clunkyness (and the pidgeon hold x-1-x build you have to take if you want to play the rifle). Honestly, considering more than half the Deadeye’s mechanics are centered around the weapon is awkward to begin with, but I’m still loving the class despite its clunky feeling.
Is there a place I can post this feedback officially? lol
Hm… I could see an interesting hybrid between Condi Damage and Physical Damage with the Rifle and other abilities. I’m thinking Viper would be an all around better armor for this build than Carrion (Gives Precision and Expertise, there is no +Power, +Condi, +Ferocity, +Precision as far as I know).
Deadly Arts: 2 – 2 – X… I’m having a hard time building for the last one. Potent Poison increases poison damage and duration, but using stolen skills twice adds 4 stacks instantly instead of only 3, but the fact that you’re increasing damage and duration by 33%, so it’s 3 stacks of 13s poison instead of 4 stacks of 10s.
Honestly, I was using a Power build in PvP, and it was fun to play. Sadly, the class will be difficult to tweek for PvE without severely effecting its PvP and WvW content.
Honestly… now that I’m thinking about it… I’m hoping ArenaNet just makes on expansion that doesn’t have me crying underneath my bed for a month. I know its dumb that I’m crying over digital data, but so far, I’ve had my heart torn out several times over replaying the storyline with a new character…
I know that everyone is super hype about the new Path of Flames expansion which is coming out soon, but I was curious what everyone’s thoughts were for a new expansion or add-on’s after this one’s released. Never to early to give the dev teams ideas! lol
One of these ideas which has been itching me for a while now is amphibious weapons. Spear and Trident feel like weapons that would work just as well on-land as in-water. I’d love to see certain classes gain Amphibious Weapons that can be used. (e.g.: If Spears had been in the game, imagine ACTUALLY getting Sunspears instead of Spellbreaker). Just my 2 cents on the whole land/underwater mechanic.
How long do you guys think Gw2 will end up surviving? I’m honestly hoping this ends up like WoW, with it continuing to be supported and updated even 20 years from now. But if there is ever a Gw3, I’d be happy to play it too, lol.
@CMF – I think they’ve ended up changing the Zeal mechanic a little more than you think. Zeal 3 is nice and all, but the might only stacks when your Justice passive triggers (and gains 2 might when you wield a scepter instead). Combining my Radiance’s Righteous Instincts (1 might per retaliation) and Empowering Might (me and allies gain Might 1/second each time I crit), I normally get to 25 Might with one spin to win 2. But I might look into that (3-2-3) Zeal build when I replace my Honor Specs. But then you’re missing out on 7% bonus damage.
I’m probably going to finalize my build with Zeal (2-2-3), Radiance (3-3-3), Dragonhunter (2-2-3) or Virtues (3-3-3), Radiance (3-3-3), Dragonhunter (2-2-3) for my Guardian character with Greatsword / Hammer. Retaliation uptime is extremely easy for raids, and I can almost always guarantee burning on enemy, retaliation on me, and fury on me, for a total of 80% Crit. Signet of Accuracy = 87%, 94% with 1150 Perception (Spotter on my ally), meaning I only have to get Zerker gear up for the remaining 6%, then start making Valkery Gear. Looks like fun tbh.
Good Points @RabbitUp, I hadn’t thought of that. Mainly because the tool tips never mentioned retaliation on Consecrations. Only problem I’m seeing with Retaliation Crit Guardian is that it really wants three Specs, so Elite Specs is really hard to push into the build without losing something that feels important…
Radiance (1-3-3) or (3-3-3) gives players 50% Crit Chance, 10% Damage Increase, and 250 Ferocity (+16.5% Crit Damage) while under the effects of Retaliation. Each stack of Retaliation gives 1 stack of Might, and you gain 10% Crit Chance against burning foes. Alternatively, (2-3-3) gives you another 15% Crit for one-hand weapons, so if you’re able to get fury from somewhere else, that’s 95% Critical Chance WITHOUT Precision. Problem being, w/o Greatsword, you loss a big source of retaliation.
Virtues are almost a necessity now with that Concentration clarification. I’ll probably be more supportive with this, going (3-2-2) for my F2 Passive skill, otherwise (3-3-1) also works if you’re wanting to Crit Hammer, but you’ll end up losing 15% Crit Chance.
Zeal (2-2-3) is almost core for this if you’re using Greatsword or Hammer, but you might be lossing the 15% Crit Chance for one handed weapons. (cryface).
Any other thoughts on how to best make use of this 80% Crit or 95% Crit?
I’m gonna assume you are talking about PvE.
Why would you want something that gives Toughness or Vitality in PvE? If you’re going to gear for anything in PvE and you don’t need to keep aggro on a raid boss, damage will always be the way to go unless you’re trying to heal people.
Considering that you’re (easily) 80% Critical Chance as long as you maintain Retaliation on yourself and Burning on the enemy. I’m still debating on what the best Specializations would be for this class….
Radiance 3-3-3 is required for this build to work. Heal skills give you 5s Retaliation, Retaliation gives 10% Damage Increase and 250 Ferocity (about 16.5% Crit Damage increase), and 50% Critical Chance. Alternatively, Radiance 1-3-3 works to give Fury when you strike someone above 3 stacks of Burning, for a total of 70% Crit Chance.
Virtue’s Minor Master is nice, causing Retaliation when you activate a Virtue (I’ve found myself almost always activating Justice to give my allies burning for my Fury stacks), but I just can’t justify any of the other abilities on this track. Maybe 2-2-3 or 2-2-2, but I don’t see it. Hammer isn’t used to much on this build, but maybe someone can make it a compelling Argument for hammer, then 2-3-3 or 2-3-2 would work too.
Zeal is also really good, with 2-2-3, with that you deal 23% extra damage reliably with your Greatsword, 13% when you’re waiting for your 4 skill to recharge. Also, Symbols burning enemies and dealing more damage while standing in symbols is extremely nice. Also adds 13% of your Toughness to Power.
Valor is… not needed for this build.
Honor 2-3-x leads to mass aoe crit stacking when you use Greatsword 4 into Greatsword 2. Honor 2-3-1 gives Shouts reduced cooldown and Honor 2-3-2 gives symbols longer duration and radius. I’m still debating which one is better, but if you’re using Save Yourselves!, 2-3-1 would be the best to use.
Dragonhunter, can traps critically hit? Either 1-2-3, or if you’re going with the Greatsword/Hammer build, 2-2-3 also works. What do you think?
I’m thinking either:
- Radiance 1-3-3 / Zeal 2-2-3 / Dragonhunter 1-2-3
(or)
- Radiance 1-3-3 / Honor 2-3-1 / Dragonhunter 2-2-3
Weapons: Greatsword + Hammer
Skill 6: Litany of Wrath /or/ Shelter
Skill 7: Procession of Blades
Skill 8: “Save Yourselves!”
Skill 9: “Stand your ground!” /or/ Signet of Justice
Skill 0: “Feel My Wraith!” /or/ Renewed Focus
(edited by AlphaWolvesGamer.5790)
Radiance Minor Adept: Justice is Blind – Virtue of Justice causes Blind.
Radiance Major Adept: Healer’s Retribution – Gain 5s Retaliation when using a Heal.
Radiance Minor Master: Renewed Justice – Renew Virtue of Justice when you kill a foe.
Radiance Major Master: Retaliation gives 10% damage and 250 Ferocity.
Radiance Minor G.Master: Radiant Power – Attacks vs. burning foes have +10% Crit Chance
Radiance Major G.Master: Righteous Instincts – Retaliation gives +50% Crit Chance and Might.
Honor Minor Adept: Gain vigor when you critically strike.
Honor Major Adept: ?
Honor Minor Master: The end of your dodge roll heals nearby allies.
Honor Major Master: You and nearby allies gain might when you land a critical hit.
Honor Minor G.Master: Your Virtue of Resolve passive effect also regenerates endurance.
Honor Major G.Master: Allies affected by shouts have conditions converted to boons. Shout abilities have their recharge reduced.
Weapons: Greatsword + Sword/Torch
Heal: Litany of Wrath
“Save Yourselves!”: w/ Honor, converts condition to before absorbing them. 10s Retaliation is the reason we want it.
“Stand Your Ground!”: Stability 6s, Retaliation 5s
Bane Signet: Increased Power Passive and Knockdown for break bars.
“Feel My Wrath!”: Fury and Quickness = more crits!
So, with all of this, you have:
20% Fury Critical Hit chance.
50% Retaliation Critical Hit chance.
10% vs. Burning Foes Critical Hit chance.
That’s a whopping 80% CRITICAL HIT CHANCE
Does anyone else have anything to refine this build? I’d post more, but I’m on break at work and don’t have time to refine this. I’ll come back when I’m home!
I assume this means we can trade ’Zerkers for something that gives Toughness or Vitality, and focus on Power + Ferocity + Tanky? Any suggestions? Is Retaliation 100% up time possible with planning?
(edited by AlphaWolvesGamer.5790)
Lol, I guess the title for this thread was a little misleading… Curses for not having more than 45 characters for the thread title!
So…. August 1st came and went, and I’ve been mulling over returning to Guild Wars 2 after the announcement. I’ve been an on and off casual gamer for a while since Guild Wars has been released. While my first created character was back from October of release, my “Oldest” character only just hit his 3 year Birthday (curses to myself for throwing away my characters like candy. I kind of wish ‘Birthday’ gifts were account bound and not Character bound. But let’s not reveal on that sour spilled milk…).
Anyway, I’ve been discussing with a few of my co-workers about them joining the game when I come back for the update, musing over the idea about them joining the base game and upgrading if they enjoy it. One of them wants to play the Sylvari Elementalist, while the other seems interested in Chaar Engineer. Myself, I’ve been interested in the Revenant class and might go with my tried and true favorite Norn race, but I’ve been mulling over the ideas of other races as well.
Any tips or advice from you guys that you could give to new and/or returning players? I won’t lie, the last time I played was the opening for Gw2 HoT, I haven’t even finished the story – let alone participated in Living Worlds. I’ll probably be buying the living worlds for myself (and playing with friends if I can play with them without them needing to purchase it).
Second Question: Are there any Racial skills I should look into for certain builds or classes? Specifically, I like the Guardian, Revenant, Ranger, and Necromancer Classes for myself. I know some builds use Chaar’s Battlecry as one of their go-to Might and Fury buffer, but I was wondering if there were other interesting Racial skills to look at. Please provide any advice you’ed be willing to give.