Showing Posts For Artemis.1372:
The next link will be December 30th.
Thank you for the reply, McKenna!
I recall that they were supposed to change every 8 weeks, and today is 8 weeks from the last swap. But considering EU reset has come and gone with nothing new apparently that’s not the case. Anyone know when Anet will be changing server links?
Conquest is for sPvP – the 5 man stuff. WvW is the more common name for Mist War and EOTM.
The Kodan tonic lightning spam is bothering me more than the lack of dodge animation at this point.
I think that putting the color names in someone’s full title would hurt server identity more than help it. I would say leave the host server name in front but if the player is from the sister server put the abbreviated server name in parentheses after.
Example: Fort Aspenwood Silver Legend (SoR) [TAG]
Why not just open up free transfers for a week or 2 for everyone to see where everyone goes and then change things from there. See what servers die as a result and delete them or merge them permanently. This gives big guilds a chance to stay together on a new server.
At least a dozen guilds would just go to BG, creating even more imbalance.
All Glicko Adjustments have been reset on prior to reset links.
Didn’t know, my bad. Deleting
That’s a fair point for the oakheart salve. I’m just more worried about what you can bring to your allies. And if you’re running with a guild it’s not that big of an issue with stab though note most of the mainstays except for revs have good ways of packing their own stability should things go wrong.
Ancient seeds I just think works better because entangle requires you to go up there and perform something with quite the cast time and often they’ll be able to clear it too fast. But ancient seeds works passively as long as someone else packs CC. And if you’re able to CC someone, chances are they’re already going to fall out of line and thus have less access to cleanse/resistance or whatnot especially as the rest of your group realizes and starts training them down.
Also, resounding timbre I find really weird. I thought it’d tack on swiftness/regen onto the shouts, but apparently it can affect people not affected by the shout (you cast SOTP, people do gain regen and swiftness even if the shout doesn’t actually involve them.).
My dilemma with Ancient Seeds vs. Entangle is the internal cooldown of 10 seconds on AS. It might do more over the course of a fight, but when the commander yells “bomb here” it doesn’t really have as much of an effect.
To make up for keeping Entangle but not having Strength of the Pack I was considering Signet of the Wild, but I wasn’t sure which other utility to replace.
That is kind of weird with Resounding Timbre though.
Well, there seems to be a few issues.
First is verdant etching. It’s fairly slow and also drops a light field which is a big no-no. Yea you can position yourself a bit off to the side but it doesn’t change the fact that your heal is connected with a light field. I think you’ll get more mileage out of celestial shadow with super speed and maybe stealth on lows
The 2nd thing of note is that you have no stability whatsoever and merely a single stunbreak with the glyph. This would mean that you’d have to be placed with a guardian.
Also, I don’t see the point of Wilderness Survival. That tree is entirely selfish and you might get some mileage out of entangle, and Wilderness Knowledge but you’re not making use of that either. Empathtic bond and a frontline doesn’t seem to mean much.
I think it may be better to swap it with beastmastery and resounding timbre, while taking Strength of the Pack. Maybe pursue trooper runes and shouts. You’re not getting mileage out of the durability because you don’t give out many boons.
I think picking up ancient seeds can make up for the loss of entangle.
Also drop like 300 toughness. Maybe try out some zealots/marauders/crusaders weapons or trinkets if possible.
My reasoning behind Verdant Etching had been that if I popped my heal, then the people behind me could benefit from the seed, but I can see how the light field could be a problem. I’ll see how well Celestial Shadow goes.
There’s a second stunbreak when I pop CA, but that’s not always up when I need it. As for being placed with a guardian, if there’s not already a guardian in every party then you’ve got a problem with team composition.
I was running Wilderness Survival mainly for the damage reduction on Oakheart Salve, and for the damage reduction on Bark Skin for a little more tankiness on initial engage.
I’m probably going to give Beastmastery with Resounding Timbre plus Strength of the Pack and Ancient Seeds a shot. That combo could really work well, considering the stability on-demand, the benefits to my F2, and the increased group support.
I realize there might be better options than durability runes because of the wasted boon duration, but in my guild we’re all told to run them for the group resistance so I can’t really swap them to something else.
I’ll also try out running Zealot’s weapons, amulet, and backpack.
Thank you for taking the time to help!
Right now, druids tend to only really be used for roaming/havoc rather than in zergs, so I started designing a Druid build that could be useful as a frontliner.
The primary purpose of this build is to throw down a crap ton of crowd control (immobilizes and dazes, mostly), while also providing group support in the form of heals and stunbreaks.
I’m by no means advocating that this replace guards or revs as core frontline, but I feel like having a few druids in a zerg running something like this would definitely have a positive effect in fights.
Thoughts? I’d love feedback, and I’d be more than happy to explain in-depth some of my choices for skills/traits.