I’d say this is a really COOL buff…
Somebody stop me
Take the current mesmer meta build. Replace your least favorite trait line with Chronomancer 3/3/3.
New HoT meta.
Wonder if the armor stats will stay assassin’s
Moa form hard counters minion masters but I hear less about it than revealed.
Already had its rework around a week ago
Mesmers, rifle engis and ele’s pretty much hard counter necros. That axe/shield-greatsword warrior build thats been popping up lately is also very good at taking down necros.
After about the 10th ranked loos in a row I decided cele signet wasn’t cutting it for me. So I switched to a Rabid terror build. Having much more fun and success.
Give it a crack: http://gw2skills.net/editor/?vRAQNArYWjc0QnNWeD+1A/NOCGK5K8BPN9KmimIm0BQEA-TZhHwAGeAAB3fAwpAAZZgAHBAA
They had this feature in GW1. With pvp popularity exploding at the moment I’d be sure that coming into HoT (or shortly after) we’d see a custom build loadout.
If they actually fix the coding on pets I will be playing nothing but my necro in pvp.
- Grace of the Land: This trait has been re-worked. Instead of its former behavior, allies affected by your celestial avatar abilities gain 3% damage and condition damage increase for 8 seconds. This buff stacks 5 times.
Why is this the only % multiplier trait in the game that affects both damage and condition damage? Surely this should be extended to other profession % multipliers as well?
Pretty annoying now that I think about it.
Lol. That was fast. One class has something my class doesnt have, i want now!
Never specified that I was talking about one particular class in general. The case was that all % multiplying traits should be extended to conditions regardless of profession.
- Grace of the Land: This trait has been re-worked. Instead of its former behavior, allies affected by your celestial avatar abilities gain 3% damage and condition damage increase for 8 seconds. This buff stacks 5 times.
Why is this the only % multiplier trait in the game that affects both damage and condition damage? Surely this should be extended to other profession % multipliers as well?
Pretty annoying now that I think about it.
Gyro’s need more than a movement speed increase. Unless you want another set of spirit weapons (cause those turned out so well) gyro’s literally need to sit on your head.
Condi Mesmer is all about using shatters on cooldown. Scepter and staff fill that role nicely because they can create clones with ease. Scepter 3 is also pretty nice, just don’t expect your auto attacks to do anything useful.
Is this thread for real? What about Gear Shield? Most notorious stalling mechanism in the game…
Are you serious…? That’s a spell not a weapon.
That’s like comparing ice bow to an actual bow. No equivalency whatsoever.
Accidentally posted this in HoT forums rather than raiding. I suppose its still on topic though. If a moderator would be so kind…
Just a quick question for anyone who raided during BWE3: what was the boss attack/skill speeds like? And was this speed universal for all bosses in the instance?
Just like to gauge how well confusion is going to work in raids.
The argument for this has always been: “chronomancer got it so I want it too”
I feel like there’s gonna be some pretty serious power creep with these changes
Was messing around with the basic S/S /F dungeon build and I’ve begun to wonder if illusions provide a better QoL than dueling.
As I understand it your run of the mill dungeon build is domination/dueling/inspiration. But if we were to switch to illusions from dueling we would only loose out on ~150 ferocity. Illusions offer a better % multiplier, higher phantasm damage and lower illusion cooldown.
Thoughts?
I had tonnes of fun playing a fully ascended sinister DH with runes of the trapper in WvW. Stealth into a dragons maw is so fun.
Most people who played BWE3 would theorize that the most optimal build out there for a DPS scrapper involves the alchemy tree: http://gw2skills.net/editor/?vdAQFASncoCVXhlXBubB0ehlJjieuz7/Gc6yuQSsZKgAA-TxRBABrfBAuS53Q7PgnOAAeAAUq+jZKBJFQEDtA-e
However, as you have correctly pointed out, taking elixir B in an organised raid would be overkill in the boon department. But does this mean we shouldn’t invest in the alchemy tree at all? Considering how important acid bomb and elixir U is to our rotation I’d say no (not that I have the numbers to prove it). In a raid environment I’d recommend replacing Elixir B with rocket boots, flamethrower or even elixir S.
It was also noted in raids that turrets, minions and illusions were not taking damage from raid bosses. Perhaps you could slot in a rocket turret?
You have flooded the game with all kinds of stealth removal in such a blatant and bad way that you might as well get rid of stealth all together.
By ‘flooded’ you mean add one extra reveal to the engineer? which requires using sneak gyro? Bringing the total amount of reveal skills up to 4. Three of which are on the engineer making it only two classes that can actively reveal you.
You need to stop using stealth as a crutch.
That’s odd. When I opened my trait panel I saw three minor traits for the tempest. You must not have opened the trait panel.
speaking from personal experience in spvp matches, the requirement to actually hit an enemy with the burst skill for this trait to work is unreliable at best especially for a melee class who might not even be in burst range. Not only that but sometimes the burst skill not connecting at all (hammer burst bug)
other classes have ways to clear conditions without having to hit an enemy to do it so why cant us?
thank you
Seems like you are yet to discover combustive shot
Perhaps if the heal or other traps transferred conditions like putrid mark? If so it would have to be a trait.
I like everything, including the traps. But that’s probably because i’m rocking a full ascended sinister set with runes of the trapper in WvW. The stealth dragons maw is just too funny.
Not very sneaky if you ask me
Just some feedback:
- more fluid rocket charge animation
- gyros that stick to the engi
- gyros explode and daze when they expire under any circumstances (similar to turrets)
- give the function gyro a minimum range so I have the option to stomp or rez an ally myself.
- impact savant to effect daze duration (both incoming and outgoing).
Other than that I’ve been pleasantly surprised by the scrapper
Uh, no? We have plenty of sources. More stability—especially more AoE stability—would actually be OP.
Yeah because screw anything that would actually create a viable alternative to GWEN, and screw anyone who realizes the pirate ship meta is worse than the hammer train. :p
Lets not also forget that we have pulsing stability on elixir X which is very handy in zerg on zerg action. Nevertheless, hammer block, tool kit block, elixir S and hammer evade all supplement your needs far greater than actual stability in WvW.
Scrapper already gets stability when function gyro is used. 2 stacks in fact. Anything more and it would be overkill.
Tanking is subjective in a game like GW2. A skilled guardian will avoid damage all together which is why vitality and toughness is so overrated. Additionally, most healing spells also have terrible scaling with healing power making that stat more or less a luxury.
I would expect the usefulness of a guardian in raids coming from AoE aegis, reflects and the control it offers through ring and line of warding. All of these are pretty much independent of stats.
Still not sold on the chaos tree and staff. Would suggest running Inspiration and sword/focus instead.
Yeah, I agree with the no staff or chaos. But why inspiration instead of dueling/domination?
Just considering how PvE may change going in to HoT; the extra reflects, AoE distortion and iDefender on dodge may be more beneficial. Combining Warden’s Feedback with Illusionists Celerity also reduces the cooldown on iWarden to 15 seconds.
If that utility isn’t needed I’d then trait into dueling and equip sword/sword.
Still not sold on the chaos tree and staff. Would suggest running Inspiration and sword/focus instead.
Healing power scaling is so bad in this game I would never even use the stat on builds I’m trying to be supporty with.
Pretty nice reality check there
The ele tears right now.
this is a HUGE nerf in pve – and made shield from pretty useless to absolutly useless
This is factually wrong.
The guy was short on time when he was going over the patch notes and had to skip a few changes to stay on schedule. I am hopeful that we will expect more changes in Tuesdays patch notes.
That being said, I am happy to see scepter becoming a more condition oriented weapon but (like many above) worry that the nerf to lingering curse will simply put this weapon back into it’s current state.
The buff to axe was needed but I was also expecting a new auto attack chain to follow suit. This weapon still needs more help.
I think Rise! minions could use more HP, and I’m not sure that the degeneration is necessary since any AoE attacks “double up” against them, dealing both the full damage to the minions and the half damage they absorb. Also really don’t think the minions should have to attack to apply it, its kind of a weird requirement since they already take the damage, just have them apply it passively until they die.
Honestly dark bond would serve better on Flesh Golem than these paper thin minions. Its oxymoronic.
I appreciate Robert’s work on this but it was a hit and miss.
Doing the math I can say that a GS ‘rotation’ is beating dagger by about ~6.5%. Below 50% however, this increases to ~32% (which is pretty kitten huge). I can provide workings out if anyone asks.
I’m beginning to think the traditional shroud build that everyone is expecting to use on a zerker setup may not be the most optimal. Perhaps a Spite/Blood magic/Reaper could end up ahead, if not equally as viable (which I hope).
All I can say is what an amazing job Robert has done in tuning the GS so far. No nerfs or buffs are necessary at this point just more fluid animations.
I like this thread.
Good to see preconceptions being challenged.
After playing around with the new “rise!” I’m still not convinced its worth putting on my bar for any build outside minion master. There is also a substantial delay (~2 seconds) from when minions spawn to when I’m receiving the damage reduction bonus.
Honestly believe it should just summon kamikaze minions (which seems to be the most popular suggestion) because its current iteration is quite lackluster.
If you already have ~50% crit just from gear, sigils and runes you are not pigeonholed into taking both decimate defenses and death perception. Thus you end up having have more trait flexibility by gearing for more precision.
Hmpf
My criticisms shall be given on 2 sentence threads I create with controversial titles that reference divisive politics.
THEY SHALL ALSO BE IN FULL CAPS
Heck, if we’re talking about which minions / summons need cleave more, I’d say that Spirit Weapons and Elementals need it MORE than Necro minions. Granted, they need a lot more improvements than just some cleave, but every little bit helps.
Hahaha
Pitching an ele buff…
…in a necro forum.
That takes balls.
I like balls.
Unfortunately, the revenants over-reliance on torment as a source of condition damage really hurts any chance at a competitive pve condi build. PvP and WvW however, Mallyx’s is disgustingly good.
I completely agree on his statement that we are not in a zerker meta but rather the ice bow meta. That one spell has hurt build diversity in this game so much and strangely enough it was buffed when June 23rd came around.
I also think he has some valid points on pre-buffing.
In regards to his DPS comparison to warrior, I believe that your run of the mill PS warrior can pull around 13k DPS. The numbers provided in the video show he is pulling 14K on this new zerker variant (which is yet to be disclosed) so it appears on the surface to be better damage.
I still just can’t see myself using this spell…. ever
Maybe its just the general uselessness of minions or perhaps its the fact of putting a damage redirection on a pet with already degenerating health.
What if it summoned minions that after a short delay would run up to an enemy and explode? Jagged horrors already sound pretty expendable so this would play to that fact.
(edited by Bacon.1835)
People keep trying to reinvent the wheel when it comes to the axe…
Yes it would be nice if the auto attack was reworked into a chain (OP’s suggestion is quite nice) but the greatest problem lies in its power scaling. Increase the power coefficients on ALL axe attacks and make axe 3 a blast finisher. Simple stuff.