Thief is the clear winner. Highest mobility and also high DPS.
Warrior and Druid share the second spot in terms of mobility. Relatively low DPS though.
Ele is the highest DPS class in the game, but has little mobility on these DPS builds other than swiftness.
I loooove all the general changes and features, these were AWESOME. However, the skill balance was not quite right. These are my main critique points:
Alacrity
This nerf was meant to reduce the insane buffing potential of the chronomancer, which was fair enough. However, their personal strength also went WAY down, while it was already pretty weak. I understand you don’t want the nerf to be fixable with more chronos, so let’s do this: keep alacrity at 33%, but slightly buff all application durations, causing one chrono to keep up the nerfed alacrity more easily without allowing chrono stacking. Rework Improved Alacrity to increase alacrity effectiveness from 33% to 66% (or 50% or so) on the chrono instead of increasing alacrity duration.
Amulet removal
This change was meant to end the bunker meta we have right now. The bunker meta was caused by elite specs designed to be able to greatly support an entire raid party. Of course, this broke PvP, because the pressure is way lower there. The removal of the tanky amulets was a substitute for the real solution: splitting skills between PvE and PvP. Now I know this could be confusing for new players, but let’s face it: it’s not that hard to understand (looking back at GW1, I never had any problems with it). The strategy of removing amulets that go well with certain builds is not the way of balancing these builds! The criteria between PvE and PvP are vastly different. They can never both be balanced without skill splitting!
Underused skills and traits
We have seen some good changes to ranger shouts this patch that may make them pretty useful. Great job on that one! However, we need way more of this kind of balancing. There is so much obsolete stuff. Let’s take the elementalist as an example. The scepter, signet utilities, arcane utilities (except for Arcane Wave), and two of the four conjures are very close to being 100% useless. Giving the scepter a huge buff in sustained pressure (not burst!), speed and reliability is needed before it will be any good. Things like a 10% damage buff on Flamestrike will not help, we need more than that. Reduce recharges! Make skills faster! Add more conditions and control! Stuff like that! For Arcane utilities, vastly reducing recharges may be all they need. For signets, make their actives strong, interesting spells like summoning a huge flame jet below your foe or a ring of ice spikes that strikes multiple times while fanning out. Right now, signets are just weaker versions of shouts.
Again, the features were more than great. You just need to work on the skill balance some more.
Agreed with OP. Especially the sound has to go, it is so annoying I have to play with instruments off whenever I play herald.
They are amazing. They are great for solo pve, an absolute necessity for raids, and even pretty good in pvp. Seriously, try them.
The new areas seem to be EXTREMLY heavy on your cpu. My fps drops from about 40 to about 15 in the new maps. It makes navigating the jungle a complete pain; I’ve actually stopped playing after a few days because it was just too bad.
Now I’m just waiting for a fix. I don’t have a spare 1000 dollars for a beastly gaming rig.
Same problem. I have 40 fps in core tyria, and 15 fps in verdant brink (both in calm areas; no zergs). It hurts my eyes.
Great initiative! However, the alacrity numbers are not quite correct. The numbers in the spreadsheet state that alacrity increases recharge rates by 50%, while it actually increases them by 66%.
This is also stated on the wiki, and I tested it myself to be sure. In HoTM, permanent alacrity due to three avengers caused my Gravity Well to recharge in approx. 54 seconds.
This is equal to (90/1.66) seconds.
So the chronomancer is even stronger than you thought. :P
OP was just testing if people would blindly jump the “Dragonhunter UP” bandwagon, or if their resolve would prove to be stronger. I guess you could say that this post was…
A test of faith.
…
I’ll see myself out.
No no no, you didn’t understand how the skills you developed work.
This sums up Karl Mclain. Did you see him flail around with his tempest against Svanir? It was so embarassing.
Painful question. The Chronomancer is one of the best elite specs. The Tempest is one of the worst.
Just play a Chronomancer or a vanilla Elementalist, you will be way happier that way.
I could list what’s wrong with the tempest, but it has been done so many times already. It’s faster just to say: pretty much everything.
It’s weak, uninspired, unsynergistic, and it offers no new role.
It’s absolute garbage.
Dungeons were always the most interesting form of endgame content, together with fractals. Gutting dungeons like this is a terrible design choice. The most boring type of content, pressing 1 in zergs, is now by far the most effective, while content requiring skill (yes, dungeons could fail if you were poorly organised) is becoming just a hobby without rewards.
This is a disgrace.
-Berserker:
Berserk mode removed. After training with the skritt at the SS Topsy-Turvy and the circus in Divinity’s Reach, you learn to wield weapons with your feet while doing a handstand. Can now toggle Topsy-Turvy mode, which causes you to flip into a handstand and swap to a second pair of two weapon sets. Weapon skill cooldowns are not shared, even if you have the same weapon equipped in both forms.
-Whirlwind Attack:
Summons a Tornado at your ending location. It can only shoot debris, though (no lightning or dust devils), so it’s pretty balanced.
-Rush:
Renamed to Zerg Rush. If you hit a foe, you stun it for 2 seconds. If you hit a foe, you also summon 5 additional greatsword warriors that use Hundred Blades and Frenzy to attack that foe.
-Backbreaker:
Now inflicts permanent Cripple. The Cripple from this skill has a wheelchair icon instead of the normal icon. The Cripple caused by this skill can only be removed by purchasing an Experimental Spinal Stem Cell Treatment Kit from the Gem Store for 200 gems.
-Fan of Fire:
Since the previous iteration fired only three arrows, it could barely be called a ‘fan’. Thus, we slightly increased the amount of arrows from 3 to 30.
-Brutal Shot:
Now causes all enemies struck to headbang for 10 seconds while death growling “Fear not this Night”.
-Eviscerate:
Now inflicts Deep Wound, just like in GW1. This condition causes the enemies’ max health to temporarily be reduced to 80% of their normal max health. The opponent’s current health is also temporarily reduced by the amount of health removed by the Deep Wound.
-Tremor:
Now travels 100% faster and returns to you after reaching max range.
-Impale:
There’s now a chain attacked the the sword thrown. Using Rip makes you pull in the foe bound to the chain and deliver the attack.
-Defiant Stance:
Now grants a Defiance Bar. The stance lasts infinitely until the Defiance Bar is broken.
-“Shake It Off!”
Causes all allies affected to shake off all nearby foes, launching them away.
-Balanced Stance:
Renamed to Imbalanced Stance. Now grants all boons in the game for 8 seconds, instead of just Stability and Swiftness.
-Hammer Toss (downed skill 2):
Renamed to Hammer Time. Now grants you a buff that converts all rocks thrown by Throw Rock (downed skill 1) into hammers for 5 seconds.
-Restorative Strength (Stength trait):
Changed from “Using a heal skill grants might” to ‘Gaining might activates your heal skill’. No cooldown.
-Bloodlust (Arms trait):
In addition to its current effects, now grants a stacking 10 power on kill. Stacks with Sigil of Bloodlust.
Thick Skin (Defense trait):
Now increases the Warrior’s ability to take criticism, even if he doesn’t agree with it. Also now increases Toughness by 2000 when above 90% health.
-Quick Breathing (Tactics trait):
Causes the warrior to gain a higher level of oxygen in his blood, leading to overall better health. Increases endurane regeneration by 100%.
-Vengeful Return (Discipline trait):
Whenever you would be defeated, you enter Vengeance instead. 60 seconds cooldown. Killing a foe while in Vengeance still has a 100% chance of rallying.
You’re right, this IS pretty fun!
Back in the days of 2013, people didn’t know how to properly dodge yet. Thus, everyone got stomped by glass ele’s bursts, containing arcane skills. They were nerfed to the point where they’re unviable in most situations.
Like every utility the ele has except cantrips.
Since everyone is focused on HoT right now, I don’t expect any of the core classes’ problems to be adressed. Remember that big balance patch last week? All they did was nerf ice bow.
What did Trahearne say when he fell into the Great Collapse?
“This well won’t end.”
Hey santa! I’ve been a good human, I’ve killed 300 Searing Effigies this year! Can I have a precursor? Can I? Can I?
…A cookie is fine too.
…Come to think of it, they all kinda looked like the exact same effigy…
huh.
Four maps.
FOUR MAPS.
I don’t care if they’re replayable and content-dense. FOUR. MAPS.
Also, a dramatically low number of new skills. After 3 years of waiting, they give us a whopping 6 utility skills and, like, 2 to 8 weapon skills per profession. Any new content is gonna get dull super fast since the core gameplay (your skillbar) will be nearly identical.
Would prefer them not visiting us. I like not being blind.
…
…
…
Not that there’s anything wrong with that. Stop glaring at me, revenants!
Overloads are weak and greatly lengthen attunement cooldowns, punishing you heavily for using it with little reward.
Shouts have underwhelming effects.
The warhorn has underwhelming effects.
The tempest offers no new role (still group support), while almost every other elite spec does.
The tempest lacks good personal stability and bulkiness, making it unfit for the proposed front-line role.
So yeah, the tempest feels poorly designed and not unique at all.
Also, to answer your second question, my guess is that celestial gear would work the best in PvP/WvW roaming, while berserker would be best in classic PvE (not sure about HoT PvE though).
But guys!!! Shatterstone does 10% more damage!!! It’s so gud now!!!1
…
Seriously, announcing scepter buffs to make it viable, then giving us a list as tiny and feeble as this… It’s just insulting. The Dragon’s Tooth buff is the only noticeable thing, and it’s way too minor to give serious eles a reason to use it in battle (instead of just before encounters).
FIRE:
-Flamestrike: increase attack rate to 1 attack per second.
Allows for maintaining about 3 stacks of burning if spammed, which translates to about 1k DPS on condi gear.
-Dragon’s Tooth: reduce casting time to 1/2 seconds. Now drops 1/2 seconds after finishing the cast.
Overall, much faster, while still allowing the enemy plenty of time and visual clues to react.
-Phoenix: no changes. It’s great.
WATER:
-Ice Shards: Increase both damage and velocity by 50%.
Currently, it deals about half the DPS of Lightning Whip, while the latter has only 300 less range, ‘instant’ verlocity, and a 3 targets cone AoE. Ice Shards should be brought up to par for some reasonable direct damage.
-Shatterstone: Now pulses three times: once on creation, and two more times every second. The first two pulses both deal half the damage and vuln stacks of the current skill (128 damage + 2 stacks of vuln for 15s). The third pulse deals 100% of the current damage (255 damage) and inflits 3s of Chill.
Overall, give this skill some minor AoE DoT presence and allow it to snare foes. For a mid-range weapon, the scepter has too little snares
-Water Trident: reduce recharge from 20s to 15s.
A good skill, but slightly undertuned. A small recharge reduction will make it more desirable.
AIR:
-Arc Lightning: channel time reduced by 1 second; now attacks only 7 times instead of 10 times. Hits 1-3 now deal Stage 2 damage (61 per hit), hits 4-6 now deal Stage 3 damage (92 per hit), and hit 7 deals the same damage as Lightning Strike (408).
In general, this AA is too weak because of the laughable Stage 1 damage, and because there is no real reward to completing the channel. Also, the channel was impractically long.
-Lightning Strike: no changes. It’s good for its niche.
-Blinding Flash: same.
EARTH:
-Stone Shards: increase attack rate to 1 attack every 1.5 seconds.
Allows for maintaining about 12 stacks of bleeding if spammed, which translates to about 1.2K DPS on condi gear.
-Rock Barrier: reduce casting time from 1s to 1/4 s. Reduce duration from 30s to 5s. Now boosts Toughness by 500 instead of 250.
The idea here was to make the defense boost less permanent but more impactful.
-Hurl: increase firing rate. Each hit causes Cripple for 1s.
This allows for more reliable bursting, and gives the scepter another much-needed snare.
-Dust Devil: cooldown reduced from 15s to 10s. Now also inflicts a 60 unit knockback.
Those changes retain the skill’s flavor, but increase its overall effectiveness in disrupting enemies’ assaults. The knockback is very small, granting virtually no area denial but good disruption.
I agree wit OP.!!. i play only open wolrd pve (other game mode too hard LOL!) and ele too gud there. need nurf pls.
In all seriousness, I lost it when the OP said he was talking about open world pve.
Bruh. Open world pve. At least try to make it sound plausible.
While it’s not the most powerful argument, do remember what the theme of the revenant is: channeling legends from the past and gaining their powers. As said by Roy in a Points of Interest (no idea which one), the rev is like the opposite of the engineer. The rev looks at the past while the engi looks at the future. So the pistol and the rifle are very unlikely choices for a new rev weapon.
That being said, a bow can pewpew just as well as a rifle in gw2.
What if EtD was the only skill that put conditions on self ? I propose…
Self: 1 random condition every second for 3 sec.
Outgoing: 3 conditions (less if you have fewer) copied for 3 sec every second.This way you can use it strategically with players that are trying to cleanse…rather than every skill giving yourself condis. So plan to use maybe Pain Absorption with EtD, then have your team mate cleanse you or w/e.
I’ve been thinking about something like this too. Since Mallyx still has a lot of resistance application, a limited form of condi absorption could work. But the legend shouldn’t be completely built around it. Your suggestion would basically be a more offensive variation of mine, which is fine too. It might even be better. With your version, reaching the condi threshold shouldn’t pose too much of a challenge.
A few days ago, sweeping changes to Mallyx were announced, which made many people unhappy. While Roy assured us that the new Mallyx was very potent for condi DPS, a lot of people still felt unhappy to be reduced to condi spam instead of the old, unique condi absorption playstyle. While I agree with these people, I also agree that the old style was too easily destroyed by condi removal from your allies or other Mallyx revs.
So I’ve been playing with a possible new style of Mallyx; one that absorbs condis from allies and and transfers them to enemies, and gains extra power against enemies inflicted with multiple conditions. Also, I’ve listed a suggestion to give Unyielding Anguish some of its old functionality back, while remaining strong for torment application.
The details are below. Quick disclaimer: all condition checks are done before the skill hits, thus before the skill inflicts any conditions itself.
Empowering Misery: no changes
Pain Absorption: no changes
Banish Enchantment: inflicts 2 stacks of confusion. Inflicts 2 additional stacks of confusion if your foe has 3 or more conditions. Other than that, retain the old functionality.
A minor change that allows the enemy to limit your confusion output with cleanses, while removing the friction with fellow condi cleansers.
Unyielding Anguish: reworked (New Cooldown: 5s)
Leap toward the targeted area, tormenting foes and creating a demonic field that torments enemies. The initial hit applies bonus torment to foes that have equal or more conditions than the threshold applied to them.
Damage: 184
Condition threshold: 3
Initial Torment(3): 4s
Bonus Initial Torment(3): 4s
Pulsing Torment: 4s
Number of targets: 5
Pulses: 4
Duration: 4s
Radius: 240
Combo Field: Dark
Range: 600
Transitions into: Shadow Blast (or whatever)
Detonate the demonic field, inflicting fear to foes inside it.
Damage: 368
Fear: 1,5s
Number of targets: 5
Combo Finisher: Blast
Radius: 240
This change is meant to give the rev the option to either simply inflict a pulsing torment field, or to detonate the field early for an AoE CC. While the CC is nowhere near as powerful as the old version, that’s only fair, since the old version’s pulsing, stability-piercing CC was quite ridiculous. The torment numbers are tuned to be slightly higher than the old numbers. The old version inflicted a maximum of 6 stacks for 5 seconds (30 ticks), while this version inflicts a maximum of 10 stacks for 4 seconds (40 ticks). Of course, this number becomes lower if you detonate the field or if your opponent leaves it.
Embrace the Darkness (back to -8 energy)
Summon the power of the legendary demon to transform into a powerful avatar. Increase all attributes, and transfer one condition with its remaining duration to nearby foes every few seconds.
Embrace the Darkness: 15% All Stats
Number of Targets: 5
Conditions Transferred: 1
Interval: 3s
Radius: 240
This is where the proposed condi transfer mechanic comes into play. Since revenants have a fair amount of trouble keeping three or more condis up versus actively cleansing classes in my experience, I believe this would add to the legend in a great way and would be a much more compelling skill than the currently proposed version.
What do you guys think? Is exploiting your opponents condis a viable substitute for exploiting your own condis? Do these changes create a higher degree of uniqueness? Do they feel under- or overtuned? I would love to hear your opinions. Together, we can make Mallyx unique again!
Is the OP suggesting that the tempest is better than the reaper…?
…
…
…
Really?
In all seriousness, you’re right OP. The reaper is, so far, the only elite spec that trades its class mechanic for something else. However, the new class is so well-designed and powerful compared to some other elite specs (such as the tempest – /cries) that this fact becomes an insignificant detail.
I agree that a CC on UA would be nice, but I’d rather not have it on landing. Sometimes (quite often actually), I just want to inflict maximum Torment damage. Especially in PvE, this is important, as I want to be able to deal competitive condi DPS without knocking foes all over the place. Now that the Torment will be inflicted per pulse, this is even more important.
That’s why I would love to see UA transition into a second skill that detonates the field, inflicting fear or knockback to foes inside. This skill could be called Shadow Smash or Shadow Blast or something. The most important thing about this is that the CC would be optional, not forced, making UA useful for a wider variety of occasions.
The cooldown could also be dropped this way, which is something we all want I believe.
Exactly, there HAS to be an option to tone them down. Since Arenanet is shifting towards challenging 10 man cotent (raids), they have to make options available to make it possible to reliably play 10 man content. If those raids are anything more than world bosses (press 1 while having no clue what’s going on), the current particle system will make them impossible.
Also, I believe this will help out the “2 fps halp” people you see at the Frozen Maw / Karka Queen / Tequatl.
I don’t expect a Traveler/Divinity style runeset, especially since eles (the most hybrid class by design) don’t have one either.
Also, Roy has specifically stated that energy management will not be added.
So yeah, I’d say a ferocity/fury runeset is quite likely.
These changes are looking great! Evasion well? Condi removal well? 240 radius alacrity? OMG YES! Keep up the good work!
First of all, let me say that I’m very glad to see the displacement go. A pulsing AoE area denial skill was just too good when used right, and too obnoxious when used wrong. Imagine a a revenant basically Point Blank Shotting everything in PvE! People would be begging for you to bring your bearbow instead!
Also, I agree that the old style of Mallyx (absorbing condis to become stronger) was interesting and unique, but impossible to balance for all game modes. You did not only have friction with other Mallyx revs, but with every condi cleanser in general. I agree with reworking the playstyle.
That being said, Mallyx needs something more now.
Condi transferring, while similar to the Necro, would still be an offensive way to counter condis, so I believe it would be a healthy substitute. Embrace the Darkness is an obvious choice for this one.
Unyielding Anguish getting a pulsing chill seems out of place to me. First, I would like to see this skill to become about as strong in terms of Toment application as before; I suggest increasing the Torment per pulse (4 pulses) to 6 seconds (it could inflict 6 stacks for 5 seconds before).
Second, I suggest giving it back some of the AoE CC flavor it had before, only to make it optional. Sometimes, you want to keep your opponent near to burst it down. In PvE, this is often the case. My suggestion would be to add a second skill to detonate the field, pushing back foes standing in it.
Third, while the current chilling field requires the hefty cooldown, I believe my iteration would allow the cooldown to be reduced to 5 seconds, or maybe even removed.
And finally, while I’m unsure how it would have to be balanced, I want to throw it out there that it would be quite unique to make Mallyx skills become stronger if your target has a lot of condis instead of you.
P.S.: Roy, although the Mallyx changes need work, you’re definitely still our boy. Every other change seems great to me!
Most of the threads here are “Gimme more cool things”
And their daddy Roy is like “Sure darling, you want anything else?”Yeah, as a thief/ranger I’m jelly.
It’s just worrying that the fate of a professions depends on one person. If he’s passionate about it, then it’s great, if not (and not even communicating) – classes get abandoned. Shouldn’t profession balance be a collective effort of many devs, so they aren’t developed in vacuum?
It’s funny that you mention the thief. Karl McLain seems to be the main dev for the thief, and his lack of imagination is just painful. Just look at two of the elite specs he was responsible for: the Tempest and the Daredevil.
The Tempest tries to force a useless class mechanic on the ele and gives it a substitute for the auramancer signet build that was recently taken away.
The Daredevil reintroduces a fresh, un-nerfed Acrobatics line to the thief, only now with new dodges that are laggy and clunky, because they activate as if they were leap skills.
Both reintroduce one playstyle that was purposefully taken away/nerfed earlier and introduce one broken class mechanic.
Simply put, you can’t have nice things because your main dev is just incapable. Roy is far more capable, which might actually be why he was put in charge of the Revenant, and Karl wasn’t.
UA doesn’t need more damage. As has been said before, it is a gap-closing, stronger, might-granting Blurred Frenzy. It’s pretty much objectively better than Blurred Frenzy, so if they want a buff to it, they’d better halve Blurred Frenzy’s recharge and make it create a clone with every hit.
Step aside, Ice Bow! We have a new master, and it’s the Fiery Greatrifle!
Now if only the berserker would have gotten conjures… sigh
Overloads:
These are, in my opinion, the biggest problem. As I see them, they should be burst skills that temporarily turn you into both an offensive and defensive presence, at the cost of leaving you vulnerable afterwards. However, they are currently so undertuned that they offer little benefit while still leaving you vulnerable. Their casting times need to be dramatically shorter (think 3 seconds max) to turn them into the burst skills they were always meant to be. Damage coefficients will have to be balanced accordingly.
Traits :
These synergize poorly with the Tempest and the Elementalist in general. Some suggestions to make the Tempest not explode in the frontlines:
- Speedy Conduit: replaced by Stable Conduit: gain stability (2 stack, 3s) when overloading an attunement. This will allow the overloads (again 3 seconds cast time max) to grant protection and stability during their channels, protecting against both damage and CC.
-Harmonious Conduit: also grants 3s of superspeed. This will grant you a noticable mobility boost during overloads; the swiftness from Speedy Conduit is extremely weak.
- Lucid Singularity: functionality changed: now grant 3s of resistance when overloading an attunement. This, again, makes the Tempest very bulky during the overload, while leaving him relatively helpless afterwards.
Some more tweaks will probably be needed, but those will make the Tempest less of a sitting duck while overloading, while also making enemies think twice about facetanking you.
The warhorn won’t get a cooldown reduction trait, since they already have very potent cooldown reduciton traits for specific attunements. If anything, their base cooldowns will just be reduced. Also, for the warhorn to shine, the warhorn skills simply need to do something.
And MAYBE that frontline fighter Karl was talking about so eagerly should have a reliable source of stability, like EVERY useful frontline build in existence.
Shouts are below mediocre. Overload gets interrupted 95% time. Overloads have horrible cast time. Warhorn is bound to this terrible spec so its unusable. Most traits are bound to things i said before AKA not worth. Cant attune swap during overload. You need to wait too long for overload to charge and theres literally no place in rotation for this unless you have some sort of “off-time” moving from node to another for example.
Maybe you can use this ELITE spec for pve where u kill monsters in corner while sleeping but PvP its useless. I think this was pretty fair review of tempest so far.
Actually, in serious PvE you mostly need DPS, and the Tempest line doesn’t have any. It’s useless everywhere.
Indeed, the Herald is one of the main things that make me kinda want to buy the expansion. It just looks sooo much fun. I just wished eles had it that good.
It’s a shame we won’t be able to play as Revenants without HoT. But oh well, they need some selling points to their expansion.
Ridley confirmed!
Chrom confirmed!
GOKU CONFIRMED!!!
…shut up, they’re all gonna be added eventually. You just wait.
Although the Remorseless stuff is indeed some nice synergy, don’t forget that the ranger can already do this to himself with “Strength of the Pack!”
Although the burst gained from Remorseless + Facet of Darkness might be much more significant with the now freed-up Entangle… Might be pretty evil for WvW roaming.
First of all, as people said above, the Mists are a weird, reality-bending place, so it’s entirely possible to have to iterations of Jalis fighting each other.
Second, although the revenant legends seem to have consciousness to an extent, they are bound to the revenant’s will, as demonstrated by the occasional fit thrown by Mallyx.
Third, we are freaking time travelling in this game. And we are teleporting by magically paying some silver to a waypoint that’s half the world away from us. And we bring dead people back to life by rubbing their bodies. This is not by far the worst case of fridge logic in the game.
Moar staff classes
Knockdowns for days
Exploding Heart technique
Frontline zerg thieves
Please stop dodging
Greens aren’t supposed to be even remotely rare at level 80. That’s why there’s three stages of gear above them. Although it’s kinda weird that greens are the most common type of junk due to champ bags, this isn’t a problem at all, and it certainly doesn’t deserve immediate attention.
Paragon, but worse.
Worst name ever.
Just play Herald.
Shiro Glint hype!
Honestly? Nothing, due to the sheer fact that I expect the entire expansion to be around 20 FPS for me. The performance in Verdant Brink during the last beta was just painful, and I don’t have the money for an upgrade right now.
PS: my FPS is around 40 in old pve maps, dungeons and pvp.
Shield Master says ‘Hi’!
How the heck do you get Shield Master achievement?
Let’s anwser that with science!
Fastest would be engi on the Stealing Light story step (infinitely respawning critters):
-With Over Shield, Magnetic Shield has 24 cd and Static Shield has 32s cd. Both can be activated again to create a 5 target attack.
-Casting times aside, you can hit 5/24 enemies per second with Magnetic Inversion and 5/32 enemies per second with Throw Shield. Together, that makes 35/96 enemies per second.
-You need 5,000 killing blows for the achievement.
So, it will take you 5,000 / (35/96) = 13714 seconds to max out Shield Master with optimal efficiency. That’s 3.8 hours of critter farming.
So yeah, some people have that achievement for sure. But they either got it from LONG play times or from sacrificing their sanity.
In dungeons, the off-hand axe skills LOWER your dps compared to auto-attacking. Use off-hand mace instead for vulnerability stacks and defiance removal. Longbow is suboptimal for dungeons as well (the nerf was mostly important for pvp).
If you want to really help out your team with high dps and might stacks, go Greatsword + Axe/Mace with the Phalanx Strength trait. Here’s a link to the build: http://metabattle.com/wiki/Build:Warrior_-_Phalanx_Strength
This subject has been on the front page for the last couple of years I think, every time under a different name. I’ll just copy what i said in a different thread, and what most people agree on:
Same list as always:
-Buff all scepter auto-attacks, they are pretty much all horrible (Ice Shards is the least horrible)
- Make Dragon’s Tooth ground-targeted or decrease the casting time and/or the time it takes to drop.
-Make Shatterstone a useful skill. Add something like a chill, pulsing damage before detonation, an ice field, or simply more damage and/or vuln stacks.
The auto-attacks are the most important IMO. Scepter eles do close to nothing when their cooldowns have been used, and that needs to change. Sure, a burst weapon should not have insane sustained DPS, but right now it is just far too low.