Showing Posts For Delirious.9278:
My suggestion: There should be an activity list when you interact with the tower/keep quartermaster so that you’ll see who did what upgrade queue at what time and what guild that person is from. That way you’ll know exactly who they are, what guild they’re from (helps out with spy potential), and you can get a time stamp on when the activity was placed for record tracking.
Edit: Also, it should show how long that character has been playing the game and what level they are. Knowing the combination of level, guild affiliation, time stamp, age of character, and activity will help sort out of that person is a legitimate one versus a troll character.
(edited by Delirious.9278)
With your suggestion it MAY make the game more responsive (to some), but it’s a bland solution that won’t be expansive at best.
You say that I’m seeking another pet. From a perspective that’s impactful, yes, I am. As far as seeking different pets as in variety, yes, I am as well. The Rangers pets are extensions of the Rangers themselves. You want the pet to be a force as noticeable as the rangers themselves. By allowing pets to have an evolved form, we benefit from many things (ANET included).
From a player perspective:
-We have “new” pets to work with that have slightly different, but very familiar skills that the base model pet gas. That adds a variable learning curve to how rangers utilize their pets in an expansive way and not simply a “fix” that may not even be interesting to and noticeably beneficial in the first place.
-More build variety to consider because of these evolved oets, their attributes, and new abilities. That means more combination of Zerker, Knight, Soldier, Valkyrie, etc to work with and less focusing of specific gear stats.
-A big reason for many rangers to play the class more because it involves both short term and long term growth (those that want to evolve only a few pets and long term for those that want to evolve many)
As far as the ANET benefits go:
-They have more loyal players from the Ranger pool
-They can potentially make more revenue due to loyal players enjoying the game
-Appealing to those that appreciate pet growth and pet based gameplay and less of the independent growth of the character
-With PvE/WvW features being released in the HoT expansion, that means more options for players and less headaches for ANET to conjure ways to balance classes for players and work on “fixes” (that don’t need to be fixed as the “fixes” people are mentioning are not game breaking)
It’s been a long term thought process on my behalf playing as a ranger in WvW. I enjoy my ranger, I successfully kill people and have a place in my guild as the scout commander, but one thing that I’ve noticed when people mention the current class meta, it’s pretty much “every other class except for Ranger”.
The Ranger class from the get-go is supposed to be the pet class of the game. It’s come to my attention that there could be an evolution to the Ranger class as far as what the Ranger is defined as. To evolve the class, let’s talk about pets.
There are many pets in the game that allow the ranger to utilize certain (F) abilities, play styles, and perks based on what pet you have and thus benefit well if geared/traited properly to your pets needs.
I myself I play a power longbow ranger with a great sword. I personally have no problem playing with it in WvW and PvE where I kill A LOT of people. My ranger itself is good, however, I do not feel that I have defined myself as the pet class that ANET has specified that to be since release.
I use a spider and an owl. The owl I use it for its size (not many people seem to notice a bird flying at them and burst damaging them plus stacking 6 seconds of chill on them. The spider is helpful for weakness/vulnerability/immobilize/poison AoE at ranged encounters, but there isn’t enough for my pets to be recognized by others as the pet class still yet because even though my bird deals 6k burst damage in 2 and a half seconds and helps out with DPS and my spider helps out with ranged dps/condis, many people I fight disregard my pet as if it’s an insignificant force that won’t affect the battle.
To help make pets have a noticeable mark on the field of battle, I recommend an “Evolution” system where you can grow your pet, regardless what it is, into an advanced stage where its base stats are naturally increased, the skill set it augmented, and every pet looks like a fighting force on the field.
Imagine Pokemon. As it is right now, my Salamander pet is like Charmander, but what Rangers need to stand out as the pet class is a Charizard.
If Charmander has ember, bite, scratch, and tackle, I want my Charizard to have flamethrower, crunch, fury swipe, and body slam!
How this evolution process would work is that everyday that you play (relative to the login rewards), a ranger can play/feed their active pets. You can feed your pets a maximum of 5x a day. Just to clarify, it’s not “feed Owl 5x and feed Spider 5x a day”, it’s “feed Owl 3x a day and feed Spider 2x a day” and on their 60th feed (for example, and scaled by what i’ll call “Nurture Points”) that pet that has been fed will be given the opportuning to mature into their evolved form.
In the end after being evolved, a pet will look more menacing, deal damage as if they were menacing, and their skills would actually make enemies consider pets as if they were players (in terms of awareness).
What do you guys think? Do you think my suggestion will help Rangers be defined as the pet class that it should be? How do you think this idea could be beneficial to Druids when HoT releases as well?
I’m just here to look at all of the comments of people arguing on who qualifies to play HoT when in the end, ANET will choose anybody they want. Reasonably they would choose people based on combined numerous variables such as: News letter registration, login and time investment into the game, monetary funds invested into the game, and who is active on the forums/social media.
Why? ANET wants to choose people that enjoy playing GW2 to the point where much time and money is invested (which is an indicator that player will purchase HoT and most likely enjoy it as well) then tell other people about their experiences in HoT thus start a chain of feedback discussions about the game via forums or YouTube for example.
I’m not ANET and I’m not speaking for ANET, but logically you’d want to choose players that have proved to be quite invested into the game and have done some reasonable amount of digging into HoT research to be “qualified” to participate in the CB test.
OP, think of this, Why would a Ranger becoming a Druid lose the mechanic of being a pet? That’s a huge game changing metric right there. On top of that, consider the builds via gear that people are currently running on their characters. If your speculation about specializations is correct, that means that nearly everyone that specializes has to not only trait again, but also reacquire gear for themselves.
Do you know how long and how much it takes to acquire ascended/legendary gear? Reacquiring them will take an exceptionally long time. In fact, if your assumption is correct, that practically means that everyone would consider specializations as transforming into a completely different profession in general.
With that knowledge, that is not the way to go about improving character progression. In fact, it would be regressive. That is why they’re called specializations.
Your base class is now specialized into a profession that does something unique – something that other classes (and by extensions other specializations) can’t do.
In the end, what a specialization is, is an extension of your current profession. It doesn’t take away from your current experience. It would be foolish to take something away from a class when it’s supposed to be an advancement to your character in general.
If there is some things being taken away, it’s never going to be something that currently defines the class and those things wouldn’t hurt the class anyways.
(edited by Delirious.9278)
I’ve been requesting Druid type of skills since 2013. Especially since I have a Sylvari Ranger soon to be a Sylvari Druid.
1. Summon Ancestral Druid (Tier 2/3 (if there ever is a Tier 3 with the expansion) Elite Skill)
A. Lasts for 60 seconds. Cool down is 240 seconds.
- B*. General Skill (Spirit Orb Blast • Shoots a single orb from its staff every second on a single target at 900 range. Inflicts Poison upon hit. Does around 900 damage per hit and has a very small AoE upon impact 100 units. Has a low chance (10%) of shooting an orb that blows up on impact and scatters miniature orbs around the target for further detonation damage)
C. Special Skill #1 (Invasive Thorns • Summons a circle of thorns around the target and inflicts bleed and cripple per second. Bleed does 2500 damage by 7 seconds and cripples for 4 seconds on affliction. Thorns last 7 seconds and has a diameter of 450 units. Cool down is 15 seconds.)
D. Special Skill #2 (Seeds of Restoration • Druid throws 3 seeds near allies which sprout into healing pods that AoE heal allies for 340 HP per second and removes conditions every 5 seconds. Seeds explode after being destroyed causing around 3000 damage to enemies near it with a radius of 250 units. Proc’s when summoner’s health reaches less than 2/3. Healing seeds have a healing radius of 300 units and can stack healing if players are spaced in between seeds within said radius. Druid can also recover using this skill as well. Cool down is 20 seconds.)
- E*. Special Skill 3 (Ancestral Wrath • Fury, Might, Stability, and Quickness are granted to the Ancestral Druid. Fury, Stability, and Might lasts for 20 seconds, and Quickness lasts for 6 seconds. Skill procs when Druid has 25 seconds left until it disappears.)
2. Healing Skill – (Symbiotic Blessing • Player is healed 650 HP every time pet takes damage. Pet gains protection buff that lasts for 3 seconds on hit. When player is attacked, pet is healed 950 HP. Player gains protection buff that lasts for 3 seconds on hit. Symbiotic blessing lasts for 12 seconds.)
(edited by Delirious.9278)
I don’t post much on this forum, but when I do, it’s because of work that people like OP does! This work of innovation is simply.. innovative! What you’ve done is rehash many of the bland lines that push back players that want to see Guild Wars as the colorful and interactive MMORPG that they know and love!
On top of that, your solutions are easy for the casual people to understand and straight forward for everyone to apply themselves. Keep up the good work and I’d be even more appreciative if this was actually implemented in game!
#youdeserve10000gemsand1000goldattheveryleast
Hello, I’m a returning player to GW2 after being on a break for over a year. I’m aiming to get back into social gameplay with friendly, competitive, and faithful players that may perhaps be interested in server wide community outreach.
My main is a ranger and I’ll be focusing on that character for a while. I’m from Hawaii – USA Pacific Time Standard if that may be of interest to anybody reading this. If you have anymore questions about me and you’d like to get to know me better or even send me a straight invite, let me know in game through mail or whisper/tell! Thanks!
No way i will be trusting walking vegetables with my life…especially now that they are officially buddies with Mordie.
So i will be starting to kick all Sylvari from my parties, just to be safe. If you are an agent of Mordie, touche!
But if you happen to be an untouched one, sorry too bad, life in Tyria is not fair, get used to it.So if you randomly get kicked from a party with no warning and you are Sylvari…that was probably me.
Brah, why you gotta be racist for? ;/
Hey guys, I’m a returning player to Guild Wars and I’m looking for a nice, social, and active guild that does PvE (Adventure/Dungeons/Living World) and WvW (To a certain degree) on Sea of Sorrows.
I’m open to transferring to other servers if the investment is well worth it as I am quite competitive in WvW for that matter.
My time zone is Hawaii – Pacific Time (More akin closely to USA West Coast) and I’m a user of both Vent and TeamSpeak.
Feel free to message me if you want to know a bit more about me before recruiting me! Thanks!
Who is the figure with the shield and sword at the end of the cinematic when Braham is speaking? It sort of seems to resemble Canach, but I’m not sure …
When I reviewed that section of the video, the subtitles labeled “Canach” with his script. I’m sure it’s him.
After over 1 year of not playing this game I come back to find MAJOR hype! My main Sylvari Ranger has a lot of catching up to do!
What a good time to get back into GW2
Who is the figure with the shield and sword at the end of the cinematic when Braham is speaking? It sort of seems to resemble Canach, but I’m not sure …
When I reviewed that section of the video, the subtitles labeled “Canach” with his script. I’m sure it’s him.
(edited by Delirious.9278)
That doesn’t justify why so many people have to spend thousands of gold coin and spend hours upon hours of time to acquire one legendary weapon to only get something that doesn’t stand out from other gear other than its looks.
You simply get a trophy, which isn’t bad, but this is a weapon, it’s supposed to look good and feel great when using it plus the results of using it have to be as if your hours of time isn’t wasted which it certainly does feel for most players I’ve talked to about legendary weapons.
NEVER going to happen. Legendaries are meant to be skins only. The are not meant to be game changing.
False, Legendary weapons are meant to be Final-Tier weapons that have the best visuals, stats and/or abilities. If ArenaNet isn’t going to bolster the stats on the weapon to make them more suitable to every build that can use a Legendary weapon, at least give it a passive skill that is worth of the word, legendary, or an Elite skill unlock.
No, legendaries are currently on par with exotics, soon to be ascended. Putting a passive skill on them breaks the equality between them. Legendaries are cosmetic only, its a vanity item. Its not supposed to give you an edge.
You’re comparing Exotics (Which take significantly LESS time to acquire) to Legendaries (Which take significantly MORE time to acquire) and you state that they are SUPPOSED TO BE equal?
That doesn’t make any rational sense. Also read my paragraph carefully. I’m saying it as an option that if legendary weapons do not get their stats upgrade, give them something that makes it worth it other than looks. Looks don’t phase the hardcore gamers, what the weapon does; however, do phase.
Nice idea but you overlook an issu. Either you need to make the skills very weak as they can be used by all classes or they will become a must for the most dps. And there is the problem A-net wants everyone to have the same gaming experience and be stand on equal ground that is why most racial skills are pretty weake.
You can’t stand on equal ground if you have a LEGENDARY weapon. It takes months to make that weapon. As a reward, aesthetic appearance, power sets of stats, and a unique skill should be applied. As is it right now, people are spending thousands of gold and hundreds of hours into a weapon that doesn’t perform as a legendary even though it looks it.
It’s like a state of the line Ferrari, but instead of a powerful V8 Ferrari engine, you get a six cylinder junk engine instead. In that sense, that’s the quality of legendary weapons now.
NEVER going to happen. Legendaries are meant to be skins only. The are not meant to be game changing.
False, Legendary weapons are meant to be Final-Tier weapons that have the best visuals, stats and/or abilities. If ArenaNet isn’t going to bolster the stats on the weapon to make them more suitable to every build that can use a Legendary weapon, at least give it a passive skill that is worth of the word, legendary, or an Elite skill unlock.
Complaining about something so insignificant isn’t going to get you any authority in the matter. Suck it up and accept the decision that Arena Net has made on that bow. You’re not going to get everything that you want in your life. The Dreamer’s aesthetics being one of those things that you won’t get perfect according to your image.
Only one thing to say to this. Skills weren’t balanced around tiers. They may or may not be working towards it but it wasn’t originally intended.
The fact of the matter is: ArenaNet made Elite Skill Tiers. Tier 1 being 10 SP per skill and Tier 2 being 30 SP per skill. The standard is that Tier 2, which requires Tier 1 skills to be purchased and 30 SP compared to 10 SP. Tier 2 basically sets itself apart as the better choice of Elite skills, but in reality it’s not what it is supposed to be.
(edited by Delirious.9278)
The design of the racial skills, including the elites, is that they are for flavor and are weaker than regular skills.
“Eric Flannum: Each of the five races has unique skills available to them. Our philosophy behind the design of these racial skills is that they are slightly weaker than equivalent skills determined by profession. While they may be less powerful, the racial skills capture the flavor of each race and provide additional options for the player. For example, a human playing a profession that normally doesn’t have a good way of dealing with conditions could take the Prayer to Kormy racial skill, which removes a condition but is a fair bit weaker than comparable skills provided by a profession specializing in condition removal. By doing this, we hope to give the various races access to skills that make them feel unique without making them overpowered when played as a particular profession.”
http://guildwars.incgamers.com/blog/comments/guild_wars_2_interview/
The bold part is where the “philosophy” fails. Tier 2 Elite Skills (Racial or not) are “coincidentally” less effective than their Tier 1 counterparts.
I run a Sylvari Ranger. My Tier 2 Elite Skills are Spirit of Nature and Summon Druid Spirit. They are lackluster compared to their Tier 1 counterparts, Take Root, Rampage As One, Entangle, etc. Spirit of Nature is supposed to heal nearby allies, revive, and remove conditions, but the effectiveness of the skill is so mediocre that it’s not worth it to use it at all. The skill itself is a Tier 2 CLASS Elite Skill. If that skill is 20 SP MORE than the Tier 1 skills even though they are both Ranger skills then explain to me why “nobody” uses the skill in WvW or in PvE?
Summon Druid Spirit for Sylvari is also significantly weaker than Tier 1 Elites. For 20 SP more, I should be expecting 3x the effectiveness at least. Logic and Numbers > “Philosophy” The same goes for all racial and Tier 2 skills that have lackluster performance compared to their Tier counterparts.
I agree. Although people may rebut the notion by saying “Racial elite skills are supposed to be weaker than class elite skills”, there is no excuse that investing a significant amount of SP for Tier 2 and comparing them to their hilariously more effective Tier 1 versions should be MORE not LESS effective.
Norn and Sylvari racial elite skills especially should be tended upon.
No they are NOT supposed to suck. I’m not taking that “philosophy”. Tier 2 Elite skills that cost 30 skill points are supposed to be mathematically 3x better than that of their tier 1 10 skill point counterparts regardless of racial or class specifications. Elite skills are supposed to be strong and effective in battle, not a waste of a skill slot! Redo every races racial elite skills and then that’ll make everyone happy.
NOTE – There is a copy of this post in the Sylvari section of the forums as well. PLEASE do not delete that copy. It’s there for other Sylvari players to discuss. Thank you.
First off I’d like to say that the recent update to the game was pretty good. There were a lot of things that were patched up, added, and polished upon. Overall, it was a very neat update.
There’s one thing that I’d personally like ANet to tweak on a little bit and that would be the Sylvari’s Racial Elite Skill, Summon Druid Spirit.
A few months ago I made a thread about how it needs to be improved because the Druid Spirit itself is lackluster as an Elite Skill. Here’s why I believe it’s lacking:
1) Its only form of attack is its immobilizing AoE chains – The skill itself is powerful as it can hit 5 mobs for around 2k damage simultaneously plus immobilize them for 2 seconds. However, the skill itself is not good on its own because the skill is activated once every 7 seconds. That’s only 8x that the skill is used in the Druid Spirits 60 second duration. Another thing is that the skill can be easily dodged if the target can predict it. Therefore every time the Druid Spirit attacks, it misses. Even though the skill can force targets to dodge and thus waste endurance, the Druid Spirit isn’t doing much good as only an “endurance waster”; especially when in a group fight, the Druid Spirit isn’t a big focus as it should be considering it’s a tier 2 elite skill.
Solution: Add in 2 offensive abilities for the Druid Spirit.
A) Swiping Knock Back – The Druid Spirit sweeps and pushes close ranged enemies back 500 distance from it and deals approximately 900-1200 per hit at lvl 80. Cool down on this skill is 4 seconds. This skill activates whenever an enemy is within 100 range of the Druid Spirit when not under influence of the cool down. This skill fixes the problem of the Druid Spirit not being able to protect itself at close range.
B) Sprout Seed Turrets – The Druid Spirit pounds the earth with both fists and summons 3 seed turrets to attack its enemies. The seed turrets do around 300-500 damage per seed at lvl 80 with bleed damage of 54 damage per 2 seconds that lasts for 2 seconds per seed. Condition stacks intensity. The turrets last for 25 seconds and this skill’s cool down is 40 seconds. This skill triggers randomly. The chance for this skill to proc is 30% when not in cool down. This skill fixes the problem of the Druid Spirit not being able to provide ranged assistance against more agile players/mobs in large quantities. Immobilizing chains is a ranged AoE skill, but with its weaknesses of being able to be dodged easily and its long cool down, seed turrets will help.
2) Update the Druid Spirit’s aesthetics – Sylvari are the most beautiful plant creatures “Nature” has to offer. The Sylvari’s Tier 2 Elite Skill should also represent that beauty as well. Although the Druid Spirit has a nice glow at night and does have a semi-unique look, it doesn’t look as if it represents the beauty and power of Sylvari.
Solution: Add leaves to its branches and/or a trail of pools of water with rose petals gliding along with them. With this update, the Druid Spirit will truly represent nature as it should be.
3) Have the Apply Regeneration and Draw Conditions abilities be able to work properly and effectively – I have been using the Druid Spirit for months and I have only seen it Apply Regeneration 6 times total. The sad thing about that is when it did, it only healed me about 310 HP per second for 10 seconds and I have never seen it draw conditions from me before.
Solution – Make it that Apply Regeneration and Draw Conditions are in one skill. Increase Apply Regeneration’s heal tick to 610 hp per second for 10 seconds. The skill activates when the player’s health reaches 66%. The cool down on the skill is 30 seconds. This fixes the problem that should’ve been fixed a long time ago as it is one of the noted abilities of the Druid Spirit.
The result of all solutions above provided – A fully supportive tier 2 Elite Skill worthy of being used at last. ArenaNet, if you read this, please indulge time into fixing this skill please! There is so much potential for this skill to be on par with other racial elite skills/elite skills in general. As I see it now, any tier 1 elite skill including tier 1 racial elite skills can top the quality of the Druid Spirit. My wish because I did invest 30 skill points into this skill is for it to be what most players like myself expect: A supportive aid to any combat situation.
If anyone has any questions or constructive criticism of my ideas, post them here please! Thanks.
(edited by Delirious.9278)
First off I’d like to say that the recent update to the game was pretty good. There were a lot of things that were patched up, added, and polished upon. Overall, it was a very neat update.
There’s one thing that I’d personally like ANet to tweak on a little bit and that would be the Sylvari’s Racial Elite Skill, Summon Druid Spirit.
A few months ago I made a thread about how it needs to be improved because the Druid Spirit itself is lackluster as an Elite Skill. Here’s why I believe it’s lacking:
1) Its only form of attack is its immobilizing AoE chains – The skill itself is powerful as it can hit 5 mobs for around 2k damage simultaneously plus immobilize them for 2 seconds. However, the skill itself is not good on its own because the skill is activated once every 7 seconds. That’s only 8x that the skill is used in the Druid Spirits 60 second duration. Another thing is that the skill can be easily dodged if the target can predict it. Therefore every time the Druid Spirit attacks, it misses. Even though the skill can force targets to dodge and thus waste endurance, the Druid Spirit isn’t doing much good as only an “endurance waster”; especially when in a group fight, the Druid Spirit isn’t a big focus as it should be considering it’s a tier 2 elite skill.
Solution: Add in 2 offensive abilities for the Druid Spirit.
A) Swiping Knock Back – The Druid Spirit sweeps and pushes close ranged enemies back 500 distance from it and deals approximately 900-1200 per hit at lvl 80. Cool down on this skill is 4 seconds. This skill activates whenever an enemy is within 100 range of the Druid Spirit when not under influence of the cool down. This skill fixes the problem of the Druid Spirit not being able to protect itself at close range.
B) Sprout Seed Turrets – The Druid Spirit pounds the earth with both fists and summons 3 seed turrets to attack its enemies. The seed turrets do around 300-500 damage per seed at lvl 80 with bleed damage of 54 damage per 2 seconds that lasts for 2 seconds per seed. Condition stacks intensity. The turrets last for 25 seconds and this skill’s cool down is 40 seconds. This skill triggers randomly. The chance for this skill to proc is 30% when not in cool down. This skill fixes the problem of the Druid Spirit not being able to provide ranged assistance against more agile players/mobs in large quantities. Immobilizing chains is a ranged AoE skill, but with its weaknesses of being able to be dodged easily and its long cool down, seed turrets will help.
2) Update the Druid Spirit’s aesthetics – Sylvari are the most beautiful plant creatures “Nature” has to offer. The Sylvari’s Tier 2 Elite Skill should also represent that beauty as well. Although the Druid Spirit has a nice glow at night and does have a semi-unique look, it doesn’t look as if it represents the beauty and power of Sylvari.
Solution: Add leaves to its branches and/or a trail of pools of water with rose petals gliding along with them. With this update, the Druid Spirit will truly represent nature as it should be.
3) Have the Apply Regeneration and Draw Conditions abilities be able to work properly and effectively – I have been using the Druid Spirit for months and I have only seen it Apply Regeneration 6 times total. The sad thing about that is when it did, it only healed me about 310 HP per second for 10 seconds and I have never seen it draw conditions from me before.
Solution – Make it that Apply Regeneration and Draw Conditions are in one skill. Increase Apply Regeneration’s heal tick to 610 hp per second for 10 seconds. The skill activates when the player’s health reaches 66%. The cool down on the skill is 30 seconds. This fixes the problem that should’ve been fixed a long time ago as it is one of the noted abilities of the Druid Spirit.
The result of all solutions above provided – A fully supportive tier 2 Elite Skill worthy of being used at last. ArenaNet, if you read this, please indulge time into fixing this skill please! There is so much potential for this skill to be on par with other racial elite skills/elite skills in general. As I see it now, any tier 1 elite skill including tier 1 racial elite skills can top the quality of the Druid Spirit. My wish because I did invest 30 skill points into this skill is for it to be what most players like myself expect: A supportive aid to any combat situation.
If anyone has any questions or constructive criticism of my ideas, post them here please! Thanks.
(edited by Delirious.9278)
Have #5 Longbow skill be able to be used while moving, fix the drake’s bugged skills, upgrade pet AI to run away from danger that they can’t overcome, give pets a dodge ability similar to a player’s dodge so when they’re being ravaged, they’ll at least dodge the nasty attacks.
Finally, the most important thing for me at would benefit Rangers is the ability for pets to perform skills while moving so they can actually hit their targets. Those updates would be very nice for Rangers so at least we’ll be able to be differentiate from the other AI summon utilizing classes
AsheN, some player sellers prefer convenience over a longer amount of time selling something and some player consumers prefer convenience over a longer amount of time buying something.
1. just buy him the armor and dyes and mail him those. edit or use the guild vault to send him what he wants.
2. Yes you should try to think before posting, better luck next time
1. The man wants to send money to his friend so his friend has enough money to purchase the product. The man sending money can’t/doesn’t want to dish out an unnecessary amount of coin to accomplish that.
2. Pay attention and think before you post. Better luck next time.
To get rid of the players buying gold from gold sellers, increase the amount of gems converted into gold and slightly increase the amount of gold needed to convert into gems. ArenaNet still get’s quite a bit of pay even with a lesser cost for an infinite supply thus increasing the demand for the goods, players get the currency they want, and less gold sellers are in the game.
TL;DR: ArenaNet —> Decrease price to buy gems with real life currency by 25% and slightly increase amount of gold needed to acquire gems by 20% --> More players buy gems —> ANet get’s more money in the long run/Players are happier with gold & gem increase overall.
Players (After price change) —> Don’t buy as much gold from gold sellers because the price is beat --> Gold sellers are minimized —> Less bots --> More motivated players in PvE/WvW —> More meaningful and active player farming groups --> A better feeling of accomplishment knowing that a reasonable amount of effort and time was inputted
(edited by Delirious.9278)
While that may be true to some extent. You have to also take into consideration that not all players want to play Sylvari for the looks, but for the game play. If Sylvari racial skills end up being lackluster and don’t improve the game play, then what is the better reason to play a Sylvari?
It’s definitely not the glow you get for having one that’s for sure. A serious gamer doesn’t choose a race solely for it’s aesthetics, but is chosen for it’s overall utility and unique experience that it offers.
By the way, this tier 3 elite skill idea is obviously available for other races as well so if you are compelled to play other races, you should make up a tier 3 skill for them to spice up their game play as well.
For those who don’t agree with NinjaEd, you guys are missing the big picture:
*Legendaries are extremely hard to get due to the requirements necessary to get them. It’ll take months of farming, hundreds of dollars/euros, and extensive research just to get them. You really need to put a HUGE effort of yourself and even other people to get ONE legendary over such a span of time.
With all of that effort over time, wouldn’t you think that players that get legendaries deserve MORE than just fancy glow, passive aesthetics, and stats that may NOT EVEN be cumulative to their build? Most of these weapons base damage isn’t even significantly different than lvl 80 exotics and power/crit users don’t have a reason to get legendaries just for stats because it doesn’t offer precision and crit damage % like it’s precursor weapons.
In short, legendaries need a stat rehash. They’re simply too weak compared to be called legendaries at all and only just for show regardless of how much work a player puts into getting it.
Here’s what’ll make them better and more significant and worthy of legendary status that’ll make EVERYONE want to go for them:
Keep the aesthetics
Add 140-180 more power
Have each legendary hold these stats: +179 power, +179 precision, +128 toughness, +128 vitality, and +9% crit dmg
Add in a unique bonus ability unique to the weapon: E.G. with “The Dreamer” Legendary Shortbow, let it grant a 5% chance to daze an opponent for 2 seconds. Ex2: “Twilight”, the Legendary Greatsword, grant it a 5% chance to blind an opponent for 6 seconds.*
^Those bonuses WILL make legendary weapons “Legendary”. Think about it people, the game has been out for over a couple months. Out of all servers there are probably 4 dozen people at the most that have legendary weapons. Out of thousands. Those hard working few deserve more than what they currently have. Enemy players look at them and guess what, they don’t fear the players with Legendary weapons. Why? The fact is, even though the weapon is “pretty”, it doesn’t pack a legendary punch.
As the title asks, if Tier 3 Elite skills were implemented in game for 120 SP per elite, what would you like the Sylvari racial to be?
I would like an Elite skill that would summon something called the “Summon Pale Tree Spirit”
Description: Summon a Pale Tree Spirit to fight alongside you.
Cooldown: 360 seconds
Health: 16,000 at lvl 80
Armor: 2000 at lvl 80
Critical: 30
Duration: 60 seconds
Aesthetics: The Pale Spirit would look like a humanoid bipedal creature that is athletic in stature, 8ft tall, has leaf hair that goes down to its shoulders, has eyes that brightly glow like an aurura borealis, wears a robe that is made up of Ti leaves/twigs, resembles a Sylvari male and an Oakheart put together in a sense that the Sylvari male is represented more, but there’s some small branches stemming off from its shoulders to express that it reached a stage of nature that far surpasses that of the common Sylvari. It would be aesthetically designed much like the glow and color of the Druid Spirit, but with a much more rainbow radiant glow emanating from the Pale Tree Spirit itself.
Weapons: N/A as this spirit is purely magical and harnesses the powers of Nature/Wood (Water and Earth elements) to its disposal
Abilities:
- 33% chance for every second of time to sprout 3 seed turrets that last 30 seconds. Skill CD is 30 seconds
- 50% chance for every second of time to create Muddy Terrain upon enemy location that immobilizes for 2 seconds per pulse. Pulse occurs every 3 & 1/4 seconds. Skill CD is 25 seconds
-Uses an auto-attack skill that fires a burst of ice cold leaves (picture a swarm of leaves partially surrounded with ice) at an opponent once every 2 &1/2 seconds for 1,200-1,400 dmg on standard armored mobs at lvl 80. Criticals for 2000-2400 dmg.
-Creates a healing spring that targets an ally within 600 dist of it that lasts for 10 seconds when that ally reaches reach 50% HP and heals for 510 hp per second. Skill CD is 25 seconds
- 50% chance per every second of time to summons a barrage of “raining” boulders (6 boulders) to AoE smash targets for 800-1000 dmg each hit within 900 distance of the Pale Tree Spirit for 100 distance radius around impact that cripples enemies for 1 second per hit. Skill CD is 20 seconds.
-Has a VERY RARE (3% for for every second of time) chance to summon a unique mini spirit that follows the Pale Tree Spirit until the Pale Tree Spirit disappears giving nearby allies within 600 distance constant stacks of might (3), swiftness, protection, and stability plus a skill that removes all conditions from 5 nearby allies with a CD of 10 seconds.
^Now that’s my idea for a tier 3 racial Elite skill. I’d be glad for any one else to suggest something and hopefully this idea can pass on to ANet so more intensifying elite skills can be implemented!
(edited by Delirious.9278)
After a couple of weeks messing around and testing the Druid Spirit, I’ve realized that it spontaneously and rarely uses AoE regeneration even when I’m at close proximity to it and even when we’re all taking damage down to even 50% health.
I even went as to compare the Druid Spirit to the Champion Aboreal Spirit in Eternal Battlegrounds. That spirit, which almost looks exactly like the Druid Spirit, pops out seeds that make seed turrets, uses AoE binding roots, knockdown, and knocks back.
Druid Spirit needs some of that power to even be useful in a tide changing way. I suggest:
Add in the knockback melee attack that does 1200-1500 dmg at Lvl 80 to mobs with standard armor with no cooldown for the knockback. Make the Druid Spirit apply regeneration automatically when the caster or itself reaches 75% health with a 20sec CD. Make the immobilizing chains skill have a 4 seconds cooldown, and have the spirit reliably draw conditions from us and have a skill animation for it.
As for the druid like skill, I’d utilize the Champion Aboreal Spirits Disperse Seed Turrets Skill and have 2 turrets spawn with a 30% chance to proc the skill with a 30 second cooldown for the skill.
If all of these go in, this skill would finally receive it due justice.
I would even be so glad as to record and upload a video of how negatively limited this skill is as a tier 2 Elite skill. Please ArenaNet! Revamp this skill for the Sylvari players!
(edited by Delirious.9278)
2nd test: Longbow on lvl 80 mobs in Frostgorge (regular non veteran class)
- LB has a slower rate of fire than SB, but deals more singular dmg over 1000 units range
Since there is no condition damage for LB we will disregard that and we will look at Hunter’s Shot, Rapid Fire, and Long Range Shot.
I killed the same type of mob in 7 seconds at 1000+ ranged using Hunter’s Shot (10% dmg increase for 8seconds due to vulnerability status) first then QZ + RF. RF does 10 shots in 4 and a half seconds w/o QZ so with QZ is does 10 shots in 2 and a quarter seconds with QZ leaving 1 and 3/4 seconds to do a skill with QZ. RF has 10 shots and QZ lasts for 4 seconds. Each shot with RF on this mob hits around 400 per hit at 1000+ range w/o Hunter’s shot so with Hunter’s Shot which add’s 10% dmg 10% of 400 = 40; 400 + 40 = 440. Long Ranged Shot does approximately 900 dmg at 1000+ range and it takes 1 shot per second. With Hunter’s Shot, Long Ranged Shot does 990 dmg at 1000+ range. Hunter’s Shot does a dmg of approximately 550.
Let’s assume we don’t get crits: in 7 seconds to the kill the mob, we have 8 seconds vulnerability 4 seconds of QZ. In 2 and a quarter seconds we deal RF dmg of 440 × 10 = 4.4k dmg without crits + Hunter’s Shot dmg (550 dmg) (1 second interval between Hunter’s Shot and RF + QZ) + 1 and 3/4 second of QZ (So far total of seconds is 5seconds) so 2 seconds left which makes 3 Long Range Shots. 3 Long Range Shots is 990 dmg each so 990 × 3 = 2.77k damage.
Test DMG #1 = 4.4k + 2.77k + 550 = 4.95k + 2.77k = 7.72k dmg without crits.
Test DMG #2 we’re including crits and again we’ll be setting up the same scenario of crits ratio as the SB test to keep fairness and precise results.
Let’s say that 5/10 RF shots are crits. One RF shot crit is approximately 950 dmg so 950 × 5 = 4.75k. 4.75k + 440(5) = 4.75k + 2.2k = 6.95k RF dmg. Hunter’s Shot so happens to crit so its crit damage is 1k. 2/3 Long Range Shots so happen to crit as well so each shot is critted is 2.1k dmg. So 4.2k + 990 = 5.19k dmg
Overall DMG with crits for LB = 6.95k + 1k + 5.19k = 7.95k + 5.19k = 13.14k dmg overall in 7seconds to kill the enemy.
So in essence, with an even amount of crits and regular damage at 1000+ range, LB does 13.14k dmg in 7 seconds
12.69k DMG in 6 seconds SB vs. 13.14k dmg in 7 seconds LB. In one second difference, LB at a longer range does .31 + .14 = .45k = 450 dmg more than the SB, but with one second overage on the same mob with overall the same crit ratio (dmg) as SB.
TL:DR One thing to note is that with the LB, the damage is considerably higher than damage with SB in a sense that if crits were to increase constantly for both SB and LB; imagine a line graph with the slope increasing at a constant positive, LB would have a higher slope for damage output than SB because since damage output per crit is higher with higher singular damage (which the LB has) than in the long run, LB beats out SB in dps output when it comes to crits at 1000+ range.
To put it simply, if you were to utilize this in WvW, LB has better usage as a sniping weapon and good AoE support than SB and SB has better single opponent DPS output at a closer range than LB. There’s really no point in dictating the damage output for both LB and SB when clearly they have specialized purposes for each in their own regard.
This argument is futile because so many variables are accounted for: play style, traits, gear, enemy gear, enemy skill. You really can’t put a number on these things, you have to either adapt to your surroundings and utilize what you are good at. I don’t see a point for even belittling LB or SB. You’re only making yourself look like someone who just wants to be a jerk for no good reason; aka an immature kid just causing unnecessary trouble on the forums.
LB and SB are good just the way they are in their own respects so stop arguing about something mundane and get to doing bigger and better things. Thank you.
Alright, this is gonna be long, but bear with me. I’ve tested out both the LB and SB at lvl 80 full exotic gear and weapons, traits stacked 30/30/10/0/0. Now before I state myself further, if you already can’t tell, this experimentation is to test whether or not SB/LB outdoes one another DPS overall using the same traits, skills, and gear as the other. I have LB/SB skill recharge time trait and multiple dmg increase traits including the increase of longbow range and longbow damage by 5% trait.
Stats: 3.4k attack, 46% crit chance, 54% crit dmg increase
1st test: Short Bow on lvl 80 mobs in Frostgorge (regular non veteran class)
- SB has a faster damage output than LB, and when bleeds were stacked to 18 max I could get with #1 skill and QZ, condition dmg dealth 43 per second per 18 stack worth.
43 × 18 = 774 per second by the 4th second along with the 350 base damage per shot (4 shots per second) or 750 crit dmg per hit if I was lucky that I occasionally do. So by the end of the 4sec QZ the damage output made a total of APPROXIMATELY
-Killed the mob that way (was a son of svanir troop) in 6 seconds so the test stops by then.
: (43 × 18 = 744 per second by the 4th second using QZ, but since condition dps is lower in the 1st couple seconds round it off to 43 × 11 = 473 by the 2nd second so let’s make a hypothesis that condition damage by the 6th second when the mob died was around 744 + 473(2) = 744 + 946 = 1690 (since 6sec-4sec = 2sec based off of 2 second test damage)
Condition DMG approximately = 1.69k per 6sec
With QZ, skill #1 does 4 shots/sec and if the minimum dmg done was 350, 350 × 4shots per sec x 4sec = 1.4k x 4 = 5.6k dmg in 4 seconds. With 2 seconds left over without QZ and without QZ, skill #1 does 2 shots per second so 350 × 2shots per sec x 2sec = 700 × 2 = 1.4k dmg in 2 seconds.
^Assuming there were no crits as suggested, total dmg along with condition dmg is
5.6k + 1.69k + 1.4k = 7k + 1.69k = 8.69k dmg in 6 seconds without criticals.
Now let’s calculate for total damage with criticals. If I had a 46% crit chance with 54% damage increase. In 4seconds with QZ which totals their shots in those 4 seconds with 4shots per second x 4seconds = 16 shots per for 4 seconds. 46% of 16 shots is (with the benefit of the doubt of due probability 7-9 crits out of 16 shots. Let’s go with the “luckier factor” and include 8 crits out of 16 shots.
So each crit deals around 750 dmg. so 750 × 8 = 1.5k x 4 = 6k dmg. 6k dmg + 8(350) = total damage with base hits and crit hits together = 6k dmg + 2.8k damage = 8.8k damage in 4 seconds. There are 2 seconds leftover to kill the mob and without QZ every skill #1 shot does an output of 2 shots per second so in 2 seconds there are 4 shots. Let’s give 2 of these shots crits and 2 shots regular.
700 is the 350 × 2 base damage and 1.5k is the 750 × 2 crit damage. 700 + 1.5k = 2.2k dmg in the last 2 seconds. 8.8k + 2.2k = 11k dmg in 6 seconds with both base and crit damage.
Total Condition DMG + Total DMG With Crits = Total Overall DMG
1.69k + 11k = 12.69k Overall DMG in 6 seconds
compare that to no crit overall dmg and you get 12.69k – 8.9k = 4k dmg. You make 4k more damage with criticals in the comparative 6seconds.
Overall, SB does an average 12.69k DMG in 6 seconds to a mob and kills it with traits of 30/30/10/0/0 with 3.4k attack, 46% crits, and 54% crit damage (I didn’t solve for precise 54% crit damage increase b/c crit damage also has a randomizing dmg factor included so I made an even approximation)
As said in the title, all types of my drakes don’t do the Tail Swipe Skill. The only skills they use are their F2 skills, bite, and chomp skills. Please look into this and fix it. Thanks!
Here’s the details:
I get dc’d by the ranger boss, I logged back in, get the popup to join my party, I click enter, but the window disappears and I don’t get ported into the dungeon. I relogged, switched toons, quit the game client, reestablished connection to my Wi-Fi, but to no avail.
I hope this is an issue you can correct. Thank you very much!
Make the Summon Druid Spirit Skill use Apply Regeneration Accordingly
in Suggestions
Posted by: Delirious.9278
I have a pet peeve about the Summon Druid Spirit’s Apply Regeneration Skill. Whenever I use my Druid Spirit, it spontaneously uses the skill in a “dumb” way.
E.G. I am a ranger. When my pet, druid, and I have full health and attack an enemy it uses this skill. It’s unnecessary as it’s rarely used and it’s random.
I suggest making this skill be used when one of us reaches a threshold of lower than 50% HP with a CD of 20 seconds while the skill itself lasts for 10 seconds and heals for X amount of HP per 2 seconds.
That way the Druid Spirit is like Paladin (Healing Tank) like it ought to be.
Hi,
I’d like to first start off with the notion that I enjoy the Mistfire Wolf as an Elite skill! It’s helpful in most situations, but to get to the point, one of its skills, “Charge Tackle”, when used against an opponent on a different level of plane, my wolf will just charge and do the animation, but in the same spot as when it first does it, then a couple seconds later it ends the animation at the same spot and proceeds to attack the enemy regularly.
Now this bug can be very troublesome just by looking at it. So can the devs please fix this ASAP? Thank you!
*Also have the wolf (if blocked by unmovable objects), charge around it and towards the enemy as well because it happens sometimes that the wolf runs into a bush that blocks people and it rebukes the skill entirely.
my river drake doing 5-6k lightning breath.
I saw this in one of your posts, completely different from what you said earlier here.
my river drake hits people for 6-12k with his f2 ability minimum
You sir are a liar and most likely a bad ranger if your pet out damages you.
He could be a bad ranger individually compared to his pet. He most likely runs Beastmaster traits with Master’s bond, pet might buff, and pet crit dmg buff. He probably also doesn’t run Marksman or Skirmishing if that’s the case.
^Which makes him a Tank-Ranger that lets the pet do most of the “work” which is nothing wrong really, but it’s definitely different than most other ranger builds out there.
I actually have nothing to complain about for the longbow. The longbow and shortbow have their equal uses in their own ranged respects. Shortbow is more for short-fast-DoT dmg while longbow resorts to 1000+ distance ranged damage-cripple-vulnerability-knockback. If players build themselves correctly, longbow skill (1) can hit for 3k damage crit in WvW. <—- That’s how much I can hit with skill (1) for and my max was 3.4k crit.
With Rapid Fire if all hits manage and your crit chance-power-crit dmg is high enough, a player can hit 8k on a foe. Barrage is absolutely devastating to a crowd as a CC; strike correctly with it in tandem with Hunter’s Shot and you’ll have enough distance/time between you and your opponent(s) to kill them off; especially if you’re running Elites: Summon Mistfire Wolf, Summon Druid Spirit, Rampage as One, Take Root, or Entangle.
Being a longbow ranger isn’t as hard as it seems. Well honed rangers know by heart the distance needed to get max damage as possible with skill (1) and that’s what makes a longbow ranger a survivor in the end compared to shortbow rangers. shortbow rangers have to be closer and they have to continuously kite. It’s dangerous for any ranger to be close to an opponent especially in groups.
I have to agree that shortbow rangers have the best time in close ranged combat than longbow rangers because as obvious.. shortbow is for close range.
That’s my two cents for the longbow. If you’re on Yak’s Bend server and you see me in WvW, take some time to look at my example of how a longbow ranger does a battle, you’ll be surprised at my effectiveness.
#Havehopeforthelongbow
I play a high balance of 3 specs:
1) High Base Damage (Power – 3.4k Attack)
2) High Critical Hit Chance and Damage (Precision – 41% Crit Chance with 22% Crit Damage Increase
3) High Pet Attributes (High attributes in general)With these 3 traits, I utilize a high and fast level of DPS using my longbow to quickly rain down fire upon multiple enemies. One of my strategies (and I have many) include shooting barrage—->hunter’s shot—->rapid fire—-> weap swap to sword/dagger combo and dive in to finish the kill (if the enemy isn’t dead by the time my ranged attacks finish it off)
^That’s not even including my pet and summons. Typically I use Mistfire Wolf along with my other pet as extra dps and a distraction when I’m fighting 1-3 enemies. Along with the DPS that they expunge, they confuse the enemy and they also help to kill quickly ASAP so I can move on to the next foe.
I.E. I get in quick, kill ASAP from various ranges, and support as a high DPS flanker and debuffer (cripple/vulnerability)
Wait, you must have Mistfire Wolf up to fight more than 1 enemy?
41% crit chance and 22% crit damage? Oh I see, you are one of those people who think their build is comprehensive even though they haven’t experienced endgame content.
From your reply, you don’t even know how successful I am in WvWvW. The above that I posted was even my most mundane strategy to use in general situations in WvW. It’s not even my best strategy because I’d like to keep my others a secret, but with rapid fire I’m able to do up to 8k dmg (if crits hit) on an enemy.
Alright, listen, I could use Rampage of One; it has fury, might, stability, and swiftness for both you and your pet, but when it comes down to it, it’s only good for swiftly killing 2 or 3 people at the most within it’s 20sec window.
With Mistfire Wolf, I have the ability to have simultaneously 2 pets at my disposal for 30seconds and after 30seconds I only have one pet. Now consider the damage I do and what my current pet does along with the Mistfire Wolf (which does approx. 2k DMG with its charge and at least 3k with its AoE move. My pet does its fair share of DPS too.
My build is to strike hard, fast, and to make sure I kill up to 4 people within 30 seconds before all I’m not my strongest anymore.
I’m not sure why you seem so dominant over everyone else’s build, but I think with your reply, you’re just all mouth and no talk. My guild can vouch for me as some of them have participated with me in WvW battles as we play for Yak’s Bend server.
Edit: Also, the Mistfire Wolf is a distraction. Think about it.. When people see two pets attacking you and the ranger is DPSing you from 1200 units distance away, what are you going to attack if you’re not ranged? You certainly can’t come up to me and expect to kill me quickly, I have a full exotic set on and I can dodge backwards plus utilize swiftness and my knockback shot.
^That’s if they actually get to me (which most of my foes usually don’t because they run away after I flurry my rapid fire at them). My Mistfire Wolf shouldn’t be underestimated. It has decent defense, a fair amount of HP, high DPS for a pet, and a good source of distraction. It’s a perfect way to at least have an even chance against 2-3 players for at least 30sec considering they are high lvled and well geared as well.
(edited by Delirious.9278)
I play a high balance of 3 specs:
1) High Base Damage (Power – 3.4k Attack)
2) High Critical Hit Chance and Damage (Precision – 41% Crit Chance with 22% Crit Damage Increase
3) High Pet Attributes (High attributes in general)
With these 3 traits, I utilize a high and fast level of DPS using my longbow to quickly rain down fire upon multiple enemies. One of my strategies (and I have many) include shooting barrage—→hunter’s shot—→rapid fire—→ weap swap to sword/dagger combo and dive in to finish the kill (if the enemy isn’t dead by the time my ranged attacks finish it off)
^That’s not even including my pet and summons. Typically I use Mistfire Wolf along with my other pet as extra dps and a distraction when I’m fighting 1-3 enemies. Along with the DPS that they expunge, they confuse the enemy and they also help to kill quickly ASAP so I can move on to the next foe.
I.E. I get in quick, kill ASAP from various ranges, and support as a high DPS flanker and debuffer (cripple/vulnerability)
Sorry for the double post, but I was fighting a Veteran Mossheart earlier (same “type” as the spirit druid) and what it does is that it binds enemies in roots AoE fashion, it does the one handed pound, and it also knocks nearby foes backwards.
If the Druid Spirit had this, it would be awesome!
^The above video shows a thief fighting a Moss Heart and you can see when it attempts to push back the thief using its arm that is the kind of skill the druid spirit needs along with the binding roots ability (even though it’s similar to the immobilizing skill that the druid spirit already has.
I’d say, add in the knock back skill and double the druid spirit’s health, and increase the immobilizing time for it’s AoE attack to 3 and 1/2 seconds and that would make it good to go.
Sorry for the double post, but I was fighting a Veteran Mossheart earlier (same “type” as the spirit druid) and what it does is that it binds enemies in roots AoE fashion, it does the one handed pound, and it also knocks nearby foes backwards.
If the Druid Spirit had this, it would be awesome!
^The above video shows a thief fighting a Moss Heart and you can see when it attempts to push back the thief using its arm that is the kind of skill the druid spirit needs along with the binding roots ability (even though it’s similar to the immobilizing skill that the druid spirit already has.
I’d say, add in the knock back skill and double the druid spirit’s health, and increase the immobilizing time for it’s AoE attack to 3 and 1/2 seconds and that would make it good to go.
The radius of the Regeneration/Draw Conditions AoE is very small and will only trigger if the summoner is within range, as far as I’ve tested. Considering that the Spirit tends to be left in the back of the fight due to its lack of survivability, these boons are rarely activated.
What exactly do those skills do? I can only guess for apply regeneration that it applies healing, but to itself or to others? As for Draw Conditions, I’m guessing it’ll take conditions from you and put it on itself if you’re near? Not sure.. I haven’t seen it’s skills in use for a couple days now.
As a note, at lvl 63 (same level as me right now) it does over 1.1k dmg with its AoE spell. It’s not bad, but the spirit has no close ranged melee abilities like a knock down or knock back attack which makes it a poor ability compared to other lesser Elites.
Read the post below then answer this question (optional)
Q: What would you like for the Summon Druid Spirit augmentation if it occurs?
First and foremost if you are a Sylvari and have this skill, you’d notice that the summoned spirit does an immobilization AoE attack that is somewhat powerful during combat. If any of you happened to click on the spirit, you’d know that it does the following:
1) Apply Regeneration
2) Immobilization
3) Draw Conditions
I’ve seem it immobilize enemies and damage them, but I have not yet seen it’s apply regeneration ability and its specific draw conditions ability as well. I may not have noticed it, or maybe I have since it does take on buffs for its own.
However the main issue that I’m bringing up with it is that as a 30 SP Elite Skill, it lacks what it means to be “Elite”. The skill on itself is on par with a 6 or some 10 SP required skills. For spending 30 SP into a skill that has no significant advantage, that’s a blow off to my hard work getting the SP to get it in the first place.
To make this skill better, I suggest the following be implemented:
1) Higher Toughness (The Spirit is SQUISHY! It can die very easily if a couple or more enemies attack it for several seconds. This is a major drawback to the CD this skill has. This is a MUST to change!)
2) An AoE Melee Combo that does scaled damage and can “Throw” opponents afar. (The spirit only has one attack: The Immobilizing AoE that occurs once every 4-5 seconds. That skill alone is not enough to demonstrate the power of a 30 SP Elite skill. In WvW and even in PvE, this skill would prove valuable against melee combatants)
3) Apply Health Regeneration to an ally (This may or may not be applied in the game already, but if anything, it was not obviously shown via an icon or aura enchantment around my character or allies. Implementing this would be a major fixation on a creature that is supposed to “Apply Regeneration”)
^If these 3 abilities/traits can be applied to the Summon Druid Spirit, that would be fantastic! As of now the Elite skill is inept in anything upper level and it is a poor choice in SP allocation because of its quality return.
Many of you can agree on this so please, if you feel strongly about this, share your opinions so this skill may change for the better of all Sylvari toons. Thank you!
I recently bought Summon Druid Spirit and currently it’s not worth it even if it’s a 30 SP Elite Skill. The damage is minimal, the only attack skill it has which immobilizes multiple enemies happens once every 5 seconds, has weak defenses, doesn’t “apply regeneration”, and hasn’t been shown to “draw conditions”. At this point, non-race specific skills outmatch even the race specific 30 SP skills.. which are supposed to be worth the 30 SP taken to invest in.
First and foremost if you are a Sylvari and have this skill, you’d notice that the summoned spirit does an immobilization AoE attack that is somewhat powerful during combat. If any of you happened to click on the spirit, you’d know that it does the following:
1) Apply Regeneration
2) Immobilization
3) Draw Conditions
I’ve seem it immobilize enemies and damage them, but I have not yet seen it’s apply regeneration ability and its specific draw conditions ability as well. I may not have noticed it, or maybe I have since it does take on buffs for its own.
However the main issue that I’m bringing up with it is that as a 30 SP Elite Skill, it lacks what it means to be “Elite”. The skill on itself is on par with a 6 or some 10 SP required skills. For spending 30 SP into a skill that has no significant advantage, that’s a blow off to my hard work getting the SP to get it in the first place.
To make this skill better, I suggest the following be implemented:
1) Higher HP OR Higher Toughness (The Spirit is SQUISHY! It can die very easily if a couple or more enemies attack it for several seconds. This is a major drawback to the CD this skill has. This is a MUST to change!)
2) An AoE Melee Combo that does scaled damage and can “Throw” opponents afar. (The spirit only has one attack: The Immobilizing AoE that occurs once every 4-5 seconds. That skill alone is not enough to demonstrate the power of a 30 SP Elite skill. In WvW and even in PvE, this skill would prove valuable against melee combatants)
3) Apply Health Regeneration (This may or may not be applied in the game already, but if anything, it was not obviously shown via an icon or aura enchantment around my character or allies. Implementing this would be a major fixation on a creature that is supposed to “Apply Regeneration”)
^If these 3 abilities/traits can be applied to the Summon Druid Spirit, that would be fantastic! As of now the Elite skill is inept in anything upper level and it is a poor choice in SP allocation because of its quality return.
Many of you can agree on this so please, if you feel strongly about this, share your opinions so this skill may change for the better of all Sylvari toons. Thank you!