(edited by Draeyon.4392)
I imagine the new currency will work in that if you own HoT, you can purchase HoT related items.
If you own PoF, you can purchase PoF related items.
Then after 6-12 months, they will probably just combine the 2 currencies since enough time will have gone by so people cant max things out day 1.
At least, that is how I would do it.
Question.
How will the beta weekend in WvW affect your progress through the tiers for WvW claim tickets?
Will it be the same with the HoT test weekends where you essentially have a clone of your account for the beta slots and any progress made does not affect your real account?
Any insight is helpful, thank you.
Draeyon.
I have so many things to say to this and not a long enough break to type it in. For WvW, Soul Beast is most definitely an upgrade. Black Bear will bring double damage mitigation, roughly the same stats as durability Runes. Birds give swiftness and a 1200 leap. Smoke Assault will be fun to play with. There will probably be a META for SB but there will plenty of build diversity with it as well.
There is going to be a few good options with pets with SoulBeast.
I’m currently looking at Alpine Wolf, Owl and Black Bear
Black Bear gains the 4sec Unflinching Fortitude but also carriers 3 seconds of Defy Pain.
Owl on the other hand looks like it can bring a second Heal with AoE resistance(long CD though) and a 1200 Leap finisher. With enough boon duration, Birds also carry perma swiftness by themselves which is always a factor for my builds.
Birds in general will see a lot more play with SB.
Im unsure about the Versatile pets. More than likely they will be primarily slotted for builds that need boon duration. Raven is a good choice there or maybe Electric Wyvern if you do not get rooted to the ground with Wing Buffet.
Not new, old but eh
90% Crit chance (100% while flanking), 250% Crit damage,
6 seconds unblockable 1500 range LB is insane.
Condi still hurts but I have been killing Tempests left right and center.
Can’t quote the post atm but for full zerker, ficious quarry, spotter and truffle steak, I hit 90% crit chance, the flanking bonus from Hunter’s Tactics bumps it up to 100%. No need for assassin unless you don’t use the food or don’t trust the flanking bonus.
Will comment on the expertise trait when I’m home.
I don’t even run shouts on my Druid , well the elite for stab.
QD Staff 5 and AF 4 gives so much water field uptime. Regen from Healing Spring and traited Warhorn. gg.
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If I had the choice between throw-able traps and a trap trigger, I think I would take the trigger.
Place the trap and it does not activate until you actually trigger it.
I do not mind the changes.
What I would like to happen though is to see Exotic Gear costs lowered or alternative ways to get exotic gear with HoT and PoF stats.
Im wondering what happens to Bear Stance when we are merged with our pet.
Its the only stance that mentions pets in them. Hoping to either an increased heal or more condi removal if there is a change.
Also with dolyak stance, if we take Leader of the Pack, is the stability duration that we apply to allies at full duration or 50%?
Could be a contender for Guardians “Stand Your Ground!”
Traits seem to be the weakest point atm. Hoping they balance them right and not over buff then nerf them to the ground like some Druid traits were.
I believe some conditions builds are over-tuned as well as some power builds.
Deathly Chill should be looked at. That trait applies way too much bleeding.
Daredevil endurance should be looked at.
Perplexity Mesmer/Chrono has alot of survivability for the damage it can do.
Berserker adrenaline gain should be reduced or Berserk F1 CDs should be increased.
Those are the 4 outliers that come to mind.
Also, the Devs should take into account (not balance around, just keep in mind) that most condi builds can and usually do run high duration increase times effectively doubling the damage output. Well not double but very close to it.
Although Tengu is probably going to be it (assuming a new race is introduced),
always wanted to see the Largos introduced
Yes, can confirm.
Was on an outnumbered map and 5 of the 8 people in my squad had the buff showing throughout 4-5 ticks while 3 of us never received it.
No. Please do away with the community “voting”.
Thank you, that is all.
I think the mystic forge suggestion is the best option available.
Have a low value trophy item be the place holder for inscriptions (or be part of a recipe to make the inscription).
Maxing Condi duration on some classes is also very easy to achieve. Traits can grant up to 33% of a specific condi, Runes up to 45%, food 20%. Then you can augment with sigils and trailblazers as needed.
So not really hard to boost the effectiveness of 1-2 conditions by 100% essentially and still plenty of toughness and vitality left over.
Its essentially a condi burst build that can be used from stealth.
http://gw2skills.net/editor/?vZUQNAoaVlsMhynYzTwbOQPHGwElWAUA+0YRHRA-TVg1AAw+DkCAipRA-w
That is all I can assume from the video. Third trait line is probably SA. Gear most likely Dire/Trailblazers.
If the first burst doesnt kill them though, it seems like you could be in for a bad time.
As a Mesmer, took a portal as I was launched/floated. Got sent straight up from the ground level of green EB keep past the vista and gravity did the rest.
Also not a.glitch but still love using thief SB and shadows step to teleport golems around.
Druid is a healer or single target dps. Does not need stab to accomplish either of these roles. Doesn’t need to be in squad.
I’ll go take all my water and play over there than.
Seriously though, my Druid heals for alot. Heals for alot less without stab due to cc wars. Never had a problem finding a spot in squad with stab either (if there’s enough guards).
poison master : this trait already exist and is good as is. Refined toxin’s change would be probably to difficult to implement because it directly affect the foe not what you do.
Please see Thief’s GM poison trait for GM poison trait done right.
Poison Master is currently outclassed by Wilderness Knowledge imo.
A poison duration increase could be added to this trait and still balanced.
Unless they’re saving that for the next espec.
And empathic bond does need a buff.
Change it to convert 3 conditions on the ranger to 3 boons on your pet. 10 icd.
Another problem with some Condi builds is they take very little effort to reach 100% Condi duration. Traits can give +33%, Runes can give up to 30%, and food give 20%. This leaves only 17% to be made up with either TB/Givers, toxic crystal or a sigil.
If they are gaining shared participation, people can afk at spawn all they want. Some commanders are even selling the spots. Sad but true.
I think they should shave 2 pips from Outnumbered and put them into the Server Loyalty bonus, and most definitely not match placement.
Should not be rewarded for stacking your server.
That’s what I currently run in WvW when zerging. Can go full clerics if you want a cheaper option/maximize healing.
Camp staff for as long as you can, blast your own water fields.
Alot of water fields/healing.
With the recent changes to “Strength of the Pack!” and Signet of the Wild being where it is at,
I am asking that one or both of these skills receive a stun break.
I mainly play WvW so it is the game mode I am talking with respect to.
Anyway, that is it,
Draeyon.
I don’t have a problem with how the loyalty bonus works. Promotes active WvW participation.
Why should someone be rewarded for not wvwing for months on end and logging back in when a new shiny skin is added to the vendor. We’ve seen this week how many of those players there are.
I’m hoping that the loyalty bonus would be a 3 tier bonus for each week you are active giving +1, +2 and +3 pips.
If that was the case, the loyalty bonus could decay by 1 tier for each week inactive.
Do we know how many pips are awarded for this loyalty bonus?
So from how I understand it with regards to rewards,
Tier 1 will be just the exotic weapons/armor
Tier 2 will be ascended armor (similar to the mark systems for Fractals and PvP)
Tier 3 will be another armor set, won’t require crafting (could be mystic forged though so maybe some mats needed)
Might actually start getting some ascended weapons now.
Hopefully the medium armor skins are good and don’t have trenchcoats (too many of those already )
Edit: also, as long as the exotic weapons/armors can get HoT stats, I’m happy with that.
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Still wouldn’t take over Quick draw. Don’t get me wrong, I almost always run Shortbow on Condi ranger builds now but QD just outpaces the other 2 traits.
Well Draeyo, actually we got :
Ice field : Frost trap
Poison field : Viper nest, poisonous cloud (carion devourer), Poison gas (all spiders), Poison cloud (murello), exploding venom sac (warthog)
etheral field : Throw gunk (warthog and boar)
Water field : healing spring
Fire field : Falme trap, consuing flame (fire wivern), bonfire.
lightning field : ligthning assault (electric wivern)
smoke field : smokecloud (smokescale)
I’m not sure that we really need more poison field
Ye I know,
Ethereal is rng based though.
Also, I did ask for poison and ice fields secondary seeing as we do have access to them through traps though they do rely on an enemy to activate and Frost Trap is just god awful.
Also, being pet based opens more build diversity.
Access to the following Combo Fields for core Ranger (ideally as a pet F2, either new or core pet rework)
Ethereal, Light and Dark Fields 1st.
Ice and Poison 2nd.
(I would ask for Water as well but others would be priority)
They could literally make a semi decent pet and reskin it 5 times and give me those fields and I would be happy.
Oh, and Ethereal could be just a straight swap of the Reef Drake’s F2 to it’s underwater skill Sonic Barrier (with some minor changes).
Reef Drake F2: Create a sonic barrier that blocks projectiles at your pets location.
Duration: 5 seconds. Combo Field: Ethereal. CD: 20 or 25 seconds
I reduced the CD but also changed the projectile reflect to block instead.
Anyway, always hopeful ranger will have access to all combo fields at some point.
Skills and traits that previously granted pulsing stability now grant a block of stability up front in order better allow for counterplay through boon removal.
I think y’all are confused. They way it is if you have 10 stacks of stability and a Nerco used a boon removal that removes 3 it would remove only 3 stacks of stability you still have 7 stacks on stability which in this case of the stability change.
When stability gets corrupted, all stacks get corrupted. This change was made so they it have to corrupted your stab once even though I think the CC in WvW can be more atrocious than The Condi meta at times
+1
Also, some people in this thread seem to not know Superior Rune of Speed doesn’t exist.
Either Way, I agree with this thread
Ye, hoping if they get a high damage killshot move it reveals them as they cast it.
Though, gotta say I would take up axe off hand on my power ranger again just to try to reflect 1 shot a rifle thief.
It’s really funny actually.
A guild made said the other day that the functionality of legendary armor would actually help a completely different game mode more than it ever will raids, that being WvW (even PvP got ascended armor before it lol)
I’m hopeful that at some point in the future, the current legendary armor sets will be made available through different means.
In terms of core ranger, some parts would not be hard to balance. Getting an active F2 from the stance will proc traits. Going into/out of a stance procs pet swap. Others will feel very out of place unless they get a revamp in the process e.g. Signet of Renewal, Fortifying Bond, Empathic Bond, Beast mastery in general.
That being said, if worked right, there could be some real crazy synnergy with core Ranger.
Would also prefer Hammer as a weapon but that’s just me.
Was there ever a reason given for why deathly chill was changed from chill damage to a bleed stack?
Too powerful in PvP? Other sources of chill negating the trait?
From what I can remember, the first chill reaper was good but not overpowered.
Poll this, poll that, I’m right, you’re wrong, blah blah blah.
They should drop polls completely and not use any past polls as a basis on where to take WvW in the future. Never going to get anywhere with that kitten.
I would suggest the old battlegroup idea but really, any way to reinnovate WvW, they should go full force and hopefully increase the game modes longevity.
+1
15 characters
On reset, it can actually be fun to play because of people to fight. After reset night, it is pretty dead in the hours I play, though everything outside of NA prime is pretty dead unless it is EB.
That being said and I have said this before, the Desert BL beta was dead. Don’t include the 3 hours where people were promised a reward for winning. 10 mins after that you couldn’t find any decent sized groups.
Point being that DBL is dead, has been since beta.
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Not a bad idea actually, being able to have some “general/specific” skills for the purposes of WvW.
I would not add any skills that result in power creep like upping damage or things like that and the skills shouldn’t overshadow the abilities of classes catered to that role already.
Examples:
*A scouting skill that could mark one target up for a period to track groups (exactly how watchtower/sentries mark people). Either a utility skill or a special new skill next to your F skills
*A medic skill that allows you to revive people in combat (max 2 revivers per dead person and you get a big animation tell for counter-play)
*A movement buff that requires visiting an owned objective to reactivate. Touching a owned supply depot (dont need to resupply) gives the movement buff for x seconds, removed when you enter combat.
You could also only have 1 new skill slotted at a time and a 20-30min cooldown before you can change it over.
As some one else elloquently put it. Please take a sledgehammer to gossamer patches.
Unrelated, also burn oiled gear to the ground for exotics. Leave that stuff for ascended+
Would a change to siege be appropriate for this thread.
Would just flat increase the radius any 1 particular siege counts towards the siege area cap
Or
Decrease the actual number of siege pieces per current area
For WvW, my Condi roaming build is SB/SW+D..
Sword/Dagger is mainly to evade while traps and SB skills are on CD. With quickdraw though, it applies about 8 more stacks of poison while you evade away.
I would run full trailblazer if I actually had it but for now, I run dire armor, rapid trinkets and giver weapons.
I like the idea.
Use to try and get a Frosty ranger build going way back before HoT.
MakeRangerFrostyAgain.
For the heal, personal preference but having it pulse from your location would be better functionality, could be a chain skill where you activate it and it pulses from you like SotP.
Active skill cancels the healing pulses and produces the fruits. Could even have an added affect like more fruits are produced the sooner you activate the skill.
Gives good functionality as a group heal or as a burst Spirit Force gain.
Yes, water themed map to go with an underwater expansion where we fight the deep sea Dragon with our new friends,nthe largos. Oh and every class gets 1 new terrestrial weapon and 1 new underwater weapon.
I accept my payment in gems for this money making idea, k thanks.
Cosmic Ray and Seed of Life need buffs.
My suggestion would be to be able to toggle them from ranged AoE to PBAoE. Also increase all CA skills to a radius of 360 minimum.
Also, with regards to Seed of Life, I would remove the cast time and reduce the delay for activation, add back 2 conditions removed but increase the CD to 2 seconds.
The other option is to greatly increase Seed of Life’s range to 600
Add a teleport and stun break. Goes from being one of the least used skills to most used.
Question. How do the melee pets fair at hitting moving players?
Have only played WvW since then and not many small scale fights.