(edited by Dreamcore.7632)
Showing Posts For Dreamcore.7632:
This is a miniature figure of my Norn warrior Jaood. Created by upcycling an old football mini-figure using clay, fabrics and acrylic.
This is a little side hobby I’ve taken up recently and I’ve made a few of these figures and intend to make some more too!
Kind regards
How to Train Your Dragon was an amazing movie!
Very cheeky
https://forum-en.gw2archive.eu/forum/game/gw2/Nightfury-Needs-confirmation-from-anet also waiting on this thread… I hope they will reply soon
Right.. sorry I didn’t see that thread!
As per the title, many of us are trying to work out how to make it but is it actually obtainable right now?
Looks great!
Jaood, number 322
Difficult to say without playing the new ones but…
1. Reaper
2. Scrapper
3. Druid
3. Berserker
all the rest
Inconsistency in elite specialization traits
in Guild Wars 2: Heart of Thorns
Posted by: Dreamcore.7632
They all grant the mechanical change and don’t do much else. I don’t see the problem here. Different elite specs change up the class in diggerent ways, but all of these traits simple say ‘add skills and a weapon and the special whatsits that come with the spec’
Exactly. I’m seeing no inconsistency in the minor traits. Perhaps Dreamcore.7632 can clarify what he is seeing here?
Sorry I have been away a few days.
Basically the way I see it, some of these elite spec minor traits are not a trait at all. Let’s take Reaper for example; we gain access to new weapon type & skills(standard to all elite specs and is not any advantage literally speaking over any other choice of core weapons or skills). We then gain Reaper Shroud, which in turn replaces Death Shroud. Again, this is a straight replacement where, similar to the weapon and skill choices, there will be cases where either Shroud is better for the scenario.
So what actual function do we get for our minor trait? Not ALL elite specs are like this and that is what I am getting at. Daredevil for example, gets a flat endurance bar boost – this is a straight up improvement and a functional trait. Scrapper gains the ability of function gyro to finish or res from range – again, another improvement, a functional trait. Berserker gains the ability to use Berserk mode, it is a straight addition and therefore a functional trait.
On the other hand we have Reaper and Dragonhunter for example, both of which simply get altered profession mechanics, there are no straight gains here but instead just straight swap out from what we had before.
Just as a last example then, comparing to a normal specialization on the Warrior class. On Strength, when slotted I gain a damage attack at the end of my dodge rolls – a flat boost functional trait.
Inconsistency in elite specialization traits
in Guild Wars 2: Heart of Thorns
Posted by: Dreamcore.7632
Something I noticed about elite specializations is that the first trait (Minor Adept) has an inconsistency between classes. Initially I thought it was explained that the Minor Adept trait for all elite specializations would be a non-trait in essence that simply explains the addition of weapon type, utility skills and any class changes. However, now that we have 8/9 elite specializations revealed we can see that this is inconsistent between classes where some have these explanations and some instead have a proper functional trait.
I think it would make a lot more sense to keep these elite specializations (and any future ones) in line with current specializations by having a normal Minor Adept trait that is actually a trait. Keep the explanation on a pop up of the spec picture to the left of the trait bar. I understand that this would mean some elite specializations would gain another trait as replacement but since this is only a Minor Adept I feel it won’t be too impactful. I believe this makes much more sense going forward. Here is an example of the Minor Adept traits for each elite specialization:
- Guardian, Dragonhunter; Virtuous Action: The guardian’s resolve has further increased, allowing virtues to be manifested as physical aspects.
- Revenant, Herald; Crystal Harbinger: You can now equip a shield, use legendary dragon stance skills, and gain access to the facet of nature.
- Warrior, Berserker; Primal Rage: You can equip torches and use rage skills. Gain access to berserk mode and primal bursts.
- Engineer, Scrapper; Function Gyro: You gain access to the function gyro, which can be used to finish a foe or revive an ally at range.
- Thief, Daredevil; Enforcer Training: Gain access to the physical skill category and staff weapon type. Your maximum endurance threshold is increased.
- Elementalist, Tempest; Singularity: Attain elemental singularity by remaining in an attunement for a period of time. Upon attaining singularity, you may overload the attunement to your vicinity.
- Mesmer, Chronomancer; Time Splitter: You can equip shields and gain access to chronomancer wells. Gain access to continuum split/shift, which allows you to revert to an earlier point in time.
- Necromancer, Reaper; Shroud Knight: You can equip greatswords and use reaper shouts. Death shroud is replaced with reaper’s shroud, which has more melee oriented skills.
TL;DR: Suggestion: The Minor Adept trait for all elite specializations should be a proper functional trait to be in line with normal specializations. The explanation should not use a trait slot.
I feel like these changes do not address the issue Revenants have with conditions. Still no help for other legends, if you do not slot Mallyx then you just die to any condition burst.
Well.. Ventari has some nice condi removal too now and if staff 4 actually removes conditions properly you should have better condition removal than some other classes have on pretty much any build. I just wish they would make the ICD on Eluding nullification much lower (+/-2) so ventari would become more apealing to use instead of mallyx or maybe even instead of glint with more heal and condi removal support instead of boons.
Sorry I should have been a bit more clear.. this is from the perspective of a WvW roamer. Since I feel as if I cannot realistically use Ventari roaming, I am reduced to either using Mallyx and running a condi build, or running the risk of flat out losing to any condition based enemy on a power build using either Shiro/Jalis(preferred) or Shiro/Glint. The latter has literally no condi clear outside of traits and staff #4, and any runes or sigils you are using.
I feel like these changes do not address the issue Revenants have with conditions. Still no help for other legends, if you do not slot Mallyx then you just die to any condition burst.
Touching Glint’s boon interval is plain wrong. Not everywhere in the game you have imbalanced stuff like food you’ve mentioned. It also screws up couple good synergies like Remorseless on Ranger, Blighter’s Boon on Reaper etc. If we are to have a boon Legend, be it.
I’d first like to get my hands on Revenant on live servers after xpac release. Give me a month with it and I will tell you if it needs nerf or not.
Most of complaints about “Glint being too powerful” I see come from the fact that 99% of people fighting Revenant don’t have any idea on how their healing skill works so they just unload burst after burst and with good rotations you can be basically immortal 1v1 because of their lack of knowledge. Give people two weeks of fighting it, not two days, they will learn.
Another complaint – “but you can stack so long boons/25 might”. So what? Can’t DD Cele Ele do the same? Couldn’t Warrior? We don’t have some super burns everywhere on our skills. Excellent idea to bring a Necromancer against Herald, this guy totally melts against competent Necro with boon corruption.
+1 for the Necro counter, got me a few times this BWE!
As for the interval, the food has nothing to do with it. With 3s boons and 4s intervals you can still get perma boons with Facet of Nature up, which as I said provides incentive to actually use it rather than cast/cancel for its active.
I didn’t complain about the Glint heal skill, in fact I don’t even think it is that good. Yes, Cele Ele and Warrior can stack extraordinary amounts of Might, but Glint Rev can stack a lot of everything.
I started a Jalis thread with some suggestions from a PvE perspective, so I’m curious what you would think about a couple of these. For Forced Engagement, I suggested (in addition to reduced cost) adding a pull. For Vengeful Hammers, I suggested moving the weakness from Inspiring Reinforcement (which needs all kinds of help, currently) to VH. While that wouldn’t directly address the condition problem you described, it might help somewhat by further mitigating non-condition damage.
I have a feeling they want to keep resistance a Mallyx thing.
The pull idea is interesting, however considering Jalis is associated with the ranged hammer, I’m not sure it makes too much sense if you want to stay at range from your target but I agree this skill needs more than what it has right now.
You could give Weakness to Vengeful Hammers but I feel like this is just adding more to a skill which already has a bunch of random things going on. To be honest this skill really needs a full rework.
Perhaps you are right with Resistance and Mallyx but I hope not since I feel like it makes sense for Jalis to get both Protection and Resistance so he is tanky and survivable against multiple offenses.
Impossible Odds is in the same boat, the upkeep on this skill just seems a bit high where you can only realistically use it when you have well over 50 energy so you can sustain weapon costs too. I would suggest adding a small initial cost for activating the skill: around 5 energy, then lower the upkeep to -8.
The reason why impossible odds has a high upkeep is purely because of quickness being a pretty valuable boon, also not to mention that putting its costs to -8 would mean that you could use Facet of Nature on it and having an additional 50% uptime on quickness would be pretty broken (and Impossible odds is pretty broken as it already is)
Instead, I’d suggest removing the initial 10 energy costs on the skill altogether, but keep the -10 upkeep on it.
I like the idea of removing the initial cost entirely actually much better than my initial suggestion, so I agree with this.
1) “Precision Strike feels a bit weak. I think the range is a little short on this skill to be good for gap closing so its uses are a bit limited.” I greatly disagree with, this skill hits like a truck and provides weakness and is the only cleave on the sword main hand. Axe 4> Sword 2 is how I opened most attack sequences.
2) I somewhat agree about conditions. It was for that reason that I dropped Shiro(but kept his trait line) and started playing Glint/Jalis. The ability to turn a condi spike into full health and then cleanse it felt pretty strong and worth having Jalis with his less than ideal other skills. Glint heal>swap Jalis(1 condi cleansed) > Jalis heal(4 condis cleansed). Honestly sustained conditions against non mallyx builds are the only weakness I feel this class has though, so unless they want to rework multiple things to give them more condi cleanse would make them op.
3) The biggest problem I see is that the Herald spec far outclasses anything possible in the basic spec. Glint is far too powerful to not be chosen.
Thanks for your reply.
1) This skill doesn’t inflict Weakness, perhaps you are thinking of another skill as it doesn’t hit very hard either. I agree about the cleave aspect, but in the PoI about Shiro and the Sword, Roy said this skill was designed as a gap closer type ability, but it kind of sucks at that.
2) Jalis heal skill is very good against conditions(it removes 3 not 4) and I was also using the condi remove on legend swap trait, but I still had problems against persistant condition users. Overall though I stand by Jalis being a pretty poor legend, if you only slot it for 1/5 of the skills, that says something.
3) I have to disagree here, although I find Glint to be overall better than all of the other legends, it did not excel for solo roaming which is where I slotted Shiro/Jalis instead. However, for small group roaming it is very good.
First off just want to say I am of the general consensus that Revenant is in a much better position this BWE than it was in BWE1. However, with that said I still have some major concerns on a few topics which I will address below. This feedback is written from the perspective of an experienced WvW roamer playing a power based setup.
For reference, I played both Shiro/Jalis and Shiro/Glint with Sword/Axe and Staff.
I want to talk about an issue that kept arising which I feel to be a major problem with the current incarnation of the Revenant – condition removal. Roaming WvW, you often encounter condition damage-focused enemy players and for other classes you can slot adequate condition control to suit your build. However with the Revenant I found that unless I took the Mallyx stance I would be in trouble against condition-heavy enemies. I understand the presumable idea behind the lack of condition removal on legend stance skills being that you would want a legend that can combo well with Mallyx and make use of conditions rather than removing them. This however causes a severe weakness to conditions in builds that do not use Mallyx.
I preferred the Jalis legend over Glint purely because of the heal skill which was a little bit sad because overall I feel the Jalis legend is a bit underwhelming and Glint is better, but I desperately needed the condition removal from the Jalis heal skill. I like the idea that each legendary stance has a particular style and that those styles don’t overlap too much:
- Shiro: Power based damage
- Mallyx: Condition based damage
- Jalis: Tanky, Control
- Ventari: Healing
- Glint: Support via boons
These ‘styles’ will reflect a bit in my suggestions below, so lets get to the weapons, skills and traits:
Sword
The auto-attack chain and Unrelenting Assault are in a good place. I feel like both of these skills deal good damage. Unrelenting Assault has a slight cast delay when using the skill which feels a little awkward.
- Precision Strike feels a bit weak. I think the range is a little short on this skill to be good for gap closing so its uses are a bit limited.
Axe
Overall in a good place. Frigid Blitz is a very good skill but camera angles are a little bit weird when using and shadowstepping.
- Temporal Rift is a little bit under-tuned. It is very easy to avoid the pull and I think it needs a small rework. My suggestion would be that it works more like the guardian greatsword skill ‘Binding Blade’. On cast it should tag the enemies hit by the rift and those enemies would then be pulled in, rather than the rift pulling in enemies that are close when it triggers.
Staff
Very fun weapon to use but has some issues mainly with energy costs and cooldowns.
- Punishing Sweep > Debilitating Slam combo is too energy-costly. The 5 energy cost on Punishing Sweep is fine but the follow up cost of 15 on the second skill is too much. I would suggest lowering Debilitating Slam to 10 energy or refund the 5 energy from Punishing Sweep if the player hits an enemy using a skill thus gaining access to the secondary skill.
- Surge of the Mists is a powerful skill but the cooldown is a little bit high at 20 seconds, especially considering we cannot trait for lower cd. I would suggest an 18 second cooldown.
Jalis Stance
This stance feels incredibly underwhelming overall. Almost all of the skills seem under-tuned and feel weak in most scenarios. Soothing Stone is in a perfect place, and is seemingly the main or only reason to slot Jalis.
- Inspiring Reinforcement has a great concept but feels very weak. The main problem with this skill is that it does not synergize well with movement, but in WvW and PvP if you don’t move you are toast. I suggest removing the ground targeting and instead have it so the road always assembles in a straight line in the direction the player is facing with the player in the middle of the road. The road would then be fixed on the player and follow them. With this change I think the duration should be reduced to 4 seconds and energy cost reduced to 25.
- Force Engagement has huge potential but unfortunately is very underwhelming. Aside from being single target, the energy cost on this skill is absurdly high for what the skill actually does. I would suggest adding a bounce effect to the chain so that it can hit up to three targets including the first. The bounce AoE should be much smaller that the initial range on the skill but large enough to work in scenarios(something like 400). With this change, reduce the Taunt and Slow duration’s to 1.75s. Since Inspiring Reinforcement has a cooldown, I see no problem with this skill having one either, so add a cooldown with the above changes: 15-20 seconds seems reasonable. Lastly, reduce the energy cost to make this skill viable to use: I think an energy cost of 30 is more suitable.
- Vengeful Hammers is a really odd skill. It feels like what the skill does is a weird missmatch of things randomly thrown together and seems to have limited uses due to its high upkeep cost. This is where I come back to my issue with conditions from earlier, as well as the legendary stances having particular styles. I like the idea of this skill granting 20% less damage from direct and condition sources, but it does not synergize too well with the hammers. This is also where a suggestion of the Protection boon comes in, which so many people have been saying should be on Jalis as it makes the most sense. First of all I would suggest removing the 20% damage reduction feature. With this change I think the hammers should grant positive effects to the player when they hit enemies: upon hit, remove a condition and provide a short duration Protection boon. If the condition removal is too strong it could grant Resistance instead, which makes a lot of sense with Jalis being the tanky option. I think 2-3 seconds duration of each boon seems suitable.
- Rite of the Great Dwarf is much better than last BWE. It still feels awkward to use this skill and when to use it, and the stun break seems out of place. I think this skill would work better with a shorter duration, but faster cast time – this way the skill is a great counter to quick bursts. I suggest lowering the cast time to 0.5 seconds and lowering the duration to 3.5 seconds.
Shiro
I feel like this stance is in a perfect place. It offers a lot of aggressive potential and I like the idea that Enchanted Daggers does not heal a flat amount and instead needs you to keep up the offense. Overall a good legend with a direct purpose, only a few small energy issues.
- Riposting Shadows just seems to be a little costly energy-wise. Perhaps 25 energy cost would be a bit more suitable.
- Impossible Odds is in the same boat, the upkeep on this skill just seems a bit high where you can only realistically use it when you have well over 50 energy so you can sustain weapon costs too. I would suggest adding a small initial cost for activating the skill: around 5 energy, then lower the upkeep to -8.
Glint
Overall I think this stance is a little bit too strong. I also think some incentive is lost from the F2 ability because the pulsing boons from each skill already have no downtime while the upkeep is maintained. Overall suggestion for the stance: increase the pulse interval to 4 seconds while keeping the boon duration at 3 seconds. This will bring much more incentive to use Facet of Nature for its 50% boon duration upkeep bonus. This will also incentivize particular boon duration gear and food buffs etc.
Traits
I tried two main builds for traits, one largely offensive and one a little more reserved. The offensive variant used Devastation, Invocation and Retribution. The defensive variant used Invocation, Retribution and Herald.
- Devastation is a perfect trait line to match Shiro. I love the fact this line goes for full offense and again feels very purposeful. I would suggest Assassin’s Presence be swapped with Ferocious Strikes, as the former trait is stronger and is currently on a adept slot as oppose to the latter which is on a master slot(150 unconditional Ferocity vs 150 Ferocity while dual wielding).
- Retribution feels like a good line to compliment a tanky-centric stance. However the Grandmaster traits, like the Jalis stance itself, are very underwhelming. Improved Aggression feels a bit weird that it only increases duration on non-player enemies. I would suggest this trait to give a percentage based increase to all taunts – 10-15% seems reasonable, and would give an option to go for a taunt based build to combo off with Eye for an Eye and Force Engagement. As for the Grandmaster traits, I find Reflexive Summon almost useless with such a high cooldown and Steadfast Rejuvenation a bit under-tuned. I would suggest drastically lowering the cooldown of Reflexive Summon to 15 seconds. For Steadfast Rejuvenation I think the ‘chance’ should be increased from 50 to 100% and the healing to ~ 500 baseline.
- Invocation overall is a solid traitline. The only problem I have is Shrouding Mists: for a Grandmaster I feel like this trait is partially underwhelming when you consider some builds will not make use of the healing half of this skill. I believe this is where we can further solve the problem of conditions as mentioned above. My suggestion is to remove the outgoing healing increase and instead: whenever your energy bar reaches 50(or goes above) it will remove a condition. This would also have a cooldown; something like 5 seconds.
- Herald is another good trait line with great focus on the Glint stance style of party or group support, overall very solid.
As a side note I did briefly try the shield but was very disappointed at how small the defiance bar was on #5. Also, skill #4 seems fairly useless aside from coordinated group play.
Thanks for reading!
(edited by Dreamcore.7632)
I’d love a shadowy style flail for the Mace with similar animations to the Ghastly Grinning Shield.
As others have mentioned, the Storm Bow for the next legendary longbow would be awesome.