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Champ Axemaster Gwyllion

in Guild Wars 2: Heart of Thorns

Posted by: Elder Angelus.6298

Elder Angelus.6298

I experienced the same thing, although a group of about 10 people were able to kill him. Unlike most of the enemies I’ve seen during the beta, we were actually able to drain his break bar and interrupt the kill move. It was pretty satisfying, so I don’t mind his special move.

However, I do propose they rename the “tracking” to “hacking.” He’s an axemaster…and that damage is unreal. :P

Feedback about Beta in general

in Guild Wars 2: Heart of Thorns

Posted by: Elder Angelus.6298

Elder Angelus.6298

The Legendary Wyvern fight is fun, but I haven’t seen a group of players manage to interrupt its break bar yet (personally haven’t seen players even put a 10% dent in it). The fight easily took 20 minutes , and then players complained about the low reward for the difficulty. I assume it is easier if you interrupt its takeoff, but haven’t seen it yet.

Broken Break Bar Bosses

in Guild Wars 2: Heart of Thorns

Posted by: Elder Angelus.6298

Elder Angelus.6298

Agree with the original poster, when I fought the legendary wyvern with about 50 people, we only got the breakbar to move about 3 pixels and it became a long, drawn out fight. On the upside, people would actually revive completely dead players, so that was nice to see.

I also found with my mace/mace interrupt warrior with bull rush, kick, and stomp, I had a very difficult time interrupting veterans solo. Plain veterans that had a break bar up all the time were ok, but the ones with limited windows were impossible, I couldn’t unload attacks quickly enough. Generally I would land the 3 adrenaline mace for the 3 second stun, and bullrush for 2 second knockdown, and it would only move the bar about 20%. Maybe the veterans were scaled up and I didn’t notice, but CC felt about as useful as the old defiance system. Fought champion hylek with Faren, and we only broke the break bar when it basically already dead, 10% health.

The Interrupt Bar

in Guild Wars 2: Heart of Thorns

Posted by: Elder Angelus.6298

Elder Angelus.6298

Thank you, the interrupt bar is a huge improvement for enjoyment compared to defiance. At first I thought it was just a different visualization for the old defiance mechanic, but it is so much better. As an water/earth elementalist, I found I could interrupt tough enemies in wind-up by shooting immobilizing rocks out of the ground, throwing blinding dirt tornadoes in their face, and surrounding them in a freezing field. There’s nothing more satisfying than stunning a giant hammer wielding monster by a well-timed quintet of Stone Armor daggers flying through a dark field or ice field.

Now stunning bosses is fun, because everyone can help now that the wide variety of conditions contribute. I can’t believe I hadn’t heard of this new feature before, but I’m really looking forward to it getting added to the base game.

Bring Back Holy Trinity

in Guild Wars 2 Discussion

Posted by: Elder Angelus.6298

Elder Angelus.6298

I think Greenzap and Max Potato make good points. Ask yourself, why did GW2 remove Holy Trinity? I believe it is because it is boring waiting 15 minutes to get a DPS, Tank, and Healer to group for a quest/dungeon. But does GW2’s “solution” work? It seems like they just traded 30 minutes waiting for a healer for 30 minutes of waiting for a Zerk warrior.

I really think ArenaNet didn’t want to remove “the trinity.” They just wanted to remove the “Holy” trinity. It is great that a group of 5 zerks can do dungeons well. I think a group with a defensive guardian and healer elementalist should also do well…but I get kicked if I play staff ele and just use water magic. Enemies are dead before the giant icicle lands, and the 1 skill is so weak I don’t get xp credit.

We should still have tanks, healers, and damagers because different people like the different styles. Variety is good! I believe GW2 accomplishes the goal that no class/build is required, but failed to make every build relatively equal. It should just be they are all equally fun and rewarding. Right now I feel like I sacrifice damage VERY heavily to get +300 healing, and the effect of it is not satisfying. Power and critical apply to almost every skill on your bar while you attack (roughly 100% beneficial during a fight), but in most cases healing power just affects skill 6 (about once every 30 seconds). Toughness/Vitality only apply when an enemy attacks you, and they only attack about 1 time per 5 seconds. Power/Precision/Ferocity will quadruple your damage, full healing/toughness/vitality just increases your healing like 20%, and that charging mordrem will still kill you in one hit.

I don’t mind that with the GW2 design, dungeon runners will gravitate towards berserk armor to kill things faster. It’s awesome that the skill and dodge system let’s them play fast and risky like that. I just want the other stats that exist on the other 80% of armors to feel worthwhile and fun. I like playing healers, and I can load up on healing stats and traits, but it just doesn’t seem to work very well. I think zerker armor is balanced very well, but some changes need to be made to skills or the benefit of toughness/vitality to make them more useful. I’m not very familiar with league of legends, but Max Potato makes it sound like those stats could be fit into your normal attacks in some way to give them an active benefit besides just a passive effect. That could be fun. Because basically, offensive stats will benefit you 100% of the time with your active playstyle so it is fun and noticeable, while the rest are a kind of boring thing that also only has a benefit when you miss a dodge.

Sorry for the long post. Basically, don’t bring “Holy” trinity back required for every group/event/dungeon, but we could sure use some more build variety than just DPS! It’s a complex problem, but I’m hoping ArenaNet can handle it.