Showing Posts For Falchoin.6152:
I wouldn’t mind a ranged condi option for Revenant.
Unless I’m missing something but isn’t the point of Mallyx tanking conditions and copying those conditions to your enemies? Why make it more difficult to maintain conditions on yourself for the extra effects of his utilities? Wouldn’t it have made more sense to proliferate (or extend) the resistance boon options instead?
I like the sound of the other changes though! Will have to test to know for sure.
Oh, and what about a ranged condi weapon option?
Taking and copying is more of a necro thing, on the other hand mallyx seems more like a take and increase damage output from taking them.
Eh… necro is about transferring conditions from self/allies and then to enemies. Mallyx I thought was taking condtions (or applying them to himself) and copying them to enemies. The distinction is Mallyx copies his existing conditions to enemies instead of giving them away. Without better access to the resistance boon however, the playstyle is self destructive.
Unless I’m missing something but isn’t the point of Mallyx tanking conditions and copying those conditions to your enemies? Why make it more difficult to maintain conditions on yourself for the extra effects of his utilities? Wouldn’t it have made more sense to proliferate (or extend) the resistance boon options instead?
I like the sound of the other changes though! Will have to test to know for sure.
Oh, and what about a ranged condi weapon option?
I played mainly with the Mallyx legend and at least with him energy management is a big issue. In order to make use of the extra conditions on utility use you need at least 3 conditions on yourself, which in most PvE fights will likely come from using those same utilities. So not only are you kittening off your group by using the displacement skill frequently, you’re also using all of your energy to maintain conditions on yourself. You won’t have enough energy to use the elite skill for more than a couple seconds at a time, let alone weapon skills.
So… if not removed energy costs from weapons, at least lowered energy costs on the utilities.
Yes, all that duration does apply to the self conditions too. Which would be a good thing, if we could actually get any reasonable uptime on the resistance boon. As it is now, even traited for resistance on demon skill use, resistance is just too difficult to maintain and demon stance just falls flat.
Underwhelming, pigeon-holed (hyphen makes it one word right?)
Most wanted change: more resistance uptime on demon stance
(edited by Falchoin.6152)
After running around Frostgorge Sound for a couple hours as a mace/axe revenant using mainly the Mallyx legend I decided to put down some feedback before I forget it. I’m not a meta-dungeon/fractal runner, nor do I PvP, so take my feedback with that in mind.
Overall, I really like the idea behind Mallyx. Unfortunately, I do not see it working well in the current vanilla game. It relies upon stacking conditions on yourself so you can then apply more conditions to enemies (need 3 conditions on self to trigger extra effects on utilities) and use the elite skill to copy even more conditions from yourself to them. None of the weapon skills so far apply conditions to self. Mobs generally do not apply many conditions. This means most of your self condition stacks need to be generated using your utility skills. However, when you do that you run yourself out of energy meaning you can’t use your weapon skills and you won’t have the energy to run your elite for more than a few seconds. Insult to injury is that when you finally do get a decent amount of conditions on yourself it is frustratingly difficult to maintain good resistance uptime so you’re not devastated by the conditions you’re trying to copy (even when traited for resistance on demon skill use). Additionally, in large group content conditions are generally cleared so quickly there’s little to no reason to use Mallyx at all. Bottom line is Mallyx feels high risk with little to no reward, or is mostly negated.
Skills
Empowering Misery: Heals with more healing per condition on you and applies weakness to self. 1.25 sec cast, 5 energy cost, 30 sec cooldown. Overall I feel the heal is in a good spot.
Pain Absorption: Transfers 1 condition from up to 5 nearby allies (600 radius) while granting yourself and those affected Resistance. Also self blinds. 1 sec cast, 35 energy cost, no cooldown. Personally I feel the self blind on this skill should be swapped with the self weakness on the heal as it would allow the Revenant to more easily maintain 3 conditions on self. Alternatively, if the self resistance time was increased but also extended the duration of conditions currently on self this utility could gain some use in solo play while allowing the Revenant to build up their own conditions for elite skill use.
Banish Enchantment: Removes up to 2 boons from targeted foe, applies 2 stacks of confusion (plus 2 additional stacks if you have 3+ conditions on yourself). Applies 3 stacks of vulnerability to self. 1/2 second cast, 20 energy cost. Applies the confusion stacks whether the target has boons or not.
Unyielding Anguish: Leaps to target area (600 range), applies 3 stacks of torment (3 additional stacks if you have 3+ conditions on self), and creates a pulsing displacement field for 4 seconds. Also self cripples. 3/4 sec cast, 35 energy cost. My biggest problem with this skill is when you leap through a target behind them instead of displacing them behind you, it displaces them in front of you.
Embrace the Darkness: Transform into an avatar of Mallyx gaining 10% to all stats. Copies all conditions on you currently to up to 5 nearby enemies (3 sec duration, 240 radius) every 3 seconds. Also applies torment to self (4 sec duration) every 3 seconds. 1 sec cast, 5 energy cost (8 per second upkeep), no cooldown. The keystone power and the reason the utilities and heal apply conditions to self. Unfortunately using the utilities means you won’t have much uptime on avatar form.
Corruption traits feedback
The minor traits feel like they’re in a good spot. I’m not sure the boon removal on hit will be all that useful in PvE, but I’ll reserve judgement until we get our hands on the new content.
Adept tier traits feel like a no-brainer to pick the 2 seconds of resistance on demon skill use, assuming you plan on maining demon legend. 50% poison duration is of dubious value at the moment since only the third hit on the mace auto attack applies poison out of the revenant’s current kit.
Master traits are in a slight better spot. Auto use of Banish Enchantment when a target has 2+ boons is good, as is the 2.5 sec chill on crit (50% chance, 10 sec ICD). The 3% more damage per condition on self trait doesn’t appear to affect condition damage, which feels out of place in a condition heavy line.
Grandmaster traits overall feel weak. 3 second AoE burn to 5 nearby enemies on a 10 second ICD does not feel grandmaster worthy in my opinion. +2% crit per second until crit (then stacks lost) is slightly better as it opens up the use of non-crit tanky gear. The chance to copy self conditions when struck is most in line with the feel of Mallyx, but it’s only a 15% chance with a 15 second ICD. With that proc chance it seems to me it should be when you hit.
Since they view it as a pre-purchase bonus for new players, they don’t consider it content that existing players are paying for or needing. They view it as you paying $50 for HoT alone.
And yet the store page specifically states when buying HoT that it “includes Guild Wars 2 core game”. It does not say that existing customers will only get HoT. Is it wrong to ask for everything in the package I paid for?
Honestly I just want everything I’ve paid for with the HoT expansion (even if it’s “free”). I got my nifty serial code to upgrade my existing account. Where’s my serial code for a new base game account? Because if I don’t get that I’m not getting the base game included in the package.
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Falchoin.6152
If the base game is included, does this mean I’d be able to give said copy of the base game away to someone else since I already own the base game myself?
If the above isn’t true then you might want to rethink the marketing on this. If I can’t give away my extra copy then we’re not truly getting the base GW2 for free, which means I’m paying for it. Plus, what about those poor saps who buy the base game (which is essentially free as of the xpac) post HoT then buy the expansion? That would be some shady business dealing in my opinion.
I understand and applaud the intent in wanting to make the game more accessible to those starting with the expansion. However, there’s not quite enough information for the current customers.
Balloon equality meow!
I typically run with Spirit of Earth and Spirit of Nature in my build. You know why I don’t run more? It’s counter-productive.
Every spirit you put in play eats boons that would otherwise be more beneficial on players. This is especially bad now that most AoE buff abilities cap at 5 (like Call of the Wild or Healing Spring). Sure you can heal your spirits, but shouldn’t you be healing your teammates instead?
This is on top of the other issues of squishiness (CoE Subject Alpha is murder on spirits and pets in path 2 or path 3), long internal cooldowns on procs and abilities that can only be used effectively when the spirit is most vulnerable… melee range.
I want to like spirits. At this point, they’re mediocre at best. I use them now because I’m stubborn. I’d like to someday use them because they’re actually good support that doesn’t detract from my other supportive abilities.
Ranger support specs are not only lackluster, but counterproductive as well. Most of this has to do with things like Call of the Wild and Healing Spring capping at 5 targets. Even if spirits become more viable, each additional spirit in a build eats buffs that would otherwise be more beneficial on players. A possible solution would be to increase the target hit cap on buffs to 10 and/or give players higher priority.
Spirits themselves are extremely squishy, even with the double hp trait. Any decent AoE has them dying in short order. While it would be nice if they were made intangible like the guardian spirit weapons, it’s probably more likely to get a hp buff.
Spirit internal cooldown. Some say there’s no internal cooldown, some say there is. The tooltips all show a 10 second ICD. Regardless, 10 seconds is too long in my opinion to provide meaningful support. Either lower the ICD or incease the effect duration on proc. Additionally, the increased proc chance trait is still a trap trait as it’s not that beneficial assuming the 10 second ICD applies to all spirits.
Attempting to use spirit activated abilities in many fights gets them killed. This ties mainly into the low hp pool. If spirit hp isn’t increased then maybe the activated abilities should be ground or mob targeted?
In my own testing I’ve run into internal cooldowns. There’s a period of, lets say 10 seconds (which coincidentally matches the tooltip), where protection from the earth spirit just refuses to proc. Either I’m very unlucky or there’s an ICD.
So… very disappointed with the spirit buff. I was hoping for increased health or something to make them less susceptible to AoE damage. The proc chance increase is negligible due to the ICD.
Best answer I can give is that it makes the procs slightly more reliable.
It’s still terrible, and it makes the +15% proc chance trait worse, but it’s technically still a buff…
I’ll likely still play my ranger because I’m stubborn. That and main-hand sword as an asura just looks awesome.
Unless I’m mistaken all the regular utility spirits have internal cooldowns on their procs which makes the 15% extra proc chance trait mostly worthless.
Blocked/Suspended/Terminated -- Player Comments
in Account & Technical Support
Posted by: Falchoin.6152
@Veydis – How long did you have to wait before you got a response?
I’m going on a little over a day without a peep.
Hardware:
Saitek Eclipse II keyboard (no macro capabilities)
Logitech Trackman Marble trackball (4 buttons, no macro capabilities)
Plantronics headset
Background Programs:
Steam
Skype
Ventrilo
utorrent
Firefox
Unsure of the activity that actually banned me as I only found out about it after logging out in Queensdale working toward map completion on my level 80 asura ranger. I rarely farm. It’s been well over a month since I bothered. I usually run dungeons or assist guildies with map completion.
Blocked/Suspended/Terminated -- Player Comments
in Account & Technical Support
Posted by: Falchoin.6152
My account has also been flagged for botting, extended AFK, or use of macros while I have done no such thing. A ticket has been submitted (less than 3 days so I’ll not post the ticket number until then), yet I find it funny when I attempt to log into the support website (either following the link from the email or logging in directly) I cannot since I’m banned.
I ran sword/dagger for a little bit. That evade on the dagger is also a short lunge in addition to the evade + poison is nice. Very handy since the sword doesn’t have a gap closer unless you try to get tricky with the about face keybind.
And yeah, the lunge built into the auto attack on the sword mainhand would be perfect imo if we could hit the dodge button and actually dodge even while in the middle of the lunge.
I’ve found Bonfire to not be so tiny when also using the offhand mastery trait. Plus with boon duration runes/spec the warhorn 5 buffs have ~4 second downtime.
I prefer sword/torch to sword/horn simply because I like the feel of it better. Warhorn has longish cast times which don’t really fit melee in my opinion. I also prefer axe/warhorn since I can better move to buff nearby allies because I’m not suck in melee range.
And who’s to say you can’t drop bonfire then weapon swap to axe/horn to take advantage of burning projectiles. I run with a rune of battle in each weapon set so I swap frequently to maintain 10+ might stacks.
Axe/warhorn and sword/torch with a shortbow in the bag for those few fights where melee is just a really bad idea.
But do we really need a one-handed range option? …
In my opinion, yes. I want to get the most out of my offhand mastery trait and still have a ranged option for those times when ranged is necessary. Not every ranger uses a bow.
MH sword doesn’t root you so much as have two built in lunge attacks. While it would be nice to have dodge override everything, I’d rather have the auto attack as is if the only other option is to lose the built in lunges.
Maybe if I could move while using Whirling Defense I’d give the offhand axe another look. Until then, I’ll stick with sword/torch. Bonfire (especially with the 20% cooldown redux + range trait) is just too awesome.
Though I run a weird build that’s relatively even on stats, except crit and crit damage. Your mileage may vary.
Defeating the Mad King the first time gets you a 10 slot bag and your choice of halloween stuff (plastic fangs, chattering skulls, etc). After that you get personalized trick or treat bags and again, your choice of halloween stuff. I think there’s some diminishing returns on repeat kills.
There’s also a chest on the bottom level after you kill him. No idea if there’s any DR there. I’ve looted the chest five times and never got anything over a green quality item. Either it’s not that great or my luck stinks.
Wolf – Sir Howlsalot
On the PvE side of things, here’s a video of me soloing the Mad King on my supportish ranger build. It’s uncut so the video is a bit long, but so long as you like Apocolyptica it shouldn’t be too terrible.
My main character is a level 80 ranger. While I’ve been playing I’ve come to question some of the design choices. Some things just don’t make sense to me. Feel free to add your own or question my questions.
Why do ranger pets have cooldowns greater than 20 seconds (or 16 seconds if traited) when pet swap resets all cooldowns?
This applies to both F2 abilities and the ones controlled by the pet AI. It’s especially noticeable when running two canines for the constant knockdowns. In my opinion either pet swap should not reset cooldowns or the cooldowns should be the same as the pet swap timer since they’ll likely be swapped anyway.
What’s the point of Master’s Bond?
The beastmastery line has two traits that you must take which encourage pet swapping. Why put in a trait that’s counter productive, requires kills, poofs when swapping pets or when swapping from land to water (or the opposite)? The buff isn’t even that great when compared to the loss of utility/damage from constant pet swaps resetting cooldowns and quickness.
Why do spirits have a 15% increased proc chance trait when they have ~5 second internal cooldowns on their procs?
An additional 15% proc chance doesn’t really do anything since the internal cooldown prevents stacking. Either way, multi-hit or fast hitting abilities are likely to cause the spirit proc.
Why do pets have player activated abilities when they often don’t use them at the right time, if at all?
So you push the F2 button to have your pet use its special ability. And it stands there. So you mash the button a few times which causes the ability to trigger, then go on a ~4 second cooldown because you accidentally canceled the ability by hitting it again. Additionally, the animation for nearly every pet using its triggered ability is very long. More often than not I don’t bother using the F2 abilities since they’re unreliable at best.
Why do spirits have long activating PBAoE activated abilities when they’re so squishy?
Even when traited for extra hp spirits die very quickly. And heaven forbid you’ve got the spirits move with you trait then go in melee…
Why does my pet (and spirits if traited) run so far in front of me?
This has caused many unwanted body pulls, especially regarding traited to move spirits since there’s no stow option for them. It’s especially hilarious when using dodge or leap skills on the swords.
Why does the main-hand sword 2 skill have such a long delay on the leap backward?
I can live with the auto-attack preventing exact movement due to the built in leaps, but the 2 evade skill should be quicker to compensate. Sometimes evade rolling around the target isn’t a good option.
Agreed on the sad state of spirits. They’re entirely too squishy even when traited for double hp, and require heavy traiting to be marginally useful. In my opinion only the elite spirit is really worthwhile.
To make matters worse, the 15% extra proc chance trait is a trap due to the internal cooldown on spirit procs.
And what’s the point of the frost spirit? It seems to be the worst of them all. A less than 2% direct damage buff (does not affect conditions last I checked) is supposed to be worth a utility slot?