I can’t tell you the amount of times Plague saved my bacon in WvW, though it was never that useful in other modes.
These are great, I like subtle weapon skins. Far too many people in this game make their characters look like rainbow vomit.
Straight outta Isengard.
TD is initially very frustrating, but it does have some bright spots. The starting area with the massive trees, Rata Novus, Teku Nuhoch etc. However the meta event is very inaccessible.
DS is largely gated behind finding a meta map and it’s the least visually interesting.
AB and VB are both gorgeous and well designed.
Yeah Solar Beam procs really well with condi traits/sigils.
Not really sure about what to do with my Druid, it’s been a challenge given that medium armor is generally more rogue than spellcaster. Anyways I tried to go with a autumn look:
Fixes:
- Up the auto-attack damage
- Up the bleed stacks on Mark of Blood
- Revert the changes on Putrid Mark so that it transfers allies conditions again.
Otherwise it’s still a useful weapon.
I don’t like the system that is in place but you have to use the LFG if you want to get into a good map. If you just let the game place you then you will almost never be in a quality map.
I should have clarified that I have been using lfg. The problem is that the one good map is usually full in seconds.
I can’t be the only person to really struggle to get into a good instance of Dragon’s Stand. Several times I have waited for the map to reset and nearly every time I get put on an empty map.
This is really frustrating as the map is a deadzone without enough players. At least with Silverwastes people tend to filter in eventually. At this rate I can kiss goodbye to any hopes of crafting Nevermore.
To be fair there is a degree of moral ambiguity with the Revenant, since they have no issue with channelling the powers of demons and villains.
As a Revenant you mooch on the powers and success of others to further your own goals. Kormir is the obvious choice
Not all ranged attacks are projectiles. A projectile is specifically something that is thrown/shot through the air, e.g arrows, bullets, fireballs etc.
Mesmer’s greatsword auto is a beam, like Druid’s staff or Guardian’s downstate.
Necro’s scepter/axe autos or Mesmer/Ele’s downstate are direct ranged attacks, not projectiles.
I don’t normally hear the sounds tbh, but visually the facets are lacking. I’d prefer if facets were represented as crystals that floats around you (It is Glint stance after all)
Remember that Eir had been starved of food and water for days before we got to her, then badly wounded by Faolain. Even for a Norn, she probably wasn’t in a fit state to fight back.
“To Eir! She’ll break the Fang yet!”
Reaper really is one of the best things about the expansion. Kudos to Robert Gee!
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Knox.8462
I don’t mind hero points being gated behind masteries, however Hero points should be solo-able. Champion spawns are nigh impossible to do on your own. This isn’t too much of a problem in areas with high traffic, but there are points for example; the vampire broodmother in the Verdant Brink canopy, where you’ll be on your own.
Hero points should be challenging, but not to this degree. The wyvern nest is a good example of a challenging hero point.
There’s the implication that Mesmers can control magic at it’s most basic level, which allows them to alter reality and manipulate other people’s magic.
The Staff looks really cool… when sheathed. The blue energy raven is too much, I was hoping for something a bit more muted.
If thats the case, lets add conditions to long bow as well. Lets add to GS as well so conditions builds can work for those as well….
Those are power weapons, Ranger lacks a long range condition option. There’s no reason for Staff to be so focused on healing, it’s limiting and boring and Celestial Avatar fills the same role better.
Other specialisations such as Chrono or Reaper attempt to cater to different builds to some extent. Druid could too.
(edited by Knox.8462)
It’s choice above all. I want to support my team, but not to the extent that I hit like a wet noodle. Stat choice should have a significant impact.
I think it very difficult to trigger, especially on the new maps where the ground height is all over the place. Most of the time I was just using it for the water field combo with Ancestral Grace.
Not really needed, Druids already have great sustain via healing and we still have Signet of Stone.
Classes aren’t balanced around whether they are magical or not.
I agree, the staff needs to be more multi-purpose.
2 is just not worth casting because it’s so slow. Feels like an inferior version of the auto.
4 needs more damage, it’s hard to hit with so it should feel rewarding when you do.
5 is really hard to trigger, I was using it more for the water field than projectile defence.
Staff really needs more AoE damage. If we’re going to be so focused on healing then we need some way to tag enemies while we do it, and glyphs just aren’t up to the task.
Our skill effects should be made golden to differentiate from Guardians. Right now the Druid colour scheme is all over the place.
I don’t mind the celestial theme, but I only see 4 skills that have plant effects. More vines and leaves please!
Some Concerns:
- I like the support angle, but it does seem a tad boring to have so many skills focused on it. I would like some damage options thrown in too.
- Glyphs are all short range pbaoes, they compliment melee more than Staff.
- The skill effects… I want to be a Druid not a Guardian! Ditch the blue lights, replace them with yellow or green light and consider adding more plant effects.
Mesmer was the last class to be revealed before the core game release. It was the franchise’s most unique class so it made sense to save it for the last reveal for impact.
Druid has been left till last because let’s face it, no other spec has the same relevance to the Maguuma Jungle theme of the expansion. The last reveal is not an afterthought, it’s usually something special to push up interest before release, like the Mesmer was.
Group Quickness as well, though Guardians now top us on that too.
Only if they can do this:
https://www.youtube.com/watch?v=ndkf1U_SdY4
We got plenty of better options
Well there’s the issue there. Nullfield is good, but it has very strong competition. Mesmers are spoiled in terms of having good utility skills.
Good luck! Remember Mesmer is a tough leveling experience, but once you get more spec points things will start to come together quickly. Stick with it for good times later.
Thank you Robert! I’m glad you’ve taken our feedback and made some substantial improvements. Looking forward to trying them out in the next beta
I would like – Long range support with some decent AoE on the Staff. Utilities could be nature themed consecrations or mantras. Not sure about the new mechanic.
Throwing a Tides of Time into a zerg has the potential to be pretty devastating.
Yes I picked up on this too, very nice addition. Just a shame that the sound effect isn’t as satisfying as the other wells.
Note that the Moth can mimic the scent of bees. It’s also a bad omen (a sign of bad things to come, e.g the damage burst at the end of the well). Several were found in King George III’s bedroom as he slipped further into “madness” (dementia).
(edited by Knox.8462)
I had a very enjoyable weekend and concur with others that Reaper mainly needs fixes on cast times and damage output. Robert made it very clear on his post just prior to the beta weekend that he was paying close attention to feedback.
And yes, constructive criticism is vital, but “woe is me” is very tiring on here.
Some of them are definitely more tame than others – luckily for me Norn female’s shouts sound pretty vicious.
A Wind Rider ranged pet would be pretty cool.
What it could use is an “old quarter” with a relocated Crow’s Nest. I was a bit annoyed that it was removed given its significance in Sea of Sorrows. Also, the merlions should be returned, they were cooler than the new nautical structures and the central area feels empty without them.
Other than that, the redesign is pretty cool.
Pros:
- Residential quarters are excellent
- Fort Marriner feels important rather just another haven.
- City feels larger overall.
Cons:
- The central area is far too open for me, feels empty.
- The sea creature buildings are not to my taste.
- Too many familiar features from old city removed; canals, merlions, buildings etc.
The lack of in-game profession lore is really disappointing.
It has the potential to feel a bit forced imo, like how tv shows shoehorn in minority characters in a half-baked attempt to look progressive.
It’s so refreshing to read a positive thread.
There are two memorable norn female mesmers in-game, who were really tough to fight. Vilnia is a Raven Shaman who sacrifices children to power her magic. Orma disguises herself as a merchant to rip off players. Both of them wrecked me the first time I encountered them.
http://wiki.guildwars2.com/wiki/Veteran_Vilnia_Shadowsong
http://wiki.guildwars2.com/wiki/Orma
Please consider that passive healing and the ability to sponge damage is what defines the warrior.
Lol okay then, should we nerf warrior’s high damage output instead?