Showing Posts For LeviQuiteQuirky.6892:
Looking at the Quality of Life voting option in the poll, there is “across map team chat” within that option. That’s good and all, but can we also have map chat made unusable if this change were to take place? Have seen a lot of “Trolls” that ruin the experience for the majority by giving out their own server/ world’s “zerg” positions. (Can also never tell if it’s the enemy server or my own in map chat)
Also, while we are at it, can we have faster reward track progression? I love the idea of it and the new exclusive WvW armors. After 2 years I finally got into WvW because of this
I think you misunderstand how map chat works. Way back closer to release, map chat was across servers so players from all 3 servers in the matchup can communicate with each other while they’re on the same map. But that was changed a long long time ago to be only for your server. Anybody you see talking in map chat is from your server (or the link server since world linking began)
At the moment the only real difference between map chat and team chat is that team chat either has no spam restrictions, or it has a significantly less strict spam restrictions. I can spam TS invite messages endlessly in team chat, but would get temp blocked for spamming after 3-4 messages in map chat.
I would support the idea of faster reward track progression.
If that is true, then I have indeed misunderstood o.o" sorry.
Also, even though there is an exclusive WvW reward track, it progresses a lot slower than PvP…a lot slower
Looking at the Quality of Life voting option in the poll, there is “across map team chat” within that option. That’s good and all, but can we also have map chat made unusable if this change were to take place? Have seen a lot of “Trolls” that ruin the experience for the majority by giving out their own server/ world’s “zerg” positions. (Can also never tell if it’s the enemy server or my own in map chat)
Also, while we are at it, can we have faster reward track progression? I love the idea of it and the new exclusive WvW armors. After 2 years I finally got into WvW because of this
Long time since I have been on these forums, but with great disappointment, comes great responsibility.
I feel like I have been mourning the warrior, or been some type of necromancer even trying to play it. In PvP, I’m a dead man walking, like a puppet been pulled along, acting as if it were alive when in reality it never was…yet still feel the overwhelming sadness when I see my once favourite profession die, over and over and oh so easily.
I’m glad they are still viable in PvE, thanks for that. But PvP is where my heart lies. I’m happy the rifle and mace are getting some love, but the rest of the weapons feel neglected. Also, what is up with the amount of useless utility skills? Who on earth in their right mind would use physical skills other than rampage? The lesser used skills need a total overhaul and makeover to increase build diversity and unpredictability.
leap skills and movement skills have too much of a cast time or pre animation, I get screwed over whenever I use them.
There’s a lot more I could talk about, but these are the main issues that bother me. I hope the warrior gets some attention with this update as I feel neglected and in an abusive relationship with my game lol. May come back to add more construction to this criticism
It’s useless if it doesn’t work, and I still use it because I’d take it over the even MORE useless alternatives
I hope I can be as good one day! That is amazing artwork. How long did it take you?
This would cause a riot in PvP lol. And not the nice kind
So, I’ve been wondering for a while..
Is there any word on more Guild Wars 2 Merchandise?
Not sure how much I can say..
The idea of some figures may be really POPular with some people o.o"
Wouldn’t mind stuff as simple as stickers either to put on my PC, etc.
OK, so as the title says, both I and my girlfriend need help with sylvari cosplay. We went last year…her cosplay was awesome, and I kind of let us down being the guy and all This year I want to do better.
I have 2 weeks to design and complete our cosplays.
What we want help with is ideas for:
- Guild wars 2 themed clothes that are cheap and easy to make.
- Cheap aesthetics (currently considering facepaint, and UV facepaint)
- Ideas on how to make the hair/ leaves or whatever you’d call it. The thing that goes on my head!
Any ideas, and any kind of tips on how to make them will be greatly appreciated!
Thanks for reading
you’re going to have to fill in the gaps for runes, stats and such. I will however say that I’d use sigil of doom for that extra condition I love poison and confusion when they try to heal!
Condition build:
Weapons: Staff + Scepter/ Sword
Skills: Ether Feast, Phantasmal Disincharter, Well of Calamity, Gravity Well
Traits: Chaos – Illusionary Defense, Chaotic Dampening,Chaotic Interruption (or bountiful disillusionment)
Illusions – Compounding Power, Maim the Disillusioned, (insert your trait here)
Chronomancer – Delayed Reactions (could clash with confusion…so the second option could be All’s well that ends well), Improved Aclarity, Seize the Moment
PvP/ WvW roaming please
Keep that chaos armor up as much as possible with finishers and combo fields
Haven’t got time to put a lot down…so the idea of this build is to debilitate with immobilize and other cc
weapons: mace/ torch (or longbow) and sword/ shield
skills: healing signet, bullscharge, outrage, sundering leap, signet of rage
traits: tactics – leg specialist, shrug it off, powerful synergy
arms – blademaster, burst precision, berserkers fury
berserker – savage instinct, heat the soul, eternal champion
stats: you decide
runes: you decide
sigils: https://wiki.guildwars2.com/wiki/Superior_Sigil_of_Incapacitation is a must
you’re going to probably want to spend most of your time using your normal burst skills instead of hitting f2 for berserker mode
game mode: you choose
Build C:
Weapon: hammer
skills: healing turret, grenade kit, elixir r, slick shoes
traits: inventions – automated medical response, mecha legs, bunker down
alchemy – invigorating speed, backpack regeneration, (whatever trait you think best)
scrapper: shocking speed, rapid regeneration, adaptive armor
stats: assassins, zealots, celestial, magis
sigils: of energy, of accuracy, of blood, of might
runes: of the eagle, of melandru, of rage
PvP and WvW roaming
need at least 33% crit chance for bunker down ( works well with grenade kit I think)
Build B:
Weapon : Hammer
Stats: assassins, rampager
skills: healing turret, flamethrower, slick shoes, minefield, (insert elite skills here)
traits: firearms – high caliber, no scope, juggernaut
inventions – automated medical response, mecha legs, bunker down
scrapper – shocking speed, rapid regeneration, adapative armor
sigils: of accuracy, of energy, purity/ cleansing / generosity
runes: of the forgeman, of the grove, of anti toxin, of the eagle, of strength, of the ogre, of the flame legion
Tesing for PvP. Gotta have a min of 33% accuracy for bunker down trait, spending most of the time in flamethrower
Now for 3 tanky upkeep builds
Build A:
Weapon: HAMMER
Traits: Alchemy – Invigorating speed, Inversion Enzyme, HGH
Tools – Reactive lenses, streamlined kits, kinetic battery
Scrapper – Recovery Matrix, Expert examination, adaprtic armor
Skills: Med kit (not sure this can be tested with recovery matrix now…), elixir r, elixir b, elixir gun, mortar kit
stats: cleric, nomad, celestial
sigils: of energy, of purity/ of cleansing, of water
runes: of the defender, of the grove, of the adventurer
Want testing in PvP
This was my theory craft medic build…not sure it’s viable with how easy the raids look on the videos.
wep: hammer
Traits: Scrapper – shocking speed, rapid regen, adapt armor
inventions – automated med response, soothing detonation, med dispersion field
Alchemt – invigorating speed, inversion enzyme, hgh
skills: AED, slick shoes, elixir gun, elixir r, mortar kit
stats: nomad, cleric, magi, celestial
sigils: of water, of leeching, of renewal, of energy
runes: of mercy, of the monk, of water
can someone test this on raids please?
Sorry there isn’t a whole lot of details…haven’t got time to write a lot.
Traits : alchemy – protection injection, self regulating defenses, hgh
tools – reactive lenses, lock on, adrenal implant
scrapper – shocking speed, expert examination, adaptive armor
skills: Healing – AED
utility: elixir R, slick shoes, purge gyro
Elite – mortar kit
Stats: berserker/ knight
sigils: sigil of accuracy/ force, sigil of energy, sigil of leeching, sigil of rage, sigil of air, sigil of frailty.
Runes: of the citadel, of the pack, of strength (possibly of mercy, don’t know if it works well with elixir r’s toolbelt skill)
Those are your choices for this build. PvP testing
Can someone test? Did this is an alrounder-type build.
Unfortunately I haven’t got time to write all I want this weekend so I will just mention the main bit I want feedback on.
Trait lines: devastation, corruption salvation
Legends: Mallyx and shiro
Weapons: sword/sword and mace/axe
stats: you choose
Main thing wanting feedback on: is thre trait empowering vengeance when used with the elite skill embrace the darkness too good? 2 1/2 second daze on a 10sec c/d. Also, with the boon stripping on Mallyx maxed out, it’s almost a certain success.
Mainly want it testing in PvP and WvW roaming
Thanks for reading
I don’t post a lot of forums, so I’m not that experienced in long and detailed posts. but on the other hand I don’t think that this suggestions needs a long post from my side.
I love the addition of Legendary Armor in HoT and I’m surely looking forward to easy switching stats from Berserker stats in dungeons to healings stats in raids and then maybe a condition build for WvW. This is what I was hoping for and this is what will make GW2 a hell of a lot more fun for me and so many others.
BUT, who’s going to pay for all the runes and sigils I’ll have to switch each day? The Superior Runes of Strength that the Berserker stats will get on the Legendary armor won’t really help my healing or condition build.
My suggestion is that if it is possible: let Legendary rmor and weapons save the runes and sigils that are put in. That way, everyone who made the long but awesome journey to get a set of legendary armor or some weapons, doesn’t need to pay hundreds of gold each day to truely switch around stats and builds. You’ll have to pay once for each set of runes or sigils you wan’t.
I think a major benefit of this suggestion that people are also more willing to change builds and stats and brighten up the meta, because it will be much easier.
Let me know what you think, stay constructive and let’s hope a Dev shines some light on this topic.
Hey, don’t know if you saw the thread I created yesterday here
I brought up something very similar and share the same concerns. I’m not sure if the devs have even considered this. It’s most likely a daunting amount of work for them to even consider at the moment with everything else they’re currently trying to do.
That said, if they do decide to do this in the future, Legendary items could be re-worked to act similar to gear in PvP, except with the addition of item/ sigil/ rune memory.
Note: if you didn’t see my thread yesterday, I’m glad someone other than me has voiced their concern for this seperately
(edited by LeviQuiteQuirky.6892)
1. Legendary Lore
1a. Do the legendary weapons have lore behind them? (Actual lore. Not conspiracys or speculation)
1b. If so, who were the first beings to design them, and create them?
1c. If not, should they?
1d. Regarding the newly announced “legendary journeys”. Do you think these will give insight on any lore, or just be a huge and very long-winded scavenger hunt?
1e. Will the Legendary armors (including backpieces) have lore?
2. General Questions
2a. Will the Legendary armors also have precursors?
2b. If not, should they?
2c. Why can you sell transmuted legendary weapons to NPCs? What would be the point?
2d. Can you salvage legendary weapons? If so, why is that even an option? Who in their right mind would do that?
2e. Why isn’t there an option to apply a certain sigil to a legendary weapon, and have it saved to that weapon’s memory? E.g. I apply Sigil of Accuracy to The Moot. The Sigil of Accuracy is saved to the weapon’s “memory”. I then decide to apply a Sigil of Doom to The Moot. That sigil is also saved. I can then switch out the sigils between the Sigil of Accuracy and the Sigil of Doom freely, just like the swappable stats.
with different stat sets, I see different styles of gameplay. Sigils come into that gameplay, why not have them swappable (once saved to the legendary item’s memory) too?
This idea could also apply to runes with future legendary armor etc.
I’m sure I had a couple other questions, but I had a brain fart, and all was lost. Oh no
Edit: changed topic from herald to revenant as the wholse profession is new *facepalm
Not to crush your idea, but the only reasons one may not have access to Reaper yet but will have access to it later is if they chose not to preorder, or if they could not find $50 in the last four months but will have it is the future. I can’t help but wonder what kind of theorycrafter wouldn’t want to set aside a bit of cash for the expansion.
Testing is testing. This is a Beta test. I don’t see the harm in it. I understand where you’re coming from. However, I believe any (if not all) constructive criticism and feedback will help. (No matter the circumstance. E.g. a person’s last computer was lost in a fire, and is saving up to get a new one for this game. Therefore cannot test it at the moment, but would still love to aid in beta testing, especially as that person is willing to buy a whole new computer specifically just for the game).
(edited by LeviQuiteQuirky.6892)
As the title says, this is an “Adopt a Build Thread”.
The purpose of this thread is for someone who has access to the next Beta Weekend to adopt a theory-crafted build from someone who doesn’t have access to it.
There may be concerns or areas of the game’s new Elite Specializations that haven’t been looked at or adressed yet.
I want the best for the game. I want as much content covered so Heart of Thorns can get the best start it can. (Full aware they might not be able to fix things in time, but want stuff balanced/ patched ASAP so we can all enjoy the experience without too many interruptions in our gaming progression).
Examples of what I mean:
Q. Can someone test this Chronomancer build? (insert link, or write the trait/ weapon combo + stats, sigils and runes…and game mode, PvP, PvE or WvW).
A. Yep, I’ll test this build in PvP. Will write feedback on this post when finished, or post a video/ stream link.
For other Professions, click here
(edited by LeviQuiteQuirky.6892)
As the title says, this is an “Adopt a Build Thread”.
The purpose of this thread is for someone who has access to the next Beta Weekend to adopt a theory-crafted build from someone who doesn’t have access to it.
There may be concerns or areas of the game’s new Elite Specializations that haven’t been looked at or adressed yet.
I want the best for the game. I want as much content covered so Heart of Thorns can get the best start it can. (Full aware they might not be able to fix things in time, but want stuff balanced/ patched ASAP so we can all enjoy the experience without too many interruptions in our gaming progression).
Examples of what I mean:
Q. Can someone test this Chronomancer build? (insert link, or write the trait/ weapon combo + stats, sigils and runes…and game mode, PvP, PvE or WvW).
A. Yep, I’ll test this build in PvP. Will write feedback on this post when finished, or post a video/ stream link.
For other Professions, click here
(edited by LeviQuiteQuirky.6892)
As the title says, this is an “Adopt a Build Thread”.
The purpose of this thread is for someone who has access to the next Beta Weekend to adopt a theory-crafted build from someone who doesn’t have access to it.
There may be concerns or areas of the game’s new Elite Specializations that haven’t been looked at or adressed yet.
I want the best for the game. I want as much content covered so Heart of Thorns can get the best start it can. (Full aware they might not be able to fix things in time, but want stuff balanced/ patched ASAP so we can all enjoy the experience without too many interruptions in our gaming progression).
Examples of what I mean:
Q. Can someone test this Chronomancer build? (insert link, or write the trait/ weapon combo + stats, sigils and runes…and game mode, PvP, PvE or WvW).
A. Yep, I’ll test this build in PvP. Will write feedback on this post when finished, or post a video/ stream link.
For other Professions, click here
(edited by LeviQuiteQuirky.6892)
As the title says, this is an “Adopt a Build Thread”.
The purpose of this thread is for someone who has access to the next Beta Weekend to adopt a theory-crafted build from someone who doesn’t have access to it.
There may be concerns or areas of the game’s new Elite Specializations that haven’t been looked at or adressed yet.
I want the best for the game. I want as much content covered so Heart of Thorns can get the best start it can. (Full aware they might not be able to fix things in time, but want stuff balanced/ patched ASAP so we can all enjoy the experience without too many interruptions in our gaming progression).
Examples of what I mean:
Q. Can someone test this Chronomancer build? (insert link, or write the trait/ weapon combo + stats, sigils and runes…and game mode, PvP, PvE or WvW).
A. Yep, I’ll test this build in PvP. Will write feedback on this post when finished, or post a video/ stream link.
For other Professions, click here
(edited by LeviQuiteQuirky.6892)
As the title says, this is an “Adopt a Build Thread”.
The purpose of this thread is for someone who has access to the next Beta Weekend to adopt a theory-crafted build from someone who doesn’t have access to it.
There may be concerns or areas of the game’s new Elite Specializations that haven’t been looked at or adressed yet.
I want the best for the game. I want as much content covered so Heart of Thorns can get the best start it can. (Full aware they might not be able to fix things in time, but want stuff balanced/ patched ASAP so we can all enjoy the experience without too many interruptions in our gaming progression).
Examples of what I mean:
Q. Can someone test this Chronomancer build? (insert link, or write the trait/ weapon combo + stats, sigils and runes…and game mode, PvP, PvE or WvW).
A. Yep, I’ll test this build in PvP. Will write feedback on this post when finished, or post a video/ stream link.
For other Professions, click here
(edited by LeviQuiteQuirky.6892)
As the title says, this is an “Adopt a Build Thread”.
The purpose of this thread is for someone who has access to the next Beta Weekend to adopt a theory-crafted build from someone who doesn’t have access to it.
There may be concerns or areas of the game’s new Elite Specializations that haven’t been looked at or adressed yet.
I want the best for the game. I want as much content covered so Heart of Thorns can get the best start it can. (Full aware they might not be able to fix things in time, but want stuff balanced/ patched ASAP so we can all enjoy the experience without too many interruptions in our gaming progression).
Examples of what I mean:
Q. Can someone test this Chronomancer build? (insert link, or write the trait/ weapon combo + stats, sigils and runes…and game mode, PvP, PvE or WvW).
A. Yep, I’ll test this build in PvP. Will write feedback on this post when finished, or post a video/ stream link.
For other Professions, click here
(edited by LeviQuiteQuirky.6892)
As the title says, this is an “Adopt a Build Thread”.
The purpose of this thread is for someone who has access to the next Beta Weekend to adopt a theory-crafted build from someone who doesn’t have access to it.
There may be concerns or areas of the game’s new Elite Specializations that haven’t been looked at or adressed yet.
I want the best for the game. I want as much content covered so Heart of Thorns can get the best start it can. (Full aware they might not be able to fix things in time, but want stuff balanced/ patched ASAP so we can all enjoy the experience without too many interruptions in our gaming progression).
Examples of what I mean:
Q. Can someone test this Chronomancer build? (insert link, or write the trait/ weapon combo + stats, sigils and runes…and game mode, PvP, PvE or WvW).
A. Yep, I’ll test this build in PvP. Will write feedback on this post when finished, or post a video/ stream link.
For other Professions, click here
(edited by LeviQuiteQuirky.6892)
As the title says, this is an “Adopt a Build Thread”.
The purpose of this thread is for someone who has access to the next Beta Weekend to adopt a theory-crafted build from someone who doesn’t have access to it.
There may be concerns or areas of the game’s new Elite Specializations that haven’t been looked at or adressed yet.
I want the best for the game. I want as much content covered so Heart of Thorns can get the best start it can. (Full aware they might not be able to fix things in time, but want stuff balanced/ patched ASAP so we can all enjoy the experience without too many interruptions in our gaming progression).
Examples of what I mean:
Q. Can someone test this Chronomancer build? (insert link, or write the trait/ weapon combo + stats, sigils and runes…and game mode, PvP, PvE or WvW).
A. Yep, I’ll test this build in PvP. Will write feedback on this post when finished, or post a video/ stream link.
For other Professions, click here
(edited by LeviQuiteQuirky.6892)
As the title says, this is an “Adopt a Build Thread”.
The purpose of this thread is for someone who has access to the next Beta Weekend to adopt a theory-crafted build from someone who doesn’t have access to it.
There may be concerns or areas of the game’s new Elite Specializations that haven’t been looked at or adressed yet.
I want the best for the game. I want as much content covered so Heart of Thorns can get the best start it can. (Full aware they might not be able to fix things in time, but want stuff balanced/ patched ASAP so we can all enjoy the experience without too many interruptions in our gaming progression).
Examples of what I mean:
Q. Can someone test this Chronomancer build? (insert link, or write the trait/ weapon combo + stats, sigils and runes…and game mode, PvP, PvE or WvW).
A. Yep, I’ll test this build in PvP. Will write feedback on this post when finished, or post a video/ stream link.
For other Professions, click here
(edited by LeviQuiteQuirky.6892)
I have been waiting for all Elite Specs to be revealed before I posted this.
As the title says, this is an “Adopt a Build Thread”.
The purpose of this thread is for someone who has access to the next Beta Weekend to adopt a theory-crafted build from someone who doesn’t have access to it.
There may be concerns or areas of the game’s new Elite Specializations that haven’t been looked at or adressed yet.
I want the best for the game. I want as much content covered so Heart of Thorns can get the best start it can. (Full aware they might not be able to fix things in time, but want stuff balanced/ patched ASAP so we can all enjoy the experience without too many interruptions in our gaming progression).
Examples of what I mean:
Q. Can someone test this Chronomancer build? (insert link, or write the trait/ weapon combo + stats, sigils and runes…and game mode, PvP, PvE or WvW).
A. Yep, I’ll test this build in PvP. Will write feedback on this post when finished, or post a video/ stream link.
So, if anyone is on board with this, I will create threads in all Proffession Forums to better organise this.
Click on the links below to take you to the corresponding thread:
(edited by LeviQuiteQuirky.6892)
What exactly you mean by scale?
Ferocity and Precision works differently because the stats they affect is a percentage and not a direct number, while toughness is a plain number so no need of such feature.
Toughness is just a plain number…stupid me. Thought it reduced damage % wise. If it did, that would be overpowered right?
Q: Does Toughness scale the same as Ferocity? If not, should it?
Example:
Crit damage = 150% damage
Ferocity = X
Toughness = – X damage
edit: So if a person were to have 100 ferocity, and the target were to have 100 toughness, it would reduce the damage to the standard 150% damage.
(edited by LeviQuiteQuirky.6892)
Hi, I’m an Engineer noob. I have one level 80 Engineer which mainly focused on elixirs before the June 23rd Patch. I leveled that character through Tomes of Knowledge. I haven’t touched that Engineer since the patch. The traits, although there are a lot of good ones, the not-so-good ones hinder any really effectiveness of a lot of builds I’ve attempted to create since the patch. I will go over traits I think need talking about. Any traits I left out I don’t feel the need to talk about as I feel they are fine as is.
- I used the spoiler tool to shrink the wall of text that would have been there if I had not done so. Click on the Spoiler button to open the tab on each section of the traitlines.
My Review:
This traitline I believe focuses on the use of Bomb kit, Grenade kit and Mortar kit.
I feel this should have a reduced cooldown of 5 seconds but half the damage. I feel this should be considered as it would let this trait stand out on its own without being completely tied to the trait Thermobaric Detonation. The cooldown on Thermobaric Detonation should stay the same to keep balance between the two traits.
My first opinion of this trait was offputting as it only really applies to ranged fighting in my opinion. After looking into this though, it is fairly decent as there are 2 different weapons and 2 different kits to benefit from this.
This seems gimmicky to me. What use does it have that could compete with the other Major Master traits in Explosives?
Concerns
There is nothing that benefits the Bomb Kit in the Major Adept traits. What if just the Bomb Kit was just wanted and not the Mortar Kit and the Grenade Kit? Both of those kits benefit from all three tiers of Major traits yet the Bomb Kit only benefits from two (Major Grandmaster and Major Master).
This has a theme involving critical hits and conditions. Focusing on guns Flamethrower, Grenade kit, and Mortar Kit.
At first glance I thought this trait was quite bad. 3 seconds of Bleeding doing a total of 66 damage? Sounds terrible right? However, if you’re running a condition build, it gives a decent amount of protection against limited condition clearing skills.
E.g. you inflict a foe with burning which does considerably more than bleeding. The enemy uses a skill which clears one condition. The bleed you applied through a critical hit lowers the chance of the burning you applied of being cleared by 50%, which is a lot!
Sharpshooter works well with the other minor traits Hematic Focus and Serrated Steel.
Similar to my opinion of Sharpshooter, with the decoy condition thing going on. The three seconds of vulnerability doesn’t really benefit many skills, (the swiftness application of this trait seems reasonable).
This trait seems to benefit these best: Pistol, Grenade Kit, Flamethrower, Throw Mine and Turrets.
If whirl finisher projectiles deal critical damage, I can see this working well with the Shredder Gyro.
High Calibur and No Scope
These two traits are just too similar in my opinion. I suggest that these traits be merged to become one Major Adept trait that gives a 350 Precision (roughly 16.5% critical hit chance), when in range of the enemy. This would open up a Major Master trait slot for something else that would give more diversity and options to builds without sacrificing or overpowering the combined trait. This would also benefit Pinpoint Distribution as critical hit % boons or traits doesn’t synergize well with this, yet the Precision increase would.
Seems to focus mainly on healing, and also Elixir Gun and Mortar Kit.
At first I wondered why this wasn’t a Smoke field, even if it were to last 1 second. I then realized it would interfere with deliberate combos nearby team members would be trying to use, especially as it is a passive and almost unpredictable trait, (would be hard to coordinate with).
First off, Regeneration is quite bad currently in my opinion. I’d much prefer this deal a flat heal to nearby allies.
Note: Three traits in all of Guild Wars 2 benefit from receiving Regeneration from other players.
1. Engineer – https://wiki.guildwars2.com/wiki/Energy_Amplifier
2. Ranger – https://wiki.guildwars2.com/wiki/Oakheart_Salve
3. Mesmer – https://wiki.guildwars2.com/wiki/Illusionary_Membrane
When I was looking at this I asked myself, “the heal is so small, why doesn’t this also heal the caster? Probably because there is no cooldown?”
Considering Engineers has 19 blast finishers and a hell of a lot of combo fields, this is fairly decent.
However, if I want to run a support build, I would like to be able to sustain myself as well as allies. This currently makes me feel the engineer would need another support build to assist it in supporting (if I ignored all other stats, skills and combos).
I just want to show appreciation for the design of this trait.
If critical hit chance was 100%, this trait would give a 502 heal every 2 seconds (and thats without the regen ontop). Also, gives a little vulnerability upkeep if used with Steel-Packed Powder
The heal share percentage is good, I wouldn’t change that. However, I would either increase the radius of this skill or remove/ lower the cooldown.
Basically focused on Elixirs whether it be from a kit or not.
This would be better if the Med Kit skills were AOE (area of effect/ has a radius) that effects multiple allies rather than a single one.
Currently clashes with the trait Adrenal Implant
Not really a fan of auto-skill traits. Would much prefer them to be activated much like the thief’s f2 skill for a limited time to be used in. In the current state, this trait can badly interrupt close fights, but can give enough of a heads up to the auto-caster that they should use their A.E.D. heal skill immediately after they come out of their shrunken state if that is their active heal skill.
Focuses on the Toolbelt and Gadgets.
I think this trait could benefit from having a 60 second cooldown for each individual kit, rather than a 20 second shared cooldown.
OR
Benefit from an icon and/or noise (maybe like the ding of a microwave) that indicates when this trait is off it’s cooldown period. This would aid strategic gameplay rather than random gameplay.
This trait doesn’t have a cooldown according to Wiki (which would be overpowered), yet the effect of it does (Analyze). Wiki page just needs updating.
The second trait I spotted that clashes with Adrenal Implant. However, this one clashes far worse than Invigoration Speed as it is a mandatory Minor trait in the same traitline as Adrenal Implant therefore creating an unavoidable clash.
A couple of suggestions to reduce trait clashes:
1. Move Optimized Activation somewhere else. (Major trait or another trait line)
2. Change Optimized Activation all together.
3. Let the effects of Adrenal Implant and Vigor stack. Even if it means nerfing Adrenal Implant by 50%.
I would prefer this to be a passive % cooldown trait, or let it overcharge all Gadget skills.
I really want to be a fan of the Engineer, I really really do. I’m looking forward to hearing all your feedback. I hope a Dev looks at this (especially as this took me near 5 hours to write up and polish), and takes into consideration some of the points I have mentioned.
If the traits were slightly reworked and balanced to allow for more build diversity, I’d definitely create more than just the one Engineer as I like to have one character per build. (I’d be buying more character slots Anet wink wink, nudge nudge)
I haven’t mentioned the Scrapper as it isn’t finished. It deserves a fair chance in physical testing in BWE3.
Thanks for reading
(edited by LeviQuiteQuirky.6892)
So, with the new Scrapper Elite Specialization revealed I have been theory crafting away and have been stumped at a couple of points. Can anyone answer these? All help appreciated
Q1: Does “Toss Elixir R” synergize well, or even work with bonus 2, 4 and 6 of “Superior Rune of Mercy”?
https://wiki.guildwars2.com/wiki/Toss_Elixir_R
https://wiki.guildwars2.com/wiki/Rune_of_Mercy
Q2: In the Tools’ Trait Line the Minor Adept Trait “Optimized Activation” grants vigor on Toolbelt skill uses, however the Trait “Adrenal Implant” gives a permanent 50% increase in endurance regeneration.
https://wiki.guildwars2.com/wiki/Optimized_Activation
https://wiki.guildwars2.com/wiki/Adrenal_Implant
My problem is, and this is a pretty big one as I fail to see why the Tools’ trait line was designed like this. Why are these two traits both in the same trait line or do not stack?
According to the Wiki, vigor doesn’t stack with anything: "Vigor is a boon that increases the endurance regeneration rate, allowing affected targets to dodge more frequently. Vigor does not stack with other effects which increase endurance regeneration rate (such as from certain traits and signets). The endurance regeneration rate is capped at double the normal rate, which is most easily achieved when under effects of the vigor boon. "
source: https://wiki.guildwars2.com/wiki/Vigor
So why why would they make Optimized Activation a mandatory trait in this line? If someone were to choose Adrenal Implant, it would nullify Optimized Activation’s vigor.
Possible solutions:
- Move Optimized Activation somewhere else. (Major trait or another trait line)
- Change the trait all together.
- Let the effects stack.
Q3. How much of your full health (percentage wise )do you start with when you go down?
Might be my bias towards condi builds, but Distracting Strikes seems strong enough as it is.
Perhaps tie my suggestion in with another trait but add a different condition to it?
What do you think?
“Here’s my suggestion. If a player is running the Corruption line, they will be granted the ability to gain “Demonic Stacks” that will be applied every time a condition is applied to the player using Mallyx. These corruption stacks will buff the heal skill, work with the utilities in different ways to either apply more resistance, send out more conditions etc, and will make the Elite also send out more conditions as well. Same as the way conditions used to interact with Mallyx.”
Yes to this! Roy, read this please.
Maybe slightly change this though…
..My suggestion: Every Individual (not conditions that stack but the first applied. e.g. not bleed stack 2, but on the first bleed to be applied), Condition applies a “Demonic Stack” for 5(?) seconds. Let’s say max stack is 10. When entering the elite skill it pulses out Demonic Stacks every couple of seconds equal to the amount currently stacked on the user. This will work similarly to the Boon Retaliation but has AoE around the user.
so.. to simplify things I will give an example:
1. Revenant gets inflicted with blind
2. Revenant gets one “Demonic Stack” which has a 5(?) second limit
3. Revenant uses “Embrace the Darkness” https://wiki.guildwars2.com/wiki/Embrace_the_Darkness
4. Revenant pulses out damage (condition/ power based or just flat damage..whatever would be more balanced), in an AoE radius of 360(?) around him/ herself, every 3(?) seconds
You could also have traits work with this like…gain a 25 stat boost to all stats per stack of Demonic Stacks.
Maybe change the name?
With the new proposition of adding immobilise for 1 second on the Hammer’s Primal Burst Skill for BWE3 I was thinking that Distracting strikes could be altered to open up more viability with condition based builds.
https://wiki.guildwars2.com/wiki/Distracting_Strikes
Suggestion:
Distracting Strikes: Cause confusion when you interupt a foe’s skill or immobilise the target.
4 Confusion (8s): 198 Damage On Skill Use, 320 Damage
This to me would open up a lot of different uses and buff any possible condi build.
Skills that use Immobilise:
- Arrow Skill 5 “Pin Down” https://wiki.guildwars2.com/wiki/Pin_Down
- Sword Burst Skill “Flurry” https://wiki.guildwars2.com/wiki/Flurry
- Harpoon Gun Skill 4 “Knot Shot” https://wiki.guildwars2.com/wiki/Knot_Shot
- Harpoon Gun Primal Burst Skill “Burning Shackles” https://wiki.guildwars2.com/wiki/Burning_Shackles
- Physical Utility Skill “Throw Bolas” https://wiki.guildwars2.com/wiki/Throw_Bolas
- Hammer Primal Burst skill for BWE3
Traits that would benefit from this:
- Tactics Major Adept Trait “Leg Specialist” https://wiki.guildwars2.com/wiki/Leg_Specialist
- Arms Major Adept Trait “Oppurtunist” https://wiki.guildwars2.com/wiki/Opportunist
What do you guys think? Would this be too much? Or open future possible builds without causing too much damage to the current balance in combat?
Note: I’d defintately be looking at condition builds if this were to happen and use weapon combinations that weren’t really appealing to me before (e.g. bow + sword/x, Hammer + sword/ x, and many more because of the Trait “Leg Specialist”)
Doing a little review assuming all skills/ traits that have been changed, the mechanics that have been changed are the only ones mentioned by Roy (e.g. Banish Enchantment: Removed the self-applied vulnerability. This skill now applies 3 stacks of confusion for 6 seconds instead of being dependent on the conditions you have on you. This still removes up to 2 boons
Disclaimer – I haven’t played the beta or Guild wars 2 through beta. I have though, seen probably every English Youtube video on the Revenant and have also been glued to the forums absorbing everything I can on what looks to be a very promising future main profession for me.
Review Key:
+ = Agree with change
- = Disagree with change
/ = Needs a better understanding of why the change happened in the direction it did.
Changes review:
General
Overall happy with this section and probably a little overexcited to see a small change in the way dodging looks on Rev. +
Downed
• Forceful Displacement: This skill no longer displaces foes, instead it will now knockback the foe 600 distance.
After seeing videos I saw that the Revenant was much harder to “stomp” than other professions. This change seems like a well needed balance decision +
Sword
Didn’t notice the Bug on Unrelenting Assault through videos. Happy it is removed as that’s how I though it should have worked anyway. The recharge nerf I feel was needed as it did look like the Revenant had too much “invuln” time with a dps weapon.
• Precision Strike: This skill is now a whirl finisher. +
• Unrelenting Assault: Increased the recharge from 10 seconds to 12 seconds. Fixed a bug so that this skill will more report damage as a multi-hit skill allowing it to stack up damage per target rather than displaying each instance of damage individually. +
Staff
Changes well needed in my opinion. +
Shield
I’m happy that defiance has been removed from Crystal Hibernation as being immobile with defiance looked bad from what I saw (especially with the 25vuln if broken).
Comparing the Shield number 5 skill to Warrior and Guardian though…with the 20 sec cooldown and healing a well as blocking, although still Immobile during casting, I feel this is far superior to their skills (even with Warriors traiting to buff shield). Feels unblanced across professions.
• Envoy of Exuberance: Decreased the energy cost from 15 to 10. Fixed a bug so that this skill will properly heal at the target location instead of around you. +
• Crystal Hibernation: Removed the defiance bar. This skill will now block attacks for the duration while regenerating health. Lowered recharge from 30 seconds to 20 seconds. /
Legendary Assassin Stance
Change was needed +
Legendary Centaur Stance
These changes make this stance far more viable for use. (Wouldn’t even have considered the Stance without these changes). +
Legendary Demon Stance
These changes I agree with. They make the Stance viable most of the time now (especially in condi cleansing parties), instead of good some of the time then crippled by your stance/ trait choices at other times.
Unyielding Anguish was nerfed, but rightly so. Although I would have love to have used it, that thing was just completely overpowered and you all know it especially in PvP.
The changes to Embrace The Darkness had to happen to compensate for all the other changes. If there wasn’t any other changes I’d be up in arms about this
• Empowering Misery: Removed the self-applied weakness. Increased the base heal by 40% and decreased the heal per condition by 40%. +
• Pain Absorption. Removed the self-applied blind. +
• Banish Enchantment: Removed the self-applied vulnerability. This skill now applies 3 stacks of confusion for 6 seconds instead of being dependent on the conditions you have on you. +
• Unyielding Anguish: This skill has been re-worked. This skill will now leap to the target location creating a dark field which chills for 1 second and torments for 4 seconds per pulse. The field lasts for 4 seconds and pulses every 1 second. Added a 10 second recharge. +
• Embrace the Darkness: Removed the self-applied torment. This skill no longer copies conditions to nearby foes. This skill will increase stats by 10% while active and pulse 6 seconds of torment every 1 second to nearby foes. +
Legendary Dwarf Stance
Nice balance change
• Forced Engagement: Increased the recharge from 3 seconds to 5 seconds and lowered the energy cost from 50 to 35. +
Herald
Waiting to see Shared Empowerment’s changes in action.
• Shared Empowerment: Increased the might duration from 5 seconds to 8 seconds. +
• Facet of Nature: This is now useable underwater. +
• Gaze of Darkness: Fixed a bug so that this can be properly avoiding using things such as your dodge +
Corruption
All needed improvements.
Not certain if Replenishing Despair is any good with all the other changes implemented. Feel free to debate on this one as I’m not too sure.
• Pulsating Pestilence: Increased the trigger chance from 15% to 25%. +
• Replenishing Despair: Increased the base heal by 300% and added a 1 second internal cool-down. +
•Venom Enhancement: This trait will now apply poison for 5 seconds with a 20 second recharge when you apply torment as well as increasing poison duration. +
Devastation
Not sure about this change as I never really looked at this trait line. I’m assuming it’s just to help open up build diversity. Feel free to inform me
• Assassin’s Presence: This trait has been moved to master tier replacing the place of Ferocious Strikes. /
• Ferocious Strikes: This trait has been moved to adept tier replacing the place of Assassin’s Presence. /
Retribution
Well needed trait merge. Love the new Trait
• Eye for an Eye: The Redeeming Protection trait has been merged with this one. When Eye for an Eye triggers, you will also gain protection for 5 seconds. +
• Redeeming Protection: This trait has been merged with Eye for an Eye. +
• Dwarven Battle Training: This is a new master tier trait replacing redeeming protection. This trait provides a 25% chance on hit to weaken foes for 4 seconds with a 10 second recharge and decreases weakness’s effectiveness on you by 50%. +
Overall happy with everything. I feel it opens up chances for more build diversity, and group-party matchups without teammates indirectly hindering your build when trying to do the exact opposite for others. +
That’s the problem though, there’s nothing encouraging you to do this.
Most of your weapon skills are designed with Attunement Swapping in mind, hence the large cooldowns and the crappy auto-attacks.
Then we go into the traits and well, the Tempest is a mess that doesn’t work very well with the base Ele.
I understand what you mean. I honestly feel like this is more of a step back and feels like an introductory noob-friendly trait line, just to give people more support in getting used to each individual attunement. The fact that it’s “Elite” baffles me a little as I feel it would be more useful before level 80
I honestly believed the Tempest trait line was designed to allow the user to focus more on one attunement while almost passively using all other attunements to boost your main one.
E.g. I wish to focus and spend most of my time in the water attunement and I would use the auras and buffs and overloads from other attunements as quickly as possible to give me that little extra boost before I re-enter water. (does that make sense? struggling to explain it myself nevermind you guys)
Champion Shaman
Shaman – Noun – a person regarded as having access to, and influence in, the world of good and evil spirits, especially among some peoples of northern Asia and North America. Typically such people enter a trance state during a ritual, and practise divination and healing.
Reminds me too much of a manga/ anime called Shaman King though lol
I haven’t been lucky enough to test it out but I like this trait: https://wiki.guildwars2.com/wiki/Momentary_Pacification
as this i feel works well with the boon stripping of Mallyx and the quick and easily accessible use of his elite skill which would pretty much guarantee a 2 1/2 second daze.
Using Ventari as a legend though doesn’t look that appealing to me. Mainly because I haven’t seen many videos of people using it successfully in different situations.
I believe “allies” includes the user of the trait
Grimm The Reaper
Justin Reaper
So Ice to meet you
So Scythe to meet you
Husband and Scythe
(for a shout build) – Ice Scream
Ice Slice and Dice
Happy Scythe Happy Life
Chill Pill Bill
Chilling and Killing
Killing and Chilling
No Skill Chill Kill Bill
No Skill Chill Kill Will
went rhyming mad o.o"
(edited by LeviQuiteQuirky.6892)
I like using whirling axe in the longbow’s firefield. Just feels cool.
Not for me
or
Current traits preferable
@ all screenshot replies: They are all nice looking characters you’ve created and all butttt..they all look like 35 years old tops and come straight from a barbers armed with a thousand different grooming products.
@Agemnon: The guy in gold (awesome by the way) could be around 50years. Looks a little too groomed though for what I’m after though.
I want rough and beaten looking old/ wise/ not to be messed with(?) looking characters/ toons. (60s and over as a start point maybe?)
Serious question
Has anyone made decent looking old/ wise looking characters? I’m used to seeing fresh faced players everywhere. I want to see ragged, war-torn characters.
1. Want to see Charr with excessive overgrown, droopy, scruffy furr/ hair.
2. Old mouldy, haunted looking Sylvari (yes I know the race is like 25-30 years old but still..) Edit: driftwood and bog dwelling-swampy looking Sylvari.
3. Asuras have some nice old faces so I’m not too fussed about them..would look weird with facial hair I think.
4. Norns are pretty decent for this, just wish there was more selection.
5. Humans…bahh..where do I begin? I only really have human female characters as they look less “freaky” to me. Human males all look like they wear foundation and are too groomed-looking in my opinion. Really wouldn’t mind some older looking, not-so-plastic(?) looking human male faces.
IF you have been successful in making raggedy looking characters, please share as I would love to see your creations
(edited by LeviQuiteQuirky.6892)
sturdy heavy condi damage instead of the glass canon torch guard.
So more of a constant damage of time dealer rather than a quick burst of massive damage and then everything is on cooldown?