Showing Posts For Marth Reynolds.8257:
Something like:
Sanctifier:
Weapon: Longbow, skills: Mantra’s.
F1 Sets all enemies near the target on fire while also removing up to 5 boons from the target.
F2 Converts conditions from allies into boons. (1200 range up to 5)
F3 Gives allies protection and swiftness while slowing and weakening the target enemy. (1200 range, up to 5 allies)
Longbow 1: Simply fires a high velocity arrow that pierces till it hits your target and removes a boon.
Longbow 2: Fires a piercing arrow that slows and burns enemies.
Longbow 3: Fires a slow arcing arrow at target area that immobilizes if it hits and then creates a symbol that grants your allies might.
Longbow 4: Creates a shock wave at your location that knocks down enemies and cures conditions from you and your allies.
Longbow 5, chain 1: Meditate for 2 seconds to prepare for a powerful shot.
Longbow 5, chain 2: Instantly shoot a powerful arrow of light at your enemy that stuns them and dazes all nearby enemies. Deals less damage for each boon on your enemy and each condition on you.
Skills:
Mantra of Tranquility (Heal): Meditate, charging a spell that heals more if you don’t suffer from a condition and removes a condition afterwards.
Mantra of Denial (Utility): Meditate, charging a spell that removes up to 3 boons from your enemy and up to 3 conditions from nearby allies.
Mantra of Misdirection. (Utility): Meditate, charging a spell that teleports your enemy 300 range closer to you and applies confusion. (1500 range)
Mantra of Retaliation. (Elite): Meditate, charging a spell that gives 3 seconds of high damage retaliation to up to 5 allies.
I’m not quite convinced my f1 skills are that good, but overall i think it would be quite interesting and possibly entertaining to have a weapon set based more on boon/condi removal and pursuit. It’s still quite lacking in the condition damage department though.
Let’s be honest, traps are crap for guardian.
A) They’re both offensive and supportive, meaning they’re best used when both allies and enemies are in the same spot.
Worse yet they can only trigger when a enemy walks over them…
And yes our new heal skill requires us to get a enemy to walk over the trap, forget about needing to interrupt that heal. You can just kite it.
B) Enemies classified as “objects” aka do not trigger marks or traps at all, meaning it is no use vs all world bosses. Brilliant.
C) We already have area of effect skills that harm our enemies and/or help our allies in the forms of consecrations & symbols why would need more of these? Traps simply do not add anything new to guardians as a play-style.
We sorely lack reliable crowd control and condition damage, which traps skill in their current form could provide. But just not in a reliable manner for us in either pve or pvp.
D) Traps will get a deployment time in the next big update, meaning we need to place them strategically in advance to get use of them.
E) The play-style of longbow and traps already exists for rangers, specializations should add something unique to enrich-en play-styles and builds. Not create a copy of it for a different class.
Sorry anet, you don kittened up.
"DragonHunter" name feedback [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Marth Reynolds.8257
Celestial
Diviner
Monk
Purifier
Radiant
Savior
Sanctifier
Saint
Sentinel
Warden
But yeah, dragon hunter sheesh. Anet should be ashamed of themselves.
I was sort of expecting anet to be inspired by the (hama) yumi for obvious reasons, guess they just full lazy wannabe ranger route instead.
what does gravity well does? I missed it
What i saw/heard so far:
Well of recall gives alacrity to allies.
Gravity well pulls foes back every tick and explodes at the end. (seen in the reveal i think)
The shield wall return part aims at where you are atm and then moves in a straight line. It also has a innate duration so it only moves a set distance. (don’t walk to far back)
Continuum shift is visible and has a health pool, meaning enemies can kill it to get it to trigger faster.
I really didn’t see any info on it yet.
Despite that though, condition builds need a lot of changes to make it viable or on par with berserker. (Sinister is still viable ish for solo though)
First of all it depends on how much the condition caps change, if less then 100 bleed is the cap and burning/poison don’t stack in effect then it’s not gonna work out for dungeons, fractals, boss fights or most of the open world content.
Secondly, condition dmg is in need of a dps boost even after the cap improvements.
It’s not that bad, but there a few things holding it down:
-Bosses or mobs that turn invul lose all conditions.
-Condition dmg needs time to reach maximal dps which is troubling. (for boss fights with limited attack windows especially)
-Technically skills can remove it, but i don’t know of any mobs that actively do so. Might be some in HoT that do though.
Honestly don’t get your hopes up, because there’s still 1 giant hurdle left.
Namely they want it to be balanced for pve & pvp at the same time, and due to all the differences between these modes that’s godkitten near impossible.
I’d say prepare all the materials for a sinister ascended armor (& recipes, those can be annoying to get) and just don’t craft it till we see the condition damage work in our favor ingame.
It’s legendary rating, which does not bode well for it’s drop rate.
And it’s more so that i’ve had dry top maps so full that we easily reach tier 5 vendors every time, yet only saw 2 people showing they actually gotten one for roughly a 3 hour period.
Not to mention running silverwastes seems like a waste, it’s supposedly drops of mobs and event rewards alike.
But most mobs during silverwastes events don’t have any drops what so ever, and labyrinth/bandit chests don’t drop em either.
On the bright side, it’s a good time to farm geodes and get the items from drytop cheaply.
And i’ve got a mysterious case of a missing mote for The world summit story part achievements.
Either way anet got a bug report from me as well, now just gotta wait till hom & motes are fixed. Huzzah…
I think it’s a nice approach for a healing skill, but on a class that can’t take advantage of it.
Guardians just don’t have that much burst dps, and while our regular dps isn’t bad it’s not exactly enough to warrant a 20% heal from damage dealt.
Nor do guardians have enough crowd control skills to properly ensure our enemies can’t just kite us when it’s in use.
And since we’re a low health class the other options are a lot more tempting, as they provide plenty of healing and have a extra effect.
Meh, Tarsius said it better. read that instead.
Or better yet, if you buy the outfit you unlock both the outfit and armor skins it’s composed off.
I really don’t see why there’s a difference between these to begin with tbh.
Surely you’d get more sales if you catered to both options, instead of restricting it’s use for seemingly no good reason?
Seems to be the case, managed to open my first chest but the latter 5 all didn’t budge.
with lab they mean labyrinth.
and the chests drop the mad king armor pieces (lvl 80 exotics, bound on use, pow/con dmg / mf) or random lvl 74-78 exotics.
All random of course and requires luck but droprate seems decent.
Like bwilb said, the pact weapons are rares (with prec/vit/healing power stats) so they’re just “insert t-stone” skins.
They’re selling for 1g ish per piece atm and i suspect the price will drop fast, so i’d still recommend others to ignore the story-line when they are max lvl.
And why aren’t these at least exotics with usable stat allocations?
Except it’s not a vanity item. You can’t show it off to the whole world like you could the Wintergreen items. It simply saves you two loading screens to reach the MF. It has neither aesthetic nor economic value. It’s worthless and I’m pretty sure that you’re one of the people trying to sell them only to realize that people will not buy them. Pump and dump anyone?
Imo it’s main use is for mystic forge recipe hunting; you can easily check trophies & other random materials as see if they work with the mf which can help tons for figuring out a few of the hidden recipes.
It’s second use is for saving inventory space or saving money/time for when you’re gambling with your common drops.
Both are quite optional true, but it’s hardly worthless.