I think GS still suffers because it just doesn’t have much utility. It’s not like scepter and sword symbol that offers decent boons. Condi reaper got buffed and the GS buffs actually benefit condi reaper a lot. Condi reaper is still very good and situational depending on boss. In terms of DH, current DPS symbol and hammer still reign supreme.
1 warrior can definitely do it with the new FGJ buff. The old 7-2-1 era warriors could pretty much keep everyone topped off with minor down times.
It’s not too bad to move it around, just teammates love running away from it. The numbers you get every 3 seconds from moving it into people is like 3k heals every 3 seconds….
30k DPS – Condi Reaper
I didn’t make this video but you probably wondering how in raids you can hit all/most of your chilling bolts. You just have to hit your ice field slightly off center, and spin in it to the side of the boss a bit. Not all of the bolts will hit, but most will.
With the introduction of alacrity on ventari i found myself theorycrafting builds again. I was wondering if it was worthwile going for a healingpower gear, but i never felt swapping of ventari would be useful in that scenario. I thought about beeing able to equip the same legend 2 times could be a solution. just having a reset on energy to 50% while beeing able to provide buffs AND use some attack skills would be really nice.
Also concerning boons – regeneration is in a really weird spot right now. Not the most potent buff is ticking but the one with the longest duration. This leads to scenarios where you have to invest heavily into boon duration as well, just to have your regen ticking on your allies. Are there any plans to revisit the functionality of regeneration as you once did with quickness?
Healing rev was actually a thing before the patch. A lot of people ran it in raids, mostly Deimos, but it’s pretty handy in wing 2 as well due to the super fast condi cleanses.
Druid spirits are still 5 targets. Considering warrior banners are 10 targets now, is this an oversight that will be addressed very soon?
They missed a lot:
1. Glyph of empowerment still 5 people
2. Spotter still 5 people
3. Spirits still 5 people
If they really want to do this they need to change those as well.
If you want a queue, then gear inspection must be in the game.
Before you even look at that list:
Gear at least 2 roles in full ascended and practice those roles. Being able to multi class improves your odds of raid success by a lot.
She is not our puppy.
He dies in a minute with a full condi team if you manage pulls perfectly and have good epidemics.
Orange and yellow gets really annoying. As someone with bad color perception, this is a nightmare.
No class rebalance…. I’m really tired of the current tempest fiesta already. Give us the previous balance patch where you can take anything in the game and it’s just as good as everything else. Also I know the necro bug, where they are actually good, is fixed. Is it too much to ask to bug necros again?
One time on Xera, she teleported a druid, both warriors, and the 2nd chrono to the buttons platform. The druid ran back to heal, and the warriors + chrono cannot hit the crystal at all due to all being melee. Needless to say we wiped. From now on always condi PS on Xera.
Pretty much a healer + DH/chrono will anchor the team. Well played DH/chrono along with a healer will hard carry the group. I like seeing a more active style in terms of mitigating damage from well timed invul, blocks, and stability.
It would be pretty fast actually given how strong the meta condi builds are. You can legit do it if the team has the classes.
I just want a feature like the PvP end of game stats page. It tells you your damage, condi damage, healing, and other stuff. That gives useful feedback and shouldn’t be hard to implement.
You can just condi Bjarl down actually. Also a decent number of people with 176/176 are people that bought their runs or just did escort which is just a glorified event. 176/176 doesn’t mean a person is good.
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Play condi PS. More consistent damage, might, and survivability.
1. Pugged straight for 10 hours on day one of release and beat it (I was one of the few people that geared out healing druids on day one)
2. Beat Spirit Vale in week 1 of release all pugged
3. 255 LI and I’m kind of getting bored. Probably coming back when new wing is out.
4. Quite good
Is this generation this casual or something that they think they deserve rewards for stuff they can’t complete? Most MMOs and other games gate rewards by difficulty and it’s nothing new.
Going back to an ancient game called Runescape. To get the fire cape you need to do the fight cave quest and it was very hard at the time to beat it. If you can’t beat the fight caves, you don’t get the cape simple as that. Nobody back then complained and moaned saying they deserve the cape even though they can’t finish the fight caves.
Ok another example from Runescape. To get to the Elven city there is a super long and very difficult quest line with many requirements. There’s also a lot of story elements in it as well. Again nobody said they just want to experience the story in an easier version of the quest line and get to the city for free. It’s just something that’s a given that if you can’t overcome the difficulty, you don’t deserve the reward.
Gating good rewards behind difficult content is not a new thing it has been a thing in gaming for ages. I don’t know why people suddenly started to complain about it.
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I don’t get why people think they deserve rewards for content they can’t complete. To be honest, the time spent typing the original post up could have been used to train or learn.
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I tested DPS druid with no healing power after patch. The numbers are really low and right now if you want to pump health bars, you need magi or zealot to do it.
kittening aside I think everyone that raids a lot will agree this patch sucks.
There’s a difference between I’ve done this a few times to I know this off the back of the hand. When people make experienced teams especially at reset they expect you to know the fight to the level you can do it with 1 hand tied behind your back. I don’t think you are experienced enough at that stage yet despite you think you are. The biggest proof is that you didn’t know how bombs and madness orbs work until we told you in this thread. Stick to training until you can do the fight just by instinctively knowing timings and mechanics. It’s also easy as hell to get lucked out on Sab and Xera if you never get ported or never get bombed.
Also anyone will tell you that there is a difference pve drones and experienced people that raid a lot. In terms of reaction speed, class mechanics, general game knowledge, and overall multitasking, there is a huge difference. So you say any PvE player without experience can DPS, that is false as most can’t even get rotations right. This is why people want experienced players when they clear. I use to co-lead a few training runs and the difference in terms of skill level is very very noticeable.
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I actually like the druid change because a lot of people have been saying base healing is just too good. However this will destroy build diversity, but I don’t think there’s a way to nerf base stat healing without doing it though.
The mesmer nerf is needed in WvW but it will demolish PvE…. This is why we need a WvW/PvP/PvE split.
I think the gist of this thread is the OP thinks being honest half of the time is not lying. So you think you know Xera or Sabe when you don’t even know what madness and green bombs do. Very interesting.
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So they are gutting druid base healing and significantly upping the scaling. Pretty much post next balance patch, everyone will be forced into magi or zealot which has its ups and downs.
So druid in raids and fotm healing will be forced to magi or zealot. It has its ups and downs.
I think it’s just a Halloween raid designed to get casual players into raiding.
1. Easier CA uptime therefore more uptime in GotL
Sry but this is wrong. Healingpower does not increase CA uptime. It’s the combination of healingticks and damageticks. Sometimes you don’t even need a staff to fill CA before it’s CD ends. If you want to use CA consistent every time it’s CD ends you may use staff for a certain time. It does not force you to use magi.
You misunderstood me. I’m just saying since you use staff more on magi therefore have more access to energy because you will be using staff a lot of the time. I know healing does not increase the rate the bar fills. Does that answer your concern?
If you could now explain why you think you are using staff more with magi stats than with others… Camping on staff for a longer timeperiod can be done with any stats in case you need to heal as much as possible. It’s not restricted to magi. You can even do it with zealot or berserker or whatever you are using. That is not an argument to run magi. Its an argument to run staff.
So let’s say you have a condi druid which typically runs A/T + SB. Then you have a magi druid which uses staff mainly. Obviously the magi druid will build energy faster.
1. Easier CA uptime therefore more uptime in GotL
Sry but this is wrong. Healingpower does not increase CA uptime. It’s the combination of healingticks and damageticks. Sometimes you don’t even need a staff to fill CA before it’s CD ends. If you want to use CA consistent every time it’s CD ends you may use staff for a certain time. It does not force you to use magi.
You misunderstood me. I’m just saying since you use staff more on magi therefore have more access to energy because you will be using staff a lot of the time. I know healing does not increase the rate the bar fills. Does that answer your concern?
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If your team is relying on the 10k DPS of a Staff Druid to succeed, then your team needs to work on better handling the mechanics of the encounter instead.
This is actually one of the main arguments for magi druids that I agree with. Even some experienced fast groups that can clear in 2 hours will still run magi because of how safe it is.
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Even some really experienced groups still prefer magi druids. It has its benefits it has its downsides.
Benefits:
1. Easier CA uptime therefore more uptime in GotL
2. Even the best of the best make mistakes sometimes and the extra healing power pretty much makes a run stress free.
3. Easier to overheal due to more energy coming in therefore giving more GotL constantly. Therefore potentially boosting the group damage more than your personal DPS gain by going berserkers.
4. Safety net against screw ups (even the best of the best players and teams will make mistakes once in a while trust me on this).
5. BIGGEST BENEFIT: Keeps necro minions alive much much much much better
The argument for magi is that if a regular group is depending on a druid’s 10k dps then the group is clearly doing something wrong. More GotL uptime will outweigh personal DPS gains as GotL is 15% on multiple people and keeping minions alive is also worth it. It’s just safer overall and leads to stress free runs. A group I run with can clear all 3 wings in 2 hours running magi druids. Therefore the DPS loss for more safety in the terms of healing is worth considering.
Another bonus pro I would consider that magi druid offer is that constant healing tops people off for scholar buffs easier.
Cons:
1. Very low damage.
2. A lot of wasted stats as for some of the fights as the extra healing isn’t really needed.
The argument of not running magi is that a lot of fights the extra healing isn’t really needed as people are good at avoiding most of the damage now. However like I said before, energy will not be coming in as fast due to not using staff a lot. This reduces uptime on GotL and healing overall. Also when screw ups happen the base healing is usually not enough to bail the team out and recovery. However, if the extra damage you think will be worth it, you are fine to run berserker or condi druid.
tl;dr There are situations where magi and DPS druid both do well at. It’s up to your play style, group play style, and group preferences to determine which one will work better for the given situation.
Personal opinion:
I actually still prefer magi over DPS druids. It’s just safer and leads to runs where there is no stress at all as well as catching screw ups. Another way I think of it is that 15% from GotL on multiple people more consistently and keeping minions alive is way more worth it than personal DPS gains from using berserker/condi druid. So I think it’s just better to over heal with magi boosting more people with GotL more consistently and keeping necro minions alive. That is the better way of increasing group DPS than going DPS druids. Think of it is helping the group do more damage without actually doing it yourself.
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Not really much point to help out once someone is capped and cleared 9/9. I actually lose money helping someone after I get my clear due to consumable costs. That’s why a lot of people are trying to push for repeated rewards because as of now there is zero point in helping.
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Ok I actually got this idea from Dota and over the 5 years of playing Dota 2, I have seen it produce quite good results. I think everybody that plays PvP agrees that the matchmaking is still very wonky and it’s just plainly off at times. Since Valve seem to have used the data they gathered quite successfully, as in matchmaking definitely saw vast improvement over the 5 years or so that I have played, I think a similar process can help too here.
Before we start this is what the Dota 2 developers (Valve) did on their official developers forum. (players and users can post there too by the way, it’s not just for developers of the game) There was a thread created where users can upload screenshots, match numbers, and other details where the matchmaking is obviously not fair or calibrated the teams wrong. Developers actually replies and look into some of the really wonky matches too which is quite a good thing.
Somethings that could be posted here:
-Class stacking issues
-Grouping issues, for example multi stacks vs solo queue games
-Blowouts either you stomped or got stomped
-Bad division team assignments
I hope someone from higher up can notice this and perhaps make it a sticky. Finding ways to gather data to improve the game can’t be bad right?
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Wonder what people think of that stupid thief staff spam build that everyone runs right now.
That sounds about right. The PS is situational as some fractals it gets dangerous giving away free might.
I’m going to take this lovely image as an opportunity to chat about the most common pub compositions for Fractals.
I don’t think this really says anything about Necromancers or Druids per se, but rather says a lot about the way every fractal is constructed, including the bosses even. Honestly, I think the Druid is completely unnecessary in the comp because it’s basically impossible to die as a remotely competent Necromancer in T4 Fractals.
- There are always a number of targets present, so Epidemic is always relevant.
- There are no DPS checks or enrage mechanics, so taking a bit longer but being much safer is very valuable for runs with players you don’t know anything about.
- Most enemies aren’t remotely threatening to competent players, but are noob-killers that prey on players who don’t know how to handle their classes or the fractal’s mechanics.
- Toughness scaling at high levels strongly encourages condition damage builds and not power builds.
- Many encounters outright encourage range with more melee-punishing mechanics than range-punishing mechanics (ie. Imbued Shaman / Archdiviner / Molten Duo / Mai Trin)
Even if they nerfed Necromancers to oblivion, it would just become 4 condi Engineers and a Druid, or whatever. The lack of build diversity is entirely due to the fractals’ mechanics and the overarching toughness mechanics.
Yup, You’re right except the druid part. Druid is only used for small DPS modification (sun spirit), and more importantly: healing the minions, minions have no cap on them so you can get as many out as you want, but they die over time as they lose HP, if you heal them, they don’t die, if they don’t die, you have an army of bleed applying minions that carry the necro DPS by a ton.
You missed GotL. That’s 15% extra condition and power based damage that cannot be stripped by boon thieves. Also the 15% damage increase is very very noticeable and it’s a huge bump in dasmage. Yes minion healing is nice too. GotL is the main reason and the fact that spirits exist too.
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I’m sort of convinced that if anti-class stacking measures are implemented you don’t really need to nerf the class much.
The problem is even in mid diamond level games that I played, I see teams with 3 guardians that just sit mid. I actually won every game that I played against teams of 2 or 3 guardians while my team has none. Pretty much the guardian stack team can just sit mid and face roll and auto win teamfights with zero effort. My team however has to play extremely carefully, pick smart fights, and outflank their team. Now the amount of skill and effort my team must put in to win is way higher than the guardian stack team. All the games were close and narrow victories because having a strong teamfight is just a huge advantage over a team that can’t teamfight.
Pretty much the guardian stack team will never lose a teamfight due to how strong guardian stack is with all those symbol and trap overlaps. Good luck fighting into it with pug teams.
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I think reducing rally distance is the best fix actually. I’m sure everyone has seen that you are playing a 1 vs 1 at a far point and you down the guy. Out of nowhere he rallies because of some previous fight that he tagged people in.
If class stacking is removed, game becomes magically much more enjoyable without any balancing changes.
As of now you can see the fabled triple DH stack that just sits mid and good luck winning that teamfight.
I would raid if the community did not judge your gear & skill level, for those of us who have never raided we need to learn. I have tried for months to get into a raid but get kicked out if I don’t have the right gear or know the run. I play GW2 because I love this game & it’s predecessor GW. I also hate that part of the awesome story line is locked behind the new raid & that the rest of us never get to see it unless we raid or watch it on youtube! I have a life & real world stuff so I play when I can, solo people should be able to do a scaled down version of the raid with the help of the story npc’s like we did in GW! Just my two cents! I still love the game but wish it were easier to raid without all the judgement. I play for fun & not competition! Peace!
As an add on to that, most training guilds won’t let you in if you are not even going to put in the effort to gear properly. My last training guild took a team of 8 raid virgins and we got them 6/6 cleared (before wing 3 release) in 4 weeks.
Think of it this way, if you are not even willing to acquire the required gear to raid, what do you think the trainers will think of you? They will obviously think that you are unmotivated and are just in it to get a free ride without putting the effort in. Putting the effort to get the right gear will at least show that you are serious and prove to the trainers that you are not wasting their time.
If you really want to know how many people raid seriously, probably the easiest tell is look up how many people that has more than 50 insights. I think 50 is a good amount to filter because I don’t think the credit card warriors are willing to buy 50 raid kills.
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Mai Trin is actually super easy even on 100. Take the 4 condi + 1 druid combo and face tank her to death in 8 minutes. If you find that hard I don’t know what to say…..
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I find it interesting how much people dislike idea of buffing the low rewards of the (debatably) most challenging PvE content in the game when they do not mind the crazy and rather easy multi-loot method and even go to great lengths to justify this amount of loot (check the recent discussions about that topic).
We seem to forget how raids are actually a pretty big money sink until you can consistenly kill most bosses without too many tries. You usually have to farm gold outside of raids to be able to efford the best food. Like the only content in the game where this is the case.The idea of being punished for helping friends and even strangers by clearing the raid multiple times per week is kind of sad and doesn’t really fit Guild Wars 2. Even then we still do 2-3 full-clears each week to help others. Most don’t, though.
Better rewards and more so rewards for re-runs would give quite a few raids a reason to do multiple clears and even bring along those less experienced for obviousy reasons.
I know what you mean. Before I retired, as in getting every reward there is in raids, I usually run full clears like 3 times a week to help other friends or guilds. The spare runs I do to help actually loses me money because a lot of consumables is just expensive to make or buy. The chrono sharpening stones cost so much to make and the condi crystal is quite expensive too.
Honestly I think one of the fairer nerfs would be to make the traps blockable. A lot of times where the mid fight happens you have stability up and you just get perma disabled by a chain of traps from like 3 guardians (upper ruby here and I see 2-3 guards every game on both teams). There is so much you can do when you are fighting on a point where you cannot dodge into a trap to disarm it. When random traps from 3 guardians just drop mid fight it’s really ridiculous how much CC they have that goes through block and stability (strips stability super fast that you just get dazed anyways).
Since people have been trading wins on strongholds since season 1, they evidently do not give a crap.
I got my 150 insights ages ago. There really isn’t much for me to raid anymore. A lot of people are in the same situation. I only ever go if friends ask for help and that’s about it. Cleared wing 3 on release day also didn’t help much.
Adding an incentive to run for more rewards probably can bring a lot of people back.
It’s honestly the pet scaling. They just do too much damage.