The point of an elite specialization is exactly to give mechanics/gameplay not found in the base class.
I still think it should say “You’re fired!”
I am curious why “You’re fired”?
Probably because it’s Donald Trump’s most-known phrase from ‘The Apprentice’ television show. It would be mildly amusing, especially with the number of inevitable jokes with him campaigning for president.
You’re right, I must have imagined the super speed thing. I think my brain saw the 100% duration reduction on incoming slow-condis and combined it with the notion of moving fast.
I have no argument to support long cast times (though it’s not so much an issue in PvE). Unless we see something substantial to assuage concerns over this on Friday, I’d say that all overloads should get a break bar, not just earth. That would take away a lot of worry over the channel time. As for the time camped in one attunement? You’d have to build for that, possibly with boosts in from the as-of-yet unknown traits in the new line. Or maybe the overloads are really so strong as to compensate. Any strong claims to this stuff are really unfounded until after the PoI on Friday.
TL;DR: My reading comprehension failed me, long channels appear bad, and we really can’t make strong claims with any certainty until Friday afternoon.
Friday will tell but in my opinion, thus far, the reveal only showed that the elite specialization is bringing nothing new to the class, just same old stuff we can already do in a much worse format.
It has been pointed out, reasonably, that elementalist can already do pretty much everything at least pretty well. So the ultimate outcome of the abilities should be less of a focus than the presentation/practice, imo. That said, it’s very reasonable to question the format given that we don’t know a lot. The last piece of the interview seemed interesting, as it hinted at a couple more skills. Possibly a water skill with an interesting effect if it connects (not sure what “Shock” is but it reads like it’s related?). Sand Squall sounds like AoE protection. There’s potential for some really fun play in that paragraph, but I won’t suggest you should hop on that and be happy until we see it all laid out.
You can definitely say elementalists do support well, but it is pretty restricted to might stacking, regen and fairly limited group condi cleanse (unless you take very specific water traits). We may get a weapon here that gives some fairly potent larger AoE support without requiring a specific trait line.
Well we will require a specific trait line. Don’t forget to use the tempest stuff you need to spec into tempest, thus what is the difference in specing into water focusing on group support?
Sure now we can double the efficiency on our group support by taking 2 traits and dedicating them fully to that, but then what do you do alone? Run away?
And again, elementalist main build is a bruiser hybrid. It let’s you do a lot of stuff, but in no way it covers the room of dedicated specializations. And although you could argue that – exactly! it doesn’t cover a dedicated group support specialization – we have that already with staff and in melee we do have a good potential if we choose to focus more on the group in water trait line.
A group support was not the dedicated focus we needed, burst and condi focused were the ones we mostly needed.
I for one really wanted that our spec could have a Shortbow with an emphasis on single target DPS….
Well, yes, you have to take the Tempest line, but to benefit from new support skills, you don’t have to take a single set of traits within that line. To really boost condi cleanse support with water, there aren’t really any options within the line. All choices remain open within the Tempest line and you still get any warhorn support abilities. That’s what I was getting at.
An aside: I personally wanted pistol/pistol because it’s an awesome concept (spell slinger). That said, I’m not currently disappointed with this outcome, but who knows, maybe come Friday you and I will have swapped places on the matter.
Yeah, I will log in now and protest with all my shouts I have on my Elementalist!
I suppose we are completely ignoring the fact that the Overcharged Attunements that are a thing will lock you out of said attunement for x amount of time? That will very much change how the Elementalists is played, since you can just go around aimlessly changing attunements with that and so on.
That’s not a new mechanic though, a new direction, a new anything really. It’s just a more extreme version of our existing PBAoE damage and support mechanics found on DD. They basically took what we had, made the strengths stronger per attunement and the weaknesses weaker per attunement, then handed it back to us claiming its ‘new’ when it isn’t.
That said, DD is fun, this could be fun, but ‘new’, it is not. And until we get specifics, not only on what they are adding with the Tempest and how it will work, but on what they are changing on the base elementalst mainhands, I will withhold final judgement.
Chronomancers got a new shatter. Usingthe above logic you could say the same. Of anyof them really.
What? No, you can’t say anything similar of the chronomancer.
Shatters are a group of mechanics, under a single ability type. Meaning that dozens of traits, and abilities, which the base mesmer has which affect shatters, will affect the new ability. Also, it provides a new mechanism for play, a mechanic, that neither the previous shatters nor any ability of the core mesmer provides.
Most importantly, it isn’t just bigger effects for situationally higher CDs, which is something we already SUFFER through with RTL, and most certainly not a new mechanic, let alone an overly welcomed one.
I don’t think the Mesmer skill is actually classed as a shatter. The recent update modified some trait text to specifically call out the f1-f4 skills as being affected. In other words, the new f5 is excluded from some such benefits.
Are you sure about that? We know it shatters your illusions, because it gives you time on Continuum Split equal to the number of shatters. If they choose certain traits, and specify that these only work with shatters 1-4, that would make some sense for balance reasons. But I have a hard time believing they would just flat out take away the shatter ability type from it.
You’re right, more brain farts on my part. Point of limited trait synergy does still apply though.
shouldn’t we really wait for tomorrow and Friday to pass judgment as players and fans?
Well, yeah, but the average online consumer (or at least average vocal one) is going to jump to conclusions in the presence of very incomplete information. Basically, people want to complain, so they will.
Elite specs do lock you down two only two other trait lines.
In the case of Tempest, you also have to stay in an attunement for a while before you can overload it, then sending it on a long cooldown. Many (I daresay most) elementalists move between attunements quickly, outside of the camp-in-fire PvE build.
The elites are there for more options, but you won’t be able to use all current builds in a class and still take an elite. There are tradeoffs for all of them (class-specific forums will detail them more if you care).
You’re right, I must have imagined the super speed thing. I think my brain saw the 100% duration reduction on incoming slow-condis and combined it with the notion of moving fast.
I have no argument to support long cast times (though it’s not so much an issue in PvE). Unless we see something substantial to assuage concerns over this on Friday, I’d say that all overloads should get a break bar, not just earth. That would take away a lot of worry over the channel time. As for the time camped in one attunement? You’d have to build for that, possibly with boosts in from the as-of-yet unknown traits in the new line. Or maybe the overloads are really so strong as to compensate. Any strong claims to this stuff are really unfounded until after the PoI on Friday.
TL;DR: My reading comprehension failed me, long channels appear bad, and we really can’t make strong claims with any certainty until Friday afternoon.
Friday will tell but in my opinion, thus far, the reveal only showed that the elite specialization is bringing nothing new to the class, just same old stuff we can already do in a much worse format.
It has been pointed out, reasonably, that elementalist can already do pretty much everything at least pretty well. So the ultimate outcome of the abilities should be less of a focus than the presentation/practice, imo. That said, it’s very reasonable to question the format given that we don’t know a lot. The last piece of the interview seemed interesting, as it hinted at a couple more skills. Possibly a water skill with an interesting effect if it connects (not sure what “Shock” is but it reads like it’s related?). Sand Squall sounds like AoE protection. There’s potential for some really fun play in that paragraph, but I won’t suggest you should hop on that and be happy until we see it all laid out.
You can definitely say elementalists do support well, but it is pretty restricted to might stacking, regen and fairly limited group condi cleanse (unless you take very specific water traits). We may get a weapon here that gives some fairly potent larger AoE support without requiring a specific trait line.
Yeah, I will log in now and protest with all my shouts I have on my Elementalist!
I suppose we are completely ignoring the fact that the Overcharged Attunements that are a thing will lock you out of said attunement for x amount of time? That will very much change how the Elementalists is played, since you can just go around aimlessly changing attunements with that and so on.
That’s not a new mechanic though, a new direction, a new anything really. It’s just a more extreme version of our existing PBAoE damage and support mechanics found on DD. They basically took what we had, made the strengths stronger per attunement and the weaknesses weaker per attunement, then handed it back to us claiming its ‘new’ when it isn’t.
That said, DD is fun, this could be fun, but ‘new’, it is not. And until we get specifics, not only on what they are adding with the Tempest and how it will work, but on what they are changing on the base elementalst mainhands, I will withhold final judgement.
Chronomancers got a new shatter. Usingthe above logic you could say the same. Of anyof them really.
What? No, you can’t say anything similar of the chronomancer.
Shatters are a group of mechanics, under a single ability type. Meaning that dozens of traits, and abilities, which the base mesmer has which affect shatters, will affect the new ability. Also, it provides a new mechanism for play, a mechanic, that neither the previous shatters nor any ability of the core mesmer provides.
Most importantly, it isn’t just bigger effects for situationally higher CDs, which is something we already SUFFER through with RTL, and most certainly not a new mechanic, let alone an overly welcomed one.
I don’t think the Mesmer skill is actually classed as a shatter. The recent update modified some trait text to specifically call out the f1-f4 skills as being affected. In other words, the new f5 is excluded from some such benefits.
And pardon me for not being excited about having to sit in an attunment for X amount of time, then having to channel that attunement for 2,5s-5s hoping no one will interrupt me with the insane amount of interrupts in game, and then, if it works or if it doesn’t, being locked out from that attunement for 15s-20s.
Sure will love when I need to heal and am locked out of water or when I need to do damage and will be locked out of fire / air, sounds super!
I think you just described a play style that’s different from the current norm. Isn’t that what ANET “promised” ?
Exactly. Elementalists, with the very few exceptions of channeled skills, are a class that requires constant movement, especially with melee range weapons. The overcharge play style puts huge cooldowns on 25% of an elementalists skills and roots them in place for long periods of time as well. This is almost like the Revenant’s energy management component and a completely different playstyle then we currently have.
Edit – Had a random kitten in my post that was funny but made sentence nonsensical.
Please re-read the article. You aren’t rooted when overcharging. In fact, there is even a trait specified that gives you super speed when channeling it. It’s possible that these channels require significant movement and positioning to be useful.
What? I saw the grant swiftness one (33% movement speed) but nothing there says superspeed while channeling.
And yes, it seems you can move around when channeling and the focus seems positioning, but the faults I pointed out above still persist regardless. Staying in one attunement for X seconds (to be able to begin channeling) + the 2,5s-5s channel time is terrible with the current stuff we have from core, unless you are planning to camp fire as a staff ele, then maybe.
You’re right, I must have imagined the super speed thing. I think my brain saw the 100% duration reduction on incoming slow-condis and combined it with the notion of moving fast.
I have no argument to support long cast times (though it’s not so much an issue in PvE). Unless we see something substantial to assuage concerns over this on Friday, I’d say that all overloads should get a break bar, not just earth. That would take away a lot of worry over the channel time. As for the time camped in one attunement? You’d have to build for that, possibly with boosts in from the as-of-yet unknown traits in the new line. Or maybe the overloads are really so strong as to compensate. Any strong claims to this stuff are really unfounded until after the PoI on Friday.
TL;DR: My reading comprehension failed me, long channels appear bad, and we really can’t make strong claims with any certainty until Friday afternoon.
Since map 100% is tied to making Legendaries, any such account wide unlock would have to take this into consideration. The most probable being that any char with this unlock will never be able to get any of the map completion rewards, including any Gifts of Exploration.
This. If you want the shortcuts then you have to forgo the rewards. Someone earlier mentioned being able to turn it off later to receive the rewards by then discovering all the WPs. I don’t agree with that either. Example: Player rolls alt with all WPs unlocked, uses them for quick easy access to all the other map completion requirements, then disables it so they can get map completion rewards by only rediscovering WPs. That player still took a shortcut to map completion and thus should not get the rewards.
If people are willing to give up map completion rewards and 100% completion rewards for this then I have no problem with it. Make it a gem store item WP Unlock Stone, 2000 gems, unlocks all WPs that have been discovered by any characters on an account, permanently removes the ability to receive any map completion rewards.
Why not just halve the rewards? One item instead of two, half as many materials, one Gift of Exploration at the end.
Because having all WPs unlocked makes map completion much, much easier. I can only imagine how much faster I could do it with all WPs unlocked. I’m guessing it would cut my time in more than half. If a player wants the luxury of having all WPs unlocked they don’t get the rewards. That seems fair to me. In other threads on this topic, people in support of account wide WP unlocks have also stated they would be willing to give up map completion rewards.
Okay, but cutting out all rewards eliminates content from those players’ games (impossible to create legendaries). That seems very unreasonable. Realistically, having waypoints does nothing to the effort of map completion and everything to the time of it.
Your game stretches across three screens with that mode on?
It sounds like this is a direct result of your nVidia Surround settings, as without it, GW stays comfortably on one monitor. Have you tried turning off the nVidia setting?
Since map 100% is tied to making Legendaries, any such account wide unlock would have to take this into consideration. The most probable being that any char with this unlock will never be able to get any of the map completion rewards, including any Gifts of Exploration.
This. If you want the shortcuts then you have to forgo the rewards. Someone earlier mentioned being able to turn it off later to receive the rewards by then discovering all the WPs. I don’t agree with that either. Example: Player rolls alt with all WPs unlocked, uses them for quick easy access to all the other map completion requirements, then disables it so they can get map completion rewards by only rediscovering WPs. That player still took a shortcut to map completion and thus should not get the rewards.
If people are willing to give up map completion rewards and 100% completion rewards for this then I have no problem with it. Make it a gem store item WP Unlock Stone, 2000 gems, unlocks all WPs that have been discovered by any characters on an account, permanently removes the ability to receive any map completion rewards.
Why not just halve the rewards? One item instead of two, half as many materials, one Gift of Exploration at the end.
And pardon me for not being excited about having to sit in an attunment for X amount of time, then having to channel that attunement for 2,5s-5s hoping no one will interrupt me with the insane amount of interrupts in game, and then, if it works or if it doesn’t, being locked out from that attunement for 15s-20s.
Sure will love when I need to heal and am locked out of water or when I need to do damage and will be locked out of fire / air, sounds super!
I think you just described a play style that’s different from the current norm. Isn’t that what ANET “promised” ?
Exactly. Elementalists, with the very few exceptions of channeled skills, are a class that requires constant movement, especially with melee range weapons. The overcharge play style puts huge cooldowns on 25% of an elementalists skills and roots them in place for long periods of time as well. This is almost like the Revenant’s energy management component and a completely different playstyle then we currently have.
Edit – Had a random kitten in my post that was funny but made sentence nonsensical.
Please re-read the article. You aren’t rooted when overcharging. In fact, there is even a trait specified that gives you super speed when channeling it. It’s possible that these channels require significant movement and positioning to be useful.
Looks all interesting except the new elite is aweful. It needs a serious buff.
It’s not only aweful, the fact that it’s a shout i won’t ever be using it.
To be fair, it’s better than current ele elites.
That said, I think it should be more like “Reduces active cooldowns for you and nearby allies by 25%” rather than reducing the next single skill’s cooldown by 25%. As pointed out, mesmers get a non-elite utility that instantly refreshes the cooldown on their next skill (granted it doesn’t affect allies).
E.g. If you have a 60 second and a 20 second cooldown active, they are reduced by 15 and 5 seconds, respectively. Instantly refreshed if less than 25% of the cooldown remains.
Presumably the shouts will all be instant one-off AoE effects like current shouts. Overloading channels an effect around you, culminating in a final large effect if not interrupted.
This would possibly be worthy of elite status if it was this instead:
You and nearby allies have all active cooldowns reduced by 25%.
This makes the skill reactive, avoiding blowing it on a 10 second cooldown. Affecting all skills by 25% doesn’t seem terribly unbalanced, as in most cases you’re only shaving a little bit off each skill.
Edit: Example: You have a 60 second utility cooldown and a 20 second weapon cooldown active, they are reduced by 15 and 5 seconds respectively (or immediately refreshed if below this already).
If I’m getting this right, you can have 2 full trees at level 45 if you have 56 hero points?
My friend has a level 48 character with 2 full trees after the change which was never possible before.
Yes, as long as you have the points to spend to unlock a line, you can get the full line (once the slot is unlocked).
Will we get underwater weapon during Revenant Weekend?? or a legend that functions underwater?
We will find out this weekend. We don’t even know what underwater weapons Revenants can equip.
spear seems the most obvious choice, but using it at range cuz Revenant :/
You say that like it’s a bad thing. Ranged weapons generally make underwater combat faceroll easy comparatively.
I am no longer excited for the expansion.
in Guild Wars 2: Heart of Thorns
Posted by: Palindrome.8904
Do you sincerely believe ANet cares and will respond? This is just a meaningless troll/whine post with absolutely no point offered.
I don’t understand the functionality of facial recognition software in the game. Do you just mean video chat? Video chat is a very different technology.
Aside: built-in voice chat would be nice. LOTRO did it and it could be useful in pug situations.
Conditions aren’t scaled to need the same amount of condition damage as direct attacks need power. It sounds like you just want the number to change but the effect to remain the same..?
Edit: Also, you don’t need to overcome toughness and protection with condition damage like you do power.
Then why are you making a thread about it?
Because it’s a thematic error in the skill? Maybe he’s suggesting it should be an explosion or that the description should be edited? Both are worth a mention and not bugs.
If you are upgrading an existing account, yes.
I feel like the temptest is coming up tomorrow. I like watching the forums explode with opinions from our elected representatives for the community
Don’t expect a reveal this week. No Monday teaser and ANet probably has Friday off like most companies due to the 4th falling on Saturday.
sorry but the point for the elite spec, for example the Reaper trait line, is to BE the Reaper spec. I am sure as a normal necro you can use a Greatsword.
First part is true, that’s the whole point, the elites are a “unique” sub-class, hence the different mechanics.
The last part is not true. The weapons are tied to the specialization, and mandatory for use, currently.
That is, it’s mandatory to have the elite spec to use the new weapon. You don’t have to use the new weapon if you equip the elite spec.
Well but I understand his point. Having high health helps you sustain the 1st blow, but then if you don’t heal more, this does not help you at all for a longer fight.
Personal opinion: high health shouldn’t be what you rely on for sustained fights.
It applies to allies that the projectile passes through, not yourself. Unless, like you said, you are so close to the enemy that it causes the projectile to register as hitting you too.
Er, since no attacks are -based, 400 health is 400 health no matter who you are. You get the exact same benefit regardless of your total pool. The only thing affected differently are traits that say things like X happens when you are at 90 or higher health.
I had not explored the JP yet, so I can see where that may pose an issue…sad if that is the case though…cause it would be great fun to leap from the Lighthouse and take a sky tour of LA.
Avoiding anything particularly spoiler-y, the jump puzzle uses a lot of open space among the new buildings.
That said, I can’t think of anything other than the lighthouse that could potentially make it any easier. If the angle of descent/limit on flight time is limiting enough, this may actually be viable. Once you are actually in/on the JP, a glider would be almost totally useless if memory serves.
Edit: The other two JPs would be totally unaffected by glider use.
Speculation: Don't let ele spec be warhorn!
in Guild Wars 2: Heart of Thorns
Posted by: Palindrome.8904
As a main ele, I genuinely don’t care if we get warhorn. Many weapon implementations are not typical, so I see no reason to doom and gloom just based on weapon type. Just look at Mesmer GS and Revenant Hammer as a couple of examples. Warhorn could totally be a thematic choice and have nothing to do with current support mechanisms.
What if it ended up being a powerful PBAoE weapon?
The hovering ground textures that don’t match up with the terrain collision? I just report those under environment bugs with one of those auto screenshots.
*Fantasigh
Also.. where is the Aerodrome? I haven’t spotted it yet.
Zerker should still be a safe bet since Elementalists are still one of the top direct damage classes in the game. Though, I’d probably hold off till the builds becomes more stable since we’ll see a lot of balance adjustment the next few weeks.
Really? I thought warriors did more damage and were the direct damage dealers.
Elementalists have pretty much always been able to build the top sustained damage in PvE.
Skill lag during world bosses happened well before this most recent update.
On a similar note, it would be handy to see the auto attack chain skills, like the 3 hit of each weapon.
Isn’t that visible when you mouse over the skill?
Doh
How did I forget Dulfy. ANet even named the opening boss of a dungeon after her!
Was actually in your shoes when I first came to GW2 back in beta. Was a huge WoW player (still jump on it occasionally), and was trying to transition to GW2 from that.
Easy path? Warrior is easy sure, so is Ranger. Ranger plays almost like the Hunter, without all the pet taunts (at least until higher levels) and such. But otherwise, it’s very comfortable and easy to work with to get a first hand experience. If you want to be in the front lines though, Warrior is the way to go. Simple hack and slash game play.
Stay away from Engineers and Mesmers mostly though, till you got a bit more experience. They seem to be the most complex class to do well with. Elementalist was actually easy for me as well, as it just felt like a typical glass cannon spell caster. Necromancers will fill your Warlock hole if you were a fan of Demonology, as they can summon all kinds of minions. You’ll actually find them more fun than Warlocks. I’m personally a Well/condition spreader type.
One thing I will mention, throw mostly everything you know of WoW type game play out the window. When it comes to “questing”, you won’t be doing anything like what you did in WoW. There is no quest hubs with tons of quests to pick up. Everything is dynamic events with little “helping hand” type quests here and there.
It’s going to feel weird, yeah. But give it time. It takes some getting used to. You’re gonna want to quit cause it takes you from your comfort zone pretty quick, but don’t. Stick with it, and it will grow on you. Just have an open mind is all.
Thanks so much dude , It’s goin fine so far , i created a female norn warrior and reached lvl 10 , love the gameplay style and map completion thing
, also the graphcis are awesome , btw any helpfull websites ?? like wowhead i mean
The official wiki actually does a very good job for most things:
http://wiki.guildwars2.com/wiki/Main_Page
If you like playing the economy, gw2spidy is a must:
https://www.gw2spidy.com/
There are probably other good resources but those two should get you going.
Uh, people explain things in SW in map chat because many people don’t know how to properly do the fights. I personally feel that large PvE fights should be near impossible if people ignore the intended mechanics. Presenting such fights in a way that lets a handful of clueless people tank the event is just poor design.
List where? Mortar kit is like every other kit, so that would be unnecessary to specifically call out. Tome of Wrath doesn’t exist anymore. Does that just leave transformation elites?
LA is soooooooooo confusing now.
The craft stations, TP, MF and bank are all on one big flat plane. How is it confusing?
The second sword is the one Rytlock uses to open up the entrance to the jungle. It’ll be a gem store weapon, almost certain.
what is pricess?
Have I missed the dragon ore eater?
Do the achievement “Lion’s Arch Exterminator”.
The points were allocated based on what traits and skills you had equipped when the patch happened. You don’t need to grind with the intent of unlocking stuff, as by the time you hit 80 you will be able to unlock everything.
Teamed up with four other mesmers for the sake of fall recovery and it still took 2 hours.
all my toons together had ~2000 SP (Scrolls of Knowledge). Now I have 892 shards.
Is that intended ?
They said before the update that you have to log on each character to get the points. Haven’t confirmed if that is the case yet, personally.
I’m also curious if not logging out affects your reset since I never log out. I never even turn the computer off.
You’d eventually get kicked to the launcher due to a new build being available.
Usually around 9-10am pacific time, I think.
Geeze, I just realized this is a Smooth Penguin thread. Take notes, folks.
http://wiki.guildwars2.com/wiki/Taimi%27s_Dye_Kit
The wiki will generally have the origin of any item.