Our team has been around for a while. We’ve been competing in AG regularly, gaining good placings, and now recently also Pro League Qualifiers. We are currently looking for a fifth player to join us. We’ll be going for weekly tourneys and around two practice days every week and expect everyone to practice for themselves in between. As for role, we’re looking for someone experienced as sustain bruiser, preferably tempest. We expect a good attitude, a good understanding of game mechanics and rotations.
We are not set on which days will be practice days yet, we’ll get to that when we’ve decided on our fifth. Contact me in-game via mail or pm’s and we can arrange tryouts. We’re not looking to rush this process, and we’ll take our time deciding.
Something interesting happened when I moa’ed a Mesmer and some of his clones today. Look at combat log.
Why don’t these work together? Is this intended?
I really hope they don’t change it to be honest. If anything, just a slight energy cost increase by 5 but that’s it. If an elementalist can drop a meteor shower and/or tornado into the point and punish enemies heavily or an Engineer/Warrior rampage and annihilate everyone foolish enough not to get off point, I don’t see why Revenant shouldn’t have an ability that can allow him to decap at the cost of putting themselves at risk for spamming it.
Both of these can be countered while you’re still on the point, those aren’t nearly as potent as what Unyielding Anguish does.
Edit
I think a better solution would be to make capture points larger. Change the size so the smallest points all are the same size as sidenodes on legacy.
Then the only thing broken about it is ressing teammates I guess.
(edited by Penguin.7906)
No, I’ve got no problem with it. It’s fine as it is.
Tanky point holders need to be able to be countered by something. UA is perfect for it.
Tanky pointholder’s are countered by high mobilety and rotations. But with this skill you can engage any point and immediately neutralize the point. You don’t even need damage in a teamcomp to win games with this. You could basicly stack up on 5 bunker’s, where two are revenants and just controll points with displacement.
Am I the only one concerned with the amount of point control this skill provides? As it is now it completely covers the small capture points, only on legacy theres room to move around them and still contest the point.
Thoughts on this?
We are still looking for that fifth.
I can attest that this is strong, very strong.
http://gw2skills.net/editor/?vdAQFAUlUUhatYJXwdLQ+FL3FVYNFQZG4CWABg4B9D5AA-TJRHwABeAAAuAAk2f4YZAA
This is something I can get behind, seems like a good move overall, possibly except for soloquers, but they’ll be used to unbalanced matches by now :P
hello bro x)
More premades….
And this is a bad thing?
What about the player’s that bought the game on the 75% sale in anticipation for HoT? Told a few friends about the sale and the upcoming expac and now it just feels like I tricked them into spending more money..
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Penguin.7906
Got a few friends interested in Guild Wars 2 back when the 75% sales were going and we were first hearing about HoT. Feels like I tricked them into paying more than they should’ve.
OP is correct. You can still use two burst skills from two different weapon sets back to back assuming you have adrenaline. The change prevents you from using the same weapon’s burst skill back to back.
Thank you very much for taking the time to answer!
But this isnt the case on live version… I don’t understand how this changes anything.
Those endurance traits have never stacked with vigor, no reason why they should start stacking now. The nerf to vigor is good though, it’s just way to strong as it is now.
Anet is making sure that the most easy to play, high risk low reward specs (Dire/Rabid) are getting buffed, and buffed big time.
Such a poor way to balance a game IMO.
I think you’re a bit inconsistent in your opinions… But indeed, Necromancer even with Dire stats is rather high risk, low reward, agree.
I was looking for this comment lmao
I’m not going to say I agree with everything Burr says here, but the fact still remain that Unsuspecting Foe has no synergy with any of the traits in the Arms traitline. You will never take Arms over Strenght unless you are making a sword bleed build, and as such, Unsuspecting Foe has no relevence.
The real problem might be that the whole Arms trailine is kinda bad compared to strenght, but oh well.
So, let me get this straight. You want more great minor traits in the Defense line?
You already get Adrenal Health and Spiked Armour and you want dogged march too? Why not just make the Defense line god mode? Would be easier to select it then.
Well you have to take it anyways :P
Cant wait to use interrupting strikes with phalanx strength. Interrupt hybrid might stacking warrior, anyone? (Pvp ofcourse)
You would lose either fast hands or cleansing Ire though, but yeah that’s a cool synergy.
axe mastery is +150 ferocity for each axe you wield. so that’s +300 if you go duel axe. pretty gnarly if you ask me. 66006 quickness axe axe is something I will be trying, for the gnar factor.
300 Ferocity equates to 20% crit damage, so even for an Axe/axe pve build Berserker’s Power would give you more damage.
I doubt this will be a priority any time soon, especially since there won’t be underwater in HoT.
All of Fife-gauge’s suggestions here are very good. I think everyone agrees to that we need a better way to customize our stat distribution.
What i didnt agree:
Burst Precision (Place elsewhere)
- Odd placement, doesn’t have any synergy with sword.this trait gives ALL you sword burst strikes a crit! think about how much Extra bleeding you can can by that :-)
Arms is nothing more then condi traitline now…
The problem is, it get’s outperformed by the other two by quite alot with sword. I feel it’s way more suited for axe and hammer build’s.
Lets be honest every warrior build will be defense and discipline with a longbow.
Even so, Now we can have hambow with shouts, Mace/bow, GS/bow, physical Hambow with confusion and weakness everywhere and Sword/sword looks good aswell.
I feel the changes did quite a bit to make more builds an option for warrior.
Defense:
Minor:
Thick Skin
- Uninteresting and weak
Adrenal Health
- Nice trait, always was.
Spiked Armor
- The move to minor makes it look better and the toughness bonus while affected by retaliation looks interesting. Good changes.
Adept:
Shield Master
- Three traits in one? Makes traiting for shield much less of a hassle. Much wanted and much needed change.
- So strong it competes quite well with Dogged March.
Dogged March
- Good as always
Armored Attack
- Uninteresting, outshined by the other choices
Master:
Last Stand (move this or Cleansing Ire to Grandmaster)
- Pvp oriented trait competing with Cleansing Ire does not makes sense
Cull the Weak
- Might see play in pve? Interesting mechanic, but since it’s competing with cleansing Ire
it’s kind of pointless.
Cleansing Ire
- So strong it is a must pick in every spvp build there is.
Grandmaster:
All of these are weaker than Cleansing Ire..
Sundering Mace
- Good trait, looks fun for mace builds
Endure Pain and Rousing Resilience
- Both look like good picks
Tactics:
Minor:
Determined Revival
- Ok
Reviver’s Might (change please)
- Can we get our revive speed back please? This trait is trash.
Inspiring Presense
- Good trait, in spirit with the traitline.
Adept:
Leg Specialist
- Might see use for Hammer Shout builds
Quick Breathing
- Very strong trait
Empowered
- Will get used in Phalanx pve builds
Master
Shrug it Off
- Extra shout for them shoutbuilds, looks like an obvious pick.
Burning Arrows
- Depending on how strong the Burning will be, this might be a good contender for
Shrug it off even in shoutbuilds.
Empowered Allies
- Mostly relevant in pve
Grandmaster:
Powerful Synergy
- Love the idea, sadly warrior lacks combofields and the other traits will probably outperform
Vigorous Shouts
- Another three in one, very strong
Phalanx Strenght
- Pve go-to
Discipline:
Versatile Rage, Fast hands!, Verstatile Power (Maybe make Fast Hands baseline?)
- All of these, especially Fast Hands, makes Disciplin a must pick for Warrior in Spvp.
Adept:
Crack Shot
-Rifle warrior’s..
Warrior’s Sprint
-Strong trait, made stronger very good pick
Vengefull Return
-Ok trait, good pick for non rifle war’s with high swiftness uptime (shoutbow)
Master:
So many good choices :o
Merciless Hammer
- Must have for hammer builds.
Burst Mastery
- Good for adrenalin management
Heightened Focus
- Very, very strong. Will lead to alot of quickness Stomps
tl;dr:
Alot of very good changes, some traits still look too weak to ever get picked (restorative strenght, Reviver’s Might(it’s a minor but yeah..), Axe Mastery) and some traits are placed very awkwardly ( Last Stand, Burst Precition, Unsuspecting Foe). As long as Fast hands and Cleansing Ire are what they are, warrior’s will have to pick Disciplin and Defence, aswell as use Longbow for Spvp.
These changes does make Mace/shield or sword, Hammer, Sword/Sword and Greatsword more attractive though.
(edited by Penguin.7906)
Just some comments on the traits, mostly in an spvp perspective:
Strenght
Minor:
Reckless Dodge
- Fun Strong trait
Building Momentum (needs tweak)
- Interesting mechanic, but the amount of endurance restored makes it negligible.
Stick and Move
- Finaly bumped up to be on par with the other similar minor traits.
Adept:
Death From Above
- Niche trait
Restorative Strenght (Needs Rework)
- This trait could look interesting if the other heals became relevant.
- Will not be picked for healing signet, as the active will still be bad.
- Will not be picked for Mending, as it’s competing with physical Training
- Will not be picked with Healing Surge, because shoutbuilds will not invest in this traitline.
Physical Training
- Overall very strong trait, with interesting mechanics
Master:
Body Blow
- Good choice for mace- or hammer hybrid builds
Forcefull Greatsword
- Much QoL for greatsword warrior’s, condenses two important traits and opens up options.
Great Fortitude
- Conversion trait, okay.
Grandmaster:
Berserker’s Power
- Good change, promotes using the class mechanic as opposed to not.
Distracting Strikes
- Good choice for mace- or hammer hybrid builds
Axe Mastery (Needs Rework)
-This will never be picked over Berserker’s Power for Axe builds. Looks very
weak in general.
Arms
Minor:
Precise Strikes
- Bleed on crit, fine.
Unsuspecting Foe (Needs to be in Strenght line, or rework)
- Good trait, but sadly the placement in the Arms traitline makes it unobtainable for
hammer/mace builds, as they will rather go into the Strenght line.
Attack of opportunity
- Very strong for hybrid sword users.
Adept:
Berserker’s Fury
- Good mechanics, gives both adrenalin and fury. Health treshol might need tweaking.
Signet Mastery
- Interesting idea for both activation of signets and proc, doubtfull that this will
makes signets see any use in any sort of enviornment.
Deep Strike
- Not very interesting, seems kinda weak. Does atleast synergize with other traits in
traitline.
Master:
Rending Strikes
- Strong choice for builds lacking in swiftness,
Opportunist
- Might get picked for Rifle Warriors, still looks a bit weak compared to the other
two traits.
Blademaster
- This looks extremely strong, as you will constantly apply bleeds with sword
and Recharge Reduction might push sword/sword hybrid builds to a good position.
Grandmaster:
Burst Precision (Place elsewhere)
- Odd placement, doesn’t have any synergy with sword.
Furious
- Good synergy with sword skillset, might even make the burst skill worthwhile.
Dual Wielding
- Good synergy with sword/sword
Or you know, they could up the healing on mending. So that it can actually sustain you.
No, that’s not how it was. Before, when you missed you would not lose any adrenaline and clensing Ire would therefore not proc. You could however just swap to your other weaponset and use your other adrenal skill.
please fix this now, it’s kinda breaking thief atm.
Be aware though, you have to block the actuall projectile , not the fire field. If it hits the ground, it cleanses.
Indeed you can continue to play, but only X matches are valid for LB Season.
I don’t think capping valid matches is the answere. Encouraging playing more is a good thing, as hopefully it will lead to more players actually playing. If the system is poor though, you would just get the opposite effect.
Although my suggestion might favor premades, this will atleast be a good compromise between promoting playing and playing good.
There needs to be a direct connection between a player’s MMR and their placing in the leaderboards. I suggest dividing the current leaderboard into different sections based on MMR. In this way you need a certain MMR to be ranked at a certain division of the leaderboard. This way we won’t have people with low MMR on top of the leaderboard.
Thoughts?
Indeed, this is the concept of a League division. But i’d add in every case a cap of number matches (for LB) or you have always the same problem in each league, who plays more, will win the division (in a scoreboard lb).
It’s like Soccer league, If Bayern M. plays 30 matches and Wolfsburg plays 80 matches, Wolfsburg will be the champion 100%
Or you could retweak the points rewarded for wins and points lost on losses. You should always lose points on a defeat, how many could still be dictated by chance of victory.
There needs to be a direct connection between a player’s MMR and their placing in the leaderboards. I suggest dividing the current leaderboard into different sections based on MMR. In this way you need a certain MMR to be ranked at a certain division of the leaderboard. This way we won’t have people with low MMR on top of the leaderboard.
Thoughts?
edit for clarification:
This means that player’s who play the most at their MMR-segment will be the highest on their MMR-segment.
(edited by Penguin.7906)
If your burst is blocked, you wont get condi cleanse. This is the best way to counter Long Bow burst.
Maybe you guys would like something like this.
Eviscerate is affected by things like cripple and swiftness.
Guy i know got 72 hour ban for flaming in soloq, so just report them
i find it more tedious, than disadvantagous. self-rooting skills are the thing i hate the most in this game.
I think it’s pretty safe to assume that the traitlines will include multiple legends. Right now theres only half the selection of major traits in each line, compared to other classes. So most likely, they will add 3 more major traits to the adept and master tiers, and with these, incorporate one additonal Legend to each traitline.
That makes eight legends if the last two traitlines are similar.
(edited by Penguin.7906)
If you said sentinel’s more people would understand your question.
shatter mes with steal (including all the goodies it gives with more boonrape and heal)
not following the rules mate :P
If you could choose one cross-class utility, be it heal, elite or normal, what kind of build would you make?
This was pretty dope, keep em coming.
nice necro :P only hambow is considered highly, don’t take the ratings too seriously
well, same for rifle and people seem to agree that one is bad.
sure mate, maybe you will shut me up lol