Yeah, even if i love playing with minions, it seems that’s not the option. It is just too bad that necromancer never was viable for pvp.
Though, after some research i built support necromancer and now i get less hate for playing the worst class.
I used to main my guardian (stopped playing +8 months ago, started to play again recently) and everything seems pretty the same.
However, i started playing the worst class (necro) with the worst specialization (minion mancer) and it is like 24/7 hateful comments from other players. Oh, and this happens in unranked, so it seems like a problem.
Why are people so negative even in unranked?
to put unbalanced new elites into pvp right now?
Lets ignore that some classes are still brokenly OP, why the hell would someone think it is a good idea to allow even more broken specs play in pvp games and ruin every single game?
From new warrior 2-hitting everyone to death, to EVEN MORE BROKEN NEW POWER MESMER 0.kittenting everyone to death.
I get that devs need testing and figure out how to change these elites to make them balanced, but why everyone else have to suffer for it?
Shouldn’t demo characters play in their own separate games?
These troll threads stayed trendy, it seems.
Brilliant move! Absolutely magnificent!
Yes, at last DH feels like it have space in meta. I am glad, too.
Top is worse
1. Ele
2. Thief
Total lie.
Well, not really, but title will annoy lots of people and that is fun.
Feels like ele deals more damage, but have less sustain while dealing damage.
Didn’t tried ele myself. How you feel about damage/sustain of ele?
Wait for new patch and then decide.
If you see any nerfs to these: druid, scrapper, tempest, herald, thief – then yes.
But if you see any nerfs to these: dragon hunter, reaper, chronomancer – then probably no.
If you see any buffs to these: druid, scrapper, tempest, herald, thief – then definitely no.
But if you see any buffs to these: dragon hunter, reaper, chronomancer – then probably yes.
At the risk of sounding ignorant, what needs fixing?
Scepter
Sword
Torch5 should also cleanse conditions from you.
Kindled zeal
Symbolic power
Expeditious spirit
Retribution
Perfect inscriptions
Radiant retaliation
Strength of the fallen
Altruistic healing
Protectors impact
Writ the persistence
Retaliatory subconscious
Dulled senses
Zealot’s aggression
Bulwark
Semi-correct answer would be: druid, tempest, herald.
Correct answer would be: nothing.
Keystone1: allow you to equip torch or mace in your main-hand, unlock Rage abilities, change your Death Shroud into Infernal Shroud and give you Pillar of Torment as F2.
Torch1: release a wave of fire, dealing low direct damage and burn enemies hit. Inflict additional stack of burn to the closest enemy nearby.
Torch2: release several homing projectiles to track nearby enemies down. When they hit, they deal damage and inflict torment.
Torch3: blind nearby enemies and give nearly allies (except you) stealth for X sec. Also works on minions.
Mace1: four hit chain. First hit – deals average damage. Second hit – deals average damage and inflict cripple. Third hit – deals average damage and gives might. Forth hit – deals moderate damage and gives you might, burns and torments your target.
Mace2: knock down your target in melee range. Deals heavy damage to CCed and downed enemies. Gives might when you damage downed enemy.
Mace3: thrown your mace at your target, inflict a random damage dealing condition to him/her. You gain might and another random boon if it hits an enemy.
Infernal Shroud:
1: Cause an fiery orb to circle around your target. After X sec or after X orb are placed on a single enemy, they will explode, dealing damage to all nearby enemies and inflict burn.
2: jump backwards, leaving fire field at your previous location and burn nearby enemies. Reactivate to cause a blast finisher to trigger in that fire field.
3: summon a fiery avatar to fly above you. It will release burning blots at nearby enemies. Reactivate to knock down all nearby enemies.
4: continue releasing fire waves as you channel, burning nearby enemies and cripple them. If you fully channel this ability, gain swiftness and might.
5: roll forward, evading all attacks and cause an explosion when you stop, knocking away all enemies and burn them. Also gain might.
Pillar of Torment: consume X of your life force to summon an attackable pillar. It will cripple and torment nearby enemies ever X sec. It two or more pillars are connected (their area of effect touches), they will also pulse blind and confusion every X sec. These pillars take X% less damage form AOE attacks.
Healing: Rage of the Graves: get healed for X health every X sec. While this ability is active, get healed for X health every time you apply a condition on an enemy (short passive cooldown). At the end of duration, gain fury.
Utility1: Ashbones: stun break you, summon a skeleton in front of you and cause it to explode, burning all nearby enemies. Skeleton will absorb all projectiles launched at you.
Utility2: Infernal Revival: consume a condition on yourself and gain regeneration.
Utility3: Flying Fiery Death: stun break you and fly into targeted location. When you land, burn nearby enemies and perform leap combo finisher.
Utility4: Army of my Slaves: summon several burning skeletons to attacks nearby enemies and burn them. These skeletons are treated as your minions and lasts for X sec. Increase number of skeletons summon per every nearby downed enemy.
Elite: Down to the Inferno: cause fiery gates open beneath your target. Enemies inside of these gates suffer direct damage and get burned every X sec. Downed enemies suffer X% more damage and get random condition applied to them every X sec.
Traits
TIer1:
1) Increase your expertise by X% of your precision. Gain X precision while holding a torch.
2) Give X bonus toughness to all nearby allies (doubled on your minions). Gain X bonus toughness while holding a mace.
3) When you get CCed, burn nearby enemies and gain fire shield. Your burns will lasts X% longer.
Keystone2: every X sec, your next attacks will inflict weakness on all enemies struck. Deal X% more damage against weakened enemies.
Tier2:
1) Stacking burn up to X times or more on a single enemies will also inflict that enemy with a weakness (average CD). When you get weakened, you also gain regeneration.
2) Increase your ferocity by X% of your toughness. Deal X% more damage to CCed enemies.
3) When you use Rage ability, gain super speed. Your Rage abilities will recharge X% faster.
Keystone3: gain protection when you get critically hit or when more than X conditions get applied on you (medium CD).
Tier3:
1) When one of your minions gets killed or when nearby ally gets downed, then you gain might and protection. Might on you will also increase your toughness and last X% longer.
2) Your Pillar of Torment will cleanse a condition from all nearby allies every X sec. Your Pillar of Torment will have X% more health.
3) Gain X bonus expertise. If you reach or exceed X expertise, gain X bonus vitality, but lose X power and X toughness.
Well, why so many special snowflakes think this is a suggestion?
This is “what if” thread,While your question may be hypothetical it’s clear it has a suggestive element.
Assuming your assumed assumption of assuming is assumed right.
Keystone1: gain new attunement and unlock Acid abilities.
Acid Attunement
Staff1: explode acidic fluid from your target, dealing damage to your target and all nearby enemies, causing vulnerability.
Staff2: create expanding field of acid, causing vulnerability every sec. After X sec, it will explode, dealing damage to all enemies inside. Creates a poison field when damage triggers.
Staff3: gain a shield for X sec, gaining X toughness. When you are damaged, cause vulnerability to your attacker.
Staff4: cause an acidic rain to fall into targeted area, dealing damage and cause vulnerability every sec. Acts as a poison field.
Staff5: deal damage to your target. Deal X bonus damage per stack of vulnerability on your target. Physical projectile combo finisher.
Dagger1: poison your target with medium range projectile.
Dagger2: bleed yourself and cause your next X attacks to poison your target.
Dagger3: roll short distance and gain swiftness. Evade attacks while rolling. Whirl combo finisher.
Dagger4: spin around, bleeding nearby enemies. Whirl combo finisher.
Dagger5: teleport forward and poison all nearby enemies on arrival. Leap combo finisher.
Scepter1: two hit chain. First hit burns your target, second hit gives fury.
Scepter2: burn and blind nearby enemies.
Scepter3: continue to release a toxic fumes, burning, poisoning and causing vulnerability.
Focus4: blast targeted area, causing enemies in it to take X damage per every condition on them. Works as blast finisher.
Focus5: knock away all enemies from you and knock them down.
Signature condition: vulnerability, weakness.
Signature boon: fury.
Healing: Healing Acid: heal yourself and create a poison field at your current location.
Utility1: Armor Eating Slime: send out short duration pet to attack nearby enemies for X sec. It cause high stacks of vulnerability when it attacks. When it dies, it will leave a poison field.
Utility2: Noxious Miracle: cause toxic explosion to happen in targeted area, poisoning enemies. Blast combo finisher.
Utility3: Acid Dance: gain super speed and create poison field under your feet.
Utility4: Sticky Acid: immobilize enemies in targeted area. Blast combo finisher.
Elite: Flesh Eater: target an area, create poison field in there. For next X sec, a whirl finisher will happen in that area every X sec.
Traits
Tier1:
1) Your avid abilities will cause you to release wave of toxic fumes, poisoning nearby enemies and inflict vulnerability on them.
2) While in acid attunement, performing a combo finisher will give you fury.
3) When you change an attunement, gain protection and regeneration. (medium CD)
Keystone2: your combo fields will last X% longer.
Tier2:
1) Your combo finishers will deal X% more damage.
2) When you drop bellow X% of you max health, start releasing poison pulses every X sec. Persists while downed.
3) After performing a critical strike, you gain X bonus power for X sec.
Keystone3: your conditions will lasts X% longer.
Tier3:
1) When you get CCed, inflict vulnerability and weakness to all nearby enemies (long CD). Inflicting a CC effect on enemy will cause you to gain might.
2) While dealing damage to enemy who is bellow X% of his/her maximum health, your attacks and conditions will deal X% more damage.
3) Performing a combo finisher in your own combo field will refresh duration of the field.
(edited by Regon Phoenix.8215)
Well, why so many special snowflakes think this is a suggestion?
This is “what if” thread,
I am the 1% who supports you! XD
I think i love you.
Regon, please just stop posting ideas. They are terrible and your “experience” obviously means nothing if you think it’s a smart idea.
Other games can do banning phases because their games were designed with that in mind, gw2 was not and a ban phase would destroy it.
Please, don’t reply with useless words. Terrible opinions don’t matter to me.
I just both extra slot and made thief. Quite enjoying obliterating people in seconds while facerolling.
I hope no big nerf are incoming, because that would mean a waste of money for me.
I will complain because I was cheated by a-net.
Wait wait wait. You get 85% of the game for free and you feel cheated? Before HOT no one was able to play for free and now you can access nearly all the game with limitless free trial, and you feel cheated?
You play B2P game for free and you feel cheated?
Where are from? You get expensive stuff for free for unlimited time and you feel cheated. Are you living in greece? Where in the world gaining free stuff is considered as getting cheated? GW2 is still B2P game. These free trail users are so entitled hat they want everything without paying a cent.
So what about people that bought the game PRE-HOT
You got to play this game for years. You had this game and enjoyed it far longer than trial users.
Time is money.
Revenant>Ranger>Elementalist>Engineer>Thief>Warrior>Necromancer>Mesmer>Guardian.
Revenant is currently quite OP and Anet shows no interest in nerfing/rebalancing it. Expect a buff in the next path.
Ranger (elite: Druid) is quite broken in pvp, as it have limitless sustain and deals damage equal to damage dealing builds. However, it is quite possible that they will get a slight nerf.
Elementalist (tempest) have same problem as druid: sustain+damage. However, expect a slight nerf, as many people are complaining about tempest’s power.
Engineer (scrapper) is maybe the most OP bruiser right now as no range classes can do anything to it. However, seeing that they were constantly nerfed with every path implies that they will probably get a nerf in the next path.
Thief – faceroll through keyboard and deal +18k damage in less than 2 sec. Or dodge all day and kill everyone around. Only serious problem is AOE and lack of condition cleanse.
Warrior (berserker) this season was quite good, because of broken mace primal burst. Expect a nerf on it.
Necromancer (reaper) pretty much trash tier. It only shines when facing enemies who can’t dodge anything, walk into marks and don’t cleanse conditions. And as always, if necro have 0 life force when fight starts, then he is dead.
Mesmer (chronomancer) as someone said to me, they are pure skill class. Extremely skilled/sneaky power mesmers can one-shot you, while less skilled mesmers drops like flies. However, what mesmers can do, other classes can do better (except portal).
Guardian – true trash tier. Nearly no damage, nearly no CC, weak sustain. It is only good when playing against newbies who don’t know what dodge is. And even then some classes can tank trap damage and still kill guardian. Would never recommend to play it in pvp, as they are getting nerf after nerf.
Why people keep suggesting more AIs!?
Don’t get me wrong, Regon, I think your spec idea is interesting and could be really fun. But we know Anet can’t deal properly with minions and AIs, and engie already have two skill lines of AIs, one of them almost completely useless, and the other very debatable.
This is just my personal preference. I love minions. Even those in GW2.
I average about 300-450k dmg due to the sustain I have. While playing shatter mesmer I average about 350-500k dmg.
So you provide proof that tempest, being bruiser with massive sustain, deals nearly same damage as damage dealing class, but don’t think that having massive sustain+damage is a problem?
K.
Although I love the idea of giving Necros mobile fields (I really want GS #4 to be turned into one) having 5 of them would seem a little overpowered.
That is a trait choice.
Well so there is about a factor 100 in ele PvP matches between us.
I know cleric ele is booring and that´s why i stoped playing it after a fistfull of matches where i tried what it means.
Don´t call for nerfs without looking at the class as whole and knowing the impact to non meta builds.
So, people can faceroll a class, killing nearly anyone 1v1 or can be completely immortal and heal teammates for tons while facerolling through keyboard, many people felt what it means and ask for change, but for some reason, people are not allowed to ask for changes, because of reasons?
Alrighty then.
Ele is already below other classes in 1:1 … Its a support that wins teamfights …
If you die to a cleric ele, then ist a L2P issue or your build is not suited.
As supreme said. It would only be for mob satisfaction and the mob will move on to the next class.
ele can and should be reshaped, but Anet constantly reduced build diversity by nerfing meta builds wrong.
When i meet a bad/average player with my ele i win slow, if i meet the same one with my power warrior he is down in less then 10 seconds and i consider myself a bad warrior … So what does that tell us ?
I played ele somewehre between 10 and 20 times. 5 matches were build experiments. Other matches i had no problem kill anyone 1v1. It felt extremely boring to spam auras and burns, but no1 could stand a chance in 1v1.
And i consider myself as person who doesn’t know how to play ele at all…. So what does that tell us?
Keystone1: allow you to equip staff and unlock Minion abilities.
Staff1: two hit chain (medium range, about 600 or so). First hit cripples, second hit place a charge on your target. When three charges are placed, they will explode, dealing damage to nearby enemies and chill them.
Staff2: launch a bolt of magical ice towards your target, dealing damage to all enemies in its way. When it reach maximum range, it will return to you, dazing all enemies struck.
Staff3: Rush forward dealing damage and immobilizing all enemies hit and then evade backwards.
Staff4: stay still and create a field around yourself. Allies in this field gain regeneration and enemies gets chilled.
Staff5: first use: start gathering water for X sec. Second use: after you gathered enough water, release a wave, dealing damage to enemies in a cone and knock them back. Enemies git will also get chilled.
Healing: Quick Healing Assistant: summon a special golem to heal you. It will heal you every X sec. This golem will try to avoid combat and will always have super speed on him.
Active: dispose of your golem, gaining regeneration, stability and resistance.
Toolbelt: take on a golden form for X sec (something like 3-6 sec). While in this form, you take X% less damage and heal for X% when healing others.
Utility1: Summon Ice-Maker Golem: summon a special golem to attack nearby enemies. This golem attack in waves, dealing damage to enemies and chilling them.
Active: trigger self-destruction sequence. After X sec, this golem will explode, dealing damage to nearby enemies and chill them.
Toolbelt: launch a chilling bot at your target.
Utility2: Summon Fortress Golem: summon golem with very vitality and toughness. It will attack nearby enemies.
Active: pulse protection to nearby allies.
Toolbelt: cause this golem to emit a magnetic field, causing all projectiles to hit this golem instead of nearby allies.
Utility3: Summon Sneak Golem: summon golem who remains in stealth out of combat and deals heavy damage when attacking out of stealth.
Active: cause this golem to enter stealth.
Toolbelt: stealth yourself and remove up to X conditions from yourself.
Utility4: Summon Repair Golem: summon golem who repairs other golems and grants regeneration to nearby allies. This golem will always try to avoid combat.
Active: cause this golem to zap your target, immobilizing it.
Toolbelt: take on iron form for X sec. While in this form, you are immune to critical strikes.
Elite: Golem Fusion: summon powerful golem, which will devour your other golems gaining their stats. While this golem is active, you can’t summon other golems.
Active: mount this golem, taking direct control of it. You can’t be attacked directly while mounting.
Toolbelt: stun nearby enemies and chill them.
Traits
Tier1:
1) When one of your golems dies, it will chill nearby enemies and create ice field. Your chills will last X% longer.
2) Chills will be X% less effective on you. Gain quickness when you gain swiftness.
3) Your Quick Healing Assistant will also give regeneration to nearly allies. Your Summon Repair Golem will now heal other golems much more while Quick Healing Assistant is alive.
Keytone2: when you get downed, summon Mini Ice-Maker Golem for X sec.
Tier2
1) When you score a critical hit, gain a charge. When you reach X charges, summon Mini Sneak Golem for X sec.
2) When you gain regeneration, gain a charge. When you reach X charges, summon Mini Repair Golem for X sec.
3) When you inflict a damaging condition on an enemy, gain a charge. When you reach X charges, overcharge your next basic attacks, causing it to burn all damaged enemies.
Keystone3: your combat focused golems will attempt to finish nearby enemies. However, their finishing are X% slower than yours.
Tier3:
1) When you burn an enemy, also chill that enemy (short CD). Inflicting a chill will also cause your target to take X instant damage (scales with condition damage).
2) All your’s and your golem’s chills are replaced by burns. Deal X% more direct damage to burning enemies.
3) When one of your golems dies, it will respawn after X sec with full health (and refreshed duration). Can happen on one golem only once.
Look, Guild wars 2 was B2P game. It still remains mainly B2P. However, base game now is free. It is not F2P game. In free mode you can try whole base game for free. This is huge endless free trial. Stop complaining about limits you get for trying the game for free. WoW free trial is until you reach 20 level, GW2 free trail is for unlimited time.
Don’t expect B2P game developers to cater to free trail users. You got to try nearly whole game for free, and you want more? Entitlements are off the charts.
Keystone1: unlock Overpower abilities and unlock off-hand weapons burst as F2.
F2:
Axe: throw an axe at your target, dealing moderate damage to your target. Inflict cripple, weakness, vulnerability and blind.
Mace: slam your mace to the ground, knocking away nearby enemies. Enemies hit will take heavy damage.
Sword: slash your target, inflict X number of stacks of torment on your target and inflict fear on him/her.
Shield: release a shock wave in a cone, destroying all projectiles and stunning all enemies hit. Low damage.
Warhorn: daze nearby enemies and gain fury, might, swiftness and quickness. Low damage.
Melee two-handed: grab your target and launch him/her away from you. Heavy damage.
Range two-handed: knock down nearby enemies and evade backwards. Low damage.
Healing: Gladiator’s Glory: heal yourself for X health and gain unique buff for X sec. If you down an enemy while this buff lasts, then additionally heal yourself for X health. If you are about to get downed, this buff will be consumed, healing you for X health.
Utility1: Law of Arena: deal X damage to your target in melee range. If you use this ability against downed enemy, then gain might and regeneration.
Utility2: Lion’s Rage: gain an unique buff for X sec. This buff increase your vitality by X. If you are about to get downed, this buff will be consumed, healing you for X health.
Utility3: Spirit of the Tiger: send a projectile of compressed air at your target, dealing damage to him/her. If this ability hits an enemy, then cooldown of this ability will be removed.
Utility4: Art of the Champion: break stun and stun all nearby enemies. Downed enemies will also take X damage.
Elite: Test of the Arena: for next X sec, you can’t be downed and you will deal X% more damage. When this ability ends, you will be healed for X health.
Traits
Tier1:
1) All healing received from Overpower abilities and regeneration will be increased by X%, but you will receive X% less healing from all other sources. Also, increase damage done by your Overpower abilities by X%.
2) While dual wielding any two weapons, your main-hand burst will give you X adrenaline after you use it.
3) While wielding two handed weapon, downing an enemy will grant you 30 adrenaline and vigor.
Keystone2: while downed, you will heal yourself for X health every sec. This healing can’t be reduced by any means.
Tier2:
1) When you take damage, gain X bonus power and bonus condition damage. This effect is canceled after you haven’t taken damage for X sec.
2) Gain X toughness every sec while you remain in combat. This bonus is lost when you exit combat.
3) When a nearby ally gets downed, gain regeneration and retaliation. Gain regeneration and retaliation when you successfully revive an ally.
Keystone3: deal X% more damage to enemies who have less current health than you.
Tier3:
1) Dodging an attack will give you vigor, stability, resistance and X adrenaline.
2) Killing an enemy will heal you for X health and give you regeneration.
3) When you get a condition applied on you, your next basic attacks will apply same condition on your target. (short CD)
Keystone1: allow you to equip shield in your off-hand, unlock Concentration abilities and give you Scales of Balance ability as F2.
Shield4: absorb next X incoming attacks, healing you for X% of damage absorbed.
Shield5: create a mobile field around yourself for X sec. Enemies in this field will get weakened and crippled every X sec. Cleanse weakness, cripple and chill from you when you activate this ability.
Scales of Balance: consume X life force and steal X maximum and current health from your target for X sec and add that health to yourself. This health will be slowly returned to your target while this ability recharges. Unblockable.
Healing: Purgatory: place a stationary zone in targeted location for X sec and heal yourself for X health. Enemies in this zone will get poison applied to them every sec. Allies in this zone will get regeneration applied to them.
Utility1: Rotting and Flourishing: place a stationary zone in targeted location for X sec. Enemies in this zone will get poison applied to them every sec. Allies in this zone will get random condition removed from them every sec.
Utility2: Cycle of Death: stun break you and place a stationary zone in targeted location for X sec. Enemies in this location suffers damage every X sec. Allies in this location will get retaliation applied to them every X sec.
Utility3: Deathless Shelter: stun break you and place a stationary zone in targeted location for X sec. Allies in this zone will be healed for X health every sec. Downed allies will get double healing. Enemies can’t enter of exit this location.
Utility4: Nightmare Garden: place a stationary zone in targeted location for X sec. Enemies in this location will get torment and confusion applied to them every X sec. Allies in this location will get resistance applied to them every X sec.
Elite: Between the Life and Death: place a stationary zone in targeted location. Allies in this zone will get stability applied to them every X sec. Downed allies will also get regeneration applied to them every X sec. Enemies will get a boon corrupted on them every X sec. Downed enemies will also get poison applied to them every X sec.
Traits
Tier1:
1) Your Concentration abilities will now be cast on yourself and become mobile fields. Increase duration of your Concentration abilities by X%.
2) Reduce your maximum life force by X%, but increase damage done while in shroud by X%. You become immune to critical hits while in shroud.
3) Increase maximum life force by X%, but you will not be able to active death shroud while your health is above X% of your maximum health.
Keystone2: your boons will last X% longer. Gain random boon when you enter combat and every X sec while you remain in combat.
Tier2:
1) When you apply a boon on an ally, apply same boon on yourself. Gain X bonus power per boon on you.
2) Gain X bonus healing power. Entering shroud will convert a condition on all nearby allies into a boon.
3) Every X sec your next attack will poison and torment your target.
Keystone3: gain might when you gain any other boon.
Tier3:
1) When you poison an enemy, apply regeneration to yourself. (short CD)
2) Heal nearby allies for X% of damage you take.
3) While you are wielding a shield, applying a cripple on an enemy will cause that enemy to take X instant damage (scales with power and condition damage). Your Shield4 will now also poison your attacker.
I personally tried these, but i wasn’t very satisfied:
http://en.gw2skills.net/editor/?vRAQNBIhF6kZTozGsxGwyGgeTsgLYS5gdw+CqNFAWAxVxuYYE-TZxFAB3s/g+lBA4RAkwRAIgTAAA high sustain and bruiser-like gameplay. Is pretty good in 1v1, but melts very fast when outnumbered.
http://en.gw2skills.net/editor/?vRAQRBIRtG2JzmQnNYjNgPNA9mYBXwiridxwIUbKAsAmGbNhlAA-TpRAQBA4EAAxyAd4gAgw9H63RAgCPAAA less survival, but more team support.
http://en.gw2skills.net/editor/?vRAQRBIhdG1JzmQrNYnNg5mA9mYZXwijiZxvIUULBEAoCDnhkFA-TJRCwAfLDE5kAA4JAYb/BA burst focused build.
http://en.gw2skills.net/editor/?vRAQNAR3YnMbCd2gt2AmbC0bildBLqCMvyAQRtEQAI+JmF/iA-TJRCQBR4iAAw9HaXZAA8EAAA dps and dueling focused build.
http://en.gw2skills.net/editor/?vRAQNBIhZ6kZTozGsyGwbTgeTs0LYQjpCQAIKq9uqAxLxq4WE-TpRCABXcIAA4EA0eZgIeAAFt/Q9HBAA should work as anti-bruiser build.
Regon don’t lie and say you main thief you just picked it up recently.. You main DH
So, if you pick a new class and play it the most often currently, then that isn’t your main?
id ban w/e class u main
Well, thieves are pretty op, so alright.
Which 2 classes you would try to ban in every raked/unranked game?
I would go with either of these: ele, ranger. engi or revenant. Their infinite sustain+damage playstyle is cancerous and ruins lots of games for me.
How about you?
Keystone1: allow you to equip sword in your main-hand, unlock Hex abilities and change your Death Shroud into Howling Shroud.
Sword1: three hit chain. First Hit deals damage and cripples. Second hit deals damage and poison your target. Third hit deals damage and steals X health from your target, healing you for X health.
Sword2: damage all enemies around you and cripple them.
Sword3: disperse into cloud of plague for X sec, become invulnerable and poison enemies inside of this cloud.
Howling Shroud:
1: medium range attacks (about 220-300) which grants might when you damage slowed, cripple or slowed enemy.
2: disperse into cloud of bats for X sec, become invulnerable and bleed enemies inside of this cloud.
3: pull yourself and your target backwards, fear all other nearby enemies.
4: release a mobile storm of bones around yourself, dealing damage to nearby enemies and give you regeneration every time it damages an enemy.
5: cripple nearby enemies and tether them to yourself for X sec. When tethered enemy tries to move beyond X range from you, he/she will be pulled to you.
Healing: Hex of the Berserker: put a hex on yourself for X sec. When you get damaged by an enemy, this hex will be consumed, healing you for X health and steal X boons from the attacker.
Utility1: Hex of the Dragon Hunter: put a hex on yourself for X sec. When you get CCed, this hex will be consumed, causing you to gain stability and blind nearby enemies.
Utility2: Hex of the Daredevil: put a hex on yourself for X sec. When you get damaged by an enemy, this hex will be consumed, causing you to evade all attacks for X sec.
Utility3: Hex of the Tempest: put a hex on an enemy for X sec. When that enemy gets damaged, this hex will be consumed, causing all boons on that enemy to be replaced by stacks of poison.
Utility4: Hex of the Herald: put a hex on an enemy for X sec. When that enemy gains a boon, this hex will be consumed, causing all boons on that enemy be replaced by stacks of confusion.
Elite: Hex of the Reaper: put a hex on yourself and on an enemy for X sec. Whoever first loses X% of his maximum health will get hex consumed on him. When hex gets consumed, it will inflict torment, poison, confusion, bleeding and cripple.
Traits:
Tier1:
1) When you inflict cripple, deal X instant damage to affected enemy (scales with power).
2) When one of your hexes gets consumed, you will gain fury and might.
3) When your poison deals damage, it will also siphon X health from an enemy and heal you for X health.
Keystone2: when you exit the shroud, inflict fear into nearby enemies.
Tier2:
1) Your critical hits will also poison your target.
2) All your life siphoning abilities now will stack with condition damage. Gain X bonus healing power.
3) Your sword1 third hit will poison your target. Deal X% more damage to poisoned enemies.
Keystone3: inflicting fear on an enemy will also poison that enemy.
Tier3:
1) Your attacks will consume a stacks of poison on your target (if there is any) causing you attack to become critical. Gain X bonus ferocity.
2) Inflicting an enemy with a poison will give you regeneration (short CD). When you gain regeneration, share all your boons with nearby allies (medium CD).
3) When you cripple an enemy, also poison him/her.
(edited by Regon Phoenix.8215)
Profession Skills
General:
• Chills skill cooldown reduction changed from 66% to 33% to match alacrity, movement reduction changed to 25% to make it less then cripple
Then what does they point of chill would be? It is slightly better than cripple, they why even bother? Just remove chill altogether.
Elementalist
• Soothing Ice internal cool down changed from 10 seconds to 15 seconds
• Cleansing water now as a 5 second internal cooldown
• Elemental bastion swapped with tempestuous aria
• Elemental bastion now just does the healing on aura application
• Tempestuous aria now reduces shout cooldowns by 20% and grants 250 bonus ferocity when you have an aura applied
• Air overload base damage reduced by 15%
Any kind of nerfs are welcomed for this class.
Engineer
• Electro whirl base damage reduced by 20% and cool down increased to 9 seconds
• Rocket charge cooldown increased to 15 seconds
• Shock shield cooldown increased to 25 seconds
• Thunderclap cooldown increased to 30 seconds
• Defense field duration reduced to 3 seconds
• Blast gyro cool down increased to 25 seconds now causes 3 stacks of burning for 5 seconds on target
• Shredder gyro now removes boons per strike interval
• Sneak gyro cool down increased to 72 seconds
• Self regulating defenses as been changed to trigger elixir c instead of elixir s
Any kinds of nerfs are welcomed for this class.
Guardian
• Scepter auto attack speed increased by 15%
• Piecing light removes the daze on traps and instead causes blind for 3 seconds
• Shelter is now a consecration skill. Shelter creates a light field that applies aegis every 1 second and heals allies per pulse, 5 targets lasts for 3 seconds
• Shield of absorption now grants a small heal for every projectile it absorbs. Base heal 50
• Signet of resolve changed the condition remove to condition boon convert
• Signet of mercy changed the active to grant 5 seconds of resistance to the revived ally and reduced its cooldown to 120 seconds and cast time to 2 ¾ seconds
• Bow of truth now shoots enemies damaging and striping a boon from them every 5 seconds. The command effects duration as been reduced to 6 seconds and healing increased by 20%. The bow now benefits from the spirit weapon trait to cause burning
This practically deals nothing for the class. Bottom dwelling guardians may get some plays, only because you suggest to nerf all other classes way more than guardian.
Mesmer
• Chronophantasma now summons the phantasms with only 25% of their health
• Tides of time as had its cool down reduction removed and now 30 seconds base and does not return to user
• Continuum Split has had its function changed, for every second the rift is open your health increases by 10% of max health, your endurance goes up by 10 and your skills recharge reduces by 10%. Split duration per clone is now 2 seconds for a total of 6 seconds. The rift is now 50% bigger and easier to see
• Evasive mirror now grants the mirror at the end of a dodge roll lasts for 2 seconds
• Mimic skill cool down reduced to 72 seconds
• Arcane thievery cool down reduced to 15 seconds now transfers only 1 boon and condition
• Prismic understanding, replaced might with 1 second of resistance
• Portal CD reduced to 40 seconds. Now a ground target skill with 1500 range (creates entry at your feet when exit is created, 1 second cast time, 5 second duration. Gives 1 second distortion on exit
Wow. You failed do address any actual issues and just went straight to nerfing random things while buffing other random things.
Necromancer
• Reverted the sceptre auto attack boon corrupt
• Minions now degenerate health slowly
• Minions don’t count towards nearby deaths because they are already dead
• Death nova no longer leaves a poison field behind but instead the minions do aoe explosion damage. When you are downed you cast Corrosive Poison Cloud at your location
• Life blast now life steals on hit
Yes, MM necro is a real problem… Why just don’t remove all minions from necro altogether? Minions already are in pathetic state and you suggest to nerfing them even more?
I will not call you troll, even if you are one, but i will suggest you to try to play MM necro in pvp. Especially against warriors, mesmers, druids, thieves and pretty much everyone except DH. They will wipe the floor with you before you even summon all your minions. Why you should play mm necro and engage with no minions? Because you suggest to make minions only effective when you just summoned them.
God, your troll list is burning my eyes.
Ranger
• Ancient seeds reduced to 3 seconds duration
• Celestial form can now be activated if over 10% full and lasts 1 second per 10% for a total of 10 seconds. If ended early keeps current percentage.
• Reduced some of the druids base healing on some staff skills
• Spirit of nature now creates a light field when activated that pulses to revive allies and remove a condition for each pulse for 5 seconds
Any nerfs are welcomed for this class.
Revenant
• Pulsating Pestilence changed to give a 5 sec buff that increases damage and condition damage by 2% when a condition is applied to you. Stacks 5 times for a total of 10%
• Bolstered anguish changed to increase condition durations by 10%
• Replenishing despair base healing applied increased by 100%
• Rejuvenating assault now sends out a healing aoe pulse instead of creating orbs
• Tranquil benediction changed to speed of the Centaur. While wielding a staff your movement speed is increased 25% when you have swiftness or super speed you take 10% less damage
• Grasping shadow now shadow steps through the mist to your foe and pulls them back to their current location 600 distance
• Precision strike changed to a leap skill (warriors sword 3 skill animation) knocks down foe for 1 second if it lands a critical hit, also inflicts 2 seconds of chill on hit. Energy cost increased to 10 cool down increased to 7 seconds does base damage 755
• Charged mists trait now grants might on legend swap. Might stacks increased to 5 stacks for 12 seconds
So, one of top classes and you suggest to buff it while other gets only nerfs? Get real, mate.
Thief
• Vault now costs 6 initiative to use and its damage is reduced by 10%
• Impacting disruption removed and replaced with Risk Taker. When you have less than 1 bar of endurance you gain 150 ferocity.
• Lead attacks reduced to 10 stacks
Any nerfs are welcomed for this class.
Warrior
• Mending changed to Banner of mending. Summons a banner that heals allies in the radius and removes a condition every 5 seconds. Base heal 350 effects up to 5 allies. 120 cooldown 90 duration.
• Cleansing ire given an internal cooldown of 2 seconds on the adrenaline gain
• Adrenaline health duration reduced to 10 seconds
• Distracting strikes and burst precision traits swapped round
• Defy pain changed to take 10% less damage when below 50% health
• “For great justice” cooldown reduced to 20 seconds
• “On my mark” now grants 5 seconds of vigor and stability to allies
• “Fear me” reduced cool down to 45 seconds
• Skull grinder. Removed blind, cripple and confusion. Doubled the bleeding stacks
Meh. Some petty buffs. It would make Discipline into essential trait line just like Defense. Way to go for less build diversity.
Your suggestions will pretty much kill the game or make every ranked game 5 revenants vs 5 revenants. Every other class would be viewed as trolls and that would be true.
Keystone: allow you to equip rifle, gain access to Arcane abilities and change your virtues into icons.
Rifle1: shoot out magical projectile at your target, deal X damage to him/her. This projectile have X% extra critical strike chance.
Rifle2: target an area and cause arcane blast to bombard this area for X sec, dealing damage to enemies inside.
Rifle3: form a protective shield, reflecting up to X projectiles.
Rifle4: create an orb at your location. It slowly expands and after X sec explode, knocking away enemies and giving you retaliation.
Rigle5: mark your target for X sec. Your next weapon skill against that target will be critical.
Icon of Justice: create a mobile field around yourself for X sec. It burns nearby enemies every sec and grants might to nearby allies every sec.
Icon of Resolve: create a mobile field around yourself for X sec. It will heal you every sec and give regeneration to all nearby allies every sec.
Icon of Courage: create a mobile field around yourself for X sec. It will give you aegis every X sec and weaken nearby enemies every sec.
Healing: Arcane Palace: heal yourself for X health and create a mobile field around yourself. This field will reflect all projectiles and give you fury every time it reflects a projectile.
Utility1: Arcane Cloud: create a mobile field around your target for X sec. Enemies in this field are damaged and crippled every sec, allies in this field gain fury every sec.
Utility2: Furious Magic: send three magical projectiles at your target. Each of them deals critical strike. If any of them becomes blocked or reflected, you will be healed for X health.
Utility3: Arcane Magnet: mark your target for X sec. All reflected projectiles will be aimed to your target.
Utility4: Arcane Power Cannon: stand still and channel energy for X sec, then release an energy beam at your target, dealing X damage to your target and all enemies between you and your target. This ability deals critical damage and can’t be reflected or blocked.
Elite: Elite Arcane Armory: knock away all enemies, gain fury for every enemy knocked away. In addition, for next X sec all your projectiles will pierce and become unblockable.
Traits
Tier1:
1) Your arcane abilities will heal you for X health on use. Heal yourself for X% of your critical damage done.
2) Creating a mobile field will give you resistance. (short CD)
3) When you inflict burn, you will also inflict confusion (short CD). You critical strikes will also inflict confusion.
Keystone2: gain X bonus precision at all times and X bonus ferocity while you under effect of fury.
Tier2:
1) Scoring a critical strike while wielding a rifle will give you swiftness. Slightly increase your movement speed while you are out of combat (something like 10%).
2) When a boons is removed from you or corrupted on you, gain fury. Take X% less condition damage while you are under effect of fury.
3) Your Icon of Justice mobile field will also inflict nearby enemies with torment and cripple every sec.
Keystone3: gain fury when you enter combat. Fury will last X% longer on you.
Tier3:
1) Your aegis on you will now block up to 3 attacks instead of 1. Blocked attack limit will be refreshed when aegis will be reapplied.
2) You will be healed for X% of damage done by you retaliation.
3) When you stack X number of burns on any target, summon a spirit elemental (medium CD). It will attack nearby enemies for X sec and burn them with its attacks. Gain X bonus condition damage while this spirit element is active.
Yes. Force everyone play bruiser tempest/scrapper/druid. That would really improve the game and make it more fun.
Here’s a tip: if you find yourself dueling a build that is exclusively specced for healing for quite some time, you’re doing something wrong.
Yes, because if tempest/druid camps i point, no one should ever try to decap it. Just turn around and walk away.
Would you defend necro if it had unlimited endless life force on demand?
1. Why 1v1 a build fully specced to heal? Let him be useless to his team camping a node that you can easily retake with someone else later or just get a DPS spec teammate to +1.
2. You are suggesting a nerf to the class, not the meta build. Do you even know how much they heal without healing power? So what about these none meta builds that don’t stack healing? You’re basically asking for the class to be removed.
3. Nobody would play DPS Ele if it melts to anything. It does not have mobility nor stealth to compensate for bad sustain if you don’t get healing power. Without sustain buffs to Fire/Air and with Celestial gone you won’t be seeing anything similar to celestial Fire/Water eles.
4. If anything was to be nerfed on tempests, it would be the projectile hate. Some are already expecting a well deserved duration/AoE nerf on swirling winds. Outgoing healing can be nerfed but self sustain should never be nerfed if they won’t buff sustain from other sources.
5. Why decrease shatter damage? If anything were to be nerfed, it would be the confu/torment stacks and boonshare (WvW)
6. What are you trying to do with mace primal burst? I know it’s too strong but the number of condis and rate of application is the problem. Replace other condis with more bleed so it can be easily cleansed? Just reduce the stacks and probably the rate of application.
1. The problem is, good ele will not die to 2 enemies. You will need at least 3 players to brink him down. And what do you mean “fully specced to heal”? Healbots ele still deal average damage and can kill 1v1 nearly anyone. Their damage isn’t too high, but it will eventually kill mostly all other classes because of sustain. He is useless, he holds a point and you can’t decap it. 4-3 enemies in one point and 1-2 enemies in another point. You will pretty much need your whole team to decap any of two points. Doesn’t sound useless to me.
2. So, no matter what, ele should remain healtbot with damage? This is your solution?
3. Like nobody is playing thief who melts to AOE? I don’t want to see celestial anything. I want to see mage-type class being mage-type class. Not broken tank with damage, but actually damage dealing magician.
4. Tempest/ele is unkillable in 1v1 and can kill mostly all other classes, but self sustain shouldn’t be nerfed? Pure genius, that is what you are.
5. Because it can deal brokenly much damage if not avoided. Like guardian’s traps, all damage potential shouldn’t be focused on one dodgeable window of burst. It is bad design. However, not like guardian’s traps, shatter can be used from a far and nearly instantly down an unsuspecting enemy.
6. Mace primal burst should be reworked completely. Mace1, 2 and 3 does no condition damage, normal mace bust have no condition damage, but for some unknown reason, mace primal burst adds tons of conditions. It is out of place and should be changed.
Troll threads are out of control.
I dunno, not everyone runs something that can tank traps or has invul’s.
Everyone have a dodge.
I have to strongly disagree…..
The reason is because elite specizalations are supposed to be a new way to play. This is basically just a necro that got a massive buff
What new plays does revenant get? What new plays does thieves get? What new plays does mesmet get?
They get new abilities, new weapons options and so on, but other than that, their elites enhances their core play-styles. They aren’t adding anything completely new.
Troll threads are out of control.
Here’s a tip: if you find yourself dueling a build that is exclusively specced for healing for quite some time, you’re doing something wrong.
Yes, because if tempest/druid camps i point, no one should ever try to decap it. Just turn around and walk away.
Would you defend necro if it had unlimited endless life force on demand?
Could you give a little more description and insight into your suggestions? Some of them sounds interesting but just really vague. You can’t say “buff this, nerf that, rework this” and not give any insight as to how it should be done or what it should do afterwards.
Also most of these changes are ridiculous and narrow minded requests.
-If you want to do a ton of damage reduction and hinder the way thief plays in combat you have to give them alternative ways to fight that don’t rely on stealth.
-Engineer’s utility on hammer imo is fine but needs increased cd’s and reduced base damage.
-I agree continuum split shouldn’t affect elites but if that change is made their elites need reduced cd’s so they can be used more often
-Yes rev sword needs a few changes but not “in every aspect possible”. Prec strike should get a buff to each projectile but have it function so only 1 projectile can hit each unique target. Maybe increased cd on 3? Staff 5 I agree needs slightly reduced damage because it’s too much coupled with evade and huge cc. Hibernation has been nerfed plenty already. Considering it roots you so you can’t escape while using it I’d say it’s fine.Also you say these com from your experiences but you never listed situations you experienced where that change becomes necessary and how it would create a balanced world.
Well, i can give reason for this list.
1. Tempest is unkillable and very OP in certain game modes. You can’t kill them 1v1 unless they screw up. Not only that, but they can deal pretty average damage. If you try to fight good tempest 1v1 you will probably die no matter what you do. People make excuses for OP builds because it is only one viable build, so i think this build needs to be destroyed and alternative builds need to be introduced.
2. Playing warrior you are forces to pick defense spec. You van’t play pvp without it. This needs tpo go away. No spec needs to be essential for pvp. Build diversity needs to be a thing.
3. Druids are in pretty much same spot as tempest, but deals more damage. I would say it is top 1v1 class and it can’t be beaten by absolutely anything, if played right. Everyone is saying they fall to conditions pressure, but i have seen druid tank 3 necros for about a minute. That should never happen. It have broken damage for broken healing it has. Support builds should deal 0 damage, but support druids can outdamage some damage focused builds.
4. Necro is feeling like one trick pony. Its minions are pretty much useless, power reaper have many great tools, but can’t stand a chance against anyone. Too many different conditions can be applied, necro should focus of several conditions. This would help necro and those who are playing against him/her.
5. Guardian is in pretty much worst state of all classes. It have several useless weapons, most of utility abilities are unusable, lots of traits are bad. Everything about DH is bad. Every class counters DH and this should not happen in competitive pvp game.
6. +18k damage during basilisk’s venom. Do i need to say anything else? Made a thief recently, know nearly nothing about its mechanics, spam random abilities and and killing people to left and right. Only druids and tempest are hard to kill, others fall like flies. It is so OP, i am oretty much forced to main it to win games.
7. Scrapper is too OP against projectiles users and no projectile user have any chance to do anything. All range classes are forced to fight scrapper in melee range. This is absolutely the worst thing i have ever seen in any game. The worst design imaginable when range classes are forced to be played in melee against certain class.
8. Mesmer is strange spot. Power mesmer can obliterate you if he/she ambush you. Condition mesmer is only good because of double moa. So, some changes needs to be made and see what happens. Mesmer is pratty hard to balance, because of simple fact: it can create clones and stealth, forcing you to guess which one is the real one.
9. Power revenants deals thief’s damage, but are tankier. They can roam as good and evade as good, but at the end of the day, they is pretty much even more broken than thieves. Only saving grace is that they never take condition cleansing stance, so condition classes have some chance against power revenant.
Worst class right now, and probably ever
lol, hyperbole much with the ever part.
Started playing 6 moth ago, done some research before starting. To my knowledge, no one was pushed so hard out off meta when even non-meta builds on other classes are considered better than best DH builds. Then again, i just started playing 6 moth ago, so you can use that against my point.
This is troll thread, right?
DesuNyan.4783, balanced, guardianis in good spot.
The bottom of the pvp, not even in meta is a good spot? Or are you being sarcastic?
Worst class right now, and probably ever, and you hope it will not get buffed/rebalamced?
This list biased on my experience. This is what i experienced and if you disagree, then something not right with you. How can you argue that i did not experience what i experience. Don’t be one of those:
A: i can’t beat X class, they are simply made too strong.
B: hur dur, that class wasn’t meta for long time, so they deserve to be OP as hell.
A: why do you think that is a valid point?
B: hur dur, you aren’t even in legendary, your opinion doesn’t matter.
Buff wish list:
Buff guardian’s scepter and sword basic attacks, buff sword2 and rework sword3. Increase range on hammer2. Reduce cooldowns on shouts, increase radius of concentrations, rework spirit weapons, change Retaliatory Subconscious.
Buff elementalist direct damage done in fire attunement and condition damage in earth attunement, reword conjured weapons.
Buff warrior’s off-hand mace, sword and axe, reword banners.
Buff necromancer’s axe, reword reapers’s greatsword, buff pets, necromancer should always have about 30% of life force when out of combat (lower -> then it slowly refills; higher -> then is slowly depletes)
Buff engineer’s main-hand pistol, rework rifle, upgrade turrets, rework “Advanced turrets” trait.
Buff mesmer’s off-hand focus and sword.
On general principle, rework all traits who have anything to do with falling damage.
Nerf wish list:
Reduce self-healing on elementalist/temspest by at least 15%, healing to others by at least 25% and healing to npc by at least 50%.
Reword mace primal burst on warriors – it should be CC weapon, not massive condition spamming weapon, reduce base damage of 100B. Adrenal health should be weaker and become base-line passive for all warriors.
Reduce damage of druids staff, reduce damage done by all ranger’s pets, especially new ones (looking at you, bristleback), reduce healing druid does by at least 10%.
Reduce number of different condition necromancer can inflict. Necomancer should focus about bleeds, poisons, weakness, vulnerability and fear (+chills for reaper), so other conditions should be removed or replaced by these; shroud doesn’t feel like a damage mode or anything similar, it shouldn’t be just a big bad damage sponge.
Reduce damage thieves does while evading, reduce damage done by unload, but allow it to be instantly canceled if different command was given (dodge, another ability, jump), reduce damage done by basic attacks.
Remove projectile reflect from hammer2 and attack block from hammer4, remove stability gained by gyro by Final Salvo.
Reduce damage done by mesmer’s F1, Continuum Split should never work together with elite abilities. Moa shouldn’t kill your target’s minions.
Nerf revenant’s sword in every aspect possible, reduce duration of Crystal Hibernation, reduce damage done by staff5, increase cooldown of stance dance (also, changing stance could remove a condition as base-line passive for all revennants).