Showing Posts For Requiem.8365:
What if phantasm skills would turn into another skill activating their attack after summoning them like the overcharge ability of turrets? Guess that would make the boonstrip, condiremove and projectile-destroying a lot more useful and the burst from izerker and so on wouldn’t feel as random as now too. Just the first thing that came to my mind.
1.&2. Single blinds and blocks that only have a noticeable effect if they are well timed are good design and require skill to be used efficently imo. I agree tho that spammable blinds/aegis (pu mesmer, blind fields fe) can be too effective when used randomly in many situations.
4. The ability to dodge important attacks is great basically but i think that vigor áccess and and evades on skills are too much in many situations. Id rather have them towned down to a point where you only have the option to dodge less often than now and at the same time passive procs, autoattacks and cooldowns on strong skills adjusted in a way that you do not have to randomdodge permanently to avoid dmg. So using your fewer evades well would greatly increase your survivability still but randomdodging would lead to not being able to evade the important stuff anymore.
6. Agree, spamming aoe onto a point has a too great effect and is probably one of the reason we have acces to enough evades and blinds to use them randomly.
7. Agree, having AI following you around and killing people for you on their own isnt great in pve, their focus should be more moved towards micromanaging and using their active abilities.
Even if this is not changed for team ques i would love to see custom arena gain the functionality to change around values given from different events. This would allow for the community to test out different things like: higher points for kills, different values for boss and lord kills, and maybe even points for killing treb
this would be great, I actually thought custom arenas would work this way when they were announced. You could make pure death matches or put the focus more towards killing players or bosses/lord. A change in solo-/teamqueues could then follow after testing in custom arenas if the players like it.
Updraft-DT doesnt make much sense, the aftercast of updraft is too long to get off DT fast enough, it can be simply dodged. Gale-DT works tho.
Going 0/5/30/30/5 might increase your survivability in teamfights, staff and mace (and maybe focus) can heal a lot in teamfights. Since warriors became more popular the extra stab isnt that important anymore imo.
stunbreak and stab.
I don’t know if this is the case here but disconnects count as deaths and can make enemies rally afaik. Videos would be good . I haven’t seen any rezes I couldn’t explain so far.
Id prefer combustive shot having big damage and long burning on impact but afterwards working like ring of fire. That way it could be avoided but pretty strong if setup well and still not useless (forcing dodges, limiting movement, fire field) if just spammed.
Just passive reduction wouldn’t be too great as well I guess. Could be changed into a short active effect on attunement switch. Just removing conditions isn’t too interesting and we have that on other stuff already, more like getting healed/receiving boons/applying conditions/ dealing dmg for each received condition for 1-2 s after swapping to earth. Needs timing, can be countered and since you always have to consider whether it might be better to keep the attunement unused for possible protection and/or stability and the weapon skills it could be pretty interesting (like you always have to consider whether you might need the 3 condiremove soon when using magnetic wave as a reflect or blast finisher).
From my testing so far this trait seems pretty useless in actual games and perfect for trolling condition classes in 1vs1. Not great. Id have prefered something like -50% condi duration while over 75% hp.
edit: actually another passive trait wouldn’t be too great either
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Now that i dont have to level up my char to get traits and skillpoints and farm equipment in pve to get levels and equipment i thought id give wvw a try some day. What of the available armors at the vendor would be the best for an asura ele for burst? Flame Legion? The wiki sais there are different versions of it, zerkers, carrion and rampagers, which do i get? Random or can i decide? And what would be the best way to get a decent weapon, runes and stuff? The trading post?
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I’m not playing on NA and not regularly enough but I’d also love to see videos of this.
In EU many fresh air eles run focus offhand atm, you don’t like it?
@unreal: your sigils share cool down, better take out one for sigil of force or an on-kill-stack sigil.
This is the standard hambow i guess: http://intothemists.com/calc/?build=-ss-o;1NKVP0f4;160;9;59T-T;13;189;127A;6KJG4KJG45BW
3rd Utility: Dolyak Signet, Signet of Stamina or Defy Pain depending on enemy teamcomp and personal preferences
Defense: 2 or 3
Sigils: 2x Fire or maybe energy+force or sth else
I heard some people run Soldiers or Valyries amulet for more defense but i never tried that.
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Id say there are 3 mainaspects of a bunker: survivability, support and cc.
Depending on what you prefer most and whether you want to focus on teamfights or holding sidepoints alone each of the three is more or less useful.
For survivability guardian or engi are probably the best, guardian especially in teamfights because of ah. For support guardian then war then engi, for control engi then war or guardian with hammer/sc+sh (less survivability then compared to staff/m+f with ah).
Generally id take guardian for teamfights and engi for sidepoints i guess.
Feel free to correct me.
If you try to balance the classes the teams will mostly be less balanced regarding rating, bad idea imo. Good players usually have different professions to swap to and if you play with bad people it doesnt matter too much anyways.
Classes can fill different roles (to some extent at least) with different builds. A team with an engineer, guardian, warrior and ranger all running bunker builds might not work as well as a team with a hgh engi, a bunker engi, a bunker- and an offensive warrior.
besides you have 1,5 minutes before the match starts to change classes and builds to get a more balanced setup. Most good players play several classes, maybe not as good as their main but good enough to fill an important missing role in a setup. Newer players usually don’t but then the class isn’t to deciding usually.
im running this for quiet a while now: http://intothemists.com/calc/?build=-k3d;2BJ-U0c4gM;9;8TJ-J;159B57;204-UN;4Ewk2Ewk25Be
rock solid combined with ether renwal is great. the defensive skills from focus (earth 4,5, air 4) make it a lot easier staying alive with 2 arcanes compared to s/d. you will probably drop pretty fast to a well organised team anyways but for me playing soloq at the bottom of the leaderboard it has worked very well so far.
Doesn’t work (maybe with lag as mentioned already). Gale-dt works.
I don’t think the duration is the problem, its the rate of application, passive procs and certain animations being hard to see.
A very simple example for my first point: if you apply a 10s burn it can be negated via one cleanse or one dodge, if you apply 7 1s burns that’s less dmg in total but more dmg if you cleanse or dodge because it won’t help against the next 6s being applied to you.
I would prefer skills with readable animations and a cast time allowing you to dodge that have a strong effect (long burn/poison, long and rather high stack of torment/bleeding) and a rather long cd over a short cd skills and traits that constantly apply shorter conditions that are hard (or impossible in case of passive procs) to dodge. Players dodging well (/blocking/blinding) would be rewarded and condition players had to make sure their skills actually land just like the classes using physical dmg. I don’t want to say there should be no passives or autoattack condis at all but they should be only low pressure, similar to the dmg physical weapons deal.
Countless uses staff instead of scepter and sigil of corruption instead of paralyzation.
Knockback (like flamethrower 3 or shield 4 on engi) doenst affect downed people, only launch (The skills you mentioned) does.
“A player who goes there to stop them will be able to damage them as soon as they get there by throwing down AoE’s/cleaves/etc.”
Not on Graveyard. Could never be capped if a thief holds it i guess.
Also it would be a bad idea to make aoe even better imo, theres already too many mindless spamming and this would furthermore make it needed.
And you didnt even take into account that a dodge and the rolls last 0.75s (or did i miss it?).
" = 1 evade available every 3.5s, (with normal endurance regen it would = 1 evade available every 10 seconds, but we have perma vigor -which shaves off 5s and the feline grace trait which shaves off another 2.5s.) "
Shouldnt this be 1 evade each 3.25s? With vigor you get 10% of your total endurance/s , so 20% of the endurance for one dodge roll. With the trait you only have to recover 65% endurance for the next dodge so 65%/(20%/s)=3.25s . So felince grace takes away 1.75s not 2.5s (which wouldnt make sense with the 3.5s anyways, guess theres a typo in).
Guardian: not so good solobunker, good teamfight abilities, rarely used on sidepoints (unless ° team fights happen there).
War: good mobility for fas°t freecaps but not good pointholders. Might be used to counter some classes on sidepoints like hammer/lb counters spirit rangers quiet well.
Thief: Good mobility as war, certain builds make decent far point assaulters (cruux has one in his s°tream i belive). Shadow trap is great for getting back home when its attacked/leaving it on far for use when the enemy leaves it.
Engi: Good agains°t certain classes in 1vs1 and a lot of knockbacks (this makes it possible to build rather tanky and getting a decap tho not killing the enemy).
Ranger: S°trong in 1vs1, often used for home. Not so good at decapping.
Mes: Portal is good for leaving close alone but being able to defend it if necessary. While certain builds (like phantasms) are s°trong on the 1vs1 servers they arent used as sidepointdefenders because they revolve around kiting (and s°tealth) too much.
Necro: Not that great in 1vs1, no great mobility.
Ele: Was a great solobunker once but rarely used anymore, rather played as burs°ter in teamfights.
Im not a great pro so dont count on my words° too much but this is my experience.
Edit: kittenkittenkittenkitten
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Id love to see a similiar system as in gw1 where you could replay matches and watch everything in the way you want (i think thats how it worked at least, since i only played RA and wasnt into GvG i didnt watch many matches). So far I only watched very few matches and only from players streams but this would make it a lot more attractive for me.
Agree with the other stuff, especially the big nodes.
Your sigils share cooldown.
This is a stupid comparison. Signet of Malice and Healing Signet have a passiv effect, the others dont, Heal as one recharges 10s faster than Healing Spring and so on.
If you get teamed with bad players always and have to carry them id recommend playing a class and build that is good for roaming and 1vs1. If everyone beside you is just trying to get as many kills as possible and doesnt care about bases its pretty hard to carry them as a support guardian for example, a thief with good mobility and shadow trap on the other hand can to some extend make up for the things his team fails at. As mesmer portal can help a lot keeping control of the map in your case.
i got it some days ago but i think its very rare
An alternative would be to scale toughness to provide less damage reduction when large amounts of toughness are added to a build.
That already is the case.
Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
If I add 100 toughness to my full zerker ele (1836 armor) dmg reduction by about 5.4%, if I add 100 toughness to the 2734 if have running Shaman’s Amulet that would increase the dmgreduction by 3.6% only.
I dont mind the amu btw.
Sometimes i cant see the remaining duration of a boon on an enemy (no moving bar around it and no time showen when moving the mouse over it), this can be pretty annoying when you want to burst but have no idea when the enemies protection or stability ends.
Im not sure whether that happens with allies as well since i dont look at their boons that much and im also not sure whether it happens with conditions.
I agree on this, there should be no reward for stuff that doesnt help your team like doublecaps or losing a point because you go for a kill. Maybe make the glory/rankpoints earned based on the points your team scored, that way peopel wouldnt stop that often playing when they think a match is lost and losing a match very close would be rewarded more than going afk and gaining 0 points.
The new minimap doesnt seem to show the classsymbols for players being on a point. In soloq I have no idea what my team is doing most of the time, thats pretty annoying.
Edit: sounded too negative, i actually like the changes beside not seeing playersymbols.
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while this will not fix your problem with spiritrangers you should change one of the sigils. all sigils that have any kind of internal cd deactivate each other.
that means if you get the might stacks from battle both sigils wont proc for 9s and if fire procs both wont proc for 5s.
better use a passive one here (+power/prec per kill or force/accuracy).
spirit ranger or beastmaster is pretty easy.
then theres no need to be afraid of people with 103% critdmg
the time you have before the match starts is enough to reroll or to change your build (at least if youre sure what to run and dont have to thik about the traits you want to use long). build templates would be helpful tho
i guess the easiest way would be simply splitting up the current amulets, a zerker amulet for example could be split into an amulet with 400power, 285 precision, 142 vitality, 9% critdmg and 2 rings with 199 power, 142 precision, 71 vitality, 3% critdmg each. if you go full zerker you have the same stats as now but it would allow to say change the rings to valkyries for more toughness instead of precision. this would not raise the maximum power/precision/critdmg. of course it could be split into more trinkets with lower stats as well.
most of that stuff doesnt fit into a good build. looks like you just typed the weapon names into the wiki and put everything related together you found there. sorry but i doubt this will help too much
even if you dont want to play metabuilds id recommend looking them up, trying to understand how they work and what they rely on. a d/p thief for example will try to hit you from behind when hes in stealth (very easy put), a shatter mesmer will mostly try to burst you down using the immobilize from sword+sword2+mind wrack. if you know what the builds are about you can learn the animation and get to know what to doge/block/blind/avoid otherwise and what their weaknesses are (mesmers f.e. usually dont have much condition removal while warriors have quite a lot). this will imrpove your play a lot.
I think with the new soloque and random maps it should be possible to reset the trait lines within the timer before the map starts. We can change utilities, traits, sigils, runes, pretty much everything but our trait lines and i dont see why. This bothers me a lot when playing guardian since on kyhlo i usually use a sword/shield+hammer build with 30 in virtues for the extra stabilities that is different to the build i use on other maps. When i knew which map id play i could change the traits before but this is not possible with the random rotation.
why do you use the soldiers amulet? i always thought valkyries would do better with the 15% crit dmg and also a small healing increase (i dont like vitality)
http://www.intothemists.com/calc/?build=-7Z-Bd;0NFk40J3NG-90;9;54TT4;446A19A;1U-k67;1ZF18ZF183RT
this is the build azshene from tp runs afaik, im getting along with it pretty well. you cant remove all conditions but ah+symbols+high regen uptime gives you a nice hps in teamfights and you ahve a lot of supportive stuff.
I’d like a build that is REALLY hard to kill, that does not require a huge amount of tricky timing and tricky sequences (since I am new to this. Maybe later I can get fancy).
well pretty much all guardian builds rely on timing your shelter, renewed focus, shield of wrath and so on well but youll get better at it by the time
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add some synergies. bomb kit and pistol arent that great with soldiers amulet for example. the traits are pretty defensive but wont work well as a bunker build. i think a rather easy metabuild like hgh would be better (lower skillfloor then a teldo-like build or a bunker imo).
as said permavigor and active defense like ccs and blinds. id recommend watching experienced engis on twitch or on 1vs1 servers to get started, i learned a lot that way.
if you run a variation of teldos build use your active defense. you have 2 knockbacks, 1 launch, 1 immobilize/cripple and 1 blind that pulses 4 times, all of this is aoe stuff. if you use them well you can avoid a lot of dmg and if you keep up your damaging conditions you might be able to kill the pets before eating too much damage. also try to learn important animations (if you didnt yet) like the wolfs knockdown and fear or the flesh golems charge and doge them.
i thought about some of that stuff as well
Individual capture points and mobs: turn on/off whole points and mobs (turned off will let the point appear without capture circle or the mob wont spawn). or in one SotG they talked about a third mob in forest, located at the cemetary which was taken out for some resons i dont know anymore. What about letting people to decide to turn them on/off.
would be nice if you could not only turn stuff off but also adjust the numbers. increasing the points for a bosskill on fon for example could change the way the map is played a lot. you could also move the focus more onto kills or onto the enemy point or whatever.
Queuing: lets say i want to make a 1v1 arena and it gets very popular. So there are 2 people playing and 18 waiting for the match to end. As it is now, you have to spam klick join random at the beginning and the lucky one gets the place. Here it may always be the same person. Now queueing comes to mind – a simple way of it. First click gives first place in queue and so on. You stay in queue as long as you observe, leaving the arena kicks you from queue
this should work for whole teams as well
watching more experienced players and their builds in spectator mode might help you getting started. you get boxes with random armor and weapons for reaching new ranks and winning tournies and you can buy them for glory at the glory vendors. you can salvage those items with salvage kits from the glory vendors and use the mystic forge to produce different items. heres a list of the recipes, skins that you get from specific tokens will also drop from the related boxes: http://www.guildwars2guru.com/topic/55030-pvp-mystic-forge-recipes/
You get achievement chests each 500 achievement points. the 2nd and 4th include new skins according to the achievement window in game. if you have 1k or more already youll only get the one for 500 points today, the one for 1k tomorrow and so on sais the patchnotes.