Showing Posts For Rune Darkmoor.3269:
Or, seeing as queuing as a team isn’t a thing, remove the negative in a reputation system. Allow only positive reinforcement at the end of a match, you can report, or you can give them a +.
Well, yes and no. In team fights druid just outright wipes out burn guard DPS. 1v1 burn guard has a few second window after druid enters CA to burst them down admittedly.
From a core burn guardian perspective…
If they don’t know how to manage cleanses/eat most burn application – automatic down unless an engie/ele/druid nearby.
Assuming competence
Thief – fart fire and they will die when your not looking, smart ones run – no contest. Burn hard counter.
Rev – see thief just takes a little longer if they keep dodging burn application. Burn hard counter.
DH power – if they’re not running cleanse on block should outlive while burn eats through blocks/invulns.
DH Burn – stronger condie removal should favor core burn.
Warrior – loss, can’t escape if they focus you due to crazy superior mobility can’t burn due to strong defense against condie. Warrior hard counters burn guardian.
Engie – out sustains 1v1, makes burn guardian hit like wet noodle in team fights. Engie hard counters burn.
Ele – see engie
Druid – see engie
Chrono – even fight, proper use of AOE/clones/phamtasms determines Victor.
Necro – RUSSIAN ROULETTE/Game of burn Chicken, who gets stuck with the burns loses. (most fun matchup)
If they gave burn guardian some access to boon strip I could see it being very meta.
Issue since launch, will probably never be addressed. Solution is to pretty much pair up immobilize from scepter and CCs to ensure the projectile will hit a stationary target.
I think that’s why they felt it’s okay for the damage from this skill to be so insane, it’s amazingly tough to land in pvp if the targets moving.
I’d rather it was an aimed attack like longbow 3 tbh. Then it could be used more skillfully even without immobilize and cc.
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1 DH is fine. The problem is multiple. You shouldn’t be able to stack the same kind of trap for full damage within a very small time frame. It’s too powerful and skill-less. to let traps stack for full damage Most games I know of with powerful aoe skills has diminishing returns when you stack the ability. Its just common sense. Either that or enfore strict matchmaking that only allows one of each kind of build.
It took about 1 month for Overwatch to remove character stacking, it’s been years that we’ve been asking Anet for the same and they just aren’t listening.
That’s due to a fundamental difference between the two games. In GW2 a guardian could be a burn guardian, a power DH, or, God forbid, a block hero.
A theif could be vault spam staff, d/p meta, or d/d condie evade spam.
Are all these builds meta? No.
Do they all stack well? Hell no.
Again, the one thing that might shut people up about DH that wouldn’t legitimately ruin the class to scrub teir is adjusting aftercast cool downs of traps. The traps are barely used outside of PVE anyways, no longer have a daze, and have some of the easiest counterplay in existence. (don’t stand in them or dodge tweedledee)
Meanwhile I’ll keep playing burn guardian cause it’s far more effective in a skilled players hands than DH will be if the nerfs keep coming. Lol sidenote: I’ll kill most DH with burn guardian cause guardian isn’t as good at sustaining against conditions as people think…
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That’s alright, but I prefer running with virtues for stronger resolution heal + condie removal and more often and aoe virtue of justice procs and better condie removal.
The build you linked would be better in some 1v1 scenarios, but would seriously suffer in team fights due to base guardian weaker resolution and aegis.
Nothing quite like dropping tons of AOE burn to punish stomping or ressing.
I’m have to try the above in some 1v1s. I once ran a similar gimmick burn build with spirit hammer instead of sword though, it was fun if people didn’t know how to deal with the hammer. Chain the knock back on the hammer 3rd auto with the hammer active knock down then go to town with the burns. It was brutal when it worked.
If they buffed spirit weapons I would probably run that for any 1v1. Lol
“it has decent health”
tfw the lowest health pool base is “decent health”
Yet meta DH only has 2k less health than meta warrior, who has the highest healthpool in the game. That’s quite an accomplishment lol
Not really. Different amulets. Guardian sacrifices more base offensive stat to get that close.
Better to compare base, since base is what determines usable amulets for the most part. Barely 11.5k HP to 19k HP. (rounded)
8k is a lot of HP we have to make up with vitality that a warrior can take on other stats.
And if you try to talk about guardian can run zerker ammy, I’m going to laugh at you. That’s literally asking to die in half a second. (no real passive defenses, cough warrior cough, aegis barely counts)
Has no weakness huh? All of Guardians defenses are active minus the occasional single block from aegis which basically helps very very little.
DH has no weaknesses? Stunlock one after making them blow their stunbreak and watch how fast they die to burst during the lock since Guardian has the same health pool as ele. All it takes is one well timed long warrior stun or mesmer daze spam and a mediocre burst and any guardian, DH included will crumple.
Guardian biggest weakness is cc accompanied by burst due to our low health pool.
At this point though, I could really care less if they apply a CD to traps after activation. Only two traps are worth using above scrub teir anyways. As long as it’s not on the heal trap. It already has counterplay.
Immunity to an entire damage type is simply very poor design, especially when you then hand it out like candy. This is plain common sense and from day one it was obvious that this buff was poorly designed as a knee-jerk bandaid fix to a condi meta.
Anet tried to balance it by first making it very sparse in availability and duration, almost unique to Revs, but it didn’t last long before it seeped more and more into the game without proper evaluation.
The Warrior is the poster child example of why this buff is poorly designed.
Yes, it should be a % reduction just like Protection. The amount is arguable, but I’d start with 50% (heck even 75% would be OK to try out) and see from there.
Resistance is no different than full immunity to anyone who is built primarily for condition damage, and if we had full immunity being handed out like Resistance is, it wouldn’t last a week before being nerfed. (and for good reason!)
It should be strong, yes, but no one’s primary form of damage output should be so easily completely nullified and for long durations to boot. Boonstrip is only a hypothetical counter that in practice is either ineffective (reapplication) or not available to condition builds.
/thread
Although. To be fair, if they had boon strip spread out more necro would lose some of its prominence.
I feel like mes should have decent access to it like they did in GW1. Burn guard having it wouldn’t hurt, but then people would feel burn guard is wildly OP. (AOE Boon strip on AOE Justice proc WOULD be pretty OP)
Similar situation to when a team of all pugs with no voice communication goes against a full team on voice in unranked.
Do I give up? Nope. If they’re out rotating the crap out of my team cause comms do I break a sweat trying to prevent it. Nope. I’ll just try to enjoy the match and see how many of them can’t even play effectively 1v1 and are being team carried. It any of them are actually good I’ll probably just train them all game. I’d do the same in both cases tbh.
Shouldn’t this be in the Guardian forum?
IMO the only thing that made traps really strong was the daze on activation that could seriously punish grouping and ressing. Without that your choices to punish and stop ressing on most of the Meta builds is limited to longbow 3 and shield 5. The weapons aoe DPS against a stationary target isn’t enough to prevent or really punish ressing. If you can’t stomp the target while a symbol is down on them before they’re ressed your kinda SOL.
I personally run burn guardian so this isn’t as much of an issue for me. AOE burns are very effective at punishing downed players and any attempting resses and ensuring a hard down. Nothing is as satisfying as coming in like a nuke on one of your own downed allies and watching 2-3 of the opponents regret going for stomp and melee cleaver first.
Best thing to do against that situation is play burn, or change to a class with heavily punishing AOE. (Warrior, Necro, Mesmer)
To be fair, I don’t even consider issues it would cause condie Rev until they add a condie elite spec with a condie ranged weapon next expansion. Lol
It just needs so much work at this point I miss the Mallyx from Rev beta with displacement.
If they add something death Knight like it would probably be a condi GS that functions as a range weapon Revenant elite spec that would tie up loose ends for Mallyx to unify a complete condie Rev. That’s where I’d actually see that before necro. (heavy armor and all)
Although what legendary figure would fit that role I have no idea.
I dunno, if I was on a necromancer facing a burn guard I’d just give him his burn stacks back…..
If a necro chooses to do this I’ll full stack 16+ burns on them, pop Renewed focus offensively when I expect him to try throwing them back so that he can’t. Most necros will melt with that much burn during the channel duration of RF. Lol
It becomes a game of chicken. Will he be able to toss them back, or will he melt first… Very entertaining.
Make condi-engi great again!
Dunno though, should invuln be stacks too you think as it seems comparable but for physical damage?
Edit: Hmm, it seems you cannot take condi damage if invuln, so not comparable maybe
Incorrect. New conditions cannot be applied while your invulnerable, but if a guardian tries to use renewed focus to survive with 15 stacks of burning on them they’re going to melt and go down during the channel if they don’t remove the burn.
Condi damage is the only counter to invulnerability when used properly.
What I find rediculous is that warriors can make themselves take 0 damage from all sources between berserker’s stance and Defy Pain, which has zero counterplay outside hard CC, which only delays the fight, it doesn’t prevent them from effectively resetting it.
I wish Trump’s censorship of studies applied to Henry’s threads, cause this is getting rediculous. Lol
The “which two classes that require the least skill” is to simple. It’s not as simple as just one class or build. The skill caps and skill required to play and counterplay each class and build various on a sliding scale to me.
Example? Thief is literally paper that goes up in flames to a burn guardian. Meanwhile most berserker builds can just manhandle a burn guardian and force them off point and kill them. Meanwhile a decent DH is on a more level playing field against a warrior.
So, to burn guardian warrior feels OP while Thief is a joke.
Please stop trying to present your biased opinion as some kind of community opinion. It’s not, and you insult the pvp community by acting like it is.
What ever makes you feel better about your self dude. Its not rocket science play warrior or DH and chain one invulnerability after the other and win, that is what makes it poor game design.
^ This tells people all they need to know about you. If you think that wins you don’t know what counterplay mechanics, builds, and effective play are like in this game. I would suggest studying how the builds and classes in this game actually interact before making baseless assumptions from the narrow view of your personal experiance.
Sidenote: I defeat other players through invulnerability all the time. It’s not a magic trick that wins games.
Play a burn guardian (admittedly one of the builds that qualifies for your complaint) and go against a team with a support ele and come back with the result. I promise you the conditions don’t feel over tuned.
Are conditions strong 1v1, yes. Not more so than a power build though. Like power the application can be avoided. However, the damage can also be avoided after the fact even after a square hit right in the face.
However, most strong builds (outside theif and Rev) have condi removal of some kind that can be supplemented to counter the damage of conditions by heals, condi removal from other teammates (ele/guardian), and resistance.
I enjoy burn guardian cause it punishes thieves (which are slightly overtuned at the moment), block spam as a reaction rather than proactive defense, and most importantly, multiple forms of damage avoidance. (burn still ticks through Renewed Focus, Endure Pain, theif and Rev evade spam, ect.)
Plus, it’s also nice to down someone, start a stomp, watch them get ressed by a kittenty teammate of mine going hard down , then finish the stomp when the go down from the condis they still have. Nothing frustrates me more than a fight being turned around or a kill lost cause one of my allies died a split second before my target does.
They punish poor decisions, passive defense that do not directly counter them, and apply pressure on targets that ignore them.
Please don’t. My balanced team just 500-0’d a team with three DH that had no clue what they were doing.
Contrary to popular belief, DH do not carry games. (I was playing burn guardian lol)
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I’ve mained guardian since launch and decided to pick up playing thief after some rediculous matches that a singular theif pretty much won for their team.
The reality is, with thieves current mobility you literally cannot punish their rotations, but they can guaranteed punish the opposing teams bad rotations.
To me it’s a matter of risk. If a Guardian rotates poorly, it’s just about a guaranteed death and significant loss toward victory. So every rotation matters and needs to be made with good judgement.
With a thief, their is no real risk except if you get caught by another thief that you can’t beat. If you rotated badly, just escape and move onto the next point. You’ll find a favorable situation fairly quickly if you have good judgement.
Going from playing guardian where every rotation is a matter of life and death to theif where it’s just this thing you do has been very interesting. Do I think they’re mobility should be brought down to Guardians level? No. But being it down where their is some level of risk of loss for a bad rotation.
If your issue is sustain on burn DH, run sage amulet instead. Since the build is meditation focused the little bit of healing significantly impacts your sustain. Especially with the resolve buff.
Also, the new lynx Rune is amazing for burn guardian.
DH is so strong I can pretty much ignore them in favor of bursting any other class first on core burn guardian. (except thieves, I literally don’t even have to target a bad thief and they’ll die standing next to me)
Seriously, get off the DH kick. The class is only overly rewarding to play when used against players with little experience against it. Any vet will flatten them 1v1. The traps are literally a non issue at this point.
Burn guardian is a good bit more threatening now than DH IMO.
The base guardian isn’t even remotely viable, at least not in PvP.
You can try this for a mid-long ranged support build: http://gw2skills.net/editor/?vVAQJAWTl8Ah+dYnQweIwPELWEFWAcALp8un7/eWGUenHA-TZxDQBv7CA8k9Hg3TAAAHCABWGAA
It’s not meta though, so if that’s what you’re looking for then you’ll have to look at other classes.
I was talking PVE. PVP is naturally DH or go home. That’s why I mentioned high level fractals genius.
I don’t know why anyone would be trying to support on guardian in pvp at this point. We lost our way before Hot, and then HOT just made it worse
The problem is, DH is a primarily selfish DPS focused spec that doesn’t synergize well with a mostly support role from my experiance.
I know of a strong mace/shield sword/focus block focused build that is fairly strong sustain but with mediocre damage, but it’s not really party support.
Personally, base guardian is stronger in a support sustain roll imo. For carrying bad high level fractal groups I run this build since it’s kitten near indestructible. (not much I haven’t face tanked with it in high level fractals)
No, it won’t buff the parties DPS and it hits like a wet noodle, but it will succeed with any party at any level fractal since it increases the party as a wholes survivability considerably. It’ll just take longer to clear a boss.
I do change the utilities and traits around depending on the fractal.
What I want to know is how much counter play is required before people stop complaining about DH?
I really can’t think of much of anything on DH that doesn’t have very obvious strong counter play options now except for spear. (which will be the next to get the ax, no doubt) We’ve seen how often wings gets interrupted, like no doubt purification will now. Traps have literally the most counter play options. True shot is as obvious as seeing a double Decker bus coming at you. Shield of courage has obvious counter play. The knock back has to be aimed and can easily be dodged.
If there are any complaints left to levy, they have to do with spear or core guardian combinations. The DH specific stuff has plenty of options to counter play us now. We should be as predictable to fight as they come by now.
Yeah i don’t think a marauder amulet build should be able to full 0-100 reset with no interruption chance without any stats put into healing on a 20 second CD. And engi is the last other class that can do that that needs to be addressed, but they dont ouput nearly as much damage so its not nearly as significant.
But sure I’m salty so my argument is void. They listed in the patch notes your defenses will be addressed next patch so I’m not sure why were even discussing this.
Let me get this straight.
You want the class who’s very theme is supposed to be strong defense, that is one of the TWO lowest HP pools in the game, that absolutely necessitates a large amount of smaller heals and or active defenses to counter balance how easy it is to kitten kick the class to the curb once the defenses are spent. (who’s base class icon is a shield no less)
You want us to be as squishy as a eles, or what? Cause that sounds like the suggestion. (especially since unless we run extremely slow hammer and stand in the symbol have kittene access to protection compared to ele, lol)
If they do that I expect an equivalent DPS buff. Lol
Wait, L.O.X?
Could that be the area for the whole M.O.X. chain by the waterfall in the falls in GW1? Oo
UA was WAY too risky with no evade. Something HAD to be added.
Wanna know something that hits even while you’re invulnerable/evading? Conditions. There are entire builds that can make those evade frames less effective right there.
Not to mention, UA pretty much makes you give up complete control of your positioning for its duration, allowing the target to put them into a really bad position.
AND on top of that you can just drop AOE at your feet for when it’s over to counter burst. (If I was a warrior I’d save a good immo or stun for right when it ends, and HB his behind)
The damage is spread out over 2s, parts of which can be blocked or dodged, or invuln through, significantly reducing it’s damage.
On top of that, even just having a +1 significantly reduces it’s damage to any one target, so it’s automatically less effective against mesmers, rangers, and MMs, or anyone who’s not fighting 1v1.
The evade frames are not the problem. Did I mention that Rev has energy to manage? So every time this skill is rendered less effective it reduces the Revs skill choices down the line. It’s not like a CD only skill which can just be blown and forgotten about.
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I never understood exactly why it’s attack portion was ranged. You can land it reflecting projectiles without the ranged projectiles on it.
Also, it would be fine with a melee range multiple hit attack. The sword has a 600 range blind and teleport on an 8s CD when traited. It doesn’t need to have a ranged attack on it.
On that note: while the 3rd attack on auto has a nice range, it’s also kinda odd.
It’s funny, this weapon has the best sticking potential, but misses to much to make it worthwhile.
I’m hearing arguments for not showing badges during a match, but what about just standing around in the lobby?
I think it should be just be an option hide/unhide
Let people choose if they want to show his badge with a simple hide/unhide button
Honestly if people want to show their badge during the combat they should be let to do.
Option to hide/unhide is the best way imho.
If agree on this.
I relish using the opposing teams desire to shut me down to advantage by playing to that fact to make openings for my team. This will just make that easier when making a plan. Lol
True, but only if the two teams DPS was DESPERATELY different.
If it was close, there WOULD be a confrontation or more determining the winner. (If you mention training I will laugh at you so hard, that’s irrelevant here)
That same methodology can be applied here. If you know the stronger or weaker players from the onset you can plan accordingly to gain an advantage. For example, peeling when you know you won’t need to help take out a low rank in order to go balance a fight on another point. Or, spotting the high rank and rotating to trap and neutralize his effect on map control.
That would be VERY valuable information for map rotation and matching up fights on point to your advantage.
If they don’t do something about that, trust me. I’ll prove just how effective that will be in having the right pawns in the right place in the board as much as possible to my sides advantage.
I’m not afraid to talk to my team and make those calls. Lol
I pretty much been on and off again solo queuing Guardian for ages with a 60-70ish win rate since it was possible to solo que.
Now, I typically sit out pvp for awhile (usually a couple of weeks to month) when my teams start taking serious nose dives in skill consistently. (The indication my MMR is getting to high and it’s selecting much lower MMR party members to place against a more balanced opposition)
So I kinda game that problem.
Aren’t leagues suppose to help with this problem anyways?
All of this concern is pointless if there is ANY way to easily search someone’s rank before the match starts.
In Aion Dredge people could easily look up the other teams gear to make a game plan to target a weakest link, or shutdown a strong star player before the match started. I did it, everyone did it.
When you’re seriously competitive you’ll take any advantage to win. And that delay before the match it probably won’t be to hard to look up 5 people. Lol
(Assuming you can search a name in leagues)
So I don’t see how not displaying it during a match alleviates the problem in competition.
The reason it’s not as fought in the Guardian forums is cause a thief is not really a threat to most Guardians one in one, they’re mostly annoying at most.
IMO Revealed is fine as it is. Personally, I don’t see an issue with a thief camping stealth during a fight. It’s a delay tactic like any other class can do. AOE counter pays that. My primary issue with it is the way it allows a thief to come and go between points with no penalty. Revealed allows some counter play to a thief making poor rotation choices.
A small part of that might be resentment since for Guardians, every rotation choice is do or die for the most part. Lol
people are upset for 2 main reasons.
The elite spec is crap
Most of the updated skills DIDN’T make it into this test
Mechanics we have been asking for years miraculously make it into other elite specs, such as the revi shieldSo really, i would say we have a VERY good reason to be upset
Revenant support makes me cringe everytime I look at it, it’s just way better than Guardian and there’s a good chance we might get replaced by Rev for Fractals and some Dungeons when HoT comes out, DH is just bad, traps are useless in all game modes, Longbow skills aren’t good enough to pressure somebody in PvP like Ranger and does not have good DPS compared to Scepter, and Virtues are downgraded when you switch to it…
Also, Shield and Torch skills better on Berserker and Herald…
Berserker is currently worse than DH. watch your tongue
You can’t be serious.
yea im serious.
DH is bad because it has no synergy etc, but if you drop a traitline and use DH, you atleast still have the guardian greatness. You gain a bow, and traps, yippie. They arent that good, at all, but you dont become worthless.
Taking Berserker on Warrior, right now, makes you worthless. No matter what traitline you drop, youre losing damage/utlity/healing/defense/movement speed. It literally has no place anywhere. The condi on it is so weak its almost cry worthy. 15 second up time on a 15s cd… lol. It ONLY supports hybrid builts (which I approve of btw) and it doesnt even do it
Hold on.
You get skills on torch we WISH we had, (including one we’ve asked for for AGES) and utilities that ARE NOT traps and you’re saying it’s worse? Huh?
News flash, DH requires you to give up at least one important line for either offense or defense, AND turns 2 of our 3 virtues, our class mechanic into extreme MEH.
If you try to run Condi with DH you need Radiance and Valor, meaning no Virtues for the much needed VoJ buffs, or you have to give up one of the other two. (Extremely MEH situation to be stuck in)
DH is in the same boat there. BUT WORSE STILL. Cause the skills, utilities, and weapon barely synergize with the class.
Try again.
I’ve mained Guardian since launch, and the DH has been a huge letdown. Now that I’ve gotten my feelings out of the way. I’ll start with my opinions of the major parts of DH. The longbow, utilities (traps), virtues, and traits in a vacuum. (Not as a whole)
Longbow was a nice addition, and I like the skills on it, they just need tweaking. Fixing issues with LOS are an absolute necessity.
Traps are interesting, but need to be thrown. They do not add survivability to the class so I’m not sure how useful they would realistically be outside of PVE. Although, personally I’d still never use them.
The new virtues are good move into more active virtues. I like justice and resolution as they are, they just need a little tweaking. However courage has gone from a nice save mechanic to a weak very situational mechanic that doesn’t help much. I’d almost rather give it up completely in its current state.
Where DH is the most disappointing is in the department of traits.
To gain the line you are forced to give up SOMETHING invaluable to a Guardians offense, defense, or utility. While the line almost exclusively adds utility to the longbow and traps. Due to how the virtue lines are designed now, zeal and radiance are both offensively focused, while honor and Valor are defensively focused. Virtues adds utility to both offense and defense creating a wonderful synergy between the lines. DH breaks this synergy without adding enough offense or defense to compensate.
At this point I wish I could only take the new Virtue change without the DH line because the justice and Resolve virtues are better for a melee Guardian.
My general experience so far I feel they need to tone down the number of traits that focus purely on longbow, or strengthen some traits to take care of the many core weaknesses of the class that start to crop up again when you lose one of the most important lines to Guardian, Virtues, which is the line I could most see this replacing besides zeal or radiance.
TL;DR
It feels like nothing but a poor replacement for the virtues line, because I cannot see taking it over Zeal or Radiance offensively. Nor do I see it being valuable enough to choose over Honor or Valor for defense.
Even then, it doesn’t provide even close to the near necessary utility of the virtues line.
Revenant best support in the game? So the two most important boons in group content in PvE are might and fury. Revenant isn’t best at either of these – warrior and elementalist fill these rolls completely on their own. They do this while bringing either banners or some of the highest DPS in the game.
So assuming every party will still want a PF ele (even if you don’t need Fury, the trait boosts Lava Font DPS) and a warrior (Empower Allies and banners) the revenant will not be needed for either might or fury. Ele will always be needed as long as Ice Bow isn’t nerfed and warrior will still be needed as long as banners are around.
Suddenly every group composition no longer needs either might or fury. What’s left for the revenant to do? Protection? Regeneration? Glint isn’t that good in groups. The F2 might be, but the other tools are being provided by core professions more effectively than the revenant.
Mallyx is probably the best niche the revenant has for support – condi management and that’s situationally useful. At best I’d describe revenant as a Jack of All Trades profession when it comes to support.
When it comes to druid, set yourself up for disappointment. ArenaNet is butting heads with the high end PvE community when it comes to profession balance. ArenaNet seems to think it’s OK for certain professions and compositions to be significantly more powerful than the best offerings from other professions. More clearly, ArenaNet seems to think it’s “good enough” that content can be completed with the best builds from certain professions and doesn’t seem too concerned that the content is being played with that in mind.
Assuming raids end up being anything like dungeons or much of GW2’s other group content, druid doesn’t want support – it wants DPS. Healing would almost certainly be the absolute worst thing that could happen to the druid. Support in the form of DPS buffs, reflects and other skills which speed up content – that kind of support would be fantastic. Judging by what they did with the reaper (or didn’t do I should say), it’s highly unlikely the druid will offer solutions to desperate rangers wanting to group with other players as equals.
Lol, Rev can’t supply fury/might? You’ve obviously not played mace with herald then. Cause I can practically perma 25 stacks of might and fury, AND if kitten hits the fan switch to pulsing protection and regen while the fury and might VERY slowly fall off.
Meanwhile, the support guardian is crying in a corner.
Yep. Which is pretty much why I’m rerolling Rev. I’ve been getting chills this weekend playing Rev cause the facets and feel of the class reminds me of Dervish in GW1, and Chanter in Aion. At this point it just plays better and feels better than the historically “in a good place” Guardian.
From what I’ve been experiencing in the verdant brink they’re being in more damage on mobs, and more CC, not to mention some that move more during encounters, or take less damage from certain quarters. All these things are going to make current zerker harder to pull off.
I’m actually looking forward to more mobs with break bar too that are tanky until it’s broken.
Also, murder shroom swarms. /thread
Technically, we have more healing and elites than other professions already.
And, with glint that makes 5 legends.
5 healing skills, 5 elites, and 15 utilities. Seems acceptable to me.
I would like to see at least a couple of swappable utilities though. T.T
Look no further than this thread to see how Condi Meta IS NOT a thing if it was this wouldn’t be that much of an issue.
Cause even while vapor formed conditions still tick and I’ve dropped more than one endure pain warrior/ele/vamp rune player during the duration of it. Lol Especially if they are extremely glassy.
Yes, this is a bug, and you should report it.
If it’s a bug then they should fix it on Renewed Focus and ALL invulnerability skills as well, seeing as it has the same effect. (Which no one would want THAT fixed of course)
Actually, I don’t think that’s a bug. That’s working as intended, cause conditions for as long as I can remember have ALWAYS ticked through invulnerability. I’ve delt with it for years on RF.
To me this seems like begging for help that’s unneeded. I’ve never used Vamp runes and I’ve very rarely seen a fight where the vapor form at 25% really made a difference unless it was a thief.
Look no further than this thread to see how Condi Meta IS NOT a thing if it was this wouldn’t be that much of an issue.
Cause even while vapor formed conditions still tick and I’ve dropped more than one endure pain warrior/ele/vamp rune player during the duration of it. Lol Especially if they are extremely glassy.
IMO it depends on the build and what you feel comfortable with. When I play Condi Guard with Carrion ammy I feel LoW is comparable to Shelter and prefer it. With RF, aegis, and the 8s CD highly spammable blind on sword feels like enough defense to me alongside heals Smite Condition, and CoP. Also, since the damage to heal also ticks off of condi damage, and it allows me to use an extra smite condition more often, and it does not interrupt your DPS in the middle of a fight to use it for a build focused on offense it feels more firing. However, I sacrifice the ability to take FMW since then taking RF is mandatory for burst prevention and sustain and to recharge VoJ.
If I wanted to take FMW I would no doubt take Shelter instead.
How does Revenant not fit?
Revenant definition
“A revenant is a visible ghost or animated corpse that was believed to return from the grave to terrorize the living.1 The word “revenant” is derived from the Latin word, reveniens, “returning” (see also the related French verb “revenir”, meaning “to come back”)."
Revenant return from the mists with the powers of the dead.
It fits better than Herald imo.
I’ve played Rev in both weekends, and I like it. Increasing damage across the board helped the class. However, I still feel like energy cripples the class rather than enables it.
I feel like I start every fight with only half my skills potentially avaliable, due to how energy works. I think they either need to reduce the cost of utilities, or raise our energy to 100% before a fight. (And then once in combat switching legends caps it at 50%)
As it is right now, a Rev can walk into fight, but their potential is caped at all points during the fight by energy. The strength of utilities and and weapon skills does not reflect this. I feel like the only real way to address this is to alter how skills work at different thresholds to account for this. Which has been considered in traits, but it just doesn’t reflect to real potential. If they get focused at the start of a fight they’re potentially screwed, since you don’t have the energy to defend, AND you’ll be forced to switch legends to heal. Breaking any synergy or energy gain or combo you setup.
Even with double heals, resistance, and traits that reduce incoming damage, it still feels incredibly squishy in heavy armor. Oo
Nobody is comparing revenant to ele nor engi, except OP yourself and this kidel guy.
You do know that thief exist right? it’s basically revenant (without weaponswap) but on the other side of the bar.
Oh wait, so is warrior but with CDs.so your arugment is invalid.
Thief can customize utility skills. Legends are revenant’s way to do the same.
Also please stop comparing skills just in number.
Auto attack = healing skill, sure.
Lol, comparing thief and Rev is apples to oranges, just like Ele to Rev. Thief has access to traits that increase initiative regen, which is why it’s so easy to camp weapon sets on thief. Rev has no such traits for energy. Maybe if stealth was an upkeep on their initiative you could make that comparison. Matter of fact, that might fix a lot of the balancing issues with thief. >.>
Number of skills is a very important metric, it determines variability in builds and ways to approach combat. Which, believe it or not, Weapon swap helps address. Not to mention, people have already, in other threads, mentioned ways varying sets of weapons can work with different legend combinations. So, in essence this was the most cost effective solution to a severe issue with the Rev. (And I say cost effective because anything Anet works to change has very real costs, it is a business after all)
Mallyx was more than just a minion. He actually sought to take Abaddon’s place and take not only Abaddon’s thrown, so to speak, but all the gods. He did this of his own accord.
Scarlet just went crazy and got used.
Shiro, well. . . Shiro’s death spawned the Jade Wind, which froze Cantha. That, in so far as I can remember was not Abaddon’s magic. Although he was twisted by Abaddon.
And come, Shiro is one bad kitten mother lover.
(edited by Rune Darkmoor.3269)
We need a Scarlet Spec like a Shark needs more teeth.
Also, if they did and I had to listen to her voice in my head I’d probably shoot myself.
It’s hard enough hearing her in the Reactor fractal. I still want to stuff a sock in her mouth. EVERY TIME.
This might work well in 1v1s, but in team fights and more competitive organized play you’re going to be a handicap to your team. Primarily due to the lack of peel on Guardian to go with that damage. As soon as a fight is tipped out of your favor numerically, you’re screwed. (Especially if they know to focus you)
Although, admittedly for trolling around pvp and general entertainment value this would be fun.
You have either never played Rev, Melee, or a D/D Ele.
D/D ele is more like pseudo-melee than Actual melee. Skills on the dagger range from 300 to 600 range. (Matter of fact NONE of the daggers auto attacks are actually base melee range) D/D also has many gap closing skills, including the very long range ride the lightening. Rev is EXTREMELY limited in comparison since their melee weapons are, gasp, actually melee.
I’m tired of hearing this BS comparison.
Also, while we are at it you’re post has zero substance. Why are the skills bad? How are they lacking? How does weapon swap not solve an issue?
Your post is not feedback. It is whining and useless in it’s current form. It does not detail an issue, and will most likely be ignored.
D/D works, because they have 3 gap closer on their weapon set, most attacks are AoE and has a blink.
Why Rev can’t change to that as well? but sure why giving rev weapon swap is possible, but making it pseudo-melee is impossible somehow?…
If you look at it closely, rev is already pretty close, why thieves can stay on sword or dp for a long time without weapon swap? because they have gap closer without cooldown, which shiro provides.like just make wells range target able like necro’s ones and there you have ranged pressure.
The reason that can’t happen is pretty simple, ele has two major disadvantages that balance them having that pseudo-melee style, lowest base armor and HP. Rev has high base HP and wears heavy armor, giving them high base armor as well. A rev with a pseudo melee style would have to be severely weakened in the DPS department to compensate.