Showing Posts For Sebbl.2806:
WvW (not EotM) shares some similarities with GW1’s Fort Aspenwood, like protecting NPCs or taking over NPC camps, but is a lot more complex. You might want to give it a try.
[X] Champion Ghostly Hero
Champion Ritualist seems like a good choice to me. Or something like Champion Traverser. There’s too many misty titles already.
Here’s some theory crafting for Guardian:
http://gw2skills.net/editor/?vVAQJApdEdCRxDRhDAZJA-T5QDABaXGAgHAgK7PAA
Magi Amulet: 1200
Healing Power Rune: 175
Sigil of Life: 250
Signet of Mercy: 180
= 1805 Healing Power
Which results in 356 HP/tick.
But that’s not all:
Invigorated Bulwark (max.): 500
= 2305 Healing Power
should ultimately result in 418 HP/tick for the Guardian and *1.22 (Force of Will @2200 Vitality) in 510 HP/tick for their team mates.
(edited by Sebbl.2806)
^
Hey guys been following the revenant closely though sadly without a beta key so unable to try for myself and get a better understanding of what I want from the profession. So I have a couple questions if anyone minds answering.
-with “difficult content” on the horizon is sinister a bad idea and to better go with rabid if mixed how much of each?
-is carrion a possibility with Maniacal Persistence and many of the fury traits?
- what are good defensive and aggressive runes so far that work nicely with the revenant?
-sigils?
- In my experience, content in GW2 is difficult only while people still learn to play. So yes, for a PvE condition build (with more damage from direct hits) Sinister is currently the best choice. I’d hold onto it.
- Carrion armor with Manical Persistence and the fury traits from Invocation works pretty well (tested it last BWE), but I think it’s better to use it in WvW than in PvE. It should be even better now since the trait was buffed to 10% crit chance per tick.
- Given that you want to play conditions, some examples:
Rune of Tormenting for torment overload
Rune of Balthazar for some extra burning and more burning duration for Mace #2
Rune of the Aristocracy when you want to stack some might (e.g. sword #3, then blasting mace’s #2)
Rune ot the Adventurer for more direct damage (personally, I think this one is pretty neat considering its current price)
Rune of the Undead if you decide to play with Rabid or Dire gear
I’ll add one more question to that list, does legend swap still trigger weapon’s sigils?
Since they introduced weapon swap to the Rev: I don’t think so. Didn’t look at it last time, though.
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Really well played. I love Mace+Axe the most and am happy to see that set also holds much potential in competitive situations. Cheers!
And now imagine the Mesmer’s teammates waiting at the Portal Entre…
I found that conditions burn sturdy HoT enemies down pretty nicely.
Corruption -> 1/1/1
Devastation -> 1/3/3
Invocation -> 3/3/1
Mallyx/Shiro (Jalis is also fine for blasting the road)
Mace (Earth) /Axe (Torment) and Sword (Strength’d be nice)/Axe
I use Rampager gear and Krait runes. Start the fight with Axe#4 and Sword #3, swap to Mace/Axe, lay down #2 and blast with #3. After that, spam #5 and #2/#3 on recharge. Make good use of the Mallyx skills, escpecially Unyielding anguish.
After some thought, you could also go for Carrion Armor and choose Maniacal Persistence along with the fury bonus from Invocation to trigger your sigils…
(edited by Sebbl.2806)
There is one east of the Itzel village, if I remember correctly. Haven’t found more, though.
There are quite a few “unimplemented” ones ingame (many available in GW1), which don’t cause an error message when you type them. I wonder if we’ll ever see them in the future…
I also found a hybrid build to be pretty effective. Since you lack defensive stats when playing with a Rampager’s amulet, I chose Scepter/Sword and Staff as my weaponsets. Most people probably just aren’t used to handling both decent direct and condition damage from one source. Bountiful Disillusionment is a great trait, btw. <3
Thanks but I ment the effect outlining AoE skills not the rings themselves. It looks like puzzle pieces rising made of smoke around the edges. looks terrible.
Ah, those are probably meant to signalize usable combo fields. I don’t know if those puzzle pieces also appear on your enemies’ fields, but I’m pretty sure they do on all friendly ones.
When i read the title, I thought it was about Death Shroud. I’m a teensy bit disappointed now.
The elite spec won’t be an underwater setup, haha. Revenant will have underwater setup, just not yet. Soon tm.
Oh boy, that would have been an epic troll… though, just saying underwater combat could use some love, it really needs traits designed specifically for it across the board.
Adding an underwater specialization for each profession, at some point, could actually address that aspect of underwater combat.
It’d be awesome if they released an underwater expansion with underwater specializations (villain: the rumoured deep sea dragon). But that’s most probably a thing for the far, far future…
I’d be happy if we could just keep gold and other account-wide currencies when playing Rev.
I just misread your suggestion as “Arbeiter”, which means “worker” in German… and almost spit out my breakfast.
“Dragonslayers? Pah, any fool can call himself a dragonslayer. Most get themselves killed within a few days, which is probably for the best. No, the real skill isn’t in walking into the dragon’s cave and challenging it to a duel—it’s in tracking it across a hundred miles of wilderness, sneaking up close and killing it before it even knows you’re there.”
—Deirdre Firewalker, dragonstalker (D&D 3 sourcebook Draconomicon)Being a Dragonslayer doesn’t make you a Dragonhunter
Guardian stealth skills confirmed? :O
Well, since this Elite Specialization will have access to traps, they will be able to stealth via Runes of the Trapper…
As a class who’s only ranged option was scepter. I think alot of guardians are happy
Ranged meta will become even stronger. Yaaaaay….
Plot twist: The guardian’s longbow will be a melee weapon.
I think that OP unintentionally revealed a new legendary hammer. Special effect: Every time the player knocks back or launches an enemy, they turn into a baseball for a short while.
Aren’t you overreacting a little? I don’t see how Slow is becoming a problem in PvE. We don’t even know in what capacity players and npc’s get access to this condition.
This basic principle also applies to so many more topics we only have marginal information about…
That would confuse red-green color blind people.
Agree with you on Templates and customizable UI.
As for quests – in my opinion, collections are pretty much on a similar scale, expecially if you have to unlock those first (my favourite example would be the spoon collection). Its only downside when seeing it more as a quest would be that you unlock major parts of a collection just by doing nothing but having some of the needed items already unlocked on your account.
Other than laurel bags, I found myself getting loads of T6 mats while doing all that Silverwastes collection stuff – especially ectos, which you can salvage into T6 dust.
Elementalist -> Arcanist (Staff only)
Specializes in the utilization of raw arcane power instead of the four elements. Inflicting insane direct and condition damage, Arcanists are limited to using only five new weapon skills of the staff, which is the only weapon sturdy enough to channel those powers. The known arcane utility skills are moved to their class mechanic skillslots.
Engineer -> Demolisher (hammer)
Tired of constructing things, the Demolisher has swapped sides and stopped using turrets. Instead, its hammer attacks inflict additional damage to everything constructed, including turrets, buildings and minions of all sorts. When traited, Demolishers are also able to inflict vulnerability and burning to buildings and turrets. They abandoned their toolbelts and are now accompanied by four little drones of different function.
Guardian -> Crusader (longbow)
Guardians who decide to take the path of the Crusader, replace their virtues for dogmas. The dogma of execution inflicts additional damage on every 3rd strike, the dogma of trial provides them with retaliation and the dogma of faith makes every 5th of their attacks unblockable and unmissable. The use of the longbow gives them the ability to chill their foes and cleanse their allies.
Unfortunately, Gaile made a little slip of the keyboard there. EotN was also released at the end of August, namely August 28, 2007 in NA and three days later in Europe (and not at the very same day as NF). A release of HoT at the end of a month still seems likely, though.
Yes, since I’m very interested in all of those major features.
It’s also a motivation to get myself a new computer after playing this game since beta with absolute minimum requirements… cough
Oops, I meant three more weapon skills (mainhand), not two… It’s already late over here. Just wanted to correct my statement.
Just changing to the specialisation gives you new utilities,heal,elite,traits so just the shield wouldn’t matter your MH would change as well.
If you say new utilities, heal, elite and traits – why would that change your previously available weapons, too? Did Colin say something like that in the stream?
Oops, I meant three more weapon skills (mainhand), not two… It’s already late over here. Just wanted to correct my statement.
Please could there also be a mainhand option?
We have too many off hands and not enough mainhands. I would love to go shield/focus.
Well, Rangers get staffs, Necromancers get greatswords and Engineers probably get hammers. So if Mesmers get shields, it would be quite unfair to not give them two more weapon skills, don’t you think?
…Or iDefender gets moved to the shield and we get a new utility skill instead.
This is how I imagine Queen Jennah going haywire. :p
Sylvari troubles, therefore Tengu.
Seems legit.
The Flying type is very effective against the Plant type.
By the way, do you know what the pact did wrong? They used their attacks while Mordremoth was using Dig.
Tell me, does shield’s #5 30s cd + Rune of the warrior + Honorable Shield = 18s cd ability?
The warrior rune reduces the recharge of your weapon swap. You probably misread it as “reduces skill recharge on weapon swap”. So no, minimum recharge of shield #5 will be 24 seconds.
For the first time in months, I could play for two hours straight without lag or – what’s even better – disconnects (error 7). Gotta check it out tonight, too. Perhaps I was just lucky…
Probably some guys using sword/dagger and shortbow as weapon sets. Gives you a ton of teleports and evades. Shadowstep/Shadow Return are also used frequently.
Looks like a solid basis now. You should always experiment a bit, try out other traits/trait lines/weapons and learn how to react to different classes. WvW encounters can be pretty unlucky, but don’t let this discourage you. Good luck!
My suggestions for the utility skills:
Mirror Images → Decoy (also a stun break, but with additional stealth to trigger PU)
Feedback → Null Field (unless you encounter many people who do not run out of the bubble – another reason can be found at the end of my post)
Mantra of Resolve → Blink (it’s simply awesome, especially in WvW)
As for the traits, I agree with Dhampyr: Debilitating Dissipation is great when you don’t want to shatter your clones.
Edit: Just realized you might be using the Feedback with the iDuelist for confusion stacking. If that’s the case, then I understand completely why you’d want that over Decoy.
Even so, I think that Null Field would be the better choice (ground targeting at your duelist’s position).
Cannot confirm. Got the Chaos armor buff when using Swap in my own Null Field.
And sorry for the screenshot quality.
My favourite character since ancient times (beta). Went for a typical Asuran magitech style – and I don’t regret it.
http://wiki.guildwars2.com/wiki/Signet_of_vampirism
wikiEach attacker has a 1 second internal cooldown on this effect.
Most probably not a bug, but should be added to the description.
My playstyle is pretty casual nowadays, and I enjoy playing on that map, especially as a Mesmer (S/F+GS+Halting Strike <3). The mobs rarely drop anything, yes, but you also get loads of bags from chests and the labyrinth, which I’m perfectly fine with.
I get this error message since three or four months now. Its appearance varies – sometimes I get it after 5 seconds, and sometimes after one hour or more.
My (slow but stable) internet connection will get a significant upgrade in the next days, so hopefully things will get better. I’ll let you know.
Location: Germany
Provider: Deutsche Telekom
Location?
- Germany / Deutsche Telekom
Time?
- Almost every time of the day, for several months now
World?
- Riverside
What I’m seeing?
- After a bit of playing (~30 seconds up to 10 minutes) I get massive lag, players running against walls, skills not working – the usual stuff. And then, the inglourious code 7(…) appears most of the time. Sometimes I get back to the character selection and sometimes GW2 just kicks me out completely and shows me the client.
Game mode doesn’t matter.
yep. plus in the first gw book. and the second. and if i remember correctly, the third. although i am not sure about sea of sorrows.
magic in tyria in general cannot be wielded without something to channel it, therefore, you need a focus of some sort. and the ability to wield the power.
now, the different races found different ways to channel it, but the principle stays the same: magic is “in the air”, you channel it, focus it, direct it, kaboom
Magic is in the air [melody] Magic is in the aahaair sings
Ahem… Since I agree with the whole channeling idea (because I like it), I never had a problem with the staff animations neither on my Elementalist nor on my Mesmer. I think they fit just fine.
Salshazar.7023: Your Elementalist looks pretty strict (pun intended) with those glasses on! I give you a solid 8/10.
And here’s Parealis, a Sylvari who (ironically?) loves to play with fire.
I’ll take some imbalance if it means more customization and more strategy. Maybe Guild Wars had too many skills, but Guild Wars 2 has far too few. Perhaps there is a happy medium to be found.
Alright, I can agree on that. I’m curious if and how ANet will try to implement more variety gameplay-wise.
Edit: Btw, I just recalled the GW1 flux, which changed every month. One of my favorite mechanics ever!
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Balancing the present skill/traitset should always have priority over introducing something new, which has a high probability of adding more balancing problems.
Balance is an iterative process and shouldn’t be thought of as something you can ‘finish.’ Add new skills and keep iterating.
Not contradicting you on the iterative process thing. I just think that balancing, fixing and improving already available skills/traits should be done before giving players something new.
GW1, for example, had way too many skills after some time, and the developers obviously had problems balancing everything in the end, so some skills just got nerfed into nothingness.
ANet learned from that, and in GW2 they limited the number of skills per class drastically (but also made them modifiable by traits). That’s a good thing in my opinion.
But okay, I have to admit that I’m always looking from a more competitive perspective. PvE-only skills are something else.
(edited by Sebbl.2806)
Balancing the present skill/traitset should always have priority over introducing something new, which has a high probability of adding more balancing problems.