Showing Posts For Shuai.7435:
Leadership, Soldiers and Durability are all solid choices.
Hehe, got the Vale Guardian mini on my first clear.
So before HoT you had no guild hall and you were happy…… now you have a chance of having a guild hall, but can’t get it …. so having no guild hall now makes you unhappy?
why do you suddenly feel the need for a GH if you don’t like people… just find a cool area to meet and call it a hideout!Before HOT a guild earned the ability to get banners etc. which was taken away by HOT and locked behind the guild hall’s front door in the form of SCRIBING.
Small guilds lost everything they had because HOT makes it nigh on impossible for them to re-earn what they already HAD!
Except for that you get to keep all of the banners you made before HoT and is able to craft new ones of the types you had unlocked pre-HoT at the Initiative HQ…
I feel like "Rebound"’s healing is actually at a good spot right now, to kill someone and then suddenly have them get back up to 50% HP isn’t fun at all for those facing a tempest. A nicer approach would be to give all players who die under the effects of rebound a few seconds of invurnability, quickness and a juicy stack of might. This way “Rebound” wouldn’t be the lackluster 2k heal that nobody even cares about. Honestly you’d actually want to kill anyone with rebound on them in order to prevent them from getting that aura and it’s associated boons… it’s that bad. Just compare it to something like infused light and rebound just shrivels before it’s presence.
Is there any conceivable way to view your proposition as a “simple fix”??
Hey all,
After playing a lot of tempest in pvp these days I want to post on this forum several changes that could make tempest funnier to play. I won’t talk about the warhorn only traits and overloads.
First of all trait changes:
- Harmonious conduit: This trait should pusle one stack of 1 sec of stability every second because only one stability for 4 seconds is not enough in big teamfights and we lose so much if we get canceled.
While I’m all for increasing the stability from hardy conduit, 1 second of stability every second is just way too strong, it’d be really hard to ever interrupt unless you’re a DD with disrupting daggers or something. Make it 2 seconds of stability every 2 seconds and I can see it being reasonable. (Alternatively increase the duration of the 10% dmg modifier for a more offensively oriented trait).
The problem is that safespotting mossman with melee requires him to be right below you. If you run around with him after you, you’re not just making it challanging for yourself but hindering the progress of the party (not just marginally but to the point that kicking you out of the party would make for a faster clear). If there’s no way you’d ever safespot him then obviously you and your party have incompatible goals and the minority, which in this case sounded like you, should just leave. The whole problem can be solved altogether by making it clear whether you’re safespotting or not in the lfg title in order to make sure everybody who joins the party is on the same page.
The only masteries that are required for the raid release are Glider Basics and Updraft Use. They don’t come in to play until the third encounter.
“Required” is a high bar
. Are there any other masteries that have any effect at all inside raid-spaces? Will there be speed ’shrooms on the map for example?
During BW3 there were blazing speed mushrooms at the vale guardian, didn’t spot any adrenal ones but might’ve just missed them.
…You reinstalled your OS before installing/re-installing your graphics drivers…
To be honest it feels like anet will treat glider skins like other f2p games treat all skins, which is kind of sad since HoT isn’t a f2p game but still, 400 gems isn’t bad at all (~80g).
Before you considering going with a healing power set i’d suggest you check out the coefficients on your healing skills/traits. I’ve found healing power to be the absolute worst scaling stat in the game. I actually run celestial and I struggle with if the extra stats are worth it because healing scales so poorly.
That regen scaling though ^^
I don’t know if you know that there IS a Power, Precision, Healing combination named Zealot. With it’s power as main you get pretty damage and good critical, just your Ferocity isn’t that high which will lead to less powerfull crit hits.
Woups, I kitten ed…
Edit: Really, deerp is censored?
(edited by Shuai.7435)
I haven’t tested this but Imbued Melodies has 10 seconds cooldown according to the tooltip. So as long as you’re getting hit at least once every 10 seconds you should be able to give out magnetic aura to your team with 50% uptime, more with the aura runes – with Imbued Melodies + Powerful Auras.
Tested it against bots in PvP, it’s definitely not 10 seconds.
Also, you need to have a warhorn in order to get either effect of the trait so NO.
(edited by Shuai.7435)
The Stealth Bomber achievement doesnt seem to be working
Worked fine for me.
While i’d agree anet has an unhealthy obsession with linseed oil I’d say that the guild hall costs are balanced just fine. My own 10 man guild are progressing at a steady rate and the largest issue right now is gathering 150 pvp reward track progression potions in order to build our arena. One tips is to have all of your guild members gather and donate their daily flax seeds at the Itzel garden to the guild and the cost will be alot more managable.
Is it just me that finds the current asortment of healing power statsets to be kind of lackluster? It seems like healing power is always bundled with either vitality or toughness which means investing in it severly gimps your damage. I’d love to see some precision, power, healing power sets, or if we’re using the new 2x major, 2x minor format, precision, power, healing power, concentration.
If you only “occasionally use the overload skills” you’re not using that fresh air build properly. It’s main purpose is to constantly overload air by using [Fresh Air] to instantly reset the cooldown of air attunement, after which you re-enter air and use it’s awesome autoattack until you can overload air again. The tempest and earth lines are there to provide survivability/utility through auras and boons on auras (60% dmg reduction when you have a frost aura).
He is not using a Fresh Air build. Nor was the link to a Fresh Air build…
Oh, I was looking at the OP of that thread.
Ah ha, the link provided show me bolt to the heart, not fresh air, I’ll try the using fresh air in this case.
Don’t use that with staff. Nothing in air on staff does any reasonable damage; you’ll just be waiting 5 seconds to do any damage everytime the cd resets.
Sorry you find this underwhelming; it’s difficult for me to comment as to why without knowing how you play. All I can say is my experience hasn’t been the same. The stacking AoE damage in fire has been pretty powerful for me.
The fresh Air build’s supposed to be run with D/X.
From watching the livestream on guild halls it sounded like that’s the way they’re intended to work. However, if I’m not mistaken every member should be able to chose their own buff (e.g. I could chose exp while andother guy chooses karma).
If you only “occasionally use the overload skills” you’re not using that fresh air build properly. It’s main purpose is to constantly overload air by using [Fresh Air] to instantly reset the cooldown of air attunement, after which you re-enter air and use it’s awesome autoattack until you can overload air again. The tempest and earth lines are there to provide survivability/utility through auras and boons on auras (60% dmg reduction when you have a frost aura).
All you need to do is provide the Obsidian shards which are easily accessible and the base mats be it Empyrial Fragments, Bloodstone Dust, Dragonite Ore.
Which you need to grind for. Which the OP didn’t want to do. Did you even read the post before commenting?
Oh, I was refering to the “recipe” as in the items needed to upgrade your infusions at the fractal vendor, not as in the crafting recipe.
However, now that the recipe for agony infusions have changed.
It hasn’t.
The vendor previously allowed you to upgrade your infusions for way cheaper than you were able to combine them yourself through artificing, now they made upgrading your infusions through the vendor have an equal cost to crafting them yourself, thus prices will skyrocket.
Edit: e.g. +9 agony infusion
Before:
144x +1 agony infusions
After:
256x +1 agony infusions
(edited by Shuai.7435)
God kitten it, the agony infusion market’s so unstable. I was devastated when my (back then) 893 +1 agony infusions dropped from 15 silver to 4 silver 60 copper in price. That crash litterally costed me 119 gold.
However, now that the recipe for agony infusions have changed, not only are +1 agony infusions rising in price due to the increased demand but there’s also really cheap sell offers that haven’t been withdrawn yet and there’s major profit to be made by stockpiling infusions given you have money to invest in them.
I’m not the richest player in gw2 but hopefully I’ll be able to earn enough from this upgrade recipe change to compensate for my huge loss with HoT’s release.
Sooo, with new stat sets with cencentration and expertise being added into the game, is there any chance that celestial will be changed to include them?
An invurnability frame if the elite gets proced would be really awesome and elevate the elite from a @ xx% hp do y trait, to a proper elite.
Hmm, I’m running something similar myself, with the major difference being alot more focus on auras (tempest (3/2/3)) and water instead of earth due to the otherwise complete lack of condi removal (whereas you already get pretty decent protection uptime from overloading air all the time). Oh and I use D/D because ride the lightning is awesome for getting around.
@Fryggenbart
I’m kind of doubious becaue of this extract from the “Rethinking Guilds” article:
“If your guild had obtained the necessary research level and prerequisites to have consumables like banners or Vault Transport unlocked under the current system, you will have them unlocked to craft in the new system.”
Some banners, e.g. Guild Heroes Banners, requires guild events unlocked to be able to craft them, in this case the “Guild Puzzle Unlock”. Wouldn’t this be the additional prerequisite besides your research level that’s needed to craft the banners?
If that’s the case, it sounds like having guild puzzles inlocked will let you craft heroes banners immediately, having guild rushes unlocked will let you craft 10% gold and 15% MF banners immediately, etc.
My guild’s currently building “Guild Trek Unlock”, but considering this post we should just cancel it and build consumables instead, or did I miss something?
Our guild is currently building “Guild Rush Unlock”, is there going to be any benefit to unlocking it after the guild mission revamp?
Why does Lightning orb go through stairs in Stonemist Castle instead of going up toward my target as the ground arrow-target indicates?
This is because the Lightning Orb spell uses the same projectile mechanic as Vapor Blade which traces the ground surface, while targeting telegraphs always apply to the texture on the structure in their dedicated direction.
Though I’ve got no clue as to whether this is on the table or not, having a 3-8 year old engine shouldn’t be prohibitive in any way, it’s just a matter of actually dedicating development time to it.
AWESOME!
ACTION CAMERA CONFIRMED; THANKS JOEL!
Feedback for Tempest:
Gamemodes: PvE, PvP
Environment: Dungeons, Open-World, Raids, Conquest
Gear: Ascended Celestial, Ascended Berserker
I’m not going to touch on balance that much but rather a few QoL things that I think would make Tempest feel alot nicer to play.
Swap attunements during an overload
Attunement swaping has never interrupted any skills for elementalists in the past and skilled elementalists use this to their advantage in order to gain damage modifiers or other bonuses.
Being stuck doing nothing during a four second channel just feels horribly clunky and boring, not to mention the dissapoinment when you swap attunements a split second to early and forfeit your overload completion bonus.
Allowing elementalists to swap attunements while overloading wouldn’t be that huge of a power increase since they still can’t use any spells in the new attunement less they interrupt the overload (except for auras).
Preferably the overloaded attunement’s cooldown wouldn’t start until the effect is finished, aborted or interrupted, while the new overload’s cooldown would start instantly when you swap. This strikes a nice balance between making swaping attunements during an overload overly potent and having you simply forfeit spells without any rewards.
Range indicators for all overloads
Currently both the air and the water overload does not have any range indicators at all. This is not such a big issue on the water overload since it features a clearly defined area where the effect occurs.
It would be really nice if every attunement recieved either a range indicator or a visual “indicator” similar to the one on the water overload.
Because consistency.
Buff arcane abatement
This is more of a general topic but with Heart of Thorns coming there are going to be alot more situations where you find yourself taking falling damage and/or dropping onto your target from above.
Now, it does admittedly feel awesome to drop onto somebody’s head with a ring of fire but quite frankly the trait itself is really measly. Some love to all of the falling damage traits would be really appreciated and make you feel alot better about using them, especially if they had some effect that is useful in open-world exploration such as passive movement speed or increased jump height (though that might be broken).
Shiny effects
Classes like guardian and necromancer get really fancy effects behind their skillbars and revenant, being the new class, tops them all. The elementalist skillbar, however, leaves quite alot to be desired as it’s completely void of any special effects at all. This is despite the fact that we’re talking about an elementalist, user of [fire/water/air/earth], meaning I’d be really easy to come up with four different background effects for the different attunements.
Fine-tuning “rebound”
The way I see it, rebound is one of two things;
A. It’s a “This is it, boyz!”-skill, which you pop and then go HAM.
B. It’s a clutch twitch reaction full party wipe save skill.
Depending on what the skill is supposed to be I believe that it should either get;
A. Increased buff duration and slightly longer cast time (prettier too, floating elementalists look really epic).
B. Shorter, perhaps even instant cast time and then give some sort of penalty to the elementalist, e.g. health cost or animation lock (floating character doesn’t hurt here either).
Right now, even though the concept is really epic, it’s basically a “when you fall below X% health do Y”-trait, but in AoE. Super powerful elite skills that have a trade-offs are much more fun.
That’s all I got (though I do not consider it exhaustive), so thanks for the lovely beta-weekend and for your hard work trying to get raids up and running, it’s really appreciated!
(edited by Shuai.7435)
Does buying HoT from any retailer grant Beta?
in Guild Wars 2: Heart of Thorns
Posted by: Shuai.7435
You only get beta access if they provide you the access code to apply the expansion towards your account. The one without may be them shipping you a box with the code.
Both were labeled as CD codes and were supposed to be delivered instantly through e-mail so I doubt that.
Does buying HoT from any retailer grant Beta?
in Guild Wars 2: Heart of Thorns
Posted by: Shuai.7435
Saw a retailer that listed two verisons available for pre-purchase; one with and another one without beta-access, so I’m really confused now.
What I did was set my A and D keys to strafe left and right. This makes it a lot easier to place AoE skills and stay on the move while releasing left click. It helped my game play a lot.
I have too. However, having to let go of right-/left-click everytime you have to use a ground targeted spell means you lose control over both the camera and in which direction you can move (unless you’re aiming to cosplay as a turtle anyways). To me that just feels awkward and I’d rather just not use the spells.
If you, like me, hold down right click at all times, you might have noticed something of an annoyance.
Whenever you use ground targeted spells while holding down right-click, you always aim where your cursor is.
This to me have always seemed silly; if you’re looking straight at a boss and then pressing a skill, you probably want to target your skill on the boss and not 500 units to the left of it, even if that’s where you left your cursor from salvaging some stuff in your inventory.
I’d personally love to see a togglable option to enable camera centered targeting whenever you hold down either right or left click, perhaps even a crosshair as a cherry ontop.
This would enable you to cast ground targeted spells alot more intuitively since you just have to aim your camera at the spot you want to cast the spell at, rather than let go of right-click, readjust your cursor, click the spell, then press right-click again.
Edit: Though of course, when you in some senarios might prefer free tagreted aiming, such as when you’re aiming point-blank, you’re still able to do so. This change wouldn’t really infringe on other methods of aiming, but rather enhance the experience of those that want to aim with right-click held down.
(edited by Shuai.7435)