It’s pretty obvious, and nobody’s impressed.
It’s pretty obvious, and nobody’s impressed.
Nice to see Dhuumfire got fixed, and that Mark of Evasion went in-combat only. I think the change to Plague will make it much more useable. (Plague Sending springs to mind, but even allied cleansing or a not-yet-triggered Putrid Mark could do the trick.) Adding an ICD to Chilling Darkness is so incredibly lolwut that I have no idea why it’s still a trait at that 2s chill duration. (The only meaningful uses for it before now were based on pulsing blinds. Or Sigil of Mischief) Last Rites looks like a response to the “Permanently downed team in PvP” edge case brought up earlier (I don’t think it was a widespread issue, but glad to see it averted)
Edit: Guys I figured it out. The ICD on chilling darkness is so that you can avoid the self-inflicted blind & chill on Consume Conditions when you have Master of Corruption selected. Just use a different skill to blind someone right within 5 seconds of your heal, and it’s great! Just like needing to burn a transfer every time you use a corruption! :V
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
I appreciate the way that ArenaNet condensed specialization for most utility skills into only a couple of traits each. So now you’re getting the maximum use out of that utility with one or two traits, rather than needing to devote your entire build to the concept.
I also prefer the way that taking three distinct lines distinguishes the build, from a flavour standpoint. I feel like the idea or concept that each line represents has become both more obvious and more important.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
Power Overwhelming seems to be changing the duration of burns on the tooltips for line-burning fields and on Flame Axe’s skills. (Burning Retreat, Burning Speed, and skills 3-5 on Flame Axe). I don’t think it’s changing the actual applied duration, but I’m not sure.
It’s pretty obvious, and nobody’s impressed.
The tomes were largely converted into the two new elite skills.
Tome of Wrath became Feel My Wrath while Tome of Courage became Signet of Courage . Both skills lost their AoE control elements, but give much better access to the other major skill people tended to use them for.
It’s pretty obvious, and nobody’s impressed.
It seems to me that a condition build would use Dhuumfire whenever they’re waiting for the cooldowns on their other condition application skills, as a replacement for the scepter 1 chain.
If you’re using Lingering Curse, then scepter 1 has more condition damage output over the boosted duration, but it’ll still have weaker direct damage output.
It’s pretty obvious, and nobody’s impressed.
kan i has ur stuf
Alternatively:
c u in a week
It’s pretty obvious, and nobody’s impressed.
A major complication with effectively broadcasting / spectating GW2 is that all of the players are important, the action is non-stop, and combat can be quick and decisive.
You’ll note that these are things that are typically billed as positives by players, but it makes it so the only way to show what the hell just happened is to do a lot of slowed down replays with commentary between matches.
It’s pretty obvious, and nobody’s impressed.
Try a bunker / heavily defensive build. I can’t guarantee results, but in my experience it led to me surviving initial burst and wearing down opponents enough that the eventual +1 from a teammate would usually win. That or I could make three of my opponents waste their time for a while.
It’s pretty obvious, and nobody’s impressed.
I think the nerf ruins the concept of the trait. The cooldown is now approaching “whenever you use your heal skill” levels of restriction, but the output is nowhere near that powerful. (Compare Restorative Mantras) What really confuses me is that this minor had such strong and obvious natural synergy with Restorative Illusions, which it now… Basically doesn’t. Also, Mantra of Recovery was a natural pairing since it heals the mesmer multiple times in one recharge / preparation cycle.
It went from “whenever you heal yourself” to “every 10 seconds, if you’re healing yourself frequently” and lost a whole lot of flexibility because of it.
It’s pretty obvious, and nobody’s impressed.
I think the hitboxes need to be made a little clearer. If you only want the head to be crittable, I might be able to work with that, but I have no idea where to attack because as far as I can tell I’m swinging / putting down AoE at empty air.
It’s pretty obvious, and nobody’s impressed.
So, just attempted Tequatl. PUG map, and we totally flunked on it. It took way too long (9+ minutes?) for our map to start his first burn phase, and after that we only got him down to half health before the burn phase ended. There was only about 3 minutes on the clock, so the map basically conceded.
Although, our map was having a hell of a time organizing. North defense / turret operators were refusing to check in, based on how the event started with people calling for more operators, but was perfectly fine once it was underway. (I actually left south boats team at the party leader’s suggestion to go north. When I got there, 3 operators, competent defense, I only saw turrets get destroyed twice.)
A major problem in my opinion is that the only crittable location is invisible / impossible to find. During the burn phase there was a good mob beneath Teq’s neck, but it was spread out enough that I’d bet a quarter of the people weren’t consistently finding the hitbox.
Overall, I still think the new HP total is plausible, but the restriction to melee / AoE attacks on a largely invisible hitbox if you want crits is throwing off a lot of players.
It’s pretty obvious, and nobody’s impressed.
So first of all: this trait was broken. Vampiric Presence was one of the most egregious interactions, but there was a few ways to kind of abuse the potential healing output of this trait. But now: 10s seems like way too much. Was ArenaNet previously anticipating that this trait would only ever be procced once every 5 seconds? (Since the base heal has been doubled)
As always, compare to regeneration. How well can this trait compare to the healing output of just putting regeneration on everyone near you? Right now, Healing Prism is nowhere close. (1250 healing / 10s, with a 1.25 ratio, compared to the base 532 with 0.2 ratio. Zero Point Two.)
It’s pretty obvious, and nobody’s impressed.
-Note: I’m not good at PvP.
In the brief moments that I tried a condition build based on making Master of Corruptions work (Not the Zombify build, sorry) I came to the decision that I largely didn’t care about the cooldown reduction.
I know it’s more power, but the increased uptime/availability on those skills wasn’t worth much because I couldn’t use them. I tended to get trained by hard CC or blinded if I tried to open a fight with Blood is Power + Corrupt Boon into a transfer. The really slow cast time combined with how mandatory it was to cast a transfer afterwards was pretty maddening. Slow cast times are an age-old complaint with Necro skills: consider changing the trait to include quicker / instant casting for corruptions?
By comparison, switching to wells did way more for me than the corruptions had. Well of Corruption & Well of Power both gave strong control of points, especially in group fights. And Well of Blood doesn’t give you vulnerability, so.
It’s pretty obvious, and nobody’s impressed.
The reason for this restriction is that the way Temporal Curtain checks whether or not someone has already received its benefit (so it doesn’t erroneously apply its boon again) is by checking if that character already has swiftness. Something may have changed from a technical angle, but this was billed as necessary to prevent people from stacking a minute or two of swiftness from one temporal curtain by just wiggling back and forth over the AoE.
I would love it if they could change it to apply its swiftness exactly once to any given character, whether they already have swiftness or not.
It’s pretty obvious, and nobody’s impressed.
This reminds me of Rangers who really hate having an animal partner in combat.
It’s pretty obvious, and nobody’s impressed.
Even something like Protection or Aegis for the target could be a thematic fit for the skill, without just trying to shove a pile of raw healing into it.
It’s pretty obvious, and nobody’s impressed.
While I can support moving Glacial Heart to a number of different homes, I really disagree with moving Writ of Persistence. Especially if the goal is just to keep it from competing with another trait. Conflict between traits for the best choice is bound to happen if ArenaNet correctly balances trait power per tier and keeps each specialization thematically consistent.
WoP does really good work on low-cooldown symbols, such as Mace 2 and the Hammer auto. These are also the most defensively supportive symbols that the guardian currently has. I can see how it also boosts the offense part of these skills (especially with the zeal bonuses) but that strikes me as more of a clever combination than the core function of the trait, which is boosting your healing and boon output.
It’s pretty obvious, and nobody’s impressed.
Nice. Consider cross-posting to this thread? It looks like the Illusionary Riposte and Illusionary Leap bugs aren’t listed there yet.
It’s pretty obvious, and nobody’s impressed.
Ok, even though this thread is kind of dead I wanted to bring it back as I still use this build. I’m not so into experimenting with builds so I wanted some help on this. By chance have anyone already tried to update this build to the new system (core specializations and stuff)? Or does anyone have some suggestion about how to make it with the new system?
I’ve been trying to figure out if a good Boon Storm build still exists. Or at least, a build that can spray out a pile of boons to all nearby allies. I’m not sure if it’s actually good, but it does feel pretty rad so far. I’m considering making a thread for it, but until then, here’s my current traits. Bolded are the ones that are core to the idea of the build.
Specializations
Chaos – Master of Manipulation, Chaotic Dampening, Bountiful Disillusionment
Inspiration – Medic’s Feedback, Restorative Illusions, Illusionary Inspiration
Illusions – Persistence of Memory, Shattered Strength, Malicious Sorcery / Master of Fragmentation
or Domination – Rending Shatter, Blurred Inscriptions, Mental Anguish
Utilities
Signet of Illusions, Signet of Inspiration, Mimic / Blink (Mimic if you want extra, Blink if you want safety)
Right now I’m using staff / scepter. The major rule is that you have to hold your phantasms in reserve to control when Illusionary Inspiration goes off the first time you boonstorm. After that, burn all your shatters (Lead with Distortion), Signet of Illusions, at least Mind Wrack + Cry of Frustration (Diversion and Distortion can be important to save), then summon a phantasm (slightly more regen) and use Signet of Inspiration.
I’m not sure yet if Mimic is better used on Signet of Inspiration or on Signet of Illusions. Mostly I think it depends on if allies are giving you valuable boons as well.
It ends up spreading a lot of fury, vigor, regen, and something like 15 stacks of might with over 15s of duration. There’s a lot of room for improvement, but it’s where I’m starting.
It’s pretty obvious, and nobody’s impressed.
It feels a little on the weak side, since to get at least 20% reduction on both Chaos Armor & Chaos Storm, you have to bring another ethereal combo field. Since in a typical 4, 5 -> 2 sequence, Chaos Storm doesn’t get the recharge reduction from the first usage of Chaos Armor. (Because it’s not currently recharging)
If you manage a 3rd or 4th chaos armor through yet another ethereal field, then you can manage better reduction, but only if the skills are already on cooldown. So it’s not nearly as easy to use as a guaranteed 20% reduction.
I do like the idea, I just think the reward (in terms of recharge reduction) isn’t quite there.
It’s pretty obvious, and nobody’s impressed.
Barbed Precision – The tooltip appears to be very wrong and misleading. I think the duration is predicting as if BP had a base duration of 2.4s, and then is adding the 20% bonus again. The damage is predicting as if BP had a base duration of 2s, and then not multiplying in BP’s bonus at all.
In both PvP & PvE, the trait seems to apply a base 2s duration bleed, which is boosted correctly by Barbed Precision & other bleed duration bonuses.
So it appears to be functionally a base 2s bleed that scales properly with bonus duration, but the tool-tip is overestimating the duration and underestimating the damage.
It’s pretty obvious, and nobody’s impressed.
A nerf would mean the healing of the skill would suck. They didnt nerf anything about that. It still works just as intended. And speced with Corruption its on a 20sec cooldown. Your all literally gonna complain about a 4s condition that doesnt hurt you unless someone or something is attacking you. I actually enjoy the extra condis. Just Putrid Mark it all away or Shroud it all away. Its really a simple task. I mean come on.
To be fair, “someone or something is attacking you” is a fairly common occurrence in Guild Wars 2. So.
It’s pretty obvious, and nobody’s impressed.
Okay, trying to nest quotes is too long, so I’m going to leave my original statements out.
I see what you mean, but your logic is flawed.
(…)
But that actually means that for the builds who already used it, the merger with a minor trait isn’t a buff at all. The real upside to this is the alternative trait you get to pick instead, but that is completely unrelated to Barbed Precision because no major trait in Curses interacts with it, only the other way around.
The assumption that the previous build wasn’t using Hemophilia was so the math could be feasible. Comparing the value of an extra trait slot and its effects relies a lot on the exact build and anticipated scenarios. I just wanted to compare the bleed output of Barbed Precision before and after the patch.
You are assuming three things here:
1. The future system will give you those 20% bleeding duration but the current system doesn’t, when it’s really quite the opposite. Not only are you free to take Hemophilia now as well, but you actually get up to 30% duration from Spite.
There’s an indeterminable amount of value in getting Hemophilia without using the major adept slot. You’re also assuming that Spite’s 30% condition duration should be made up for in Barbed Precision, when it’s a much more game-wide change.
2. Consequently, stating that other bleeding skills being affected by the duration buff as well would compensate for the loss of Barbed Precision’s damage is not only untrue, but also a pointless assumption because anything with a longer duration than Barbed Precision is a lot more likely to be cleansed before it expires on its own.
Conditions are always cleansed after four seconds? I’ll defer to the PvP experts, but if that is strictly true then I’m surprised that people try conditions at all.
3. That is also what your conclusion is based on: you are assuming that every skill runs its full duration, and that would determine if either more or less than 33% of bleeding damage is done by BP or other skills.
Let me clarify right here: your other skills will always do more damage, easily. But it’s not because of their duration, but simply because they stack higher if you combine them. And in PvP it’s all about burst stacking.
There’s a point here. Maybe condition duration doesn’t actually contribute to damage, because of the ubiquity of cleanse. But in that case, why bring up the loss of Spite’s bonus duration in point 1? Anyways, if bonus condition duration is useless on most skills, that’s a game-wide problem, not Barbed Precision’s.
Finally, any of that doesn’t even factor in other gear: sigil of agony (20%), Afflicted runes (30%), Krait (45%) and the ones I use: Mad King (35% bleeding duration and 5% condi duration), that combined with 4 points in Spite means that in PvP my bleeds are extended by 60%. If you add Agony sigils and Hemophilia you can actually max out your bleeding duration.
In light of that, can you honestly tell me that a puny 20% rolled into a minor trait can justify a 50% nerf to the proc chance of Barbed Precision?
I am! If condition duration does you no good because you’re overloaded on it from the free 20% of the minor trait, perhaps a different rune set or sigil would become more advantageous?
Also, again, why the proc chance? If the duration is causing the problem, why not reduce the duration of the trait? The only reason you would reduce the chance to trigger it on critical hits is if you’d get a too high amount with a high crit chance. But like I said, rabid and sinister builds can already get more than 70% crit chance with that 66% chance to proc Barbed Precision. And this does not produce any absurdly high stacks of bleeding even with 4 sec long Barbed bleeds.
Really, I have no idea why they would nerf this trait.
On the difference between duration & proc chance – I’m not sure why they went with reducing the bleed chance compared to the bleed duration. Over time and a bulk of crits (15 or so?), adjusting the duration & the proc chance are equivalent ways of changing the bleed output of the trait.
But really, the reason that they nerfed the output is obvious. Rolling Hemophilia into Barbed Precision made the trait represent a lot more bleed output than it previously did, so they decided to cut back that bleed output by reducing the strength of the proc. While I still think the trait managed a net buff, I can see why in a cleanse intensive environment players won’t value the 20% increased bleed duration.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
We didn’t get explicit confirmation on Terror’s new scaling & base damage. (The others were listed in the preview notes) It could be the same as before, or it could be like bleed & torment which have more damage for builds with over 700(ish) condition damage, and less damage for builds below 700.
It’s pretty obvious, and nobody’s impressed.
I’ll be honest here: I don’t get why Well of Blood has as low of healing as it does. For a skill that has a long cool down and doesn’t cleanse conditions, its initial heal is pretty sub-par, and the group heal is outdone by two uses of Mark of Blood. (Which also applies bleed and doesn’t require your allies to stay still)
It’s pretty obvious, and nobody’s impressed.
A few things:
2. Barbed Precision:
33% chance to inflict bleeding.
Apparently this was an intentional change. But the explanation for why they did it seems rather weak: “we lowered the critical chance because you’re also getting that 20% bleeding duration”.
I did a bit of math for this in another thread, but in the context of Necromancer the 20% boosted bleed duration usually adds much more bleed damage than the removed 33% chance to proc a 2s bleed on crit. It’s worth remembering Hemophilia used to be it’s own major trait that actually saw play, and it’s now rolled into the minor.
Since the change reduced the bleeding output from the on-crit proc, (by lowering the percentage) but increased general bleed uptime (20% boost in duration), there’s some equilibrium point where the lost bleeds from the crit chance are made up for in the gained duration on your other bleeds. It just depends on what percentage of your bleeds come from Barbed Precision.
Taking 2 * 66% = 1.33~ bleed on hit, and the new version is 2.4 * 33% = 0.8~ bleed on hit, we can see that 40% of the BP crit bleeds were lost.
So at parity, the lost bleeds (BP * 0.40) should be the same as the gained duration on other bleeds. (Other * 0.20)
BP * 0.40 = Other * 0.20.
Since BP + Other = 100% of all bleeds…
BP * 0.40 = (100% – BP) * 0.20
BP = (100% – BP) * 0.50
1.50 BP = 50%
BP = 33%
So if more than 33% of your bleed output came from barbed precision (why) then this was a nerf. If less than 33% of your bleed output came from barbed precision, you’ve still come out ahead.
4. Terror:
Not an actual news regarding the skill itself, but Robert Gee said that it was moved to master because of the feedback they got from the community.
First of all, no one was bothered by the tier Terror was in! It was annoying that it didn’t get the same treatment of the baselining of traits that were standard picks accross all classes, including the necro.
Also, even if moving Terror to master tier was an actual request from the community (it wasn’t), this feedback would’ve been based on the version of the Curses specialization we saw before. With this new trait setup Terror makes just as little sense in master as in any other major trait tier. Seriously, please merge this with a minor already!
(Emphasis added by me)
Terror going from Grandmaster to Master was absolutely requested by the community. But you’re also very correct that it was based on the old version of Curses, especially the old Lingering Curses grandmaster. As Yamsandjams already stated:
I think a lot of the feedback they got concerning terror was with the older lingering curse trait, which was stated to give +100% duration to ALL conditions. Since it is now only scepter conditions, I’m not really sure that the same feedback is valid anymore.
100% to all conditions while holding a scepter was viewed by the forum (possibly rightly?) as mandatory for any condition damage build. Which meant no condition build would be able to justify taking Terror over Lingering Curses. Since the only thing Terror does is add condition damage to Fear, it didn’t seem usable in that context.
I also recall that at the time, some members of the forum (not myself, I’ve got hindsight not foresight) pointed out that Terror would then conflict with Path of Corruption, where it was usually taken together. But it wasn’t nearly enough to reverse the momentum.
It’s pretty obvious, and nobody’s impressed.
That guy does not know his own changes. At 2:37 he states that CC is at 25 secs and that with master of corruption trait, necros can cast heal like every 20 secs. He might want to read his own changes. Cast time is now at 25 secs being increased to 30 secs with the 10 stacks of vulnerability and you need the trait to bring it back down to like 23 secs.
30 seconds, multiplied by 67% (Since the new Master of Corruption reduces cooldowns by 33%) yields 20 seconds. Not 23.
I mean if you’re going to try and call out a game developer, you could learn basic arithmetic first. Or read through the notes carefully, depending on where your mistake was.
It’s pretty obvious, and nobody’s impressed.
It was almost enough to sell me on self-applied conditions being a positive on skills instead of a drawback. The problem is, it still requires management. While transfer and condition cleanse is much more available to Necromancers than it was before (Plague Signet’s cooldown going to 30s is pretty interesting, Plague Sending has potential) it will always be something that you need to use traits and skills to get.
It’s pretty obvious, and nobody’s impressed.
They mentioned this in the youtube video of the patch preview (Went up a few hours ago?) but the reason for the nerf to Barbed Precision’s proc chance was because Hemophilia (20% bleed duration) being mixed in made it a lot stronger.
So I actually tried to do a bit of math regarding Barbed Precision. The major assumption here is that you didn’t take Hemophilia on your build before the patch changes. (Perhaps you used Weakening Shroud or Focused Rituals, instead?) Otherwise I can’t directly compare the value of the new adept traits to the bleeds represented by Barbed Precision & Hemophilia.
Before you look in the spoiler, make a guess for yourself: what percentage of your bleeding is currently sourced from Barbed Precision? Note whether it is above or below the percentage in the spoiler.
33%
If less than one third of your bleeding comes from Barbed Precision, congratulations, this was a net buff. If it was more than one third, my condolences, you’re losing bleed output.
So 2 * 66% = 1.33~, and the new version is 2.4 * 33% = 0.8~, meaning 40% of the BP bleeds were lost.
So at parity, the lost bleeds (BP * 0.40) should be the same as the gained duration on other bleeds. (Other * 0.20)
BP * 0.40 = Other * 0.20.
Since BP + Other = 100% of all bleeds…
BP * 0.40 = (100% – BP) * 0.20
BP = (100% – BP) * 0.50
1.50 BP = 50%
BP = 33%
Whether you think the trait needed a buff to keep pace with other professions is up to you.
Edit: About Weakening Shroud -
It was noted in the video recording (which came out after you guys recorded this podcast, it took them forever to get it online…) that it doesn’t have a cooldown. Probably because its cooldown is already tied to entering Death Shroud.
Edit2: on closer inspection, I messed up the math a lot the first time. Good thing nobody ever reads this, I guess???
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
From what you’ve described, I think you’re stuck with Shadow Protector. Given that you’ll be in and out of stealth frequently during a fight, you might get some mileage out of it.
The only way I can see it go differently is if you either replace Mug, or decide to carry venoms on your build. I’ve heard many a horror story about devourer venom (delicious instant immobilize), and basilisk venom could be useful in WvW as well, but I think you’d know better than me if you want to use those.
Mug could be replaced with Dagger Training (Could help proc the Weakness from Lotus poison?) which would let you use Steal as a seperate stealth skill from C&D. The biggest benefit I see there is being able to stealth one more time even when low on initiative, but I don’t know how often you find yourself in that situation.
It’s pretty obvious, and nobody’s impressed.
So do we actually know the duration of the new Barbed Precision? I just figured they had changed it from 66% chance of 2s to 33% chance of 4s (See: Warrior Precise Strikes). Or maybe a base of 3s before the 20% increased duration is applied, so it’d be 3.6s…?
It’s pretty obvious, and nobody’s impressed.
Nice to get clarification. But I’ll admit I’m still sad to see the infinite distance safe-fall go away.
Edit: Pictured below is why forums don’t get staff responses.
Edit2: Post was either edited or removed to be much more civil. Good.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
4. The poison field on Chillblains will be a lot more effective after the patch.
The combo field radius will be a standard 300 units for everyone. Also, every projectile and whirl finisher will stack more poison instead of just adding duration.
Hadn’t realized this before. But poison fields have definitely become more valuable in terms of providing condition damage, which actually makes them a little less terrible in general. Granted, fire fields got the same treatment with their added burning, but burning is usually a little harder to get.
It’s pretty obvious, and nobody’s impressed.
I like a lot of what I’ve seen in regards to the changes.
It looks like they generally tried to grant more condition transfer and cleansing (plague sending, new shrouded removal) to the Necromancer’s traits, which is really good. Signets of Suffering also has some serious potential, since that is a lot of boon corruption.
There’s also some support for a long-duration Shroud build in there somewhere, which I might try again just to see what it can do.
I’m still not a fan of some of the traits, but the trait slots all seemed to have a good option or two at least. Before there was a couple lines & levels that were super niche.
Corruptions are making me raise an eyebrow, but I don’t feel like I can judge before I know exactly how Master of Corruption works, and how the new condition cleanse options pan out. If nothing else, Master of Corruption is much more interesting than a flat 20% recharge reduction.
I’m curious if they’ll consider speeding up the attack rate of Life Blast (regular Shroud 1) to bring it more in line with the previewed Reaper Shroud chain, since that changes how well it works with Dhuumfire, Unyielding Blast and Reaper’s Might. Obviously the damage / shot would go down to keep it at around the same DPS when untraited.
Edit: Although, still no way for Necromancers to generate extra endurance or interact with projectiles. So I guess that’s just Never Allowed.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
I look forward to throwing together a barely-functional boon storm build once the patch hits, based on Illusionary Inspiration, Bountiful Disillusionment and the now baseline Illusionary Persona.
I also look forward to the actual boon storm build which will surely arrive (from someone else, not me) by the end of July.
It’s pretty obvious, and nobody’s impressed.
I’ve been trying to figure out exactly what kind of feedback to put here for a while now, and I’m still not sure, so I’ll try to be brief.
- Corruption feels like the wrong category for boon generation. Maybe ally condition transfer, but the skills are generally about damage and control. Boon generation / support seems more appropriate on wells, spectrals, or signets, since those categories have support options.
- Corruption skills could use a little more trait support. Currently the only modifier is the 20% reduced cooldown, which is a bit boring compared to the other categories.
- Instead of granting boons, converting conditions might be more appropriate, in the fashion of Well of Power.
It’s pretty obvious, and nobody’s impressed.
Foot in the Grave could better, since you would have the stability to cast a utility of your choice without leaving DS / putting DS on cooldown.
It’s pretty obvious, and nobody’s impressed.
I wondered if necros would react to the heal per condition cleanse. It’s similar to Consume Conditions, but there’s enough gameplay differences that they don’t compare 1:1.
Yeah except ventari legend forces you into a full set of other skills you probably dont want. Honestly now that we have seen more and more rev. Im not really considering the class anything special. Its got a lot of cool stuff and some nice utility. But it seems like its going to be a weak jack of all trades class. Kind of like engi/ele but with a wider range of options and more durable/defensive feel closer to guardian.
Honestly it looks like Revenant will be Jack of Exactly Two Trades. Each legend has a very narrow & deep focus, and they can only choose two.
It’s pretty obvious, and nobody’s impressed.
Corruptions are not strong enough to justify self applied conditions.
Those conditions are negatives If you think otherwise then you’re ignoring the fact that condition cleanses all have CD’s, and are all extremely important to only use when needed, not waste on junk that your own skills are applying to you.
I find this incredibly true. It’s not that ‘Necromancer condition transfers are bad’. Necromancers are basically the only profession that can transfer conditions to enemies multiple times, and a reversal like that will always have some power. But the Necromancer’s condition transfers are expensive. They don’t get to casually toss them onto an opponent, with the exception of Underwater DS 1.
So putting self-inflicted conditions on these skills isn’t really a hidden positive, since it requires a very expensive skill to then turn it into a benefit. It’s just a drawback that can be mitigated.
Plus, some of the design for the corruptions are iffy. For example, Epidemic’s 3 stacks of vulnerability are basically meaningless. They could be removed entirely and hardly change the skill. As well, the bleeds on Blood is Power are the textbook definition of why low intensity & long duration conditions don’t hold up. In PvP, that gives them more time to be cleansed before they go through on your opponent. In PvE, it just gives them more time to be pushed off the stack by other people’s shorter bleeds.
It’s pretty obvious, and nobody’s impressed.
Man, the various acronyms really throw me off sometimes. “MMR based longbow? What, so that Point Blank Shot and Pin Down can attack your opponent’s rank directly or what?”
Edit: It’s Matchmaking Ranking based Leaderboard, by the by.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
Bizarre. My usual experience with people upscaling events while being bad at the game is that the Silverwastes map chat gets really kitteny when people don’t waypoint out of boss fights after dying.
It’s pretty obvious, and nobody’s impressed.
9 am pacific would have placed the tournament as starting three hours ago. Maybe it’s already over? If they ran simultaneous matches instead of showing every single one, it’s plausible.
The bracket reveal show, at least, is available on Twitch’s Video on Demand service here: http://www.twitch.tv/digitalprosports/v/5517546
Also note that this is on the DigitalProSports channel, not the GuildWars2 channel. I wasn’t around this morning, but it’s possible that the DigitalProSports channel also aired the tournament. That would mean you should keep an eye on their channel history if you want to see replays, rather than the GuildWars2 channel.
It’s pretty obvious, and nobody’s impressed.
I haven’t spotted a complaint about it, so maybe it’s just me, but the displacement effect on Mallyx’s Leap + Torment + Blind Field skill felt kind of bad. I had no idea where to expect those enemies to show up, and they would sometimes flicker back and forth across the border so I couldn’t really attack them properly either. It’s an interesting skill, but it felt really off.
Also, it made for an even more troll skill than Point Blank Shot, since you could easily and repeatedly teleport around entire groups of enemies.
It’s pretty obvious, and nobody’s impressed.
So were we supposed to beta test something?
in Guild Wars 2: Heart of Thorns
Posted by: Softspoken.2410
Personally? I couldn’t allocate the first point in the Exalted Knowledge mastery line. (Yes, I had selected it as the active line and filled the bar) The “Are you sure you want to spend this point” dialogue came up, but choosing “accept” did nothing.
Small, obviously, but it’s something I ran into.
It’s pretty obvious, and nobody’s impressed.
No seriously, it’s pretty questionable to let players create rangers if they cannot have pet swap available to them. Without pet swap, your pet will die, and there’s basically nothing you can do about it short of leaving combat completely for ~15 seconds, which isn’t plausible in most of the defense events. And once your pet is gone, that’s a significant chunk of your character missing.
It’s pretty obvious, and nobody’s impressed.
Just a reminder that playing with only one pet equipped as a Ranger is actual suffering.
If there were any juvenile animals available to be charmed during the beta, I certainly couldn’t find them. Please consider either starting Beta rangers with a subset of pets unlocked, or with juveniles available near the beginning of the event.
That or just block off the Ranger option entirely during character creation.
It’s pretty obvious, and nobody’s impressed.
I’d agree more with the notion that PvE and WvW were considered a combined entity if they didn’t have different communities, styles of gameplay, daily categories, subforums, and if WvW didn’t take pains to let you start and progress a character to 80 and still be relevant while doing so. I mean, WvW even has its own experience tracks and levelling that represent progression in that specific mode.
Getting the points from PvE wouldn’t be the most arduous chore, admittedly. It isn’t too difficult to gather about 50 skill points in PvE for 100% unlocks. (Based on current hearsay). Really I think it would be appropriate for WvW to be capable of providing those hero points itself, possibly through something as simple as increasing the amount of skill challenges in the maps, or for taking part in something big like capturing Stonemist Castle.
uhh, everything has different communities, are fractals and dungeons a sperate entity now? What about TP economy? Living story?
like i said, perhaps they now want it to be a seperate entity, but that was not the intent before.
they have the same rule set, gear from one goes to the other. You can even use a bunch of consumables you can only get from karma vendors
being able to level 1-80 in wvw isnt that crazy a feat, you can level 1-80 in queensdale , or level 1-80 in fractals.anyhow, perhaps they should fully seperate it, and have different unlocks in each mode, however i think most people like the idea of having them be part of the same mode.
I wouldn’t call the BLTP / economy a separate entity, since it runs almost entirely on materials generated by PvE & WvW. Also, it lost its subforum some time ago. Living Story is… Iffy. It generates very few skill points, and often requires you to go to high-level areas on foot, first. As well, it’s largely transient. Even though you can replay season 2, you either had to be around to unlock it, or get through a hefty gem wall to get to it now. Season 1 is mostly gone forever. It also uses the same gameplay tactics you’d find in dungeons or just in general PvE.
Honestly you could make a pretty good argument for Fractals being their own gameplay mode. Between the uplevelling and independent progression systems (agony resist, fractal scaling) it’s got the foundation. It’s mostly a question on if the gameplay is sufficiently distinct and expansive enough, and it very well might be.
As an aside, forcing yourself to level all the way to 80 in Queensdale alone sounds like a misery, and isn’t really well supported since you run out of renown hearts. But I’m betting you weren’t serious about that example.
Edit for this section:
WvW is absolutely a separate entity from PvE, and has been from the start. The maps do not connect with the larger PvE maps any more than sPvP does, and the goal of the game is very different from PvE. It’s not as much about exploration and satisfying quests in an area, it’s about conquering and keeping territory. Your opponents are different too: PvE’s NPC opponents are drastically different from the enemy players of WvW. And even WvW players are different to fight against than PvP, because of how rules like small local capture points and even teams no longer exist.
Edit over.
But really what we’re trying to get down to is: should WvW be able to fully develop a character in terms of Hero Points? I think it should, because I think WvW is big enough to supply that unobtrusively.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
I’d agree more with the notion that PvE and WvW were considered a combined entity if they didn’t have different communities, styles of gameplay, daily categories, subforums, and if WvW didn’t take pains to let you start and progress a character to 80 and still be relevant while doing so. I mean, WvW even has its own experience tracks and levelling that represent progression in that specific mode.
Getting the points from PvE wouldn’t be the most arduous chore, admittedly. It isn’t too difficult to gather about 50 skill points in PvE for 100% unlocks. (Based on current hearsay). Really I think it would be appropriate for WvW to be capable of providing those hero points itself, possibly through something as simple as increasing the amount of skill challenges in the maps, or for taking part in something big like capturing Stonemist Castle.
It’s pretty obvious, and nobody’s impressed.
I think it would be pretty cool if it worked like a reverse invigorating precision, restoring health equal to a percentage of incoming damage, with no icd.
That’s… Basically just granting bonus toughness? Except it’s hampered by Poison and could be boosted by healing power, maybe.
It’s pretty obvious, and nobody’s impressed.