Showing Posts For Tim.5681:
This is kittening annoying.
I unlocked elite specs for several of my toons in PVP and didn’t receive weapons for them: 2 guardians, necro, ele, thief, mesmer, and a warrior.
I have found hammer to be a sub par weapon for PvP because its attacks are too slow for its range and guard’s dearth of mobility or cc options. Hammer has built-in cc but still suffers from slow, obvious telegraphs.
Here is the build I use in tPVP: http://gw2skills.net/editor/?vVAQNApdRnkIClDhdDBWDB8Dhj4hqGANQ9iXi/bLu77kmDA-TpQQgAA7PMWGAA
It’s similar to a metabattle build that was up for a few days post-patch in June but I’ve tuned it more to my liking. You can bunker very well vs 2 average opponents and you won’t get downed vs 3 until all of your skills are on cooldown. It can also hit quite hard if you time your attacks with retaliation/symbols/light aura.
Medi+Symbol build works very well in PvP and has enough cleanses to go toe-to-toe with burn guards. Traited Litany heals for far more than Shelter, deals good damage and removes a condi to boot. By timing your retaliation correctly you can heal through damage and dish it back double. I frequently find myself low in hp and 1-2 opponents go all in for the kill, only to see me insta-heal and down them both through symbols + retal. The drawback is lack of stability, so you often pop aegis for a stomp and are always vulnerable to chained stuns/knockdowns.
It seems to me that the OP is being very intolerant of the diverse community within GW2. The OP has no respect for the diverse culture of people present, nor tolerance for those that think differently from the OP. My advice for the OP is to have more empathy and be more open-minded.
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Tim.5681
Why should I pay $50 for an expansion on the existing game instead of buying a new account with new slots?
a class that has no stun breaks and a locked-in healing skill…
http://wiki.guildwars2.com/wiki/Empty_Vessel
Technically it has 2 of 5 healing skills available at any given time.
The problem with a pure condi build is guardians only reliably have burning for damage so you have to make it a hybrid power/condi build. At that point you’ve invested so many trait and gear points into damage that you lack sustainment. After some experimentation, what I’ve come up with is 6/0/2/0/6 for pve and 6/2/0/0/6 for PvP. Both run II, VII or IX, XIII in zeal, V in radiance or IV or V in valor, and VI, VIII, and XI in virtues. Weapons are usually scepter/focus an sword/focus or gs but you could definitely put a torch in there if desired. I change up the virtues traits dynamically depending on the situation – if I’m mainly using scepter then I’ll swap XI for IX or X and likewise with VIII if I’m facing many targets. Put smoldering sigils in your weapon sets, use super veggie pizza and you can get passive burn to 2 seconds in pve. Skills are pure consecrations: WoR, purging flames, and hallowed ground although in poverty you’re better off trading HG for SYG or retreat. Rune set is flame legion for burn duration and even more damage vs burning targets. In PvP I use carrion amulet and in pve I use carrion armor with sinister trinkets (thanks LS!). It’s a fun build and does solid damage in pve. PvP is a mixed bag; I suggest bringing a tankier friend and you can do well just because your opponents don’t expect a hybrid guardian nor full consecrations.
Bump.
Problem buying gems? Ok we’ll fix that right away. Problem with relatively new event? No idea what you’re talking about.
Yes this is still bugged. You have to camp the zone and hope for a new map or log on immediately after a reset.
Bump for endless bug.
Here is the shatter build I have been using:
http://gw2skills.net/editor/?fhAQNAR8fnsISha2oGmqBzaGh1YQdWpdGJHIgSGy1A-TJxHwADeCALLDoa/BAXEAA
It has enough stealth and distortion to prevent a lot of incoming damage, reasonable condi removal and lots of boon stripping. Moa morph I use on minion mancers; if there are no necros on the opposing team then time warp is subbed. I feel comfortable playing this build and may start trying it again with a berserker’s amulet, but soldier provides good sustain which helps me learn. The only part I don’t necessarily like in this build is Phantasmal Disenchanter because of its long cast time.
One of the builds I run in tpvp is a hybrid guard and it works pretty well.
http://gw2skills.net/editor/?fVAQNAW5dlsApXoNDxYI8DNR8Ql9Y8itoVjQ1BQC8oA-TJhAwAUuIA62fAwTAQcZAA
You will notice I prefer consecrations vs. the standard meditations. Used properly they can prevent a lot of damage from occurring in the first place both for you and your teammates. Drawback of course is they are stationary. YMMV.
Depending on the makeup of the opposing team I may trade staff for scepter/shield, Zeal VIII for IX and Virtues VIII for XI.
(edited by Tim.5681)
I propose adding a guild-built air drop function to wvw, and in such a way that is not necessarily overpowered and encourages server loyalty.
The concept involves teleporting an entire guild inside a keep’s walls (up to as many as will fit on the map), possibly including golems, from a temporary airship placed over the keep. The targeted keep might receive a short notification before the drop (1 minute? 30 seconds).
The requirements would be a guild with some arbitrary minimum membership and full upgrades. The air drop would take at least 3 days to build and cost some large number of merits (say, 50) and influence (10k-20k?).
This would be seen as overpowered in the hands of a strong wvw guild, except the requirement to maintain merits keeps that guild out of wvw for a period of time each week, which compounds if more guilds are stood up to take advantage of this feature. Additionally if guilds want to change servers it will take them some time before they can use this feature, which discourages server hopping.
Ultimately I see this as a tool for larger PVE-oriented guilds that dabble in wvw to occasionally have a fun player-driven event in wvw, and of course alert defenders will have the chance to bring in their friends for a potential loot fest.
Captain Picard asks: “Why the kitten would you use any of those… ?”
Seriously. The 3k HP bonus ought to be in Zeal. It might be useful there. Maybe.
Proposed Radiance XIII: Undying Flame – Burns applied by you may not be removed or reduced in duration.
Ascended trinkets are “unique” items and you can only have 1 of a given name equipped at a time. This means if you equip same-statted rings or earrings, you must have 1 offensive and 1 defensive infusion slot in each category.
Edit: You’re better off getting rings via pristine fractal relics (wiki them for more info) and saving your laurels for things you can only get with laurels.
Great idea, good concept image. I would like to see this implemented.
A saner option might be to restore the original design intent to make the GW2 replacement for tanking, the use of CC, to be a more reliable option, and to rebalance group content so it’s actually needed. While redesigning mob behaviors and the way boss mobs deal with CC would be a hefty undertaking, this would not affect PvP combat, and is therefore a more viable option.
I agree with this. Bosses with 30-60 stacks of Indignant, immunity to half your control skills (pulls, blinds, warding lines etc), “structural” bosses that can’t be critted (and the loss of all the CC that depends on crits), gigantic HP pools: these things contribute to the DPS fixation. If boss mechanics were redesigned to make CC viable & needed you would see less of the DPS mentality out of necessity because right now it’s 100% DPS.
The counterpoint to this would be that Guardians have more options in Shielding themselves: Aegis/Protection etc.
Except for all the abilities that are unblockable, steal or corrupt your boons, and a higher hp pool gives you better resistance to conditions, and warriors have almost as many blocks – some of which really do block the “unblockable” skills!
I was on an overflow from EBay and we got to the 5th portal boss set. It starts with 1 relatively easy champ which we dropped in seconds, then it spawned 2. Then 3 or 4 which we also killed. Timer ran out and there were 5 or 6 of them running around the platform. I can’t speak for all the other platforms but when I looked near the end of the timer, the other platforms were all wiped. I’m not convinced DPS is the solution here since we were dropping the champs pretty quickly and it just wasn’t enough.
Edit: EBay just completed it and I was stuck in an overflow! Turns out the solution is just DPS.
(edited by Tim.5681)
Running 25/25/10/0/10 right now with zerk scepter/torch and hammer. Knight armor, Pack runes, zerk ascended amulets. Thinking about moving 5 pts from virtue to honor for more dodge rolls but +20% damage with aegis makes for some nice opening damage and midfight torch 4 burst.
The entire class would have to be reworked, but I’d redo turrets to be a single turret upgradeable and remotely controllable a la team fortress 2. Amusing but won’t happen.
I propose buffing all ranger projectile finishers currently at 20% up to 80 or 100%, or else adding an adept-level trait (or 5pt minor) that gives the effect. Would this be OP? Would it be enough of a buff to make up for the range nerfs, or get people to use bows more?
I use silver, abyss and nickel.
I would like to see more synergy between the major/minor trait bonuses. Here is what I mean:
The Zeal minor traits are all geared towards symbols. Nothing in the major traits has anything to do with symbols except falling (and maybe 5% gs damage?). This was fine back before the GS got nerfed because you could reasonably spam symbol of wrath but that’s OBE.
Radiance major/minor complement each other with burning and signet conditions. What I might change is trade condition duration from Zeal with Precision from Radiance, and that way the critical hit chance from inner fire and right hand strength don’t overlap (arguable).
I have no idea what they were going for with the Valor minor traits; it’s the reason I’ve never gone with an AH build. Blocking and toughness sort of go together but it also seems like too much overlap.
Honor minor traits emphasize dodging (works great with the shout major traits) which is completely at odds with the symbol effects in the major traits. The goal for symbols is for you to stand in them too which, if you’re dodging… you’re not staying on the symbol.
Virtues line is fine, the majors and minors all complement each other (MoC, Absolute Resolution and Indomitable Courage are my preferred majors though sometimes I switch Courage for Elite Focus) and stacks nicely with boon duration.
Spirit weapon effects are split between Zeal, Radiance and Virtues, and there are better options to choose from those major trait categories especially since spirit weapons were made destructible. Does anyone even use spirit weapons? If they were indestructible again, and the traits were mushed into 2 trait lines perhaps they’d be viable.
Things done right, i.e. major traits in 1 line synergize: Shouts, Meditations, Signets, Consecrations. Although I must say there are better options in the Radiance line than Signet buffs so I would never consider using those traits beyond 20% improvement for S. of Resolve.
Major Traits I would never consider using (not just because there are better options in that line; these are just inferior all-around in my opinion):
Zealous Blade
Shattered Aegis
Revenge of the Fallen
Searing Flames
Shimmering Defense
Healer’s Retribution
Glacial Heart
Strength of the Fallen
Defender’s Flame
Pure of Heart
Permeating Wrath
Supreme Justice
Retaliatory Subconscious
There are some I waffled on, so I played it safe and picked out the most useless (IMO) of the lot.