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Runes of rage vs runes of strength

in Revenant

Posted by: Tomtue.6072

Tomtue.6072

ideal group = scholar

solo = strength

average group = rage

bad group = strength

this^ exactly and to add from some thread aeons ago,

“at 2k power, 100% crit chance and 200% crit damage, 1% increased damage = 20 power OR 30 ferocity. Increase power until you hit 3k, at which point 1 power =1 ferocity in terms of damage.”

so its to summarise, it means that boosting power is better when you are under 3k power, ferocity shines above 3k power.

use rage runes and with 25 stack of might(3k power above) => optimal set up

  • not sure if the maths still stands and if it is valid because it is so long ago but yeap, mightybird nailed it in terms of how to choose which rune you want to run.

The numbers are correct. (almost. 20 strength and 30 ferocity in your example both increase the dmg by 2%, so the result is still the same)

15 points of ferocity increase your crit damage by 1%.
Assuming you have 100% crit chance and at least 200% crit dmg (which is easily achieved for the revenant) strength is better than ferocity until the 3000 points mark.

But you have to consider:
Revenant has a trait, targeted destruction, which increases the dmg by 7% while under the effect of fury. And without fury, you loose 40% crit chance.

You will allways have some might stacks… so you might loose some dps if u do not reach the 25 stacks. But even without Runes of strenght the personal might of a revenant comes at least close to this in combat. And most professions have some ways of providing might for the group. So even in a bad group the revenant will have 25 stacks of might i think.

On the other hand, beeing without fury, and even only for a short time, mean a significant dps loss.

That’s why i think Rage is better for the revenant.

Or like a god once said:
“trust my rage”

edit:
with 25 stacks of might the threshold of 3000 points of power (i think you can reach 3500 points with runes of strength)
At this point, ferocity becomes more effictive. Which means, runes of rage grant more dps than runes of strength.

(edited by Tomtue.6072)

Runes of rage vs runes of strength

in Revenant

Posted by: Tomtue.6072

Tomtue.6072

I still think, Rage is better.
With sigill of strength, shared empowerment, facet of strength, one with nature and unrelenting assault you have many sources of might in and out of combat. Rage on the other hand can be a little bit harder to maintain i think. At least when you’re solo.

But you’re right, the difference between both Runes is trivial.

For the beginning, at least as long as you don’t have access to Herald (which costs 400 hero points after you have unlocked everything else), Rage will be the better option.

After you have unlocked Herald it’s only a matter of gold and personal taste i think.

Runes of rage vs runes of strength

in Revenant

Posted by: Tomtue.6072

Tomtue.6072

I might be mistaken, but I’m assuming my calculation is correct:
Runes of Strength increase your power by 175 points. If you max out your power, thats an increase of ca. 6.6%.
Runes of Rage increase your critical damage by 11.6 % (wiki says, that crit dmg is increased by 1% for every 15 points of ferocitiy)

So difference is not really great.
That means the answer to the question depends on whether or not you are able to get perma rage and/or 25 staks perma might. And therefore it depends on your team.

You won’t need the strength duration with a ps warrior. In this case, the rage runes might be the better option.
On the other hand, playing solo u might want the extra rage of rage runes.

Personally, i’ll be using rage runes.

http://en.gw2skills.net/editor/?vlAQNAscin3guNSuQ7JRboVlsP0rS4IaWJ4EdskFNFidMppNtDIARwugJshA-TBCBABVcKAMa/hLVrpSVFOTJIWK/A4JAkn+gAAHA/23++bgzP/8zP/8+93f/93fLFQELtA-e

That’s the build I’m planning to use. It’s designed to reach 100% crit chance with Ranger’s spotter and Warrior’s banner. Didn’t want to waste precision.
Just for better understanding.

Herald day one?

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Posted by: Tomtue.6072

Tomtue.6072

What benefit do you have from unlocking the herald just a little bit? In order to use it, you must still choose the trait line. But then you will have only the first minor trait. So taking one of the other trait lines (which you must have unlocked completely at this point) will be much more effective. You wouldn’t even have skills to use in the Dragon stance other then maybe F2.
All you could do with a Herald without spending a huge amount of hero points ist using the shield. Which is, at least in my opinion, not worth sacrficing a fully unlocked traitline for it.
So until you unlocked herald to 90% or so…. using it won’t be a good option.

Herald day one?

in Revenant

Posted by: Tomtue.6072

Tomtue.6072

https://forum-en.gw2archive.eu/forum/game/hot/elite-specializations-how-many-hero-points/page/6#post5627999

because of that, it’ll be much work to unlock herald on day 1. You would have to do about 40 HoT Hero challenges.

Economy Questions Repost

in Guild Wars 2: Heart of Thorns

Posted by: Tomtue.6072

Tomtue.6072

From my point of view… nerfing the rewards for dungeons without some form of compensation ist just a terrible decision.
I enjoyed doing them. But the rewards were allready bad before. Exotic weapons and armor are outmatched by ascended. So all you get from Dungeons are skins (some beautiful and interesting, some boring) and gold. If u were lucky, u might get a useful drop. But most times, u just sell them for gold.

On the other hand… raids are only weekly and very time consuming (i don’t know if i will have time for them actually). Fractals will be less time consuming, but mistlock instability will keep annoying me. Some of those debuffs don’t matter much, some are annoying as hell. And to be honest, only some of the boss encounters in fractals are interesting, the rest of the design is boring. Dungeons at least had lore and some interesting dialogs of npcs.

If the gold generation of dungeons is really a problem (which i doubt, if sw farm and other stuff is considered), then there should be some sort of compensation in terms of reward.
You could add ascended gear to the token vendors (of course for higher prices than exotic gear), increase the amount of tokens earned or just give some sort of meaningful reward.

Unfortunately, i allready bought HoT. This kind of design decission is just something is don’t want to support. To devalue old content to force players to buy the expansion instead of just making the new content interesting enough on it’s own…. i really lack the words to express what i’m feeling about this….. It’s a nogo.

Upcoming Revenant changes for BWE3

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Posted by: Tomtue.6072

Tomtue.6072

Legendary Demon Stance
In this stance we had a bit of a bigger change happen. Demon Stance was in an awkward place because it was mechanically cool when you looked at it in a vacuum, but when you were put around other players there was this point of tension which was created. When using demon stance you wanted to manage your conditions and try to keep certain amounts on yourself to empower your skills.

Though, allies directly impacted this play style. While you were around allies, especially players running support, it created tension and frustration between the two players. You wouldn’t want to be near these other players that removed conditions from you as it weakened your skills. This isn’t a tension or frustration that we wanted to create between allies so I moved this stance away from focusing on scaling effectiveness based on your personal conditions. As such, the self-conditions didn’t make sense anymore as you had less reason to utilize these so they were removed. Similar to Forceful Displacement, the displace was removed on unyielding anguish and the skill was re-designed a bit.

  • Empowering Misery: Removed the self-applied weakness. Increased the base heal by 40% and decreased the heal per condition by 40%.
  • Pain Absorption. Removed the self-applied blind.
  • Banish Enchantment: Removed the self-applied vulnerability. This skill now applies 3 stacks of confusion for 6 seconds instead of being dependent on the conditions you have on you.
  • Unyielding Anguish: This skill has been re-worked. This skill will now leap to the target location creating a dark field which chills for 1 second and torments for 4 seconds per pulse. The field lasts for 4 seconds and pulses every 1 second. Added a 10 second recharge.
  • Embrace the Darkness: Removed the self-applied torment. This skill no longer copies conditions to nearby foes. This skill will increase stats by 10% while active and pulse 6 seconds of torment every 1 second to nearby foes.

To be honest, i wasn’t a big fan of Mallyx so far, but it had interesting mechanics and really nice synergies.

Now it has neither.

I understand that self applied conditions in order to strengthen oneself had some issues with allies cleansing these condtions. Whether it was such a huge problem i don’t know. But in my opinon it would have been the best way to deal with it by just adding a effect to legendary demon stance. Allies cannot cleanse conditions applied to you. Of course i understand that such a mechanic would be at least difficult to implement, hopefully not impossible.

With the changes made, several aspects of Mallyx are now broken, remants of its former unique approach. At least in my opiion.
Pulsating Pestilence, even withe the raised trigger chance, doesn’t make sense anymore. Why should the revenant keep his condtions? Cleansing them is now the better solution. And without self apllied conditions there is not much left to copy.
Demonic Defiance without the need to have some conditions applied to yourself… it lost much of it’s purpose.
Pain Absorption and Embrace the Darkness... i loved the synergy there… but now it’s gone.

I wanted to give Mallyx a chance to convince me during the next BWE… but now i don’t think he can. He just sounds too boring. All he can do now is basically spam torment.
Mallyx became way to generic for my taste.

I don’t mind the other mentioned changes. They are a step in the right direction. Whether it will be enough we will see next BWE. Although i still think Shiro needs the possibility to clean one more condition. That way conditions would be still a problem for him, but at least u would have a chance. And would not just bleed or burn to death.

Rate the build.

in Revenant

Posted by: Tomtue.6072

Tomtue.6072

It’s similiar to a build i thought about:

http://en.gw2skills.net/editor/?vlAQNAscin3guNSuQ7JRboVlsP0rS4IaWJ4EdsklNFiNMnZNtB4APwegHchA-TRhSwAA2f4oSwJK/mpP4p6PAA-e

I think, u should keep cleansing channel rather than fierce infusion. With Rune of Rage and Glint u should have more then enough Fury.

Revenant Rune

in Revenant

Posted by: Tomtue.6072

Tomtue.6072

Superior Rune of the Revenant was datamined a while back.
1: +8 to all stats
2: +10 to all stats
3: +12 to all stats
4: ?
5: +16 to all stats
6: ?

Item code = [&AgGWDwEAAA==]
Now I’m curious as to what the 4th and 6th bonuses are.. Though it could very well have been changed to something different than + all stats.

I’d like to see runes based around each legend too. For example, a Rune of Ventari that has healing power and outgoing healing, with the outgoing healing replacing the boon duration that most healing power runes have.

Legend based Runes would be really nice. But that would mean the Rev get’s 5 or 6 Rune sets. Don’t think Anet will be this unfair to the other professions.

No to energy recharge :P

Rather would have it as "(6)Blind enemies around you (5s) any time you use skill that costs energy (10s-15s ICD)

Blind would be no good idea…. ooc it could attack foes or some animals…

Revenant Rune

in Revenant

Posted by: Tomtue.6072

Tomtue.6072

I was thinking about a profession rune for revenant too.
I think we will see one… but how it might look?

Boon duration would be my guess. Fury is also a possibility.
There won’t be any energy regenerations. That much is clear when u read Roy’s posts.
Don’t think it will have to do something with conditions. Removal is only an issue for shiro. And apllication is only interesting for the big bad demon.

Most likely Power and boon duration, i think.

Why excited for Gliding but not UnderWater?

in Guild Wars 2: Heart of Thorns

Posted by: Tomtue.6072

Tomtue.6072

i would enjoy underwater much more if some crazy asuras and chars would create some underwater thrusters… a little bit more speed would be really nice.

And yeah, fighting doesn’t work that well. There are just to many problems to list them all here^^

But i like the concept of underwater fights. Just not the current state

What builds are you thinking about ?

in Revenant

Posted by: Tomtue.6072

Tomtue.6072

(edited by Tomtue.6072)

Revenant is Too Weak to Condis

in Revenant

Posted by: Tomtue.6072

Tomtue.6072

Much to your dismay, Revenant’s do need a weakness.

weakness… yes. It’s only a weakness for Revenants using Ventari or Jalis for example. But its a death sentence for most or at least many players using Shiro. And that’s a little bit to much in my opinion.

my feedback (nobody has to agree with it)

in Guild Wars 2: Heart of Thorns

Posted by: Tomtue.6072

Tomtue.6072

I’m not saying, or at least didn’t want to^^, that glint/herald should be a core spec… but it’s just to useful not to use it. I doubt you will see many reverants without the dragon lady. I like using her. That’s not the problem. I just think, that there should be better synergies for the other legends.
And as i have read a few moments ago in an other topic:
As soon as there are other elite sepcs these new ones won’t be used due to glint beeing too good.
Just to demonstrate what my intention was. That’s of course no problem we will have any time soon.
But to have some other options than glint for shiro would be nice. And it’s the same with the other legends

my feedback (nobody has to agree with it)

in Guild Wars 2: Heart of Thorns

Posted by: Tomtue.6072

Tomtue.6072

i will use the form, Serophous.9085 structerd the feedback based on anet article. (Sorry, this is my first topic in this forum, so far i was only watching. So i have no idea, how to link articels and other stuff here. i’m just using copy and paste for now. And trying some things. I hope they work)

https://forum-en.gw2archive.eu/forum/game/hot/Simpler-Form-for-Testing

Specializations
Were they fun?
Did they Change how you play your profession in a meaningful way?
How were the improvements to the previous Specializations? (Dragon Hunter, Tempest, Chronomancer, Reaper)
Feedback on new specializations, as well as any changes to the old

I only tried revanent this time. All the other professions are working allready so i will be able to use them with the start of Hot even when their sepcilisation does not work properly. Thats why revenant is the most interesting way for me to test the beta.
that beeing said…

I agree with many others who state, that the herald is a must have for a revenant. I dont see many builds who won’t need it. Maybe some mallyx… but i do doubt that. So the herald doesn’t feel like a new way to play the revenant more like a core mechanic and you just create ur build around it.
I also think that the visual feedback for the upkeep-skills could be better. The ground circle is not really helpful. I think, changes in the colours of the sklls would do. Or more interesting, a burning effect like on Guardian when F1 is ready. So that there’s a bigger diffenrence between how skills look before you activate them and when they’re active.

Then there is the weapon feedback. Shield 5 is just not good in its current condition. But all there is to say has already been stated in the revenant forum.
It’s the same with sword offhand. Because of Shiro we all think that 2 swords are revenants choice of weapons for heavy melee damage. That’s kind of the theme of the swords for the profession in my opinion. And sword offhand just does not fit with that feeling. Most people use axe off hand… which is kind of sad since it’s more a condi/allround weapon.

In general, i really like revenant and herald. It’s fun to play even with the issues stated above.

Creatures
How is the difficulty of the new hostile mobs, and are they fun and exciting?

I personally like the new mobs and the general higher difficulty. They could be even stronger for my taste. But watching them using stealth and other things (which u just don’t see in the old world) is definatley a huge step forward.

World
With the Opening of two new outposts, we are adding in a bunch of new events. Are they fun?
Do the new events bring you more into the world?
Are the new events challenging, meaningful, and interesting?

Basically: Daytime is great when doing the events for the first time (and even after that, it’s not boring. But nighttime is just that. Boring. I’ve read somewhere (a user whas stating it) that nighttime is not in its final state. I just hope thats’s right. I may write more to this topic when i find about whether that’s true or not.

Mastery System
How is the progression?
How is it using the mastery abilities in the current area?
Is the mastery system providing a meaningful area of progression?
Do you care about experience and mastery points?
Does it provide a good framework to add more masteries in the future?
Do you want to learn as many masteries over time to overcome challenges later in the future?

Masteries are just great. I hope and think that there will be more exp to be earned through story and other stuff. As long as u don’t have to repeat all events thousand of times to max out all masteries i’m fine. It’ll be allright

Stronghold PvP
Feedback on the new UI
Feedback on Stronghold itself

Stronghold is a more interesting approach to pvp than the previos maps. I really like it. I hope we will see more maps like this in the future.

Bugs
Report and notify any and all bugs using in game system as well as boards. Take screenshots and describe as best as you can

I only had one bug (don’t hvce a screenshot unfortunately). I was killed by the jumping mushroom behind the spiders at the north end of the map. That thing didn’t aim properly. But thats no big deal.

What not to worry about
Map reward system

As a final note:
I appologize for typos, bad english and mistakes in every form. I dont write or speak english often enough to be good at it and its my first post here, so please be nice

patch note: nerf snowballs to more

in Thief

Posted by: Tomtue.6072

Tomtue.6072

Could it be that the Backstab damage was reduced as well? My thief deals now less then a third of the damage with this skill. No changes at equip were made.

I also agree with dirtyshame.

Its a shame to nerf the one thing this whole profession is built around.