Showing Posts For Wasted.9675:
There has been various discussions about how experience becomes wasted if you are not able to unlock all the masteries and there is nothing for them to go into. There is also discussions about the Central Tyria Mastery points and the pain it can be for those. So my thought for a solution:
Add a repeatable mastery track that does not take any mastery points, takes 254,000 experience to complete, and gives you a spirit shard.
Thus, players can get back to the pre HoT behavior if they want. If a character does not have any masteries they can advance, experience would funnel here. Or if a player just decides there are some masteries they just don’t care about, they could choose this mastery instead.
My second part of this would be to add a repeatable mastery track like the above, with some high (5 million?) total that gives you a Central Tyria Mastery point. Thus, players could grind out those points over time instead of doing content they don’t really want to do.
With a high total, it would almost certainly be faster to do the achievements. But this just provides an avenue for those players to get the CtM points.
Thus same thing could be done for HoM points also – at least so far, to me, those seem easier, but at some point, experience will get locked behind completing a raid (there have been different discussions on that).
This would require some development work, but would seem to be using logic that is already mostly in the game, so maybe no so hard.
I couldn’t agree more. The exp void kind of makes earning exp pointless. I was hoping for them to add something in the quarterly update to remedy this, but alas, they did not. Guess we will just have to cross our fingers and hope they add something like this in the next update.
Waits patiently
When calculating your healing output you have to keep in mind that each skill has it’s own scaling factor. Which means each skill will benefit more or less from that 211%. Here is the formula: Total healing = source-specific base healing + Healing Power * source-specific scaling factor.
Is it just me or is the mastery system terrible design? Whatever happened to the old philosophy of “play the way you want to play”? Now in order to increase that stupid little number beside your name or make use of gaining experience you have to do tedious little tasks that you normally wouldn’t do by way of achievements. For me, i hate doing jumping puzzles, they frustrate me and i’m plain not good at them, but Anet deems fit to force me to do these annoying little things to progress. If i don’t want to, then tough, i’m stuck with a little gray exp bar that wont move until i do.
I like where they are going with making experience useful (To an extent) but it was just so poorly implemented. Instead, why not give those points for every achievement and make excess points turn into something useful, spirit shards perhaps? Or even make it so you gain one just for filling the exp bar?
As it stands i have no reason to gain exp anymore and no desire to pursue those annoying little achievements
Please Devs, Fix this! This one little system has diminished my will to play almost completely. I’m sure i’m not alone in this either.
Sorry for the rant, just needed to get it off my chest..
I have seen countless posts about people complaining about Revenants lack of condition removal skills/traits, while i agree this is true i do not think that condition removal was the direction the devs wanted to go with.
It was said that the Revenant was going to be the profession that would punish heavy condition professions / Builds. This in my opinion is just what the Revenant does if built correctly. Take a look at Demon stance, nowhere in there does it have condition removal, however it has access to near permanent resistance making you immune to condition effects. Using just the corruption trait Demonic Defiance coupled with the active skill Pain absorption you gain an instant 4 seconds of resistance, even more if you absorb conditions from allies. Add in the trait Pulsating Pestilence and now you are not only immune to conditions but throw them back in your enemies faces every 15 seconds for 3 seconds (The internal cool down of this trait is a tad long i admit but with any luck it will be reworked a little in the future).
If that isn’t enough, add the trait Bolstered Anguish and now you have a 3% increase in damage for every condition on you. Why would you even want to remove them?! For added protection against conditions you could also take the trait Versed in stone from retribution and use Jalis for rite of the great Dwarf and now conditions are 50% less effective on you as long as you have enough energy to upkeep the skill.
Even though there are many flaws with the Revenant still and a lot of things need to be tweaked, i think that keeping conditions on you was the desired effect of the devs, not to remove them. What do you guys think?
Thank you for the responses. I am not too much into farming, I am more of an explorer/completionist type. So a class that is good in all aspects of the game is important.
As for my Warrior, he is level 80 while my elementalist is level 43. I have taken every profession into the mists to do just that and it didn’t really help much since I enjoy both professions equally at level 80.
Hey guys, I am having a really hard time deciding what I should focus on; my warrior or my ele. I love both the playstyles equally, Warrior for it’s insane mobility and straight up in your face goodness, Ele for the mobility and it’s plethora of skills and ability to adapt to any situation
Due to time constraints I don’t have enough time to play both so I was hoping the community could help me out with some pros/cons of each profession in all aspects of the game; WvW, PvP, open PVE and dungeon running.
Thanks guys.