Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
To support a company that has given me 12 thousand hours of entertainment.
Was away for 2 years, so no hype, didn’t even know it was coming. Found out about it on gaming news sites. Played demo weekend and then bought it.
And this
Open World exploration.
It was always worth it, to me.
It’s not a supply issue; it’s a demand issue. When you have full blown farms operating essentially non-stop and the price is still high, demand must be far in excess of supply. Strangely, you’re not complaining about the outrageous price of amalgamated gems or one of the other essential T6 mats which are at the same or nearly the same price level as hardened leather. Protip: currently it costs less to buy the final product than the hardened leather necessary to generate the final product.
Their solution was to give players the means to control the prices which they did when you see that the price is about a third of what it used to be. There really isn’t a supply and demand issue going on at the moment.
When you have enough people to dominate every timezone, why would anyone on BG complain? There might be a couple of timezones where you (BG) have some competition numberswise, but when BG has everything tier 3, and the other servers have most of their stuff paper, they’ll never win a skirmish.
I’m sure your community is fantastic as long you have the numbers to steamroll every other server.
This is accurate in my experience.
Transfer out. Unless you’re on BG, T1 is a bigger pain in the ass than hemorrhoids.
JQ is pretty cancer, but unfortunately Anet has allowed BG to get so malignant that there is no way any other cancer can compete.
Best advice is to stop worrying about PPT. If your opponent is 3x bigger than you, then you’re always going to lose. If you don’t like roaming or doing things outnumbered, then transfer down tiers – you won’t regret it.
Hello,
Will it ever be toned down and actually balanced?
Adrenal Health has been toned down already, and the Berserker spec has been very recently nerfed in terms of PvP/WvW (limiting the effect of adrenaline bars). The core warrior did get a recent buff, exchanging damage for sustain with Might Makes Right (but you have to play vanilla). Is that what you’re talking about?
In general, what do you mean by sustain? Only base health, armor, regeneration? Or do you include elements of gameplay such as blocks, blinds, boons (aegis, protection, resistance), evades, stealth, teleports, mobility, soft/hard control? IMHO, all of these should be relevant to surviving, and the warrior is deprived of many of them.
What class / build are you playing, and against which warrior builds do you have issue (condi/power, core/berserker)? Maybe you have too high exceptations in regards of how your class/build should counter that kind that warrior? Don’t hesitate to share, we may have tips to give!
A warrior has innate resilience and stances, telegraphed attacks, and depending on the build, zero or average mobility (mace condi vs. gs power, possibly with bull’s charge). So basically, the default strategy to fighting a warrior is simple: it is a matter of mitigating burst attacks (learn the animations of the F1s and the way they’re setup), of kiting (do not exchange blows at melee), and having him waste his stances (CD is high, and warrior is a free kill after his stances have been used).
I only play power warrior, don’t know about condi warrior, so here go the matchups for the power warrior only:
If you enjoy duelling, I suggest you go scrapper, or to a lesser extent, mesmer. These are very good at fighting 1v1s.
HTH.
Scourge – Played against – Seemed like an interesting addition to the necro. The area control reminded me a bit of a staff ele. I enjoyed playing against it.
Holosmith – Played – Super fun to play. It feels like it’ll be more of a pve spec, since it’s quite squishy. Still very fun with some good counterplay, maybe some minor damage nerfs needed.
Firebrand – Played – Boring to me, i don’t know I just got bored quick.
Deadeye – Played – Wonderful addition to thief, but it needs some numbers tweaks. But MOST OF ALL, malice needs to automatically drop if 2000+ yards a between the thief and the marked target. Right now, you can mark a target, run away, and if you can stay in combat using another target, you can come back and mondo burst your marked target with full malice. The counterplay should be the thief needs to focus you for a bit before the burst. Right now, there are ways around that that should be removed. (no damage dealt for 6+ seconds should start to decay malice slowly) There needs some additional counterplay.
Spellbreaker – Played – I had a lot of fun with this profession. It’s very direct and effective. With the right build, I can see this being used in pvp and the new pof maps.
Weaver – Played – I couldn’t get into it, and it didn’t seem super effective as an opponent. The only profession I quit a pvp match with before the end, to move onto another profession. For those that love learning a million skills and finding combos this could be fun, but I just didn’t have it in me this week-end for too much theorycraft.
Mirage – Played against – I didn’t even notice their mechanics. Just killed them like I would any mesmer. Not sure what this spec does.
Soul Beast – Played against – See mirage. They just didn’t stand out, and I would fight them like any other.
Renegade – Played – Very interesting and dynamic elite spec. I really enjoy what this brings to the table, but the skills cost too much (All of them, except shortbow imo) Shortbow also needs a bit of work. Best build I played was a menders renegade with shiro. Reminds me a lot of mender scrapper.
My perceived strength level:
Class Needs small Nerf:
Scourge
Holosmith
Dead-Eye
Class needs some tweak (buff):
Renegade
Firebrand
Weaver
Class needs something (not sure):
Mirage
SoulBeast
Prepurchase for new games is bad and should be avoided at all costs, since you have no rational reason to place your trust in a company. Some games are good, some bad, and every studio has their up and downs.
But expansions in an online game is a bit different. You don’t buy it because you expect the product to be good, but rather buy it because you want to continue playing the game you already have. Not buying is for all practical purposes the same as quitting the game, as the majority of the community that you exist in now will move on to the new content.
PoF can be crap. It can be great. The quality of the expansion will impact my future decision to continue playing the game or not, and in the long run if I will buy the expansion after PoF.
I was that anxious to have content that wasn’t HoT.
I pre-purchased even before the first demo weekend. After seeing Crystal Oasis, if it’s any indication what the rest of the zones will be like, I am certainly not sorry I did.
Because a glass cannon that doesn’t have a cannon is just glass that gives carpal tunnel.
Weaver Elemental Flow just takes getting used to.
I disagree that survivability would be better if we had more damage. Many professions can evade while attacking at the same time (Mirage is going to be a huge offender of this), so they can easily pressure you while avoid your burst during those 4 seconds.
I find the biggest issue is how barrier works, and this actually applies to Scourge too. Barrier starts to decay only a second after the last application. This makes so much of barrier going to waste and it’s not only annoying but reduces our potential defence. Anet needs to remember just how much damage there is in the game. If a Weaver/Scourge stacked up 10k barrier, that would be gone immediately even without the decay. Now, in addition to barrier also decaying way too quickly, you also don’t get nearly enough of it. If I went up against the Blue Lord in HotM and all 4 adds were wailing on me, I could literally spam my barrier defences and it wouldn’t be enough. But then if I wasted even once, a good chunk of it would decay, assuming that chunk isn’t immediately blasted through. This is a problem for Scourge too. They can also spam their barrier skills and not have enough defence, and they, from what I noticed, actually get more barrier than Weaver! However, unlike Weaver, Scourge can put out some monstrous damage and boon hate.
It would be fine if Barrier just didn’t decay while you are taking damage, but then barrier numbers themselves also need to go up a bit. With these simple changes, barrier should be plenty of defence for Weaver.
This isn’t what weaver was for though, weaver was based around bruiser dmg dealing not bunkering, if you want to bunker you have tempest which does a better job when barrier comes to earth traits dont expect weaver to be a tempest 2.0 give the DPS eles a viable elite spec please.
Alright let me introduce myself,
Im Aiden, im an ele main since release and i’ve played well over 5000 hours on ele.
I’ve tested out weaver for the past 2 days straight since the demo launched and i’ve found quite abit of issues with the Weaver.
To begin, weaver is supposed and quoted by the devs to be a “dmg dealing bruiser” yet it just feels like mediocre dmg with zero survivability at such a close range due to us not being able to pressure our enemies.
I’ve been practicing Weaver against a Deadeye, Holosmith, Mirage, Spellbreaker, Scourge and Firebrand.
So far the Weaver was able to deal a little bit of pressure against Holosmiths but in clear numbers, with the exact same amulet the holosmith did 4x more dmg in a single skill than any of the weaver skills this clearly is not a fair thing due to the fact that Weaver has pretty slow Cast times compared to the cast times of the other specs and we are the most squishy even when traited into more surviveable specs like water, earth or arcane. To add fuel to the fire weaver as a hybrid doesnt deliver enough conditions to keep up the pressured dmg for a decent high risk high reward playstyle, if we wanted to go condi based, we should honestly just play Tempest as it offers more conditions and more surviveability with auramancer traits.
To conclude the dmg is just lack luster.
Now lets move on to the survivability of weaver.
Weaver has 2 nice evades in the sword skills, and a nice evade in the utility slots aka being Twist of Faith, Riptide and Earthen vortex. In my opinion Weaver does not have any issues with the ICD atunement swapping, since we have enough evades/ when we get a dmg buff to dmg enough pressured dmg to wait out the 4 seconds to go into offhand earth for our obby flesh / magnetic wave, or other means of avoiding dmg.
The heal skill in my opinion actually does its job and provides allot of healing, though the initial heal might be a little low compared to like the warrior heal, maybe a 500+ health would do the trick already.
To conclude Weaver survivability WOULD be good if we had more dmg.
Now lets move on to the mechanics of Weaver.
I really enjoy how the Weaver offers survivability with the evades and heals though one thing im uncertain about it the Gale strike, which takes 3/4 seconds to cast and has a range of 170, it is just too slow of a hit for a stun which can be stunbroken.
Other than that the leaps feel abit short, though in my opinion it shouldnt matter TOO much, a s mall buff would be appericiated but not something of my concern.
The combat in my opinion is smooth for an ele, since i played d/d ele for most of my time on gw2 i can really relate to sword, its pretty much a better dagger main hand with no dmg.
The Flame Uprising skill is slow and does little dmg for the slow cast time, so that deffinitly should be buffed.
Overall the mechanics of weaver in my honest opinion feels good and right for the spec.
My final thoughts.
If Weaver got more Pressured power dmg, around a 25%-50% increase in flatt dmg, and maybe a slight buff in speed then the class would suffice as a nice bruiser, the elementalist class always was squishy, and i dont want that to be changed alhowever the current state weaver is in does not enough pressured dmg or gap closes to counter fact that the ele is so squishy, we were never ment to be able to face tank high bursts, and its a rewarding playstyle if you could dodge and avoid it, though at the moment Weaver has no Dmg to deal to pressure your enemy, so they can facetank our dmg whilst putting up 8-10k crits on us 2shotting a marauder build.
(edited by MrAidenVoid.7416)
It is a matter of personal opinion.
1.Have you personally tested all of them?
2.How about not to discuss things that haven’t been released (final) yet?
thanks for the feed back !
i dun think i will have enough time to try out all professions myself so imma just read the forums.
thanks again !
What’s up elementalist forums. I played about 10-11 hours of weaver yesterday and I wanted to make a video about the two builds I, with the help of many others and twitch chat, have come up with that I believe to be the strongest pvp builds currently for weaver.
Weaver felt so weak for the first few hours I played on it and getting the right build was night and day in how effective I felt. I hope these builds can help other weavers realize our potential in pvp. I have limited experience on the bunker/support build but I’ve played the sages amulet version for at least 7 hours.
If you have any questions feel free I’m more than willing to give my opinion or answer.
This is for Nos and his best advice ever on stream!!!
http://imgur.com/IzCN2wq
http://imgur.com/8vtaSwT
Had some fun times burn and condi bombing with shades on points and being able to run in sometimes drop elite and tele out with wurm since sand surge is broken ATM.
Enjoy playing it and ripping it to shreads
I agree. Not having skills when you need them is severely limiting.
Time to spread out. Plenty of room on existing servers. No need for more maps, just less bandwagonning.
Unravel Hexes is the only thing I would tone down.
You can’t tone down something that do not work… o_O
In its current state weaver is not pvp ready. Low damage, low mobility, low condi mitigation. If you use offhand dagger you will be sniped. If you use focus you will not be able to chase your opponent with a single 450 leap. All of these problems need to be addressed to brings weaver up to the bare minimum of pvp viability.
(edited by Minoru.1237)
How about finishers that can be unlocked via WvW rank or reward track (like in PvP)?
Love the siege finisher idea, how about a ballista blueprint? :P
Latest stream has footage of this skill in action https://www.youtube.com/watch?v=ZhBf1Q6gTnY#t=37m
Thoughts on the skill? Anyone else able to glean anything from this footage?
The above is why I do it.. too many posers come in to topics like this, and try to pretend to be something they are not.
Now you’re being toxic elitist just the other way around.
At first I was going to disagree with you, but you know what, Fair enough. far be it from me to turn people away, so, lets open that box shall we.
Lets accept this as “Casual”
I consider myself a casual player – 4000 hours played, 16k AP, 5 legendary weapons + legendary backpack, do T4 fractals almost every day and here and there dabble into raiding.
Now the longest a player can be playing is 5 years, so lets set this as a benchmark.
1 legendary weapon for every year played.
Average 800 Hours a Year Played, or roughly a little over 2 hours a day, every single day.
16K AP.
and a legendary backpack.
Seems excessive to me.. but.. others chimed in, to defend this as a typical Casual achievement.
15 hours per week is pretty casual, honestly. That translates into a couple of hours per day…less than most people spend watching TV or BS’ing on the internet daily.
Seconding this. Casual means a lot of things to a lot of people.
You can be casual if you only play a couple of hours a week (and 15 hours a week easily translates into like, only doing the dailies and the occasional afternoon during the weekend).
There are all sorts of people who have that sort of resume and consider themselves to be casual.
Ok.. soo lets roll with that is the bse line of a casual, after all, it’s been made clear, that should be pretty easy to do by more then one person.
And what was said about casuals?
Oh right..
Casuals ruin games.
So.. well.. yah.. 5 legendary weapons, legendary back item, 16K AP , should be stupid easy that any casual can do it .. so.. how many of you have done better?
Just gonna wait now for the show of hands.
Honestly, I think low ranked people need more than they are getting. If you’re sub 150 and you are getting 3 per tick that’s messed up. Give everyone minimum of like 8 and just add 5 to every other tier. I don’t mind if 10k ranked players are getting 30 per minute. Idgaf what I can’t STAND is how little you get at low rank. 30ish hrs a week to cap without outnumbered is insane.
Not everyone is supposed to max out Diamond every week, only dedicated ones should. Once you get your head wrapped around the fact that it’s not supposed to be easy, it’ll fit the picture much better
I think that pip acquisition is currently fine, besides Outnumbered which is a huge problem imo
I think it should be removed entirely and maybe pump all other rank tiers by 1 or something
Hi, I would recommend the following if you have access to them:
Since the nerf (long ago) to EOTM XP gain etc I doubt that place rewards as much WXP as it used to and with the recent addition to WvW rewards it is commonly a lot less populated. I highly suggest sticking to real WvW and be present for reset day since a lot of stuff is paper and there’s plenty of bags to be had by enemy players in zerg collisions. Tag up in quiet hours when no one else will; it helps your server out and shows you have initiative to command even when there may not be as many players. You’ll be assaulting/capping enemy objectives in no time with the help of server mates if you play it right.
EDIT: Additionally, there are some players who play longer than you might so perhaps they rake in more WXP etc.
Marksmanship – Glass cannon line
Skirmishing – versatile DPS line
Wilderness Survival – Durability line
Nature Magic – Utility line
It is a good thing that you need to decide what you want to take. Considering that most Elite gen 1 specs have fallen off a bit, I think it will not be that uncommon to see Core specs competing for slots as well.
Lots of arguments out there that gliding should be disabled when you are incombat. Also alot of arguments saying gliding into towers is OP (net/nwt alpine ex) and should be disabled. I don’t want to see any of this become a reality, since it would remove gliding from the combat circle (ground, water, air).
A very easy way to kill all these arguments though is to buff ballista 4. When I say “buff” I mean a very clear rock-paper-scissors buff. If they use paper (gliding), then we give the players the option to completely counter with scissors (balli 4).
Ex) INcrease number of targets to 10, make net shot only cast to gliding targets (ideally). Reduce cooldown to 6-10 seconds. Increase range if necessary.
Why? Because the OP’s are correct that there currently isn’t an effective counter to many of the benefits attained from gliding. Thus it seems one-sided, notably in favour of defenders since this is how territory is setup.
Note: I’m not saying siegeless zerg fights needs some1 to build a ballista to counter the aerial aspects of combat. They don’t. There are plenty of classes out there existing that can counter gliding well (ranger/druid FOR EXAMPLE)….adjust ur comp to win air fights like you would for ground or water.
The change proposed is to fix the PPT side of things.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.