There’s the possibility that we’ll one day be able to fly in-game.
I don’t see the point of talking about what’s possible based on close no information whatsoever.
I thought we were getting flight in the HoT zone if you take the Exploration Mastery. Well hang gliders or some such, but I’m almost certain I read that.
Yeah its going to be a limited gliding capability
https://www.guildwars2.com/en/news/reimagining-progression-the-mastery-system/
(edited by Aerathnor.8305)
Reaper looks pretty fun to play I reckon, too bad I’d have to level a Necro to try it…
This, though I do still have a boost to 20 scroll still laying around.
I’ve spent time with all the classes, but Reaper is going to be a “wait and see” thing as necromancer is one of the classes I enjoyed least despite loving the theme (DS is just an awkward and terrible mechanic imo).
Probably will be an A+Wh/GS build for the added mobility/range, but we’ll see.
What’s your alternative? Stand there and take it?
Again: the whole point of stealth, the big advantage of it, is to force your opponent to just guess.
You’re annoyed that it’s possible to guess right but you think it’s “skillful” or whatever when you get to freely punish them for guessing wrong? Or…?
I’m not annoyed that it’s possible to guess right. I’m annoyed that you think guessing right is a valid way to balance something.
We’ll other than timing the stealth and dodging when you think it will happen, the only counterplay that exists is to GTFO of the area with mobility skills.
Rewarding a dodge/block be revealing the thief is better than gutting stealth, unless you think there should be a tell when you’re about to backstab or that stealth should not be stackable.
I don’t want to gut thieves at all, just want to implement something that largely keeps the current mechanics in place while letting people counter it through a mixture of skill and luck.
Anyways, their not likely to change it in any meaningful way so we just have to accept that channeled abilities track through stealth and that blocking/dodging won’t reveal stealthed opponents.
You can play a ranger? I’m talking in WvW. Rangers currently are VERY tanky, long range, safe thieves. There is no risk in playing them. They have just as much burst and can easily beat a power build thief in second.
I find myself roaming on my D/D powerbuild thief and often coming across a ranger. Basilisk venom, backstab and nuke down to 20% health or so, only to be pushed away by their longbow and rapid fired to death. 20k damage from one skill that cant miss?
My proposed change is to actually make a change to thieves. Make it so when you stealth, targeted skills on you STOP hitting. Currently if they cast their rapid fire on you and you stealth, every shot of it will still hit you. WHY?!
Please do something, make thieves more useful then sharing venoms.
We’ll trade, when I block/evade your attack from stealth you get revealed and I lose my ability to RF you to death in stealth.
Both are cheesy mechanics that basically ruin counterplay.
Backstab would be far too hard to land with your changes; it would need to be buffed with something to compensate.
I’d be fine with it being unblockable from behind, block should not be an immunity. Evade would still cause the reveal as it would reward perfect timing on the evaders part.
It’s not really perfect timing so much as it is blind luck at guessing when in a 4 second timespan the thief decides to backstab.
Not necessarily, there certainly is a modicum of luck involved, but judging by the distance the thief went into stealth you can fairly reliably know how long it will take to reach you compared to time on their stealth and dodge fairly accurately.
If they extend their stealth you get to see the smoke ring and can start timing again and gage distance by the ring. Of course I’m talking about a D/P setup and the thief can get around that by using an alternate stealth source.
So there is some skilled timing and some luck involved in a dodge, not so much in pushing your block button without having to face the direction of the attack.
You can play a ranger? I’m talking in WvW. Rangers currently are VERY tanky, long range, safe thieves. There is no risk in playing them. They have just as much burst and can easily beat a power build thief in second.
I find myself roaming on my D/D powerbuild thief and often coming across a ranger. Basilisk venom, backstab and nuke down to 20% health or so, only to be pushed away by their longbow and rapid fired to death. 20k damage from one skill that cant miss?
My proposed change is to actually make a change to thieves. Make it so when you stealth, targeted skills on you STOP hitting. Currently if they cast their rapid fire on you and you stealth, every shot of it will still hit you. WHY?!
Please do something, make thieves more useful then sharing venoms.
We’ll trade, when I block/evade your attack from stealth you get revealed and I lose my ability to RF you to death in stealth.
Both are cheesy mechanics that basically ruin counterplay.
Backstab would be far too hard to land with your changes; it would need to be buffed with something to compensate.
I’d be fine with it being unblockable from behind, block should not be an immunity. Evade would still cause the reveal as it would reward perfect timing on the evaders part.
We’ll trade, when I block/evade your attack from stealth you get revealed and I lose my ability to RF you to death in stealth.
Both are cheesy mechanics that basically ruin counterplay.
::mashes +1 button::
::is a mesmer, so probably has ulterior motives::
Forgot to add in that mesmers can’t iZerker me from stealth anymore without getting revealed :p
You can play a ranger? I’m talking in WvW. Rangers currently are VERY tanky, long range, safe thieves. There is no risk in playing them. They have just as much burst and can easily beat a power build thief in second.
I find myself roaming on my D/D powerbuild thief and often coming across a ranger. Basilisk venom, backstab and nuke down to 20% health or so, only to be pushed away by their longbow and rapid fired to death. 20k damage from one skill that cant miss?
My proposed change is to actually make a change to thieves. Make it so when you stealth, targeted skills on you STOP hitting. Currently if they cast their rapid fire on you and you stealth, every shot of it will still hit you. WHY?!
Please do something, make thieves more useful then sharing venoms.
We’ll trade, when I block/evade your attack from stealth you get revealed and I lose my ability to RF you to death in stealth.
Both are cheesy mechanics that basically ruin counterplay.
Yeah, shout heals (or regen ranger back in the day) is solid as a condi bunker/roamer. Guard is useful for the buffs on shout as well as repositioning your pet for a stealth fear. Sic’Em is great for securing kills on thieves and mesmers.
It may even make a decent celestial build depending on your weapon choice, but I haven’t tested that personally.
I actually used to run a clerics version using GS/SA just to build as much defense in as I could. That will be more viable once we can have 3 full trait lines though so I can max BM.
Thanks.
For those interested, here is a picture of them:
http://dulfy.net/wp-content/uploads/2015/03/gw2-hot-weapons.jpgI’ll need those
Those are nice
I think that people are underestimating the trait purely because they are basing the usage of it solely on offensive attacks like Rapid Fire.
While I would argue that of course it is effective when used on skills like Rapid Fire, Maul, Hilt Bash (gives you double Moment of Clarity proc chance per weapon swap) or even skills like Splitblades, that it actually has a much less finite range of usability.
Think of the potential you get for escaping with a Quickdraw empowered swoop or Sword 2 combo to disengage. Think about the amount of evasion up time weapon combination builds like Axe/Dagger and Sword/Torch gain if you use it on Dagger 4, etc. Or even just low cooldown Bonfire or even Barrage?
It is a trait that is just loaded with so much offensive and utility potential. It should be extremely exciting to play around with.
That’s what I was thinking. It will be great in more ways than just spamming rapid fire or lowering cd on barrage.
Yeah, I like to think of my GS as a Longsword being used with two hands rather than a traditional GS which would be used as a bludgeon as much as a sword.
Actually the way you are thinking of it is the more accurate version. The ‘beat them to death’ idea of a huge sword is 100% wrong. There’s no such thing as a blunt-edged sword for bashing at armor. They either used a cut-and-thrust sword with a narrow point to stab at the armor’s joints, or even better used a different weapon entirely. It annoys me no end because fantasy games are always using the huge-might-as-well-be-a—woodcutters-axe style of sword. GW2 is no exception, look at the animations
If you’re looking for realistic but still good looking GS skins, try the Aureate Greatsword, the Ebonhawk GS, or the Kymswarden. Belinda’s is nice as well but doesn’t fit the animations at all.
source: http://www.thearma.org/medsword2.htm
No sword can hack through full plate-armor. It is nearly invulnerable to cutting. Instead, it must be cracked, dented, battered, and pried open. A wide variety of specialty weapons were conceived for this very purpose (e.g., pole-axes, halberds, war-hammers, etc.) ¾ and were more effective at it than swords.
Two-handed swords are not wielded in the same manner as a long-sword or even a great-sword. Their size and weight demand a variety of different movements and actions. In Germany, England, and elsewhere schools of defence taught their use even for single-combat. Typically their blades could range over six feet long but only weigh 4-6 pounds. They were well-balanced for wide, sweeping blows and could also employ spear-like moves.
I was thinking more for chain armor than plate when I said it would be used for bludgeoning, but yes, it often drives me nuts to see the FFVII swords being wielded in most rpg’s.
The animations do look a little silly with the smaller GS skins (GS 2 and 4 especially), but being that my ranger is sylvari, the smaller swords just look better. Less like I’m going to fall over if I hold it over my head.
Snip
That’s part of why I like my tribal greatsword. Yah, it’s overly thick. But the traditional weapon is suppose to function as a warclub as much as a sword and tended to be on the thicker side.
Granted the historic macuahuitl wasn’t large enough to be considered a greatsword. But you know, fantasy.
Edit: Though apparently there were two handed macuahuitls. I’ve just never seen one.
Yeah, I like to think of my GS as a Longsword being used with two hands rather than a traditional GS which would be used as a bludgeon as much as a sword. I actually had been using the standard “Greatsword” skin since it was shorter and thinner than most, I just wanted a bit of flare
Traveler runes just free up a utility slot or trait points depending one how your class gets 25% movements speed (guardians don’t have either so travelers runes are a good way to get it if their not running staff for swiftness, mesmer doesn’t currently but they will have a trait in HoT).
I like them on my ele as 25% run speed there is dependent on running daggers and you have to give up permanent vigor for it.
Ranger, I generally just run SotH and switch it out while in a zerg or when I know I’m about to be in combat.
I’m not a fan of the katana. I much prefer my macuahuitl (Tribal greatsword skin).
As for the quiver… I’d like to have it, but my chest set’s hood (charr cultural armor. The Wrangler Coat.) interacts strangely with back slot items. It makes the item attach to the tip of the hood rather than the back, so it just floats there awkwardly.
That would be interesting to see, especially with spinal blades.
The Katana isn’t incredible, just figured I’d mention it with the quiver since I tend to dislike a lot of the GS skins out there for being absolutely massively wide.
The quiver was definitely the more important of the items for ranger looks imo
All you rangers out there with 600 gems burning a “whole” in your pocket have the opportunity to pick up a quiver back item skin.
Power Rangers in particular may be interested in the Katana skin for great swords as well, but it wasn’t nearly as exciting as the quiver showing up.
Just a quick PSA since I’ve wanted a quiver for a while
Edit: apparently “@ hole” gets a kitten :/
That meditation mobility plus wings are going to make them a pain to pin down. I’m going to give DH a shot as well, but I always seem to come back to my ranger.
ahahaha pin down you say. It doesn’t seem you are having in account:
- Guard is a heavy armor melee oriented class.
- Guard has the GS that give much hate around.
- Guard also apply burning for 300-400/tic and with the new change you will suffer that hate as well.
- Guard can heal 2K life with every meditation. You have a medi that can spawn every 16 secs that clean one condition and do 2K burning AoE of pure hate.
- Now Dragon Hater will have also Longbow with our skills revisioned and improved so pewpew the hate will be easier than ever.
- The virtues are much better now. The Justice is AoE hate condensed, while the Courage is perfect for passive Hate. All that not talking about the wings that brings the hate from above.
You should think the Dragon Hater as the class will free the ranger from the community hate. When someone hit you with a tank from 1200 units away i don’t think you will mind much the RF.
All this said, i love my new ranger specialisation: Dragon Hater. Shame we need to be a guard as well.
I played a Medi guardian back in the hambow meta before I drifted off to do WvW. I always hated that scepter was the ranged option for them so I’m quite excited about DH as I really loved the build (I hear it’s better now, but haven’t tried it in a while).
Like I said, I’m going to give DH a go in WvW, but I’m thinking it will need a cele load out over zerk as medi guard will be losing the block from focus offhand making their defense be completely blind/healing/aegis based While my ranger had block, stealth, and evade. We’ll see once it goes live though, it may be perfectly viable in full zerk.
Change the water one so the active gives you a burst heal but you and your pet lose the ability to regen on attack, allies still gain the heal on attack.
As it stands you’re not really losing much on activation and the duration of the active would have to be painfully low (5s or so) which still only leaves you with 10 sec of no healing. If you get a burst, but lose all other healing, you could make the group buff last 10s or even 15s (the full cd) where you basically sacrifice your own sustain to grant group sustain.
Just some thoughts on it
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same as now.
marksmanship
skirmishing
wildernessAll the traits I use now are still in the same lines…
This more than likely. After I give druid a go at least.
Yes the Dragon Huggers will wipe the floor with us.
The true shot is massive damage in one shot. Our RF is 10 shots that usually don’t land even half of them.
Bouncing arrows + cripple + 10% dmg in crippled + 10% damage when more than 600 units + Fire CC… Mmm… Something does not really fit here with we compare it to the poor ranger and its minion, i mean pet.
1200 to 1500 is not that big of step. 300 units is almost a range for a melee weapon.I play guardian as well and i can say: the traps looks amazing but the guard has better mobility with meditations. So hope for medi-guards with longbow, that can pop up anywhere in the map and pewpew you with one shot.
So i’ll became a Dragon Hugger and be the nightmare of any fellow mates.
That meditation mobility plus wings are going to make them a pain to pin down. I’m going to give DH a shot as well, but I always seem to come back to my ranger.
Yes please, salvage it all!!!
That’s ok, we have a pet, it’s just part of the class.
Making them able to reliably hit moving targets would aleviate a lot of the desire to be rid of fluffy/bitey/scratchy or whatever you call your pet.
At this point most rangers have learned to work with their mechanic and losing my pet would honestly just make the class feel wierd to me.
Because they don’t give any advantages to using a single longsword so a GS is the closest thing :/
I gave all of my Sylvari the same surname as they “hatched” at the same time and place and feel a sort of familial bond.
Sylvari have a lot of leeway as there is no “thousands of years of tradition” and their desire to learn about the world around them could cause them to explore the concept of “family”.
Depends on the race really. MMO’s tend to make male models extremely buff/barrel chested and I hate the look. If I’m playing an agile character or a mage archetype I don’t want to look like I can bench press a car.
Thankfully GW2 has a sylvari/asura male models that are lithe, any other race is female for me though.
snip
Editing to add that clone death builds should go. Confusion should be a CC and not cause damage. Retal should be outright removed from the game. Basically anything that rewards inaction should be removed.
Retal primarily imo, confusion I’m not so against as it can be cleansed or mitigated by using channeled abilities, and with cleanses being far more common than boon strip it’s not so big of a deal to me.
To the OP:
I understand that you may have developed your build yourself and didn’t just copy it when it started becoming popular.
The problem with clone death is that if your target simply walks away, you can’t do anything about it. Heck, they can stand still most the time, and should they not attack at all, but only use and occasional block/cleanse/heal, you won’t kill them.
Two enemies sitting on a contested point, one doing everything it can to kill, the other just doing nothing waiting for a teammate to come and kill the mesmer from range.
It’s unhealthy because the counterplay is “Sit there, cleanse, and heal”
I use a Naga as well because it allows me to use one hand just for movement, which as I understand from your post might still be difficult for you with a bum left hand. There are other classes that require even less movement than a cd mesmer (shortbow spirit ranger for example) that can still be effective and not be as “unhealthy” to the broader game (I’ll leave the argument about whether or not AI and passive procs are healthy to others).
I’m sorry they are getting rid of your preferred build, but yours is not the only one.
I doubt it as they are rarely taken as is unless your class lacks a decent elite or you back when the Norn transformations gave good mobility (they still might be useful but I honestly haven’t used them since they were changed).
I would be sad if they did but it wouldn’t really break the game for me.
Really I’m just giving this a bump because you have me curious now.
Something tells me the druid is going to end up like a staff guardian :|
That’s OK with me to an extent.
I got this whisper from a hambow warrior (yes hambow in wvw ^^) who tried to tag our guild group from behind thinking he was John Rambo. It’s sad.
That awkward moment when people like that hambow pretend to know what Rangers skills are and give the wrong number.
The complaint is on Rapid Fire which is skill 2 not skill 1
But this has been addressed numerous times and the thought of these threads make me want to stab a new born quaggan in front of its mother.
ill take my infraction now moderator -_-
Actually I crit him 3,5k with my #1 skill, he remembered to dodge half way through my RF burst
Thing is, he tried to run from me and he got destroyed. Never bring a hambow build to an open field fight vs. a zerker LB ranger.
Hambow in WvW… Because a complete lack of mobility is a good thing!
While i was watching the readyup all i could think about was the LB AA doing more damaga and criple if it hits 2 targets. I was thinking about 1v1 vs a gurdains getting heavy damage and prema cripple cus of out pet. Our pet cripples us (JK:)
I think mes and minion master have more to worry about on that front.
Heck, that’s the secret sunny side of spirits on following us anymore :p
PvE- Fern hound is my favorite tank for KD and regen. Dungeons are kitties and a spider if there is too much pbaoe going on.
WvW- I run a Raven or Wolf in one slot, Jungle spider in second
Eh, I imagine that zerk will be dangerous for them as they have very low base health, not to mention if they sit on all of their traps any gap closer with evad frames or dodge roll will make them blow their load on nothing.
It looks good, but we don’t know how much of it is placeholder or how they will do once it’s live.
I would consider smacking someone with a wooden staff a “plant based attack” ;-)
Just because the AA would be melee doesn’t mean all of the skills on it have to be. They could put ground targeted or radius abilities on it, the vine thing we saw looks like a skillshot of sorts.
The support could come from either the weapon or the heal/utility/elite skills we get in addition to cc on the weapon.
I really just want a melee staff so we can all be “Beastmaster” clones :p
(edited by Aerathnor.8305)
First time I fought a Mesmer I was completely overwhelmed. Now unless they are literally standing in place using GS auto attack it’s painfully obvious which one is real (even then buffs normally give them away).
Play more, that’s all I can say.
If you don’t like Warrior’s Longbow, you might not like Guardian’s either … from the info they’ve given, it looks like it could be Guardian’s condition weapon.
It’s not just the LB, though it may be my least favorite warrior weapon. It has more to do with alternate weapons and specs that just don’t do it for me. Really rifle is the only weapon I enjoy on the class, but I don’t enjoy it enough to put the time into it.
I have played a Guardian before and enjoy meditation builds and their staff builds, just hated not having a true long range option on them.
Between the two classes I’m thinking guard is going to be my heavy that I bring to 80 for WvW. The only thing that was preventing me from doing it was no long range build. Whether it’s condi or power doesn’t really bother me too much.
Of course, I may just hate the build and see what Reaver will bring :/
Tunnel:
Creates an entrance and exit X units away for friendly units to safely and quickly traverse terrain.
When built against an enemy wall it gains “Undermine” which will destroy all tunnels built adjacent to the wall and doing massive damage for each tunnel sacrificed.
Eh, it just gave me a reason to level a Guardian. I hate warrior LB (dislike playing the class in general) and do love the “Arcane Archer” vibe that DH seems to be throwing.
I’m not bailing on my ranger or ele, but I’m going to have to give it a shot.
Ok, call me crazy, but:
What about glyphs?
The thing is, it’s hard to find a place for glyphs, as they depend on the elementalist’s class mechanic. The whole trick about glyphs is, that they have a different effect depending on the current attunement of the elementalist.So how to make glyphs work?
Glad, you asked: Glyphs do their thing and grant an extra effect, which depends on the currently selected pet. For example, a selected dog causes the glyph to apply large scale cripple, a selected moa will daze and a selected bird causes blindness, etc.That was probably the worst possible example, but I think, it explains enough.
I know these are just ideas, but glyphs suck for Ele’s and each one has four possible functions while ranger glyphs would be reduced to two depending on what pets you choose.
I just don’t trust them to not make them useless like the ele glyphs are.
[url]http://dulfy.net/2015/05/02/gw2-specialization-calculator-that_shaman/#profession=elementalist&traits=“Fire Magic”,2,5,8-“Earth Magic”,3,5,8-“Water Magic”,1,5,8[/url]
This is what I was thinking for an aura share build, which of course runs into the problem of conditions but written in stone could be swapped with Diamond skin as I’d only be running 2 Signets with arcane brilliance and wave for extra blast finishers, FGS as elite. Staff would be the weapon despite only having one aura.
It may be decent in small group with high personal protection uptime and decent group protection/might stacking with high fury uptime. It’s not perfect by any means, but with so much protection, might, and fury being handed out you are bringing something to the group while not being completely paper.
I’ll test it out in WvW when the expansion drops, and it may just not do well at all, but I’m going to give it a chance.
I’m thinking Fire/Earth/Water as you will already be generating a fair amount of fury from blasting fire fields.
2 Signet
Arcane Brilliance
Arcane Wave
FGS for mobility/aura
Staff for sharing E3 and blasting your fire/water fields with E2 and your arcanes.
Not perfect but it could be decent in small group wvw, possibly even SPVP if protection uptime is substantial enough from auras.
Don’t think of rotations. Rangers are about constant damage.
Think of your weapon skills 2-5 as a tool kit. You have a bunch of skills for specific situations, which don’t synergize much with one another. Just use the skills, when you need them.
The auto attack is where the money’s at.
^Yup
Start at max range with AA’s, use 2 when they get closer and your AA is doing less damage, then 4,3,5, swap to melee and fight in your barrage circle.
Of course most mobs are dead before you ever have to swap, and on champs/dungeons you shouldn’t be sitting back as you’re missing out on all the buff sharing going on in melee range.
They mentioned in the stream that they want to push mesmer into more of a high skill level profession. So no more passive clone death.
I guess the new easier way to mesmer will be condie shatter. If you really want to benefit from the buffs, you kinda have to go into the interrupt regime now.
While introducing crazy passive triats (Confusion on crit says hi, burn burn burn burn burn guards say hi, fire auras ((oh god why)) on eles say hi).
Anyways, mesmer got buffed tons. Along with thief probably the most, you should be happy you didn’t get nerfed as ele or basically nothing as necro.
Stop with the ele got nerfed complaints. They didn’t.
Neither did Mesmer or any other class. Maybe your favorite spec got nerfed. That is fine. Try something different. There will be a spec that is much stronger than what you play now.
Spec getting nerfed does in fact mean that your class got a nerf :/
I still don’t get if we get any stats from choosing a certain trait-line. ANet wrote: “Each profession’s attributes will be updated to have half of their functionality be part of a specialization and half of their functionality will be a baseline for that profession. For example, elementalists now have a base attunement recharge of 10 seconds, which is reduced to 8.7 seconds when the arcane specialization is equipped.” – it’s still not clear if this only considers the attributes specific to each class, like attunement recharge, max Life-Force etc. or for the other stats as well.
@topic: Cele isn’t as possible because it gives you all the stats, but because certain specs could get enough points where they wanted them through traits, mightstacking etc and it kinda worked out with cele.
take cele engi for example: he’ll now just have way less power, when he’d probably rather choose to loose some other stats in favour of more power.
cele-ele gets tons of power/condi-dps from mightstacking, so he’d rather have less points there, but more in stuff like healing power, thoughness and vita.
If there’s no stat-gain from traits at all, then this will also affect certain zerker-builds, like Medi-Guard, that still got tons of thoughness because of how you selected the traits.
I think it’ll positively affect the metagame, it’ll be easier to balance etc.
As I understand it you will be getting half the amount from a specialization as you will from the current trait lines. So you will still get some stats, just not as many.
The thing that confuses me is the percentage based ones (condi duration, boon duration, class mechanic boosts) as those are only attainable from rune sets and traits (class mechanic tends to be strictly from traits).
This means that those specs that have those in them would still have an inherent advantage in stats over the pure stat lines as armor/amulets being the way to replace the missing stats won’t replace the boon duration loss in the new system.
We know Ele is getting it’s base attunement swap cd lowered, so we can assume (maybe) that all classes will get something similar in regards to their mechanics.
Maybe they are increasing base durations of all boons/Condis to make up for it, or maybe they are moving those two percentage based stats into a point based system like they did with crit damage and ferocity. Really we just don’t know :/
I never understood why they insist on giving conjures charges and limited time when we only use them for one skill then ditch them (ok maybe not LH).
Hey, I use 3 skills on my frost bow before tossing it (3,4, and 5) and I generally use my FGS until it wears off as it is simply a mobility cd I use to run from zergs or get across the map quickly :p
Thanks guys for clarifying this.
The mistake seems on my side and now I regret posting this topic.Should have paid more attention to the matter.
I renamed the topic to reflect it’s content and see this issue as solved.
Thanks again.
No need to apologize, we are here to help, and sometimes mechanics aren’t super-easy to understand. Good luck!
Ditto, if having complete knowledge of the class was required to post here there wouldn’t be much point to the forums beyond complaining :p
Yeah, it definitely doesn’t fire off if you’re not in combat. I sometimes go 4 into lightning just to pick it up and bolt to the heart on my D/D build in WvW because it can help finish someone off or burn an aegis/blind before I RTL to gap close someone that started to run (helps protect against a 40 sec cd on RTL).
I actually wish it did fire off out of combat if you had someone targeted just so I can initiate against guardians from a range without getting the 40 sec cd on RTL :/
It replaced the Queensdale champ train for leveling, which wouldn’t be bad if the map was just a PvE champ train map.
The problem is that it is supposed to be an overflow map for WvW. So when people want to play WvW and they are put into Q, they have to go there and be abused if they actually try to play WvW.
The devs wanted to kill champ trains because they thought they were too rewarding and detrimental to gameplay. Remember how vicious it got if a group killed a champ outside of the train in QD? Now that is applied to people trying to WvW in a WvW map.
They really just need to accept that people are going to take the path of least resistance for leveling, make a map for champ trains, drastically reduce the rewards for PvD and increase the rewards for player kills in EotM specifically.
Yes I have used EotM for the Ktrain, just like I used QD back in the day. No I don’t get kittened at people doing WvW and will participate there when it happens. I just want them to accept that some people don’t want to go through all the maps for the third/fourth/fifth time and let people grind out levels/gear in a proper PvE setting.
Well, the base attunement cd is dropping as well so arcana won’t be as necessary just to make our mechanic function properly. I’m thinking that Elemental Attunement will be the more popular choice personally as it synergizes with water better than evasive, but who knows?
We may be dropping Arcana entirely if tempest or even the updated Geomancers Defense give us enough survivability outside of the Arcana line :/
In all honesty, dd ele will just go earth, water and arcana. I don’t think anything will change there. I assume the elite spec will be dps oriented so nothing dd ele would take to be able to face the buffs mesmers and thieves recieved. Then again, dd ele will be shifting from a support sustained build to just a bunker build and that might push it out of meta.
Fresh air might not be viable at all because of the nerfs, who knows. The important part there is to know what will be the new specialization.
They said they might change lots of things still and that they’re thinking about some of the changesb if they’re good or not. Let’s hope they will figure out what they want to do is not really good for the game.
I’m not defending the decision at all, I think it’s stupid compared to the GM’s that are getting baked into mesmer especially. I don’t think D/D is an over performing build particularly and I’m confused about the motivation behind this change (other than to make arcana seem less “necessary”).
Just trying to throw out some hope that we’re getting something to compensate for losing one of our core traits.
Well, the base attunement cd is dropping as well so arcana won’t be as necessary just to make our mechanic function properly. I’m thinking that Elemental Attunement will be the more popular choice personally as it synergizes with water better than evasive, but who knows?
We may be dropping Arcana entirely if tempest or even the updated Geomancers Defense give us enough survivability outside of the Arcana line :/
The picture also shows them using it two handed. Which while is not 100% proof, it is an indication that its a ‘two-handed- bow’
Um, how would you possibly use a bow ‘onehanded?’
Grab one end, beat enemy over the head with it.