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Least:
(Usefulness) Minions, sometimes those things don’t even attack, really bad AI coding.
(Impractical) Mantra, I really like the concept but the charging time is sooo kitten slow.
Favourite:
(Coolness) Conjures, summoning a weapon and also allowing a friend to utilize it is a bonus.
(Practicality): Signets, I believe they’re the most practical skill type whether used for passive or active.
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Got to love how people are overreacting when none of the weapon and utility skills have been spoiled yet. Lets not forget that the Elite specialisation is supposed to be an alternative, not a direct upgrade.
I can count the pages of players who wanted long range options for Guardians, when it’s finally confirmed, all these players do is complain about the name…
Thing is, most aren’t complaining about the longbow. Thats acceptable, it’s the traps (and spec name) that people don’t like.
The spec name is highly debatable, not going to disagree, I’ve said it’ll be more appropriate for Warriors on the first page. There is a plus that it’s not generic, I haven’t encountered any mmorpg with a class called ‘Dragonhunter’, the closest is Dragoon or Dragon Knight.
The traps haven’t been revealed yet, all we can do is speculate based on existing traps whether they’re useful. Necromancer’s staff skills are essentially traps yet often used. Chronomancer’s wells are still less superior to Portal/Blink. I’ll accept the negativity after they’ve revealed the skills’ functions.
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Got to love how people are overreacting when none of the weapon and utility skills have been spoiled yet. Lets not forget that the Elite specialisation is supposed to be an alternative, not a direct upgrade.
I can count the pages of players who wanted long range options for Guardians, when it’s finally confirmed, all these players do is complain about the name…
The name would be more fitting to Warriors. Despite that, I’m still pumped for it.
I said tend to not a steadfast rule.
Iconic weapons tend not to be shared, and a longbow on warrior is iconic because they are the only heavy class to wield a bow with such range. Correct me if I am wrong but, a larger bow requires more strength to wield it due to the size and resistance of the string no? If so, warriors are renowned for brawn, while guardians for divine magic.
It could be long bow, but short bow just seems more likely to me.
Going by your example, why are Guardians able to wield hammers then? Wouldn’t hammer be more iconic to a Warrior’s image as a brute-force/brawn archetype, than a longbow. Additionally Greatswords could be argued to be iconic to Mesmers (pew pew laser beam) and yet Necromancers are getting them.
There is no tend or trend for weapon selections in this game. As I’ve pointed out, weapons can be overlapped and shared among all the professions, Sword and Greatsword being the prime examples.
All in all, doesn’t matter possibility for the weapon to be either Long/Short Bow. The result is, it’s a BOW!!, and we should be pretty satisfied with that.
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Am you missing something?
Yes
What’s the trade off?
With new revamp of the traits, each trait lines would be called “specialisation”. Instead being able to spend points across different trait lines, you will be only able to choose THREE trait lines. Due to this, choosing the Chronomancer trait line would mean you only have 2 other trait line as choices to combine.
Am you forced to used those new utilities/elite?
No, Chronomancer unlocks the ability for you to use those skills. It doesn’t restrict you to only able to have those skills as utlities.
Do you lose some weapon?
No, Chronomancer unlocks the ability for you to use a Shield in the off-hand. You don’t have to use shield. You don’t lose the ability to equip other weapons. You could be a chronomancer but not have a shield equipped. However you cannot be a Mesmer and have a shield equipped.
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It is, because as we have seen, some short bows can be large. A skin isn’t a good way of determining what it is.
Mechanics are. Long bow because guardians want a long range option, and short bow because warrior already has long bow and Anet tends not to give classes in an armor weight tier the same weapons with a very limited exception or two.
It really is a toss up.
Weapons that are shared among professions (including Revenant):
- Light: Focus, Staff, Scepter
- Heavy: Shield, Sword, Mace, Hammer
- Medium: (Only exception where a single weapon isn’t shared between 3).
Doesn’t look very “limited” to me.
Sword (7/9) will also be the most equitable weapon among the classes. Only Necromancer and Engineer not hinted to be able to wield them. Ele and Rev have been speculated from datamined info.
That’s the wonders of the English language. Words can have different meanings when used in different contexts. Trying to align a definition without context is what leads to misunderstandings.
For example, Elite can refer to the description for our ingame skill. Frequently in other games this might be called ‘Ultimate’ or ‘Final’. It doesn’t always refer to a skilled player.
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I started GW2 with 2 other friends and would just like to share a similar experience.
All 3 of our accounts are the same age and very similar magic find. Only difference was professions and achievement points. Among us, one friend seems to always get better loot when opening champion/bandit bags during our Silverwastes farming. We would joke around that her account is considered luckier since it would get exotics from the loot bags more often, despite the magic find.
In the broader sense, as human, we often remember the bad/sad events more evidently than the good/happy events. It is possible that our previous example of bad luck created bias on our perception between each other’s ‘luck’. All in all, random is random.
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I hold down right click on the mouse very often. It could be that I’m simply used to other mmorpgs using right click to reposition camera. I use normal ground targeting, although it’s slower, it prevents me from accidentally misplacing AoEs. Haven’t had any problems to what is being described. Could be one of the option settings like ‘Right click to Interact’.
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Got the beta key today in SW during the VW pre-events. Had no intention of farming for it, was simply my once-a-week farming routine in DT/SW.
The real mesmer is the one that:
- Is not transparent
- Comes out of stealth
- Strafes
- Dodges
- Has signets (if the mesmer is using signets)
- Has stacks of bloodlust/perception etc. (if the mesmer is using stacking sigils)
- Has the most boons
- Hits harder+has chaos armor
+Has Mantra charges (if mantra is used)
Shield? Reverse time? Purple? This reminds me of Homura Akemi (Puella Magi Madoka).
….when you queue up and the match instantly gets found (under 10sec).
Most of my matches where it’s instant pop-up resulted in a lost.
It was mostly a feature used to lure you into the game. Often games would come out with some awesome features on paper but when it comes to playing, it eventually turned out to be a horrible experience. There’s also the fact that it’s harder for our brains to navigate moving in 3D axises in 2D settings. Think of driving a Tank in Battlefield in comparison to flying a Jet.
AION did the same thing with flying, which is getting less meaningful with each patch as maps shift towards land based combat. Flying combat (like swimming) was so broken as melee classes struggled to gap close and many skills disabled. GW2 also have some issues with mechanics functioning underwater, like stomps.
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If it is because of a small player base, why is Malta able to join, their population is 424 721, Australia has over 20 million… We probably have more players than they have population
I believe it has something to do with Australia’s kitten laws and claiming prizes/assets from overseas. Since the prizes have monetary value, it might mean tax needed to be paid for them as it cannot be marked as gifts nor is it a purchase.
In retrospect, I highly doubt the prizes would be worth enough for there even tax considered. However it’s just A-net don’t want to deal with the complex laws thus taking the easy option of opting out Australians and other countries with similar laws from entering.
Also outside of the American countries, Australia should be one of GW2’s biggest market on their NA servers. Many Australians prefer western games in their choices, meaning it’s easier to cater towards than Asian countries like Korea/Philippines. It is a shame, many US companies neglect Oceanic players in that regard.
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I guess it will be a painful transition from my current 100 Mbps :/
Guessing those 2 are on ADSL speeds if only getting 1-2Mbps (or confused it with download speed). ADSL2+ plans should give around 3-5Mbps, provided you live close to the exchange. NBN’s (fibre to node/home) minimum is 10-12Mbps with optional extra for 100Mbps max. I’m on cable and I get 30Mbps speed (also have option extra to 100Mbps).
Latency Ping wise, you’ll have to connect to the NA servers. Depending on your ISP’s routing, you can get anywhere between 200-500ms. Personally I have to use a ping reducer to get stable 220-250ms. Connecting to EU should give be around 400-600ms before the use of ping reducers.
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Can confirm it wasn’t a specific server (I’m from BP), rather their entire servers had a major stall/crash. I was pvping (unranked) in Legacy of the Foefire, everyone in the match crashed mid-fight. The screen was frozen with players in mid-action. Weirdly a member from our team didn’t look affected (he/she still had 80points, even triple cap can’t give that). It felt like my most undeserving win yet.
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I have a feeling it will not be buffed (at least at first) when it is moved to the Grandmaster tier. Peters didn’t seem to like the trait even as a grandmaster, I just hope it isn’t reduced to useless as a grand master when it launches just so they can play it safe.
The trait is plain weak for a grandmaster.
… Not bad for the early trait placement like it is currently proposed, but absurdly weak for the grandmaster. Just saying.
The issue is not whether is it powerful enough to be a ‘grandmaster’ trait. If you choose that specialisation, you fully invest into the trait line. Therefore the trait would be need to compared out of the 3 options you get to choose.
If the status quo remains, and Most Dangerous Game remains in the Adept slot. You’ll compare it to Sharpened Edges and Trapper’s Defense. Since Trapper’s Defense is a joke, on a Power build, you’ll most likely pick Most Dangerous Game. Sharpened Edges for primarily a condition build.
If the trait was to be moved to the Grandmaster slot, and Light on Feet/Trapper’s Expertise moved to Masters/Adept respectively. The comparison is with Quick Draw and Strider’s Defense. Strider’s defense for sword swaps and unfortunately Quick draw would be the better trait contender to power builds.
Either scenario, it appears the Skirmisher specialisation tree is still better suited for Condition builds than power longbow.
Don’t play practice? You can group together with your friends in Unranked or Ranked. It’s 5v5, no auto balance.
- Rangers are 1v1 classes and yes they can be powerful in 1v1 situations but not without dodging everywhere and sometimes disengaging “which means they can’t stand on a node and defend against something like a Shoutbow”. Condi Survival is a bit better at on-point defense but Power Rangers absolutely cannot hold nodes themselves. This is the first reason why Rangers are not used in high tier.
- Rangers cannot disengage/peel in the same way that a D/D Cele Ele or Cele/Rifle Engi can peel. Rangers are flat-footed compared to classes with such mobility and ultimately cause groups to become staggered easily because they CANNOT fallback when needed. This is the second reason why Rangers are not used in high tier.
- Rangers cannot effectively run Celestial builds which means that they must choose between raw physical or condi DPS “they cannot have both” and it is easy in more coordinated teams to mitigate such sources of single aspect DPS. Everything the Ranger fires is a “projectile” that deals raw physical and it is easy to negate in comparison to a Cele/Rifle which has both raw physical with condi and many of it’s attacks don’t count as projectiles so it still can deal DPS through projectile nulling fields. This is the third reason why Rangers aren’t used in high tier play.
I’ll like to point out that your third reason about celestial amulet isnt a valid argument. Celestial amulet isn’t the only viable option in pvp. You don’t see guardians, thieves and mesmers worry about the aspect of not having condition damage whilst on berserker’s.
Instead the reason should be that rangers are selfish in their skill sets. All of their skills buff their pets or themselves. Mesmers can team portal/mass invis, Thief can invis/quickly jump to fights, guardians can team support buffs etc. Unfortunately power rangers does not bring any bonus benefit to the team besides burst damage. Hence pro players prefer to bring a profession that can still do damage and mobility/assistance.
Lastly would like to add Rangers isn’t completely absent in high tier pvp. Look up some legacy of the foefire matches and you’ll occassionally see Drazer playing ranger. It’s just most maps dont suit ranger’s playstyle as Power Rangers are a deadly beast in courtyard. In the near future, I can see rangers being quite strong in stronghold, where point contesting is irrelevant.
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@Shadowcatz,
The wiki isn’t updated properly. Windborne Daggers still grants the movement speed bonus off combat.And if 2 effects grants bonus movement speed, the one with higher bonus takes priority. That’s why having Signet of Air (25%) and Windborne Dagger (25%) does not add to 133% (capped off combat speed). Also if you add Swiftness (33%) to that, the trait/utility would get overrided and count swiftness’ bonus only.
Thank you for your try to make things more clear! I feel a bit confused about how these things works…
What I do not understand is how would one get 125% or 133%? If it is the highest percent that will be in effect (like when trait for One with Air at 100% for 1.5 s), then it would only be possible to get 100% as swiftness would be 33% and base movement with SoA will be only 25%, if neither will be added to these 100%?
In any case, it would be an extremely short duration for that boost in speed…
Here’s an example that might make it easier to understand. Take the default movement speed as 100%.
- You have Signet of Air (+25%). Movement speed total 125%
- You add on the Windborne Dagger (+25%) trait. Since they don’t stack. Total still 125%.
- Someone buffed you with Swiftness (+33%). The trait and utility is negated and only counts the swiftness bonus. Total increased to 133% movement speed.
- You attune to Air and gets a proc from the ‘One with Air’ trait. Super speed (+100%) would override all previous examples. Total 200% movement speed for that short duration.
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Because lich is weak right not like you cant already kill 3 players on ur own with it.
utilities r suppose to be a gamechanger why do somone expect to facetank all abilities wtf
And Engineers get access to two elite skills because one isn’t enough right? Now that’s a game changer, only class to have 2 elite skills….
AoE Moa → Elixier X into Tornado → Mid point turned into a Chickenado!!
@Shadowcatz,
The wiki isn’t updated properly. Windborne Daggers still grants the movement speed bonus off combat.
And if 2 effects grants bonus movement speed, the one with higher bonus takes priority. That’s why having Signet of Air (25%) and Windborne Dagger (25%) does not add to 133% (capped off combat speed). Also if you add Swiftness (33%) to that, the trait/utility would get overrided and count swiftness’ bonus only.
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Engineers were the only other class to have 1500 range, with grenades. And that will be removed and reduced to 900 range. It’s possible the default for longbow would remain at 1200. Remember the longbow arrows are projectiles, it’s already ~1400range by default.
Dev 1: Looks like players wanted us to fix our AI pathing for Rangers.
Dev 2: Oh really? Was anything useful suggested on how to change them?
Dev 1: Not much, just complaints about summons getting stuck on terrains.
Dev 2: Stuck eh? I got the perfect solution.
Dev 1: ???
Dev 2: Lets make it so summoned Spirits don’t move, pathing issues solved!
Dev 1: I don’t think players would like that very much.
Dev 2: Trust me. They’ll be too worried about the missing longbow range to notice.
Also I disagree with your proposal. Moving faster should be a choice!
It can only be considered a “choice” if there are options to choose from. As such not all the professions (currently) have access to movement speed boosts, there is no choice.
Either way, it’ll get address with the trait changes, all class would have access to constant swiftness or trait/utility movement boost.
but I think it’s kinda lame if they do get it because Moa is a unique Mesmer skill
Not really. It’s Elixir X. It’s the very nature of the skill that it imitates other classes’ elites.
In fact I remember posting a while ago that I believed Elixir X was boring while it only copied Warrior / Necro / Ele stuff, it should be expanded. Now it also functions a bit like a Mesmer elite. I like the idea of it, it’s also consistent with some other effects such as Elixir U.
It’s understandable the skill imitates other profession’s elite skill. However the difference is that Engineers essentially got a upgraded version of Mesmer’s elite kill. The AoE factor alone makes it extremely powerful, if it was a short duration single target Moa, it wouldn’t be as distressful.
Imagine that fear/taunt spammable combo
It’s not spammable but with the trait changes, Ranger’s Wolf pet can do that. Beastly Warden (Beastmastery GM) pets taunt when utilizing F2 abilities and the wolf F2 is a fear.
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Glad there’s no regrets for deleting my necro few weeks back. Even if the Elite Specialisation with greatsword was something fancy, it doesn’t make up for the lackluster specialisations.
It is so easy to take out a turret engi. The problem is that people concentrate on the turrets instead of the engi. Take the engi out and no more turrets.
Provided your class can take out the engi faster than turrets killing you. Also focusing on the rocket turret IS the right call to killing turret engineers, that can do too much damage if left alone. You should know, your guild runs turret engi stacks often.
If you cant take out an engi quicker than the turrets take out you, you shouldn’t bother going up against them.
I’ve played turret engi and I know that concentrating on me not my turrets is much more effective. You try taking out my turrets and that gives me time to call for back up. Take me out before backup arrives and you’ve won the cap.
Like I said, it all depends if someone can kill the Engineer fast enough. It’s often players aimlessly focusing on the Engi and ends up getting killed by the Turrets. Also the Rocket turret has relatively low HP to quickly take out. Often only need that gone to safely kill the Engineer.
Considering the most effective method to kill Engi is through condition damage, which is a overtime damage, it still opens opportunity for the Engi to stall. Soon it doesn’t matter either way, the Turrets would be more open to options encouraging players to quickly take out Engi or Turrets.
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You’ll often hear players mention that Elementalists are rather squishy with low armour, low hp pool and relies heavily on positioning in PvE. However when it comes to sPvP, ironically get flipped around and Elementalist somehow turned into a point holder. In addition to their ability to hold points, they also able to provide range of group support and damage over time, rendering the pure support classes less prominent (eg Bunker Guardian).
Though Elementalist got many short ends when it comes to the trait changes, it keeps away from the “Master of All” back towards “Jack of All”. One would have to choose between offensive/defensive Evasive or the supportive Attuning. With this change, I can see shifting towards the staff in PvP might be more favourable over d/d.
If the cooldown for it was increased from 30s to 180s, an AoE Moa will still be considerably (over)powerful and disregard Mesmer’s elite.
It’s good practice to use click target at certain situations where tabbing doesn’t provide you the quick player target. Also helps when fighting mesmers or minion necro when there’s numerous targets to tab through.
It is so easy to take out a turret engi. The problem is that people concentrate on the turrets instead of the engi. Take the engi out and no more turrets.
Provided your class can take out the engi faster than turrets killing you. Also focusing on the rocket turret IS the right call to killing turret engineers, that can do too much damage if left alone. You should know, your guild runs turret engi stacks often.
4second AOE!! Moa every 30seconds….I’d rather have that than 10sec Moa single target on a 3mins cooldown….
Come on Arena-Net why does Engineers get all the stupid broken things. Slick Shoes, Undodgeable Rocket missiles, no windup knockbacks and now AoE Moa galore.
It does appear that Bolt to the Heart would be shifted to Grandmaster, while Tempest Defense would be a Master trait (shield with lightning icon).
I have a feeling each of the attunement trait tree would have a master trait which grants aura of their element type.
In most games you can’t have damage spike, condition removal, teamsupport, blocks, teleport and heals on the same build (looking at you dps guard!)
I’ve found in many mmorpgs, after several balance patches, the “tank” archetype class somehow always end up with more damage while maintaining their innate defenses/support. It’s weird yet common occurrence.
You tell me which is the broken amulet from the build pools:
- Berserkers : All.
Advantages: Burst damage.
Disadvantages: Low Survivability.
- Rabid/Carrion: Necro, Ranger, Engi (and the odd mesmer).
Advantages: Condi DPS pressure.
Disadvantages: Low Survivability.
- Cleric: Ele, Guard
Advantages: Support/Sustain.
Disadvantages: Low damage.
- Sentinel/Soldier: War, Engi
Advantages: Crowd control.
Disadvantages: Weak to Conditions.
- Celestial: Ele, War, Engi, Ranger.
Advantages: Support/Sustain/DPS.
Disadvantages: uumm….fingers get tired from key spam?
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Strafing is intended you move slower. Forwards (fast), Sidewards (medium) and Backwards (slow) is usually how movement is balanced out. If you move the same speed in all directions then one would argue backwards should be as fast as forwards.
Also I don’t see why holding down RMB to turn camera is an issue. It’s like those who complain about it never played other mmorpg before….
Personally I love the Exemplar outfit more. It is also the first outfit I brought as all my characters are female and look great on them. Shame the headgear on the Exemplar is ugly and should be hidden.
The Balthazar outfit has its own niche but (in my opinion) only works well with the headgear shown. Otherwise the head on the character looks very out of place. While the Exemplar is good on Humans, the Balthazar is great on Charrs.
It all comes down to personal preference as I’m sure some players prefer one over the other, or even neither of them.
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^ it’s not just getting 100% crit. It’s landing multiple crits in a small time frame so you’ll theoretically guarantee an instant proc chance.
On a Group of golems:
Symbol: 5x crits hits per second
Whirling Wrath 42x crit hits per secondAt a 74% crit chance, lets just say 30 of my hits crit in a 2 second frame.
So that’s 30 crit hits with a 50% chance of Lightning procing. The majority of my procs happened instantly at 5s with a few rare ones happening at 6 or 7s. Not once did I receive a 3s instant proc, which would have been apparent in my testing.
Granted, with that many hits per second lightning doesn’t show up correctly on the battle log. Regardless, hearing the proc is usually right on queue unless that’s incorrect as well.
I know it’s not suppose to be a guarantee 3s instant proc but it has yet to do so given the above tests… idk if it’s bugged because it’s RNG…. i’m just saying five seconds is what I’ve been getting.
Getting 100% crit chance rules out any errors or outliners due to RNG. Using your method described can present problems where the proc doesn’t provide consistency because of the crit hit. Life blast can be traited to pierce and hit multiple ‘group’ golems at once.
Why current engi meta builds have very limited condition removal and lack of stab they are more susceptible to condi and cc when compared to other classes. Also if you do some math and compare engi healing to Cele ele staff or dd, shout/bow wars, Guardians, and Condi/regen ranger you with find they don’t really have to much sustain at all.
Mesmers say hello. Their heals do not have built-in condition removal until traited. Engi’s healing turret removes 2 conditions and provides a water blast field.
It’s easier to test it on a necromancer with their Death Perception trait. Simply build up life force, with 6points into Curse and a Berserker’s amulet and Pack rune equipped (or simply just Assassin’s amulet).
Stand next to the training dummy to reduce projectile travel time. Plague blast takes 1 one second cast, so it should theoretically proc every 3hits if the internal cooldown is working.
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Making them take 200% the damage (or more with condis) they used to take isn’t something you can call balance, they just took the build out of the game. It’s sad, because Anet seems to carelessly be destroying build diversity.
Build diversity? It isn’t very diverse when 40% of the leaderboards is full of people playing easy mode Turret Engi to climb the ranks.
Hopefully by the time Revenant comes out, more faces, hair and armors will be available too. As for Snow, your Serah will be lonely without him
Ta dah! Making it ‘Snow’.
Snow’s “cap” is a hairstyle or just a headgear ?
I don’t think ive seen it before
It’s a headgear: http://wiki.guildwars2.com/wiki/Iron%27s_Tailpipe_Bandana
Yup, there is really no valid reason other than Anet saying “No thanks, we don’t want your money”.
Any arguments people bring up against the bunny ears don’t really hold up.
Which is why I feel it’s justified to keep this thread bumped until Anet takes notice.maybe…they just want to save bunny ears content for when they have no new content to release in game………..
Yeah! Maybe for like Easter, you know…oh, wait.
How about when they have no new content? Isn’t that now since we have no expansion yet or signs of a big update.
If there ever was going to be an Australian server, it would have happened early into the game’s release when it was highly popular. It’ll be too late now trying to establish a new server due to falling off player base as the game ages (until HoT renews it again).
As much as I would love an Australian server, unfortunately many companies just avoid it out of fear that the reward is not worth the costs. An oceanic server, whether it is in Sydney, or even Singapore can also markets to South East Asian players. That is the factor that’s often left out in their thought process. Just like how NA server also works for South American or European players.
I’m surprised they managed to lord rush quicker than your team responding to it. Then again, I doubt the lord/npc can clear the turrets even if the Engi afk.