Maybe remove that 7% Protection effect increase for Tempest and replace it with some offensive trait? Just not another damage modifier.
Without it, you can’t go marauder in a viable fashion.
You know what is ironic, before HoT we said, Diamond Skin was crap, a GM trait which was worthless under %90 HP and nobody used before and suggested to make something like engineer ‘Automated Response’ but they just laugh to us.
Now there one build people is using because it is not good but because no better candidate at Earth GM and now it will be changed.
Why because noooobs whine about it instead of learning how to deal with it.
GW2, one game that is balanced from the level of whine but not from facts.
I used diamond skin pre-hot, and I knew from beta that DS would be a thing. It’s because Tempest got so many new ways of healing without cast-times.
Boons cannot be removed above 90% threshold. Cleanse 1 condition every 5 seconds while affected by Protection or Stability.
When I read the blog, I likewise assumed it might be similar to Cleansing Water but with Protection. I do like the 5s ICD though and inclusion of Stability. This would give us a cleanse on Earth swap, as well as during overload and if traited, Auras while preventing protection spam (or pulsing stability) from removing too many condis.
Sidenote: Might we see some Tornado use with this trait?
I realize that I have not thought of every amazing implications my idea had. Tornado? Hell yeah.
-Glyphs: Remove stun break on Glyph of Elemental Power (not sure which Glyph would get the stun break though without reworks); make Glyph of Elementals/Lesser Elementals maintainable
Never do that. Never, never, never. If you’ve never used Glyph of Elemental Power before, don’t suggest anything like that.
I’ll admit, I haven’t. The skill seems schizophrenic to me. It seems like it’s meant to be used frequently to power your next spells up, but you would typically want to save stun breaks to use when you’re CC’d.
How do you you use it?
You use it before fight, and revel when you use it so well, you manage to break stun on the right attunement, this is mostly on the second use of the glyph since fight are usually longer than 45 seconds (or 36 when traited). Use that on condi builds, mainly. Stun break is optional; but it saved me so many times on my old condi build.
“In this iteration, we’ll be looking to tone down the revenant’s sword damage in some areas and adjust the weapon’s abilities so that it’s less focused on autoattacking "
https://www.guildwars2.com/en/news/profession-balance-goals-for-the-winter-2016-update/
I was right.
-Glyphs: Remove stun break on Glyph of Elemental Power (not sure which Glyph would get the stun break though without reworks); make Glyph of Elementals/Lesser Elementals maintainable
Never do that. Never, never, never. If you’ve never used Glyph of Elemental Power before, don’t suggest anything like that.
Boons cannot be removed above 90% threshold. Cleanse 1 condition every 5 seconds while affected by Protection or Stability.
NERFS
“Wash the Pain Away!” Reduce the heal amount to allies by 50%. As compensation, increase the area of effect to the first and second pulse to 240 radius and 360 radius respectively, up from 180 and 240 radius.
Frost Aura Applies the chill only if the target is within 600 range. This is also a Reaper nerf.
Diamond Skin (Already looked at)
Overload Earth Protection applied to allies is now the same as the one applied to yourself. 1 second of protection pulsing while channeling and up to 3 seconds upon completing the overload.
BUFFS
Staff
(I did not think about Scepters and Daggers since I don’t play them, though, I read the scepter threads.)
Lava Font : First instance of the damage occurs immediately after the cast. (Instant First tick).
Lighning Surge : Reduce cooldown to 5 seconds from 10 to better match cooldown with Fresh Air.
Gust : Add minor damage on impact.
Magnetic Aura : Apply cripple for 5 seconds in a 300 radius around the player on cast. Reduce cooldown to 25 from 30.
Shockwave : Improve power ratio to 1.0 from 0.5. Increase bleeding stacks to 3 from 1, reduce duration to 8 from 20. Reduce cooldown to 20 from 30.
Healing Rain: Reduce cast time to 1 seconds from 1 1/2 seconds.
Traits
Inscription: Increase the might gained from casting glyphs while attuned to fire to 3 stacks from 1 stack. Additionnaly, it now reduces the cooldown of the summoned elemental special ability cooldown by 20%.
Weak Spot: Increase the Vulnerability Stacks on critical strike to 2 from 1.
Earthen Blast : Add 3 stacks of bleeding for 3 seconds in the 240 radius when swapping to Earth.
Serrated Stones: Applying Cripple also applies 5 seconds of Bleeding (3 seconds ICD); Applying Bleeding also applies 2 seconds of Cripple (10 seconds ICD). Improve damage dealt against bleeding foes by 5%; improve critical chance against Crippled foes by 5%. Increase Bleeding and Cripple duration by 20%.
Lightning Strike : Increase range to 1200 from 900.
Renewing Stamina : Reduce recharge to 4 seconds from 10. Reduce duration to 3 seconds from 5.
Elemental Attunement : Increase the radius to 360 from 240.
Conjurer : Combine One with Fire and Conjurer together as a single trait.
New trait to replace One with Fire: Element of Purification : Applying Fire Aura cleanse 1 damaging condition and increases damage dealt by condition by 5% and damage by 5 % for the duration of the Aura.
Pyromancer’s Puissance : Bonus (Minor and Major traits) from Fire Attunement now lingers for 5 seconds after swapping from Fire Attunement.
UTILITIES
Arcane Shield Reduce cooldown to 50 seconds, down from 75 seconds.
Arcane Power Reduce cooldown to 40 seconds, down from 45 seconds. Additionnally, improves Ferocity by 250 for the duration of the spell.
Arcane Blast Reduce cooldown to 15 seconds from 20 seconds. Additionnally, the spell now launches 3 projectiles in a barrage to the target with a 100% projectile finisher. Damage is improved by 10%, but splitted in 3 instances of damage.
Arcane Wave Reduce cooldown to 20 seconds from 30.
Arcane Brillance Reduce cooldown to 15, down from 25 seconds. Short cooldown healing skill.
Signet of Restoration Clears one condition when casted.
Signet of Water Now also removes chill every 10 seconds in addition to the regular condition clear. When activated, gain Frost Aura on successful hit in addition to the chill on the target.
Signet of Fire Now grants Fire Aura on successful hit in addition to the burn on the target.
Glyph of Elemental Harmony Increase healing value to 6,490 (1.0), up from 4894 (0.75).
Glyph of Elemental Power Reduce cooldown to 40 seconds, down from 45 seconds.
Eye of the Storm Now grants a static charge to allies for 10 seconds in addition to the old effect, similar to the effects upon completing air overload.
Tornado: Changed to Signet of the Wind which passively improve vitality, thoughness and healing power by 80. Tornado now applies the first instance of damage instantly after a succesful cast and the last tick applies at the very end of the transformation. Raise the pulsing stability stack to 5 up from 1 every three seconds. Additionnaly, clears 3 conditions every 3 seconds. And finally, enemy combo fields are inneffective while under Tornado (it does not affect the regular effects of the ability causing the combo field).
Conjured Weapons
-Reduce initial cooldown to 45 seconds from 60.
-Reduce Fiery Greatsword cooldown to 120 from 180 seconds.
-Improve visibility between allies’ and enemies’ conjured weapon.
-Drastically reduce the delay to pick up Conjured Weapon (or Bundles) when already on the floor.
Conjure Earth Shield
Passive stats : -Remove vitality from the passive stat gains since it is immediately lost when the Conjured Weapon is discarded.
-Add Concentration (20% boon duration) to the passive stat pool.
Stone Sheath : Increase radius to 360. Each enemy hit grants two seconds of Retaliation. Reduce cooldown to 5 seconds from 8.
Magnetic Surge : Add a Leap Finisher to the skill.
Crippling Shield : Add a Projectile Finisher to the skill.
Lightning Hammer
Static Field : Allow the wielder to move while casting. Allow to target the field in the area instead of a Point Blank Area, 600 range.
Wind Blast : Improve damage to match Guardian Hammer’s Banish.
Auto Attack : Reduce auto attack windup to match the indicated cast time.
Conjure Flame Axe
Ring of Fire : Update this Ring of Fire to match the current iteration of Ring of Fire on Dagger.
Auto-Attack : Rework the auto attack to include a chain in melee, which could include some evade frames.
Conjure Ice Bow
Auto Attack : Completely rework the auto-attack. Fire a shard of ice that shatters on impact, Bleeding and dealing extra damage to enemies behind the impact. 1 stack of bleed for 3 seconds, 320 (0,6) damage ; 2 stacks of bleeding for 5 seconds, 384 (0.72) damage to target behind. 900 range.
Frost Fan : Increase chill duration to 2 seconds from 1 seconds (to compensate the chill stack limit). Struck enemies and allies now leave a regenerative mist on impact that pulse heal every seconds for 204 (0,2) over 3 seconds.
Ice Storm : Do an evasive leap away from target area while shooting a volatile shard of ice. Detonate midair for multiple explosions of ice. Detonates into 5 shards that cripple and bleeds.
BUG FIXES
Elemental Enchantment Fix the issue causing the overload cooldown to reset back to 20 seconds when swapping out of the element causing the overload.
Written in Stones Fix the issue causing signets buff duration not matching the signet cooldown due to the aftercast. Aftercast duration now adds to the buff duration.
Tempest Defense Fix the issue that prevents Lightning Rod from receiving the damage increase portion to disabled target. (https://www.reddit.com/r/Guildwars2/comments/3x9941/lightning_rod_is_not_working_properly_video_proof/)
Lightning Rod Fix the issue that causes the lightning strike to be blocked or dodged upon sucessfully interrupting a dodging or blocking target. (https://www.reddit.com/r/Guildwars2/comments/3x9941/lightning_rod_is_not_working_properly_video_proof/)
Very curious to see new Diamond Skin.
I actually think it should be the other way around. Add a delay on the weapon swap to prevent that sort of gameplay.
Yeah. I suppose those are not a good idea.
Still there. Better warn other players.
Are interrupt sigils coming to PvP with next patch?
Sigil of Ruthlessness. 5 might for 3 seconds on interrupt
Sigil of Absorption. Steal a boon when interrupting an enemy.
Sigil of Draining. Steal life when interrupting an enemy
Sigil of Rending. Apply vulnerability when interrupting a foe.
Composition diversity in Stronghold: Reaper, Tempest, Druid, Bunker Mesmer.
Then form a big npc ball, and keep it to full hp. Reapers will apply pressure to the defending players by condi spamming.
I liked stronghold, a small break from conquest, but once you get those tryhard cheese comp, it’s nothing that deserves “legendary title”.
(edited by Alekt.5803)
There should be absolutely no insta-cast or mimicking insta-cast with cancel.
But Esports, if you are going to make a mistake you should be able to stop it!
In all seriousness, fakes are a legit part of sports, especially martial arts. The only difference is, faking a roundhouse kick is vastly different from faking a mega-uberstun turn every enemy around you to stone attack. You cannot fake a flying double back kick and you shouldn’t be able to fake other powerful attacks either.
Exactly my point. When you see the large blue dragon, it means the spell was released; if you see the jade wind forming, there is no way to stop it and recovering cooldown.
I didn’t miss the logic. I’m not having a problem with the fact that you’re nerfing diamond skin to act like resistance, the problem is that even as of now, the trait is just horribly designed. You get 10% hp of immunity, but as soon as something breaks the threshold you are now playing with 1 less trait.
This whole premise of a “OP effect when above certain health threshold” is stupid. If I pick a trait, I want it to be active as often as possible. I don’t care if they rework the trait to have less powerful effects if it means that it cannot be removed just because the enemy happens to be playing a power build.
And that’s not even including the fact that as long as DS is dependent on a health threshold, it will only benefit from bunker builds with high sustain. This then ties the fate of ele survivalbility to the current excessive healing/boon spam, and therefore is one of the many reasons why eles have no build diversity.
There have been many interesting rework suggestions, I can’t remember all of them off the top of my head, but things like:
Gain resistance on attunement swap,
Gain longer duration resistance on swapping to earth,
Pulse resistance when (activating certain skills)These are the types of reworks that Diamond Skin should receive, not just a nerf. The trait isn’t OP, it just has niche counters that happen to be widely played.
Yeah I get you. Pre-HoT, I had a pretty unique build on elementalist using Diamond Skin. So it served the elementalist build diversity. It could even rival d/d cantrip at a point. But if a rework is interesting I am all for.
Every patch we get nerfed to the ground, then learn to master the only viable build left until everyone starts complaining that we are OP, then we get nerfed again… it’s an infinite loop of nerfing.
All the elites, the glymphs, the slow skills that rarely hit anyone, it all need redesign.
Forgot about the utility. Added them.
I think you also forgot Warhorn, but it’s ok nobody cares about it anymore…
Who cares about Warhorn?
I don’t know, I’ve never really used it.
It’s nice to have clear animation to dodge roll or defend against them. But, it’s not nice when said animation is used only to cancel the cast without proper punishment: the big blue and the big green have been released, it means it was casted and should go on proper cooldown.
And 600 radius on Jade Wind is too much.
Don’t have much to say about most of the buffs, they’re mostly reasonable though you’re optimistic to think they’re gonna do such a wide sweeping buff.
The nerf to diamond skin, as opposed to a rework, is going the wrong direction. There shouldn’t be a 90% hp threshold attached to it, period. As long as it’s there, the trait is situational, and when the inevitable sustain nerfs come, the trait becomes useless.
But honestly, scepter (and maybe arcane utilities) are the things that need serious help, and I’m not even expecting the devs to buff those it too much in one patch, much less half the things that you listed.
The goal is just to give ideas and reminders of what could be looked at. If the team takes 3 months, I suppose they can look through more than 4 changes.
About the Diamond Skin solution, I had been theorycrafting heavily on the subject, and before HoT. One strenght about Diamond Skin is that it “cancels” the condition. If you read quickly, it’s possible that you miss the logic behind the change. In reality, it’s a night and day change and benefits a build with a totally different dynamic than the Tempest Auramancer. Diamond Skin does not stop the condition from being applied, so you could have the skin broken while afflicted by a lot of conditions: this means that the condition abilities casted before gain some efficiency back and are not simply cancelled. At the moment once you’ve broken diamond skin, you need to condi bomb once again, which takes a moment; and during that moment, the elementalist uses it to get back to full.
Every patch we get nerfed to the ground, then learn to master the only viable build left until everyone starts complaining that we are OP, then we get nerfed again… it’s an infinite loop of nerfing.
All the elites, the glymphs, the slow skills that rarely hit anyone, it all need redesign.
Forgot about the utility. Added them.
Patch is going to land eventually, and time to post studied balance ideas and solutions seems to be called for. So here’s a couple of ideas for changes, including nerfs and buffs and reworks. The goal is to expand the class variety.
NERFS
“Wash the Pain Away!” Reduce the heal amount to allies by 50%. As compensation, increase the area of effect to the first and second pulse to 240 radius and 360 radius respectively, up from 180 and 240 radius.
Frost Aura Applies the chill only if the target is within 600 range. This is also a Reaper nerf.
Diamond Skin Condition can now be applied on the Elementalist. Instead, you ignore the conditions applied to you when above 90% threshold, working similarly to Resistance. (Diamond Skin worded that way does not synergize so well with condition clear since the condition is still applied above threshold. But, a build able to come back up to the 90% threshold can be possible and will ignore applied conditions again.)
Overload Earth Protection applied to allies is now the same as the one applied to yourself. 1 second of protection pulsing while channeling and up to 3 seconds upon completing the overload.
BUFFS
Staff
(I did not think about Scepters and Daggers since I don’t play them, though, I read the scepter threads.)
Lava Font : First instance of the damage occurs immediately after the cast. (Instant First tick).
Lighning Surge : Reduce cooldown to 5 seconds from 10 to better match cooldown with Fresh Air.
Gust : Add minor damage on impact.
Magnetic Aura : Apply cripple for 5 seconds in a 300 radius around the player on cast. Reduce cooldown to 25 from 30.
Shockwave : Improve power ratio to 1.0 from 0.5. Increase bleeding stacks to 3 from 1, reduce duration to 8 from 20. Reduce cooldown to 20 from 30.
Healing Rain: Reduce cast time to 1 seconds from 1 1/2 seconds.
Traits
Inscription: Increase the might gained from casting glyphs while attuned to fire to 3 stacks from 1 stack. Additionnaly, it now reduces the cooldown of the summoned elemental special ability cooldown by 20%.
Weak Spot: Increase the Vulnerability Stacks on critical strike to 2 from 1.
Earthen Blast : Add 3 stacks of bleeding for 3 seconds in the 240 radius when swapping to Earth.
Serrated Stones: Applying Cripple also applies 5 seconds of Bleeding (3 seconds ICD); Applying Bleeding also applies 2 seconds of Cripple (10 seconds ICD). Improve damage dealt against bleeding foes by 5%; improve critical chance against Crippled foes by 5%. Increase Bleeding and Cripple duration by 20%.
Lightning Strike : Increase range to 1200 from 900.
Renewing Stamina : Reduce recharge to 4 seconds from 10. Reduce duration to 3 seconds from 5.
Elemental Attunement : Increase the radius to 360 from 240.
Conjurer : Combine One with Fire and Conjurer together as a single trait.
New trait to replace One with Fire: Element of Purification : Applying Fire Aura cleanse 1 damaging condition and increases damage dealt by condition by 5% and damage by 5 % for the duration of the Aura.
Pyromancer’s Puissance : Bonus (Minor and Major traits) from Fire Attunement now lingers for 5 seconds after swapping from Fire Attunement.
UTILITIES
Arcane Shield Reduce cooldown to 50 seconds, down from 75 seconds.
Arcane Power Reduce cooldown to 40 seconds, down from 45 seconds. Additionnally, improves Ferocity by 250 for the duration of the spell.
Arcane Blast Reduce cooldown to 15 seconds from 20 seconds. Additionnally, the spell now launches 3 projectiles in a barrage to the target with a 100% projectile finisher. Damage is improved by 10%, but splitted in 3 instances of damage.
Arcane Wave Reduce cooldown to 20 seconds from 30.
Arcane Brillance Reduce cooldown to 15, down from 25 seconds. Short cooldown healing skill.
Signet of Restoration Clears one condition when casted.
Signet of Water Now also removes chill every 10 seconds in addition to the regular condition clear. When activated, gain Frost Aura on successful hit in addition to the chill on the target.
Signet of Fire Now grants Fire Aura on successful hit in addition to the burn on the target.
Glyph of Elemental Harmony Increase healing value to 6,490 (1.0), up from 4894 (0.75).
Glyph of Elemental Power Reduce cooldown to 40 seconds, down from 45 seconds.
Eye of the Storm Now grants a static charge to allies for 10 seconds in addition to the old effect, similar to the effects upon completing air overload.
Tornado: Changed to Signet of the Wind which passively improve vitality, thoughness and healing power by 80. Tornado now applies the first instance of damage instantly after a succesful cast and the last tick applies at the very end of the transformation. Raise the pulsing stability stack to 5 up from 1 every three seconds. Additionnaly, clears 3 conditions every 3 seconds. And finally, enemy combo fields are inneffective while under Tornado (it does not affect the regular effects of the ability causing the combo field).
Conjured Weapons
-Reduce initial cooldown to 45 seconds from 60.
-Reduce Fiery Greatsword cooldown to 120 from 180 seconds.
-Improve visibility between allies’ and enemies’ conjured weapon.
-Drastically reduce the delay to pick up Conjured Weapon (or Bundles) when already on the floor.
Conjure Earth Shield
Passive stats : -Remove vitality from the passive stat gains since it is immediately lost when the Conjured Weapon is discarded.
-Add Concentration (20% boon duration) to the passive stat pool.
Stone Sheath : Increase radius to 360. Each enemy hit grants two seconds of Retaliation. Reduce cooldown to 5 seconds from 8.
Magnetic Surge : Add a Leap Finisher to the skill.
Crippling Shield : Add a Projectile Finisher to the skill.
Lightning Hammer
Static Field : Allow the wielder to move while casting. Allow to target the field in the area instead of a Point Blank Area, 600 range.
Wind Blast : Improve damage to match Guardian Hammer’s Banish.
Auto Attack : Reduce auto attack windup to match the indicated cast time.
Conjure Flame Axe
Ring of Fire : Update this Ring of Fire to match the current iteration of Ring of Fire on Dagger.
Auto-Attack : Rework the auto attack to include a chain in melee, which could include some evade frames.
Conjure Ice Bow
Auto Attack : Completely rework the auto-attack. Fire a shard of ice that shatters on impact, Bleeding and dealing extra damage to enemies behind the impact. 1 stack of bleed for 3 seconds, 320 (0,6) damage ; 2 stacks of bleeding for 5 seconds, 384 (0.72) damage to target behind. 900 range.
Frost Fan : Increase chill duration to 2 seconds from 1 seconds (to compensate the chill stack limit). Struck enemies and allies now leave a regenerative mist on impact that pulse heal every seconds for 204 (0,2) over 3 seconds.
Ice Storm : Do an evasive leap away from target area while shooting a volatile shard of ice. Detonate midair for multiple explosions of ice. Detonates into 5 shards that cripple and bleeds.
BUG FIXES
Elemental Enchantment Fix the issue causing the overload cooldown to reset back to 20 seconds when swapping out of the element causing the overload.
Written in Stones Fix the issue causing signets buff duration not matching the signet cooldown due to the aftercast. Aftercast duration now adds to the buff duration.
Tempest Defense Fix the issue that prevents Lightning Rod from receiving the damage increase portion to disabled target. (https://www.reddit.com/r/Guildwars2/comments/3x9941/lightning_rod_is_not_working_properly_video_proof/)
Lightning Rod Fix the issue that causes the lightning strike to be blocked or dodged upon sucessfully interrupting a dodging or blocking target. (https://www.reddit.com/r/Guildwars2/comments/3x9941/lightning_rod_is_not_working_properly_video_proof/)
(edited by Alekt.5803)
Add shield requirement to the Revenant.
actually having a scarecrow against condi spammer is making the game much more healthy since condi spammers cant bear a thought something counters them they have to play something else thus decreasing the amount of players with mad condi skills per match
Exactly. When I see Reapers going dagger or trying to build more dmg than condi, it just saves me a lot of trouble as a non-diamond skin Tempest. Diamond Skin Tempests, you are the mvp.
The multiple impact system is an interesting mechanic, but not when it allows to double the dip the damage and do two singular hits. Please fix this bug. Revenants don’t need that.
Example on the video.
http://www.twitch.tv/aleriedespins/v/34324294
600 radius is too wide when it comes to the “supporting” allies department. Tempest shouts giving allies auras within 600 radius is too large. Arcane plays with 240 radius.
We should look at Glyphs before we even start with Arcane skills. But I suppose this thread, seems reasonable regardless. xD
Some people want to look at Glyphs and Inscription wishing they could use a whole set of Glyphes. They are mistaken. Glyphs are not meant to fill a utility bar. There is not synergy between Glyph of Element (summon small elemental) and Glyph of Elemental Power (Chance to apply condition). Yet, the Inscription trait seems to consider that the player would use an all Glyph build, which makes no sense.
Well, I remember a time. A long time ago when Armor of Earth was at 90 seconds cooldown. At this time, Signet of Air was not a stun breaker, so you have two picks for stun breaker: Arcane Shield or Armor of Earth. Armor of Earth was the usual pick, Arcane shield was still the odd pick. But Armor of Earth was buffed to 75 seconds cooldown with Shield was left to 75 seconds.
Yes. Arcane Shield could enjoy a similar cooldown reduction. Perhaps 60 seconds cooldown (down from 75).
Well, it’s probably a population issue. Joke’s on you, Anet.
I would not be optimistic about season 2.
Can you even believe that Path of Exile… Yep, an Action RPG focused 99.8% on PvE actually managed to divide balance between PvP Arena (bonus content) and PvE world. For people knowing about Path of Exile, it’s such a small company, yet, they managed it. And it’s a game you can play for years and still discover new mechanics.
http://pro.eslgaming.com/gw2/proleague/schedule/
The finals are in February, so I dont expect a balance patch until March.
Well, this just broke my mojo. So what’s going to be there between January 26th and February 20th, a big hole of nothingness?… The perfect occasion to lose 95% of the playerbase?
This also happens a lot with Spear of Justice if you try to Line of Sight in an attempt to get pulled to an object instead of back to the Dragonhunter (which usually means death).
I can’t tell that Dragonhunters are too strong since I know I can kill them in a proper terrain.
Though, I notice that the Spear of Justice first part being unblockable is odd and does not match the usual logic of the game. The leash range being seemingly infinite is also irritating.
I also notice some unhealthy play patterns when it comes to trap spamming, and mostly the daze part, which punishes melees awfully. I believe that when the whole utility bar are hard crowd-control, things have gotten out of hands: I am also looking at you, Druid’s Glyphes.
Who is that Lupi?
Doorbreakers, archers and mist champions have a secondary health bar indicating their combat fatigue. Effective healing on the npc fills a portion of this health bar proportionnally to the healing value. The more this bar is filled, the more vulnerable they become.
Cripple and Chills could have a greater effect on fatigued npcs.
They would receive extra damage depending on it.
They would receive reduced healing depending on the fatigue bar.
Something like that.
Stronghold is failing because of premade abusing that sort of comp.
It’s funny to realize what Quickness did. It not only means easier rez, it also means that you now need Quickness to stomp.
Well, I am also looking at this “grace period” before going down where you are invulnerable… It even seems to be variable duration. This surely plays a part.
What do eles need a heal skill for? They dont take damage.
Not on topic. I used this to illustrate a point. I talked about elementalist because it is the class I play, and I am comfortable with the examples I give here. When was the last time you’ve seen Glyph of Elemental Harmony?
I believe that the healing skills balance is needed for the next big update. I can’t know for sure if the devs had this planned, but some skills could truly be looked at.
For instance, I don’t even pick “Wash the Pain Away” because it can heal teamate: this is just a bonus for me. In fact, I pick the shout because of the heal value and the way the heal is casted (channelled). Moreover, it’s not that Wash The Pain Away is too good, it’s mostly because the rest of the healing skill are very lackluster.
I am looking at Arcane Brillance, Glyph of Elemental Harmony (I would really like to use this one).
Warriors healing skill are pretty bad too when it comes to diversity. And more. So here is the question.
“Is Healing Skill Diversity a subject that is going to be discussed and acted upon for next season’s balance patch?”
I am waiting for the ranger boys to come defend this just like they did with the unblockable/undodgeable taunt.
So everyone saying
“everyone is OP and should be nerf except me?”
Asking for a Earth Shield nerf would be funny.
But I believe that Wash the Pain Away could enjoy a 50% heal nerf on allies. But, to even the odds, make the first pulse to 240 up from 180 and the second to 360 up to 240 radius.
Same healing to allies nerf for the guardian heal trap, and mesmer well (but I have not studied those one).
Sometimes blood deals more.
Eh, why the hate?
I request a clip from Diamond+ League because at least the people there know a bit about the game. If your build is only viable in Amber, then what can we say about it? I’m really curious to see how you survive against a power Rev or even Reaper.
I am just reacting because you seem to attach an actual skill level to the Diamond League thing when a Diamond could also be a Stronghold Hero. Is 80% win rate in Ruby enough (solo Q)? The game is not interesting enough to be worth my time.
Maruader fresh air tempest with earth/air/tempest and D/x actually works pretty well in soloq!
Give me a clip in Diamond League and I’ll believe it. Let’s see how you handle being chased by a Shiro Rev.
I don’t have time to waste farming this grind crap. “Diamond League”, you speak as if it had any meaning attached to it.
When it’s the smokescale you need to watch instead of the druid…
Maybe it is because of the the stuff druids send at you can’t really be neutered anyway: instant stuns or dazes, non-projectile 1200 range attacks and more. I think Maul is the only thing you can reliably stop from the Druid.
Meanwhile, you better watch out for the Smokescale’s unblockable knockdown (unblockable). Or the smoke assault that does not need line of sight.
Ran maurauder tempest last night. 2x revs on the other team along with a bunker mes etc. Went in full ham and nuked everything. Thing we had 2 thieves on our team, we won XD
Funny thing was seeing the Rev push our home as I was moving past it on way to mid. He assumed I was bunker or something and turned the other way toward mid.
Anyway, glass Staff ele is an art form I learned in WvW. Got to know how to get your skills off and avoid getting taken out with good disengage. True, a full glkittenter mes, or decent glass thief will take you down within an instant, but let’s be honest, how many of these are there out there these days?
The best part was contributing to the team by producing a ton of kills. Where’as while playing a bunker tempest, if the match is going in the other teams favor, there’s not always a means to swing back the captures/points in your favor -_-u GG meta.
Thieves have not been able to take me down easily; they mostly die to it. Mesmers can be more dangerous, but you can escape that one more easily, they also mostly die when they try the kill. But Smokescales, you gotta be careful about them.
Yes there are ways. You can even kill Revenants in berserker amulet if you feel like it.
Staff benefits a lot from Overloads in the form of damage while the rest of their kit is oriented in quick-to-slow unblockable CC, an appreciable amount of sustain. Though, had always been limited when it came to the reliability of landing damaging abilities ( apart from Lightning Surge, air auto-attacks and the usual combos with a CC followed by burst). Staff has a higher weapon damage than dagger, so your overloads hit harder. Staff is also a reactive weapon opposed to a rotation-dependant one, so a conjured weapon (the only viable one happens to be Earth Shield +Lightning Rod) can be added to compliment with it: and I strongly advice to try it seriously even though it will take months of practice to truly master it, and that it will be horrible in the first hours.
Conjure means a better and burstier rotation while waiting for an overload (with an offensive or a defensive purpose). You will also find comboes with it, but I won’t tell too much (Hint: Overload Earth does its first tick of damage instantly opposed to Fire, which is about 0.2 seconds or less delay).
Builds in the description:
http://www.twitch.tv/aleriedespins
I’ve not yet met a proper answer to this question, “Did Revenants add anything positive to the game?” I am mostly speaking in a utilitarian perspective here: if some player enjoys playing the Revenant, is it to the detriment of the other players? I am also mostly looking at the common specs: not the Ventari Legend or Dwarf.
There is a vast list of things Revenant made to the game, and most are negatives if I recall.
1. I am hearing from friends that GvG is mostly about Coalescence of Ruin. So Revenants managed to break class diversity.
2. Boons are mostly delivered by Herald Revenants nowadays, and passively instead of actively blasting for might. (Might, Fury, Swiftness)
3. Viper Revenants probably caused people to quit the game, or take the game less seriously, or take a break when it was supposed to be GW2 “Golden Age”.
4. It’s probably a wider issue for them, but Berserker or Warriors seem to have lost their roles and are replaced by Revenants.
5. Revenants are causing a balance turmoil, which is to expect for any new classes, but I don’t think one should expect all of the above: it’s a lot for one single class.
Feel free to contest this. I don’t like the idea myself, but I couldn’t think about an argument to contest it. Or feel free to add stuff to the list.
(edited by Alekt.5803)