for there you have been and there you will long to return.
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I’ve seen nothing but toxic chat outside of Vigil Keep. When I was doing hearts on my new thief in Queensdale and there were nothing but insults. When I was trying to do some map completion on Malchor’s Leap, people were angry over the defend events as they were looking for trait unlocks. It’s my personal policy to simply not play with people when any drama ensues.
Chat hasn’t always been pleasant of course, but it seems to me that the atmosphere has gotten a lot more hostile with the megaservers. :S Overcrowding perhaps? But in any case, I’ve only seen the negative effects. The only place for good community based communication, is sigh, wvw. It’s obviously not perfect since people still get mad, but it’s unfortunate that a laggy, queued, and fractured place is the community hub now
/Alt-tabs back to Vigil keep. Oh great, even more insults. Save your pvf for the forums!
If things were to stay as they are, I will probably not step foot in the open world aside from world boss farming. WvW is really the only thing that gets the game going for me atm.
I’ve spent 15 years on battle.net so sure, it’s not the worst you can get, but I’ve spent a whole lot of this particular game with that junk kept to a minimum.
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Keep megaservers for the open world maps, use home servers for cities.
Doh.
The obvious solution. I can’t believe they just mindlessly put all cities to this task despite the fact that people were already voicing their concerns before this change.
There is no excuse for this level of obliviousness.
Face it. People want BiS. Required or not is irrelevant. It is grindy.
And I have every intent to keep swinging my sword again.
And merely just wanting something is not a reason of why you should have it.
Then grinding is a reason why I should have it?
According to the game, yes.
If you disagree, then feel free to state why else you would deserve something other than “i want it”
Which supports my statement that it is grindy. Thank you!
I was never disputing that it was grindy. I think it’s pretty stupid myself. My point is just because you want something doesn’t mean it should be given to you.
Legendaries were intended to be a long term, grindy goal. There’s really no point in complaining about it.
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/demands cover,
Face it. People want BiS. Required or not is irrelevant. It is grindy.
And I have every intent to keep swinging my sword again.
And merely just wanting something is not a reason of why you should have it.
Then grinding is a reason why I should have it?
According to the game, yes.
If you disagree, then feel free to state why else you would deserve something other than “i want it”
Yea, I have only rolled human females. :S I tried to roll a guy as a thief for the first time recently, but then his voice and looks were just no good and was deleted in 10 minutes. I really don’t like the face or hair styles either; it just looked wussy regardless.
Face it. People want BiS. Required or not is irrelevant. It is grindy.
And I have every intent to keep swinging my sword again.
And merely just wanting something is not a reason of why you should have it.
It’s only grindy if you make it grindy. When you aim for goals in the game that are optional yet were designed around it, then there is no point in complaining about it.
Why not just profit off the impatient/stubborn and get other things?
The grind in Gw2 is not that bad, although it should be compared to itself as opposed to other games, because just because some games do it, doesn’t mean it’s fine for this game to do it. For example, the leveling process has been made more grindy for dubious gain— I find myself rushing through material even faster and won’t even get certain traits that would have been open to me anyways. It may not be as bad as other games, but I don’t care— it’s now worse for just the sake of changing things.
The main problem about grind in this game is simple— they introduce things that requires lots of grind and simultaneously nerf and remove ways to grind so that even if you wanted to sit down and grind it out you have to deal with time gates and ninja nerfs and whatnot.
P2w with the upgrade extractor? You’d spend around the same buying new runes. More like P2L
That’s…. actually a pretty interesting balance of stats. Personally, I’d reduce radiance to 1 and pick up dodge heals instead; searing flames is okay now, but dodge heals just help so much.
You’re going to have to play with your sigils to get cover conditions (maybe geomancy?) so that your burns aren’t just going to be as easily cleansed off.
Also, I’d take Master of Consecrations; there’s usually little need to ground target purging flames.
Axe is….
Dang, I can’t even think of anything to say about it.
11122222222222222222222222222222251112222222222222222222222222225111222222222
I’m afraid Gw2 is not about typing a captcha and winning, contrary to popular belief.
I used to have “dumb fire” thrown at me a good bit before it was nerfed. When I wasn’t running it. And sometimes when I wasn’t even playing condi.
Naturally. They don’t know what’s killing them. Ignorance leads to fear, fear leads to anger, etc.
Most people are bad and dislike being reminded of it. In this case, not facerolling you is considered part of this and can be safely ignored.
One can take a loss as a learning opportunity and get better. Or they can just cry. The later is what is known as “scrubs”.
On further thought, I was wondering what was considered a “good” crit chance rate? I currently have 40% and main procs are incendiary powder and sharpshooter.
The current situation is that the fights I now engage in are very one-sided, either I just shoot them to death and they can’t do anything because of all the conditions, or I die and don’t know what happened. I haven’t been able to defeat any mesmers though. I get dazed and all those clones explode. That leaves me half dead, and I sort of give up, lol. I understand the real one actually has buffs, though this is hard to aim grenades or bombs at. On other classes I can at least tab cycle to find the real one and fire away. Although, I have to admit, outside of using a meditation guardians, I might as well alt-f4 the moment I see mesmers since that’s how bad I am. Maybe I could roll a mesmer to examine how they work, but I would have to purchase a new character slot.
On the other hand, the main thing that makes me smile is that thieves seem very afraid of this class. :p They really just backstab you, realize it’s not going anywhere and just run off to do their evil thief things. It also is a lot easier to fight in a 1vX situation. Although I come close to winning, I never do, though that is just a L2P issue. I main a guardian, so my tendency when dying is to bang the keyboard for a desirable result. Clearly, that approach needs adjustment.
In the end I have like 70 hours on this class and can easily see that I have a lot to work on. I wouldn’t give up on it, given that I can already be a threat.
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This is pretty ridiculous. They went from terrible to “somewhat functional” to “even worse”
Back then they were dumb but they’d at least stroll over to your target. Nowadays they will sometimes do nothing for a while.
Do not take Signet of Spite for the active effect. I know it looks cool on paper, but the cooldown and brief spurt of conditions is not worth it. It’s dubious for a condition build, much less for a power build— I have a feeling even plague signet would be more effective unless you’re taking Spite Signet for the large amount of power. Also, as a question to all, do signets work in DS?
Personally, I’d take Spectral Wall instead for more battle control, although I myself am not as daring with all that zerker gear. Maybe Path of Midnight over Vital Persistence?
Also pack some sigils of energy. Necros don’t have vigor so adding some dodges will help you greatly.
I used to do something similar. It is good for surprising people when you blast them down but very difficult to win in protracted fights, such as against warriors and guardians. Also, you will go down very fast if errors are made. Give it a shot.
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Not gonna happen; the current system is working as intended. Greater marks was intentionally moved to the master trait line, leaving staff mastery an adept trait and staff is pretty good untraited regardless.
People took greater marks back then because the default radius was too small, but nowadays the difference isn’t as huge. If necros need buffs, it is not staff.
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It’s not bad, but it requires an investment in a tree that is good for little else other than wells. The numbers are low and you have to take like 2 traits for it to really do anything. Furthermore, it conflicts with Death Shroud because you cannot heal while in DS and thus if you heavily use DS, a lot of it would be wasted.
The best life siphon build is a minionmancer build with axe. Minion hits will siphon life as long as you take the vampiric trait and ghastly claws hits multiple times.
The Ascii well build also has good sustain with it. https://forum-en.gw2archive.eu/forum/professions/necromancer/Ascii-s-WvW-Wellomancer-Build/first
For practical use, it’s probably the best build if you want to have some life steal.
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Unholy Sanctuary it’s a waste if you do not get full Healing Power.
And even if it wasn’t, why are you not running Vital Persistence with it?
Vital persistence simply prevents natural degen, which is almost never the reason why one runs out of DS.
As for running healing power, I have no idea how well that scales, though I have no intention of sacrificing damage just for 1 trait; and my feeling is that like with everything considering healing power, too much investment for a mediocre result.
The reason I picked it is because I don’t have any sustain, relying completely on the Consume Conditions except for LF regen and occasional health is quite good for taking an extra hit or two over time. I don’t consider 130 hp a sec insignificant— that’s like an extra Mango Pie
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I like full rabid, but wouldn’t say no to mixing in some Dire. Some crit is needed for proc effects, but yes one can go too far with it.
4 in supply mastery just because as said above, the low cost and high benefits
1 build mastery— saves you time
1 repair mastery (optional)— same
Max Defense vs Guards* — big health boost but takes a while to get. In a zerg, survivability is king and guard stacks allow certain builds that would normally die to be pretty viable. General combat upgrades are always wanted as well.
1 in Arrow Cart and Flame Ram (these are rather big upgrades)
Max Attack vs Guards*-- Just a general combat upgrade
Pick a siege weapon to max out.
Rest use at your leisure except ignore mercenaries and save supply capacity for when you have a surplus.
*Classes with low base hp such as guardian would benefit a lot more from 2500 extra health. Classes like necros with high health can get away with maxing the attack stacks. Though honestly the attack stacks don’t really give that much.
Ironically since these boosts are flat, that means that glass cannons benefit more from health stacks, and tanky low damage builds benefit more from attack stacks.
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As it happens, I laugh at any guardian using shouts in WvW as they die to my med deepz.
Well, duh, triple meds is way better 1v1. I don’t even have a reaction for those since they were mostly just running to a zerg most likely.
You run into the same problems in WvW – No Wall to punish ranged attackers, no Purging Flames to mass cleanse after condition bursts, no Hallowed Ground to support your zerg clash at choke points.
Oh triple shouts is dead in zerg wvw too? What are people building then? Do tell, I’ve been wanting to do consecrations for quite a while.
Pretty much what I said – WoR to punish ranged, Hallowed Ground to give mass stability in zerg clashes and during fights over choke points, Purging Flames for mass cleanses after the initial merge, and Sanctuary never because it’s basically only useful for point control in sPvP. Stand Your Ground remains excellent though, always good to bring that – again for the Stability. Gotta do something about those hammer warriors.
Ah, SYG/HG combo sounds like fun. We would lose protection, and is purging flames/absolute resolution more reliable than shout condi removal?
Also this would be 20 into virtues I’d assume.
I have to say it is. You are usually using your shouts for other purposes and the condi removal is secondary. And being able to remove 6 condis from a party in a matter of seconds with 2 skills is pretty nice without killing all of your utilities.
Lol, so the pve meta’ers were right! I always thought shout condi removal was overrated.
I suppose there’s no real loss losing that puny passive heal from resolve for quick condi removal.
So WoR/SYG/Purging Flames, dungeon style in zerg?
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You run into the same problems in WvW – No Wall to punish ranged attackers, no Purging Flames to mass cleanse after condition bursts, no Hallowed Ground to support your zerg clash at choke points.
Oh triple shouts is dead in zerg wvw too? What are people building then? Do tell, I’ve been wanting to do consecrations for quite a while.
Pretty much what I said – WoR to punish ranged, Hallowed Ground to give mass stability in zerg clashes and during fights over choke points, Purging Flames for mass cleanses after the initial merge, and Sanctuary never because it’s basically only useful for point control in sPvP. Stand Your Ground remains excellent though, always good to bring that – again for the Stability. Gotta do something about those hammer warriors.
Ah, SYG/HG combo sounds like fun. We would lose protection, and is purging flames/absolute resolution more reliable than shout condi removal?
Also this would be 20 into virtues I’d assume.
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May I ask why you are as attached as you are to Foot in the Grave? Do you just like the “free” stomp that comes with timing stomp + DS? I’m interested to hear from someone who found a niche for it and uses it in their playstyle, because I never liked it much.
I’ve used Foot in the Grave since forever. It just makes things easier that you can go DS and get your fears/damage off without a hitch. Damage is nice, but since I mostly zerg with necro, it’s secondary to stability, especially one that has such high uptime.
Personally, I use DS as a shield against damage.
You run into the same problems in WvW – No Wall to punish ranged attackers, no Purging Flames to mass cleanse after condition bursts, no Hallowed Ground to support your zerg clash at choke points.
Oh triple shouts is dead in zerg wvw too? What are people building then? Do tell, I’ve been wanting to do consecrations for quite a while.
Why would you use trooper/soldiers runes when you only have one group wide shout on your bar?
Apparently soldier runes even work for non-group shouts.
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Trooper
IMO, gameplay trumps immersion. Sure, it makes no sense that that dead wolf would be carrying a greatsword after I kill it, but that’s just for matters of simplicity.
Of course, immersion is where the polish is at. It’s fun to play a game, but it’s even more fun if you get drawn into the world more. This game could use more in that direction; maybe I’ll be encouraged to RP once in a while. There are some parts of the open world that do manage to draw me out there and creates the feeling of there being a world, but I can’t say the same for many other areas of the game.
I guess it’s a chance to ask this question.
What about decimals? Let’s say I heal 105, that would be 115.5, so is that 0.5 just lost?
It’s honestly a pretty foolish question.
Consider the following scenario:
2000 hours, 10 legendaries, why keep playing?
It’s the downfall of every RNG based lottery ticket. If it’s easy to get, then there’s no point. If it’s hard to get, then you may never see it.
The problem here is that it simply can’t be solved. If you’re playing the game solely to get a precursor, then even if you got said precursor, the game is over and you shouldn’t be playing anyways. The 2nd is associating play time with being entitled to get something. I don’t know why that would matter, considering I have 1600 hours logged, but I spend a lot of time afk or simply just running around maps because I feel like it.
Truth is, legendaries are a grind and luck based time sink (though the luck part can be bypassed by grind). If you don’t like rolling slots, then either buy a legendary or just accept that it’s merely a measure of grind/luck. And profit off the people that are impatient and will buy your t6 mats.
Some hearts are good, some hearts are bad. Since I only care about getting my characters to 80, I simply ignore the boring ones.
A lot of hearts can be done just by doing stuff in the area though, so no big deal.
Most of the leveling process is simply acquiring commonly used waypoints and dealing with stuff on the way.
Yea, the combo is the best. If a heart takes too long to do, I skip it and try to find hearts that have events near them. You can end up with double credit (event + heart) and whatever mobs you ended up killing.
The exp rewarded for just running into new areas is quite a big chunk, so I prefer to move fast and only stop for events/hearts/dailies. Hearts are the lowest priorities since there’s way more than enough to reach 80.
0 Completion
Level 80s include
Necro -87%
Guardian (main) – 54%
Ranger – 24%
Engineer – 24%
I’m pretty impressed on how little of the game you have to do to reach level 80.
On my highest character, I’m missing all the main cities besides Divinity’s reach, Metrica Province, Brisbane Wildlands, Caledon Forrest, Plains of Ashford, and Diessa Plateau. I have absolutely no interest in doing these, and Brisbane Wildlands I’ve only entered. I’m mostly a wvw player, so my complaints are exactly the opposite of the pvers who don’t want to wvw, yet somehow I sympathize. :S
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I usually just look on the trading post, and before level 80, buy food that is no more expensive than 10 copper.
With all due respect, this is bad advice.
The food I mentioned above lasts 45m (some cheap food lasts 20 or 30 minutes) and includes 10% gold find and 18% magic find as well as 15% experience boost (compared to the standard 10%.)
Most experience doesn’t come from kills, it comes from hearts, exploration, and events.
Event chests and bags aren’t affected by MF.
Open world monsters don’t drop enough gold and aren’t dense enough.
Yes, it’s more convenient, but the length just requires slightly more clicking.
I would rather take http://wiki.guildwars2.com/wiki/Grape_Pie or http://wiki.guildwars2.com/wiki/Cherry_Pie and allow myself to just dive into the nearest events and finish them a little faster. You’re better off moving faster.
Heck, I still use similar things like these on my level 80s since open world isn’t worth using any food of value except for world events. Also, a couple of silver is nothing to a level 80, but it’s several upgrades for a lowbie, not to mention they’re going to have to save up every single copper they can get because of the way traits work now.
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Karma armor can be exploited for the runes. Fine. But what about wvw stuff? They have no runes or sigils, and can’t even be mystic forged. And they cost gold too.
Yes, I know wvw players aren’t people, but still.
Anyhow, it would be best if it were possible to salvage but make all salvaged materials be account bound.
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I usually just look on the trading post, and before level 80, buy food that is no more expensive than 10 copper.
WvW Power
Nothing too new; I’m just playing with the Unholy Sanctuary trait. I like it as with my build life force comes easy, and now it’s just an excuse to spend a heck of a long time in DS while I heal my health back to full.
I should actually do something about the might duration that’s not being used— I bought the hoelbrak runes because they were cheap.
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I would suggest to Anet to not make huge sweeping changes like this that has such huge impacts without taking enough input.
I do not want to beta test whatever stupid gimmick you’re coming up with this week.
Please revert cities back to what they were. I understand having to populate certain pve maps, but we want hubs for server communities, and personally, I don’t want to take even longer to load cities.
Absolutely atrocious. Megaservers are fine for pve maps, but cities, the central hubs for server communities, wvw alerts, and guild recruiting? I can’t believe just went ahead with it while just ignoring all these concerns.
I don’t want a “greater chance” to play with my server mates. I want my server mates to be there.
This is probably one of about a dozen times I’ve ever been truly disappointed in this game. Granted, that’s a pretty good track record, but this time I’m just flat out hating it. Combined with the new leveling system, that’s two strikes in a week.
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I didn’t like leveling to begin with. It’s an archaic concept that has no place in a game like this. It works in games where vertical progression is part of the game itself in Diablo, and you’re looking for a far off goal to finally max out your character. But it’s becoming more and more clear this game is balanced around max level activities, so what’s the point?
Now I just see more restrictions and busy work, honestly.
It would be totally different if we had access to all the original traits, and you had to work hard to unlock brand new traits like what happened with the new GM traits. Instead, your character is crippled unless you pay a lot more than you had to.
I’m really glad that I got my engineer to 80 before the patch hit. I mean really, I’d have to wait until like level 40 just to get speedy kits?
It would be so much better if you had a host of adept/master/gm traits to start with and then be able to unlock even more ones.
I have a thief at level 23 that I may eventually get to 80. But since I need to purchase a character slot to start a new character, chances this will be the last time I make any more in a long while
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I would settle for making runes obtained in this manner to be account bound.
For some reason, they have avoided making some stat combos like Valkyrie and Carrion on trinkets. It’s been a long complaint, though I imagine we’re going to see this with level 500 jeweler or something.
As power scales a lot faster than condi power, due to having 3 stats, it benefits more from the stat advantage of ascended gear.
Conditions really only have 2 stats, (damage and duration) and thus exotic to ascended isn’t too dramatic if even noticeable, though obviously the extra toughness is always better.
Incorrect. The game has many many sigils that proc on critical. Incendiary powder, sharp shooter, precise sights, and bunker down are all traits that apply condition on critical. Optimizing critical chance optimizes the up time on each and every one of these traits. Similarly, every profession has this level of critical chance traits. Dismissing precision will cost your damage output extremely in a condition build..
That’s actually true that precision is needed.
Yes, precision is needed, it’s why I use full rabid for condition builds across multiple classes, but it’s not like you need ascended gear for that, nor is it specific only to condition builds; take precise sights. for example would be even stronger on a power build. Also, most proc effects have a cooldown, such as incendiary powder, has a pretty long one— thus you don’t need that much crit to use it effectively, so there’s a limit to how much precision affects them. Also, factor in that most of engineer attack skills tend to hit rapidly.
Though Sharpshooter actually does not and thus would benefit for more crit.
Obviously more is better and ascended is the end goal for now, but I think spending gold on exotic condition gear for wvw gives the most bang for its buck.
Thanks for this post, lots to chew over here, and I recognized a lot of truth in it as well.
The stat info you gave is especially interesting and puzzling for me. I’ve tried both rabid and rampager, and was planning to go with rabid when I make my ascended gear. But what you said about rampager scaling better gave me pause for thought. The problem with rampager though is that I’d feel naked running with so little toughness. (I’m currently 6/6/0/02, experiment-fail roaming build)
Though having said that, the engis I’ve met drop my health so quickly that I’m wondering if toughness won’t be an issue.
Another question I have is a general question about survivability vs glass cannons. In wvw do you think it’s generally better to be a defensive minded spec/class vs an all out damage class? It seems to me the only class which can really get away with traiting 6/6 anything is a thief. But I’ve seen so many face melters from all classes while roaming, I can’t help wonder how many actually do spec as glass cannons.
I personally prefer rabid myself, since it allows for more error. Of course, survivability varies by traits too.
I want to try celestial (all stats) some day, but I think the exotic is like timegated or some crap, and it’s a pain to make ascended too.
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As power scales a lot faster than condi power, due to having 3 stats, it benefits more from the stat advantage of ascended gear.
Conditions really only have 2 stats, (damage and duration) and thus exotic to ascended isn’t too dramatic if even noticeable, though obviously the extra toughness is always better.
I’ve only played an engineer for less than 60 hours so I don’t have much to really give in the words of wisdom. Although, I built this character exclusively to wvw, and have picked a number of fights to get trampled enough to learn a few things. =p I also like the fact that many of their attacks do not have a target, so I can blow up that stupid thief’s house.
I’m not sure if you’ve done this already, but turn on fast ground targeting in options. This makes grenades much easier to use. There are also some basic questions, such as what food you’re running. Buying some cheap Koi cake/tuning crystals can make a huge difference too.
My observation of this class is that it must rely on prevention. In other words, mostly when I die under even odds, it’s due to poor positioning or lack of awareness. Maybe I was pistoling out of range so they missed and switched to grenades while in melee, while forgetting which bomb skill does which. Maybe I was chasing after them trying to lay bombs. When I win/they run, it’s usually because I was able to mitigate their offensives, while the conditions slowly killed them off.
It can only get stability via tossing elixir B and condi clears are somewhat dubious— healing turret is of course very familiar, and then elixir gun 5 which can be tough to get off in time when you’re alone. You could do the 409/elixir build but then that’s not a very fun build and you would need to take up your slots with elixirs, which is a pretty big opportunity cost.
Engineers have very powerful control over fields— and the ability to blast them on their own too. Knowing what makes a smoke field, a water field, and a poison field is critical.
Try taking the following traits:
Explosives: Bomb explosion radius, Incendiary Powder (very powerful trait)
Alchemy: Invigorating Speed (because more dodges is superior), Protection Injection
Tools: Speedy Kits (duh)
I found protection injection to be a pretty valuable case as stuns are everywhere. Personally, I ran with melandru runes, so getting bonked on the head is more of a minor annoyance than CC hell and death.
And yes! Playing another class does help a lot. You’ll learn the signs of when a certain profession is out of gas, so to speak. My main is a guardian, so I’m pretty adept at killing enemy guardians on my engineer or other characters, as well as some familiarity dealing with necromancers and rangers. I know what a guardian saves up for their moments of trouble, and getting them to waste it is a priority. It also means I know I can chase them down with impunity after it. If I didn’t play a guardian, I might have just backed off and given them time to recover. At the same time, I’ve never played a mesmer so I’m not exactly what kills me sometimes. =p
As a side note, poison is frequently a game changer, because it reduces healing. So, don’t just spam it on people. (Unless of course, it’s a warrior)
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As I posted above, only the zeal and burning changes (they’re related!) as well as to a lesser degree spirit weapon traits have trouble because zeal is not a good tree and supports subpar things.
Purging flames is also the defacto condi removal in pve.
I find it very hard to believe that something like the sword buff falls under the not viable category. It’s not like people don’t take that, lol.
Ah, it’s their first step to removing this class from the game.
They hoped nobody would notice. They were wrong.
I’m sorry. I just find this happening to be pretty hilarious.
Consecrations and Meditations got buffed. Spirit Weapons actually got buffed too since they lost their vulnerability, although they were pretty much extra HP which didn’t solve the dying problem.
A list of buffs off hand:
1. Unscathed Contender went from 10% to 20%.
2. Conscreatios were buffed: Hallowed Ground gained 20% boon duration, Purging Flames gained 33% condition reduction and a lower cd.
3. Supreme Justice was buffed to 3 attacks to proc burning instead of 4.
5. Meditations were made instant
6. Merciful Intervention had its CD reduced
7. Focused Mind was buffed to give Fury
8. Zealous Blade was made to scale with healing power
9. Powerful Blades was buffed to 10% up from 5%
10. Scepter Power was buffed to 10% up from 5% (I think this was buffed, I could be wrong).
11. Spirit weapons got a trait that increased their damage by 50%
12. Healing Breeze got buffed several times: The first being a area cone increase, the second had its based healing increased for allies and the third happened with the feature patch.
13. Mace of Justice was buffed to give 250 healing power, this gives just as many stats as a entire trait line.
14. Scepter- Orb of Wrath had its velocity increased
15. Pure of Heart: Increased scaling with healing power from 25% to 40%
16. Retributive Armor: Increased the conversion rate from 5% to 7%
17. Searing Flames: Reduced the cooldown from 20 seconds to 10 seconds
18. Shattered Aegis: This trait now applies damage instead of burning
19. Shielded Mind: I’m pretty sure this one got buffed so that it also affects allies.Out of this list, the majority of guardian players might use one or two. Because the rest of the buffs do not fit into their mentality of how guardian should be played. That is to say that if it does make a dungeon run take 20secs less or in pvp if the changes do not enable the player to kill targets in secs then its not useful.
Well let’s see here:
1.) Great for PvE
2.) Pretty interesting, purging flames is more popular these days.
3.) Still useless, as with anything involving burn builds
5+7.) A critical change for meditation dps guardians, since instead of taking a trait just to make them instant, we can give it fury.
6. Not really sure
8.) Still a marginal trait but I can see some use for it
9.) Very powerful trait for pve and roaming
10.) Good buff, but this trait is in zeal which is just hard to take as its damage and nothing else
11.) Spirit weapons being destroyed makes them hard to use.
12.) I still haven’t been convinced to use it
13.) Good buff, but trait is very hard to take given what it competes with.
14.) Scepter is more usable
15.) Ok
16.) Great for AH guardians
17.) Trait remained useless until it was recently changed to not go on cooldown when it didn’t remove a boon. It’s finally something now
18.) no comment
19.) The old version must have been terrible
Overall, that seemed to be a lot of good changes, though yes these changes don’t hit a lot of people who want all dps or all bunker.
This answer will depend heavily on what part of the game this is— PvE, Open World, WvW, PvP
Pretty bad change really. I thought the old system was better, since it was just in and out playing mostly whatever you wanted.
I suppose I could just tolerate 5 generic dailies (just 1 more in addition to what we have here), and the rest can be whatever gimmick they want. But don’t think for a moment the daily carrot is going to convince me to play something I won’t especially since dailies will be capped anyways….
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