The new armor looks like very good general use gear. Note: I gave the boots the same stats as the shoulders since that is what the berserker armor has.
_______ pwr pre crit
Celestial 140 140 19%
Berserker 315 224 16%So you will lose 175 power and 84 precision to gain 3% critical damage. You also gain 140 toughness, 140 vitality, 140 healing, 140 conditional damage and (everyone favorite whipping boy) 18% magic find. The armor value is the same for both.
I guess the min/maxers and theorists will need to determine if the loss of all that power and precision is offset by the gain of 3% more critical damage and the “survive ability” stats.
I’m an engineer, a profession built around dynamically changing our role in combat to suit what the party needs, and by far the most versatile profession (no; elementalists don’t even come close), so this new Celestial prefix is ideal for us. There are few professions that could justify a jack-of-all-trades prefix like this one, and we’re one of them, so I plan to go full Celestial as soon as possible for my general PvE play.
Har…dee…har…..
Well, you know what they say; you have to learn to laugh at yourself.
And I was actually planning to invest in a new pistol and shield just for those skins…..
/sighs
Seriously Arena Net, why do you flat out hate engineers? You created the freaking profession, show us a little respect!
Honestly I don’t think we should be assuming continued increase in stats on gear. Its been months since the ascended fiasco and its backlash, and the only mention of increasing the stats on gear has been to say they won’t be doing it.
At the risk of sounding like an overly defensive fanboy; calm down and get over it.
complaining about a problem that doesn’t even exist… is there an achievement for that?
Yes. I believe it is called “Fanboy.”
Can this tread get any bigger just cause A-net replied in it -.-?
Ironic that your condescension makes the thread larger. The interested parties thank you for the thread bump.
it was already bumped when i replied in it so what did it matter?
Your continued support of this thread is appreciated. On behalf of everyone interested in inflating this topic to ensure the devs know it’s important to us, I thank you.
As if it matters; the devs seem to make it a habit to completely ignore that this sub-forum exists.
Anyone know the full stat list for medium armor, complete with accessories? I’d like to know the real total for this set, not just the armor.
And I was actually planning to invest in a new pistol and shield just for those skins…..
/sighs
Seriously Arena Net, why do you flat out hate engineers? You created the freaking profession, show us a little respect!
.. Alright. Well. I recently had enough saved up to purchase a Predator rifle. Which I did. I play only an Engineer, so having a Legendary (Which I’d been uhming and ahing about for a while) just seemed like.. the next step.
I already knew that I’d likely never be able to see the thing with the build I ran previously. I was a hardcore utility; I made everybody else’s lives easier, rather than just being a faceroll, “lolololol luk it died,” type of class.
Well.. since I actually wanted to get some use out of the rifle, or rather, have it be seen that I’m one of the few Engineers that actually has a Legendary (Yeah. There really aren’t any of them around, for all of the problems that have been mentioned by this thread) I decided to completely swap builds.
While my current build is great (Rifle on display constantly and FAR more DPS than any other class can manage to get their wildest dreams wrapped around; wooo!) it’s.. I’ve just lost the love I had for the class. Where before I would enjoy actually thinking about things and how to best serve my party, now I just run in, faceroll my rotation, and run out.
But I want to show that I’ve gone well and truly out of my way and dedicated myself to this class by showing off my Legendary. So that’s the way it is for now. At least, until I just can’t even begin to care, since I’ve never been a faceroller, and it’s really wearing down my patience with this game quite quickly.
You just summed up exactly my problem with this. Yeah I could easily rework my build to show off the actual weapon more, but that would undermine the core reason I love the class. I originally played a thief and got sick of being nothing but a DPS spam class, and fell in love with the engineer because of how adaptable and versatile I could be. And that versatility comes from kits. So playing an engineer without kits makes me wonder why I should bother with the engineer at all, I may as well go play a ranger or something. It really is disheartening that the core reason I play the class is also the reason why cosmetic progression (a huge selling point of this game to me) is virtually non-existent.
Umm….if you check the achievement in question so it appears on the top right of your screen, and then mouse over it, it does actually display the total number needed to max it out. Or at least it does with daily and monthly achievements; those are the only ones I bother with.
Oh wait, it does it for Living Story too.
He’s been criticizing the game since before it launched.
“GW2 has no end game so it won’t keep players”
and the “GW2 doesn’t have Cantha so it won’t keep players”
then the spate of “GW2 has no quests so it won’t keep players”All hidden behind this phony ‘but I loves the game even though I can’t barely bring myself to play it and everyone is going to quit’ nonsense.
You’ve never actually watched any of his videos have you?
I was in the PvP lobby a short while ago previewing the new Radiant pieces out of the PvP locker, and I noticed that they didn’t respond to dyes. Seriously why? With dying armor such a huge part of customizing our characters why is it that these new, relatively cool looking, pieces can’t be dyed?
IMO It’s a fun game, but it doesn’t last. Hope you like DPS and dodging, because that’s pretty much all you’ll do PvE wise. WoW is better. If you don’t count the LF-whatever, WoW is actually far more challenging that GW2, but can be an easy walk in the park if you stick to its dungeon/raid finderr content. GW2, on the other hand: Just learn to dodge attacks that will otherwise one-shot you; that’s what the fight mechanics amount to. It’s pretty much hack and slash.
GW2 is well worth $50 or $60… whatever it costs now.
WoW isn’t better. WoW is different. That means what’s better is a matter of taste….
That…. ummm, is kinda obvious, Vayne. That difference is what makes it better for me. It’s an opinion.
Nuage has gone into recruitment overdrive since WoW is bleeding subs like no tomorrow
And they’re all coming here…. ohh wait – they’re not. They’d rather play nothing, lol.
The core Guild Wars community who have followed the development of Guild Wars 2 for years, longer than most currently players even knew the first game existed, were absolutely sure of one major thing:
WoW players will hate GW2. They won’t understand it, won’t try to adapt, and demand it change to suit their preconceived notions of what a MMO should be. And when those demands are not met, eventually, they will abandon the game and make sure everyone they meet is convinced that it is the worst piece of trash MMO ever made.
The Original Guild Wars weathered that same storm. It too dealt with an influx of players looking for a game that was a WoW clone in everything but the name, and the same mass exodus of those players. It dealt with the same bad press, and the same negative rumors, so much so that eventually the MMO community managed to actually re-brand it a CORPG rather than a MMORPG. And the original Guild Wars is still alive and kicking. Guild Wars 2 will be no different.
It may not have settled into its stride yet. And the community hasn’t yet stabilized with those who enjoy the game staying, and everyone else mercifully getting out of their way, but that day will come. And just like its predecessor Guild Wars 2 does not need you or your approval to succeed. Nor that of your ilk. It will live on and succeed not only without you, but in spite of you.
Go enjoy your raids.
Good luck. Try to stay positive.
My advice is to ignore this thread and just play the game. You really need to make up your own mind here, rather than relying on the countless conflicting opinions you’re about to receive. Fun is a subjective thing, and no one can tell you you’re having fun but you.
Oh geez, this is new.
Another day, another Wooden Potatoes video predicting the doom of the game.
Funny, I don’t recall him predicting the doom of the game, just offering some constructive criticism.
Not my video of course, all credit to the awesome Wooden Potatoes. But I was compelled to post this up in hopes that an Arena Net developer would see it, simply because it so perfectly expresses my thoughts on the need for an expansion, and what I believe a lot of players feel about the current state of the game. I can’t say I agree on every point, but there is a lot here to mull over.
they could release it on the ouya which is an open source style console. would get rid of all the sony / microsoft BS !
I would just worry about the performance it would have on that kind of system.
Why is it that everyone always forgets that the Ouya is an android based console? It plays apps, not games. It doesn’t even count as a console really; it’s an overgrown cellphone that doesn’t make calls.
Wow…you’re all so unbelievably helpful.
But it doesnt even matter. even if they would introduce necro-armor skins it would probably still look kitten on my charr, thanks to clipping issues and stretched textures…
Um…last time I looked there are somewhere around five different light armor sets that seem to have been made specifically for the necromancer.
http://wiki.guildwars2.com/images/8/83/Human_male_PvP_Seer_armor.jpg
http://wiki.guildwars2.com/images/7/7e/Cabalist_armor_sylvari_male_front.jpg
http://wiki.guildwars2.com/images/3/33/Shadow_armor_human_male_front.jpg
http://wiki.guildwars2.com/images/e/e8/Arah_armor_light_human_male_front.jpg
And don’t forget the Profane set in the gem shop. That one actually is a necromancer set from GW1.
(edited by Arkham Creed.7358)
Greetings guardian community, I’m new. Well; new here. I’ve been playing since head-start, adventurer professions mostly, and have no decided to make my first heavy; the guardian. So I thought I’d drop in and ask for a little advice before I get started. I know guardians have those awesome ward skills, and lots of ways to cause the burning condition, so if anyone has a good build that focuses on one or both of those I’d love to see. Thanks much.
P.S.
Oh yeah, the main reason I am making a heavy alt is for the Juggernaut. So hammer build tips are most welcomed.
I thought Guardians could use 1h swords……oooh….you want to dual wield, yes? Play a warrior or a mesmer.
Engies have the wrench from their tool kit that’s actually quite effective.
This is one of those instances when I’m going to have to disagree with you completely. Not so much that tool kit isn’t effective, but rather that it is an acceptable sole form of melee for the profession. If you want to play a melee engineer you are basically forced to play a kit focused engineer to maximize the effectiveness of tool kit, or a turret engineer so you don’t waste a major function of the skills that they are balanced for. Either way, at the very least, you find yourself sacrificing a utility slot so you can play melee.
What if I want a melee engineer with three elixirs? Or three gadgets? Currently this is impossible. I can’t have a melee weapon, Rocket Boots, Slick Shoes, and Battering Ram if I want to. And that is a problem. The engineer is the only profession that has to give up a utility slot to play at a different range. And honestly, you’re telling me that it is okay for a Mesmer to have both a sword and a greatsword but engineers can’t get at least a mace?
I’m not much of a PvP player, and only rarely bother with WvW for my monthly (I usually knock out those two objectives in a single day and then get the heck out of there), so please keep in mind that this is a PvE build. Mostly I use it for general event running, and sometimes a dungeon run or two, so please keep that in mind as well.
This is a modified version of my old pre-patch build. Since I’ve updated the gear (on paper, I haven’t gotten the new stuff yet) from my old precision/condition set to a more tanky one. I’ve also downplayed condition spam in favor of critical damage buffs.
Most notably however I ditched Elixir B in favor of Rocket Boots simply because they are now one of the most awesome skills in the game, and as such made me completely drop Alchemy from my trait line as well. I only ever invested in Alchemy for Cleansing Formula 409,and I didn’t want to keep that in for one skill. As such I dropped Elixir H as well. Needing a new healing skill I went with the Med Kit (I hate turrets) and as such invested in Tools to buff it, and while there I opted to go all in for the new version of Armor Mods. My new condition removal comes from the Sigil of Purity. Again I’m going for less of a glass cannon and more of a jack-of-all-trades damage/tank/support build.
So that is what I have right now. Please give me any advice or criticism you like, as I’m trying to get all the threoy crafting out of the way before I start investing my limited weekly play time in actually gather all the new gear I’ll need.
No there shouldnt. being able to visually see what an opponent is using is important in wvw/pvp. In fact a lot of this game is aimed at being able to tell if yourself or opponent is burning or poisoned or wielding a staff.
They need a solution, and i dont know what that is but letting you customise or hide the kits isnt it. Maybe if they make the kit weapons more recognisable they could do away with the backpacks altogether, but that’d take redesigning.
How’s this for a solution?
There is no miss issue with the FT. I PROMISE, for reals.
Get closer. Turn off auto target. Practice strafing. Use the golems in the mists for practice.
If I had video capability, I would prove it to you.
Not being rude, but this is an L2P issue.
So you’re saying that using a feature built into the game, and that doesn’t cause any issues with any other skill, is somehow a learn to play issue? It’s a bug. And you have a “don’t be a jerk” issue.
Don’t be lazy; if you’re speaking about your own opinions you really do have to say so.
Isn’t it kinda of obvious that almost all the time people here are talking about their opinions?
Given the sheer number of people echoing “GW2 needs X” or “GW2 is dying” threads while simultaneously attacking anyone who dares defend the game and calling them nothing but fanboys? No, it isn’t. You can claim you’re talking about your opinions all you want, but as soon as you start attacking people for disagreeing you’ve crossed the line and we’re not dealing with opinions anymore, we’re dealing with beliefs.
And as the word belief implies absolute commitment to an idea or ideal, they are equivalent to manufactured facts. They’re not facts; but the people who hold them defend them as such. That corrupts the discussion and prevents it from every being anything more than an argument. On the internet, where we all communicate with text and seek out communities and sub-communities of like-minded people to agree with us, the line between opinion, belief, and fact can be easily forgotten. And sometimes it is important to specifically say you’re stating an opinion not to inform others, but to remind yourself.
When dealing with success or failure of subjective elements you need only look to the target audience and gather votes. In this way the success or failure of Guild Wars 2 is decided democratically, and while I have no hard data to offer, the fact that the game does continue to thrive leads me to believe that the majority of players (Meaning all players, not just the relatively small minority who posts on the forums one way or the other) do find the game fun or otherwise engaging
Following similar patterns of previous MMO releases (how most of them had a lot of subscribers in the first few months, and lost most of them later), I somehow doubt we could say that the majority of those who bought and played GW2 continue to play. In fact, following similar patterns of previous MMO releases would hint that a large number of players left the game a bit before Fractals of the Mists was introduced.
Regardless, though, your argument has a flaw – you are trying to define failure or success democratically, as in, considering the population as a whole. When we consider that yes, we can gauge success or failure based on something subjective, we open the door to an interesting statement:
To me, Guild Wars 2 has failed.
Now, is that wrong?
As long as you keep it to yourself; no. However as with all opinions the moment you say it as an absolute statement it becomes wrong.
“Arena Net and Guild Wars 2 have failed to provide a game I find fun.” = Acceptable.
“Arena Net and Guild Wars 2 have failed.” = Unacceptable. False information.
Grammar and context are important when communicating, as is speaking in complete thoughts. For example stopping the above sentence half way through creates a very different statement with very different context, and alters it from an acceptable statement of opinion to an objectively wrong absolute statement. Don’t be lazy; if you’re speaking about your own opinions you really do have to say so.
Is this the correct place to pointless postings?
Seeing as how your post made it through I’d imagine its fine.
Regardless of what you may personally think about recent design decisions or your interpretation of the manifesto Guild Wars 2 has not failed. Indeed it has proven to be rather successful.
Depends of your definition of failure. Don’t you think it’s viable to gauge Guild Wars 2’s success (of lack of success) based on if the game is fun or not?
No.
Success or failure is an objective thing.
ArenaNet disagrees with you, as seen on the blog post Is it Fun? Colin Johanson on how ArenaNet Measures Success.
Do notice I asked the question knowing your answer, just to point how ArenaNet itself has asked us to consider other ways in which we can measure the success of a MMO.
Now, if you want to report ArenaNet for trolling, be my guest.
Well in the past I have called out certain members of the GW2 community staff as liars and questioned the validity and motivations of Colin himself on occasion, so don’t think that is beyond me.
That said you are now failing to grasp context. With the established goal of being a fun game the dialog shifts from absolutes to popular vote. When dealing with success or failure of subjective elements you need only look to the target audience and gather votes. In this way the success or failure of Guild Wars 2 is decided democratically, and while I have no hard data to offer, the fact that the game does continue to thrive leads me to believe that the majority of players (Meaning all players, not just the relatively small minority who posts on the forums one way or the other) do find the game fun or otherwise engaging.
So yeah, even by changing the context of the discussion the result has not changed; Guild Wars 2 has not failed.
Regardless of what you may personally think about recent design decisions or your interpretation of the manifesto Guild Wars 2 has not failed. Indeed it has proven to be rather successful.
Depends of your definition of failure. Don’t you think it’s viable to gauge Guild Wars 2’s success (of lack of success) based on if the game is fun or not?
No.
Success or failure is an objective thing. It is fact decided by nothing more than if the game continues to profit and exist. Conversely fun is entirely subjective, it varies from person to person, and indeed from moment to moment. In fact I still very much find Guild Wars 2 to be fun. Much more fun than any other MMO I’ve played, and I know for a fact that I am not the only one who thinks this.
By you stating the game has failed because it is no longer fun, you basically cast your opinion as having the same objective value as fact, and likewise devalue the opinions of others who may disagree with you. That is the very essence of arrogance, and a cornerstone of trolling. And unintentional trolling is still trolling.
Irrelevant. His point is that anyone who thinks differently than him is wrong .
In the case of the specifically called out statement “Guild Wars 2 has failed” he is exactly right about that. The game still has many, many players, sold over two million copies, and continues to turn a profit. Regardless of what you may personally think about recent design decisions or your interpretation of the manifesto Guild Wars 2 has not failed. Indeed it has proven to be rather successful.
Just because a given player or even group of players may not like it doesn’t mean it has failed. That is a truth I see a lot of WoW players struggling with. (No I didn’t just call you a WoW fanboy; I was merely stating an observation based on admittedly limited exposure to the mentioned demographic. Calm down.)
Originally posted in a thread regarding engineer kits replacing weapon and back pack skins, and how this hurts the enjoyment of the game’s reward system for some players.
It’s something we’re absolutely aware of and want to address in the future, one of my main characters is an engineer so I feel ya on this one. My poor quaggan backpack is visible like 2% of the time I play as I kit swap, never mind my weapon skins.
We’re currently focusing our engineering (programmers, not guys with net guns) resources that could work on solutions to issues like kits/skins on major systems that address issues higher priority and wider reaching like lag in large battles, LFG, custom arenas, spectator mode and so on but this issue is absolutely on our radar.
As always, please post your ideas of what you’d like to see solution wise, we love to see the fun ideas y’all come up with too!
So about this…..?
Are people still giving stuff away? If so I could use a stack of z-keys for that PvP title (I’m not a big PvPer, but that is one of the most valuable titles). All I want is to get to 30, and currently I am in the mid 20s.
but the thiefs steal was buffed to 1500 range.
So what? You can’t steal your way to the top of a wall.
To Sorrow: I wasn’t demanding anything. I was merely making a polite exit, and attempting to say goodbye to a subsection of the Guild Wars 2 community I’ve been with since beta, and who have given me tons of advice and words of encouragement over the last several months. But by your posts I can see the subtleties of tact, diplomacy, and manners are beyond you.
To Kabuki: I’m not quitting the game; just moving to a new profession. Everything that can carry over to other characters is going right to them, everything else is either getting salvaged or tossed on the trading post. So no; you can’t have my stuff.
With the most recent balance patch still so new controversy is to be expected, and I try to ignore most of it. However as an occasional thief player I’ve noticed one thing for sure; nobody likes torment. Some players of other professions have tried to hold it over thief player’s heads as an undeserved addition, but the fact is that most thief players don’t want it. They have zero interest in the condition, and have even begun claiming that changing Skale Venom to apply torment instead of weakness was a nerf.
Conversely I’ve seen numerous engineer players expressing interest in the condition, so wouldn’t it make more sense to give it to someone who actually wants it and will actually use it? After all once player preference is taken into account there is really only one profession that uses torment; the necromancer.
As such I feel it would be worthwhile to give torment to engineers. Specifically to their Elixir Gun kit. With recent changes making kits more desirable across the board, and the Elixir Gun itself having the first stun breaker applied to kits, I expect we’ll see even more condition/support engineers like myself running around with at least the elixir gun on their bar. As such I feel like replacing the poison applied by Fumigate with torment would make for an interesting change. Not only would engineers actually use it, but would be more willing to create condition damage builds wherein it would actually be viable. Furthermore Fumigate’s AoE function, combined with its rapid damage ticks and low cooldown, would make torment more prevalent on the battlefield, thus making it have a noteworthy impact on combat and feel like a true addition, rather than just a tacked on extra nobody asked for and fewer will actually use.
You clearly haven’t crunched the numbers on torment, and thieves get free weakness on auto attack if you use dagger main hand and the 15pt Deadly Arts trait. Torment is a HUGE boost to a condition dmg thief’s dps. Just because it doesn’t help zerker’s doesn’t mean it was a nerf.
You’re overlooking the fact that even with this buff a condition thief’s DPS is still about half that of a zerker, and twice as hard to pull off.
What’s wrong with Ranger? Apparently beastmaster is rather viable.
Partly I’ve heard that rangers got bludgeon with the nerf bat worse than any other profession, especially pets. But mostly it’s because my heart was never really with the ranger. I’m a hardcore role player and I only picked the ranger because it was the closest thing the original game had to what I really wanted to play.
well trying to be positive here but im workin on testing a 10 30 0 0 30 rampagers build. :P heres hoping we have a chance. btw shadow trap sucks. get stuck on everything i keep trying it just cant make it work.
That is one of my biggest problems with this patch. The whole point was to re-balance the professions to give them more viable builds to choose from, and buff builds that seemed too weak. Yet what is hands down the most useless utility type thieves have (show me one viable thief build that uses traps) was completely ignored. And even if they did have some uses before that doesn’t change the fact that ranger traps are simply objectively better because they create persistent combo fields, affect a larger area, and can be traited for ground targeting.
Honestly I’d like to know why thieves have traps at all.
Exactly. The thief doesn’t match my play style, and the closest thing it had has now been nerfed into the ground and completely destroyed. So why keep playing it?
And your FotM comment just makes you look ignorant.
Yeah, right.
The 300 range nerf is a “nerf to the ground”.The FotM comment doesn’t make me look ignorant, it is just the logical conclusion.
You’re asking the thief to be stronger as you want to be. You’re not adapting to the profession as it is because you like it but you’re asking for buffs. You’re not enjoying the game as it is, but you feel weak at the point you need to quit your profession and asking for buffs. That is the typical mindset of a FotM player. Sorry if it looks like it.
Does a typical flavor of the month player stick with a profession for seven months trying to adapt to it? Aside from the thief I’ve spent a few months as an engineer. That is two professions since beta. Hardly a flavor of the month player jumping around to whatever is considered “cool” each moment. And I can’t help the fact that thief traps are complete garbage and need a buff. Or is there some other reason that no one uses them? You sound like a thief fan-boy who thinks any criticism of the profession and any player’s reasons for leaving it are nothing but whining and demands for unbalanced and unfair buffs.
Enjoy running around and backstabbing people from stealth like any one-note, brain-dead WoW player; it’s about the only thing the thief can actually do at this point. Some of us want a profession with a little more depth than a glass-cannon and with a little more versatility than backstab/heartseeker spam.
If you really loved the profession and it really matched your playstyle, you would not leave it.
Exactly. The thief doesn’t match my play style, and the closest thing it had has now been nerfed into the ground and completely destroyed. So why keep playing it?
And your FotM comment just makes you look ignorant.
In the beginning, long before release, I decided I wanted to play the thief. This was mostly due to role play reasons, but I also tend to gravitate to rogue type classes in RPGs. I used a thief in every beta and stress test, and I used a thief in head start and the months following. But then I just couldn’t take it; the vulnerability, the dependence on steal, the dependence on stealth. So I abandoned the thief and re-rolled, becoming an engineer.
Recently I started going back to my first choice. Problems with the engineer were driving me back to the thief, and I began to search for elements of my old Guild Wars ranger within this new profession. I found preparations in the form of venoms, and I knew we had traps already. But the main thing, my greatest joy from the thief, was the shortbow. I was holding out hope, foolishly, that we would see a trap buff to make them viable. And that these traps when combined with a shortbow –and perhaps a venom on occasion- would give me a play style I loved from the profession I wanted to love.
But then June 25th happened.
Traps saw no change, and venoms remain unimpressive. But the worst thing, the deal breaker, was the shortbow nerf. With such limited range I just can’t use it properly, as I was dependent on that range to properly aim the ground targeted skills. Now I can really only reliably hit targets right on top of me, and that defeats the purpose of a ranged weapon. More and more it seems that thieves are simply intended to be melee classes, and more and more I find myself struggling to cope.
So that’s that. No more. I am again abandoning the thief, and this time for good. The last shred of enjoyment I got out of the profession has been destroyed, there is nothing for me here. Goodbye thief, and the thief community. It was fun while it lasted.
In the beginning, long before release, I decided I wanted to play the thief. This was mostly due to role play reasons, but I also tend to gravitate to rogue type classes in RPGs. I used a thief in every beta and stress test, and I used a thief in head start and the months following. But then I just couldn’t take it; the vulnerability, the dependence on steal, the dependence on stealth. So I abandoned the thief and re-rolled, becoming an engineer.
Recently I started going back to my first choice. Problems with the engineer were driving me back to the thief, and I began to search for elements of my old Guild Wars ranger within this new profession. I found preparations in the form of venoms, and I knew we had traps already. But the main thing, my greatest joy from the thief, was the shortbow. I was holding out hope, foolishly, that we would see a trap buff to make them viable. And that these traps when combined with a shortbow –and perhaps a venom on occasion- would give me a play style I loved from the profession I wanted to love.
But then June 25th happened.
Traps saw no change, and venoms remain unimpressive. But the worst thing, the deal breaker, was the shortbow nerf. With such limited range I just can’t use it properly, as I was dependent on that range to properly aim the ground targeted skills. Now I can really only reliably hit targets right on top of me, and that defeats the purpose of a ranged weapon. More and more it seems that thieves are simply intended to be melee classes, and more and more I find myself struggling to cope.
So that’s that. No more. I am again abandoning the thief, and this time for good. The last shred of enjoyment I got out of the profession has been destroyed, there is nothing for me here. Goodbye thief, and the thief community. It was fun while it lasted.
intothemists seems to be up to speed.
Link please.
Believe it or not Arena Net is working on something like this. Or at least that was the last I heard. From what I understand, based on some discussion on Guild Cast about a few obscure developer quotes, modular weapon skills that can be unlocked and slotted on your bar is Arena Net’s current plan for post-eighty character progression.
Step One: Cancel your Guild Wars 2 account.
Step Two: Create a World of Warcraft account.
Step Three: Enjoy your flying mount…and don’t come back.
With the most recent balance patch still so new controversy is to be expected, and I try to ignore most of it. However as an occasional thief player I’ve noticed one thing for sure; nobody likes torment. Some players of other professions have tried to hold it over thief player’s heads as an undeserved addition, but the fact is that most thief players don’t want it. They have zero interest in the condition, and have even begun claiming that changing Skale Venom to apply torment instead of weakness was a nerf.
Conversely I’ve seen numerous engineer players expressing interest in the condition, so wouldn’t it make more sense to give it to someone who actually wants it and will actually use it? After all once player preference is taken into account there is really only one profession that uses torment; the necromancer.
As such I feel it would be worthwhile to give torment to engineers. Specifically to their Elixir Gun kit. With recent changes making kits more desirable across the board, and the Elixir Gun itself having the first stun breaker applied to kits, I expect we’ll see even more condition/support engineers like myself running around with at least the elixir gun on their bar. As such I feel like replacing the poison applied by Fumigate with torment would make for an interesting change. Not only would engineers actually use it, but would be more willing to create condition damage builds wherein it would actually be viable. Furthermore Fumigate’s AoE function, combined with its rapid damage ticks and low cooldown, would make torment more prevalent on the battlefield, thus making it have a noteworthy impact on combat and feel like a true addition, rather than just a tacked on extra nobody asked for and fewer will actually use.
(note: I am also posting this idea in the Suggestions sub-forum in hopes that someone from Arena Net will actually see it. Please head there if you wish to support this idea.)
With the most recent balance patch still so new controversy is to be expected, and I try to ignore most of it. However as an occasional thief player I’ve noticed one thing for sure; nobody likes torment. Some players of other professions have tried to hold it over thief player’s heads as an undeserved addition, but the fact is that most thief players don’t want it. They have zero interest in the condition, and have even begun claiming that changing Skale Venom to apply torment instead of weakness was a nerf.
Conversely I’ve seen numerous engineer players expressing interest in the condition, so wouldn’t it make more sense to give it to someone who actually wants it and will actually use it? After all once player preference is taken into account there is really only one profession that uses torment; the necromancer.
As such I feel it would be worthwhile to give torment to engineers. Specifically to their Elixir Gun kit. With recent changes making kits more desirable across the board, and the Elixir Gun itself having the first stun breaker applied to kits, I expect we’ll see even more condition/support engineers like myself running around with at least the elixir gun on their bar. As such I feel like replacing the poison applied by Fumigate with torment would make for an interesting change. Not only would engineers actually use it, but would be more willing to create condition damage builds wherein it would actually be viable. Furthermore Fumigate’s AoE function, combined with its rapid damage ticks and low cooldown, would make torment more prevalent on the battlefield, thus making it have a noteworthy impact on combat and feel like a true addition, rather than just a tacked on extra nobody asked for and fewer will actually use.
The new Rocket Boots are…interesting.
On the one hand, it’s really nice to not CC ourselves with a stunbreaker.
On the other hand, it sucks that it’s not a stunbreaker anymore.
On the other other hand, it’s jarring to have them aim at enemies (and send you zooming toward them) if you have autolock on.
On the other other other hand, since I’m apparently Goro, it’s awesome that they can now move you upward.Overall: It would be nice to have a better idea of how much range the boots actually have – I’ve almost gone soaring off of platforms due to both unfamiliarity with the new method and the range moved being different from what it says.
At the moment, the best hypothesis I can come up with (after using Slick Shoes to check how it actually moves) for why it says 600 range but moves closer to 900 is that the 600 listed is the rocket-assisted movement while the extra 300 comes from the tumble.All told, it’s…actually kind of useful, now. It’s certainly hilarious for zooming up to things and ponging them away with the Battering Ram, and the upward mobility promises to come in some kind of handy.
Heh, if you’d seen what I’ve seen you would know that currently (this is diffidently going to be patched) 900 is nowhere near this skill’s maximum range. Not even close.
That said I’ve gotten into the habit of doing quick 180s with the skill; using it as foes charge me to zoom past them, and then turning around to shot them in the back before they can course correct.
Buffs to Elems appear impressive. But most buffs Staff skills, which was only usable in a few situations. D/D elems didn’t get anything and that is >80% of the community. Buffs to specter and focus were much needed too.
That was the point. This patch was about creating more viable builds for classes, not improving existing and popular ones.