As soon as EotM opened, if an uplevel appeared in other WvW maps, everyone screamed at the uplevels to go to EotM. EotM IS the community-driven uplevel spot.
If you are solo-ganking uplevels, you aren’t the kind of person to give a crap and deserve exactly all the hater tells and email. If you want solo PvP, WvW is not the place for it. You can queue for PvP matches and still jump into WvW when you the queue pops.
That being said, EotM is fundamentally a poor place to build a WvW community from since it is essentially a biggest-zerg-always-wins mentality and you are mixing many servers on to one side. EotM was also supposed to be a playing ground of new WvW mechanics (hello, removing/changing WvW levels and impact) before it went to full WvW so ANet could test the impact.
So many things wrong with EotM but it’s driven by the community (or the individual) players for the most part.
What might hurt your play is permeating wrath and your clones not being at full health when they charge. if you stay further away from you clones you should be fine.
^ This. The key to beating Guardian (much like other AoE cleavers) is to stay away from your clones or set up your clones spread apart. You no longer have on-death clone traits so you want to keep them alive unless you need to hide behind because you are low on health (in which case you should disengage).
While the might bomb from using an elite and MK runes seems great in a single moment, I would think radiance would lead to a better sustained fight. The extra critical chance you gain and burning duration/damage seems pretty good.
85% burn duration with Balthazar runes, Amplified Wrath and Smoldering Sigil. That would be nearly 4s of burning on every 3 hits, with a bunch of other ways to apply it (torch, blocking, Judge’s Intervention and maybe Purging Flames). With ~50% crit chance between RHS, Radiant Power and Fury the Carrion amulet is going to put out a ton of damage.
Also, I was curious with a Zeal build how adding a single spirit weapon in would work. It only takes one trait now and would fit in with Zealous Scepter and Kindled Zeal. Maybe replace Smite Condition or Purging Flames with the Spirit Sword.
IMO, in PvP, burn duration is severely overrated. Either the opponent realizes the damage ticks and cleanses (making the burn duration increase ineffective) or the opponent doesn’t and is lying down. Burn damage per tick is extremely high right now which makes the duration pointless unless you are only applying a few stacks.
However, the constant Zealot’s Flame from the Radiant Fire trait proc (a very long Burn duration as well just baseline +20%) is extremely good.
The other issue with Radiance over Zeal is it is VERY burn condition focused and you almost never want to use your F1 because of the anti-Permeating Wrath functionality. You just get more general (power-based) damage so if you do encounter that Diamond Skin-Elementalist, no big issue from the trait.
SAB
Instant player return
The more common resources don’t need the sinks. Clearly, they felt ectoplasm was losing its value.
And Spooky? I suggested in WC a few days ago that they should have had that skritt missing an arm. (Unfortunately, only one person present in that discussion got the joke.)
A smarter ANet option would have been to use Exotic Essences of Luck. That way you ensure not only Globs are removed from the economy but all the ‘junk’ on the trading post would have seen a rise/forever option for demand as well.
And why weapons has no mobility beyond me. It like they think everyone and their mom will pick up Shiro
My immediate thought is
1. ANet plans to liberally give Taunt condition to Rev
2. Sword ‘3’ 450 range
Anet will push it all out and see what happens (much like the newer mechanic/trait/stat distribution redo). I fully expect Revenant to be broken (Shiro/Glint elite just like Jalis elite) before being nerfed back down.
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So after doing more than enough “testing” with my own results, the house wins roughly 3%-5% over time. The variability is actually the price of ectos/mystic pieces on the trading post. My “test” is still a small sample size comparatively so actual results may vary but appears to be in line with other larger sample size that I’ve seen others post.
What this tells me is that there is a point when you can sell ectos ~50s net each (after trading post fees instead of the ~38s per currently) or if mystic pieces sky-rocketed where you can actually make more than what you could lose, that over time you could make some copper assuming ecto demand remained high enough to keep the trading post price up.
However, there is also dramatic level of variability of results but with enough sample size chances (use the lowest buy version to get the highest probability of standardized return) that converts gold to ectos, that there is a point that a positive return is very possible (assuming ecto sale prices remain above that point).
Effectively, this merchant adds an in-game ecto price ceiling.
I actually wonder if this was ANet’s intent all along or it is just a happy coincidence.
I always thought that when the Glory of Tyria shoots Zhaitan and then removes a large section of its tale, that the “tale” dragons should appear on the deck of the ship and start annihilating everything while Zhaitan is exposed and clinging. At least there would be some more area denial/movement involved in the final step. 1-1-1-1-1-1 (move if there is too much condition AoE) repeat over again is lame.
In Victory or Death, the double-champions that you need to shoot with cannons plus deck spawning mobs is actually the most challenging piece after update. And that’s mainly because you actually need to pay attention and you aren’t getting 7 NPCs to help you. Story and pacing is fine.
So how many seconds does it take to stack 5-6K burnings – so one can work out how many seconds pass before the total dot damage would overtake the straight damage?
For Eng/Ele/Guard, typically just over 3 seconds right now with the proper rotation/cooldowns up/target not evading/blocking/etc.
IMO, if 3s Resistance Boon was added into Utilities the same way as Stun Break was added to every utility skill type, then this wouldn’t be an issue in PvP/WvW. There would be counter-play.
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The banner cooldowns should all have been reduced by 20% as baseline. It still feels like this core change was just missed.
(That and the majority/all of Warrior weapon traits should have been made baseline but that’s for a different thread topic)
The condition damage was strong, but not as insane as what you’d get on an elem or engi (their burning ticks at 7k+ sometimes…).
I was hitting 6.6K burn ticks with solo buff Guardian last night with Celestial amulet. If I had full might/vuln, then … But to be fair, Guard F1/JI insta-tele immobilize is better for landing the burn so 4K ticks is likely where it should be reliably for Guard. It’s pretty broken.
Warrior should be laying down F1 combustive and then using auto attack and all the other LB attacks to get the Burn stacks (projectile finisher) + trait. It’s “OK+” but not nearly as burst-like as other classes but definitely viable if you can approach and time Fan of Fire or after landing Pin Down.
//It’s all about Frenzy timing// It ‘feels’ a lot like Ranger LB burst actually.
Do the rapid “procs” (starts a new ICD ticker) happen because the burning condition keeps falls off the target?
Superior Sigil of Energy has become a required sigil :/
To be fair, it’s probably the same for all light/medium classes now.
This ecto gamble just sucks. Especially for the title you need 100* 100g+250ecto…. I did it 10 times yesterday, now ~850gold and ~2000 ecto are lost…
It would be great if the little one with 5ecto and 40s would count towards the achievement because I will never be rich enough to waste/lose another 90* 100g+250ecto!
Think about it… this stupid achievement costs currently at worst case around 10.000 Gold and 25.000 ectos, this amount is totally crazy!
There’s no title. You get an item to do more gambling. The achievement is not worth the reason to do it (2 AP) and you you get 1 AP if you do it just once.
If this is a proper some win/some lose and most break even, the house is probably going to pull 2%-5% (+ whatever is lost from standard Trading Post fees converting Ectos/Mystic Forge components to Gold again). So the cost isn’t 10,000 Gold and 25,000 Ectos, it’s more like an average of 500g and 1,000 ectos (see data results being posted elsewhere).
Although if this become popular enough, the Ecto commodity market will feel like day-trading :P
Why do people throw money at these things? A system like this is designed from the ground up with the intent of taking your gold and ectos away so you have to grind for more gold and ectos or get gems and buy gold with them.
It only rewards a few players in order to incentivize and trick more players into playing it so in the long run it will suck more gold and ectos out of the economy.
That’s the point, it makes people play more. You really want to see wonky usage, imagine if ANet put gemstore gems/items on the loot table.
Well, i tried starting with 17 ecto’s and ended up with 109. Lowest change, and made a profit.
My advice : keep it simple and small, try a few at a time, and quit while you’re ahead.
and take NO MORE then about 20 ecto’s in there. If you lose em, you don’t lose big.
Much like how gambling “with limits” should be excercised
My method:
Make a big order of say 50g (or whatever) increments for an item like Eternity on the Trading Post which will never be filled. This caps the amount of gold you can readily lose. Then gamble to the amount in your wallet. If you hit a certain win level, bid again on the Trading Post in whatever amount that will never be filled and go another round if you are up to it.
Once you lose what you have in gold, stop for the day. Go to the Trading Post, cancel bids and feel good about the limitation/upside.
It’s similar to leaving the credit/debit cards at home (or in the car) and only playing with the cash you have on hand when you walk in.
Also, don’t get angry that your guildmate is gloating about record winnings. The house always wins in the end.
IMO – this is a MAJOR missed opportunity ANet had
They could of used Essence of Luck ensuring the crushing of Globs of Ecto from the economy (as well as plenty of other garbage items off the Trading Post) and received the same/more Gambling usage long-term. And it would of encouraged the Trading Post to continue to flow in/out liquidity.
@John Smith, where are you?
I don’t think conditions are too powerful
Well one thing I do know is that after being completely and utterly useless in PvE for almost 3 years the last thing they need is a nerf now that they are FINALLY powerful.
There is a compromise. Conditions can and should be powerful. The issue is that an 8K burn tick can be applied in 3s. If that 8K burn tick required continuous application over say 6s-8s (ramping up to), we would have far greater balance. I know this seems like it’s going to be less than a straight Power build, but remember you are building damage (and doing Power damage) along the way and there should be a rough break even point of fight > 10s goes to condition (because there is this thing called condition removal to offset output).
In PvE, that still makes conditions strong as all be in boss fights. Conditions simply need to ramp from low to high through application at a bit more frequent rate and lower damage value per application (i.e. remove these 3x to 10x stack abilities). If the condition requires 3x+ per attack stack to be viable, it’s broken.
TL;DR What wasn’t taken into account in the new build environment is how much the new stat allocation + new condition formula + vulnerability + new rapid application of condition stacking all work together so well. The easy way to fix this is adjust the condition damage formulas (you have to account for the base stat increase and some factor of vulnerability condition). The better option is to adjust the application rate (remove the 3x – 10x at once application abilities) and then adjust the condition damage formulas.
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Engineer creation themed, explosions, inventions, telepathic control! Hello, CC-based legendary.
Anet is making sure that the most easy to play, high risk low reward specs (Dire/Rabid) are getting buffed, and buffed big time.
Such a poor way to balance a game IMO.
If you can’t beat ’em, join ’em. Shoutbow, new-to-be-released Burning Arrows trait, faceroll, profit.
Dire for WvW and Sinister for PvE and Celestial (? depends on final stats) for PvP.
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Hahaha… in PvP, if anything Shoutbow will be the only spec to go with for Warrior. The pulsing attack of F1 Combustive Shot is still power based and does roughly the same damage as an Adrenaline level 2 Eviscerate.
In PvE, if you aren’t using a GS build (Might boon sharing from PS/Vulnerability condition from GS) by the time the new traits drop, you’ll soon be out of meta.
What you all are forgetting is the bottom of the whole article. GS Whirlwind and GS Rush will no longer be affecting by movement impairing conditions. Huge buff to Warrior GS.
Does that also mean swiftness / warrior’s sprint wont affect distance traveled by dashes?
Correct. Except new-to-be-released Warrior’s Sprint will actually remove Immobilize as well when it is combined with Mobile Strikes (so no movement impairing conditions will stop the distance traveled with the trait).
Hahaha… in PvP, if anything Shoutbow will be the only spec to go with for Warrior. The pulsing attack of F1 Combustive Shot is still power based and does roughly the same damage as an Adrenaline level 2 Eviscerate.
In PvE, if you aren’t using a GS build (Might boon sharing from PS/Vulnerability condition from GS) by the time the new traits drop, you’ll soon be out of meta.
What you all are forgetting is the bottom of the whole article. GS Whirlwind and GS Rush will no longer be affecting by movement impairing conditions. Huge buff to Warrior GS (especially in WvW).
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But then how would we double-click the scrap to open up the Weapon Skin merchant? These specific “currencies” act much differently than the other types.
It’s also odd that Bleeding and Burning will essentially be the same thing but with different formulas for damage.
Maybe one should reduce damage dealt (up to a % limit stack size) from target or inherently spread (Burning condition) to nearby targets.
Basically, all I read was Engineers (especially new Grenade) will surpass Elementalists in the new meta.
So with 700 condi damage you would do the same damage as now and anything below would result in less damage. This mean RIP celestial builds who rely on these for extra damage?
Also if they do more damage than now over 700 points and affected by vulnerability this will be HUGE for certain classes. Can really imagine some excellent builds coming out because of this!
Depending on how much you cna get them to do this will really make condi damage viable since some classes can reach 1400~2k+ condi damage
Celestial seeing a nerf (via condition damage rebalancing) might be a good thing but then it begs the question if ANet will want to add condition duration/boon duration to Celestial as “compensation” which would give it a specific different niche.
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I run Phalanx Strength/Empowered Allies with PUGs not because I like it but because it speeds up the whole dungeon/fractal game and removes much of the frustration if the other PUG group members are ‘1’ button spammers.
That being said, play how you want but the ‘hate’ is likely due to their own lazy ‘1’ button spamming. I see it all the time when running PUG fractals (especially for the daily). It’s basically a general attitude that Warriors/Guardians have to carry them because they’ve never really learned their own class and see Warriors/Guardians effective without (a perceived) much effort.
If i get 1g per person who saying that Glint will be a elite spec (it wont be) ill become rich.
Cant w8 for reveal for their jaws to drop and naturally for load of mails ingame with 1g.
And what will you give everyone else when you are wrong???
Don’t look – SPOILERS - you have been warned
And to this day im asking.. Why only revenant elite spec would be found in dat files? Where are reaper, chromomancer, dragonhunter skills?!
And whats about that myth with Ventari being elite spec?
If elite legend was datamined, what weapon it has then? Shield? Mesmer already got shield.
1. ? .dat files contain all that info. Since ANet has shown it in LiveStream with actual in game footage, why would you want to see the data?
2. ALL of Revenant datamined is the Elite spec. Revenant is HoT only. You are confusing class expansion content from HoT from the core base-game classes with an idea that Revenant is a core base-game class (it isn’t). The weapons we know to exist (subject to changes – just like the Staff skill changes recently) are Mace (Main hand), Axe (Off hand), Hammer, Staff and not released yet Weapons:Sword Main hand, Sword Off hand (was Dagger), Shield (Offhand), Harpoon
Legendary Spear would sure be interesting with a Land Shark animation.
If i get 1g per person who saying that Glint will be a elite spec (it wont be) ill become rich.
Cant w8 for reveal for their jaws to drop and naturally for load of mails ingame with 1g.
And what will you give everyone else when you are wrong???
Don’t look – SPOILERS - you have been warned
Suggestion, Swap Surge of the Mists (skill 5) for Warding Rift (skill 3).
1. AoE Blind spam ability is way too good and needs a longer cooldown but also a longer range aka (here).
2. Adds some needed mobility (CC escape with 600 range) to Staff (reduce cooldown to 10s reduce energy cost to 10).
Punishing Sweep cast time is way too long. A 3/4s attack that is suppose to interrupt an attack in order to get the second ability should be 1/4s cast time at most (it should be instacast time with follow up animation as necessary).
Otherwise, it’ll be oh, let me interrupt your 1/2s attack … wait … let me interrupt your, hmm. This feels like luck. Oh wait, we actually do have this ability Debilitating Slam. Nerf Debilitating Slam if the effect is too good (hint, it isn’t especially considering the energy/cast time to damage cost). As is, it will feel way too clunky to use.
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Those numbers,with the potential outgoing healing improvement that revs can get, can be doubled. Thats actually a huge amount of outgoing healing. Unless focused they can stop an entire team from dying if specced for it.
Yje numbers are so high for outgoing healing its insane.I believe I found one of my new main classes! :-)
You can drop an instant 9k on point heal to allies after swapping to this leg then grant them regen to boot which is boosted by outgoing heals to the best regen in the game! This will be the new class to focus in team fights since it will end up keeping everyone alive!
Like I said, a Revenant(Cen)/Necro duo could lock down a mid cap point by themselves.
Not going to happen – Ventari falls apart with CC and poison. And because you put up the Ventari tablet, it’s a BIG “Kill me now” sign.
As I thought, extremely disappointed with Ventari (a) based on Healing Power stat / -0- synergy with other legends and (b) no stability boon. An extremely organized WvW/PvP group might be able to find use of it (because of Boon sharing) but a defensive spec with high energy cost mobility is not good enough.
Who wants to play heal bot anyways? Didn’t we leave that behind when we got rid of the Trinity?
Ventari will see some play in WvW zerg v zerg (mainly because the tablet can be hidden from who actually owns it).
This explains why the general other Revenant healing skills are such low values … ANet had to balance them with knowing healing power was going to be higher than norm just from this Elite specialization line.
Here I was hoping for sharing health pools or some other such new-tech between allies within the Ventari tablet radius (since it also gives plenty of healing too). Current incarnation, this looks like a dud. People want to do damage AND heal/remove conditions.
But staff does have promise IF Revenants are getting a mobility utility in another line. Surge of the Mists (Staff 5) should be devastating against targets when pinned against a wall.
Here’s to hoping ANet reads this and modifies Tranquil Benediction (Master Trait, Salvation line) to provide 1s, 1-stack Stability boon instead of 1s Regeneration Boon. Melee and long cast time/delayed cast time utilities doesn’t work without Stability.
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I wantdemand a legendary because I responded to this thread.
If healing AoE range/blasting was 1200 and not what it is now, there would be much more use. It’s an nigh-unnecessary level of coordination to see mass use as is (and if coordinated, why not stack might instead).
What would you buy from the gem store if you won a million dollars?
absolutely nothing
Shake Shack ride or short on Etsy?
Human heads are too small (even at full size) and the legs are also too long for both male and female. That’s why it looks like Barbie and Ken dolls.
But as mentioned, if you want a “more realistic” model, Sylvari (both male and female) will be more to your liking especially if you use a helm/outfit that covers or accentuates the theme you want.
2. Cut all player stats by half …
Let’s say for each kill (both players and npc’s, less for minions more for guards and most from players) you get 1 % back of your stats(may be increased to a little more than 1% for each kill).
So now we got a little progression which will prevent the game for going on forever.
I don’t like.
This means the winning team will continue to win (and even by a wider margin). It’s a recipe for disaster and people leaving the match prematurely.
Also, the timer is there because it must be a queue option against other PvP match types that also take similar amounts of time. This isn’t Alterac Valley 40v40 with multiple objectives. It’s a simplified resource/escort hurdle to get past first-level objectives and then possibly PvP with some fairly weak/almost solo-able NPCs.
IMO, it’s a new map right now so it looks like the timer isn’t long enough but it’s really more than plenty.
I found that map extremely boring in 5v5 format. This map begs to be 8v8.
I agree. needs more people to be able to play both offense and defense.
in the current mode, once things start slanting in favor of one team, its full on turtle or lose.
The problem with more than 10 people is that you’re actually encouraging the zerg-lord-down-the-fastest strategy even more. 4v1+NPCs will become 7v1+NPCs.
Unless you make the NPCs (doorbreakers/archers/guards) more tanky against players and/or speed up the archer NPC movement, it’ll make the imbalance of YOLO all-in worse.
EDIT: For me heroes should spawn only three times: one side, other side and both sides because after that the winning team always gets two heroes and the losing team can’t leave “defense line” and if you can’t leave this line you lose because of the difference in points (more heroes more points).
The reason I say spawn the hero more often (later half of match) is because it’s the only way for a turtle to turn back into an offensive push. And vice versa, if all the defending team does is turtle, then the offensive team will have the resource push to end it.
There will be tons of bugs and balance problems, engineer traits shcedule will be late, and someone will find an exploit that will render one of the new game modes totally off track.
That won’t stop it from being launched and everyone should fully expect HoT as having issues. The only thing that really matters is core stability with lots of players/events (i.e. what we are beta testing right now which is why August makes sense since ANet plans on releasing the new trait path groupings probably sooner than later for sPvP sake).
…There will be “adjustments” (nerfs and a few buffs) for 2+ years to come after HoT launches just from the Specialization lines alone. And Revenant alone will see a buff/nerf cycle for at least a year and half.
People seem to forget GW2 launch to first year anniversary.
Both the doorbreakers and the archers need rework.
I still think the treb should be a cannon more forward on the perch that the treb is sitting on. If it was, it’d be another must kill it objective before door smashing begins assuming a player was using it (cannon = best first line of defense).
Basically, every Stronghold game is just fight middle for one/two supply, get more doorbreakers, rush usually because of hero 3 minutes in.
The doorbreakers don’t last long enough. The archers are pretty much worthless (not worth it unless you max out on doorbreakers…hah). If your team is wasting time getting supply and running to make more NPCs it is because the enemy team is playing turtle defense though and probably already lost by points alone. This usually happens because they need to kill the hero ASAP or lose. And by that time, the enemy team is positionally on the offensive.
Guards should be 3xtougher against players and just as weak to other NPCs except archers should actually be a good push mob against the lord as well (the lords new pull and spin attack ability makes the archers worthless). This could be fixed if archers actually had a defensive evade roll back ability at 50% health or something.
EDIT: If ANet wants Stronghold ending before the 15 minutes time limit with a lord kill, just respawn both the Hero points every minute at the 10-minute mark.
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Why is this thread on HoT forum? 
IMO the real problem is the Vulnerability condition itself (it needs to be redone because you need at least 10x of it to notice any difference) and it’s not the cooldown of the shout that’s an issue at all.
Longbow, 2 shots on auto means double the adrenaline gain of rifle.
Have you looked at the rifle auto attack recently?
You mean Fierce Shot gives one bonus Adrenaline. No never seen that :P Forget about block/blind/Furious mechanics too.
Per Steve Fowler, Head of Global Marketing at ArenaNet, HoT is scheduled to launch this summer (2015).
Source @ 25:35 – 25:45
So HoT definitely will not launch late September through December if on plan.
Yet still weaker than other forms of cc. You still do autoattack under taunt taking damage unlike stun, knockdown, launch, knockback, fear which disable you completely.. In case of taunt you may die still if you have been nearly dead as it wont save you live unlike these cc i mentioned. Taunt is pretty much a daze with ability to autoattack.
but you can combine taunt with confusion or retaliation, also profs with weak autoattack will be doing nothings at all
Confusion getting rework (small bonus on skill activation) and retal inst that great. Along with taunt you also apply slow btw. Also
https://youtu.be/0qTGGA09dc4?t=7m15s
So useful, wow. 4k hp down during a taunt by a cele necro. I dont even want to know what would happen if this necro was running zerk ammy along with fire+air sigils. So no, taunt is still inferior to stuns.
No one has said it isn’t inferior to stun … but that’s why Taunt is also connected to a much smaller cooldown ability. Taunt is soft CC. Stun is hard CC.
Yet still weaker than other forms of cc. You still do autoattack under taunt taking damage unlike stun, knockdown, launch, knockback, fear which disable you completely.. In case of taunt you may die still if you have been nearly dead as it wont save you live unlike these cc i mentioned. Taunt is pretty much a daze with ability to autoattack.
but you can combine taunt with confusion or retaliation, also profs with weak autoattack will be doing nothings at all
Confusion getting rework (small bonus on skill activation) and retal inst that great. Along with taunt you also apply slow btw. Also
https://youtu.be/0qTGGA09dc4?t=7m15s
So useful, wow. 4k hp down during a taunt by a cele necro. I dont even want to know what would happen if this necro was running zerk ammy along with fire+air sigils. So no, taunt is still inferior to stuns.
Again, you are ignoring the Slow aspect. Autoattack+Slow (if the attacker even has ranged) still means less damage taken. Then add a trait that reduces damage further that attacks you. If you are near death, it’s still a defensive action which buys you more time.
You are also forgetting about pulling enemies into fields and other CC (like a fellow Guardian trap >.<). You get the idea…maybe.
As Steve Fowler would surmise, how do you drive player engagement without rewarding players who participate from top to bottom? Removing WvW rewards will drive the opposite of player engagement which means less $$$ for you all and a shrinking dedicated WvW player base.
This is a poor decision no matter how you want new players to be engaged. There are clearly just better alternatives to have new players enjoy WvW (hint, Applied Fortitude/Strength is not the driver behind new players not enjoying WvW).
plz downlevel ascended weapon, ascended armor and legendary weapon. New players got no chance again vet players.
That’s fair everyone can get it with grinding out …. oh wait.
The question you all have to ask yourselves is do you want WvW to follow the same ruleset as PvP? Only certain stat selections, no food, no consumables, etc.
The new WvW advancement system is basically an anti-NPC and siege ability enhancer (note, siege could just work functionally with increased damage, AoE size, range, or abilities without any additional WvW ranks). In other words, if you are ANet, why would you stop at Strength/Fortitude stacks?
EDIT: Would be nice for the WvW designer (Tyler Bearce) to stop on by and give some thoughts on design choice by axing this without compensation elsewhere.
… “players at the top ranks have a large advantage due to having spent points in powerful ability lines. . Tyler said that the WvW team also felt as though many of the lines needed to be changed or removed to be more useful for WvW.” … implies that more WvW mastery ranks will be killed off.
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As for taunt forceful engagement is a joke in current state. Wiki is not updated but in the beta taunt was 2sec instead of 3 making this skill underpowered considering its still eats 50 energy, it still has 1 sec casttime and its olny single target. Why anyone would waste so much energy on such weak skill?
Taunt is very powerful (especially with traits like Improved Aggression) and it Slows. That’s why.
Why? They have offhand axe with 900 range already or 2h long range hammer. Outside of shield none would work with 1h ranged wep. We dont know what their specialization will bring either.
Because there is a major difference between a 600-900 range auto attack then a 12s cooldown gap closer that puts you next to the target (and in any melee cleave/AoE the target is standing in).
I stated in another thread that we possibly have to choose a legend which is mainly focused on mobility. I wont be surprised if legends goes in a pattern;
-one for being a tank (Jalis)
-one for condi (Mallyx)
-one for burst (Glint?)
-one for cc (Ventari? What class he was in gw1?)
-one for mobility (Shiro?)Should be fun. After all utilities are the main weapon of revenant.
While it sounds good on the surface, there is nothing that indicates anything you stated will be true for Revenant design. ie. Jalis has a energy AoE melee DPS ability. I’m also skeptical because this leaves a limited option set for future Elite specialization options.
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