Looks like the game update notes were real. Here is a link to the thread:
https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-June-25th-2013
Even though a lot of players seem to complain about the update I think it’s a good change. Offensive builds will be stronger and bunker builds weaker which is ok for me.
What do you guys think? Good patch? Bad patch? And why?
P.S. I will update the guide once I have more time.
That pretty much sums it up.
There are no game mechanics like stealth, (short CD) invulnerability, illusions, etc. to back up such high risk/mediocre reward builds. For mesmers and thiefs it’s possible to go for high damage builds since they got all those defensive mechanics (which don’t need any extra stats to work properly) build in their kit.
The only ones eles have are boons which you can get by – surprise – using tanky builds.
In the end I wouldn’t expect any melee high DPS builds for eles until new weapons are released. A complete dagger/scepter/focus rework is very unlikely which means we can only wait and hope for something new.
Just give warriors better condition removal and 2 problems would be solved at once – blinds and being vulnerable to CC.
Blind immunity because of traits or skills is a no-brainer and requires 0 active play which means no skill. That’s why I would vote no for that solution.
I think there are more important problems but if this one needs to be solved I guess I would do it that way.
The hit box is the same for every profession and race.
I think the hit box is about as big as a medium male human (that’s how it feels for me). Asuras are small and they are still hit by skills even though it looks like you are standing outside the AoE. For a big norn however it may look like a skill hit him but it still missed because the hit box was smaller.
It may feel different but it’s not.
Imo it’s ok that staff eles didn’t get Torment.
I’m pretty sure this won’t make condition builds the new meta which means in the end nothing will change. If it helps thiefs and mesmers so what? I don’t really mind if other professions are being improved.
Here is the good thing for staff eles though:
Since we didn’t get any real improvement there are still a lot of reasons to complain. If staff would have this new “OP” condition there would be no reason for Anet to improve the staff anymore since we already got a buff. I know it will probably take another few months until Anet is willing to do something about it but it’s still better than nothing.
In the end it sucks that there was no big change since release but I prefer a real buff instead of a new condition which doesn’t solve any of the old problems.
What Flumek.9043 said although I’m not sure if necros or warriors should be ranked second.
Just a short update about what may happen in the next patch:
Air:
Arcane Lightning: This trait now grants a non-stacking 10% bonus critical damage for 15 seconds after using an arcane utility skill.
Grounded: This trait has been merged into Tempest Defense.
Tempest Defense: Internal cooldown reduced from 90 seconds to 60 seconds. Damage to stunned and knocked down enemies is increased by 20%.
New grandmaster trait – Fresh Air: Critical strikes will now recharge Air Attunement. This effect can only occur once every 5 seconds.
Arcana:
Windborne Dagger: Movement speed in combat is increased by 15% for the main-hand, 10% for the off-hand, with 25% total for both.
Earth:
Obsidian Focus: Toughness is increased while channeling from 170 at level 80 to 300 at level 80.
Salt Stone: This trait has been merged into Stone Splinters.
Stone Splinters: Moved to Adept. This trait now deals 5% bonus damage to bleeding opponents and increases outgoing bleeding duration by 20%.
Rock Solid: This trait has been moved to the master tier.
New grandmaster trait – Diamond Skin: 10% of your total toughness is converted into condition damage.
Fire:
Lava Tomb: This trait’s internal cooldown has been reduced to 10 seconds, damage from the lava font is increased by 33%. Damage dealt while in the downed state is increased by 33%.
Persisting Flame: Updated this trait to also allow Blast finishers you do to give Fury(10s) as well as might.
Water:
Bountiful Power: Damage increase per boon on the elementalist has been reduced from 2% to 1%.
Here is the link to the original thread which also includes changes to weapon skills:
https://forum-en.gw2archive.eu/forum/professions/elementalist/Leaked-Notes-No-improvements-for-non-bunkers/first
Keep in mind this is a leak which means it’s not confirmed by Anet.
Imo the changes look really good. A lot of traits were buffed/nerfed to be on par with the traits other professions have (e.g. Windborne Dagger or Bountiful Power). The new traits seem to be strong and worth their points. Let’s hope this makes more ele builds viable and fun to play.
Brigg.6189 basically gave you the proper answer.
High HP = Low sustain
Low HP = High sustainThat’s how it is supposed to be balanced but currently there is a problem:
High sustain > High HP
That’s why you see more ele bunkers than warrior bunkers. Giving warriors and necros heal skills which are based on their HP is a terrible idea though. First of all it would make Healing Power pointless and secondly it would make necros and warrior OP. Why would you pick a guardian or ele bunker who is susceptible to burst if you can have a warrior without that disadvantage? Ofc it feels weird to heal for 50% of your HP as a warrior while the ele goes back to 100% but that’s simply because of their base HP.
I do agree that warriors and necros need a buff when it comes to sustain but it shouldn’t be based on their HP.
I’m not sure you’re understanding what’s being said. I never said heal % of health. I said the % of health we regain from a heal is not proportionate to how much health others heal. We already lost a lot of defenses such as Invuln/Vigor/Protection to have this HP, not healing more to support a higher base HP means we have almost no sustain. I’m not talking about healing % hp, just our heals in general need to be bigger to support a higher HP pool. Read my (I believe) second or third post, and it explains why.
Sorry, I think I misunderstood your first post then.
Balancing Invuln/Vigor/Protection is a completely different topic imo since you can’t really compare them to healing. How much is 1 second of Protection in healing? As you can see this doesn’t really work.
Base HP however can be somewhat compared to healing.
Imo the heal skills should be slightly better and healing power should synergize more with the rest of a warrior or necro build. The skills they currently have are definitely not bad but healing power isn’t as good as it is on other professions like eles. Like I said before they are not supposed to heal as much but they should be able to win in a sustained fight if they spec for it.
In the end warriors and necros need small adjustments on both healing and damage mitigation.
Eles don’t necessarily use cleric for their heals not to suck.
Making heals dependent on healing power to be any good will leave the warrior and necro where they started, which is nowhere because the healing power stat only benefits one button for them (their weaponskills outside necro dagger don’t do any noticeable healing), whereas in the case of the ele and guardian they’ve got MANY healing sources outside their number 6 skill.
Exactly. That’s what I said as well right here:
“healing power should synergize more with the rest of a warrior or necro build”
Maybe I should have made it more clear. Heal skills should scale with healing power though. It works like that for every profession and it shouldn’t be different for necros or warriors. They only need some changes to make healing power better on them. Traits for bunker builds or certain skills would be a good option imo.
Brigg.6189 basically gave you the proper answer.
High HP = Low sustain
Low HP = High sustainThat’s how it is supposed to be balanced but currently there is a problem:
High sustain > High HP
That’s why you see more ele bunkers than warrior bunkers. Giving warriors and necros heal skills which are based on their HP is a terrible idea though. First of all it would make Healing Power pointless and secondly it would make necros and warrior OP. Why would you pick a guardian or ele bunker who is susceptible to burst if you can have a warrior without that disadvantage? Ofc it feels weird to heal for 50% of your HP as a warrior while the ele goes back to 100% but that’s simply because of their base HP.
I do agree that warriors and necros need a buff when it comes to sustain but it shouldn’t be based on their HP.
I’m not sure you’re understanding what’s being said. I never said heal % of health. I said the % of health we regain from a heal is not proportionate to how much health others heal. We already lost a lot of defenses such as Invuln/Vigor/Protection to have this HP, not healing more to support a higher base HP means we have almost no sustain. I’m not talking about healing % hp, just our heals in general need to be bigger to support a higher HP pool. Read my (I believe) second or third post, and it explains why.
Sorry, I think I misunderstood your first post then.
Balancing Invuln/Vigor/Protection is a completely different topic imo since you can’t really compare them to healing. How much is 1 second of Protection in healing? As you can see this doesn’t really work.
Base HP however can be somewhat compared to healing.
Imo the heal skills should be slightly better and healing power should synergize more with the rest of a warrior or necro build. The skills they currently have are definitely not bad but healing power isn’t as good as it is on other professions like eles. Like I said before they are not supposed to heal as much but they should be able to win in a sustained fight if they spec for it.
In the end warriors and necros need small adjustments on both healing and damage mitigation.
Don’t expect to much. There have been several “big” patches and so far none of them really helped PvP.
Brigg.6189 basically gave you the proper answer.
High HP = Low sustain
Low HP = High sustain
That’s how it is supposed to be balanced but currently there is a problem:
High sustain > High HP
That’s why you see more ele bunkers than warrior bunkers. Giving warriors and necros heal skills which are based on their HP is a terrible idea though. First of all it would make Healing Power pointless and secondly it would make necros and warrior OP. Why would you pick a guardian or ele bunker who is susceptible to burst if you can have a warrior without that disadvantage? Ofc it feels weird to heal for 50% of your HP as a warrior while the ele goes back to 100% but that’s simply because of their base HP.
I do agree that warriors and necros need a buff when it comes to sustain but it shouldn’t be based on their HP.
Hey
There is a short guide about traits in my signature. Feel free to read it! Maybe it helps.
You can never kill a good bunker elementalist, at best what you can do is make him go away.
Maybe with your build…
I can’t think of any necro condition builds which are able to counter bunker eles
With my build they are one of the easiest opponents in wvw.
So saying that a good bunker ele beats a conditionmancer everytime is just false. It comes down to the build.
Would you mind posting your build? I can’t think of any condition build which works that well against bunker eles. So far I haven’t seen a single condition necro beating bunker eles easily tbh.
Basically what Nemesis.8593 said. A good D/D or S/D bunker will win most of the time if you are both on the same skill level.
Maybe this summary of what a ele bunker is able to do will help you though:
Advantages
- Good damage output for a bunker
- Good condition removal
- Good heals on a low CD
- Great team support (boons, heals, condition removal)
- Ok stability uptime
- 3 Stun breaks
- Mist Form
- Mobility (if you hit your target)
- Good for rezzing if Mist Form is off CD
Disadvantages
- Needs boons to be effective => vulnerable to boon removal
- Low HP => vulnerable to burst
- Needs to dodge a lot to tank => vulnerable to immobilize, knockdowns, etc.
- Mobility (if you don’t hit your target)
- Bad for rezzing if Mist Form is on CD
The best way to counter an ele bunker is burst and lots of boon removal. I can’t think of any necro condition builds which are able to counter bunker eles so I guess either ignore them or ask a teammate to help you.
Moa is ok for WvW
For what? Taking one guy out before the other fifty stomp you? Hardly helpful compared to the other elites.
Roaming and small zerg fights for example. The bigger the fight the less impact Moa has compared to the other mesmer elites for obvious reasons. It’s still a good skill though.
I’ve never died while being a Moa. I’ve also never managed to kill anybody while he was a Moa. Not in 1vs1 and also not in group-fights. Guess why almost nobody is using this skill. It’s completely useless, unless you fight xvs1 (in which case the target probably would die anyway). That’s why I was thinking an apathic-sounding “lol” when I saw that there’s another thread crying for a Moa-nerf. Seriously. This skill is already completely useless. If you die to it, you’re either outnumbered or just bad.
Can’t even use it for Moa-racing. xD
Well, I am not sure how you never died while being a moa or killed an opponent using the skill. I’m by far not a pro mesmer and manage to kill a lot of players by using the skill in the right situation. Especially in small fights moa is really strong. It basically turns a 2v2 in a 2v1.5 for 10 seconds which is a pretty long time considering a lot of fights can be over after a few seconds.
In the end it’s personal preference. I like Moa for small fights and Mass Invisibility or Time Warp for bigger fights depending on the situation. Imo they are all good skills especially if you compare them to some elite skills other professions have.
Moa is ok for WvW
For what? Taking one guy out before the other fifty stomp you? Hardly helpful compared to the other elites.
Roaming and small zerg fights for example. The bigger the fight the less impact Moa has compared to the other mesmer elites for obvious reasons. It’s still a good skill though.
Moa is ok for WvW and pretty strong in s/tPvP.
It definitely isn’t a useless skill like some people may think. In fact, it’s still one of the good elite skills in the game (like all mesmer elites) if you compare it to other professions.
Imo the skill shouldn’t be nerfed. Instead Anet should buff other elites so they are finally worth the elite slot. Elite skills are supposed to change a fight but some of them are worse than utility skills.
There is no easy answer.
It depends on the situation, player, opponents, etc.
If you can’t keep track of a lot of CDs or can’t combo abilities, ele and engineer is probably the most difficult profession for you.
Your positioning is terrible? Good luck playing a thief.
There are examples like these for every profession.
Besides that you didn’t mention in which situation (1v1, 2v2, 1v2, etc.) or against which opponents. You need to be a little more precise if you want a good answer.
Btw terrible balancing does not equal “hard to play”. Warriors are not balanced (they are too weak against decent opponents) but they are still easy to play imo. Especially in sPvP (not tPvP) warriors are still good since you don’t need a lot of skill to 100b your enemy.
In the end nobody will be able to give you a proper answer since there is none.
decent players don’t care bout your size…bad ones can’t do kitten no matter if you’re small or big…so not a big deal at the end of the day..
Then explain me why big majority of top players play Asura.
Because it’s still a small advantage and every advantage you can get counts in high level tPvP. I wouldn’t mind any option to improve the current situation (cast bars are the best option for several reasons imo) but it’s nothing to go crazy about.
In the end most tPvP players are playing to win and if a certain race increases your chance slightly they are obviously going to use it.
Unless you play in high level tPvP you shouldn’t worry too much. Warriors are still good in sPvP. Definitely far from OP but still viable.
If you like PvE better you’re already playing one of the best professions in the game.
Once the meta is more balanced they are most likely going to focus on the unpopular weapons which they should do for every single profession.
Ever? Yes.
Soon? No.
Sorry for not updating this guide for such a long time. I didn’t really play GW2 too much for several reasons but I am still checking the forums from time to time. Anyway, since there are several new answers I will reply to them now.
@LanfearShadowflame.3189
Yes, the rework is mainly an attempt to make the staff viable for s/tPvP. I agree that most of the changes are not really necessary for PvE since the staff is not bad there.
Thanks for the huge amount of feedback!
@Leo G.4501
Burning Retreat:
10 sec is a pretty low CD and that’s why I would remove fire field. I partly agree about the “move away from your target” part. While it is nice to have this implemented I would prefer to actively choose in which direction I want to roll. It’s a part of the challenge to use this skill properly and if you do it right it’s rewarding. Besides that you can use the skill as a gap closer.
Water Blast:
Yes, that’s what I meant. The heal bounces.
Chain Lightning & Lightning Surge:
I prefer the current rework since I like fast combat and it fits the air theme better imo. Your suggestions do make sense though.
Gust:
Yes, the skill should be able to hit multiple targets although I would prefer a ranged projectile.
Thanks for your feedback!
@innocent ouarior.1954
Water Blast:
I like the idea but there is a problem. You can’t use any other skills except for instant ones while using Water Blast. That’s why I like short heal bursts better.
Shockwave:
Condition damage wouldn’t be a problem anymore after the Eruption rework. That’s why I didn’t want to increase the damage here.
I like the “don’t melee me zone" idea but there is a problem imo. You can’t deal reliable damage to your opponent. You can punish them for certain things but what happens if they don’t go into melee? That’s where the rework is supposed to help.
Thanks for your feedback!
@ThiBash.5634
Yes, I agree. Thanks for your feedback.
Sorry for not updating this guide for such a long time. I didn’t really play GW2 too much for several reasons but I am still checking the forums from time to time. Anyway, there is a reason why I finally posted in this thread again. There might be some changes for the ele traits in the near future!
Here is the link to the thread:
https://forum-en.gw2archive.eu/forum/professions/elementalist/Incoming-ele-trait-changes/first
Let’s hope they are doing a good job!
Maybe this is a stupid question but what’s the point of leveling in PvP? Am I completely missing something here?
Here are the reasons why I think Anet doesn’t want you to gain huge amounts of XP in PvP:
- Has no influence on PvP at all. => Doesn’t matter.
- If you play PvP first and then start playing PvE it would be even easier than it is right now since you are already high level. => PvE is even more “faceroll” and would be less fun since you automatically start with a high level char.
The only reason why XP in PvP would be nice is for WvW. There would be less disadvantages for PvP players compared to PvE players once they start playing WvW.
In the end it would spoil PvE though since you don’t need to level anymore. Believe it or not, leveling is a huge part of the PvE content even though it doesn’t seem like it. Just imagine starting with a max level char in PvE. It would be boring.
grenades hard to land? lol. try landing dragon tooth, you tell me which one requires more skill to land.
Thanks to zoose guide, well mainly his ‘combo’ techniques, s/d ele is very enjoyable to play. Most other guides don’t give you combo’s, like with hgh engy, ostrich eggs never gave a combo that he uses a lot. I don’t know of any Mesmer combos, all I know is to land mind rack as often as I can. Thief combo? Caed never told us one, all I know is that you never keep pressing one till there hp is half, so…. what skills do I use then??
Dragons tooth doesn’t take skill to land because you’re forced to chain hard (or soft, depending on spec) CC into the dragons tooth. Quite literally the only trick to landing dragons tooth is switching to fire quick enough after updraft.
To imply that’s harder than landing a ground targeted AoE on an actively moving target is incredibly asinine
Tbh that’s a pretty bad argument since you could say exactly the same about ground targeted AoEs. Why don’t you CC your opponent before using them?
Imo Dragon’s Tooth is one of the worst abilities in the game when it comes to hitting your oppenent. Ground targeted AoEs give you the option to cast it in the direction your enemy runs (it takes skill but it’s definitely possible) or on a certain part of the map. They are also faster most of the time unless you cast them on max range.
It’s different for Dragon’s Tooth. You either use your long CD CC (40sec Updraft / 45sec Earthquake) and hope your opponent can’t react fast enough or there is no way to deal damage to him with this skill.
Yeah, sometimes threads are moved for weird reasons. I remember one of my old threads. It was moved 3 times:
Ele → Suggestions → PvP → Ele
It didn’t make any sense at all but whatever.^^
Did you check the Suggestions and Ranger forum? Most of the time threads are moved to other forums instead of being deleted.
Oh, and they delete rage posts don’t worry. I have seen it multiple times last night.
Can I please have an opinion on Low health Disadvantage on Bunker Eles? Low Hp=> Vulnerable to Condition Dams Spam ex: HGH Engine. I emphasize on Spamming Conditions Thanks.
Bunker eles usually don’t have a lot of problems against condition builds. They have low HP but the amount of condition removal makes up for that (especially if you use S/D). The last nerf to eles helped condition builds a little bit though.
Here is the real problem:
Damage + Support (D/D or S/D) > ~0 Damage + Support (Staff or x/F)
Pure support builds are simply not needed in PvP since every single profession has some kind of support. That’s why staff and focus are both not good. They both don’t have reliable, high damage output compared to D/D and S/D.
There are obviously more problems but this is why I wouldn’t choose those weapons in the first place.
Very simple answer:
If you complain about something you’re most likely not going to spend more money on that game.
Guild Wars 2 is no exception, it works like that in pretty much every game.
[Edit] Grammar…
Listening to your podcast from time to time even though I don’t play the game anymore. Good job so far!
Elementalist
Advantages
- Good damage output for a bunker
- Good condition removal
- Good heals on a low CD
- Great team support (boons, heals, condition removal)
- Ok stability uptime
- 3 Stun breaks
- Mist Form
- Mobility (if you hit your target)
- Good for rezzing if Mist Form is off CD
Disadvantages
- Needs boons to be effective => vulnerable to boon removal
- Low HP => vulnerable to burst
- Needs to dodge a lot to tank => vulnerable to immobilize, knockdowns, etc.
- Mobility (if you don’t hit your target)
- Bad for rezzing if Mist Form is on CD
I hope this helps.
Oh yeah…
I just had 3 rangers and a necro in my group. You can imagine how much fun that was…
P.S. We got him to ~50% HP and after that nothing. For 40mins. -.-
The idea is good but 3 seconds of Fury, 5 Might and Swiftness every 3 seconds? What’s the point of removing the boons in the first place then? They will be back after 3 seconds anyway.
Something like 10 seconds of Fury, 5 Might and Swiftness every 10 seconds would be ok but anything below would make boon removals pointless. There has to be a counter for everything in the game, even elites.
A cast bar was suggested months ago and honestly, if they want a competitive game there is no way around it. Having to interpret spell animations in a game with such a huge amount of flashy effects is just terrible…
Hey.
There is a guide about traits in my signature. Feel free to read it if you like! I didn’t update it for quite some time but it’s still up-to-date.
There is no specific build for leveling so spending your points on whatever you need is probably the best way. Knowing which traits are worth it might help though.
Yeah, there have been several threads about this and no, it wouldn’t be OP. Anet is simply too lazy to implement it.
Investing time/money => no ROI => no OOC weapon swap
That’s how I would explain it. Otherwise they would have done it months ago.
There have been several threads on how to improve the staff for PvP in the ele forum over the last few months (actually since release) but since then nothing happened. They actually nerfed staff builds by nerfing multiple traits and skills.
It feels like there is no interest in making the staff (and focus) viable for PvP.
I know what you mean but wouldn’t it be easier to balance if those skills/traits would be equal and the other skills/traits would be balanced after that?
What I mean by that is:
Vigorous Precision = Renewing Stamina
=> Balance other traits/skills with vigor then.
(Just as a short example)
It sounds easier to me this way but then again, maybe I am wrong.
Hello everyone,
I actually wanted to create this thread a while ago because this bothers me since I started playing PvP. Why are there several skills/traits in the game which do exactly the same but still have different stats?
I know the professions are supposed to be different but imo it would help balancing a lot if the basic rule “same skill/trait – same stats” would be applied to this game. What am I talking about? Here are a few examples:
- Blink
- Teleport to a target location.
Breaks stun
Range: 900
30sec CD
compared to
- Lightning Flash
- Damage: 244
Radius: 120
Range: 900
45sec CD
244 damage = 50% increased CD
Sounds like a weird balancing decision to me.
There are more examples though:
- Vigorous Precision
- Gain 5 seconds of vigor when you deliver a critical hit. This effect can only trigger once every 5 seconds.
5 point trait
compared to
- Renewing Stamina
- Gain vigor when you deliver a critical hit. This effect can occur only once every 5 seconds.
10 point trait
5 point trait = 10 point trait.
Ok…
A few more:
- Windborne Dagger
- Move 15% faster when wielding a dagger.
20 point trait
compared to
- Quickening Thirst
- Move 15% faster while wielding a main hand dagger, move 10% faster while wielding an offhand dagger.
20 point trait
Nothing = move 10% faster while wielding an offhand dagger
Well…
- Bountiful Power
- Deal 2% more damage for each boon on you.
25 point trait
compared to
- Energy Conversion Matrix
- Deal 1% extra damage for each boon on you.
25 point trait
2% = 1%
And so on…
I am not asking for buffs for certain professions here (I simply used eles as an example because I know more about them) but please balance those skills/traits properly. Having diverse professions is nice but if you copy/paste those skills and traits you should at least keep the stats as well…
What do you guys think? Am I completely wrong? Copy/Paste worked in other games so why is it different here?
The idea is good but the numbers are too high.
You can’t expect to destroy several builds by using one trait (even if it’s a Grandmaster trait).
Hi everyone,
I’m leveling my warrior and nearly have all the mats together (with my guardian) for the legendary rifle “The predator” (just need 50 more obsidian shards), also have the precursor already. I went for it, because the predator is the best-looking legendary imho.
Since I don’t play my engineer anymore, because I don’t like the fact, that I may not make any mistakes and use all my skills quickly to get near the dps of other classes (though engineers are powerful in PVP), I thought of my warrior and giving predator to him.
The last days I was reading this forum and became hesitant, just because everyone seems to moan about the warrior and its weeknesses.So here’s my question: If I plan to do 60% PVE (dungeons), 30% WvW-Zerg and 10% WvW-smallgroup/solo, is it a good idea to
1. take a warrior and
2. give him the predator?My dream-combo would be Rifle / Axe+Horn… is there a valid build for the things I’d like to do? Or should I just sell the predator, because I will never use it with my warrior when its underpowered or something?
Thanks for any input!
Don’t worry about it. Unless you want to play in the competitive tPvP scene the warrior is definitely viable.
Warriors are the best profession for PvE (Guardian is pretty close imo), they are really good for zerg fights (I like hammer but rifle is good too, gl dodging a Kill Shot in zergs
) and you can roam solo as well.
If you like the rifle gameplay and you know you want to play your warrior a lot I would definitely give him the predator.
Traits:
Juggernaut’s Tenacity
Grandmaster Trait, Strength tree.
Healing received on skill activation, heals intensify the closer to death you are.
100%-70%: 10 + (1 * Level) + (0.02 * Healing Power)
70%-33%: 20 + (2 * Level) + (0.033 * Healing Power)
33%-0%: 30 + (3 * Level) + (0.045 * Healing Power)
Indomitable
Grandmaster, Defense Tree.
Convert a condition into a boon when you gain a bar of adrenaline.
Adrenal Sustain
Grandmaster, Arms Tree
Gain health when you gain a strike of adrenaline.
Empowered Defenses
25: Tactics.
Stolen or removed boons are immediately reapplied and doubled at there current duration.
Enduring Adrenaline
15: Tactics
Gain a small amount of endurance (5-10 out of 100.) when you gain a strike of adrenaline.
Determined Revival
5: Tactics
Gain 25% damage reduction while reviving an ally.
Increases revive speed by 25%.
Thick Skin
5: Defense
Increases healing power for each condition you have, this bonus magnifies the closer you are to death.
100%-70%: 50 Healing power per unique condition.
70%-33%: 70 Healing power per unique condition.
33%-0%: 100 Healing power per unique condition.
Adrenal Health
Regenerate health based on adrenaline level.
1 bar: heals 80 + (0.8 * Healing Power) per second
2 bar: heals 100 + (0.1 * Healing Power) per second
3 bar: heals 120 + (0.12 * Healing Power) per second
There are some nice ideas but a few of them are too strong.
1. Sounds good to me but I’m not sure about those numbers. I would need to see it ingame.
2. Needs an ICD otherwise you can abuse the trait with adrenaline based builds.
3. Good trait but the heal shouldn’t be too strong because of the reason mentioned above.
4. Double duration is way too good for a minor trait. Even for a major trait this would be really strong considering the current meta is all about boons.
5. Good trait.
6. Useless for roaming builds, OP for team fights. Combined with boons (which you would be able to steal with one of your suggestions) and the high armor/HP you would be an invincible “revive-machine”. I would much rather see a complete rework.
7. Sounds good. Not sure about the exact numbers (they seem a little high against condition builds) but I am too lazy to check that right now.
8. Can’t say if OP or not since you didn’t mention what kind of trait it is.
I am hoping they are reading. We need balance changes next patch at least.
Not gonna happen. The next patch is for bug fixes, not balancing.
I think this so called “tier list” just shows how ignorant people are.
Ranger suddenly went from rank B to rank S because a slight buff (about 2000 hp only) in cats and dogs? (Pets that are most used in PVP)
Let me tell you this:
Rangers are WAYYYYY STRONGER back when the game first released.
Rangers is one of the classes that got nerfed the most since launch.
It clearly was a rank A if not S class back then, can instantly stack up to 25 stacks of bleed on every pet switch, in addition to all the evades and CC pets provide.The first nerf that ranger received was the infamous short bow attack speed nerf.
Rangers got hurt so much that people start calling them useless class around the forum. Probably placed like tier B or even C in your current standard.Then ranger got a slight buff of signet of hunt that increases the ranger’s mobility, making it able to roam more easily. At that time, ranger probably deserve a B rank.
And suddenly people find out this infamous 2 traps build + 2 CC dog, and boom, ranger becomes a rank A class without any buffs whatsoever.
However, I think it’s very deserving and justifiable, and this is what ranger really belongs to at the first place.
People were just being ignorant at first, did not discovered ranger’s strength.However, 2 months ago ranger got hit again, and a very kittene, the quickness nerf, as well as pet’s CC capability.
Now ranger got even worse burst than before. The quickness stomp and quickness rev also becomes much less viable and significantly weaker.
In addition to these nerfs, pets also got nerfed greatly since their skills do not recharged upon switching pet. Ranger back then can easily do 2 knock downs and 1 fear every 16 to 20 seconds because of this mechanic, and now it’s no-more.
So the ranger’s tier dropped down to B, which is reasonable.And now the patch everyone’s been hot about, ranger’s pet’s hp got a slight buff!
Oh, they only buff the birds, cats, and dogs hp by like 2000, now suddenly they’re stronger than a warrior…
Just.. that just…. wow…
It is still ALOT weaker than the patch before the pet’s CC nerf and people being crazy about it…
Signet of stone, wild buff?
Seriously? Any bunker/trap/beast ranger use signet of stone?
Signet of wild buff? Anyone really activate it for the damage?The quickness and short bow nerf do not get any compensation, the CC on pets does not get any compensation, traps and signets are still the same, and people suddenly call ranger a S rank class?
I think people are just being delusional…
They thought too much about the highlighted class of the week and just stick on it, cursing it, without understanding that nothing has really changed, and the only thing that change is their perspective of looking things.
Maybe it was a rank S class all along before this patch, they just focus too much on the infamous ele and didn’t notice it.
You already mentioned the reason in your last sentence.
Most people loved to complain about the D/D bunker back when it was considered OP. Look at some old sPvP threads. Most of them turn into an ele flame after the first few answers.
After a while Anet decided to nerf them for several months and suddenly people realize there are other good builds.
Tbh rangers are definitely top tier right now. Not because they suddenly got a huge buff but because most of the other top tier professions got nerfed quite a lot.
Anet can’t balance a warrior with 2 weapon slots properly, how are they supposed to do that with 3 slots? oO
Tbh there is no need to look for a “new” build.
Thousands of players have looked for a viable “DPS D/D” build for months and couldn’t find it. Since nothing has changed since then (in terms of buffs) chances are ~0% to suddenly find the almighty damage build.
Don’t get me wrong, it’s still fun to create your own builds but don’t expect to find a new meta changing build.
I am not sure why you would mention elite skills as one of the major warrior problems.
Imo mesmers have the best elites in the game. Every single one is useful and able to change the fight.
The other professions have 1 or 2 good elites at best. Nothing spectacular but still better than nothing. This also includes warriors. Signet of Rage is one of the good elites in the game. It offers a lot on a very low CD.
And here is why your statement about elite skills doesn’t make sense:
Take a look at eles. Still one of the best tPvP professions in the game even though every single elite skill is pretty bad.
- Conjure Fiery Greatsword – An escape tool on a 180 second CD. Great. No seriously, the skills you gain don’t make up for all the weapon skills you lose.
- Tornado – Switch to a ranged weapon and kite until the ele is dead. No decent player will use this in PvP, trust me. Besides that a few stacks of Confusion mean you die in 2-3 secs.
- Glyph of Elementals – The elementals either deal ~0 damage because they are kited a lot and deal low damage or die within 2 hits. Not a good elite either.
As you can see no good elite. In fact, most eles would prefer a 4th utility slot instead of the elite skill. Even though the elites are bad eles are still top tier in tPvP which means elites are not needed to be viable.
Low sustain and unreliable damage. Those are the 2 main problems warriors have. Not elites.
Greatsword:
Burst skill – is now 100 blades and it can be used while moving.
2 – is now AOE knockback with massive damage
5- is now bull’s charge
3- now applies crippleAXE:
5- damage increased by 30% and gain stability for the durationShake it off utility: now remove 3 conditions and grants regeneration and protection for 10 sec
Defence trait’s:
- Dodged march is now first minor traitDiscipline trait’s:
gain 1 % burst damage for 1 point instead of 1% per 10 points.Tactic’s trait’s:
first minor trait – increase armor from toughness by 50%Even with these changes warrior would not be even close to mesmer or ele, but it could be a good start.
Your buff may be a “little” over the top.
Not that these are at all likely to be implemented, but flexing your imagination is always fun.
Sunrise -> Twilight. already implemented.
Rodgort -> Avalon. Shaped like a golden dragon head and more metallic (like howler). Breathes fire much like Rodgort and spawns a single fiery wing on the character’s off-hand shoulder when drawn.
The Juggernaut -> Justice. Liquid gold instead of quicksilver and Atlas is replaced by Lady Justice. Instead of coating your armor, the final attack in the auto-attack chain slams your character’s personality symbol in gold into the ground.
Kudzu -> Rosethorn. Instead of pretty pink flowers, this would have dark roses (with similar particle effects and footsteps) and caws like a crow when drawn.
Meteorlogicus -> Astronomicus. The clouds are replaced by a nebula and instead of an orrery it shows a star being sucked into a black hole. Basically just Meteorlogicus, but more space-themed.
The Moot -> The Torment. Looks like a rusty and really brutal mace, drips blood when drawn. Instead of the confetti effect on hit, your enemy splatters blood with a fitting sound effect. Footsteps are also blood.
Kamohoali’i Kotaki -> Echo. Shaped like a dolphin instead of a shark. Because dolphins are awesome.
+1