99% of warriors use the utilities and traits and have done so for over 2 years. The term for this is stagnant. Are they terrible?..no. Have they lost their interest factor?..definitely.
What has a higher skill cap? A house with 10 bedrooms or a house with 20?
Correct answer is neither. When moving from a 10 bedroom to 20 bedroom there is a few days that in the night you may need to remember exactly where the light switches are, or where the first stair of the staircase is. After a few days you remember what room is where and what that room is used for.
Ele and engi are claimed to require a higher skill cap, but don’t believe the hype. Both just require a longer immersion period. After that they are no more, or less difficult to use. In some regards I think of has easier on some points. However both do benefit from good hotkey placements.
Thanks for the response. Dealing with other warrior passives is not an issue. When their passive traited stances activate, i can see the stability or endure pain icons. In these states the stability can be removed, and endure only have saves their butt. With professions like engineer their shrink form is clearly visible..so no issue here again.
I am referring to the passives like you headbutt a ranger and it say “immune.” I understand they can trait the pet to take disabling effects and multiple professions can do this in various ways..the deeper responses I am looking for when professions are now resisting multiple forms of attack with no indicators whatsoever present and the duration they can resist them for, the short down time before they’re doing it again has become overwhelming. Before returning to gw2 I had logged approximately 3500-4000 matches. In the 30-40 Ive played since back there has been a dramatic rise in how often and from who I see “immune-immune-immune.” I recognised a passive was in effect..but in warrior a icon or dissipating logo will flash long enough for you to know. With every other profession there is very few, if any tells.
Mace in general needs to be examined. Ages ago mace and hammer both under went “separating the damage from the control.” Hammer fared better than mace in the changes. Currently the game speed in PvP is fairly fast. In PvE world bosses and such are getting larger and larger HP pools. Mace has fallen behind on both fronts. Its damage is below mediocre and its attack speed is lethargic.
After 18 months away from the game I decided to see what, if anything had changed.
After 30-40 PvP matches, the resounding question I have to ask is..how does warrior deal with all the passives now?
Running hammer/mace against an engineer I got 7 immune prompts, but never once did they use stability.
Against ele 4 immune’s to control/daze skills..most conditions gave the immune prompt as well.
I am even getting immune’s from mesmers who don’t appear to be in distortion.
I haven’t for a long time wanted to compete seriously in this game. These days it is just for fun..but seriously, how does one even have fun with a warrior anymore when so much of what we do others are immune to with no indicator? It is reasonable i would waste a pommel bash to remove a passive defense before an earth shaker or skull crack..if only i knew there was a passive there to begin with.
To the vets,..surely there is some indicator, ….any indicator for a player to know what endless amount of passives people are running?
I remember when they reset all fractals. It was done to create a level playing field so leaderboards could be created. Everybody did get reset back to FoTM lvl 1..but not leaderboard ever appeared.
I also remember when they said they were adding fractal weapons boxes. They then said it is content that is above level 50 and not currently in the game. 2 years later that content never arrived.
When it comes to fractals, don’t hold your breath about what was said.
Is this viable?..or is this a disguised thread highlighting all of warriors issues with movement skills? I can’t tell.
Rush used out side of 600 range is a near 100% miss.
Shield bash movement skill with mobile strikes removes cripple, but the distance traveled is still halved.
Bulls rush will over shoot 80% of the time.
Eviscerate is prone to having bad hair days most days.
Not trying to be hater here, just calling as it is. This build would do well against inexperienced players in hotjoin..any one of mediocre skill level will handle this build in stride. Gotta agree with pistol whip on this..most Pvp players will counter this build fairly easily.
Mesmer is no different to any other profession. If played well it can be devastating. However if played not so well, it has a lot of forgiveness where you can try again. Each profession has a build like this. When played well it will down you in a blink of any eye..if played sloppy, it can be forgiving. The salt your getting is no different to say a necro..shroud when used specifically can squish you..but if they muck it up it can be used to tank and forgive your errors…it is exactly the same as warrior stances.
Your gonna get salt from players at times who spot the fact your making more uses of the forgiving aspects of a build rather than being purity of purpose. This is no different to a thief who when they’re losing suddenly stealths and runs away or an ele who blinks away and puts up aura’s and swiftness.
Haven’t played in 18 months. Coming back to see the changes I mostly like them. However, mesmer ‘mirror’ /transmute/adaptive armour/Stun increase whilst stun decreasing and a number of other things all caught my attention.
When I left warrior was strong. Arguably edging on too strong after a long series of buffs. Now it seems it has been diminished, chained down and each new change only tightens those chains. I laughed heartily when I saw the adrenaline decay. In PvE you never gain enough on trash mobs, and when you do it has decayed by the time you reach the next target 1600 units away. Anyway..just my perspective from comparing what was…long break..now what is. Why would a player who has invested so much in warrior continue to play them when so much love has been removed?
Wow. So many people will have nothing to aim for within one hour of creating their new alt. Create rev..max level it, max gear it…have nothing to do.
Maybe look at profane set as well. For 500 gems it is disappointing that if you mix and match piece’s and exclusively dye in one colour, the profane pieces are inconsistent in colour matching. Every other mix and match piece will be the same colour, the profane pieces come out matt in appearance and about 17 shades lighter in colour. It’s not game breaking, but the armour does require gem purchase.
The last time I played gw2 mesmer had just been given torment on scepter, so I guess it has been about 15-16 months ago.
I decide to checkout a lot of the changes to gw2 to see how the game had progressed.
As such it has allowed me to see the game with fresh eyes from 2 different snap shots point of view.
The good;
I like the updates to arenas. Being able to choose ranked/unranked/hotjoin etc.
I liked how the grand master traits have been reworked.
I like how new weapons are being introduced across the board.
The Bad
Too much particle/animations/screen pollution. The visuals of the game would benefit from some editing. It felt like every possible animation designed ever had been included for the sake of it. It often makes combat hectic, ugly to view and masks subtle animations disabling players from making effective choices.
A lot of passives now. Even though I am familiar with the game, have 6 alts and approx 4000 matches before leaving, I couldn’t easily detect when passives were triggering. In some cases the passives weren’t mild..they were every condition currently active on everyone being dumped on me. It wasn’t until I loaded up my necro for some game play that I could see what was happening now. I found this throughout every match I played. I found engineers immune to stuns, but I couldn’t see why they were immune, ele’s resisting knockdown with no stability icon in their buff bars etc. I knew in the end passives were at work, but I couldn’t always see or know when they were going to trigger. The same issue applied to me as well. I had no UI micro screen letting me know when my passives were going to trigger.
Conditions builds are just to easily countered. The only professions where I truly had to manage conditions and found them highly effective against me was thief and ranger. A class example was playing warrior. I was geared for power and on paper I had only one condition removal with brawler recovery. I encountered a necro with scepter/dagger-staff. As soon as the bleeds stacked, I swapped weapon and they’re gone. When the torment set in my generosity sigil proc’ed. If I got immobilised I used movement skills to passively break it. I waited for signet of spite to be used and activated healing signet triggering immunity. When poison dropped, weapon swap again and its gone. Even though this is a fairly cherry picked example it does illustrate how manageable it all was for a large amount of professions. I think the game would benefit from splitting conditions into 2 groups. -Conditions and debuffs-. Much the same as gw1 had conditions and hexes. Conditions can be removed with condition removals but debuffs like chill, cripple etc can’t be. Bebuffs require some thing else to cleanse. As a game that sells its ‘trinity’ as damage, support and control..debuffs fill the category of control. In certain professions debuffs can also be used to apply DoT damage for windows of time, but currently generic condition stacking is not particularly challenging or difficult to currently deal with. The only condi builds that excelled were ones I was yet familiar with. Even then after a few matches I knew how they worked now, and in all all cases they used burning as the damage deliverer. Once i had that straightened out it really seemed like DoT builds feel dilute at the moment.
Corruption reads well of paper. In reality it is effective against some professions, but also feels like firing pea’s against a brick wall on others. On paper heavy boon removal and corruption reads like it should be a huge control/support feature. Looking at post match stats (I like that screen by the way) I could see I had removed an ungodly amount of boons with necro axe/shroud/corruption skills. However I was never able to down a engineer or ele that was running boon heavy builds. The corruption just didn’t effect enough of their stacks. In conjunction with the state of conditions the DoT damage was easily removed. I felt at best I was an annoyance to these players, but they knew as well as I did that I never threatened them. Against warrior etc that popped rage signet corruption felt right..I removed their buffs and took away some of their builds explosiveness for a small window..but next minute, there goes might..they have fury back up…I think you can see where I am going with this. Removal did what it says it did, but it never felt like I was controlling the situation, or “Keeping the man humble” so to speak.
zero to hero builds
I enjoyed, but was frustrated by professions with 20 skills at their disposal. For a long period engineer and ele were the whipping boy of PvP. This has dramatically changed. It was refreshing to see these 2 professions get some solid game play. When I was downed by them, I did recognised I got out played.The only factored that was totally unenjoyable was when I knew I had them out played and on 15% health and suddenly the rubber band effect kicks in. Their ability to go from a scratch of health left to full red bar in moments was just hard to fathom. The consistency of having no buff stacks to 90% of buffs in game stacked in major numbers was impressive and also disheartening. I sat out some matches and just watched players using them to get a handle of how they are being used. The more I watched, the more the issue presented itself. I liked how they were more than viable now, but I could see no real weakness in them either of them. I also noticed a lot of their usage never altered too much. I have never believed the hype that they require a higher skill cap. That to me is like saying a 20 bedroom home requires more skill than a 10 bedroom. Perhaps for the first few days you may need to remember where the stair case is in the dark. You may have to count doors when half asleep.. but by the end of the week you know what every room is and where to find it. They only require a longer immersion time to play unconsciously competently. Much like driving a car..over time you learn to change gear/hill start etc without even thinking about it now. I won’t give suggestions. I am sure there is players who have been dedicated to gw2 this whole time that understand what would work best. However after so much time away, these 2 stood out like sore thumbs as being so very much ahead of the pack. To put it in one sentence, my stat sheet said i received zero damage..however it also said I suffered 500,000K of sustain. I know that sentence is absurd, but I think people will recognise what it is I mean by it.
Stealth
In the current game build, I would look at how many professions have stealth and if they even still need it. In the beginning it was the bastion of thieves. Some others could make very limited use of it, but mostly as a defense mechanism. Currently 50% of professions can make use of it and they can use it offensively with reliable efficiency. The same as power creep is a consideration when making changes, now would be a good time to seriously look at stealth and how it is being used. Especially after beta weekend where a lot more teleports are being introduced. i wont give idea’s..but as a returning player stealth really felt out of whack. The players I saw use it the least were thieve’s. The players I saw use it the most offensively were mesmers. The player who trolled me the best was engineer. Now they are here, now they are gone..now I am a moa. That one really baffled me.
All in all I enjoyed coming back and playing over the last week in PvP. I feel the changes were overall good. The only negatives were the excessive burning builds. I thought it was ironic warrior was now one of the weaker professions and ele and engi have given a platform to shine on. (It was totally the opposite last time I played.) So some profession balance is still very much needed. I like seeing some of new professions in the beta and hope they pan out well for you. Stealth felt like it was being abused with no consequence. Condi builds need some love in both PvP and PvE..but all in all it felt fresh, it felt like some progression had been made.
Currently, half of the blame resides with the design of the Berserker and the other half lies with the base Warrior. It’s hard to build a good house on sand.
The Issues with Berserker:
The trait line isn’t bad, but it brings nothing that makes it worth taking over Strength (Arms in some condi builds), Defense, or Discipline.
Rage Skills are basically just a different breed of Physical skills.
As a result they will not generally be used for exactly the same reason. I don’t LIKE using stances, but not using them means you’re a poor Warrior unless you’re playing Shoutbow. I can see Reaper being used on a team because while it can be very selfish it does some very useful things like AoE Chill and boon stripping. What do Rage skills bring to your team? A (very) brief reflect.
Now the obvious exception is Outrage. It has good synergy with Rousing Resilience…but you’ll still probably just see people bring Last Stand. Oh, and I’m pretty sure Savage Instinct isn’t triggering RR even though I’m pretty sure it should. Head Butt isn’t bad….but feels really clunky and inconsistent.
A focus on condi when now many, many, many specs have a plethora of removal/negation options.
Applying a good amount of Burn means bringing Rage Skills, which means you’ll have much less sustain. Now, you can go for just a moderate amount of burning but I was under the impression that the theme was supposed to be “everything is on fire all the time!” with the differentiation to Burn Guards being that the Guard is more about burst burning while Berserker is about sustained burn.
The design of the Berserk Mode itself.
I’m assuming that in an effort to differentiate Berserk from Death/Reaper Shroud the Devs gave the form a CD. However, this does not only make me not feel like a Berserker, but it also hurts it mechanically as well. When you aren’t in Berserk mode you feel weak. The CD also means you probably won’t see any Berserkers in organized PvE either.
Now, if Shroud is an ability that is a bit slower to gain but lasts a long time, why not make Berserk easy to enter but harder to maintain? Make us have to constantly smack enemies to stay angry but if they pull a invuln/chain blocks etc. you just have to get full adrenaline aging rather than sitting around waiting for the form to come off CD and not using your class mechanic cause you wanna make sure you can enter the form when it’s off CD.
The Issues of the Base Warrior:
Like several classes, Warrior is almost required to run certain specs depending on the game mode. However, many of those classes are just tied to a single spec, Warrior is tied to two. In fact, depending on what kind of build you’re going for your other spec is often decided for you as well.
No Defense? Have fun melting to even a small amount of condi pressure once your Berserker Stance wears off.
No Discipline? Enjoy 10 second weapon swaps on weapons clearly designed around rapidly swapping. No Warrior’s Sprint also means you’ll be a breeze to kite.
Going Power w/o Strength? Enjoy dealing much less damage and losing out of your GS trait (you’re probably using GS). Oh, and if you want to make a condi build using CC weapons you need this as well for Body Blow and Distracting Strikes.
Going Condi (in base War why would you though?) without Arms? You now have much lower condi application
While in theory having Strength and Arms decided for you depending on what type of damage you want to do is fine, being forced into Defense and Discipline is not.
Warrior is great for stomping noobs, but someone with any sort of knowledge about the class will just easily squash you unless they majorly screw up.
I’m totally cool with Shouts and Stances being there for new players, but just because the class is designed around mechanical simplicity doesn’t mean it can’t offer a bit more for veteran players.
Looping back around to Rage skills, why can’t sundering Leap be the Warrior version of Blink/Flash? Obviously you can’t make it work on all ledges/bridges but being able to chase after classes that can reach them would go a long way. Shattering Blow is just…there. A Warrior with a shield and/or mace has a lot of reflect already and the duration is too short to be reliably timed (It can also randomly swing you the opposite way of your target). Being able to move while constantly punching rocks (not “summoning”) like the Dragon Hunters’ block only with reflect would at least add a bit of team utility.
Being able to have a bit of nuanced sustain that involves positioning and timing and is also VIABLE would open a ton of options.
One last thing I’m going back and forth on, while many agree that Fast Hands needs to be baseline, I’m starting to think that the movement speed increase with melee weapons needs to be baseline as well.
Why? Even with baseline Fast hands you become very, very easy to kite. Warrior’s Sprint could still be a trait…maybe make it remove Chill and Slow as well? Warrior is a class focused on melee combat, sure we have ranged options but they’re almost never the main focus of a build. Right now, Reapers and Scrappers feel more like Warriors than Warriors in terms of melee sustain.
This was a longwinded rant I know, but I’m just so utterly disappointed by Berserker that I want to get all my thoughts out.
After 18 months away from gw2, I returned to check out the changes.
All of the above is hard line true about warrior.
After playing against nearly all new professions multiple times in PvP, I only faced one berserker the entire weekend. It was obvious the elite was dropped by warrior fans after 2-3 goes with it.
It amazed me that new skills like unrelenting assault stick to their target to a high degree, yet rush; bull charge, shield bash etc are still 50/50 at best.
The adrenaline decay is overtly rapid. I get the nerf, but it felt to me that this was a chain used to hold warrior down.
After this much time away it made for new eyes. The new traits standout instantly, but it also showcased what is just not working with warrior..which, sadly put, is a hell of a lot at the moment.
I don’t play gw2 anymore, but after 7ish months of not touching the game at all I thought i would see if anything has changed. The only thing I see is, “..It is in testing…” So after 5 years development and 3 years on the market the testing phase is still not complete. If my maths serves me correctly, that’s 8 years of testing. Think about that from a players point of view..particularly one that has stopped playing altogether.
I’m not trolling your thread you thilly bear! You say this thread is about Celestial Amulets but really you’re just taking pot shots at the Abjured! I know you’re upset because you can’t beat them but let’s take a look at why!
- Your condi Necro loses to Engi 1v1! Player skill issues! How do you expect to beat a team if you can’t win a fight that you absolutely 100% should win every time!
- One of your team comps is Mercy Rune Warrior, 2 condi Necro, 2 ranger! Another is Mercy Rune Warrior and 2 power Necros! What are you thinking! Get a better team comp! Stop with the Mercy Rune Warriors! Clearly that doesn’t work because in your 100% loss rate against the Abjured, the only constant seems to be the useless Mercy Rune Warrior! How are you going to res through all that cleave! Use your brains meng! Your strategy is literally planning for a loss! It’s like traiting for downstate!
- You say Celestial is the meta, and yet you run none of the few classes that can utilize this amulet well! And then you talk about adapting to the meta! What!
- I have never complained about Celestial Amulet! There are like 3/8 classes that can use this amulet! Nerfing this amulet just makes it unusable for everybody! The damage output of this amulet is TERRIBLE without might stacks! I have only stated that Elementalists are overpowdered but not because of Celestial! It’s because they have crazy burn uptime, stacking 25 might for their entire team, crazy protection uptime, the only class with permanent vigor, insane sustain in the membrane, etc! Get good son!
Wahoo! Bye frands!
1) “100% should win everytime.” This implies profession X running build Y should hard counter profession A running any build that is viable in any way. This is unhealthy. Player skill should be the decider of any engagement.
2)“Clearly doesn’t work.” Only highlights the issue of runes. Some definitely have more PvP use than others. Runes were intended to augment or strengthen builds, but not play such a wingnut role that they can make or break a build or team entirely. The 6 x universal runes only diminished customized builds.
3) “3/8 profession can make use of celestial. If you nerf it no one can make use of it.” You just made an imperative statement that only 3 out of 8 can use it anyway. So nerfing it doesn’t ruin it for the other professions who already aren’t/can’t use it. It only nerfs it for the “3 of 8” that are using it.
4) They are trying to get good using what resources are available to them. In this case, it is the stated mercy runpower necro team set up and by sticking to a desired play style and mastering it. If that playstyle was good enough to have them play against the most consistent winning comp team, then it shows personal and team progression has occurred. It also highlights that a glass ceiling may/may not have been hit. Which means point 2 needs to be more closely looked at. Why can’t power necro+mercy warrior ever win?..is it the players or is it what the Op is claiming..that celestial heavy teams dominate too easily? Which means point 2 about runes/amulets should receive closer inspection.
Leave elementalist as is.
Make boon corruption, boon theft, boon removal have better prioritization of affecting the highest/longest duration boons.
Boon hate= (x) value% damage increase for each boon(as opposed to each unique boon)
Boon removal targets highest stack/longest duration boons first.
Boon corruption targets highest stack/longest duration boons as opposed to what it currently does of only affecting one single stack of maximum stacked boon.
Weakening ele in PvP only weakens them in PvE as well where their boon stacking abilities aren’t a issue. Increasing boon hate/removal/corruption has no impact on PvE play due to 98% of creature design lacks any form of boon. This makes boon manipulation the ideal resolution to boon stacking stacking builds. This means players can purposefully opt to run anti boon traits and/or weapon skills/utilities, or they can run a more centric build to perform in other ways. The choice is theirs.
Anti boon techniques currently carry a large RnG factor and under perform in general. Make them targeted and specific so they have some actual teeth.
Einstein once said, “Doing the same thing everyday over and over and expecting a different result is insanity.”
This is all I see on the Pvp boards. People playing the same broken matches, where promises of fixes are made, day after day, month after month and now year after year people still keep hoping this time it will get it right, and then get disappointed when it doesn’t. Those who don’t learn from history are doomed to repeat it.
Enough time has been given, no solution has been found. One either needs to accept it will never work and be ok with that, or move on before more time is wasted.
In any other walk of life, whether business or job etc..a sane person would’ve moved on by now.
So for people who can log in twice a week (or month), they have already missed 5 laurels, now they’ll miss daily rewards.
How about a reward system where when players log in, they can spend their time doing the stuff they enjoy and move towards their in-game goals? Rather than get left that little more behind each day they don’t log in? Maybe things like they can craft the stuff they need, when they need it and have time to spare, rather than have items time gated?
This seems like a reward in name only, eventually it will be viewed as a ‘daily task.’
Games are meant to be fun, not a gentle reminder that your being psuedo punished for not logging in daily.
Rewarding for logging in…not for enjoying the game when you’ve got time to. What’s next, rewarding your partner for seeing you?..it has a kinda desperate feel to it.
Powermancer
Spectral
Terrormancer
MinionMaster
dhuumfire
and this is on top of my head builds,it have more,so Necro is in good spot.If we are talking about lack of builds you should check about Thief and Guardian sections.
Each one of these builds to a greater or lesser degree relies upon death shroud. There engineer builds that don’t rely on toolbelt, warrior builds that rely on burst, thief builds that don’t require stealth or steal etc etc..necromancer relys heavily on death shroud because it is the make shift, one size fits all for everything that it lacks. It is akin to going into your tool shed and throwing everything away and just having duck tape and super clue..nio matter what you do, it will always come back to those limited options. It makes necromancer stale and repetitive to play.
gw2: death shroud consumer
gw1: anti-melee
hex overload
melee support (iway)
minion master
energy battery
conditionstacker
e-denial
shut down (via spoil victor etc)
the previous offering had players create multiple roles and builds. The current offering just see’s players horde and drain death shroud in a rinse-repeat cycle.
Hello frands! Vee Wee here, retired #1 Engi NA and world first rank 80!
Thanks for the feedback frands~! Vee Wee will try to get to it all soon!
My frand infantrydiv Vee Wee just copied the other condi duration runes like Grenth and Orr! Vee Wee doesn’t think 25% chance of a 2 second burn isn’t thuper op! Much better than the original turning the 6 piece bonus into a 5 second burn and giving Incendiary Powder 7 seconds of burning! Vee Wee doesn’t even use Balthazar Runes on Vee Wee’s condi build! There is no hidden agenda!
As for the other unfrandly guy! Yeah subtle changes really made the Elementalist into what it is now! Extra blast finishers for a class with the most blast finishers and combo fields in the game, the revamp and reintroduction of a powerful amulet! Also the remodeling of a runeset into one of the strongest and most widely used runes! Buffing the power of the heal skill! Really subtle changes as opposed to shaving a few seconds of skill durations and giving passive procs a visible label! Get good son!
Wahoo! Bye frands!
I thought you quit?
They did quit. You’re not imagining it.
I have to scratch my head at some of the post here. For 2 years, fire fields + blast finishers were never complained about. Now, nothing has changes with this combo, yet this thread is claiming it is Op and needs to be changed? This is a ridiculous thought process.
Hmm, I wonder what possibly could have changed in the recent past, just before everyone decided this was OP? Hmm, I wonder if we could ever figure it out? Hmm, if only it would be possible to revert it or address that, instead of making ridiculous proposals to nerf something else entirely.
For 2 years hambow was never complained about either. Everything has it’s own time and place and rather than discuss everything at length, perhaps better we just discuss issue’s as they present/reveal themselves. This is exactly what is happening here. When it was not an issue it was not discussed, however as it becomes more and more of the meta and is being purposefully build by players. It is becoming a issue that is being seen commonly in all area’s of what little Pvp currently is on offer. You see it in hotjoin, soloQ, Tpvp and wvw roaming. It is currently an topical issue. Much the same as you didn’t see anyone complaining about global warming 20 years ago. The problem was always forming, however it has currently come to head and needs to be discussed now before it gets worse.
Honestly, a lot of the classes aren’t OP and a lot of super strong builds came about more from the sigil/rune changes than any sort of balance changes to classes. It’s more like, “what runes/sigils go so well with certain classes that it makes them broke as all hell”. I don’t believe that a ton of changes to things like engis or eles are required at this point when what made them so strong the last patch was the changes to sigils and runes…
To that end, battle/cele/hoelbrak + lots of heals and vigor seem to be one of the go-tos in this meta.
Fire + air is stupid strong for burst classes.
Balthazar for condi engis is dumb too.
Nightmare is incredibly borked and total BS for necros.
The duration of poison on doom is a little too high as well IMO…
Pack runes are quite incredible and underplayed on just about everything…
EDIT: I will say the one thing that DOES need to be changed currently would have to be the strength of turrets… It gets pretty old pretty quick….
^ This sums it all up pretty maturely.
If i had to ad just one thing to it, it would be balancing as whole ain’t so bad. The area’s that would make for arguably the best difference would be block penetration and improvement in anti boon tactic via Boon theft, removal, corruption and hate. If these anti tactics made more priority of targeting higher stacks and/or longer duration boons first would be beneficial. As might stacking and multi-boons users begin to stack or add boons the chances of viable corruption, or targeted theft by proxy also makes your opponent stronger as you get stronger. In the case of boon hate make each boon, not each unique boon count towards increased damage until it reaches it’s maxed out ceiling. Destruction of the empower works by adding 3% per unique boon. So anyone running a steady 17-21 stacks of might =3% increase. Anyone running 5-7 boons with each on relatively short duration’s will have short windows of being exposed to higher damage. If the damage increase was for each boon to a maximum (For debate sake I will insert 30% just for discussion sake.) Then 17-21 stacked might will result in anyone running boon hate tactic’s piling on an extra 30% damage. Needless to say the numbers would need to crunched. However it is annoying when you corrupt, remove or steal boons and walk away disabling their 6 seconds of swiftness and the 20 might still sits there..almost smiling, if not laughing at you. Leave the might stackers to have what they have, it is valuable in PvE/dungeons/Fractals to them to remian viable and wanted in these area’s of PvE where might stacking is not an issue. However it does also make for better pinch moments for people who wish to run strong anti boon builds. Currently most anti boon skills make use of projectile and/or melee strike so they can be evaded or blocked making them not entirely win cards versus profession that passively stacks boons regardless of whether that was what they were trying to achieve or not.
I really don’t get this thread. People seem to think that hotjoin should be like spvp. Well, that’s what spvp is for…hotjoin is for testing builds…wtf is the problem?
let me answer this for you with some facts derived from a-net sales.
In it’s opening year of 3 million sales only 15% were from traditional EU and NA territories. This means that at that time 85% of the player population were not on EU or NA time clocks. Since China, this number of non EU/ NA has doubled.
This means tpvp and more recently the introduction of soloQ creates up to 40 minute times for a single match. On average i will wait 18 minutes. However, I don’t wanna run dungeons, I’ve done them and fractals. I just want some pvp action. This makes hotjoin ideal. Now imagine 85% of players have the same issue..yet there is hotjoin in all of its instantly available readiness..yet it’s broken..absolutely puckered badly due to team swapping exploiting.
So I decide i will ‘test’ builds..so I go golem, Pvp sparring archetypes, svanir, chieftain, lord etc..you know, the mechanics designed for people to ‘test’ before live play. I then take into hotjoin to work on rotations etc, because the ‘testing’ has already been done. Yet every step of the way I’m faced with 2 or more players and my 4 vs 5 team becomes 3 vs 5 while someone forces an autobalance so they can now position themselves on the winning team. However this gets counter by another pro doing the same thing to try and swap back, but instead it selects me to swap..so now when ‘testing’ my build it is always me and another player vs 1 guy..
So even in this world of where you consider it a ‘test’ zone it is still entirely flawed.
This means i get no PvP..soloQ is dead..not many ppl to PuG tpvp..guild mostly doing other stuff and hotjoin just unbearable.
So what do I do?..I load up mass effect series..drop gw2, come to forums with cigarette and make sure there is no mistake as to why the community is forever getting smaller by the hour.
I hope this answers your question. I also hope it answers truthfully some questions a-net may be wondering.
Let’s fix celestial amulet so it reduces 2 specific builds, and makes it entirely useless for 6 other professions to use in any sort of way.
One word. Myopic.
If a minor change to 1 amulet would make it useless to 6 other professions, it’s probably useless to those professions already (hence, why they aren’t in the meta). I don’t think they would nerf it that bad anyways though.
Still, I don’t think celestial itself is the problem. Even though the ferocity change was bundled in with all the changes to runes and sigils, I think the bigger problem is with the might stacking buffs.
I don’t agree. The problem is with boon removal, corruption, theft and boon hate. Might as a boon has the highest priority for builds that can successfully stack and keep 17+. It’s natural predator/balance/check is the above stated counters. However removal-corruption-theft-hate do not prioritize might. If you successfully remove it then awesome. You have 33% at best and most likely 14% or lower chance to remove. If i corrupt 21 stacks then only one stack of it becomes corrupted, the remaining 20 remain unaffected. Boon theft carries the same issue as removal, there is no way to prioritize might. Boon hate only registers unique boons. So 25 stacks of might will only produce 3% extra damage. If we looked at removal-theft-corruption-hate as a tool that affects every stack of boons, then it becomes overwhelming obvious that as (for example) a ele or engi develop in strength with might stacking, by proxy anyone using one of these counters also gains in strength. Reducing might only weakens engi/ele in PvE where might stacking is not an issue. This measure addresses the PvP scene. The more you stack, the stronger people who run anti boon tactics become against your rinse-repeat tactic of might stacking. This would also work for individuals who run runes of strength-sigil of battle/strength and keep 8-14 stacks of might and not much else..the stronger they become, the stronger your anti boon counters also become creating opportunity moments I.E Do I wait and see if they stack more?..or do i (insert anti boon skill here) and snare them first to ensure it doesn’t not get blocked/dodged/reflected.
(edited by CntrlAltDefeat.1465)
Hotjoin is currently nothing more than 9 auto balances per match.
SoloQ still suffers 4 vs 5 and rage quitters.
Tpvp M.M.R has such a small base number of players that it can’t reliably form solid match ups outside of the top 10%. You’re either crushed, or crush them.
5 years of development went into it.
There is no doubt good reasons why the PvP community is near extinction. Instead of emailing accounts that went inactive for 10+ months as to way they have not logged back in, they developed N.P.E from a focus group 2 years after launch.
I genuinely believe a-net wants a great product, and wants to see everyone enjoy it. However when you look at the history, it is difficult to figure out the rationale. Create a MMO than is friendly to non MMO players and implement it 2 years after launch and not fully diagnose why players have left the product entirely 6 months after installing. The PvP I believe is a strong percentage why it has not kept a larger number of players attracted for longer durations.
Played a 1 hotjoin match. 5 autobalance changes. Still 4 vs 3 the entire match.
How do you make a game (Meant to be fun) Completely not fun? Throw in a handful of immunity skills that exist for reasons no one knows. Then have this.
It’s like that girl friend you had for years and things were good. Then she released the girl friend 2 edition of herself and now the amount of irritating things just simply out weights all the good memories you had in those early good years. The general standard of Pvp in gw2 has become not disappointing or even underwhelming..it’s just irritating. Really-really irritating. Enough to drive a person away. They know this..which is what makes it irritating over any thing else.
Celestial is just the clue that holds the build together. It can be equally rune with cleric (slower DPS time) or berserker (Higher DPS time)
The D/D keeps 6 points in healing and 6 points in attunements and boon duration. With strength runes, sigils of battle and strength + a strong capacity to stack might via weapon based primer and detonation mechanics is all the issues one needs to look.
If you nerf celestial..it is nerfed for everyone. Including those who struggle to work it into a user friendly build. This is myopic.
If you adjust strength runes, they are adjusted for everyone in every game mode. This look reasonable provided the shaves are reasonable enough not overly affect PvE when this is currently a PvP problem.
Nerf sigils of battle/strength. Again this nerfs for everyone. This means Guardian/necro etc builds that can sustain 9-11 stacks of might using any build with weapon swapping and crit hits now have that ability removed because the ele/engi can maintain superior stacks of 17-21. Again this is myopic. It affects all builds now that wish to use this mechanic and do so in a reasonable way.
Reduce how might stacks with engi/ele. This addresses the professions that people have issue with in PvP, but leaves everyone else exactly where they are. This basically will create a death sentence for ele/engi in dungeon runs as currently they used for either team might stacking, or personal might stacking. In other words to address PvP, we need to reduce what value they have in PvE.
Separate PvE skill/traits from PvP. This is perhaps the most sound idea, but also one that a-net has already stated numerous times they want to avoid.
So there we have it. A problem has been created in 2 professions builds that allows them to tank better than a maxed out heavy. Sustain damage better than dedicated meat shield. They have more swiftness than roamers, they have more protection or regenation than any other 2 professions put together and both can quite easily run and maintain 4-6 boons at lengthy up times.
Congratulations, how to unbalance your game and in order to fix it you need to entirely break 2 professions that also unbalances your game.
It is a complicated issue. My advice, Buff Boon corruption, removal, stealing, hate. So far anti boon tactics work well, but they just keep stacking them and in any 1 vs 1 situation of engi/ele vs heavy anti boon tactics is still a grind fest where at any stage due to their high swiftness up time and/or stealth they can disengage.
Let’s fix celestial amulet so it reduces 2 specific builds, and makes it entirely useless for 6 other professions to use in any sort of way.
One word. Myopic.
The problem with bull’s rush is that it is a gap closer and knock down. It being able to to do that with certainity would be a bad thing. Make it work as it should?
…you do understand that asking for it to work properly would allow it to be used as a gap closer that causes knock down with complete certainty…which you just said is a bad thing?
The difference between “working as currently intended” and “working as a TP” is that in both case, connecting would indeed lead to a certain KD, but in the second case, connecting too would be certain. Which is not how it seems to be actually intended. Even without pathing and hit-registering bug, one can dodge or get out of the way by reading the animation. It would be extremely harder with a teleport. By definition, you can’t see a teleport coming.
The Op suggested bull’s rush operated as a teleport with a animation similiar to the old mesmer illusionary leap. In other words it left a trailing affect. Upon usage a translucent image of the warrior overlaps towards the target. Upon arrival the warrior themselves connects causing the knockdown. The movement itself is a teleport in terms of how it operates under the hood, however in real time game play it still broadcasts a more than reasonable animation. What makes this idea appropriate is that 1) It resolves the on going issues with bull’s rush 2) Its animation is intuitive and form follows function so targeted players can can still evade like they were able to with illusionary leap.
To give one suggestion, and I’m open to constructive feedback/criticism would be it would be interesting to see how healing signet operated if it’s heal was based off of the warriors toughness stat.
A pure berserker/assassin w/ great sword-axe/shield feels about right with healing signet. Any other zerker amulet profession can shred holes in the warrior fairly quick and the warrior themselves can deal high damage.
A hambow with soldiers/cavalier/knights w/ the 6 points in their healing/toughness line you can really feel the difficultly increase to down them with increased toughness/healing score with healing signet.
The lower the toughness the better results you get from healing signet. The higher the toughness stat the more diminishing returns you get from it.
However, universally every profession in game has their primary heal affected by their healing stat, so it is entirely reasonable for warrior’s to operate the same way. It is fair their heal operates under the same rules as everyone else’s.
Anyway, just a concept to chew over.
To be honest, on tougher hambow like builds healing signet can be a pain to deal with..however on fractal level 35+ healing signet is not a heal that is ever going to save you perse’ because it is ‘Too strong.’ This needs to be remembered considering all skill changes affect level one starter zone players, level 50 fractal players, top 20 Tpvp players and casual dungeon runners. Nerfing it again because ppl are finding it hard to deal with in broken field hotjoin matches is very different to say, that it allows warriors to stand directly on top of fire shaman at lvl 50 and tick heal through any ol’ thing shaman can throw at them.
All in all, the signet is fine. Is it boring?..arguably..but this is nobody else’s problem apart from dedicated warrior players. If they don’t have issue with it, then realistically, non warrior players shouldn’t have issue with it either because it is not a skill that is making their skill bar boring.
The problem with this is that BR is not only a gap closer but also knocks down your opponent for two seconds. Doing that with absolute certainty that it would hit is a bad thing IMO, and would only ensure further warrior nerfing.
Honestly, just make it work as it should.
The problem with bull’s rush is that it is a gap closer and knock down. It being able to to do that with certainity would be a bad thing. Make it work as it should?
…you do understand that asking for it to work properly would allow it to be used as a gap closer that causes knock down with complete certainty…which you just said is a bad thing?
Change their fundamental build concepts.
Burst-sustain-support
1)burst- Gap closing knockdown skills can’t over shoot. These are too vital to glass builds to fail as badly as what they do. Berserkers precision needs something more to make it a burst build and berserkers power needs changes to clearly align it as sustain. The typical burst would rely on bull’s rush/frenzy and skills of this nature. They invest heavily to destroy quickly and control at the cost of everything else.
2) Sustain should be designed to make use of adrenaline. This way heighten focus, adrenal healing , berserker power all make the warrior want to not use adrenaline, but instead use it to drive their sustain. Currently with reductions to burst mastery, reduction in ferocity and the movement of skills over time no warrior in any form of Pvp wants to go 6-5-0-0-3 (glass build) and instead are running variations of (X-X-4-0-6 with X being the variable) In others words they’re trying to squeeze a burst build out of what in terms of concept fits more with a sustain build.
3) Warrior also needs clarification on support. With reduction of banners and empower allies etc this support role has become muddied. A typical support build of (0-4-0-6-4) With shrug it off, banners,phalanx strength just doesn’t seem to exist. There was a small period where you’d see it in organised dungeon runs, but it soon faded away.
How do you make this happen? Make adrenaline more important. Stances are currently universal. If stances duration were driven by adrenaline and traits like Empower allies were driven by adrenaline it gives cause for support/sustain builds not not want to use adrenaline. However it would also require that burst warriors who actively want to use adrenaline need to see results when they do because they can’t be blanket covered by stances that need adrenaline to get the most from them. Hence what the former burst mastery skill, ferocity, unsuspecting foe etc need to be adjusted again to match that playstyle. Burst builds hit hard, fast and have small windows of high control and down targets fast. The only escape is having stun breaks available and vigor. Whether they take signets to insure they can break blocks etc is up to the warrior, but removing non useful traits and replacing them with skills that increase burst skills range, give X% chance to pierce blocks, knockdowns last slightly longer is going to be required to a degree.
How do you clue this all together? Much like necro weapons that each gain life force in different measures, the warrior needs this. Axe gains adrenaline fast, but loses it fast outside of combat. Hammer by comparison gains adrenaline slowly, but holds it for longer outside of combat.
Currently the majority of warrior builds are about self containment. There is no building for a specific purpose perse’, because all of the skills needed to form the corner stone to a specific build have been moved, nerfed or just rewritten entirely which has muddied the waters for making clear and concise warrior builds.
I could explain all this at more length, but being a forum I think you can see the path I am going down. Separate warrior builds to have clear purpose..currently they are all much of a muchness and all revolve around cleansing ire as a must, because burst isn’t what it used to be where you could down a target before they had the chance to overwhelm you with conditions and you could down a traget that run high evasion if you caught them without their stun break ready. You were not going to withstand focus, but this isn’t your role..that is for the sustain/support builds who in turn weren’t going to be able to down any where as fast as a glass build would. Purity of build purpose is just lacking for warrior.
The average ele using their attunements will pump out 15-19k healing per 10-12 seconds with celestial gear.
Ok. Stop over inflating and over exaggerating. That’s a straight up lie.
You might be able to put out about 14k healing every 15 seconds with complete clerics gear in WvW fully buffed and ascended with around 2,000 healing power.
So stop lying. Now please. That statement is cancerous.
You’re either very in dark, or something is entirely wrong. I take these numbers from spvp. You can elect to see damage and a number of other variables. That is what the whole HuD window displays-map chat and other data on each of its tabs. Load up an ele. Either D/D or S/F or staff. 0-0-2-6-6 At the start of your first encounter hit your stop watch. When it is over look at the recorded data. This is not cleric, or with food buffs. The fact clerics can be used and food buffs can be used only increases it. Ele signet is in no need of a buff. Necro SoV is not awesome. Warrior signet does not need a nerf. Thief signet could do with some love. If I am lying, you have everything you need to confirm. The onus is not on me to prove what I know is right. It is on you to disprove what you think is wrong. The fact ele is mentioned as needing buffs when it is already vying for aphex roamer shows that this post is out of touch. No offense to someone wanting discussion, but facts are facts. Ele is currently one of thee most capable and efficient healers in game. However if you stand in a mega world boss AoE and don’t move I guess it could appear it is weak.
(edited by CntrlAltDefeat.1465)
I wouldn’t call it a balance update when these changes buff the 3 strongest classes atm (engi, ele, necro) and still leave others (ranger, guardian, warrior) in the bottom of the pool.
+1
Lol, agreed. +1
Celestial might stacking ele.
Celestial might stacking engineer
Terrormancer.
These are specific builds, not professions in general that any build can be played and achieve top tier play. It is difficult to simply put it as , “The top tier got more and the bottom tier got less.” The aphex meta builds got more, the diversity/hybrid builds got less. Also in the tournament of legends and tournament of glory, no necro’s were featured in the semi finals and above. Terrormancer is a soloQ fan favourite due to skyhammer and it’s decap abilities. Much the same as decap engi excelled in soloQ, but totally lacked in any higher tier play.
There is one thing I don’t like, though;
Necro – Grasp (#1 skill on your staff) – Velocity of the projectile increased by 50% so players no longer escape from it when you cast it at max rangeNow I’m asking “Why could you not do that with longbow’s Long Range Shot?”
That would have made sense and we all know how much anet hate’s making sense when “Balancing” the ranger…
I mean, why would they choose to buff unused skills for the Ranger in a patch designed to buff unused skills for the other 7/8ths of the game? That’d be just weird…
The velocity speed to grasp will now be on par with the former velocity of longbow AA under the old read the wind trait. So in other words, Grasp has been buffed to 2012 beta weekend standard now. Which is to say, it is still slow..just not super slow anymore. Like they said, it didn’t require dodging..just simply move left or right and it is nullified.
I will applaud if PBS makes the ranger shoot a giant “L2P” at the target.
That is exactly what it is attempting to do. The animation postures on Ranger all start the same. P.B.S will now be differentiated by colour..this means people will ‘learn to play’ against it.
This is something I have mentioned in necro forum. I believe boon corruption should just hit for (X) value damage per boon x (Y) number of boons.
If you made the damage 200 set value damage per boon this would hit a warrior after using rage signet for 600 damage, but more importantly remove the boons.
If it hit a celestial might stacking engi/ele with 17 might, fury, protection, vigor then the damage would be 4K and ALL the boons removed, not just fury, protection, vigor and leaving 16 stacks of might.
This change would make corrupt boon user friendly for power, condition and hybrid builds of necromancers. It would also make boon corruption/removal more meaning full.
Currently by converting boons into conditions makes the skill very conditionmancer orientated rather than necromancer specialized profession skill.
Warrior is too simple a class to be viable in high tier play.
this is obviously how it should be and should stay.
lol then anet need to make f2,f3,f4 burst skills more to make play harder
I’ve been saying this for years.
But for those ‘top’ players still treading water in warrior land, I’ll just quote chap.
“bad for the player good for the game”
however
warrior needs to be able to spec to manage active defensive and more subtle mechanics (that are both mechanically and situationaly demanding) ie not just stuff that does damage/facilitates you doing damage.
Sadly there isn’t enough combined brainpower from the player base to properly ask for this. It won’t happen.
to those who think such a wide spread cap can’t be achieved however ….. look at the difference in skill cap between s/f an d/d ele….
All great design starts with simply. Name any device, mechanic, machinery, philosophy of your choice,..the one’s that have endured and remained at top tier have all been the one’s that have embraced simplicity. This is why formula cars have automatic manual transmissions, steering wheel gears, why planes still largely operate off stick and rudder, byt bomb disposal robots are controlled with play station controller’s, why building designed has not changed fundamentally in terms of structure in centuries. This is not what I think, this is what the world knows and why everyone now has a smart phone in their pocket. Nicer interface, touch screen, icon driven, user friendly, simple, intuitive.
It is also for this reason that engi, ele, whatever is not hard to use or requires more skill in any way. They all have less functions than a smart phone which no one finds difficult to use. It is only a matter of memory and immersion in order to get peak performance from a smart phone..not skill in how you navigate options. All professions in gw2 are akin to this principle. The only skill is choosing the right skills for the right moment. Which is no more difficult than selecting contacts when you want to make a call, or selecting text when you wanna text, or choosing camera when you wanna take a picture.
Simply put, warrior’s more streamed line design is not what is holding back. It is in fact historically what should be setting it a head. Simple, efficient, easy=great design that will endure. The reason warrior is not present anymore is because no one wants to play a profession that after one dose of buffs then received a year worth of nerfs with hair brain decisions why it was nerfed. “Longbow generates too much adrenaline” -longbow generates no adrenaline..no dev response, thread closed. That sorta handling would drive any smart player away from warrior. Who wants a profession that gets nerfed for bad reasons, stealth nerfed, openly nerfed, adjusted according to QQ?..no wonder they have all but disappeared.
It would be of interest and helpful to know this information. It is much the same as boon removal. Maybe it is just me, but if they have 3 boons and I remove 2, I remove the 3 seconds of protection, the 2 seconds of vigor and the 21 might stacks remains untouched. F.M.L
I have played with this build or a similiar build probably more than you, sol is an awful utility I do understand the reasoning, but it doesn’t make it reasonable. =)
But since we are doing this! While using this build I typically do not use grasp I find its a little inconsistent. I will still use it on skyhammer. I would run this build with swalk, sarmor, and bip. And it would seem we would be measuring the effectiveness of swalk vs sol, I would much rather have another stunbreak that also gives me a sort of teleport. Combined with locust swarm you will have swiftness the entire match.
Nice advice. After rereading my post, I sound snarky. I also have a lot of typo’s. I should probably not post when tired. I didn’t mean to come across that way. Generally out of 6 alts I play each one for a month in rotation, but I have a soft spot for necro. In my opinion the necro community, and formerly the ranger were the meekest of the PvP communities. Always getting kicked from dungeons and told how bad their profession is. That’s why I kinda like the necromancer community..only they seem to know how sweet necro can actually be. I kinda have to agree with swalk, it is a sweet skill to make use of, especially if opponents get suckered for the teleport back. After playing all up 7 of the 8 professions I am just too used to passive increase to movement and over time have kinda baked it in to my play style. Without it I just sluggish. I can see why the movement increase per dagger is where it is. It would work in a siphon build if siphon builds were more effective or worked perhaps how anet intended them to, but never implemented well. All in all the thing i liked about this build was it was genuinely fun to play. With a good peripheral set up it can keep you swapping hotkeys etc as quickly as any other profession more or less. It brings a reasonable to the table in terms of what necromancers can do.
I save the AoE cripple on warhorn for high evasion rangers, ele’s and group fights to set and maximise banshee. I don’t waste in between points. To use a a soft CC skill just to get to the fight highlights why I don’t use it for mobility. Also as stated sword-dagger thieve’s, evasion spamming ele’s, high evasion rangers will most;y naturally avoid spectral grasp because of it’s lack luster projectile speed. I also think you should play with the build more. I have found it never provides 100% up time on swiftness (15 seconds of swiftness on 30 second CD..so that’s 50% up time.). Mobility is too important in terms of rotations. If you are needed to swap out a player (I.E I will continue removing the engi while you head to mid while your skills are recharging) Then wasting one of the 2 snares you have seems inefficient. Most tpvp teams will agree the best position for a necro is assisting 2 vs 2. Even after this lastest ToG the common quote about 2 vs 2 was “If they have a necro, you’ll most likely lose.” This is why I place more of a premium on being able to move between nodes as needed and keep the soft AoE snare for when i get there. It sets up banshee better, it helps ensure the dagger immobilise connects and keeps everyone in range of the death shroud siphon. Also in clutch moments locust when used will siphon 1000 health per opponent present. In 2 or 3 vs situations this can provide an additional 2000-3000 health. I like to call this amount, “I still 4-6 seconds to go on healing cool down.”
However, if you want to use 50% of your warhorn skills simply to get back to mid from respawn, or to return to home to assist or create a rotation and not actually use once your at the node, then that is up to you. It is not what I would do, I’d rather have it on hand than use just as a speed proc, that doesn’t in fact create 100% up time on swiftness.
This explains my choice in a rationale way. However i do understand it is easier to negatively comment on a thread of p[layer who is trying to expose builds, than it is to stop and think for a moment and understand another persons rationale. I understand your rationale now. You’d rather blow the cooldown to get to the node, rather than use it once on the node. If that suits your play style, awesome..it doesn’t suit mine.
I’m even more impressed with the build after playing with it this morning where more champion/reaper status players have been present. The build is pretty solid for necro and in general just enjoyable to play.
(edited by CntrlAltDefeat.1465)
I am liking this build. After running it through a number of matches I have found this build handles 2 vs 1 situations very well. I will admit though that my competition was very much on the inexperienced side, however in 1 vs 1 against experienced players (Champions and ravagers+) It handled itself well. The only changed I made was swap spectral grasp for locust signet. I found the mobility between points made a bigger difference for me personally. The ability to move from point to point and unload staff was more valuable than a pull that personally gains me death shroud. If life force was an issue it has spectral armour and dagger where you can ‘get among it’ and out gain for the life force needed.
A solid necromancer build. My only regret is not screen shooting the 2 downed players while i had 25 stacks of might.
Decided to continue my necromancer story line. Met Tybalt, won a drinking contest and was directed to continue the story via a Asura gate that is blocked off and can’t be entered. There is no other green marker on the map indicating alternate way points to continue the story line.
It’s not technically a bug. It’s just bad placement where conflicting previous living story content is preventing story content from being playable.
Maybe it’s time to repair lion arch once and for all.
Ok, not to be rude..but you’ve shown a real ignorance here stating elementalist heal signet is the weakest. The standard model ele is 0-0-2-6-6- Giving them full water line healing and boons. The average ele using their attunements will pump out 15-19k healing per 10-12 seconds with celestial gear. The warrior only receives their base tick every second. This is why so, so, so many people want to see the ele nerfed. Check all the QQ threads about them and particularly celestial builds. Nobody in game heals faster than a ele and you want to see that heal get buffed. You’re banana’s my friend. Also to mention SoV is asking for the necro community to shoot you down..the overwhelming amount of threads about SoV being entirely useless are abundant.
In the end, warrior healing signet did get nerfed. This was right after the dev’s stating they wouldn’t nerf healing signet until a better active had been designed..60 days later it got nerfed with no active redesign.
You also can’t compare heals. There is too many other variables that need to be included when trying to compare/contrast. It is not a good idea to measure healing in a pound for pound way.
Why do these not exist in all play modes? Is there is reasonable excuse, thinking or rationale?
Hi,
It is truly sad when you see 99% of all warriors carry longbow and all make investment into sustain traits..because they have no real burst with frenzy diminished, their gap closer’s for running double melee sets are habitually never functioning properly and they rely on strength runes and battle sigils just to do respectable damage, but far from devastating burst damage, which was the natural counter to bunkers..hit them hard and fast so they can’t react in time.
There’s some truth in what you say: gap closers sometimes fail, longbow is privileged because of its AoE (ideal to defend a node), its synergy with Cleansing Ire and ability to stack might, and investment in the Defense line was, until the last patch, pretty much necessary for the sole Cleansing Ire.
However, it is just a build choice – a sound one, but not the only one. I believe that a player, provided he/she keeps an open mind, can legitimately investigate and find strong alternative builds – and certainly pure melee / burst builds. Sure, the warrior’s been nerfed, and this can somehow be disheartening – but the class has not, in my view, become weak at all.
On the subject of warriors dealing devastating burst damage: have you seen the last video by VaAnS ? I’ve tried a PvP variation, high mobility, high damage (axe #5 and gs#2 up to 12k, sword #3 up to 8k), double air/fire sigils, Berserker’s Stance and Brawler’s Recovery for conditions, and Last Chance / bolas for an efficient burst. Lots of fun, and success slowly starting to pile up (I’m average with a GS).
Regards.
What I see is a warrior doing respectable damage because of food buffs. They are also slaughtering PvE casuals who have come into WvW, hence all the “been there and done that” and “Crab tosser” titles. At 6:40 they engage a thief who for the better part of time with their food buffs is controlling the engagement to the point the warrior needs to back off and allow for recharges and is using no buffs. I see savage leap miss it’s target completely twice. In the end the thief went down with a couple 3.5kish hits because they were running the most extreme glass build. If you examine every opponent, it is a case of a skilled opponent doing what they should do with a inexperienced one..they make short work of them. This is not a warrior thing, this is a player thing. I am not even sure why the early necro video was included. They didn’t dodge, they didn’t react. They didn’t use marks, or death shroud..they didn’t do anything but stand still and get eaten.
Ultimately I still believe an experienced med off guard has superseded the place of a skilled melee warrior because they just that much more effective at staying on target. The only advantages the warrior has is it’s escape mechanisms.
3 changes will not change the landscape for necromancer. They lack too much and are expected to fill this void with death shroud skills.
Area’s of concern;
No blocks
No evade on use skills
No reflection
No leap finishers, so little chance ever of aura armours.
Woefully slow cast times on projectile utilities/axe/focus/staff.
corruption skills cause conditions, so not particularly useful to power builds. Boon removal and corruption should cause X value damage per boon/unique boon. This way they are functional for power/hybrid/condition builds. If you stack 17 might-protection-fury-vigor and corruption hit for 200 per boon would be 4k damage. This is respectable, but not OP. Does weak damage to a few boons, does significant damage against uber stackers.
Move increase movement speed by 15% per dagger to a more friendly line.
Death shroud 4 causes reveal. With 8 professions and 4 of them having access to stealth..do the math.
Actually i give up..this list is just too long.
(edited by CntrlAltDefeat.1465)
It kinda opens a can of worms. If we give everyone boon removal, then necromancer as a profession can rightly ask for ;
Leap finishers, blocks, reflection which 90% of all professions have, or have all access to all 3 within the one build.
Currently a standard power/terror/conditionmancer will have access to boon removal and corruption, yet it lacks everything stated above.
I have discussed this point before about all professions having their own unique access to all boons and counter plays, it is just the manner of how they apply and use them. Essentially this is where gw1 eventually landed in GvG. Both teams usually run were mirrors of each other, it all came down to who set up their spikes better, who’s interrupters were that bit sharper and who made better use of positioning and pressure tactics. Essentially this is where PvP can/should be. We all do much the same things, it is just how we do them and when that determines who wins and who needs to keep practicing for now. Even in the world of hard counters in gw1, a blind bot or anti melee build couldn’t take down their ideal target, they just rendered useless, and if their optimal target wasn’t present (In other words a anti melee heavy team vs a team with only one melee player.) Their team suffered for it. That was the risk reward.
“gw2 will feature everything you love about about gw1, plus more..”
All this content was in gw1. None of this content is in gw2.
However all of this content in gw1 had a monk. There is no monk/healer in gw2.
All this content in gw1 players had multiple builds per profession. In gw2 players have a couple builds per profession.
All of this content in gw1 had normalised runes and weapons. In gw2 no rune of weapon is normalised in how it modified.
That’s why this will be a issue. Death match ain’t fun with no healers, no anti melee, no pressure, no interrupts, no support. It will devolve to teams of one guard and the rest thieve’s and mesmers and everyone taking a revive trait.