I don’t understand how the devs can make Illusionary Persona and Illusionary Elasticity baseline for mesmers, but force us to choose between the EAs. .
Because they want us to have more than one build beyond the standard water/arcane cantrip bunker we’ve been stuck with for two years.
It isn’t going to work of course, except in maybe giving us no builds at all, since all of our attunement specific traits are still designed with too little reward to warrant staying for any substantial amount of time in any one attunement, and we still have the lowest tier of both health and armor with no defense in our class mechanic, making a build that takes advantage of madcap swapping with heavy investment in sustain and escapes as our only viable option.
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They stated in the stream that the currency will still drop from champ bags, as well as other sources, and it will be a true currency, going in the wallet. I don’t know the exact time but it was when they were joking about calling the new currency ‘Djinngots’.
Yeah I wondered the same thing when I first saw it.
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Now wait from what I understood Bunker Down would now vary between dropping mines and medpacks. Did I misunderstand?
I don’t think condi ele will be much more viable than it is now. Can’t say I’m unhappy about that, though.
It won’t.
I have over 1600 hours on my ele in one of two condition builds, I play them because I think they’re fun (or thought, nowadays they just feel frustrating and my Ele is collecting dust) but in spite of being able to take them wherever in PvE (because anything works in most PvE) and even some WvW, they suck, along with all Elementalist condition builds.
Nothing is going to fix the ele’s condition builds until we get longer condition durations and shorter ramp uptime on the condition application from our weapon skills. It is completely ridiculous that using our class mechanic (attuning) causes our conditions to fall off faster than we can switch between the elements that apply them.
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But hey, we have the incredible Inscription trait that now comes with cd reduction, glyphs new meta!
Devs, merging useless traits together does not make them good.
Like the devs said during the livestream, we can worry about balancing once every tree has all its mechanics in a sensible order with compelling choices available at each juncture. And there is no sensible spot for glyphs in the Air Tree.
However, I do admit, it would make a lot more sense for Inscriptions to do something other than apply boons.
Two of the glyphs do nothing but apply conditions, two more summon elementals, five eights of which apply conditions. And the last two are a heal with boons and a support resurrection skill.
Just spit balling here, but maybe they should be in a tree that is based on conditions?
Or at least the water tree which has some support and conditions, or maybe even arcane, which is supposed to support every element type, glyphs being multi-element skills. The one place they make absolutely no sense, is in the air tree.
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Most of my builds are burned down to ashes…
I hardly know where to begin….
Guys the last thing the developers need or will listen to is doomsaying hyperbole, if you want your feedback to matter, if you want the developers to see and do something about the builds you will lose in the trait changes, list the builds you are talking about, why you believe that style of build is no longer represented, and what specifically is being changed that will prevent them from being available.
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People are being too polite so I’m just going to outright say what everyone knows is true but isn’t saying, deceptive evasion as a baseline would be much worse than ‘inconvenient’ for some mesmer builds, it would drive any clone build in to the area of moronically overpowered. This needs to require an investment that competes with other clone build traits.
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But if your goal is to be a cleric engineer – a true healing engineer – what we’re getting is a step in that direction. If your goal is to stand toe to toe in the boss’s face and help your party while blowing up the enemy, that looks like it will be possible as well. The key, if the traits they have stay (and they said engi is the farthest from being polished), will be cycling blast finishers with your (and your party’s – very important) combo fields. Shield 4, big ol bomb, dodge rolls, your heal, overcharging turrets, detonate mine, flame blast, acid bomb, supply crate – you have a lot of choices (again, with dodge rolls and your actual heals probably being the primary source). The great thing is most of the kits we have that have blast finishers also have the ability to drop combo fields (including the bomb kit).
It will probably take a little more thought than blindly dropping bombs at your feet, but it will also, most likely be rewarded with more powerful and consistent heals.
Im not saying this is how it will absolutely be (it’s too early to do that) – Im saying the crazy exploding healing cleric frontline dungoneer should be just as viable (more so, most likely) than it is now. It may not look EXACTLY the same – it sounds like it will be even more fun.
But it won’t be a bomber crazy exploding healing cleric frontline dungeoneer, it will be a turret/shield crazy exploding healing cleric frontline dungeoneer, a or several bunker sustain builds may be maintained, but the manic style of playing it unique to the bomb kit will be gone.
What we will have in its place is either turretsplosion or kit cycling builds which will take advantage of the replacement trait far better than the bomb kit, adding more of the same to the class, more rote cycling through cooldowns, which I fail to see as being any better than bomb spam in any way, shape, or form.
Elixir infused bombs on the other hand was something truly unique and interesting and most of all, incredibly fun, if only the developers had ever given it some love so that players would even try it out. But completely sustainless bombs are just too risky with too little reward, especially when you can do the exact same thing with them at range with the grenade kit, and soon to be the ‘rocket’ kit.
And yes it was spammy, some people like that, like I did. However, you cannot have the build played with how you describe it, because unskilled and blindly spamming could not be farther from the truth. It is consistent use of skills with incredibly precise positioning and evasion that has to be maintained through all enemy control, debuffing, and significantly superior damage optimally within range of both your opponents and your enemies. If you are not spamming in range of both enemies and allies, are controlled or debufffed or downed, your allies aren’t getting heals, they aren’t getting DPS amp through might and vulnerability, and the enemy has an advantage in repositioning and resetting because of the control you aren’t contributing. And remember, all of that, at point blank range, with a fuse delay on all your abilities.
I run this build with double pistols (a huge sacrifice on a power build) because double glue fields is amazing, slick shoes, 60600, and clerics gear. Then I would alternate between Elixir C+Elixir H+fast acting elixirs, utility goggles+speedy gadgets, or most frequently sitting duck and a net turret or sitting duck and Elixir C. With any of those setups, you generally have one or less response to any amount of offense that the enemy could throw at you. This isn’t the only support build I’ve tried, and I have to be far more observant and more responsive than any support build I know of, just to maintain my stream of buffs, debuffs, DPS, and healing. Spammy does not inherently mean it is used blindly or is skill less, it is a particular play style that can be good or bad, skilled or unskilled, just like any other.
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No, but it will be prior to or in the upcoming expansion.
Regarding elixir infused bombs – yes, maybe that exact build is gone (I run it too), but the trait that causes all blast finishers to heal should more than make up for it, especially when paired with the “all heals are blast finishers” and evasive powder keg = finisher (blast finisher every time you dodge) traits. Add to that the very long range heal from the mortar (which we havent really been able to use much in the past). I can see a brand new – and probably stronger – cleric engi emerging.
It won’t replace it to any degree. Even if the new trait does put out the same amount of healing, it won’t provide that point blank maniacal ‘gotta go fast’ PBAoE playstyle that rewarded you for crazily getting up in your enemies face and just repeatedly blowing up in every fashion and form imaginable, all while sustaining yourself a hairsbreadth above death.
The new trait will probably be just as viable for sustain bunkers, heck most likely even more so, but it won’t provide the playstyle that is being lost.
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I didn't want to say it but(post spec stream)
in Guild Wars 2: Heart of Thorns
Posted by: Conncept.7638
I lost what is possibly my favorite build in the whole game today, the only build I have that is genuinely viable and fun to play in PvP as well as usable in any portion of PvE.
And I still don’t agree with you.
The majority of my other builds are either the same, slightly changed, or even improved. The system isn’t perfect and by the time these changes hit, somebody somewhere is going to have lost a build, no matter how much the developers try to prevent it. I’m really sad it is mine and still do not agree with the change which is going to cost me it, but the direction of these changes is healthy for game in almost every way, including diversity.
One of my favorite PvE builds and my absolute favorite PvP build is being flat out removed, with nothing remotely similar to replace it.
I run an elixir fused bomb build with clerics gear, light condition duration for immobilize and vulnerability stacks, and of course the full bomb suite of traits from the explosive tree. They’re going to remove Elixir Infused Bombs for a heal on blast finisher trait. How does that fill even remotely the same niche? And aren’t bombs already unpopular enough without have no trait for them?
I have honestly not been so saddened by any change to the game, not even when they took away my shroud bounce builds, I feel like I’ve just been punched in the gut, that clerics engi build is just so much fun and it’s the build I’ve had more compliments on in PvP than any other.
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You know guys there is an option that turns all enemies into humans at pvp right?
My Asura is medium height cause wanted him normal size
Only in Ranked and tournament rules custom arenas, apparently to ANet casual players aren’t worth a fair game.
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Since you mention Guardians I need to correct you. Kindled Zeal is a fully functional trait that most people consider not worth taking because of Amplified Wrath. Radiant Retaliation on the other hand is a completly non-functional Guardian grandmaster trait that hasn’t worked in 6 months.
Yep that’s the one I meant, Radiant Retaliation, I was in the right ballpark though, mostly…ish, both condi-traits at least. :P
You a guardian? The only trait I can think of that flat out does absolutely nothing is the Guardian’s Kindled Zeal trait.
It might not be a bad idea to make the hair and faces (and other customization options) in to account unlocks, between whats been done to the wardrobe and outfits and dyes and miniatures and finishers, that seems to be the direction the game is headed anyway.
Please see the shortbow thread and the picture provided on how far to the “side” you need to be to qualify as “flanking” for the purposes of the Crossfire bleed application. It is less than 45 degrees. You shouldn’t have to “rotate around” that much.
Seen and read already, after the fact though, it wasn’t the top of the forum when I made this thread but someone bumped shortly after, and we get so few posts here even some of the front page stuff is old news.
And I am (and was before posting) well aware of how large the arc is. The weapon still needs some help (though as that thread shows, not nearly as much help as some condition builds), and in my opinion giving it some kind of repositioning mechanic for either your or your pet would go a long way, hence the suggestion.
Love the shortbow, do not understand why so many rangers knock or complain about it.
But there is a problem with its auto-attack, crossfire. The mechanic of ‘bleeding on indirect fire’ is sound and I do not want to see it removed, but the weapon does need a change because of how it works with the pet mechanic.
Your pet is almost always going to be at your heel before you issue the attack command, well at least ideally, when it isn’t have a staring contest with that rock you passed a half hour ago.
And then when you do issue an attack, it invariably beelines to the mob causing it to directly face you, negating all condition damage from crossfire unless you circle around, often giving a wide berth so as to not pull aggro. The only way to negate this is to use the ‘Guard’ shout before every single mob, which is a ridiculous amount of setup just to get your autoattack working, doesn’t always work thanks to its cast range and terrain hiccups, and in my opinion is not even an intended feature of the shout’s mechanic.
Here is my suggestion to fix this.
- Quick Shot>Tandem Shot
Tandem Shot: Fire a shot while evading backwards which signals your pet to shadowstep behind your current target and immediately attack.
This would give you some positioning power over your pet that would allow proper use of crossfire without wandering around the bloody map or using guard and praying your lovable numbskull of a pet doesn’t screw it up. I suppose the functionality could be added to crippling shot or even concussive shot, but I think thematically it fits better on quick shot.
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If you have something you really can’t figure out, it’s okay to post the question in the LFG tool, you’ll usually get a response pretty fast.
No, don’t do that. The lfg tool is meant to be used to form groups. Use chat to ask questions.
So long as the group is formed to help the player with content pertaining to the section in which he posted, there is nothing against it according to the guidelines concerning the LFG tool.
No, the LFG is used to form groups to do content, not as a question and answer spot.
https://forum-en.gw2archive.eu/forum/game/gw2/Policy-on-the-LFG-Tool/first
“The LFG (Looking for Group) Tool is intended to be used to help put together a group to enjoy game content, such as Open World, Fractals of the Mists, or PvP."If he has a question he can ask in chat, either map or guild/friends, or post on the forum.
You just said it yourself ‘to enjoy game content’, period, no specification about having to do the content as a group, you can solo the entire game if you want and just group up as a means to be social or seek help.
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If you have something you really can’t figure out, it’s okay to post the question in the LFG tool, you’ll usually get a response pretty fast.
No, don’t do that. The lfg tool is meant to be used to form groups. Use chat to ask questions.
So long as the group is formed to help the player with content pertaining to the section in which he posted, there is nothing against it according to the guidelines concerning the LFG tool.
If you have something you really can’t figure out, it’s okay to post the question in the LFG tool, you’ll usually get a response pretty fast.
Speaking of which they really should have a newbie/mentor section of the LFG.
There is a difference between requiring that a game be non-subscription to play it, and playing it only because it is non-sub.
Playing it only because its non-subscription is saying you will play whatever, having no particular taste in what you play, so long as you can play it for free.
Requiring that a game be non-subscription means that you won’t play subscription games for whatever reason, but still have other qualifiers which decide whether or not you will play a game.
I for example, wouldn’t play GW2 if it was subscription, or any other game with a subscription. In my experience it is a monetization policy which encourages the most heinous corporate dishonesty and inevitably bleeds in to the design of the game, causing poorly made gameplay that is addictive and time consuming over enjoyable and aesthetically pleasing.
However, if GW2 didn’t have gameplay I enjoyed, I wouldn’t play it even for free. Nothing is really ‘free’ because everything costs time, and a game that I don’t enjoy isn’t worth any of my time, no matter how little it costs monetarily speaking.
Don’t know where you got that information but cross-cultural armor only worked between specific models for the three humanoid races, and Charr and Asura could never mix at all. If you tried to preview models that didn’t fit together it would come out with only its base texture, which was basically naked minus certain unmentionable bits, which is why they took away the ability to even preview such armor mixes, let alone use them.
Also, this would actually be quite a bit of work. They would have to modify all three weights of the human, sylvari, and norn armors to fit each other, then make entirely new models of those same armors for the Charr and Asura; and then for the Charr and Asura armor they would have to make a new humanoid version, modify that to fit all the humanoid bodies, and then a charr version for the asuran armor and an asuran version for the charr armor. If you lost count, that brings us up to 22 models they would have to make from scratch, and an unknown but significantly larger amount they would have to modify from existing models.
It would be awesome if they would do this, but given what it would require I really doubt it is going to happen.
Easily retconned. All it would take is an intrepid band of Stone Summit dwarves who stubbornly refused to undergo the Rite of the Great Dwarf and were either forgotten or stricken from the record due to undwarvenly behavior. Perhaps, after a time, they have come to regret their behavior and have returned from their dark wanderings, hoping to reunite with their lost kin — but alas! Until they make up for whatever undwarvenly thing they did, they are for some reason or other unable to undergo the Rite.
And so they become player characters.
Everything is easily retconed, that doesn’t make retconing any less lazy or stupid.
- The combat system itself. Can dodge, can move while casting, fast paced!
Agree on all counts but this one, the dodge system just is not done well , almost immediately after launch ‘you can dodge’ became ‘there is no point to investing in any defense or utility except dodge’, completely ruining build and play diversity.
Meanwhile more and more games adopt some kind of active dodge system. Neverwinter and wildstar have the exact same system as GW2 (except without the ability to move while casting in the case of neverwinter), while DCUO has an improved system where blocking and dodging can be pierced by certain skills, all while allowing movement (even climbing, flying, and using super speed) during casting, and it came out a year before GW2.
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All I’ve noticed since that sale is I’ve reported ten times the amount of people for verbal abuse than I have in the last two years. Was that sale advertised on 4chan or something?
Would you rather be bald or see a charr super saiyan hairdo clipping with the ringmaster hat?
We know they can have pieces of geometry on armor removed depending on what other pieces they are paired with, because they have done such when fixing several clipping issues in the past.
The real reason hats remove hair completely is because for some reason Anet designed most of the hats and helms to use the same seams and be considered the same object as your hair by the modeling engine, instead of a separate object above the geometry like most of the shoulder and some of the glove and boot items.
In short, they could totally fix this, but it would take a bit of work for each affected item.
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Looks Interesting. I wonder if that one section that looks like kitten with some kind of flaming dragon head looking thing is one of the main access points to traverse the multiple levels.
Looks smaller than I thought.
I know, verticality. And hopefully plenty more zones.
Where does everyone keep getting this only one map talk? I see it on the forums but no one has yet to provide a link where it was stated we only get one map.
That is because there isn’t one map and no developer has ever said so. In fact, in the latest announcment they blatantly called Verdant brink the first map of the new expansion, meaning there will undoubtedly be more.
I can guarantee you this was in the works for much longer time than a few weeks.
Plus, honestly, being offended about this is ridiculous. You wouldn’t be offended if you saw kids in the street running around with their arms out making airplane noises (at least I hope), why would you be offended by this? Because there is absolutely no reasonable connection which justifies offense in either case.
A wise man once said only a fool seeks to take offense where none was meant.
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Teen means as young as thirteen. If you wouldn’t walk up to a middle school class on a field trip at the mall and say what you are about to say, you shouldn’t be saying it in map chat, and you are responsible in game for the repercussions that come with that inappropriate behavior just as you would be in public in real life.
IRL, 13yr olds are usually among the worst offenders when it comes to vulgar language.
I can appreciate that some people don’t like this, but I’ll take free, offensive speech over heavy moderation any day.
And that is pertinent how? You are responsible for whatyou do and what you encourage others to do. And they learn it from somewhere, who more likely, the people who excuse their misconduct because ’they’re going to learn it anyway’ or those who control themselves and act appropriately in front of them?
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Meh. It’s a teen rated game, and adolescents are generally pretty vulgar.
Foul and sexual language are okay in my books. We’re old enough to handle it, after all. It’s abuse that shouldn’t be tolerated. Harrassing someone without using indecent language is far worse than the trolls who hang around talking about getting wasted and so on.
Teen means as young as thirteen. If you wouldn’t walk up to a middle school class on a field trip at the mall and say what you are about to say, you shouldn’t be saying it in map chat, and you are responsible in game for the repercussions that come with that inappropriate behavior just as you would be in public in real life.
Item glut is an issue that appears to be growing
True up to a point but the latest addition to the game is a huge step up if you do it right. In the Silverwastes mobs almost never drop anything and events drop bags that stack to 250, which in spite of being green bags, I’ve noticed to have the same droprate for rares and exotics as traditional drops. I’ve stayed in that area for days without having to sell or WP out as a result.
That is, until you get to the labyrinth, which spams your inventory full of crap faster than anything I’ve ever seen. Which is why I tend to opt out of doing the labyrinth until I have dozens upon dozens of keys built up, the rewards for the labyrinth just aren’t worth the inventory hassle, especially when you can just taxi to a new map and immediately start building up your bag stacks again for pretty much the exact same amount of loot.
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Hmmm…gw2wiki says fire and air “cannot crit”. Regarding the heal I was aware that it had a separate damage coefficient then the heal. The heal is fixed, but if the damage portion can crit I may consider it.
You’re right, had the wrong page pulled up, the recipe page. The heal does scale though, but with healing like all the other lifesteal abilities. If there’s no info on the wiki you may just have to equip one and test it out in the mists then check the combat log.
The attack which the sigil applies lifesteal to can critically hit like any normal attack.
However, if you are asking this because you are expecting a ‘critical heal’ from critically hitting with the lifesteal effect, bad news, lifesteal does not work that way in GW2. The amount of health the attack heals you for is not proportionate to the amount of damage the attack deals, but instead scales off healing, meaning it isn’t affected by dealing critical damage.
EDIT: Whoops, I didn’t know sigil of blood had its own damage, that I am not sure about but I would suspect it can crit, I know, for example, that sigil of fire and sigil of air can both critically hit.
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Not saying how for obvious reasons, but I just accidentally figured out a way to get double daily login rewards. Already bug reported it, but if I remember correctly there is some kind of email you are specifically supposed to send exploits to incase anyone else has been doing it, and I’m pretty sure duping qualifies. But I just checked the bug forum stickies and I didn’t find that email anywhere. It was something like expoits@arena.net but I don’t want to just fire off sensitive information without being positive where I’m sending it to, so anybody have that email handy?
I wouldn’t say overpowered, I would say interesting. So many of those skills and traits do things that, regardless of their power level, just look more interesting to use, play alongside, and play against; and I’m sure we would all like to see the vanilla classes improved in that direction.
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We are one of the fundamental classes for speed clearing dungeons in PvE.
No, we’re accepted, there’s a difference. I have never once seen a speed clearing demand an ele like they do for zerker gear.
Staff in WvW is fundamental to a solid zerg backline.
If that counts, then sitting on an arrow cart is the eles most optimal build. Thinking your build actually matters in WvW, is possibly the biggest delusion of grandeur, ever. You are a number contributing to a total which will decide who wins, you do not matter beyond that.
D/D is strong in sPvP. So strong, every team composition in the last world tournament had one or two.
And the same D/D build used in sPvP has strong solo power in open world content like silverwastes.
I mentioned this in my post. You posted without reading. Shame… SHAME!
Warriors and Guardians are the only other classes that have the same kind of strong presence in all three facets of the game that we do.
And if you approach the argument of “best” in terms of variety in what the class can bring to the table, it really is a toss up between us and Guardians as the best class.
Who on earth would measure usefulness as having a breadth of mechanics available? That’s saying you should bring a swiss army knife to a gunfight. Ever heard the phrase ‘Jack of all trades but master of none’? PvP is team based, jack of all trades is a soloist mentality. There is one thing we can do best as compared to other classes enough to warrant use in the meta, we have an optimal combination of sustain, survivability, and DPS; in laymans terms, we can bunker with daggers. That’s pretty much it. And under certain team compositions, you may be able do the same with the staff as someone pointed out above, that is still the exact same build excepting weapon choice, and is a poor excuse for build diversity.
Not only was glyph of elemental recently buffed, but Fiery GS is and always has been amazing in WvW, so your statement is simply not true.
It isn’t great and never has been, what it is our only substitution for what we lost in the nerfs that were misfired at RTL instead of cantrips where they were actually needed. And it is still worthless in Zerg vs Zerg, what actually matters in WvW anyway. Furthermore, glyph of elementals wasn’t buffed, they gave us the ability to activate the skills the elementals already had, however the elementals still cannot attack while moving and move like molasses in the dead of winter, and are entirely worthless against any player. They are however, good for soaking up damage in PvE, if you can get anything to aggro on them.
A more complicated script isn’t what we need for a reactive game.
The problem is the script ANet chose to follow when designing GW2 seems to have had the exact same results as the script they were avoiding. There is still one single indisputably optimal team composition for the entire game, and encounters still come down to easily memorized rote and repetition. That single team composition ‘not’ being the trinity is really no step forward at all so long as it is replaced by something with the exact same results. WoW has its problems with finding support and tanks; GW2 just has that problem flipped on its head, where supports and tanks and any other role but DPS have problems finding groups.
ANet deliberately took a different road, only to end up at the exact same destination. There are still favored and unfavored playstyles, and there is still no diversity in team composition or play mechanics.
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Yeah it sounds great when you read all the abilities, until you actually scroll down to the tactics portion, which are summed up thus.
1. Drag boss to certain spot at the edge of the map (sound familiar?)
2. Rotate through a group of tanks to keep the boss in that spot
3. Drag the boss to a spot in the middle of the map on the next phase and continue
4. Switch back to the original spot after the second phase ends
5. Tank damage, heal tanks, and DPS until you win.
Or in short, the exact same same tactic you use in every single encounter in every trinity based game, ever, just with more players and minor requirements about your position on the map.
Neither more boss mechanics nor more complicated boss mechanics create strategy or depth when there is a universal response to any enemy action. In WoW, that universal response was to tank and heal and DPS, in GW2, it’s to dodge and DPS. And more enemy mechanics mitigated by dodge and rewarding full DPS with shorter windows of play are not going to change or improve anything. The lack of strategy and diversity in GW2s encounters is a system problem on the player’s end that the developers seem to refuse to even acknowledge, let alone have any intention of addressing.
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That… is actually an awesome idea.
But, if you read today’s blogpost, it seems like they are already kind of solving the problem of material drop inequality and inconsistency through map rewards. Though personally, I kind of like your idea more.
What is the difference between a melee scepter and a mace? I don’t think there is one.
The scepter breaks when you hit it against someone’s armor.
That’s not true. In the real world scepters were originally used as melee weapons. They did get replaced by maces though and scepters were repurposed as decoration items and status symbols.
What? No. In the ‘real world’, a scepter was just a a decorative mace meant to show wealth and authority rather than be used in combat. Do you really think cave-men and beyond thought to ‘pretty up’ their bashing and smashing instruments before they thought to bash and smash with them?
This is not necessary. And why would anyone use gems to buy transmutation stones, they are easily obtained.
People who want to constantly change their looks everyday would want this.
But you can farm them, I’m down to 10 minutes per stone using Rata Sum map completion.
zerker all day errday
I take the mordrem husks down twice as fast than any zerker with my dire elementalist, especially those ridiculously tanky slingers and smashers. They just have too much armor for power to be effective, it’s kind of become condi builds ‘thing’ in the SW, like tanks dealing with the wolves that attack too often for dodge to be sufficient defense or the AoE spammers that go after the menders. Though admittedly zerker is most affective at nearly everything else, and most of the games content still has no ‘thing’ for condi builds to do at all, let alone be effective at.
Until just one other person in condition gear shows up, and overwrites all your damage…
You non-zerkers really need to read up on how conditions work…
They spawn in groups of three or more, multiple times throughout each event, on each side of each structure, and frequently out of each worm. That means there are potentially dozens up at a time and near always at least a few. If you have that many condimancers on one event, you have too many people on one event period, regardless of their builds. And I have never seen this happen, and unlike you, I’ve actually played more than one build in order to potentially be put in this situation where it could, instead of following what I’m told like a sheep.
Also, I’ve failed about five SW bosses (the boss event, not the map event), and vine wraith once, and done them enough to be approaching a full luminescent set, and nearly all of it on various condition builds. You are claiming to know something by remaining completely ignorant of it. I am not the one here who needs to ‘read up’ on the game mechanics, I already admitted that in the majority of the games content it isn’t viable, but the SW’s spawns and events are designed completely differently from the remainder of the game. You, on the other hand, need to go try the non-zerker builds you dismiss so as to actually have a valid opinion to share on the subject instead of making wild claims of potential situations that are pretty much guaranteed never to happen.
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Elementalists are arguably the best class in the game at the moment.
Forgetting to mention something? Like the fact that we are only such with one single build, the same single competitive build we have had since launch. I guess we have two if you consider the WvW staff build a ‘build’ at all, I don’t see how though with how little individual build hardly even matters in WvW.
You want to know the real improvements that have been made to the class over the last year? You remember the DD cantrip water/arcane build? They destroyed that build, leaving us with pretty much nothing for nine solid months, then buffed celestial gear and gave daggers another blast finisher, bringing the exact same build back, except under celestial gear and with slightly less escape-ability because of the RTL nerfs.
That’s the big improvement everyone is lauding. Clerics is now celestial, on the still single competitive build we have. Woohoo…
EDIT: Oh, and they heavily nerfed two of our three elites… none of which were particularly useful in any game mode in the first place. Yeah…
(edited by Conncept.7638)
zerker all day errday
I take the mordrem husks down twice as fast than any zerker with my dire elementalist, especially those ridiculously tanky slingers and smashers. They just have too much armor for power to be effective, it’s kind of become condi builds ‘thing’ in the SW, like tanks dealing with the wolves that attack too often for dodge to be sufficient defense or the AoE spammers that go after the menders. Though admittedly zerker is most affective at nearly everything else, and most of the games content still has no ‘thing’ for condi builds to do at all, let alone be effective at.
(edited by Conncept.7638)
At least that one has animations, there are still hairstyles from the latest batch added to the game that do not have any animations at all.
You get them from the black lion goods box four times a month, in fact it seems to be one of the only four or five items those chests actually drops in spite of what their descriptions say. Still never seen anyone who has had them drop something worthwhile, and can’t believe ANet actually managed to make something less rewarding than the real BL chests.
(edited by Conncept.7638)