greatsword and 100B is fine as is, i like how you have to set up for 100B and see all the big numbers. Only greatsword burst is not fine ATM, we need a reason to use the burst skill but no, 100B as burst skill is not the answer. 100B is a fine adrenaline absorb tool since GW1.
I really want to play a Charr, but i’ve failed multiple times already, every Charr character i made can’t get pass lv4….
My issue is not with the armor clipping issue yet… its the running animation, i hate being the only Charr that run around with 4 legs “slowly” when every npc is running in 2 legs….
Also i hate the body type, why don’t we got a more humanoid body shape like GW1 Charr?
So i guess the armor issue will eventually bugged me out later as well….
I am not a vertical progression guy, and i believe in Anet that ascended is the last stat tier for GW2, so thank you for the effort and pls don’t make me regret my appreciation.
So i am a casual player therefore i will make an ascended weapon on my own pace, my target is around 6 months to 8 months of time.
But what really bugs me is the weapon skin, yes i am with the ascended weapon skin for now, but what will happens when there are thousands of player who made their ascended 2 months later? The weapon will not look any unique anymore. So i come up a suggestion.
Create a legendary blacksmith guy, he can provide a chain quest that once you finished, you gain a infused power item which able to apply your ascended / legendary weapon with a “Cosmetic only visual effect” from couple visual selections.
The visual effect will be like “red flame / blue frame / wind etc”, if there are 10 visual effects to choose from, and the hundreds of weapon skin we have, people can create a very unique legendary / ascended weapon for their character without a need to design more weapon skin. Anet can also create gem store dye to change the effect color or apply special effect as well.
And i would also suggest the blacksmith can collect your materials and craft you an ascended weapon if you don’t have crafting skill, once you’ve bring him an ascended weapon, you can start the chain quest.
ty for reading.
My only issue with the traditional trinity is, i don’t like every content need a tank and a healer in order to proceed. I am perfectly fine if some people like being tank, someone likes to be healer. I don’t want to be stuck in progression when there are no tank or healer around. I love having random class, random players in a party to do contents, the experience is far better than a tank healer dps setup.
Is GW2 better than trinity? Yes to someone like me, who love more skill and reaction oriented combat. No to someone like tank and healer style. And isn’t it obvious that GW2 isn’t a game for trinity lover? Pls do us a favor, move along, thank you!
What about make a trait that summon a “Flag man” to carry the banner for you with the F1 when you pick up a banner. The “Flag man” can be killed and the banner will be dropped to ground. But he will carry the banner following you around spirit unbound…
The Flag man should have roughly 70-80% hp of the owner. He is also able to use the banner skill to provide more benefit to the allies.
(edited by Crossaber.8934)
Nice idea, seriously…
As a true elite and hardcore, player, they should’ve about 5x more combat experience over a casual player, so they deserve a super legendary that do 25% of exotic weapon damage in order to show how powerful they are, because they have enough experience overcome the reduced damage output over a casual player.
This Legendary should have unique skin and non transmutable to let casuals know who is the true hardcore….
Isn’t you already answered yourself? The item is now “account bound, soulbound on use”, therefore when you double click the item it is “on use” and therefore it become soulbound. You should put the item in bank and let the desired character to use the item and select a desired stat.
It makes sense since it is the additional update to the Aug 20th patch, its been this way for almost a year now.
Rush in, hit hard, move out is mobility warriors’ basic tactics, it is also widely adapted in modern military training and execution, on other hand, being tanky, stand toe to toe fight until one down is what modern combat means: STUPID.
I agree with OP, when Anet suggest we don’t need to make new gear every couple months for new stat, but yet we need to craft/buy/dungeon grind another set gear if we want to have more than 1 skin set.
With the living story goes on, we got more skins, and if we don’t get extra set of armor, the new skin will destroy the old skin no matter it is vanilla skin or gem store skin. This is a big issue to someone want to collect and willing to pay for all the new skins.
I agree with OP, where me and my buddies stopped playing since Feb, until July 23 update, i have a peek to see whats going on in GW2. Then i found there are quite a lot balancing stuffs have done. I am not excited at first glaze but i decided to try the updated traits out.
End up me and 2 of my buddies made our return. We love the updates, thanks Anet!
To us, this is a game, and it is for fun, if it is not fun anymore, just walk away. And if one day we find it fun again, just step back in.
My Warrior
Chest: Vigil Coat
Legging: Vigil Legging
Shoulder: Dragoonic Shoulder
Arm: Human Cultural Tier 1 commander arm
Boot: Priory Boot
I strictly bought this game because the lack of a totally solid trinity would prevent forcing me in to a designated role with no flexibility.
You would take that away.
There’s a reason I don’t play any other MMO.
So you like being a jack of all trades, master of none, marginalized purpose..someone that is just a number in a sea of numbers? Flexibility would be allowing a Guardian or Necromancer fully spec into a healing role. Try that here, kitten your team’s efficiency. Flexibility is in the eye of the beholder.
Yes, this is exactly the reason the players who don’t enjoy trinity will love GW2 like me.
I for myself really hate the needs of tank and healer in a party, i prefer every member is needed equally.
And i agree GW2 got a lot room to improve but definitely not the suggestion of making trinity return or suddenly add a healer class. This combat system is new and Anet should develop more deeper and interesting encounter around it, not making a totally overhaul to such a fantastic system.
All i missed is my Templar armor, overall the best looking armor in GW1.
I missed my greater highlander blade too….
My warrior is shout heal warrior, I use both Healing signet or Healing surge depends on which gear i use.
For defensive gear with soldier rune, i use healing surge.
For offensive gear with Alturism + monk rune, i use healing signet for the 16sec CD with 3.5k heal + 3 might AoE stack and 60% boon duration (perma signet of rage buff)
I think, that there should be an elite called “As One”
You and your pet would kind of jump in each other and merge, maybe becoming the pet or the human? I don’t know, i think it would be cool if you could merge and become your pet, but i think that merging into human form would be more viable.Anyway, this elite would have to bring you some bonuses to make up for the loss of an elite skill and another CCer. Maybe the health could add up?
That’s my idea of how to please the ones that don’t like pets.
Edit: The elite would be kind of a toggle skill.
Nice, if this is what Anet add to ranger, these “As one” ranger will become POWER RANGER…. maybe they should add giant robot and big cannon also….
Actually i would prefer they let you vote for the pact leader from one of the order, then make Trahearne to be the pact councilor, while the player become the field commander. This make a lot more sense to me.
The first thing comes in mind is the ranger pet, scroll wheel forward for pet attack, scoll back for pet retreat, seems very nice though.
My necro with well dagger build is able to take on 6~7 foes together. Maybe take longer time than my warrior back in the same level but, as i recall my warrior was only able to take 5 foes, 6~7 could be too much before he learn shout heal.
And Necro well skill is extremely handly AoE tool to multiple foes.
In real world, we have “non combat” speed / “combat” speed / “flee” speed 3 status.
Normally flee is the fastest, combat speed being the slowest.
In GW2, we got only 2 status, non combat speed and combat speed. This is a great step from “outdated” game that only 1 speed status inside or outside of combat, but it is also far from perfect. Possibly in future, other games will give us all 3 choices, who knows, but the 2 speed level is widely used in nowadays games.
imo, flee speed could be there: ignoring incoming attack but focus on the run which as a result of receiving extra damage for more movement speed.
I am a support warrior too.
My build is 10/20/0/30/10 for shout heal build. I run dungeon and WvW and both pretty good. I got 2 set of gear, cleric and knight set.
For cleric gear i have soldier rune for a more defensive and supportive approach ; the knight set with altruism rune and monk rune mixed upto 60% boon duration to get prem buff from signet of rage for a more offensive and mobility approach.
Weapon choice i switch between GS / 1h sword + shield / 1h sword + warhorn / rifle
Yea, as a warrior my dps is not as good as a zerker but hey we are soldiers!
WE SUPPORT EACH OTHER!
You can do this if you have another character on your account who’s joined the other order, but it’s a bit fiddly.
1) Have your character in the other order buy the armor you want
2) transmute it to a “white” quality item – this will make it account-bound
3) put the item in your bank
4) remove it on your first character, and re-transmute it onto the armor of your choice.Not as convenient as just having access to them all, but better than nothing.
Exactly what I did
Yes, my warrior is now in vigil chest and pant, priory boot….
Future planning to having whispter gear as well, so this is what PACT means….
For constructive discussion, what about make a change Adrenal Sustain to 1 of below:
option 1) gain protection boon for 5 sec upon Maxing adrenaline. (only activate once upon reaching full adrenaline, 30sec internal CD)
option 2) gain aegis boon for 10 sec upon Maxing adrenaline. (only activate once upon reaching full adrenaline, 45sec internal CD)
These will help def warrior a lot while also encourage the use of burst skill, as you only gain the boon by rebuild your adrenaline to max.
Please keep in mind the above suggestion is based on it is a grandmaster trait on def line.
People always mixed up agility and mobility, these 2 elements are totally different things.
For GS, i would say it is more mobility, as you got 2 “gap closer / gap extender”, what these 2 skills actually provide is the ability to quick approach your target or get away from. This is what mobility is about, SPEED.
For Axe, i would say it is more agility, you can move freely around your foe doing 100% of damage, but what axe MH is lacking is movement speed, the mobility to quickly approach your target or get away from.
Defense Tree
So I have thought about it for a long time, and after reading many things and trial and error, I think this is what a warrior needs to have great sustain and survive.5: Adrenal Health: Gain health every second based on adrenaline.
[ Stage 1: gain 1 + (0.4625 * Level) + (0.055 * Healing Power) per second ]
[ Stage 2: gain 3 + (0.8625 * Level) + (0.085 * Healing Power) per second ]
[ Stage 3: gain 5 + (1.5625 * Level) + (0.125 * Healing Power) per second ]10: Burst Healing: Burst skills heal you based on adrenaline.
[ Stage 1: .5 * Healing Power + 875 ]
[ Stage 2: .5 * Healing Power + 1975 ]
[ Stage 3: .5 * Healing Power + 2785 ]15: Adrenal Sustain: Gain damage reduction based on your adrenaline.
[ Stage 1: Reduces all damage taken by 25% ]
[ Stage 2: Reduces all damage taken by 15% ]
[ Stage 3: Reduces all damage taken by 10% ]This allows the defensive warrior to choose when to use his burst skills, and makes burst skills a heal, giving warriors the sustain he needs to survive heavy melee combat.
Questions+Awnsers
1. Adrenal Health, why so much?
It allows hybrid warriors to have more survivable options in melee, it also allows more passive warriors to have more sustain.2. Burst Healing, Why heal on burst? L2P!
This allows warriors to have a reason to use there skills besides just damage, warriors need more sustain options.3. Adrenal Sustain, isn’t it backwards? Why do I get more DR for having less?
This means the defensive warrior has to watch his adrenaline, the more hes enraged the more damage he is going to take. It also means the Warrior will want to use and “hit” his burst, if he misses his burst skill… he will still be at full adrenaline!He must constantly be using his burst skill to dump all his adrenaline so he can stay alive. Also he must watch how much he hits as well, if he gains too much adrenaline he will die faster, so this favors Maces+Hammers more-so then not, since they hit slower!
This allows for more active and dynamic combat, it is actually very very hard for a warrior to stay at ‘Stage 1 Adrenaline’, especially since every time they damage a foe they gain it.
Comments+Opinions
I know it sounds very powerful on paper, but in actual practice, the idea is to put more skill in the adrenaline tree from a defensive warrior, there are many “DPS” options that come from having “Full Adrenaline”, so gaining a bunch of damage reduction from having little to no adrenaline makes a lot of sense, especially when your looking at a calmer, more defensive Warrior.Make sure you read every bit of it in detail before judging, I think you will see that this could really help the warrior.
Yes, i agree this is so ultimate improvements….
I actually like some of your suggestion, which really makes more fun, but in my opinion some amendments should make.
1) Current Adrenal health should not be changed, it is a 15 point minor trait and should work like one.
2) Both Burst Healing and Adrenal Sustain should be in grand master trait, and therefore a player can only choose one of each to avoid being overpowered.
3) Burst Healing effectiveness should be on pal with “shatter heal / shout heal etc”, therefore formula should be like 0.8* healing power + 800 and it should heal on hit therefore no heal when missed or blocked.
4) Adrenal Sustain should be 3/6/9% damage reduction, 9% at lv 3 adrenaline makes a player choose whether to use his burst skill or keep the 9% damage reduction.
Because you can get a trait that activates a stance “adding 8 vigor.” and 3 utility slots for another 3 stances, adding another 24 vigor, all together with boon duration, that is 41 Vigor, and thats longer then the stances recharge rate.
I know how you can make use of the stance vigor, i just don’t understand your concept behind trying to make the most valuable team support attribute swap into def and narrow its benefit to the player rather than create more team advantages.
And i believe i will never understand because for the 6 classes i’ve played i always bring some team support elements.
I am done with this topic, no matter how you want to make sense of your idea, i am sure they will not change anything.
That depends, your depending it on “one” weapon set, Warhorn is mostly for its cures, not its buffs.
If Toughness Tree had “boon duration.”, http://wiki.guildwars2.com/wiki/Vigorous_Focus would actually be worth taking as a trait, because it would give stance warrior access to a lot more vigor then warhorn could.
Your only comparing it to one tree, why don’t you actually compare it to the other tree and its gains?
30 in tactics with another 30% boon duration increase from mixing rune, warhorn is giving permanent swiftness and vigor to you and your allies, how does it not better than long CD stance with vigor? As i recall there are no CD reduction trait for stance, and sure foot only add 25% duration to stance, how does 30% boon duration increase is more effective on 8 sec vigor to yourself from stance than 10 sec vigor from warhorn to nearby allies?
Didn’t we are discussing the value to swap boon duration with healing power, how come a trait from discipline intercepted?
Dude, i still don’t understand your concept.
To Daecollo
Lets look at how Healing power works:
All self heal skill -base effect +100% of healing power
Shout heal skill -base effect +80% of healing powerLets look at boon duration, noted that it is duration you apply
1) When it comes to Defense, since warrior cannot access to protection boon, so boon duration is not more helpful on survival than a good self heal can provide.
2) On the other hand, for tactics line, warhorn / shout / banner gain more benefit from boon duration increase.
3) Shout heal is a very powerful skill when geared with full healing power. If healing power swapped with boon duration in tactics line, a shout heal warrior can gain full healing power in cleric gear and traited with full strength line. This will result as overpowered for high power, toughness and healing power, and high self burst heal ability….
For now, a shout heal warrior wants full healing power they got to sacrifice strength and go for full defense…
Therefore, boon duration on tactics line is 100% make sense.
How does boon duration help warhorn, banners, shouts more then healing power?
Banner Regeneration Lasts forever regardless of how much boon duration you have, an extra healing +40 per tick would be an AMAZING help.
Warhorn conditions converting to boons doesn’t increase the boons you convert.
The only shout that has a boon is “For Great Justice.”
There are a lot of quality discussions about how much healing power scaled for regen banner and shout heal in GW2 guru forum, please go check it out. The conclusion is going shout heal, better go full cleric and if you don’t plan to have ANY healing power, better go for regen banner. Therefore, healing power as a support attribute is only worth while traited with shout heal; without traited with shout heal, its value is no different than it is in defense which is more self heal for more survivability.
On the other hand, Warhorn give quickness and vigor to allies, FGJ give fury / might to allies, battle standard give might and stability, these skill as team support benefit from boon duration even just 1 point in tactics.
Don’t you know warhorn give team buff to allies which is boon? You sure you played a warrior, dude?
Healing power value compare chart:
If 10-300 in defense = more survival for yourself ; If 10-290 in tactics = more survival for yourself; 300 in tactics = more healing for yourself and allies when traited with shout heal
Boon duration value compare chart:
If 10-300 in defense = self buff and team buff longer duration; If 10-300 in Tactics = self buff and team buff longer duration with 3 traits to reduce 20% CD of skill. Moreover, these CD reduction skill are at adept (banner), master (shout and warhorn) which means 20 point will benefit allies a lot.
Is it really worth to swap boon duration to healing power?
To Daecollo
Lets look at how Healing power works:
All self heal skill -base effect +100% of healing power
Shout heal skill -base effect +80% of healing power
Lets look at boon duration, noted that it is duration you apply
1) When it comes to Defense, since warrior cannot access to protection boon, so boon duration is not more helpful on survival than a good self heal can provide.
2) On the other hand, for tactics line, warhorn / shout / banner gain more benefit from boon duration increase.
3) Shout heal is a very powerful skill when geared with full healing power. If healing power swapped with boon duration in tactics line, a shout heal warrior can gain full healing power in cleric gear and traited with full strength line. This will result as overpowered for high power, toughness and healing power, and high self burst heal ability….
For now, a shout heal warrior wants full healing power they got to sacrifice strength and go for full defense…
Therefore, boon duration on tactics line is 100% make sense.
Regardless of what you think of the particular OP, I think the sentiment here is good. Players should be aware of their environment and other players make up a large part of that environment. My pet issue is gratuitous knockbacks. I often wish that any knockback ability was unlocked only after taking a class in how to use it properly in combat. I’m sure every scepter ele, 100b warrior, WW guardian has the daily annoyance of blowing their most damaging ability (over and over) by having the target removed by someone’s knockback.
Lol!! Definitely one of my pet peeves… in a dungeon with my mesmer using sword… I immobilize a mob and begin a blurred frenzy (which roots me) only to have some moron ranger 5 miles away knock the mob back with his long bow for no reason at all. Thanks guy… thanks.
This is actually true, that a lot of players are too getting used to “skill rotation” rather than use the skill at the critical / right moment. I don’t know what to blame or how a lot of players learned this bad habit by smashing their skill mindlessly.
“Stay in formation!”, with PBAoE buff, 60sec CD
10sec protection, 10sec retaliation, 3sec stability
or
“Keep moving!”, with PBAoE buff, 60sec CD
20sec Vigor, 20sec swiftness, 5sec stability
The funny part is these sound like basic guardian shouts.
Yes, there are a lot of elite of a certain class is similar or weaker version of another class utility skill. Actually i would like to see warrior able to give protection and retaliation boon…
“Stay in formation!”, with PBAoE buff, 60sec CD
10sec protection, 10sec retaliation, 3sec stability
or
“Keep moving!”, with PBAoE buff, 60sec CD
20sec Vigor, 20sec swiftness, 5sec stability
I have a lvl 80 necro named hellzfire and i am pretty sure we do ok as long as you are resigned to the roll of support. I can cure condtions, convert them to boons, live forever, heal decently, ….. I know the “holy trinity” is not supposed to be in this game but gear your char up to one of those classes and you will see…. rangers and thieves though I only come across some 1 out of every 20 pug groups tat are good and I friend em immediately.
Sure they need some love, I have a warrior which is op to the fullest extent but I understand some classes are more delicate to learn.
Every class can be desirable barring the flavor of the past 5 month classes… sure you can beat everything with 5 warriors or 5 gaurdians easily …… but think of the game cause the devs arent.
Yes sir you are darn right!
There are no “Trinity role” for sure. But classes are made to support each others. Classes do not have role, but player does. Everyone support each other while everyone still contribute into killing, this is what GW2 combat mechanics are intended. And yes, you can beat a dungeon with 5 warrior or guardian whatever, and this is also intended because making so any 5 players together are good enough to beat any contents. If a random party of 5 is not able to beat the contents, its player issue not class issue imo.
Don’t know but i’ve run with every classe in the game and only problems i have are with the player failing, not the class. I’ve been with guards who can’t stay alive, warriors who can’t stay alive, thieves who spend more time downed than dpsing. For me, people like that have my runs hell and slow.
And as for dungeons not being fun and people only wanting to do em for gold and speed, that’s more of a problem with the game itself over the classes. ANet had turned this game into a “grind as fast as possible so i can actually get my legendary” game. I agree tho that dungeons aren’t that fun anymore but this is after getting my ranger, necro, guard to 80 and getting em all 4 different dungeon sets and almost finishing my 2nd legendary.
Agree with this totally.
It is player issue rather than class issue. Did ele get any major buff yet? Nope but they kept claiming they are the weakest class since launch and what do we see now?
Classes are not 100% balanced, and that will never happened, but GW2 are doing quite good compare to many other MMO.
Try to see the intention of Anet, Tactics tree is mainly focused for team buffing, therefore shout and banner trait are all on this line. Shout heal or regen banner is just a tiny add on to the banner and shout utility. Even full investment into tactics doesn’t means a player will take shout heal or regen banner but boon duration will greatly increase the usefulness of shout and banner build. On the other hand, healing power will increase a warrior self heal ability thats greatly increase a toughness based warrior survivability a lot. Therefore I don’t agree with OP.
http://wiki.guildwars2.com/wiki/Inspiring_Battle_Standard
“Grants 3 seconds of regeneration, reapplying every 3 seconds.”Uhh, How will boon duration help the banner healing, you get regeneration every second… You know even without boon duration, it still lasts forever, 40 extra healing per second would be so much better. (FOR Your group! AND you…)
The only shout that has a boon attached to it is “For Great Justice!” and it lasts a long time, even without boon duration… Instead you could have all three shouts heal for a lot more, making it a lot better, so I don’t see your point and I don’t see why you would say such things, because it simply does not make any sense.
So I can’t fathom or agree with you, the math is simply against you.
+Healing Power helps your group a lot more then it could ever help yourself, Toughness isn’t about healing, its about Preventing Damage, that is why it has “Stances” and “Endure Pain” and Stability and Retaliation.
So, by your own words, Vitality Tree should be about your group, +healing power would benefit it a lot moreso then boon duration ever will.
You don’t know you can keep the boon even if you run outside of the banner effect area? The banner give boon every sec, yes, but u won’t receive the boon if you are out side of the area, correct? the boon duration allow you to keep the boons for a couple sec outside of the effective area and so you can move out do something and move back for a short period without losing it. Battle standard is not all about stability, it gave 10 sec of might buff, with 30 tactics it is 13 sec of might buff, that means you got 13 sec to do your fight outside of the effective area.
To me, it is still making perfect sense.
But, that benefits yourself… not your allies, plus you can also just simply have someone pick up your banner.
I thought the Vitality tree was for support.
The Battle Standard is mostly for rezzing your comrades, the buffs are addons.
I believe all allies receiving your boon are affected by your boon duration increase
http://wiki.guildwars2.com/wiki/Boon_Duration
it said “increase the duration of all boons applied by the character by a fixed percentage”, so the boon duration is clearly intended to be a support attribute rather than a self buff tool.
Did you notice the “giver” gear that give boon duration? it is not a great gear for a player self buffing purpose but indeed, it is a support gear.
Therefore i am sure Anet is classifying boon duration is a support attribute.
So placing the boon duration on a support trait line is perfectly make sense to me.
Did you notice the “shaman” gear that gives healing power? it is not a great gear for a player self buffing purpose but indeed, it is a support gear.
Therefore i am sure Anet is classifying healing power is a support attribute.
So placing the healing power on a support trait line is perfectly make sense to me.
Yes, i would love to have both healing power and boon duration on tactics line, maybe just swap vit with healing power, please……
But giving tou and vit in same line is quite OVERPOWER, therefore Anet make such arrangement, so i still think it is totally make sense.
(edited by Crossaber.8934)
I am having a lot of fun with my Ranger buddy, I am also happy to have necro or engineer in my dungeon group, what’s wrong with them?
They are probably not being built towards your taste or play style, doesn’t mean these classes are weak. I was always impressed by what these classes are capable of even played by average level players.
Sorry, i don’t see a need to remove these classes, but of course it is nice to have slight buff.
Try to see the intention of Anet, Tactics tree is mainly focused for team buffing, therefore shout and banner trait are all on this line. Shout heal or regen banner is just a tiny add on to the banner and shout utility. Even full investment into tactics doesn’t means a player will take shout heal or regen banner but boon duration will greatly increase the usefulness of shout and banner build. On the other hand, healing power will increase a warrior self heal ability thats greatly increase a toughness based warrior survivability a lot. Therefore I don’t agree with OP.
http://wiki.guildwars2.com/wiki/Inspiring_Battle_Standard
“Grants 3 seconds of regeneration, reapplying every 3 seconds.”Uhh, How will boon duration help the banner healing, you get regeneration every second… You know even without boon duration, it still lasts forever, 40 extra healing per second would be so much better. (FOR Your group! AND you…)
The only shout that has a boon attached to it is “For Great Justice!” and it lasts a long time, even without boon duration… Instead you could have all three shouts heal for a lot more, making it a lot better, so I don’t see your point and I don’t see why you would say such things, because it simply does not make any sense.
So I can’t fathom or agree with you, the math is simply against you.
+Healing Power helps your group a lot more then it could ever help yourself, Toughness isn’t about healing, its about Preventing Damage, that is why it has “Stances” and “Endure Pain” and Stability and Retaliation.
So, by your own words, Vitality Tree should be about your group, +healing power would benefit it a lot moreso then boon duration ever will.
You don’t know you can keep the boon even if you run outside of the banner effect area? The banner give boon every sec, yes, but u won’t receive the boon if you are out side of the area, correct? the boon duration allow you to keep the boons for a couple sec outside of the effective area and so you can move out do something and move back for a short period without losing it. Battle standard is not all about stability, it gave 10 sec of might buff, with 30 tactics it is 13 sec of might buff, that means you got 13 sec to do your fight outside of the effective area.
To me, it is still making perfect sense.
But, that benefits yourself… not your allies, plus you can also just simply have someone pick up your banner.
I thought the Vitality tree was for support.
The Battle Standard is mostly for rezzing your comrades, the buffs are addons.
I believe all allies receiving your boon are affected by your boon duration increase
http://wiki.guildwars2.com/wiki/Boon_Duration
it said “increase the duration of all boons applied by the character by a fixed percentage”, so the boon duration is clearly intended to be a support attribute rather than a self buff tool.
Did you notice the “giver” gear that give boon duration? it is not a great gear for a player self buffing purpose but indeed, it is a support gear.
Therefore i am sure Anet is classifying boon duration is a support attribute.
So placing the boon duration on a support trait line is perfectly make sense to me.
Try to see the intention of Anet, Tactics tree is mainly focused for team buffing, therefore shout and banner trait are all on this line. Shout heal or regen banner is just a tiny add on to the banner and shout utility. Even full investment into tactics doesn’t means a player will take shout heal or regen banner but boon duration will greatly increase the usefulness of shout and banner build. On the other hand, healing power will increase a warrior self heal ability thats greatly increase a toughness based warrior survivability a lot. Therefore I don’t agree with OP.
http://wiki.guildwars2.com/wiki/Inspiring_Battle_Standard
“Grants 3 seconds of regeneration, reapplying every 3 seconds.”Uhh, How will boon duration help the banner healing, you get regeneration every second… You know even without boon duration, it still lasts forever, 40 extra healing per second would be so much better. (FOR Your group! AND you…)
The only shout that has a boon attached to it is “For Great Justice!” and it lasts a long time, even without boon duration… Instead you could have all three shouts heal for a lot more, making it a lot better, so I don’t see your point and I don’t see why you would say such things, because it simply does not make any sense.
So I can’t fathom or agree with you, the math is simply against you.
+Healing Power helps your group a lot more then it could ever help yourself, Toughness isn’t about healing, its about Preventing Damage, that is why it has “Stances” and “Endure Pain” and Stability and Retaliation.
So, by your own words, Vitality Tree should be about your group, +healing power would benefit it a lot moreso then boon duration ever will.
You don’t know you can keep the boon even if you run outside of the banner effect area? The banner give boon every sec, yes, but u won’t receive the boon if you are out side of the area, correct? the boon duration allow you to keep the boons for a couple sec outside of the effective area and so you can move out do something and move back for a short period without losing it. Battle standard is not all about stability, it gave 10 sec of might buff, with 30 tactics it is 13 sec of might buff, that means you got 13 sec to do your fight outside of the effective area.
To me, it is still making perfect sense.
To OP:
This down scaling is keeping me happy and fun because i never run into some overpowered player one-shotting the monster around me. And i believe this is one of the most beautiful feature that GW2 offered.
(edited by Crossaber.8934)
Try to see the intention of Anet, Tactics tree is mainly focused for team buffing, therefore shout and banner trait are all on this line. Shout heal or regen banner is just a tiny add on to the banner and shout utility. Even full investment into tactics doesn’t means a player will take shout heal or regen banner but boon duration will greatly increase the usefulness of shout and banner build. On the other hand, healing power will increase a warrior self heal ability thats greatly increase a toughness based warrior survivability a lot. Therefore I don’t agree with OP.
Some people have trouble fulfilling one role and you’re asking for three!
Those people can go play all those bazillions of MMOs with pidgeon-holing brain-dead easymode mechanics.
Why change the only one that does not have that limit?Don’t call trinity PvE easymode, you’re gonna end up with a bunch of people telling you about how gear checks and artificial difficulty introduced by trying to have 25 people follow a script all at once is hard.
Or they might point out that a modern national army never goes into battle without a battle plan. On top of that, gasp, they all are composed of units that fulfill well-defined unique roles on the battlefield. Does that make modern warfare braindead or easymode? Sometimes it’s helpful to take a step up and and a step back and think about the issue at hand. The trinity doesn’t make anything necessarily easier. Brain surgery is still brain surgery even though it’s made up of a team of highly skilled people filling highly specific roles in a highly scripted environment. Did you know that even the surgical instruments on the trays are scripted? The surgeon knows exactly what he will find in the operating theater before he or she walks in.
Seriously, many of you are taking shots at the Trinity because it follows advanced human group behavior. I want to make it clear that I’m not supporting the trinity per se (aggro management here); but, I do support advanced group behavior over primitive group behavior. Why? For the same reason humans do IRL. It is more efficient. It leads to successful outcomes more often. It provides meaningful roles where meaningfulness and contribution are both felt and obvious (again, it’s a human thing).
I’m not sure that this is a response to me.
I’d say GW2 combat is actually very similar to squad-based combat.
Different builds do indeed fulfill unique and well defined roles:
- Glass Cannon DPS – Primary damage dealer
- Condition DPS – Anti-Armor damage dealer
- Condition Removal Support – Keeps party mobile, protects against DoTs
- Boon Removal – Keeps enemies from stacking might
- Offensive Boon Support – Buffs whole party, increasing group effectiveness
- Defensive Boon Support – Primary damage mitigation (regen, vigor, protection)
- Offensive Control – Interrupter, defiant management, enemy position management
- Defensive Control – Secondary damage mitigation (blind, chill, immobilize, cripple)
Combat is a bit deeper than this thread lets on.
Finally someone able to look at GW2 combat system similar to me….
Although i am not a real soldier myself but i am actually look at GW2 combat role the same way and already made the same comment couple months ago… GW2 combat mechanic is deeper and wider, but the current PvE encounter is not using the full potential of this combat system yet(probably taking care of the casual players). What i see with this combat system, players with high communication and trainning can perform extreme powerful and high end tactics…
This is actually what i am looking for on the market out all MMO, and GW2 is the only game able to provide such indepth and wide role building combat system but in my opinion there are still a lot of space to improve.
(edited by Crossaber.8934)
Some people have trouble fulfilling one role and you’re asking for three!
Those people can go play all those bazillions of MMOs with pidgeon-holing brain-dead easymode mechanics.
Why change the only one that does not have that limit?Don’t call trinity PvE easymode, you’re gonna end up with a bunch of people telling you about how gear checks and artificial difficulty introduced by trying to have 25 people follow a script all at once is hard.
Well, i actually found Trinity to be harder, to follow a fixed skill rotation, to follow the same formula again and again, to find a proper healer, to find a proper tank, to join a proper guild, all these are extremely hard to me. My memories are bad so i rather dodge or block at the right moment, use heal or interrupt as i see fit rather than use the same skill rotation again and again, just can’t memorize what to do next. And you know what, telling 25 random people to follow a fixed script by in game message is hard, really hard…. other than all these, yes, trinity combat is extremely easy.
- No direct trade
Me: I love to have it, but how does it related to MMO?
- Multi-Guild
Me: I hated that too, really, hardly see loyalty in GW2
- No roles
Me: Roles are bound to player and their build, not by class. It is more like modern military roles, everyone is able to kill but they can also watch over each other, provide ammo, first aid, suppressing fire etc. And i like it this way.
- Poorly designed combat, skills, traits, combo fields, down state (shallow)
Me: Totally disagree, GW1 is better i give you that, but GW2 is superior than other MMO in my opinion.
- Encounters are braindead
Me: most encounters are more casual, i give you that. Braindead? how is it more braindead than using the same formula again and again in each encounter in trinity combat system? In GW2, different groups with different class and build in the same dungeon, each fight is not always the same tactics, this is more interesting than 1 tank 1 healer setting in my opinion. Each player have responsibility to watch over your party members, it is more MMO than leaving the responsibility to 2 players. (To TheDaiBish: your explanation is wonderful!)
- Events are zergfests that require no mechanical strategy or player skill
Me: it is zergfests because everyone can join the fight in open world, i prefer zergfest rather than wait at the boss spawn point for hours, and hope to land the first hit so me and my group can tag the boss and do the fight. Everyone got fair chance to fight the boss. This is actually more MMO…
- Players have no reason to actually group in the open world because of class structure.
Me: Why force player to group? It is fun to group, and it should be the only reason, not a requirement.
- No LFG tool
Me: Agree, this is suck, but this have nothing to do with MMO…
- Can’t bring PvE gear into sPvP
Me: WvW is there for you. i consider sPvP / tPvP are arena, so no personal gear for fair fight… and skins are the only reward for PvPer, so why able to bring PvE gear into PvP? this doesn’t make sense to me… and this also got nothing to MMO.
Can’t see a valid point about less MMO…. really.
(edited by Crossaber.8934)
The same people complain about lack of trinity will complain about something else as a way to justify their own failings in the game.
It’s like an American moving to Germany then complains about Germans not speaking English instead of accepting that they need to learn German.
That is a terrible analogy . It is nothing like that.
Indeed, it maybe a terrible analogy…. But it is telling the truth.
Without Trinity is a core feature and the spirit of GW2, end of story.
GW2 is all about prevent damage than restore damage, this is totally different to most MMO we used to play. Reason behind the low healing effectiveness is to force players to either dodge or use interrupt to counter the deadly hit from enemy. This is a rather realistic approach imo. When playing traditional MMO, the only thing i cannot understand is why the only way to beat the battle is ask somebody stand still and absorb damage. This is extremely stupid if it happens in actual world, real military training will tell you to take cover while under attack… The tank and healer is a gaming formula, it is not a tactics!
GW2 is on the right track although the enemy ai is not challenging…. yet, but hey this is a rather new combat system and really do need some time to develop. The concept is extremely nice but the execution is extremely hard too; especially have to consider both casual and hardcore players.
As a game company, their first priority is too make the system and allow major (casual players) enjoy and adapt the new combat system, and next step is to make harder contents which further extend the current dps/support/control system.
Without a healer class, doesn’t mean healing is worthless, never; but it is only the last resort after failure of block/interrupt/dodge/CC.
I think it is a mistake…. when a certain class is required to do some of the content.
GW2 is not perfect yet, but its on a right track.
Vigil Shoulder with Draconic Armor
I love Medium or light “Armor” (not by the mean of GW2 light and medium armor, those are cloth and leather anyway). Hate spike, stubborn or demonic them… Preferred to look mobility and agility.
Draconic is one of the lighter armor good looking as full set. But my warrior is a Vigil so i decided to add some vigil elements….
Dye used :
Pitch for dark grey area
Banished Steel for high light
Ebony for scale
Midnight Red for cloth
This is by far one of my satisfying armor set
I don’t even know how you could come up with the idea that deleting a character would suddenly make all their soulbound items suddenly not-soulbound.
This is a viable way to get an soulbound (kama vendor) skin in Sept / Oct….
The item will stated soulbound but every character is able to use or transmute it.
But hey, they stealth changed this method… this is sad anyway.
Be patient, anyway, my clock is now 1:55 am, Jan 29, and its my birthday….
Where is my birthday present? Didn’t i supposed to get it on Jan 28?
Got to go to bed, hope i can see it in the morning…