Who’s been hit the hardest? I think it’s pretty even. Every classe had it’s share of buff and nerf.
Which community had been hit the hardest? Necro community. Mostly because of the troll buff to SoV. But in all honesty necro gain a lot of qol with this patch.
Don’t misunderstand me, Necro still need :
- ways to actually negate one hit ko (more dodge or real invul or whatever that ain’t the poor overestimated Death shroud)
- something else then an half cleaving weapon (caping dagger auto at 2 target instead of 3 was really really cheap, dev shouldn’t overestimate vampirics traits)
- Necro are still stuck with dark field and poison field tied to potentialy good dps skill… sadly these field have almost no place in this game because of really poor effect and absolutly no synergy with necro few combo. This could be ok if these field weren’t killing useful field like water field, fire field or air field…
For warriors… I’ve been playing a bit and my adrenaline build so fast, I don’t even mind the “nerf” on it.
My title say it all, everytime I push on the abandon button on an LS2 episode, the game crash.
@Cam Ron:
What you can’t get is this.
1) the Necro is in a sick state, in design, skills, traits and build variety SINCE RELEASE; maybe some build allows you to faceroll or win with the right stars alignment, but that’s not enough after 2 years of development in relation to other classes.
2) most of the hate comes from the fact that most of “us” have been playing since release and in these 25 months the changes and the efforts which were made to fix the Necromancer were pathetic or unwanted:
3) most of the changes were unwanted, totally lackluster and showed an extreme incompetence and lack of a precise aim. They’ve been an extremely slow try and failure with no regards for the consequences.
Example Dhuumbfire. It just lead to the nerf of other traits with no balance in exchange. They just had to make the Necromancer seem viable for that tournamet that was rolling that months, after that they slammed the nerf hammer.
4) They showed to not care of our Feedback even if we had work hard with theorycrafting and also they trolled us badly multiple times. Check Signet of Vampirism. You troll a part of the angry community instead of aknowledging your errors.This UNFINISHED list of fails this policy made is enough to be angry and to foresee what’s boiling in the pot.
In the end, they don’t care about Necromancer players, it’s just a percentage of customers they don’t care of till the rest of the boat floats and their $Engine keeps on rolling.
Instead of testifying they couldn’t make Necromancer a good class and avoiding to make it functional in their new game (2 years ago), they just kept it as a low effort work just to make more people and Necromancer fans buy the game to enhance their earnings.We are the small fishes in this Arena-Net.
Well I would like to point that Anet still did something good for Necromancer. The way they change our death magic minor traits was really great.
And yes the change on necro usually are slow and sometime dumb.
Burst skill are meant to use your adrenaline… not to gain adrenaline. Let’s just say that you fill your adr bar just for the sake of landing a skill that consume this adrenaline. Gaining adrenaline on these skill would be a nonsense.
Indeed it would be to strong. Mostly because of runeset and traits.
A 35 second cool down on a elite skill won’t do any good to the overall balance just look at lyssa runeset or mad king rune set.
When you trait specifically for signet, you make them reaaaaaly strong.
Other wise, the passive effect is the same as one of guards signet which have a longer CD and that your most likely to use the active effect. Wouldn’t it be unfair for guards?
This skill is just fine as it is right now. It feel “balanced” for the effect (passive/active) and potential (traited). The CD reduction on next patch will be a pretty nice buff.
I’m using something like this at the moment. You can kill things extremely fast with this and yes pets hit like truck with 25 might stack.
You just have to manage your pet health. For perma fury just switch weapon as often as you can.
In number :
Your drake F2 can do almost 20k damage on a single foe in 2 second. You will easily see him doing some 5-6k aoe damage on “tail swip”
Your cat will be your most efficient single target damager.
You can swap trait on nature magic to benefit spirit if you really want frost spirit (this work just fine).
I’m using this setup since 1 and 1/2 years (I changed some stuff over these time but I’ve alway sticked to the beastmaster way) and your only real task will be to support your pet and manage him (which mean that it’s up to you if he survive or die on you) but in proper hands this build allow you to melt mobs easily.
EDIT : I think you can try it with your current stuff. You will lose a bit of damage with your weapon setup but your crit chance should be far enough to make it work.
(edited by Dadnir.5038)
Necro’s problem…
I’d say the real issue is more related to our health pool sustain and our inability to dodge/parry.
The fact is that necromancer is a beast in survivability when you use spectral skill in and DS at the same times but, be it a really big hit or a need to chase/flee and necro sustain fall flat.
This mean that :
- Impacting a zerg and survive at least 6 seconds as a necromancer is incredibly easy.
- Facing a hard hitting boss give necromancer the most trouble out of the 8 classes
- Long fight give necromancer a hell of a hard time because they lack chase, fleeing mechanisme and health sustain.
I think this should be reserved for after the changes come into effect.
I assure you…things will not be as you thought….
I think he is the most right out there!
Well but who won?
It’s hard to say because every classe have it’s share of interesting stuf. But, I’d say guards!
1)- Guards : With just the change to renewed focus they win over every other classes. Right now we see almost only meditation guards do they really need this? Changes to enchanted weapon won’t affect anything.
2)- Mesmers : Most of the changes that are done were needed exept for scepter 1. They really should have fill the clone auto attack with a non damaging condition instead of torment. Weakness on scepter 1-1 then torment on scepter 1-2 would have tuned this perfectly.
3)- Rangers : This changes are interesting. Signet on rangers will be really powerfull. I still feel it’s dumb to add another LB trait in marksmanship because LB is already the most used weapon. Beastmastery, I guess it’s finally a step in the right direction.
4)- Engineers : Some needed changes on useless kit and some new condi cleanses mean. That’s what engi wanted!
5)- Necromancer : I put him here because this patch will give necromancers tons of qualitie of life. Condimancer will hate Lich form change thought and vampiric signets change is almost insulting but everything else will grant a lotta survivability and a bit more damage.
6)- Elementalist : Nerfing elite abuse and buffing in where everyone say that elementalist lack : condition damages. I really think the job here is perfectly done. Though it will only benefit to PvPers because condi damage are still useless in PvE.
7)- warriors : I really feel everyone is overestimating the adrenaline nerf. Losing adre on a F1 miss? This should have been the case from the start of the game. losing adre while out of combat? Geez that already the case who care? However I feel most of the change on warrior skills and trait are in the wrong direction and adress none of the real issue. But well let’s see.
8)- Thieves : Don’t get me wrong, i don’t feel that they hurt thieves in this patch. It’s more that they try to do needed things. Venoms and trap (well trap ain’t buffed but they need some work) really need to be brought on par with all the other thieves utilities. I see what’s done as a step in this direction. However all the changes on thieves feel really underwhelming after seeing the changes on let’s say… guards and rangers…
Overall most of the changes that are announced (I wait for the other changes, the one that will really hurt a lot and that they don’t speak off) are well though and answer to the community about issue on the classes. (The change on renewed focus ain’t supported by my “most” )
To be honest I disagree with this nerf to base damage on warrior greatsword. This nerf feel totally off. What make GS strong is a combination of traits and especially 1 trait which is forcefull greatsword.
This is the one and only trait in game that provide might on crit without ICD. Just Add a 1 second ICD to this trait, without touching to GS base damage and PvE GS warrior will be balanced.
Pet spec are pretty good since age…
The buff here are going to help people that see their pets as useless. This is all a buff to the ranger that wanna pewpew with a longbow.
No more need for a grand master trait on signet to make them OP mean more room for other trait to shine. And marksmanship is full of “longbow traits” (yeah seem like no dev like shortbow)
I’m not saying that beastmasters won’t be affected by the change because some of them will be awesome like with our futur might generation that will benefit to our pets… let’s say that they will surely be full of might easily.
Changes on beastmasters trait are a step in the right direction even thought “Stability training” will still be useless because this trait doesn’t break stun on our pet (It will just remain a stability dying on a disabled pet which mean this thing don’t help our pet to survive. It’s just plainfully useless).
What’s tricky is that it will probably be of great help for build diversity in spvp or wvw. What’s unhealthy is that it won’t help diversity for PvE rangers. Ranger will still have to stick to the spotter/frost spirit meta. Pets will still die due to not being able to dodge. And rangers will still be kicked out of group because of their sad habit to spam LB#4. (I think even more because with the constant love for LB patch after patch, more and more ranger rely even more on this weapon that go against the mele meta).
But, well, Anet already state that they don’t give a F*** about classe balance in PvE. So whatever, it will be great.
I thought it was obvious…
I’m certain for Anet, giving necromancer a dagger that cleave (sadly 2 foes instead of 3) is their reason to say that they buff necro defense. With this our siphon will double against 2 foe isn’t it an awesome buff? Dagger LF generation will also double on auto attack.
I think that’s what lead them to say that they will buff Necro defense.
Will this be enough? absolutely not. Will this be a balanced change? I think so.
I think it’s been said already tons of time but what cripple necromancers is the lack of usefulness in dungeon… and worse then that well tend to cripple the whole party because of crappy combo that destroy the god mighty blast fire combo.
So usually, for dungeon you’ll have :
Guardian : best utility to keep your party alive even in zerker gear. With some build that reach the top of the dps.
Elementalist : Who are the very best dps in this game (staff and conjure weapon outdamage every other class)
Warrior : with a pretty good dps and always all the party support you will want in a dungeon.
Thief : May be needed to skip trash mobs. (always a good dps in the right hands)
Mesmer : although they may lack dps they have some of the best party buff at hand.
You may add :
Rangers : Spotter and frost spirit make them unbielivably usefull but a lot of rangers don’t know that they can play melee which make them… somewhat un popular for PuG
Engineer : Really good dps output, firefield and blast. They can fill the role of the thief with their ability to stealth your party. Only thing that they won’t provide would be FGS or frost bow. Why don’t we see them more in dungeon? maybe a bit unpopular class (for players).
What is needed for a good speedrun dungeon?
- Classes that have a good synergy.
- Classes that keep might stack at 25 for the fight duration.
- Classes that help to skip boring fights.
- Classes that add to the party dps. (banner, frost spirit, timewarp and trait)
- And classes that can protect their mates without crippling them. (aegis, reflect, firefield condi cleanse)
Well how to optimize condi ranger in pve while looking at dungeon/fractale…
- First off you’ll have to absolutely ask for no guard in your party (they passively apply burn, it’s no good for your condition). Remove sun spirit if you have a guard… well even if you don’t.
- Second, ask your party member to change their traits/weapon so that they won’t apply bleeds or poison.
- Third, you want a pet that will blast in your firefields remove these unsighly bird of your build and take the almighty riverdrake. Or at least a cat… birds are plagued by their swiftness shout that make them lose way to much dps. (Note : more blast mean more might, mean more condi dps)
Lastly but not the least there is a fractal level where condi actualy buff enemy. Try to skip this level.
And then I saw : “Expertise training”… I’d really like if you could explain why you use this one instead of “off hand training”. Assuming your pet is at 25 might stack he will still underperform (condition wise) in front of any guy without might stack. Let just say a pet trait for condi is still in direct competition with his master (if this master is in a condi setup). Pet’s condi damage are (even traited) laughable.
Superior sigil of force on your horn could be replace to. Not to say that superior sigil of blood lust and superior sigil of corruption don’t work together you can remove at least one of these 2 sigil.
Well that’s the holes I see in your build right now. It may be a good solo build but it’will perform poorly in a group setup.
* Most weapons are bad in comparison to other classes ( good weapons are GS and Scepter/Torch, Sword/Focus VS all Warrior weapons are good )
Did ya really leveled your guard in wvw were you see guard wearing almost only staff/hammer?
* Very slow class ( has only GS3 for mobility, Retreat and Save Yourselves are 60 sec CD vs Warrior GS 3, 5 Horn 5, Sword 2, Banner, Bullrush and other skills, Swiftness from traits )
Like someone said meditation guardian have one hell of a mobility. You also forgot Staff for guard mobility (must be because you don’t paly it)
* Guardian ABSOLUTELY REQUIRES traiting for less cooldown so you WASTE 1 or 2 traits for less CD.
I totaly disagree with that…
* Warriors can heal the same as Guardian
That’s what we should call : balance.
* Mobility again : makes you not take damage so youre a better tanker and you can ESCAPE FIGHTS that you would lose. If a Guardian is not going to win a fight, he is very likely NOT TO BE ABLE TO ESCAPE (unlike thief, mesmer, warrior)
Sadly there are none better a tanking then guards. There are just to many option for guards to survive. Be it blind spam, block skill, aegis, protection, heal on weapons skill… etc. Escape a fight : meditaion again.
Thats my perception on playing the classes. I feel Guardian is a subpar warrior in sPVP and WvW, I cant comment on PVE because Ive leveled from 2 to 80 on WvW.
How should i say it… You’re doing it wrong obviously. The only thing that is really imbalance on warrior would be this healing signet of them. Anet should really nerf base periodic heal and enhance healing power scalling… Sadly Anet hate healing power so this probably won’t happen.
How do I say this.
If you wanna boon you gotta trait for boons.
If you wanna damage you trait for damage
if you wanna evade you trait for evade
if you wanna survivability you trait for survivability.
I listed some fact. Thieve are the best when it come to blind. we’ve got trait to gain tons of boons. we’ve got support via venoms and steal. you can close your eyes and say that i’m wrong but thieves have all of these.
Stun, blind and evade spam : S/P → pistol whip.
Your problem is that you don’t want to sacrifice anything to gain survivability. Come on thieves ain’t warriors.
Yes, thieves have no survivability, no boons, no support, and damage was nerfed to the point that you can’t even kill a full glass ele. All the thief QQ got them nerfed to the point that they are just free kills now, which is what all the no-skill players wanted, so I guess grats to them. Not surprising that all the good PvP teams don’t run any thieves in their group, all hail the op necros/wars/eles.
Are you joking?
- No survivability ? stealth, perma blind, tons of evade, best stunlock.
- No boon ? You’re doing it wrong I guess. There are plenty of way to be full of boon with thieves.
- No support ? stealth is already support but you also can give to your party almost perma swiftness, vigor, fury and spammable blast. Not to mention Venoms…
- Damage nerfed ? Thieves probably have one of the best attack speed in game and best burst skills.
NB.: You forgot guards in your “good PvP teams” thing. I think most of the TPvP team don’t run thieves because they are seen as a rather selfish class due to min-max theory crafting guys that just see solo purpose and max damage. So yeah, a selfish build for a thief lead to high damage (you can still almost one shoot zerk creeps) for laughable survivability and 0 usefulness partywise. Just try to build for something else then damage.
Every thing you described there has a simple answer: new players, that’s it. Just gotta teach people if they don’t know what to do.
I hope you would be right but sadly not.
I really enjoy playing ranger in dungeon so I’m a bit indulgent when I see a ranger with low AP but, when i see a 10k+ AP ranger that have the listed issues, i’m totally not. Last time I kicked a ranger it was on CoE. we asked the guy to stop using LB#4 for 10 min. He had something like 12k AP and was just rolling it’s skill as soon as they were up.
Another time, i entered in a party with 2 rangers that were stacking on the corner with their LB and… using LB#4 everytime it was up. I leaved this party after the first champ. That was awfull. The guys even flamed me after because I leaved. How do you do any damage if some ranger knockback your target ad nauseum? You can’t do a thing. No fgs, no HB, nothing. With a LB ranger in your party, you are almost forced to carry a range weapon.
Most of the rangers you see in game have bad habits with LB. Most of the ranger you see want to play range. And most of the ranger you see don’t have a clue on how to controle their pet.
That’s why rangers are hated. Nothing more nothing else. Oh and… the more AP point a ranger have, the less he will listen. That’s just how thing are from my experience. But, I’m sure you have many differents experiences with rangers that were great at everything?
(edited by Dadnir.5038)
what other classes have to invest :
Warrior : 4 point in arm → Forcefull greatsword : grant might on crit and reduce GS cd by 20%. With this you easily stack 12 stack of might while hitting a single target (no Cool down, no drawback. It’s THE must have trait for dungeon war)
Necromancer : 2 point in spite → Reaper’s might : lifeblast grant might for 15 s (due to cast time you will stack maybe 10 stack with this)
Engi, ele and ranger : have good acces to firefield and blast. no investment.
Plus :
Engi : Alchemy 6 point : HGH (I don’t need to explain this, right?)
Ele : firemagic 6 point : pyromancer’s puissance (you easily stack 10 mights)
Ranger : 2 point in beastmastery → companion might allow you to stack 6 might while just swaping pet.
… etc.
And i’m not even listing all the way to gain might.
So I don’t think PoI is overpowered. I think it’s pretty well balanced.
Reason why rangers are hated in dungeon and, by the way, in the lfg :
1 – L2P issue yes there are still rangers that use LB #4 ad nauseum (and that would be the very reason for kick)
2 – The guys that fit the description above tend to forgot a lot to read teamchat.
3 – Pet. Although a pet may be a meat shield, it :
– aggro
– push boss out of corner (god that’s tiring!)
– die before being usefull as a meatshield because it can’t dodge.
4 – Most of dungeon are done melee because it’s a pain to run after trash. (Sadly most of the rangers want to play at range)
5 – Spirit can be great but they still die easily. A banner never die.
6 – Rangers that don’t know how to control their pet (aka : AC path 2 boss puller)
But, if we leave this aside, rangers are great for dungeon. Ton of heal, tons of evade, ok dps, nice party buff… The fact is rangers are hated because when you’ve got one in your party it’s a gamble to see if it will be hell or heaven (depending on your ranger).
Just were will you use THV? certainly not in PvE. Maybe for zerg fight in wvw? Or bunker in sPvP… but wait do they add THV to sPvP?
And yes number of target fact are what everyone were concern about, thanks anet ^^’
I would have better seen some change to useless runeset with counter productive effect like stealth/mist/magnetic aura… etc. when falling under X% life.
These runeset may have some usefullness in spvp… wait… no… maybe in WvW… humm… no… PvE then… arf … absolutely not… Well these effect trash theses runesets. These are the things that should be worked on. Instead of cheap nerf to interesting runesets.
Main your ele.
Thief are pretty good in dungeon if you don’t mind using Sw/P and switching to dagger for boss fight. You got pretty good access to blind which is perhaps the best defensive condition. And stealth is very handy for trash skipping.
But…
Smoke fields are counter productive in group play by stealthing your mate everytime your blasting it while you’d better have a fire field to blast. In team fight in dungeon, you definitely need power not stealth and Ele are the best at that.
Plus…
Ele provide heals through various form, multiple usefull boons (fury/might… etc.) and high dps conjure weapon (with pretty good utilities).
Overall, Pu group will welcome Ele and despise thieves except for rare dungeons like Caudecus manor. So, if you really wanna do some dungeon, Ele should be your way.
Saying that FGS ain’t op is a bit… like a thief saying that stealth ain’t easy to achieve.
Frost bow is pretty good to, like lightning hammer which hit like a truck.
This leave earthshield which mechanism are very cluncky and really need some love from the dev and fieryaxe that seem almost balanced except that it’s field ain’t affected by our traits (It would be good that dev look into that).
Overall they are “skills” combining them would just destroy themselves. How do I explain that… They are listed as “conjure” which mean combining them would destroy this category and it would leave 3 skills slot which would be needed to be “conjure” (for the sake of balance).
Beside right now you deal more or less damage/utilitie with conjures depending on your build and attunment.
I don’t think any change are really needed.
Am I the only one that think this tread is of?
In GW2 each profession should be able to suit absolutely every role in game. There shouldn’t be some “best at”. Balancing around a point of view like :
- Necromancer should be the best at condition
or
- Ranger should be the best range profession
or
- Warrior should destroy everything in melee
Would be a total change of policy of this game. What this game need is just balance of each “build type” without any favor for “nich build”.
With this in mind we can see that amongst all profession there are profession that are over powered in certain nich and other profession that totally lack certain build possibility.
With this in mind, I’d say that balancewise we should see :
- A slight nerf to warrior regen abilities.
- A look at FGS for elementalist.
- Some gadget love for ingeneer.
- A real cleaving weapon for necromancer and maybe some love for boon build possibilities.
- Guardian really need more than just burn in their condition builds (Grandmaster retal trait ain’t a solution).
- Rangers need some love on passive damage boost. It’s nearly impossible to be efficient as they are now and most of them don’t profit to their pets.
- Thieves could see some change on shadow art’s tree.
Overall, I really think that the stat healing power is underused because as it is now, this stat don’t give enough as a trad of over any other stat in this game. It would probably upset most of the community but lower all base heals and grant a better scalling with Healing power would probably add a new breath in game balance.
That’s all I can think of right now.
It’s awesome to see this kind of tread.
How do I say, spvp/tpvp ain’t about killing enemy team 1v1 or ganking ennemy team. It’s all about point. You’ve got issue with a bunker? Move him out of the tag zone. Every profession in this game can perform that. Like said before, it’s just another learn to build/play issue.
change some traits in ranger’s trait line to be +x% damage while [insert condition] easily reachable and Power ranger become viable.
Other profession have them, rangers lack them.
Right now ranger have :
Marksmanship:
steady focus : 10% while endurance is full (2pts)
eagle eye : 5% longbow and harpoon only (4pts)
Skirmishing:
hunters tactic : 10% while flanking (5pts)
Wilderness survival:
Peack strenght : 10% while health above 90% (5pts)
Nature magic:
Two handed training : 5% while using GS or spear (4pts)
bountiful hunter : 5% while under the effect of a boon (5pts)
This show so much diversity… it’s painful .
Necro and sustain…
That’s quite a difficult subject. The fact is that necromancers have different mechanism that may be some “sustain”.
We got acces to an almost perma regen (boon).
Siphon may be very hard to balance.
We got some acces to blind but we also have a very powerfull trait that is bound to blind.
We’ve got some trait that may be interesting (New GM XIIIth) but we can’t really use them because they don’t fit their position in trait lines or don’t have skill/trait that may support them.
Lastely we’ve got LF generation. This is really a tricky thing. While on land LF generation is really good, underwater it’s really insufficient. With DS alone, we are destroyed by a zerg but, let us cast spectral armor, locust swarm and go in DS and we can outheal almost any damage a Pug zerg can dish at us for almost 8 s (from my experience).
It’s not an invulnerability because any big hit will drop us out of DS. I think, more then anything else we need something to really suck up big hits. We can argue that blind are here for that but it isn’t. Our blind are mostly melee and are useless against aoe.
But what are our option?
Aegis? that doesn’t fit necromancer
A shield? Hell no!
A mechanism with our minions? That may be an idea
Vigor? I think I already know Anet answer here
Death shroud preventing 1 hit ko? I would love to see it again.
It’s amazing how people don’t want to see that ele have conjure weapon.
So Mattmatt, you miss :
Lightning hammer :
- Static field 25s CD
- Wind blast 18s CD
Conjure earth shield :
- Magnetic surge 12s CD
I think we can close our eyes and say Ele have nothing no condition, no CC, no evade, no movement skills, no root… etc. But we can also open theses same eyes and see that we have all of them. The fact that they ain’t where you want them to be to fit your build is another matter.
Necromancers have far less “control” skills, movement skills, evade. They have DS.
Mesmer don’t have a stun break on sword main hand. Don’t forget most of mesmers utilities are awfull.
Thieves have stun, evade, invisibility but ae wise they are pityable. Do they have launch? No.
I could say the same for every classe in game. Ele have plenty of option you use them or not, you see them or not but they are there, that’s a fact.
Challenge accepted :
Staff :
Air skill #2 : ae blind
earth skill # 3 : projectile reflexion
Dagger :
Fire skill #3 : evade
Air skill #3 : free stun
Scepter :
Air skill #3 : blind
Focus :
Air skill #4 : destroy projectils
Earth skill #4 : reflect projectils
Earth skill #5 : invulnerability
Utility :
Arcane shield : block
Mist form : invulnerability
Conjure Earth shield skill #5 : invulnerability
Conjure lightning hammer skill #1 : ae blind (spammable)
Other :
Large acces to vigor. Traits that enhance endurance regeneration. high regeneration in water attunement. Trait like stone heart that are glass canon killer. Diamond skin that are condition killer. Large acces to condi removal. Pretty good acces to weakness, cripple, chill, aoe stun… etc.
Either you don’t play elementalist or you play another game but as for Guild wars 2 your analysis is totally off for the elementalist. Thought you are right on the fact that some of these skills have a long cast time.
(edited by Dadnir.5038)
Do some wvw even eotm to get some (almost) free zerk armor.
use 5 runes of infiltration (which are cheap) and an opale orb on your helm. These runes are good but not really used because they ain’t optimal. 6/6 suck that’s why I recomend 1 opal orb.
You can buy some zerk weapons on TP which would cost you around 1po30 each if not less.
use a bit of karma to buy some trinkets and your good to start farming every dongeons of this game. Making money and upgrading your gear bit by bit.
I think that actually the biggest issue in EOTM is that there are tons and tons of greeny. EOTM are really totally not balanced. The first thing would be to find a way to balanced population in EOTM.
The way it’s imbalanced force badlands and frosty to avoid fight and avoid attacking greenies. Now, if you wanna fight there is a simple way to do it. When you’re red or blue, just bunker your side. You’ll see a lot of greenies dying and they will surely leave your EOTM server.
This has worked pretty well this afternoon we even lured a wvw guild (the NEWS) and we fought them for lots of lootbags for a whole hour of fun.
Downside of this is that we had to play on the defensive while they were attacking. (It suck to be always outmaned.)
I hope this will never happen.
In combat resing is important… But yeah I mean rushing wannabe players in donjon see people dying like dps. But, You see there is room in this game for other thing then full zerk speedrun. There is room for players that actually want to enjoy donjon run even if it mean being down from time to time.
More people resing mean this will be faster. I’ve got no problem with this.
All I see here is someone complaining because he can’t achieve someone else due to active support from it’s teamate.
PS.: In wvw nobody would revive in the backline… that’s stupid. In zerg v zerg, if you’re not mobile you’re already dead. And actually it’s pretty rare to see in fight resing. People tends to rez dead player after the fight.
You should do some WvW, I’m sure you will be stuned by how many people that want to move freely and quickly on map use these. Because taking half the falling damage is a very good reason to take them.
Necromancer.
Sadly, a weapon that cleave for necromancers would make “vampiric” slightly overpowered. So Necromancers will probably never have a weapon that cleave in the sense you would want it to do.
Ranger.
Blur/dodge on pet is an idea that is oftenly suggested. Main issue here is that you and your pet mmay not be at the same range of the threat. Which mean you will blow a dodge for your pet and take the damage or you will save the dodge for you and let your pets take the damage. In the end the complaint about pets survivability won’t end with this kind of solution.
Engineer.
Even if you don’t like mortar it have it’s use with it’s current state. Well, it’s useless for all pvp things, thought.
You’re basing your thought on common assomption that are false (sorry to say this but that’s a fact). Powermancer with wells, warhorn, staff and deathshroud can bring solid dps on multiple foes at the same time. Rangers don’t have a subpar dps because their pet are taking a part of there damage, Rangers can achieve as much dps as other classes without their pets. It’s just a matter of build (and weapon choice, most of the time).
Hi, Just to tell you ele are certainly the most bursty classe out there. No other class can do that for example :
But if an ele wanna be really tanky he have the tools to deal with this. Ele can heal themselve and their party a lot. But ele can also have as much armor than a full toughness guardian. All of that depends of your build.
PS : http://www.youtube.com/watch?v=_We0Kts8w-Q here the kind of video you wanted
This is nothing to do with ele. It is FGS and mostly the RUSH skill.
Without an ele there are no FGS so it’s all about Ele. RUSH is probably the very best burst skill of this game and you can do and say whatever you want, without an ele you won’t ever see RUSH used. The fact that this skill is on a summoned weapon doesn’t change the fact that it is an elementalist skill.
No ele mean no FGS mean no RUSH. Simple.
Hi, Just to tell you ele are certainly the most bursty classe out there. No other class can do that for example :
But if an ele wanna be really tanky he have the tools to deal with this. Ele can heal themselve and their party a lot. But ele can also have as much armor than a full toughness guardian. All of that depends of your build.
PS : http://www.youtube.com/watch?v=_We0Kts8w-Q here the kind of video you wanted
Since I feel bear are just dead meat… this just creep me… No I can’t join this bearbow meta…
I’ve got no room for Arcana in a signet aura build oZii. I see this as a nerf and this is a nerf. looking at a single boon is good and all but a great buff to all boons is still better
Assuming 30 point in arcana is like denying build diversity.
Right now with 2 rune of the monk, 2 runes of water and 2 rune of the traveler, we can have 45% (all) boon duration. With the changes on monk alone, we already lose 10%. If all three runeset have the same changes/nerf, we will be done to 15% boon duration while wearing them in a 2-2-2 combination and 25% boon duration for a 4-2 set. It already feel like a big nerf for me.
I’d like to see a boon duration set to Strang…
signet of spite
Well, it’s exactly what i said, you can’t have proc from signet in DS because signet are part of utility skills that are removed when you are in DS. so even if you disable a foe while in DS you won’t have this proc of life force. You would have to change a lot of things about DS and of course tons of balanced to do if utility skills like signet were to be of some use while in DS.
locust signet
Wells, traits and staff 2 are already a lot of skills that actually heal your group. Necromancers are on par with other classes when it come to healing utilities. That’s what I meant. I also think that necromancers actually lack support buff (party protection uptime, vigor, Egide, swiftness… Well I know we got some blind but that’s something a guard do better) more then healing support but that’s another issue.
Elementalist signet
I’m not only talking about passive effect here. More then that when you got writen in stone you tend to use yours signet a lot for aura most the time which give you tons of boons. I know the active effects feel pretty bad in their actual state but in fact they are pretty well balanced around the fact that you can have “writen in stone”. It’s not a matter of “they are awfull, nobody wil want these” but a matter of “will i invest 30 point in earth magic and have very usefull signet or not”. And that’s pretty much why I tend to say that you are only looking at the actual meta when you propose your changes. For exemple I’ve been playing a D/F signet build in spvp and most of my mele oponent where struggling against me and even fearing me. But this build can’t make it to the meta because it’s pretty weak against ranged attacker. That’s all. I think, that your proposed changed would make this kind of build overpowered and that’s on this assumption that I’m saying this.
guards and warriors signet
I’m playing a tanky guard in donjon, I’ve got no problem holding aggro except perhaps when I’ve got a fancy zerk that want to show of a bit. Anyway, classes are meant to be able to do all the possible jobs in a fight (support, tank or dps) if you give a taunt to guard, you’ll have to give taunt to all other classes.
As for warrior, I’m affraid when you say that you don’t feel it’s strong. Damage, blast, burn, range and fire field with a short CD. It’s almost like your first version of “locust signet”, this give way to many things. If you really want it for build diversity, you’ll have to remove blast and damage part. Like this it would be just slightly better then an elementalist dagger or focus fire field (I’m saying better because these skills on elementalist don’t have a passive effect on top of what they do).
ranger’s signet
Right now, without “signet of the beastmaster”, the main purpose of the signet on ranger (active) are :
- Signet of the hunt and Signet of the wild : boost pet damage
- Signet of stone : boost pet suvivability
- Signet of renewal : allow party support to your pet by pulling condition to himself
I know it may be unbelievable but not all ranger play with signet AND “signet of the beastmaster”. I’m one of these few rangers and i’m doing pretty well since december 2012. I know it’s not the meta but, I don’t care.
Now, after looking at your new proposed change, her is what i say :
- Signet of renewal : Passive still overpowered anyway, there is no skill in this game that’s allowed to touch more then 5 target because party group are made of 5 players. Active may be ok, though, you’d have to mak the active only cure your pet (“Signet of the beastmaster” is here to make the effect apply to the player when you use it). Actually, the passive effect is stronger then the active.
- Signet of stone : 20 second cool down on the passive effect? not worth it. I understand pretty much where you wanna go with the active but it’s unrealistic. And with this effect you are contradicting yourself by promoting a passive stun proc effect. Lack a duration on the unique buff. (Should I say that there is no material for our grand master trait “signet of the beastmaster” here?)
- Signet of the hunt : You change the active part to be the passive part. You add something totally awfull on the active. Sorry but here again… no material for our grandmaster trait.
- Signet of the wild : I see our mobility as been swapped on the passive here. Sadly, it seem that you prefer necromancers, only a half swiftness uptime for rangers. Active give 10 might for five secondes and stun five foes. No interest for grandmaster trait “signet of the beastmaster”.
Well, how do I say that… Here, you are killing build diversity, pet’s survivability, pets damage and a grandmaster trait… I’m speechless.
Actually there are pretty good powerbuilds out there for necromancer.
Life siphon on dagger ain’t more then another utilitie skill.
I don’t see any issue about this one.
As for the name of “attrition”, for me it’s more about “hindering” your foe then killing it with condition damage. And yes i think we lack a bit of hindering skills and are a bit to much over time damage focused. It would be wonderfull if we were trully master in cripple/root/chill which would be our trad of for our low mobility. Sadely we are not because people want more damage over time (And for these people dhuumfire has been created and parasitic contagion is about to come)
“[Signet of Spite]
Gain 5% LF for disabling a foe. Only good while in DS. Can be activated while outside of DS. Long cool-down. Self-sustain."
Should I say that you got no utility skill while in DS? Meaning that signet passive doesn’t work while in DS.
Overall, I’m still feeling that you overcharge Locust. Necro have already tons of direct heals for support. Do you really feel signets need an option to do that to?
You shouldn’t buff ele active effect because there will be forever the wonderfull “writen in stone” trait to support signet. There are already builds that use perfectly this trait with signet and even if they are not part of this meta you hate so much, they are viable. Your changes on ele signet would totally overbuff these build. Not that i won’t be happy to see this coming but this would be imbalanced.
Guards, Signet of wrath and Warrs, Signet of Might : How can you even think of overpowered active effect like theses?
Signet on Ranger are meant to buff your pet.
“Signet of renewal” have absolutely no benefit for your pet, plus, what the point of the grand master trait “signet of the beastmaster” here?
“Signet of stone” : 2 seconds of prot with a 20 seconds CD IF you are disable? Is there something for pet? Oh sorry active enhance vit of pets. Absolutely worst way to try and enhance pets survivability because, It only make pets harder to heal effectively (here you are only doing the same mistake as A-net).
“Signet of the wild” : You are destroying even more pets survivability. Change on active could actually be pretty interesting because shorter CD on signet mean more might stack uptime… but wait I’ve got tons of way to gain might other then that.
Here again you’re focusing to much on a meta zerk build that allow ranger to actually do spike damage or survive a bit more in large scale fight at the cost of 30 point in marksmanship.
“[Signet of the Locust] (active)
Recharge reduced from 60 to 30 seconds.
Damage adjusted from 158 (?) to 101 (0.3).
Healing reduced from 932 (0.24) to 808 (0.2).
Healing now also affects up to 10 allies.
Effect radius increased from 480 to 600.
Now also grants 8% Life Force if the Necromancer strikes a non-ambient-creature foe with damage.
Now also breaks stun."
I’m lazy today so I will just quote this one : Don’t you think you overbuffed it?
Hint : CD reduced, healing allies (up to 10!!! whoo best healing skill of the game), damage and healing slightly reduced, grant LF (of course) aaaand Break stun.
Could you ask this skill to also make me some coffee? It would be amazing!
I’d say that’s because people are used to stealth and people cloacking in stealth.
As for the OP, i’d say :
1- this won’t do any good
2- this has been asked for month already
Pets ain’t bad in that state but increasing their health pool to grant them more survivability was a bad move because it only make them harder to heal. A flat damage reduction on them the further you spec in BM could be a pretty idea to.
Well… No
Let me explain. As a BM in GW2 you’ve got to actively buff your pet to max their effective damage and most of these “buff” to your pet are provided trough a fight. This mean that you will grant might to your pet each time you crit or might on sword AA. Protection on dodge, special condition on skill… etc.
This mean that if you sacrifice all your stats to your pet you also sacrifice your ways to buff them.
My second point would be that it would be terribly op in a way because pets already have high primary stats. How many health would have a bear with full sentry gear? 70 000? A cat with full zerk gear would have easily 100% crit chance and could potentially one shot people.
So in a sense what you propose would make pets OP, leading to nerf base stat and at the same time bring down the relation between the ranger and his pet.
Hi,
I’m playing a BM build since 1 year and some month and… well I think you could choose a build that enhance more your pet for your test. You loose tons of damage for your pet with your BM build. (well that’s not a real issue)
I also think that some player will complain about your non BM build (that’s also not an Isuue )
For pets :
You are right cats are actually our best tools for dps. But to be honest Drakes shine more then cats for dungeon or simply PvE because they’ve got a fairly good dps, cleave (just for that they would be the best), pretty good F2, a blast and they always feel tankier then bears.
Birds are totally crippled by there Quickening screech as you have seen.
Now, you missed some pretty good information to :
Devourers have the best synergy with “rampage as one” wich would be one of our best burst tools. And they also do pretty good damage because they hit two time. Even if it’s not great numbers, this ain’t negligible. They are also the best in term of toughness that make them really sturdy. Their only default is that they tend to steal aggro. (In my opinion the best of them would be “carion devourer” because of their F2 ability).
You probably should have done your test with axe and “axe training” because this trait enhance life blast too while you’ve got an axe equiped. 10% damages are still 10% damage.
1000 damage/s on a condi build is really weak. we can easyly keep on a 2k/s pressure on single target and epidemy grant us this on up to 5 target… that’s already a 500hp/s .
Which requires a lot of effort from the necro to maintain in addition to requiring 5 enemies that are capable of hitting the necro. Even against a single target, 500hps won’t keep you alive on its own, and unlike Warriors, necros can’t avoid damage for extended periods of time to heal up as the necro’s method of doing that blocks all healing.
It is not going to break game balance. Please think about what these optimal conditions actually mean before you cry about balancing around them.
And Spite is not the “Power line.” It is the “Power and Condition Duration” line. Dhuumfire is currently the only trait in the tree that even used condition damage. Parasitic Contagion will be a second. Each of those traits fulfills different roles for a condition necro (more damage vs. more sustain). There is very little they could have put in for Power builds that would be picked over Close To Death.
You are making yourself the devil advocate here.
Nobody said that Spite was the “power line” here. And of course it’s not, It’s also the “condition duration line”. But, Necromancer don’t need “sustain” in an offensive line. That’s what I was saying. That’s what you should have red. My problem with this trait in this line is that you don’t trade anything for an high sustain. And yes It’s a strong sustain. 2k/s condi damage mean what? 12 blood stack and 1 poison without might stack? we can easily add torment and fear.
I know that it’s the "condition duration line " and I want it to be used as a “condition duration line” but this trait line should be used to promote non damaging condition not to OP condi damage build.
What will happen after this release? First we will see unkillable condi necro. People will cry : Nerf OP necro. Then dev will brainstorm and with the fact in mind that they can’t possibly admit that they did somthing wrong (like with Dhummfire) they will nerf the things around that make Parasitic Contagion OP. So… they will cut our bleed source, reduce our overall condition duration… etc. That’s what they did for Dhummfire and that’s obviously what will happen in the few next month.
So what’s my concern?
- My concern is that they could create tons of trait that would have fit this trait line.
- My concern is that this trait is a slap in the face of “vampiric” which is nerf to the ground because “nobody should gain a great sustain from damages”. (not to mention that you will be able to trait for both vampiric and parasitic contagion without any high investment in Blood magic).
- My concern is that Powermancer are still underwellming against condimancer and this trait will enhance even more the gap between these 2 specialisations (not to mention that Powermancer will take a blow from the new mechanism : “ferocity”)
- My concern is that we are supposed to mitigate our lack of mobility by crippling our foe’s mobility and that the only way to do that is by the use of non damaging condition. Thing that we should see in the so called “condition duration line”.
- My last concern is that this is so obviously OP for condimancers that we will be nerfed on this only fact.
We need in this trait line a trait that actually help both condimancer and powermancer not something that will let us fall in the eternal nerfbat hell.
1000 damage/s on a condi build is really weak. we can easyly keep on a 2k/s pressure on single target and epidemy grant us this on up to 5 target… that’s already a 500hp/s .
30/30/x/x/x condibuild are already kings and with this trait they still will. As for “dhummfire” they should just get rid of this cr… anyway nobody will take it with this new trait.